*******************************************
* Grand Theft Auto: Vice City Stories *
* All Versions *
* Version 2.00 *
* Walkthrough *
* Revision 3 *
* By Daniel "DG-le-Ste" Stephen *
* Copyright (C) 2012-2013 *
* Email – danielstephen62[at]gmail.com *
*******************************************
The [at] replaces the "@" symbol. This is used by many guidewriters to
discourage spambots.
The guide has been totally overhauled and changed for v2.00. I have played the
game for guidewriting purposes for a second time to create a completely
different walkthrough from before. The format has been organized to come into
line with my most recent guides. The Red Balloons, Rampages and Unique Jumps
will be described as I found them, rather than having them borrowed from
another guide. Added to that, the arrangement of missions to side content has
been overhauled and should be much more easier to follow.
The guide should be better than before, and it brings it into line with my
recent way of styling other guides.
"Grand Theft Auto: Vice City Stories" is a video game produced by Rockstar
Games, a subsidiary of Take-Two Interactive Inc. All rights reserved.
No copyright infringement is intended.
And on that note: gracias.
Any other sources of information, either during or after development and
completion of this guide, are acknowledged. This guide was constructed with a
very detailed playthru of the game; therefore much of this guide’s content is
that of mine, the guidewriter. Any content that is not mine will be
highlighted, and I will credit the author in my guide.
Note that this guide does contain major spoilers. I suggest searching for
another guide if you want to keep your future rewards to yourself. Otherwise,
enjoy this guide.
******************************************************************************
Version Differences:
1.00 – The fully complete version of the guide (Early June 2012)
1.10 - Cleared up a few errors made within the guide, updated information
concerning guide hosting, layout tweaks made (Late June 2012)
1.20 - Updates made about other guides I have published to date, as well as
information regarding future guides (July 2012)
1.25 - First revision of the year. Changes made to the table of contents.
Further clearing-up of minor errors. Further formatting changes. (June
2013)
2.00 - Complete rewriting of the guide. The skeleton of it still remains, such
as the first collection of chapters, but the guide has been reworked
and most information is completely new. (October 2013)
******************************************************************************
As of June 2013, I have only given permission to the following gaming
websites to host this guide:
>> GameFAQs
>> Neoseeker
>> Supercheats
You may ask my permission via email for posting of my, or parts of my guide.
However, I will not allow you to post the whole guide, or the majority of it,
unless I can trust you with it. If I allow you to post one of my guides, it
must be left UNALTERED, and a credit to my name. Do not copy my guide without
my permission, unless for personal use. Copyright infringement is something I
won’t take lightly, and I will do everything in my power to have plagiarism
removed.
This guide takes advantage of the "Quick-Find" feature used on many servers.
By pressing "Ctrl-F" (PC) or "Clover-F" (Mac), you are able to quickly find
what you are looking for in my guide. There are codes at the beginning of
titles to help you quickly go through the guide – for example, "SJ1" or "LB3".
This will save minutes of scrolling back and forth to find what you are
looking for.
Feel free to email me for any of these following reasons:
>> Stories and anecdotes, if they are relevant, and especially if they are
strange and/or funny.
>> Any strategies of your own. It would be great for you to share them, and
you receive full credit for it. Please make these strategies simple, and send
it to me clearly, for the benefit of my readers.
>> Any mistakes, whether it be grammatical or regarding information in the
guide. There will be a few here and there, so if you spot one, it would be
great for you to help me keep this guide clean, flowing and free of mistakes.
>> Any “congratz” you have for me. I greatly appreciate it if you are a fan of
my guides. It’s what I do, and knowing people enjoy reading my guides gives me
all the more reason to continue writing them.
Any posts from other gamers that I put into my guide are “as is” – in other
words, I am simply copying and pasting the email. They may feature grammatical
errors or misspellings, and I will only clear up the major cases of this.
Please do not send emails telling me of these errors.
If your suggestion is not featured, I have not updated the guide yet. I make
monthly revisions of all my guides at the end of each month, clearing up
errors and adding extra information. If it still isn’t featured, send a calm
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Also, do not spam me, flame me or troll me in your emails. You’ll simply
receive a blocking if you do so, and that will be the end of the matter.
1. About The Writer
2. "Grand Theft Auto: Vice City Stories"
3. Victor Vance – The Protagonist
4. PSP & PS2 Differences
5. The Main Menu
6. The HUD
7. Busted & Wasted
8. Purchase Icons
9. Outfits
10. Safehouses
-----------------------------------
11. Vice City – West Side
12. "Soldier" - The Opening Mission
13. Side Content - West Side
SIC1. Introduction to Red Balloons
SIC2. Red Balloons (West Side)
SIC3. Introduction to Unique Stunt Jumps
SIC4. Unique Stunt Jumps (West Side)
SIC5. Downtown Dirt-Track TT
SIC6. Taxi Mission
SIC7. West Side "Playgrounds"
SIC8. "Rush!" [PS2 EXCLUSIVE]
SIC9. Paramedic Mission
SIC10. Vigilante Mission
SIC11. Firefighter Mission
SIC12. Introduction to Rampages
SIC13. Rampages (West Side)
-------------------------------------------
14. Story Missions - The West Side
CP1. Sgt. Jerry Martinez
SJM1. "Cleaning House"
SIC14. Phil's Shooting Range
SJM2. "Conduct Unbecoming"
CP2. Phil Cassidy
PCA1. "Cholo Victory"
PCA2. "Boomshine Blowout"
CP3. Marty J. Williams
MJW1. "Shakedown"
MJW2. "Fear The Repo"
MJW3. "Waking Up The Neighbors"
MJW4. "O, Brothel, Where Art Thou?"
MJW5. "Got Protection?"
PCA3. "Truck Stop"
PCA4. "Marked Men"
CP4. Louise Cassidy-Williams
LCW1. "When Funday Comes"
SIC15. Sunshine Autos Turismo
LCW2. "Takin' Out The White Trash"
LCW3. "D.I.V.O.R.C.E."
LCW4. "To Victor, The Spoils"
CP5. Lance Vance
LVA1. "Jive Drive"
LCW5. "Hose The Hoes"
LCW6. "Robbing The Cradle"
CP6. Umberto Robina
URO1. "Nice Package"
URO2. "Balls"
URO3. "Papi Don't Screech"
URO4. "Havana Good Time"
LVA2. "The Audition"
CP7. Bryan Forbes
BFO1. "Money For Nothing"
LVA3. "Caught As An Act"
BFO2. "Leap And Bound"
BFO3. "The Bum Deal"
LVA4. "Snitch Hitch"
LVA5. "From Zero To Hero"
-------------------------------------------
15. The East Side
SIC16. Air Rescue
SIC17. Fire Copter
SIC18. Vice Sights
SIC19. Beach Patrol
SIC20. Civil Asset Forfeiture Impound
CAF1. List One - Vehicles
CAF2. List Two - Vehicles
CAF3. List Three - Vehicles
CAF4. List Four - Boats
SIC21. Red Balloons (East Side)
SIC22. Unique Stunt Jumps (East Side)
SIC23. Rampages (East Side)
SIC24. The Fairgrounds Turismo
SIC25. East Side "Playgrounds"
SIC26. "Mashin' Up The Mall"
SIC27. "Caddy Daddy" [PS2 EXCLUSIVE]
SIC28. "Crims On Wings"
SIC29. "Crims On Water Wings" [PS2 EXCLUSIVE]
SIC30. "Haiti Hover Race"
SIC31. "Harbor Hover Race"
SIC32. "Hyman Memorial O.D.T." [PS2 EXCLUSIVE]
SIC33. "Land, Sea, And Air Ace"
-------------------------------------------
16. Story Missions - The East Side
LVA6. "Brawn Of The Dead"
LVA7. "Blitzkrieg"
CP8. The Mendez Brothers
MBR1. "The Mugshot Longshot"
MBR2. "Hostile Takeover"
MBR3. "Unfriendly Competition"
MBR4. "High Wire"
LVA8. "Turn On, Tune In, Bug Out"
CP9. Reni Wassulmaier
RWA1. "Accidents Will Happen"
SIC34. "Crash!"
RWA2. "The Colonel's Coke"
RWA3. "Kill Phil"
RWA4. "Say Cheese"
SIC35. Watersports TT
CP10. Gonzalez
GZZ1. "Home's On The Range"
SIC36. "Swinger's Club"
GZZ2. "Purple Haze"
RWA5. "Kill Phil: Part Two"
LVA9. "Taking The Fall"
LVA10. "White Lies"
LVA11. "Where It Hurts Most"
CP11. Ricardo Diaz
RDI1. "Steal The Deal"
RDI2. "The Exchange"
GZZ3. "Farewell To Arms"
MBR5. "Burning Bridges"
LVA12. "Blitzkrieg Strikes Again"
LVA13. "Lost And Found"
RWA6. "So Long Schlong"
RDI3. "Domo Arigato Domestoboto"
RWA7. "In The Air Tonight"
LVA14. "Light My Pyre"
RDI4. "Over The Top"
RDI5. "Last Stand"
-------------------------------------------
17. Finishing Up
SIC37. "Skywolf"
18. Empire Building
EBU1. Empires On The Map
EBU2. Empire Gangs
EBU3. Business Types & Sizes
EBU4. Unlockable Outfits
EBU5. Attacking Sites
EBU6. Defending Sites
EBU7. Cash Per Day
EBU8. Protection Racket - "Extortion"
EBU9. Loan Office - "Repossession"
EBU10. Brothel - "Pimping"
EBU11. Drug Den - "Drug Running"
EBU12. Smuggling Ring - "Smuggling"
EBU13. Robbery Safehouse - "Robbery"
EBU14. Takeover Strategy
EBU15. Maximum Cash Per Day
-------------------------------------------
19. 100% Completion Checklist
20. 100% Completion Rewards
21. Credits
22. Goodbye!
My name is Daniel Graeme (or Graham) Stephen, otherwise known on GameFAQs as
DG-le-Ste. I am only 18 years old, but I have a number of years of GTA gaming
under my belt. Say what you want to say, but there are millions of kids that
aren’t even 13 playing “Grand Theft Auto” games. This is what I think is a
simple fact, but I‘ll leave the arguments to you. This is a guide, not a
debate.
Anyhoo, I come from the northeast of England, but with strong Scottish roots.
I was originally born in Aberdeen, in the northeast of Scotland, until my
family moved to the northeastern English town of Middlesbrough when I was very
young. Most of my lifelong friends are gamers, including me, and so we are a
strong group when it comes to opposable thumbs.
You could say GTA is my specialty. I grew up going on mad rampages in the
comfort of my games console whilst playing as Carl Johnson or Claude Speed.
Because of my childhood memories mostly being of this game series, it has
inspired me to write these guides.
I have studied subjects such as Law and Politics to a high level, which does
require very good reading and writing skills. I have honed these skills into
my guides.
I started writing these guides in the summer of 2012, during the very start of
my gap year before I went to university. This gave me a lot of spare time, and
thus many of my guides have come to be.
I would go into my private life, but this is unnecessary. So, instead of that,
we’ll get under way.
If you need another guide, here is a list of what I have written:
>> "Grand Theft Auto: III" Walkthrough
>> "Grand Theft Auto: Liberty City Stories" Walkthrough
>> "Red Dead Redemption: Game Of The Year Edition" Walkthrough
>> "Saints Row" Walkthrough
>> "Saints Row 2" Walkthrough
>> "Saints Row 2" Multiplayer Badges Guide
These guides can be found easily on GameFAQs, as this is where my content is
originally posted. Some other guides may be harder to find, but it is possible
I had posted the guide on another website due to a gaming website's guide
getting oversaturated - what that means is that there are too many mainstream
guides. So you may find some of them scattered around the gaming website world
for that reason. I didn't really need to go too in-depth with it, but here you
go.
Vice City Stories (or VCS) was the prequel to the ever-successful "Grand Theft
Auto: Vice City", and served to give the full back-story to its "predecessor".
VCS is set in the year 1984, two years before Vice City on the GTA timeline.
VCS originally retailed on the PSP in 2006, and Rockstar Games declared no
intention of porting it to the PS2 console. However, the large base of PS2
gamers begged for a port to console. Rockstar, in the end, gave them what they
wanted, and by early 2007, VCS was available to buy for the PlayStation 2.
VCS includes a fresh storyline to the city modeled after Miami, FL, with more
side missions, different collectibles, a slightly different environment, and
of course, more cops to run from and gangsters to kill. Running around Vice
City for a second time should be a great experience for the more hardcore fans
of the series.
And so we move on to our beloved protagonist for the game. Victor Vance, often
shortened to Vic, is the second African-American protagonist in the 3D GTA
series, and has what is common with some other GTA protagonists – a
dysfunctional family. His father isn't even mentioned in the game, his mother
is a cocaine addict who makes a one-off appearance during the game's story,
and two brothers - one sick, and the other moronic.
With a family to fend for, Victor hopes that his career in the U.S. Army will
provide the best chance of gaining a steady income. Of course, it will not be
that simple. It is a Grand Theft Auto storyline, after all.
When the game was finally released on the PS2, people found a number of
differences from the PSP version. This is mainly side missions, and shouldn’t
affect any other aspect of the game, apart from 100% completion, but this
guide will account for it. Any part of the guide that does not feature on the
PlayStation Portable will have marked [PS2 EXCLUSIVE] next to it.
Here is the full list of differences on the PS2:
>> Six more Unique Jumps
>> Five more Rampages
>> One moved Rampage location
>> Six additional side missions
>> Three fewer “Turismo” circuits
The Main Menu is useful for many things. It includes anything else you are
unsure about:
Map – It’s good to know where you are going. You can see safehouses, missions,
and your own position, and by holding X, you can access and sort out what you
want shown on the map. For the first time, you can find where you have
completed Extras, such as the Unique Jumps or Rampages. Kiss your troubles of
finding that pesky balloon or dastardly Unique Jump goodbye.
Brief – If you forgot what you were doing, have a look at your brief to jog
your memory.
Game – Load or delete your saved game, or start anew.
Stats – If you want to admire your records, scroll through your statistics to
see what you have done.
Controls – Get to grips with how you plan to travel in and around Vice City.
Audio – Control the volume of your radio, and listen to the radio from the
comfort of your Pause Menu.
Display – Change the aspects of the in-game engine, such as the brightness and
subtitles.
The Heads-Up Display gives a little extra information. The right-hand corner
of the screen displays the in-game clock, your weapons and ammunition for it,
the amount of money you have and a Wanted Level meter. It remains blank if you
are not on one, but if you are, it is symbolized by how many stars are lit up.
In the bottom right, the name of the district is shown, but only when you
first enter the district. In the bottom right is the radar, to show you how to
get around. And that’s the HUD!
You can have fun in this game – in fact, the possibilities are endless. But
eventually, you take one bullet too many, or that cop finally scores a
beatdown on you.
If you get Wasted, by losing all of your health, you are sent to the nearest
hospital and are billed $100. If you are Busted, you are charged based on your
Wanted Level when you were busted:
If you were on a mission when you were Wasted/Busted, there will be a Taxi
waiting to take you back to the starting point of the mission. This will cost
you $9.
A new feature in VCS is a very welcomed one indeed. Your weapons are taken
from you when you are Wasted/Busted. Usually, this means rebuilding your
weapons cache all over again. However, for a fee of $2,000, you can buy your
weapons back from an Unlockable Icon nearby. However, stray too far away from
the precinct/hospital, it will disappear, and then you WILL have to start from
scratch. If you have the money, it’s a great time-saver.
Another revamped/new feature in VCS is the use of Purchase Icons. By doing
this, you can unlock a number of cool vehicles. The only requirement for them,
apart from a fee, is your advancement through the storyline. Here is the list
of Unlockables and what Story Mission you need to do to unlock them:
>> Weapon Bribe (only when Busted or Wasted) - $2,000
>> Bulletproof Sanchez (after "Conduct Unbecoming") - $4,000
>> Quad (after "When Funday Comes") - $3,000
>> Bulletproof Ventoso (after "The Audition") - $2,500
>> Splitz-6 ATV (after "From Zero to Hero") - $4,500
>> Squallo (after "From Zero to Hero") - $4,000
>> Little Willie (after "From Zero to Hero") - $5,000
>> Skimmer (after "From Zero to Hero") - $4,500
>> Marquis (after "From Zero to Hero") - $4,500
>> Quad (after "Unfriendly Competition") - $3,000
>> Bulletproof Stretch (after "Kill Phil") - $3,000
>> Bover ’64 (after "White Lies") - $4,500
>> Phil Collins Concert (after "In The Air Tonight") - $6,000
>> Bulletproof BF Injection (after completion of "Beach Patrol") - $4,000
>> Movie Viewer (after 100% Completion) – Free
If you do not save your vehicle in your garage, or you lose it, you will
simply have to purchase it again.
You cannot truly personalize your character, but with game completion comes
Outfits you can wear. Here is the list, how to get them and a description of
what they look like:
>> Casual Outfit
>> Unlocked after "Conduct Unbecoming"
>> A turquoise shirt and acid washed jeans; this is considered your main
outfit.
>> Trailer Trash Outfit
>> Unlocked after "D.I.V.O.R.C.E."
>> A white wifebeater and jeans – it oozes Redneck.
>> Cuban Outfit
>> Unlocked after "Havana Good Time"
>> White pants and a classic Cuban shirt helps you fit in with the local
hombres.
>> Shell Suit Outfit
>> Unlocked after "Brawn of the Dead"
>> A yellow suit and orange shirt. The 1980s at its worst.
>> Army Fatigues
>> Unlocked after "Over the Top"
>> The uniform you wore at the start of the game. It allows you to re-enter
Fort Baxter Air Base without the trouble of being ripped to pieces by
Privates with M4s.
>> Winner’s Outfit
>> Unlocked after "Last Stand"
>> A white shirt with “R*LAX” printed on it. Another of Rockstar’s takes on
"Frankie Says".
>> Hired Muscle Outfit
>> Unlocked after building your first High Roller Protection Racket
>> Sleeveless gray-and-white shirt, sleeveless white T-shirt, black gloves and
black pants. This confirms Victor as a badass, should you need it.
>> Repo-Man Outfit
>> Unlocked after building your first High Roller Loan Office
>> White shirt, tie, and trousers. Business meets brutality.
>> Leisure Outfit
>> Unlocked after building your first High Roller Brothel
>> Purple shirt, white pants and a gold chain – it all screams P-I-M-P.
>> Tracksuit Outfit
>> Unlocked after building your first High Roller Drug Den
>> A red, white and blue tracksuit, complete with gold chain.
>> Smuggler Outfit
>> Unlocked after building your first High Roller Smuggling Ring
>> Light-blue jacket, striped shirt and beige pants.
>> Hood Outfit
>> Unlocked after building your first High Roller Robbery Safehouse
>> Black hooded jacket, ski mask, jeans and black gloves, which are all
perfect for conducting those heists.
>> Smart Suit
>> Unlocked after fully completing all six Empire Oddjobs
>> A very light blue pastel suit, to assert your position as king of Vice
City. Suits you, sir.
>> Wetsuit Outfit
>> Unlocked after completing all Watersports courses
>> If you feel like taking a swim, then this is the choice of outfit for you.
As you work your way through the storyline, you unlock new places to save your
game. This is the list of safehouses in the game:
>> Army Barracks, Fort Baxter Air Base
Available from the start of the game up to "Conduct Unbecoming"
This provides a simple purpose, with a Save Icon, and a 9mm Pistol.
>> 101 Bayshore Avenue, Viceport
Available after "Conduct Unbecoming"
Once again, this provides a simple purpose of a Save Icon, Health Icon and
a garage that can store one vehicle.
>> The Compound Safehouse, Little Haiti
Available after "D.I.V.O.R.C.E."
This is located in the northeastern reaches of Little Haiti, providing a
garage to store one vehicle, as well as a Save Icon and Health Icon.
>> The Clymenus Suite, Vice Point
Available after "From Zero to Hero"
This is a larger safehouse, with a Save Icon, Health Icon and a garage to
store two vehicles.
There are a few points to note. Outside your safehouse, there may be some
Unlockable spawns, and any weapon pickups you unlocked popping Red Balloons.
All of these safehouses contain a Save Icon and a Health Icon, and the
majority of them have a garage to store vehicles. All Empires also contain a
Save Icon within them, but only provide as a very basic save point.
Set from the Army Barracks, each safehouse have a wardrobe allowing you to
wear the outfits that you have unlocked.
Vice City's West Side, also known as the Mainland, is the less tourist-y side
of the city. It is less beaches and babes and more of high-rise offices and
snooty businessmen.
Rather unfittingly, Downtown sits right in the north of the Mainland. This is
where the power players of Vice City run their business - office blocks and
hotels are packed into this area. The Hyman Memorial Stadium, the first-choice
venue for world stars and events, takes up the east.
The scene changes as you head south. Bordering Downtown to the south is Little
Haiti, home to some of the Latino population of Vice City, and littered with a
number of small businesses. It is a quiet area, but homes some of the Cholo
gang.
Little Havana is the southern half of a split in the Latino population. Home
to the Cuban gang, it is pretty much identical to Little Haiti with local
business taking priority - however, it seems a bit more colorful and slightly
more suburban.
Starfish Island is the southermost of the two islands between the Mainland and
the beach. It is arguably the richest chapter of the city, with mansions
homing those who are swimming in money. The southeastern mansion is the home
of Ricardo Diaz, one of the most prolific drug barons operating in Vice City.
The last chapters of the Mainland are more tactile than the homes of 9-to-5
workers and the immigrant population. Viceport is the dockland of the city,
and the gateway of importing and exporting into Vice City. No gangs operate
here, but it will have some importance concerning the shipping of illicit
goods.
Escobar Intl. Airport is the gateway into the city. Millions must pass through
these gates every year. To the north is Fort Baxter Air Base, the barracks to
the U.S. Army, and the residence to any local who has chosen to serve their
country in Cold War Vice City.
A Barracks OL rolls down the street and enters Fort Baxter Air Base. When it
stops, out steps Victor Vance, an enlisted soldier.
He goes straight to his superior, Sgt. Jerry Martinez. We experience the
demeanor of this very odd and very annoying man for the first time, as his
character shines through. After the two chat, Martinez asks Victor a favor -
to pick up "something" for him. As a gift, Martinez gives Victor a pager and
his motorbike to get to the meeting.
Get on the Streetfighter and drive to the V.I.P. Terminal at the Airport.
Here, Victor will meet Martinez's contact who gives him a package and a
message to pass on. Vic is then given a ride on the contact's boat with his
girls.
However, the DEA arrive to disrupt proceedings, and you are ordered to defend
the boat. However, the boat will simply go up in flames, no matter what you
do. Vic jumps overboard before it explodes, and is the only one to survive.
Ignore those attacking you and swim to shore.
Once you have that, you are ordered back to your barracks by Martinez via the
pager. Here, you can access a Save Point, a Health Icon, and a Pistol icon for
you to pick up if you need it.
Mission Passed!
$50
Martinez's missions are now available from his billet, symbolized by three
stripes.
NOTE: Do NOT begin to stock up on weapons yet. You will learn why at the end
of Martinez's set of missions.
There are plenty of things to do which aren't storyline orientated. We'll
begin with the side content accessible right from the start. Some side content
is unlocked during the storyline, and will be covered between missions.
SIC1. Introduction to Red Balloons
***********************************
The old Vice City had Hidden Packages. Rather than them making a comeback as
they did from "III" into "LCS", they've been replaced with a new collectible.
Red Balloons must be shot in order to "collect" them. And rather than having
100 of them, there are 99; this clearly driven as a glaring reference to 80s
pop music. Each one popped will earn you $250.
As these are Balloons, you can narrow down areas where you must look - under
ledges, stuck on building overhangs, and so on. Whilst a few of them are low
and can be shot at with a Pistol, others can be high up and out of range,
requiring an Assault Rifle or even a Sniper Rifle to pop. If you are setting
out for these straight away, be aware of this. It may be worth conducting a
search for long-range weapons if you can't access them. Weapon locations are
NOT covered in this guide.
For every certain amount of Balloons you pop, you will earn weapons that will
spawn at your Safehouses:
Total earnings for popping all 99 Balloons is $24,750. It's not too profitable
compared to other things that you can do, but the weapon rewards should make
up for it. Other than that, have fun hunting them down.
The Red Balloons can be tracked with a tool in your Map. Use it to see which
Balloons you have popped.
SIC2. Red Balloons (West Side)
*******************************
There are a total of 47 out of 99 Red Balloons accessible right from the start
of the game, all on the Mainland and Starfish Island.
For the purposes of ease in the hunt, the locations of Red Balloons listed
below follow a pattern. The hunt will begin at Fort Baxter, sweeping north to
south into Escobar Intl. Airport, and then into Viceport. From there, Balloons
are popped, going from south to north, and will finish in Downtown, including
Starfish Island, which is covered along the way.
Also, tips and directions for popping Balloons are set out like this:
>> Red Balloon # (RB-#)
District
-- Directions
-- Recommended Weapon
-- Additional Tips
Each Balloon has a code next to it, so that you can jump from one to another.
A recommended weapon is listed for the purpose of ease - you'll get an idea of
the distance of the Balloon from the ground, plus your limitations if you're
setting out for them straight away. Of course, the Sniper Rifle is preferred
above all other weapon types for those really high up, but most Red Balloons
only stretch to the distance that can be got at with a good shot with an
Assault Rifle.
I will NOT be covering weapon locations, but many weapons can be found by
searching in the right places. Use another guide that does include their
locations if you want to get some decent weapons early.
Also note that I will be working off landmarks of Vice City. Knowledge of the
game and its points of interests are required, but feel free to use another
guide as I will NOT be covering landmarks in this guide. I'll give a brief
explanation, but you may need to revise your Vice City landmarks.
So, let's start as we mean to go on. Remember to stock up on ammunition for
your weapons to collect them.
>> Red Balloon #1 (RB-01)
Fort Baxter
-- Directions: At the northwest area of the base, stuck underneath the
tower on top of the Main Building/Admin Building.
-- Recommended Weapon: Assault Rifle/Sniper Rifle
-- Tips: This is best done outside the Base, even if you are still allowed
to roam inside it. You can get an M4 by killing a soldier, but be
careful - they don't blink an eye, but will attack after a few
deaths.
>> Red Balloon #2 (RB-02)
Fort Baxter
-- Directions: At the southeast area of the base, stuck underneath a Guard
Tower.
-- Recommended Weapon: Assault Rifle
-- Tips: This Balloon is closer to the outer walls of the base, so claiming
it from the outside is recommended. Again, kill a soldier and take
his M4 if you need an Assault Rifle.
>> Red Balloon #3 (RB-03)
Escobar Intl. Airport
-- Directions: On the west side of the northern Terminal, underneath the
highest overhang of the building.
-- Recommended Weapon: Assault Rifle
-- Tips: A Sniper Rifle may be preferred, but an Assault Rifle has enough
range to pop it.
>> Red Balloon #4 (RB-04)
Escobar Intl. Airport
-- Directions: At the east of the enterable Main Terminal, underneath one
of the escalators.
-- Recommended Weapon: Any Weapon
-- Tips: The metal detectors strip you of your weapons, which you will have
to collect outside. Get a low vehicle, drive it into the entrance,
get on top of it, and you should be able to jump into the Main
Terminal with your weapons intact. A simple strategy to get at
this easy Red Balloon.
>> Red Balloon #5 (RB-05)
Escobar Intl. Airport
-- Directions: Underneath one of the ramps at the southern end of the
runway running north to south.
-- Recommended Weapon: Any Weapon
-- Tips: None.
>> Red Balloon #6 (RB-06)
Escobar Intl. Airport
-- Directions: In the Freight and Cargo Terminal, on the west side, under
the shelter.
-- Recommended Weapon: Any Weapon
-- Tips: The entrance to the Freight and Cargo Terminal is to the south of
the district, due north of the Impound Yard in Viceport. As a
cargo yard, the container crates should be a giveaway.
>> Red Balloon #7 (RB-07)
Viceport
-- Directions: Inside the Impound Yard, at the southwestern end, underneath
a shelter.
-- Recommended Weapon: Any Weapon
-- Tips: The Impound Yard is closed off. Access can be gained from the
north side, by finding the set of stairs facing the fence and then
jumping onto the fence and down. To get out, a set of stairs are
next to the closed to the south. You may have to sacrifice some
Health in jumping in and out.
>> Red Balloon #8 (RB-08)
Viceport
-- Directions: Underneath a crane, to the south of the Port Authority
Building.
-- Recommended Weapon: Assault Rifle
-- Tips: The Port Authority building is at the southern block of Viceport.
It is a large building with a set of stairs to its roof.
>> Red Balloon #9 (RB-09)
Viceport
-- Directions: Caught on the highest mast on the ship docked on the east
coast of the district.
-- Recommended Weapon: Any Weapon
-- Tips: This ship is accessible on land by a walkway. Head up the steps
at the hull to get to the mast.
>> Red Balloon #10 (RB-10)
Little Havana
-- Directions: At the west side of the Beachcomber Hotel, underneath a palm
tree.
-- Recommended Weapon: Any Weapon
-- Tips: The Hotel is south of the Fuelling Depot, on the road that heads
west to north in Escobar Intl. Airport. An Empire Site is located
nearby.
>> Red Balloon #11 (RB-11)
Little Havana
-- Directions: Underneath one of the palm trees outside of the Police
Station in Little Havana.
-- Recommended Weapon: Any Weapon
-- Tips: You should find the Police Station at the southeastern corner of
the district.
>> Red Balloon #12 (RB-12)
Little Havana
-- Directions: Behind the Redwood Jr. sign atop the Deli across the street
north from the Police Station in Little Havana.
-- Recommended Weapon: Assault Rifle
-- Tips: This Balloon can be popped if you stand to the north, facing the
rear of the sign.
>> Red Balloon #13 (RB-13)
Little Havana
-- Directions: Head north up Bayshore Avenue (the main road running from
Downtown to Viceport), and stop at the intersection with the
southern bridge to the East Island. At the northwest corner,
you should see an apartment building with the Red Balloon
stuck underneath the balcony.
-- Recommended Weapon: Assault Rifle
-- Tips: None.
>> Red Balloon #14 (RB-14)
Little Havana
-- Directions: Look at the northern end of the southern block to find Final
Build Construction. Find an alley to the south and head
down it. Hang a right to find a set of stairs with the
Balloon under them.
-- Recommended Weapon: Any Weapon
-- Tips: None.
>> Red Balloon #15 (RB-15)
Little Havana
-- Directions: Head into northern Little Havana and into the center of the
block. An alley to the south leads to a basketball court.
The Red Balloon is stuck under a palm tree in this area.
-- Recommended Weapon: Any Weapon
-- Tips: None.
>> Red Balloon #16 (RB-16)
Little Havana
-- Directions: At the northern end of the district is the Miamta Theater,
on the corner of the street. The Red Balloon will be visible
and practically staring you in the face.
-- Recommended Weapon: Any Weapon
-- Tips: None.
>> Red Balloon #17 (RB-17)
Little Havana
-- Directions: Head west down the road from the Miamta Theater and stop at
the second intersection. From here, you should find the
Balloon underneath an overhang to a Barber Shop.
-- Recommended Weapon: Any Weapon
-- Tips: None.
>> Red Balloon #18 (RB-18)
Starfish Island
-- Directions: Start from the entrance to the driveway to Diaz's Mansion.
You should find a tan house off to your right from across
the street. The Balloon is by the front door.
-- Recommended Weapon: Any Weapon
-- Tips: None.
>> Red Balloon #19 (RB-19)
Starfish Island
-- Directions: Head into Diaz's Mansion and go to the southeast corner. The
Balloon is stuck on the roof overhang.
-- Recommended Weapon: Assault Rifle/Sniper Rifle
-- Tips: None.
>> Red Balloon #20 (RB-20)
Little Haiti
-- Directions: Begin at the southeast corner of the road outside the Vice
City Printworks. Head right from it and follow the road as
it heads north. Turn left at the next intersection, and look
for the Red Balloon underneath the awning of the light-
green shack.
-- Recommended Weapon: Any Weapon
-- Tips: None.
>> Red Balloon #21 (RB-21)
Little Haiti
-- Directions: Look for a Redwood Jr. billboard near the road leading to
the Scrapyard. The Balloon is underneath it.
-- Recommended Weapon: Any Weapon
-- Tips: None.
>> Red Balloon #22 (RB-22)
Little Haiti
-- Directions: Begin to head towards the Scrapyard. Look for an alley at
the south end of the street and head down it. You should
find a red railroad bridge, with the Balloon under it.
-- Recommended Weapon: Any Weapon
-- Tips: None.
>> Red Balloon #23 (RB-23)
Little Haiti
-- Directions: Head into the Scrapyard. Head to the central area and look
underneath the conveyor belt to the north to find the Red
Balloon under it.
-- Recommended Weapon: Assault Rifle
-- Tips: None.
>> Red Balloon #24 (RB-24)
Little Haiti
-- Directions: Across from King Knuts in Little Haiti is an alley. The
alley will lead to a factory, with a Red Balloon trapped
under the overhang over the entrance.
-- Recommended Weapon: Any Weapon
-- Tips: You may remember this from "Grand Theft Auto: Vice City" as the
drug factory for the Haitian gang.
>> Red Balloon #25 (RB-25)
Little Haiti
-- Directions: Find the R*LAX billboard in Little Haiti, near where Kaufman
Cabs used to be in the northwestern area of the district.
The Balloon is under the billboard.
-- Recommended Weapon: Any Weapon
-- Tips: None.
>> Red Balloon #26 (RB-26)
Little Haiti
-- Directions: From the R*LAX billboard in Little Haiti, take the road
heading south and follow it until you come to le Singe
d'Arbre, a blue building that should be to the right. The
Red Balloon is in the awning.
-- Recommended Weapon: Any Weapon
-- Tips: None.
>> Red Balloon #27 (RB-27)
Little Haiti
-- Directions: The Red Balloon is inside the large storage garrison in the
southern area of The Compound.
-- Recommended Weapon: Any Weapon
-- Tips: The Compound is the area that will provide you with a Safehouse
after completion of the mission "D.I.V.O.R.C.E.".
>> Red Balloon #28 (RB-28)
Little Haiti
-- Directions: Between the buildings of Little Haiti and the construction
site for the Moist Palms Hotel is a narrow alley. The Red
Balloon is tucked in this alley.
-- Recommended Weapon: Any Weapon
-- Tips: None.
>> Red Balloon #29 (RB-29)
Little Haiti
-- Directions: From the location of Red Balloon #28, head back out onto the
street and take the next two rights. Stop at the third
intersection you come to. You should find a palm tree, with
the Red Balloon underneath.
-- Recommended Weapon: Any Weapon
-- Tips: None.
>> Red Balloon #30 (RB-30)
Downtown
-- Directions: Head into the construction site of the Moist Palms Hotel and
find a large pipe. The Red Balloon is trapped inside it.
-- Recommended Weapon: Any Weapon
-- Tips: None.
>> Red Balloon #31 (RB-31)
Downtown
-- Directions: Find The Greasy Chopper Biker Bar, and look for the Twilight
Knife billboard. The Red Balloon is trapped under it.
-- Recommended Weapon: Assault Rifle
-- Tips: The billboard is to the west of the bar. You may remember it from
"Vice City", as the hangout for "Big" Mitch Baker and his band of
Bikers.
>> Red Balloon #32 (RB-32)
Downtown
-- Directions: Find the Downtown Police Station, and look to the southwest.
This building has an east overhang, where the Balloon is
located.
-- Recommended Weapon: Any Weapon
-- Tips: None.
>> Red Balloon #33 (RB-33)
Downtown
-- Directions: Head to the northeast corner of the Rockstar Building. The
Red Balloon is underneath the overhang.
-- Recommended Weapon: Any Weapon
-- Tips: The Rockstar Building earns its name from "Grand Theft Auto: Vice
City" as an office block that had the Rockstar Games logo shining
on it by spotlight. It is simply a large, white office block.
>> Red Balloon #34 (RB-34)
Downtown
-- Directions: North of the Rockstar Building is a building with what is
basically a perfect-square hole through the center of it.
The Red Balloon is stuck inside there.
-- Recommended Weapon: Assault Rifle
-- Tips: This can only be accessed by helicopter. Fly in carefully, claim
the Balloon, and fly back out again.
>> Red Balloon #35 (RB-35)
Downtown
-- Directions: Look for a large, grey building near to the Rockstar
Building. The Balloon is underneath its overhang.
-- Recommended Weapon: Any Weapon
-- Tips: None.
>> Red Balloon #36 (RB-36)
Downtown
-- Directions: Head into the Fire Station across the street from the
Downtown Police Station, and into its grounds. Head to the
west side, and look for the Balloon underneath the balcony
of the training building.
-- Recommended Weapon: Assault Rifle
-- Tips: None.
>> Red Balloon #37 (RB-37)
Downtown
-- Directions: Find the King Knuts in Downtown, on the southwestern blocks,
and head north. You should spot the Red Balloon underneath a
palm tree.
-- Recommended Weapon: Any Weapon
-- Tips: None.
>> Red Balloon #38 (RB-38)
Downtown
-- Directions: As you come off the bridge into Downtown from Prawn Island,
you should see a white building to your right. By the corner
of the overhang is the Red Balloon.
-- Recommended Weapon: Any Weapon
-- Tips: None.
>> Red Balloon #39 (RB-39)
Downtown
-- Directions: At the northeast corner of the district, you should find
some billboards. Find the Khronos Twatch billboard, and the
Balloon is underneath it.
-- Recommended Weapon: Assault Rifle
-- Tips: None.
>> Red Balloon #40 (RB-40)
Downtown
-- Directions: Stick around the northeast area, and look for the V.A.J.
Building. The Red Balloon is stuck on the sculpture.
-- Recommended Weapon: Any Weapon
-- Tips: The sculpture where this Balloon is located is a giveaway for the
building you are looking for.
>> Red Balloon #41 (RB-41)
Downtown
-- Directions: Begin at the AmmuNation in Downtown. Facing out from it,
head left towards the bridge to Prawn Island. Look out to
your right and stop where the awnings end. Look out to the
north, and look up the building up in front of you to spot
the Red Balloon.
-- Recommended Weapon: Sniper Rifle
-- Tips: None.
>> Red Balloon #42 (RB-42)
Downtown
-- Directions: Find Schuman Health Center, which is down the street to the
west of AmmuNation. Get onto the roof, and head for a palm
tree with the Balloon stuck under it.
-- Recommended Weapon: Any Weapon
-- Tips: The roof is accessible via an open door at the end of the court-
yard.
>> Red Balloon #43 (RB-43)
Downtown
-- Directions: Head to the Hyman Memorial Stadium. Get to the northeastern
area surrounding the stadium, and the Red Balloon is high up
near the top of the stadium's roof.
-- Recommended Weapon: Sniper Rifle
-- Tips: None.
>> Red Balloon #44 (RB-44)
Downtown
-- Directions: On the east side of The Mendez Building.
-- Recommended Weapon: Sniper Rifle
-- Tips: The Mendez Building plays host to the final mission in "Vice City
Stories". Plus, it is the only Red Balloon on the Mainland that
cannot be popped without the range of the Sniper Rifle or the use
of RPGs.
>> Red Balloon #45 (RB-45)
Downtown
-- Directions: Get to the northeast corner of The Mendez Building, and head
north from the intersection. As the road curves, head north-
west into the area between the buildings. Head up the stairs
located here, get near the larger building, and the Balloon
should be visible to the east, under a palm tree.
-- Recommended Weapon: Any Weapon
-- Tips: None.
>> Red Balloon #46 (RB-46)
Downtown
-- Directions: After claiming Red Balloon #45, head back out onto the
street, and look up to the west. You should see a satellite
dish, with the Balloon stuck under it.
-- Recommended Weapon: Assault Rifle
-- Tips: None.
>> Red Balloon #47 (RB-47)
Downtown
-- Directions: After claiming Red Balloon #46, make your way east and stop
as the road curves south. You should find a blue-and-white</pre><pre id="faqspan-2">
building to your left. There is an Empire Site next to it.
Head down the alley between the two and stop when you reach
a grass plain. The Balloon will be under a palm tree on the
north side of the building.
-- Recommended Weapon: Assault Rifle
-- Tips: None.
47 Red Balloons already covered. A potential $11,750 to milk from their
locations on the Mainland and Starfish Island. Remember to come back for any
that you couldn't pop.
SIC3. Introduction to Unique Stunt Jumps
*****************************************
As with most "Grand Theft Auto" titles over the years, you have been able to
drive off of anything ramp-shaped and earn a Unique Stunt Jump bonus, which
would earn you small amounts of money. "Vice City Stories" is no different.
However, hitting some ramps will kick off a slow-motion camera of your airtime
until you hit the ground. If you hit one of them, you may complete a Unique
Stunt Jump, a type of collectible in the game. They will only be completed if
you fulfil the criteria - normally, by gaining enough distance in your attempt
at it.
The Unique Stunt Jumps are a running canon of GTA as part of 100% Completion.
In "Vice City Stories", there are 36 Unique Stunt Jumps to complete on the
PS2 version. Six of them are PS2 Exclusive, meaning that on the PSP version,
there are only 30.
Each Unique Stunt Jump completed will earn you $250. With the completion of
the thirty-sixth, you will earn a $10,000 bonus. They have the same worth as
Red Balloons, adding the normal Bonus you'd get and a margin of error.
Unique Stunt Jumps can be tracked with a tool in your Map. Use it to track
which Jumps you have completed.
SIC4. Unique Stunt Jumps (West Side)
*************************************
Of the thirty-six located in the game, 22 Unique Stunt Jumps are located on
the Mainland. Jumps #10 and #12 are PS2 Exclusive, meaning that PSP players
can disregard them and focus on the other twenty.
Again, for the purposes of ease, I will begin from Fort Baxter. The Jumps
begin in Escobar Intl. Airport, then into Viceport. We will then work our way
from south to north and finish in Downtown, with one Jump located in Starfish
Island.
Information on each Jump will be set out like this:
Jump # (USJ-#)
District
Location
Aim
Recommended Vehicle
Additional Tips
The use of codes is for ease of access. The Aim is an explanation of what you
may need to do. If there is no certain criteria, and the Jump isn't too bad in
terms of the criteria, this won't be included in the explanation. I will also
recommend a vehicle, which is normally a PCJ 600 motorcycle. Use the lean
feature (by pushing your Analog Stick forward) to gain more speed.
Again, landmarks and acquisition of recommended vehicles is NOT included
within this guide. Feel free to search another one if you want to know this
information.
>> Jump #1 (USJ-01)
Escobar Intl. Airport
Location: A set of stairs, just off to the east of the North Terminal.
Aim: Clear the chain-link fence.
Recommended Vehicle: PCJ 600
Tips: An easy Jump.
>> Jump #2 (USJ-02)
Escobar Intl. Airport
Location: North of the Control tower, as a metal ramp next to a red, white
and blue plane.
Aim: Clear the plane.
Recommended Vehicle: PCJ 600
Tips: An easy Jump. A good run-up is enough to cover the distance.
>> Jump #3 (USJ-03)
Escobar Intl. Airport
Location: Find the Freight and Cargo Terminal, at the southern end of the
Airport tarmac, and the Jump will be on the northeast corner of
the roof of the building.
Aim: Cover a good distance (an estimated 65M).
Recommended Vehicle: PCJ 600
Tips: A motorcycle is the only vehicle that you can attempt the Jump with.
Get a long run-up, and lean down all the way.
>> Jump #4 (USJ-04)
Viceport
Location: Atop the Port Authority Building.
Aim: Land on the roof of the building across the street.
Recommended Vehicle: PCJ 600
Tips: A motorcycle is the only vehicle that you can attempt the Jump with.
Overshooting will land you in the Impound Yard.
>> Jump #5 (USJ-05)
Viceport
Location: Atop the building where you had to land for Jump #4, on the
north end of the roof.
Aim: Clear the building and land on the grass plain behind it.
Recommended Vehicle: PCJ 600
Tips: You will need to complete Jump #4 to access this. Use the whole roof
as a run-up, and lean down all the way. You will need to CLEANLY
clear the building directly ahead of the Jump.
>> Jump #6 (USJ-06)
Viceport
Location: A metal ramp in the area directly west of the ship docked on the
east coast of Viceport.
Aim: Clear the building.
Recommended Vehicle: PCJ 600
Tips: You have limited run-up space in a straight line. Approach the Jump
and angle yourself so you hit the Jump directly, clearing the
building.
>> Jump #7 (USJ-07)
Little Havana
Location: A ramp on a small boat, facing the ship docked on the east coast
of Viceport.
Aim: Land on the ship.
Recommended Vehicle: PCJ 600
Tips: Line up the Jump and hit it with enough speed to land on the ship.
>> Jump #8 (USJ-08)
Little Havana
Location: The northern concrete ramp at the beginning of the road bridge to
the East Island.
Aim: Clear the road.
Recommended Vehicle: PCJ 600
Tips: An easy Jump.
>> Jump #9 (USJ-09)
Little Havana
Location: From Jump #8, head north until you reach a boat with a walkway on
to it. This is Benny's Restaurant. The Jump is the southern walk-
way.
Aim: Clear the boat and land in the water below.
Recommended Vehicle: Sanchez
Tips: A Sanchez has a slower acceleration speed, but the quality of a dirt-
bike means you won't end up crashing on the ramp instead of jumping
from it. It is a swim that may prove too long for your swimming
stamina if you cannot find shore. Look for a quick way to shore,
prepare to be Wasted by drowning, or earn the reward from Beach
Patrol before doing this Jump.
>> Jump #10 (USJ-10) [PS2 EXCLUSIVE]
Little Havana
Location: A wooden ramp leaning on a junked car, behind the wall north of
Sunshine Autos.
Aim: Land in the grounds of Sunshine Autos.
Recommended Vehicle: PCJ 600
Tips: You will have to navigate the alley to the wall to hit this Jump. A
few attempts may be needed, but skilled drivers should get this with
ease.
>> Jump #11 (USJ-11)
Little Havana
Location: A huge dirt mound on the western reaches of Little Havana, near
the seawalls facing out to Fort Baxter and Escobar Intl. Airport.
Recommended Vehicle: PCJ 600
Tips: Take a long approach. This Jump requires a long distance, which I
haven't been able to estimate.
>> Jump #12 (USJ-12) [PS2 EXCLUSIVE]
Starfish Island
Location: Head into Diaz's Mansion and look for a wooden ramp at the west
side of the property.
Aim: Clear the small body of water.
Recommended Vehicle: PCJ 600
Tips: An easy Jump.
>> Jump #13 (USJ-13)
Little Haiti
Location: Get onto the western seawall and head south of the City Scrap
until you reach a metal ramp facing the water.
Aim: Clear the wall and land back on the seawall.
Recommended Vehicle: PCJ 600
Tips: Get a good run-up and lean down all the way to clear the water.
>> Jump #14 (USJ-14)
Little Haiti
Location: The set of stairs of the building next to the White Stallionz
Bar.
Aim: Cover a good distance (an estimated 40M).
Recommended Vehicle: PCJ 600
Tips: This is one of the more challenging Jumps. You don't have too much of
a run-up to cover that distance. Lean down all the way on a straight
run-up and hope for the best. I felt as if this one plays out by
chance.
>> Jump #15 (USJ-15)
Downtown
Location: A wooden ramp at the top of the Moist Palms Hotel's scaffolding.
Recommended Vehicle: PCJ 600
Tips: The scaffolding is on the west side, and a motorcycle is the only
vehicle you can drive up the scaffolding. A short distance is only
required for the Jump.
>> Jump #16 (USJ-16)
Downtown
Location: A wooden ramp on top of three pipes at the north end of the Moist
Palms Hotel construction site.
Aim: Clear the building in front of the ramp and land on the grass plain.
Recommended Vehicle: PCJ 600
Tips: Get a good run-up, lean down and that should be enough to clear the
building.
>> Jump #17 (USJ-17)
Downtown
Location: Look for a building on the east coast of the district. There is
a set of stairs on its east side, facing over the bridge to Prawn
Island.
Aim: Clear the bridge.
Recommended Vehicle: PCJ 600
Tips: Get a good run-up and lean down all the way to get it. A clean
transition and a clean landing is required.
>> Jump #18 (USJ-18)
Downtown
Location: A set of stairs west of the Dirt-Track.
Aim: Land on the Dirt-Track.
Recommended Vehicle: PCJ 600
Tips: The run-up is tricky. You will need to angle yourself for a straight
jump, whilst weaving through traffic and maintaining a good speed.
>> Jump #19 (USJ-19)
Downtown
Location: To the south of the circular road outside the Hyman Memorial
Stadium. It is a ramp facing an inlet of water.
Aim: Clear the water inlet.
Recommended Vehicle: PCJ 600
Tips: Again, you have to weave through traffic and maintain a good speed
when hitting the Jump. Lean down and a good speed carries you over.
>> Jump #20 (USJ-20)
Downtown
Location: There is a concrete path next to the area where Jump #19 was
located. Follow it down to an enclosed area, and the Jump is a
metal ramp here.
Aim: Cover a good distance (an estimated 70M).
Recommended Vehicle: PCJ 600
Tips: This Jump is another difficult one. Get a good run-up and lean down
all the way to clear the distance. You want to try to land on the
roof of a building.
>> Jump #21 (USJ-21)
Downtown
Location: If you landed on the building mentioned in the description for
Jump #20, stay on the roof and head east to find a metal ramp.
Aim: Clear the street.
Recommended Vehicle: PCJ 600
Tips: After the difficulty of #20, this next one makes up for it. Drive as
fast as you can off the ramp. Even smashing into the building in
front of the Jump is sufficient.
>> Jump #22 (USJ-22)
Downtown
Location: From Jump #3, carry on taking the path until you reach a dirt
mound facing The Compound.
Aim: Clear the wall in front of the ramp.
Recommended Vehicle: PCJ 600
Tips: This requires a lot of speed to clear the wall. You have plenty of
space for a clear run-up.
The Downtown Dirt-Track is clearly visible on the map at the northeast corner
of Downtown. Parked around the track are three vehicles - a Sanchez dirtbike,
a Quad Bike, and a BMX bicycle. Entering them begins their Time Trials.
There are a total of 24 Time Trials to complete - 12 on the Sanchez; 8 on the
BMX; and 4 on the Quad Bike. Each Trial is three laps of a set course, and a
time to beat. You must complete them in order - you cannot beat Course 2 until
you have defeated Course 1, for example. This provides for a total of twenty-
four Time Trials.
Each Trial beaten awards you with $100. When you have beaten all course for a
vehicle, you will earn $2,500 as a bonus. This means a reward just shy of
$10,000.
Three clean laps tend to be the recipe for success. You are able to cut across
the grass if you choose, but it may be a bit counter-intuitive. You are best
staying away from unclear shortcuts and sticking to the path, unless you can
see a clear way of cutting off time.
The times for all Courses are listed below, with their times to beat. They are
grouped by the vehicle used for them. We begin with Sanchez TTs, the vehicle
with the most, and end with the Quad Bike TTs, the vehicle with the least.
>> Sanchez Time Trials
Location: Southwest area of the Track.
Since "Grand Theft Auto: III", the Taxi side-mission has been a staple for
those who want to experience "Crazy Taxi" in an open-world sandbox game. It
is started by activating the mission when prompted if you enter a Taxi or a
Cabbie.
The premise is a simple one - pick up fares and drop them off to their
destinations. It is a process that can get repetitive. However, in contrast to
previous GTA titles, "Vice City Stories" brings three scenarios:
>> You must pick up a fare and drop them off at their destination.
>> You must pick up a fare, and then take them to the nearest store, before
dropping them off at their destination.
>> You must pick up a fare, and then take them to the nearest store for them
to rob, before dropping them off at their destination with a 2-Star Wanted
Level to fend off.
So, things can heat up. Of course, you still have a time limit, which can be
built up if you can complete fares in a quick enough time.
That is all that you have to fend with when completing this side mission.
The criteria for completion has changed.
You have to do one of two things - you must earn a total of $5,000 from the
mission, or drop off 50 fares, to earn the ultimate prize. Bonuses will be
awarded alongside your fares and tips, meaning that if you do this in one run,
you will earn $5K long before you reach your 50th fare.
Completion of your fiftieth fare, or tipping your Taxi earnings over the $5K
milestone, will give you the Taxi Hop feature. This replaces the horn of Taxis
and Cabbies, and activating it will make you "hop", springing it several feet
into the air.
SIC7. West Side "Playgrounds"
******************************
There are a total of four checkpoint-collecting side-missions collectively
known as "Playground" Missions. There are two of them on the West Island, one
of which is PS2 Exclusive. All "Playground" Missions are activated by getting
on a parked PCJ 600.
You have a time limit to collect the checkpoints. The timer doesn't start
until you have collected the first checkpoint. Completing the collection in
the time limit will earn you $500 for each course. You may replay the courses,
but for no money reward, and you will have to beat your best time.
Description of the checkpoints are basic, but you should be able to rely on
them alongside your map. Use the map religiously to make sure that you have
all checkpoints collected. Of course, you want to be collecting checkpoints
as fast as you can to beat the time set.
The "Playgrounds" revolve around trial and error. The more times you fail, the
better of an idea you get of the course, which will ultimately help you in
completing it. You may find yourself stuck on certain checkpoints, but the
luck of the game will play its part.
Both of them are covered in this section of the guide.
Playground on the Town
=======================
The PCJ 600 is located behind the Downtown Police Station. You need to collect
all the checkpoints in the time of 1:35.
There is a clear set course of checkpoints. Begin by collecting all the
checkpoints on the roof of the Downtown Police Station. There will be a ramp
on this roof to the next building. Once you are sure that you have collected
them all, hit this ramp with some speed to carry you onto the roof.
Hit the ramps and collect the checkpoints on each roof, and then head down to
ground level. Collect all checkpoints around the two buildings and follow the
trail up to the outside of the office block. At the end of this trail, you
should be faced with a final ramp, left with one checkpoint to collect.
Hit this ramp with speed to get onto the last roof and collect the last
checkpoint near the shack.
Playground on the Dock [PS2 EXCLUSIVE]
=======================
The PCJ 600 is located leaning against the wall of the southernmost house of
Bayshore Avenue, which is a short distance south of your Safehouse. You need
to collect all the checkpoints in the time of 1:15.
Begin by collecting the checkpoints in front of the garages, before claiming
the ones on top of the garages. Follow the checkpoints south as you head north
towards Bennie's Restaurant, the boat just up the coast.
Carefully make your way onto Bennie's restaurant, and collect the checkpoints
on the lower level. The final checkpoints should be on the upper level.
Remember, patience is key for those of you who are novices at checkpoint-
collecting. Keep on retrying until you finally nail both courses.
You should find a Linerunner at the end of the Viceport docks southwest of the
Port Authority Building. Entering it will start the "Rush!" side-mission for
those of you playing on the PS2.
This will provide some gamers an introduction to this type of side-mission.
What you have to do is to drive this massive hunk of metal and cause as much
damage to other vehicles as you possibly can within the time limit. You have
a Damage counter, working off the dollar value of your crashes.
You need to cause $1,700 in damage in 3 minutes. By doing the following things
you are able to get a damage flow going:
-- $10 x each 180-degree spin of a car
-- $50 for dismounting motorcyclists
-- $50 for causing vehicles to fly into the air
-- $150 for flipping a vehicle
-- $250 for knocking a vehicle into the water
-- $300 for destroying the vehicle
-- A multiplier each time you hit several cars at once
Multipliers only increase the amount of money in that crash, and won't affect
the value of your next crash unless you earn another multiplier.
The lower values are fairly easy to come by, but higher ones aren't so. As we
are in Viceport, your best bet is going up and down Bayshore Avenue. Driving
against traffic can help. Stay on this stretch of road for the best result.
In this mission, the Linerunner is quite sturdy. However, the front end tends
to become airborne with high-impact collisions. Be wary of that. Otherwise,
the Linerunner is a vehicle perfect for this type of mission - big, fast-
travelling, and can handle high amounts of damage.
This mission may come easy to those used to causing mayhem, but if you are not
sensible, you can fail easily. Just have a good idea of what damage the
Linerunner can handle. You may be counting on your luck.
Completion of this mission rewards you with $1,000. You may replay the mission
and complete it again, but only for a mere $250 each time.
Another feature in the "Grand Theft Auto" series that makes another return is
the Paramedic Mission. To begin, find an Ambulance and activate the mission
when prompted.
The premise remains the same - pick up patients and drop them off at the
nearest hospital. However, this time around, the number of levels has been
bumped up - in this game, you have fifteen levels to complete. You will get
checkpoints with completion of Levels 5 and 10. Fail on Level 8, and you'll
only start back at Level 5 rather than having to do it all over again.
On Level 1, you are picking up one patient. On Level 2, you are picking up two
patients; and so on up to Level 15, with fifteen patients. The Ambulance has a
maximum capacity of three. You also have a time limit to complete a level.
You have to contend with several things whilst completing this mission.
The Ambulance is a decent vehicle in terms of speed, but the handling is
fairly dreadful - take too tight a turn, and you'll wind up rolling it, and
potentially destroying it. Added to that, the Ambulance is not very durable
either. Handbrake turning and taking care whilst driving can resolve this.
Make use of the sirens to create a clear path.
The cool thing about this reinvented mission is that you can switch out
Ambulances, which you couldn't do before. If you have wrecked your Ambulance
to the point of black smoke, you should complete the level and switch out to
the nearest Ambulance at the hospital.
The patients also present their challenge. Accidently kill one, or run out of
time, and you will fail. Approach each patient with care, stopping a short
distance away from them. When they step in the Ambulance, you can move without
them being thrown out. This will save you some time.
You can still harm them in the Ambulance if you drive recklessly. If you are
taking care, then this shouldn't be a problem. Just be aware that your driving
can affect the outcome of the level.
Each patient you pick up gives you a time bonus that sticks throughout the
level. The further afield the first patient you collect, the higher the time
bonus. Therefore, you may want to consider going furthest to nearest in
patient pick-up. However, you may have a shortage of time in getting to the
furthest patient, so you may want to go for a closer patient. Of course,
having knowledge of the streets in the area you are attempting this mission
will make it easier. Try to activate the mission in the area you know best.
With the maximum capacity of three, you will be making multiple trips to and
from the hospital from Level 4 onwards. You want to begin planning a route and
figuring out how you want to pick up patients. Of course, you want to be
filling the Ambulance to full capacity.
The margin for error is shortened due to the Checkpoints, but you want to be
going all-out for this. Heed the advice and information above for your best
chance of completing the mission.
Your ultimate reward comes with the completion of Level 15. You will be
rewarded with Infinite Sprint. This does NOT translate into Infinite Swimming
Stamina, but it will allow you to sprint for as long as you like, without
tiring.
Another side-mission making a reappearance is the Vigilante Mission. To begin,
get in any Police or Authority vehicle (e.g. the F.B.I. Rancher or the Police
Car), and activate the mission when prompted.
You need to hunt down criminals within the time limit. You start each level at
5 minutes, giving you that amount of time to accost (i.e. kill) all criminals.
The Vigilante mission has been reinvented as well, giving you fifteen levels
to complete with checkpoints at Levels 5 and 10.
There are three scenarios that face you:
>> The criminals will be on foot. They are easy to accost.
>> The criminals will be on motorcycles. They are harder to accost.
>> The criminals will be in cars. They are the hardest to accost.
Criminals become better-armed and stronger in numbers as the levels pass by.
The mission will spike in difficulty. The first scenario tends to be common at
the beginning, but the hardest of the variants will take its place at later
levels. This will increase your chances of getting Wasted, losing your Police/
Authority Vehicle, or failing to accost them in the time limit. This makes the
Vigilante mission a very difficult one if you are inexperienced.
But, you have the Checkpoints to fall back on. Some gamers may be better at
taking it steady - completing the first five levels, quitting the mission
before saving, and coming back to try and reach Level 10. Others may be better
suited in going all-out and trying to complete it in one run. The former
option is safer, and should make things a bit easier.
Your best bet with limited access to vehicles is to use the VCPD Wintergreen.
This is the only motorcycle you can use in the game, but it has its benefits
of allowing you to shoot forwards.
Your best choice of weapon is the sub-machine gun. The Skorpion is a reward
for popping Red Balloons, so you may want to pop some of them and stock up on
ammunition for it. Either that, or you can spend any hard-earned cash on
buying ammunition for them. The SMG is the best recommended weapon, but the
Skorpion is advised, as it is more freely available.
The issue of difficulty is very present in this mission. Utilise the
Checkpoint system, stock up on sub-machine gun ammunition, and the rest is up
to you. If getting Wasted is an issue, purchase or find some Body Armor.
If you finally manage to complete the Vigilante Mission, your reward should
outweigh the difficulty. For your troubles, you are rewarded an increase in
Body Armor. Symbolized as a "+" next to your Body Armor bar, this increases
Body Armor HP from 100 to 150.
The last of the vehicle missions reappearing in this game that will be covered
in the guide - the Firefighter Mission. Enter a Firetruck and activate the
mission when prompted. The Downtown Fire Station, across the street from the
Downtown Police Station, has a Firetruck for you to use.
Using the water cannon on the Firetruck, you need to extinguish fires within
the time limit. There are fifteen levels of this, with checkpoints at Levels
5 and 10.
At Level 1, you are extinguishing a car fire. At Level 2, you have to
extinguish a car fire and one person. The addition of moving targets makes the
mission an interesting one. Cars and people are added up to Level 9, with a
maximum of 3 cars and 12 people. Time and money rewards are given to you with
completion of each level.
Extinguishing car fires awards you with 5 seconds. Extinguishing people will
award you with 10 seconds. However, if you cannot extinguish a civillian in
quick time, they will die, bringing a forfeit of fifteen seconds, and it will
affect your reward at the end of the level.
Complete a level with no fatalities, and you are given a "Perfect Bonus" of
20 seconds added on to time accumulated. The more "perfect" you are, the more
time you accumulate. The better you are, the easier the mission becomes.
The Firefighter Mission is not one that is too difficult, unless you're bad at
aiming the cannon.
Your reward will come at Level 15. With completion of that level, the mission
will end, and you earn the ultimate reward - the Fireproof Feature. This makes
Victor impervious to fire damage. You can wander through a firestorm and not
have a shred of health knocked off.
SIC12. Introduction to Rampages
********************************
Scattered around the city are skull icons. These icons, when collected, will
trigger a Rampage.
Rampages are side-missions that go back to the roots of the GTA franchise -
you must cause as much mayhem within a time limit. Your aim is to meet the
target within two minutes. You may be destroying vehicles or killing a number
of a certain group of people - Cholos, Bikers, etc. You have to use the weapon
provided to you. Your weapon slot will be locked to it, so you cannot switch
out to any weapons of your own. You will have infinite ammunition for the
weapon until the Rampage ends, either in success or failure.
In other GTA games, when you completed a Rampage, it would disappear. However,
in "Vice City Stories", a completed Rampage will replace the icon with one
that is slightly darker in shade. This allows you to replay the Rampage.
Rampages now have replayability, which is good if you want to go through them
again.
There are 35 Rampages to complete; five of which are PS2 Exclusive. This means
that five fewer Rampages need to be completed on the PSP version. Completion
of your first Rampage earns you $50, and will go up $50 with each one
completed after that. Completion of the final Rampage will earn you $3,500.
Your margin of profit is $25,250 for the PSP version for all Rampages. For
the PS2, it is $33,250. There is a clear difference, but this won't leave that
much of a deficit when comparing versions. It's not a large profit, but it's a
very healthy one.
Rampages can be difficult if you are unprepared. You want to have full Health
and Body Armor before setting out for them. You also want to be saving your
game regularly as you complete them. I'd suggest that you should save after
every few, or in preparation for difficult Rampages.
You may want to complete the following list of side-missions to make Rampages
easier to complete:
Of course, you don't need to go through really thorough preparation, but the
rewards have their own benefits towards the Rampages.
Difficulty will come with the type of target, plus the weapon provided. It is
easy to kill Cholos with a strong weapon, but it would be difficult to have to
bring a Pistol to a gunfight with the Sharks or the Bikers. Just be aware of
the implications of the Rampage that you are attempting.
Rampages can be tracked with a tool in your Map. Use it to track which
Rampages you have completed.
SIC13. Rampages (West Side)
****************************
There are a total of eighteen Rampages to complete on the Mainland and
Starfish Island. Rampages #1 and #4 are PS2 Exclusive, leaving sixteen for PSP
gamers to complete.
We will begin in Starfish Island, and then work our way north to Downtown.
There are no Rampages in Viceport, Escobar Intl. Airport or Fort Baxter.
Information on the Rampages will be set out like this:
The use of codes is for ease of access. Your objective will give you a clear
idea of what is required, plus the weapon provided. Additional tips are a
basic summary of the task ahead of you, along with any pieces of advice.
You may have to work off landmarks and points of interest in Vice City, so
knowledge of the game's location is required. Landmarks are NOT covered in
this guide, so you may need to use another to get a better idea of where you
are.
Some locations may also work off other collectibles - for instance, the
locations provided for Red Balloons. You may need to revise these locations,
but you can do so in this guide.
>> Rampage #1 (R-01) [PS2 EXCLUSIVE]
Starfish Island
Objective: Destroy 15 Vehicles
Weapon: SPAZ 12
---------------------------------------------------------------------------
Location: The icon can be found on the porch of the mansion next door to
Diaz's mansion.
---------------------------------------------------------------------------
Tips: The SPAZ is a strong weapon. You may want to quickly make your way on
to the Mainland, as traffic tends to be lighter on Starfish Island.
>> Rampage #2 (R-02)
Little Havana
Objective: Execute 25 Cholos
Weapon: Pistol
---------------------------------------------------------------------------
Location: At Sunshine Autos, between the northern fence and the building
of the lot.
---------------------------------------------------------------------------
Tips: A weak weapon is made up for by the fact that Cholos only wield
Pistols at worst. Many wield Baseball Bats, so they are easy pickings
if you gun and run. Just look out for those with Pistols.
>> Rampage #3 (R-03)
Little Havana
Objective: Hack and slash 25 Cholos
Weapon: Katana
---------------------------------------------------------------------------
Location: On the roof of the Police Station, at the southeast corner.
---------------------------------------------------------------------------
Tips: Compared to the Bat, the samurai sword is weak. You want to approach
Cholos from behind and kill them. Constant swinging of the Katana may
compensate. This can prove to be a tricky Rampage, but the only
difficulty is finishing on time.
>> Rampage #4 (R-04) [PS2 EXCLUSIVE]
Little Havana
Objective: Kill 40 Cholos
Weapon: Stubby Shotgun
---------------------------------------------------------------------------
Location: Begin at the Miamta Theater, where Red Balloon #16 is located at
the northeast corner of the district. Head south down the road
from the Theater, and stop once you approach an open area to your
right. Cut across the open area until you find a ramp at the
corner. Turn to your left, and you should find the icon.
---------------------------------------------------------------------------
Tips: The Stubby is a short-range weapon, but the spray from the shell will
allow you to knock down multiple enemies that are right in front of
you. This means that a shot can take down a small gathering of Cholos
and make them easy pickings. Aside from slow reload time, this
Rampage is moderately easy.
>> Rampage #5 (R-05)
Little Havana
Objective: Kill 25 Cholos
Weapon: Sniper Rifle
---------------------------------------------------------------------------
Location: Cafe Robina is located at the southwestern end of the district.
If you head around the back of the buildings south-southwest,
you find a set of stairs that will lead to the roof. The icon is
on the highest rooftop.
---------------------------------------------------------------------------
Tips: The roof provides a good vantage point for you. Cholos should spawn
freely, allowing you to reach your target in good time. All you need
is a steady shot.
>> Rampage #6 (R-06)
Little Havana
Objective: Gun down 25 Cholos
Weapon: Skorpion
---------------------------------------------------------------------------
Location: Begin from The Big Package Storage Co. in southwest Little Haiti.
From the intersection at its southeast corner, take the road as
it curves south. Before the next road curve, you should find a
house to your right with the icon at the top of the steps to it.
---------------------------------------------------------------------------
Tips: The Skorpion has a slow rate of fire, but has a high magazine clip.
As a sub-machine gun, you may choose to meet your target from the
comfort of a vehicle.
>> Rampage #7 (R-07)
Little Haiti
Objective: Erase 25 Cholos
Weapon: Micro-SMG
---------------------------------------------------------------------------
Location: As you approach the entrance to the Scrapyard, look to your left
until you see a flat incline leading to the roof of a building.
Go up this incline and onto the rooftop to find the icon on the
east side.
---------------------------------------------------------------------------
Tips: The building is low, allowing you a height advantage against any
Cholo that spawns on this street below. You can stay on the roof and
slay them from above, or take your bloodlust onto the streets. Using
the roof is advised, though.
>> Rampage #8 (R-08)
Little Haiti
Objective: Incinerate 10 Vehicles
Weapon: Molotov Cocktails
---------------------------------------------------------------------------
Location: Begin at the location for Kaufman Cabs in the northwestern area
of the district. From the intersection next to it, head east and
stop at the next intersection. Look towards the northeast to find
an alley. The icon is down this alley.
---------------------------------------------------------------------------
Tips: The Fireproof Feature is recommended for this Rampage to allow you to
be much more accurate in hitting targets. Vehicle spawning will be
encouraged for this Rampage, so potential targets will be all around
you. It's just a matter of claiming them.
>> Rampage #9 (R-09)
Downtown
Objective: Crush 15 Bikers
Weapon: Any vehicle
---------------------------------------------------------------------------
Location: Inside a pipe at the north end of the Moist Palms Hotel
Construction Site.
---------------------------------------------------------------------------
Tips: You want a fast, tough vehicle. A car is definitely recommended. Keep
a vehicle right by you before you pick up this icon.
>> Rampage #10 (R-10)
Downtown
Objective: Terminate 25 Bikers
Weapon: AK47
---------------------------------------------------------------------------
Location: Locate The Greasy Chopper Biker Bar at the southeast end of the
district. Head east from it and stop just before the intersection
to find a set of stairs leading to the rooftops. Head up them to
find the icon inside a shack.
---------------------------------------------------------------------------
Tips: The AK47 is a formidable firearm, and can dispatch of the Bikers
quickly and from some distance. Watch your back and cut down the
groups from a decent distance away.
>> Rampage #11 (R-11)
Downtown
Objective: Exterminate 25 Bikers
Weapon: AK47
---------------------------------------------------------------------------
Location: On the roof of the Downtown Police Station, underneath the ramp
leading onto the helipad.
---------------------------------------------------------------------------
Tips: Same deal as Rampage #10.
>> Rampage #12 (R-12)
Downtown
Objective: Trash 10 Vehicles
Weapon: Molotov Cocktails
---------------------------------------------------------------------------
Location: On the roof of the Downtown Police Station, right to the
northwest corner.
---------------------------------------------------------------------------
Tips: The Fireproof Feature is recommended for this Rampage to allow you to
be much more accurate in hitting targets. As with Rampage #8, there
will be opportunities to destroy vehicles. Begin with the vehicles
outside the Station, and then set on civilian vehicles that pass by.
>> Rampage #13 (R-13)
Downtown
Objective: Kill 25 Bikers
Weapon: Shotgun
---------------------------------------------------------------------------
Location: On the roof of King Knuts. Either use Jump #3 or a helicopter to
get to it.
---------------------------------------------------------------------------
Tips: Make your way down from the roof onto street level. It is difficult
to claim victims from the roof, so you may be better off gunning down
groups of Bikers. The spray of the shells from the Shotgun can knock
down multiple enemies in close proximity, so take advantage of that.
>> Rampage #14 (R-14)
Downtown
Objective: Take out 25 Bikers
Weapon: Sniper Rifle
---------------------------------------------------------------------------
Location: Off to your left just at the bridge to Prawn Island steepens is
the VCN Building, which is enterable. Go through the door up to
the roof. The icon is on a ledge of a building next to it. You
must do a running jump to get onto the roof.
---------------------------------------------------------------------------
Tips: The height of the building may be too high for you to complete this
Rampage. If this is the case, bring a motorcycle to the VCN Building.
You can enter the building on a motorcycle to get it onto the roof.
You can then begin the Rampage, and then ride the bike down to street
level. This method is more dangerous, but makes it easier to get at
the Bikers. Otherwise, just stick to the edge of the roof.
>> Rampage #15 (R-15)
Downtown
Objective: Drive-by and execute 25 Bikers
Weapon: Micro-SMG
---------------------------------------------------------------------------
Location: At the top of the steps across the street and south of AmmuNation
in Downtown.
---------------------------------------------------------------------------
Tips: You want to use a motorcycle for this, allowing you to shoot forward,
therefore giving you a better shot.
>> Rampage #16 (R-16)
Downtown
Objective: Decimate 25 Bikers
Weapon: Grenades
---------------------------------------------------------------------------
Location: Right by the sign for the Hyman Memorial Stadium.
---------------------------------------------------------------------------
Tips: You need an accurate toss to take down the Bikers. Stick near The
Mendez Building to case down your targets.
>> Rampage #17 (R-17)
Downtown
Objective: Take out 20 Bikers
Weapon: Mac-10
---------------------------------------------------------------------------
Location: By the corner at the southwestern area of the Downtown Dirt-
Track. (PS2)
East of Ammunation in Downtown, in a parking lot. (PSP)
---------------------------------------------------------------------------
Tips: The Mac-10 is the weakest of all sub-machine guns. That being said,
your best chances of killing Bikers with little damage inflicted on
you is to drive-by them.
>> Rampage #18 (R-18)
Downtown
Objective: Drive-by and eliminate 20 Bikers
Weapon: Micro-SMG
---------------------------------------------------------------------------
Location: Begin at the intersection at the northeast corner of The Mendez
Building. Head north and stop before the road curve heading east.
Enter an enclosed area to the northwest. Here you will find a set
of stairs, leading to Red Balloon #45, with the icon underneath
them.
---------------------------------------------------------------------------
Tips: As with Rampage #15, you want to use a motorcycle to give you a
better shot on targets.
>> CP1. Sgt. Jerry Martinez
****************************
Martinez is Victor's superior in the U.S. Army. He's also not your normal Army
Sergeant - his interests lie away from military matters, concerning himself
with drugs, guns and girls. He only has two missions aside from the opening
mission - both of them errands that he ropes Victor into.
The tone of conversation carries on from when Victor and Martinez last met.
Jerry listens to Victor for once, after he confesses his discomfort around
drugs. He suggests gun running to Victor, and it turns to another errand. He
wants Victor to meet his gun runner and to collect the debt owed to him.
Head to Viceport to meet up with Phil Cassidy. You also get to see the punters
at his firing range. He tells Victor that he has the money, but it's at his
old place. Get into his Walton and head up the road to 101 Bayshore Avenue.
Phil's place has been taken over by Cholos, Mexican gang-bangers who are
giving him trouble. The money is inside the house, and you will need to fight
your way past the thugs.
The thugs are not really that difficult. There are a few outside as well as
two to deal with inside. Once you have got rid of them all, Victor will
collect the money, and then you will have to make your way back to Martinez to
finish up.
SIC14. Phil's Shooting Range
*****************************
Completion of the mission "Cleaning House" will unlock this side-mission in
Viceport. This is located in the range where you first met Phil Cassidy. Step
into the circle to begin.
There are five "levels", as they were, which involve your skill with firearms.
You are shooting targets in free aim. You have to hit targets to score points.
You must earn a certain amount of points to complete the mission. If you don't
meet the target, you fail and will have to start ALL OVER AGAIN, regardless of
which level you were on.
The round will end when you run out of ammunition or after a certain amount of
time. A timer will start counting the time it takes you to get through the
side-mission.
There are two types of targets - a regular target, and a friendly target.
Shooting a regular target will give you 100 points, but hitting friendlies
will forfeit you 200 points.
The five levels are broken down below, with tips to help you.
>> Round #1 - Pistol (100 Rounds)
Target Score: 1,000 Points
Tips: There are few friendlies and targets come steadily. 1K points is not
too hard to meet.
>> Round #2 - Micro-SMG (150 Rounds)
Target Score: 1,500 Points
Tips: This weapon tends to spray, so try to shoot off only a couple of
rounds at a time. More friendlies will appear, but this gun isn't too
hard to handle.
>> Round #3 - Shotgun (100 Shells)
Target Score: 2,000
Tips: You need to be careful with the spray when normal targets are next to
friendlies. Otherwise, you can use the spray to your advantage. Just
be wary of that.
>> Round #4 - AK47 (120 Rounds)
Target Score: 2,000
Tips: Targets will begin to move much faster. You want to use short bursts
of fire to hit the targets and conserve your ammunition.
>> Round #5 - Sniper Rifle (80 Rounds)
Target Score: 2,500
Tips: Some targets will emerge behind friendlies, forcing you to zoom in to
hit it. These bullets are powerful, and you need to be careful. If a
target has a friendly behind it, aim to the lower part of the target
so you don't hit that target AND the friendly behind it. Otherwise,
keep zoomed out to see targets easier and to aim faster.
Completion of this side-mission at the first time will reward you $2,500, and
a 25% discount on weapon purchases. Completion after the first time will only
reward you with $1,000.
In addition, establishing the high score, establishing the record accuracy,
establishing the best round, and establishing the best time will award you
$500 for each one. This means that your first time completing this mission
guarantees you an additional $2,000. Every time you beat a record, you will
earn $500 again.
So, completion will earn you a total of $4,500 plus the weapon discount.
Re-completion could reward you with a maximum of $3,000. So this could prove
to be a profitable side-mission as well as a replayable one.
Victor walks into Martinez's billet at the wrong time - he is watching one of
Candy Suxxx's movies. He's now in one hell of a mood, and wants Victor to get
Mary, one of his regular girls, for him. He also wants him to pay a visit to
Phil, who has a gift for him.
Head down to 101 Bayshore Avenue to meet Phil. As a thank-you, Phil has given
Victor a Stinger coupe sports car. You will then have to look around Viceport
for Mary.
</pre><pre id="faqspan-3">
Go over to the girl when she pops up on your map and radar. This isn't Mary,
but she's headed for a party where she is. You need to drop the girl, who
reveals her name as Mona, over at the party on Starfish Island.
When Victor tries to get her out of there, the party-goers turn on him. They
are unarmed, and you can easily deal with them with your weapons. You can then
take Mary to Martinez.
However, when you arrive back at the base, Victor is confronted by an Officer
who has discovered the weed hidden under his bed. Mary doesn't help, either.
This results in Victor being kicked out of the Army. Martinez has screwed him
over, well and truly.
Your weapons are taken from you, and you lose your Army Uniform. You will
re-emerge in your casuals. Head to 101 Bayshore Avenue, under advice from Phil
over pager. When you arrive at your new Safehouse, the mission is complete.
Mission Passed!
You lose the Army Barracks as your Safehouse, but gain 101 Bayshore Avenue.
Martinez's missions are finished.
Phil's missions are available in Viceport. Save up and head over there.
Phil claims to be ex-Army, and is a gun-runner. He takes pride in his job, but
loves the sauce a little too much. He brews his own hooch, Boomshine - it is
probably more like paint thinner - and regularly gets drunk off of it. He has
a sister, Louise, and is in the hand of Jerry Martinez. He has four missions,
all from his complex in Viceport.
Victor gets his first experience around a drunken Phil, avoiding a shotgun
shell to the back. It seems that the Cholos are really pressuring his gun-
running business, and he wants to show Victor "something".
Drive Phil to the Police Station in Little Havana. He is looking for Cholos to
perform drive-bys on. With no-one here, you will have to continue up the road
to the hospital. Here, Phil and Victor find a Cholo, but he is spooked and
goes on the run.
You have to chase the Cholo down in his vehicle, and allow Phil to drive-by
him. Despite being drunk, Phil will make easy work of him. Once he is dead,
Phil wants the Walton fixed up at the Pay 'n' Spray. The Pay 'n' Spray will
normally cost $100, but it is free for the purposes of the mission.
Take Phil back to his place to finish up.
Mission Passed!
$200
A page from Phil will unlock Marty J. Williams' missions.
Victor arrives to find Phil drunk once again. He is complaining about the
Cholos, who are bound to run him out of town if they continue to put the
screws to him. They have rigged his Boomshine liquor stills to blow - the
stuff is so volatile, it could take out a whole district. Rather than let the
inevitable happen, Victor wants to actually stop the attack.
Head over to The Big Package Storage Co., providing a storage space for Phil's
Boomshine. Park up around the back, and watch Phil open up the door. He is met
by an explosion.
The warehouse is starting to go up in flames, which is bad. You need to use a
Forklift Truck to shift the stills onto the back of Phil's Walton and out to
safety. There are four stills at the southeast corner of the warehouse.
You have several problems to contend with for the remainder of this mission.
There is a Heat Meter, which slowly fills over time. If it fills right to 100%
it spells mission failure. This means that are up against the clock.
Your path is straightforward at first, but falling debris as the warehouse
begins to collapse will restrict your path. By the final still, there seems to
be only one, long way through. So, you want to get through this quickly for
the best result.
Be sensible and be calm - concentrate on getting to the stills rather than the
slow-filling Heat Meter. If you put a still up against a naked flame, this
will make the Meter increase very sharply. Be very careful and sensible.
Otherwise, you will need to get used to the controls and the handling of the
Forklift. If you are quick and careful, this mission is easy. With the fourth
still out, Phil gets them to safety, thanks Victor, and it means the mission
is completed.
Mission Passed!
$250
Phil's missions will not continue until we have dealt with his brother-in-law.
>> CP3. Marty J. Williams
**************************
Marty is the head of a small criminal empire, rivalling the Cholos. He lives
in a trailer park just on the outskirts of Little Havana. He is married to
Louise Cassidy-Williams, Phil Cassidy's sister, and has a daughter by her,
called Mary-Beth. He is your stereotypical redneck - a wifebeater and a piece
of trash. He has five missions concerning the expansion of his empire.
Victor arrives at Marty's trailer, and meets Phil's sister and Marty's wife,
Louise. He soon arrives back, showing his true colors right from the offset.
Victor introduces himself, and then the two set about business.
Get in Marty's Bobcat and drive over to the store in Little Havana. Marty
orders Victor to "teach the owner a lesson". Get rid of the two Cholos outside
first before entering the shop, and then taking out the two Cholos inside the
store. Marty then comes in, demanding that his boys protect the store for some
of the owner's profits on the side.
It becomes apparent that Marty's running a protection racket, and the two are
on a spate of racketeering. Head to the next store, and trash the items inside
it. Eventually, the Cholos will arrive. Kill them as they come in, and Marty
gets the owner under his protection.
Marty thanks Victor for his help, and the two part ways.
Once again, Victor is left to wait for Marty. He gets talking to Louise, but
Marty soon arrives and raises hell again. Louise attends to Mary-Beth, and it
is the straw that breaks the camel's back - Louise decides to leave him.
Completely unfazed by this, Marty orders Victor out to carry on with business.
Head to the lock-up nearby. Marty's been running a loan sharking operation as
well, and he wants Victor to collect some of his outstanding debts. There are
three repo jobs that you need to do.
The first one is on Bayshore Avenue, and is easy enough. The second one is in
traffic in southern Little Havana, and it takes a street-level carjacking.
Stop the car and then 'jack it.
The final one is a delivery truck in Little Haiti. The driver will get spooked
and try to flee once he sees you. Just run down him and his company before
going for the truck.
You will have to contend with a 2-Star Wanted Level on the way there. It isn't
difficult to make it back, though. Victor isn't too convinced that those debts
were legit, but it's still a job well done.
Mission Passed!
$500
Louise will page you, opening up her missions in Little Haiti. We won't be
visiting her just yet. Phil's missions will also reopen, but we may as well
finish off with Marty.
MJW3. "Waking Up The Neighbors"
********************************
In the dark of night, Marty and Victor discuss more impending matters than
racketeering or extortion. The Cholos are muscling in on Marty's repo business
and he wants them warning off. With the use of Grenades, Victor has to set out
to do just that.
You have to destroy three Cholo vans before 9:30AM. This gives you a time
limit of six minutes. Two vans are located in Little Havana, and one in Little
Haiti. Grenades certainly have their use for this mission.
Kill any Cholos guarding the vans before setting on destroying them. You will
be pursued by the Cholos after the destruction of the second van, but they
won't make life too difficult. Dispose of them before setting about the final
van, and when it is destroyed, the mission is complete.
MJW4. "O, Brothel, Where Art Thou?"
************************************
Marty has his eye on a piece of Cholo action so he set up a brothel. And he
wants Victor to lead the attack on the site.
Firstly, you are ordered over to Stonewall J's in Little Havana, a small-time
weapons store. You are picking up a Stubby Shotgun which Marty has paid for.
Any additional ammunition for it, or any other weapons which are available for
purchase, comes out of your own pocket.
Head over to the Cholo Empire Site in Little Haiti. This gives you a taste of
taking over Empire Sites, even though that this is just a one-off. There are
three steps to this mission.
Firstly, you need to destroy the Cholo Sabre parked outside. You then need to
fend off the Cholos that come to attack you. They aren't dangerous, but they
come in groups, so dispose of each Cholo quickly. When you have dealt with all
of them, you can enter the premesis.
Finally, you have to kill the remaining Cholos inside and then destroy their
assets. When this is done, an Empire Site comes up for sale. It's up to Marty
to purchase it this time to add to his ever-growing criminal empire.
Mission Passed!
$700
Note that you CANNOT take over Empire Sites at this moment in time.
You can also purchase weaponry from Stonewall J's.
Victor finds himself amongst Marty and his drinking buddies, who display some
casual racism. When he bites back, Victor is scolded by Marty before it can
come to blows. He then orders Victor up to his newly-acquired brothel, where
some of the girls have been threatened by the Cholos.
Head up to Little Haiti to pay a visit to the brothel. Victor is attacked by
the Cholos, but it only results in a destroyed vehicle. You will need to
rescue three girls caught in an attack gripping the district. Their Health is
displayed to give you an idea of a time limit.
There is an Oceanic parked nearby for you to pick them up. One girl is to the
north, another near King Knuts, and another southeast from the brothel. As you
pick up girls, the Cholo onslaught will intensify. So, you want to collect the
girls from furthest to nearest - north, King Knuts, and southeast.
The girls do make this mission easier, as they wield sub-machine guns and are
good shots with them. With three SMG-wielding girls, you have a bit of
breathing space.
Victor arrives not to find Phil drunk, but with Martinez. The two air out the
tension between them, but talk soon turns to business. Martinez has Phil in
his hand, and orders them out on a shipment ambush.
Enter the vehicle and make your way over to the Beachcomber Hotel to pick up
Phil's thugs, who are going to help with proceedings. You must then make
tracks for the truck transporting the guns. Get close to the rear of the truck
so that Phil and his thugs can take out the protectors on the back of it, and
then bring it to a stop by getting at the front of it and stopping.
You must then escort Phil back to Viceport. It has a Damage Meter, meaning you
have to protect it. The owners of the shipment will pursue Phil, but stay
close to them and let the thugs deal with them.
Getting Phil to Viceport is easy if you stick with the goons attacking him.
Don't stray too far from Phil, and you should be okay. When he makes it back
to Viceport, a cinematic eases you to the end of the mission.
Victor arrives in the aftermath of a falling-out between Martinez and Phil. It
is only personal, and the two make up for it. It turns out that Phil got drunk
and called him an asshole - the drink does make you speak your mind - and now
they have to check something over in order to regain Martinez's trust.
Drive Phil's Walton over to Martinez's lock-up in Little Haiti. Damage to the
truck is measured, most probably due to the stills on the back, so drive with
care. When you get there, you learn that this is a second betrayal by
Martinez - this one is meant to be a lethal one.
Get out of the truck and kill the goons, before moving one of their vehicles
that is obstructing the alley out onto the street. As you drive back to Phil's
place, Martinez's goons will pursue you. Phil will be tossing his liquor,
which conveniently doubles up as a good Molotov Cocktail, as a reply.
These guys pack a punch. You want to get straight back onto Bayshore Avenue
and then drive down to Viceport as fast as you can. If you keep on driving
fast, you should be untouchable.
After getting back to Viceport unscathed, Phil decides that he and Victor
shouldn't do business whilst he lies low from Martinez. Victor isn't fazed by
Martinez's betrayal, but decides that it is the best for the both of them.
Mission Passed!
Phil's missions are complete, and Martinez sends you a "lovely" message.
>> CP4. Louise Cassidy-Williams
********************************
We've met her twice through Marty, and now there's a different dimension to
her. Phil's sister and Marty's wife, Louise is the mother (and father, it
would seem) to Mary-Beth. Tired of the beatings and abuse, she is now living
with her sister. She has not led an easy life, and turns to drink and drugs.
She is a kind and loving woman, though. She has six missions from her sister's
apartment in Little Haiti.
Louise and Victor can now have a talk, with no chance of interruption from
Marty. She tells Victor of her problems, and he emphasizes. It seems that the
two can find common ground in what they think are lousy lives. Victor proposes
to let her have some fun - and she has an idea of what she wants to do.
Take Louise to the trailer park. Here, you have to partake in a Quad Bike race
around the trailer park and the outskirts of Little Havana. It is two laps and
a pretty simple course to follow. You only need to win to be successful.
After the race, Louise tells Victor how much fun she had, and hopes to see him
again.
Around the back of Sunshine Autos is a map of Vice City. With completion of
the mission "When Funday Comes", you can use it to begin a number of street
races on the West Island.
The PS2 version has nine races to complete, as opposed to twelve on the PSP
version. There are five to complete here, with four left to complete when we
reach the East Island.
There are two types of street race - a car race, and a motorcycle race. Each
one has an entrance fee, and the reward outsizes the fee. A margin of profit
is available to you for repeated completion of the missions.
A vehicle will not be provided for you. You will need to find your own. A
sports car is recommended for the car races, and a PCJ 600 for the motorcycle
races.
A breakdown of all 5 races at this location is included here. No tips are
given - you just need to outrun your opponents, and it's as simply put as
that.
LCW2. "Takin' Out The White Trash"
***********************************
Louise is in bits when Victor arrives. He gets down to the bottom of what is
affecting her - she left some of her daughter's things back at the trailer.
Victor offers to take her down there to collect them.
Head to Marty's trailer. Victor and Louise will be confronted by the locals,
angry at Victor for winning the Quad Bike race, and accusing him of cheating.
He lets slip the phrase "white-trash", and that infuriates them.
You now need to get rid of all the Rednecks that come after you. They won't
overcome you, but they will come at you from all sides, meaning that you can
be open to attacks. When they are all dead, Louise goes in and claims Mary-
Beth's things - and Marty's wallet for good measure.
Take Louise back to her sister's apartment to finish up.
When Victor arrives, he meets Mary-Jo, Louise's sister. Marty had paid a visit
earlier to take Louise away, mentioning something about "turning her out".
Victor knows that he'll need to act quickly to save her from Marty.
Head down to Marty's trailer to overhear the final domestic dispute between
Louise and Marty. He plans to take her to the brothel and turn her out. Making
his own wife a working girl - what a weasel.
Ignore his goons and give chase. You need to stop Marty before he gets Louise
to the brothel in Little Haiti. Fend off Marty's guys, but concentrate on
stopping him primarily. After damaging Marty's Bobcat enough, he will get out
and attempt to kill you with a Shotgun. Quickly kill him, and get in the car
with Louise.
She is now worried for Victor's safety, and wants to take him to a hideout so
he can lie low from Marty's goons. Drive over to The Compound in northwestern
Little Haiti to finish up. Louise leaves Victor to his own devices.
Mission Passed!
You can use The Compound Safehouse in Little Haiti as a place to save and
change clothes.
LCW4. "To Victor, The Spoils"
******************************
Louise and Victor get reacquainted following Marty's death. She has an idea -
to have him take over Marty's empire. Victor is apprehensive at first, but
Louise manages to convince him that it is a good idea.
Head over to Sunshine Auto to begin with, to recruit some thugs. From there,
head over to Marty's lock-up just down the road to begin. Dispose of Marty's
goons. Use a sub-machine gun if you have one to make quick work of them
alongside the thugs you recruited.
To finish up, you need to do the same to Marty's protection racket in southern
Little Havana. Clear out the area, go inside the business and kill the few
remaining goons. With this done, the mission is complete.
Louise pulls up to inform Victor of the good news - he has an empire to build
and play around with.
Mission Passed!
$1,500
This opens up the Empire Building aspect of Vice City. Jump to Chapter 18, as
it won't be covered until the storyline is completed.
Louise's missions will halt, and you are paged and told to pick up someone
from Escobar Intl. Airport.
If the name isn't enough to prove that this guy is moronic, his attitude will
do more to confirm it. Lance is Victor's brother, and he isn't known for his
intelligent moments. He is overly flamboyant, and shares the ambition of a
businessman - he looks for big scores and steps towards earning his fortune.
This gets the Vance brothers into spots of bother. He has fourteen missions,
stretching to near the end of the storyline, and forge the path to "achieving
the dream".
Victor waits for the person he is meant to pick up. He soon learns who's in
town - his brother, Lance. A great reunion is anything but that - it is tense
and fuelled by resentment. The two leave, but they are stopped by the Cholos.
They are angry at Victor for all the gang warfare he's conducted against them,
and they want blood.
You are gunning and Lance is driving. It begins with a race out of Escobar,
through Little Havana and Little Haiti. You must fend them off with a Micro-
SMG. They can damage you if you can't deal with them quickly enough. You just
need to have a good, accurate shot to deal with the Cholos attacking you.
The chase ends with Vic and Lance bailing out of the flaming vehicle. Cholos
attack from both sides of the area you crashed in. Protect Lance and then get
him to his hotel in Downtown to finish up.
Mission Passed!
Umberto Robina's missions will be unlocked after he pages you. You will also
reopen Louise's missions.
When Victor calls for Louise, she tells him that his brothel is going up in
flames. This provides another excuse for the two to spend time together.
There is a Girls Meter that will slowly go down. You need to get to the
Firetruck up the road, 'jack it, and then get to the brothel in Little Haiti.
You will need to extinguish the fire before the Girls Meter empties.
The two vehicles are in flames nearby, and are at risk of exploding. You want
to just knock the two vehicles away from the brothel so they won't make
matters worse. You have around 30 seconds to do so, but it shouldn't be a slow
process.
When you have extinguished all fires, Louise spots the person responsible -
Marty's cousin. He will lead you to a nearby rooftop and then attack you with
a Pistol. He is easy to kill. Once he is dead, the mission is complete.
LCW6. "Robbing The Cradle"
***************************
Victor talks to an upset Louise, who has had a visit from Welfare. The man
they sent out was a weasel - he threatened to take Mary-Beth away from her
unless she put out for him. So, she ordered some of Victor's guys to take him
out. Victor knows that this will only make matters worse, and now needs to
save a life.
Quickly catch up with the chase between Victor's gangsters and the Man from
Welfare. Deal with the gunmen and kill them, before trashing the Welfare Man's
vehicle. Once you have damaged him enough, he gets the message.
This guy is a big hunk of Hispanic dumb muscle. Umberto heads the Cuban gang
operating out of Little Havana. He is obsessed with the "worth of men", and is
proud of men with balls - in the figurative sense, that is. Despite drilling
this morale into his men's minds, he seems to be on the wimpier side, rarely
seeing action. Victor and Umberto draw common lines as rivals of the Cholos,
and so the two must work together. He has four missions from his suburban home
in Little Havana.
Victor presents himself to Umberto, and a bad joke doesn't get their
relationship off to the best of starts. Umberto's patter of "balls" is then
engrained on Victor, and he will need to prove his worth.
There are several men chasing a package to bring back to Umberto. If Victor is
successful, Umberto will consider working alongside him. The package is in
Downtown. You are likely to be chasing thin air, and someone is bound to get
there before you.
If that is the case, it is a chase down Bayshore Avenue to get the package.
Damage the holder's vehicle until he bails, kill him, take the package, and
outrun the competition. Umberto is waiting in Viceport. You fail the mission
if someone else gets there with the package. You are also dealing with a 2-
Star Wanted Level.
When you get to Umberto, he will be impressed, and a business relationship is
forged.
Victor arrives as Umberto harasses the woman consulting him about his father.
After he is finished, he tells Victor that Martinez has been causing problems
for the Cubans, and he wants Victor to set things straight.
You have two thugs in tow. You need to deal with all the Cholos before the
Havoc Meter fills to maximum. Find a four-door vehicle and head to each Cholo
havoc-wreaker.
You will be dealing with a total of five Cholo groups - some in vehicles, and
the rest on foot. Those on foot are easy pickings, and those in vehicles will
take slightly more work, but the Cuban thugs will make things easier. Once all
five groups have been dealt with, drop the thugs back off to Umberto to finish
up.
When Victor arrives, he finds Umberto a shattered man. The men sent out to
protect his father, Alberto, at a wrestling match, decided to leave him to
enjoy the fight. They saw some Cholos as they left. This has driven Umberto
hysterical, thinking that his father is a dead man. Victor takes matters into
his own hands, expecting Umberto to pull himself together and pay him for his
services.
Head to the Hyman Memorial Stadium to pick up Alberto. He tells Victor that he
needs to open up his cafe on time - something which he has managed to do for
the last 20 years. You have six minutes to get to Cafe Robina in Little
Havana.
You cannot drive too fast, or you will raise the Stress Meter. Alberto has a
heart condition that you must compensate for by driving slowly. Added to that,
Cholos will be patrolling Little Haiti and Little Havana, and will attack you
on site. That would raise the Stress Meter and ultimately end in mission
failure. You need to avoid the patrols.
There is a quick route that you can take. You want to start heading south down
the path onto the western seawall. Take the asphalt path due southeast from
your starting position onto the seawall, past The Compound, past the Scrapyard
and onto Little Havana.
Stop as you come to the dirt mound forming Jump #11. You will be near Cafe
Robina. There will be a gap in the wall to the east, allowing you to get back
on the streets. Make sure that you allow patrols to pass before dropping
Alberto off at Cafe Robina. You should have made good time, and you shouldn't
be cutting it close.
URO4. "Havana Good Time"
*************************
Victor joins Umberto's men as the man himself rallies them. He is preparing
them to perform a large hit on the Cholos' interests. When Victor opens his
mouth, he's able to get their blood firing faster than Umberto can. Everyone
sets off, and Victor is personally appointed to head the attack.
There is a Micro-SMG right outside Umberto's house. Your task is to raid a
Cholo warehouse and take their guns. Their warehouse is in Little Haiti, and
has five Cholo guards protecting it. You'll be on your own, but using the
Micro-SMG allows you to switch between targets whilst keeping your distance.
With all guards dead, Umberto and his men arrive in vans, with a parting gift
for the Cholos. You will have to protect the Cubans as they load up the vans.
The Guns Meter gives you an idea of how far along they are. Cholos will appear
in waves of light reinforcements and will attack the Cubans. You must protect
them as they load.
Whilst some of the Cholos come around from the sides and the rear entrance,
some may arrive from behind the Cubans, and several of them arriving in their
vehicles. Just make sure that you are picking them off fast enough.
With the vans loaded up, you must drive one of them to Umberto's house. The
Cholos will attack you as you drive back. If you use the drainage ditch in
Little Haiti as part of your path, it will significantly reduce the damage you
have to sustain from the Cholos.
Once you get to Umberto's, he and Victor can celebrate the beginning of a
relationship between the Cubans and the new gang in town. Added to that, the
Cholo warehouse is destroyed, and they are more or less finished without their
weaponry.
Mission Passed!
$1,500
Some time after I had completed this mission, many of the Cholo Empire Sites
went up for sale. So, I snapped them up. I'm not sure if it was linked to this
mission, so this will need confirming.
Umberto's missions are finished, and leaves us with Victor's good brother...
Lance is enjoying his stay in Vice City, and the hotel room that he's staying
in. He tells Victor that he's met a power player, who promises to make the
Vances rich for little effort. Victor clearly thinks that he is too good to be
true, but decides to go along with it.
Lance reveals the player's name - Forbes - and how they're going to get in
touch with him. You have one minute to get to King Knuts, just down the road.
Not a tall order to begin with.
Lance speaks to Forbes over the payphone. He tells Victor that they only need
to do him a favor - getting his car out of the Impound Yard. However, a few
crooks come in and stick up the bar. Kill them, and get outside.
The VCPD will think that Victor and Lance were the robbers, giving you a
Wanted Level. Fight them off and get a vehicle. Head down to the Little Haiti
Pay 'n' Spray to lose it, and then get to the Port Authority Building. You're
getting across along the rooftop.
Get on the Sanchez and up onto the Port Authority roof. You will be hitting
and completing Jump #4, and making your way down onto the ground to get
Forbes' car.
The vehicle will be guarded. Kill those guarding it, get into the vehicle, and
heads towards the ramp out of the yard and into Escobar Intl. Airport. Ignore
the rest of the guards and hit the ramp out of the yard. Lance will deliver it
to Forbes, leaving Victor to himself.
Mission Passed!
$750
The Civil Asset Forfeiture Impound vehicle lists will now be available to you.
Bryan Forbes' mission line will also become available in Downtown.
This is the "big player" that is, supposedly, going to make Victor and Lance
rich. He has convinced Lance (not a difficult feat) that he will give them
easy money. However, and unsurprisingly, he's not who he seems to be, and
honesty isn't one of his things. He has three missions.
BFO1. "Money For Nothing"
**************************
Victor is introduced to the sharp-suited Forbes, and gets to sit in his
apartment. Forbes then discusses one of his schemes - to steal some illicit
merchandise. Victor is uneasy about this, worrying about the heat that this
will bring, but his life is made easier - he's playing decoy.
Get to the van in the parking lot in Downtown. You will then have to get to
Forbes' lockup in Little Haiti, next to the Printworks. After spray-painting
the van, you will then have to set off.
You need to keep your distance from the area, and fend off a 3-Star Wanted
Level as the Progress Meter fills. Lance will keep in touch to give you more
of an idea of how far along you are.
Keep the Wanted Level and stay as far away from the van as possible. Heading
down to Viceport is your best bet. Sticking near the crane on the south coast
will keep most of the cops away from you. Once the Progress Meter is full, you
are free and you can move.
All that's left to do is to get to a Pay 'n' Spray to lose your Wanted Level.
There is one in northwest Viceport, a few blocks over from the recommended
position. Once you have lost the Wanted Level, the mission is complete.
Mission Passed!
$1,500
Forbes' missions are halted, and one more of Lance's is available at the Hyman
Memorial Stadium.
LVA3. "Caught As An Act"
*************************
Victor meets up with Forbes; Lance is nowhere in sight. He's picked up some of
Lance's moronic patter, but Victor shrugs it off. When Lance finally arrives,
he pulls a gun on Forbes. It turns out that Forbes is undercover. He protests,
saying that he doesn't want to arrest him. He manages to distract Lance to run
away, leading to a chase.
You are chasing Forbes, who is driving a Stinger. You need to capture him
alive. There is a Cheetah ahead of you, which is an ideal car for this chase.
When you first ram him, the cash-filled trunk will open.
A Cash Meter will appear when you do this. You are now working against two
things - time, and idiotic civilians. You cannot let the Cash Meter empty
before capturing Forbes. Civilians will run out into the street to pick up
cash, slowing you down.
You will need to spin Forbes out and trap him so you have enough time to yank
him from his vehicle. Use your vehicle to block him on one side, and into an
area where you can 'jack him easily. A side of a building or a fence bordering
an enclosed area normally works.
When you have Forbes captured, a cutscene takes you to an abandoned apartment
in Little Haiti, where Forbes is bound and left to sweat.
Mission Passed!
$750
We have two choices - visit Lance at his hotel room, or interrogate Forbes.
Let's go with the latter, shall we?
With Forbes sweating, Lance begins an interrogation. It doesn't take long for
him to tell - there is a dealer coming in by boat, with money and coke. He
"doesn't believe in bodyguards", so it's a one-on-one meeting. Lance decides
that he should meet him, but wants Vic to watch over him.
Head to the building in Downtown, grabbing the binoculars and having a vantage
point over the meet at a nearby dock. After a few moments of normality, Lance
is attacked. Get down as quick as you can, to see Lance be dragged onto the
boat.
There is a Comet near the dock. Chase the dealer's boat down the east coast.
He will dock at the ship moored at Viceport. You have to fight your way to the
hull and rescue Lance.
Go inside, and kill anyone in your way. This will be your first encounter with
the Sharks gang. Hang a right to find the path down to Lance, killing the
Sharks in this room, and the three guards surrounding Lance. Go next to him to
untie him.
You will then have to collect the contraband scattered around the ship. There
is one inside the hull, and two out on deck. Collect the first one, and then
go outside for the rest. You will have to fight your way towards each one. One
is just on deck, and the other high up on the bridge.
Upon collecting the last package, head back down onto land and meet Lance. He
will drive off with the product, once again leaving Victor to himself.
A second interrogation on Forbes uncovers something big - a major shipment
about to roll into Vice City. The contact is meant to be in the White
Stallionz Bar. Naturally, after the events of the last mission, brothers Vance
are pretty suspicious. However, it may be worth checking out.
Head over to the White Stallionz in Little Haiti. It's a pretty obvious trap -
two Afro-American brothers standing in what turns out to be a Biker Bar isn't
going to end well. Fight your way back outside and head back to the apartment.
You will see Forbes drive away on a Ventoso moped. Give chase, and kill him.
When he is dead, drop Lance back off at his hotel room.
Lance is still acting like a child, which ends up with Victor grabbing him by
the throat. A fight is stopped with a surprise appearance - their coked-up
mother and her new boyfriend, Javier. She is swearing off drugs, but neither
Victor nor Lance believe it. Lance makes an excuse to get out of the
situation - a meeting at the Airport.
But it isn't BS - there's a dealer getting out of the Vice City scene, and he
is giving away a file on the major shipment that Forbes has boasting to them
about. You have four minutes to get to the Main Terminal at Escobar Intl.
Airport.
However, when you arrive inside the Terminal, Victor and Lance learn that
someone else got to him first. He's leaving in a private jet, and probably has
some protection on hand. Pick your weapons back up and head over to the small
runway just to the north.
You have to fight your way to the jet, past the Bikers that are guarding it.
Try and pick them off from a distance, sweeping targets from one side to
another. With them dead, you'll have to fight off the reinforcements as Lance
digs through the plane. Fight them off quickly before they do serious damage
to you.
Conveniently, Lance emerges with the file once you've dealt with them. With
the file, it provides the brothers with a chance to make a big score.
LVA5. "From Zero To Hero"
**************************
With Lance almost foaming at the mouth with the prospect of making big money,
Victor's conscience is starting to take over. He confesses that he wants to
stay out of the drug game, meaning that he doesn't want to pursue this with
Lance. However, Lance tells him whose coke it belongs to - the one and only
Jerry Martinez. With this, Victor decides to go through with it, turning it
into a revenge mission.
Get into the vehicle provided, and escort Lance and the thugs down to the
docks in Little Haiti, right next to the Scrapyard. Martinez will not be here,
but you will have to fight his men off, protecting Lance in the process.
When you have cleared them out, you will see Martinez fly overhead in his
Hunter attack chopper. Follow Lance to the southern bridge to the East Island.
You will be pursued by gunmen, but they won't be too much of a nuisance.
As you cross the now-open East Island, Martinez will be flying up ahead. He
will fire RPGs that will detonate ahead of you and then sweep you, causing
significant damage. A couple of hits will put you in very bad shape. As he
launches rockets, you have enough time to move to the other side of the bridge
and avoid taking damage.
When you finally make it to the East Island, Martinez will be scared off by
the cops that await you. Continue to follow Lance with a 4-Star Wanted Level -
the S.W.A.T. teams are no problem - to the southern tip of Ocean Beach. This
will be Lance's new digs, and the storage space for the merchandise.
Lance will declare how rich he is, even though they have just arrived and have
no buyer lined up.
Mission Passed!
$3,000
The East Island is now available, opening up the whole area of Vice City. You
also get a new Safehouse - The Clymenus Suite - in Vice Point.
Also known as Vice City Beach, the East Side of Vice City is a polar opposite
to the West Side - here, it is all hotels, golden sands, shopping malls,
nightclubs, and other areas for rest and relaxation.
Prawn Island sits right to the center of the north. Aside from InterGlobal
Films and a few luxury homes, there is not much to this area.
Vice Point takes up the north of the East Island. It boasts several major
hotel chains and the North Point Mall, the mecca for Vice City shopaholics.
To the west of it is Leaf Links, the local golf club, where Vice City's
players come to unwind.
Washington Beach and Ocean Beach make a divided split to the south end of the
island. Washington boasts the headquarters to the Vice City Police Department,
but doesn't have much else. Ocean Beach holds the Marina, smaller hotels, and
the Lighthouse, one of its key landmarks.
Running right down the east coast of the East Island is the beach, where
tourists line up to have fun and work on their tan.
With the whole map open, you are able to gain access to helicopters and the
small handful of planes in the game. Added to that, boats will now also become
available for use. This has opened up a new range of side-missions for you to
attempt.
So, we shall begin to clear out more side missions before we visit Lance in
Ocean Beach.
When you visit Schuman Health Center in Downtown or the Ocean View Hospital
in Ocean Beach, you should find an Air Ambulance now parked on the helipad.
Enter it, and when prompted, activate this mission.
You have to carry patients to the hospital, using a winch. It will stay in
place, and cannot be raised or lowered. You will have to account for that by
flying low to pick up patients. There are 15 levels, with Checkpoints at
Levels 5 and 10.
You begin with one patient at Level 1. At Levels 3, 5 and 7, you'll have to
pick up one additional patient. This means that you are picking up the maximum
number of 4 patients from Level 8 onwards. You are working against the clock,
and you'll be given time bonuses each time you pick up a patient.
The winch can hold a maximum of four patients. To pick up a patient, you will
have to lower it until the patient grabs onto it. Some may be positioned in
tight gaps for your chopper to fly through. Check that your rotors are not
catching on buildings, else you won't notice until the Air Ambulance begins to
flame. Just take care.
With time only awarded for dropping off patients, you will need to consider
how many patients you can carry. Timing all depends on your piloting skills
and the distance between you and a patient. The time you are given is based on
the patient closest to you, so you will need to have an idea of how long it
may take for you to get to a patient and then back to the hospital.
With completion of Level 15, you will earn your ultimate reward - additional
Health. Like the Vigilante Mission's bonus to your Body Armor, you are awarded
50 additional Hitpoints to your Health, symbolized by a "+" on your Health
Bar.
If you head to the Downtown Fire Station and into its west side, you should
find a helicopter parked on the helipad. Entering it begins the Fire Copter
side-mission.
You have to fly over fires and use the bucket to drop water on the flames.
Extinguishing all fires within the time limit will complete the level. There
are 5 levels in total.
If you run out of water, you'll need to collect more by lowering the bucket
into the sea. To save water, you want to tap to release it over the flames
rather than holding down Circle. It doesn't take too much water to extinguish
a fire.
Each time you extinguish all fires, you'll need to fly back to the helipad in
Downtown for appraisal, completing the level. As long as you get the hang of
the chopper and the bucket, this is a simple side-mission.
In the area at the east end of the Main Terminal is a Maverick. Entering it
begins the Vice Sights side-mission.
You are flying tourists to take aerial pictures of the landmarks of Vice City.
You will need to fly them to a checkpoint, and then hold your position to
complete a location. When all locations are completed, fly back to the area
where you picked up the Maverick to finish the level.
This side-mission is very easy when you get the hang of sticking to the
checkpoints. You can gather enough time to complete levels with no rush if you
can work fast. This side-mission shouldn't be too difficult.
You have 5 levels to complete. Completion of them all will earn you $500.
Find the Standing Vice Point Hotel at the east end of Vice Point, and head
east to the lifeguard tower. There should be a BF Injection parked here. If
you enter it, you begin the Beach Patrol side-mission.
There are fifteen levels to this side-mission, with Checkpoints at Levels 5
and 10. However, there are three variants to this side-mission:
Beach Paramedic
================
You are working against the clock, driving a paramedic to his patients. You
begin with a single patient at Level 1 to three patients at Level 3. It maxes
out from there, meaning three patients per level from Level 3 onwards.
It is a simple variant, and you just have to be quick. Time is the only issue,
as the BF Injection is a very capable vehicle on the sands. Stop as close to
the patient as you can to save time.
Beach Law Enforcement
======================
You will have to accost thug bikers that are tearing through the beach and
causing disruption. This is essentially the Vigilante Mission on sand.
However, it is not too difficult. The number of Bikers begins at one, and
maxes out at four by Level 4. They will not retaliate to attacks, making them
easy pickings. And by "accost", you just need to knock them off their bikes to
scare them off. Just work through groups as quick as you can, and this is a
simple variant.
Lifeguard
==========
You are manning a boat, rescuing beach-goers who are at risk of drowning. You
will need to throw life-savers at them through means of "drive-bying" them -
click Look Left or Look Right, depending on which side your target is on, and
press Circle to toss it.
This variant, in contrast to the other two, is fairly difficult. You have to
have good judgment on the distance between you and the target, otherwise you
will overshoot the throw. Also, the throw has a one-and-a-half second delay,
meaning that you'll have to be stationary to get the target.
Crashing into a boat will be interpreted by the game as an attack on the
lifeguard, and will fail the side-mission.
You begin with one swimmer at Level 1, maxing out at three at Level 3. They
will be spread along the east coast. Care and judgment will take up your time,
and makes this difficult. In my opinion, you are best off quitting the side-
mission and hoping that you get either of the other two variants.
You need to complete Level 15 on one of the three side-missions. It doesn't
matter which one you complete. With completion of Level 15, you will earn
$1,500 for your troubles, plus Infinite Swimming Stamina. You can now swim for
as long as you like without drowning. Plus, a bulletproof BF Injection can be
purchased from Sunshine Autos for $4,000.
In Viceport, there is an Impound Yard. To to east side is a list of vehicles
that the Impound Yard is requesting. To the south is a boat hangar, also with
a list, which is requesting boats to be delivered.
Completion of the mission "The Audition" unlocks this side-mission, which
continues the running theme of collecting vehicles for cash in the "Grand
Theft Auto" series.
There is only one list for boats, whilst there are three for vehicles. You are
rewarded a certain amount of cash for each vehicle. The vehicles required for
all four lists and their location, plus the reward for delivering it, is
covered in the next several sections of the guide.
Only one location will be given for each vehicle. This location is definite,
and should be easy for you to find. Along with all other locations that are
given in this guide, you'll need an idea of landmarks in the city to track the
vehicles down.
Completion of each list will earn you $500 on top of the reward of the final
vehicle on the list that you deliver.
Completion of all lists will earn you free Pay 'n' Sprays, which is a good
reward if you're constantly having to lose the cops.
CAF1. List One - Vehicles
**************************
This list is located at the gate across the road to the west of the Viceport</pre><pre id="faqspan-4">
Pay 'n' Spray. There are eight vehicles to deliver to complete it. With
completion of List One, you will unlock List Two.
>> Streetfighter (Motorcycle)
Reward: $300
Location: North of King Knuts in Downtown, in front of Les Beans Cafe.
>> Sanchez (Motorcycle)
Reward: $200
Location: Leaning against a trailer in the southeastern area of the trailer
park in Little Havana.
>> Oceanic (Car)
Reward: $500
Location: In the southern area of Washington Beach. It looks very similar
to the Glendale, but can be distinguished by the features at the
back of it.
>> Cuban Hermes (Car)
Reward: $400
Location: The Cuban gang vehicle - one can be found at Umberto Robina's
house.
>> Polaris V8 (Car)
Reward: $700
Location: Parked outside any of your Brothels. One can also be found up the
road north of The Clymenus Suite, at the cul-de-sac.
>> Stallion (Car)
Reward: $600
Location: Parked outside any of your Drug Dens. Otherwise, Little Haiti
provides an area where it commonly spawns in traffic.
>> Pony (Car)
Reward: $400
Location: By the water tower east of The Malibu Club.
>> Boxville (Car)
Reward: $500
Location: At the Printworks in Little Haiti.
CAF2. List Two - Vehicles
**************************
This list is located in the same area of List One. Once completed, that list
will be replaced by this one. Eight more vehicles are requested. With
completion of List Two, you will unlock List Three.
>> Wintergreen (Motorcycle)
Reward: $300
Location: One can be found at the parking lot on the north side of The
Malibu Club. This needs to be the standard version, not the VCPD
police bike.
>> Freeway (Motorcycle)
Reward: $400
Location: In front of the White Stallionz Bar in Little Haiti.
>> Banshee (Car)
Reward: $600
Location: Parked in front of the house next door to Diaz's Mansion.
>> Cheetah (Car)
Reward: $700
Location: Parked outside the hotel in western Downtown, where you picked up
the first group of Lance Vance's missions.
>> Comet (Car)
Reward: $700
Location: At the parking lot on the western side of Escobar Intl. Airport
Fuel Depot.
>> Phoenix (Car)
Reward: $600
Location: Near the North Point Mall, at the hairpin curve to the west of
it.
>> Sentinel XS (Car)
Reward: $500
Location: Parked outside the home of the Mendez Brothers.
>> Mule (Car)
Reward: $600
Location: In front of a grey building northeast of the construction site in
Little Havana.
CAF3. List Three - Vehicles
****************************
This list is located in the same area as Lists One and Two. This is the final
list for vehicles, and eight more vehicles are requested.
>> PCJ 600 (Motorcycle)
Reward: $500
Location: Parked outside the entrance to the Vice City Marina in Ocean
Beach. Can also be picked up from any of the "Playground" side-
missions. Either push it away from the location to stop the
trigger, or complete the side-mission to drive it to the Yard.
>> Deluxo (Car)
Reward: $700
Location: Parked outside the main office of InterGlobal Films.
>> Infernus (Car)
Reward: $900
Location: In northwest Starfish Island, at the parking lot of one of the
mansions.
>> Sabre (Car)
Reward: $600
Location: In a parking lot in Downtown, due north of Moist Palms Hotel.
>> Stretch (Car)
Reward: $700
Location: Look for the large yellow-and-white hotel named Brodie's Hotel in
Vice Point, along the east side of the district. Start heading
south and you should find this vehicle parked outside one of the
hotels.
>> Stinger (Car)
Reward: $600
Location: Next to Pier 2 at the Vice City Marina in Ocean Beach.
>> Maverick (Helicopter)
Reward: $900
Location: On top of the VCN Building in Downtown. Take care with this drop-
off, as you are landing it at the same drop-off as the other
vehicles.
>> Sparrow (Helicopter)
Reward: $800
Location: On the helipad at the southern end of the Escobar Intl. Airport
tarmac. Take care with this drop-off, as you are landing it at
the same drop-off as the other vehicles.
Now it's time to take to the sea. Get to the boat hangar at the southern end
of the Impound Yard to revise the list. Some of these boats are painfully
slow, and so your patience may be tested. However, it's the final list to cap
off the Civil Asset Forfeiture Impound.
>> Dinghy
Reward: $300
Location: Underneath the bridge connecting the Mainland to Leaf Links, on
the east side. You will have to swim out to get access to it.
>> Jetski
Reward: $500
Location: At Pier 1 of the Vice City Marina in Ocean Beach.
>> Marquis
Reward: $900
Location: At Pier 1 of the Vice City Marina in Ocean Beach.
>> Rio
Reward: $700
Location: At the dock at the V.I.P. Terminal (where you met the contact in
the opening mission, "Soldier").
>> Reefer
Reward: $600
Location: Docked on the water southwest of The Compound.
>> Violator
Reward: $700
Location: Docked on the west coast of Vice City Beach, just due north of
the bridge at Leaf Links.
>> Squallo
Reward: $800
Location: At Pier 1 of the Vice City Marina in Ocean Beach.
>> Tropic
Reward: $700
Location: At Pier 1 of the Vice City Marina in Ocean Beach.
SIC21. Red Balloons (East Side)
********************************
We can begin to polish off the last of the collectibles left to acquire in the
city. Fifty-two Red Balloons remain. We will begin on Prawn Island, and then
move on to Vice Point and the North Point Mall, working our way south until
we collect the 99th in Ocean Beach.
Make sure to collect any of the 47 on the Mainland that you missed beforehand.
With that in mind, you can finish off the hunt.
>> Red Balloon #48 (RB-48)
Prawn Island
-- Location: Inside the gazebo on the grounds of the home to the Mendez
Brothers.
-- Recommended Weapon: Any Weapon
-- Tips: If you haven't paid a visit to the Mendez Brothers, it is the
green mansion at the north of Prawn Island.
>> Red Balloon #49 (RB-49)
Prawn Island
-- Location: Underneath an overhang on the east side of the home to the
Mendez Brothers.
-- Recommended Weapon: Any Weapon
-- Tips: As with Red Balloon #48.
>> Red Balloon #50 (RB-50)
Prawn Island
-- Location: Underneath the water tower at the northwest area of
InterGlobal Films.
-- Recommended Weapon: Assault Rifle
-- Tips: The Film Studio takes up the southwest area of Prawn Island, and
is very easy to locate.
>> Red Balloon #51 (RB-51)
Prawn Island
-- Location: You can enter an alley on the east side of the southeast block
of Prawn Island. The Red Balloon is underneath an overhang in
this alley.
-- Recommended Weapon: Any Weapon
-- Tips: None.
>> Red Balloon #52 (RB-52)
North Point Mall
-- Location: Underneath a palm tree to the northeast of AmmuNation.
-- Recommended Weapon: Any Weapon
-- Tips: None.
>> Red Balloon #53 (RB-53)
North Point Mall
-- Location: Underneath one of the escalators east of AmmuNation.
-- Recommended Weapon: Any Weapon
-- Tips: None.
>> Red Balloon #54 (RB-54)
Vice Point
-- Location: West of the parking garage at the North Point Mall, underneath
a high overhang to the salmon-colored building.
-- Recommended Weapon: Assault Rifle
-- Tips: None.
>> Red Balloon #55 (RB-55)
Vice Point
-- Location: At the northeast corner of the district is 3321 Vice Point Rd.
This was a Safehouse in "Grand Theft Auto: Vice City". The
Balloon is underneath an overhang on its northwest side.
-- Recommended Weapon: Any Weapon
-- Tips: None.
>> Red Balloon #56 (RB-56)
Vice Point
-- Location: Across the street to the west of the North Point Mall is a
blue-and-white building. The Balloon is stuck under a small
tree at the southwest area of the building.
-- Recommended Weapon: Any Weapon
-- Tips: None.
>> Red Balloon #57 (RB-57)
Vice Point
-- Location: Head south from the building where Red Balloon #56 was located
and stop before the road curves around this hotel. The hotel
is Ducum Inn, and there is a Red Balloon stuck under the
diving board behind it.
-- Recommended Weapon: Any Weapon
-- Tips: None.
>> Red Balloon #58 (RB-58)
Vice Point
-- Location: Locate the Shady Palms Hospital, and head north until you find
a salmon building. The Balloon is stuck under an overhang on
its south side.
-- Recommended Weapon: Any Weapon
-- Tips: None.
>> Red Balloon #59 (RB-59)
Vice Point
-- Location: If you locate the Stretch for the Civil Asset Forfeiture
Impound outside the blue-and-white building, you can find a
Balloon underneath an overhang on its north side.
-- Recommended Weapon: Any Weapon
-- Tips: None.
>> Red Balloon #60 (RB-60)
Vice Point
-- Location: Underneath the stairs at the north side of El Casa Swanko.
-- Recommended Weapon: Any Weapon
-- Tips: El Casa Swanko was a Safehouse in "Grand Theft Auto: Vice City".
It is a villa situated in the center of the district.
>> Red Balloon #61 (RB-61)
Vice Point
-- Location: Head across the street south of El Casa Swanko to find one of
the properties with a pool bar. The Red Balloon is underneath
the roof of the bar.
-- Recommended Weapon: Any Weapon
-- Tips: None.
>> Red Balloon #62 (RB-62)
Vice Point
-- Location: Locate the Police Station in Vice Point, and you should have a
hotel across the street to the east of it, with the Balloon
located at the north end of it.
-- Recommended Weapon: Assault Rifle/Sniper Rifle
-- Tips: None.
>> Red Balloon #63 (RB-63)
Vice Point
-- Location: Begin at the Vice Point Police Station. From the southeast
corner, head south. Turn right at the next intersection, and
look to your right to find a grassy area. Look in the trees to
find the Balloon.
-- Recommended Weapon: Any Weapon
-- Tips: None.
>> Red Balloon #64 (RB-64)
Vice Point
-- Location: If you stick in the same area where you found Red Balloon #63,
head back to the street. Go south across the area and stop
when you reach the R*LAX billboard. Keep on heading south
until you find the Balloon underneath an overhang.
-- Recommended Weapon: Any Weapon
-- Tips: None.
>> Red Balloon #65 (RB-65)
Vice Point
-- Location: Head back to the Vice Point Police Station. Head to the
southeast corner, and you should see the Coffee Trailer to the
east side of it. The Balloon is right in front of it.
-- Recommended Weapon: Any Weapon
-- Tips: None.
>> Red Balloon #66 (RB-66)
Vice Point
-- Location: Locate the apartments on the north side of the bridge to Leaf
Links which overlook the course. The Balloon is underneath a
high overhang at the northeast corner.
-- Recommended Weapon: Assault Rifle/Sniper Rifle
-- Tips: There is a wall around this complex. Stand on it to get a better
angle on the Balloon. Otherwise, you may have trouble getting at
it.
>> Red Balloon #67 (RB-67)
Vice Point
-- Location: Begin from the apartments where Red Balloon #66 is located,
and head south down to the intersection, where this road ends.
At the northeast corner of this intersection is a yellow-and-
white apartment complex. There are stairs on the east side,
and the Balloon is at the top of these stairs.
-- Recommended Weapon: Any Weapon
-- Tips: None.
>> Red Balloon #68 (RB-68)
Vice Point
-- Location: There is a complex of small apartments with a basketball court
in the center of them towards the southern end of the
district. The Balloon is underneath an overhang at the south
end of the courts area.
-- Recommended Weapon: Any Weapon
-- Tips: None.
>> Red Balloon #69 (RB-69)
Vice Point
-- Location: Head towards the eastern side of Vice Point and look for Van
Khoff At The Beach. When you find it, head to the pink-and-
white hotel next to it. The Balloon is stuck up high on the
southwest corner.
-- Recommended Weapon: Sniper Rifle
-- Tips: You may try to get at this with an Assault Rifle. The Sniper does
give you a better shot, though.
>> Red Balloon #70 (RB-70)
Vice Point
-- Location: Locate the Standing Vice Point Hotel - one of the southern
hotels on the east side of Vice Point. In the southwest corner
is a tall palm tree with the Balloon stuck under it.
-- Recommended Weapon: Any Weapon
-- Tips: None.
>> Red Balloon #71 (RB-71)
Vice Point
-- Location: There is a teal-and-white complex to the southeast of The
Malibu Club. The Balloon is stuck on the east side.
-- Recommended Weapon: Any Weapon
-- Tips: None.
>> Red Balloon #72 (RB-72)
Vice Point
-- Location: A short distance from The Clymenus Suite is the Vice Point
Fairgrounds. Head inside and locate the bumper cars to find
the Balloon underneath the shelter.
-- Recommended Weapon: Any Weapon
-- Tips: None.
>> Red Balloon #73 (RB-73)
Vice Point
-- Location: Stay in the Fairgrounds and locate the "Chunder Wheel" sign.
The Balloon is stuck underneath the "W".
-- Recommended Weapon: Any Weapon
-- Tips: None.
>> Red Balloon #74 (RB-74)
Vice Point
-- Location: Exit the Fairgrounds from the gateways and follow the fence
south. When it ends, head southeast and you should find
yourself in the center of several buildings. The Balloon is in
this area.
-- Recommended Weapon: Any Weapon
-- Tips: None.
>> Red Balloon #75 (RB-75)
Vice Point
-- Location: From the road on the west side of the Fairgrounds, head south
until you reach a set of apartments overlooking Starfish
Island to the west. From the stairs at its east entrance, head
south to the white-and-yellow building. The Red Balloon is on
the northeast corner.
-- Recommended Weapon: Sniper Rifle
-- Tips: This Balloon can only be popped with a Sniper Rifle. It is under
a very high overhang.
>> Red Balloon #76 (RB-76)
Leaf Links
-- Location: In the northern end of the Golf Club is the driving range.
A Balloon is under a palm tree at the south side of the range.
-- Recommended Weapon: Any Weapon
-- Tips: Use a helicopter or some other means of transport to get into the
club. You will have to lose your weapons at the metal detector if
you enter through the Clubhouse.
>> Red Balloon #77 (RB-77)
Leaf Links
-- Location: Get onto the central island of the Links, and look towards
the bridge to the east. The Balloon is underneath the bridge.
-- Recommended Weapon: Assault Rifle/Sniper Rifle
-- Tips: Use a helicopter or some other means of transport to get into the
club. You will have to lose your weapons at the metal detector if
you enter through the Clubhouse.
>> Red Balloon #78 (RB-78)
Washington Beach
-- Location: Begin at the Washington Beach Police Station. Look to the
west to see one of the bridges crossing the waterway. The Red
Balloon is located underneath it.
-- Recommended Weapon: Any Weapon
-- Tips: None.
>> Red Balloon #79 (RB-79)
Washington Beach
-- Location: It is under a palm tree at the entrance to the Washington
Beach Police Station.
-- Recommended Weapon: Any Weapon
-- Tips: You can get a very easy shot by getting onto the roof, via the
stairs on the south side of the building.
>> Red Balloon #80 (RB-80)
Washington Beach
-- Location: Get to the southeast corner of Washington Beach Police Station
and look towards the northeast. Go into the alley in this
direction, and the Balloon is stuck in this alley.
-- Recommended Weapon: Any Weapon
-- Tips: None.
>> Red Balloon #81 (RB-81)
Washington Beach
-- Location: If you head east from Red Balloon #80, you should come across
a tricolored building of red, green and white. Look up to your
right to find the Balloon.
-- Recommended Weapon: Any Weapon
-- Tips: None.
>> Red Balloon #82 (RB-82)
Washington Beach
-- Location: Continue east from Red Balloon #82, and stop at the next
intersection to see a yellow-and-white building to the
southwest. The Balloon is on the southeast corner.
-- Recommended Weapon: Any Weapon
-- Tips: None.
>> Red Balloon #83 (RB-83)
Washington Beach
-- Location: At the south end of Washington Beach is an apartment complex.
At the back of the complex is a pool, with the Balloon south
of its steps.
-- Recommended Weapon: Any Weapon
-- Tips: None.
>> Red Balloon #84 (RB-84)
Ocean Beach
-- Location: From the complex where Red Balloon #83 is located, head east
down the road on its south side, and stop at the second
intersection. To the southwest is a building with a Balloon on
its north side.
-- Recommended Weapon: Any Weapon
-- Tips: None.
>> Red Balloon #85 (RB-85)
Ocean Beach
-- Location: From Red Balloon #85, head into the alleys to the west, and
you should find the Balloon under an AC unit.
-- Recommended Weapon: Any Weapon
-- Tips: None.
>> Red Balloon #86 (RB-86)
Ocean Beach
-- Location: The Washington Mall is currently a construction site with an
Empire Site nearby. To the north of it is a "Stunt Double"
billboard, with the Balloon stuck underneath it.
-- Recommended Weapon: Assault Rifle/Sniper Rifle
-- Tips: None.
>> Red Balloon #87 (RB-87)
Ocean Beach
-- Location: There is a small park beside the waterfront of the Vice City
Marina. A Red Balloon is underneath one of the palm trees.
-- Recommended Weapon: Any Weapon
-- Tips: None.
>> Red Balloon #88 (RB-88)
Ocean Beach
-- Location: Underneath an overhang above the entrance to the west section
of the hospital.
-- Recommended Weapon: Any Weapon
-- Tips: None.
>> Red Balloon #89 (RB-89)
Ocean Beach
-- Location: Begin at the southeast corner of the eastern building to the
hospital, and look to the southeast to find a green apartment
complex. Go through the gap in the hedge and stop when you
reach a large palm tree. The Balloon is under a balcony to the
south.
-- Recommended Weapon: Any Weapon
-- Tips: None.
>> Red Balloon #90 (RB-90)
Ocean Beach
-- Location: Next to the Ocean Beach Pay 'n' Spray is a ruined building.
Get onto the ramp it forms and you should find a Balloon in
the ruins.
-- Recommended Weapon: Any Weapon
-- Tips: None.
>> Red Balloon #91 (RB-91)
Ocean Beach
-- Location: Locate the multi-storey parking garage in Ocean Beach, and
investigate the yellow-and-white building to the southeast of
the entrance. The Balloon is on the northwest corner.
-- Recommended Weapon: Any Weapon
-- Tips: None.
>> Red Balloon #92 (RB-92)
Ocean Beach
-- Location: Underneath a high overhang on the east side of the Ocean View
Hotel, a former "Vice City" Safehouse on the easternmost
streets of Ocean Beach, facing the beach.
-- Recommended Weapon: Assault Rifle/Sniper Rifle
-- Tips: None.
>> Red Balloon #93 (RB-93)
Ocean Beach
-- Location: On the southeast corner of the building next door to the north
of Ocean Beach AmmuNation.
-- Recommended Weapon: Any Weapon
-- Tips: None.
>> Red Balloon #94 (RB-94)
Ocean Beach
-- Location: From Red Balloon #93, head north and turn left once you pass
some shrubbery. You should see an opening into the grounds of
a green apartment complex, surrounded by chain-link fencing.
The Balloon is under an overhang at the back.
-- Recommended Weapon: Any Weapon
-- Tips: None.
>> Red Balloon #95 (RB-95)
Ocean Beach
-- Location: Turn to the west after collecting Red Balloon #94 to find
another Red Balloon under an overhang.
-- Recommended Weapon: Any Weapon
-- Tips: None.
>> Red Balloon #96 (RB-96)
Ocean Beach
-- Location: At the south end of Ocean Beach is a chapel. Across the street
to the east of it is a small house, with the Balloon stuck
under the balcony.
-- Recommended Weapon: Any Weapon
-- Tips: None.
>> Red Balloon #97 (RB-97)
Ocean Beach
-- Location: At the southern block of Ocean Beach is the Ocean Heights
Apartments, a former Safehouse in "Vice City". The Balloon is
at the northeast corner of the building next door to the east
of it.
-- Recommended Weapon: Any Weapon
-- Tips: None.
>> Red Balloon #98 (RB-98)
Ocean Beach
-- Location: From where you popped Red Balloon #97, look across the street
to find a white building. There is an alley on its south side.
You will find a parking area here, with the Balloon in the
western corner.
-- Recommended Weapon: Any Weapon
-- Tips: None.
>> Red Balloon #99 (RB-99)
Ocean Beach
-- Location: Stuck underneath the walkway at the top of the Ocean Beach
Lighthouse.
-- Recommended Weapon: Sniper Rifle
-- Tips: None.
And that's every one that you can do. Enjoy the rewards.
The remaining fourteen Unique Stunt Jumps are available for the taking. Four
of them are PS2 Exclusive, leaving only ten for PSP gamers. A handful of them
are on the water, meaning that you will have to keep watercraft handy.
>> Jump #23 (USJ-23)
Vice Point
Description: A concrete ramp, across the street west of the North Point
Mall at the salmon-and-white building.
Aim: Land on the grass plain
Recommended Vehicle: PCJ 600
Tips: The run-up is tricky, but if you judge the curve right, you should
nail it. Get a long run-up and hit it as straight as you can.
>> Jump #24 (USJ-24)
Vice Point
Description: Across the street to the north of the North Point Mall, on the
roof of the blue-and-white building.
Aim: Land on the roof of the neighboring building to the west.
Recommended Vehicle: PCJ 600
Tips: There are stairs to the roof of the building on its north side.
>> Jump #25 (USJ-25)
Vice Point
Description: A concrete ramp, and the southeast corner of the North Point
Mall.
Aim: Jump over the sign to Brodie's Hotel and land beyond the railing.
Recommended Vehicle: PCJ 600
Tips: The run-up requires you to lean down all the way, and with the Jump
not lined up to the direction of travel needed for you to get credit
for completion, it makes for a Jump that is difficult. Multiple
attempts may be required.
>> Jump #26 (USJ-26) [PS2 EXCLUSIVE]
Vice Point
Description: Southwest of Ducum Inn, the large hotel to the west, at the
waterfront railing.
Aim: Clear the water.
Recommended Vehicle: PCJ 600
Tips: It's a bit hard to get the run-up correct, but once you have it, the
Jump looks easy from then on.
>> Jump #27 (USJ-27)
Vice Point
Description: A concrete ramp across the street to the east of the Police
Station.
Aim: Clear the Coffee Trailer.
Recommended Vehicle: PCJ 600
Tips: Nothing too complicated. Just vault over the trailer to get credit.
>> Jump #28 (USJ-28)
Vice Point
Description: A concrete ramp at the south side of The Malibu Club.
Aim: Clear the Club.
Recommended Vehicle: PCJ 600
Tips: You need a long run-up, and you need to be leaning all the way down.
On re-reading this Jump from the guide at v1.00, distance over the
objective is contested. Go for clearance of the club just to be safe.
>> Jump #29 (USJ-29) [PS2 EXCLUSIVE]
Vice Point
Description: A wooden ramp in the Fairgrounds, south of the Chunder Wheel.
Aim: Land near the Chunder Wheel.
Recommended Vehicle: PCJ 600
Tips: Again, not too difficult. You can crash into the Wheel and still get
credit.
>> Jump #30 (USJ-30)
Leaf Links
Description: South of the narrowest section of the north section of the
Links, southwest of the Driving Range.
Aim: Clear the grass and land back in the water.
Recommended Vehicle: Jetski
Tips: The first one on water is an easy one. Remember that you can obtain a
Jetski from Pier 1 at the Vice City Marina.
>> Jump #31 (USJ-31)
Washington Beach
Description: In the alley on the east side of the complex where Red Balloon
#83 is located.
Aim: Cover a good distance.
Recommended Vehicle: PCJ 600
Tips: Not too hard a jump. You just need to get a few seconds of airtime.
>> Jump #32 (USJ-32) [PS2 EXCLUSIVE]
Ocean Beach
Description: In the middle of the construction site for the Washington
Mall.
Recommended Vehicle: PCJ 600
Tips: This is another simple Jump that won't require too much speed.
>> Jump #33 (USJ-33)
Ocean Beach
Description: Find a white building east of the Ocean Heights Apartments.
There are steps on its east side, leading up to the roof. The
Jump is on the metal ramp.
Aim: Clear the building ahead of you.
Recommended Vehicle: PCJ 600
Tips: Use as much of the roof as possible for your run-up, and lean all the
way down.
>> Jump #34 (USJ-34) [PS2 EXCLUSIVE]
Ocean Beach
Description: A ramp in the water at the south side of Pier 1 at the Vice
City Marina.
Recommended Vehicle: Jetski
Tips: Back up to get a good run-up, and lean down for extra speed.
>> Jump #35 (USJ-35)
Ocean Beach
Description: South of the footbridge leading to the Lighthouse.
Aim: Clear the footbridge.
Recommended Vehicle: Jetski
Tips: Not very difficult. Just hit the ramp at a good speed to clear the
bridge.
>> Jump #36 (USJ-36)
Ocean Beach
Description: A rock on the north side of the Lighthouse.
Aim: Land back in the water.
Recommended Vehicle: Jetski
Tips: Once again, not very difficult.
And that's all Jumps completed. Enjoy your bonus reward.
There are now only seventeen Rampages left. Rampages #19, #20 and #35 are PS2
Exclusive, leaving only fourteen for PSP gamers. Remember that there are some
rewards (such as additional Body Armor HP from the Vigilante Mission) which
will benefit you, and make the Rampages easier to complete.
So, with the reminder out of the way, let's finish off the last of the
collectibles.
>> Rampage #19 (R-19) [PS2 EXCLUSIVE]
Prawn Island
Objective: Destroy 15 Vehicles
Weapon: RPG Launcher
---------------------------------------------------------------------------
Location: By the large fountain at the center of Prawn Island.
---------------------------------------------------------------------------
Tips: You will want to get onto the Vice City Beach to get a higher amount
of targets. Just stand back when firing, and you should be OK.
>> Rampage #20 (R-20) [PS2 EXCLUSIVE]
North Point Mall
Objective: Kill 70 Sharks
Weapon: M249
---------------------------------------------------------------------------
Location: In the Security Booth, near the elevators.
---------------------------------------------------------------------------
Tips: Despite having a powerful weapon, this is still tough. The Sharks
will come at you from the front and from above. You want to get to
one end of the Mall and then position yourself under the walkways, so
you are not out in the open. The Sharks won't be actively encouraged
to spawn unless you roam around, so stay under the walkway to
generate more enemies. It will then be a question of whether you can
hold out for long enough.
>> Rampage #21 (R-21)
Vice Point
Objective: Obliterate 25 Bikers
Weapon: Equalizer
---------------------------------------------------------------------------
Location: From the North Point Mall's northern entrance, make your way west
to a beige-and-white building. On the west side of the building
is a wall, with the Rampage icon at the northern end of it.
---------------------------------------------------------------------------
Tips: With a powerful handgun, even Bikers with machine guns are not much
of a challenge. If you can pick off groups quickly, you can whittle
down the total and sustain little damage in the process. Keep your
distance, and the stopping power should be able to compensate.
>> Rampage #22 (R-22)
Vice Point
Objective: Annihilate 25 Bikers
Weapon: SPAZ 12
---------------------------------------------------------------------------
Location: Across the street to the north of the North Point Mall, atop the
blue-and-white building.
---------------------------------------------------------------------------
Tips: The SPAZ is a very good shotgun for fighting packs of Bikers. Go up
to a group and spray them with the shells. Rinse and repeat until you
are finished.
>> Rampage #23 (R-23)
Vice Point
Objective: Explode 15 Vehicles
Weapon: Grenades
---------------------------------------------------------------------------
Location: East of Shady Palms Hospital, tucked in the corner of a wall at
the southwest corner of a grey-and-white building.
---------------------------------------------------------------------------
Tips: You are better off blowing up parked cars. Head to the parking lot at
the northwest section outside the North Point Mall as fast as you can
and toss Grenades to blow up every vehicle, including your own.
>> Rampage #24 (R-24)
Vice Point
Objective: Terminate 25 Bikers
Weapon: M4
---------------------------------------------------------------------------
Location: On top of the shelter for the bumper cars at the Fairgrounds. Use
an Ambulance to get access to the icon.
---------------------------------------------------------------------------
Tips: The Sharks tend to spawn in large groups and can deal serious damage
in these groups. Use cover to preserve Body Armor or Health, and just
pick off groups as they come. Be patient.
>> Rampage #25 (R-25)
Vice Point
Objective: Destroy 10 Vehicles
Weapon: Minigun
---------------------------------------------------------------------------
Location: At the complexes looking over Starfish Island at the southwestern
reaches of the district, in the outdoor shower stalls.
---------------------------------------------------------------------------
Tips: It is just a question of getting back onto the streets and destroying
vehicles as they come, and hoping that enough vehicles generate. The
Minigun is immensely powerful and can destroy a regular vehicle in a
heartbeat. Firepower is not an issue, aside from the fact that you
move slowly with the Minigun.
>> Rampage #26 (R-26)
Leaf Links
Objective: Slay 20 Sharks
Weapon: Remote Grenades
---------------------------------------------------------------------------
Location: North of the Clubhouse, in the middle of the tennis courts.
---------------------------------------------------------------------------
Tips: Remote Grenades give you leeway in terms of being accurate, added to
the fact that the Sharks won't be heavily armed for this Rampage.
They still spawn in large groups, meaning that you can make an impact
in reducing your target.
>> Rampage #27 (R-27)
Leaf Links
Objective: Kill 10 Sharks
Weapon: Golf Club
---------------------------------------------------------------------------
Location: Underneath the bridge that connects Vice Point to Leaf Links.
---------------------------------------------------------------------------
Tips: You are fighting unarmed Sharks, but still remain in their groups and
can do serious amounts of melee damage. You'll need to be quick in
taking down Sharks, running away, then clearing out any chasers. If
you stay locked to a target and continue to hit him even after he is
dead, you will catch anyone who comes close to you, eventually
resulting in the death of the group.
>> Rampage #28 (R-28)
Washington Beach
Objective: Eradicate 30 Sharks
Weapon: SMG
---------------------------------------------------------------------------
Location: From the southeast corner of the Police Station, head south and
stop at the next intersection. A beige-and-teal building is at
the northeast corner. The icon is on the roof, which is
accessible via stairs on the east side.
---------------------------------------------------------------------------
Tips: The Sharks will match you for firepower, so you're best off staying
on this roof and picking them off from above.
>> Rampage #29 (R-29)
Washington Beach
Objective: Terminate 30 Sharks
Weapon: Minigun
---------------------------------------------------------------------------
Location: From the set of apartments in southern Washington Beach, head
due west towards the bushes. The icon is hidden amongst them.
---------------------------------------------------------------------------
Tips: Sub-machine guns are no match for the Minigun's stopping power. You
can blaze through groups in seconds, meaning that if you are a
seasoned shot, you should have no trouble with this Rampage.
>> Rampage #30 (R-30)
Ocean Beach
Objective: Eliminate 30 Sharks
Weapon: RPG Launcher
---------------------------------------------------------------------------
Location: Atop a small building in the Washington Mall construction site.
---------------------------------------------------------------------------
Tips: Keeping your distance is important - not only can you risk being
caught in the blast radius, you can be torn apart by the Sharks with
their machine guns.
>> Rampage #31 (R-31)
Ocean Beach
Objective: Kill 25 Sharks
Weapon: Equalizer
---------------------------------------------------------------------------
Location: Near the Ocean Beach Pay 'n' Spray is a hotel with a golden
"HOTEL" sign. You will need a helicopter to access the icon,
which is behind the HOTEL sign.
---------------------------------------------------------------------------
Tips: You want to keep a height advantage here, so stay on this level. From
here, you can take care of your targets.
>> Rampage #32 (R-32)
Ocean Beach
Objective: Extirpate 25 Sharks
Weapon: Laser-Sighted Sniper Rifle
---------------------------------------------------------------------------
Location: Inside the ruins of the building next door to the Ocean Beach Pay
'n' Spray.
---------------------------------------------------------------------------
Tips: Of course, the Sniper provides the benefit of distance shooting. Use
the ramp as a vantage point, as well as other points in this ruined
building.
>> Rampage #33 (R-33)
Ocean Beach
Objective: Level 12 Vehicles
Weapon: M249
---------------------------------------------------------------------------
Location: Northwest of the Ocean Heights Apartments, on the roof of what
will become the Pole Position Club in "Grand Theft Auto: Vice
City". You will need a helicopter to gain access to the roof.
---------------------------------------------------------------------------
Tips: Get back down onto the street and into the multi-storey parking lot.
The car lot should provide enough vehicles to help you achieve your
target.
>> Rampage #34 (R-34)
Ocean Beach
Objective: Decimate 25 Sharks
Weapon: AK47
---------------------------------------------------------------------------
Location: East of the Ocean Heights Apartments is another apartment complex
with a shrub wall at the southeast corner. The icon is behind it.
---------------------------------------------------------------------------
Tips: Turn around and pick off any Sharks that spawn. Any Sharks that spawn
behind you cannot harm you because of the shrub wall. Use this to
your advantage.
>> Rampage #35 (R-35) [PS2 EXCLUSIVE]
Ocean Beach
Objective: Kill 25 Sharks
Weapon: Laser-Sighted Sniper Rifle
---------------------------------------------------------------------------
Location: Find a white building east of the Ocean Heights Apartments. On
its east side is a set of stairs to the roof, with the icon on
top of it.
---------------------------------------------------------------------------
Tips: The roof provides some advantage, but any Sharks you aggravate and
fail to kill will gather at the base of the building, giving you no
shot on them. You may want to find a new position, such as the area
where you attempted Rampage #32.
With your last Rampage completed, you can celebrate nailing them all. And that
rounds off all collectibles in this guide.
>> Race #9 - Supercharged Circuit
Car Race: 2 Laps
-- Entrance Fee: $500
-- Reward: $2,000
With completion of these four races, in addition with the five at Sunshine
Autos, we are finished with street racing. You can revisit these any time; you
get the same reward for completing them, giving talented drivers in this game
a good way of earning money, even if rewards are quite modest.
SIC25. East Side "Playgrounds"
*******************************
In addition to the two available on the West Island, there are two more of
these side-missions in the East Island. One of them is PS2 Exclusive, meaning
that PSP gamers are only doing one.
Each one of these completed will earn you $500. The timer for each Playground
will not start until you collect the first checkpoint. You can replay these
side-missions, but you will be beating your best time for no profit.
Playground At The Point
========================
There is a PCJ 600 parked in Vice Point, at the southwest area of the North
Point Mall. This will trigger "Playground At The Point". You have to collect
all checkpoints in under 1:30.
Start off to the ones on your left, and then the ones by the planters, before
following them to the platform out onto the street.
The trickiest part of the course comes when you have to get onto a building
via an incline. You must hit it at a fast speed, but not too fast to overshoot
and end up flying over the roof. This is where you are most likely to fail.
This may take you a few attempts to nail.
Carry on following the checkpoints, collecting all the checkpoints on the
roof, and onto Ducum Inn. You will finish at the rear side of the hotel.
As long as you make good time, your only problem comes halfway through this
course.
Playground On The Park [PS2 EXCLUSIVE]
=======================
Inside the Ocean Beach multi-story car lot, on the first level, is a PCJ 600.
You will trigger the last of these Playground missions. You will have to beat
this one in 1:10.
Many checkpoints are scattered in this car lot, so make sure that you have
collected all checkpoints on each level before advancing. You will be hitting
a series of ramps, beginning with the ramp on the top level of the lot. Make
sure that you are collecting all checkpoints and that you are aligning
yourself with the ramps.
One last burst towards the end, before you are collecting the last three on
ground level. Once you have those three left with a good amount of time left,
you're set.
SIC26. "Mashin' Up The Mall"
*****************************
Inside the North Point Mall, to the northwest, is a kiosk with a BMX parked
there. Getting on it will trigger a checkpoint-collecting side-mission,
"Mashin' Up The Mall".
You have 4:30 to collect fifty coronas. However, they are split into red,
green and blue, and require different actions for you to collect them.
There are twenty red coronas, which you simply need to ride through to collect
them. There are fifteen green coronas, which require you to perform a wheelie
as you go through it to collect it. The remaining fifteen blue coronas require
you to perform a Stoppie as you go through it.
Firstly, get familiar with performing these tricks. Secondly, you need only
perform the action as you go through it - you don't need to hold the action.
This means that performing the action for a split-second will count, as long
as you do it as you go through the corona.
With that in mind, you can collect the coronas as they are scattered. It would
be sensible to start on one floor and clear it out, before starting on the
other floor to finish up. Once you get used to collecting the different types
of coronas, this side-mission is simple.
For beating the best time, you will earn $500. You may replay it, but you'll
be beating YOUR best time.
Next to the tennis courts nearby the Leaf Links Clubhouse is a Caddy. Entering
it begins a time trial, named "Caddy Daddy".
You have to complete three laps of a course set inside the Links in under
6:00. This doesn't really need coverage in a guide, because it's pretty simple
and straightforward. Just be careful with the shoddy handling of this buggy.
With completion of this simple side-mission, you will earn $2,500.
Head southeast of the Main Terminal and to the end of the runway at this area.
You will find a Biplane parked here. Entering it begins a time trial, named
"Crims On Wings".
You have to navigate this checkpoint course and finish it in under 4:00. The
course encompasses the whole of the Vice City Mainland from north to south,
finishing over the Airport near where you started.
The Biplane is rather sensitive when it comes to controls. You want to be
tapping the controls to turn rather than holding. The turning isn't perfect,
but use of the rudders is strongly advised to make it easier to negotiate the
path from checkpoint to checkpoint.
You only need to get used to the Biplane's controls, and this checkpoint
course should be easy to navigate in under the target time. Your reward for
completion is $500. You can replay this side-mission, but you'll be beating
the time you set.
SIC29. "Crims On Water Wings" [PS2 EXCLUSIVE]
****************************** ===============
Parked east of the Ocean Beach Lighthouse is a Skimmer aquaplane. Entering it
begins a time trial, named "Crims On Water Wings".
You have to navigate a checkpoint course in under 2:30. You will need to have
a fast takeoff to succeed, so attempt this mission when the weather is sunny
or at least calm.
Some of the checkpoints are low - the hardest one having you fly through the
entrance to Starfish Island, which is a tight gap to fly through - so your
piloting skills will need to shine here. Multiple retries won't hurt, so just
be patient and also be careful not to ground the Skimmer. The course will
eventually bring you back to where you started.
Completion of this side-mission will earn you $500. You may replay this side-
mission, but you'll be beating the time you set.
Docked to the south of the Scrapyard in Little Haiti, in the same area as the
small red railroad bridge, is a Bover '64 hovercraft. Entering it begins the
"Haiti Hover Race" time trial.
You will be collecting checkpoints on sea and land, aiming to beat a time of
1:45. The course will take you up the coast near to Downtown, south through
Little Haiti, and finishing up in Little Havana.
The trouble with this side-mission is that the hovercraft has very sensitive
handling, and is quite difficult to control. You will need to make small
movements in turning, and constant use of the handbrake to navigate corners.
This thing is fragile and a pain to drive. This may take the novices multiple
attempts to complete.
Eventual completion of this side-mission is $500. If you decide to go through
the torment again, you'll be beating your best time.
At the southern reaches of Vice City, out in the water, is a pair of water-
houses. A Bover '64 hovercraft is parked here. Entering it begins the "Harbor
Hover Race" time trial.
You are aiming to beat a time of 3:45. The first part of the course goes
through the Marina at Ocean Beach, up towards Leaf Links and onto Starfish
Island, before another visit to the Marina, and then back to the waterhouses.
Navigating the Marina is tricky because you'll be hitting jumps. With the
crappy nature of the hovercraft, this may prove difficult. The first jump
requires speed, whilst the second one is easier to hit as it is straight in
front of you. Hitting this next ramp takes you out of the Marina and up to
Leaf Links and Starfish Island.
The trail from here is easier, but you'll need to avoid traffic in order to
prevent sustaining damage. You'll hit one more ramp back at the Marina before
getting to the finish.
Surprisingly, a long and winding course is pretty easy, as the game developers
have been generous on time. A perfect run got me just under 3 minutes. You've</pre><pre id="faqspan-5">
room for error, but try to make the most of the cushion.
Completion of this time trial will earn you $500. You can replay this mission,
but you'll be beating your best time.
SIC32. "Hyman Memorial O.D.T." [PS2 EXCLUSIVE]
******************************* ===============
At the southwestern area of the Escobar Intl. Airport tarmac is an open hangar
with a Biplane inside. Entering it will activate a multi-vehicle time trial.
You have 4:50 as a time to beat. You'll be flying the Biplane from the Airport
to Downtown and then into Little Haiti. When you fly over The Compound, you
will have to switch out to a Squallo docked in the water nearby. You'll be
taking the boat up towards the Hyman Memorial Stadium, switching out to a PCJ
600. The course then winds around the Stadium, through northern Downtown, and
then finishing up back at the stadium.
Remember to compensate for the sensitive controls of the Biplane. To save time
you should ditch the plane over water as close to the Squallo as you can. If
you judge it right, a smooth transition will make this trial a lot more easier
to complete.
Hit the ramp in the Squallo and bail as you head towards the PCJ 600, and get
to the bike as quick as you can. Make no silly mistakes when navigating the
rest of the course on land.
Completion of this triathlon time trial will earn you $500. You may replay it,
but you'll be aiming to beat your best time.
SIC33. "Land, Sea, And Air Ace"
********************************
Near the Ocean Beach Lighthouse is a Sanchez dirt-bike. Entering it will begin
a second and final triathlon time trial.
You have 4:30 to complete this side-mission. You begin on the Sanchez,
sticking close to the Lighthouse. You will then have to take a ramp towards a
Jetski to begin the second leg of the trial. The course will head along the
coast going west and north, up to the waterways in Washington Beach and Leaf
Links. You will eventually reach a Sea Sparrow at the Links, which you will
use to navigate the rest of the course to south Ocean Beach.
Good control of each vehicle, and a smooth transition between them, is what is
required to complete this side-mission. Try and land as close as possible to
the vehicles that you need to switch to, and then concentrate on navigating
the course correctly.
The checkpoints that cause the most trouble are in the air with the Sea
Sparrow. They may increase and decrease in height, and you'll need to gain and
lose height as you move forward. Try to make movement through them as smooth
as you possibly can.
Successful completion of this side-mission earns you $500. If you want to
replay it, you'll be aiming to beat your best time.
All side-content that we can do has been covered at this point, aside from the
Empires. So, at this point, you may choose to advance the storyline further.
Set from a few more side-missions that are unlocked along the way, we have a
straight run to completing the storyline.
LVA6. "Brawn Of The Dead"
**************************
As Lance reveals his new suit to him, Victor is making a call to his "friend",
Martinez, to gloat about ripping him off. However, he drops a bombshell - he
was merely the middleman negotiating the shipment, and the merchandise belongs
to the notorious Mendez Brothers. He reveals that he is about to turn states
evidence, ruining everybody (including Victor and Lance) in the process.
Victor is incensed, and rows with Lance for not checking the deal over. He has
a plan, though - they sell the merchandise, pay off the Feds, and then prepare
to deal with the Mendez onslaught. He has a buyer lined up at the North Point
Mall. You have six minutes to get there.
When you arrive, you meet a low-grade movie director who is willing to take
the stuff off of the Vance's hands - the catch being that he needs one of them
to play stuntman as he shoots the scenes for his film.
You are in a booth, and you have to shoot "zombies" who will advance closely
towards you. You need to keep the Gore Meter filled for one minute. The closer
the zombies get to you, the quicker the Gore Meter empties. You keep it up by
simply shooting all zombies with the provided Shotgun. You have help in the
form of a female actor. Just switch between targets as you gun them down, and
this is insanely simple.
The second scene demands a bit more - using the provided Katana, you need to
stop the zombies getting inside Vinyl Countdown for one-and-a-half minutes.
This is simple if you just stick close to the store and you swipe the zombies
with the sword.
With that done, a deal is struck, and you must take Lance home. However, when
you get back, Victor and Lance discover that their mom has paid a visit and
has swiped the coke. They are now in very hot water.
Mission Passed!
$850
A page from Spitz will open up Reni Wassulmaier's missions. But we have more
pressing matters to deal with.
For the next mission, you will need to have five Empire Sites under your
control. If you don't have that many, just attack and swipe some of the Sites
on the West Island. Jump to Section 18 if you need help with that.
It seems to be going from good to bad to worse for Victor and Lance, but Lance
is trying to be positive. Of course, Victor is aware of how the Mendez
Brothers will approach their "problem", and knows that they're in deep. A
phone call then uncovers a "little problem".
The Mendez Brothers have sent out thugs to attack your Empire Sites. You will
need to get to your nearest one before they damage your site and before they
kill Lance, who has run ahead of you. Get there quick and fight off the thugs
as they come. After picking off several groups, you will be done.
Lance and Victor can bask in a short victory, but they know that the Mendez
Brothers will soon want to confront them personally.
Mission Passed!
$500
You will be paged by the Mendez Brothers, who feel that they have "mutual
interests" with Victor and his brother. This opens up their missions.
>> CP8. The Mendez Brothers
****************************
These brothers come as a pair - Armando and Diego. In the public eye, they are
philanthropists with the best interests of the Vice City community at heart.
Behind closed doors, though, they are one of the biggest drug barons in the
city, rivalling the infamous Ricardo Diaz. Intelligent, collective and very
conniving, the brothers handle their double-personas considerably well.
Armando is the main mouthpiece, capable of handling any discussions that he
holds. Diego is somewhat mute - aside from the occasional Spanish utterance,
all you'll get from him is grunts and long silences. The Brothers have five
missions, all from their home in Prawn Island.
MBR1. "The Mugshot Longshot"
*****************************
Victor and Lance are apprehensive in meeting with Armando and Diego Mendez,
for blindingly obvious reasons. The brothers emerge, and don't seem to be
blood-thirsty at first. In fact, they go as far as making the Vance brothers
partners with them. However, this simply gives way to obligations - they ask
where the coke has gone. Thinking on his feet, Lance blames it on Martinez.
The Brothers give Lance and Victor time, but only to bring proof that Martinez
was not to be trusted.
However, Lance hatches a plan from this. He wants to make out that Martinez
was working undercover. He should be meeting with the Feds to discuss his
witness protection, which can be twisted in context. All Lance has to do is
lay low whilst Victor gets everything together.
Head straight for the Washington Beach Police Station, to see Martinez discuss
his witness protection with an agent. You want to park your vehicle south,
down the street, facing north, to make the part after this a bit easier.
You need to get a good picture of Martinez with the agent. You only have a
limited amount of photos, and you cannot get too close. Zoom in close to get a
clear picture of Martinez with the agent. If you get it right, the two will
drive away.
Get back in your vehicle and follow them, making sure that you don't get too
close. You will be led to the Vice City Marina, where Martinez and the agent
prepare to set sail. Again, get a clear picture with both Martinez and the
agent in the photo. You will be spotted by Martinez as they sail away, but he
passes it off as a sneaky journalist.
You are hit with a 4-Star Wanted Level. Get back in the car you arrived in and
make a dash to the nearby Pay 'n' Spray before picking up Forbes' I.D. from
Lance's apartment. From there, it's an easy ride over to the Printworks in
Little Haiti.
Lance and Victor have everything together, and have managed to get out of the
situation. Martinez is now meant to be undercover, who confiscated the merch
instead of shepherding it.
Victor arrives to speak with Armando. In doing so, he is promoted in the
Mendez ranks. His next orders is to deal with a problem. Someone had the nerve
to rip off the Mendezes, and have a drug den located nearby. Armando orders
Victor out to run them out of their business.
This mission is an Empire Takeover with some brushing-up. You are attacking a
Biker Empire Site south of the Shady Palms Hospital in Vice Point. You will
need to have full Health and Body Armor, plus a good weapon (a sub-machine gun
or an assault rifle is definitely advised), in preparation for it.
To begin with, you need to kill the Bikers outside of this Site. They will
come in their small waves, but pack a punch, so you will need to clear them
out quickly. Use the building to cover yourself from some of the Bikers as you
attack others.
When you have wiped them out, the remaining Bikers will flee on their bikes.
Get on one of the parked bikes and drive-by them. When they are all dead, the
mission is complete.
Mission Passed!
$1,000
The Bikers will not retaliate for you taking over this Site. There won't be
any repercussions in terms of your empire. This will also allow you to achieve
the maximum number of Empire Sites.
Stock up on ammunition, and have full Health and Body Armor for the next
mission...
It seems that the Mendezes have a problem with "plagiarism", which Armando
expresses with Victor. In other words, the Brothers have some competition, and
they'd prefer to be running without any rivalry. Victor has to set them all
straight.
You will be hunting down and killing two drug runners, all of which have an
entourage acting as bodyguards. The first drug-runner is at his home in Vice
Point, a short distance south of El Casa Swanko. His protectors are well-armed
and dangerous. If you have a Sniper Rifle handy, you can take him out from a
distance and then make a quick getaway from the trouble.
The second target is at the Standing Vice Point Hotel. The only difference is
that you'll need to fight all of his bikini-babe bodyguards to have a shot at
him.
The amount of bodyguards you have to fight through is innumerable. Most spawn
around and inside the pool, but a few may spawn on the diving boards. You must
be wary of that happening. This part of the mission is difficult, and is a
challenge at this point in the game.
You can use the deep end of the empty pool as a good position to take down the
bodyguards, whilst keeping yourself covered. The most popular spawn point for
them is in the bushes. Health and Body Armor will be available for you if you
need it (which you certainly will after a while).
With all bodyguards dead, the drug-runner will make tracks on a Quad Bike.
Chase him down and kill him. A forward drive-by will sort things out. Compared
to the previous part of the mission, actually killing the guy is a walk in the
park.
Armando shares some bad news - Victor's merchandise has been confiscated by
the authorities. It's funny that some of Vic's has been stolen that he didn't
know was his. Armando's put Victor in a tight spot - the merchandise was
actually in the hands of the Mendez Cartel. Armando passed it off as property
of the Vance brothers. Victor must reclaim "his" merchandise if he wants to
avoid being accosted by the authorities.
A helicopter awaits you at the Scrapyard. You are flying a Maverick with a
magnet - in effect, a sky-crane. You will be picking up container crates of
merchandise and dropping it off near the V.I.P. Terminal in Escobar Intl.
Airport.
The first crate is in the Impound Yard, right next to one of the buildings. Be
careful of flying too close to the building. Otherwise, this one is completely
easy.
The second crate is on the move. A Flatbed truck is driving it from the
Impound Yard to Little Havana Police Station. You will need to get it before
the truck reaches its destination. This one is tricky if you are not a good
pilot. You'll need to judge the level of the magnet with the crate and then
swipe it from the back of the truck. From Bayshore Avenue, it will travel in a
straight line. Be careful of the palm trees lining the truck's route. All you
need is good piloting skills and good judgement.
With the final crate dropped, you'll discover that your ally is being attacked
by a band of Bikers. This makes the mission a little more adventurous, if not
much harder. You need to pick up the ally in his Sentinel XS for him to escape
the ambush. His vehicle's health is symbolized by a Damage Meter, which cannot
be allowed to fill to maximum. His death spells mission failure.
He'll be driving at speed and won't be travelling in long straight lines, so
you'll need judgement and luck. However, as I discovered on multiple attempts,
his route always remains the same. Keep the route fresh in your mind in any
further attempts. Flying low in the streets present another side of difficulty
but it's the least pressing for most.
If you do manage to successfully complete this task, you will have to drop him
off at the multi-storey parking lot in Ocean Beach.
Mission Passed!
$1,500
The Mendez Brothers' missions are done for now. Lance's missions will have
reopened at his Ocean Beach apartment.
LVA8. "Turn On, Tune In, Bug Out"
**********************************
A visit to Lance is a strange one for Victor - he is constantly shushed as
Lance tries to be as quiet as he can. When Vic doesn't get the message, Lance
then screams out that they've been bugged.
The authorities are gathering evidence through the bugs placed in all of their
properties, which is transmitted through the police antennae. Victor needs to
knock them out to prevent the brothers from going down. Pick up the RPG
Launcher from the nearby AmmuNation.
You'll have to knock out all antennae before the Evidence Meter is filled. The
less antennae you have to knock out, the slower it will fill. So, the quicker
you act, the more time that you'll have for this mission.
There are five antennae that you have to knock out - two at the Police Station
in Washington Beach, two at the Police Station in Little Havana, and one at
the Police Station in Downtown. You'll want to take care of any cops that
await you before knocking out the antennae. A helicopter on top of the Station
in Washington Beach will help you to get to your destination faster.
As you knock out antennae, your Wanted Level also goes up. When you've taken
out all antennae, you'll have a 5-Star Wanted Level to deal with. You'll have
to lose it before you can complete the mission. The FBI vehicles can be used
in the Pay 'n' Spray garages, but you'll need to dash to whichever garage is
closer. The Wanted Level presents its challenge, but you won't be working
against time any more.
With the Wanted Level lost, the mission will be completed.
A German-speaking director, currently aligning himself with the world of
advertising, Reni calls InterGlobal Films his place of work. This man is the
walking definition of strange - a cocaine addict, and even a gender-bender who
has a history of multiple sex changes. Victor would prefer not to be in his
company, but he has his connections to offload Vance merchandise. He has seven
missions total, beginning at the Prawn Island studios...
RWA1. "Accidents Will Happen"
******************************
Victor gets to introductions with the character of the currently male Reni.
Vic would prefer to get straight to business, but is ordered to be the
replacement of a stunt driver who has quit Reni's current film project.
Get in the stunt car, the Infernus, and then get to the start line. This
mission is a timed course around the East Island - beginning in Vice Point,
and ending with a flourish in Ocean Beach.
You cannot let the timer run to zero. You gain additional time by following
the checkpoints and by crashing into marked vehicles. Just concentrate on the
course, not going out of your way to hit all the vehicles.
There is no real challenge here, aside from hitting a few jumps. Locate the
approach for the final jump, and you're done.
After completion of the mission "Accidents Will Happen", this side-mission
becomes available. Enter the Coach parked in the southwestern area of
InterGlobal Films to begin.
This is exactly the same premise as "Rush!". You need to cause $2,000 worth of
vehicular damage in three minutes. The same scores apply:
-- $10 x each 180-degree spin of a car
-- $50 for dismounting motorcyclists
-- $50 for causing vehicles to fly into the air
-- $150 for flipping a vehicle
-- $250 for knocking a vehicle into the water
-- $300 for destroying the vehicle
-- A multiplier each time you hit several cars at once
The Coach is much less sturdy than the Linerunner, though, so you must take
care not to prang it too much. You'll be best off leaving Prawn Island and
entering Downtown, before going up and down Bayshore Avenue to accumulate a
high score.
The reward is also the same - $1,000 for completion the first time, and $250
each time you retry and beat your score.
RWA2. "The Colonel's Coke"
***************************
A second meeting with Reni ends in tears for his assistant. However, Victor
actually gets something that he can work on. A man is transporting a shipment
of cocaine, meaning that he'll be willing to take merchandise off of Victor's
hands.
You are meeting Gonzalez in Downtown. He's transporting his boss' cocaine to
Viceport, and Victor is piloting a Sparrow. You'll be flying overhead as the
boat makes its way down the coast. You cannot allow Gonzalez to be killed by
any attackers.
The Sparrow has a chain-gun on board, but you also have two of Gonzalez's
thugs flying with you. They will shoot any attacker if you are close enough to
them, and do so in good time.
You will be fighting off boats, and a helicopter when you near Viceport. The
thugs are more than capable at protecting Gonzalez from all attackers. As long
as you stick close to him, you'll have no problem in completing the mission.
Victor is introduced to Barry, an English musical agent. He tells Victor of
how he borrowed the princely sum of £3 million back in his home country, and
how the person he borrowed it from wants it back. His star client is flying
into the city today, whose life has been threatened. He wants Victor to
accompany him at the pick-up to make sure everything runs smoothly.
Pick up the bulletproof Stretch and head to the pick-up at northwestern
Washington Beach. The flashy client arrives by helicopter, but is ambushed by
would-be hitmen. You will need to quickly kill them and then make a getaway.
You'll soon find out that Barry's client is Phil Collins - voiced by the man
himself - who is meant to be playing at the Hyman Memorial Stadium. In the
meantime, you need to get him to his hotel in Ocean Beach. The men responsible
for the attack will give chase, but the only damage they'll do is through
ramming the Limo. Just get Mr. Collins and Barry to the hotel to finish up.
Mission Passed!
$1,000
You'll unlock Gonzalez's missions in Leaf Links. But we still have Reni to
deal with.
Vic joins Reni in one of the studios as he directs. He is getting frustrated
that Reni isn't being much help, but he reassures Victor that all will be
dealt with in good time. He then orders Victor out on another stunt-driving
run.
Get on the Jetski docked nearby. There are two parts to this mission. You'll
be against the clock throughout the course. You'll gain an additional 15
seconds for every checkpoint collected. The faster you go, the more likely you
are to have enough time to complete the mission.
The first part is a water sequence from Prawn Island to Vice Point. There are
a few obstacles to negotiate, but they are not too difficult. When you reach
Ocean Beach, you'll have to switch out to a PCJ 600 to complete the rest of
the course on land. Again, there are a few tough patches to get over, but you
should have no problem finishing the course if you have accumulated plenty of
time.
Mission Passed!
$850
Reni's missions are done for now. And with that, we have another side-mission
to complete.
Docked at InterGlobal Films on its west side is a Jetski. Getting on it will
begin the Watersports TT.
This is effectively Downtown Dirt-Track TT on the water. There are eight
courses to complete, each consisting of three laps, and a time to beat. You
have to complete them in order.
The Jetski is easy to control once you get used to it. Of course, you'll need
to adapt to racing on the water, but you'll fly through them if you get into
your prime.
Gonzalez is the chief lackey of Colonel Juan Garcia Cortez, who is currently
stationed in Latin America and facing a struggle. In order for the Colonel to
get weapons and gain favors, Gonzalez sets about such tasks to help him. He is
a greedy man, and has arrived in Vice City to try and turn a buck. He has
three missions.
GZZ1. "Home's On The Range"
****************************
Gonzalez has an interesting proposition for Victor - he has tied a traitor,
Jesus, a buoy in front of Leaf Links' driving range. If Victor is able to hit
him first, there may be more work for him.
You need to get the right power and accuracy in order to hit the buoy. By
stopping the bar in the green zone, you'll do exactly that. You have several
attempts before Gonzalez finally hits it. If you get it right, then this
mission is done in quick time.
Mission Passed!
$1,000
Lance will page you, to inform you that Martinez has left witness protection,
opening up his missions again.
With completion of the mission "Home's On The Range", you can begin this side-
mission at Leaf Links Driving Range.
You just have to drive golf balls as far as you can for points. You score one
point for each meter, and an additional 50 points if you hit the buoy. You
have to score 500 points in five shots. The mechanics are the same to the
mission required to complete it.
It is very easy as long as you are accurate in hitting the buoy. Doing so will
give you enough distance to manage 100+ points in a single shot. Otherwise,
you can simply overhit the ball to get good distance.
Completion of the side-mission will earn you $500. If you decide to replay,
you will have to beat your best score.
Victor meets up with Gonzalez, who is relaxing at Ducum Inn in Vice Point. He
has cut some of his boss's coke in order to make himself a profit on the side,
and he wants Victor to see out the deal on his end.
You will need to pick up the van from Gonzalez's lockup in Ocean Beach, before
driving it to the meet in the alleys. You are ambushed, simply knocked out by
a crash, before you wake back up.
Victor is now under the effects of a coke high. The camera is set to tunnel-
vision and will sway from side to side, slowing down and impairing the basic
gaming mechanics. Get to the nearby phone for Vic to call Gonzalez, informing
him of the bust. He orders that Victor gets the goons responsible and retrieve
the merchandise.
You have four-and-a-half minutes to get the drugs from Starfish Island and
then get it back to the lockup. You'll need to kill the goons, earning a 2-
Star Wanted Level in the process, and then get it back. You'll still be high,
therefore having to contend with cops and the screwed mechanics, but a good
driver can get this back with time to spare. Take care in driving and you
should be fine.
With all that has happened, and despite Victor succeeding in getting the coke
back, Gonzalez calls it a day on his business relationship with Victor.
Mission Passed!
$1,000
Gonzalez's missions are done for now. Reni's missions make a brief return.
RWA5. "Kill Phil: Part Two"
****************************
Phil is clearly on edge, due to Barry's debts nearly resulting in his death.
Barry tries to calm him down, but it's not working. Phil is asking for the
Stadium to be checked over before he checks it out, and so Victor is put in
charge of making it safe.
Head to the entrance to the Hyman Memorial Stadium. You'll have a time limit
of 5-and-a-half minutes before Phil arrives. You'll be checking certain points
in the Stadium, including the arena. You want to take the BMX to get around
faster. You'll need to clear out each area of the goons before heading down to
the basement. Grab the keycard and head down.
A collection of thugs await you, so clear them out quickly. With that done,
Victor will discover the bomb, advising Phil and Barry to call bomb disposal.
Mission Passed!
$1,500
Reni will page you to inform Victor of Ricardo Diaz, opening up that line of
missions.
Lance and Victor decide to sit down and chat. It seems that someone has been
cutting off some of the Mendez Brothers' merchandise, much to their disgust.
Victor turns the conversation towards Louise; he feels that he has something
with her, but they never speak. That aside, Lance and Victor task themselves
with trying to get to the bottom of the stolen merchandise.
You are piloting a chopper, and Lance is shooting. His shooting will be
affected with his balance, which in turn is affected by the tilting of the
chopper. You will need to get used to alternating between travelling and
allowing Lance to shoot. When his Balance Meter is empty, he will not shoot.
You are going after Bikers on Starfish Island. Get used to the mechanics
involved with this mission, and you should be able to have Lance deal with
them in quick time.
The next set of Bikers are positioned at the site to the Moist Palms Hotel.
When they are dealt with, you'll be shot down. Victor survives, but he is
separated from Lance. You'll have to fight your way into the site to find him.
Fight through the Bikers, and when you're done, you'll find Lance. He'll ride
off into the sunset with one of the bikes.
Mission Passed!
$300
The Mendezes will get in contact via pager, concerning the missing coke.
When Victor arrives at Lance's house, he's clearly high. He learns that the
culprit for the missing merchandise is Lance - he's been siphoning it to use
as a personal stash. To make matters worse, Louise arrives and reveals herself
as Lance's snorting buddy. She and Victor argue, resulting in her storming out
of the apartment. To cap it all off, Lance goes crazy, and threatens to dump
the coke.
Follow Lance. He will be dropping the coke from the chopper, and you'll need
to retrieve it using the hovercraft. Aside from the crappy handling, this is
an easy mission.
Miss a package, and it will disappear after some time. You'll need to fill the
Packages Meter up to maximum. Miss too many packages, and it's mission failed.
Once you get used to the course you have to take (which isn't difficult) and
the handling of the hovercraft, you can do this one easily.
Mission Passed!
$1,500
A page from Martinez is not nice - it threatens Louise - and informs Victor
that he is back in Vice City.
LVA11. "Where It Hurts Most"
*****************************
Lance is left to suffer the comedown of his capers in the last mission. A call
interrupts the two - Victor speaks to Louise, who says she is being followed.
They'll have to put their argument behind them, as Vic needs to come to the
rescue.
Head to King Knuts in Little Haiti. After checking out the back, you'll hear
Louise - she's being kidnapped, and is inside one of the three vehicles
driving away. Martinez is clearly the man responsible for this one.
You'll need to rescue Louise before she dies. You'll need to fight past the
thugs and check over the vehicles to see if she's there. All of them are in
Downtown. No matter how many times you do this mission, Louise is always in
the last vehicle you check over. When you locate her, you'll need to get her
to Schuman Health Center. You'll want to leave the vehicle closest to the
center to have the best chance of saving Louise.
Fend off the 2-Star Wanted Level that you will earn during the mission as you
get Louise to the hospital.
Mission Passed!
$500
Lance's missions are done for now. You'll get another disgusting page from
Martinez.
Mr. Diaz calls home to the largest mansion on Starfish Island. He is one of
the biggest drug barons in the city, making him a natural rival of the Mendez
Brothers. Ricardo, proud of his reputation, would prefer to be the only power
player in the city and to step out of Armando's and Diego's shadows. He has
five missions, including the final story mission of the game, all from his
home.
Victor meets up with Ricardo Diaz, the other big, bad drug baron in Vice City.
He is aware that Victor is working for the Mendezes, but he tries to make it
clear that he's not working for them by choice. That aside, Diaz orders that
Victor and "Quentin", or Lance, take merchandise belonging to Gonzalez. He
wants this doing because he's not being paid for it being moved through his
territory.
You are heading to a strip club in Ocean Beach to stake it out for one of
Gonzalez's men. You'll find one of them, and you'll have to tail him, staying
close behind and being careful not to spook him. You'll follow him to Vice
Point, where he'll exit his vehicle and take to the water on a Jetski. Again,
tail him.
He will lead you to the Waterhouses, which is heavily guarded. A boat stashed
with Colonel Cortez's merchandise is located here. Be careful with the
sentries stationed here, as they are heavily armed. Clear out the Waterhouses
before heading for the boat. You'll have a brief but not too hectic chase up
to Diaz's Mansion.
Victor joins Diaz as he tests out a batch of coke that is being cut. Between
moments of anger for the "disgusting" lines that he snorts, he tells Victor
that he's conducting a deal with the D.E.A. - 200 kilos for better weaponry.
He wants Victor to help oversee the deal. When the coke is cut just right, he
is on his way.
You are driving a van full of the stuff to the parking lot of the hotel in
Downtown where Lance was residing. You think nothing can go wrong when it
comes to deals in "Grand Theft Auto". But surprise, surprise, Gonzalez's men
bust the deal.
Using the Sniper Rifle provided, or using your own, you need to snipe all of
Gonzalez's goons before the Timer Bar runs out. Once you have done that, you
will need to get the truck, loaded with weapons, back to Diaz's Mansion.
For a big, bulky truck, this one is easily damaged, meaning that Gonzalez's
men can tear it to shreds. You will have to deal with reinforcements plus a
one-vehicle blockade at the entrance to Starfish Island. The Pay 'n' Spray is
along the path if the truck is near full damage, but if you've only sustained
some damage, you'll be best off gunning it to Diaz's Mansion.
If you manage to brave the onslaught, you'll complete the mission once the
truck is in Diaz's hands.
Mission Passed!
$1,750
Gonzalez's mission open up in replacement to Diaz's line halting.
GZZ3. "Farewell To Arms"
*************************
Victor joins an outdoor sitdown with Diaz and Gonzalez. The guns Victor
delivered in the last mission will be put in Colonel Cortez's hands, but Diaz
now "owns" Gonzalez in order to get in on his drug deals. With that sorted,
Victor will need to help Gonzalez get to Escobar Intl. Airport safely.
You are in a Maverick helicopter, manning the immensely powerful M249. You
have to protect Gonzalez from the Sharks, who begin appearing straight away.
A half-decent shooter can dispatch of them in their vehicles with ease. You
cannot let the Damage Meter fill to maximum.
You'll be dealing with roadblocks and regular ambushes along the way, but you
can get him to the Airport with ease. Once you are at the Airport, you'll need
to help repel Sharks attacking the entrances to the Airport tarmac as
Gonzalez's plane is being loaded up. You'll be clearing the northern entrance
once and the southern entrance twice.
Despite repelling the attackers, the Sharks will enter the Airport anyway and
will haplessly pursue the plane as it takes off. Just mop up, and the mission
is complete.
Mission Passed!
$2,500
Gonzalez's mission line finally ends, and a message from the Mendez Brothers
reopens their mission line.
A final sitdown is held between brothers Vance and Mendez. Due to recent
events, and possibly the fact that Victor and Lance has aligned themselves
with Ricardo Diaz, they request the two to hand over their empire, placing it
in the Mendez's hands. This leads to disagreements, and Vic and Lance being
knocked out.
The two awaken at the Escobar Intl. Airport Fuelling Depot, where would-be
executors decide to finish them off. However, they miss, hitting the pipeline
and killing themselves in the flames. Lance and Victor are separated, and the
two will have to get out before the whole place goes up with a bang.
There is a Pressure Meter that will fill up over time. You will need to shoot
three valves to turn off the fuel and to reunite yourself with Lance. However,
when you begin, you have no weapons.
If you turn around and go around the corner, however, you will find them lined
along the wall. I picked this tip up when I used a guide many years ago, so I
cannot take credit for it.
With that in mind, you can make easier work of the Mendez thugs that await
you, plus a chopper with gunmen mounted on it and a couple of pesky snipers.
Shoot the valves, rejoin Lance, and use the PCJ 600 to ride out of the place.
It goes up with a tremendous bang, signifying an inevitable war between the
Mendez Brothers and the Vance Brothers.
Mission Passed!
Lance's missions reopen. You will need to own at least seven Empire Sites
before attempting this next mission. Refer to Section 18 if you need a guide
on taking over Empire Sites. It is advised that you take over ones that are
close to you.
Victor arrives to a full house at Lance's pad - Phil Cassidy and Umberto
Robina make the company. Lance finally had a very good idea - he knows that
the Mendezes will be going all-out to destroy them, so they'll need to protect
their interests. Victor congratulates him, and the two set out to handle
things.
With Lance's M4, "M-4-Motherfucker", in tow, you have to protect him. You'll
need to successfully defend three of your Empire Sites in under eight minutes.
If you have a fast vehicle or if your Empire Sites are nearby, you'll have no
problem.
Fight off the goons as they come to attack you until you are prompted to move
on to the next Site. This mission plays on repetition, meaning that you can
breeze through it if you are having a good run. Protecting Lance just comes
along with it.
With all three Empire Sites successfully defended, the mission is completed.
Once again, Victor and Lance can bask in victory as they wait for the next
thing that the Mendezes will throw at them.
Lance asks Victor if Louise has been discharged from hospital yet. He does so
because Martinez is still threatening her. Victor decides to take it upon
himself to pick her up from there before they end up in the same situation. In
the meantime, Lance will be conducting a deal.
Head to Schuman Health Center to pick up Louise. She's in much better shape,
and in a good mood as well. However, niceties are interrupted when Lance drops
a page, saying that he's ambushed and trapped in a burning building. Louise
advises him to take the Air Ambulance on the roof, and she thinks that they'll
make a good time out of it.
Get on the hospital roof and enter the chopper. Lance's Health will slowly
decrease until you reach him on a hotel roof in Vice Point. When you get there
in the time limit, Lance tells all about the set-up - the bust is Martinez's
doing; he got Victor worked up about Louise's well-being so that he could get
Lance one-on-one in order to take him out. Lance wants revenge, as does Vic,
and they will need to reclaim the merchandise.
As was with "Taking The Fall", you'll need to contest with Lance's Balance
Bar as you fly over the boats escorting the drugs out of the city. Get the
right speed for Lance to take out all gunmen. You will then have to drop Lance
onto the boat once it's cleared.
All that's left is to drop off Louise back at her sister's apartment. She's
enjoyed her time spent with Victor, and they've certainly made up for lost
time.
Victor meets Reni on his own, and he is scared out of his mind. In their quest
to see the Vances out of town, the Mendezes want Reni dead for pointing them
towards Ricardo Diaz. In order to disguise himself, Reni plans to go for his
fourth sex change. Weird, but somehow sensible.
Reni's destination is the Ocean View Hospital in Ocean Beach. He will make a
run for it whilst Victor fights off the Mendez goons for as long as he can. If
you can't fend them off, they'll discover Reni has gone, which will fail the
mission.
After a couple of minutes, Reni will page you to inform Vic that the goons
have him cornered at an apartment complex in Vice Point, north of The Malibu
Club. Get there quickly, kill the goons attacking Reni, and then you'll have
to drive him to the hospital.
Mendez goons will attack you, and they can pack some damage. They can shoot
out your tyres, which will clearly prove to be annoying. If this is giving you
trouble, you may want to consider buying a bulletproof vehicle (see Section 8)
to help you. Otherwise, you can just drive Reni to the hospital to finish up.
Victor joins a merry Lance and Ricardo, who passes out at the wrong time. He
has created a debt with Diaz, and promising the destruction of the Mendez
Brothers' bearer bonds. Victor has to face up to this mess, but on his way out
of the property, he's informed of high-tech gear that can help him.
Head to the Boxville parked near the property of the Mendez Brothers. This
allows you to control their Domestobot - a robot designed for domestic bliss.
The arm on the Domestobot is multi-functional - from a lighter arm, to a
grabber arm, a rather crude pleasure arm, a duster arm, and a comms arm. The
comms arm will help you locate the safe.
Armando may also bark out orders to the Domestobot, such as lighting his cigar
or cleaning up mess. Use the appropriate arm to complete the task within the
time limit. If you don't, Armando will get suspicious and the mission will be
failed.
The safe is located in the basement. Negotiate your way down to the ground
floor, and the basement entrance is a right turn followed by a left turn.
Entrances are marked for you, so you should find it easily.
Once in the basement, get to the safe and use the comms arm to begin cracking
the safe. You have twenty attempts at this. Enter four random digits and they
may appear in three different circles. A red circke symbolizes an incorrect
digit. A blue circle symbolizes the right digit in the incorrect place. A
green digit, of course, symbolizes a correct digit.
I can cut the BS for you by telling you the correct code - which is 8-4-2-3.
Once you have cracked the safe, use the lighter arm to set fire to the safe's
contents, therefore destroying the Mendez's bearer bonds.
Mission Passed!
$2,000
I love the glowing reference to another memorable 80s song, by the way.
This will end Diaz's missions once again, and opens up Reni's line.
RWA7. "In The Air Tonight"
***************************
A new Reni is introduced to Victor, Barry and Phil. The concert is tonight,
and Phil is still a little panicky. Before Victor can provide his services, he
needs to take Reni to the Airport so SHE can make good her escape from the
Mendez Brothers.
Take Reni to the Airport. Along the way, you will encounter Mendez assassins,
who can prove troublesome. However, once you have Reni off on her trip to
embark on her new career, you can make tracks to the Hyman Memorial Stadium.
You'll have to leave your weapons at the door, and you'll need to keep an eye
out for anyone who may want to harm Phil as he performs. A suspicious figure
is up on the light rigging.
Giorgio's men will attempt to cut the cables, causing the light rigging to
fall, surely killing Phil. You will need to take them out in melee combat
before they can cut the wires. They are easily dispatched off after a couple
of hits. You'll need to react quickly to them if you want to be successful.
Between fighting goons, you'll cut to the performance of "In The Air Tonight".
This provides you an opportunity to sit back and relax for a few moments. Once
you reach the second scene, you can relax. The concert reaches its climax, and
Phil waves goodbye to his fans.
With that, Phil comes off stage and thanks Victor for his help, whilst also
cutting his ties with Barry. A good move, considering that he's narrowly
escaped several attempts on his life.
Mission Passed!
$2,000
Reni's missions are completed. All that we have now is the last mission for
Lance. It's a toughie, so stock up on guns and ammunition, and have full
Health and Body Armor. Plenty of SMG ammunition and Assault Rifle ammunition
is advised if you can get your hands on it.
Lance and Victor meet in a troubling time - Armando Mendez has kidnapped
Louise, and they'll need to rescue her. On their way out, two Mendez goons
attempt to take their lives with an RPG Launcher, but are only successful in
destroying Lance's precious Infernus. He goes on a mad rampage, and Victor's
going to have to protect him from himself.
There is a PCJ 600 parked by a tree to the east of your position. Take it,
catch up with Lance, and destroy the vehicles that attack him. He will make
his way onto Prawn Island, where you'll trigger the next part of the mission.
The Mendez property is heavily protected, and you need to fight your way to
the rear entrance. Thugs will constantly spawn, meaning that you'll just have
to take out the immediate threat before heading inside.
A stand-off ensues between Victor and Armando, armed with a Flamethrower. You
will need to evade the flames and deal with the odd goon before killing
Armando Mendez. If you have earned the Fireproof Feature from the Firefighter
Mission, then this "boss fight" (as you would prefer to call it) is a complete
pushover.
With Armando dead, Victor will run upstairs to the Mendez study. Here, he
finds Lance, and a mortally wounded Louise. She's too far gone, and her dying
wish is for her daughter to stay with her sister. She then dies. A heart-
wrenching moment (for Victor, at least), and Lance awakens to realize what has
happened. In his own way, he tries to help Vic deal with it as the two leave
the property.
Mission Passed!
$2,500
Lance's mission line is completed. All that is left is two straight missions
for Ricardo Diaz.
Victor, still feeling rough from Louise's death, pays a visit to Ricardo to
discuss business. He is happy that Armando is dead, but has learnt that Diego
has exiled himself inside his building in Downtown. Built like a fortress, it
is going to require heavy weaponry - and what better than an attack chopper?
Vic is set the mountainous task of stealing one from Fort Baxter.
Head to Viceport to meet with Phil Cassidy, once you've dealt with the Mendez
attack squad. Dealing with his sister's death as he deals with life itself -
with a throat-full of liquor - he agrees to help him. It's a drive in his
Walton to Fort Baxter.
Phil causes a distraction by bailing his vehicle in front of the main gates,
allowing Victor to make his way inside. Follow the directions into the base,
and make your way to the Admin Building. Avoid the spotlights and take out any
soldier that stands in your way.
Once inside the building, activate the controls to open the gate to the Hunter
attack chopper. You'll then have three minutes before the soldiers get it to
safety. If you have brought a heavy weapon, the soldiers aren't too hard to
deal with in the time limit.
Just get to the Hunter, 'jack it, and drop it off at Diaz's Mansion helipad to
finish up.
Mission Passed!
$3,000
The final mission, hosted by Ricardo Diaz, is up next. Save your game, stock
up on weapons and ammunition, and have full Health and Body Armor for this
one.
With the chopper, Victor can now launch an attack on The Mendez Building in an
effort to erase Diaz's competition. He's doing it for himself, regretting the
time he wasted away from Louise and her death, and wants Lance's debt erased.
Ricardo lets the debt slide, considering that success means he's top dog.
Fly over to The Mendez Building. You'll be blasting or shooting Mendez guards
from the top two floors of the building. The occasional spawning of one with
an RPG Launcher is the challenge here - you are prompted with a "TARGET
LOCKED" warning to move away from the line of fire. Use the rockets to clear
out the Mendez goons with ease and no worry of having accuracy.
When the final goon is taken care of, the Hunter is damaged beyond repair, and
Victor bails on the roof. Pick up the icons if you need them, then make your
way down to clear out the top floor. Clear out this floor, using cover and
moving slowly to take out crowded rooms of thugs with powerful weaponry,
before going to the next floor down, and doing the same.
Victor will have Diego in his sights, but he misses him and spooks him, and he
runs up to the next floor. To make things interesting, Martinez flies in and
orders his chopper to coax Victor to the roof. Take out the remaining thugs,
and pull out your strongest weapon to take out the chopper, taking cover if
necessary.
Head up to the roof to have a confrontation with Martinez and Diego Mendez.
The pair decide to dispatch of Victor together. Act quickly and take down both
of them before they kill you.
With them dead, Lance comes in as the action ends. Quite convenient. The two
can celebrate being free men with their own empire to run. The conversation
turns to coke, but Victor decides that the drug game has done enough, and he
doesn't want to be a part of it. The two leave in arms.
The credits roll. Mission complete. Storyline complete. Congratulations if you
have managed to complete all missions.
Mission Passed!
The Rhino will now be available for you at Fort Baxter.
Normally with past GTA games, you could do everything else prior to completion
of the storyline. However, one side-mission is unlocked after completion of
the storyline. This means that you'll be stuck at 99% at best until you manage
to complete it.
If you find the runway at Escobar Intl. Airport running north to south and
look around the northeast corner, you should find a Hunter. Entering it will
begin the final side-mission in the game left to cover, which is named
"Skywolf".
Reminiscent of one of the Flying School challenges in "Grand Theft Auto: San
Andreas", you have to complete this side-mission in under 4:00. It is a
combination of navigating checkpoints and taking out targets.
There are several checkpoints and three groups of targets to take out over the
course of this side-mission. You'll want to maximize your chances of hitting
targets by switching to first-person mode, giving you a better idea of aim.
This one will test your piloting abilities by managing to land shots on your
targets, which includes a helicopter at the last point. Of course, speed is
essential to successful completion. Multiple retries may be required, but then
your patience will have to play into it.
Successful completion of the side-mission will earn you $500. Retrying the
mission requires you to beat your best time for success.
All that remains to cover in this guide is the aspect of the Empire system.
Effectively the Territories concept from "San Andreas", but with a difference,
it makes a big step towards earning 100% Completion.
To earn 100% Completion, you need to:
-- Own all 30 Empire Sites
-- Unlock all six Business Types
-- Have built a High-Roller Business Type to unlock the Outfits
-- Completed all six Empire Missions
EBU1. Empires On The Map
*************************
You will see Empire Sites on the map and radar with a clearly distinct icon,
but what do they symbolize?
The icon itself is susceptible to change. There are three types of icon:
>> Solid: The Empire Site is intact and in proper working order.
>> Cracked: This Empire Site is damaged. If it is yours, you can repair it.
Damaged Sites that you own will also produce less turnover.
>> Wrenched: This Empire Site is currently being built or restored.
The icon can also come in different colors:
>> Blue: This Empire Site is owned by you.
>> Green: This Empire Site is up for sale. Keep an eye out for them and build
a Business before a rival gang beats you to it.
>> Yellow: This Empire Site is owned by the Cholo gang.
>> Purple: This Empire Site is owned by the Biker gang.
>> Red: This Empire Site is owned by the Sharks gang.
And that's all you need to know about the icons as they appear to you.
There are three other gangs that you will be competing against:
>> The Cholos
-- A Mexican gang who prove themselves troublesome at the beginning of the
storyline. They are the weakest gang, and their default Empire Sites are
located in Little Havana and Little Haiti.
>> The Bikers
-- The stereotypical leather-clad, bald thug on a motorcycle. You will
encounter them on story missions occasionally. They are a strong gang,
and their default Empire Sites are located in Downtown and Vice Point.
>> The Sharks
-- Maverick American drug dealers, who you will also encounter occasionally
during the storyline. They are a very formidable gang, and the hit squad
they send out once you've riled them is lethal. Be very careful when you
begin to mess with them. Their default Empire Sites take up the East
Island, set from the Biker Empires located there.
The gangs will attack you, but may also attack the other gangs and take over
their Sites. The time between eradicating a rival gang and them claiming it is
a few in-game days, as the Empire Site will be up for sale. If this happens,
snap up those for sale before they do.
In rare cases, as I have been informed on multiple forums, this can cause one
gang to be wiped out without you ever having to deal with them. The best-case
scenario is the Bikers taking out the Sharks, meaning that the toughest gang
is out of the way. Should you be fortunate enough to have it happen in your
game, you want to buy all the former sites (but at the risk of not unlocking
the three Business Types, screwing you out of 100% Completion).
A brilliant thing to add is the fact that you can wipe out a gang so that you
won't ever see them roaming the streets, aside from attempting a Rampage or in
story missions. Once you have taken over all the Empire Sites of a rival gang,
you can wipe them out the next time you save and then reload. No more trouble
on the streets once you have all 30 Sites owned.
EBU3. Business Types & Sizes
*****************************
You have six Business Types that you can build. They are listed below:
>> Protection Racket
-- Building a Racket will allow you to attempt and complete the "Extortion"
Empire Mission. It is the cheapest to build for all sizes, and overall
will give the least return.
-- Vehicle Parked Outside: Idaho
-- Unlocked: By Default
-- Cost To Build: $1,500 (Small-Time)
$2,900 (Medium Venture)
$4,400 (High Roller)
>> Loan Office
-- Building this Office allows you to attempt and complete the
"Repossession" Empire Mission. It is the second-cheapest to build, and
overall gives the second-lowest return.
-- Vehicle Parked Outside: Admiral
-- Unlocked: By Default
-- Cost To Build: $2,000 (Small-Time)
$3,900 (Medium Venture)
$5,800 (High Roller)
>> Brothel
-- Building a Brothel allows you to attempt and complete the "Pimping"
Empire Mission. It is the third-cheapest to build, and overall gives the
third-lowest return.
-- Vehicle Parked Outside: Polaris V8
-- Unlocked: By Default
-- Cost To Build: $3,000 (Small-Time)
$5,900 (Medium Venture)
$8,800 (High Roller)
>> Drug Den
-- Building a Drug Den allows you to attempt and complete the "Drug
Running" Empire Mission. It is the third-most expensive to build, and
overall gives the third-highest return.
-- Vehicle Parked Outside: Stallion
-- Unlocked: By taking over a rival's Drug Den
-- Cost To Build: $4,500 (Small-Time)
$8,900 (Medium Venture)
$13,300 (High Roller)
>> Smuggling Ring
-- Building a Smuggling Ring allows you to attempt and complete the
"Smuggling" Empire Mission. It is the second-most expensive to build,
and overall gives the second-highest return.
-- Vehicle Parked Outside: Sabre Turbo
-- Unlocked: By taking over a rival's Smuggling Ring
-- Cost To Build: $5,000 (Small-Time)
$9,900 (Medium Venture)
$14,800 (High Roller)
>> Robbery Safehouse
-- Building a Safehouse allows you to attempt and complete the "Robbery"
Empire Mission. It is the most expensive to build, and overall gives the
highest return.
-- Vehicle Parked Outside: Landstalker
-- Unlocked: By taking over a rival's Robbery Safehouse
-- Cost To Build: $6,000 (Small-Time)
$11,900 (Medium Venture)
$17,800 (High Roller)
The Drug Dens, Smuggling Rings, and Robbery Safehouses won't be available
until you have access to the East Island. The Beach is the only place with
these three types of business.
In addition to types, Empires can come in three sizes:
>> Small-Time
-- Of course, it's a small and basic complex. They are the least expensive
to build, give the lowest return, and are attacked by rival gangs less
frequently.
>> Medium Venture
-- It's a jump ahead from Small-Time, and it has all you need. They are not
the most expensive to build, nor are they the cheapest; it doesn't give
the highest return, nor does it give the lowest; and it will be attacked
moderately.
>> High Roller
-- This is glitzy, big, and stands out from the rest. It is the most
expensive to build, it gives the highest return, but it will be attacked
more frequently.
If you're looking for maximum profit, you want to build High Rollers. But if
you don't want have to go through the stress of constant attacks, keep them
Small-Time. Decide money over sanity or vice versa. Of course, you'll need to
be aware of your financial limitations alongside this.
Each Empire Site that you own is enterable. You can go to the blueprints to
rebuild or repair it ($500 for Small-Time; $1,000 for Medium Venture; $1,500
for High Roller), or to marked men to trigger an Empire Mission.
Aside from your three default Empire Sites (if you held them down) and the one
obtained for completing the mission "Unfriendly Competition", you'll be
looking to claim 26 Empire Sites. A few you may purchase - others you'll have
to take over.
To begin a Takeover, you'll need to destroy the gang vehicle parked outside
the Site. You'll then have to take care of gangsters that will come after you.
The amount depends on the size of the Site you are attacking.
Once they are dealt with, you'll have to head inside to deal with the last of
the gangsters and then destroy their assets. Again, the number of survivors
and assets depends on the size of the Site you are attacking.
You are rewarded based on the size of the Site as well:
++ Small-Time: $1,000
++ Medium Venture: $1,500
++ High Roller: $2,000
After you have completed the Site Takeover, the Site's icon will change to
green. You will have to buy it by picking a Business Type and Size to hold it
down.
Whilst the Takeovers aren't very profitable compared to the cost of buying
them up, they are certainly fun to do. An Assault Rifle or heavy weapon, as
well as full Health and Body Armor, is advised to blaze through them with no
trouble.
The difficulty depends on the type of gang. Cholos are pushovers, as are some
Bikers, but those on the East Island and the Sharks are hard to defeat. Just
keep that in mind.
You will need to own all 30 Sites to count towards 100% Completion. With all
of them owned, the vehicles outside the Sites will become bulletproof. And
that is quite neat.
Of course, when you start laying into a gang's Empire, they won't let you go
unpunished. Aside from the occasional attempt at at a hit, they may attack one
of your Sites.
You can go there and defend it, or you can leave them to it. If you do the
latter, the Empire Site will become damaged. If a Site is attacked multiple
times and you ignore it, you can actually lose it. It will come up as green,
so you may buy it back. You are better following two bits of advice.
Just go out of your way to protect them, as it saves you money on repairing or
rebuilding it, and you won't lose turnover. If you go to the Site, you'll have
to fight off the gang and their reinforcements to successfully defend it. Be
on your toes once you start getting into it with rival Empires.
Secondly, keep in mind that smaller Empire Sites are less likely to be
attacked, meaning that you can limit the amount of defend you may have to do.
You'll have to take a hit in profits, but it saves a lot of hassle if you're
not willing to contend with it.
Rival attacks can occur at any time, but occur more often as you begin to take
their Empire Sites. Again, be on your toes, and have half-expectation that one
may occur.
The first concept of its kind in the GTA series is an automatic imbursement of
cash for getting on with side-content. At 16:00 every in-game day, you are
paged to tell you how much turnover has been produced. The hassle of going
through Dollar Icons to collect money is erased, and makes this significantly
easier.
You start off with $900 for the three default Empire Sites. There are three
ways to increase your Cash Per Day:
-- Building a more expensive Business Type and choosing a more expensive Size,
-- Progressing through the Empire Missions and completing them, and
-- Taking over more Empire Sites as your own.
By the time you get to the East Island, you can maximize your profit. Chapter
15 of this Section tells you how to do so.
To begin, enter your Protection Racket and go over to the marked men, and
activate this Empire Mission when prompted.
You have to intimidate storeowners into paying protection to the Vances. You
have to complete 15 variants. Completion of the first variant earns you the
title of Hoodlum. Completion of the fifteenth variant will earn you the title
of Ultimate Badass. Each variant also rewards you with a small amount of cash.
There are three types of variant:
>> Convince a storeowner to pay protection
-- Go inside the store and trash it until the owner complies. It is a
simple and hassle-free variant.
>> Take over a rival gang's store
-- Repetition of the first variant, but you'll be fighting off the gang
protecting the store. You may experience ambushes when you travel to
complete the next variant.
>> Protect your store from a rival gang attack
-- Get to the store before its Damage Meter is full, and take care of the
gangsters causing trouble.
Variants are pretty simple, and you're likely to be doing an even number of
each. It is not bad.
Your choice of weapon should be a Shotgun - it is ideal for close combat. Use
a melee weapon to destroy stock to save ammunition. Full Health and Body Armor
is not a necessity, but it is better to be safe than sorry.
Otherwise, hassle-free and quite therapeutic if you've been struggling with
story missions. Do it straight away with your default Protection Racket (which
puts you in Cholo turf) to have this one very easy for the good gamer.
To begin, enter your Loan Office and go over to the marked men, and activate
this Empire Mission when prompted.
You are taking vehicles of the hands off people that owe you money and then
taking it back to the Loan Office where you activated it. You will need to
complete fifteen variants against the clock. Completion of your first variant
earns you the title of Lifter. Completion of your fifteenth variant earns you
the title of Crim Reaper. You are rewarded $150 plus $250 for every three in a
row. One straight run-through will net you $3,500. There are two variants, and
both alternate:
>> Repossess the PCJ 600
-- Simple. You can knock the rider off the bike, finish him off, and then
take it back to the Loan Office.
>> Repossess the van
-- Again, simple. One hit gets the driver and his passenger out. They'll
either run in fear or attack you. Either way, once they're out, you can
snag it. If they attack you, it's best to get rid of them.
These variants are simple. It is made simpler by starting this one at the
default Loan Office at the outskirts of Viceport, down the street from the
Beachcomber Hotel. They will approach you from Escobar or from Little Havana,
and they'll end up nearing you, allowing you to try and steal them.
You don't really need a weapon, but a Shotgun also works for this mission.
Chances are that you will not have to resort to killing the loanees. Time is
not an issue, and it's easily accumulated. If you work fast, you should be
averaging anywhere between 25 to 45 seconds.
To begin, enter your Brothel and go over to the marked men, and activate this
Empire Mission when prompted.
You are driving working girls to and from their clients and the Brothel. This
is another throwback to the "Pimping" mission in "San Andreas". Enter the
Polaris V8, and you're set to go.
There are fifteen variants for you to complete. Completion of your first
variant earns you the title of Panderer. Completion of your fifteenth variant
earns you the title of Mack Daddy. You are rewarded a small amount of cash for
each variant completed, and you're working against the clock.
There are a total of five variants to tackle
>> Pick up the girl
-- Just pick up the girl, and get her to the next client in the time limit.
>> Client is running without paying
-- Collect the girl, get to the client before he escapes, and kill him.
Then you must get her to her next client in the time limit.
>> Client is beating up the girl
-- Get to the girl in the time limit, and dispatch of the client. This is
best done on foot. Pick her up and get her to the next client in the
time limit.
>> Client has kidnapped the girl
-- Catch up with the client before he escapes. Spin him out, and kill him
when he gets out. Pick up the girl and then get her to the next client
in the time limit.
>> Client wants two girls
-- Go back to the Brothel and pick up the second girl and take her to the
client. The next time you come back to her, you must drop her back off
at the Brothel, and take the other girl to her next client in the time
limit.
Time can become an issue if you are not too good with finding the fastest
route around the area. You are best doing this in an area which you know best.
Otherwise, some variants get slightly hectic, but you shouldn't find this one
too difficult.
EBU11. Drug Den - "Drug Smuggling"
***********************************
To begin, enter your Drug Den and go over to the marked men, and activate this
Empire Mission when prompted.
In a change to the last three Empire Missions, there are not fifteen variants.
Instead, you have six "missions" to complete. Difficulty will come with the
mission you are attempting. Each mission has destinations, which will be
randomized. The destinations I got are not likely to be the same as yours.
========================================
+ >> Mission #1 - Cut A Deal \
+ Reward: $1,300; Title of Dealer \
==============================================================================
You will be buying merchandise, and you'll need to get to the meeting within
the time limit. Collect the money and make your way to the deal, and the deal
will go smoothly. Drop the merchandise back off at the Drug Den.
You are selling merchandise, and you'll need to get to the meeting within the
time limit. Get in the vehicle filled with the merchandise and get to the meet
on time. The low-lives will try to kill you. Dispatch of them and get the
merchandise back to the Drug Den.
You will be buying merchandise, and you'll need to get to the meeting within
the time limit. Collect the money and make your way to the deal. The deal is
busted by the D.E.A. and you are given a 3-Star Wanted Level. Head back to the
Drug Den or get to a Pay 'n' Spray, depending on how far you are travelling
back.
You will be buying merchandise, and you'll need to get to the meeting within
the time limit. Collect the money and make your way to the deal. The drugs are
fake, and you'll need to kill the dealers to get your money back. A drive-by
will solve matters. Get back to the Drug Den to finish up.
You are selling merchandise, and you'll need to get to the meeting within the
time limit. Get in the vehicle filled with the merchandise and get to the meet
on time. You will be ambushed by a rival gang. Dispatch of them quickly, and
fend them off in their occasional attacks on your way back to the Drug Den.
===========================================
+ >> Mission #6 - Offshore Score \
+ Reward: $2,200; Title of Smack Daddy \
==============================================================================
You are selling merchandise to buyers out on the sea, and you'll need to get
to the meeting within the time limit. Get to the boat containing the stuff and
get to the meet on time. Everything goes smoothy, and you need only get back
to the jetty to finish up.
Just expect what has been described to you, and you should be fine. Full
Health, Body Armor and a good gun can easily sort things out for you.
EBU12. Smuggling Ring - "Smuggling"
************************************
To begin, enter your Smuggling Ring and go over to the marked men, and
activate this Empire Mission when prompted.
Smuggling is similar to Drug Running, but you will be retrieving packages of
merchandise smuggled in by chopper. Your reward each time is based on the
packages you bring back to the Smuggling Ring - $200 x the number of packages.
Lose all packages, and the mission is failed.
Smuggling can be hectic, and location is important. You are best off trying to
do it from western Vice Point - it's near the docks, which lowers the distance
you have to travel, plus there is a Pay 'n' Spray located nearby. You will be
attracting the attention of the cops in this Empire Mission.
With that aside, we shall go over each one.
========================================
+ >> Mission #1 - The Drop \
No. of Packages: 15 \
==============================================================================
Get to the boat and set out to your destination. The chopper drops three
packages at a time, and you need to collect them all before it drops any more.
The timer begins at one minute, and three seconds are added for each package
you collect. After collecting the target number, get back to the jetty. You
then have to get back to the Smuggling Ring in the time limit.
Completion of this first mission earns you the title of Mule.
========================================
+ >> Mission #2 - Supply And Demand \
No. of Packages: 15 \
==============================================================================
Get to the boat and set out to your destination. This time, there are two
choppers and two rival boats also setting out to collect them. The timer
begins at one minute, but you get five seconds added on for each package you
collect. After collecting the target number, get back to the jetty. You then
have to get back to the Smuggling Ring in the time limit.
========================================
+ >> Mission #3 - The Drop \
No. of Packages: 15 \
==============================================================================
The exact premise of Mission #1, but you have to contend with a 4-Star Wanted
Level upon returning to shore. Get to a Pay 'n' Spray quickly. The cops act
very aggressively and can knock out some of your packages, losing you profit.
If time is an issue, head straight for the Smuggling Ring.
========================================
+ >> Mission #4 - Supply And Demand \
No. of Packages: 15 \
==============================================================================
The exact premise of Mission #2, coupled with the 4-Star Wanted Level in
Mission 3. Again, try to get to a Pay 'n' Spray, or just head straight for the
Smuggling Ring if you are running low on time.
========================================
+ >> Mission #5 - The Drop \
No. of Packages: 15 \
==============================================================================
The exact premise of Mission #1, but you'll have to evade or get rid of rival
gang boats. They are no trouble and make for an easy mission, especially at
this point.
The exact premise of Mission #4, but the packages give a six-second bonus, and
the rival boats openly attack you. Again, when on shore, try to get to a Pay
'n' Spray, or just try to get back to the Smuggling Ring in time.
Completion of the sixth mission earns you the title of Pirate Captain.
To begin, enter your Robbery Safehouse and go over to the marked man, and
activate this Empire Mission when prompted.
This is easily the hardest Empire Mission in the game. It is a tough one. You
are facing security vans protected by men with powerful guns. It is advised
that you go through the same preparation for the Rampages for this one -
additional Health and Body Armor most importantly.
There's no getting around it. Stock up on SMG and assault rifle ammunition,
and save between missions to be safe, recovering Health and Body Armor. I feel
that this Empire is unnecessarily hard, but it's a steady spike up when
compared to Drug Dealing and Smuggling.
Again, destinations are randomized and depend on where you start the Empire
Mission. It doesn't really matter where you start it.
===========================================
+ >> Mission #1 - The Briefcase Courier \
+ Reward: $1,600; Title of Larcenist \
==============================================================================
You have to ambush a courier's vehicle before it reaches its destination and
take whatever is being transported. Spin the courier's vehicle to get him out,
and then kill him to retrieve the package. You will have to deal with backup.
Get back to the Safehouse to drop off the package.
You have to stop a Securicar before it reaches its destination and get it back
to the Safehouse. You want a Sniper Rifle and to get a good distance from the
truck to snipe the driver. Deal with the backup, enter the Securicar, and you
are on your way. You will earn a 2-Star Wanted Level for your actions.
Same premise as Mission #2. The backup will have stronger weapons. Snipe the
driver, get in the Securicar, and battle with Cops and backup all the way to
your Safehouse.
Same premise as Mission #3, but you are given a 2-Star Wanted Level when you
approach the courier's boat. Your boat will be torn apart, so get to shore
quickly and then make tracks for your Safehouse.
==============================================
+ >> Mission #6 - The Briefcase Courier \
+ Reward: $5,500; Title of Heist Meister \
==============================================================================
Same premise as Mission #1, but the backup is much tougher and you get a 2-
Star Wanted Level. Just get back to the Safehouse in one piece.
With this covered, we have done everything we can.
For ease, I have consolidated all that has been covered in this Section and
devised a strategy which you may choose to follow.
You may have your own style, but I have put this together in order to have a
basic working process of things. You may dispute it or simply not choose to
follow it, but if you want an idea on an approach, this shouldn't be too bad
of one.
Firstly, we'll begin on...
From "To Victor, The Spoils"
=============================
We can set straight off from unlocking the Empire Sites.
-- 1. Buy any Sites up for sale.
-- 2. Upgrade one of your Protection Rackets, Loan Offices and Brothels to
High Roller to unlock the outfits.
-- 3. Begin to complete the Empire Missions (Extortion, Repossession and
Pimping).
-- 4. Begin taking over the Cholos' Empire Sites. They are the weakest gang,
and therefore the easiest to clear out.
-- 5A. Begin taking over the Bikers' Empire Sites. They'll still have Sites
on the East Island, so they will still attack yours.
-- 5B. (Optional) Turn all your Sites into Small-Time Brothels. This means
that your Sites will be attacked less frequently, but also provides
the most turnover with it being a Brothel.
OR
-- 5C. Leave the Bikers' Empire Sites until unlocking the East Island. An
attack is rare, as you won't have provoked them.
-- 5D. Upgrade all of your Empire Sites into High Roller Brothels. This gives
you the maximum turnover achieveable at this point, though it does
increase the chance of a gang attack.
From "Zero To Hero"
====================
-- 6. Take over all of the Sharks' Empire Sites. They are a very dangerous
gang, so make sure you are ready to tackle them.
-- 7. Upgrade one of your Drug Dens, Smuggling Rings and Robbery Safehouses to
to unlock the Outfits.
-- 8. Take over all of the Bikers' Empire Sites, including the ones on the
West Island if you haven't already. This leaves all but one of the 30
Sites under your control.
-- 9. Complete the mission "Unfriendly Competition" to get all 30 Sites.
So, in nine steps, you can take Vice City for all its worth.
EBU15. Maximum Cash Per Day
****************************
It is a little-known fact that you can be earning over $100K per day through
the Empire Sites. I preferred to stick to five High Roller Businesses of each
type, netting me nearly $90,000 each day.
However, we are looking for a nice, round number - $126,000, to be exact. So,
how do you do it?
A brief list of what is required to earn maximum turnover is below:
-- Own all 30 Empire Sites
-- Complete all Empire Missions
-- Convert all Sites to High Roller Robbery Safehouses
There you have it. A cost of $534,000 is incurred for 30 Robbery Safehouses at
High Roller, but you'll do more than break even after an in-game week. How to
earn silly money just by seeing it through 'till 16:00.
We have covered everything 100% Completion-related in this guide. It's time to
check them off.
Repeated listed items, such as Rampages, with [PS2] or [PSP], denote that your
requirement is affected by which version of the game you are playing. The
label next to it is relevant to that version of the game.
>> Complete all story missions:
-- From "Soldier" to "Last Stand"
>> Complete all Checkpoint Missions:
-- Mashin' Up The Mall
-- Caddy Daddy [PS2]
-- Crims On Wings
-- Crims On Water Wings [PS2]
-- Haiti Hover Race
-- Hyman Memorial O.D.T. [PS2]
-- Land, Sea, And Air Ace
-- Skywolf
>> And all other Side-Content:
-- Phil's Shooting Range
-- Swinger's Club
>> And the Empire Sites:
-- Own all 30 Sites
-- Unlock all six Business Types:
++ Protection Racket
++ Loan Office
++ Brothel
++ Drug Den
++ Smuggling Ring
++ Robbery Safehouse
-- Complete all six Reputation Missions:
++ Extortion
++ Repossession
++ Pimping
++ Drug Running
++ Smuggling
++ Robbery
-- Earn all seven Outfits
So, with Vice City completed once more, what do you get for your troubles?:
>> Infinite ammunition for all of your weapons.
>> The vehicle you are driving will be able to take double the normal rate of
damage.
>> You can view most of the mission cutscenes from the Movie Viewer inside the
Clymenus Suite.
And that's it. Well done for achieving this milestone.
There are several people who I would like to thank:
>> Rockstar Games
You create some of the best games I’ve ever played, including those outside
the "Grand Theft Auto" franchise. I salute you for that.
>> All Gaming Hosts
Those who host my guides, I thank you for getting my work out there. I thrive
on helping people, and also perceiving other ways I can go about my gaming.
Cheers.
>> I have no individuals to thank as of yet. Feedback is appreciated, even if
it is just a "thanks".
And another guide is capped off. Thank you for reading my guide.
"Grand Theft Auto: Vice City Stories" is a video game produced by Rockstar
Games, a subsidiary of Take-Two Interactive Inc. All rights reserved. No
copyright infringement is intended.
Any other sources of information, either during or after development and
completion of this guide, are acknowledged. This guide was constructed with a
very detailed playthru of the game; therefore much of this guide’s content is
that of mine, the guidewriter. Any content that is not mine will be
highlighted, and I will credit the author in my guide.
You may ask my permission via email for posting of my, or parts of my guide.
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