Glen T. Winstein

Glenster

Glenster's Glimpse into San Andreas


www.myspace.cc
 

  IV  The main story missions of Los Santos continued

    The Sweet missions

  IV.1  "Tagging Up Turf"    Sweet Johnson

  Poppin' tags: here it means to take someone else's tag--graffiti, meant in
this case to stake out a territory--away from them by covering it with a new
tag.  (C.J. can get a lot of new clothes later, though.)
  http://www.urbandictionary.com/define.php?term=poppin+tags
  http://www.urbandictionary.com/define.php?term=Tag

  Sweet leaves a basketball game with Big Smoke to encourage C.J. to help him
spray over some Balla's tags.  (Spray with the LMB.  Sprayed ones become un-
sprayed again for the mission.)  C.J. sprays a couple of Ballas, too, while he's
at it.

  We also learn that C.J. can jump up and grab onto a ledge, then climb up onto
the roof, or climb over a fence, by pressing the climb/Jump key.  (Note: the de-
fault Jump button is Left Shift, but I remap my controls to use Spacebar for
Jump and Left Shift for Run, which is more like the controls I use for "Vice
City.")

  Sweet gives C.J. $200 and Respect.  Officer Hernandez calls and tells C.J. not
to leave town.  C.J. curses him for just doing what Tenpenny and Pulaski tell
him to do.  There's a Spray Can in C.J.'s bedroom, and the basketball game is
available (XI.c).

  If you haven't had C.J. do the preliminaries I went on about, he can now re-
cruit two gang members.


  IV.2  "Cleaning the Hood"  Sweet Johnson

  Big Smoke, Sweet, and Ryder, C.J.

  Mark "B-Dup" Wayne: The Game, aka Jayson Taylor of the mixtape "JT The Bigga
Figga Presents: Nas and The Game: QB 2 Compton," 2002, "The Documentary," 2005,
and "West Coast Resurrection," 2005.
  http://en.wikipedia.org/wiki/The_Game_%28rapper%29

  Barry "Big Bear" Thorne: Kurt "Big Boy" Alexander, who played Jabba Lady/
Fluisa/Naomi in "Deuce Bigalow: Male Gigolo," 1999, and he's been on a number of
TV shows, but he's probably the most famous for being the popular host of the
Hip-Hop and R&B radio show Los Angeles' Power 105.9 FM.  Happily, he's not so
big anymore: in response to a bet by Will Smith, he's lost 270 pounds in the
last few years.
  http://www.imdb.com/name/nm0101559/
  http://www.king-mag.com/05jul-aug/real/real.html
  http://en.wikipedia.org/wiki/Big_Boy_%28radio_host%29

  Big Smoke sounds like he's trying to talk Ryder into crack dealing.  C.J.
wants his gang the way they were before and to get old gang members B-Dup and
Big Bear back in the fold.  After C.J. uses the nearby Greenwood to drive Ryder
to B-Dup's place, they see Big Bear has become a subservient crack addict to
B-Dup, who tells C.J. to get lost.

  C.J. gets a Baseball Bat and learns a fight move: while pressing the RMB,
press F or Enter to have him attack or Spacebar to have him block.  Blocking
diminishes the number of attacks on C.J. that can lower his Armor or Health.

  C.J. and Ryder find the crack dealer.  Have C.J. clobber him with a baseball
bat.  C.J. sees he was a member of the Ballas and lived nearby, so he takes
Ryder to the house to kill another drug dealer and other Ballas who put up a
fight about it there (at the start of this segment, a prostitute seems to be
giving a Balla a BJ in a room at the far right).  Then have C.J. drive Ryder
home.

  C.J. earns some more Respect.

  To help C.J. clean the crack dealers out of the neighborhood otherwise, see
I.5.k for their descriptions.  Drug dealers are also among those who drive
Ranchers.


  IV.3  "Drive-Thru"          Sweet Johnson

  Make sure C.J. has a lot of SMG ammo.

  Big Smoke talks C.J. into taking him, Sweet, and Ryder to get some chicken.
On the way, Ryder says the ones that killed C.J. and Sweet's Mom were trying to
shoot Sweet, and that some people say they saw a green Sabre drive away from the
drive-by; Big Smoke sounds like he's trying to talk Ryder out of saying so.
While at the Cluckin' Bell, Ryder sees a Voodoo of Ballas, C.J notices they're
driving toward Grove Street, and Sweet calls for a drive-by.

  Have C.J. do a drive-by on the Voodoo (drive beside the target, look to the
side with Q or E, and press the LMB), which the others, except Big Smoke, will
help with, till it starts to burn, then drive away from the explosion.  Once
he's taken care of any Ballas who manage to survive that, have C.J. drive the
others to Sweet's and Big Smoke's places.

  (Thanks to reader Timo Hakala for writing to me that Rockstar designed it so
you can blow up a Voodoo by shooting the license plate in the back because the
gas cap is behind the license plate in the car the Voodoo is based on.  I just
want to correct an easy mistake to make that many people have made: he thought
the Voodoo was based on a 1960 Chevrolet Impala.  It's really a Bel Air, which
has two pairs of brake lights--an Impala would have two sets of three.)

  (I guess we should figure Big Smoke is trying to sound like he's using the Bi-
ble as an authoritative source, but he hasn't read it in a long time and is im-
provising, to put it nicely, about what it says.  Big Smoke, as C.J. kids him,
talk a lot of B.S..)

  Improving the strength of the Tec9 as explained at X.11 makes this go a lot
easier.

  C.J. gets more Respect and $200.


  IV.4  Los Santos gym

  Sweet calls and doesn't want C.J. to let his remorse about their Mom cause him
to fall out of shape.  Have C.J. use the equipment at the Ganton Gym.  The
treadmill and stationary bike are quick ways to lose Fat, and the weights are a
good way to build Muscle (alternate between Left Shift and the LMB to have him
use the weights).  If he's past the Buff stage, have C.J. fight and defeat the
boxing trainer.

  I typically use the Mouse and Keyboard configuration.  With that, it's easier
for me to do this if I don't bother with targeting but just have C.J. advance
with W, punch with the LMB, and steer him with the mouse.  If you use a gamepad
in Joypad configuration, you'll see that this GTA allows you to use targeting
for punches, so I'd use targeting if you use a gamepad.

  When C.J. beats the trainer, he's taught some boxing moves:

  - Running attack: while running, lock onto the target with the RMB and press
Enter or F.
  http://img110.imageshack.us/img110/2668/00gta1fighttrainer1ahy5.jpg

  - Ground attack: lock onto a downed opponent with the RMB and press Enter or
F.
  http://img118.imageshack.us/img118/6278/00gta1fighttrainer1bsq3.jpg

  - Combo attack: lock onto the target with the RMB and press Enter or F repeat-
edly.
  http://img110.imageshack.us/img110/9039/00gta1fighttrainer1cnp5.jpg
  http://img110.imageshack.us/img110/5607/00gta1fighttrainer1ddg7.jpg

   (To have a longer look at onscreen instructions or dialogue, press Esc and go
to Brief.  You can go back through earlier instructions and dialogue by pressing
Up and go forward through them with Down.)

  All three indoor gyms are open (but the other two are in areas that are off-
limits).  (A 4th indoor gym, the private one in Madd Dogg's mansion, is avail-
able after "A Home in the Hills," IX.1.)

  C.J. uses the last fight moves he was shown after beating a trainer, so you
can send him to an earlier one if you want to change his fighting style.


  IV.5  "Nines and AKs"       Sweet Johnson

  Emmet: Eugene Jeter Jr.  This is the only role I found for him on the Inter-
net, and he only appears once, but if it is his 1st role, a GTA is a pretty good
place to start.

  Ryder doesn't like losing to Big Smoke and ends the game of dominoes they were
having.  C.J. takes Big Smoke in Big Smoke's Glendale to see Emmet, of the Se-
ville Blvd. gang that's become estranged from theirs, to get some weapons, even
if they are old weapons.  Emmet is a little confused at 1st and thinks C.J. is
C.J.'s late brother Brian.  We also learn from Emmet that C.J,'s Mom was called
Beverly.  C.J. and Big Smoke take a couple of 9mm Pistols.
  http://en.wikipedia.org/wiki/Dominoes

  Following Big Smoke's examples, C.J. learns (and we learn) some shooting
     moves:

  - Press the RMB to target, then add the LMB to fire.

  - While locked on, you can cycle through targets by rolling the Mouse Scroller
up or down (note: I couldn't get that to do anything for my Keyboard and Mouse
configuration).

  - Crouch (C) to increase accuracy.

  - Manually aim for, and shoot at, the cap of the gas tank of a car to blow the
car up.

  We also learn that while C.J. is crouching you can hold down the RMB and press
A or D to have him roll to the left or right.

  The OG Loc and Big Smoke missions are available.

  Emmet's gun store is open and a Pistol is available there; it's in the lot
along the N-S alley of the block S of the "OW" of "WILLOW FIELD."

  The Binco, Pro-Laps, and Sub Urban clothes stores are open.  The clothes C.J.
buys will be added to the Bincos clothes he started out with and be available in
the wardrobe closet of any of his save houses.  If he puts on a hat, shades, or
something for torso or legs, it removes any wanted rating.  He can take off and
put on the same ones to do that if you want him to keep the same look.

  Sweet wants C.J. to get some green clothes to show his solidarity with the
Grove Street Families.


  IV.6  Clothes

  Clothes are 4% of C.J.'s Respect level and 50% of his Sex Appeal level, so if
it comes to a choice between the two, favor the article with better Sex Appeal.

  Although the Bradygames guide gave the 50% figure, I didn't see clothes make
nearly as big a difference to Sex Appeal as cars.  Maybe it's a typo and they
meant 5%.

  I'd probably have C.J. get the Oysters then have him dress any way I wanted.
The 1st girlfriend, Denise, isn't very fussy about those things, anyway.

  Having C.J. put on a hat, shades, or something for the torso or legs, even
having him take off and put on the same ones, can get rid of any wanted rating.

  Send C.J. to Binco's to get him green jeans (R:15; SA:5) for $60; track pants
(R:5; SA:5) for $70 (the same R and SA as the various track pants at Pro-Laps
but cheaper); and a green rag back hat (R:3; SA:2) for $25;

  Sub Urban for a Base 5 hood (R:20; SA: 14) for $105 or Rockstar hood (R: 17;
SA: 15) for $120 and a Bobo ape T (R: 17; SA:13) for $115; a silver Cuban chain
(R:2; SA:2) for $200; and a face black watch (R:2; SA:2) for $120;

  and Pro-Laps for sunglasses (R: 2; SA: 1) for $150; mid-top sneakers (R:5;
SA:3) for $115; and red sneakers (R:2 SA:3) for $80 if you want to get him the
things with the highest points for Respect and, especially, Sex Appeal available
for now.

  Fortunately, the green jeans and green rag back let C.J. show the Grove Street
Families' color, too.


  IV.7  "Drive-By"           Sweet Johnson

  Have a lot of SMG ammo.

  Ryder complains to Sweet, then to C.J., that C.J. can't drive good enough for
a drive-by they want to do on the Ballas.

  ********

  Thanks to Rusk's walk-through for the tip from pdescobar, srg, and Mxyzptlk,
who found a batch of missions in which you can have C.J. go to the off-limit ar-
eas without a wanted rating.  This is the earliest mission in which you can have
C.J. do that.  Instead of having C.J. get into Sweet's car, you can have him
collect Oysters, etc., in the off-limits areas.

  For a complete list of the missions you can do this with, see Fun Glitches
(I.12.b).

  During this mission, you can have C.J. explore San Andreas with no police rat-
ing no matter what you have him do or where you have him go.  He can get the re-
maining Oysters, the Combat Shotgun, and the Minigun or Heat-Seeking Rocket
Launcher.

  As Rusk recommends, have C.J. prepare by getting a Camera from the Johnson
bedroom so he can get a Snapshot that's easier to get without the threat of a
wanted rating.  The remaining Oyster locations are shown below.  Since the
shells of any shotgun C.J. gets are added to any shotgun he already has, you
might have C.J. collect Shotgun and Sawnoff Shotgun ammo in Los Santos (III.3)
before this mission, or from anywhere in San Andreas (V.4) (VII.3) during the
exploration glitch of this mission, before having C.J. get the Combat Shotgun.

  If you want to maximize the Stat for the Combat Shotgun fast in a way that
works for either the original or second edition of the game, you can change the
data\ar_stats.dat file for it (see III.5).  It's called the SPAS12 in the file.
One way to change the stat data for all the shotguns is to change it from 0.6
points per 100 shots to 100 points per 10 shots, which will let C.J. reach Hit-
man in a few shots.  If you want to get the Hitman skill level for the Combat
Shotgun but don't change the file, it takes a lot longer, so make sure to get a
dozen or more rounds of ammo for either other shotgun 1st.

  Of the two heavy weapons considered, you can get the most ammo for the Mini-
gun if you use the teleporter of the GTA SA Control Center (see X.13.c).  It
comes with a list of teleport locations that includes the Oyster locations, but
you might rather go sightseeing so early in the game.

  Rusk likes to start by having C.J. fly from LS airport to use the Camera to
shoot the bridge of the aircraft carrier to get a Snapshot.  On PC, press the
RMB to see the Snapshot--violet and blue with a white camera in the middle--then
shoot the picture with the LMB.

  If you got 39 Oysters during the Los Santos preliminaries, you might at least
get the two Oysters by the Easter Bay aircraft carrier while it can be done
without a wanted rating.  But I'd get all 11 remaining ones because it boosts
C.J.'s Sex Appeal so that he doesn't have to wrangle with objections like who
doesn't like him buff and who doesn't like him fat when he starts dating women
that are fussier about that than Denise, which makes dating less complicated.

  There are two Oysters by the Easter Bay aircraft carrier, one is near Avispa
Country Club, three are in the Sherman Reservoir, and five are in pools in Las
Venturas.

  1. under the E end of the aircraft carrier that's N of the "N" of "EASTER
BASIN."

  2. in the middle of the E end of the big gray rectangle "BASIN" is on, in the
middle dock of three.

  While C.J. was in San Fierro, I took Rusk's advice to move the Patriot from
the E end of Easter Bay Naval Base (S of the E end of the ship) to the Xoomer
gas station garage for the Export/Import mission later.  The garage is on the
lower E side of the brown block N of "DOHERTY."

  If you want to fill C.J.'s heavy weapon slot with the Heat-Seeking Rocket
Launcher (instead of the Minigun), it's between two of three container tanks at
Easter Bay Airport NE of the "T" of "AIRPORT."

  A few more Oysters:

  3. in the little pond, S of the big arc of road and the country club building,
S of the "PA" of "AVISPA COUNTRY CLUB."

  4. between "AN" of "SHERMAN RESERVOIR" and the dam, under the W structure of
the two (shown on the radar and in-game map) that project N from the dam.

  5. under the bridge over the entrance to the gulf on the W side of the reser-
voir.

  6. near the coast S of the "OC" of "VALLE OCULTADO," a bit past the end of
the wooden pier.

  You might be sure you have the Hitman level for the Shotgun, then get the Com-
bat Shotgun next.

  The SW Las Venturas Combat Shotgun location: in SW Las Venturas, send C.J. S
into the N side of the compound on the block W of where "LVA FREIGHT DEPOT" is
printed on the paper map.  Send C.J. past the garage with a lot of doors on his
left to the rectangular divider with plants and trees growing in it.  The Combat
Shotgun is in the shrub in the middle of it.

  The remaining Oysters:

  7. in the NW area of the block of "COME" of "COME-A-LOT," in the pond N of the
entrance walk.

  8. in the NE area of the block of "ATES IN" of "PIRATES IN MEN'S PANTS," in
the pond, and by the big skull display.

  9. in the middle of the semi-circle of the "E" of "VISAGE," in a pond, and by
a waterfall in the middle.

  10. just S of the "R" of "PILGRIM," sticking halfway out of a swimming pool.

  11. E across the street and just past the RR track from the middle of the rec-
tangle that's at the NE corner of the block of "CA" of "ROCA ESCALANTE," in the
upper patio pool of the VROCK Hotel.


  You might get the Minigun next.

  As an alternative, or addition, to the Minigun, you could make your favorite
available weapon as strong as you want (X.11).  I recommend the Tec9 for that
since it can be dual-wielded, used for a drive-by or with a Jetpack, is more
commonly available than a Minigun in the early part of the game, and isn't used
by law enforcement.

  The NE Las Venturas Minigun location: send C.J. into the alley on the E side
of "CA" and "LANTE" of "ROCA ESCALANTE," turn right into the garage, go to the N
side, down the ramp, and go N to the Minigun by the elevator doors.

  You can teleport C.J. to it with the GTA SA Control Center (X.13.c).

  Las Venturas parking garage Minigun:

  X 2493.516, Y 2398.752, Z 4.210938, Angle 100.0

  The SE Las Venturas Minigun location: at the left side of the "O" of "ROCK-
SHORE EAST" on scaffolding.  It's on the next to the highest level on the E end
of the N side.  Here are a few ways to get it:

  - pez2k_ supplies some helpful advice with the tip that C.J. can climb each
level of the scaffolding that he needs to by jumping across a bit of the inside
90 degree corners of it to grab the next higher ledge.

  - You can use the Maverick from the SE area of SF airport.  If the gate is
locked, C.J. can climb on the booth nearby then drop into the airport.  He can
rest it across two beams of the scaffolding, drop down to get the Minigun, then
jump up higher than you might think if you press F or Enter to have him get back
into the Maverick.

  - You can use the ROCKETMAN code to give C.J. a Jetpack, then use the GTA SA
Control Center (X.13.c) after getting the Minigun to get rid of the cheat count.

  Las Venturas scaffolding Minigun:

  X 2682.145, Y 835.74, Z 21.766, Angle 85.88

  To have C.J. get the Area 69 Minigun, you could have him use the Jetpack and
one of the entrances to Ghost World/Blue Hell, including the non-solid spot
Mxyzptlk found in the ceiling over the W trench at Area 69 (I.10).

  Area 69 Minigun:

  X 241.3609, Y 1859.69, Z 14.08401, Angle 274.0

  To have C.J. leave Area 69, you could have use the Ghost World route or use
the GTA SA Control Center to teleport him to one of the places listed on the Lo-
cations page under GTA SA Locations, or click the map on that page to leave a
blue dot on the destination you want, click Read from Map, then Teleport.


  You might use this or a later such exploration glitch to have C.J. collect the
Horseshoes or the rest of the Snapshots, or try GTA_Phreak's Blackjack strategy
found near the end of this walk-through.  You might be thoughtful enough to have
him enter a police station, too, and find Denise a lovely gift.

  Then have C.J. return to Sweet's car for our regularly scheduled program al-
ready in progress.

********

  Have C.J. drive Sweet, Ryder, and Big Smoke past some groups of Ballas to do
drive-bys on them.  Ryder is cynical about C.J's ability to do this and keep
them from getting killed and Sweet's Greenwood from being ruined, so I'd have
C.J. keep the car at least across the street from each group of Ballas and help
with the shooting.  If the car damage bar gets low after a few groups have been
shot, take the car to the Pay 'n' Spray in Idlewood, then get the rest of the
Ballas.

  After they get the last group of Ballas in Glen Park, C.J. has at least a two
star wanted level.  You can send the Greenwood through the bribe in the pedes-
trian tunnel on the N side of the park, the bribe N of the "ST" of "EAST LOS
SANTOS" (at the NW end of a drainage ditch), or the bribe in the E-W alley in
the block that's across the street S of the Ten Green Bottles bar.

  If you send the Greenwood to the Pay 'n' Spray to get rid of the two star
wanted level, as the game suggests, and you've never done it before, remember to
wait till the wanted stars stop flashing.  If another crime is committed during
the suspension period, the full wanted level is reinstated, and just scraping a
lingering police car could do that.

  Then take C.J.'s group back to Sweet's place.

  Ryder is still sarcastic, but Sweet tells C.J. he did a good job and to watch
out for the Ballas now that they know C.J. is back helping the Grove Families.

  Sweet gives C.J. more Respect and $500.

  The Ryder missions are available.


  IV.8  "Sweet's Girl"       Sweet Johnson

  C.J. can't find Sweet or Big Smoke in Sweet's house.  Sweet calls: he's
trapped at a girlfriends house by fire from the Seville Blvd. (Playa Del Se-
ville) families.  (These gang members look the same as the Grove Street gang
members--I guess Sweet sowed his wild oats a little too close to the house.)
Send C.J. to help in a four-door car, like Sweet's Greenwood.  The game suggests
that you get C.J. a Pistol at Emmet's place and have him crouch behind walls
across from the girlfriend's house for cover between shots, but you can do it
any way you want.  I once had him use a Rocket Launcher from about five houses
away to get most of the gangsters, then get into a closer position to snipe the
one left.

  When you have C.J. pick up Sweet and his girlfriend (the same woman who's be-
hind the counter in the lobby in "Architectural Espionage," VIII.31) to take
them to Sweet's house, Sweet says the Seville Blvd. families are trying to start
a war.  Seville gang cars try to ram C.J.s car on the way (in one mission ef-
fort, when they spun it around backwards into the opening to the back yards by
Sweet's house, I had C.J. drive backwards through the yards to get there).
Sweet says this set trippin' (violence in the name of a gang)...
  http://www.urbandictionary.com/define.php?term=set+trip)

  ...is killing the families.

  Sweet gives C.J. more Respect.


  IV.9  "Cesar Vialpando"    Sweet Johnson

  Cesar Vialpando: Clifton Collins, Jr. played Vato #2 in "Menace II Society"
1993, Tack in "The Stoned Age," 1994, Cutty in "Dead Presidents," 1995, played
another Cesar--Cesar Sanchez--under the name Clifton González González, with
Samuel L. Jackson as Trevor Garfield, in "One Eight Seven," 1997, and was in the
comedy "Hip, Edgy, Sexy, Cool," 2002.  He's building on a notable family tradi-
tion since his grandfather, Pedro Gonzalez-Gonzalez, co-starred with John Wayne
in nearly a dozen movies.  (Note: the imdb also shows "Gonzalez-Gonzalez" as
"Gonzales-Gonzales.")
  http://www.gilmarc.com/cliffc/welcomeframe.html
  http://www.imdb.com/name/nm0004286/
  http://en.wikipedia.org/wiki/Clifton_Collins%2C_Jr.

  C.J. finds Sweet giving their sister Kendl a hard time because she's dating
Cesar, whom Sweet refers to as a "cholo" (an Hispanic gangster, here meant in
the derogatory sense of U.S./Mexican half-breed).
  http://www.urbandictionary.com/define.php?term=cholo

  After she leaves, he tells C.J. to go to the lowrider meeting Cesar and Kendl
are going to.

  C.J. meets a mechanic, who tells him Sweet phoned ahead and he owes Sweet big,
so he gives C.J. a lowrider.  The mechanic says it's the kind used to compete
with by "eses" (or "esses"--male gangstas of Hispanic ethnicity).
  http://www.urbandictionary.com/define.php?term=esse

  When you drive it into the garage to learn about car modding, you can get it
modded if you want to.

  You can choose to gamble up to $1,000 at the competition, which is like the
dance game for lowriders.  A hooker gets into the car.  Press NP2 for down, NP8
for up, NP4 for left, NP6 for right, and whichever two of those are the closest
for diagonal arrows, in rhythm to the music to make the corresponding direction-
al arrows light up as they pass in front of the circle in the middle of the
screen.  I had the best luck the last time I tried by lagging behind the rhythm
a bit sometimes to press the keys when the arrow was in the middle of the cir-
cle.

  Cesar's gang is hostile toward C.J. but Cesar has them back off.  He especial-
ly needs C.J. to know that Kendl is his woman for life, and he and C.J. seem to
accept each other.

  The Transfender garage of Temple, Los Santos, is open for modding cars.  The
garage is on the S side of the block that's W of the block of the top of the "T"
of "TEMPLE."

  It can mod the Buffalo, Bullet, Banshee, Cheetah, Comet, Infernus, Phoenix,
Super GT, Turismo, Windsor, ZR-350, Admiral, Alpha, Blista Compact, Bobcat, Bra-
vura, Buccaneer, Cadrona, Cabbie, Clover, Club, Elegant, Emporer, Esperanto,
Euros, Feltzer, Fortune, Glendale, Greenwood, Hermes, Huntley, Hustler, Intrud-
er, Landstalker, Majestic, Manana, Merit, Mesa, Nebula, Oceanic, Perennial, Pic-
ador, Premier, Previon, Primo, Rancher, Regina, Romero, Sabre, Sentinel, Solair,
Stafford, Stallion, Stretch, Sunrise, Tampa, Taxi, Vincent, Virgo, Walton, Wash-
ington, and Willard.

  You can use the Transfender for an additional batch of vehicles with the
Transfender Fix by OffRoader23 (see X.13.kk).

  Loco Low Co, which specializes in customizing the Blade, Broadway, Remington,
Savanna, Slamvan, Tahoma, Tornado, and Voodoo, is open for car modding in Wil-
low Field, Los Santos.

  Both places are indicated on the in-game map and radar by a red wrench.  (In
case you're wondering why I described where each is in detail above, it's for
anyone who tries to find the garages with the paper map, which misplaces the
wrench icons.)

  A good reference guide to which cars can be modded and how at each mod shop is
in the BradyGames guide.  Even more detail is provided by the "In-Depth Car Mod-
ification Guide" by Mastermind73 at the Gamefaqs web site.
   http://www.gamefaqs.com/computer/doswin/file/924362/33385 

  A paint job at a modding shop will take care of any wanted rating.

  The "Lowrider Challenge" mission is available, and Cesar calls to invite C.J.
to a race, which opens the Cesar missions (the CV icon).

********

 

  IV.10  "Lowrider Challenge"            Not required for 100%

  Have C.J. enter the red shaft of light by the guy standing just outside the E
wall by Unity Station.  It's the same as the musical game with a bouncing low-
rider of "Cesar Vialpando."  I like a happy lowrider--get that thing bouncing
along, singing a song.

  (I haven't noticed if anyone else has reported this, but I occasionally got a
glitch where one or two arrows appeared just before the center circle instead of
sliding in from the right side of the screen.  Also, it ought to be the same as
the dancing game, which I can do easily, but for some reason, it's not.  I think
it's because the process of pressing the key or keys in a compromise of the beat
of the music and graphics instead of pressing them to a beat that's in sync with
the graphics is not something you want someone to speed up.)

  I've read that a Voodoo is easier to do this with.  (You use one for the next
mission, too.)  The last time I did this, I had the lowrider raised so that it
lowered during key presses, which made it seem easier, too.

  Depending on how much you bet, C.J. can win up to $2,000.

  A lowrider has had the suspension lowered to ride as low as possible; some-
times the roof or body is lowered, too.  1961-1964 Chevrolet Impalas were often
used, and in cholo culture, originally.  If the vehicle has hydraulic suspen-
sion, you can raise the body for bumpy roads.  A "jumpcar" or "hopper" can be
used for bouncing and even jumping: "hitting switches."


  For a good article on the basics of low riders, see:
  http://en.wikipedia.org/wiki/Lowrider

  There's also a documentary by Carol Strong, "Sunday Driver," about it in the
Special Edition of "San Andreas."

********

 

    Cesar mission

  IV.11  "High Stakes, Low-Rider"   Cesar Vialpando

  Get a Voodoo, which has the best handling of the lowriders, and take it to
Loco Low Co. for 10x Nitrous.  (The lowriders that aren't Voodoos handle like
cra*.  Try not to hit anything if you use one of those, because they spin around
easily.  Without Nitrous, the Slamvan has the best acceleration of the lowrid-
ers, but it has poor cornering ability.)

  I've often seen a Voodoo in the driveway of a house three houses E of the El
Corona save house.

  Lowriders handle better when they're low to the ground.  Use the pit maneu-
ver--nudge the back of the side of the car ahead of you to spin it out--whenever
you get the chance.

  It can't be that hard.  I did it with a Blade--some lowrider that's slippery
for racing--got spun out a couple of times, was sure I'd lost at the finish
line, and was surprised to see the mission success message.

  C.J. gets $1,000.

  PS: special cars

  This is a mission that makes Cesar's bullet-proof, at least, Savannah avail-
able.  One way to get it is to get him out of it at the finish line--I got him
to come out by having C.J. hit the driver's door with a knife--have C.J. finish
him off, then push it to a garage.  Normally, to get a super car on PC, you can
pick your favorite car, soup it up with the data\handling.cfg changes explained
at X.10  Cars and Bikes, notably X.10.b, then get X.13.c  The GTA SA Control
Center, and make it whatever-proof (C.J. too, if you want).


    The Ryder missions

  IV.12  "Home Invasion"        Ryder

  This mission is available at Ryder's house (next door to the W of the Johnson
house) between noon and 20:00.  It's like the "Burglary" mission at III.10
(which the BradyGames guide says becomes available after this mission but which
is really available from the start of the game).

  ("Home Invasion" is also the name of the 1993 album by Ice T, who plays Madd
Dogg.)

  Ryder is looking for water in the holes in his back yard.  Ryder, whose li-
cense plate says "SHERM," has holes in his backyard because that's where he
hides the PCP (he calls his "water") he sprays on his marijuana or dips his
joints of them in.  Marijuana treated that way is called Sherm.
  http://en.wikipedia.org/wiki/Phencyclidine

  (I'd wondered if it was something to cook crack with, but Ryder at this time
agrees with C.J. in being against crack dealers.)

  Ryder wants to upgrade their weapons by stealing crates of weapons from Col.
Fuhrberger's house.

  C.J. takes Ryder in the "black" Boxville to the Col.'s house, where C.J. has
eight minutes to steal at least three crates and drop them at (load them into)
the back of the black Boxville.  C.J. has to be quiet in the Col.'s house--if
the Col. wakes  up, C.J. gets two stars, and if the Col. sees him, the Col. uses
a Shotgun.  Every time C.J. enters the Col.'s house, have him Crouch, C, and
press W to have him sneak; you can press W repeatedly at a rhythm that has C.J.
sneak slowly, if you want.  Use F or Enter to have him pick up a crate, then tap
W quickly and repeatedly so C.J. walks forward in wiggles without raising the
noise meter except when he opens a door.  C.J. got all five crates when I tried
it that way.

  One crate is in the far right corner, a 2nd is through the doors opposite the
stairs and on the far left, a 3rd is at the top of the stairs, a 4th is at the
end of the hall at the top of the stairs, and a 5th is in the Col.'s room at the
end of the same hall.

  Thanks again to a GTA Forums message by pdescobar who figured out that normal
police appear if C.J. wakes up the Colonel unless C.J. has stolen three to five
crates, in which case police in a car with the license plate "TH3 P1G5" appear.

  Then drive Ryder in the truck to the lockup in Playa Del Seville.  I think
he's called "Ryder" partly because he's always testing C.J.'s patience by "rid-
ing" him--chiding and insulting him.

  Drizz, at GTA Forums, reports a glitch that lets C.J. recruit Ryder as a
ghost.  You type a "recruit anyone" code during the mission, and as Ryder starts
to fade after the last cut scene, you have C.J. quickly recruit him before he
fades from view.  It's reported on page 2 of this message board:
  http://www.gtaforums.com/index.php?showtopic=217991&st=0

  Despite Ryder's attempts to belittle him, C.J. gets more Respect.

 

  IV.13  "Catalyst"             Ryder

  C.J. can get this mission at Ryder's house between 20:00 and 6:00.

  Ryder is cooking that water now (preparing the PCP to make it more potent?),
unconcerned that C.J. wants him to knock it off.  Tenpenny, Pulaski, and Hernan-
dez come in without asking and accept what Ryder is doing--Tenpenny wants some
of the water for his wife (I'm guessing it's to keep her addle-minded enough to
stay with him).  Tenpenny tells C.J. to check out something that's arriving by
train.

  (In "Vice City," one of the things Lawyer Ken was heard to say, if Tommy got
busted, was: "Get Sgt. Pulaski down here--that fat chump owes me a favor.")

  Have C.J. drive Ryder in Ryder's Picador to the train, kill three Vegas (I
had C.J. use a Sniper Rifle), then kill four Ballas who emerge from a car (I
chose an M4).

  C.J., with the 1st person view, has to throw ten crates of weapons from a flat
car of the train to Ryder, who stands in the bed of the Picador which follows
the train, in a minute and a half.  The longer you hold down the LMB before re-
leasing it, the farther C.J. throws; aim with the Mouse.

  Then have C.J. drive S to the Pay 'n' Spray, to get rid of three wanted stars,
and drive Ryder home.

  Thanks to reader Anurag Sinha (who helped in the "Swimming mania...." section)
who wrote to me that C.J. can continue driving in the direction of the train
and, once the train is in the tunnel W of Unity Station, turn around and take
Ryder home without any police on the street.

  C.J. gets more Respect.


  IV.14  "Robbing Uncle Sam"    Ryder

  C.J. says Ryder has been a drug dealer since he was ten (and likely getting
high on his own supply like he is currently, too).  Ryder thinks a local Nation-
al Guard Depot would make a good place to steal weapons (see what I mean?).
Have C.J. drive Ryder down there in a truck, which is quickly supplied by some-
one Ryder only identifies as "LB."

  Once there, don't open the main gate as prompted.  As Rusk instructs, have
C.J. go clockwise around the big building to the left, shoot (I chose a Sniper
Rifle) the couple of guards by the warehouse and one by the gate, shoot the lock
box of the warehouse door to open it, and shoot the two guards inside.  As the
BradyGames guide instructs, you can use the Forklift (NP8 to raise the fork; NP2
to lower it) to put six boxes to the side of the inside of the warehouse door.
This will let C.J. load the boxes into the truck faster, and with fewer attack-
ing soldiers for him and Ryder to contend with, in the next section.

  Have C.J. shoot the lock off the main gate.  Ryder backs the truck to the
warehouse door, and C.J. can load the boxes onto the truck, stopping to shoot (I
chose an M4) any soldiers that shoot at Ryder (about one per crate).  The sol-
diers spawn from the top of the steps of two little buildings nearby; you might
put something at the base of each of the two sets of steps to block their paths.

  Reader Anurag Sinha gets my thanks again for telling me that the soldiers
eventually push the Mesa out of the way.  He recommends using crates at the base
of each set of steps--Rusk recommends a row of three crates for each--because
the soldiers can't get past them.  I've still had a soldier appear nearby and
shoot.  (Does he manage to get over the crates?  You might put a vehicle in
front of each row.)

  Rob also noticed that C.J. can break open the crates and find weapons and
Health inside.  I haven't seen the Health yet. but I've had C.J. find armor that
way, too.

  Spaceeinstein told me "there are 17 boxes in all. Breaking the boxes randomly
creates a pistol, armor, grenade, health, micro uzi, chrome shotgun, and noth-
ing.  You can break all but six boxes.  Break too much and you fail the mis-
sion."

  If Ryder's Health is shot away, you fail the mission.

  Once six crates are loaded into the back of the truck, have C.J. drive it to
Emmet's lot, which is along the N-S alley S of the "OW" of "WILLOW FIELD."  On
the way, Ryder will toss a crate from the back of the truck, to deter the pursu-
ing Patriots of Guardsmen, every time you honk the horn.

  C.J. gets more Respect.


    The Big Smoke missions

  IV.15  "OG Loc"                      Big Smoke

  Jeffrey "OG Loc" Cross: young Jonathan "Jas" Anderson, who played DJ Chris in
"Queen of Media," 2008.
  http://www.imdb.com/name/nm1750624/

  According to Wikipedia: "As 50 Cent was originally intended to provide the
voice for Carl Johnson, OG Loc is thought to be modeled after rival rapper Ja
Rule (aka Jeffery Atkins) as a sign of mockery.  It should also be added that
both Ja Rule and OG Loc bear similar first names."
  http://en.wikipedia.org/wiki/OG_Loc#Jeffrey_.22OG_Loc.22_Cross

  The article said 50 Cent turned the part of C.J. down because he would only
perform in a game in which he played himself, which he eventually did with "50
Cent: Bulletproof."  (Personally, I'd have grabbed the chance to play C.J. in
a Grand Theft Auto in a minute.)
  http://en.wikipedia.org/wiki/OG_Loc#Carl_.22CJ.22_Johnson
  http://en.wikipedia.org/wiki/50_Cent:_Bulletproof

  Thanks to a post by original gangster at GTA Forums for the tip that 50 Cent's
real name initials are "C.J." (Curtis James Jackson III).
  http://en.wikipedia.org/wiki/50_Cent

  "Loc" could refer to "love of CRIPs," a "local," or a "loco" person; look at
context to see what applies.
  http://www.urbandictionary.com/define.php?term=loc

  Freddie: ?

  Big Smoke and Sweet want C.J. to pick up Jeffrey, just released from prison
and now calling himself OG Loc, from a police station.  He wants Freddie killed
for raping him in prison.  At Freddie's home, Big Smoke and Sweet leave C.J.
alone to help OG Loc.

  Freddie makes a getaway on a motorcycle.  C.J., with OG Loc on board, gives
chase on another; have C.J. do a forward drive-by while OG helps.  The game is
forgiving if you make some wrong turns, but you fail the mission if Freddie gets
too far away for too long.  Freddy doesn't go so fast if C.J. generally follows
from about half a block away.  If the chase lasts till the end of the run, Fred-
die stops by three Vagos who open fire.  Have C.J. help OG shoot all four of
them, then take him to Burger Shot.

  Reader Anurag Sinha has more helpful advice, which I thank him for.  This
helps with raising weapon Stats.  If C.J. gets off of his bike, Freddie taunts
him from the corner.  If C.J. shoots him before the game lets the chase end,
Freddie can't be hurt but the shots count extra, like headshots, toward raising
C.J.'s skill Stat for the weapon.  He says it's faster than the PS2 gimmick of
shooting tires, too.  (So if you use a PC, change the Stat data, and if you use
PS2, have C.J. unload a bunch of ammo on Freddie.)  (Rusk warns that C.J. can
get a wanted level doing this.)

  When I tried this, I had C.J. drive OG Loc to the S end of the 1st street
Freddie stopped on, then had C.J. get off the motorcycle.  Don't have C.J. get
closer than about half a block from Freddie or he drives away.

  This mission features the Trip Skip feature.  If Freddie gets away so you fail
the mission, and you start it again without exiting or saving the game, you can
press "Y" when prompted to skip the drive to OG's house.

  The OG Loc missions are available.  C.J. gets Respect.


  IV.16  "Running Dog"                 Big Smoke

   Tenpenny and Pulaski, arrogant again, leave Big Smoke's home.  Big Smoke
wants C.J. to take him to meet his cousin Mary--marijuana--from Mexico.  The
deal goes sour--Big Smoke hits one Vago with a bat and C.J. chases the other.
Add the fast repeated tapping of Left Shift to W so C.J. can catch him and kill
him.

  C.J. gets Respect.


  IV.17  "Wrong Side of the Tracks"    Big Smoke

  Tenpenny and Pulaski leave Big Smoke's place again.  Big Smoke says Three Deep
gave him a good lead and has C.J. use Big Smoke's Glendale to drive him to Unity
Station.  There, he tells C.J. he's looking for a meeting between some San Fier-
ro Rifa and some Vagos, who are making a deal.  When Big Smoke sees the Vagos,
without the Rifa, standing on a ledge over a train tunnel, he tells C.J. the
Vagos "clocked us": beat them there...
  http://www.urbandictionary.com/define.php?term=clocked

  ...and the Vagos jump on a moving passenger train to make a getaway.

  The game wants you to have C.J. take Big Smoke on a Sanchez to speed along the
locomotive so Big Smoke can shoot them with a Tec9.  The BradyGames guide and
most others say to stay just to the right of the track to the right of the
train, avoiding the car the train hits, the oncoming train, and taking the high
road by the track when Big Smoke says to.  I've had good luck lately by keeping
the bike along the outside rail to the right of each Vago till they fall.  (I
wonder if something about having my computer upgraded recently helps this come
off more smoothly.)

  If Big Smoke doesn't finish them off before the Red County blockade, he com-
plains about C.J.'s driving; I'm not partial to that.

  Rusk has a particularly cool method of having C.J. speed ahead without Big
Smoke to the top of the 24 Hour Motel, jump on the train, and shoot the Vagos
himself with an M4.  I like that.

  Have C.J. armed with lots of ammo and speed off, without Big Smoke, on the
left side of the track, around the left turn, across the street, up the little
concrete ramp and siding on the left, over the bridge siding, and over the con-
crete siding and ramp to the roof of the 24 Hour Motel.

  Have him jump onto the train car behind the Vagos.  (I don't add W for this
jump because it might make C.J. tumble off the far side of the train.  I have
him jump from about one to one and a half feet back from the edge of the roof.)
Have him move right up on them because these Vagos take a lot to take out and
time is limited by the overpass which will knock C.J. from the train; the game
won't let him crouch under it, nevermind the Vagos being able to stand and go
through it.

  (I once succeeded by having C.J. get into the glitchy area between the engine
and the following car, so C.J. managed to pass through the overpass like a Vago.
Unfortunately, he might also react to the glitchy area by going into a strange
suspended jumping routine, during which he can't fire a weapon, till he jumps
off the side of the train.)

  Have C.J. fortify the steel of these Vagos with ammo aplenty, moving right up
on the next one when the preceding one goes down.

  If you really want to speed this up for the PC version, you can use the "Tog-
gle One Hit Kill" function of The GTA SA Control Center (X.13.c) with the
patched or unpatched game.  It lets C.J. kill with one bullet per target.  Com-
bine that with an M4, SMG, or a Shotgun.

  See X.11 to see how to change data\weapon.dat to make Big Smoke's weapon, the
Tec9, as powerful as a Minigun, if where Big Smoke handles it you'd like to see
Big fire.

  Orion_SR gets my thanks for recommending a few strategies you might use any-
time:

  - the train goes faster when C.J. is near it (like a Vigilante target's vehi-
cle).  If C.J. lags just a bit behind it, it may help to have him stop for a
second or two, let the train slow down, then speed to the targets.

  - once Big Smoke picks a target, he keeps shooting at it till it's down unless
C.J. drives far enough away from the targets and back that Big Smoke picks an-
other one.

  - don't waste shots on the Vago in the back of the four--he  falls off the
train at the first turn.  Don't waste time on Vagos hanging from the train, ei-
ther, since they don't take damage.


  I also enjoyed and recommend Orion_SR's creative videos: "Very Wrong Side of
the Tracks" (featuring "Folsom Prison Blues" by the Carpet Munchers) with fan-
cier jumps, and "Wrong Foot," which has the jumps you're more likely to try.  He
shows about half a dozen places where he had C.J. drive the Sanchez, with Big
Smoke on it, onto the train to do a forward drive-by on the Vagos.  Besides
driving or using the Minigun from the motel roof mentioned before, he shows you
can have the Sanchez jump from steps onto the train, have C.J. jump from the
roof of the Glendale on the tracks the moment before impact to land on the
train, drop down from the near or far side of the first tunnel (he has to shoot
the Vagos before the overpass knocks him off) or overpass, drive from the dirt
path above either side of the tracks, or drop from either end of the second tun-
nel to land on the train.
  http://video.google.com/videoplay?docid=5812522022015366112
  http://video.google.com/videoplay?docid=6442024316393433154

  Of those methods, one of the easiest ways you can pass this mission is to have
C.J. get on foot to jump from the far side of the overpass onto the train.

  GTA_Phreak has another easy method--have C.J. take the road to the intersec-
tion where the Glendale appears over the track. (The Glendale doesn't appear
when C.J. 1st gets there by this method, though.  Have C.J. go N from the lot,
take the 1st right E to the curve near a wall, and get on the intersection of
the track and the road that goes E beyond the end of the wall.)  Don't have him
take the track to get there--once C.J. gets close to the train, the game won't
let him get very far from the train without failing the mission.  Have him use
the Sniper Rifle, zoom fully to the S, and snipe the driver of the train to make
it stop, then have C.J. shoot the Vagos.  (I'll just add that C.J. should shoot
without getting close to the train or it will start moving again.  And consider-
ing that having C.J. shoot could draw police attacks, you could give him some
protection by having him shoot from a crouching position on the wall to his
right.)

  This was reported soon after the game came out: if you get too far ahead of
the train, you fail the mission but you can see the SMGs, carried by Vago
ghosts, go by on the train.  I had C.J. jump from the far side of the overpass
to get them, anyway.
  http://img224.imageshack.us/img224/576/00gta1screen973wg4.jpg


  When the gangsters are Vago memories of the past (sorry), have C.J. get back
to the Sanchez to pick up Big Smoke and take him home where he can just complain
that he doesn't have enough food.

  C.J. gets Respect.


  IV.18  "Just Business"               Big Smoke

  Big Smoke has C.J. drive him to the Atrium to kill some Russians, one of whom
killed a cousin of his (but remember, he says everyone is his cousin).  The Rus-
sians are dressed in black and fire at them.  Have C.J. help Big Smoke fire at
them and get them before Big Smoke's Health is gone.  I had C.J. move in a
crouch and do side rolls with an M4.  The Russians leave behind SMGs C.J. can
use if you don't want him to use the Micro-SMG provided, and there's Armor near-
by.

  Then C.J. is driven on a BF-400 by Big Smoke.  Have C.J., in the 1st person
view, shoot at the shooting pursuers, who use BF-400's.  (It's like the 2nd half
of "Supply and Demand" in "Vice City.")  Each motorcycle has a driver and a
shooter, so C.J. can either take out the shooter or disable him by taking out
the driver, which makes the bike flip out.  C.J. can't take out the big Packer
(hey, you kids--settle down), but the Russians don't shoot from it so don't
waste time having C.J. shoot at it.

  There are a couple of blockades nearby when our protagonists stop--one block-
ade of shooters by three parked cars is to the side of the path they took and
one blockade of shooters by one parked car is to the side of their intended
path.  If C.J. can blow up the middle car of the set of three, as by hitting the
gas tank cap, it may take out all three.  Whatever you manage to get C.J. to do
about the blockades, Big Smoke takes the pursuit into a drainage ditch.

  Russians who shoot from pursuing Sultans join the chase.  If C.J. can't take
out the driver, at least have him set the shooter's Sultan on fire so it blows
up.  A few parked cars can be used like explosive barrels to help take out the
pursuers.  When Big Smoke instructs, have C.J. shoot ahead to remove the grate
from the drainage ditch tunnel.  He can shoot the two shooters in front of it
1st since the grate can be shot off in an instant.  Time it so when C.J. fires
back at the explosive barrels, it helps take out the pursuers' remaining motor-
cycles.

  C.J. gets Respect.  If you used the Micro-SMG provided, it just has 80 rounds.
I'd have C.J. go to Ammu-Nation for a lot of either SMG ammo or ammo for a modi-
fied Tec9.


    The OG Loc missions

  IV.19  "Life's a Beach"      OG Loc

  This mission is available by the Marina Burger Shot, which is by the Verona
Beach save house, from 22:00 to 6:00.  OG Loc wants C.J. to steal a sound system
for him.

  Have C.J. go to the beach party, talk favorably (press "Y" for "Yes") to the
lady at the sound system, which is in the open back of a van, then play the
dance game with her (press one of the directional arrows, or W,S,A, or D, as the
corresponding arrow rolls before the circle in the middle of the screen and in
rhythm to the music).

  Have C.J. jack the van--the lady gets in but is thrown from it--elude some
shooting by party-goers, and park it in a garage.

  All the Pony vans in the game have the same sound system in the back.

  C.J. gets some Respect.

  The v1.01 patch is supposed to make the dance game easier.  That probably
comes up more as a concern if you want to beat your old time at a dance club as
an option, because it's not hard to pass here.

  The BradyGames guide says this opens the Dancing odd jobs, but the dance game
is always available:

  - in the Alhambra Club at the mid-W side of the block of "IDL" of "IDLEWOOD,"
Los Santos,

  - in a club at the S end of the block that the top of the martini glass icon
overlaps N of "HASHBURY," San Fierro, and

  - in a club at the NE corner of the block with "TOE" of "THE CAMEL'S TOE," Las
Venturas.

  To get a new and more challenging dance, get a dance score over 3,500.  To get
another more challenging dance, get a score over something around 6,000-6,500.
There may be a 3rd score to beat, too.  (Thanks to the Stats FAQ by bamspeedy-
1298 at Gamefaqs.
   http://www.gamefaqs.com/computer/doswin/file/924362/47686


  IV.20  "Madd Dogg's Rhymes"  OG Loc  Opens C.R.A.S.H. missions

********

  dog (also dogg) -n.- 1. a close & trusted friend.
  http://en.wikipedia.org/wiki/Hip_hop_slang

  Dog: Dog can mean a range of things, it just depends on the context in which
it’s used.  As an insult… “I caught him cheating on me, he’s such a dog!”  As a
term of endearment…"I love him, he's my dog."  It can also mean to criticize or
annoy someone…”Quit dogging me.”
  http://www.nzgirl.co.nz/articles/2608

  Dog: Entry 1.-Manly man. Handsome and virile. Part of the "well endowed"
species.  Natural habitat in the southern US.
  http://www.urbandictionary.com/define.php?term=Mad+Dawg

  mad dawg
  1. v. (pronounced "mad dog") To stare someone up and down from head to foot as
if to initiate a fight.  "You best not be mad dawging me boy...I'll bust you
up!"
  http://www.thesource4ym.com/teenlingo/index.asp?Letter=M

********

  When C.J. recommends a writer for OG Loc (he hadn't lost his mind helping OG
Loc get amplified--he was just helping a friend), OG Loc wants him to steal rap-
meister Madd Dogg's rhyme book (Barnes and Noble and the public library were
closed?).  C.J. goes to Madd Dogg's mansion.

  C.J. has to use stealth on the guards there.  I had him crouch, C, while tap-
ping W to edge him along quietly, had him pause in the shadows, and used the
mouse to have the "camera" look around corners.  His icon on the radar is white
when C.J. is in the light, and is blue when he's in shadow and hard for others
to see.

  The guards are shown as red icons on the radar, and point in the direction the
guards face.

  Have C.J. sneak up behind each guard, armed with the Knife provided, target
them with the RMB, and press the LMB for C.J. to treat their neck like something
unfortunate at Perdue Farms.  Once C.J. has the rhyme book, have him get out the
same way except using the Silenced 9mm Pistol he can take from fallen guards.

  One man, sitting on a sofa playing a video game, says, "This sucks. I mean,
how could Refractions mess up so bad?  Tanner, you suck a**!"  "Vice City" fans
might remember that the "Autocide" assassination mission featured six targets
with names like those of characters in other video games.  One of the names was
Dick Tanner, which referred to the Tanner of "Driv3r," 2004, which was designed
by Reflections Interactive.  Tanner in "Driv3r" is voice acted by Michael Mad-
sen, who provides the voice of Toni Cipriani in GTA's "III," 2001.

  (This can't be too hard.  The 1st time I tried it, C.J. alarmed a guard who
yelled by the pool--fortunately, a forward slash by C.J. had them fall in the
pool; C.J. alerted three guys on the way out, so I hurried up and had him use
the double Sawnoff Shotguns, I think, on them--he still got out with half his
Health.  The 2nd time I tried it, C.J. got all the targets with stealth.)

  Have C.J. use the BMX bicycle outside and get the book to OG Loc.

  C.J. gets some Respect.  The game recommends that C.J. use the stealth skills
used in this mission to avoid the police and gang members.  Tenpenny calls and
wants C.J. to meet him at the donut place in Market, where a "C" with a red,
white, and blue stripe in the opening--the C.R.A.S.H. icon--appears.  The
C.R.A.S.H. missions are available.


  IV.21  "Management Issues"   OG Loc

  OG Loc has this mission for C.J. from 12:00 to 17:00.

  OG Loc tells C.J. that Madd Dogg's manager Scipio is trying to drive OG out of
the music industry by telling everybody that OG is whack (nuts or horrible) (as
about anyone with decent perception has noticed about OG).  As C.J. drives off
to take care of it, OG Loc calls: the manager's limo driver is going to pick up
the manager.

  If you have C.J. bump the limo with his vehicle, just give it a little bump.
Thanks to spaceeinstein for telling me the manager's car is an Elegant and that
"It's a whole lot better to just park your car in front of the manager and jack
him.  The car won't be damaged that way."

  Have C.J. kill the driver who gets out of it (the 1st time I did this mission,
the traffic stirred up by a policeman's shot killed the driver for C.J.), jack
the limo, take it to a Pay 'n' Spray if needed--the limo must not be damaged,
and park it between two limos, parked in the same direction they face.  C.J. has
to stay between the two limos as they go to park in front of the music awards
show building.

  The manager--the Will Smith look-a-little-alike, gets into the limo.  Have
C.J. drive fast, shaking his pursuers, S to the Verona Beach pier and bail just
before the end of it.  (Have C.J. destroy the pursuers if they show up; whenever
I've done this mission, I didn't see them.)

  C.J. gets some Respect.

********

  The "Management Issues" way to make a copy of C.J.

  including his clothes, haircut, etc. (Thanks to GTA Smart Dude at GTA Forums
for a gimmick I like very much):

  Have C.J. follow the black Elegant OG Loc calls him about without bumping it
at all--bumping it makes the usual driver get out.  The usual driver looks like
this:
  http://img119.imageshack.us/img119/3308/00gta1screen903b0vr.jpg
  http://img156.imageshack.us/img156/7474/00gta1screen903c5bl.jpg

  This gimmick doesn't always work because the black Elegant may not drive to
the space between the other two Elegants in the time limit, and that way of
failing the mission doesn't let you try the gimmick.  But if the black Elegant
gets between the other two in time yet C.J. doesn't bump it to get the driver
out, C.J. fails the mission the way you want for this to work, and you see this
screen:
  http://img156.imageshack.us/img156/5207/00gta1screen903a9be.jpg

  Then have C.J. get the driver out of the middle black Elegant.  The driver
looks just like C.J., although my C.J. copy was a little bigger just as the reg-
ular driver is a little bigger.  GTA Smart Dude suggests making a recruit of
him.  I recommend using the "recruit anyone" code that gives the recruit a 9mm
Pistol--SJMAHPE on PC--for that.  When I did it, the C.J. copy ran away very
fast and I didn't think C.J. could catch him--fortunately, the copy slowed to a
walk after a few blocks.
  http://img301.imageshack.us/img301/78/00gta1screen905a9ls.jpg
  http://img301.imageshack.us/img301/12/00gta1screen905b0no.jpg
  http://img301.imageshack.us/img301/307/00gta1screen905c9zk.jpg
  http://img115.imageshack.us/img115/6465/00gta1screen905dqb6.jpg
  http://img115.imageshack.us/img115/9937/00gta1screen905ddzv5.jpg
  http://img148.imageshack.us/img148/1601/00gta1screen905e2el.jpg
  http://img145.imageshack.us/img145/3240/00gta1screen905fay4.jpg
  http://img148.imageshack.us/img148/5840/00gta1screen905g9yc.jpg
  http://img148.imageshack.us/img148/7648/00gta1screen905h3su.jpg


  IV.22  "House Party"         OG Loc

  OG Loc quits his job at the Burger Shot; it's a parole violation, so he throws
a party to give his rap routine a last chance to be heard before a possible jail
sentence.  C.J. agrees to go there after OG Loc says his microphone is broken.
Send C.J. to the party across the street from the Johnson house from 20:00 to
6:00 (with new clothes and a haircut if C.J. needs the upgrade).  But when he
gets there, the mike's been fixed, so he steps outside to find and Sweet and
Ryder have been driven outside by OG Loc's enthusiastic but untalented act, too.

  Sweet organizes a defense against a Balla attack--a blockade of cars is formed
in the street.  Using the radar to help locate targets, have C.J. help attack
eight Ballas in the street (1st wave), snipe four on the overpass (2nd wave),
then shoot twelve that approach from various directions (3rd wave).

  C.J. gets Respect.


    The C.R.A.S.H. missions

  IV.23  "Burning Desire"   C.R.A.S.H.

  Have the Fire truck mission done so C.J. has the fireproof feature.

  Have C.J. go to the donut store (the C icon) and meet Tenpenny, Pulaski, and
Hernandez.  Tenpenny wants C.J. to kill a Vago--"a drug-dealing, cop-killing
bi**h--just like you"--who doesn't like the corrupt officers.  It sounds like
C.J. is being ordered to kill someone just like C.J.--someone being manipulated
by Tenpenny the same way.

  The game tells you to have C.J. get some Molotovs, go to the Vago's house, and
throw them through the five windows indicated.  Have C.J. throw them at any
Vagos around, too.  The longer you hold the LMB before releasing it, the farther
C.J. throws.  There are Molotovs nearby if you run out.  This is one act that
will never play Vagos again (sorry).

  A woman cries for help from a 2nd floor window.  Have C.J. go in the front
door, up the stairs in the back, and down the hall to the last door on the left.
She's afraid to leave, so have C.J. go downstairs to the kitchen, get the Fire
Extinguisher, go back to her room, and shoot the Extinguisher at the base of the
flames.  Have C.J. go to her.

  Some of the house caves in and blocks the hall.  Check occasionally to make
sure she follows while C.J. puts out the fires in the room across the hall, goes
out the other end of the room (past the blocked part of the hall) to put out
fires by the stairs, puts them out in the kitchen, etc., and goes out the front
door.  Then have C.J. drive her home.  She tells him to call.

  The game says she's his girlfriend--"Keep her happy and she'll love you."
(It's a good thing he didn't say she was as dumb as a horse in a burning barn
for not hanging from the sill and dropping to the ground.)  She's Denise Robin-
son, and her place is indicated with the Girlfriend icon--a heart (awwr!).  See
XI.b  Girlfriends.

  Having C.J. use Molotovs in the mission can reduce his Molotov supply, so I'd
have him stock up on Molotovs.

  Sweet calls: a Grove Street gang member has been buying crack from the Ballas
and selling it to Grove Street Family gang members.  He's hiding out in Glen
Park, so Sweet wants C.J. to attack the gang there and drive him out.  This
Sweet mission is available at the Downtown Ammu-Nation.


  IV.24  "Gray Imports"     C.R.A.S.H.

  Gray imports are ones made legally but without the agreement of the manufac-
turer.
  http://en.wikipedia.org/wiki/Gray_import

  You recruit a couple of gang members for this (III.15).  They don't help for
the way I do this, though--they just get in the road.

  Tenpenny doesn't want any one gang getting too powerful for him to control.
He heard the Ballas are getting strong weapons from Russian arms dealers, so
sends C.J. to an Ocean Docks warehouse.

  Have C.J. go through the blue warehouse on the left, use the M4 on guards and
the explosive barrels carried by Forklifts, get the Armor by the other warehouse
door if he needs it, and shoot the lock to open the door.  I've used the M4 or
Molotovs for C.J. to get the three men revealed when the door opened and for any
guards encountered on the way through the warehouse.  You can have him shoot a
pallet that's suspended near the ceiling to have it fall on one.  Clear out all
the Russian guards till all that's left to handle are the two Ballas and the
Russian arms dealer in the room at the top of the stairs.

  If C.J. enters the room, the Russian tries to run to a Banshee to make a geta-
way.  Have C.J. shoot the two Ballas from outside the room.  (Thank you, Brady-
Games guide.)

  The 1st time I tried this mission, the Russian, the guy in black, got in the
near right corner.  I'm not sure if C.J.'s bullets had any effect on what might
have been a sliver of the guy I saw from outside the door.  C.J. was out of Mo-
lotovs--the ability of Molotovs to burn through walls might have come in handy.
I had C.J. get a safe distance from the outside wall of the corner and send
rockets through the door then at the wall.  When C.J. went where he could see
through the door again, the Russian had moved (vibrated?) from the corner to
stand in the middle of the room...briefly.

  The 1st time I tried this mission, in a hurry to get through the missions to
get a walk-through out for a big game that had been recently released for PC, I
wondered if someone could figure out a way to take the Russian's car to 8 Ball's
1st and get the guy like Chunky Lee Chong in "III" or such.  That someone, un-
surprisingly, turned out to be Rusk, and his method works for PC.  With that
strategy, after C.J. kills the two Ballas, have him run in and out of the room
to trigger the reaction by the Russian.  Then have C.J. run out through the door
he came in, and the Russian's Banshee will be just beyond it.  Have C.J. drive
it forward to the end of the lot, do a 180 degree turn, and run down the Rus-
sian, who comes running from around the far side of the building.

  Reader Chen Dong has my thanks for coming up with what might be the fastest
reliable way to get the Russian arms dealer, provided C.J. has a Knife.  Have
C.J. chase him and do his fight moves on him, armed with a Knife.  Have C.J.
knock him down and gut him like a pig.  If the Russian gets up, have C.J. do it
again, etc.  (Chen Dong told me his method is good for "Los Sepulcros," too, and
it is.)

  Anurag Sinha sent me a helpful letter with the advice to have C.J. blow up all
the vehicles outside the warehouse before shooting the switch to go inside,
which somehow makes the Banshee of the arms dealer blow up in just one or two
SMG shots.

  I've also done this mission with C.J. able to fire through the door at enough
of the side of the Russian arms dealer to kill him.


    The Sweet missions continued

  IV.25  "Doberman"          Sweet Johnson

  A Doberman is often used for what it was originally bred to be--a guard dog.
  http://en.wikipedia.org/wiki/Doberman

  Since I think the name Fort Baxter was chosen for "Vice City" due to the place
of the same name in the 1955-59 TV series "The Phil Silvers Show," known in syn-
dication as "Sergeant Bilko," starring Phil Silvers, it may be related that one
popular character of the show was Pvt. Doberman.  It's enjoyed popularity in the
U.K. like "I Love Lucy" or "The Honeymooners" in the U.S.
  http://www.museum.tv/archives/etv/P/htmlP/philsilvers/philsilvers.htm 
  http://www.imdb.com/title/tt0047763/
  http://en.wikipedia.org/wiki/The_Phil_Silvers_Show

  Sweet calls, following up on the previous call, to send C.J., alone, to Ammu-
Nation, then to take over Balla territory and drive out the ex-Grove Street guy
there.  Send C.J. to the "S" icon at the Downtown Ammu-Nation to pick up "Dober-
man"--C.J. learns that Glen Park is the Balla territory to attack.  Stock up on
whatever upgrades C.J.'s arsenal.

********

  C.J. learns about turf wars.

  Have C.J., on foot, kill some Ballas to provoke a gang war, which is comprised
of three waves of attackers.  If C.J. shoots a policeman, he gets one star.
(I'd avoid that, but there's a bribe in the N tunnel of the two that go through
the stone bridge if it happens.)  The other pedestrians and traffic disappear
and Heart and Armor pickups appear.

  On the radar and in-game map:

  The attackers, Ballas this time, are seen as red blips.

  Another gang's territory is covered in translucent purple.

  A territory under attack has a Families icon--a little person--and the terri-
tory flashes translucent red.

  A Grove Street Families territory is covered in translucent green.

  A territory can be owned by C.J. but jointly with one or more other gangs if
C.J. didn't finish a gang war or ignored a call to go to a gang war.  Such a
territory is pale gray-green until C.J. does a full takeover for it.
   http://strategywiki.org/wiki/Grand_Theft_Auto:_San_Andreas 

  A GSF territory will have GSF gang members that C.J. can recruit.

  C.J. can get the money from a takeover from the gold dollar symbol in front of
the Johnson house.

  A fenced-in yard with a gate, or whatever such situation that provides protec-
tion for C.J. and forces the attackers to enter one at a time, makes the attack-
ers easier for C.J. to handle.  A rooftop can be a good vantage spot, too.  (But
the 1st time I tried it, I just had C.J. use an M4 in the park, and it wasn't
hard to do.)

********

  C.J., having drawn out the gang member gone bad, has to kill him.  (The game
calls him a "grass," which is someone who alerts the authorities about crime,
which is a good thing, actually, and he calls out "Tenpenny set me up," which
is ironic, so it's a little confusing when you want C.J. to be a hero.  The eas-
iest way is to remember Sweet said the guy is really a crack dealer, and crimi-
nals are liars.  Then again, all these guys are committing crimes, so...let's
skip past this part.)

  C.J. gets Respect and however much money shows up at the dollar symbol in
front of the Johnson house.

  This unlocks the ability to take territories from gangs.  But C.J. will lose
any he gains, if not the Respect made while doing it, in Los Santos in the
events after "The Green Sabre," so it's not an immediate concern.

  But have C.J. defend his territory when it comes under attack.  There's just
one wave to handle when that happens, and a Molotov or two usually does the
trick.  If, like me, you already had C.J. do the Fire truck mission to get the
Fireproof ability, you don't have to worry about him losing Health if he runs
through the flames.

  Ammu-Nations, shown as pistol icons on the radar and in-game map, and two of
the four Ammu-Nation Challenges, found in some Ammu-Nations, are available.  But
since you need to do all four challenges in a row to complete the mission, you
can just practice the 1st two for now.

  Body Armor $200, 9mm Pistol $200, Grenades $300, Silenced 9mm Pistol $600,
Tec9 $300, Shotgun $600, Sawnoff Shotgun $800, Micro SMG $500, and SMG $2,000,
are at Ammu-Nation.


  IV.26  "Los Sepulcros"            Sweet Johnson

  Sweet wants the Ballas to be attacked at a funeral for a Balla called Little
Weasel, whom C.J. and Big Smoke killed.

  C.J. learns about recruiting gang members (and you learn about it again, if
you've followed this walk-through).  Target a prospect with the RMB so an arrow
(green, if they're in good health) points down at them, and press G.  Draw re-
cruits near with G and have them wait in place with H.  Holding G or H, or going
far away, will disband the group.

  After making a couple of recruits, C.J. drives them and Sweet to the funeral
at the graveyard in Los Sepulcros (Spanish for "The Tombs").  Kane is considered
to be Balla "front yard" (a euphemism for hair around a pu**y--Urban Dictionary)
"royalty," and he'll try to make a getaway if there's trouble.  Once there, have
C.J. jump the wall to join the others, then go after Kane, killing the other
Ballas as needed to stay alive to kill Kane before Kane makes it a vehicle
chase.  Kane is wearing Armor, so have C.J. move in with something strong.

  Reader Chen Dong's method returns from "Gray Imports" to work more melee magic
here: have C.J. chase Kane and use his Knife and fight moves on him, knock him
down, and give him a belly ache.

  Have C.J. drive the Grove Street guys back to Sweet's place.

  C.J. gets Respect.

  The "Vice City" BP/FP/EP/DP Admiral returns in "San Andreas."  It's the Admir-
al at the SE corner of the cemetery--not the one seen by the coffin if C.J.
drives Sweet, etc., there.  The special Admiral is locked until Sweet gets in
it, and if C.J. gets in it with Sweet, it becomes a regular Admiral.

  System Error's "Bulletproof Car Walkthrough" has a couple easy methods to save
it.
  http://www.gamefaqs.com/computer/doswin/file/924362/34824

  The method by imut knight is to let Kane get away in a car, have C.J. wait by
the Admiral Sweet has entered till C.J. fails the mission and Sweet disappears,
then have C.J. drive it to a garage.

  ReaverShadow has C.J. save a Towtruck in the Johnson house garage.  Start the
mission, have C.J. drive the Towtruck alone to the Admiral (the cemetery en-
trance is on the E side of the block that's W of the block of the Temple Pay 'n'
Spray), shoot one of the Ballas to fail the mission, hook up the Admiral, and
take it to a garage.

  A couple alternatives available on PC are to use the data\handling.cfg changes
explained at X.10  Cars and Bikes, notably X.10.b, to make any vehicle damage-
proof or get The GTA SA Control Center, X.13.c, and make your favorite vehicles
whatever-proof.


    The last of the 1st batch of Los Santos missions

  IV.27  "Reuniting the Families"   Sweet Johnson

  During the mission, there are a couple of opportunities for C.J. to leave the
Jefferson Motel and explore San Andreas without a wanted level.  (Thanks again
to Rusk for the tip.)

********

  The "Reuniting the Families" mission, part 1

  Sweet wants his Grove Street gang to meet with the other GSF leaders at the
Jefferson Motel.  Have C.J. drive them there.

  On the way, Ryder picks on C.J. again, and Big Smoke tells him to "cool it."
Ryder says he's as "cool as a Shaolin monk."  Shaolin temples are an order of
Chinese Buddhist monasteries famed for association with Japanese Buddhism and
martial arts.
  http://en.wikipedia.org/wiki/Shaolin

  Once there, Sweet goes inside alone--one representative per family can attend.
The LSPD moves in with police cars and S.W.A.T. agents rappelling from helicop-
ters, and get into a shoot out with the gang  members.  Big Smoke and Ryder
leave while C.J. stays to help Sweet.

********

  The "Reuniting the Families" glitch I don't use

  C.J. can leave after the cut scene and go all over San Andreas without a
wanted rating before returning to the mission, as Rusk notes and as reader Carl
Johnson told me in a helpful letter.  It's up to you, but I don't save the game
after C.J. gets killed, and I can just imagine how I'd feel if that happened
during the upcoming fight in the Jefferson Motel after a long search through Las
Venturas.  So I get C.J. through the upcoming battle then use the later oppor-
tunity to use an exploration glitch.

********

  C.J. is given a Shotgun by the game, but I'd move him into the door nearby and
have him switch to something powerful with a steady burst, like an M4 or SMG, or
switch to Molotovs, which are good for getting around corners.

  Have C.J. shoot the attacking S.W.A.T. agents on his way up through the motel
to Sweet.  The S.W.A.T. agents may appear on upper balconies, come through a
skylight, bound out of rooms up ahead, etc.  When C.J. gets to the sign on the
wall that says the next hall has "Rooms 5-8," have C.J. go down that hall,
around the corner, down the hall to the 2nd room on the right, and into the
room, where Sweet is waiting.

  In a couple of places a prostitute runs into a room on the left.  You're sup-
posed to be able to have C.J. fill his Health bar by kissing her.  But when I
had C.J. let her kiss him, she was thankful, yet it made his Health lower each
time.  Rusk says the kiss raises or lowers C.J.'s Health to the maximum it
would have if he hadn't completed the Paramedic mission.  I think the Jefferson
prostitutes aren't going to their social disease checkups; I hope he didn't pay
for that.  If C.J.'s done the Paramedic mission and his Health is somewhere be-
tween 2/3rds and full, C.J. won't be shot at if he goes back through the areas
he's cleared to raise his Health with the Sprunk machine in the lobby.

  Once he joins Sweet, they go to the roof, where a helicopter makes repeated
passes with four S.W.A.T. agents standing on the landing rails or dangling from
ropes while Sweet fires at them (probably not actual S.W.A.T. MO).

   The rest of the proper mission is continued after the next section.

********

  The "Reuniting the Families" glitch I use

  The game always makes this happen at night when the glare of the helicopter
light may make this hard to do, but have C.J. shoot the S.W.A.T. agents without
destroying the helicopter.  Have C.J. try different spots to shoot from and use
the RMB targeting to make green arrows point down at the S.W.A.T. agents if need
be.  Then have him leave Sweet alone to shoot down the helicopter.  Whenever
I've tried this, Sweet shoots it down after C.J. leaves the roof, then Sweet
waits patiently for his brother.

  C.J. can go anywhere without a wanted rating.  The traffic and pedestrians,
except for fast food workers (Rusk adds bouncers in casinos and police in police
stations), don't appear, but parked vehicles do.  When I 1st tried this glitch,
I heard the helicopter blow up when C.J. was about a block away; throughout
C.J.'s adventure away from the mission, the screen said Sweet's Health was full
and that C.J. ought to go to him.

  If you did any of the things I suggested for the similar glitch during "Drive-
By" (IV.7), you might use this opportunity to have CJ. get the rest of the Snap-
shots (V.1.a) or the Horseshoes (VII.8).  You could collect ammo for the next
mission (the Minigun makes it pretty easy), but C.J. loses his weapons after
that.

  When you've done all that, get full Health and Armor for C.J. and send him
back to Sweet to finish the mission.

********

  The "Reuniting the Families" mission, part 2 and closing

  Have C.J. shoot down the helicopter if it's still there (it wasn't whenever
I've tried this).

  Sweet is still on the roof and showing all the patience of an even-tempered
leader.  Have C.J. follow him downstairs, where they get into the car with Big
Smoke, who drives, and Ryder.

  C.J. is given a 1st person view and an AK-47.  Have him shoot pursuing shoot-
ers and their Police cars and motorcycles, taking heed of where Sweet says to
look.  (This chase is the one part of the game where a car wash is filled with a
pale blue mist.  When Big Smoke drives them through it, C.J. complains he gets
soap in his eyes.)  I don't want to give it all away.  When the "K" jams, you
can watch the cut scene.

  C.J. gets Respect.


  IV.28  "The Green Sabre"              Sweet Johnson

  Sweet is proud of C.J. and wants him to join the GSF gang in hitting the
Ballas under the Mulholland Intersection.  But Cesar persuades C.J. to meet him
1st.  Have C.J. get there fast then transfer to Cesar's car.

  Cesar, going on tips he knew would be important to C.J., has C.J. watch in
secret with him as two Ballas, Big Smoke and Ryder, Pulaski driving the green
Sabre used for the drive-by that killed C.J.'s Mom, and Tenpenny come out of a
building.  (Thanks to Hameyadea for reminding me about Pulaski.)

  C.J. thanks Cesar, and realizes that Sweet is going to an ambush.  He has
Cesar put Kendl in safe place.  Have C.J. get back to his car and speed to
Sweet--in the lot under the Mulholland Intersection--where he finds a shoot out
going on, and that Sweet has been shot.  C.J. tells him about Big Smoke's du-
plicity, etc.  Sweet wants C.J. to leave before the police arrive, but C.J.
wants to fight off the Ballas until they do.

  Have C.J. get the several cars of Ballas that attack as with a turf war.  The
Minigun could come in handy here; otherwise, I'd have C.J. move in a crouch and
do side rolls with the M4.  Then C.J. surrenders to the police.

  The screen is dark as C.J. awakens with a hood over his head and says it's
hard to breathe.  A police man pulls it off--it's Tenpenny, who's with Pulaski
and Hernandez.  Tenpenny says Sweet is alive but in a prison hospital awaiting
trial.  Pulaski says Big Smoke does what he's told and C.J. better stay away
from him.

  Tenpenny says an ex-partner of theirs has been caught at something, will talk
to Internal Affairs, and is hiding at Mount Chiliad.  C.J. gets a Camera (with
unlimited film) and is told to destroy any evidence that person might have
(against Tenpenny, etc.) and to bring them evidence that C.J. did it (a photo of
the ex-partner after C.J. kills him) or Sweet will be in prison in the Ballas
section.

  Save the game in S Angel Pine for free at the floppy disk that's by the red
shaft of light, used to start "Badlands" (C.R.A.S.H.), in the trailer park.

  C.J. gets Respect.

  Save the Camera, which has unlimited film, for both V.1.a, taking 50 Snap-
shots, and VI.1, the C.R.A.S.H. mission "Badlands."

                             C.J. is in Angel Pine with no weapons
                             Any territories taken over in Los Santos are lost
                             (C.J.'s Respect doesn't diminish, though)
                             The Badlands and San Fierro are officially open
                             The Badlands and Red County save houses are now
                               available

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


  V  The Badlands and San Fierro Preliminaries

  V.1.a  Snapshots  50

  Have C.J. use the Camera given to him in IV.28 for Snapshots--it has an unlim-
ited amount of film.

  The targets for Snapshots are shaped like round thin pillows, are blue with
pink-violet shading on the front edges, and have a white movie camera symbol in
the middle.  These revolving targets can be seen in San Fierro, if C.J. uses the
Camera viewfinder (press the RMB and Zoom with Z and X or the Mouse Wheel), 24
hours a day.  Without C.J. using the Camera, you can see a throbbing white glow
in the place of each target instead from midnight to 5 am if C.J. is about a
third of a block away from one or closer.

  Have C.J. take a picture (press the LMB) of each one to get credit for it.  He
can even take a picture of one from a bit farther away from one to be able to
see the glow or see the Snapshot target in the viewfinder.  A few cases for
which this is an advantage include:

  - one by the middle of the top of the N support column for the Gant Bridge,

  - one C.J. can move a few steps E of the previous shooting location and aim E
to get--it's near the top of the mast of the ship,

  - and the one on top of the 2nd silo from the N of the five big silos of Fos-
ter Valley--shoot that from up on a nearby hill.

  A good map for the locations of Snapshot targets is:
  http://www.ianalbert.com/misc/gtasa.php

  See III.1 for more maps.

  The fastest way to find them is to use one of the teleportation devices at
X.13.a, b, or c, but they're easy to get otherwise if you'd rather have C.J. ex-
plore and take in the sights.

  You might combine that with Demarest's Pillager, X.13.gg, which puts markers
of all the Tags, Oysters, Snapshots, and Horseshoes left to find in the category
you've chosen on your radar.  While you look for Snapshot targets, it also puts
a green marker above each one you haven't taken a picture of yet to make them
easier to find.  It works with v.1 or 2 of the game.

  (If you use the BradyGames guide for Xbox and PC, pp.133-135, remember that 14
is at the Garver Bridge support, not the Kincaid Bridge support given on p.134.)

  Orion_SR, of the variety of solutions for "Wrong Side of the Tracks," shows
how you can shoot Snapshots through buildings (which I hadn't heard of before),
and get groups of them from on top of buildings, in "Full Zoom":
  http://video.google.com/videoplay?docid=3400919476121480254

  Juicce kindly provided a map for Orion's strategy:
  http://img254.imageshack.us/img254/6171/snapshotrouteit6.jpg

  If you try it during a four star wanted rating, Orion_SR recommends not risk-
ing the Hydra fire by using a helicopter to get C.J. to all four of the shooting
locations a helicopter was used to get to in the video--just use the helicopter
to get C.J. onto the hotel in Queens and possibly the hospital.  And a 4x draw
distance mod makes it easier to see where to aim for the targets, but it can be
done without the mod.

  After getting 50 Snapshots, the Micro SMG, Shotgun, Sniper Rifle, and Grenades
are available at the Xoomer garage in Doherty, San Fierro.


  V.1.b  Weapon gathering

   I'd scarf up that Sniper ammo at the Doherty Xoomer garage and get the Heat-
Seeking Rocket Launcher at Easter Bay Airport.  I'd get the Silenced 9mm and
SMG at Ammu-Nation, the Molotovs, AK-47, and Sawnoff Shotgun at the Johnson
house, and the Brass Knuckles in the lot to the W of it.

  Instead of SMG ammo, you might get a lot of Tec9 ammo (added to the ammo of
either of the other submachine guns, as Rusk noticed) at Ammu-Nation if you
beefed up the power of the Tec9 as described at X.11.

  I like the M4 better than the AK-47, but until the M4 is available at Ammu-
Nations--after "Yay Ka Boom-Boom," it's only in two places: between two of a set
of three ramps at the W end of the Los Santos Airport, and in the backyard of a
house on the W side of the road W of "PALISADES."  If you gather ammo for the
M4, you might try flying a Dodo back and forth to speed that up.  The strip of
land S of the dock S of the Palisades M4 makes a decent landing strip.


  V.2  Save houses

  Palomino Creek   C6    garage     $35,000
  NW part of Palomino Creek (Red County)

  Dillimore              D4    garage     $40,000
  NE part of Dillimore (Red County)

  Blueberry             D4                   $10,000
  on the 2nd floor in the ring of apartments in Blueberry (Red County)

  Angel Pine           F2                    free
  by the red shaft of light, used to start "Badlands" (C.R.A.S.H.), in the
trailer park in the S part of Angel Pine (Badlands)

  Angel Pine           F2                    $20,000
  in the NE section of Angel Pine (Badlands)

  Whetstone           E2                   $100,000
  in Whetstone NW of "LEAFY HOLLOW" (Badlands)

  Go to and from the N side to avoid the cliffs.


  V.3  Barber and Tattoo shops

  The San Fierro barber has the same deals as the Marina, Los Santos barber, and
the San Fierro tattoo parlor has the same deals as the Los Santos tattoo par-
lors.

  Having C.J. get a haircut can get rid of any wanted rating.


  V.4  Weapons And Other Items

  A good map of the weapon and item locations is at:
  http://www.ianalbert.com/misc/gtasa.php

  In addition to the weapons previously available in Los Santos and at Ammu-Na-
tions, you can find:


  Hand:


  Brass Knuckles

  - at the S end of a lot; enter it from the N, where "TON" is of "CALTON
HEIGHTS."


  Melee weapons:


  Baseball bat:

  - at home plate in the baseball field S of the "G" in "GARCIA."


  Shovel

  - at the W end of the big dirty pink box of scrap in the Angel Pine Junkyard,
which is E of the top of Mt. Chiliad and close to where the road meets the riv-
er,

  - and in the front yard of the 3rd house S from the NW corner of the block of
"OC" of "OCEAN HEIGHTS."


  Golf Club

  - in the open garage of the little house on the N side of the NW side of the
W block of downtown Angel Pine,

  - at the NE side of the front porch of Avispa Country Club, and some golfers
carry one.


  Night stick:

  - on the N ramp of the two used to get up to the elevated walk over the street
at the SW corner of the big block E of "AVISPA COUNTRY CLUB," and some policemen
have one.


  Pool Cue:

  - under the fallen 2nd floor of the building wreckage at the mid-W side of the
brown block N of "DOHERTY," and in a pool room.


  Katana:

  - at the bottom of a public stairway; enter it at the S end of the block N of
"HASH" in "HASHBURY,"

  - and by a Kart at the end of an alley of the block E of "CHINA TOWN" enter
on the W side of the block and make the 1st left (C.J. can jump a motorcycle
from the nearby ramp through the 2nd floor corridor in the wall; there are five
noodle stands in another nearby alley if C.J. is hungry).


  Chainsaw:

  - on the wreckage of a building at the N end of the brown block N of "DOHER-
TY,"

  - at the NW end in the Final Build Construction area, in the 2nd block S of
the "G" in "GARCIA,"

  - at the S edge of the tennis courts in the NW area of Avispa Country
Club, and

 :- in the shed across from Helena's front door after starting to date her (her
farm is W of the Flint Intersection).


  Pistols:


  9mm:

  - in a corner in the S side of a N-S alley of the block with "CIA" of "GAR-
CIA,"

  - in the shed across from Helena's front door after starting to date her (her
farm is W of the Flint Intersection),

  - and some policemen, gangsters, drug dealers, and hookers carry one; Ammu-Na-
tion clerks dual wield them.


  Desert Eagle

  - at Angel Pines Scrapyard, which is where the three squares are E of Mt.
Chiliad on your map, at the near left inside corner of the 2nd big shed from the
E,

  - in the back of a lot enclosed by a light gray wall at the W side of the
block that says, "CIA" of "GARCIA," about 1/3rd S from the N end,

  - and at Ammu-Nations, $1,200, after "Black Project."


  Shotguns:

  All three types use the same ammo, so the ammo for one is added when C.J. gets
another.  (Thanks to Rusk for the info.)

  If C.J. doesn't have any type of Shotgun and enters any Police car or a Rang-
er, he gets a Shotgun with five shells.  If he has any type of Shotgun, doing
that adds five shells to the ammo for it.


  Shotgun:

  - on a roof with a top structure that's connected by big pipes to the S end of
Solarin Industries, which is a couple of blocks W of the freight liner; walk on-
to the roof at a little area at either the E or W side,

  - at the Xoomer garage in Doherty after getting 50 Snapshots, it's occasional-
ly used by the police (who usually use 9mms) at four wanted stars or higher, and
it's used by the Army (with M4s) after C.J. buys Verdant Meadows (a Desert mis-
sion).


  Submachine guns:


  Tec9:

  - in Battery Point E of "T" in "POINT" at the base of the NE support of the
four tall gray bridge supports at the S end of the Gant Bridge,

  - and by the big tree S of the building at the NW corner of the block with
"DO" of the "DOWNTOWN" of N San Fierro,

  - and at Ammu-Nations.


  Micro SMG

  - behind a trailer at a trailer park near the E corner of the area surrounded
by road S of downtown Angel Pine,

  - in Esplanade North at a door along the NW side of a pale blue building on
the gray area that extends NE from the NE corner of San Fierro,

  - at Ammu-Nations, at the Xoomer garage in Doherty after getting 50 Snapshots,
and it's used by Ballas (with 9mms) and S.W.A.T. agents.


  SMG:

  - in a backyard with an old wooden fence behind a partly bright green house in
the middle of the W side of the block that's E of the block with "TS" of "OCEAN
FLATS,"

  - at Ammu-Nations, and it's used by FBI agents after "Farewell, My Love" (a
Badlands mission).


  Assault rifles:


  AK-47

  - at ground level behind the big landscaping decoration rocks that are on the
E side of the mall that's E of the five big silos of Foster Valley; the rocks
are E of the S end of the 2nd silo from the S.

  - and at any Ammu-Nation, $3,500, after "Lure" (a San Fierro mission).


  M4

  - in the backyard of a house on the W side of the road W of "PALISADES,"

  - at any Ammu-Nation, $4,500, after "Yay Ka-Boom-Boom" (a San Fierro mission),
and it's used by the Army (with Shotguns) after C.J. buys Verdant Meadows (a
Desert mission).


  Rifles:


  Country Rifle

  - on a mound WNW of, and across the brown line from, "BACK O' BEYOND,"

  - and at Ammu-nations, $1,000, after "Body Harvest" (a Badlands mission).


  Sniper Rifle

  - on the roof of the building at the NE corner of the block S of "EAST" of
"ESPLANADE EAST,"

  - in a wooden shed on the little brown square at the N end of a winding dirt
path that's W of the big brown rectangle of "The Farm" Cult Location,

  - at the Xoomer garage in Doherty after getting 50 Snapshots,

  - and at Ammu-Nations, $5,000, after "Pier 69" (a San Fierro mission).


  Heavy weapons:


  Minigun:

  - on top of the big concrete support column at the SW end of the Kincaid (RR)
Bridge, inaccessible till the invisible barrier there is gone when the Desert
and Las Venturas become available.


  Heat Seeking Rocket Launcher

  If you lock onto a target, the missiles seek out the heat of vehicles.  To
lock onto a target, press the RMB till the target finder symbol appears over the
target you want and turns from green to red, then press the LMB to fire.  Keep
the view finder on or near the target till the missile finds it.  It tends to
pick the nearest target in the direction the view finder is pointed in, so if
you want a different one, release and press the RMB again while aiming at the
one you want.

  - S of the two little rectangles at the E edge of Easter Bay Airport, and NE
of "AIRPORT."


  Flame Thrower

  It's good for taking out crowds of attackers at close range when C.J. has the
fireproof feature.

  - in a group of trees at the inside of the right end of the brown loop that's
N of "SHADY CABIN,"

  - by the two cabins at the S end of a line of six cabins NW of "BEACON HILL"
and N of where the RR goes over the road,

  - under the fallen 2nd floor of the building wreckage at the mid-W side of the
brown block N of "DOHERTY,"

  - at the S end of the big N deck of the freight liner of S Easter Basin, and

  - in the shed across from Helena's front door after starting to date her (her
farm is W of the Flint Intersection).


  Thrown weapons:


  Tear Gas:

  - on the E side of the bottom cargo hold of the aircraft carrier at Easter Ba-
sin.


  Grenades:

  - at the Xoomer garage in Doherty after getting 50 Snapshots.


  Molotov Cocktails:

  - in the shed across from Helena's front door after starting to date her (her
farm is W of the Flint Intersection).


  Handheld items:


  Fire Extinguisher

  - by the Xoomer gas station on the N side of the two main roads of the S coast
where they 1st become the closest together going SE from Angel Pine,

  - and at the S end of the Xoomer station at the W side of the road W of "EAS-
TER BASIN."


  Remote Explosive

  - on the front porch of the house at the SE corner of the block S of "DISO"
of "PARADISO,"

  - in a corner along the short S side of Avispa Country Club,

  - and at any Ammu-Nation, $2,000, after "Body Harvest" (a Badlands mission).


  Camera

  See Taking Photographs (I.7.aaa).

  Use the Camera to take 50 Snapshots in San Fierro.

  at the NW corner of the big light blue building on the gray section that ex-
tends NE at the NE corner of San Fierro,
  on the roof of the multi-story parking garage NW of the 90 degree curve in the
road N of the "TO" of the N "DOWNTOWN" of San Fierro,
  at the W side of the church that's at the NE corner of the block that says,
"DO" of the N "DOWNTOWN" of San Fierro,
  by the garage door S of the middle of the curvy Lombard-like street just W of
the "F" in "FINANCIAL,"
  at the NW corner of the Big Pointy Building on the block E of the block with
"L" of "FINANCIAL,"
  behind Tuff Nuts Donuts, where "L" of "PALISADES" is,
  in the E end of an alley of the block N of "CHINA TOWN,"
  at the back of the indoor garage by the hospital; enter from the S end of the
block with "FLORA" of "SANTA FLORA,"
  in the W side of the Zombotech building; enter at the NW or NE side of the
block with "DOWN" of the S "DOWNTOWN" of the two "DOWNTOWN"s of San Fierro,
  on the N sidewalk of the SW end of the Garver Bridge, a bit W of due N of the
"E" in "EASTER,"
  in the middle of the courtyard of City Hall,
  in a lot behind the Cluckin' Bell that's at the S end of the small rectangular
block a couple blocks S of City Hall,
  behind the tickets and information booth in the N end of Cranberry (RR) Sta-
tion, which is E of the S half of the brown block N of "DOHERTY,"
  just past the N end of the RR track that runs parallel to the nearby freight
liner at Easter Basin,
  at the S side of the Burgher Shot at the S end of the Garcia neighborhood,
  on the front porch of Avispa Country Club,
  at the NW corner of the parking lot at the end of a dead end road S of "MIS-
SIONARY HILL,"
  and on the lawn by the T intersection where the E-W road veers NE into the en-
trance (with a big 3D airplane) of Easter Bay Airport.

  The Camera can also be taken from the photographer that appears, takes a
couple photographs, and walks into the water S of the Flint Intersection and SE
of the trailer park.  You can send C.J. into the middle of the trailer park and
back to make another photographer appear and get another Camera, etc.  Don't
target the photographer from in front of them with a weapon--if they raise their
hands, the Camera disappears.

 

  Gifts for girlfriends:


  Flowers

  by the red Trash-O dumpster by Lovin' A Loan on the SE side of the W block of
Angel Pine,
  behind the 69 building at the most SE curve in the road of Flint County,
  on the grassy median strip, at the SW end of the concrete median, of the Flint
Intersection.
  in front of the gas station on a gray rectangle just N of the Flint Intersec-
tion,
  among the big trees S of the N tip of the gray streak shaped like a big "C"
that's E of "THE FARM" CULT LOCATION,
  on the N side of the N hairpin turn of the two W of "FLINT RANGE,"
  at the SW end of the destroyed section of paved road along the N side of the
onramp to the Garver Bridge,
  over the N planter at the N end of the mall E of the five silos of Foster
Valley,
  in the E hairpin turn of the road that goes N from "HILL" of "MISSIONARY
HILL,"
  by the green garbage dumpster at the S end of the alley of the block E of the
block with "TS" of "OCEAN FLATS,"
  in a grave yard (with grave stones that have the Rockstar logo and "RIP OPPO-
SITION 1997-2004" on them) on the W side of the block with "HA" of "HASHBURY"
on it,
  in front of a light beige duplex; if you look at the road that goes N from the
"S" of the big "SAN FIERRO" letters, and bends S of "PALISADES," you'll find the
duplex W of that road just before it bends,
  in the E-most little fenced in back yard of the duplexes at the S side of the
block with "DES" of "PALISADES" enter the block at the N end,
  a couple curves up from the S, lower, end of the Lombard-like winding street;
just over the "F" of "FINANCIAL;
  at the N side, by the soda machine, of the Xoomer gas station on the E side of
the block E of "PARADISO,"
  and NE of the pond with a fountain in the middle of it at the NW section of
San Fierro.


  Cane

  It can be used for a melee weapon but can't be given to a girlfriend as a gift.

  inside the walls of RS Haul on the E side of the bend in the road N of the
Flint Intersection,
  by a shack just NW of a windmill that's N of the "CO" of "BEACON HILL,"
  outside the Victim clothes store in NE San Fierro,
  at the front doors of the hospital above the "T" in "SANTA FLORA" (look care-
fully--it's light gray and the surroundings are colored similarly),
  in the backyard of the 3rd house S from the NW corner of the block of "OC" of
"OCEAN HEIGHTS,"
  in the SW end of the paved park with a chili vendor at the SW side of the
block with "SH" of "HASHBURY,"
  and in front of the green garage door of the house at the NE corner of the
block that's E of the block with "TS" of "OCEAN FLATS."

 

  Apparel items:


  Parachute:

  - on top Mount Chiliad,

  - on top of the Big Pointy Building on the block E of the block with "AL" of
"FINANCIAL" enter it on the S side,

  - and near the top of the N tall support column of the two at the SW end of
the Garver Bridge.


  Night Vision Goggles:

  - at the mall that's E of the five big silos of Foster Valley after "Breaking
the Bank at Caligula's" (Las Venturas mission); the goggles are E of the middle
silo on the E-W brick walk through the middle of the ground level of the mall.

 

  V.5  Armor and Bribes

  Some very good maps for Armor and Police Bribes are at:
  http://www.ianalbert.com/misc/gtasa.php
  http://en.wikigta.org/wiki/Body_Armor_%28GTA_San_Andreas%29
  http://en.wikigta.org/wiki/Cop_Bribes_%28GTA_San_Andreas%29


  The Badlands


  Body Armor

  - at the top of Mt. Chiliad,

  - and E of the Angel Pine hospital behind a restaurant wall.


  Bribes

  - by the 2nd place NE of "SHADY CABIN" where the brown line--a half water-cov-
ered dirt path--crosses the little stream,

  - and in an alley behind the sheriff station on the block SW of the N block of
downtown Angel Pine.


  San Fierro


  Body Armor

  - in Ocean Flats on the block of "TS" of "FLATS," go into the S end of the al-
ley and into the 1st yard on the right,

  - in Doherty, at the NW corner of Solaris ("Shady" on PS2) Industries, which
is a couple blocks W of the aircraft carrier,

  - on the block S of "GAR" in "GARCIA," in an alley behind the buildings that
are on the the SW corner,

  - on a pier at water level by a Dinghy just S of the "AD" of "ESPLANADE EAST,"

  - W of the bend in the road formed by the two roads N of "PAL" in "PALISADES,"
by the grass at the base of a gray cliff that's E of the Reefer boat,

  - between the "IP" and "LL" of "JUNIPER HILL" in a W lot of the Supa Save,

  - and at Easter Bay Airport, at the E end of the green badge-like section,
along the lower street, in a corner of a lot S of the entrance to the parking
garage. the entrance to a parking garage.


  Bribes

  - in Easter Basin on the block W of "EASTER" on the train tracks between tun-
nels,

  - behind a yellow construction fence at the SE corner of the block that's E of
"KINGS,"

  - in an alley S of the row of apartments that are in the middle of the N end
of the block that's N of "SANTA" of "SANTA FLORA,"

  - at the W end of the narrow semi-loop of road N of "SS" in "MISSIONARY HILL,"

  - in the middle of the N-S alley of the block E of "TS" of "OCEAN FLATS,"

  - in an alley--enter the alley on the E side of the block S of "BURY" of
"HASHBURY,"

  - in an alley N of "DO" of the N "DOWNTOWN" of San Fierro,

  - in Foster Valley under the main road at the S end of the pretzel-like inter-
section,

  - in a tunnel; in the Avispa Country Club area, you can enter one end of the
tunnel at the end of the road shown under the "Y" of "COUNTRY,"

  - and in a lot behind RS Haul, which is on the little block SE of Doherty and
W of the S end of the long airport runway.


  V.6  Oysters

  If you didn't polish them off during "Reuniting the Families" (IV.27), get the
three of the Badlands and San Fierro.

  Since getting the two by the aircraft carrier means getting a four star wanted
level, you could use the GTA SA Control Center (see X.13.c) to send C.J. to a
safe house with a clothes closet afterward to change his clothes to get rid of
the wanted level.

  But it would be easier wait a little bit to get them all, including the ones
in the Desert and Las Venturas, with the "Are You Going to San Fierro?" (VI.16)
glitch that lets you explore forbidden areas without a wanted rating.


  V.7  Mount Chiliad Challenge

  Have C,J. get on the bicycle on the top of Mount Chiliad from 7:00 to 18:00 to
start one of the three bicycle races.

  Fast Mount Chiliad climbing

  A fast way to the top is to right click the peak to make a marker on it on the
in-game map, then have C.J. run at it on the NW side of Mount Chiliad, from
about where the Whetstone Bridge is, making side tracks to avoid a couple of
cliffs he can't climb.  It can be a pretty fast run to the top--faster than a
motorcycle could do it.  You'd be surprised at how sheer some of the cliffs are
he can run up.  He's a mighty mountain man (and must have incredibly muscular
toes, like a mighty mountain goat).

  The PS2 bike morphing gimmick doesn't work on PC.

  The gimmick of having C.J. stay at least ten or fifteen feet back from the
last red shaft of light before the finish line (any closer and the shaft of
light disappears), snipe the ones that crossed the finish line until C.J. is in
1st place, then cross the finish line, works on PC.  I've seen it glitch so only
two of the other five appear for C.J. to snipe, though.  Rusk says he sometimes
found them N of Angel Pine at the scrapyard, and C.J. might snipe them from near
the trees outside of it (if he goes in the entrance, he's disqualified).

  You could modify data\handling.cfg (see X.10) to give the Mountain Bike a
lower center of gravity, better acceleration and weight, etc., and just have
C.J. bang the others out of the way.

  If you're stumped anyway, the GTA Control Center (X.13.c) teleporter has the
coordinates for the markers, which might please a few of you who'd like C.J. to
get past the other poor contestants at warp speed.

  V.7.a  Race 1  Scotch Bonnet Yellow route  It goes down a winding trail with
guard rails.

  V.7.b  Race 2  Birdseye Winder Yellow route  It goes down a winding trail with
out so many guard rails.  If C.J. goes wide on one of the several sharp turns
and falls down the cliff, the game puts him back where he fell.

  V.7.c  Race 3  Cobra Run  It includes a section along a wooden walk, a jump,
and an off-trail section.


  V.8   Hippy Shopper Courier Asset Mission (four stages)

  This is like the Commerce 24/7 Courier Asset mission (III.7) except you start
it by having C.J. get on the Freeway parked by the Hippy Shopper in Queens, San
Fierro.  It's on the W side of the block that's N of "HASH" of "HASHBURY."

  Three loops, six packages,     three minutes
  Four loops,   six packages,     five minutes
  Five loops,   seven packages,  five minutes
  Six loops,     eight packages,  eight minutes

  C.J. has to do drive-bys, throwing packages through red loops, and do four
runs of them in a row.  C.J. can pick up dropped packages and try again, and
each package missed and abandoned takes $100 off your score.  Look at the in-
game map before sending C.J. to each red loop to plan your course to it.

  Press Up quickly and repeatedly, without letting C.J. stand up, to make the
motorcycle go faster.  I'd just use the LMB of the mouse to have C.J. throw the
packages because using the mouse to steer makes drive-bies difficult.

  The Hippy Shopper makes $2,000 a day and max.


  V.9   NRG-500 Challenge

  This is like the BMX Challenge except you start it by having C.J. get on an
NRG-500, and he uses it in and around the largely bowl-shaped dry dock--the big
square NW of the ship that's N of "EASTER" of "EASTER BAY AIRPORT," and there
are seven red loops he has to jump up high to get--not just one.

  You start with ten seconds on the timer, and having C.J. pass through each
loop makes the loop disappear and adds ten seconds on the timer.

  The PS2 gimmick of sending C.J. through a red loop just about the time the
timer runs out to make the timer disappear works for PC.  It took me a few tries
to time it right.  The game gives the player a chance to be a fraction of a sec-
ond late and still get ten seconds on the timer, so C.J. has to go through the
loop just a bit after that.

  If you want to rough it, the BradyGames guide recommends looking for the tar-
gets on the radar and using the shadows directly below the targets to help you
aim C.J. at the targets.  You can hold the RMB and turn the view with the Mouse
to help you line up your shots.

********

  Thanks to Kevin Walter, aka savior at the stuckgamer web site, for sending me
an E-mail allowing me to to describe his strategy that lets you do this mission
quickly:

  There are eleven loops you can get at ground level--three are ahead and to the
right from where C.J. starts, and six are around the bottom of the dry dock.  He
can get the remaining two, on the slope that goes down the NW side of the dry
dock, while getting the airborne loops.

  To get one of the three loops over the SW end of the dry dock, take aim from
the bottom of the NE end.  For the middle loop, have C.J. drive through the mid-
dle and veer up at it near the SE end.  For each of the other two, have him
drive along the bottom of the side that's opposite to the loop till he's near
the SE end, then cross to the other side and go up through the loop.

  To have C.J. get the two over the NW side, aim from right across from them on
the floor above the SE side of the dry dock.  To have him get the two over the
SE side, aim from right across from them on the slope that goes down into the
bowl on the NW side.  You can have him get the two remaining ground level loops
by having him drive down that slope, stop after the 2nd one, then turn to aim
across at the most NE of the two loops on the SE side.

  While he's getting the airborne loops of the two paragraphs above:

  When he's on the bottom of the bowl, send him to the NE end to begin a run at
one of the three loops over the SW end.  When he's above the bowl, have him go
for one of the four loops over the sides.

  Thanks to Kevin (noted before for his BMX Challenge prowess) for making an in-
structional video of the mission that shows these methods in action:
  http://www.stuckgamer.com/

********

  Orion_SR runs through the challenge in a brisk 1:06 in the video at the next
link.
  http://video.google.com/videoplay?docid=-4769770960080550878&ei=nItkSrSKF6
XgrQPA-pAc&q=Orion_SR&hl=en

  Thanks again to Orion_SR for the advice that the NRG-500 starts this mission
with 300% Health, and, as with several other mission (Paramedic, etc.) vehicles,
if C.J. has accomplished the corresponding mission it won't count toward mission
attempts if C.J. starts the mission and abandons it to take the vehicle for gen-
eral use.  The 300% Health isn't diminished by using a Pay 'n' Spray but the
Health reverts to normal if C.J. stores the vehicle in a garage.
  http://www.gtaforums.com/index.php?showtopic=280997&st=100


  V.10  Blood Bowl (Corvin Stadium)

  The Bloodring Banger C.J. gets is a modified Glendale.  The competitors use a
variety of other vehicles; I didn't see any of them use the modified Oceanic
used for the other Bloodring Banger in "Vice City."

  Have C.J. enter Corvin Stadium, the big rectangle with curved sides W of Eas-
ter Bay Airport, to start this mission.

  This is like Bloodring in "Vice City" except with the traffic jam causers,
road rage drivers, and drive-bys C.J. runs into out on the San Andreas streets.
You start with 30 seconds; if any car runs through the red shaft of light, that
makes it reappear elsewhere in the ring--if C.J.'s car runs through it, that
adds ten seconds to the timer.  Sending C.J.'s car through a wrench pickup re-
pairs his car.  It's a long drive from the S, and I don't like to save after
C.J. gets killed, which will happen sometimes with this.  You might keep the
trainer running.

  A Bloodring Banger (modified Glendale) will be by Corvin Stadium.


  V.11  San Fierro Gym

  If you've been keeping C.J. strong like I have, he's been past the buff stage
for a good while now, so he can beat the trainer in a fight at Cobra Marital
Arts to get martial arts moves and do an impression of "Oni": "Hee-YAH."  C.J.
just has to get the trainer to move off the mat to win.  The trainer says some
funny things (repeated later by Snakehead during "The Da Nang Thang") during the
fight, so you might want to drag it out a bit to listen to them.

  - Running attack (jump to left kick): while C.J. trots or runs at the intend-
ed victim, lock onto them with the RMB, and press F or Enter.
  http://img118.imageshack.us/img118/5808/00gta1fighttrainer2alk9.jpg

  - Ground attack (right kick a standing opponent; stomp on a downed opponent):
lock onto the opponent with the RMB and press F or Enter.
  http://img118.imageshack.us/img118/5606/00gta1fighttrainer2bcm7.jpg

  - Combo attack (three different kicks): lock onto the opponent with the RMB
and press F or Enter repeatedly.
  http://img118.imageshack.us/img118/8810/00gta1fighttrainer2cch6.jpg
  http://img57.imageshack.us/img57/2048/00gta1fighttrainer2dps8.jpg

  The "lock on" phrase is from the game.  C.J. can do these moves without a tar-
get, and when there is one, pressing the RMB just makes an arrow point down to
their head that indicates their health--it doesn't keep C.J.'s punches aimed at
them in the Keyboard and Mouse configuration I use.  If you want to see how it
works with targeting, use the Joypad option instead.  You don't need to use a
Joypad to try it out, but you can't use Steer with Mouse for it.

  Also, holding the RMB and pressing Spacebar has C.J. use a more martial arts-
looking block now, like he's ready to use a karate chop.

  C.J. will use the fighting style of the last trainer he beat, so you can
change it to an earlier or later style if you want to.


  V.12  Beat the Cock     Not needed for 100% completion

  The 1st of two triathlons--swimming, bicycling, and running--is available on
Saturdays and Sundays.  (Press Tab to see what day it is.)  This one is from
Santa Maria Beach in Los Santos to Missionary Hill in San Fierro.  One of the
eight competitors is the cashier from the Cluckin' Bell in his outfit that fea-
tures a chicken head his face shows through.  The hardest thing about it is
pressing Sprint or Forward quickly and repeatedly through the whole thing.

  The reward is $10,000.  You don't get a record of this in your Stats.


  V.13  Some non-mission vehicle locations

  Trains         Cranberry Station, E of the save place on the brown block N of
                      "DOHERTY" (see map).

  Maverick     above the E rectangle of the row of rectangles along the S coast
                       of Easter Bay Airport tarmac.  It's the only flying vehicle un-
                       locked at Easter Bay Airport before having a Pilot's License
                       recognized by the game during Pilot School (VIII.6); C.J. can
                       take three people that follow him for rides in it.

  Before C.J. gets his Pilot's license, he can get into Easter Bay Airport by
climbing onto the booth by the gate and dropping in.

  Getting a Pilot's License recognized at Pilot School (VIII.6) unlocks these
Easter Bay Airport flying vehicles:

  - the Leviathan and Raindance N of the two squares N of the "T" of "AIRPORT,"
  - the Beagle on the N end of the W side,
  - the Nevadas at the "Y" of "BAY" and most of the way W of the big circle,
  - the Rustler SE of the big circle,
  - and a bunch of Dodos and Shamals.

  It also makes available in San Fierro:
 
  - a Raindance and Maverick on the roof of the Santa Flora hospital,
  - a Sparrow on the roof of a skyscraper at the S end of the block of "DOWN" of
the "DOWNTOWN" that's E of "CHINA TOWN,"
  - and a Maverick on a helipad (used in "Toreno's Last Flight") at the NW cor-
ner of the block E of the S "DOWNTOWN" of the two DOWNTOWN"s.

  Getting all gold awards in Pilot School (VIII.6) makes a Hunter appear S of
the little square S of the 2nd "A" of "EASTER BASIN."

  Cropduster/
  Sanchez     at the dead end of the path W of "THE FARM...."  Press NP+ or 2
                      to start or stop releasing the dust of the Cropduster.

  Cheetah      in the driveway of the house at the SW corner of the block N of
                      the Prickle Pine save house (sometimes another car or a locked
                      Cheetah is there instead), and as an Import after Exporting it.

  Hotknife      at the Driving School after getting all gold awards (if you can't
                       do that, use a 100% save game, the "Save N Play" help mentioned
                       at I.15, or the "EVERYONEISRICH" code).

  Turismo      as an Import after delivering the ten vehicles of the 2nd Export
                      list.

  Bullet          in a lot on the S side of the little thin rectangular block E of
                      big "J"-shaped block that's S of "DOHERTY," at the corner W of
                      the "H" of "CALTON HEIGHTS," at Driving School after getting
                      all silver awards, and as an Import after completing the Export
                      deliveries.

  Uranus        on the W side of the block that's E of the N side of the brown
                       block N of "DOHERTY," and at Wang Cars after "Zeroing In."

  Super GT     at Driving School after a bronze award, and as an Import after
                        delivering it as an Export.

  Jester          behind "Wheel Arch Angels" in a lot by the N-S alley of the block
                       N of the block with "OC" of "OCEAN FLATS."

  Banshee       as an Import after delivering it as an Export, and N of the gym
                        on the E side of the block that's the 2nd block S of "GA" of
                        "GARCIA" with success in Driving School, for some reason.

  Infernus         S and across the street from the 1st "A" of "PARADISO," and as an
                         Import after delivering it as an Export.

  Bandito         on the S side of the pier NW of City Hall, and at Helen's place W
                         of the Flint Intersection after C.J. has 50% success in dating
                         her.

  Comet           by the "P" of "AVISPA COUNTRY CLUB," and as an Import after Ex-
                         porting it.

  Blista Compact  at the dot S of the E to NE curve of the road to Easter Bay
                             Airport, and as an Import after Exporting it.

  Rancher        as an Import after delivering it as an Export.

  Fire Truck      on the block S of the save place that's on the brown block E of
                          "GARCIA" it's a little Fire Truck which, for some reason,
                          doesn't have a water nozzle but has a long ladder which waggles
                          side to side.

  Monster         S of the Flint Intersection, and at Michelle's place in NE San
                          Fierro after C.J. has 50% success in dating her.

  Hotdog           at the dot by the coast E of "FLINT COUNTY," and in the middle of
                           the 2nd block S of the "GA" of GARCIA."

  NRG-500         between the two E squares on the S coast of the tarmac of Easter
                            Bay Airport.

  Sanchez          N of the "N" of "FALLEN TREE," in the SE area of the square N of
                           "BA" of "EASTER BAY CHEMICALS,"  at the end of the path W of
                           "'THE FARM'....," by the dot SW of the save place symbol that's
                           NW of "LEAFY HOLLOW," one N and one E of the SE block of Angel
                           Pine, one W and one S of Mt. Chiliad, and one on the block N of
                           the "B" of "HASHBURY."

  Mountain Bike  at the S side of Mt. Chiliad, at the upper left and bottom
                            right of the 1st "N" of "FLINT COUNTY," at the NW corner of
                            the block of "OC" of "OCEAN FLATS," and at the NW corner of
                            the side by side rectangles W of "GARVER BRIDGE."

  Quadbike         by the "H" of "SHADY CABIN" most of the way E of "CABIN" to-
                            ward the path; further E, N of where that path crosses the
                            road; most of the way E on the same path toward a T intersec-
                            tion with another path; at the S end of the brown lake N of
                            "BACK O' BEYOND" and at the path at the SE side of Mt. Chil-
                            iad SW of the hairpin turn.

  Roadtrain           at the NE rectangle SW of the ship that's E of "DOHERTY."

  Trailer                to hitch to a truck cab: in the brown area N of the "AN" of
                              "ANGEL PINE," W of the little rectangular block that's E
                              of the big "J"-shaped block S of "DOHERTY," another is N
                              of that trailer and E of "DOHERTY," and another is near
                              the coast E of that trailer.

  Oil tank trailer     to hitch to a truck cab: on the E side of the road that
                              goes SW from downtown Angel Pine, two are in the NW sec-
                              tion of the rectangle of "TRE" of "FALLEN TREE," and one
                              is at a gas station across the street W of "EASTER BA-
                              SIN."

  Beat up Glendale   one is a bit W of "BACK O' BEYOND" and one is S of the "K"
                                 a 3rd is about 2/3rds N from the road N of the "L" of
                                 "FLINT COUNTY" and the dirt path N of that; one is near
                                 the N end of the N-S path that runs through the 2nd "T"
                                 of "FLINT COUNTY" and one is by the E shed of Angel
                                 Pines Junkyard--on the map, it's where the several small
                                 squares are E of Mount Chiliad.

  Beat up Sadler      one is SW and across the stream from the intersection where
                                 the gray road crosses the dirt path NNW of the "F" of
                                 "FLINT COUNTY" and another is at a small farm with a
                                 windmill N of the "O" of "BEACON HILL."

  Jetmax              on the N side of the pier NW of "CITY HALL."

  Tropic/
  Squalo III           on the coast between the Garver and Kincaid bridges.

  Launch              in the S dock of the three in the rectangle of "BASIN" of
                             "EASTER BASIN."

  Speeder             W of the "P" of "BATTERY POINT" and E of the N end of the
                              2nd tall thin rectangle S of the block with the 2nd "E"
                              of "ESPLANADE EAST."

  Impounded vehicles appear in the impound lot at the E side of the block of
"TOWN" of the "DOWNTOWN" that's E of "CHINA TOWN."  Have C.J. enter the lot in a
Police vehicle to enter without creating a three star wanted level.
  http://img509.imageshack.us/img509/5614/sfimpoundgarage1eb6.jpg

  Orion_SR found that C.J.'s last two vehicles, if in certain locations during
certain missions, will be saved in an area of the nearest impound lot (see
III.27).
  http://www.gtaforums.com/index.php?showtopic=304874

********

  Combine Harvester   after "Body Harvest" (A San Fierro mission): two are in
                                    the square of "THE FARM....," another two are on a farm
                                    W of the upper loop of the Flint Intersection, and
                                    there's one on a farm W of that.  It grinds people into
                                    "Sweeny Todd" pie filling that flies out of a pipe in
                                    the back.  On PC, at least, you have to have C.J. shoot
                                    the driver to jack it.

  Hydra     after "Vertical Bird" (final Los Santos missions): on the E end of the
                  Easter Basin aircraft carrier.

  Kart        after "Cut Throat Business" (final Los Santos missions): across the
                   street from the SW side of the S block of downtown Angel Pine, at
                   the NW area of the block of "TS" of "OCEAN FLATS" and the W side of
                   the block E of that, in an alley W of "DOHERTY," in an alley by the
                   China Town save place, and at the top of the windy street W of "FI-
                   NANCIAL."

  Vortex     as an Import after delivering five vehicles of the 3rd Import list,
                    and on the W end of the Easter Basin aircraft carrier after "Cut
                    Throat Business" (final Los Santos missions).

  Thanks to SAM, the San Andreas Map, for some of the locations and times of ap-
pearances given above:
  http://www.gtasanandreas.net/sam/


  V.14  Make a copy of your save game

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


   VI  The main story missions of the Badlands and San Fierro

    The Badlands missions


  VI.1  "Badlands"  C.R.A.S.H.

  C.J. has to kill, and get photographic evidence he's killed, the person that
could inform on Tenpenny's group.  We're shown how to use a Camera: press the
RMB to use the view finder, zoom with X and Z or the Scroll Wheel, and shoot the
picture with the LMB.

  The BradyGames guide has a good tip about killing the guy from a good distance
from the cabin so he doesn't leaves it and turn this into a chase.  Rusk found a
good vantage point NW of the cabin; since C.J. approaches from the S, keep him
out of view along the W side of the plateau until you can see the target with a
red glow--one of those inverted cones over the target's head, I guess--just in-
side a cabin door.  After you have C.J. snipe the target's body (if C.J. shoots
the target's head, he won't be able to be identified), have C.J. snipe the four
FBI men who run, practically single file, at C.J..  Then have C.J. photograph
the target.

  (This is the mission with a license plate that says "ASSMAN" as mentioned in
section I.1.  The vanity plate is on a Washington by the shed the target is in.)

  Cesar calls.  He knows Sweet is in jail and assures C.J. that Kendl's safe.
Cesar says he's sending the C.J. help of Cesar's cousin, and wants C.J. to meet
the cousin in the diner in Dillimore.

  Sweet calls from the prison hospital.  C.J. says he has to make sure Kendl's
okay 1st, but he's going to help Sweet get out of jail.


  VI.2  "First Date"           Catalina  cut scene

  Cynthia Farrel makes a spirited return from "III" to create the voice of de-
manding, demented Catalina.
  http://www.imdb.com/name/nm1067487/
  http://www.mobygames.com/developer/sheet/view/developerId,50660/

  Send C.J. to the "?" icon at the diner in Dillimore to meet Cesar's cousin.
(I'd stop at the TV studio to get some Sniper Rifle ammo on the way.)  Cesar's
cousin is Catalina from "GTA III," a very abusive nutcake that likes armed rob-
bery, murder, and being the S of S and M, yet C.J. has important concerns that
preclude introducing her to Denise.  Poor C.J.--this is Cesar's help C.J. has to
rely on?  She gives him four locations she wants to rob.  He (and we) can pick
the order.

  C.J. gets Respect.

  Four "$" icons appear.

  You don't see Catalina in instant replays of her scenes--she's replaced in
them by this guy:
  http://img215.imageshack.us/img215/7665/00gta1wtfcatalinareplay3rv.jpg
  http://img215.imageshack.us/img215/4830/00gta1wtfcatalinareplay21es.jpg
  http://img215.imageshack.us/img215/316/00gta1wtfcatalinareplay412wq.jpg

  I'd seen him around Ganton and had no idea who he was.  But considering that
C.J. gets sexually involved with Catalina, and this guy's her stand-in, and it's
a game with homies, there's got to be a joke there that doesn't get you in
trouble--if you can figure it out, send it in.  He might be there for the Skim-
mer Weenies, too, I don't know: "And I want him great big with sneakers."

  Reader Shane Wong tells me Catalina can swim, too, if C.J. drives into the
water with her while he has his choice of places to rob.


  VI.3  "Tanker Commander"     Catalina

  The building of the nearby Dillimore gas station can't be broken into; it has
Max Payne unbreakable glass.  Catalina has C.J. hitch the Tanker truck to the
gas tank trailer (hold the RMB to change the "camera" view and back the truck
into the trailer) and drive her to someone she knows that will buy them.  Try
not to jackknife the combo or the trailer will unhitch and you'll fail the mis-
sion.

  The two station attendants give chase.  When I 1st tried it, the pursuers
bumped into things so much, their vehicle blew up halfway there.  The last time
I did it, the pursuers made it to the end of the chase.  When that happens,
their car runs into the gas pumps at the station beside RS Haul and blows up,
then the two men run away.

  Mr. Whittaker pays Catalina and offers C.J. work with his RS Haul company.
Catalina drives away.

  After this mission is initiated, a locked BP/FP/EP/DP Sabre appears in the gas
station parking lot.  If you want to save it on PS2, don't have C.J. connect the
Tanker to the trailer.  Have C.J. exit the Tanker, go near the Sabre so he can
kill Catalina with the Sabre in view so it doesn't disappear with the failure of
the mission, run into the Sabre to push it to the street, and use the Tanker to
push it to his save place garage in town. (Thanks to the "Special Vehicle FAQ"
by Thashoka89, Blane and Section 408)
  http://www.gamefaqs.com/computer/doswin/file/924362/33979

  The Sabre's tires are imbedded in the ground in the PC and Xbox versions.  For
those, have C.J. exit the Tanker without hitching the trailer, get a Tractor (on
PC, you might use a vehicle spawner to spawn that or a Towtruck), kill Catalina
with the Sabre in view, and have him use the Tractor hitch to lift the Sabre out
of the ground and tow it to his save place garage in the same town. (Thanks to
System Error's "Bulletproof Car Walkthrough")
  http://www.gamefaqs.com/computer/doswin/file/924362/34824

  Another way it worked for me, before C.J. got in the Tanker, was to have C.J.
get out on the street where he could keep an eye on the Sabre while using the
Minigun to shoot Catalina through the window she sits by (the Tanker is bullet-
proof before being hitched to the trailer), and it worked.

  As an easy alternative available on PC, you can use the data\handling.cfg
changes explained at X.10  Cars and Bikes, notably X.10.b, to make any vehicle
damage-proof, or get The GTA SA Control Center, X.13.c, and make your favorite
vehicles whatever-proof.  They'll save that way even for subsequent games in
which you don't use the Control Center.

  C.J. gets $5,000.

  The RS Haul trucking missions are available (the box truck icon).

  The Truth calls.  Due to how his friend Tenpenny characterized C.J. to him as
a friend and business partner who killed a policeman, he wants C.J. to meet him
at a motel in Angel Pine (the "TT" icon, with one bar across the top similar to
the symbol for pi).

********

  The RS Haul Trucking Asset mission  (part one)

  Thanks to Spaceeinstein for telling me the name sounds like RS "hole."  It's
like "R.S. and L. Bows" in VC, so I don't know why I hadn't thought of it be-
fore.  Now that he made me think of it, I think the name probably comes from
"haul a**"--to "hurry up."  It's a double pun because if you change "haul RS"
to "RS haul," it sounds like "a** hole."

  Thanks to Spaceeinstein for the lists of possible destinations for each mis-
sion, too.  With each mission attempt, the game selects a destination at random.

  While C.J. drives one of the trucks, press Up to move the "camera" higher when
it can help you see ahead better.

  VI.4.a  1. Timed: 2:15.

  Red County, East Los Santos
  Blueberry, Red County
  Blueberry Acres, Red County
  Dillimore, Red County

  Getting to the Dillimore location on time was pretty easy.  You can have C.J.
blow up the truck and restart the mission till you get it.  Send C.J. N from the
lot, have him make the 1st right, 2nd right, and go into the lot on the right.

  The Red County location was easy, too: send C.J. N from the lot and have him
take the 1st right to it.

  C.J. gets $1000 if he's on time.  Thanks to Spaceeinstein fro telling me C.J.
gets $500 if he's late, $250 if he's later, and fails if he's too late.

  VI.4.b  2. Fragile cargo.

  Send C.J. N from the lot, have him make the 1st right, 1st right, 1st left, go
through two intersections to a T intersection, go right, and, just after the 2nd
right, go into the red marker at the side of the road in Montgomery, Red County.

  C.J. gets $1,500.

  VI.4.c  3. Three star wanted level.

  Destinations:

  Ocean Docks, Los Santos
  Willowfield, Los Santos
  El Corona, Los Santos

  For the Willowfield destination, send C.J. S from the lot and have him contin-
ue to Los Santos and onto the E-W road along the S side of it.  Where the road
makes a 90 degree curve E to S, have him turn left onto another E-W road.  Have
him take the 2nd right to a T intersection, go left, and take the 1st left.

  C.J. gets $2,000.

  VI.4.d  4. Timed: 6:00.

  Destinations:

  Whetstone, SW San Andreas
  Angel Pine, SW San Andreas

  Have C.J. blow up the truck and restart the mission till he gets the Angel
Pine destination.  Then send him S from the lot, have him turn left to loop at
the Flint Intersection and continue S, send him along the S coast making the
right forks, have him turn NW into Angel Pine, and use the radar to send him to
the red shaft of light in the street.

  VI.4.e  5. Fragile cargo.

  Destinations:

  Easter Bay Airport, San Fierro
  Battery Point, San Fierro
  Easter Basin, San Fierro

  Easter Bay Airport is the closest.  Go N all the way to San Fierro and turn
left into the lot.

  C.J. gets $4,000.

  VI.4.f  6.  Three star wanted level.  The Tanker/Trailer combo has an admira-
ble ability to continue while vehicles not only go over it but under it (like
some strange way worms mate), but it could use some work in being able to stay
hitched.

  Destinations:

  El Quebrados, NW San Andreas
  Bayside Marina, NW San Andreas
  Tierra Robada, NW San Andreas

  Don't use any of those northern locations.  Have C.J. blow up the truck and
restart the mission until he's assigned to drive to the same Angel Pine location
used for the 4th RS Haul mission.  Have him drive on the left side of the road
so the police SUVs run into telephone poles or such 90% of the time.  (A very
relieved thanks to the Gamefaqs web site walk-through by Chase "AggroSk8er" An-
sok.)
  http://www.gamefaqs.com/computer/doswin/file/924362/33174

  (Having C.J. drive N to the Gant Bridge for mission 6 is only advised for peo-
ple who want to use themselves as examples, for the type of politicians that
made too much of the Hot Coffee controversy, that doing this mission for that
long a run has a far greater potential for causing dangerous mental illness.)

********


    The Truth calls and C.J. can meet him for missions.

  VI.5  "Body Harvest"  The Truth

  Tenpenny, using a bong and President Clinton-like inhales to get stoned on
herb, introduces C.J. to The Truth, voice acted by the handsome and very intel-
ligent Peter Fonda, who produced, co-wrote, and co-starred--as Wyatt--in "Easy
Rider," 1969, was nominated for an Academy Award and won a Golden Globe for
starring as Ulysses "Ulee" Jackson in "Ulee's Gold," 1997, starred as Terry Val-
entine (with Luis Guzman of "Vice City") in "The Limey," 1999, and wrote the au-
tobiography "Don't Tell Dad," 1998.  He's also the son of Henry, brother of
Jane, and father of Bridget.
  http://en.wikipedia.org/wiki/United_States_presidential_election,_1992#Character_issues
  http://en.wikipedia.org/wiki/Peter_Fonda
  http://www.imdb.com/name/nm0001228/

  The Truth is a marijuana farmer and dealer of various kinds of street drugs.
Tenpenny tells C.J. to pay The Truth for marijuana to deliver (VI.23 "555 WE
TIP"), then he leaves.  C.J. won't do the drugs The Truth offers him.  The Truth
needs to know he can trust C.J., so he tells C.J. to steal a Combine Harvester
from the survivalists at The Farm for him before C.J. can pay him and get the
job.  The Truth says "Amaste" as a farewell, which babelfish translated as "You
loved" for me.  (Awwr!)
  http://en.wikipedia.org/wiki/Survivalism

  Once C.J. is at the path to The Farm, have him make his way N well away from
the guards to his left.  Send him in a crouch over to the spot on the S side of
the E wall of the square field the Combine Harvester is going around in.  (If
you send C.J. there on the Sanchez, he may need to stop farther from the wall to
snipe four or five survivalists he attracts to the wall.)   Send C.J. over the
wall to jack the Combine Harvester, which one survivalist calls "Betsy," as it
draws close.

  It shreds any guards it crosses, but you may have some trouble steering it;
the wheels used to steer not only use a small radius like a Tractor but are the
back wheels, so it goes in the opposite direction from the one you're used to
when steering cars.  The 1st time i did this, I just said the he** with it and
had C.J. drive straight for The Truth's place, over a cliff, and onto a RR
track.  The two vehicles that tried to pursue C.J. blew up.

  If you'd like a more conventional ending, you can follow the course that Rusk
took: go S to the road, go E a bit, then turn S onto the winding dirt road that
leads to The Truth's farm.  (It's just NW of "LEAFY HOLLOW.")

  The Truth will get a shipment together while C.J. makes sure he can pay for
it.

  C.J. gets Respect.

  Cesar calls.  The Azteca gang has broken up violently.  There's a price on his
head--maybe Kendl's, too.  His friends are dead or hiding.  C.J. tells him to
rent a trailer in Angel Pine and he'll meet them there immediately.  A CV icon
appears there.

  The Rifle $1,000, and Remote Explosives $2,000, are available at Ammu-Nation.


  VI.6  "King in Exile"  Cesar Vialpando      Cesar Vialpando cut scene

  C.J. goes to the trailer at the CV icon to see Kendl and Cesar.  Cesar wants
to kill some Los Santos drug dealers.

  Cesar tells C.J. that the drug dealers who've infested the Grove Street neigh-
borhood are Tenpenny, Pulaski, and Big Smoke.  C.J. can't believe that about
Big Smoke, but Cesar says Big Smoke sends a car to San Fierro twice a week to
get cocaine.  C.J. says he'll watch the highway to San Fierro for it.

  Catalina calls and angrily insists that C.J. has to help her rob places.  A
pink "C" icon appears in Fern Ridge.

  C.J. gets another save house:

  Fern Ridge           C4    free
  At the dot just NE of the "O" of "RED COUNTY" (Red County).


  VI.7   "First Base"          Catalina   cut scene

  Catalina doesn't answer her door for so long that C.J. implores her to come
out.  She surprises him from behind and angrily puts a gun to his head.  He pac-
ifies her by saying they'll rob places, etc.  She thinks she loves him.  C.J.
isn't sure if he's thrilled.  Have C.J. drive her to one of the three "$" icons.


  VI.8   "Against All Odds"    Catalina

  Catalina wants C.J. to help her rob Inside Track in Montgomery.  Have C.J.
throw a Remote Explosive on the red door, get far away, then switch to the Deto-
nator and blast the door off.  Then have him do the same to the door of the
safe.  C.J. gets a wanted star that can turn into three.  Have him take Catalina
to the Dillimore Pay 'n' Spray--he has to get rid of his wanted rating for the
red marker to appear at Catalina's shack.

  C.J. gets $2,000 and Remote Explosives from the robbery.

  Cesar calls: there's street racing--no "chota choppers" (police submachine
guns or police motorcycles or ?)--at the "CV" icon (available after any two rob-
beries with Catalina) S of Montgomery.
  http://www.urbandictionary.com/define.php?term=chota
  http://www.urbandictionary.com/define.php?term=chopper


  VI.9   "Gone Courting"       Catalina   cut scene

  From outside Catalina's house, we can hear that she whips C.J., playing the S
and M dominatrix to get her coffee perking.  C.J. seems to be weathering this
alright, but seems worried that this helper is always on the verge of going com-
pletely nuts.  Catalina takes C.J. robbing again.


  VI.10  "Local Liquor Store"  Catalina

  Catalina has C.J. drive her to a Blueberry liquor store, but four cowboys with
a Quadbike (a little four-wheeler that drives a bit like a motorcycle) apiece
rob it just ahead of them.  She calls them "maricon" (derogatory term for homo-
sexual; http://www.urbandictionary.com/define.php?term=maricon) bast**ds and
kills one of them.

  Have C.J. drive her on the Quad and chase the other three so she can shoot
them.  C.J. can help with an SMG, but you'll probably have your hands full keep-
ing up with them.  Her shots have more of a chance of hitting something if you
go after the two who occasionally split off to the left from the other one.
Part of the chase is the Los Santos Unique Jump 28 over the broken wooden bridge
at Palomino Creek.  As each dies, they leave behind a briefcase of money; wait
till all three are dead before collecting them.

  To make the chase easier, you could drive Catalina to the bank on a Sanchez.
At the end of a cutscene, the game puts C.J. and Catalina on a Quad.  Have C.J.
get off it and get on the nearby Sanchez, and Catalina will get on it, too.
(Thanks again to AggroSk8er.)
  http://www.gamefaqs.com/computer/doswin/file/924362/33174

  Take Catalina back home.

  C.J. gets a $1,000 cut of the take.

  Catalina calls and insists that C.J. go to her.


  VI.11  "Made in Heaven"      Catalina   cut scene

  Catalina hates men in a simple-minded us vs. them way, and yells at C.J.  She
just wants to rob places with C.J. now and not have a relationship beyond that.
She has C.J. drive her (use her Buffalo) to the last "$" icon.


  VI.12.  "Small Town Bank"     Catalina

  At the Palomino Creek bank, Catalina orders C.J. to keep the others there cov-
ered while she robs the safe.  The game gives C.J. a Shotgun.  (Fortunately,
all three shotguns use the same ammo, so any shotgun ammo you had is added here
and just adds up if you have C.J. get another shotgun later.)  Have C.J. wave
the targeting (hold down the RMB) of a gun across the little group of them to
keep their hands up.  After the guard sounds the alarm he'll keep shooting at
C.J., so have C.J. shoot the guard before he can do it.

  Catalina orders C.J. to get the money from the (three) ATM machines; have C.J.
break or shoot them apart and take the money.

  The police arrive.  Have C.J. crouch, get out an M4 or such, and follow Cata-
lina down the alley, shooting policemen who shoot from either side and above.
Two policemen get off HPV1000's at the end of it; have C.J. shoot them and get
on one of their motorcycles.  Catalina speeds off on another, pursued by two mo-
torcycle policemen.

  Have C.J. chase after her, over the broken wooden bridge, through the bribe
under the Montgomery Intersection if it's handy, to find her stopped by a police
barricade.  She gets off the bike and puts her hands up.  Have him stop by her
to let her on his bike and take her home.

  Reader Carl Johnson suggests having C.J. stop at the safe house on the N side
of the N block of Palomino (to put on a new hat, shades, or something for the
torso or legs) to have C.J. get rid of his wanted level before picking up Cata-
lina.  This may cause Catalina to be ready to run to C.J.'s motorcycle and speed
up the time he spends facing the attackers at the barricade, good to know if his
Armor or Health is low.

  If you let Catalina shoot at the police during the getaway, one of her insults
for them is "perro," which is Spanish for "dog."

  On the way, she's still abusive, saying all C.J. cares about is the money.  He
says it's not true, but he really needs it now.  She makes herself out to be a
heartbreaker to lose and calls off the relationship.

  C.J. gets $10,000 for what he's been through.

********

  There's a glitch, if you have C.J. fall through the break in the wooden bridge
instead of completing the jump, whereby C.J.'s three wanted stars eventually
disappear and the streets are barren of movement except for the police barricade
scene.  Unfortunately, unlike the "Reuniting the Families" glitch, when I had
C.J. go to Las Venturas, he got a four star wanted level.

********


  VI.13  Big Smoke's Cash/Yay Courier  Not needed for 100% completion of the
                                                            game

  Cesar calls and tells C.J. that Big Smoke sends cash from Los Santos to San
Fierro on Mondays and Fridays; on Wednesdays and Saturdays, the yay (crack) is
sent back.

  If you want to do these missions, do them before "Yay Ka-Boom-Boom"--after the
Syndicate is destroyed, Big Smoke's couriers stop running.

  Big Smoke's Cash  Monday and Friday

  Have C.J. answer "yes" (press "Y") when Cesar calls him about the courier, who
uses a Patriot to take six $300 packets from Big Smoke's Idlewood house to the
Pier 69 district of San Fierro.  C,J. says he'll try to spoil their party.  When
C.J. rams a vehicle into the courier's Patriot, it leaves $300 for him to col-
lect.  After $1,800 is collected, it doesn't make runs anymore.  With each suc-
cessive run, the Patriot adds a passenger, up to three passengers, that shoots a
Shotgun at C.J..

  System Error's "Bulletproof Car Walkthrough" has a method by Tharydium that
makes it easy to get a bullet-proof/fire-proof/explosion-proof Patriot:
  http://www.gamefaqs.com/computer/doswin/file/924362/34824

  Have C.J. get a Towtruck, from the industrial section in SE LS or a garage in
the Angel Pine junkyard, and save it at the Johnson house garage in the evening
of Sun. or Thurs. (press Tab to check) so that the start of the game will give
C.J. a couple of minutes on Mon. or Fri. to set this up.

  Have C.J. park the Towtruck on the N side of the road under the overpass
that's W of his house, exit, and face E.  At 5 am, the Patriot will appear
parked in the cul de sac and C.J. will get the phone call with a job offer from
Cesar.  Have C.J. refuse the offer, and any passengers except for the driver
will exit the Patriot.  Eventually, the driver will drive the Patriot near C.J.
and stop.  Have C.J. punch the Patriot to get the driver to come out, then have
C.J. aim a gun at him so he won't fight--he'll just walk away.  (Sometimes the
Patriot teleports to someplace nearby.)  Then have C.J. tow the Patriot to his
garage to save it.

  Yay Courier       Wednesday and Saturday

  Have C.J. answer positively ("Y") when Cesar calls him about the courier, who
uses a Sanchez to take a backpack of "yay" (crack) on the same route as above
but in the opposite direction.  Try to have C.J. shoot the driver and get the
backpack quickly.  If C.J. shoots the backpack, which is very likely, it leaves
a white rail and diminishes the amount of money he gets for the backpack.

  A good vehicle to use is a Sanchez, or see X.10.e about making a "Wheels of
Steel" Freeway, which hugs the terrain even better--I'd make it accelerate
faster, too, for the hills.

********


  Cesar calls to invite C.J. to some street racing in the country.  Take a
Cheetah, Turismo, Rancher--something like that--and go to the "CV" icon.


  VI.14  "Wu Zi Mu"            Cesar Vialpando

  After C.J. waits a while, Cesar shows up.  Claude Speed is seen in the back-
ground.  Wu Zi Mu and a few friends go to C.J. to welcome him to the race, but
C.J. is suspicious of him.

  C.J. has to win an on/off road race from S of Montgomery through Blueberry and
into the Panopticon.  It's been said that you can use any four-wheel vehicle for
it, but Anurag Sinha wrote to me that the game won't let C.J. use certain ones,
including, at least, a Hotring Racer, Monster, Rhino, or Forklift.  (Aggro-
Sk8er's walk-through makes it sound funny to try a Tanker, a big truck cab, so I
did.  It not only was funny, but I got it my 1st time.)

  As usual, when trying to have C.J. race a four wheel vehicle on hilly terrain,
press Up to move the "camera" higher when you want to see ahead better.

  While driving through the farm, the easiest path is the S to N path on the W
side.  If you use the one on the E side, take it easy going through the barn and
turn a bit left driving out of it (and don't use that path in the return race in
the next mission--the barn door is closed on the N side).

  Imut_knight noticed that during the race, you'll always see one of the LV El-
vis wannabe's driving a Walton in the oncoming lane.

  This shows up in your Stats as "Badlands A," and you have the option of trying
it again to beat your old time for the Los Santos Race Tournaments at VIII.9.h.

  Wu Zi compliments C.J. on his driving, says they better leave before the po-
lice get there, gives him his card, and tells him to call if he's ever in San
Fierro.

  C.J. gets $5,000.


  VI.15  "Farewell, My Love"   Cesar Vialpando

  Catalina throws a tantrum at an understandably confused C.J., bashing his car
with a crowbar, to tell him she's chosen another lover--Claude Speed, of "GTA
III," who makes a 2nd cameo appearance.

  (It's debated whether or not he looks like a younger version of the same guy.
I think his basic look is the same but the different art style used for "San An-
dreas" makes him look noticeably different, like a different artist copied the
1st one's portrait with a couple of colored pencils.  He looks sort of ordinary
in "SA" but more handsome in "III."  Catalina not only looks cuter but even
younger to me in "III," like she not only had plastic surgery but had her head
reshaped.)

  C.J. gets a black ZR-350 to race over the same route in the other direction.
It took me a few tries, with C.J. spinning out at corners I wasn't used to, be-
fore I got this one.  Rockstar North may have made it a little tougher by re-
quiring you to use a sports car that slides out so easily on fast turns since
you've had a chance to run the route.

  This shows up in your Stats as "Badlands B," and you have the option of trying
it again to beat your old time for the Los Santos Race Tournaments at VIII.9.i.

  Catalina says C.J. won unfairly but gives him the deed to a garage in San
Fierro; she needs the car to go with Claude to Liberty City.

  C.J. gets a call from The Truth, who says he got the shipment for him to de-
liver at a little green village in the hills (Leafy Hollow).

  C.J. can get five wanted stars.


  VI.16  "Are You Going to San Fierro?"  The Truth

  (The entrance to The Truth's farm, SW of the "W" of "LEAFY HOLLOW," and the
entrance to KACC Military Fuels, in NE Las Venturas, are the two places I know
of where you can see the sign that says, "No Trespassing; Violators Will Be
Shot; Survivors Will Be Shot Again.")

  C.J. learns that The Truth's van has a three ton shipment for him to deliver.
The Truth practices t'ai chi while he talks and chants a mantra: "Ommmm...."  A
police helicopter approaches, so The Truth tells C.J. they'll have to torch the
fields, and hopes Gaia (an early Greek Mother Earth goddess) can forgive them.

  The Truth gives C.J. a Flame Thrower.  C.J. has 5 1/2 minutes to burn them;
you can see what fields need to be burned as red dots on the radar.

  Mainly have him get between two rows and make a sweep of flame on one row then
the other, move ahead and do it as needed till the pair of rows is done, switch
to Fist/Brass Knuckles to have him sprint to another pair of rows, and repeat as
needed to do it the fastest way and not run out of fuel.  Each row is made of
patches, and C.J. only needs to give each patch a burst of flame for the whole
patch to burn.  (There's a spare Flame Thrower by a barn if he runs out of fuel;
Molotovs work, too.)

  The Truth gives C.J. a Rocket Launcher with ten shells to use to shoot the he-
licopter.  It circles over The Truth's van with pauses long enough that a GTA
player should be able to hit it.  (Thanks to Rusk's walk-through for the tip
that you can make shooting it down even easier by having C.J. run to the hover-
ing helicopter after telling The Truth to fire up the van.)

********

  Saving the Mothership

  When the mission starts or after C.J. burns the fields, you can have him shoot
the Truth through the windshield of the Mothership, fail the mission, and store
the Mothership in a garage.  It's explosion-proof regarding Grenades, exploding
vehicles, etc., but not if it catches on fire.  (Thanks to System Error's "Bul-
letproof Car Walkthrough")
  http://www.gamefaqs.com/computer/doswin/file/924362/34824

  If it turns white after being saved, you can change it back with a Transfender
if you use the Transfender Fix by OffRoader23 (see X.13.kk).  It's a data file
change, so it should work with any version of "San Andreas."

  If you just want to use the Transfender for the Mothership, make a backup copy
of data > carmods.dat, un-check the green dot (X.4), and use Notepad to change
data > carmods.dat by adding this line after the line for the zr350:

  camper,  nto_b_l, nto_b_s, nto_b_tw

********

  The "Are You Gong to San Fierro?" glitch

  There's a glitch that lets you have C.J. get in and out of The Truth's van and
be able to go to the unopened areas without a wanted rating, then return to the
van to finish the mission.  When I tried it, the wanted rating occasionally
flickered on for an instant, just long enough for the police and even S.W.A.T.
agents to appear but go away with nothing to do.

  Thanks again to the Gamefaqs walk-through by AggroSk8er.
  http://www.gamefaqs.com/computer/doswin/file/924362/33174
 
********

  The Truth has C.J. drive him, in his colorfully painted, late 1960's flower
power-looking Camper (Volkswagen Bus) he calls "The Mothership," to C.J.'s new
garage in San Fierro.  (When C.J. wonders how he gets around if he doesn't
drive, The Truth says he has an astral goat named Herbie.)  C.J. calls for Cesar
to take Kendl to meet him there.

  C.J. gets Respect.  There's a "CJ" icon at the Xoomer garage.

  Save place
  The Xoomer garage  W edge of C2   garage        free
  The S part of the E side of the brown block N of "DOHERTY."

  The Transfender garage across the street NE of the Doherty garage is open for
modding cars.  It's indicated on the in-game map and radar by a red wrench.

  It can mod the Buffalo, Bullet, Banshee, Cheetah, Comet, Infernus, Phoenix,
Super GT, Turismo, Windsor, ZR-350, Admiral, Alpha, Blista Compact, Bobcat, Bra-
vura, Buccaneer, Cadrona, Cabbie, Clover, Club, Elegant, Emporer, Esperanto,
Euros, Feltzer, Fortune, Glendale, Greenwood, Hermes, Huntley, Hustler, Intrud-
er, Landstalker, Majestic, Manana, Merit, Mesa, Nebula, Oceanic, Perennial, Pic-
ador, Premier, Previon, Primo, Rancher, Regina, Romero, Sabre, Sentinel, Solair,
Stafford, Stallion, Stretch, Sunrise, Tampa, Taxi, Vincent, Virgo, Walton, Wash-
ington, and Willard.

  A good reference guide to how each vehicle can be modded is the "In-Depth Car
Modifications Guide" by Mastermind73 at Gamefaqs.
  http://www.gamefaqs.com/computer/doswin/file/924362/33385

  A paint job at a mod shop can get rid of any wanted rating.

  Six save houses are available.


  VI.17  Save houses

  Paradiso                     C1      garage     $20,000
  NW San Fierro

  Calton Heights            C1      garage    $100,000
  SE Calton Heights on the W end of the crooked street (San Fierro)

  China Town                 C1                     $20,000
  NW Chinatown (San Fierro)

  King's                         C1                     $50,000
  E end of Queen's at the Vank Hoff Hotel (San Fierro)

  Hashbury                    D1   big garage    $40,000
  S Hashbury (San Fierro)

  Doherty                       C1                      $20,000
  S Doherty two blocks S of the Xoomer garage (San Fierro)


  VI.18  Clothes      Zip clothes stores are open

  The jean jacket (R:10; SA:20), $90, has the most Sex Appeal of the jackets,
and more than the ones available before.  The brown, sky blue, yellow, and gray
ones, each $40, come in 2nd with a Sex Appeal of 10 and less Respect.

  The khakis, each $150, have the most Sex Appeal of the pants, with black kha-
kis having the most (R:8; SA:8), and all of those have more than that of the
ones available before.

  The gray boots (R:5; SA:5), $125, and red boots (R:5; SA:5), $135, score the
highest for shoes, followed by brown boots (R:2; SA:4), and all of those have
more Sex Appeal than any available before.

  The gold chain (R:2; SA:2), $350, scores the same as the silver Cuban one
available before.

  The Zip gold watch (R:2; SA:2), $220, and Zip blue watch (R:2; SA:2), $100,
score as high as the face black watch available before.

  The black shades (R:2; SA:2), $100, and brown shades (R:2; SA:2), $150, have
more Sex Appeal, and at least as much Respect, as any shades available before.

  The black sun hat (R:2; SA: 2) and plaid sun hat (R:2; SA:2), each $20, have
as much Sex Appeal as, but a bit less Respect than, the green rag back available
before.

  Again, having C.J. put on a hat, shades, or something for the torso or legs,
can get rid of whatever wanted rating.  And if C.J. has collected all the Oy-
sters, he'll have enough Sex Appeal for his girlfriends however he dresses, so
you can choose the clothes which create more Respect or dress him any way you
want.


  The Garage missions

  VI.19  "Wear Flowers In Your Hair"   Carl Johnson

  The garage is a dump; C.J. knows he's been had and he's mad.  Kendl and Cesar
assure him they'll help to make it better.  The Truth knows a couple of guys who
worked on marine engines in Vice till the mob bought their business.  He says he
met them at an '89 San Fierro love-in--they have a great sense of humor.

  Jethro, John Zurhellen, and Dwaine, Navid Khonsari, are back from "Vice
City," where they worked at the Boathouse that Tommy Vercetti bought and did a
mission for.

  John also did the voice acting of various characters for "Mafia," 2002, a
Demon/Zombie (also photography director and motion capture producer) for "Max
Payne 2: The Fall of Max Payne," 2003, Cerberus Guards #2 for "Manhunt," 2003,
and one of the voices for "Conflict: Vietnam," 2004.
  http://www.mobygames.com/developer/sheet/view/developerId,87566/

  Navid did the voice acting for a Mobster/Booze Hound (and was the director of
voice-overs) for "Max Payne," 2001, the Killer Bees caller to Chatterbox (and
wrote pedestrian dialogue and was the director of motion capture) for "GTA III,"
2001, the Porn Host for "Max Payne 2: The Fall of Max Payne," 2003, and Cerberus
Guards #3 for "Manhunt," 2003.  (He was also the director of voice-overs and mo-
tion capture director for "Grand Theft Auto: Vice City," 2002, which I've heard
is supposed to be good.)
  http://www.mobygames.com/developer/sheet/view/developerId,50667/

  (I thought I'd add that just in case anyone thinks all they did was get stoned
at a Boathouse.)


  The Truth has C.J. drive to the garage Jethro works in as a mechanic and pick
him up.  Jethro's ready to work for C.J.  Then he has C.J. park so he can watch
a gray van pull out of a hospital parking lot, telling the others they need to
hide and blank their minds about it.  I think he implies that they could have
"sub-dermal neurophones" implanted in them if they're not secretive.  (You can
also have C.J. go over some SF hills to fly off the road and hear The Truth say
things like, "Houston--we have separation.")

  The Truth has C.J. drive to the Hot Dog van where Dwaine works as a vendor.
Dwaine agrees to work at the shop and says he'll meet them there.

  The Truth has C.J. park by the police station for a bit.  He won't say why, or
explain why a van pulls out into the street at each such place he has C.J. stop,
but implies that there's a conspiracy by comparing it to the lunar landing hoax
(hoax), etc., and that C.J. is safer for not knowing about it.

  The Truth has C.J. pick up Zero at his RC shop; he agrees he's the electronics
expert they'd need.

  Once at the garage, everybody pitches in to fix it up, and Kendl encourages
C.J. to be ambitious about turning it into a successful business.  She'll work
on managing the property while they do.

  There's Armor nearby to the E and a little S at the NW corner of Solaris In-
dustries.  You might save a Sanchez and something to ram a car with, like a
Firetruck, at a nearby garage so you're not at a loss if you want to have C.J.
act on Cesar's tips about the Yay Couriers and Big Smoke's Cash.

  C.J. gets a call from Zero: his landlord is selling his RC shop/home.  C.J. is
interested in buying the place, so may meet him there.

  Buy Zero's RC shop for $30,000 to open Zero's missions.  Zero's shop is about
where the "CIA" of "GARCIA" is.  Zero calls to say he was investigating enemy
territory when C.J. bought the shop and invites him over.


     The Zero RC Store Asset missions

  Zero is voice acted by David Cross, the "David" of "Mr. Show with Bob and
David," and who was part of the writing team for it.  It was nominated for an
Emmy for Outstanding Writing for a Variety or Music Program in 1995 and 1996.
He also did the voice acting for one of the Marines in the game "Halo 2," 2004.
  http://www.defamer.com/hollywood/culture/imterviews/david-cross-the-defamer-imterview-037022.php
  http://www.bobanddavid.com/
  http://www.imdb.com/name/nm0189144/
  http://en.wikipedia.org/wiki/David_Cross


  VI.20    "Air Raid"        Zero

  Zero is despondent: rival RC toy seller Berkley is obsessed with revenge be-
cause Zero took the award at a science fair.

  Have C.J., in the 1st person view, use the Minigun, which is on a pivoting
tripod on Zero's roof, to shoot Berkley's RC planes till they smoke or even
fall.  Berkley will have them drop bombs on Zero's transmitters otherwise.  Try
to have C.J. turn in the direction of the nearest blip on the radar, scan the
sky for targets, and aim just ahead of the flight path of each plane to let it
fly into C.J.'s line of fire.  The Minigun has a long range of fire but C.J.
will likely miss a few when the planes appear more frequently near the end.
C.J. doesn't have to destroy very plane, he just has to keep at least one trans-
mitter from being destroyed in three minutes and ten seconds to succeed.  Zero
helps with a Fire Extinguisher.

  Zero tries to thank C.J. with a couple of Winston Churchill phrases he messes
up, but you can tell he's grateful for the help.

  Winston Churchill, Prime Minister of the U.K., said, "Never was so much owed
by so many to so few" during a speech to the House of Commons of the British
Parliament on August 20, 1940, at the height of the Battle of Britain, a criti-
cal turning point of World War II.  The "few" were the Royal Air Force.  His
"We shall fight on the beaches...." speech was made on June 4, 1940.
  http://en.wikipedia.org/wiki/So_much_owed_by_so_many_to_so_few

  C.J. gets $3,000.
 

  VI.21    "Supply Lines"    Zero

  I don't know how long this link will be good--it's in German:
  http://www.synprove.com/rc/DVII.htm

  C.J. finds Zero has been stuck on a wall coat hanger by Berkley and wants to
help him get even.  He sends Zero's RC Baron to destroy Berkley's delivery peo-
ple, currently using three vans, a bicycle, and a motorcycle.  He has to get the
targets, shown on the radar, and land on Zero's roof before the gas supply is
gone.

  W            Forward           Down   Up                   LMB  Self Destruct
  S             Reverse           Up       Down            
  A             Bank left          Left      Bank left
  D             Bank right        Right    Bank right
  Q             Turn left           NP0      Fire
  E             Turn right
  Left Shift   Brake

  I turn off Fly With Mouse.
  Use W or S, and Q or E, to make turns on the ground.

  Thanks again for all the help Spaceeinstein has given me.  For the self-des-
truct feature, he told me that NP0 has the same function as the LMB, and the RC
Baron "only self destructs if the RC Baron is on the ground and is stopped for a
while."

  The BradyGames method is to go W to the van and bicycle, E to a van, then N to
the motorcycle and another van.

  Rusk wrote that there's barely enough fuel for the plane in the original PS2
version, and wrote to me that the RC Baron has since been fixed so it doesn't
use fuel while it's gliding in the PC and Xbox versions.  (He's reported that
the fuel shortage has been fixed for the new PS2 version, too.)

  So the last time I tested this mission, I tried to see how far I could get
away with flying without pressing W/using fuel.  It turns out you can do it to a
surprisingly big degree.  Once you get it flying, you mainly only need to press
W when you press Down and want the plane to go higher.  And the movements of the
plane are slower when you don't press W so often so it's a lot easier to fly.
You'll still catch up with all the targets--sometimes I've found them sitting
still.  There's no hurry to do it because there isn't a timer running--you just
have a limited amount of fuel.  And I ended up with a lot of fuel left.

  So don't keep the pedal to the plastic.

  This is easier to do if you land the plane near a target and drive the plane
at the target while firing.  The plane usually won't make a van blow up during a
flying pass although I've managed to blow up some vans from the air while the
plane glided.

  Zero is exuberant.

  C.J. gets $5,000.


  VI.22.a  "New Model Army"  Zero

  Zero wants C.J. to help him in his final battle with Berkley.
 
  Zero says he's crossing the Rubicon.  Like Julius Caesar crossing the Rubicon
river in 49 B.C. was considered an act of war, it means to cross a line and be
irrevocably committed to an act.
  http://www.m-w.com/cgi-bin/dictionary?book=Dictionary&va=rubicon

  Zero has to drive an RC car across an RC toy landscape to Berkley's base.
Berkley fires one of his three RC tanks, each in a fixed location, at the car
whenever it's near one.  Berkley also uses an RC Goblin helicopter to drop metal
barrels in the path the car takes.

  C.J. helps Zero with an RC Goblin that has a magnet hanging below it.  He can
use the magnet to pick up the metal plates and bombs (one bomb that keeps being
replaced) from the ground below the starting position of his RC Goblin, and use
it to pick up and drop the barrels.

  W  Up              Up         Dip forward
  S   Down          Down     Raise back
  A   Bank left      Left       Bank left
  D   Bank right    Right     Bank right
  Q   Pivot left      Left Shift   Brake horizontal movement
  E   Pivot right    LMB         Activate and deactivate the magnet

  Hold W and Up to dip forward for stretches to speed it up.

  C.J. and Zero have eight minutes to succeed.  You may need to do this once
just to get the layout of the game.

  Moments after the mission starts, you'll hear Zero complain over and over for
C.J. to move a barrel that's blocking the path of his car.  Just ignore that
and have C.J. take care of the bombs and plates 1st.

  The BradyGames suggestion to drop a bomb on Berkley's helicopter when it hov-
ers to pick up a barrel from his base at the far end of the field is a real time
saver.  Once you've done that, Berkley won't have any more barrels put on the
path for you to remove.

  Have C.J. put a metal plate in each of the two places where the car needs to
go over a river.  If you drop them in something close to proper alignment, the
game will place them correctly.  If it doesn't work, try again with the same
plate.  (You can also use the 1st plank, after the car goes over it, for the 2nd
crossing if you need to.)

  Have C.J.'s RC Goblin fly to each of Berkley's three tanks, turn the "camera"
to an overhead view to aim the bomb at the tank, drop the bomb, then pull up and
go forward to have the helicopter avoid being damaged by the blast.  One bomb
should disable a tank.  Zero has two spare cars to use if a car is destroyed by
a tank, but each replacement car starts at the beginning of his run.

  C.J. has a couple of spare helicopters but Berkley doesn't.  You could have
C.J.'s helicopter bomb Berkley's helicopter and tanks and let C.J.'s helicopter
be destroyed when bombing the last one or two tanks to have a new helicopter for
C.J. immediately appear at his base.  Just don't destroy C.J.'s helicopter when
having it lay down the two planks and get any barrels off the path.

  During the return flight from an effort with a plate or bomb, you can have
C.J.'s RC Goblin move a barrel off of the path, but leave the one right in front
of Zero's car alone.  An exception is to have that barrel removed if the nearest
two tanks are destroyed.

  Then have C.J. get the remaining metal barrels out of the way of Zero's car in
the order they appear in front of it.  Have the RC Goblin toss the barrel just
to the side of the path--if there's only one barrel right in front of the car,
you might have the RC Goblin hold up the barrel just long enough for the car to
pass safely beneath it.  If there's more than one barrel in one place of the
path, you can speed up the clearing of that section by having the RC Goblin re-
move barrels without turning much (mainly just going forward, dropping, going
backwards, picking one up, etc.)

  Berkley has to clear out of town.

  C.J. gets $7,000.

  This completes the Zero RC Store asset--it makes $5,000 a day and max.
  "Beefy Baron" is available.

********


  VI.22.b  "Beefy Baron"         Not needed for 100% completion of the game

  "Beefy Baron" for Zero is available in the room at the back of the RC shop. 
It's like a "GTA III" Toyz 'n' the Hood van mission except with an RC Baron bi-
plane, indestructible unless you press the LMB, and with unlimited fuel but
limited time: 3 minutes.  You use the machine gun to destroy Berkley's vans--
they aren't on the radar, but nobody can rightfully complain there aren't enough
targets.  You don't get a Stat for this, so if you want a record of a big score
you'll have to make a screenshot.

  The easiest way I know to fly the RC Baron is to use the method I explain for
"Supply Lines."  Once you get the plane as high as you want, let it glide, then
mainly use W, Acceleration, with Down, when you need it to go higher.

  Flying the RC Baron this way, I only occasionally had to land the plane near a
van, brake, drive the plane like a car, and fire.  The vans usually don't blow
up on a flying firing pass if you fly too fast.

  A number of vans can gather and you can get that popcorn popping-type chain
reaction of vehicle explosions going you've seen otherwise.  Sometimes you can
get dozens that way in three minutes.

  As an option, you might use a trainer to stop the mission timer and try for a
ridiculously big score, go on an unofficial rampage to practice your targeting,
or at least enjoy some stunt flying (barrel rolls, loop de loops, near-misses,
etc.) with the plane up away from the street.

********


    The Garage missions continued

  VI.23  555 WE TIP"      Carl Johnson

  Tenpenny wants C.J. to frame the D.A. that's in a position to get Tenpenny and
Pulaski in trouble.  Tenpenny tells C.J. to put the weed he delivered for the
Truth ("Are You Going to San Fierro?" VI.16) in the D.A.'s car trunk then call
the police hotline: 555 WE TIP.

  C.J. has to go to the Vank Off Hotel, follow a valet's car down to the base-
ment parking garage, kill him and put on his uniform, then go to the front of
the hotel to wait for the D.A.'s car--a green-blue Merit sedan.  When the D.A.
exits the car, you have four minutes to have C.J. drive it to his Xoomer garage
where the grass is put in the car, then drive it back, undamaged, to the hotel.

  Then send C.J. to make the cell phone call.  The D.A. is busted.

  That blows another way to get Tenpenny off his and Sweet's backs.  Why didn't
he put it in Tenpenny's car and call the hotline?  Better, why doesn't he use
his team to compile evidence of Tenpenny as a manipulator and have Tenpenny's
word discounted and Sweet released?  I guess because the game would be over
quickly and you'd be playing Grand Theft Bus Ticket.  Maybe he's worried that
Tenpenny would manage to send out an order from his jail cell to have Sweet
killed.  Then again, with all the killing going on, why didn't he compile evi-
dence, get Sweet released, then kill Tenpenny?  Never mind.

  The Valet mission is available.

********


  VI.24  Valet Parking Asset Mission  (5 Levels)

  Have C.J. wear the Valet outfit and go to the Vank Off Hotel in Financial--
it's on the S side of the block that's E of the pizza place that's N of the "AL"
of "FINANCIAL."

  Have C.J. stand where the passenger door rolls up and press F so C.J. gets in
as soon as you get the screen message that it's available.  Go forward and make
a right U-turn down into the basement parking garage.  Press the RMB and move
the mouse to see if the red shaft of light is in the 1st aisle--if not, go to
the other aisle and park in the light.

  You don't have to park it very neatly or undamaged, but you get a smaller time
bonus added to the clock if you get too messy.  The biggest bonus for parking
with good alignment to the lines is 15 seconds; the biggest bonus for parking
the car without damage is 45 seconds.

  Killing another valet is a 20 second deduction and possibly a wanted level
that can make the mission hard to do.  If C.J. steals a car to get back up to
the front of the building, he loses the Valet outfit needed to do the mission.

  Then have C.J. run back up and get another car, etc., till the level is com-
pleted.

  All levels start with two minutes on the clock.

  Level  Cars  Tip
   1        3     $100
   2        4     $200
   3        5     $300
   4        6     $400
   5        7     asset mission completed

  The hotel makes $2,000 a day and max.

********


    The last Garage mission

  VI.25  "Deconstruction"  Carl Johnson

  At the Xoomer garage, Kendl says the construction workers up the hill (the
brown block on the paper map) talked to her like she was a hooker.  Cesar wants
to handle it, but C.J. insists he do it himself and clear them off the property.

  First, C.J. has to destroy the six portable sheds, which are indicated with
blips on the radar.  Once C.J. starts destroying the sheds, killing the workers,
or driving a Dozer or Cement Truck, there's a three minute time limit and the
(ten?) construction workers start attacking, one by driving a Dozer at C.J..
The crane nearby can be used to destroy a few sheds but it's too slow.  You can
look the place over first.

  C.J. can place Remote Explosives without starting the timer.  I tried having
him place them on all the sheds--one or two on each of the two most southern
sheds and one most northern shed that are by an explosive barrel or two, and
three on each of the other sheds, and destroy them, but the game always left
three or four sheds intact.

  So I had C.J. place the Remote Explosives as described, get up on the ledge
of a wall at the mid-west side of the yard, then detonate the Remote Explosives.
From this vantage point, C.J. could more safely shoot the remaining sheds with
a Rocket Launcher, so I had him shoot all but one, and shoot a few of the work-
ers with an M4.  To draw the remaining workers out, I had C.J. run to the mid-
east side of the yard and crouch.  He could get all or most of the rest when
they rushed him from across the yard.  When the timer was close to running out
and C.J. shot all or practically all of the workers, I had him destroy the last
shed.

  A riskier strategy is to have C.J. jack the Dozer driven by a worker at the
north end of the yard then destroy sheds and workers by ramming them with one of
the Dozers or Cement Mixers, driving fast enough that the workers can't jack it
and avoiding the explosive barrels.  The back wheels of the Dozer are used for
steering, so it turns left when a car would turn right, etc.  You might leave at
least one Dozer unharmed since there are only two and they're useful for finish-
ing the mission, but it can be finished with just a Cement Mixer and the game
keeps replacing it.

  Once all the sheds are destroyed, there's a cutscene of the construction boss
hiding in a portable toilet and the second part of the mission begins.  C.J. has
a little over three minutes to use the Dozer or Cement Truck (or even Remote Ex-
plosives) to push the portable toilet, containing the foreman, into a hole--if
C.J. takes longer, he fails the mission with a two star wanted level.  He then
has an unlimited time to back the Cement Truck to the marker at the hole (the
cement is poured in a cut scene).

  Jethro calls.  He's afraid to criticize C.J., so credits Dwaine with the idea,
but awkwardly recommends that C.J. go to the driving school in Doherty.  Driving
School is available--the red "S" icon.

********


  VI.26  "Back To School" Turning Tricks Driving School

  Have C.J. start dating Michelle before finishing driving school to avoid the
glitch of her not showing up very often.

  You just need 70% with each test to get 100% completion of the game.  With
each success of 70% or better, another test becomes available.  The things the
tests are judged by can include time, correct direction when stopping, how close
to the marker you stop, and damage to the car and cones, which often outline the
space you have to travel within.  Be careful in your use of S to stop, helpful
at the end of a test, since the test is ended if you stop.

  Thanks to Orion_SR for the advice to turn off the frame limiter, and turn down
the draw distance and detail level (visual FX quality, mip mapping, and anti-
aliasing), to slow down the timer for Driving School.  The exceptions he recom-
mends are that you leave the frame limiter on for "Wheelie Weave" and turn up
the draw distance for "City Slicking."  (I particularly disliked "Burn and Lap"
before trying his advice, but got notably higher scores after trying it.)

  I don't think you can choose to have no radio station for this, but if the
radio bothers your concentration, you can turn down the volume for it in the op-
tions menu.  Remember to send C.J. for food now and then so you don't have to
build up his Muscle at a gym again (like I once did).

  VI.26.a  "The 360"

  Press W and S, then add the directional arrow Right (or turn with the mouse if
your keyboard won't respond to three keys at once), to make a round tire burn.
Stop just after the car goes completely over the start of it.

  VI.26.b  "The 180"

  Drive from an area about as big as a parking lot space to do a skid (Spacebar)
you accelerate from around a cone that's surrounded by cones and return.

  VI.26.c  "Whip and Terminate"

  Drive ahead to a skidding turn (a little sharper than 90 degrees?) then for-
ward to the end of the lane.

  VI.26.d  "Pop and Control"

  Accelerate a Police Car to a tire spike strip, where you release acceleration
to go a bit right, left, then right, using Spacebar as needed--a little differ-
ent each time, and brake with S.

  VI.26.e  "Burn and Lap"

  Drive down one lane and up the lane beside it, with a 180 degree skid (S) you
accelerate out of (and which helps you turn faster) close to one end then the
other of the row of cones in the middle of the track, for five laps.  You need
to do it in 40 sec. to pass and in 36 sec. (AggroSk8er says a low 35) to get a
gold award.

  Normally, doing skidding turns seems easy enough for me.  But twelve 180's in
a row, surrounded by cones you can't damage, with the "camera" admiring the
scenery behind the car after each and not swerving ahead till you've already
made a blast of acceleration forward, hoping it will be between the cones, does
not make me a happy gamer.

  The stuckgamer site has a good video by Kevin Walter, aka savior, who recom-
mends flooring it the whole time and braking (Spacebar) to cut the curve close
to the cones each lap.
  http://www.stuckgamer.com/

  Especially if he did it on PC, GTA_Phreak must be pretty good to get "Burn and
Lap" like he did, too!
  http://video.google.com/videoplay?docid=3080991694435685393&q=GTA_Phreak

  But it looks like it uses a PS2 setup for controls, and the handling and
"camera" movement are a little different for PC.  For example, Rusk, on PS2,
thought this was easier than me, but thought the Stoppie tests in Bike School
were hard, though they seem easy to me (like "Vice City" scooter stoppies).
Cerbera says the braking, for one thing, is different for PC; a gradual braking
is achieved on PC with programming for the press of a key, if that makes any
difference.  I'm guessing it's more likely that the more robotic-looking PS2
"camera" movement adds predictability to this effort to make it easier.

  When I used the 3rd person view, I think I noticed a subtle alignment of the
car with the lane if I gave the game a fraction of a second to do it after each
turn.  The 1st person view lets you keep the "camera" pointed in the direction
of the car, when you might also put both hands at the keyboard and drive the car
like a motorcycle, but it doesn't give you the overview that the 3rd person
view has.  A 3rd person view that remains aimed at what's ahead of the car (the
"camera" "slaved" to follow the action of the main character or their vehicle)
would be my choice, but someone at Rockstar forgot to offer it.  This one seems
hard to score higher than silver with to me.

  The BradyGames guide says you use a Banshee so handling is not an issue--how
many things did that thing get wrong, anyway?  If you're really stuck on this
one, you can improve the road grip for it enough to get gold with this as de-
scribed at X.10.b.

  Orion_SR's advice to turn off the frame limiter, and turn down the draw dis-
tance and detail level (Visual FX Quality, Mip Mapping, and Anti-Aliasing), to
slow down the timer makes this challenge easier--about as hard as it should have
been intended to be.

  If you're still shy of getting 100% for this, the easiest way is to get the
GTA SA Control Center (X.13.c).  It allows you to freeze mission timers that
count up, like this mission uses, and works with either the patched or unpatched
original version of the game.  Then all you have to do is get around the track
without hitting any cones so you don't get damage points, and you can get gold
for it in one quick sitting (sigh).

  VI.26.f  "Cone Coil"

  A line of cones cross into your path from one side, farther down from the oth-
er side, and farther still from the 1st side again, followed by a cone with a
ring of cones around it.  Move ahead turning one way then the other, make a
skidding turn you accelerate out of and back toward the space beside the last
line of cones again, and return.

  VI.26.g  "The '90'"

  Ahead of you are two cars parked in a row with a bit more than one car space
between them.  Drive toward a place a bit to the side of the middle of the
space, then do a skidding stop, turning in the other direction, so your car
rests in the space in alignment with the other two cars.

  After I got gold for it, I went to the GTA SA Control Center, clicked the "Lo-
cations" tab, clicked "Read from GTASA," and got:

      X    -2051.484000
      Y     -204.451600
      Z        34.733980
  Angle    268.692700

  See X.13.c for how you can use those coordinates with the Control Center.

  VI.26.h  "Wheelie Weave"

  Ahead and a bit to the left is a wall with a ramp projecting from the base of
it.  Turn a bit as you go ahead to drive two wheels over the ramp, with a little
right turn toward the red shaft of light as you go over it, so you can continue
and fall to stop on four wheels in the red shaft of light.  If you try for gold,
especially, try to avoid scraping the wall on one side, then avoid scraping the
ground on the other, too much or points are taken off for damage.  On the luck-
ier attempts, I let the Banshee coast for the last stretch, and just had to make
a subtle left or right turn, for it to fall into the light.

  The advice that ended up working for me, so I got gold in one batch of dozens
of tries, was that provided by Kevin Walter, aka savior, in the stuckgamer web
site I recommended at I.15.  I turned left to the ramp, letting go of accelera-
tion at it and accelerating and turning right once on it, aiming for the red
shaft of light.  That little acceleration difference seemed to help.  There are
a variety of possibilities for left and right adjustments after that, but on the
one that got gold, I gave the car a subtle right then a left turn, and had C.J.
run to a save game floppy disk after the car fell into the light.

  One way to cut down on time spent on this is to make any vehicle C.J. drives
"Everything-Proof" with the GTA SA Control Center (X.13.c) so you don't have to
worry about damage.

  This is the 2nd one I thought was hard--at least, time-consuming--to get bet-
ter than silver for.

  (I also accidentally got some two wheel bonuses, and I noticed the PC version
has the PS2 glitch of the Stats giving you a far greater distance for it than
you actually had.)

  After I got gold for it, I went to the GTA SA Control Center, clicked the "Lo-
cations" tab, clicked "Read from GTASA," and got:

      X      -2050.02900
      Y       -229.90600
      Z          34.753310
  Angle      185.916500

  See X.13.c for how you can use those coordinates with the Control Center.

  VI.26.i  "Spin and Go"

  You use a Taxi to do the skidding about face I've done countless times--prac-
tically every time I picked up a fare with a Taxi--with the area to do it in
outlined with cones.  You reverse, do a skidding turn to point in the other di-
rection, then go ahead a bit into the space.

  The game suggests that you use Q and E to look behind, which you might do be-
forehand, anyway.  You might push the Middle Mouse Button to look behind while
you reverse, but that might throw your turning off.  I just did it a few times
to get the idea where the game needed me to turn, then did it till I got the
gold.  Reverse with S, use W to both brake and go forward with a turn to the
stopping space, then stop with S.

  VI.26.j  "P.I.T. Maneuver"

  "P.I.T." stands for either "Precision Immobilization Technique" or "Pursuit
Intervention Technique,"
  http://en.wikipedia.org/wiki/PIT_maneuver

  This is like Vegas gambling except with the collision files of the game.
Drive a Police Car into the back of the side of the one that drives away from
you to make it spin out, and stop close to it.

  The curious thing, if you go for gold, is how to do it and not get any damage
to your Police Car.  When I tried to avoid damage, my Police Car stopped too far
away from the 2nd one.  My best results happened when I pushed my car into the
other one and turned and braked with Spacebar till both cars stopped with the
other car turned some or most of the way in the direction we came from.  One of
those efforts got me 100%--no damage--and it would be nice if I had any idea how
to tell you why.

  VI.26.k  "Alley Oop"

  Drive ahead to send the two wheels of one side of your Banshee over a big ramp
to do a barrel roll and land beyond a couple of cars.

  The game suggests you release acceleration while flying and level the car with
Up and Down.  I accelerated with W, turned a bit left away from then right to-
ward the near corner of the ramp, and released acceleration to press A while the
two right wheels went over the ramp.  Sometimes I tried to use A or D to point
the car in the same direction it started in for a stop.

  VI.26.l  "City Slicking"

  Drive a Super GT N from the school parking lot to a place on the coast road
just on top of "ESPLANADE EAST" and back in less than two minutes--1:40 for
gold--without damage.

  Thanks again to Anurag Sinha for correcting me about the name of the car and
for adding that you can try this between 3:00 and 6:00 when the trolleys don't
appear.

  Drive fast in the middle of the road as much as possible.

  I went a bit right then a bit left, N on the main road to turn right below the
"D" of the "DOWNTOWN" that's E of "CHINA TOWN" (I smoothed out the turns by
going over the plaza and diagonally E across the street and) then went left to
go N, and eased up on acceleration--a tiny tap or two of S seemed to cause less
slide-out than by using Spacebar--to go downhill around the curve to the red
shaft of light at the intersection.  The BradyGames guide advice to turn around
and go back the way you came sounds good to me.  It's a little shorter than
trying to make a loop to get back onto your route further S.

  If you're stuck below gold and really want that Hotknife, you could make any
vehicle C.J. drives "Everything-Proof," so you don't have to worry about damage,
and freeze the mission timer with the GTA SA Control Center (X.13.c).  To freeze
the mission timer, click "Freeze Timers" after the mission starts.

  For a bronze award, 70-89%, C.J. gets a Super GT (fast but slides when corner-
ing);
  for all silver awards, 90-99%, he gets a Bullet (one of the best SA cars), and
  for all gold awards, 100%, he gets a Hotknife (a fun novelty),
  which are parked in front of the school.

********


    The Syndicate missions

  These missions are indicated by both a red serpent dragon icon and a blue
skull icon.


  VI.27  "Photo Opportunity"  red serpent dragon icon

  Cesar calls C.J. with a tip about a Ballas car going to San Fierro for drugs.
C.J. wants to know who the supplier is, so send him to meet Cesar in Angel Pine
where C.J. can get on a roof to secretly photograph the buyers.

  You're supposed zoom close enough for a good enough picture of the faces of
the subjects, but I once got the side of the 3rd or 4th and the game accepted
it.  Get Ryder after he gets out of his pickup truck in the lot up ahead (left
of the Cluckin' Bell), then the guy Cesar says is T-Bone Mendez, who gets out of
a car near the truck, then the guy (Mike Toreno) who gets out of a car he parks
on the street to the right, then the guy C.J. says looks like a pimp (Jizzy),
who gets out of a car by that.

  C.J. and Cesar go to a gas station, where Cesar says they should split up and
meet back at the Xoomer garage in San Fierro.

  C.J. gets Respect.


  VI.28  "Jizzy"  red serpent dragon icon

  C.J. finds Cesar, Wu Zi, and Wu Zi's assistant going over the photos at the
Xoomer garage.  Wu Zi says he told Cesar he was a friend of C.J.'s, and the as-
sistant says the pictures are of the Loco Syndicate, big time dealers in co-
caine, something Wu Zi's group doesn't touch.  Besides Ryder, one he can't name
is the guy who runs things, one is T-Bone Mendez--the group's muscle, and one is
Jizzy B., the biggest local pimp and a sort of concierge (basically, someone who
doesn't run things but handles things as a representative of the boss).

  C.J. thinks he can infiltrate the group, and find out who their leader is,
through Jizzy, so send C.J. to the Pleasure Domes, which is under the S end of
the Gant Bridge and at the blue skull icon.

  Jizzy B., the pimp who operates the Pleasure Domes, is voice-acted with the
experienced comedic stylings of Charles Q. Murphy, brother of Eddie and who was
a writer and actor for Dave Chappelle's "Chappelle's Show" from 2003 to 2005.
  http://www.charliemurphycomedy.com/
  http://www.quotesbase.com/celebs/1885/
  http://www.imdb.com/name/nm0614151/
  http://en.wikipedia.org/wiki/Charlie_Murphy

  C.J. finds Jizzy talking himself up a bit much to a couple of women, then he
talks to C.J. and we find he pretty much talks trash about himself generally.
C.J. pretends to defer to that for work and it works.

  Jizzy has C.J. drive one of his women Downtown in his pimpmobile, a Broadway
with purple lining and a "HO 2 HO" license plate.  She says C.J. has a strong
"pecho"--chest, asks if he ever had "half and half"--either oral sex in the
front and behind or oral and vag*nal sex--with a "sucia"--dirty, skanky female--
like her, will do things his "ruca"--girlfriend--won't do, and she's no slut but
needs the "feria"--money.
  http://babelfish.yahoo.com/
  http://www.urbandictionary.com/define.php?term=Half+and+half
  http://www.urbandictionary.com/define.php?term=sucia
  http://www.urbandictionary.com/define.php?term=ruca
  http://www.urbandictionary.com/define.php?term=feria

  Then Jizzy calls to have C.J. kill a rival pimp, then kill a couple of "punt-
ers"--guys with respectable facades but who go to brothels--to stop them from
beating one of his women before her "HO" bar gets low.
  http://www.urbandictionary.com/define.php?term=punter

  Finally, Jizzy calls to have C.J. kill a whore's sugar daddy who wants to take
her off the street.  He's a horny preacher who gets into a Stretch with her and
drives off with an armed guard nearby in an SUV.  You can either have C.J. use
drive-bies or get ahead of them and fire a Rocket Launcher back at them.  If you
have him use rockets, don't have him disturb them as he passes or they drive off
fast; Rusk likes to shoot S from the SE corner of the Big Pointy building--on
the block E of the block with "AL" of "FINANCIAL."

  Jizzy calls.  There's an All Points Bulletin on the Broadway, so C.J. can keep
it if he doesn't bring it around Jizzy or the whorehouse.

  C.J. gets Respect and $3,000.

  Wu Zi calls to invite C.J. over.  The Wu Zi Mu missions, which need to be done
before "Yay Ka-Boom-Boom," are available at the "W" icon in China Town.


  VI.29  "T-Bone Mendez"  blue skull icon

  Have a lot of SMG ammo.

  T-Bone Mendez is voice acted by Kid Frost, which is a name he picked in trib-
ute to Ice T, whom he sometimes battled in the early days of West Coast hip-hop.
He had a hit single with "La Raza" in 1990--it's also on Radio Los Santos; his
rap variation of Bill Withers' 1971 hit "Ain't No Sunshine," "No Sunshine," was
featured in the movie "American Me," 1992; and he stars as Santo, a brutal drug
lord whose gang battles force him to question his choices, in "The Neighbor-
hood," 2004.  He's now also known as Frost.
  http://members.tripod.com/~ALT1200/frost-2.html
  http://www.imdb.com/name/nm0296528/
  http://en.wikipedia.org/wiki/Kid_Frost

  Jizzy argues with T-Bone that Jizzy deserves a third, not a fifth, of the mon-
ey that's split three ways--T-Bone says Jizzy agreed to a fifth and not to be a
"pinche"--all-purpose swear word like "f**king"--liability.
  http://www.urbandictionary.com/define.php?term=pinche

  When T-Bone gets a call that a money run has been ambushed, he sends C.J. to
the van of the interlopers.  As C.J. approaches, each of the four go off in a
different direction on motorcycles--after five minutes, they'll go to a rendez-
vous point.  Thanks to Spaceeinstein for reminding me to add that "if you take
too long to get those packages, they will end up in a safehouse and you will
fail the mission."

  C.J. gets on a motorcycle, so have C.J. do a forward drive-by on each.  These
guys can take a lot of SMG ammo before they fall, but all you have to do is
press Secondary Fire (NP0) while C.J.'s FCR-900 bumps the back of an ambusher's
motorcycle to take the package from them.  If you manage to cause the ambusher
to fall off of their motorcycle, have C.J. get on it and he'll take the package
the moment he gets on their motorcycle.

  After C.J. gets the four packets, have him return to the Pleasure Domes.

  C.J. gets Respect and $5,000.


  VI.30  "Mike Toreno"  blue skull icon

  Mike Toreno is voice acted by that bright and dashing James Woods, who played
Maximilian "Max" Bercovicz in "Once Upon a Time in America," 1984, and Lester
Diamond in "Casino," 1995, both of which also starred Robert De Niro.  He was
nominated for the Best Actor Oscar for playing Richard Boyle in "Salvador,"
1986, and won an Emmy for portraying AA co-founder Bill Wilson in “My Name Is
Bill W." in 1989.  And he's often given special notice for his performance in
"San Andreas"--Young MayLay gave him as a favorite in it, too.
  http://www.hollywoodpoker.com/green-room/celebrity-poker/biographies/james-woods.html
  http://www.imdb.com/find?q=james%20woods;s=all
  http://en.wikipedia.org/wiki/James_Woods

  James Woods stars in the TV series "Shark."  According to Wikipedia:

  "Shark is a legal drama series starring James Woods as Sebastian Stark, a no-
torious Los Angeles defense attorney who becomes a prosecutor.  It premiered on
CBS in September 2006, in the 10 p.m. Eastern time zone Thursday night spot.
The pilot was directed by Spike Lee."
  http://www.cbs.com/primetime/shark/bio/
  http://en.wikipedia.org/wiki/Shark_%28TV_series%29

  I'll add that an episode I saw in Oct., 2007, had a character named Toreno.

  T-Bone tries to make Jizzy see that someone with knowledge of their group is
killing their runners.  Loco Syndicate leader Mike Toreno calls from a hijacked
van that was making a cocaine run.  He's locked inside and tries to indicate
where he is by telling them the sounds he hears.  His cell phone battery will go
dead in five minutes.

  Have C.J. drive to the construction area--the middle of the brown block, then
the Easter Basin Docks--E to near the coast, then to Easter Bay Airport--the
front gate.

  Thanks to spaceeinstein for telling me "a faster way to beat this mission is
to drive directly to the airport instead of following what T-Bone tells you to
do."

  T-Bone says Toreno's tag--tracking device--should work now.  The bar onscreen
for it fills up as you get closer to the van, which is somewhere on the tarmac.

  Robert Rusk told me some people who get the Taxi mission glitch get a glitch
that causes you to be unable to find the van with Mike Toreno in this mission.
See I.12 for Pdescobar's cure for the Taxi mission glitch.  Pdescobar found that
the glitch is brought on by going to the edge of the map, so try to avoid that
other than for "Freefall" or "St. Mark's Bistro," and get the Taxi mission done
before doing those two missions.

  You can help T-Bone do a drive-by on the motorcyclists by the van as it speeds
off a bit, but don't destroy the van with Toreno in it.  It's good to get some
distance from it when it stops since the shooting from the bikers is then joined
by the two who get out of the van and you'll need to help T-Bone stop their vas-
cular systems.

  T-Bone helps Toreno out of the van.  T-Bone calls him "guero," which is Mexi-
can-Spanish for "blondie."  T-Bone calls C.J. "payaso," which means "clown."
Have C.J. help them blow up the van and get them into the car.

  (Toreno's license plate says, "OMEGA," which means "the last."  You'd think it
would say "ALPHA," which means "the 1st," or even "ALPHA ALPHA," "the 1st (of)
the 1st," but then he'd need to have the cowlick and get permission to do "I'm
in the Mood for Love.")
  http://en.wikipedia.org/wiki/Carl_Switzer

  Have C.J. drive down one of the ramps (the two black stubs from the black
circle) and out the security gate.  C.J. gets three wanted stars, so have him
either drive N to a Pay 'n' Spray or Transfender shop to get the car a coat of
paint, or continue on the road from the airport till it goes N, then take the
3rd right and go a couple of blocks to a save house to change clothes.

  Then have him take T-Bone and Toreno to the Pleasure Domes before they get
everyone in the car killed from leaning out the window to fire at things some-
thing like C.J.'s Grove Street gang members do.

  You could instead have C.J. use the Maverick at the SE end of the tarmac to
take them through a few of the airborne bribes (see I.16) then to the Pleasure
Domes.

  C.J. gets Respect and $7,000.


  VI.31  "Outrider"  red serpent dragon icon

  Have a lot of Sniper Rifle ammo.

  Jizzy tells C.J. to meet T-Bone in a sedan at Easter Bay docks.  When C.J.
waits in the sedan, T-Bone surprises him from the back seat by choking him with
one arm and putting a gun to his head with the other, demanding to know if C.J.
is a "pinche jura"--"f**king policeman."  C.J. has about enough time to assure
him he isn't when Toreno appears and tells C.J. he wants him to help them meet a
shipment.  T-Bone says, "You heard what jefe said."  "Jefe" means "boss."
  http://www.urbandictionary.com/define.php?term=Pinche
  http://www.urbandictionary.com/define.php?term=jura
  http://www.urbandictionary.com/define.php?term=Jefe

  C.J. has to destroy four road blocks--police cars, and shoot the men who shoot
from the street and 2nd story windows once C.J. attacks, so the van can get to
the factory.

  Have C.J. get the Sanchez and Rocket Launcher near the van and cut W past So-
laris Industries and the RR tracks and go N to the 1st roadblock, which is about
a block S of the "D" of the "DOWNTOWN" E of "CHINA TOWN."  C.J. may just need
rockets for the cars.

  The 2nd is a bit W of the middle of the N end of the brown block.  Have C.J.
use rockets on the vehicles and snipe the shooters.

  Have C.J. handle the 3rd, on the W side of the brown block, E of "GARCIA," the
same way.

  At the 4th, at the "D" of "DOHERTY," you might have C.J. use rockets on both
the cars and the shooters if you have enough rockets left over.

  After C.J. escorts the van to a lot W of the driving school, he has three
wanted stars, which he can get rid of by changing clothes at the safe house
across the street from the school.

  C.J. gets $9,000.

  There's a "C"--C.R.A.S.H.--icon at the Xoomer garage.


  VI.32  "Snail Trail"

  Tenpenny and Pulaski want C.J. to kill a reporter and his source of informa-
tion about wrongful police conduct (probably Tenpenny's and Pulaski's).  Tenpen-
ny leaves a Sniper Rifle in a sewer pipe in the construction area.

  Have C.J. get the Sanchez on the way to the train and follow it as the report-
er takes it to Market Station in Los Santos.

  Once there, a meter on the screen indicates how close C.J. is to the reporter,
shown as a blip on the radar, and you fail the mission if the meter fills up
completely.

  I once had C.J. follow the reporter then wait by the top of the stairs with an
empty meter while the reporter got a Cabbie, but, for some reason, the meter
filled up as the cab drove off.

  You might have C.J. wait about a block away from the train as the reporter
goes upstairs, have C.J. go to the base of the stairs after the reporter's red
dot on the radar turns into a triangle pointing up, then, after the screen mes-
sage says the reporter got into a cab, pause a moment to let it drive off a bit
then have C.J. drive upstairs to follow his cab.

  As the train pulls into Market Station and before the reporter gets out of the
train, you could send C.J. up the stairs and S about a block to wait at an in-
tersection.

  The Cabbie is easy to follow--the reporter isn't spooked unless C.J. gets
closer than three or four car lengths from him--and, whatever route it takes, it
always lets the reporter off near the S end of Santa Maria pier.

  When the reporter meets his source, they stand in front of the Brown Starfish.
You're supposed to have C.J. shoot them with the Sniper Rifle, but you can have
him get the targets however you like.  C.J. gets spotted if you have him move in
on them or shoot at them, and the source shoots at C.J. while the reporter runs
around the end of the pier in a panic.  Have C.J. attack the source with a weap-
on then the reporter with or without one.  Some delicious chili dogs are close
by if he needs a Health boost.


  Flying train

  Thanks to a post by Cleve, at the Tom's Hot Hardware web site, for a tip about
one of the more unusual sights you can see in San Andreas.
  http://forumz.tomshardware.com/games/Snail-Trail-trains-ftopict13467.html

  When C.J. follows the reporter's train, three other trains come by in the op-
posite direction.  Each of the three are one of these: a Freight with five flat
cars, a Freight with three flat cars and another Freight on the end, a Brown
Streak with a couple of passenger cars. or a Freight with a flat car.

  The other trains use the outside track, normally not used, of the pair of
tracks that make a loop around San Andreas (with a couple of short stretches of
single track in LV).  These trains go to the middle of the sheltered section of
track at Cranberry Station, then veer E, off the track, and fly or go through
things to get back onto the track just a bit S of due E of "CREEK" of "PALOMINO
CREEK."

  You can have C.J. get off the Sanchez as one of the other trains approach,
use the ROCKETMAN code to have him switch to a Jetpack, then follow or ride
(flat cars are useful for letting C.J. ride through the tunnels) the train on
the unique route it takes.
  http://img295.imageshack.us/img295/3827/00gta1screen1001wf7.jpg
  http://img295.imageshack.us/img295/9127/00gta1screen1002yo4.jpg
  http://img403.imageshack.us/img403/1903/00gta1screen1003yq0.jpg
  http://img403.imageshack.us/img403/6587/00gta1screen1004da2.jpg
  http://img295.imageshack.us/img295/728/00gta1screen1005bc4.jpg
  http://img403.imageshack.us/img403/2051/00gta1screen1006ff1.jpg

  The train will continue on this route after C.J. fails the mission, but will
disappear if C.J. gets too far away from it.  C.J. can't jack the train or go
through things himself by riding on it.  To help you have C.J. follow it, you
can put a red dot at the spot where the train gets back on the track on the in-
game Map so the dot appears on the radar.


  Thanks to dj_chrismanno for the programming explanation for train derail-
ments:

  "When San Andreas was made they made an error with the train tracks file.
When you are driving the train through the desert and get to the part where
there are two level crossings the train will drive above the track and become
in mid air for a small amount of time.  This is because at this part of the
track, the z axis has been calculated wrong due to some rough path writing.

  "Trains will not derail in the tunnel south of Crandberry station.  Or in the
Market Station Tunnel.  It is possible to derail a train on a bridge as there
are grid reference points on the bridge which indicate change of angle.  Grid
references are also put along bridges to make the trains sound effect of the
train moving along the track happen.  This is why around bends the train makes
more racket.

  "The train in snail train you see which appears to fly is doing this because
the trains must move in a circuit.  This train moves along a circuit which is
not complete.  Instead of driving around the desert and Las Venturus it makes a
direct cut across the map.  The reason is because the path file is smaller in
size and less time is spent on the path files.  If you want to make trains
drive normally like this go to:

  "San Andreas/Data/paths/ and change the name of tracks.dat to tracks2.dat and
tracks2.dat to tracks.dat."


  Thanks to DarkJ5 for showing that you can derail the train and drive it where
there isn't a track using the Control Center (X.13.c).


  VI.33  "Ice Cold Killa"  red serpent dragon icon

  This mission is available from 20:00 to 6:00.

  Woozie left C.J a message to get Jizzy's phone after he calls the Ballas push-
ers--then C.J. can find and ambush the pushers.  Cesar gives C.J. a silenced
9mm.

 

  Have C.J. go to the Pleasure Domes and shoot the tires of Jizzy's Broadway.
When C.J. goes to the door, they won't let him in, so have C.J. go S across the
lot, climb the scaffolding, jump down to the roof, go to the yellow entrance
light, and walk in a crouch down two flights to the 1st floor.

  If C.J.'s Health and Armor are full, you might speed this up the way spaceein-
stein told me about: "A faster way to get down there is to face north once
you're inside and jump down.  The cutscene starts as you fall."

  In a cut scene, C.J. points the gun at Jizzy's head, and I guess you'd say
Jizzy begs for mercy by his tone, but the words don't come out right for it--
"I'm...not a kind man, not a wise man...but I tried," etc., like he's rational-
izing the criminal things he'd done.  Jizzy runs for the door.

  C.J. can just run to the door through the shooting, possibly throwing some
Molotovs around 1st--Jizzy won't run for his car till C.J. leaves.  Once out-
side, have C.J. damage Jizzy's car (don't blow it up or Jizzy's phone will be
destroyed and you'll fail the mission) to get Jizzy to leave it or jack Jizzy
from it, kill Jizzy, and take his phone.

  Rusk wrote to me that you can have C.J. blow up the Broadway with a Rocket
Launcher before entering the building.  Later, when Jizzy tries to get away, he
uses a Pizza Boy scooter.  If C.J. knocks him off it and jacks it from him, he
won't try to jack anything else, so C.J. can have an easy time of taking care of
him.

  C.J. gets Respect and $12,000.


  VI.34  "Pier 69"  red serpent dragon icon

  Have C.J. respond to Cesar's phone call by going to the serpent dragon icon,
just W of the "ESP" of "ESPLANADE EAST," and climbing on the roof to meet Cesar.

  Thank you, reader Tony B, for telling me that C.J. can explore without police
instead of going up onto the roof.

  On the roof, Cesar shows C.J. that T-Bone's six armed men are on roofs--three
to the left and three to the right--watching over the pier.  But when Woozie's
men arrive and start to go up to the roof, C.J. and Cesar realize they better
shoot T-Bone's guards before it turns into a big shoot-out.  Have C.J. snipe the
six guards.

  T-Bone and Ryder arrive.  When Toreno arrives by helicopter, he sees the bod-
ies on the roofs, throws smoke grenades down, and flies away.  Cesar and C.J.
realize they have to act immediately if they're going to get the other Syndicate
leaders.

  You can have C.J. go down the stairs with Cesar following and shoot back at T-
Bone's guards on C.J.'s way out the big NE projection, Pier 69, to get T-Bone.
I just had C.J. jump off the roof--he landed with most of his Health--and throw
Molotovs at the shooting guards on his way there.  Cesar still showed up for the
cut scene to help C.J. shoot T-Bone.  Rusk wrote to remind me to point out that
there's less for C.J. to deal with if you send him along the outside of the
pier.

  In a cut scene, Ryder jumps over a rail to swim to a Speeder speed boat to es-
cape.  C.J. calls him a "shermhead."  "Sherm" can be tobacco mixed with marijua-
na or dipped in PCP, but "shermhead" in gangster slang is more generally used to
mean "idiot."
  http://www.urbandictionary.com/define.php?term=sherm
  http://www.urbandictionary.com/define.php?term=shermhead

  I had C.J. jump and swim after him, get into the Speeder by Ryder's, do drive-
bys on Ryder's Speeder till flames appear, then press S to let Ryder's Speeder
get ahead of C.J.'s boat and blow up.  Rusk just has C.J. snipe or rocket him
from the pier and have done with him.

  C.J. gets Respect and $15,000.

  The Sniper Rifle, $5,000, is available at Ammu-Nation.


  VI.35  "Toreno's Last Fight"  red serpent dragon icon

  Woozie calls.  The van C.J. is looking for is by the Downtown helipad where
Toreno is going to take some merchandise out in a helicopter.

  The 1st time I had C.J. go there, I had him shoot two that came out to shoot
at him in the street and two in the alley.  Toreno's helicopter took off in a
cut scene as C.J. got up near the helipad.  Then I had C.J. shoot two on the
helipad.  (When I tried Molotovs, it made the wanted rating higher, which makes
the next part busier than you may like.)  Have C.J. get the Rocket Launcher from
the helipad, the motorcycle at the sidewalk, and go S to the main highway.

  The helipad is at the NW corner of the block that's E of the block with "TOWN"
of the "DOWNTOWN" that's E of "CHINA TOWN."  From there, go S and curve W along
the block with "TOWN," go left on a road that curves right as it goes downhill,
and, at the intersection, make a quick left and right to go up the onramp (which
isn't so obvious from looking at the map, so you might want to have C.J. do a
practice run 1st).

  By this method, have C.J. speed S of the helicopter and fire back at it with
the Rocket Launcher.  If you get very far S without blowing up the helicopter,
you might speed down to the T intersection at the S coast, where the helicopter
hovers for a few seconds.

  Rusk recommends having C.J. approach the Downtown helipad from below and to
the E so the gangster on it can't hit him with rockets, then, after the cut
scene, having C.J. use the five seconds or so he's given to lock onto the heli-
copter and fire a lot of rockets at it with a Heat-Seeking Rocket Launcher.  The
last time I did this mission, I did it like that.

  (I wonder if you could change a weapon file to improve how far C.J. could
throw Remote Explosives and have him cover the helicopter with them before get-
ting close enough to cause the cut scene?)

  C.J. gets Respect and $18,000.


  The Woozie missions

  Wu Zi is voice acted by James Yaegashi, who played Cole in "Spin the Bottle,"
1999, and the Legal Assistant in "Thirteen Conversations About One Thing," 2001.
Barnes and Noble also have a recording of him reading the novel "A Long Stay in
a Distant Land" by Chieh Chieng.  He also provides the voice of Charlie for "GTA
IV."
  http://search.barnesandnoble.com/booksearch/isbnInquiry.asp?userid=ky7Y3hTB4h&isbn=0786183128&itm=4
  http://www.fanmail.biz/14800.html
  http://www.imdb.com/name/nm0944853/
  http://www.imdb.com/title/tt0802999/fullcredits#cast

  Su Xi Mu is voice acted by young Richard Chang, who played the Prosecutor in
"Return to Paradise," 1998, and is a shining feature as Gafar in "Kejar Ameri-
ka," 2004.
  http://richardchang.net/
  http://www.imdb.com/name/nm0151801/

  C.J. can climb onto a brown awning just N of Wu Zi's place and go S over a
couple more awnings.


  VI.36  "Mountain Cloud Boys"    Wu Zi Mu

  When C.J. enters Wu Zi's gambling den, one of Wu Zi's assistants tells C.J.
"We're closed.  Pokgai."  In Cantonese, "pok" means to fall or slip, and "gai"
means "the street."  It's to curse somebody to go die in the street; in Hong
Kong, it's a general purpose curse like "a**hole."
  http://www.urbandictionary.com/define.php?term=pok+kai
  http://www.talkingcock.com/html/lexec.php?op=LexLink&lexicon=lexicon&keyword=POK&page=1

  As C.J. goes upstairs to see Wu Zi, Su Xi tells C.J. Wu Zi is blind; when C.J.
protests that Wu Zi was in a car race with him recently, Su Xi says Wu Zi has
been blessed with good luck; the Triad that does anything for him is called "our
Lucky Mole," which means "lucky undercover person," I guess.

  Wu Zi says he's "dai dai lo" of the Mountain Cloud Boys Triads.  In Asian or-
ganized crime, "dai dai lo" is the top gang position--"big big brother."

  A few informative sites about the history of Triads, the most powerful drug
dealing, etc., criminal syndicate in the world, and their relationship to Tongs,
Merchant Associations that provide Triads with muscle, money, guns, and mean to
legitimize them in the territory of the Tong, etc., are:
  http://www.geocities.com/boohowdoy/tong.html
  http://en.wikipedia.org/wiki/Tong_%28gang%29
  http://en.wikipedia.org/wiki/Triads

  Wu Zi has C.J. go with him to check on the Blood Feathers Triads, who failed
to appear at a recent Tong meeting, to show C.J. how they settle things peace-
fully.  Some small Vietnamese gangs have been making bolder trouble lately,
which worries him.

  Wu Zi seems to bend to pick something--a coin?--up from the sidewalk, and he
says was checking for a loose cobblestone that was there before.

  C.J. and Wu Zi find the Blood Feathers were nearly wiped out; a survivor tells
them the attackers were members of a Vietnamese gang, which then comes back for
another attack.

  Have C.J. shoot or throw Molotovs at the shooting gangsters in the alley, then
at those who get off two motorcycles beyond the gate, then at more shooters, in-
cluding a sniper.  Have C.J. drive Wu Zi in a gangster's Sentinel.  Go slow
enough on the left side of the streets for Wu Zi to shoot from the passenger
side and destroy the attacking vehicles, and look behind, Q and E, occasionally
so you can speed off when one of the attacking cars is about to blow up.

  Wu Zi's marksmanship is the strongest example in the game of Wu Zi either
being able to see or being blind but occasionally having a miraculous ability to
know where things are.  We didn't see if he drove or was helped to drive in the
race earlier.  Later, Wu Zi's assistants are shown to pad the case for Wu Zi's
miraculous ability to see by helping him win at golf putting and card games--Wu
Zi loses at cards to C.J..  The story leaves it open as to which is the case.

  C.J. gets Respect and $5,000.


  VI.37  "Ran Fa Li"              Wu Zi Mu

  Ran Fa Li is voice acted, with an assortment of expressive grunts, by venera-
ble veteran villain Hunter Platin, who did the voices of Phil Cassidy, Curly
Bob, and Chico in GTA "III," and the Psycho who terrorized Love Fist in "Vice
City."
  http://www.imdb.com/name/nm1066291/

  Woozie introduces C.J. to Ran Fa Li, a "shuk foo" of the Red Gecko Tong group
of the West Coast.

  Tong-affiliated gangs have an ah kung (grandfather) or shuk foo (uncle) who is
their tong leader.
  http://www.geocities.com/boohowdoy/tong.html

  Woozie says Ah Ah Kung sent word that the Da Nang Boys, a Vietnamese gang, is
moving to the U.S. and is likely the cause of the recent attacks.  Guppy, an as-
sistant, says Ran La Fi wants a package to be retrieved from the airport; C.J.
says he'll get it for them.

  Send C.J. into a garage through the lower level of the front of the airport to
get the Manana (a Dodge Aries/Plymouth Reliant '81 to '84, like in "Vice City").
It has a damage meter and has to be delivered to the N end of San Fierro.  I had
C.J. run over each guy at the side of a vehicle roadblock, get out and shoot a
couple of shooting bikers, then, with two wanted stars, take the RR track
through a bribe (leaving one wanted star) and a tunnel most of the way N.  A ve-
hicle with another group of attackers appeared, but C.J. got to the destination
before they could get close.

  C.J. gets Respect and $6,000.

  Catalina calls to call him a pig.


  VI.38  "Lure"                   Wu Zi Mu

  Have a lot of SMG ammo.

  C.J. suggests that he lure away and kill those intending an assassination of
Wu Zi and Ran Fa Li.

  If C.J. leaves the Rancher, the mission is failed.  There are no attacks going
to Angel Pine.  From Angel Pine, C.J. has to make a loop--to the E coast over
trails and most of the way back over the S coast highway--through red shafts of
light, and often, while he does, men shoot from motorcycles which appear a pair
at a time.  Slow down the Rancher to do right and left drive-bies of the attack-
ers.  The back and side doors of the Rancher come loose as the Rancher gets dam-
aged, and you can't let the attackers see that it's C.J. in the Rancher or you
fail the mission.

  Guppy calls to make sure C.J. made it O.K.; Ran Fa Li got away safely, thanks
to C.J..

  This mission features the new Trip Skip time saver: if you fail your effort to
get through the checkpoints, Spaceeinstein told me you can go to Wu Zi's place,
"start the mission, enter the Rancher, and the Trip Skip icon shows up--press
Y" and C.J. is teleported "right before checkpoint."

  C.J. gets Respect and $8,000.

  The AK-47, $3,500, is available at Ammu-Nation.


  VI.39  "Amphibious Assault"     Wu Zi Mu

  Have Silenced 9mm and Sniper Rifle ammo for this.

  If C.J.'s lung capacity hasn't been developed enough to let him stay underwa-
ter for longer periods of time, you won't be able to do this mission.  You'll
just get an alternative cut scene of C.J. and Wu Zi playing a videogame.
(Thanks again to Mxyzptlk and co.)
  http://www.gtaforums.com/index.php?showtopic=174800&st=0

  In it, Wu Zi asks C.J. if he can swim well, C.J. says he can't, and Wu Zi con-
founds C.J. by beating him at the videogame.  Then C.J. is put back on the
street and the screen message says he needs more practice underwater to do the
mission.
  http://img93.imageshack.us/img93/6893/00gta1screen930ani0.jpg
  http://img50.imageshack.us/img50/9215/00gta1screen930byo6.jpg

  If C.J. can stay underwater long enough:

  At Wu Zi's place, Wu Zi tells C.J. he needs someone outside his Triad group to
swim through Vietnamese gangsters to bug a boat.  C.J. doesn't want to, since he
once got a condom stuck to his face while swimming by Santa Maria, but Wu Zi's
blind and can't do it, so C.J. says he will.

  Have C.J. swim on the surface of the water through red shafts of light, and
underwater through red loops.  A Knife below a green cone is supplied in an un-
derwater tunnel.  A cut scene shows two Tropics of gunners nearby.

  The 1st time I did this mission, I had C.J. get on the rocks at his right
side and snipe the men on the boats.  I wasn't sure if having C.J. blow up the
boats, with about six Sniper Rifle shots, to make sure nobody was on them, would
alert the men on the big ship to C.J.'s approach because I had C.J. do it on
the way back.  But Rusk wrote to me that he had C.J. blow up the two boats with
a Heat-Seeking Rocket Launcher before going to the big ship then snipe the
searchlight on the W end of it.  The next time I tried this, I had C.J. use the
Heat-Seeking Rocket Launcher on the Tropics and the search lights at either end
of the ship.

  If you don't have C.J. do any shooting on his way to the big ship, have him
swim underwater as much as possible, and just have him tread water when he sur-
faces for air.  Keep him away from the circles on the radar that indicate the
two searchlights at each end of the big ship.

  Send C.J. under the middle of the ship and have him go up the stairs at the NW
end.  A Knife is supplied there.

  Have C.J. sneak up behind targets, tapping W while he crouches, as in "Madd
Dogg's Rhymes," to get the five guys on deck and the two guys downstairs.  After
he plants the bug, have him go down the steps at the NW end of the ship and swim
back to the dock.

  Another way I've done this is to have C.J. swim underwater to the big ship,
pausing above water long enough to get attention and lure a Tropic closer to the
big ship.  After he gets Snakehead, he can snipe the targets on the nearby Trop-
ic from the deck of the ship, then jump down to the Tropic and sail it over to
the dock to finish the mission.

  C.J. gets Respect and $11,000.


  VI.40  "The Da Nang Thang"      Wu Zi Mu

  Wu Zi tells C.J. he has to go settle something which could establish his posi-
tion in the Red Gecko Tong.  He gets a call from Little Lion, whom he tells to
take Guppy to check out the arrival, by container ship today, of the Da Nang
Boys.  Wu Zi feels bad that he can't tend to it himself, so C.J. says he'll han-
dle it for him.

  C.J. gets into a helicopter and Guppy flies it above the ship for a couple of
lengthwise passes.  Have C.J., 1st person view, send the stream of machine gun
bullets just ahead of each target and let the helicopter movement sweep the fire
over it (as in "Phnom Penh '86" in "Vice City").  Then the helicopter is shot
down.  Guppy isn't anywhere to be seen, and the only weapon C.J. has left is his
Knife.

  (As Rusk wrote to me, Dr. Simon Chan told him you could use the opportunity to
send C.J. ashore to get more weapons at an Ammu-Nation.  C.J. can even go to the
Easter Basin Naval Station and Las Venturas without a wanted rating, and the
pedestrians and traffic are around while C.J. travels in this version of the
glitch.  C.J. can even attack the corrupt police and not get a wanted rating.
When I tried it, and had C.J. try to jack a policeman's HPV1000, the policeman
jacked a regular car nearby and drove away, which was different.)

  A cut scene shows a Da Nang Boy at the rail of the ship; have C.J. move in a
slow crouch to kill him and take his Shotgun.  If you have him use the Knife,
make sure you do it right because C.J. will take longer than you like to move up
on someone that's shooting at him while killing them with a Knife.  Have him use
stealth to kill the others and take their weapons on his way across the deck and
through the downstairs area filled with crates.  Look for a Health and an Armor
pickup among them, too.

  Have C.J. shoot the lock off a box to set the Vietnamese prisoners free.  They
slowly walk away; you can have C.J. follow them, and hear some funny rude things
they say, if you forget your way back.  (Listening to the accent they use, I
thought they were from India.  That Snakehead's so mean he even hates people for
visiting Viet Nam, apparently.)

  Have C.J. climb the boxes to get up on deck and kill everyone at the bridge of
the ship, notably The Snakehead.  The Snakehead throws C.J. a Katana to duel
with then jumps right at him with his.  The 1st time I did this, C.J. had about
1/2 Health, so I had him run back a bit then turn and shoot The Snakehead with a
Micro SMG.  (The Snakehead hadn't read what I wrote about the 1st kill C.J. has
to do on the ship.)  When I've had C.J. use the Katana, The Snakehead goes down
pretty fast.

  Have C.J. dodge him and block a lot to drag it out to hear The Snakehead say
some of the funnier dialogue in the game.  (The San Fierro Marital Arts fight
trainer uses the same dialogue.)

  Rusk just has C.J. go on deck and use a Heat-Seeking Rocket Launcher to shoot
the bridge in Snakehead's area to have done with him.

  The four refugees thank C.J. and go off in two Dinghies; C.J. is on a Dinghy he
can drive to the shore.

  C.J. gets Respect and $15,000.

  Replenish C.J.'s ammunition at Ammu-Nation, etc.


    The last Syndicate mission

  VI.41  "Yay Ka-Boom-Boom"  red serpent icon at the Xoomer garage

  Cesar heard from his cousin (Catalina) that C.J. is a hero in Los Santos. 
C.J. isn't sure since some of his friends have turned from him since he fought
the big drug dealers and, notably, killed Ryder, whom he thought was his friend.
Cesar assures him Ryder wasn't so true a friend--he tried to bang Kendl.

  Wu Zi enters with Su Xi Mu and seconds the motion.  He tells C.J. his former
friends have a crack factory C.J. needs to destroy to put them out of business
for good.  As C.J. leaves, a mechanic calls to tell him he rigged a car with ex-
plosives which C.J. can use to destroy the factory.  At the garage, the mechanic
tells C.J. he wired it with a delay timer to give C.J. time to get out of the
factory before it blows up.

  Drive the car to the factory--the entrance gate is W of the driving school en-
trance.  On the way there, you can listen to WCTR talk radio to hear things
about missions C.J. has done and people he's met, including OG Loc, who's inter-
viewed by Lazlow.

  Have C.J. get out of the car across the street and down the road a bit from
the factory entrance and snipe the two guards; the gate opens.  Have C.J. snipe
the two or three that run out, drive through the entrance, and run over or shoot
anyone else in the lot.  Then have him drive up the ramp (it's not a jump) into
the factory and around to the back of it where the big kettles are.

  (I don't think the people in the building are armed, but I think I recognized
some, wearing what are most commonly used as hospital masks, as being among the
criminals I described for I.5.k  Crimes--Criminals wasted.  You can have C.J.
run some down on the way to the big kettles to add to your Criminals Wasted
score, if you want to.)

  Before C.J. leaves the car, press the LMB to start the timer for the bomb,
then have C.J. get out of the car and the building before they blow up.

  Have C.J. shoot gangsters in the lot as he makes his way to the front gate.
There, gangsters in a Voodoo pull in and the gate closes behind them as they get
out and shoot at C.J..  Have C.J. shoot them, get in the Voodoo, and drive it
through the broken remains of a building, up the fallen 2nd floor which serves
as a ramp, jump (San Fierro Unique Jump 7) out of the lot, and go back to the
Xoomer garage.  (If the Voodoo is destroyed before C.J. makes the jump, another
Voodoo appears in the lot.)

  On a more recent effort, after I had C.J. blow up the factory, I had him get
a few targets in the lot, run up the jump ramp on foot, get on a ledge, and
jump off onto the street.  I had him attack some more targets at the front gate
before I noticed the orange dot at the Xoomer garage on the radar, where he went
to complete the mission.  This isn't one of the tougher missions that calls for
an easier way to do it so desperately, but it's something to know if you're in
a hurry--you don't have to use the Voodoo to do the jump if you don't want to.

  C.J. gets Respect and $25,000.

  Someone calls using an electronic voice disguiser: a "friend" wants C.J. to
meet him at his ranch in Tierra Robada so C.J. can learn something he needs to
know to keep Sweet safe.  A "?" icon appears at a new save place location W of
the Kincaid Bridge in Tierra Robada.

  Jethro calls: he and Cesar have planned to sell hot cars, so they want C.J. to
buy the car showroom nearby to serve as as a legitimate front for it.  A "CV"
icon appears at Wang Cars; once you buy it, the icon appears at the Xoomer ga-
rage.

  The M4, $4,500, is available at Ammu-Nation.

  The Desert and Las Venturas (and the Miniguns there) are officially available.

  Three save houses can be bought (VII.1).

    The Steal Cars missions

  These all use a red "S" icon.

  The cars stolen for these missions, except those for the Import/Export board,
will appear at Wang's Motors, which is across the street to the E from the N end
of the E side of the brown block N of "DOHERTY."


  VI.42  "Zeroing In"           Cesar Vialpando

  C.J., Cesar, Jethro, and Dwaine play cards.  Cesar gets a good hand: "Read 'em
and weep, cabron."  "Cabron" literally means "male goat," and in slang use has
various meanings, about like calling someone a fu**er, a**hole, and/or bi**h.
  http://www.urbandictionary.com/define.php?term=cabron

  Kendl wonders how this advances their business.  Zero says he's hacked into
the cell phone satellite tracking system.

  Have C.J. follow a car by going to the blips on the radar that represent spots
where the driver made a call.  They go around San Fierro: from N of the Xoomer
garage, SW, N on the W side to the NW, loop down and back up, then over the Gant
Bridge.  When C.J. catches up with the car, he's supposed to do a P.I.T. maneu-
ver on it like he did in driving school, although I once just had his car scrape
across her back fender to cause her to stop and abandon the car.  Have C.J.
drive it back to the Xoomer garage.

  Thanks to spaceeinsten, man of action, for telling me: "A faster way to beat
this mission is to go directly to Zero's RC shop as fast as you can and wait
there, then pit maneuver her.  If you're lucky, you're done."

  C.J. gets Respect and $5,000.

  The Uranus is at Wang Cars.

  Wheel Arch Angels mod shop, which specializes in customizing the Elegy, Flash,
Jester, Stratum, Sultan, and Uranus, is open in Ocean Flats, San Fierro.  The
entrance to the garage is on the E side of the block that's N of the block of
"OC" of "OCEAN FLATS."

  A good guide to how each car can be modded there is the "In-Depth Car Modifi-
cations Guide" by Mastermind73 at Gamefaqs.
  http://www.gamefaqs.com/computer/doswin/file/924362/33385

  The garage is indicated on the radar and in-game map by a red wrench.  A paint
job in a mod shop will remove any wanted rating.


  VI.43  "Test Drive"           Cesar Vialpando

  Cesar has C.J. take him to the 2nd floor of Otto's Autos, where they can steal
a couple of cars.  On the way, they say they like San Fierro, Kendl is like the
Mom of the family now and wants them all to do good, and The Truth has some good
outlooks mixed in with the rest.

  Have C.J.'s car follow Cesar's car out the 2nd floor window, etc.  They get
two wanted stars and are chased by a couple of Police cars.  You might use Nitro
(LMB) when Cesar does for a straightaway--be careful about making turns while
the Nitro burns out.  Back up to let Cesar out when they get trapped in an al-
ley, then keep following Cesar (you might try the jump he makes) till C.J.'s
back at the Xoomer garage.

  C.J. gets Respect and $5,000.

  The Sultan is at Wang Cars.


  VI.44  "Customs Fast Track"   Cesar Vialpando

  Cesar tells C.J. he got a tip from someone who works on freight at the docks:
one container, which he marked with spray paint, has a car they want to steal
and sell.

  Have C.J. use the crane (I.7.m  Crane Controls) while Cesar inspects the con-
tainers.  Drop the container where the shadow it makes indicates it will land in
the red shaft of light.  The 3rd container always has the car they're looking
for, but before Cesar can drive C.J. away in it, a car pulls up with three guys
who get out and shoot at them.  Have C.J. shoot them, then the three from anoth-
er car, then two guys who show up on foot.  C.J. gets less money for the car if
it's damaged, so you might park it in the Xoomer save garage or a Pay 'n' Spray
before ending the mission at the Xoomer garage.

  C.J. gets Respect and the value of the car--up to $10,000.

  The Savannah is at Wang Cars.

  The Export/Import vehicle collection is available.  If you saved a Patriot
during the "Reuniting the Families" glitch, you can drive it over there since
it's on the 1st list.


  VI.45  Exports and Imports for the Cranberry Crane  (30 vehicles)

  The chalk board with the lists of vehicles to find is by the crane C.J. used
for the last mission--NW of the big freight ship that's SE of the Xoomer garage.
After doing the last mission, "Customs Fast Track," if the vehicle C.J. is driv-
ing is on the list, you'll get a screen message saying so.

  C.J. needs to find the vehicles listed, in three succeeding lists of ten each,
on the chalkboard, and put them on the freight ship.  You can use the magnetic
crane or drive them up the ramp.  The cars are worth less if they're damaged.

  When you load cars onto the ship with the crane, let the vehicle drop to the
ship to stop it from swaying so much before you put it in the red shaft of
light, which you don't have to be real neat about.  When you're through using
the crane to load a car onto the ship, leave the magnet hanging low over the
area you drive cars to so you just have to park the next one on the shadow under
the magnet of the crane.

  When C.J. goes to the chalkboard, you get a screen message about imports that
are available for C.J. to buy and the days he can buy them, too.  You can see
the day of the week in the game by pressing Tab to see the Stats menu.  At 1st,
the Club, Perennial, and Jester are available.  The vehicles C.J. delivers for
export become available for purchase as imports, too, and a bonus vehicle be-
comes available for purchase with each group of five vehicles exported (see be-
low).

  The Club is an early 1990's Volkswagen Golf GTI Mk1 or Citi Golf, except with
the larger of the two pairs of headlights being the inside pair.
  http://en.wikipedia.org/wiki/VW_Golf

  The Perennial is a 1962-1965 Chevrolet Nova (or "Nova II"), like in "Vice
City."

  The Jester is a 1986-1992 Toyota Supra Mk 3 with the headlights of a 1993-2002
Mk 4.*.
  http://en.wikipedia.org/wiki/Toyota_supra

  A good map of the locations (although missing a couple Rusk found) is at:
  http://www.gta-sanandreas.com/guides/importexport/importexport.gif

  A more comprehensive map is the San Andreas Map: "SAM":
  http://gtasanandreas.net/sam/

  Click the "Vehicles" box, click "Set filter," type the name of the vehicle
you're looking for in the "Enter filter string" box, and click "Done."  You can
hold down the LMB and drag the cursor down and across to make a box of the area
you want to enlarge, which appears when you release the LMB, and you can go over
the enlarged map with the scroll bars and change the size with the "+" and "-"
buttons.  Click an icon representing the vehicle to learn more about it (always
available, available after bike school success, etc.).  To look for another
vehicle, click "Change Filter," type the name in the same box, etc.


  There are pictures of the vehicles in section I.8.a and at:
  http://www.gtawh.com/sanandreas.php
  http://www.gta-series.com/it/sanandreas/veicoli.html
  http://thegtadomain.com/sanan/vehicles.php
  http://www.g-unleashed.com/index.php?cat=16&pid=27&page=vehicle_images

  Vehicles exported from it often have a custom license plate, like the Bullet:
"EASUCKS" (Electronic Arts is a competing game distributor), "F*CK YOU," or "TOO
FAST."  (Thanks to Zap Zap and Thaddeus McKlown at GTA Forums.)


  * this is a location of the vehicle only when it's posted on the chalk board.

  List one

  1.  Patriot  * Easter Bay Chemicals, SE of the San Fierro Easter Bay Airport,
a bit S of the "H" of "CHEMICALS."  It's a 1985-? AM General M998 Military
HMMWV, aka a Humvee (not the civilian Hummer).

  2.  Sanchez  Near the S end of the brown section at the S end of Mt. Chiliad.
It's a 1989-1992 Yamaha DT 200 dirt bike.

  3.  Stretch  * Behind Wang Cars, which is E of the N half of the brown block
of the Doherty, San Fierro, save place.  It's a combination of Cadillac and Lin-
coln Town Car (and other?) limousines (see the "Hybrids" section of I.8.a).

  4.  Feltzer  * by the coast, in the gray rectangle NE of the "Y" of FLINT
COUNTY.  It's a 1972-1988 Mercedes Benz SL-Class convertible.

  5.  Remington  * In the Unity (RR) Station, Los Santos, parking lot.  It's
just NE of the place where the two short RR tracks veer from the main one in El
Corona.  In San Andreas, it's a pimpmobile (see "BEKKNQV" at I.14 Codes).  It's
a mid-'70's Lincoln Town Coupe with fins that, I'm guessing, rib the 1958-1962
Cadillac fenders.

  6.  Buffalo  Just E of the dot NE of the "O" for the big "RED COUNTY" letters.
It's the back of a 1992 Dodge Daytona with smaller rear side windows, and the
middle of a 1985-1992 Chevrolet Camaro.*  The front has a point in the middle of
the engine hood like the Camaro and the grill slant of a 1987-1993 Ford Mustang,
and it has the headlights of none of them.

 ه.  Sentinel  In the SE area of the Los Santos film studio, on the block N of
"MARI" of "MARINA," N of the "I."  It's combination of a modified 1984-1987 E28
M5 four door sedan and a 1983-1989 BMW M635CSi, aka M6, coupe, the same as in
"Vice City" (see I.8.a under "Land vehicles").

  8.  Infernus  On the S side of the street below the first "A" of "PARADISO,"
San Fierro.  It's a 1991-2001 Honda Acura NSX.

  9.  Camper  In the parking lot behind Sub Urban and the tattoo parlor in Hash-
bury, San Fierro, in the middle of the block of "BURY."  It's a 1963-1966 Volks-
wagen Type 1c 11 window Camper, aka a VW-Bus, Bully, and Kombi (as in the 2002
Men At Work song "Down Under": "Travelling in a fried-out Kombi ...").  The
Truth has a similar model but custom painted and without the sun roof.

  10.  Admiral  In the E side of the parking lot for the Papercuts Office Supply
in the middle of the S side of the block N of "CO" of "CONFERENCE" in Los San-
tos.  It's like the 1976-1985 Mercedes Benz E-Class (W123) Admiral of "Vice
City."

  For delivering five vehicles, the Monster truck, which looks like a 1994 Chev-
rolet S-10 with an extended cab and the grill of a 1983-1992 Ford Ranger, and
for ten, the Windsor, a 1966 Alfa Duetto (later models, a bit different, were
called Alfa Romeo Spider--see I.8.a under "Land vehicles"), are available to
buy.  For delivering all ten, C.J. gets $50,000.


  List two

  1.  Slamvan  * On the W side of the Nude Club that's on the E side of the
block S of "CORONA" of "EL CORONA," Los Santos.  1994-present Dodge Ram with a
body and cab that were squished when it was made into a lowrider.  It's the
fastest at acceleration of the lowriders, brakes good, but doesn't have great
cornering traction.

  2.  Blista Compact  * At Easter Bay Airport, San Fierro, by the little dot S
of where the three roads converge SW of the big circle.  It's a 1983-1987 Honda
CR-X with a front bumper guard, like the one in "Vice City."

  3.  Stafford  * At the Vank Hoff Hotel--the Queens, San Fierro, save place.
It's a 1971-1981 Rolls Royce Corniche.

  4.  Sabre  * In Garcia, San Fierro, N of the "A" of "GARCIA" and E of the N
baseball field of the two.  It's got the pairs of headlights and sides of the
front bumper of a 1971-1972 Buick GSX, the body of a 1970 Chevrolet Chevelle,
and the back of a 1970 Oldsmobile 442 convertible.  The back of the cab of the
Chevelle is given a rear window squared off to be a little smaller than the ones
on the convertible versions of a Buick GS, Chevrolet Chevelle, or Oldsmobile
442.  It's the Sabre of "Vice City"--the automotive equivalent of a muscular
lunkhead.

  5.  FCR-900  * In NE Las Venturas on the W side of the pizza store S of the
"H" of "THRU" of "JULIUS THRU WAY NORTH," on the N side of the street a block S
of "THRU" (you may need to leave and go back a number of times for it to show
up).  It's at the bike school if you got all silver awards, too.  It's a 1992
Honda CBR 900 RR Fireblade.

  6.  Cheetah  * In a driveway at the SW corner of the block that's N of the
Prickle Pine, Las Venturas, save house.  You may need to have C.J. go away and
go back, even remove other vehicles from the spot, and find locked Cheetahs
there, before an unlocked one shows up (did the BradyGames map guy program
this?).  It's a 1991-1992 Ferrari 512TR, the 1991 update of the Testarossa.

 ه.  Rancher  * in the SW area of the big brown spot beside "BLUEBERRY ACRES"
in Red County.  See "Rancher and Ranger" in section I.8.a under "Hybrids."  It's
a 1983-1988 Chevrolet K5 Blazer with S10 Blazer parking lights and a 1992 Jeep
Cherokee back window and brake lights.  It's like the Rancher in "Vice City."

  8.  Stallion  in front of the Supa Save, in the S area of the block of the
"LL" of "Juniper Hill" in San Fierro.  It's a mixture of a handful of cars with
Oldsmobile on the front and back and what may be an altered Mustang in the mid-
dle. (see the "Hybrids" section of I.8.a).

  9.  Tanker  * By Jay's Diner, on the W side of the road a bit S of the over-
pass S of "BAYSIDE TUNNEL," Tierra Robada.  It's a big Mack R or DM 10-wheeler
truck cab that can haul a big trailer.

 㺊.  Comet  * In the parking lot about where the "S" of "AVISPA COUNTRY CLUB"
is.  It looks like a mix of Porsches and Jaguars (see the "Hybrids" section of
I.8.a).  If the door is locked, C.J. won't get in, but when he gets in, he jumps
over the door.

  For delivering five vehicles, the Bandito, a sand rail (for Baja Racing or
getting around City 17 in "Half Life 2," 2004), and for ten, the Turismo, a
1987-1988 Ferrari F40, are available to buy.  For delivering all ten, C.J. gets
$100,000.


  List three

  1.  Blade  Across the street and E of the El Corona, Los Santos, save house.
It's a 1965 Chevrolet Impala (flattened, with two more headlights, and a rede-
signed front bumper, front of the engine hood, and wheel wells).

  2.  Freeway  At the N end of the W side of the block N of "HASH" of "HASH-
BURY," and at bike school if you complete it.  It's a "Vice City" 1976 or so
Harley Davidson Shovelhead.

  3.  Mesa  * Just N of the Sanchez, the 2nd vehicle on the 1st list, S of Mt.
Chiliad.  A 1986-1996 Jeep Wrangler, similar to the Mesa Grande of "Vice City."

  4.  ZR-350  * In the parking lot of the Clown's Pocket, Las Venturas.  A high
performance car.  It's a 1989-1991 Mazda Rx7.

  5.  Euros  * under the head of the Sphinx of the Camel's Toe casino, Las Ven-
turas.  It looks like a 1990-1996 Nissan 300ZX.

  6.  Banshee  By the N side of the San Fierro gym, which is on the SE corner
of the block that's the 2nd rounded square block S of the "G" of "GARCIA," with
success at Driving School; * where the Ammu-Nation symbol is on the block of
"COME" of "COME-A-LOT."  It's a 1992 Dodge Viper with variations mainly to the
front and back ends.

  7.  Super GT  On the N side of the big "J"-shaped block S of "DOHERTY" with
all bronze awards at driving school, and in the NE area of the Easter Bay Air-
port tarmac.  It's a 1991-1992 Mitsubishi 3000 GT.

  8.  Journey  At the top of Mt. Chiliad (but it's not easy to drive it down),
in the NE area of the film studio in the block of "WOOD" of "VINEWOOD," Los San-
tos, and at the NW corner of the NW block of the three of El Quebrados.  It's a
a camper truck.  I found a pretty good match with a 25' 1978 Winnebago with a GM
grill and headlights, except the Journey has two pairs of headlights.  (Did you
see Albert Brooks in "Lost in America," 1985?  "Born to be wild....")

  9.  Huntley  * in the E part of the N side of the big "J"-shaped block S of
"DOHERTY."  It's a 1987 (U.S. debut)-1992 Land Rover Range Rover, except the
headlights look more like the ones on a 1990-1992 GMC Sierra and the grill looks
like the one on a 1989-1992 Ford Bronco.

  10.  BF Injection  On the beach W of the dead end road that's below "MISSION-
ARY HILL."  It's a Volkswagen Beetle-based, or similar, fiberglass beach buggy.

  For delivering five vehicles, the Vortex, a hover craft, and for ten, the Bul-
let, a 2005-2007 Ford GT based on a mid-late 1960's GT40 MkII, are available to
buy.  For delivering all ten, C.J. gets $200,000.

  Thanks to the Real Car Name List by PRB051 for the real names of the Banshee,
Feltzer, Infernus, Super GT, and ZR-350, and for the "Rolls Royce" lead on the
Stafford.
  http://faqs.ign.com/articles/622/622601p1.html

  Thanks to the Real Life Car List by Hamish Duncan, aka FORDSUCK, for the real
names of the Club, Bullet, and Turismo:
  http://faqs.ign.com/articles/622/622709p1.html

  Thanks to nekkidhillbilly at the GTA Forums > GTA San Andreas > General Dis-
cussion > Real Car Names message board for identifying the Blade, the "Chevelle"
and "Buick GSX" leads for the Sabre, the "Dodge" lead for the Slamvan, and the
Chevrolet K5 Blazer lead for the Rancher.
  http://www.gtaforums.com/index.php?showtopic=157661&st=0

  Thanks to QuickFord97 at GTA Forums for the Daytona/Camaro blend idea, CKY-
bassplayer69 at GTA Forums for reaffirming the lead on the Daytona, and canada
rules at Gamefaqs for the "Mustang" lead for the Buffalo.
  http://www.gtaforums.com/index.php?showtopic=157661&st=60&#entry2174467
  http://www.gamefaqs.com/

  Thanks to a message at Gamefaqs by sonofkorol for identifying the Windsor.
  http://www.gamefaqs.com/

  Thanks to KoLSPD2 at the same GTA Forums message board for identifying the
Euros.
  http://www.gtaforums.com/index.php?showtopic=157661&st=120&#entry2331455


  VI.46  "Puncture Wounds"      Cesar Vialpando

  Cesar wants a car driven by a fast driver that's hard to stop without wrecking
the car.  C.J. gets the idea to use tire spike strips--stingers--that stretch
across the road when dropped.

  Have C.J. try to get ahead of the driver and drop (LMB) a stinger--he has
three he can use.  The driver goes S on the main highway from San Fierro to the
T intersection, turns E, then goes S across the bridge into Whetstone.  Once
stopped, the driver abandons their car for C.J., who repairs the tires, and you
can have him drive it to the Xoomer garage.

  The Stratum is at Wang Cars.

  C.J. gets Respect and $5,000.
  Wang Cars makes $8,000 a day and max.

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


  VII. The Desert and Las Venturas Preliminaries


  VII.1 Save houses

  El Quebrados       A2                 $20,000
  in W El Quebrados (Desert)

  Tierra Robada       B2                 $20,000
  N of the Robada Intersection (Desert)

  Fort Carson          B3   garage    $30,000
  NW Fort Carson (Desert)


  VII.2  Barber and Tattoo shops  The Redsands East tattoo parlor is available

  The Las Venturas barber shop has the same deals as the Marina, Los Santos, and
San Fierro barber shops.

  Having C.J. get a haircut can get rid of any wanted rating.

  At the Redsands East tattoo parlor, the highest scoring tattoos tie with the
Stats of the highest scoring tattoos available before (R:3; SA:3): for the back,
the card, $240, and for the lower back, the masks, $720, and the cross, $600.


  VII.3  Ammu-Nation and weapons

  A good map of the weapon and item locations is at:
  http://www.ianalbert.com/misc/gtasa.php

  In addition to the weapons previously available in the scenery and at Ammu-Na-
tions, you can find:


  Hand:


  Brass Knuckles

  - at the N side of the W building of the N block surrounded by road of Las
Payasdas.

 

  Melee weapons:


  Baseball Bat

  - at the SW corner (outfield) of the baseball field which is where "RED" of
"REDSANDS WEST" is,

  - and on the N side, ground level, of Blackfield Stadium.


  Golf Club

  - on the balcony on the W side of the Yellow Bell Golf Club building, on the
half circle W of the loop of road.


  Night Stick

  - behind the San Andreas Police Department sign at the SE corner of the block
E of "THE" of "THE EMERALD ISLE,"

  - by the cells on the 1st floor of that police department,

  - and by the Permits and Licenses doorway on the 2nd floor of it.


  Shovel

  - at the N side of the S pile of stuff on the floor of Hunter's Quarry,

  - at the NE corner of the NE tennis court among eight NW of the N end of the W
dead end road of the two in the middle of the N end of Las Venturas,

  - in the E dugout of the two at the N corner (home plate) of the baseball
field which is where "RED" of "REDSANDS WEST" is,

  - and hidden in a shrub under a pale gray-blue dormer S of the big skull at
the N end of the displays in front of Pirates in Men's Pants.


  Pool Cue

  - by a dirty orange and blue-green dumpster at the S side of the building at
the NE corner of the rectangle N of "ORE" of "ROCKSHORE EAST."


  Knife

  - between the two S cages of the Snake Farm on the N side of the road SW of
"AIR" in "VERDANT MEADOWS AIRCRAFT GRAVEYARD,"

  - and by a telephone pole N of the S trailer of the trailer park N of the lit-
tle block with an Ammu-Nation E of the No Fly Zone.


  Katana

  - behind a little house without a garage among mobile homes and NW of the El
Quebrados save house,

  - at the S end of the deck of the pirate ship display in front of Pirates in
Men's Pants,

  - on a front porch guarded by two white gargoyles at the SE part of the Orien-
tal-style shopping center NW of "PILGRIM," and N of a Cluckin' Bell,

  - and between the two N palm trees of a group of three in a divider at the SE
side of the Four Dragons Casino.


  Chainsaw

  - behind a cylinder at the top of the steps of the S quarry-o-matic of the two
at the SE side of the floor of Hunter's Quarry,

  - and at the SW side of the blue warehouse, behind beige walls and fence
gates, at the corner S of "TES" of "WHITE WOOD ESTATES."

 

  Pistols:


  9mm

  - W of a big RR bridge support, which is on the W side of the road that goes
below the bridge and is S of Las Barrancas,

  - on the 2nd floor of the police department at the SE corner of the block E
of "THE" of "THE EMERALD ISLE,"

  - at an Ammu-Nation, and some policemen, gangsters, drug dealers, and hookers
carry one; Ammu-Nation clerks dual wield them.


  Silenced 9mm

  - in the garden under the foot bridge to the N side of Blackfield Stadium,

  - and at an Ammu-Nation.


  Desert Eagle

  - at the NE corner of the back yard of the 2nd house from the E end on the N
side of the N road of the E block of the Bayside Marina area,

  - under the middle solar panel of three in a trailer park across the street
from the Lil' Probe Inn,

  - and at any Ammu-Nation, $1,200, after "Black Project" (a Desert mission).

 

  Shotguns:

  All three types use the same ammo, so the ammo for one is added when C.J. gets
another.  (Thanks to Rusk for the info.)

  If C.J. doesn't have any type of Shotgun and enters any Police car or a Rang-
er, he gets a Shotgun with five shells.  If he has any type of Shotgun, doing
that adds five shells to the ammo for it.


  Shotgun

  - near the end of the wooden pier S of the "OC" of "VALLE OCULTADO,"

  - under the front porch roof of the little house of the trailer park S of Fort
Carson; of those houses, it's in the 2nd row from the E and 4th place from the
S,

  - under the ramp at the last "N" of "PILSON INTERSECTION,"

  - on the 2nd floor of the police station at the SE corner of the block E of
"THE" of "THE EMERALD ISLE,"

  - at an Ammu-Nation, it's occasionally used by the police (who usually use
9mms) at four wanted stars or higher, and it's used by the Army (with M4s) after
C.J. buys Verdant Meadows (a Desert mission).


  Sawnoff Shotgun

  - at the W side of the warehouse with a red band around the tops of the walls,
behind a surrounding wall, at the N side of the block with "EST" of "WHITE WOOD
ESTATES,"

  - at the S side of the dirty brown and blue-green dumpster by a wooden fence
at the N end of the N-S alley of the block with "WEST" of "REDSANDS WEST,"

  - in the N area of the roof of the "PARKING" building on the block W of "THE
PINK SWAN" (reach it by aircraft or Jetpack),

  - and at an Ammu-Nation.


  Combat Shotgun

  - in a small shrub in the middle of a long thin parking lot divider S of a
white warehouse with blue trim; enter the lot on the N side of the block that's
W of the "FR" of "LVA FREIGHT DEPOT,"

  - in front of the Four Dragons Casino after finding 50 Horseshoes,

  - just N of the blocked part of the blocked hall of Research Section A in Area
69 after "Black Project,"

  - and at any Ammu-Nation, $1,000, after "Don Peyote."

 

  Submachine guns:

  All three use the same ammo, so the ammo for one is added when C.J. gets
another.  (Thanks to Rusk for the info.)


  Tec9

  - between a support beam and the edge of the San Andreas Sound under the N end
of the Mako Span,

  - and at an Ammu-Nation.


  Micro SMG

  - in a jet body part at the SW end of the parts at Verdant Meadows Aircraft
Graveyard,

  - between a brown wall and a dirty orange and blue-green dumpster at the E
side of a lot, containing a lot of garbage containers, at the mid-S end of the
block N of "LAS" of "LAS VENTURAS AIRPORT,"

  - at an Ammu-Nation, and it's used by Ballas (with 9mms) and S.W.A.T. agents.


  SMG

  - behind the 2nd building from the W end of the S side of the S street of the
square E block of El Quebrados,

  - in the NE corner of the 4th/top floor of the Starfish Casino parking ga-
rage; enter at the SE corner of the block with "THE STAR,"

  - in a narrow nook between blue and concrete block walls on the N side of the
grassy alley between the Starfish Casino and surrounding hotels; from the main
entrance (you can't enter), have C.J. go N, jump over the low wall, and go W in-
to the grassy alley,

  - in front of the Four Dragons Casino after finding 50 Horseshoes,

  - at an Ammu-Nation, and it's used by FBI agents.


  Assault Rifles:

  Both use the same ammo, so the ammo for one is added when C.J. gets another.
(Thanks to Rusk for the info.)


  AK-47

  - by the door of the E trailer of four N of the rectangle W of the dead end of
the road NW of "EL CASTILLO DEL DIABLO,"

  - in a divider with grass, palm trees, and shrubs in the middle of the lot
that's in the middle of the duplexes of the block S of "WEST" of "REDSANDS
WEST,"

  - on the 2nd or so story roof of the Four Dragons Casino at the bottom of the
inside of the N-most "U"-shape formed by taller structures (reach by aircraft
or Jetpack),

  - at an Ammu-Nation, and some Triads (Wu Zi's gang; they wear black clothes)
have one.


  M4

  - under the stairs of the SW guard tower of Area 69,

  - on the roof behind the roof of the entrance of the Motel, E of the swimming
pool, NE of the block of "PILGRIM,"

  - in front of the Four Dragons Casino after finding 50 Horseshoes,

  - at an Ammu-Nation, and it's used by the Army (with Shotguns) after C.J. buys
Verdant Meadows (a Desert mission).

 

  Rifles:


  Rifle

  - at an Ammu-Nation.


  Sniper Rifle

  - on the N side of the steeple of the little church on the N side of the cor-
ner that's S of the "S" in "JULIUS THRU WAY NORTH,"

  - on top of the NW corner of the S skyscraper of the Clown's Pocket, at the
"N" of "CLOWN'S" (use an aircraft or a Jetpack to reach it),

  - on the N side of the roof above the entrance to the Four Dragons Casino
(reach it by aircraft or Jetpack),

  - and at an Ammu-Nation.

 

  Heavy weapons:


  Minigun

  - on top of the big concrete support column at the SW end of the Kincaid (RR)
Bridge, accessible now that the invisible barrier there is gone since the Desert
and Las Venturas became available,

  - in a small underground room that adjoins the 2nd main room in Area 69 that
C.J. enters during "Black Project" the Minigun is there from the start of the
game,

  - by the elevator doors on the lower level of a parking garage; to have C.J.
get there, have him enter the alley on the E side of "CA" and "LANTE" of "ROCA
ESCALANTE," turn right into the garage, go to the N side, down the ramp, and go
N to the Minigun by the elevator doors,

  - on the next-to-the-top level of the scaffolding over the "O" of "ROCKSHORE
EAST" (reach it with the Jetpack or a Parachute),

  - and inside Mike Toreno's Tierra Robada house after "Vertical Bird."  This
one has a 500 count for ammo instead of 200.  His house is the save place S of
the RR track that extends N from the Kincaid Bridge.


  Flame Thrower

  - in the S end of the porch of the E side of the main KACC Military Fuels
building, about where the "E" of "FUELS" is,

  - and inside Mike Toreno's Tierra Robada house after "Vertical Bird."


  Heat Seeking Rocket Launcher

  - on a N side of the biggest Native American/Mexican building at the end of
the dead end road W of "ALDEA MALVADA,"

  - on the NE corner of the upper level of the parking garage where "IN" of
"PILSON INTERSECTION" is,

  - and inside Mike Toreno's Tierra Robada house after "Vertical Bird."  It only
has three shells (ten is typical elsewhere).


  Rocket Launcher

  - on a roof above the parking garage of The Emerald Isle, a tiny bit W of the
"I" of "Isle" (enter on the N side to drive to the top floor then climb the
stairs to the roof, or use an aircraft or Jetpack to get there),

  - in the NW corner of the 8th floor of the Emerald Isle parking garage; enter
on the N side,

  - revolving through a corner made by yellow and blue crates of a roughly back-
wards "L"-shaped pile of crates S of the S end of the main body of the terminal
building  (between the "S" and "Y" of the big letters of "LAS VENTURAS") of LV
Airport,

  - and inside Mike Toreno's Tierra Robada house after "Vertical Bird."  It only
has four shells (ten is typical elsewhere).

 

  Thrown:


  Grenades

  - at the W end of the E-W alley of the block of "B" of "BAYSIDE MARINA,"

  - by an air duct at the SW corner of the warehouse roof at the S end of the
rectangle N of "ORE" of "ROCKSHORE EAST" (reach it with a Jetpack or a Para-
chute),

  - and at an Ammu-Nation.


  Molotov Cocktails

  - behind the liquor store E of the SW block of Fort Carson,

  - at the S corner of the roof of Cluckin' Bell and Pro-Laps, at the S end of
the diamond shape W of the dead end road  of "CREEK" (climb onto a vehicle then
onto the roof), and

  - on the NW corner of the roof of the building at the NE corner of the block S
of "TOE" of "THE CAMEL'S TOE."  Have C.J. make a fast run (press Left Shift re-
peatedly) and jump from the roof of the raised entrance structure that's on the
roof of the building to the S.


  Tear Gas

  - about 18' N of the SE circle (a smoke stack) of KACC Military Fuels,

  - E of the N end of the LV Airport tarmac rectangle that's E of "BLACKFIELD,"
at the W side of three yellow and black striped ramps,


  Remote Explosives

  - in front of the Four Dragons Casino after finding 50 Horseshoes,

  - and at an Ammu-Nation.

 

  Handheld Items:


  Camera

  You can get a Camera from one of the photographers around Big Tom.  Don't
pressing the RMB to have C.J. target them from in front of them--if they raise
their hands, the Camera disappears.  C.J. can leave the area and return to make
more photographers appear if you want him to load up on film.


  Fire Extinguisher

  - at a gas station without pumps on the N road E of "VALLE OCULTADO,"

  - in the narrow space at the S side of the Xoomer gas station on the S side
of the road W of "SPINY BED,"

  - and at many fast food places.


  Spray Can

  - between the W-most two of three long rectangular beige warehouses S of
"RAIL" of "SOBELL RAIL YARD."

 

  Gifts for girlfriends:


  Light gray-brown Vibrator with dark vertical stripes

  - behind a dirty orange dumpster in an abandoned lot on the N side of the mid-
dle of the S road of the E block of the Bayside Marina area.


  Cane

  It's a melee weapon in the wrong weapon slot; you can't use it as a gift for a
girlfriend.

  by a telephone pole in an asphalt lot W of the RR station on the S side of the
RR track that passes E-W below "PRICKLE PINE" the station is S of the "PR,"
  on the S side of the house with orange shingles that's on the E side of the
2nd dead end street E of the Prickle Pine save house,
  at the SE corner of the Emerald Isle,
  and at the W side of the red doors and triangular stylized face of the sloped
roof building at the S side of the middle of the "S"-curved road in the middle
of the block of "PILGRIM."


  Flowers

  in the front yard of a house on the NE side of the 2nd intersection N of the
"Y" in "BAYSIDE MARINA,"
  at the S side of a little house W of where the dirt road turns from SE to S W
of downtown El Quebrados,
  on the N side of the Xoomer gas station office at the N side of the intersec-
tion E of downtown El Quebrados,
  in front of a plaque and two statues at the W side of the road at the top of
the W side of the Sherman Dam,
  by the grave stone with a cross on top of it at the cemetery at the E side of
the ghost town indicated on the map by the dots S of Las Brojas,
  at the concrete divider in the middle of the Julius Thru Way at the N end of
the SE curve,
  on the porch of the Xoomer gas station in the rectangle at the E side of the
block that's W of "LINDEN SIDE,"
  at the W side, by the doors, of the Wedding Chapel church that's N of the S
end of the SE curve of the Julius Thru Way,
  by the wooden fence of the front yard of the W house on the S side of the
street of the S street of the block E of "LAST DIME MOTEL,"
  over a flower bed by the N-S street E of Royale Casino and S of the "S" of
"CASINO,"
  in the front yard of the house on the SE corner of the block N of "LAS" of
"LAS VENTURAS AIRPORT,"
  between two of the gas pumps at the Xoomer gas station across the street to
the N from the NE corner of the block with "THE EMERALD ISLE,"
  in front of the yellow Wedding Tackle store NW of the NW corner of the block
that's E of "THE" of "THE EMERALD ISLE,"
  in front of the "The Golf Course" sign at the E side of the loop of road of
Yellow Bell Golf Course,
  and by a flower bed of the 2nd house from the W that's N of the block that's E
of the loop of road of Yellow Bell Golf Course.

 

  Apparel Items:


  Jetpack

  - at the bottom of the Launch Bay--the several stories-tall room--inside Area
69 during and after "Black Project," and

  - by the door of the abandoned AC tower save place at Verdant Meadows after
"Green Goo."

  You can also use the GTA SA Control enter (X.13.c) to get rid of your cheat
count status automatically or after using the ROCKETMAN code to spawn a Jetpack
and save the game without worrying about creating a cheat count or lowering your
Criminal Rating.


  Parachute

  - on the tall N bridge support of the Gant (Golden Gate) Bridge,

  - in Bone County at the top of the tall antenna SW of the Big Ear (have C.J.
walk toward the base of the antenna to be transported to the top of it),

  - in Arco Del Oeste in the E old shack on top of a tall rock formation N of
the "RC" in "ARCO" on the paper map,

  - and on top of the tall skyscraper of the Emerald Isle (use an aircraft or
Jetpack to get there).


  Night Vision goggles

  They make everything look green and let you see the inside walls of the Fort
Carson tunnel (see VII.5 for the location of the last listed police bribe for
the Desert).

  - on the upper level by the S generator inside the Sherman Dam (enter through
a door by the E end of the road that's on the top of the dam) after "Breaking
the Bank at Caligula's" (thanks to pdescobar),

  - on top of the NW guard tower of the No Fly Zone after "Breaking the Bank at
Caligula's,"

  -  E of the middle silo of the five big silos of Foster Valley on the E-W
ground level path through the middle of the shopping mall after "Breaking the
Bank at Caligula's,"

  - and by the kitchen entrance of Madd Dogg's crib after "A Home in the Hills."


  Thermal Goggles  Heat vision ("Infrared" in data\weapon.dat) goggles make ev-
erything look like the photos Richard Avedon made of the Beatles in 1967, which
is more festive.  These seem to be the things that make certain peds show up in
partial graphics which cause some people to think they look like aliens.  Ther-
mal goggles don't reappear in a location if C.J. takes them from one and you
save the game, so I use them without saving the game.

  - in Zero's RC Shop after "Black Project,"

  - in the Control Tower in the middle of the S side of the fenced-in area of
the No Fly Zone after "Black Project,"

  - at the N side of the base of the Big Ear after "Black Project,"

  - and in the bar room of Madd Dogg's place after "A Home in the Hills."


  Welding and Weddings bomb shop

  This bomb shop is on the S side of the block W of "ISLE" of "THE EMERALD ISLE"
in Las Venturas.  It operates like the one in Los Santos, which is an 8 Ball's
Bomb Shop like the one in Staunton in "GTA III."  Have C.J. drive a four-wheel
(even an emergency) vehicle into the back (N side) of it for the vehicle to have
a bomb with a timer installed in it.  Press F or Enter while C.J. is in the ve-
hicle to activate the timer, and have C.J. leg it.  The bomb explodes in about
eight seconds. 

 

  VII.4  Armor and Bribes

  Some very good maps for Armor and Police Bribes are at:
  http://www.ianalbert.com/misc/gtasa.php
  http://en.wikigta.org/wiki/Body_Armor_%28GTA_San_Andreas%29
  http://en.wikigta.org/wiki/Cop_Bribes_%28GTA_San_Andreas%29


  Body Armor


  The Desert

  at the NE end of the little strip of beach NE of downtown Bayside Marina,

  between the wooden house and garage by the pier and just S of the "C" of
"VALLE OCULTADO,"

  on the roof behind the "PECKER's FEED & SEED" sign E of the big chicken of Las
Payasdas,

  at Verdant Meadows in a fuselage at the middle airplane icon of the N row of
airplane icons,

  on the S part of the outer walkway of the Control Tower, which is in the mid-
dle of the S side of the fenced-in area, of the No Fly Zone/Area 69,

  in the keycard room in Area 69, and

  in the main trench, below the hall floor grating, in Area 69 after "Black Pro-
ject."

  Las Venturas

  on the inner balcony of a motel at the E end of the block of "SANDS" of "RED-
SANDS EAST" (have C.J. jump on a car at the N side of the entrance, at the E
side of the block, and go around the balcony to the Armor),

  on the roof of the building of four little "Escobar Int. Airport"-type parabo-
las in the middle of the block E of "CALIGULA'S PALACE,"

  on the N side of a church NW of the overpass at the SE curve of the Julius
Thru Way,

  under the arch at the bottom of the Come-A-Lot roadside sign,

  at the S side of the lot at the SW corner of the block of "D" of "LVA FREIGHT
DEPOT,"

  between the stairs of the pier S of "ES" of "ROCKSHORE WEST" (mentioned before
as accessible from Los Santos),

  by two green dumpsters at the N side of Greenglass College,

  in back of the N brown hanger of two just under the "L" of the big letters of
"LAS VENTURAS,"

  and NW of the N end of the trumpet tubing-type shape of Las Venturas Airport.


  Bribes

  (**** airborne bribe)


  The Desert

  at the W side of a building and above the "R" of "BAYSIDE MARINA,"

  at the E side of a bend in the road NE of the NE corner of the No Fly Zone,

  in a field across the road to the E from the Astro Drive-In Theatre sign,
which is along the road that goes S from the Cluckin' Bell that's E of "FORT
CARSON,"

  in an alley in the N block of Las Payasdas,

  and in an underground tunnel; the N opening is lower on the hill and W of
where the winding road to the Big Ear leaves the main road, and the S opening is
about due S of the N opening and by a RR track; you can see the inside walls of
the tunnel if C.J. uses Night Vision Goggles.

  Las Venturas

  an airborne bribe in the NW corner of the block E of where the Strip divides
in the N ****,

  an airborne bribe W of the jump ramp of the pirate ship in front of Pirates in
Men's Pants ****,

  an airborne bribe over the concrete highway divider where the "A" is of "JULI-
US THRU WAY SOUTH" ****,

  over the S end of the building that's N across the street from the NE corner
of the block of The Camel's Toe pyramid****,

  at the W side of the S end of the RR bridge that goes S from the "RTH" of "JU-
LIUS THRU WAY NORTH,"

  in the narrow E-W alley through the middle of the block W of "ISLE" of "THE
EMERALD ISLE,"

  in the tunnel through the base of the Washington Monument-type statue of The
Camel's Toe,

  S of the dirty pink building that's W of "O" in "HARRY GOLD PARKWAY,"


  in the E-W alley with old wooden fencing blocking both ends in the S section
of the block with "WEST" of "REDSANDS WEST,"

  under the E end of the E-W bridge just S of "JULIUS THRU WAY EAST,"

  in a lot across the street SW from the Four Dragons Casino,

  and in a lot where the "R" of "THE FREIGHT DEPOT" is.


  VII.5  Oysters (Desert)

  If you didn't get them already, get the remaining five.  The five locations
are given at IV.27 in the section on the "Reuniting the Families" glitch.  The
fastest way to find them is to use one of the teleportation devices at X.13.a,
b, and c.  X.13.c works with either the patched or unpatched version of the
game.


  VII.6  Bayside Marina Boat School

  Getting all gold awards for this is easier than for Driving School.

  If you were good at Delphi's missions in the game "Giants: Citizen Kabuto,"
2000, you have a head start.
  http://pc.ign.com/articles/153/153833p1.html

  The timer counts up.  You can slow it down, to get a lower time, by turning
off the frame limiter.  (Thanks to Orion_SR.)

  VII.6.a  "Basic Seamanship"

  Drive the Coast Guard boat ahead (W) and have it stop (S) between the pairs of
buoys.  I used S as the near side of the near pillar of the Gant Bridge went by
the left edge of the screen.  I had several at 9.something and didn't get gold
till I had 9.73, so I'm not sure what high nine you have to beat.

  VII.6.b  "Plot a Course"

  Drive the Coast Guard through eight pairs of buoys without bumping them using
the screen and radar.  Rusk says to get less than 35 sec. for gold.

  VII.6.c  "Fresh Slalom"

  Drive a Dinghy with a few zig zags through fifteen pairs of buoys.  Rusk says
to do it in under 80 sec. for gold.

  VII.6.d  "Flying Fish"

  Drive a Vortex to the right, turn left, and aim for the ramp.  When I took a
longer run to the right to have a longer runway in which to build up speed to
the left, I got gold.  Press Down when the Vortex hits the jump ramp and while
the Vortex is airborne to keep it airborne longer.  When landing, press S and
possibly turn to stop within the buoys.  The BradyGames guide says to beat 57
meters to pass, and AggroSk8er says to beat 67 meters for gold.

  VII.6.e  "Land, Sea, and Air"

  Drive a Vortex through pairs of buoys, over a jump, through pairs of buoys,
over two jumps over the bases of supports for the Gant Bridge, and through pairs
of buoys.  You may need to run the route several times to make the turns more
accurately if you want to get gold.  Take the jumps only as fast as you need to
and press Up if needed to land faster.  Rusk says to beat 130 sec. for gold.

  For all bronze awards (70-89%), C.J. gets the Marquis.
  For all silver awards (90-99%), he gets the Squalo III.
  For all gold awards (100%), he gets the Jetmax.


  VII.7  RS Haul Trucking Asset Mission (final two missions)

  Thanks to Spaceeinstein for the lists of possible destinations for each mis-
sion.  With each mission attempt, the game selects a destination at random.

  VII.7.a  Mission 7  Fragile cargo and timed 6:00.

  This one is easy.  You may bang the truck a little, which subtracts from the
pay, but as long as you end up with something left on the damage meter, you
pass.  By now, money shouldn't matter much, anyway.

  Destinations:

  Bone County, NW San Andreas
  Green Palms, Bone County
  The Sherman Dam, NW San Andreas
  Verdant Meadows, NW San Andreas

  C.J. gets up to $7,000.

  VII.7.b  Mission 8  Four star wanted level.

  Destinations:

  Redsands West, Las Venturas
  White Wood Estates, Las Venturas
  Las Venturas Airport, Las Venturas
  LVA Freight Depot, Las Venturas
  Starfish Casino, Las Venturas
  Creek, Las Venturas
  Spiny Bed, Las Venturas
  Pilgrim, Las Venturas
  Rockshore East, Las Venturas
  Randolph Industrial Estate, Las Venturas

  The idea of blowing up the truck for a different destination, and picking an
easier one, is about all there is for alternative strategy.  So I tried Aggro-
Sk8er's recommendation to use Guto's idea of using the RR track to go to SE Las
Venturas.

  The first time I did this, the police kept blowing up the truck before C.J.
could get to the destination.  I did learn that you can make the graphics for
truck fires disappear quicker by sending C.J. so far from them that not only the
flames but the glow for them disappears, then counting to ten before sending him
back.

  If you want a special fix for it, I think the fastest way would be to use the
Control Center (X.13.c) to make the truck bullet proof.  You could also give the
Police car, Ranger (police SUV), and Enforcer a top speed of something small in
data\handling.cfg.

  C.J. gets $10,000, but after this, he's just glad he's alive.

  RS Haul makes $2,000 a day and max.


  VII.8   Horseshoes

  I use the Bradygames guide, Xbox and PC version, pp.137-139, for the numbers
but not the haphazard search pattern you'd have if you searched for Horseshoes
in the Bradygames guide numerical order.

  A good map of the Horseshoe locations is at:
  http://www.ianalbert.com/misc/gtasa.php

  The fastest way to find them is to use one of the teleportation devices at
X.13.a, b, and c.  That last one, the Administrative Console, is available in a
version--the Control Center--that's compatible with the patched version of the
game.

  You might combine that with Demarest's Pillager, X.13.gg, which puts markers
of all the Tags, Oysters, Snapshots, and Horseshoes left to find in the category
you've chosen on your radar.  While you look for Snapshot targets, it also puts
a green marker above each one you haven't taken a picture of yet to make them
easier to find.  It works for v.1 or 2 of the game.

  Another option is the Horseshoe Help mod by JVT at X.13.h, which makes a big
arrow, like ones you've seen in GTA's, point down at each Horseshoe that hasn't
been collected yet.
  http://www.gtagaming.com/downloads?p=file&id=1252

********

  Ones you might get by Maverick or Sea Sparrow (for those who don't want to
wait for a Jetpack at VIII.16  "Green Goo"):

  When you're aiming a helicopter for a careful landing, move the mouse for dif-
ferent views--even a "GTA2"-type overhead view is possible and helpful.  When
the helicopter is in an awkward position, instead of trying to push it in a di-
rection till the "camera" aims that way, move the "camera" with the mouse then
start moving the helicopter in the direction you want to go.

  Also, the new Mavericks are a lot better about letting you hold the Up (NP9 in
"Vice City") button to go forward at an angle for long distances once you have
enough height.  And they don't go down when you leave the controls alone for
awhile like they used to, which is nice if you want to reach for a snack or
smoke, etc., and don't want to reach back and see it blown up.  You have to
press S to make it go down.

  Don't fly over the No Fly Zone or the soldiers there will try to shoot your
helicopter out of the sky.

  20. on the roof of the Four Dragons Casino about where the "N" of "CASINO" is.
C.J. could parachute to this one easily, too.

  46. in the middle of the S side of the block of "VENTURAS" of "OLD VENTURAS
STRIP," in front of the "S" of the "CASINO" marquee.  Land in the big area to
the W of the marquee and have C.J. walk in front of the marquee for the Horse-
shoe.

  31. on top of the Come-A-Lot sign at the SW corner of the block with "COME." 
Make sure C.J. has full Health so he doesn't die if he has to jump.  I landed a
Maverick between the two spires--it looked like the ends of the blades went into
them a little--and took off with just a few sparks, but I think I was lucky.
You could do something similar by getting an overhead view, getting close, and
having C.J. bail onto the sign.  Orion_SR recommends getting this Horseshoe with
a Sparrow or Sea Sparrow since those helicopters are smaller.

  3. on the red roof of the corner "Souvenirs," etc., shop on the SE corner of
the block W of "ISLE" of "THE EMERALD ISLE."

  14. on top of the highest skyscraper of the Emerald Isle, SW of "EM" of "THE
EMERALD ISLE."  (I was surprised that the new Maverick could go so high.)

  45. N of the "KA" of "KACC MILITARY FUELS."  Land in the parking lot beyond
the entrance, go to the warehouse N of the entrance and go E through it (it had
a few hovering boxes in it when I last looked), then go NW to the Horseshoe.

  26. on the beam, supported by pillars, that's along the sidewalk by the middle
of the E side of the Camel's Toe pyramid.  You might get the Maverick to balance
just long enough for C.J. to get onto the beam safely and have the helicopter
fall.  When I did it, I was lucky.  The Maverick fell but rolled upright, C.J.
got the Horseshoe, and his jump only took a sliver of Health away.

  19. on a tower at one of the dots NW of the "C" of "COME-A-LOT."  When you ap-
proach the roof from the front, you'll see the tallest spire is gold or yellow
just left of the centerpiece.  And left of the tallest spire is a short stubby
one with a flat top--without a spire.  That's the one the Horseshoe is on.  I
landed carefully from the back.  It took a little patience, wrangling with heli-
copter drift, but it landed and took off okay.

  32. on the E edge of the double "Victim" billboard on a tall pole by the Juli-
us Thru Way East, just N of the RR symbol that's by "SOBELL RAIL YARD."  I land-
ed with the rails across the middle of the two billboards.  When C.J jumped, he
landed on the wide strips of metal between the bottoms of the billboards.  An
invisible wall wouldn't let him walk straight to the Horseshoe on the E side, so
I had him walk over the strips to the W and the outer walks to the E, get the
Horseshoe, and jump.  He only lost half of his Health, and he had a pizza nearby
to make up for that.

********

  For the rest, I basically go W: N to S, then E: S to N.

  1. In the entrance enclave of a house at the SW corner of the road and RR
track intersection S of "YELLOW BELL GOLF CLUB."

  5. in a 2nd floor dormer at the back of the golf club country club building at
the W side of the loop of road E of "YELLOW BELL GOLF CLUB."

  21. in the swimming pool in the mid-N of five rectangles, the top one curved,
E of the block that's N of "PINE" of "PRICKLE PINE."

  34. E of the same swimming pool in a tennis court.

  29. at the base of the "Welcome to Fabulous Las Vegas" sign by the highway NW
from the Pilson Intersection.

  47. over a multi-colored stack of crates E of the NE corner of the block E of
"PILSON INTERSECTION."  Have C.J. jump on a truck then the wall, walk to near
the middle of the crates and close to them, and try to jump to climb onto them.

  27. over a blue wall across the street to the W from the SW corner of the
block E of "PILSON INTERSECTION."  Have C.J. jump on a car then the  wall.

  36. in the mid-E area of the block N of "EST" of "REDSANDS WEST."  Have C.J.
jump on the Steakhouse roof then the casino roof.

  40. on the mid-W side of the block of "EST" of WHITE WOOD ESTATES."  Have C.J.
enter the lot on the E side of the block and go behind the warehouse.

  49. over the walk of a one story gray building W of the NW corner of the block
with "BLACKFIELD."  Have C.J. jump up to it.

  28. on the LV Airport tarmac N of the W side of the runway loop.  Enter the
tarmac at the N end of the wavy line on the E side.

  25. E of the N end of the runway loop.

  15. on the mid-W side of the oval with four prongs--the main airport bldg..

  37. in a truck dock at the E end of the S side of the rectangle NE of "D" of
"BLACKFIELD INTERSECTION."

  16. in a narrow space between the warehouse and a wall at the S end of the
little rectangle N of the "D" of "BLACKFIELD INTERSECTION."

  22. in the middle of the courtyard in front of Greenglass College.

  50. over Blackfield Chapel--C.J. can walk up the sloped roof.

  30. N of the coast under the Mako Span.

  6. in a backyard in the middle of the block E of "MOTEL" of "THE LAST DIME MO-
TEL."

  38. in a back yard across the street to the N from the E end of the block of
#6.

  9. over a dumpster, behind a warehouse, at the SE end of the rectangle N of
"E E" of "ROCKSHORE EAST."

  53. on the roof of the chapel S of the martini glass symbol that's SE of
"COME-A-LOT."  Have C.J. jump from the roof of a car to climb the Chapel roof.

  43. in the middle of the W side of the block N of "OT" of "COME-A-LOT."  Have
C.J. use the stairs to get to a roof and jump down to the 2nd balcony over from
the top of the stairs.

  2. at the top of the pyramid on the block of "CAMEL'S."  A PCJ can drive up to
it.

  11. on the 3rd floor of the garage on the block of "R" of "LAS VENTURAS."
Have C.J. enter on the N side, go up a ramp on one side then the other, then go
over the level part to the NE corner.

  18. at the base of the big skull display in front of Pirates in Men's Pants.

  7. on the roof of the Clown's Pocket front porch.  Have C.J. jump on a car
then onto the wall at the N side of Clown's, go E on the ledge, onto a roof, go
around the S side of the "tent" roof, do a running jump up onto a 2' wide ledge
of another roof, then go around to the W side.

  48. under the upper part of the 2nd waterfall from the N in front of The Vis-
age--above the "E" of "VISAGE."

  44. at the back of an alley on the N side of the block with "THE STAR" of "THE
STARFISH CASINO."

  24. on the awning over the drive-through section of Venturas Steaks, on the W
side of the block N of "SH" of "THE STARFISH CASINO."

  39. on the porch roof of the "Arts & Crafts" store in the shopping center on
the N side of the block with "O" of "THE STARFISH CASINO."  Have C.J. jump on
the roof of an SUV or van, then climb up onto the porch roof.

  17. on a 2nd floor balcony of a motel.  Enter the lot on the E side, of the
block of "DSANDS" of "REDSANDS EAST."  Have C.J. climb onto several roofs which
are near each other at the N side of the entrance, then turn E and jump to climb
up onto a higher roof/balcony, and go to the SW side of that roof/balcony.

  42. in an alley in the middle of the S side of the block N of the block of
"DSANDS" of "REDSANDS EAST."

  13. have C.J. jump on a car then the roof where the 24/7 symbol is SW of "THE
EMERALD ISLE."

  35. have C.J. go NW from the same corner, past the store, and jump over the
wall to the N end of the little lot.

  41. across the street to the N from the "D" of "THE EMERALD ISLE," have C.J.
go through the car wash and make a 180 degree turn to the right.

  12. have C.J. go N through the parking lot on the W side of the same car wash,
then go E.

  10. in a RR tunnel about where the "P" of "OLD VENTURAS STRIP" is.  Have C.J.
enter where the brown line turns gray (shown on the radar, not the paper map);
the S end of the tunnel is where the track crosses under a road NW of "SOBELL
RAIL YARD."

  4. at about the 2nd "E" of "ROCA ESCALANTE."  Have C.J. get on the roof of a
car to jump to the roof of the Erotic Wedding Chapel.

  8. in the VROCK Hotel swimming pool, which is found in the splotch that's NE,
across the street and RR track, from "ROCA" of "ROCA ESCALANTE."

  23. at the E corner of the big tilted square shape N of "CREEK," behind the
shopping center and at the end of a lane protected by a wall.  On the radar,
the right corner of the square is the space between the corners of two squares,
for some reason.

  C.J. gets better Luck (the top score, 1000) at gambling, $100 x 50 = $50,000,
$100,000, and the Combat Shotgun, Remote Explosive, M4, and SMG will be in front
of The Four Dragons Casino.


  VII.9  Las Venturas Bike School

  This is initiated at the red "S" icon in Blackfield.

  Thanks to Spaceeinstein for helping again by sending me the names of all the
motorcycles.

  For a test that requires C.J. to stop in a three-sided section of cones, try
to stop the bike in the middle of them parallel to the sides.

  Bike school is easy--no bumps with airgrabs or such.  You better at least pass
all these tests with no complaining on the message boards so Rockstar makes the
bikes and replays for stunts as cool as in VC again for "IV."

  VII.9.a  "The 360"  Hold down W and S, add Left or Right to have C.J. burn a
donut (if your keyboard doesn't support the use of three keys at the same time,
add the sideways direction with the mouse) with the BF-400, and stop him when
the bike goes just past the start of the skid mark.

  VII.9.b  "The 180"  Use a PCJ-600 to send C.J. from a space made by three
lines of cones to do a turning skid with Spacebar around another set of cones
and within the outer cones, and return him to the same spot he started from ex-
cept facing in the opposite direction and stop in that spot.

  VII.9.c  "The Wheelie"  Send C.J. and the FCR-900 forward, wheelie with Down
before C.J. goes between another set of cones, wheelie till past the cones--you
can let let the front wheel drop as long as the front wheel doesn't touch the
ground till past those cones, and have him stop in the middle of the far set of
cones.

  VII.9.d  "Jump and Stop"  Have C.J. drive the Sanchez over a jump ramp, level
the wheels, and go forward to brake in the far section of cones.

  VII.9.e  "The Stoppie"  Have C.J. drive the FCR-900 forward, hold down Up and
add a tap of S long enough to bring up the back wheel to stoppie height before
reaching the next batch of cones, send him forward with W and Up (the game will
create a straight stoppie for the rest of the test), then release Up before he
reaching the far set of cones and have C.J. stop within them.  The training clip
shows the back wheel down for the stop, but I had C.J. stop with the back wheel
up and still got gold.

  VII.9.f  "Jump and Stoppie"  Have C.J. drive the NRG-500 over a ramp, press Up
to point the front end down, hold Up as he lands and add a tap of S to create a
stoppie as before, then send him forward and release Up before he reaches the
far set of cones and have C.J. stop within them.

  C.J. has to get at least 70% in all the tests to pass the course.

  For all bronze awards (70-89%) or better, C.J. gets the Freeway.
  For all silver awards (90-99%) or better, he gets the FCR-900.
  For all gold awards (100%), he gets the NRG-500.


  VII.10  Burger Shot Courier Asset Mission  (4 runs)

  This is like the previous drive-by delivery missions.  You initiate it by hav-
ing C.J. get on the Faggio by the Burger Shot below the "R" of "REDSANDS EAST."

  Three loops,      six packages,       three minutes
  Four loops,        six packages,       five minutes
  Five loops,     seven packages,       five minutes
  Six loops,       eight packages,       eight minutes

  Press Up quickly and repeatedly, without letting C.J. stand up, to make the
scooter go faster and make a wavering buzzing sound like some of the soldiers
got sick of hearing with some of the worse things the music stations played on
the radio during the Burma missions of WWII.  George Harrison might have liked
them (yet he didn't like Yoko's early recordings--"ee-yie-yie-yiee-eeh"--go fig-
ure).

  The Burger Shot makes $2,000 a day and max.


  VII.11  Kickstart and Dirt Track (Blackfield Stadium)

  Kickstart is available at the Trophy icon at Blackfield Stadium on every day
except Monday and Wednesday if C.J. has at least 50% Bike (motorcycle) Skill.

  Press Left Shift to skip the intro if you've seen it before.

  Have C.J. drive over the "Vice City" "Dirtring"-type obstacles to go through
the colored lights.  Green ones are worth one point, yellow ones are worth two,
and red ones are worth three.  You need at least 26 out of 50 possible points to
pass the mission.  See if you can get a few of the red ones that are harder to
get near the starting area then go for the others.

  If you're stuck, make sure a trainer you use to stop the mission timer is com-
patible with v1.01 of the game if you use the patch.  You might give the Sanchez
the "Wheels of Steel" Freeway changes, X.10.e, to make it more of a mountain
goat--which works the same whether you use the patch or not.

  Stuckgamer pulls out all the stucks for this demonstration of how to get all
61 points (you "I can't fly the Skimmer" weenies watch this--this is good):
  http://www.stuckgamer.com/gui_gta_san_andreas_07.shtml

  The Dune will be in front of the stadium.  It's a big-wheeled, bouncy vehicle
like the Monster truck or BF Injection, but slower.


  Dirt Track is available at the Trophy icon at Blackfield Stadium on Mondays
and Wednesdays if C.J. has at least 50% Bike (motorcycle) skill.

  The track is the figure eight used for Ŝ-Track," but the race is done with a
Sanchez.

  One curious thing I noticed about it is that the game seems to reward or pun-
ish your ability to get familiar with, and drive better, on the course.  You
might see C.J.'s position in the race go down because he hit a wall without see-
ing anyone go past him, or see it go up without seeing him pass anyone.  Try to
get familiar with the course--go right after going over the overpass and left
after going under it (it's invisible from below, but it's at a divide in the
road), avoid hitting the walls, and avoid hitting competitors (easier said than
done) to spin them out or they'll spin C.J. out.

  The gimmick of shooting the competitors with a Minigun, which, as Rusk notes,
doesn't work on PS2, works on PC, but it's hard to get all of them because they
go by so fast.  I've had C.J. kill some and still be in 12th place, too.  I
don't know of a place to plug up a spawn place for them like for the Hotring
Racers in "Hotring" in "Vice City."

  As with "Kickstart" you might give the Sanchez the "Wheels of Steel" Freeway
changes, X.10.e, to make it have strong road grip.

  The BF Injection will be in front of the stadium, and C.J. gets $25,000.


  VII.12  The Freight Train Mission

  Have C.J. jack either the Freight or Brown Streak train from a train stop,
then press NP+ or 2 to start this Sub-mission.  There are two parts to it, and
you can save the game after winning the 1st before doing the 2nd.

  Each part is a run with five stops--a stop is the red shaft of light at a
train station.  Hold down W till the train goes at a speed of 44--at 45 it can
derail the train.  Let go when you're 600 distance from the stop, and hold down
S to brake when you're 350 distance from the stop.  When you're near the stop,
a speed of 10 is good to coast the last little segment with because it's easy
to stop from.

  The alternative is a short run you won't have long enough to build to a speed
of 44 with.  Get the speed up till you're 350 distance from the stop, when you
still probably won't be going as fast as you would have slowed down to at that
distance the previous way.  Brake as needed to the stop.

  If you floor it continually, you'll derail the train.

  You get the variety of cinematic "camera" views, and if you need to see the
red shaft of light better, you can change the view with NP4.

  C.J. gets $50,000 and free train rides.


  VII.13  The Ammu-Nation "Shooting Range Challenge"

  Have C.J. walk into the red shaft of light in the back of many of the Ammu-Na-
tions to activate this mission.

  VII.13.a  "Pistol Challenge"
  VII.13.b  "SMG Challenge"
  VII.13.c  "Shotgun Challenge"
  VII.13.d  "AK47 Challenge"

  The four segments of this have to be done consecutively for it to add to your
100% completion of the game.  In each of the four segments, there are three
rounds and C.J. has two competitors.  C.J. has to shoot within the red circle on
each of the seven sections (head, right shoulder, etc.) of a target that looks
like a gangster, and have more successful shots than his competitors.  C.J. uses
a 9mm Pistol for the 1st segment, he uses a Micro-SMG for the 2nd, a Shotgun for
the 3rd, and an AK-47 for the 4th.

  In the 1st round, a target drops down close by.  When the pieces are shot from
it, another drops farther back; when it's shot apart, a 3rd target drops farther
back.

  In the 2nd round, a target drops down at the far end of the range and moves
forward to stop nearby.  When the pieces are shot from it, a 2nd does the same,
then a 3rd.

  In between targets meant for C.J., have him shoot the competitor's targets.

  In the 3rd round, one target goes side to side for all three competitors to
shoot at.  When the pieces of it are shot away, a 2nd target does that, then a
3rd.  The scores of all three competitors are shown on the screen.  The 1st to
get 20 points wins.

  The 3rd round for the Shotgun segment is the hardest.  C.J. has to more ac-
tively aim for a spot just ahead of each circle and shoot when it comes into his
aim.

  This is easier than "Rifle Range" in "Vice City," but it's a little glitchy
like that was, too.  I poured a bunch of shots into a head segment that didn't
get shot away a few times.  (I don't remember the circumstances, but spaceein-
stein reminded me that "the targets are not solid until they are firmly down and
moving toward you.")

  If the weapon skill for each weapon used for this wasn't maximized before, it
will be when you succeed.


  VII.14  Las Venturas Gym

  C.J.'s Stamina and Muscle should be past the buff stage, so have him beat the
trainer at the Below the Belt Gym to get kick boxing moves.

   - Running attack: while running, lock onto the target with the RMB and press
F or Enter.  C.J. holds up his left arm and punches the side of the target's
head with his right fist.
  http://img57.imageshack.us/img57/9770/00gta1fighttrainer3azr6.jpg

  - Ground attack (right kick a standing opponent; stomp on a downed opponent):
lock onto the opponent with the RMB and press F or Enter.  C.J. kicks the downed
target between the legs.  (As before, use the LMB to have C.J. stomp on them.)
  http://img96.imageshack.us/img96/5577/00gta1fighttrainer3bfv5.jpg

  - Combo attack: lock onto the opponent with the RMB and press F or Enter re-
peatedly.  C.J. pulls the target's head down with both hands and kicks it with
his knee.
  http://img57.imageshack.us/img57/51/00gta1fighttrainer3cly9.jpg
  http://img57.imageshack.us/img57/8892/00gta1fighttrainer3dsk2.jpg

  Also, hold the RMB and press Spacebar for C.J. to block with his left forearm,
which he can also do while trotting or running.

  These are the same names for moves, and instructions for controls, used at the
San Fierro gym, but the moves C.J. makes for them now is different.

  (You might like to try the Joypad option to see what this looks like with the
kind of targeting it uses, which sacrifices mouse steering but keeps C.J. locked
onto a target even while they run.)


  VII.15  Beat the Cock     Not needed for 100% completion

  The 2nd of two triathlons--swimming, bicycling, and running--is available on
Saturdays and Sundays.  This one is from the beach at Fishers Lagoon to the
Strip in Las Venturas, and is longer than the 1st one.  Before the race, besides
having C.J.'s various health and bicycle skills maximized, make sure he has a
meal and enough Fat so that he won't lose Muscle during the race.

  It's mainly bicycling and a test of the endurance of the finger you use to tap
Sprint quickly and repeatedly to make C.J. go faster (you may want to have a
backup finger trained and a thumb at the ready).  The reward is $20,000.  Like
your high score for videogames, your result for this isn't recorded in your
Stats.


  VII.16  Some non-mission vehicle locations

  Trains             Yellow Bell Station, S of the "P" of "PRICKLE PINE," and Linden Sta-
                           tion, S of where it says it on the map (see map).

  Sandking         by the Big Ear.

  PCJ-600          by the save place at Verdant Meadows Aircraft Graveyard.

  Sanchez          by the Las Barrancas save house, and by the "Q" of "HUNTER QUARRY."

  Mountain Bike  by the path W and across the street from the El Quebrados hos-
                            pital, near the NE corner of the biggest rectangular block of
                            Fort Carson, and SW and across the street from "CREEK."

  Quadbike          by the dot at the end of the segment of the path that goes SW
                             from Las Barrancas.

  Hotdog           at the W side of the top of the Sherman Dam, the SE side of Las Pay-
                          asdas, at the end of the dead end road S of "REGULAR TOM," and on
                          the block S of the martini glass symbol that's E of the No Fly
                          Zone.

  Sweeper         W of "SPINY BED."

  Plow                    in some weeds by an open shack (one of a pair of dots on the
                                in-game map and radar) by the curve before the dead end of
                                the path S of the 3rd "R" of "TIERRA ROBADA."

  Trailer                   two by a Linerunner in the rectangle at the end of a little
                                dead end road E of the S part of the No Fly Zone.

  Oil tank trailer        N of the T intersection at the E end of El Quebrados.

  Beat up Glendale  two are in the round shape of "INN" of the "LIL' PROBE INN"
                                one is by the "GAS" station at "VALLE" of "VALLE OCULTA-
                                DO" and one is NE of the N block of "LAS PAYASDAS."

  Beat up Sadler     one is near the path S of the "O" of "TIERRA ROBADA" and
                               one is by the little shed in the valley by the coast N of
                               Verdant Meadows.

  Skimmer       at the S coast of Arco Del Oeste, at the coast S of the "OC" of
                        "VALLE OCULTADO," and by the top of the "T" of "TIERRA ROBADA."

  Sea Sparrow  S of the E side of the Sherman Dam, and at the pier N of the 3rd
                          and 4th airplane symbols from the left at Verdant Meadow Air-
                          craft Graveyard.

  Beagle          sometimes appears sticking partly into a house on the N side of
                        the block N of "AR" of "FORT CARSON."

  Cropduster     by the dot that's both W and across the street from the S end of
                          the block N of Greenglass College and is N of the "E" of
                          "HUNTER QUARRY."

  Leviathan       by the top of the "L" of "LAS VENTURAS."

  At the W side of Los Venturas Airport, there are Dodos N and S with a couple
of Shamals N of center.

  AT 400           in a big hanger indicated by the rectangle at the S end of the
                           Los Venturas Airport tarmac.

  Maverick        on a helipad N of the last "A" of "Bayside Marina," and on the
                           roof at the "ME" of "THE EMERALD ISLE."

  Jetmax        at the pier S of Rockshore West.

  Impounded vehicles appear in the impound lot at the W side of the block E of
the NE corner of the block with "THE EMERALD ISLE."
  http://img369.imageshack.us/img369/1243/lvimpoundgarage1fk2.jpg

  Orion_SR found that C.J.'s last two vehicles, if in certain locations during
certain missions, will be saved in an area of the nearest impound lot (see III.
27).
  http://www.gtaforums.com/index.php?showtopic=304874

********

  Boat School (VII.6) success makes these vehicles available at the school: the
Marquis for all bronze awards, the Squalo III for all silver awards, and the
Jetmax for all gold awards.

  Bike school (VII.9) success makes these vehicles available at the school: a
Freeway for all bronze awards, a FCR-900 for all silver awards, and an NRG-500
for all gold awards.

  Pilot School (VIII.6) success--getting a Pilot's License--makes these flying
vehicles available: a Sea Sparrow N of the last "A" of "BAYSIDE MARINA," a Skim-
mer S of the E end of the Sherman Dam, and a Cargobob by the "U" of "KACC MILI-
TARY FUELS."

  Ranger     have C.J. date Barbara to 50% success.

  Dumper    at Hunter Quarry after success with the Hunter Quarry Asset Missions
                    (VIII.19).

  Hydra       after "Vertical Bird" (final Los Santos missions): two in the NE area
                   of Area 69.

  Vortex      after "Cut Throat Business" (final Los Santos missions): on the strip
                   of beach NE of "BAYSIDE MARINA."

  Kart          after "Cut Throat Business" (final Los Santos missions): at the SW
                    corner of the big square block of El Quebrados, N of the Redsands
                    West save house, and E of "THE STARFISH CASINO."

  Thanks to the SAM, San Andreas Map, for some of the locations and times of ap-
pearances of the vehicles given above:
  http://www.gtasanandreas.net/sam/


  VII.17  Make a copy of your save game

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


  VIII. The Desert and Las Venturas

         The Desert


    The Toreno missions

  VIII.1  "Monster"           ?

  Have C.J. go to the "?" icon to answer the invitation made by the person with
the electric voice disguiser at the end of VI.41.  When C.J. gets there, "?"--
again with an electric voice disguiser, this time over a loudspeaker--tells C.J.
he wants him to drive the Monster truck to test his driving ability.  Another
man tells C.J. the truck has a GPS (global positioning system) in the cab, to
get to each set of map coordinates as quick as he can, and he has to beat a
time of six and a half minutes--and the truck has four wheel steering instead of
a handbrake.

  Use S--Reverse--to brake.  The Monster truck is bouncy enough to make driving
hazardous as it is, but the terrain is rugged, and sharp turning will make it
more likely to tip over.  So I think I pressed Spacebar, for four wheel turning,
twice during the run through 35 shafts of red light.  I'll have to try it again
sometime to play with the four wheel steering to see what it's like.

  As Rusk notes, the man makes a different statement depending on how good C.J.
does.

  The man's reactions, and C.J.'s winnings, depend on whose race time C.J.
beats:

  Beddoes       4:20  $5,000
  McMahon     5:00  $4,000
  Bolt              5:30  $3,000
  Taylor           6:00  $2,000
  Wong           6:30  $1,000

  (The Level Designers of "San Andreas" include David Beddoes, Chris McMahon,
Kevin Bolt, Steven Taylor, and Kevin Wong.)

  ? calls: get to the ranch--he'll explain everything.


  VIII.2  "Highjack"          ?

  "?" is Mike Toreno.  At 1st, C.J. is worried about what Toreno will do to him
for trying to kill Toreno for being a big-time drug dealer who was ruining Grove
Street.  But Toreno explains that he's really a government agent who was working
undercover.  He works pragmatically, to an amoral degree, with good and bad peo-
ple for what to Toreno is the bigger goal of protecting the government.  Besides
the insider's knowledge about Sweet, he seems to have checked out C.J.'s deal-
ings as well, and wants to see if C.J. can help by doing things for him.  C.J.
seems to go along on the hope that Toreno will help Sweet if he does.

  Toreno tells C.J. to have Cesar help C.J. steal a truck, and to tell Cesar
nothing about Toreno.  After Toreno leaves, to C.J.'s surprise, Cesar shows up
thinking C.J. called him to come by (apparently Toreno or an assistant of his
pretended to be C.J. on the phone.)

  Have C.J. drive the PCJ-600, with Cesar on the back, N to get on the Garver
Bridge.  When he catches up to the truck, a Tanker pulling a Xoomer fuel trailer
and that travels S at the other end of the bridge, he has until the truck gets
to the Foster Valley exit sign--just a bit S of where the paper map says "FOSTER
VALLEY"--to drive Cesar by the left cab door long enough for Cesar to overpower
the driver and take control of the truck.

  Try to keep the motorcycle on the white line in the middle of the two lanes
and by the left cab door of the Tanker.  The cab door is just in front of a big
vertical exhaust pipe.  You may have to have the motorcycle dodge other vehicles
which can bounce off the front of the Tanker and might land in C.J.'s path.
Cesar helps you do it with the promptings he gives C.J. to speed up, etc., then
stops the truck to let C.J. drive.

  If an opening in the center guard wall is handy, the truck can make a U-turn
without dislodging the trailer.  If you continue S past Foster Valley mall,
there's a big open space, where on and off ramps are, to turn around in.

  When the truck approaches urban San Fierro again, have C.J. turn right onto an
off ramp and go through town to the Xoomer gas station save place in Doherty.

  C.J. gets $7,000.


  VIII.3  "Interdiction"      Mike Toreno

  The definition of "interdiction" that seems appropriate here, of those I saw
at the Merriam-Webster web site, is the 3rd: ŗa: to destroy, damage, or cut off
(as an enemy line of supply) by firepower to stop or hamper an enemy b: INTER-
CEPT 2a <interdict drug shipments>"
  http://www.m-w.com/dictionary/interdiction

  C.J. is impressed with what Toreno knows about Sweet's exact location and
about Tenpenny and Pulaski protecting the secrecy of their crimes by killing
Pendelbury.  Most importantly, C.J. realizes that Toreno is using his control
over Sweet's situation to keep Sweet safe in jail.

  As Toreno instructs, have C.J. drive the BF Injection to a cabin, where C.J.
can take the Sanchez, Bandito, or Quad--I picked the Sanchez--and a Rocket
Launcher with 40 rockets.  (Thanks to Rusk for the tip to have C.J. prepare for
this mission by getting a lot of ammo for the Heat Seeking Rocket Launcher,
which can make the upcoming combat easier.)  On PC, the Minigun makes this easy.

  Then have C.J. go a bit N to a path and take it to the end, go right over a
wooden path, and go to the red shaft of light on top of a tall rock formation in
El Castillo del Diablo.  In a cutscene, C.J. sets off a flare for a cargo heli-
copter--a Leviathan--that soon flies overhead.

  C.J. has to shoot down the five black Maverick helicopters that come by
(thanks to spaceeinstein for the vehicle ID), no more than two at a time, to at-
tack the cargo helicopter.  There are four government agents (with a confused
agenda, as Toreno has said) per black helicopter.  Two agents stand on the land-
ing rail on either side of each black helicopter.  The agents use AK47's to at-
tack the Leviathan and C.J..  (They're the same as the "men in black" that C.J.
fights later in "Stowaway.")

  If C.J. destroys a black helicopter, it destroys the agents that rappel from
it, too--a rocket to the ground can take care of them if they reach the ground.
Try to have C.J. shoot the helicopters when they pause and face him for another
approach.  Make sure they're not close to the cargo helicopter--an exploding
black helicopter can cause the cargo helicopter to blow up and you'll fail the
mission.

  There's more Rocket launcher ammo in a nearby shed--again, I'm partial to the
Minigun for this, though.

  Have C.J. get way from where they land and explode, too.  After the fight, a
Health pickup appears.

  If C.J. fails at this fight, and instead of reloading a previously saved game
you have him go back to Toreno's ranch to try again, the Trip Skip feature will
appear after C.J. picks a vehicle and begins to travel to the scene of the
fight.  The words "TRIP SKIP" appear below a symbol of a car with an arrow
around it, both pointing to the right.  If you then press "Y," the words "Later
that day..." appear while C.J. is transported to the scene of the fight, and an
hour and a half are added to the clock.

  If C.J. wins the fight, the cargo helicopter drops a gray briefcase attached
to a yellow parachute.  The briefcase lands in a valley N of Verdant Meadows.
Have C.J. get the briefcase and fly the nearby Sea Sparrow--not over the No Fly
Zone--to a shed in Las Brujas.  Toreno, through another speaker, says he'll al-
ways be watching and listening.

  (The paper map and Toreno call the place the shed is on "Las Brujas."  It
looks like the programming that makes C.J.'s location appear on the screen, and
makes the name of the location appear when you run the cursor over it on the in-
game map, got Las Brujas moved to the SE too much.)

  C.J. can get a six star wanted level.

  Rubregg gets my thanks again for writing to me with this tip: "Max. Wanted
Level is set to 6 after you have successfully shot down the black Mavericks.
Even if you fail the mission after this, the max. wanted level will not be reset
and will still be at 6."
  http://img459.imageshack.us/img459/9229/00gta1screen564a9wg.jpg
  http://img459.imageshack.us/img459/8455/00gta1screen564b7hq.jpg
  http://img459.imageshack.us/img459/1152/00gta1screen564c7ui.jpg
  http://img91.imageshack.us/img91/67/00gta1screen564d3ki.jpg
  http://img459.imageshack.us/img459/1790/00gta1screen564e6px.jpg

  C.J. gets $1,000.


  VIII.4  "Verdant Meadows"   Mike Toreno

  Toreno makes some big deal flaky conspiracy claims.  But he also promises that
his men will protect Sweet, with Toreno motivated to have it done as a way to
get C.J. to do things for him.  And right now, he needs C.J. to buy property
(Verdant Meadows).  He says to offer a dollar and kill them if they refuse the
deal.  (Have C.J. pay $80,000 for it.)


  VIII.5  Buy Verdant Meadows Aircraft Graveyard  $80,000   opens next mission

  The 1st floor room of the Abandoned RC Tower at Verdant Meadows is a save
place.  There's a garage to save land vehicles in nearby to the E of it, and a
big hanger to save flying vehicles in to the S of it.

   Two Rhinos are available in the two N hangers of the three on the NE side of
Area 69.  C.J. can break open a section of fence on the SE side of the lot to
get to them.

  The 1st time C.J. goes into the red shaft of light in the 2nd floor room in
the back, he gets another message from Mike Toreno.  He says Verdant Meadows is
their base of operations, and C.J. has to prove he can fly in ten tests to con-
tinue working for Sweet's freedom.

  Jethro calls: there's illegal street racing in San Fierro.  Four black and
white checkered race flag icons appear around San Andreas for races I'll cover
later.

  If you initiate the Pilot School mission then have C.J. go off and do some-
thing else, he gets several funny calls from Toreno encouraging him not to be
afraid to learn how to fly.

********


    The Airstrip missions

  VIII.6  "Learning to Fly"  (Pilot School)

  As with the previous vehicle schools, send C.J. into the red shaft of light by
the TV to take tests.  If he scores 70% or better on a test, it makes another
one available.  He needs to get at least 70% for all of them for 100% completion
of the game.  It also makes CJ. a licensed pilot with access to the airports, if
he wasn't one before.  The aircraft that was locked in them before is unlocked.

  VIII.6.a   "Takeoff"

  Go forward (W), raise the landing gear (2), fly up to a red loop (Down), down
to one (Up), then up to one (Down).

  VIII.6.b   "Land Plane"

  Lower the landing gear (2), go down (Up) through a red loop, fly just over the
runway toward (till 70' from?) a red loop, then land (release W, press S as
needed to slow down and A and D as needed to level the wings, press Up) and
coast to stop (S) in the middle of the red shaft of light and in the direction
of the runway.

  VIII.6.c   "Circle Airstrip"

  Raise the landing gear (2), then use Up, Down, A, and D to go through red
loops.  Sometimes I went through a few without changing height, but otherwise I
alternated between Up and Down to keep from going too high or low.  Pressing Up
while turning makes a turn sharper.

  VIII.6.d   "Circle Airstrip and Land"

  The last two combined.  For the landing, you might do practice runs by lower-
ing the landing gear before you go through the last red loop.  Since lowering
the landing gear slows the plane down, get the way to land down, then hazard
lowering the landing gear and touching down later till you lower the gear while
dropping close to the runway and brake no sooner than you have to in order to
stop in the red shaft of light.  Try to make the plane coast to a low swoop over
the runway, using S as needed to slow it down, and taking care to land with as
little a bounce as possible.  When I got gold for this, I just had to use a
touch of Up to point the nose level after a little bounce.

  In making the approach to the runway, align the plane with the runway with the
wings level as best you can, try to fly toward the red shaft of light, and stop
in the middle of it.

  This was the hard one for me of the Pilot School missions, and mainly due to
the difficulty in getting the plane to land without a bounce that throws it off
course.  The "San Andreas" vehicles seem to be bouncier (they might have a high-
er center of gravity--I'm not sure) than the "Vice City" ones.  I'm still won-
dering if I dislike the difference, generally, but not for this mission--I know
I don't like it for this.

  You could also get a 100% save game file and practice flying and landing the
same plane, the Rustler, which always appears in a Verdant Meadows hanger after
getting all bronze awards, without the timer running.

  You could also get X.13.c  The GTA SA Control Center, freeze the mission tim-
er, and make any vehicle C.J. is in "Everything-Proof."

  After I got gold for it, I went to the GTA SA Control Center, clicked the "Lo-
cations" tab, clicked "Read from GTASA," and got:

      X    412.380000
      Y  2533.650000
      Z      19.148440
  Angle    90.000000

  Get 1:20 or less without damage for gold.

  VIII.6.e   "Helicopter Takeoff"

  Raise (W), turn 180 degrees (Q or E), and go forward (presses of Up) at about
45 degrees to go through the red loop.

  VIII.6.f   "Land Helicopter"

  Go forward (W and presses of Up), release up (W) and go forward, braking with
Left Shift before the red shaft of light--it moves a bit while it stops, and
land with S in the middle of the red shaft of light in the direction of the run-
way.

  VIII.6.g   "Destroy Targets"

  The Hunter machine gun (NP0), as in the PC "VC" Vigilante mission, has auto-
aim and the rockets (LMB) don't.  Go forward and use the machine gun to shoot
three still trucks, turn, fly over the lot to shoot two moving cars, turn, and
fly across the lot to land in the middle of the red shaft of light.

  VIII.6.h   "Loop-the-Loop"

  You might use V to pick the 1st person view; I've done this with and without
it.  At the 1st red loop, press Down to do a loop de loop and go through the 2nd
red loop.

  VIII.6.i   "Barrel Roll"

  Go through the red loop, barrel roll the Stunt Plane left (A/Left), then go
through the 2nd red loop.  I made most of a barrel roll with A then used the
other controls to get the plane to fly into the 2nd loop.

  VIII.6.j   "Parachute onto Target"

  Falling

  Down/S slow descent
  Up/W    fast forward descent
  A or D   Twirl

  Parachute

  S/Down  Slows descent and sends C.J. forward with his legs bent up
  Left/A     Left
  Right/D   Right

  Have C.J. go forward falling fast at the target, shown as a blip of light be-
fore he gets through the clouds.  At about 23 sec. (?), open the chute (LMB),
then lift his legs (S/Down) as needed to hit the center of the bull's eye tar-
get--35 points.  C.J. can hit the bull's eye and not get gold, which means he
needs to get to the target faster.

  About the "23 sec. (?)": when I got gold for this, I didn't pay attention to
the time.  You're going to fuss over how much to use Up--make C.J. go more for-
ward and fall slower--to go for the bull's eye a little different each time, and
to compensate for whatever time you have him open the chute.

  This one, fortunately, didn't seem hard for me as it seems to be for some.  I
haven't tried it, but I've read that turning off the frame limiter has helped
some people get a smaller time for this somehow.  If you need to freeze the mis-
sion timer, leave your frame limiter on and get  X.13.c  The GTA SA Control Cen-
ter.

  Thanks to a post by Enigma_Tl for these coordinates (he recommends not to use
them till the chute is open or C.J. will go splat):
  http://www.gtaforums.com/index.php?showtopic=198750&st=40

  X    177.6446
  Y  2502.31
  Z      16.97648

  For all bronze awards (70-89%), C.J. gets the Rustler in a hanger at Verdant
Meadows.

  For all silver awards (90-99%), he gets the Stuntplane in a hanger at Verdant
Meadows.

  For all gold awards (100%), the Hunter appears N of the hangers at Verdant
Meadows and S of the little square S of the 2nd "A" of "EASTER BASIN."

********

  As explained at III.19, the game has a dual regard for Flying Skill and get-
ting a Pilot's license--the regard of efforts for both prior to Pilot School and
the regard of efforts for both during Pilot School.

  Having C.J. increase his Flying Skill to 20% to get a Pilot's License, which
he can do by flying a flying vehicle except the Jet Pack from the start of the
game, will cause the airport gates to open for C.J. (and make flying vehicles
easier to handle?).  If you have the game recognize C.J. for doing that before
Pilot School, it will recognize him for it again during Pilot School.

  Whether you've had C.J. get his Pilot's License before or not, only getting
the game to recognize that C.J. has a Pilot's License during Pilot School comes
with these benefits:

   - it makes available in Los Santos:

    a Raindance on the beach by the 1st "A" of "SANTA MARIA BEACH,"
    a Maverick on top of the oval building (with a Parachute on the roof) S of
    "LOS" of "DOWNTOWN LOS SANTOS"--enter the building on the NE side--and
    a Police Maverick on S end of roof of Pershing Sq. police station.

  - it unlocks these flying vehicles in Easter Bay Airport, San Fierro:

    the Leviathan and Raindance N of the two squares N of the "T" of "AIRPORT,"
    the Beagle on the N end of the W side,
    the Nevadas at the "Y" of "BAY" and most of the way W of the big circle,
    the Rustler SE of the big circle,
    and a bunch of Dodos and Shamals.

  - it makes available in San Fierro:
 
    a Raindance and Maverick on the roof of the Santa Flora hospital,
    a Sparrow on a skyscraper roof at the S end of the block of "DOWN" of the
      "DOWNTOWN" that's E of "CHINA TOWN,"
    and a Maverick on a helipad (used in "Toreno's Last Flight") at the NW cor-
       ner of the block that's E of the "DOWNTOWN" that's E of "CHINA TOWN."

  - it makes available in the Desert and Las Venturas:

    a Sea Sparrow N of the last "A" of "BAYSIDE MARINA,"
    a Skimmer S of the E end of the Sherman Dam,
    and a Cargobob by the "U" of "KACC MILITARY FUELS."

********

  At Verdant Meadows, an airplane icon appears which corresponds to the red
shaft of light in front of the Rustler.  Having C.J. get into the light acti-
vates the "N.O.E." mission I'll cover later.

  Wu Zi calls to invite C.J. to see a business proposition he'll love at the
Four Dragons Casino, which opens the Casino missions.  The Four Dragons Casino
is a free save place.

  The Las Venturas Transfender garage is open for modding cars.  It's indicated
on the in-game map and radar by a red wrench E of the Come-A-Lot casino--the en-
trance to the lot the garage is in is under the "L" of "COME-A-LOT".

  It can mod the Buffalo, Bullet, Banshee, Cheetah, Comet, Infernus, Phoenix,
Super GT, Turismo, Windsor, ZR-350, Admiral, Alpha, Blista Compact, Bobcat, Bra-
vura, Buccaneer, Cadrona, Cabbie, Clover, Club, Elegant, Emporer, Esperanto,
Euros, Feltzer, Fortune, Glendale, Greenwood, Hermes, Huntley, Hustler, Intrud-
er, Landstalker, Majestic, Manana, Merit, Mesa, Nebula, Oceanic, Perennial, Pic-
ador, Premier, Previon, Primo, Rancher, Regina, Romero, Sabre, Sentinel, Solair,
Stafford, Stallion, Stretch, Sunrise, Tampa, Taxi, Vincent, Virgo, Walton, Wash-
ington, and Willard.

  A good reference guide to how each vehicle can be modded is the "In-Depth Car
Modifications Guide" by Mastermind73 at Gamefaqs.
  http://www.gamefaqs.com/computer/doswin/file/924362/33385

  Getting a vehicle a new paint job at a modding shop can remove any wanted
rating.


  VIII.6.k  How to jack a Rhino from Area 69

  Getting a Rhino from Area 69 is like jacking one from Fort Baxter in "Vice
City."  Have C.J. drive a four wheel vehicle through the breakable section of
fence at the SE corner of the grounds of Area 69.  He'll get a five star wanted
level.  Send him N to one of the two N hangers of the three ahead and to his
left, stop beside the Rhino in it, transfer to the Rhino, get moving before he's
jacked from it, and drive out the way he went in.

  To remove the five star wanted level and save the Rhino, send C.J. to a nearby
save place that has a garage.  (You might prepare by having C.J. buy the save
places in the next section, too.)  Have him stop near the door, get inside, put
on something from the torso, legs, shades, or hat categories, go outside and put
the Rhino in the garage, then go back inside and save the game.

  Reader Timo Hakala tells me C.J. can blow up the SAM (Surface to Air Missile)
machines there as well.  Remote Explosives work for that, and C.J. might not get
a wanted rating for doing it.

********


  VIII.7  Buy the remaining save houses

  Prickle Pine                    A5  garage    $50,000
  NW suburban area with a RR station (Las Venturas)

  Old Venturas Strip          A6                  $6,000
  E of the N end of The Strip (Las Venturas)

  Creek                            A6                 $10,000
  By the NE coast (Las Venturas)

  Whitewood Estates         A4  garage     $30,000
  NW suburban area (Las Venturas)

  Redsands West               B5  garage     $30,000
  N of Las Venturas Airport (Las Venturas)

  The Clown's Pocket          B6                  $6,000
  Called "THE RING MASTER" on the paper map (Las Venturas)

  Pirates In Men's Pants      B5                  $6,000
  Mid-W Strip area (Las Venturas)

  The Camel's Toe               B6                  $6,000
  SE Strip area (Las Venturas)

  Rockshore East                C6  garage     $20,000
  By the SE coast (Las Venturas)


  VIII.8  Clothes  The Victim clothes store is open

  The gray jacket (R:20; SA:25) for $1,620, black jacket (R:10; SA:20) for $300,
and sports jacket (R:13; SA:17) for $450 have the most Sex Appeal; the gray
jacket has the most, the most Respect as well, and more of either than any tor-
so item available before.

  The gray pants and black pants each have R:8 and SA:10, and each cost $800.
They each have more Sex Appeal than any legs item available before.

  The snake skin boots (R:5; SA:5), $1,000, have the highest score for shoes;
the cowboy boots have a Sex Appeal of 5, too, but a bit less Respect.  The snake
skin boots tie with the Stats of the grey boots and red boots available before.

  The gold chain (R:2; SA:2) for $550 has more Sex Appeal than the silver one,
and ties with the Stats of the gold chain and silver Cuban chain available be-
fore.

  The silver gnocchi watch (R:2; SA:2), $3,000, ties with the Stats of the Zip
gold, Zip blue, and face black watches available before.

  The black shades, $500, and green tint shades, $400, have the same Stats (R:2;
SA:2) and tie with the Stats of the black shades and brown shades available be-
fore.

  Among the hats, the red beret and black beret, each $900, are the only ones
with Sex Appeal (R:1; SA: 3) and have more Sex Appeal than the hats available
before.

  Again, having C.J. put on a new hat, shades, or something for the torso or
legs, can get rid of whatever wanted rating.

  DeeZire (also see X.9.b) told GTA Forums he found a good example in the Victim
clothes prices that shows that Rockstar thinks things through in creating their
worlds for us.  Early in the game, when OG Loc becomes famous using Madd Dogg's
ideas, OG Loc's clothes are more expensive than Madd Dogg's (gray or green Madd
Tagg T-shirts).  But after C.J. helps to turn that around, Madd Dogg's clothes
are more expensive than OG Loc's.

********


  For all the races, C.J. gets $10,000 for 1st place or, in the case of the
VIII.12  Las Venturas Race Tournaments (Aircraft), completing the course.

  In all cases, use any shortcuts you can find early in the route.  Once you get
the lead, you can just drive fast and careful and it's not so hectic.  Don't be
so pressed for speed you forget your usual good driving lessons.  As you learn
the route, see where you can ease up on acceleration for a curve without making
a skidding turn.  Ease up on acceleration to go around things instead of hitting
them if possible: hitting things slows you down and may spin you out, and and
the game may send competitors past you at such moments.  It may seem slower, but
it's the best you can do, and sometimes winning with this unpredictable traffic
programming is just luck.

  When trying to have C.J. race a four wheel vehicle on hilly terrain, press Up
to move the "camera" higher when you want to see ahead better.

  If you don't like failing and repeating the route, look at it this way: you're
learning the route, and I've read the game adjusts to make it easier if the
player is having a hard time with something (it must be subtle).  If you're
really stuck, there's always X.10.b,  which explains how to change your vehicle
in data\handling.cfg, and X.13.c  The GTA SA Control Center, which works with
either the patched or unpatched version of the game, lets you make any vehicle
C.J. is in "Everything-Proof."
 

  VIII.9  Los Santos Race Tournaments

  As with "8-Track," you can get better traction for turns for four wheel vehi-
cles if you don't press the keys for acceleration and turning at the same time.
You can press the Up directional key at times to get a higher point of view,
which is handy when going over hills and such.

  If you need a gimmick to help with the races, you could use a code.

  For four wheel vehicles, you could use:

  "RIPAZHA," the code that makes them fly.  Then drive slow enough to avoid fly-
ing and let the other race cars go out of control.  Disable it by typing it
again.  You might combine that with:

  "SPEEDFREAK": all pedestrian cars have nitro.  Disable it by typing it again.

  For any land vehicles, you could use:

  "GHOSTTOWN": it gets most of the traffic off the streets.

  "BUBBLECARS": vehicles fly away if bumped by C.J.'s vehicle.  Disable it by
typing it again.

  "JCNRUAD": vehicles blow up if bumped by C.J.'s vehicle.  Disable it by typing
it again.

  For any races, you could use:

  "SLOWITDOWN": slow motion.  Disable it by typing "SPEEDITUP."

  If you use any of these codes, use the GTA SA Control Center (X.13.c) to erase
your cheat count before saving the game.

  VIII.9.a       "Lowrider Race"  Blade

  You did this before at IV.11  "High Stakes, Low-Rider," so you don't have to
do it again, but you can try to beat your old time if you want to.  The Blade
spins out easily, so try not to hit things or speed into turns, and use S, and
minimize the use of Spacebar, to brake for turns.

  VIII.9.b       "Little Loop"  NRG-500

  This NRG-500 wheelies like an untamed bronco, so go easy on initial accelera-
tion or when about to fly over a hill, and press Up if needed, to keep the front
wheel down.

  VIII.9.c       "Backroad Wanderer"  FCR-900 or BF-400

  Neither bike is a PCJ-600, but at least they don't wheelie like the last one.
The route, over the hilly area NW of downtown Los Santos, has lots of curves and
hills.  It's street racing, so get familiar with where the traffic tends to show
up and drive everywhere else--as much as that's possible.

  Here's a video for it by GTA Phreak:
  http://video.google.com/videoplay?docid=6293188391009611150

  VIII.9.d       "City Circuit"  FCR-900

  The route is a rectangle over NE Los Santos.  Make sure you know how to use
the Mulholland Intersection in the NW part of it to go W then S--a quick right
then left at forks.

  Take a shortcut over the left lane of a long left curve in the highway going E
early in the route.

  VIII.9.e       "Vinewood"  Sunrise

  The route goes around W Los Santos, including some of the roads of "Backroad
Wanderer" in the N part.

  The Sunrise is just a sedan, not a sports car, so nobody's expecting you to
get performance out of it that it doesn't have.  Remember "The Driver" in "Vice
City"?--maybe it's not that bad.  But it's not easy, so use all the driving
lessons you've learned.

  Go slower and be careful of your aim over a couple of prominent hills, the
kind it's easy to get air time with, or the Sunrise will likely wreck and spin
out.

  Later in the race you'll see an opportunity to go right off the road and go
through a red marker to land on a lower road.  I tried that once: with C.J. in
2nd place and the 1st place car taking the upper road, C.J. made the jump fine
(I added Down to keep it from nose diving) but was immediately in 3rd place in-
stead of 1st?!  I guess the game reacted like it does to C.J. hitting a wall in
"Dirt Track": C.J.'s place in the race is penalized by something it considers a
wreck regardless of C.J.'s visible place in relation to the other contestants.

  VIII.9.f       "Freeway"  Super GT

  This route goes from mid-W Los Santos to the E--slow down for the curve in
front of the brown building at Commerce, then continues E, makes a loop back W
to turn N at the pretzel-looking intersection then W at the Mulholland Intersec-
tion, then goes over the arc of NW Los Santos before cutting back down and
around to the starting place.

  You race in a race car for this and the next one.  Still, it slides out easily
on turns, so ease up on acceleration, or use S, and minimize the use of Space-
bar, to brake for curves.

  Try the gimmick of passing the others early in the left lane again.  Then,
when C.J. goes left and through a tunnel, C.J. can drive in the left lane, mak-
ing a couple of swipes to the right at the center divider to get a couple of red
markers just on the other side of it to disappear.

  VIII.9.g       "Into the Country"  Bullet

  The route is a great big fast rectangle over the E half of Los Santos and Red
County. 

  A fast car with good traction--gnung!  (Remember Bert Lahr?  I should probably
make more recent references.)  Gangway.  Release acceleration going to corners
to minimize sliding--you can make turns a bit faster, that's all, with the Bul-
let.  The Bullet helps C.J. get that early lead, but he has to keep it, so stay
careful.

  VIII.9.h       "Badlands A"  Sabre

  You did this before at VI.14  "Wu Zi Mu," racing from S of Montgomery to the
Panopticon, so you don't have to do it again, but you can try to beat your old
time if you want to see how you like it with something slipperier.

  VIII.9.i       "Badlands B"  ZR-350

  You did this before at IV.11  "High Stakes, Low-Rider," going from the Panop-
ticon to S of Montgomery, so you don't have to do it again, but you can try to
beat your old time if you want to.  The ZR-350 is a muscular lunkhead like the
Sabre for a Sabre-buyer that came into more money: it's slippery for one of the
faster cars.


  VIII.10  San Fierro Race Tournaments

  VIII.10.a         "Dirtbike Danger"  Sanchez

  This route takes the dirt path from SE Flint County to Angel Pine, N to Shady
Cabin, then E to where the path meets the road S of "BACK" of "BACK OF BEYOND."

  VIII.10.b         "Bandito County"  Bandito

  The route is the dirt path from Angel Pine, through "SHADY CREEKS," through
several intersections to go N around the N side of the pond of "BACK O' BEYOND,
and to the E coast.

  This GTA has bouncier land vehicles, and the Bandito, like a BF Injection or
Monster, is one of the bounciest.  Of those, it's one of the best at turning up-
right after a flip, but take it easy to minimize spin outs that will slow you
down.

  VIII.10.c         "Go-Go Carting"  Kart

  The route is a loop of roads and alleys S of the "SAN" of "SAN FIERRO."

  "Rene Descartes was a drunken fart: 'I drink, therefore I am'" ("The Bruces
Song," Monty Python)--no, no, no.  It's not a rainy day cart.  Try not to hit
things while using a light vehicle with a tiny steering radius.

  VIII.10.d         "San Fierro Fastlane"  Alpha

  The route is a loop around N San Fierro.

  The Alpha is just a sedan, not a sports car, so nobody's expecting you to get
performance out of...just see "VINEWOOD" above.  Use all the driving lessons
you've learned.  It's kind of fun when you win with this regular sedan by flying
over the San Fierro hills.

  VIII.10.e         "San Fierro Hills"  Phoenix

  Brake with S instead of Spacebar.  It doesn't have the best road grip of the
sports cars, but the initial part of this run is a long run down the E side of
San Fierro, and you might cut ahead of the pack during a straightaway.

  (The Phoenix isn't seen in the game much--just in this mission and driven by
Big Poppa in "A Home In The Hills."  The easiest way to save one would be to
fail an effort at this race in order to save a Phoenix in a garage.)

  VIII.10.f         "Country Endurance"  Bullet

  This is a long, roughly figure eight course from near Easter Bay Airport,
around the top of the silhouette of the woman of the E coast of Flint County, SW
through the hairpin turns to the road that curves over "FLINT" of "FLINT COUN-
TY," N over the bottom of the silhouette on the E coast, and W over the hair-
pin turns by "FOSTER VALLEY" to the starting point.

  The Bullet is one of the best cars you'll get to do one of these races with,
but keep your good driving habits while taking speed up a notch--you can still
lose all the regular ways.

  It's a long race, and a lot of it's in the country where visibility isn't that
great at night, so start at the start of the day to give yourself a lot of day-
light for it.


  VIII.11  Las Venturas Race Tournaments (Cars)

  VIII.11.a         "San Fierro to Las Venturas"  Banshee

  This is a pretty long run from NE San Fierro, N over the Gant Bridge, S over
the W coast of Tierra Robada and E along the S coast of Bone County, to SW Las
Venturas.

  The Banshee is fast but doesn't have the best sports car road grip.  Drive on
the right shoulder of the road a lot.

  VIII.11.b         "Dam Rider"  NRG-500

  The route is a loop around the water that goes S from the W end of the Sherman
Dam to just S of the "O" of "BONE COUNTY," then N by the E coast of the water
and W over the Sherman Dam.

  As before with the NRG-500, be careful not to wheelie out of control.

  VIII.11.c         "Desert Tricks"  FCR-900

  The route goes N off-road from the E end of the Sherman Dam to the road above
"LAS BRUJAS," N to Valle Ocultado, W over the bridge, S through the "O" of
"TIERRA ROBADA," and to the W end of the Sherman Dam.

  This route has more twists and turns than some--use any shortcut you can get
away with.

  VIII.11.d         "Las Venturas Ringroad"  Turismo

  You get one of the best cars in the game to make a big fast rectangle around
Los Venturas going to and from the Blackfield Intersection.  As the BradyGames
Guide recommends, use the right shoulder of the road a lot.

  The Turismo is one of the best cars in the game, so you might fail an effort
in order to save it in a garage.


  VIII.12  Las Venturas Race Tournaments (Aircraft)

  These missions are like "Checkpoint Chopper" in "Vice City": there's no timer
or competitors to beat--you just need to make it to the end for 100% completion
of the game.

  The BradyGames Guide notes that a plane can sometimes take a couple little
fires from damage before blowing up, and a plane doesn't fly as good when it's
damaged.

  One gimmick that makes the tests with planes slower and easier is that you can
fly the planes for long stretches without pressing acceleration, W.

  VIII.12.a         "World War Aces"  Hustler

  Put the wheels down (2) to take it slow and learn the route, and put them up
if you feel you can do it faster.

  VIII.12.b         "Barnstorming"  Stuntplane

  The Stuntplane is short and nimble (try a triple barrel roll) and doesn't have
retractable wheels, so use a light touch.

  VIII.12.c         "Military Service"  Hydra

  Like all flying vehicles with retractable landing gear, it flies slower with
the gear down, and the Hydra flies slower still when you put it in helicopter
mode (NP2; NP8 for jet mode).  To make this easier without taking all day about
it, you might fly the Hydra with the landing gear down and the thrusters moved
partway between helicopter and jet mode.

  In a variation of the tip by Rusk reader Anders Paulson for "Heli Hell" (be-
low), you could store the Hydra in the hanger for saving aircraft that's S of
your game saving place at Verdant Meadows.


  For the several helicopter missions that follow, remember that it's easier to
keep the "camera" aim forward for a helicopter by turning with A or D--add Down
for a sharper turn--than by turning with Q or E.

  VIII.12.d         "Chopper Checkpoint"  Maverick

  As described when I used a Maverick for collecting some of the Horseshoes, the
"San Andreas" Maverick is even easier to control than the "Vice City" one, which
wasn't very hard to control.

  VIII.12.e         "Whirly Bird Waypoint"  News Chopper (little Maverick)

  This Maverick is a little smaller so more sensitive to movement instructions.

  VIII.12.f         "Heli Hell"  Hunter

  The Hunter is a big helicopter so relatively sluggish about movement instruc-
tions.  Change the view by moving the Mouse, or take a glance backward to reset
the forward aim of the view, and use the Left Shift to stop hozizontal movement.
Fortunately, it's not fragile; there are only a couple of places where it banged
into walls between buildings for me, but the Hunter didn't even smoke.

  If you're not thrilled with "Circle and Land" in Pilot School and want a Hunt-
er, you might use the tip by Rusk reader Anders Paulson: store this Hunter in
the large hanger at Verdant Meadows.  You'll be disqualified for one attempt--as
the kids say, meh.

********


  The Airstrip missions continued

  VIII.13  "N.O.E."

  N.O.E. means "Nap Of the Earth": to try to fly as close to the ground as pos-
sible.  "Nap" comes from the nap of a rug, table cloth, etc.--contoured to the
surface it rests on.
  http://www.ianrp.org/Safety/terrain_flight.htm

  Have C.J. go to Verdant Meadows and step into the red shaft of light in front
of the Rustler--at the airplane icon--to start each of these last several Air-
strip missions.  The Rustler is the WWII Fighting Tigers-looking plane with a
machine gun.

  Mike Toreno needs C.J. to fly equipment to his men or they'll be killed.  He
can't fly it to them himself because he's being watched--the ones watching him
won't go after C.J. because they're watching Toreno.  C.J. has to fly the Rus-
tler through a red loop over Angel Pine, which triggers the release of the pack-
age, and get back.

  A bar on the screen indicates if C.J. is flying to high and can be detected by
radar; Mike Toreno prompts him about it over the radio, too.  If C.J. goes high
enough to be detected by radar long enough, a couple of Hydras chase him and
fire heat-seeking missiles at him.  The missiles can be seen on the radar as red
dots and make a distinctive sound that gets louder as they get nearer.

  Thanks to spaceeinstein for reminding me that if the Hydras chase C.J., he
might cause them to lose track of him if he goes back down below radar detec-
tion.  (I'll add you could try to have him avoid a missile by changing direction
as it gets close, too.)


  I won't argue against the popular choices for the easiest ways.  Have C.J. go,
over water as much as possible, SW past then over the E side of Easter Bay Air-
port, S past the E or W side of Mt. Chiliad, go through the loop, and fly back.

  Reader Anurag helped me again with a good alternative route.  He basically
sent the plane N to S W of Area 69 and to the water SE of Flint County, E to W
around the S end of the Badlands, W to E through the corona, then S to N the way
he got there.  He use the clearings between areas of trees and went over water
as needed.
  http://www.gtaforums.com/index.php?showtopic=255467

  It's easier to keep the plane under the radar with the wheels down, but you
have a timer to beat, so you might raise the wheels (2) going over the water S
and later N past the W side of Mt. Chiliad.  Land anywhere on the landing strip
to end the mission.

  "The Original Alternate NOE" and "An Alternative NOE Route" by Morgoth22, and
"N.O.E. Mercy" by GTA_Phreak, come highly recommended by Orion_SR, who came up
with a lot of ways to solve "Wrong Side of the Tracks" (and doesn't fly stunts
badly for his video "NOE-Stunts," either).
  http://video.google.com/videoplay?docid=-3217043975832115646
  http://video.google.com/videoplay?docid=-3500658935306306687
  http://video.google.com/videoplay?docid=-280761023034624911
  http://video.google.com/videoplay?docid=-3426851839886890223&q=orion_SR

  C.J. gets $15,000.


  VIII.14  "Stowaway"

  If you have C.J. jump from the jet as soon as he can, you get an alternative
cut scene of C.J. landing on a car and breaking the doors off.
  (Thanks again to Mxyzptlk and co.)
  http://www.gtaforums.com/index.php?showtopic=174800&st=0

  It's an Admiral in the lot of the drive-in E of Fort Carson.  C.J. gets
wasted and you fail the mission.
  http://img134.imageshack.us/img134/1102/00gta1screen7027dc.jpg

  I guess the jet is supposed to be flying in a circle--if C.J. jumps out of it
later to pass the mission, he falls from high over the same spot.

  This mission and "A Home in the Hills" feature the Andromada jet.  This one
also features the "men in black"-type agents, mentioned at the end of section
I.1 and that fought from black Mavericks in "Interdiction," that seem to be
aliens posing as government agents.  They deride C.J. as a "carbon-based buf-
foon," etc.
  http://en.wikipedia.org/wiki/Men_in_black

  You can use the Control Center (X.13.c) if you want to spawn an Andromada C.J.
can fly.


  An opposing group of secret government agents has come to Toreno's ranch to
steal boxes and load them into a big jet.  Toreno tells C.J. to kill them.

  Press Up repeatedly, without letting C.J. stand up, to make his bike faster.
Have him speed behind the jet, to the left of the trail of boxes being thrown
out the back of the jet.  When he's just behind and to the left of the ramp that
drags along the ground from the opening, turn right and drive into the jet.

  Thanks to Orion_SR for the advice for people who still have a problem catching
up with the Andromada: turn off your frame limiter and turn down the graphics
details (draw distance, visual FX quality, mip mapping, anti-aliasing) in the
options.

  Have C.J. clobber everyone inside with a melee weapon, get the Parachute,
throw a Remote Explosive (supplied in the weapon slot, so I had to build up my
Molotov collection again later), jump out of the back of the jet, and pull the
rip cord.  The jet blows up as C.J. falls from so high it looks like violet sky
all around him at 1st.  If you're sending him back to Verdant Meadows, don't
have him parachute over the No Fly Zone.

  C.J. gets $20,000.

  Catalina calls to call him tiny and bald.  (We're having none of her fffilth--
no sir.)


  VIII.15  "Black Project"

  The Truth wants C.J. to steal the Black Project from Area 69 for him.

  (If C.J. is fat at the start of this or "Green Goo," another mission The Truth
wants C.J. to fly a Jet Pack for, The Truth calls him a "fat a**" who has to
lose some weight.)

  "In the United States a black project is a top-secret military/defense proj-
ect, unacknowledged by the government, military personnel, and defense con-
tractors."  (Thanks to Wikipedia.)
  http://en.wikipedia.org/wiki/Black_project

  Have C.J. stock up on M4 or Minigun ammo.  (I have the Tec9 powered up like a
Minigun, as explained at X.11, so I can have C.J. get Tec9 "Minigun" ammo at an
Ammu-Nation, and dual-wield it with the Jetpack, which is convenient).

  This mission is activated at the red marker in front of the Rustler at Verdant
Meadows between 20:00 and 6:00.

********

  The 1st part of the mission

  C.J. has to get through the grounds, searchlights, and armed soldiers, and get
into the underground building between 21:30 and 5:30.

  There are six tall guard towers around the central site, and another guard
tower in the middle of it.  As seen on the radar and in-game map, the Control
Tower, a two story rectangular little building, is in the middle of the S part
of the biggest gray section.

  The main buildings are on a concrete lot, represented by the big gray shape in
the middle of the area.  The slope to the red blast doors is at the S end of the
part that curves down from the upper middle part of it, and the breakable grat-
ing that covers an air vent is SE of that on the dirt mound that goes around
but the N side of the slope.  The four round gray spots represent the concrete
areas the SAM sites are on.
  http://img99.imageshack.us/img99/5644/00gta1blackproject14yd.jpg
  http://img99.imageshack.us/img99/6931/00gta1blackproject22qx.jpg
  http://img99.imageshack.us/img99/3286/00gta1blackproject35jz.jpg

  During "Black Project," there's Armor just inside the entrance in the fence on
the W side (a dirt path leads to it), and there's a Health pickup in the air
vent that provides one of the two ways to get to the underground section.

  Have C.J. avoid the searchlights.  If he's caught by the searchlights, it
triggers an announcement of Condition Blue: the searchlights are set to tracking
mode and lock onto C.J..  I've managed to have C.J. get out of a searchlight and
cause the announcement "Sighting unconfirmed--stand down from Condition Blue,"
but it doesn't usually work.  What usually happens then is the lights stay on
him and it creates Code Red: the soldiers are told to use intruder protocols
(shoot at the intruder) and the tower guards are cleared to use lethal force.
The blast doors are locked, so C.J. has to enter by way of the air vent.

  He can shoot out two searchlights without triggering the alarm, so have him
shoot out the SE and SW searchlights--they shine on the area the Control Tower
is in.

  The red marker in the Control Tower is represented by a yellow-orange triangle.
If Condition Blue is maintained and creates Code Red, the triangle appears in-
stead at the grates over the air vent.

  You don't seem to need C.J. to walk in a crouch or use a Silenced 9mm to be
quiet.  I had him run and use a Sniper Rifle (these guards sure are deaf) to
shoot each soldier.  When C.J. is on the ground, the soldiers and the direction
they're facing are indicated on the radar by red teardrop-shaped blips; the ones
halfway up guard towers are represented by upward-pointing triangles.

  Thermal Goggles are supplied to make it easier for C.J. to see and shoot the
soldiers patrolling the grounds and stationed in the guard towers, but they made
it harder for me to see so I didn't use them.


  There are two ways to enter:

  - by having C.J. shoot the guards and a couple of searchlights, get into the
red marker in the Control Tower to open the blast doors, and go through them,
an
  - by having him shoot the grating from the air vent and go down through it.

  The game wants you to try it the 1st way.  It takes longer just to end up in
about the same place, but it's more of a challenge and fun to try.  To do it
that way:

  C.J. can snipe at least eight or nine of them from the entrance.  If you move
him in a smidgen, he may be able to shoot the guard in the tower to his right
without activating the guard to start shooting.

  C.J. can go to the base of that tower to shoot a few more, then go up onto the
1st level of that tower to shoot a few more.  This usually leaves up to four
ahead to his right.  Have him shoot out the SE and SW searchlights.

  I then send him E to nearly where the mound of dirt around the blast doors is,
then S to the near side of the S buildings.

  There, he can shoot a couple more soldiers as he goes between the two biggest
buildings on the S side of the area.  Since he shot out the SE And SW search-
lights, he can move freely around the area S of the buildings to shoot the re-
maining one or two soldiers, get into the Control Tower, and get into the red
marker.  This only opens the blast doors briefly, so have him run (press Left
Shift repeatedly) N and into the opening. 


  Another way I've done it is to just have C.J. use a Sniper Rifle and an M4 on
all of them, using some crouching and side rolls now and then.  A Rocket Launch-
er rocket to the middle of a tower takes out the guard stationed on it, and the
soldiers don't seem any harder to shoot than usual, even with the alarm sounded
and C.J. standing right in the middle of a searchlight.  There's Armor by the
entrance (which is along the dirt path that goes W from the W side of the main
building).

  Spaceeinstein gets my thanks for writing to me that the: "Fast way to beat the
mission is run like hell with max health and armor.  Go to the vent and shoot it
out.  The army guys would most likely miss you."

  I tried combining spaceeinstein's fast way to the first way I described.  C.J.
could run along the same path, shooting a soldier when necessary, and shoot out
the two searchlights from between the two biggest buildings in the S section.
(I got the SW one from between the buildings and the SE one from a bit past the
S end of the buildings.)  He could get into the red marker in the Control Tower,
and run N to go through the blast doors.

********

  The layout of the interior of Area 69
  http://img245.imageshack.us/img245/6036/00gta1aarea69xu7.jpg

  It's an Area 51 via "Half Life"/"Black Mesa"-type place with a crowbar--Gordon
Freeman's?--in a lab.  When you look at what's supposed to be a circle for the
Control Room on my map, you can see why Microsoft Paint isn't my favorite medium
to draw with.  The map shows the items and weapons available during "Black Proj-
ect," some of which are different otherwise.

  C.J. ends up in the same room whether he uses the big red hatch or goes down
the air vent.  (It's in the brown area between the gray areas where the gray
segment nearly loops over to itself on the radar and in-game map.)

  C.J. can go out the NE door, down the hall steps, to the balcony of a room.

  Up the steps to the right/S is a room with a Minigun (there throughout the
game) and Armor (during "Black Project").

  C.J. can go around the balcony clockwise and down the steps to the lower part
of the room (with two missile cones in cases and three brown boxes or tanks).

  There are two ways to get to the next room: through a small doorway at the S
end is a raised metal walkway that projects into the middle of the next room,
and past the opening in the SE corner is a red hall that slopes down to the
floor of the same room.  The opening to the top of the sloped red hall is di-
rectly ahead of a parked Tug in case you want C.J. to drive through most of the
rest of the underground section of Area 69.

  The raised walkway has a couple of big air conditioner/heating units with
ducts attached to them.

  From the raised walkway, C.J. can go straight ahead and through a small door-
way into a hall.

  If he turns left, he can have Armor (during this mission).

  If he turns right, he can go through a small doorway, turn right and go down a
short hall, and turn left into the round Control Room.  The right side of the
hall has windows without glass, so C.J. can get to the hall from the air condi-
tioning/heating unit room faster by climbing up there from the SW steps or by
making a fast running jump to it from the platform of the N air conditioning/
heating unit.

  The Control Room has 12 TV monitors and a green radar scope, with a revolving
band, on the far wall.  In the middle of the room is a table with a horizontal
map of San Andreas--a blurry version of the in-game map--on top.  (It's in the
middle of the S part of the gray section on your in-game map.)  During the mis-
sion, there's a red marker on the far side of the room--having C.J. get into it
turns off the Surface to Air Missile sites outside so they won't be a problem
when he escapes from the area.  C.J. can go from the Control Room area by taking
the hall or, faster, by jumping through one of the windows without glass.

  At the E side of the air conditioning/heating room is a hall--part of the
floor of it is grating that covers a trench.  The trench has a small shallow
branch at the near/W and far/E ends.  C.J. can drop through the opening of ei-
ther branch of the trench, or shoot/break away the grating from over the trench
and the branches, to drop into them.  He can climb out from the shallow branch
at either end of the main trench.  The main trench contains liquid, which goes
up to C.J.'s ankles if he stands in it.  It also contains a Health pickup (dur-
ing "Black Project") (it contains Armor after "Black Project").  The far/E shal-
low trench contains Armor (during "Black Project").

  On the N side of the far/E end of the hall is Research Section A, which is
made up of halls around inaccessible lab rooms.  C.J. can go up either of two
sets of steps.  Each leads to a different hall, which are two of the four halls
around the SW lab room.

  At the E side of that lab room is a 2nd lab room that's twice as long as the
others and contains a red crowbar with a white forked end (a reference to Gordon
Freeman's popularly-known melee weapon in the "Half Life" series of games) on
the W table.

  N of that lab room are two more lab rooms surrounded by halls.  The N-S hall
W of the W lab of those two labs is blocked off by the S end of that lab (after
"Black Project," a Combat Shotgun is there).

  Beyond the N end of that hall is a hall that slopes up and makes a 90 degree
curve W to an open lab room.

  Through another doorway in that lab room is another lab room--it contains Ar-
mor (there from the start of the game) and a keycard (during "Black Project").
(The lab is in the SE section of the gray and brown areas on the map.)  During
"Black Project," C.J. needs to take the keycard into a red marker to open the
door to the hall to the Launch Bay (during the game otherwise, the door is
open).

  The Launch Bay is a several stories-deep room with a balcony around the top
and stairs that spiral down the sides to the bottom.  At the bottom is a lab
with two prongs that use magnetic (or ?) force to suspend a Jetpack in mid-air
(from "Black Project" on).

  You could also get familiar with the layout of Area 69 by having C.J. tele-
port there.  If you have the original PC version of the game, you could use the
GTA SA Control Center (X.13.c) and Fireman's coordinates, etc., as explained at
the end of "Ghost hell, ghost world, ghost heaven, and Liberty City," I.10.  The
Control Center has a Never Wanted button you might want to use for that, too.

  Another way to get C.J. into the interior of Area 69 is to use a vehicle
spawning code--see "Codes," I.14.  You can have a vehicle appear embedded half-
way into the blast doors--if C.J. goes in a near door, he goes out a far door,
for some reason.  You might use the Never Wanted code for that, too.

********

  The 2nd part of the mission

  Once C.J. is inside, the timer disappears.  Send C.J. to the entrance of the
next room to shoot five soldiers.  He can use the sides of the entrance, and go
back from and up to it, as cover to shoot most of them.  Once inside, he can go
right to a room for more Armor and a Minigun.  (You don't need to have C.J.
shoot the two scientists or any others in this mission--they just panic and say
things like, "Nanoscale particle management" in a slightly mad scientist, sneer-
ing way.  If one gets in the way while C.J. is trying to fire, he may belt them,
which usually kills them.)

  Send him S to the entrance of the next room.  Five soldiers appear beyond the
entrance.   C.J. can shoot one that's ahead, and back up and use the walls for
defense to get two that appear at the entrance from the right.  Send C.J. into
the room to shoot a fourth soldier, who's in an upper hall on the far right, and
to shoot a 5th soldier, who's down in the hall with grating over a trench to the
far left.

  Send him through the S exit.  From there, he can go left for Armor, or go
right, right, and left into the radar room and into the red marker to disable
the SAM sites outside.  (He can get to the hall outside the radar room faster if
you have him jump up from the steps, or have him make a fast running jump from
the platform of the N air conditioner/heating unit, to one of the hall windows
with no glass.)

  Send C.J. back out of the radar room, out a window with no glass, to the floor
of the air conditioner/heating room, and ahead to the hall with a floor that's
mostly made out of grating that covers a trench.  Have him get the Armor or
Health from the trench if he needs it, then send him up the near steps on the
left.

  Five more soldiers appear in the halls of Research Section A.  Have C.J. go
forward to the N end of the hall--in the E-W hall around the bend is a soldier
C.J. can shoot while the soldier is turned away from him.  Then C.J. can shoot
another soldier that appears at the far end of that hall.  C.J. can go E to the
next open N-S hall and get another soldier when that soldier's turned away.
The most hasty soldier tends to shoot at the glass of the E lab room, in C.J.'s
direction but without having his shots get to C.J., at C.J.'s far right from
around the corner--you may give C.J. some distance from him to attack with by
having C.J. go counter-clockwise around that lab till C.J. can shoot him.  Have
C.J. shoot the 5th soldier, who may be farther away in a NW hall--even in the
sloped hall that goes N from the NW corner of these lab rooms.  Then send C.J.
up that sloped hall.


  Spaceeinstein gets more thanks for telling me the fastest way to do this part:
"Use the Tug in the compound and drive like hell.  Drive until you are in the
room right before you can get the keycard.  The army guys should most likely
miss you."  (Drive forward and down the curved slope, turn left and left into
the hall that's over a trench.  Don't stop to go into the lab room to turn off
the SAM sites.  If the Tug doesn't make it up the far set of steps, back it up
the near set of steps and try again.  Go ahead to the end of the hall, right,
left, left, and right to go up the sloped hall.)


  Have C.J. go through a lab room into a 2nd lab room and get the "Vice City"
"No Escape"-type keycard that's in front of a scientist, and have C.J. take the
keycard into the red shaft of light.  This opens the door to a short hall to the
Launch Bay--a several stories-deep room with a balcony around the top and stairs
that spiral down to the bottom.

  Have C.J. crouch and shoot ahead through the hall to a soldier on the balcony
on the far side of the Launch Bay.  Have him move forward enough to shoot anoth-
er soldier on the balcony to the left.

  Have C.J. get on the left/W side of the balcony and shoot down at five sol-
diers who are below and across from him on the stairs.  If he uses the M4, his
right arm obscures the view of the lower soldiers--for those, see where each one
is then put the reticle where you remember them to be.  It's a little easier to
see the soldiers with the Combat Shotgun.  I have him crouch to shoot unless
it's easier to see the lower soldiers by having him stand.  Then have C.J. do
that from the opposite/E side of the balcony.

  Send C.J. down the stairs that spiral down around the walls and have him shoot
any soldiers he may have missed.

  At the bottom, have C.J. get the Black Project: a Jetpack.  In this mission
and the next one, C.J. can't take off the Jetpack till the mission is accom-
plished.

  Have C.J. go straight up (Left Shift) through an opening in the roof.  Don't
touch the controls that have him go forward or back or to either side or he'll
be bouncing off the walls and your view will often be obscured.  Just have him
go up, aim him with the mouse, target by pressing the RMB, and shoot with the
LMB.  As he goes up, have him aim up to shoot a soldier on the stairs in front
of him, one behind him to his left, and another in front of him.

  The game teaches you about having C.J. use 9mms or Micro-SMGs while flying
with the Jetpack so he can strafe with it.  It's kind of awkward to control, but
I've seen C.J. make some fast kills with it.  I'm not sure, but the strafing may
make that happen faster.

  If C.J. is low on Health, Mxyzptlk has a good method to have C.J. get out of
Area 69 without facing the shooting soldiers outside: send C.J. up and back the
way he came through the halls and to the trench.  Have him stand by the wall
facing the E trench entrance grate and go up--the ceiling isn't solid.  Send him
to Hunter Quarry to go up through the ground.
  http://www.gtaforums.com/index.php?showtopic=227819&hl=

  Once C.J. leaves the Launch Bay, send him to meet The Truth.  Before leaving
Area 69, you can have him shoot some soldiers, but it's risky.  As spaceein-
stein wrote, the soldiers don't shoot with a high accuracy rate.  But their M4's
can damage C.J. from a long distance.  If you want to try out C.J.'s Jetpack
strafing ability after he leaves the Launch Bay, the nearest four soldiers are
NE, SE, W, and NW.

  The Commander of the place can be heard to order his soldiers to stop C.J.--
he's stealing a 60 million dollar project.  The leader tells someone to get Gen-
eral Mills on the line.  (He wants to get his soldiers a lot of Cheerios, which
are delicious.)
  http://en.wikipedia.org/wiki/General_Mills

  If you used Spaceeinstein's fast method, the SAM sites are active.  Have C.J.
run, which you can speed up by carefully having him skirt quickly just over the
ground, to the opening in the fence.  On the game map, the opening is found
where the dirt path goes W from the W side of the gray area representing the
main concrete lot.

  G-Man: "Wisely done, Mr. Johnson.  I will see you up ahead."  No, no, no.

  Have C.J. fly into the red marker by The Truth, who's sitting in his van on
top of the Arco Del Oeste peak across from the long wooden ramp to a Unique
Jump, XI.a.  (C.J. can pop the tires and destroy the windshield, but otherwise
can't hurt the van or The Truth.  The van always has a license plate with let-
ters and numbers shown reversed--in mirror-image.)  The Truth takes the Jetpack
and drives away.

  You might want The Truth's everything-proof van, the Mothership, but the doors
are locked.  Once C.J. is equipped with the Jetpack in this mission or the next
one, C.J. can't remove it, and use vehicles to push the Mothership to a garage
with, unless you have him use the San Fierro Import/Export crane first, or first
use the crane behind the Clown's Pocket to get rid of the Jetpack then use a
slot machine to then be able to use vehicles.  (Thanks to serge, digimetal, and
pdescobar.)
  http://www.gtaforums.com/index.php?showtopic=227819&hl=

  As pdescobar explains in the same GTA Forums message board, you can then send
C.J. to Area 69 for a Rhino (this is another no wanted level mission) and use it
to push the Mothership, which is everything-proof, to the Verdant Meadows hanger
or garage.  Store it upright if it hasn't been destroyed.  But C.J. has to die
to fail and end the mission with this gimmick, so I don't use it.  You could get
an explosion-proof Mothership from "Are You Going to San Fierro," too, and the
Control Center makes any vehicle of C.J.'s everything-proof.


  Since The Truth calls then or soon after to tell C.J. to see him in five min-
utes at Verdant Meadows, you can have C.J. take the Sanchez, parked by a nearby
shed, E to Verdant Meadows.

  The Desert Eagle is at Ammu-Nation  $1,200

  At Area 69, in addition to the Armor at the Control Tower and in the keycard
room, the M4 under the steps of the SW guard tower, Thermal (infra-red) Goggles
in the Control Tower, and Night Vision Goggles on top of the NW guard tower:

  - Armor is in the main trench in Area 69

  - a Combat Shotgun is N of the blocked part of the blocked hall in Research
Section A in Area 69, and

  - a Jet Pack is at the bottom of the Launch Bay in Area 69.

  In addition to finding Thermal Goggles in the Control Tower in the S part of
Area 69, you can now find them at Zero's RC Shop and at the N side of the base
of the Big Ear.  Once you have C.J. take them from a spot and save the game,
they don't reappear, so I have him try them without saving the game.

  If you want to have C.J. enter Area 69 otherwise, C.J. can break open a part
of a fence at the SE side to get to a Patriot, a Barracks (that can be used for
Vigilante missions), and a Cargobob.  In front of the two Rhinos in hangers are
a couple of Hydras.

********

  SAM sites: blowing them up, the blind spot between them, and fun with SAM
sites

  Entering the area outlined in black on the map at the next link gives C.J. a
five star wanted level; it goes down to four if he leaves the area.  If he flies
--even a little with a Jetpack--over one of the areas outlined in red on the
same map, a Surface to Air Missile cannon or two shoots Rocket Launcher-type
rockets at him.  The firing may continue though C.J. lands or goes a bit beyond
the outlined area.  A SAM site aims at him as he gets near one of the outlined
areas--even when he's on foot if he wears the Jetpack nearby.
  http://img179.imageshack.us/img179/958/00gta1screen995gu9.jpg

  Have him approach a SAM site on foot (without wearing the Jetpack would be
safer so you don't accidentally trigger the SAM site) if you want him to blow it
up, and do it at a safe distance with one of the Rocket Launchers, Shotguns, As-
sault Rifles, a Minigun, a Grenade, or a Remote Explosive.
  http://en.wikipedia.org/wiki/Surface_to_air_missile

  As shown on the same map, C.J. can fly through a space between the two N and
two S SAM sites at Area 69 without activating them.  On the E side, it's between
the N of the two E guard towers and just S of the breakable fence.  On the W
side, it's between a spot closer to the 2nd of the two red and white "RE-
STRICTED AREA" signs on the fence N of the entrance and just S of the fence by
the SW guard tower.

  The Hydra, at least, can be flown so high over Area 69 that it doesn't acti-
vate the wanted rating or SAM sites.  If it or another flying vehicle is flown
over Area 69 a bit lower than that, it just activates the SAM sites, with the
Hydra having the advantage of being able to release chaff and a flare (LMB) and
have the missile lose track of it.

  As a side game, you can give C.J. indestructible mode with the GTA Control
Center, X.13.c, and try to lure Police Mavericks and News Choppers into the path
of the missiles from the SAM sites.
  http://img206.imageshack.us/img206/70/00gta1screen993ka1.jpg
  http://img206.imageshack.us/img206/25/00gta1screen994zh8.jpg


  VIII.16  "Green Goo"

  The Truth wants C.J. to use the Jetpack to fly to a train, kill the soldiers
on it, and steal whatever they least want him to take.

  Have C.J. fly NE.  As he gets to the W end of the E-W stretch of track that
goes by Yellow Bell RR station, the freight train will appear at the E end of
it.

  My latest method is to have C.J. stand on the S track and shoot at the soldier
standing on the front end of the engine--before you can see him, have C.J. shoot
at the middle of the front windshield.  (I equip C.J. with dual Tec9's, which I
make as powerful as Miniguns--see X.11.)  As the engine draws close, have C.J.
fly up enough to land on the front, shooting the soldier.  (When a person is too
close for C.J.'s shots to be effective, C.J. can punch them, which you can have
him do to finish off that soldier if need be.)

  Have him go back on the engine to shoot the nearest two soldiers on a flat bed
car, then stand on the round raised thing on the back of the roof of the engine
to shoot down at the soldier that's standing on the back of the engine.

  C.J. can then go back on the freight cars shooting the soldiers and the three
blue crates, which each have an inverted green cone pointing down at them.  Have
C.J. get the tube of green goo from the 3rd (it's always the 3rd) destroyed
crate and fly it back to The Truth, who thinks acquiring it will be momentous
for all mankind for reasons he doesn't explain.  (On the way there, you might
have C.J. use the bribe across the street ENE of the NE corner of the square of
diagonal lines that represent the No Fly Zone on the paper map.)

  (It looks like something used to send rolled up messages by suction tubes at
newspaper offices.  Having seen it, I'm pretty sure he feels the world will be
collectively appreciative if he has a lava lamp, maybe in some philosophical
sense of "the world" meaning the world as he experiences it, and...and...I
dunno.  It does hover in mid-air when C.J. 1st sees it, so it may be some kind
of anti-gravity matter like Flubber.)
  http://en.wikipedia.org/wiki/The_Absent-Minded_Professor

  C.J. gets $20,000.

  The airstrip will make $10,000 a day and max.

  The Jetpack is available by the door of the abandoned AC tower save place at
Verdant Meadows.


    The Casino missions

  VIII.17  "Fender Ketchup"         The Four Dragons Casino

  Have C.J. walk into the red shaft of light, represented by a yellow serpent
dragon symbol, at the back of the inside of the Four Dragons Casino to start
this mission.

  (Note: at the SE side of the inside of it, or in other places in the game
where C.J. goes into shadow and his white icon on the radar turns blue, you may
hear a heavy breathing sound.  It indicates that C.J. hears his own breath bet-
ter while using stealth.)

  Wu Zi tells C.J. his effort to start a Triad-run casino is being attacked by
any of three Mafia families, all of whom are involved in Caligula's Casino and
represented by a whacked-out lawyer (Ken Rosenberg).  Wu Zi offers C.J. part of
the profits of his place if C.J. will help him out--C.J. accepts.

  When one of Wu Zi's assistants tells them one of the men who tried to smash
their deliveries was apprehended, C.J. tells him to tie the miscreant to the
front of a car and C.J. will try to get him to tell who he works for.

  The miscreant is Johnny Sindacco, who got Salvatore Leone to invest in a gam-
bling place--Caligula's--and agreed that the one controlling the books should be
murdered and replaced with Ken, which we learned in "The Introduction" at II.1.

  The voice of Johnny Sindacco is by Casey Siemaszko, whose voice also is heard
in Rockstar San Diego's "Red Dead Revolver," 2004.  He also played Detective Dan
Williams in the TV show "Damages," 2007.
  http://www.imdb.com/name/nm0797150/
  http://en.wikipedia.org/wiki/Damages_%28TV_series%29
  http://en.wikipedia.org/wiki/Casey_Siemaszko

  Have C.J. drive the Feltzer back and forth fast and making turning skids
(Spacebar) on the left side of a patch of road--the Strip is convenient for
that.  If he drives on the highway, or even over a bridge that goes over the
highway, he'll get three wanted stars, and the police won't stop banging into
the car until the miscreant complains that his legs are on fire and the car
blows up.  Unique jumps scare Johnny, too, but don't smash the front of the car
hard into something because you could kill him.

  When the Scare-O-Meter is full, C.J. learns that the ne'er-do-well works for
the Sindacco family.  Have C.J. take him back to the casino garage.

  C.J. gets  $5,000.

  The red "$" icon at the Four Dragons means you can now have C.J. gamble there.
See XI.e  Gambling.


  VIII.18  "Explosive Situation"    The Four Dragons Casino

  C.J. and Wu Zi agree to pull a heist on Caligula's Casino.  When C.J. suggests
explosives, Wu Zi recommends an open cast mine (Hunter Quarry) nearby as a place
to find some.

  Send C.J. on the Sanchez supplied to Hunter Quarry, where C.J. has 2 1/2 min-
utes to break open the four crates of dynamite.

  Send C.J. to the center of the construction area, at the bottom of Hunter
Quarry, to use the Sniper Rifle on the guy at the dynamite plunger on the gray
stage to make the timer disappear.  (Thanks to a Gamespot Hints web page)

  I had C.J. snipe him, the guy next to him, and some others around the place
before having him get into the Dumper, one of the best of the big burly bruiser
vehicles of the game, to run over the crates, including one on a Forklift, and
various workers in the area.  Then have C.J. go to each of the four bundles of
dynamite to collect it.

  Two security trucks block the entrance and armed guards take a few stations,
so C.J. has to find another way out.  Have C.J. drive the Sanchez up a series of
ramps, making a few jumps, following a succession of red shafts of light.  I al-
so had him snipe some guards in the distance and blow up the trucks from afar
with the Rocket Launcher.  I didn't see what would happen if C.J. tried to drive
out the regular entrance--if it would be another gimmick to let C.J. roam with-
out a wanted level.

  Spaceeinstein gets more thanks from me for sending me the fastest way to do
the last part of the mission: "Grab the Sanchez and have a long-range weapon
ready.  Go up to the blocked entrance of the Quarry instead of following the
checkpoints.  You will see Securicars and some security guards armed with Shot-
guns.  Kill them.  Park your Sanchez right next to the blocked gate.  Jump on
your Sanchez and climb over the wall."

  Have C.J. deliver the dynamite to Wu Zi's assistant.

  C.J. gets $7,000.

  The Heist (green "$" icon, obscured by the yellow serpent dragon icon till
C.J. goes into the Four Dragons casino, and not to be confused with the red "$"
icon) and Hunter Quarry (yellow-orange dump truck icon) missions are available.

********


  VIII.19  Hunter Quarry Asset Missions

  Have C.J. go to the red shaft of light indicated by the yellow-orange dump
truck icon to start each of these missions.

  The paths from the bottom of the quarry to the top are around the yellow
crane.

  Since the Dozer uses the rear wheels to steer, you might want to use Ben "Cer-
bera" Millard's CFG Studio 2 to change that (see "...miscellaneous jazz" under
X.10.b).


  VIII.19.a  Mission 1

  C.J. has 3 1/2 minutes to use a Dozer to push each of seven rocks from a ledge
and down to the area of a lower level indicated by a red shaft of light.  The
game counts it if one falls near the red shaft of light.  Get the one to the
left of the entrance 1st then go to the right of it, etc.

  C.J. gets $500.


  VIII.19.b  Mission 2

  Have C.J. use the Dozer to push four explosive barrels--each one is meant to
be rolled into one of the four red shafts of light.  After each success, have
C.J. move away quickly before the barrel explodes.  C.J. starts with 1 1/2 min/
on the timer and another 1 1/2 min. is added with each success.

  The 1st barrel is behind the office just outside the entrance.

  If a barrel falls to a lower level before C.J. can move it to the light,
you're given another spot to have him move it to.  Have him drive the Dozer over
a cliff to a lower ledge when convenient since it flips upright afterward.

  (P.S.: I once tried this mission with a trainer to stop the timer to be sure
to get past it fast to get to another mission I wanted to try.  Don't try it,
and not just because it's easy enough to do without that.  For some reason in
the several times I tried it, it made at least one of the barrels blow up pre-
maturely.)

  C.J. gets $1,000.


  VIII.19.c  Mission 3

  C.J. has eight min. to destroy the Dumper of escaping thieves, and he has to
stay in another Dumper while he does it.  Have him P.I.T. maneuver (as taught in
Driving School) and drive-by, or just drive-by, the other Dumper, and get away
fast before it blows up.  I'd be ready to have him run from his own truck, too,
since the Dumper blows up easily.

  C.J. gets $2,000.


  VIII.19.d  Mission 4

  C.J. has four min. for this mission.  Have him drive the Sanchez NW around the
outside of the quarry to the red shaft of light at the N entrance and get into
the Dumper nearby.  It has three dead police officers (the BradyGames guide says
they're the three thieves of the last mission) in the bed but no gate.

  Have him drive back to the E entrance and down the path to the bottom level.
The bodies are prone to slide around once the truck enters the quarry.  This
seems more due to jarring them than the effect of gravity since the little up-
hill path at the end of the run doesn't move them if you go over it gently but
I've seen one body slide out after a bump while going downhill.

  Have C.J. back the truck to the fire at the red shaft of light and dump the
bodies in it.  Use NP2 to raise the dumper.  (I once needed to add a bit of S to
keep the truck from going forward away from the fire, too, for some reason.)

  C.J. gets $3,000.


  VIII.19.e  Mission 5

  C.J. has three minutes to drive a Dumper with explosive barrels to the red
shaft of light, at the W end of the landing strip at Verdant Meadows, and dump
the barrels there.  Try to avoid bumping the truck into anything or the truck
might blow up.  If you have C.J. cross roads, have him do it at an angle to
avoid getting hit by traffic.

  You could go N on the dirt path to the road, go left, go right at the inter-
section, then take the 1st left and the 1st right to go N on the road W of the
No Fly Zone.  At the N curve, go N off-road between the rock formations, turn
right, and you'll see the shaft of light on the runway.

  The last time I did it, I just sent C.J. N to the road, N a bit on the road,
then NW cross country, careful to avoid hitting things, to the road E of the No
Fly Zone.  A section of that road runs along the S side of the runway, so you
can have C.J. drive the truck down one of the smaller slopes to the runway.

  Send C.J. to the marker and have him dump (NP2) the barrels in it.

  C.J. gets $5,000.


  VIII.19.f  Mission 6

  C.J. has three min. to drive the Dozer N and clear the explosive barrels from
the train tracks.

  Have C.J. slow down going into the little gully of the RR track so the Dozer
doesn't get turned in the wrong direction.  Drive S to N on the right track (the
one the train will use).  After shoveling a few barrels along, they start to
throw off the steering of the Dozer, so shovel them aside and get another batch.
There's enough time to have C.J. push each barrel to the side of the track indi-
vidually, too.

  C.J. gets $7,500.


  VIII.19.g  Mission 7

  C.J. has eight min. for this mission.  Have C.J. drive the Sanchez straight to
the bottom of the quarry, get in the Dozer, and use it to shovel the dead police
officer and HPV 1000 into the red shaft of light.  Have him enter the crane and
use it to put the HPV 1000 and (magnetic?) policeman into the back of the Dump-
er.

  Then have him drive the Dumper, gently so as not to jar the truck but moder-
ately fast, to the red shaft of light at the entrance, then to the red shaft of
light across the street at the edge of the water, then back up to the edge of
the cliff by that red shaft of light and dump (NP2) the officer and bike into
the water.

  If you do this more than once, which is likely, prepare by positioning the
magnet of the crane over the area you intend shovel the officer and the bike to,
then shovel them to the shadow the magnet creates on the ground.

  Hunter Quarry crane controls

  F or Enter   In the red shaft of light near the crane, Enter the crane;
                     Exit the crane
  W or Up      Move the magnet farther away
  S or Down   Move the magnet closer
  A or Left      Move the magnet left
  D or Right    Move the magnet right

********

  Left Shift
  (remapped)  Lower the magnet

********

  LMB            Deactivate or activate the magnet

  (V doesn't work to change the "camera" view of the magnet)

  C.J. gets $10,000.
            
  Hunter Quarry makes $2,000 a day and max.

********


    The Casino missions continued

  VIII.20  "You've Had Your Chips"  The Four Dragons Casino

  Have C.J. walk into the red shaft of light at the yellow serpent dragon icon
to start this mission.

  Wu Zi is upset when he learns that counterfeit casino chips have been appear-
ing at his casino, and thinks they're being created by the Sindacco family's
nearby plastics factory.

  If you have c.J. climb onto the bus stop S of the compound, you can see a big
red crate revolving as it hangs from a crane.  You can't get much mileage out of
it, but I thought it was interesting.

  When you send C.J. into the lot of the factory, a cut scene shows two men run
from a car to alert the men in the factory.  C.J. walks inside, and the men draw
their weapons.

  Have C.J. run back out, turn, and use the Sniper Rifle on about six of them.
Have him go inside and snipe a few more.  Then have him destroy the casino chip-
making machines however you want; I had him throw a Remote Explosive on each of
the machines then blow all of them up at once.  Have him shoot another attacker
or two that drives through the door, the guy with a Shotgun on the crates just
beyond the doorway, then drive back to the casino to tell one of Wu Zi's hench-
men they'll have no more trouble with counterfeit chips.

  Rusk has a strategy of having C.J. sneak in on the right side of the opening
to the lot, go along the wall and behind the crates to the right, then sneak in
the right side of the doorway into the warehouse without triggering a reaction
of attack.  C.J. can shoot them, sparing the Forklift driver for the moment,
then fire one shot at the car outside to trigger the men to come from it and
take position on the shelves by the doorway of the warehouse, shoot them, then
shoot the Forklift driver, which triggers a cutscene.  Then C.J. just needs to
shoot the two who appear on the 2nd floor inside, destroy the machines, and then
shoot the ones who appear outside.

  C.J. gets Respect and $10,000.


  VIII.21  "Don Peyote"             The Four Dragons Casino

  Kent Paul, voice acted by Danny Dyer, makes a welcome return from "Vice City,"
hoping, against his better judgement, to revive Maccer's music career.  Since
"Vice City," Danny has starred in a number of movies, including playing Dave in
"Wasp," 2003, which won the Academy Award for Best Short, and "The Other Half,"
2005.  He also does the voice acting in "San Andreas" for one of the peds:
wmyst, who's a white male with shoulder-length dirty blonde hair parted in the
middle, a white t-shirt covered with an opened olive green jacket, dark gray
pants, and dark gray and white tennis shoes.
  http://www.kentpaul.com/
  http://www.dannydyer.com/
  http://www.imdb.com/name/nm0245705/
  http://en.wikipedia.org/wiki/Danny_Dyer

  Maccer, who seems better prepared to enter a rehab than lead people from the
stage, is voice acted by Shaun Ryder, who formed and sang/rapped the lead vocals
for the group Happy Mondays.  They were especially popular in England from the
mid-1980's through the 1990's.  According to the 2004 TV documentary "Shaun Ry-
der: The Ecstasy and the Agony," Shaun has had some problems which Maccer seems
to be a comedic send-up of, but Shaun seems to be handling it better.
  http://www.imdb.com/title/tt0420899/
  http://en.wikipedia.org/wiki/Shaun_Ryder

  macca: Similar to "seed," one who is humorous, but in a disturbingly pervert-
ed way.
  http://www.slangsite.com/slang/M.html

  PS: while that may apply to this specific Maccer, I better point out that in
the U.K. it's just an everyday nickname in Great Britain for someone whose whose
surname is either Scottish or Irish and begins with "Mc" or "Mac."  Thanks to
the friendly e-mail from Kristan McGuiness, whose nickname used to be "Maccer."
She says the character is from Salford, which is bordering onto Manchester,
which are both areas with big Irish & Scottish heritage.  "Glen" and "True" are
both Scotch-Irish, but I didn't know that.

  Lawyer Ken Rosenberg, voice acted by William Fitchner, also makes a welcome
return from "Vice City."  Since then, Bill also played Jake Flanagan in "Crash,"
2004.  And, with Tom Sizemore, he was in "Black Hawk Down," 2001, which I think
is why the Raindance helicopter is modeled after a UH-60 Black Hawk.  He's also
played FBI Special Agent Alexander Mahone beginning with the 2nd season, 2006,
of the TV show "Prison Break."
  http://www.williamfichtner.org/
  http://en.wikipedia.org/wiki/Alexander_Mahone
  http://www.imdb.com/name/nm0001209/
  http://en.wikipedia.org/wiki/William_Fichtner

  The Truth calls.  He had a peyote party last night with a British band and
their manager and misplaced them.  He'd like C.J. to help find them, and to
start looking in Arco Del Oeste.

  Have C.J. get a four-door vehicle and go to Kent Paul and Maccer on top of the
big rock formation.  (You can see them sitting on a hillside S of the red shaft
of light, but once the mission starts, they're laying down a bit away from
there.)  They're having considerable morning after problems.

  Maccer says he's a raspberry--a cripple; rhyming slang for "raspberry ripple."
  http://www.peevish.co.uk/slang/r.htm

  (It can also be Cockney rhyming slang for "fart" if what's intended is to
rhyme with "raspberry tart.")
  http://en.wikipedia.org/wiki/Golden_Raspberry_Awards

  Kent calls him a "f**king string," meaning someone who's strung out/gets high?
It could be short for "banjo string," which means he called him a frenulum.  (I
apologize to any parents if your children read this.)
  http://www.peevish.co.uk/slang/b.htm
  http://www.m-w.com/dictionary/frenulum

  Paul asks C.J. to take them to a friend, Rosie, who has a casino in Las Ven-
turas.  But it comes up that the rest of the band is at a snake farm nearby, so
go there 1st, stopping on the way for Kent to get out and throw up and Maccer to
get out to take a p**.  Maccer says it looks like Salford (a University city,
that looks nothing like it, by Manchester, U.K.).  The farm people want to shoot
them because they blame the band for the spread of venereal disease there, so
either have C.J. shoot them there or after speeding Kent and Maccer to Caligu-
la's.

  Paul says, "Oh, bollocks.  In for a penny, in for a pound."  Colin Attle told
me that "bollocks" is "an expression of anger, frustration, or defiance," and
"in for a penny, in for a pound" means "once you have started something, you
will have to finish it."
  http://www.peevish.co.uk/slang/b.htm
  http://www.urbandictionary.com/define.php?term=In+for+a+penny%2C+in+for+a+pound

  British reader David Anderson adds that "bollocks" is "an extremely versatile
word over here--we use it for quite a few things.  'Oh, bollocks' could mean
exasparation and also embarrassment.  It can also be used in...'The dog's bol-
locks' for something that's good or 'that's bollocks' for something that's un-
true or fake."

  "The phrase 'In for a penny, in for a pound'" refers to something you "know
you'll either get in trouble for, or something you wouldn't normally do but
you've started so you'll see it through."  Someone reluctant to skydive might
think "'bollocks to it' (another useful bollocks saying)" and "go ahead and do
it.  It comes from old borrowing times where if you owed a penny you might as
well owe a pound as the punishment for not paying were the same."

  "Rosie" is lawyer Ken Rosenberg, who moans about threatening Mafia hanging
over his head, and Kent wants to talk with him about it.

  Outside, C.J. calls Wu Zi: he thinks he's found a way (through Ken) to find
out what's going on at Caligula's.  Paul calls: Ken's in trouble and thinks C.J.
is the man to fix it, and wants C.J. to see him.

  C.J. gets Respect.

  There's a die--half a pair of dice--symbol at Caligula's

  The Combat Shotgun, $1,000, is at Ammu-Nations.


  VIII.22  "Intensive Care"         Caligula's Palace

  Ken tells C.J. he lost everything to cocaine use, etc., went to rehab, then
represented Liberty City mobs again.  The mobs don't trust each other, so had
Ken represent them as a neutral party at the casino.  They're fighting and Ken
fears he'll be killed.  Johnny Sindacco, the one C.J. scared in "Fender Ketch-
up," is in a coma in a nearby hospital, and Ken thinks the Forelli's will try to
kill him.  If anyone gets killed on Ken' turf, Ken will be killed next.  C.J.
says he'll move Johnny somewhere else.

  Outside, C.J. realizes Johnny better not recognize him as the one who scared
him.  At the hospital, he learns that Johnny has just been moved.

  Have C.J. take the Patriot from the parking lot and figure out which of the
three Ambulances driving through the neighborhood has Johnny in it by ramming
into each a bit to see the reaction.  If the 1st one isn't it, it sends a warn-
ing to the Mafia.  Have C.J. ram and drive-by the one the game tells you is the
right one enough to damage it and cause the two Mafia men to come out.  You
might have C.J. shoot them before taking the Ambulance; I just had C.J. take it.
Have C.J. drive the Ambulance to the red shaft of light at the meat factory; if
he doesn't shoot the Mafia guys, their car rams the Ambulance a bit on the way
there.

  C.J. gets Respect and $5,000.

  (Note--an odd thing about Caligula's Palace: from the outside, the entrance is
on the W side of the building.  From the inside, the exit is on the N side of
the building.  This is most noticeable if you look at the radar and have C.J. go
into and out of the place.  It's probably just a programming mistake.)


  VIII.23  "Misappropriation"       C.R.A.S.H.

  "Misappropriation" here refers to the felony of a public official making un-
authorized use of another's property, which is meant ironically since Tenpenny
would want the DEA (Drug Enforcement Agency agent), who has evidence that would
incriminate Tenpenny, to be considered as someone who intends to do that.
(Thanks to the message board post by billhitman for the lead on the Wikipedia
definition.)
  http://www.usdoj.gov/dea/
  http://en.wikipedia.org/wiki/Misappropriation
  http://en.wikipedia.org/wiki/Drug_Enforcement_Administration

  Send C.J. to the C.R.A.S.H. icon in Prickle Pine.

  C.J. meets Tenpenny and Pulaski who are having a barbecue in a field behind a
house that looks like it's mainly a big garage.  Tenpenny punches C.J. in the
stomach and orders him to kill the DEA, who has a dossier on Tenpenny, kill the
FBI guy (actually a lot of FBI agents) that he's meeting on Aldea Malvada to
give the dossier to, and get the dossier.  Actually, C.J. just needs to kill
the DEA agent and get the dossier before one of the FBI agents gets it.

  Send C.J. W over the bridge from Valle Ocultado, then S on the dirt road till
he's past the orange-brown and gray mottled cliff he can't climb.  Send him up
the beige and pale green mottled cliff, then send him counter-clockwise around
the edge of the cliff till he's N of the DEA agent.  Send him S to shoot the DEA
agent with a Minigun or a Sniper Rifle--my reader Anurag showed you can use an
Assault Rifle from about 20' from the target pretty effectively, too.  Have C.J.
run to get the dossier before one of the nine or so FBI Agents do.  The FBI
agents will shoot at C.J., even after he gets the dossier.  As an option, you
can also have C.J. kill the FBI agents and ride back in the unlocked Maverick.

  But if C.J. is spotted on his approach to the DEA agent, or if C.J. doesn't
manage to kill the DEA agent, the DEA agent will fly away in the Maverick that's
locked to C.J..

  If the DEA flies away in a Maverick, have C.J. chase it in the other Maverick.
Don't have C.J. try to destroy the DEA's helicopter--it's "everything-proof"
(see below).  And be careful to have C.J. fly N around Area 69 when the DEA
agent flies over it.

  If left to go as far as he'll run, the DEA lands on the helipad on the roof of
the garage of the Emerald Isle, jumps from the roof to a much lower level, runs
down the outside stairs, runs into the garage, gets into a car, and drives to
the underground level, which contains a Minigun, of the garage on the NE corner
of the block of "CA" and "LANTE" of "ROCA ESCALANTE" in NE Las Venturas, where
another group of FBI agents wait for him and will shoot at C.J..

  The DEA agent is unarmed and easy for C.J. to kill, but if C.J. lets the DEA
agent get to the point where the DEA agent gets into a car in the parking ga-
rage, C.J. can drive over the slope at a low wall on the S side of the same
floor to beat the DEA agent to the ground, then go E of the Emerald Isle to wait
for the DEA agent's car to go by.

  C.J. doesn't even get Respect for keeping the evidence on Tenpenny from coming
to light.  On one hand, C.J. sees Tenpenny as being able to free Sweet if C.J.
appeases Tenpenny, on the other, C.J. could try to free Sweet by having Tenpen-
ny's credibility ruined since Sweet is in jail on Tenpenny's word.  I guess C.J.
is worried that Tenpenny could have Sweet killed.  So, with all the killing C.J.
does for Tenpenny, why doesn't he get evidence on Tenpenny, so his word against
Sweet is no good, then kill Tenpenny?  I don't always follow these things.

  Thanks to the Gamefaqs "Special Vehicle FAQ" by Thashoka89, Blane and Section
408 for the next news item:

  There's an "Everything-Proof" Maverick in this mission.  To get it, send C.J.
to the upper Maverick of the two--the one the DEA agent tries to go to.  The
doors are locked, so have C.J. push it to the Verdant Meadows hanger.

  Spaceeinstein recommends that "You can use a tow truck.  The mission has to
end for" the Maverick "to work."

  As an alternative available on PC, you can use the The GTA SA Control Center,
X.13.c, and make your favorite vehicles whatever-proof.


  VIII.24  "The Meat Business"      Caligula's Palace

  Kent gets Ken whacked out on crack again, so when C.J. tells Ken to show the
Mafia who's boss, Ken gets alternately megalomaniacal and insecure--encouraged
enough to half-heartedly lead C.J. to a showdown with the Mafia at their meat
butchering and packing place--the Sindacco Abattoir.

  Send C.J. to the Abattoir with Ken.  When Johnny S. sees C.J. and dies of a
heart attack, a Mafia guy throws a Molotov that lands at the entrance of the
room C.J. and Ken are in.

  C.J. has to kill all the witnesses (who are all Mafia men trying to kill him
and Ken) and protect Ken.  This is easy with an M4, and really easy with a Mini-
gun.

  Ken's health is represented by a white bar on the screen.  (Thanks again to
spaceeinstein for telling me it doesn't represent how much time Ken can survive
in the freezer, which I must have read somewhere when I 1st wrote this and
hadn't double-checked.)

  Have C.J. kill the Mafia guy with a Chainsaw and the one with a Baseball Bat
who immediately rush to attack Ken.  Ken goes into an adjoining room to get a
Fire Extinguisher (there's a Health pickup in there, too) and wait till C.J.
kills the two Mafia men who shoot from the far end of the room.

  Then Ken goes near the entrance, and, with about twenty more Mafiosi in the
next two rooms ready to shoot him and C.J., turns on the meat track, causing
carcasses of meat, hanging from hooks attached to an oval track in the ceiling
of the next two rooms, to slowly revolve through the two rooms.  There's a
Chainsaw, a Bat, and two guns in the room he's in--Ken wants to turn on the meat
track.

  Ken sprays the fire with the Fire Extinguisher, and the spray will choke C.J.
if he steps into it, so have C.J. stand back from the spray to shoot Ken--I
mean, to shoot the Mafia men (not his friend who helps finance them).  When C.J.
clears out the next room and Ken stops spraying, send C.J. out toward the far
side of the room to shoot the Mafia guys in the next room.  (As a side game, you
can have C.J. shoot at the meat as it comes through a hole a Mafia guy stands
behind to see if you can make the meat swing back and forth and knock the Mafia
guy over.)

  Ken takes the Fire Extinguisher into the freezer (which makes about as much
sense as his meat track idea).  (There's Armor at the far end of the freezer).
If a Mafia gangster uses the switch on the wall nearby, he goes in after Ken
while the door slowly closes.  Ken wards him off with the spray from his Fire
Extinguisher, but his health drops while the door is closed.  Try to have C.J.
keep any Mafia guys from getting to the switch, but if one gets to it, have
C.J. go to it, and press F or Enter, to open the door.  Have C.J. attack the
Mafia guy then quickly lead Ken out of the freezer.  If C.J. is inside the
freezer when the door closes, he fails the mission.

  The last five Mafia guys C.J. has to shoot are in the storage room, which is
filled with cardboard boxes C.J. can't climb.  Seen from outside the entrance,
one Mafia guy is on boxes to the right, and another is on boxes most of the way
down the aisle to the left.  Another Mafia guy is around the corner from there,
another is in the next aisle, and the last one is on boxes at the far end of
that aisle.

  After C.J. shoots all the Mafia men, Ken runs for the exit.  Have C.J. take
Ken back to Caligula's (I still had the Maverick from the last mission for
that).  Don't take a vehicle you want to save to the end of this mission,
though--it disappears after the last cut scene.

  C.J. gets Respect and $8,000.  


  VIII.25  "Fish in a Barrel"       The Four Dragons Casino

  Send C.J. to the yellow serpent dragon icon.

  In a cut scene, C.J. and Ran Fa Li sign to be partners with Wu Zi, who attends
with Su Xi, in The Four Dragons casino.

  C.J. gets a call from Ken.  Ken sounds frazzled: after Johnny S. died, Salva-
tore Leone is taking control of Caligula's, and Ken expects war.


  VIII.26  "Madd Dogg"              Madd Dogg

  Madd Dogg: that creative and thoughtful Ice T, aka Tracy Morrow, recorded the
title song for Dennis Hopper's movie "Colors," 1988, and starred as Scotty Ap-
pleton in "New Jack City," 1991.  He's been credited with inventing gangsta rap,
and has also recorded a number of hip hop albums, including "The Iceberg/Freedom
of Speech...Just Watch What You Say," 1989, "O.G.: Original Gangster," 1991, and
"Home Invasion," 1994.  (That's very likely why one of the Ryder missions is
called "Home Invasion.")  He also plays Det. Odafin "Fin" Tutuola (with partner
John Munch, played by Richard Belzer) in the NBC TV series "Law and Order: SVU."
  http://www.daveyd.com/iceprops.html
  http://www.icet.com/
  http://www.imdb.com/name/nm0001384/
  http://en.wikipedia.org/wiki/Ice_T

  Send C.J. to the "D" icon at Royale Casino.

  Madd Dogg wants to jump from the roof of the casino because things are going
so bad since OG Loc stole (had C.J. steal) his rhyme book.  C.J. tries to talk
him out of it and tells him he'll be his new manager.

  Have C.J. drive the nearby beat-up version of the Walton pickup truck, which
has cardboard boxes in the bed, to the red shaft of light below Madd Dogg.  You
get an overhead view to use to keep sending the truck back and forth--don't
turn--so it stays below Madd Dogg and catches him when he jumps.

  (Note: I've read that the likely cause of the problem some have had of Madd
Dogg jumping too soon for C.J. to get the truck under him is saving a game after
using a code which makes pedestrians riot.)

  A bar onscreen shows Madd Dogg's health, so have C.J. carefully drive Madd
Dogg to the Ivory Towers Drive-Thru Mental Clinic.  Madd Dogg tells C.J. he'll
look him up to be his manager when he gets out.

  C.J. gets Respect.


  VIII.27  "Freefall"               Caligula's Palace

  Send C.J. to the die (half a pair of dice) icon.

  Salvatore has Kent and Maccer hanging from their ankles and Ken worried.

  Debi Mazar returns from "Grand Theft Auto: III," 2001 (listed for "III" as
"Debbi") to give Maria Latore a voice with her distinctive Brooklyn, NY, flavor-
ings.  She's also been in a lot of TV shows and movies, including as Sandy in
the movie "Goodfellas," 1990, Shauna in the TV show "Entourage," 2004, and Olga
in the 2008 movie "The Women."
  http://www.imdb.com/name/nm0000529/
  http://www.nndb.com/people/933/000064741/
  http://en.wikipedia.org/wiki/Debi_Mazar

  Frank Vincent's voice returns to bring Mafia Godfather Salvatore Leone to
feisty, nasty life again.  Since "III," he's played Frank Bianco in the movie "A
Tale of Two Pizzas," 2003, Anthony Angelino, with fellow "GTA III" alumni Mi-
chael Madsen (Toni Cipriani) and Joe Pantoliano (Luigi Goterelli), in "A License
to Steal," and Lou Marazano in "Chicago Overcoat," 2008.  On TV, he's appeared
as Phil Leotardo in a dozen 2004 episodes of "The Sopranos."
  http://www.frankvincent.com/bio.htm
  http://www.hbo.com/sopranos/cast/actor/frank_vincent.shtml
  http://www.alicense2steal.com/index_phase2.htm
  http://www.imdb.com/name/nm0898634/
  http://en.wikipedia.org/wiki/Frank_Vincent

  Maria is a servant that brings Salvatore a sandwich, and he comes on to her.
It's implied that this is when she begins being Salvatore's mistress, which
she's clearly unenthusiastic and business-like about.  In the events of "III,"
which take place later than those of "SA," she's Salvatore's mistress who be-
trays him and falls for Claude, who kills Salvatore.  At the end of "III,"
Claude kills Catalina and goes off with Maria.

  (At the end of "III," Maria is enamored of Claude but seems to be a little
scatter-brained.  After the visuals fade but the vocals continue, you hear a
shot that ends the conversation, either indicating that he shot her or only
scared her to make her quiet, so she could return in a future episode.)

  C.J. introduces himself to Salvatore as Ken's friend that worked with Sal's
son Joey in Liberty City.  Ken helps C.J. give Sal the impression C.J. is a hit
man.  Sal wants C.J. to kill a quartet of men the Forelli's are flying to town
to kill Sal.  An FCR-900 is provided outside Caligula's to get to the airport.

  This mission features the little Dodo as Dodo: plane of action.

  Send C.J.'s Dodo N toward the oncoming jet, a Shamal, which has a red loop
hovering over it, to fly through the loop.  I had better luck letting the Dodo
gain altitude by pressing Acceleration, W, without using the Up or Down buttons,
then using the radar to turn it down at the jet as if to hit it, then trying to
adjust the path of the Dodo to put it into the loop.  Having the Dodo dive lets
it catch up with the jet.  When I flew it low to be under the cloud cover, the
jet was always ahead of the Dodo, and the Dodo could never gain on it.

  The yellow-orange blip that represents the Shamal on the radar is a square if
C.J.'s Dodo is at the same altitude.  The blip is a triangle that points up if
the Shamal is higher and points down if it's lower.

  Reader Anurag Sinha showed me that you don't have to try to gain altitude on
the way out to the Shamal.  You should have enough altitude as it approaches to
turn 180 degrees or so and swoop down at it.
  http://www.gtaforums.com/index.php?showtopic=255467

  Reader Carl Johnson sent me a way to make this even easier that can also help
you understand the section on planes in the handling.cfg file a little better.
He changed the drag for the Dodo from 12 to 8.  He cautions not to have it make
a tight turn at the Shamal or it might pass it up.  It makes go so fast it can
make a couple of passes at the jet.

  In a cut scene, C.J. jumps down to the jet and climbs inside.

  C.J. has the 1st person view from the back of the private jet.  The default
position is in the doorway, but he moves to the side and stays there while you
hold A or D, and takes cover, behind the wall, from the four killer's shots.
After you hear a handful of shots, let C.J. go into the doorway to fire at them,
then retreat, etc., till he's killed the four killers.  Then have him shoot the
5th killer, the pilot, and fly the Shamal to Las Venturas Airport.

  C.J. gets respect and $15,000.

  Tenpenny calls: C.J. says he got the dossier.  Tenpenny tells C.J. to meet him
at a ghost town--Las Brujas.  (This isn't clear from your map, but Tenpenny says
Las Brujas is "in" the Devil's Castle--El Castillo Del Diablo.)


  VIII.28  "High Noon"                     C.R.A.S.H.

  Have C.J. go to the meeting place Tenpenny gave him--Las Brujas.

  You might have C.J. use a Shamal from Las Venturas Airport.  (As Rusk says, if
you want to have C.J. get there with a Hunter or Sea Sparrow to use for the up-
coming fight, leave the helicopter between the windmill and downtown Las Brujas
so the helicopter doesn't disappear after the cut scene.)

  In a cut scene, C.J. gives the dossier to Tenpenny.  Tenpenny hits Hernandez
in the back of the head and the chest with a shovel, accuses Hernandez of sell-
ing Tenpenny out, then has C.J. dig a hole with the shovel.  Tenpenny leaves
Pulaski to watch over C.J..  Pulaski has C.J. stop when the hole is big enough
for two and won't be persuaded by C.J.'s advice to not trust someone like Ten-
penny.  Hernandez tries to attack Pulaski, but Pulaski shoots him and Hernandez
falls into the hole.  C.J. grabs the gu