******************************************** * Grand Theft Auto: III * * All Versions * * Version 1.00 - Complete * * Walkthrough * * Revision 0 * * By Daniel "DG-le-Ste" Stephen * * Copyright (C) 2012 * * Email - danielstephen62[at]gmail.com * ******************************************** The [at] replaces the “@” symbol. This is used by many guidewriters to discourage spambots. ****************************************************************************** “Grand Theft Auto: III” 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. ****************************************************************************** As of August 2012, I have only given permission to the following gaming websites to host this guide: >>GameFAQs 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 "TT3". 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 email to remind me! 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. ****************************************************************************** Table of Contents: 1. About The Writer 2. "Grand Theft Auto: III" 3. Claude Speed – The Protagonist 4. The Main Menu 5. The HUD 6. Busted & Wasted 7. Safehouses ----------------------------------------------------- 8. In The Beginning... 9. "Give Me Liberty" & "Luigi's Girls" 10. A Tour of Portland Island ----------------------------------------------------- 11. The Gangs of Portland Island 12. Portland Island Side-Missions PSM1. Introduction To Hidden Packages PSM2. Portland Island Hidden Packages PSM3. Introduction To Rampages PSM4. Portland Island Rampages PSM5. Introduction To Unique Jumps PSM6. Portland Island Unique Jumps PSM7. "Diablo Destruction" and "Mafia Massacre" PSM8. "Patriot Playground" PSM9. Ambulance Mission PSM10. Firefighter Mission (Portland Island) PSM11. Taxi Mission PSM12. Vigilante Mission (Portland Island) ----------------------------------------------------- 13. Portland Island Storyline CP1. Luigi Goterelli LG2. "Don't Spank Ma Bitch Up" LG3. "Drive Misty For Me" LG4. "Pump-Action Pimp" LG5. "The Fuzz Ball" CP2. Joey Leone JL1. "Mike Lips Last Lunch" JL2. "Farewell 'Chunky' Lee Chong" JL3. "Van Heist" JL4. "Cipriani's Chauffeur" JL5. "Dead Skunk in the Trunk" JL6. "The Getaway" CP3. Marty Chonks MC1. "The Crook" MC2. "The Thieves" MC3. "The Wife..." MC4. "Her Lover" CP4. El Burro EB1. "Turismo" EB2. "I Scream, You Scream" EB3. "Trial By Fire" EB4. "Big 'N' Veiny" CP5. Toni Cipriani TC1. "Taking Out the Laundry" TC2. "The Pick-Up" TC3. "Salvatore's Called a Meeting" CP6. Salvatore Leone SL1. "Chaperone" TC4. "Triads and Tribulations" TC5. "Blow Fish" SL2. "Cutting the Grass" SL3. "Bomb Da Base: Acts I & II" SL4. "Last Requests" ----------------------------------------------------- 14. A Tour of Staunton Island 15. Gangs of Staunton Island 16. Staunton Island Side-Missions SSM1. Staunton Island Hidden Packages SSM2. Staunton Island Rampages SSM3. Staunton Island Unique Jumps SSM4. "A Ride in the Park" SSM5. "Multi-Storey Mayhem" SSM6. "Casino Calamity" SSM7. Firefighter Mission (Staunton Island) SSM8. Vigilante Mission (Staunton Island) ----------------------------------------------------- 17. Staunton Island Storyline CP7. Asuka Kasen AK1. "Sayonara Salvatore" AK2. "Under Surveillance" AK3. "Paparazzi Purge" AK4. "Payday For Ray" AK5. "Two-Faced Tanner" CP8. King Courtney KC1. "Bling-Bling Scramble" KC2. "Uzi Rider" KC3. "Gangcar Round-Up" KC4. "Kingdom Come" CP9. Kenji Kasen KK1. "Kanbu Bust Out" KK2. "Grand Theft Auto" KK3. "Deal Steal" KK4. "Shima" KK5. "Smack Down" CP10. Ray Machowski RM1. "Silence the Sneak" RM2. "Arms Shortage" RM3. "Evidence Dash" RM4. "Gone Fishing" RM5. "Plaster Blaster" CP11. Donald Love DL1. "Liberator" DL2. "Waka-Gashira Wipeout!" DL3. "A Drop in the Ocean" ----------------------------------------------------- 18. A Tour of Shoreside Vale 19. Gangs of Shoreside Vale 20. Shoreside Vale Side Missions SVM1. Shoreside Vale Hidden Packages SVM2. Shoreside Vale Rampages SVM3. Shoreside Vale Unique Jumps SVM4. Industrial Import/Export Garage SVM5. Suburban Import/Export Garage SVM6. The Emergency Vehicle Crane SVM7. "Rumpo Rampage" SVM8. "Gripped!" SVM9. Firefighter Mission (Shoreside Vale) SVM10. Vigilante Mission (Shoreside Vale) ----------------------------------------------------- 21. Shoreside Vale Storyline CP12. D-Ice DI1. "Uzi Money" DI2. "Toyminator" DI3. "Rigged To Blow" DI4. "Bullion Run" DI5. "Rumble" RM6. "Marked Man" DL4. "Grand Theft Aero" DL5. "Escort Service" DL6. "Decoy" DL7. "Love's Disappearance" AK6. "Bait" AK7. "Espresso-2-Go!" AK8. "S.A.M." RSM. "Ransom" CP13. Catalina C1. "The Exchange" ----------------------------------------------------- 22. 100% Completion Checklist 23. 100% Completion Rewards 24. Credits 25. Goodbye! ****************************************************************************** 1. About the Writer 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, and that includes 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 on 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 GTA guide, or any other guide, here is a list of what I have written: >> "Grand Theft Auto: Liberty City Stories" Walkthrough >> "Grand Theft Auto: Vice City Stories" Walkthrough >> "Saints Row" Walkthrough >> "Saints Row 2" Walkthrough >> "Saints Row 2" Multiplayer Badges Walkthrough 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. ------------------------------------------------------------------------------ 2. "Grand Theft Auto: III" This is a gem. A piece of sandbox history that is priceless. Since the first "Grand Theft Auto" title in 1997, you were left with a top- down view in a sandbox-style game where you'd do missions or cause mischief. But with the release of this title, a new trend was set. "Grand Theft Auto: III" was released in 2001, and the first ever GTA game to feature a 3D open world to get into the heart of the action. A more linear and much more clearer storyline was added, and a better variety of guns and vehicles to boot. Real voice acting was also introduced, and the likes of Joe Pantaliano, Robert Loggia and Michael Rapaport lent their voices to the characters in this game. The game takes advantage of "The Worst Town In America", the fictitious area of Liberty City, loosely based off New York City. The advancements from "2" was massive. Rockstar North, back when they were DMA Design, had began to design 3D open- world sandbox games outside of GTA a few years before, with games such as "Body Harvest" and "Wild Metal" back in '99. This inspired "III", and the other games that came after it in the series, leading up to the graphical masterpiece of "Grand Theft Auto: IV". "III" was released on the then new PlayStation 2 in 2001. Later, it came to the Original Xbox in 2002, and finally ported to PC in 2003. It earned a prequel in 2006 with "Liberty City Stories", and the city itself was subject to a massive makeover in "IV". It only recently came out on the Mac in 2010 - cutting the crap here, the legacy of "III" will live on forever. It earned controversy, but this made the series much more popular and it still lives on today. This is up there with the true classics. I'll stop typing this section starting now, so we can actually cram in the finer details. ------------------------------------------------------------------------------ 3. Claude Speed – The Protagonist For years, GTA gamers were scratching their heads as to what our lovable rogue was named in this game. People used to name him by themselves - I personally called him Fido, because of the nickname Maria Leone coined him during the mission "Chaperone". But during the storyline of "San Andreas", the mute Protagonist made a cameo appearance in the storyline. Later, we would find his name was Claude. The "Grand Theft Auto 2" protagonist was called Claude Speed, hence the name. It took three years for us GTA fan to discover his name, from the long wait from from 2001 and the release of this game, to the initial release of "San Andreas" in '04. Mr. Speed was one of GTA's biggest, if not most notorious mysteries in the franchise, but now we know. Anyway, onto the game itself... ------------------------------------------------------------------------------ 4. The Main Menu The Main Menu is useful for many things. It includes anything else you are unsure about: 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 the state. 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. Surprisingly, there wasn't any thought of an in-game map. ------------------------------------------------------------------------------ 5. The HUD 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! ------------------------------------------------------------------------------ 6. Busted & Wasted 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 after the first time: >> 1-Star: $100 >> 2-Star: $200 >> 3-Star: $400 >> 4-Star: $600 >> 5-Star: $900 >> 6-Star: $1,500 If you were on a mission when you were Busted or Wasted, a Taxi awaits you to take you back to the marker for that mission. It will cost you $9 for the fare. ------------------------------------------------------------------------------ 7. Safehouses Every time you reach a new island, you unlock a Safehouse. You have a Garage to store vehicles, weapon pickups for collecting Hidden Packages, Health and Adrenaline icons when you unlock them, and usually an entrance acting simply as your Save Point. >> Red Light District, Portland Island Garage Capacity: One Vehicle Weapons Spawn: On a ledge at the south area of the Safehouse Notes: This is a small hideout on the outskirts of northern Portland Island tucked away from the mayhem. >> Belleville Park, Staunton Island Garage Capacity: Two Vehicles Weapons Spawn: In the alcove to the east of the garage. Notes: This is a large complex in northern Belleville Park; it is the former hideout of deceased Yakuza samurai, Kazuki Kasen, given to you as a reward for getting out of Portland Island. >> Cedar Grove, Shoreside Vale Garage Capacity: Three Vehicles Weapons Spawn: Along the line of garages east of the garage and southeast of the Save Point. Notes: This is a large complex at the foot of the hill to Cedar Grove, above the Projects area. The real purpose of this is probably to save close to a mission later in the storyline that is actually set in Shoreside Vale, such as D-Ice's payphone missions or the final mission at Catalina's Villa. And that is all of the Safehouses in the game. With that, we finish up on the nitty-gritty of the game itself, and onto the content. ****************************************************************************** 8. In The Beginning... Claude Speed drives up to the Bank of Liberty on the outskirts of Liberty City. He is robbing a bank with his long-term girlfriend and criminal accomplice, Catalina. However, as he gets them out, she betrays him for no apparent reason, shooting Claude and leaving him for dead. Claude is sentenced to 10 years in prison, whilst Catalina gets away with the crime. However, the Colombian Cartel plan to hit the convoy, leaving a bomb to kill Claude and to kidnap their real target. Along with fellow convict, 8- Ball, Claude is able to get out of there before the bomb blows up, destroying the bridge. ****************************************************************************** 9. "Give Me Liberty" & "Luigi's Girls" You need to take 8-Ball to his hideout in the Red Light District to get a change of clothes. Take the Kuruma, and head to the hideout. You are given a crash-course tutorial on your hideout, which simply teaches you how to save and store a vehicle. 8-Ball then informs Claude of a man with connections, named Luigi. He should be able to get some work from him. Head to Sex Club 7 around the block to begin the next mission, "Luigi's Girls". Luigi puts it straight as 8-Ball "deals with business" - he wants Claude to simply pick up one of his girls, Misty, from Sweeney General Hospital in Portland View and bring her back. This is the simplest of missions, and no real trouble to complete. Mission Passed! $1,500 You can now roam around Portland Island, restricted from the other two boroughs of Liberty City. ****************************************************************************** 10. A Tour of Portland Island Portland Island is Liberty City's industrial third, and the eastern island of Liberty City. It is the least built up of the areas, with small business, factories, the city's port, and a small population of workers and families residing in the borough. To the south is the main shipping areas of Portland Harbor and Atlantic Quays, the Callahan Bridge, the diner in Callahan Point, serving truckers as their bite to eat, and the main factory area of Trenton. Towards the center is Portland View, with a supermarket, the hospital and the police station to boast, and Chinatown, home of the Asian population in Portland and possibly Liberty City. Heading northeast is Saint Mark's, located on a large slope and providing homes for the Portland community, and also the the mansion owned by Salvatore Leone, making this place the home of the Leone Mafia. To the west lies the Red Light District - drugs, sex and partying are all on the agenda here. Hepburn Heights homes the Mexican population, and to the far north is the Porter Tunnel, which is behind schedule. Not only is Portland Island connected with a subway, but it boasts an El-Station that takes you to different points in the city - three stations in total; one in Hepburn Heights, Chinatown and Saint Mark's. ****************************************************************************** 11. The Gangs of Portland Island The territory in Liberty City isn't shown, but you will come across different clans and factions across the boroughs. The main gangs in Portland Island are as follows: >> The Leone Mafia Leader: Salvatore Leone Territory: Saint Mark's, Harwood, Red Light District Appearance: Black suits and ties Vehicles: Leone Sentinel Notes: A true Cosa Nostra mob family that have remained unscathed through the storylines of "San Andreas" and "Liberty City Stories", games yet to have been released back in 2001-03. Claude begins working for them from a small scale to performing jobs for the Don himself. He is eventually betrayed once more, and becomes an enemy when he truly cuts ties with them to begin working with the Yakuza. Enemies: Diablos, Triads, Forelli Brothers, Colombian Cartel & Yakuza Become Hostile: After completion of the mission "Sayonara Salvatore" >> Liberty City Triads Leader: Unknown Territory: Chinatown Appearance: Blue overalls Vehicles: Triad Fish Van Notes: The Triads are a mystery when it comes to their leadership, but have the influence of Chinatown, their fish factories and laundrettes serve as fronts to their expertise in racketeering and drug dealing. They seem to have a running rivalry with the Leone Mafia for no real reason other than conflicts of interest. Enemies: Leone Mafia & Diablos Become Hostile: Upon completion of either "The Pick-Up" OR "Trial By Fire" >> Diablos Leader: El Burro Territory: Hepburn Heights Appearance: Orange bandanas and deep-blue clothing Vehicles: Diablo Stallion Notes: The Diablos are a small, Hispanic gang, only holding a shaky grip on Hepburn Heights, and most of their income coming from pornography and prostitution. Claude will do some missions for their leader, El Burro, but they will eventually become hostile to him after doing work with King Courtney and the Uptown Yardies. Enemies: Leone Mafia, Triads, Yakuza & Uptown Yardies Become Hostile: After the mission "Uzi Rider" >> Forelli Brothers Leader: Unknown Territory: None Appearance: Same to a Mafia thug Vehicles: Sentinel, Idaho Notes: The Forelli Family, as they were known, used to be a formidable family until the beginning of "Vice City", when Sonny Forelli was murdered. Since then, they have slowly devolved and are no longer a gang, but more a band of brothers who are nothing more than thugs. Claude has dealings with the Forelli Brothers whilst working for Joey Leone. The only known brothers are Sonny (deceased), Franco (possibly deceased), and Mike 'Lips', who is killed at the beginning of the storyline. Enemies: Leone Mafia Become Hostile: N/A And that's all your friends (or enemies) in Portland Island. Now, onto... ****************************************************************************** 12. Portland Island Side-Missions There are a few things you can do before embarking on the first part of the storyline. Mostly everything in this part of the guide is accessible from the off, so the majority of side-missions and extras are dealt with easily. ------------------------------------------------------------------------------ PSM1. Introduction To Hidden Packages ************************************** The collectible theme that stems from "Grand Theft Auto 2" is carried on into this new era of the GTA sandbox. Located in certain places in Liberty City are Hidden Packages. Collecting one will earn you $1,000 each time, and collection of every ten will unlock weapon spawns at your hideouts: 10 Packages - Pistol 20 Packages - Uzi 30 Packages - Grenades 40 Packages - Shotgun 50 Packages - Body Armor 60 Packages - Molotov Cocktails 70 Packages - AK47 80 Packages - Sniper Rifle 90 Packages - M16 100 Packages - RPG Launcher, one-off $1,000,000 bonus Collection of these packages are required for 100% Completion. Plus, having free weapons easily available to you is pretty cool. You are informed by pager of your reward for every 10 packages. Note that some Hidden Packages require knowledge of the city and its buildings in order to find them. Whilst those who are settled into these games may find this hunt pretty easy in terms of locating the Packages, those who are new to the game may struggle. Feel free to use different guides to locate buildings if you don't know where you are going or what you're looking for. ------------------------------------------------------------------------------ PSM2. Portland Island Hidden Packages ************************************** There are a total of 33 Hidden Packages located in and around Portland Island. Two of them are inaccessible until you are able to reach Staunton Island. We will begin in the north, and then work our way south. >> Hidden Package #1 - Harwood Directions: From your hideout, head straight out onto the waterfront in front of you, and follow it north. The Hidden Package is at the end of it. >> Hidden Package #2 - Harwood Directions: Head onto the El-Tracks in Harwood and follow it north until you can jump onto the Head Radio building. The Hidden Package is on the roof, at the south side of the transmitter. >> Hidden Package #3 - Harwood Directions: On top of the AMCo Gas Station in the middle block of Harwood itself. To get to it, use an Ambulance and park it at the southeast corner, and jump onto the roof of the out-building. Run and jump onto the station store to get the Hidden Package. >> Hidden Package #4 - Harwood Directions: In the showroom to Easy Credit Autos, across the street east of the AMCo Gas Station. >> Hidden Package #5 - Saint Mark's Directions: On the south side of the building across the street and south of the AMCo Gas Station, accessible at its north side. >> Hidden Package #6 - Saint Mark's Directions: Underneath the Tunnel that runs under Saint Mark's itself, accessible from the north side of the SupaSave! Grocery Store in Portland View. >> Hidden Package #7 - Saint Mark's Directions: Find the street with the potholes and the destroyed building on the east side. Head into these ruins, and the Hidden Package is towards the south. >> Hidden Package #8 - Saint Mark's Directions: At the northeast corner of the main block of Saint Mark's, there is a small parking lot with a Taxi there. Behind it are rooftops. Head over the first rooftop to find the Hidden Package nearby. >> Hidden Package #9 - Saint Mark's Directions: At the southeast corner of the main block of Saint Mark's is the Marco's Bistro. Head north past it, looking left for an alley. When you see it, head down it and enter the third wall opening to your right to find the Hidden Package. >> Hidden Package #10 - Portland Beach Directions: Above the beach is Salvatore Leone's Mansion. Head up the steps to it, and head for the north ledge. The Hidden Package is here. >> Hidden Package #11 - Portland Beach Directions: At the bottom of the rock formation, on the beach at the north side, on a small grassy plain. It may be easier to approach from the north. >> Hidden Package #12 - Hepburn Heights Directions: In the hill with a lot of trees east of the payphone. >> Hidden Package #13 - Hepburn Heights Directions: In the planter next to the payphone. >> Hidden Package #14 - Hepburn Heights Directions: At the northwest of the area around the apartments along the road north of the Portland Island Safehouse. Follow the north apartment block around to find it. >> Hidden Package #15 - Red Light District Directions: Atop Woody's Topless Bar across the street east of Sex Club 7, accessible from the stairs in the alley on the east side, that cuts through the block. >> Hidden Package #16 - Red Light District Directions: Head into the Deliveries area of Sex Club 7 (avoiding the trigger if you haven't completed Luigi Goterelli's missions) and head up the steps. The Hidden Package is behind the bill- board. >> Hidden Package #17 - Red Light District Directions: From Hidden Package #16, head south and align yourself for the jump onto another rooftop. The Hidden Package is on this roof. >> Hidden Package #18 - Red Light District Directions: Inside the building under construction northeast/east of the entrance to the subway. >> Hidden Package #19 - Chinatown Directions: Outside the restroom for the Subway. The subway is inaccessible until you have gained access to Staunton Island. >> Hidden Package #20 - Chinatown Directions: Head to the west entrance of the Chinatown Plaza, and to the south is an entrance to an alleyway. The Hidden Package is tucked in beside cardboard boxes. >> Hidden Package #21 - Chinatown Directions: At the southwest area of this district, on top of the building with a Rockstar billboard on top of it. An alley to the north provides access with stairs leading up to the top of it. >> Hidden Package #22 - Chinatown Directions: From Hidden Package #21, head back onto the street and head right, and right again. To the southwest of the next inter- section is Roast Peking Duck. An alley runs on its north side, containing the Hidden Package. >> Hidden Package #23 - Portland View Directions: Atop the SupaSave! Grocery Store, accessible by jumping down from the El Tracks. >> Hidden Package #24 - Portland Harbor Directions: Find the warehouse complex with eight numbered garages. To the south is a building with steps leading up to its rooftop on the east side. Use the rooftop to run and jump onto the garage shelter, and collect the Hidden Package. >> Hidden Package #25 - Trenton Directions: On the west side of the Bitch'n' Dog Food Factory. >> Hidden Package #26 - Trenton Directions: Behind the sign to Liberty Pharmaceuticals. Head onto the El Tracks and follow around until you can get onto the first warehouse you see in Trenton, jump on it and follow it around to claim the Hidden Package. >> Hidden Package #27 - Trenton Directions: As you head into Chinatown from the road curve in Portland View, you should see an open warehouse area. Head inside, and turn left after coming close to the wooden ramp. Follow this path around to find the Hidden Package in this area. >> Hidden Package #28 - Trenton Directions: Behind the chainlink fence at the AMCo Offices across the street from Joey's Auto Garage. >> Hidden Package #29 - Trenton Directions: Head onto the lowest part of the wall around the Coach Station southwest of the main block in Trenton, and use it to get into the Sawmill. Use the sand ramps to get onto the roof, and all the way along to the Sawmill itself. The Hidden Package is at the southern side. >> Hidden Package #30 - Callahan Point Directions: In the enclosed area across the street south of the Sawmill. >> Hidden Package #31 - Callahan Point Directions: Inside the Fish Factory, or Turtle Head Fishing Co. A Triad Fish Van is required to get access. >> Hidden Package #32 - Atlantic Quays Directions: At the southeast area of Atlantic Quays, at the end of the concrete pillar. >> Hidden Package #33 - Portland Island Directions: On the rock south of the Turtle Head Fishing Co., which is only accessible by boat. And that's the Hidden Packages. Enjoy a minimum of $31,000 and your newly- acquired weapons. ------------------------------------------------------------------------------ PSM3. Introduction To Rampages ******************************* Strewn around Liberty City are skull icons that, when picked up, trigger what is called a Rampage. These derive from the "Kill Frenzies" from "Grand Theft Auto 2". There are always two locations for the same Rampage - a Primary Location, where it originally starts out, and a Secondary Location, which appears in a different area should you fail the Rampage. You have a two-minute time limit for each Rampage. If you fail a Rampage in its Secondary Location, it will return to its Primary Location, looping back around until you complete it. There is no way to completely fail a Rampage. Completion of your first Rampage earns you $5,000. On the second, this reward increases to $10,000, and so on up to $95,000. Upon completion of the twentieth Rampage, you are given a $1,000,000 bonus for completing them all. There are 20 Rampages in total. You must cause mayhem and fulfil a target in order to complete the Rampage. You then earn your reward. All 20 Rampages have to be completed in order to fulfil 100% Completion. Full Health and access to Armor is advised for the Rampages, as you will be getting caught up in the action quite a lot, leaving you vulnerable. ------------------------------------------------------------------------------ PSM4. Portland Island Rampages ******************************* There are a total of 6 Rampages in Portland Island, earning you a nice sum of $105,000 freely available to you at the start of the game. >> Rampage #1 - Murder 30 Diablos Weapon: M16 Primary Location: Behind Woody's Topless Bar, across the street from Sex Club 7. Secondary Location: At the west side of the Old School Hall, next to the Callahan Bridge. Notes: The M16 is a very powerful weapon, but the Diablos will rush you as they only wield Baseball Bats or just go in bare-fisted. This gun sucks at very short range, so keep your distance and unleash a barrage of metal, lead-tipped doom. It is important you do that, as ten of them rushing you at once is not good. >> Rampage #2 - Kill 20 Mafia Weapon: AK47 Primary Location: From Salvatore Mansion's driveway, turn left and then right at the SECOND three-way intersection. Halfway down to your left is a Mafia lockup, with two small garages to the east. The Rampage is between them. Secondary Location: Along the street south of Cipriani's Ristorante is an alleyway where Hidden Package #9 is located. From the bottom of it, the Rampage is located inside the first opening to your left, or the last to your right if you head from the top of the alley. Notes: Stay in this area and on the ledge next to the main lockup itself. The Mafia will openly attack you with either Pistols or Shotguns, depending on storyline advancement. Standing here should hold off the ones close to you. Also, standing nearer to the edge will stop you getting rushed from behind, so all you have to concentrate on is the shooting. If you have good Armor and are coming to reach your target, you can easily cut down those below you as they will form a straight line. Once you're done, head out of the block and everything should go back to normal. >> Rampage #3 - Destroy 10 Vehicles Weapon: Grenades Primary Location: On the median of the El-Tracks as it runs over Saint Mark's heading west to the Red Light District. Secondary Location: On the median of the El-Tracks as it heads south toward Trenton. Notes: Use of Grenades are not ideal for destroying vehicles, as a good and accurate toss from afar is required to destroy a vehicle without harming yourself. It is easier to jack cars and position them in a certain area quickly for one good and almighty explosion. Also, the police attention is useful, but the Cops are annoying on this one, and present the challenge here. Head to the Hospital and Police Station, or the AMCo Offices (depending on the Rampage Location) to knock off a few rungs on your target. >> Rampage #4 - Kill 20 Triads Weapon: Shotgun Primary Location: Between Liberty Pharmaceuticals and Mean Street Taxis in Trenton. Secondary Location: On the ledge behind Sweeney General Hospital. Notes: The Shotgun is a good, short range weapon, and the shell spray is able to get multiple kills if there is a group nearby. Find your targets and keep shooting them. Their Pistols are, realistically, the only thing that you should worry about. >> Rampage #5 - Destroy 13 Vehicles Weapon: RPG Launcher Primary Location: Tucked in the corner near the entrance of the complex area where Hidden Package #27 is located. Secondary Location: Behind a tree east of Greasy Joe's Diner in Callahan Point. Notes: The RPG Launcher is a problem when citizens rush to attack you for causing mayhem. You need to find an area where this won't happen - Callahan Point is perfect, plus the vehicles parked at the diner will help. Everything else comes down to how good a shot you are. This should be easy if the game spawns enough vehicles. >> Rampage #6 - Kill 25 Triads Weapon: Uzi Primary Location: In the alley of the building at the southwest of this neighborhood with the Rockstar billboard atop it. Secondary Location: At the northwest corner of the SupaSave! Grocery Store in Portland View. Notes: The Uzi is fast firing, but unreliable if you have a lot of enemies on your case. Drive-bys do count, so you can ride along and spray them, getting away with no problem. Park up with the driver's door against the wall so the Triads have no choice but to try and yank you from the passenger seat, making them very predictable in what they will do. And that's all six Rampages. Enjoy the massive rewards. ------------------------------------------------------------------------------ PSM5. Introduction To Unique Jumps *********************************** Around Liberty City are wooden ramps, concrete ramps, juts in the road, and so on. Hitting them may earn you quite a bit of money in a Unique Jump Bonus. However, hit a Unique Jump, and a slow-motion cinematic camera kicks in. If you pull it off correctly, you complete the Unique Jump. There are 20 in total in Liberty City, and all of them are required for 100% Completion. Like the Rampages, completing your first one earns you $5,000. The second will earn you $10,000, and so on up yo $95,000. Completion of all Unique Jumps will reward you a $1,000,000 bonus. A fast car is required for the Unique Jumps. Use of the Banshee in the early stages of the game is advised - one can be taken from Easy Credit Autos in Harwood, Portland Island. When Staunton Island becomes available, use of the Cheetah or the Infernus is advised. Remember to make do, as some vehicles are not available until the later stages of the game. ------------------------------------------------------------------------------ PSM6. Portland Island Unique Jumps *********************************** There are a total of eight Unique Jumps in Portland Island, and all are available to you from the off. This will earn you $180,000 in total, which is brilliant for the beginning of the game. >> Unique Jump #1 - Chinatown Area: At the subway entrance in Chinatown/Red Light District Desc.: A wooden ramp facing up onto the El Tracks Notes: You will need to take a good enough run-up to hit this and land past the Police Bribe and cleanly onto the El Tracks for the Jump to count. Be careful for the train coming past. >> Unique Jump #2 - Chinatown Area: South and below the walkway from the Fish Market to the El Train Station Desc.: A concrete ramp heading over the walkway Notes: You need to hit this heading south to north, through the Police Bribe and cleanly over the walkway. >> Unique Jump #3 - Portland Harbor Area: West of the large freighter ship, near a row of four trailers Desc.: A wooden ramp facing over the trailers Notes: Have a good enough heading to clear these trailers to complete the Unique Jump. Don't overshoot, otherwise you will land in the drink and wind up Wasted. >> Unique Jump #4 - Trenton Area: Behind the warehouse on the road heading east from the Callahan Bridge, with the "Portland Industrial Estate" sign Desc.: A wooden ramp facing the roof of the warehouse Notes: Get a good run-up, and then clear the roof to have the Jump count. >> Unique Jump #5 - Callahan Bridge Area: Underneath the open median of the Callahan Bridge itself Desc.: A grassy hill facing over the struts between the lanes of the bridge Notes: You must cleanly make it over the first strut and onto land, without even skimming the sides of the bridge. >> Unique Jump #6 - Callahan Bridge Area: Where the open median closes off on the Callahan Bridge Desc: A ramp-like yellow-and-black striped barrier as the two lanes of the bridge separate Notes: You must land cleanly on the grass plain below, clearing the two struts between the open median and not even skimming the sides of the bridge. >> Unique Jump #7 - Atlantic Quays Area: At the eastern end of the four main warehouses in this district Desc.: A wooden ramp facing out towards the warehouses Notes: You must hit this ramp with enough speed to clear the first warehouse to be credited completion of the Unique Jump. >> Unique Jump #8 - Atlantic Quays Area: In the area between the two wooden piers in this district Desc.: A sand mound facing over the gap in the land Notes: You must land on the other side of the water cleanly to get credit for the Unique Jump. And that's all the extras in Portland Island. Now we get down to the actual side-missions... ------------------------------------------------------------------------------ PSM7. "Diablo Destruction" and "Mafia Massacre" ************************************************ There are two series of side missions with four variants and involving exactly the same thing - the easiest to complete is these two, both available straight away in Portland Island. Around Liberty City are four "Toyz" Vans, or Pony vans with the "RC Toyz" logo on each side. Getting into them activates the "Toyz" missions. The premise is simple - destroy as many gang vehicles as you can in 2 minutes. If you haven't guessed, the two in Portland Island involve the Diablo Stallions and the Mafia Sentinels. To destroy a vehicle, drive near it and either get under one of its wheels or detonate it with the Attack button to destroy it. You also earn the cash bonus for destroying it outright. The game is not tough on you, so you can turn a buck on this one. The two locations for them are as follows: "Diablo Destruction" - At the El Train Station in Hepburn Heights, head down the steps and back onto the street, and head north. The Toyz Van is located here. "Mafia Massacre" - In the large alley directly west of Cipriani's Ristorante in Saint Mark's. Your reward is based on the number of vehicles destroyed. If it was your first try, your reward is N x $1,000, or the number of vehicles multiplied by $1,000. Seven vehicles on your first try will reward you with the easiest $7,000 you are likely to make in this game. Try it again, and you are beating your best score. If you got seven on your first go, and then nine on retrying, then your reward is $2,000 - basically, that reward is the difference between your best score and your last score multiplied by $1,000. The only way to fail these missions is to either not beat your best score, not destroying any vehicles at all, or detonating the RC car too close to the van with Claude inside, resulting in failure by getting Wasted. All four are required for 100% Completion. There is one more on Staunton Island and Shoreside Vale respectively. The locations will only be given out, as this information will be redundant later in the guide, and won't need explaining three times. Keep on revising this chapter if you forget what you are doing, but it isn't too difficult to remember anyway. ------------------------------------------------------------------------------ PSM8. "Patriot Playground" *************************** There is another series of side-missions within Liberty City and "Grand Theft Auto: III", and this side-mission is the first one to introduce you to it. To activate this mission, get into the Patriot outside SupaSave! in Portland View and a little tutorial is given. Basically, you are embarking on the first of four Checkpoint Collection missions. This is the only one in Portland Island, but is probably one of the most challenging things to deal with right at the beginning of the game. There are fifteen checkpoints to collect around Portland Beach and Saint Mark's. You are given 20 seconds for each checkpoint, putting up a time limit of a total of 5 minutes. The timer will not start until the first Checkpoint has been collected. The route of the checkpoints is challenging, especially without a map to work off and having to make do with basic radar reading. Here is the route you want to take: Begin with #1 at the top of the steps leading from SupaSave! to Saint Mark's and the El Train. Carefully head down off the hill and to #2, right at the water's edge. Begin to head up this cliff, collecting #3. Checkpoint #4 is atop this hill, so collect it, and line yourself up with #5 as you head back down onto the beach, collecting #6 right near the water's edge. Be careful as you collect it. Head back up the cliff and collect #7, and then follow the checkpoints down to the other side of the Portland Rock. After collecting all of these down at this level, head back up and behind Salvatore's Mansion to collect #14. Head to collect #15 on the ledge from the west and at a good speed to stick the landing and collect it. Upon collection of the 15th and final Checkpoint, the "mission" is complete. Mission Passed! $20,000 There are three more of these Checkpoint Collection missions - two come later in Staunton Island, and the final one in Shoreside Vale. A tip here is to do this on a dry day, as rain will lessen your grip and make this side-mission much harder to complete. ------------------------------------------------------------------------------ PSM9. Ambulance Mission ************************ This is a first in "Grand Theft Auto", and a trend that was set throughout the rest of the franchise up to "Vice City Stories". Get into an Ambulance and, when prompted, press the corresponding button to activate the Paramedic mission as it is officially known, but I call this the "Ambulance Mission" just for the sake of an alternative and "easier-to-figure-out" name. You have to pick up patients and drop them off within the time limit. Each bump will reduce their chances of survival, so drive cleanly. If you run out of time, or a patient is killed, the mission is ended. You need to drop them off at the nearest hospital - luckily enough, each island has its own hospital anyway. There are a few problems you may encounter on this mission, and the primary one is time. It can be an issue if you are not a quick driver as the levels wear one. Plus, the Ambulance only holds four people at a time including yourself, so route planning is tough without a map to go on. The only way around this is to head for the furthest patient - each time you collect a patient, you are given extra time. It is only conditional on the first time - if you collect your first patient and you are given 43 seconds, the bonus remains at 43 seconds until the end of the level. It then resets for the next level. If you head for the furthest of the patients and are rewarded over 60 seconds, then even the patient down the street from the hospital is worth that amount. The timer also resest on each level, so you will have to repeat it. Another minor problem is the Ambulance itself. It's as sturdy as a drunken donkey, and taking a turn too tight will roll it and potentially end the mission prematurely. Try and use handbrake turns where possible, and avoid head-on collisions, because slamming into a truck will make the grille like a springboard and throw you right off. Also, be careful not to kill the patient and look out for those tight corners, rough areas and crazy drivers. The best place to do it is Portland Island at the beginning of the game. This is the only island with no hostile gangs at the beginning of the game, so getting it over and done with straight away is strongly advised. In order to fulfill 100% Completion, you need to rescue a total of 78 patients in one run, i.e. completing Level 12. Upon completion of Level 12, the mission is automatically ended for completion. At the end of each level, a reward is given on this formula - 100(L(Sq.)), or the level completed squared, multiplied by 100. This means that completing Level 5 will earn you $2,500, and Level 9 will earn you $8,100, and so on. This adds up to total earnings of $65,000. Completion of Level 12 will unlock the Infinite Sprint Feature - you will never tire from running. Also, saving 35 patients will unlock the Health Icon at all Safehouses, and saving 70 patients will unlock the Adrenaline Icon at all Safehouses. It is better to do this all in one run to save time. You also fulfil 100% Completion by beating it outright and earning Infinite Sprint. ------------------------------------------------------------------------------ PSM10. Firefighter Mission (Portland Island) ********************************************* The Firefighter Mission is activated the same way as the Ambulance Mission, but you are obviously using the Firetruck in lieu of that mission. The Fire Station in Portland Island is located in Harwood, across the street to the west of the AMCo Gas Station. If you have trouble finding it, causing mayhem with a Flamethrower or Molotov Cocktails at street level should draw the firemen and their truck out. To fulfil 100% Completion, you need to put out 20 fires on each island. You have to extinguish car fires within the time limit in order to claim your reward. Putting out your first fire will earn you $250, the second $500, and so on until you end the mission and it resets on your next try. Your ultimate reward is the Flamethrower spawning alongside the weapons earned for collecting Hidden Packages at all your Safehouses. That will not come until later in the storyline, though. This chapter has been put here to lay out the information for you, and the other two will serve as simple reminders. Doing this mission at the beginning of the game, with no gangs hostile to you, will make this mission easier to do. Plus, knowing the layout is pretty easy as this is the first island, thus more memorable. Knowledge and experience will pay off. Remember that the requirement is cumulative - you only need to put out twenty fires on each island as you go. They are not required to be done in a row. However, it is advised to try and piece as many in a row as possible to earn more money, but following the rest of the guide may make you think this as unnecessary. Some vehicles not normally available to you are involved in this mission, such as the other sports cars and SUVs, as well as some rare vehicles. This is a good mission to try and draw them out. ------------------------------------------------------------------------------ PSM11. Taxi Mission ******************** The Taxi Mission requires either the Taxi or the Cabbie, both of which can be spotted from a mile off. It is activated exactly like the Ambulance and Firefighter missions. You need to take fares and drop them off at their destinations. You receive the fare's charge when you drop them off. Also, getting them there quickly will gift you a bonus tip, added on into your earnings and allowing you to make much more money. You have a timer which must not go down to zero at any point in the side-mission, otherwise the mission will end. For every five fares in a row, you are given a money bonus. This starts out at $2,000, and goes up $2,000 after that - so, 40 fares in a row will earn you a bonus of $16,000. You are required to complete 100 fares, although not in a row, but doing them all in a row will make you quite a bit of money. If you were to get up to the 100th fare bonus of $40,000, your totals earnings would stand at a whopping $420,000, added onto cash earned directly from fares. This makes this a good side-mission to complete if you are trying to make a lot of money. This is pretty simple, and if you are good gamer, profit of over $600,000 is manageable. You should only be spending around $3,000-$5,000 on getting the Taxi/Cabbie repaired if it becomes too damaged, and that's only if you're an average driver on rushing around the city. Portland Island is, once again, the easiest and least dangerous area to try and complete this mission. Completion of the 100th fares will unlock the Borgnine special variant of the Taxi at the Borgnine Taxi Depot in Harwood/Hepburn Heights. After doing some research, I found out the name pays a homage to the late Ernest Borgnine from his movie, "Escape from New York". This is information found on the Internet, so I will not take full credit. The vehicle is also reminiscent of the vehicle that Borgnine's character, who happens to be called "Cabbie", used in the film. That's a cool Easter Egg that Rockstar put in there. I will spare you the real-world details, and let you enjoy your rewards. ------------------------------------------------------------------------------ PSM12. Vigilante Mission (Portland Island) ******************************************* Yes - catching criminals is the aim of this side-mission. Get into any Police or authority vehicle to activate this mission. You have to chase down criminals in their vehicles and kill them in the time limit. For every one killed, you earn $500. For each one in a row, it will go up $500. You also receive a bonus of $5,000 for five criminals killed in a row and if you go up to 10 and 15, this will go up $5,000 each time respectively. Uzi ammunition is recommended when starting out on the Vigilante missions in order to cause enough damage to the criminal's vehicle, and then kill them. They will have strong weapons some of the time, such as Shotguns and AK47s, so it is important that you dispatch of them quickly, and quickly pick up their weapons. You will also need to be wary of the Police themself. For some reason, despite doing their job for them, they still see this as a criminal offence and will hound you with Wanted Levels. You will have to put up with them or get rid of them quickly before you run out of time. Kill 10 criminals in total to unlock a Police Bribe at all your Safehouses. Kill 20 criminals, and you unlock another. This means that you will kill 60 criminals to get 6 Police Bribes. However, like the Firefighter mission, only 20 on each island will count for getting the Bribes and earning 100% Completion. This is the main chapter of the Vigilante mission. The other two later in this guide are reminders to do this mission again in Staunton Island and Shoreside Vale. With everything else done in Portland Island, let's begin the storyline itself to get to Staunton Island. ****************************************************************************** 13. Portland Island Storyline And so Claude Speed's odyssey begins. The aim of the game here is for Claude to exact revenge on jilted lover and his betrayer, Catalina. Here, he begins to make his way up again. For now, he is pulling tricks for... ------------------------------------------------------------------------------ >> CP1. Luigi Goterelli ************************ Luigi is put in high regards of the Leone Mafia, running Sex Club 7 and earning money through vice and prostitution. His gentleman's club provides the perfect front, and Claude has already started to help him. He has five missions to complete - one which has been done already. His missions are very easy to complete, as this sets the trend of completing missions for the newest of GTA gamers. They are all available from Sex Club 7, marked as an "L" on the radar, and all involve you driving around in some sense. ------------------------------------------------------------------------------ LG2. "Don't Spank Ma Bitch Up" ******************************* When Claude arrives at the backdoor of the club for another job, Luigi's bodyguard, Mickey, gives him a letter that Luigi wrote for his next job. Luigi informs him of a new designer drug in Liberty City, called SPANK. There's a "wiseguy" in Portland Harbor who's been selling to some of Luigi's girls. He wants Claude to "introduce a bat to his face", steal his car, respray it and deliver it to him as "compensation". Pick up the Baseball Bat across the street from the club, and then take a car over to Portland Harbor. The dealer is unarmed, and is easy to deal with. You can then take his Stallion over to the Pay 'n' Spray in the Red Light District just north up the road from Sex Club 7 - it normally costs $1,000 for a full respray, but is free of charge for this occasion. His lockup is across the street from Sweeney General Hospital, and when you make the simple drop-off, all you have to do is wait for the garage door to close. Mission Passed! $4,000 ------------------------------------------------------------------------------ LG3. "Drive Misty For Me" ************************** Luigi tells Claude that Joey Leone, the Don's son, is asking for his regular action with that memorable girl, Misty. She is waiting in Hepburn Heights - Claude is advised to be wary of the Diablo presence there. He is then ordered to quickly take her over to Joey's garage in Trenton. He also advises Claude to keep his mind on the job at hand, as he has his "foot in the door" for more work. Head over to Misty in Hepburn Heights, sounding the horn to get her out. Although you are warned about the Diablos, this only enlightens Claude on how some of the city is split between the factions. It is then a simple pick-up and drop-off at Joey's Auto Garage in Trenton. Misty and Joey are both happy to see each other, and Joey also offers Claude some work if he wants it. Mission Passed! $1,000 Joey Leone's missions and Marty Chonks' mission line has been unlocked. But we still have to settle things for Luigi first. ------------------------------------------------------------------------------ LG4. "Pump-Action Pimp" ************************ When Claude knocks on the delivery door, an angry Luigi bursts out. He is upset because of a pimp, who has been doing his business on the "wrong turf". He is also being sheltered by Diablo thugs. He wants Claude to head to Ammu- Nation to pick up a piece, and teach the Diablos and his rivals a lesson. You are shown a cinematic of AmmuNation, the gun store, and a Diablo Stallion driving past, containing the Diablo and the pimp. Head to AmmuNation and go to the back of it to pick up a Pistol. You can get some target practice here, but that is not necessary. This can be a difficult mission if you don't know what you're doing, because the pimp wields a Shotgun and the Diablo an Uzi. Use a large vehicle, like the Firetruck, to ram them and flip them, and when they crawl out, turn them into roadkill. This should not waste any Health, Armor or ammunition on your behalf and you can easy claim their weapons as well. Mission Passed! $4,000 The Pistol is available to be purchased from the Portland Island AmmuNation store for $250. You want to bring a fast, four-door vehicle for Luigi's last mission... ------------------------------------------------------------------------------ LG5. "The Fuzz Ball" ********************* Luigi tells Claude that the Policeman's Ball is being held at the Old School Hall near the Callahan Bridge, and Liberty City's finest will be looking for "old-school action" whilst they're there. Luigi wants to capitalize on this by sending some of his girls over there to turn their tricks. He wants Claude to get as many girls there as possible, before the cops spend their money on anything other than bare skin. This is an introduction to the timed mission. You have 5 minutes to get at least 4 out of the 8 girls to the Old School Hall. If you are a good driver and you have a four-door car on hand, the mission is easy, and at a stretch, you could manage to get all eight girls there. It doesn't matter how many you get there, so long as you get at least four of them there. When the timer runs to zero, or all eight girls are there, the mission ends. Mission Passed! Reward Varies If you got four girls there, you earn $2,000. It goes up $500 each time for each additional girl, and getting all of the girls there earns you $4,000, plus a $2,000 bonus - so, your reward is between $2,000 to $6,000. Luigi's missions are now finished for good. We can move on to... ------------------------------------------------------------------------------ >> CP2. Joey Leone ******************* Joey is the son of the Leone Mafia Don, Salvatore Leone. Rather than follow in his dad's footsteps, he is settled in working as a mechanic for the public and the Leone Mafia. However, he has favors to do and scores to settle, and Claude can help him with that. He has six missions in total, all available from his Auto Garage in Trenton. ------------------------------------------------------------------------------ JL1. "Mike Lips Last Lunch" **************************** Claude walks in to talk with Joey, with Misty still there. He tells Claude that the Forelli Brothers have outstanding debts, and now he needs them to be "taught some respect". He tells that one of the brothers, Mike (known as "Lips") is eating at Marco's Bistro. He wants Claude to take Mike's car, rig it up with a bomb, park it back where it was and then watch the mayhem unfold. You have 6 minutes to complete this mission. Steal his Idaho from the parking lot, and then CAREFULLY take it to 8-Ball's Bomb Shop in Harwood. Any damage will have to be fixed at the Pay 'n' Spray, wasting time and money. You will then have to park it perfectly in the marker, and then watch the downfall of "Lips". Mission Passed! $10,000 ------------------------------------------------------------------------------ JL2. "Farewell 'Chunky' Lee Chong" *********************************** Joey talks to Claude as he services his dune buggy. A man known as "Chunky" Lee Chong, who owns a Punk Noodles stand in Chinatown, is pushing SPANK for a new gang - that happens to be the Colombian Cartel, Claude's former friends. Joey wants Claude to take "Chunky" out, heading to AmmuNation if he needs a piece. You can pick up another Pistol from the backyard of AmmuNation if you want or need to, but you can head straight to the Chinatown Plaza, where "Chunky" is manning his stand. He is being protected by a few Triads, making things interesting. Head from the south so you can see the opening of the stand, and then you can shoot "Chunky" until he dies. This will be at the expense of some of your Health/Armor, so make sure that you are prepared for it. Mission Passed! $10,000 ------------------------------------------------------------------------------ JL3. "Van Heist" ***************** Joey has a little scheme to hit a payroll van, a.k.a. a Securicar. One is currently doing its rounds. The thing is bulletproof, so Claude is advised to ram it off the road, make the guards bail, and bring it to Joey's friends in Portland Harbor. It should be noted that the Securicar is a rare vehicle required for one of the Import/Export lists. You can take as much time as you want between getting into the van and driving it to your destination. This special Securicar will encourage normal Securicars to spawn, allowing you to 'jack it and take it over to your Safehouse to store it in your garage. In the issue of getting the Securicar, you need a tough vehicle to raise the Damage Meter. When you first hit it, you are given a 1-Star Wanted Level. When you reach around 75%, it goes up to 2 Stars. Unless you cannot get away quick enough or you have issues with driving, the cops are not really a problem, but rather a small nuisance to contend with. You will just have to drop this Securicar off at the garage in Portland Harbor to complete the mission. It is simple if you know what to do and how to handle things. Mission Passed! $20,000 You will be paged, informing Claude of a man named El Burro requiring help. This opens up his missions at a payphone in Hepburn Heights. Also, bringing any Securicars to this garage will earn you $5,000 each time. You will be paged to inform you of this some time after completion of this mission. ------------------------------------------------------------------------------ JL4. "Cipriani's Chauffeur" **************************** Claude walks into Joey's garage, and is then introduced to the Caporegime of the Leone Mafia, Toni Cipriani. Claude is to drive him back to his mother's home and restaurant in Saint Mark's, and Joey informs him of a job that requires his driving skills that he will pick up next time he comes around. As Claude drives out, Toni tells him to drive over to Mr. Wong's Laundrette in Chinatown to pick up overdue protection money before dropping him off at home. Take Toni to the Laundrette. When he walks in, the Triads attempt to kill him. You have to quickly get him to Cipriani's Ristorante in Saint Mark's, but if you stick around and kill the Triads attacking you, you will earn a money bonus of $2,000. Drop Toni off, and he tells Claude to come by later in order to settle the score with the Triads. Mission Passed! $3,000 Toni Cipriani's missions are now available from the Ristorante, and the Uzi is available for purchase from the Portland Island AmmuNation store for $800. Obtain a sturdy vehicle, like the Firetruck, for the next mission... ------------------------------------------------------------------------------ JL5. "Dead Skunk in the Trunk" ******************************* Joey tells how one of the Forelli brothers thought he was tough, and now his corpse is in the back of a car at Greasy Joe's Diner in Callahan Point. Joey doesn't want the cops or anyone else to find the body, so he wants the car crushed. Head down to the car in Callahan Point. You should see two Sentinels parked in this area - one at the diner's parking lot, and the other in a cave tunnel heading to a jetty. The Forelli Brothers are in the vehicles, and will try to chase you if you get into the Manana containing the body, or you attack them. If you have the Firetruck, head south towards the cave tunnel, and smash into the Forelli brother positioned here. Chances are that you'll flip him and destroy the vehicle, or he gets stuck along the wall. Keep on hitting him until the vehicle explodes and he is dead. Do the same with the other Forelli, except you have to make use of the open area. When they are dealt with, not only do you earn a bonus ($5,000 per brother), the drive to the crusher is much more easier if you are worried about them. Otherwise, have fun and good luck out-running them. Mission Passed! $10,000 ------------------------------------------------------------------------------ JL6. "The Getaway" ******************* You can only activate this mission between 6AM and 2PM. Try and activate the mission as close to 6AM as possible for the best chance at this mission. Some of Joey's friends are planning to rob a bank, and they're short of a getaway driver. Their hideout is in Saint Mark's, and Claude needs to get them there and take them back. The bank closes at 5PM, so he may have to work quick. The time limit of 5PM still stands. You need a four-door car to pick them up and take them to the Bank of Liberty in Chinatown. Depending on when you started the mission, you have anywhere between three minutes to eleven minutes to get them there. Try and get to the mission marker as easrly as possible. After dropping off the robbers, you hear the sounds of them shooting the place up before they come back to you, getting in the vehicle. You will then have to get rid of the 3-Star Wanted Level before you drop them off. Use the Pay 'n' Spray or try to find and collect Police Bribes around Portland Island to lose the heat, and then you can successfully drop them off at their hideout. Mission Passed! $30,000 And that spells the end of Joey Leone's missions. ------------------------------------------------------------------------------ >> CP3. Marty Chonks ********************* If you head to the Bitch'n' Dog Food factory across the street and northeast of Joey's Auto Garage between 9AM and 7PM. You should be hearing the payphone ring around this time. Although unmarked, these payphone missions are from the owner of Bitch'n' Dog Food, Marty Chonks. He has four missions surrounding his financial struggles. They are very simple and not too hard to follow, as they are simple driving missions. ------------------------------------------------------------------------------ MC1. "The Crook" ***************** Claude listens to Marty, who introduces himself. He's been having trouble with his bank manager, who wants a cut of his business. If he doesn't agree, God knows what this crook will do. He wants Claude to pick him up and take him to the factory so they can "speak". Take the Perennial from the factory, and pick up the Bank Manager from the bank in Chinatown. When you drop him off, you hear Marty's intentions - to simply whack those who cause him trouble. You will need to crush the car to dispose of the evidence and complete the mission. Mission Passed! $1,000 ------------------------------------------------------------------------------ MC2. "The Thieves" ******************* Marty is left to speak with Claude again. He explains that he's running an insurance scam - he's hired some thieves to burgle his home so he can put in a false claim. However, the thieves are asking for a reward for it, otherwise they will inform the insurance company of what he has done. Marty is not in the giving mood, so there is only one solution in his eyes... Take the Sentinel from the factory, and pick up the thieves from Marty's apartment in Chinatown. Drop them off, and that's Marty putting his kill count up to three. Take the Sentinel to the Pay 'n' Spray to "get rid of the evidence", and then park it back to the factory. Mission Passed! $3,000 ------------------------------------------------------------------------------ MC3. "The Wife..." ******************* Marty tells Claude that he hates his wife - she is only interested in spending the company's money, and even says himself that she's just a hole in his pocket. She's getting pampered at Classic Nails in the Red Light District, and Claude is ordered to bring her to the factory. Pick up the Esperanto from the factory, and pick up Marty's wife from the boutique. Head to the factory to hear the sounds we are getting accustomed to. You will have to bail the Esperanto into the water, so head to the end of one of the piers in Atlantic Quays, and push it into the water to finish up. Mission Passed! $2,000 ------------------------------------------------------------------------------ MC4. "Her Lover" ***************** Marty has put himself in a troubling situation - his wife was seeing someone, who he also owes money to. He has heard of her death, and now he's asking for his money back. Marty agreed to speak to him - but rather than pay him off, Marty wants to use his normal way of settling his problems. Pick up the Stallion from the factory, and pick up the "lover" from Chinatown. You then have to drop him off to where Marty is standing outside the factory. Marty tries to lure him into the office, but instead gets shot by the lover's shotgun, killing him. If you want, take any money Marty drops, and kill the lover and take his Shotgun. Mission Passed! $4,000 And that's obviously the end of Marty's missions. On to... ------------------------------------------------------------------------------ >> CP4. El Burro ***************** El Burro, or "The Donkey" in English, is the leader of the Diablos. He is the producer of "tasteful" pornographical magazines, taking that end of his business and interests more seriously than his gang. He has four missions, ranging from street racing and vehicles to people who having wronged him. ------------------------------------------------------------------------------ EB1. "Turismo" *************** El Burro speaks to Claude, whose reputation on the streets is growing. Burro informs Claude of a street race that is beginning at the Old School Hall near the Callahan Bridge. He wants Claude to enter it, and take 1st place if they are to work together. You will need a fast car - the Banshee inside the Easy Credit Autos showroom in Harwood is a good vehicle to use. You are racing against three Diablos, all in Cheetah sports cars. They are tough, but they are likely to mess up on the first corner. Hang back and when they mess up, you can overtake them. The course goes from here, outside Trenton, past Atlantic Quays, through Callahan Point, Chinatown, Saint Mark's, Harwood, back into Saint Mark's, and then back to the starting line to complete a full lap. If you finish first, the mission is successful. Mission Passed! $10,000 After completion of El Burro's missions, this will be available from his payphone to try again to beat your best time. ------------------------------------------------------------------------------ EB2. "I Scream, You Scream" **************************** El Burro tells of how he's self-made in the pornograpy industry, and then of a problem. A local gang (possibly the Forelli Brothers) is giving him trouble, threatening to remove his "starring member" from his business unless he pays them off. He knows of one weakness they have - ice cream. He has left a bomb in Harwood, and Claude must pick it up, steal an ice cream truck, and then take it down to their hideout in Atlantic Quays to "lead them to their doom with the jenglee-jenglee". Pick up the bomb from the Borgnine Taxis Depot, and then head to Saint Mark's to 'jack a Mr Whoopee. Note that this is a rare car required for one of the Import/Export Garages, and keeping it is easy. You have to set the bomb, controlled by the remote detonator. When you set the jingle and park it, the gang members come out. You can either set the bomb, or take them all out with your guns. If you want the Mr Whoopee, then kill them by hand and drive it to the Import/Export Garage, or just wait for them to get close and detonate it. Mission Passed! $6,000 ------------------------------------------------------------------------------ EB3. "Trial By Fire" ********************* El Burro is clearly upset when he speaks to Claude. He tells him that some Triad thugs stole his car, filled with his memorabilia, torched it and left it to burn in the night. As revenge, El Burro has left a "throbbing weapon" in Chinatown that he wants Claude to pick up and settle the score. You have to head to this "throbbing weapon", a Flamethrower, at the Primary Location of Rampage #6. This is exactly like a Rampage - you have to kill 25 Triads in 2-and-a-half minutes. You want to head to the Chinatown Courts, west of the Old School Hall. There is a large group of Triads that will attack you, and killing them all will earn you a cash bonus. This place also spawns quite a few Triads who will just run away if one gets torched. Just be careful not to burn too many civilians, otherwise the cops will swarm you and pester you in short time. Mission Passed! $10,000 This mission will, upon completion, have the Triads become hostile to you if they weren't already. They are not too dangerous when driving, but take pre- cautions when venturing through Chinatown on foot. ------------------------------------------------------------------------------ EB4. "Big 'N' Veiny ******************** El Burro tells Claude that a man that was presumably high on SPANK had stolen the latest delivery of "Donkey Does Dallas", but forgot to close the rear doors. The publication has been scattered around Portland Island, and Claude is ordered to follow the trail of porn mags to the man, kill him, and take the magazines to their intended destination. You have to get into the Rumpo to begin the course. You then have 20 seconds to collect the first magazine, and one second is added on each time you collect a magazine. The course goes out of Hepburn Heights in Harwood, Saint Mark's, Chinatown, Atlantic Quays, outside Trenton and leading into Portland Harbor, where the hijacker is located. If you collect all of the magazines, you get yet another cash bonus. The important thing, however, is to collect enough magazines to keep the timer from hitting zero. Once the idiot is dead, you could pick up his weapon, or head straight to XXX Mags in the Red Light District to finish up. Mission Passed! $20,000 El Burro's missions are completed, but you can go back to try and beat your best time in "Turismo" if you want to. ------------------------------------------------------------------------------ >> CP5. Toni Cipriani ********************** If you have played "Liberty City Stories", we know of Toni's struggles to keep the Leone Mafia on the map. Now that they are the strongest gang in Portland Island, this has booted him up from thug to Capo in three years. He has moved back in with his mother, and now he's responsible for keeping their profile known. Currently, the Triads are causing bother with his interests, and plans to use Claude as his hired thug to clear up the mess. He has five missions involving the Triads. ------------------------------------------------------------------------------ TC1. "Taking Out the Laundry" ****************************** Toni tells Claude that they need to settle the issue of the Triads preventing the Mafia from collecting their protection money. After his Ma shouts down her opinion, Toni tells Claude what he must do. There are a few Laundry Vans doing their rounds, and to send the message across, Claude must destroy the vans. There are Grenades left for you near 8-Ball's Bomb Shop in Harwood. The vans aren't really protected, but if you provoke them, they will try to escape. You can use the Grenades to destroy them whilst they stop at a red light, but alternatively, you are able to 'jack them. If you take that route, you can ram it until it explodes, or take it to the crusher. When all three vans are destroyed, the mission is completed. Mission Passed! $20,000 ------------------------------------------------------------------------------ TC2. "The Pick-Up" ******************* Toni has left a letter for Claude to read. The laundrette has agreed to pay, and Toni thanks him for it. He needs Claude to pick up the money; the Triads aren't laying off, so Claude must take heed to the warning Toni gives him. Head to the back of the Laundrette in Chinatown. When you pick it up, it is indeed a trap. Run out of the alley, and take out all the Triads on foot. Coax the Triads that enter the Fish Vans, and then take the rest out. You then have to drop the money off at Cipriani's Ristorante to finish up. Mission Passed! $10,000 The Triads will now be hostile to you if they weren't already. ------------------------------------------------------------------------------ TC3. "Salvatore's Called A Meeting" ************************************ Toni as left yet another letter for Claude. In it, he tells Claude that the Don of the Leone Mafia, Salvatore Leone, has called a meeting at his Mansion. Claude is ordered to pick up the Limo and the Don's son, Joey, and then Luigi from Sex Club, and then back to the Ristorante to pick up Toni himself. They will then travel over to the meeting. Toni tells Claude to expect Triads - a gang war seems imminent. Head over to Trenton to pick up Joey and the Stretch, and then head over to the Red Light District and sound the horn to pick up Luigi, and then finally head back to pick up Toni. The Triads then attempt another ambush, so put the pedal to the metal and burst through the blockade to the driveway of the Mansion, parking in the garage. The Boss-Man himself appears to greet his men. He tells Luigi that they will celebrate once some issues have been settled. He then pesters his son about not having a wife yet, and then asks Toni how his mother is. His attention then turns to Claude, whom he chats to in private to thank him for helping his organization. Mission Passed! $15,000 Toni's missions have been halted. You will have to start working for... ------------------------------------------------------------------------------ >> CP6. Salvatore Leone ************************ Salvatore is one of Liberty City's key figures in its murky criminal underworld, the Don of the Leone Mafia. He is paranoid, worrying about his friends and his enemies. He has four missions in total, revolving around his wife, Maria, and the Colombian Cartel, a new gang that has already began to case the city with its designer drug, SPANK. ------------------------------------------------------------------------------ SL1. "Chaperone" ***************** Salvatore tells Claude that some of his top men are going to discuss business, so he has to look after his much younger wife, Maria. She isn't really too thrilled to spend time with one of Salvatore's "lap dogs", and even goes as far to call him "Fido". She wants to party, and tells Claude she wants to meet her dealer at the Chinatown Waterfront. Take the Stretch once again to drop off Maria to her dealer, Chico, for her usual high. Whilst she gets her fix, Chico informs her of a warehouse party in Atlantic Quays, and that is your next destination. You will have to wait for Maria to "shake her butt" and enjoy the party. However, the SWAT team arrives for a drug raid. The party-goers rush out with Pistols, and some speed away in their vehicles. The last to come out is an unarmed Maria, and you are given a 2-Star Wanted Level. You can outrun or evade the cops as you drop her back off. She tells Claude how much of a great time she had, and seems to be taking a shine to him. She waves him goodbye. Mission Passed! $10,000 Toni's missions are now available once more... ------------------------------------------------------------------------------ TC4. "Triads and Tribulations" ******************************* Toni has left another letter for Claude, and two Mafia thugs are stood around the dining area. He tells Claude that the Leone Mafia and the Triads are now at war, and it is mayhem on the turf of both sides. He informs Claude that they are using a fish market as a front, along with a fish market located in their turf. The laundry owes protection again, but they think that the Triads have them covered. To teach the Laundrette another lesson, Claude is ordered to kill the Triad Warlords directing the attacks. Chinatown is a complete warzone, so going in a vehicle is advised. You are given the two thugs for protection for this mission, and 20 Shotgun Shells. There are three Warlords - one in the Chinatown Plaza, another at the Fish Market, and another inside Turtle Head Fishing Co. They will be protected by two Triad soldiers, and all three wield Uzis. Use a strong weapon to dispatch them all, and use the Triad Fish Van parked at the Fish Market to enter the Fish Factory. Being a good shot and full Health and Armor is advised for this mission, which is nothing but a little target practice if you do everything right. Mission Passed! $30,000 ------------------------------------------------------------------------------ TC5. "Blow Fish" ***************** Claude meets Toni in person, and Toni is really out for blood. He wants the Triads' Fish Factory destroyed, and tells Claude the plan. 8-Ball has loaded a Trashmaster with a bomb, and this is the only vehicle other than the Triad Fish Van that its gates will open to. All Claude has to do is to carefully and quickly get the Trashmaster between the gas tanks for the best outcome. He wants it to "rain mackerel". Pick up the Trashmaster nearby in Harwood. You have to watch for the Damage Meter, and you have 2-and-a-half minutes to get the Trashmaster between the tanks at the Fish Factory. Get onto the freeway heading south through Callahan Point as quickly as you can, and drive it in. Prime the bomb, and try and get out of there before the delay timer ticks down. If you don't, then after this almighty explosion, some of the Triads that are likely to survive will attack you. Mission Passed! $30,000 And that's all of Toni Cipriani's missions. We should head back up to the Don. ------------------------------------------------------------------------------ SL2. "Cutting the Grass" ************************* Salvatore tells Claude about the Colombian Cartel, a new gang that has got their feet planted in Liberty City. Salvatore thinks that they have placed a mole in the organization, as they are one step ahead of their activities. A bartender named Curly Bob works the bar at Luigi's, and he's spending more than the wages earned there. Salvatore doesn't think he's a dealer or a pimp, so he must be a snitch. Every night, he takes a cab back to wherever he has to go, so Salvatore orders Claude to follow him, and kill him if he is talking to the Colombians. Head down to Sex Club 7, and keep a fair distance behind Curly Bob's Taxi. A Scare-O-Meter will appear when he gets in, and if it gets filled, the mission is failed. Around ten car lengths is appropriate, or just off in the distance. You will eventually follow him from the Red Light District down to Portland Harbor. There, you are greeted with a surprise. Of all people, Catalina is there to get the information from Curly Bob. It turns out that this criminal accomplice is working her way up the ranks of the Colombian Cartel. Curly Bob gives her the low-down of the events that Claude is mostly involved in - Joey Leone's vendetta with the Forelli Brothers, the Triad-Mafia gang war, and Salvatore Leone's paranoia. He is a rat. You have to kill Curly Bob. Running him over suffices easily. You can pick up his Shotgun for good measure. Mission Passed! $15,000 ------------------------------------------------------------------------------ SL3. "Bomb Da Base: Acts I & II" ********************************* Salvatore tells Claude that the money made by the Colombians from peddling their designer drug makes them a formidable opponent, so openly attacking them would not be a good idea. He thinks that the Cartel are using the freighter that Claude was led to by Curly Bob. He wants Claude to destroy it and harm the Colombian's income. A visit to 8-Ball is advised. An "8" icon is placed on the map, and the next leg of the mission is activated here. When you visit 8-Ball, he tells Claude that Salvatore phoned him to tell him the plan, but this will cost Claude. He wants $100,000 to cover expenses. If you have $100,000, then head back into the marker. If not, you will have to do a couple of side-missions and extras. If you have followed this guide, you should easily have enough. The second part of this mission is unlocked once you give the $100K to 8-Ball, and he carries the bomb out. He gives Claude a Sniper Rifle to deal with the Colombians guarding the freighter. Head down to the Harbor, and 8-Ball will hide away and await the first shot Claude fires. Head up the steps onto the warehouse rooftop to your right to get a good vantage point. Kill the two guards standing at the bottom of the freighter's gangplank, and then do a sweep of killing the Colombians from left to right, clearing the way for 8-Ball. Once you are done, 8-Ball makes his way off the boat as it explodes and sinks, completing the mission. Mission Passed! $150,000 ------------------------------------------------------------------------------ SL4. "Last Requests" ********************* Salvatore is very happy about the job Claude carried out to destroy that boat. He then gets onto a slightly easier job for him. A car has been parked near Sex Club 7, covered in "brains" from a botched persuasive technique. Claude needs to take it to the Crusher in Harwood before the cops come snooping. Head towards the Cheetah. When you get near the Red Light District, Maria pages you to tell Claude that the car is a trap to kill him. The Cheetah is fitted with a bomb that will detonate on entering. Head down to meet Maria at the jetty in Callahan Point, accessible from the cave tunnel. Maria tells Claude that he is a marked man on Leone turf - Salvatore was willing to do a deal with Catalina and the Colombians over his life, because Maria told him that she and Claude were an item; he came to the conclusion that the pair were going behind his back. She introduces Claude to her friend, Asuka Kasen, who agrees to get the pair out of Portland Island. Take the boat over to the jetty at Newport, Staunton Island. Asuka, Maria and Claude arrive at Asuka's condo; she offers Claude a place to stay in Belleville Park, and some work. Mission Passed! $20,000 Staunton Island is now accessible via the Callahan Bridge, the Subway and the Porter Tunnel. Go ahead and claim Hidden Packages #19 and #33, which are now available to you if you plan on collecting all 100 Hidden Packages. ****************************************************************************** 14. A Tour of Staunton Island Staunton Island is our next island to mess around in. With access from the Callahan Bridge, subway and Porter Tunnel, we can have a look around. To the south of the island is Bedford Point, a semi-industrial section of the city, playing host to some of the industrial companies. Torrington lies in the southeast, holding the Police Station in the city, as well as the Yakuza-owned Kenji's Casino. Coming off the Callahan Bridge is Newport, a toned-down area right next to Belleville Park, and leads up to the Shoreside Lift Bridge on its westernmost road, which is currently closed down due to an electical fault. Fort Staunton was destroyed in an underground explosion of 1998, but Panlantic Construction has moved in to rebuild the area. Rockford is a small area to the north, with only Carson General Hospital and the Porter Tunnel as the real places of interest. The old Ferry Terminal has been removed and turned into an Army Surplus, supplying weaponry to the people willing to pay large amounts of money for it. It is ran by ex-Army soldier, "One-Armed" Phil Cassidy. Further north is Aspatria, famed for the Coliseum, home of the Liberty City Cocks football team. Also near to the north is Liberty Campus, the educational corner of the city. And that's your tour of Staunton Island. You can access boats. However, you can only go around Portland Island and the eastern half of the shoreline of Staunton Island. The north and south shores have a barrier preventing you from reach Shoreside Vale early. Rockstar was one step ahead here. We shall now delve into the city itself and what it has to offer... ****************************************************************************** 15. The Gangs of Staunton Island There are a few factions in Staunton Island: >> The Yakuza Leader: Kenji Kasen & Asuka Kasen (co-leaders) Territory: Torrington & Bedford Point, Staunton Island Appearance: Dark-blue Suits Vehicles: Yakuza Stinger Notes: The Liberty City Yakuza is a modern, but traditional Yakuza faction that control most of Staunton Island. Claude Speed will be working for them after he cuts his ties with the Leone Mafia. Enemies: Leone Mafia, Colombian Cartel Become Hostile: Never >> The Colombian Cartel Leader: Catalina Territory: Fort Staunton, Staunton Island; much of Shoreside Vale Appearance: Floral shirts, jeans, cowboy hats and boots Vehicles: Cartel Cruiser Notes: Their new leader betrayed Claude, therefore they are sworn enemies to him. They will attack you on sight with no provocation. Some missions involve working against them. Their designer drug, SPANK, is sweeping the city, and their financial gain has put them straight into Liberty City as the strongest gang, covering half the city. Enemies: Leone Mafia, Yakuza Become Hostile: By default >> The Uptown Yardies Leader: King Courtney Territory: Newport, Staunton Island Appearance: Rastafarian general appearance with cargo-styled clothing Vehicles: Yardie Lobo Notes: This small-time gang is aligning themselves with the Colombians to push SPANK for them. Claude does some work for them, but after being informed of the feud between him and Catalina, they eventually turn their back on him. Enemies: Yakuza Become Hostile: After the mission "Kingdom Come" And that's all your friends (and enemies) in Staunton Island. ****************************************************************************** 16. Staunton Island Side-Missions There is more stuff to do on Staunton Island before the storyline is resumed. Here we go... ------------------------------------------------------------------------------ SSM1. Staunton Island Hidden Packages ************************************** There are 35 more Hidden Packages in Staunton Island, bringing the total count to 68 out of 100. >> Hidden Package #34 - Rockford Directions: At the north side of Phil Cassidy's Army Surplus, at the north tip of Staunton Island. >> Hidden Package #35 - Rockford Directions: On top of a ledge at the lower level at the east side of Carson General Hospital. Use an Ambulance to get onto the ledge. >> Hidden Package #36 - Fort Staunton Directions: At the east area of this district is a bridge over an inlet with steel arches. You can easily get on the girders and get the Hidden Package in the middle of this bridge. >> Hidden Package #37 - Fort Staunton Directions: Head into the construction site at the south area of the district, and into the building that has two levels already constructed. Head up to the second level, and look for an open room. The Hidden Package is inside this room. >> Hidden Package #38 - Fort Staunton Directions: From Hidden Package #37, head back down to the ground level, and head south along this building on its east side. Jump over the wall at the end, and you should be under the building. The Hidden Package is between two supports. >> Hidden Package #39 - Liberty Campus Directions: To the south area of Liberty Campus is the sign for St. Matthais University. South of this sign is a building with the Hidden Package on its east side. >> Hidden Package #40 - Aspatria Directions: At the northeast side of the Liberty Coliseum, behind the Rock- star billboards. >> Hidden Package #41 - Aspatria Directions: At the top of the main entrance to the Liberty Coliseum, north of its parking lot. >> Hidden Package #42 - Aspatria Directions: Inside a Colombian compound gated out, northwest from the Staunton Island Safehouse. You will need to get a Cartel Cruiser to enter through the gates. >> Hidden Package #43 - Belleville Park Directions: In the alley between the closed down building, "Hogs & Cogs" in "Liberty City Stories", and the Fire Station on the road heading north to south, from Aspatria to Bedford Point. >> Hidden Package #44 - Belleville Park Directions: Get onto the Shoreside Lift Bridge, but head north just before the loop road curves up to the bridge itself. You can access a low rooftop from the off-ramp here. The Hidden Package is on top of this building. >> Hidden Package #45 - Belleville Park Directions: Head past the Fire Station, but stop as you see the overpass. In the area off the road to your left, you will find the Hidden Package tucked in the corner, under the loop road to the Shore- side Lift Bridge. >> Hidden Package #46 - Belleville Park Directions: In the basketball courts in the northwest corner of the park itself. >> Hidden Package #47 - Belleville Park Directions: Under a small bridge in the center of the park itself. >> Hidden Package #48 - Newport Directions: Head to the Pay 'n' Spray behind the multi-storey parking lot, and when you come off the ramp down into the alleys, head northwesterly to find a parked Blista, and a Hidden Package in the garage next door to the north of it. >> Hidden Package #49 - Newport Directions: At the north side of the third floor of the multi-storey parking lot, to the right of the on-ramp to the fourth floor. >> Hidden Package #50 - Newport Directions: South of Asuka's condo, at the end of the jetty. >> Hidden Package #51 - Newport Directions: Find the TW@ Internet Cafe at the beginning of the road down into Torrington. To the east of it is an L-shaped alley, with the Hidden Package at the end of it. >> Hidden Package #52 - Newport Directions: On the bridge-road into Fort Staunton, up the road north of the Police Station, is City Hall. The Hidden Package is located at the stairs. >> Hidden Package #53 - Newport Directions: From Asuka's condo, head south and into the garage/industrial area. Head down onto the jetty as you head under the Callahan Bridge, and the Hidden Package is at the end of the pier that is north to the middle on this jetty. >> Hidden Package #54 - Torrington Directions: Head to Kenji's Casino to the southeast corner of Staunton Island, and up the steps to it. Head to the helipad to find the Hidden Package in the southeast corner. >> Hidden Package #55 - Torrington Directions: West of Kenji's Casino is a park area with a crystal sculpture in the shape of a star. The Hidden Package is next to it. >> Hidden Package #56 - Torrington Directions: Head north from the Crystal Sculpture to find the AMCo H.Q., and then head down into the underground parking bay on its south side. The Hidden Package is in front of an elevator. >> Hidden Package #57 - Torrington Directions: Head to the southwest corner of AMCo H.Q., and head up the steps to its upper levels. Head right to the top to find the Hidden Package in the southeast corner of this part of the rooftops. >> Hidden Package #58 - Torrington Directions: Around the back (north) side of the Police Station. To get through the gates, use the nearby Police Car. >> Hidden Package #59 - Torrington Directions: From Hidden Package #58, head through the gates on the west side of the Police Station, and down into this lower area. The Hidden Package is located under a small bridge, near the wall. >> Hidden Package #60 - Bedford Point Directions: Head to the east side of the Cathedral, and head south, turning right at the first corner. Stay along the Cathedral wall to enter a secluded area, with the Hidden Package located in this part of the Cathedral. >> Hidden Package #61 - Bedford Point Directions: Find the Hyaku Dojo, with an alley that is visible on the radar. The Hidden Package is at the end of this alley. >> Hidden Package #62 - Bedford Point Directions: In the middle of the dual-carriageway down the south of Staunton Island is a building with glass panes, which would become "Phil Cassidy's Fully Cocked Gun Shop" in "Liberty City Stories". The Hidden Package is on the second level of this building, accessible by simply smashing the glass by firing a weapon or driving through it. >> Hidden Package #63 - Bedford Point Directions: Find the Liberty Tree Offices, and head into the underground parking bay to the west of the complex. The Hidden Package is at the south side of the parking bay. >> Hidden Package #64 - Bedford Point Directions: From Hidden Package #63, head back out of the parking bay and head up the steps to the south. Jump down into the Liberty Tree Offices parking lot. To the south, you should see some green dumpsters. The Hidden Package is between the dumpsters. >> Hidden Package #65 - Bedford Point Directions: From the front entrance of Liberty Tree Offices, head west and then look south for a nook to the entrance of a building. The Hidden Package is in front of the entrance. >> Hidden Package #66 - Bedford Point Directions: Head back to Liberty Tree Offices, and to the top of the steps once again. Instead of heading into the parking lot, head left and the Hidden Package is on this small rooftop. >> Hidden Package #67 - Bedford Point Directions: West of the Subway Entrance in this district is a walkway overpass. The Hidden Package is in the middle of it. >> Hidden Package #68 - Staunton Island Directions: To the southwest corner of Staunton Island is a small docking area. To the south of this area are fallen rocks, with the Hidden Package And that's every achievable Hidden Package in Staunton Island. Enjoy your $35K and your new Weapon Spawns. ------------------------------------------------------------------------------ SSM2. Staunton Island Rampages ******************************* There are a total of seven Rampages in Staunton Island, some tougher than the last set, to bring the potential total of Rampages to 13 out of 20, and your bank balance to skyrocket. >> Rampage #7 - Destroy 15 Vehicles Weapon: M16 Primary Location: On a grassy area, between two buildings in southern Liberty Campus. Seconday Location: Inside a ruined building at the east side of the Fort Staunton construction site. Notes: The M16 will make short work of any vehicle, so attracting the cops' attention is valuable. Just make sure you can cope with the first person targeting, and everything is fine and dandy. >> Rampage #8 - Explode 25 Yardies Weapon: Grenades Primary Location: In the alleyway between "Hogs & Cogs" from "LCS" and the Fire Station in Aspatria/Belleville Park. Secondary Location: North of the Staunton Island Safehouse, at the end of an L-shaped alleyway. Notes: The key to this Rampage is drawing out Yardies to a place you can easily kill, such as a high ledge. As long as you get their attention and avoid their Baseball Bats, the rest is up to you. >> Rampage #9 - Destroy 8 Vehicles Weapon: Shotgun Primary Location: At the southwest corner of Belleville Park itself. Secondary Location: At the northeast corner of Belleville Park itself. Notes: The Shotgun will total a vehicle in two shots. Stand back and unleash chaos before the driver makes his getaway. The only problem is the Cops, but if you can take them down and destroy their cars, attracting your attention, that will work in your favor. >> Rampage #10 - Torch 16 Yakuza Weapon: Molotov Cocktails Primary Location: Head onto the bridge-road, heading on the northbound lane and stop when you reach a doorway just before going under the Callahan Bridge. The Rampage is right here. Secondary Location: South of 8-Ball's Bomb Shop, at the end of this raised area. Notes: The Yakuza will do nothing when their friends are burning to death other than bail. An accurate toss with the Molotovs is required, but be careful not to cause damage to yourself. Just find a busy side- walk area to claim your victims. >> Rampage #11 - Pop 17 Yardie Heads Weapon: Sniper Rifle Primary Location: At the first level of the AMCo Building roofs, behind the concrete overhang of the staircase. Secondary Location: At the topmost level of the northern walkways for Kenji's Casino. Notes: Getting a vantage point or generating enough Yardies is not the issue here - accuracy is what is needed. Sometimes, the Yardies may stand around; other times, they're moving. The sitting ducks are the easiest to score headshots, but you will need to have a good guess at the trajectory of the bullet as the Yardie walks past to pop one that is moving. This may require a few attempts to complete. >> Rampage #12 - Annihilate 30 Yardies Weapon: RPG Launcher Primary Location: In the graveyards at the northwest corner of the Cathedral in Bedford Point. Secondary Location: By the stairs of the Liberty Tree Offices in Bedford Point. Notes: You will need to get a distance away from the Yardies, as them getting close to you is the main problem. Find a ledge to sit on, with a good view of the street, and blast away. >> Rampage #13 - Burn 25 Yakuza Weapon: Flamethrower Primary Location: In the corner at the southeast entrance to the Liberty Tree Offices parking lot (above ground). Secondary Location: At the southwest side of the Cathedral, tucked into a corner, west of a Health Icon. Notes: This is an easy Rampage - the Yakuza will run scared, making this easy pickings with the right amount of Yakuza spawning. And that's all the Rampages thus far. Enjoy your earnings. ------------------------------------------------------------------------------ SSM3. Staunton Island Unique Jumps *********************************** There are only four Unique Jumps on Staunton Island, bringing your total up to a possible 12 out of 20. >> Unique Jump #9 - Newport Area: At the southwest corner of the multi-storey parking lot, on the top level Desc.: A concrete ramp Info: You want to get a good run-up and clear the street below, landing in or near the planters, for the Unique Jump to count. >> Unique Jump #10 - Newport Area: Underneath the Callahan Bridge in the industrial area Desc.: A gravel ramp facing over the water Info: You will need to take this one gently, but fast, to clear the water and have this Jump register. Go too fast, and you're in the drink. >> Unique Jump #11 - Newport Area: Get onto the median of the Newport bridge-road, to get your lead-up to this jump Desc.: A grassy ramp looking over the Callahan Bridge Info: You want to hit this straight and fast, getting over and onto the bridge, and at least landing in the eastbound lane for the Jump to count. >> Unique Jump #12 - Bedford Point Area: Inside TW@ Internet Cafe Desc.: A set of stairs Info: You need to hit this cleanly and land on the other side of the street to complete the Unique Jump. And that's all the collectibles thus far. We can move onto the real side- missions in the game... ------------------------------------------------------------------------------ SSM4. "A Ride in the Park" *************************** In northern Belleville Park, you will find a Landstalker outside the building, near the basketball courts. Getting into it activates "A Ride in the Park", the second of four Checkpoint Collection side-missions. You have to collect twelve Checkpoints, which will credit you with 10 seconds each time. This means that you are doing this in under two minutes. The terrain of Belleville Park makes this side-mission slightly tougher than the last side-mission, "Patriot Playground". #1 is positioned on the small wooden platform, so line yourself up to go straight through it and collect it. Quickly find the hillside to collect #2, and then head to #3, #4 and #5 near the wall to the west. Get onto the embankment, and scrape the wall to collect all three rather than having to do separate jumps. #6, #7 and #8 are located towards the center of the park. Reverse up the small hillsides to avoid flipping the Landstalker, and that's that dealt with. Head to the War Memorial to collect #9 and #10, and then to the public toilets to collect #11. Accelerate to #12, standing on its own, to finish this one off. Mission Passed! $30,000 ------------------------------------------------------------------------------ SSM5. "Multistorey Mayhem" *************************** You need to get a Stallion, park it in front of the multi-storey parking lot in Newport, and then get back in again. This begins the third of four Check- point Collection missions, "Multistorey Mayhem". You have to collect twenty checkpoints, each crediting you with 5 seconds. The timer starts automatically at 20 seconds, meaning you have two minutes to complete this. The premise is pretty simple - with five levels, you have to collect 4 check- points per floor, which should make this easier if you know how many is on each floor. The only problematic one is #20, which is suspended in the air. You have to hit the ramp (which is Unique Jump #9) and line yourself up to collect it. This obviously should be the last one you go for. A little practice will be needed, but armed with the knowledge of four per level, the rest is up to you. A simple side-mission. Mission Passed! $30,000 And that leaves us with only one more Checkpoint Collection side-mission in Shoreside Vale. ------------------------------------------------------------------------------ SSM6. "Casino Calamity" ************************ The third RC Toyz side-mission is located in a parking lot by the apartments northwest of Kenji's Casino in Torrington. You are destroying Yakuza Stingers, which are easy to spot as silver-and-red vehicles. Just follow the rules from the last two of these side-missions in Portland Island, and it is insanely easy. ------------------------------------------------------------------------------ SSM7. Firefighter Mission (Staunton Island) ******************************************** You will have to put out 20 fires on Staunton Island in this side-mission to fulfil 100% Completion. The Fire Station is south of the Liberty Coliseum, on the road heading from Aspatria to Bedford Point. When you have 20 fires put out on this island, you should be set for now. ------------------------------------------------------------------------------ SSM8. Vigilante Mission (Staunton Island) ****************************************** You will have to subdue 20 more criminals, this time on Staunton Island, to earn two more Police Bribes at all your Safehouses and to count towards 100% Completion. When you get your second page on getting a Police Bribe in Staunton Island, then stop. With everything out of the way, we can return to the story. ****************************************************************************** 17. Staunton Island Storyline Claude's work for the Leone Mafia means nothing anymore. With Salvatore's betrayal, he will need to find a new line of work. After befriending Asuka Kasen of the Liberty City Yakuza, that presents his opportunity to start afresh. ------------------------------------------------------------------------------ >> CP7. Asuka Kasen ******************** Asuka is the co-leader of the Yakuza syndicate operating in Liberty City. Her and her gang's ways are traditional, and she welcomes Claude after the Leone betrayal. He must prove that his ties with them are severed, and then help the Yakuza in their fight against the Colombian Cartel and the influx of SPANK. She has eight missions - the first five available as soon as you arrive in Staunton Island. It is important that you complete her fifth mission, "Two-Faced Tanner", before completion of Donald Love's fourth mission, "Grand Theft Aero". If you don't do that, and you were gunning for 100% Completion, you will be screwed out of it because of storyline events. ------------------------------------------------------------------------------ AK1. "Sayonara Salvatore" ************************** Asuka wants to clear up some issues that Claude may present to the Yakuza, before he enlists as one of their associates. Asuka confirms her stance as a Yakuza figure-head, and she knows of the work Claude had done for Salvatore Leone and his organization. She tells him that Mr. Leone will be leaving Sex Club 7 in three hours' time, and to prove that Claude will never turn back to the Mafia, Asuka wants Salvatore killed. You have 3 minutes before Salvatore leaves the celebrations at Sex Club 7. The best strategy here is to have some Molotov Cocktails on hand, and wait at the backdoor of the club for the Leones to come out. When the door opens, pelt it to kill the Leone thugs. Eventually, Salvatore himself comes out, and if you keep pelting it, he should also get caught up and killed. This has a high rate of success, depending on how fast you toss the Molotovs. Just stand well back and you will be fine. Mission Passed! $25,000 And revenge from yet another betrayal. The Leone Mafia will now be hostile to you. Saint Mark's will now be a very dangerous area of the city, as the Leone thugs may carry Shotguns, destroying your vehicle in little more than a couple of blasts. It is not advised to travel there unless you need to. Also, upon heading back into Staunton Island, you will be paged about working for King Courtney and the Yardies, opening up another payphone mission in Liberty Campus. The BF Injection will also spawn at the southern apartment complex (where you picked up Misty in "Drive Misty For Me"), but only in the late evening. ------------------------------------------------------------------------------ AK2. "Under Surveillance" ************************** Asuka congratulates Claude on Salvatore's assassination, and then he is introduced to Asuka's brother, Kenji Kasen, the Waka-Gashira of the Yakuza. He is looking for someone to do some work for him, and advises Claude to drop by his casino to have a talk. After that is dealt with, Asuka tells Claude that the Yakuza are being watched - either by the Feds or the Mafia, depending on your version of the game. The Yakuza's activities will have to be halted until Claude puts a stop to the snooping. You have 6-and-a-half minutes to take out the guidos/agents. They have been placed in three sections of Yakuza turf. Two of them are stationed on the small island in the lake of Belleville Park, and can easily be taken out by an AK47, M16 or Sniper Rifle. The second location is a van in Bedford Point. A toss of the Grenade or using a powerful weapon is enough to destroy the van with no interference. The final position is quite a few of them on balconies across the street to the west of Kenji's Casino. Use of the Sniper Rifle is recommended here. Head up to the helipad of the Casino, stand back and pop heads. When they are all dead, along with the others, the mission is completed. Mission Passed! $15,000 You have unlocked Kenji Kasen's missions at the Casino. ------------------------------------------------------------------------------ AK3. "Paparazzi Purge" *********************** Asuka has left a note for Claude for his next mission. A journalist has been interrupting her privacy, using his boat out in the bay. Asuka and Maria have taken time off until the reporter is dealt with. Claude is advised to use a Police boat and take the reporter out. Take the Predator, with guns installed onto it, and chase after the reporter. He will do a loop around Portland Island before trying to escape on foot at the jetty in Newport. If you keep up with him, you should cause enough damage to take him out before he even gets near the coast of Harwood. If you are good with boats, this mission is easy. Mission Passed! $10,000 ------------------------------------------------------------------------------ AK4. "Payday For Ray" ********************** After welcoming Claude, Asuka tells him that it is time he met the Yakuza's informant in the LCPD. She hands Claude a pay-check for the last job that their informant did, and he needs to take it to him. He is told to get to a payphone in Torrington and await further instructions. You have 3-and-a-half minutes to find the whereabouts to the informant. When you pick up the phone in Torrington, you have to get to the payphone in West Belleville Park. This begins a trail of picking up calls from payphones - the next one is in Liberty Campus. The final one is in south Belleville Park, telling Claude to get to the Belleville Park public toilets. This stops the timer, and you meet the mystery man. Step forward, bent cop Ray Machowski. Apparently, he can read Claude's mind, and justifies his current activities with the LCPD and the state of the city. He has been having problems with Internal Affairs over the loss of his partners. He wants "non-union" help, something meant to interest Claude... Mission Passed! $11,000 Ray Machowski's missions are now made available. ------------------------------------------------------------------------------ AK5. "Two-Faced Tanner" ************************ Asuka has left yet another letter for Claude. The Yakuza's source inside the LCPD has determined that one of their drivers is an undercover cop. They have placed a tracer on his car, and Claude must take care of him. "Tanner", more or less just an homage to "Driver", is currently parked at Kenji's Casino. You will want to have an Uzi on hand. When you arrive, he will drive away, and any attack on him warrants a 4-Star Wanted Level. You will have to fight through the cops and concentrate on Tanner, and if he bails, run him over. If not, lay into him with the Uzi. When he is dead, a tough mission is completed. Mission Passed! $20,000 Asuka's missions are completed for now. We shall head to the payphone and do missions for... ------------------------------------------------------------------------------ >> CP8. King Courtney ********************** King Courtney is the leader of the Yardies, a small-time Rastafarian gang in control of Newport. He has their best interests at heart, and for some people, his Jamaican patois may be hard to get their head around. He has four missions from his payphone in Liberty Campus. ------------------------------------------------------------------------------ KC1. "Bling-Bling Scramble" **************************** King Courtney tells Claude that his "posse" are in dire need of someone with a good sense of driving, and that he is the man for it. He then tells of a street race going down around Staunton Island, and orders Claude to head to the grass plains near the Stadium and wait for his opponents to arrive. You want a fast car for this. Your opponents will turn up in different vehicles - one in a Bobcat, another in a Patriot, and another in a Cheetah. You have to collect 15 checkpoints, and the winner is crowned with the most collected. They are not in a certain route, so you are bound to lose out, but it is simple to win in a fast car. Once the fifteenth is collected by you or anyone else, the course is completed. If you collected enough to win, the mission is successful. Mission Passed! $1,000 per Checkpoint ------------------------------------------------------------------------------ KC2. "Uzi Rider" ***************** King Courtney now wants to see Claude get his hands dirty, and tells him to wait for some of his guys. They arrive, and tell him what's going on. They are planning to do a hit on Diablo turf because of the Mexican thugs "dissing Queen Lizzie", and Claude is the driver. You are given extra Uzi ammunition for this mission. When you arrive in the Diablo territory of Hepburn Heights, you are not allowed to leave the vehicle. You have to kill ten Diablos, which is easy if you just run them over rather than waste your Uzi ammunition. Once you reach the target, take the Yardies back to Newport to finish up. Mission Passed! $10,000 The Diablos will now be hostile to you. The worst you face in Hepburn Heights is thugs chasing you with Baseball Bats, which isn't too much of a threat unless you let them get to you. ------------------------------------------------------------------------------ KC3. "Gangcar Round-Up" ************************ King Courtney tells Claude that the Yardies are planning hits on enemy turf, and they need to obtain gang vehicles in order to do this. He requests a Mafia Sentinel, a Diablo Stallion and a Yakuza Stinger to be delivered to his garage in Newport in MINT CONDITION. You will have to be careful with not only the gang vehicles, but getting to them outright. The Mafia and the Diablos will both be hostile to you, but the Mafia are the real problem. If you take the Patriot from SupaSave! in Portland View and head up the cliffside, you should be able to get to the Mafia Sentinels parked at Salvatore's Mansion, before carefully heading back down to Portland View and on your way to the Callahan Bridge. The Diablo Stallion is no problem, although you will have to 'jack one, and a Yakuza Stinger can be obtained from Asuka's condo in Newport. Be careful taking the vehicles to the lockup, as it is a narrow alley. When you have the gang vehicles, you don't have to worry. When all three vehicles are delivered, the mission is completed. Mission Passed! $10,000 ------------------------------------------------------------------------------ KC4. "Kingdom Come" ******************** King Courtney orders Claude to get over to Bedford Point to pick up a stash in quick time. That's all that is given to him. You have 1-and-a-half minutes to get to an Esperanto in the parking lot of the Liberty Tree Offices. When you get in, a letter is read out in the subtitles. It has been written by Catalina, who has come to realise Claude's reputation in the city. She wants him to "know the real power" of SPANK, and a madman comes up to the vehicle. The bomb on his chest explodes right next to the Esperanto. Betrayal is rife in this game - the Yardies are aligning themselves with the Colombian Cartel, which is coming under Catalina's control, in order to get in on the profits made by SPANK. Claude is subject to yet another double-cross. These madmen will explode when you shoot them or they come close to you, and you need to get out of here first, before heading to the steps near the entrance of the underground parking bay of the Offices. Destroy the Pony vans, which spawn the madmen, and then you are left to deal with the madmen themselves. Keep a distance, and shoot them all down to complete the mission. Mission Passed! $10,000 King Courtney's missions are completed. The Yardies are now hostile to you, but like the Diablos and the Triads, driving through their turf of Newport isn't too dangerous. ------------------------------------------------------------------------------ >> CP9. Kenji Kasen ******************** Kenji is the Waka-Gashira of the Liberty City Yakuza, i.e. the overall leader in this chapter of the infamous Japanese crime syndicate. He owns a Casino in Torrington that bears his name, and he has five missions that are all available from there. His missions involve the family business, and preventing the Yardies from joining forces with the Colombians to push SPANK on a larger scale. It is important Kenji's last mission, "Smack Down", is completed before Donald Love's mission, "Waka-Gashira Wipeout!". Due to storyline events, if you do NOT fulfil this, you are screwed out of 100% Completion if you were aiming for it. ------------------------------------------------------------------------------ KK1. "Kanbu Bust Out" ********************** Claude formally introduces himself to Kenji, already getting accustomed to the life of the Yakuza. Kenji talks about Asuka's praise for him, and wants to put his skills to the test in order to settle something that worries Kenji. One of his Kanbu, or one of his valued members, has been incarcirated in Torrington Police Station, awaiting transfer for trial. Claude must get the Kanbu out and take him to the Hyaku Dojo in Bedford Point. You need to get a police car to get around to the cell wall at the north side of the police station, and rig it with a bomb - you're putting a hole through the police station. Prime the bomb, and wait for it to explode. When it does, you are given a 3-Star Wanted Level. Get the Kanbu, and take the Enforcer to get out of the complex and try to find a civilian vehicle to safely hijack to lose your Wanted Level. You should then drop him off at the Dojo to finish up. Mission Passed! $30,000 ------------------------------------------------------------------------------ KK2. "Grand Theft Auto" ************************ To Kenji's shame, he had a friend do a favor for him, which was successfully carried out, but he is yet to repay his services. The man has a penchante for sports cars, and has appropriated a wishlist for the models he wants. Kenji hands the list to Claude, and orders him to gather these vehicles on account of Kenji's honor. You have 6 minutes to deliver all three vehicles in MINT CONDITION. The garage where you have to deliver the vehicles is right next to a Pay 'n' Spray, which is rather convenient. You have to pick up a Stinger from the Liberty Tree Offices in Bedford Point, a Cheetah from the parking lot of the Hospital in Rockford, and an Infernus from the parking lot of the Liberty Coliseum in Aspatria. Unless you absolutely suck at driving, this mission is insanely easy for this stage of the game. Head for the nearest vehicle each time, and make sure you don't dent it or crash into anything. Six minutes is more than enough to finish up. Mission Passed! $25,000 ------------------------------------------------------------------------------ KK3. "Deal Steal" ****************** Kenji tells Claude that the Colombian Cartel have ignored countless requests from the Yakuza to leave their interests alone. To rub it in, the Colombians are in negotiations with the Uptown Yardies to use them as dealers to push SPANK. Kenji wants Claude to take one of his man in a Yardie vehicle to the meeting, and "pays his respects to the Colombians". You will need to steal a Yardie Lobo from their turf before picking Kenji's boy up from Belleville Park/Liberty Campus. Once you get the car and the boy, head over to the meeting place in front of Carson General Hospital. Sound the "horn", and then the ambush begins. Kill the four Colombians, and then destroy their Cruisers before grabbing the briefcases, and dropping it off at the Casino. If you have your weapon ready, they are really no bother. Mission Passed! $25,000 ------------------------------------------------------------------------------ KK4. "Shima" ************* Kenji tells Claude that the stores under the Yakuza protection rackets are all paying out today, and he tasks him with the job of picking up the money from the owners and bringing it back to the Casino. The first briefcase to be collected is nearby in Torrington - no trouble. The second one, in Bedford Point, is being guarded by a Diablo with an Uzi. Kill him and head to the store in Belleville Park to collect the money there. The storeowner is angry with Claude and the Yakuza, as the Diablos have raided the place and taken the protection money. He then proceeds to slam the door on Claude's face. You have to head to Hepburn Heights and retrieve the collection money. It will be guarded by several Diablos, so you may want to hang back and kill them from a distance before getting the briefcase. As long as you can get the briefcase and out of Hepburn Heights unscathed, go about it any way you want to. When you have the briefcase, head back to the Casino to drop off the briefcases. Mission Passed! $10,000 ------------------------------------------------------------------------------ KK5. "Smack Down" ****************** Claude picks the wrong time to speak to Kenji. He is angry at Claude because his actions in the mission "Deal Steal" was not enough - the Yardies and the Colombians have struck a deal on SPANK dealing, and now the Yardies are on the street corners, dishing it out. To prove his worth, Kenji wants Claude to kill as many Yardie dealers as he can find if he does not want to cause any more shame to his family. There are a number of Yardie dealers that you have to kill in different points of Staunton Island - when you kill one, more appear on the radar. Eventually, they will disappear, and you need to slay at least eight of them before all of them disappear. If you are quick, this is easy to fulfil, and not a hard mission to complete. When all the dealers disappear, or have been killed, the mission ends. Mission Passed! $1,000 per Dealer Killed And that's the end of Kenji Kasen's missions. ------------------------------------------------------------------------------ >> CP10. Ray Machowski *********************** Ray is a bent cop, and the informant for the Yakuza inside the LCPD. He has been having some trouble with this dirty secret, and needs help to cover his tracks and keep him sitting pretty. He hass six missions - all of them from the toilet blocks, but only five of them available straight away. They usually involve Ray's struggle in his profession, or having to do favors for other people. ------------------------------------------------------------------------------ RM1. "Silence the Sneak" ************************* Ray talks about a police officer, McAffrey, who is turning states evidence and has just "squealed", or admitted his crooked ways. He's under armed guard, and Ray wants to make sure that McAffrey doesn't implicate him. He orders Claude out to do this for him. You need to head to the apartments north of the multi-storey parking lot in Newport, where McAffrey is located. You need to toss either a projectile or fire and RPG into the window to coax him out. The best thing to do here is to park a sturdy vehicle in front of the garage at the bottom of these apartments for one reason - once you set the apartment on fire, he will try to escape and his protection will attack you with AK47s, making this mission tricky. If you do that, you have time to destroy McAffrey's vehicle easily without being taken down by his guards. When he is dead, the mission is completed. Mission Passed! $30,000 ------------------------------------------------------------------------------ RM2. "Arms Shortage" ********************* Claude talks to Ray inside the cubicles. One of his friends, an ex-Army war veteran, runs an arms business from his surplus in Rockford. The Colombians had roughed him up, and they are coming to take his stock today. Ray wants Claude to head down there and protect him from the Colombians, and in return, Ray's friend will be able to give him discounted weaponry. Head down to the northern tip of Staunton Island to meet Phil Cassidy, an actual one-armed bandit, with his left arm missing. There are a number of weapons laying around the place - most notably, the RPG Launcher on top of the container crates. There are cardboard boxes to the west end of this area that allows you to jump onto the small wall and level with these crates, so you can easily access it. It also provides a good vantage point. The Colombians will soon arrive, and several Cruisers will turn up. They will have AK47s, Shotguns and at least any other strong weapon. Make sure they do not harm you or Phil. With a good weapon, this is easy. Once you have killed the Colombians, you are told to check up on Phil. As Ray promised, Phil offers Claude his services of weaponry, allowing you to buy guns from this place. Mission Passed! $10,000 The Shotgun can be purchased from here for $1,500; the M16 can also be bought for $5,000; and the RPG Launcher will set you back $25,000. You may want to come here when you can afford to splash the cash to make some of the later missions easier. ------------------------------------------------------------------------------ RM3. "Evidence Dash" ********************* Ray tells Claude that he knows a man, a mogul, who has some "exotic tastes", and the money to "indulge" them. He is involved in a legal battle, and the prosecution has some photos of him that are rather incriminating. They are being driven across town, and Claude is ordered to smash the evidence from the back of the vehicle, retrieve them, and then destroy them. The vehicle driving around town is a Bobcat, and you need to collect six pieces of the evidence. However, you have to pick up a bundle of evidence before you can knock off anymore. Plus, to make it awkward, once the first bit of evidence falls out, you are warranted a 2-Star Wanted Level. This is just a nuisance, and there's no real time limit here. Once you have all six pieces of evidence, destroy the vehicle. You can shoot it, wreck it or drive it into the water - as long as you get rid of it properly, the mission is completed. Mission Passed! $10,000 Donald Love's missions are now available. We still have to deal with the crook before we move onto him. ------------------------------------------------------------------------------ RM4. "Gone Fishing" ******************** Ray suspects that his partner is ratting him out, and he wants him silenced to make sure he doesn't get exposed. He tells Claude that he usually goes fishing near the Lighthouse at Portland Rock, and he wants Claude to steal a Police Boat and "sink his back-stabbing plans". Take the Predator, and then head round to the Portland Rock to give chase to Ray's partner. Like the mission "Paparazzi Purge", this mission is easy if you keep up with him. If you cannot, he will eventually bail onto Portland Beach and attack you with an AK47. When he is dead, the mission is completed, and you have to head all the way back to Staunton Island. Mission Passed! $15,000 ------------------------------------------------------------------------------ RM5. "Plaster Blaster" *********************** Ray is angry at Claude because of his job in "Silence the Sneak". Apparently, McAffrey has survived his ordeal, and he is making a Federal Deposition today. He wants him dealt with once and for all, before he squeals. You need to get to the Ambulance. It will start at Carson General Hospital and will finish up at the Police Station. If he gets to his destination, the mission is failed. When you approach it, you are spotted and given a 2-Star Wanted Level. Cause enough damage to the Ambulance to have them bail out the witness. He will be in a bulletproof and fireproof bodycast, in order to have you repeatedly run him over. When you have filled the Damage Meter, it will kill him and pass the mission. Just ignore the cops and do the best you can. Mission Passed! $10,000 Ray's missions are completed for now. The only person we can begin working for is... ------------------------------------------------------------------------------ >> CP11. Donald Love ********************* Donald is one of Liberty City's most powerful business and media mogul, with his headquarters in Bedford Point. He runs Love Media, which owns most of the city's radio stations, TV channels, newspapers, and so on. He is a little eccentric, but not too much in this game. He has seven missions, all involving his personal and business interests, and the Colombian Cartel to an extent. ------------------------------------------------------------------------------ DL1. "Liberator" ***************** Donald thanks Claude for setting his matters straight from the mission "Evidence Dash", and expects that Claude will be loyal to him because of the money he is willing to give him for his services. An "old Oriental gentleman", someone of importance to him, has been kidnapped and held hostage by South Americans (more specifically, Colombians) in their compound in Aspatria. Donald has already been involved in dealings with them, but he doesn't want to be paying more money out to them than he has to. He wants Claude to bring his man back to him. You need a Cartel Cruiser in order to gain access to the compound. You can find one parked at the south end of the construction site in Fort Staunton. When you have one, you are driving into the middle of several Colombians with AK47s, so be careful in taking them down. You will then have to search the garages to find the Old Oriental Gentleman. When you come near a garage door, it should open. Be careful, as you will be surprised by a Colombian inside that will try and cut you down. When you have the Gentleman safely, you can head back to Donald and drop him off. Mission Passed! $40,000 ------------------------------------------------------------------------------ DL2. "Waka-Gashira Wipeout!" ***************************** If you haven't already, complete Kenji Kasen's mission line. If you haven't and you complete this mission, his mission line will no longer be available, and it will be impossible to get 100% Completion if you are going for it. Donald gives Claude a little lesson in business - that decimated land sells cheap, and a gang war does no ends. He wants to capitalize on the rocky relationship between Claude's Yakuza buddies and his enemies, the Colombian Cartel. Donald has information that says Kenji Kasen is holding a meeting atop the multi-storey parking lot in Newport. Claude is ordered to kill him in a Cartel vehicle, so the Yakuza hold them responsible. You will need to obtain another Cartel Cruiser, and it wants to be undamaged. When you head to the top, you will see Kenji being protected by Yakuza with AK47s and heavy weapons, so you will need to kill him and then hit Unique Jump #9 to get out of there in quick time before you are killed. When you have killed him and got out of the Yakuza's sight, you need to dump the car if it wasn't destroyed upon landing, and exit Newport. Head straight into Belleville Park and get out on foot to complete the mission. Mission Passed! $30,000 ------------------------------------------------------------------------------ DL3. "A Drop in the Ocean" *************************** After finishing a spot of Tai Chi, Donald tells Claude that a light aircraft will be passing over the bay between Portland Island and Staunton Island to drop in a "certain commodity". Donald wants Claude to retrieve the packages before anyone else does. You have two minutes to grab the speedboat docked at the Callahan Point jetty and get into position. You can take a boat from Asuka's condo in Newport to save time, but as long as you get into position, ready for the drops, it won't matter. You have to pick up six packages. Each one will raise your Wanted Level by 1 star up to 5-Star. When you have them all, make your way back to Asuka's condo and get into the Yakuza Stinger. Head straight for the alley and towards the Pay 'n' Spray. You will have to deal with the FBI, but this method should be no trouble at all. After that, you can head back to Donald's place to drop off the packages. Mission Passed! $10,000 A news flash will confirm the opening of Shoreside Vale. The subway routes are fully connected, the Porter Tunnel is fully open, and the Shoreside Lift Bridge is fully working. When you first enter Shoreside Vale, a message on your pager unlocks D-Ice's payphone missions, the final set of payphone missions. You also have access to your new Safehouse in Wichita Gardens. ****************************************************************************** 18. A Tour of Shoreside Vale We are now in a new area, our last unlockable area, for the last of the story missions. Shoreside Vale is split into two halves - to the east is Wichita Gardens, the housing projects and the least built-up suburbs, with apartments and some crime. To the north of this area is Cedar Grove, where all the suburban homes and a large villa play host. The Upstate Tunnel is a gateway out of Liberty, but for the purposes of the game, it remains closed. Spanning the two halves is the large Cochrane Dam, providing some of Liberty City's energy through green, hydroelectric power. A small loop road is at the bottom, a small quay at its median, and a road across the top of it. Pike Creek is the industrial area of Shoreside Vale, playing host to a number of warehouses. The local hospital and precinct are located within close proximity to the west of this district. And the biggie - Francis Intl. Airport is not a far cry coming off of the Shoreside Lift Bridge, with millions flying to and from this destination each year. The subway is conveniently located towards this area. And that's your tour. ****************************************************************************** 19. Gangs of Shoreside Vale There is only one new gang to introduce in Shoreside Vale: >> The Southside Hoodz Leader: D-Ice (Red Jacks), Unknown Purple Nines leader Territory: Wichita Gardens, Shoreside Vale Appearance: Black leather pants, black-and-red/purple jackets, bandanas Vehicles: Hoods Rumpo XL Notes: The Hoodz are separated into the Red Jacks, sporting red, and the Purple Nines, sporting purple. The influx of SPANK has torn the two factions apart - whereas the "Nines" want to get on board with it, the "Jacks" are strongly against it. Claude will be working for D-Ice, the incarcirated leader of the Red Jacks. Become Hostile: Never ****************************************************************************** 20. Shoreside Vale Side-Missions This section rounds off everything left in Liberty City that we need to finish off. ------------------------------------------------------------------------------ SVM1. Shoreside Vale Hidden Packages ************************************* The remaining 32 Hidden Packages are all in Shoreside Vale. They are all achievable as soon as you can reach Shoreside Vale, allowing you to get that $1M straight after "A Drop in the Ocean". >> Hidden Package #69 - Shoreside Vale Directions: To the northeast area of Wichita Gardens is an area with the Patriot used to activate the mission "Gripped!", and the setting of the mission "Rumble". To the northeast of this area is a set of picnic tables facing out to Staunton Island. The Hidden Package is around there. >> Hidden Package #70 - Wichita Gardens Directions: Technically in Wichita Gardens, the Hidden Package is off the road of Francis Intl. Airport, under a broken wooden bridge that acts as a Unique Jump facing out to the south of Wichita Gardens. A dirt road leads up to it from the billboards on this side of the road. >> Hidden Package #71 - Wichita Gardens Directions: Head alongside the right side of the bridge, but don't go onto it, and then head under it as soon as you can. You should see an apartment building with a narrow alley in the middle of it, where the Hidden Package is located. >> Hidden Package #72 - Wichita Gardens Directions: At the entrance of the northwestern apartment block in the Wichita Gardens Projects. >> Hidden Package #73 - Wichita Gardens Directions: North of the Shoreside Vale Safehouse, between the RC Toyz Van and the billboard. >> Hidden Package #74 - Cedar Grove Directions: Go along the north road in Cedar Grove, along the backs and the yards of the suburban houses. Go down the pathway of the beige colored house, to find the Hidden Package in the backyard, near the pool. >> Hidden Package #75 - Cedar Grove Directions: From Hidden Package #74, head northeast through the hedge gap and towards the grey house. The Hidden Package is at the back porch. >> Hidden Package #76 - Cedar Grove Directions: Head back onto the street and look for an orchid colored house. The Hidden Package is at the front door. >> Hidden Package #77 - Cedar Grove Directions: Get a Cartel Cruiser and enter the Villa, which is closed off by a gate that will only open up for that vehicle. Head to the pool at the back of the house to find the Hidden Package. >> Hidden Package #78 - Wichita Gardens Directions: On the road heading west from the Porter Tunnel is a tunnel that is covered in graffiti. The Hidden Package is on the north sidewalk. >> Hidden Package #79 - Cochrane Dam Directions: As you drive onto the quay of the Dam, or the median (middle) level, you should see two identical, small buildings built into the side of the Dam. The Hidden Package is at the top of the building on your right. >> Hidden Package #80 - Cochrane Dam Directions: From Hidden Package #79, head back down and continue toward the Powerhouse, with stairs to the rooftop. The Hidden Package is under the pipes to the north. >> Hidden Package #81 - Cochrane Dam Directions: At the western dome at the top level of the Cochrane Dam. >> Hidden Package #82 - Cochrane Dam Directions: At the eastern dome at the top level of the Cochrane Dam. >> Hidden Package #83 - Cochrane Dam Directions: Head down to the bottom level of the Dam, where the small loop road is located at the bottom of the Powerhouse. The Hidden Package is at the northwest corner of where the Dam and the Powerhouse are joined together. >> Hidden Package #84 - Cochrane Dam Directions: Technically in Cochrane Dam, the Fudge Packing Corp. (where the Suburban Import/Export Garage is located) has a fenced-off area to the southeast corner. Use an Ambulance to get over it and find the Hidden Package. >> Hidden Package #85 - Pike Creek Directions: Head to the Pike Creek Police Station, and go around the back. Jump onto the garage rooftops to claim the Hidden Package. >> Hidden Package #86 - Pike Creek Directions: Across the street and south of the Police Station is Hope Medical College. Head around to the back (east) side of the Hospital to find the Hidden Package at the green dumpsters. >> Hidden Package #87 - Pike Creek Directions: Head to the entrance of Hope Medical College, grab an Ambulance and take the road heading south. As you head to the next intersection, you should see the entrance to the Burke Supply Co. Head around the building until you come to a red container, what the Hidden Package is on top of. Line up the Ambulance and get onto the top of the crate to claim it. >> Hidden Package #88 - Pike Creek Directions: In central Pike Creek is Liberty Pharmaceuticals, with an entrance at the southwest. Head into the facility, and go around the building until you come to a fenced-off area. There is an entrance to get the Hidden Package near the barrels. >> Hidden Package #89 - Pike Creek Directions: At the south side of the road heading down into the bottom level of Cochrane Dam is a Turtle Head Fishing Co. complex. You need to head up the steps to the roof of the building west of the garages to jump down onto the metal awning and have access to the Hidden Package. >> Hidden Package #90 - Pike Creek Directions: From Hidden Package #89, head down from the awning and head to the back (east) side of the garages to find the Hidden Package. >> Hidden Package #91 - Francis Intl. Airport Directions: Near the steps at the platform of the subway, with the entrance east of the Main Terminal. >> Hidden Package #92 - Francis Intl. Airport Directions: Behind the billboards east of the Main Terminal, accessible by jumping the wall around the area with the subway entrance. >> Hidden Package #93 - Francis Intl. Airport Directions: Head towards the Airport tarmac, but stop as you come to the Fire Station. The Hidden Package is next to the Firetruck. >> Hidden Package #94 - Francis Intl. Airport Directions: From Hidden Package #93, head through the gap of the concrete wall and the chain-link fence directly west of it. Head towards the Dome, and head to the west side to get the Hidden Package. >> Hidden Package #95 - Francis Intl. Airport Directions: As you come into the tarmac of the Airport, you should find the large parked plane area. Head to the west side of the area to find the Hidden Package under the wing of the plane. >> Hidden Package #96 - Francis Intl. Airport Directions: Under the wing of another plane docked at the gate south of the area with parked planes. >> Hidden Package #97 - Francis Intl. Airport Directions: At the beginning of the Main Runway to the south of the Airport is a helipad. The Hidden Package is in the center of it. >> Hidden Package #98 - Francis Intl. Airport Directions: At the northwest end of the southern runway, on the lower level by the water. >> Hidden Package #99 - Francis Intl. Airport Directions: At the end of the Main Runway, at the east end on the lower level. >> Hidden Package #100 - Shoreside Vale Directions: Get onto the Shoreside Lift Bridge, and stay on the section of the bridge with the drawbridge that raises. Get onto the median and the Hidden Package is up in the air in the middle of the bridge. It will be level for a couple of moments whilst the drawbridge is fully raised, giving you an opportunity to grab it. And that's all ONE HUNDRED. Enjoy the $1,100,000 from collecting all of them, as well as (mostly) all the weapons spawning at your Safehouses. ------------------------------------------------------------------------------ SVM2. Shoreside Vale Rampages ****************************** Shoreside Vale contains the remaining seven Rampages to claim 20 out of 20, and grab another $1,000,000. >> Rampage #14 - Splatter 20 Colombians Weapon: Vehicle Primary Location: Behind the "Fatburger" billboard east of Francis Intl. Airport Main Terminal. Secondary Location: In the grassy plain south of Burke Supply Company. For a location, review Hidden Package #87. Notes: You will need a vehicle that is undamaged in order to cope with the gunfire from the Colombians. For the best result, stay on the side- walk and keep moving, otherwise you are just a sitting duck. >> Rampage #15 - Drive-By and Destroy 7 Vehicles Weapon: Uzi Primary Location: At the guard gate of the Punk Noodles Building in Pike Creek, the first building on your left as you exit Francis Intl. Airport into this district. Secondary Location: Behind a rock at the road loop at the bottom level of Cochrane Dam. Notes: You want to use a sports car in order to keep up with your targets. Consider the parking lot of Francis Intl. Airport if you are struggling. >> Rampage #16 - Destroy 15 Vehicles Weapon: RPG Launcher Primary Location: On the roof of the building in Turtle Head Fishing Co. complex, on the south side of the road heading down to the lower level of Cochrane Dam. Secondary Location: At the road going from Pike Creek to Francis Intl., behind the "Badfellas" billboard. Notes: The Primary Location poses a good vantage point, but the game engine is pretty shoddy in generating vehicles. The Secondary Location provides the opportunity to destroy the vehicles at the parking lot of Francis Intl. Airport, but you need a vantage point away from the pedestrians. Try your best and hope the game engine goes in your favor. >> Rampage #17 - Behead 15 Colombians Weapon: Sniper Rifle Primary Location: As you come off the Cochrane Dam at Pike Creek, you should find the Undercover Storage Co. to the southeast. Head around the south building to find the Rampage before a ramp. Secondary Location: On the roof of the garages behind the Pike Creek Police Station. Notes: Both Rampage Locations provide a good vantage point to the streets below, so all you need to count on is your aim. Stand back so none of the Colombians see you. >> Rampage #18 - Splatter 20 Hoodz Weapon: Shotgun Primary Location: On top of the garage at the northeast apartment block in Wichita Gardens. To get on top of the garage, jump from the bridge leading to your Safehouse. Secondary Location: Behind the Sumo billboard near the Shoreside Lift Bridge in Francis Intl. Airport. Notes: You will need to be careful not be caught in a group of Hoodz, as their Pistols and Uzis can make short work of you if you are surrounded. However, at the Secondary Location, the wide roads are an advantage, as the Hoodz nearby a group you aim for probably won't take any notice. Go up to a group and blast away, making sure your back is covered. >> Rampage #19 - Behead 20 Hoodz Weapon: M16 Primary Location: Behind the Squid billboard near the entrance to the Picnic area facing out towards Staunton Island, and the area where the Patriot is located to activate the side- mission, "Gripped!". Secondary Location: Behind the Gasoline billboard on the road heading up to Cedar Grove from Wichita Gardens. Notes: The first-person view is tricky to get accurate, especially when the target is on the move and you require headshots. You may want to have completed the Ambulance Mission to utilise the Adrenaline Pill spawn, allowing you extra time and breathing space. If aim is not a problem, but surviving is, look for a good vantage point. >> Rampage #20 - Fry 20 Colombians Weapon: Flamethrower Primary Location: Behind the garage of the orchid-colored house in Cedar Grove. Secondary Location: In the northwest corner, behind the wall, near the Suburban Import/Export Garage. Notes: The only problem you have here is the Colombians attacking you before you even have a chance to kill them. Going to the parking lot in the middle of the road from Cedar Grove to Wichita Gardens for the Primary Location seems to work, as you can attract them straight into this area. At the Secondary Location, you can use the wall where the Rampage is located. You can shoot the flame through here, but the Colombians can't get to you. Attract more to this wall to be successful. And that's all twenty. If you got them all, well done. ------------------------------------------------------------------------------ SVM3. Shoreside Vale Unique Jumps ********************************** The last eight Unique Jumps are located in Shoreside Vale, allowing you to make another $1,000,000 for finishing up part of the Extras. >> Unique Jump #13 - Cochrane Dam/Cedar Grove Area: West of the entrance to the median level of the Cochrane Dam Desc.: A rocky embankment looking over the bottom level of Cochrane Dam Info: You want to begin at the Porter Tunnel, turning right and aiming for the ramp straight on. Land in the bottom level of Cochrane Dam to complete the Unique Jump. >> Unique Jump #14 - Pike Creek Area: At the Undercover Storage Co., to the southwest corner of the inter- section as you come off the Cochrane Dam into this district Desc.: A wooden ramp facing east Info: You want to aim slightly left to land in a fenced-off area to get the Jump to register. >> Unique Jump #15 - Pike Creek Area: At the Undercover Storage Co., but turn right from Unique Jump #14 to find it facing south Desc.: A wooden ramp facing towards the garages at the back of Pike Creek Police Station Info: You need to hit this at a good speed, so line up and back up as far as you can. You need to land on the roof of the garage at least to make the Jump count. >> Unique Jump #16 - Wichita Gardens Area: Technically in Wichita Gardens, but is accessible off the road from the road heading from the Shoreside Lift Bridge to Pike Creek Desc.: A broken wooden bridge, with a dirt road leading up to it Info: You need to hit this so your vehicle does not flip. You also need to land in Wichita Gardens for the Jump to register. >> Unique Jump #17 - Francis Intl. Airport Area: Head onto the Airport tarmac, and look around the north side of the plane parking area. You should see the Unique Jump in front of the plane at the corner of this small intersection in front of you Desc.: A luggage ramp facing a plane Info: You need to line up properly for this one, and clear the plane to make the Jump count. >> Unique Jump #18 - Francis Intl. Airport Area: Off to the west of the plane parking area Desc.: A yellow-and-white concrete ramp facing a hangar Info: You need to hit one of these three ramps fast enough to clear the hangar. >> Unique Jump #19 - Francis Intl. Airport Area: South of Unique Jump #18 and on the north side of the Main Runway Desc.: A yellow-and-white concrete ramp facing a hangar Info: You want to hit one of the three ramps hard enough to clear the hangar and the parked helicopters. It is better if you clear the choppers, so you don't damage your vehicle, but clearing most of them is enough. >> Unique Jump #20 - Francis Intl. Airport Area: East of Unique Jump #19 at the secondary runways Desc.: A yellow-and-white concrete ramp facing a hangar Info: You need to hit one of the three ramps and clear the hangar in order to get credit for the Jump. And that's it. All the Extras in "Grand Theft Auto: III" are done. Enjoy your riches. ------------------------------------------------------------------------------ SVM4. Industrial Import/Export Garage ************************************** Head into Portland Harbor, and head to the left of the Garage Building. Turn left through these alleys, and then head northeast to find a garage with a list of vehicles. This is where you drop off the cars for the Import/Export Garage. We have left this a little late. You were paged about the Garage early on in the storyline. The majority of these vehicles can be delivered as early as you want. However, some vehicles are not available until you can get to Shoreside Vale, so I left this until it could be done legitimately. Anyway, there are sixteen vehicles that are requested by this garage. They are all civilian vehicles, and each one delivered will award you with $1,000. A special reward is given if you complete the list. A vehicle may have multiple spawn points that you may know about, but for the sake of space, one spawn point that is easier to find is put in, rather than cluttering up this chapter with multiple spawn points. Note that some of the rare vehicles can spawn during the Firefighter or the Vigilante Missions, if that helps you with those vehicles. Without further ado, we shall get on with it: >> Securicar How to Obtain: Spawns at random. This is a rare vehicle, but it can be obtained with missions that involve them. >> Moonbeam How to Obtain: One can be found parked at the Head Radio station in Harwood. >> Coach How to Obtain: One can be found parked at the Coach Depot in southern Trenton, on the road to Atlantic Quays. >> Flatbed How to Obtain: Spawns at random. This is a rare vehicle, that may have a rare but regular spawn in Chinatown. Not to be mistaken for the Barracks OL. >> Linerunner How to Obtain: One can be found parked at Greasy Joe's Diner in Callahan Point. >> Trashmaster How to Obtain: Spawns at random. It is more likely to spawn around Portland Island, and during the mission "Blow Fish" if you are willing to fail that mission in search for one. >> Patriot How to Obtain: One can be found parked outside SupaSave! Grocery Store in Portland View. It will activate the mission "Patriot Play- ground", so you will have to either complete it or exit it away from its original spawn point to drop it off at the garage. >> Mr Whoopee How to Obtain: Spawns at random. It can be a slightly common occurance during the Firefighter Missions, but you can obtain one during the mission "I Scream, You Scream" for El Burro. This tactic is also implemented into the guide for that mission. >> Blista How to Obtain: One can be found parked at Asuka's Condo in Newport. This vehicle is only obtained outside Portland Island. >> Mule How to Obtain: One can be found parked east of the Garage, next to a stack of container crates. >> Yankee How to Obtain: One can be found parked in the parking lot of Portland Harbor. >> Bobcat How to Obtain: One can be found parked in the parking lot of Carson General Hospital. Other spawn points can be found in Harwood and Saint Mark's, but with it being Mafia territory, it may be dangerous to venture there. >> Dodo How to Obtain: The clipped-winged plane can only be obtained in Shoreside Vale, from Francis Intl. Airport inside the open hangar or at the beginning of the Main Runway. >> Bus How to Obtain: Spawns at random. I had multiple spawns at the western underpass in Staunton Island, but sometimes one may spawn around Portland Island. >> Rumpo How to Obtain: One can be found parked near the "Portland Industrial Estate" sign, and in front of the Sawmill. >> Pony How to Obtain: One can be found parked at the southwest building in Chinatown, where the Primary Location of Rampage #6 is. Completion of the list will earn you a bonus of $200,000, and you also get 16 "III" signs with names of the vehicles you delivered above them. Pick one up, exit the garage and enter again, and the vehicle you picked is available to drive. You also take one step closer to 100% Completion. ------------------------------------------------------------------------------ SVM5. Suburban Import/Export Garage ************************************ As you come off the top level of Cochrane Dam going into northwestern Pike Creek, turn left and look for a garage to your right, with a list of vehicles. This is the Suburban Import/Export Garage, the second and final list to complete for civilian vehicles. Sixteen different vehicles from the Industrial Import/Export Garage have to be delivered to this garage in Pike Creek. Since it is located in Shoreside Vale, with no more areas to unlock, there are no limitations for this list. Each vehicle will reward you with $1,000. A special reward is given for completion of this list. Once again, multiple spawn points are not placed in this chapter just to keep clutter to a minimum. Realistically, you only need one spawn point to set you straight. Here we go: >> Sentinel How to Obtain: One can be found parked at the Police Station in Torrington, Staunton Island. >> Cheetah How to Obtain: One can be found parked next door of the Villa in Cedar Grove. >> Banshee How to Obtain: One can be found parked in the parking lot of Kenji's Casino in Torrington, Staunton Island. >> Stinger How to Obtain: One can be found parked in front of one of the houses in Cedar Grove. >> Infernus How to Obtain: One can be found parked at the parking lot of Francis Intl. Airport. >> Esperanto How to Obtain: One can be found parked at the parking lot of Francis Intl. Airport. >> Kuruma How to Obtain: One can be found parked at the northwest apartment block in Wichita Gardens. >> Stretch How to Obtain: Spawns at random. It is not necessarily a rare car, as it could easily be found driving in southern Staunton Island. >> Perennial How to Obtain: One can be found parked at the roadside in southern Portland View, just before the road curves into Chinatown. >> Landstalker How to Obtain: One can be found parked at the parking lot of Francis Intl. Airport. >> Manana How to Obtain: One can be found parked at the parking lot of Francis Intl. Airport. >> Idaho How to Obtain: One can be found parked in the parking lot of Kenji's Casino in Torrington, Staunton Island. >> Stallion How to Obtain: One can be found parked at the parking lot of Francis Intl. Airport. >> Taxi How to Obtain: The modern-styled Taxi is pretty common, but if you have trouble finding one, a few are parked in front of the Main Terminal of Francis Intl. Airport. >> Cabbie How to Obtain: The old, retro Taxi is another common sight in the city, but one can be found at Mean Street Taxis in Trenton if you are struggling to find one. >> BF Injection How to Obtain: This can only be found at the souther apartment block in Hepburn Heights, Portland Island, in the early evening, after completion of the mission "Sayonara Salvatore". Completion of the list will earn you a bonus of $200,000, and you also get 16 "III" signs with names of the vehicles you delivered above them. Pick one up, exit the garage and enter again, and the vehicle you picked is available to drive. You also take one step closer to 100% Completion. ------------------------------------------------------------------------------ SVM6. The Emergency Vehicle Crane ********************************** Head to the north end of Portland Harbor, east of the Industrial Import/Export Garage to find a crane and a large freighter in the background. This is the Emergency Vehicle Crane, or if you'd rather, the E.V. Crane. You have to deliver all seven non-civilian, or Emergency, vehicles, hence the name. Like the Industrial Import/Export Garage, this can be done straight away, but restricted access to other Emergency Vehicles has put this on hold until now. There is no list to this, so you will have to keep note and/or memory of which vehicles have been delivered. To deliver a vehicle, park it in the diagonal yellow lines for the crane to pick it up. Each vehicle delivered will give you $1,500, plus a special reward for successful delivery of each one. We set out once more on vehicle collection: >> Police Car How to Obtain: Can be obtained from a 1-4 Star Wanted Level, or taken from any of Liberty City's Police Stations. >> Ambulance How to Obtain: Can be obtained after killing several people, or from any of Liberty City's Hospitals. >> Firetruck How to Obtain: Can be obtained after starting a fire, or from any of Liberty City's Fire Stations. >> Barracks OL How to Obtain: One can be easily obtained from Phil Cassidy's Army Surplus in Rockford. >> FBI Car How to Obtain: You can only get an FBI Car by stealing one on a 5-Star Wanted Level. The good thing about this vehicle is that it is the only Emergency Vehicle accepted by Pay 'n' Sprays. >> Enforcer How to Obtain: You can find one around the back of the Torrington Police Station. You will need a Police Car from the parking lot to head through the gates. >> Rhino How to Obtain: The most difficult way is to get one on a 6-Star Wanted Level, but one can be obtained from Phil Cassidy's Army Surplus in Rockford after completion of the storyline. Completion of the list will earn you a bonus of $200,000, and you also get 7 "III" signs with names of the vehicles you delivered above them. Pick one up, and wait for the crane to drop your chosen vehicle. You also take one step closer to 100% Completion. ------------------------------------------------------------------------------ SVM7. "Rumpo Rampage" ********************** In the northeast area of your Shoreside Vale Safehouse is another RC Toyz Van, and entering it will activate "Rumpo Rampage", the last of these side-missions in "III". You are simply hunting down Hoods Rumpo XLs to finish up. This is no more difficult than the three RC Toyz side-missions that went before. Once you've finished here, you're finishd with this side-mission for good. ------------------------------------------------------------------------------ SVM8. "Gripped!" ***************** Head to the parking lot of the area facing out to Staunton Island in Wichita Gardens. Parked in this lot is a Patriot, and getting into it will activate the final Checkpoint Collection side-mission, "Gripped!". It is apt that this is the hardest one to do, due to the sheer hill-climbing you have to do. Plus, it makes it harder on the Xbox Version according to some other guides, as the trees and foliage are made more lush, making visibility an issue. You have twenty Checkpoints to collect, each one crediting you with 15 seconds of time. You have five minutes to complete this side-mission. Try this side- mission on a dry day, as grip is pivotal in whether you complete or fail this one. Head left for #1, and then around the left for #2. Going for #2 up this hill will most likely end in failure. Head up the hill to Cedar Grove, collecting #3, and #4 and #5 to the right of #3. Collect #6 and #7, and head onto the streets of Cedar Grove to pick up #8. Head up the hill at the Upstate Tunnel, collecting #9. Follow the hill around CAREFULLY, watching out for the dips in this terrain, collecting #10 through to #19. The final Checkpoint, #20, is on top of the Upstate Tunnel. If you've done well up to this point, you should have plenty of time to line yourself up with the ledge to claim your final Checkpoint. Mission Passed! $40,000 And that's all the mainstream side-missions. The only thing left to brush up on is... ------------------------------------------------------------------------------ SVM9. Firefighter Mission (Shoreside Vale) ******************************************* You will need to put out 20 more fires to finally finish up on this side- mission. This may take some time due to the layout of Shoreside Vale - one minute, you are called to Cedar Grove from Francis Intl. Airport. Barely scraping that has you back towards that area, so you may want to take it easy and deal with the ones you think you are capable of reaching and putting out in time. A Firetruck is easily obtained from the Fire Station across from the parking lot of Francis Intl. Airport. The extinguishing of 20 fires in this island, as well as the others, will reward you with the Flamethrower spawning alongside your weapons for the Hidden Packages at all of your Safehouses. ------------------------------------------------------------------------------ SVM10. Vigilante Mission (Shoreside Vale) ****************************************** You will need to accost 20 more criminals and earn two more Police Bribes in order to fulfil 100% Completion. The only thing you really need to worry about is the state of your vehicle, and the Colombians attacking you. Otherwise, this is plain sailing. And that's it. Every bit of side-content has been settled. We've only the storyline to go through, and that's everything in this game DONE. ****************************************************************************** 21. Shoreside Vale Storyline We are nearing the end of the storyline, as Claude is taking tiny steps toward his vengeance... ------------------------------------------------------------------------------ >> CP12. D-Ice *************** The final payphone missions come from this man in Wichita Gardens. He runs his faction of the Hoodz, the Red Jacks, from behind bars, and is using Claude to make sure he has a literal outside man to help his gang whilst he's "away". He has five missions total, involving their rival faction, the Purple Nines. ------------------------------------------------------------------------------ DI1. "Uzi Money" ***************** Claude gets to know D-Ice over the phone. He is pissed off at a rival faction, the Purple Nines, "playing" him because they only care for shooting guns and using/selling the Colombians' SPANK. He doesn't want his gang, the Red Jacks, looking "soft" with this gang around. D-Ice wants Claude to show the Nines how a "real drive-by" works, but warns that a few of his boys may try to accost him when he begins. This is a Rampage-style mission, activated when you get back into your car. You need to kill 25 Purple Nines (who, if you didn't guess, sport purple), in 2-and-a-half minutes. If you stick around the Projects area, you should have no problem, as long as you keep moving. This isn't a difficult mission, and serves as a little throwback to the Rampages if you have done them previously. Mission Passed! $10,000 ------------------------------------------------------------------------------ DI2. "Toyminator" ****************** D-Ice is pent up with anger with the Purple Nines, who are using armored trucks to protect and sell their SPANK. D-Ice has provided Claude with the right gear to take these vans out. Head up to the van in the parking lot near your Safehouse in Wichita Gardens. This is another throwback to side-content, as you have to use RC cars to destroy the trucks, as you would in the regular RC Toyz side-mission. The catch here is that you only have four buggies, and you are going after three Securicars. This is easy, as no time limit is imposed, plus you cannot really go out of range of the van, as the trucks only roam around Shoreside Vale. Mission Passed! $10,000 ------------------------------------------------------------------------------ DI3. "Rigged To Blow" ********************** D-Ice has a problem - his prized car has been fitted with a bomb, and the wiring is too messed-up for a regular street thug to figure it out. If his car goes up in smoke, his reputation will plummet. He wants Claude to take it to the specialist in Saint Mark's before it blows, but to be careful, as it is most likely sensitive. The vehicle is an Infernus, and you have 6 minutes to get it to the specialist garage in Saint Mark's. The only trouble in that sentence is Saint Mark's. However, the Mafia will return to neutral for the purposes of this mission, so that is your worries over. You are best off taking the Porter Tunnel from Wichita Gardens to Harwood to get there quick. You will have to be careful not to destroy it on the way back. If you dent it, you will have to have it repaired at a Pay 'n' Spray. Park it back where you grabbed it to complete the mission. Mission Passed! $20,000 ------------------------------------------------------------------------------ DI4. "Bullion Run" ******************* D-Ice has heard that a Federal Reserve Plane, filled with bullion, has crashed near Francis Intl. Airport, and it is scattered around the area. He wants Claude to claim some for him, but warns that this stuff will slow him down until he makes a drop-off at his garage. You need to pick up 30 pieces of bullion. The more you collect, the more police attention you get, and the slower your vehicle goes. The drop-off is at the garage in Pike Creek, at Turtle Head Fishing Co. You have six minutes to complete this mission, but time isn't an issue. Just try and keep the vehicle at a steady speed so you can evade the cops if they come for you, otherwise you are screwed. Mission Passed! $25,000 ------------------------------------------------------------------------------ DI5. "Rumble" ************** D-Ice tells Claude that the Purple Nines have lost a lot of their influence on Hoodz turf, but they still want to fight the Red Jacks. He wants Claude to replace him in the fight, due to the fact he isn't even on the outside yet, and help his younger brother in the final fight. D-Ice's "baby brother" will be waiting at the Shoreside Vale Safehouse. He tells you the rules of this fight - bats only. No vehicles, no guns, just toe- to-toe action. Head down to the parking lot that faces out to Staunton Island, and the last of the Purple Nines will charge you. If you keep swinging your Baseball Bat, you will take down each Purple Nine coming at you, and then it is a matter of delivering the final blow to all of them, ending the fight in success for the Red Jacks. Mission Passed! $10,000 And that ends D-Ice's missions, and the payphone missions at that. D-Ice's phone will still ring, allowing you to replay the mission "Rigged To Blow", although I am unsure why you would try and better a time that is unnecessary. The Purple Nines will no longer spawn. If you begin a new game and save after completion of this mission, you will run into what is known as the "Purple Nines Glitch", where the Purple Nines will still be non-existent. This means that you won't be able to complete the first mission, "Uzi Money", on this new game save. Ray's missions reopened upon completion of "A Drop in the Ocean", so we shall deal with him now before heading back to Donald Love. ------------------------------------------------------------------------------ RM6. "Marked Man" ****************** Ray gives Claude the speech of a crook about to crumble - it turns out that the CIA have what is known as a "vested interest" in SPANK, and therefore they are not happy with Ray messing around with the Colombians. He's a marked man in Liberty City, and he needs to get a one-way flight out of the city. You have 3 minutes to get Ray to his flight at Francis Intl. Airport. CIA agents are positioned around the Shoreside Lift Bridge, and unless you got your hands on a Rhino or a bulletproof vehicle, that is no option. The Porter Tunnel is, however, as you won't be subjected to the wrath of M16s for too long. If you brought a fast car, this is manageable. Ray tells Claude to visit his lockup, which holds his reward. It is in Newport so head back through the Porter Tunnel and to his lockup to find a weapon pickup for an RPG Launcher, Flamethrower, M16, and a Sniper Rifle, as well as a bulletproof Patriot. Ray pages Claude, informing him of the Patriot's special ability, and points to the next "Grand Theft Auto" title. Mission Passed! $20,000 Ray Machowski's missions are finished. Now, onto... ------------------------------------------------------------------------------ DL4. "Grand Theft Aero" ************************ You want to have completed the mission "Two-Faced Tanner", to beat Asuka's mission line, before this mission, otherwise you screw yourself out of 100% Completion. Donald thanks Claude for getting those packages, but has to apologize because they were decoys. The real package was still in the plane, and he had to pay off the officials who were stripping it down to avoid it being uncovered. He wants Claude to head to Francis Intl. Airport to retrieve the package and to bring it back to him. Head out to the Airport tarmac, and to the Dodo in the open hangar. There are four Colombians inside the hangar, so stand back and if you have a Sniper Rifle, pick them off from a distance. When you can finally get into the plane, the package is missing. Head to the Panlantic Construction van, giving you an idea to the package's whereabouts. Head to the construction site in southern Fort Staunton, being guarded by several Colombians. Use projectiles or a Flamethrower for the majority of them and then carefully work your way to the elevator up the site. Catalina and Miguel walk away with the package, until Claude intervenes. Catalina thought he was dead up to this point, and doesn't want to give up the package. Miguel is the submissive type, and hands the package over. Catalina shoots him and jumps down into cardboard boxes. Asuka then makes an appearance and calls war on the Colombians after the hit on Kenji - Donald Love's plan came to fruition, and Claude got away with murdering his boss. Asuka tells Claude to come back, whilst she uses her Yakuza style of torture to extract information from Miguel. All you have to do now is to get the package back to Donald Love in Bedford Point to complete the mission. Mission Passed! $50,000 Asuka's missions will reopen at the construction site. If you hadn't completed the mission "Two-Faced Tanner" beforehand, it will be replaced by her new line of missions. That's how you could get screwed out of 100% Completion if you aren't careful. ------------------------------------------------------------------------------ DL5. "Escort Service" ********************** Donald praises Claude for his expertise in being an errand boy, and has another job lined up for him. The Old Oriental Gentleman will be using an armored vehicle to transport the package to Pike Creek to be authenticated. Donald wants Claude to escort him, and make sure that everything goes well. There is an M16 in the bushes if you want to pick it up. You have to follow the Securicar from here past Belleville Park, into Aspatria, and then onto Rockford and the Porter Tunnel to get to the lockup in Pike Creek. Along the way, Colombians will attempt to ram him off the road and damage the Securicar. Although it is armored, the Colombians can do some damage to it. Colombian sentries will be dotted around the area of Aspatria on the road and the steps up to the Liberty Coliseum, so if you have the bulletproof Patriot, make use of it here to drive-by the gunmen before the van reaches them. They will not spawn until the Securicar comes close. You are then fending off Cartel Cruisers until you come out of the Porter Tunnel in Shoreside Vale, where more Colombians await on foot. Take out those on the ground, and the ones above you shouldn't do too much damage. Fend off any more Colombians as you arrive at the garage in Pike Creek, and when the Old Oriental Gentleman is in, the mission is completed. Mission Passed! $40,000 ------------------------------------------------------------------------------ DL6. "Decoy" ************* Donald slings his entrepeneurial words to Claude, before he explains it. SWAT has cordoned off the garage in Pike Creek, where the package is being held. Donald wants Claude to pick up the van, and act as the decoy carrying the package, whilst the Old Oriental Gentleman can escape from the compound with the package, no worries. Well, at least for him. Head to the lockup, and as you pass, Enforcers and Police Cars are lining the streets. Get into the Securicar, and you are hit with a 6-Star Wanted Level. Although how difficult this sounds, this is more or less a 4-Star Wanted Level as the SWAT are the worst of your worries. Head straight for the Airport, and you should be able to live out the three minutes required for this mission. You could hide in the back of the open hangar, and watch the police as they circle around aimlessly in the background. Every now and then, one of them may get in, but when they get out, a drive-by will work wonders. Just live out the next three minutes, and you should be fine. Mission Passed! $35,000 ------------------------------------------------------------------------------ DL7. "Love's Disappearance" **************************** This is simply a cutscene, where Claude arrives to Donald's place, only to find no-one there. The only trace of him is an open chest, which possibly held the package...maybe the Colombians got to him. That ends Donald Love's mission line. We are on the home strait now, with only four missions to go. The next three are for Asuka at the construction site... ------------------------------------------------------------------------------ AK6. "Bait" ************ Asuka has managed to get some information from Miguel, regarding Catalina and her days that could be numbered. She has positioned three death squads in the city, and their only intentions are to take Claude out. She wants to utilise this to get them off Claude's back and get one-up on the Colombians in their war against them. Claude must draw out the death squads, and lure them to a Yakuza trap in Pike Creek. You cannot kill the hit squads yourself - you have to bring them to the Under- cover Storage Co. in Pike Creek. With a strong and relatively fast vehicle, this isn't a tough ask. Just try to stay in front of them, but not too far away, otherwise you will lose them. It is also better to lure them one at a time, to make it easier. One death squad is positioned between Pike Creek and Francis Intl. Airport, another in Pike Creek, near the Hospital, and the last at Cedar Grove, near the Upstate Tunnel. Once you have the death squad in the midst of the Yakuza, hide out somewhere until the kill count is increased by four. When it reaches twelve, it's a job well done. Mission Passed! $35,000 ------------------------------------------------------------------------------ AK7. "Espresso-2-Go!" ********************** Asuka marvels of Miguel's "famous Latin stamina", and is showing exhaustion. However, she has still managed to get more information on the Colombians. It regards how far the selling of SPANK has far extended from the Yardies being used as their pushers. The Colombians own a front company, known as the Kappa Coffee House, used to sell SPANK under the counter. Asuka orders Claude to "smash them to splinters". There are a total of nine stalls, all listed here: #1 - Portland Island - Near the entrance to Portland Harbor #2 - Portland Island - Across from Salvatore's Mansion driveway in Saint Marks #3 - Staunton Island - Near the multi-storey parking lot in Newport #4 - Staunton Island - Inside Belleville Park, at the southwest corner #5 - Staunton Island - Outside the Cathedral #6 - Staunton Island - By the 20thC. Building in Bedford Point #7 - Staunton Island - By the Star Sculpture in Torrington #8 - Shoreside Vale - By the entrance of the subway in Francis Intl. Airport #9 - Shoreside Vale - Outside Hope Medical College Once you destroy the first stall, you have eight minutes to destroy the rest. Go to these locations first before destroying them - you need to be only a few hundred feet away to find one. Start from Portland Island first, to get the issue of the Mafia out of the way. Preferably, use the bulletproof Patriot to withstand gang attacks. If you have all the stalls uncovered, time is not an issue. If you go about this the right way, it is simple. Mission Passed! $40,000 ------------------------------------------------------------------------------ AK8. "S.A.M." ************** Asuka is giving Torture 101 to Maria when Claude arrives. Maria is happy to see Claude, even though the two haven't seen each other for a while. Maria herself managed to get some more out of Miguel. He revealed that a plane that is carrying SPANK into Liberty City is about to touch down at the Airport. She orders Claude to shoot the plane down as it approaches, collect the cargo, and then stash it. Use of the bulletproof Patriot is strongly advised, as well as this strategy. The plane is scheduled to arrive in 3-and-a-half minutes, but rather than taking the boat out, take the bulletproof Patriot and head out to the Main Runway, killing the three Colombian groups stationed around here. You can then wait on the runway to shoot down the plane, and collect the SPANK packages. Once you shoot down the plane, a 4-Star Wanted Level is implemented. Fight the cops off, losing them at a Pay 'n' Spray if you want to, and then head back to the construction site... ------------------------------------------------------------------------------ RSM. "Ransom" ************** This is a cutscene that activates once you arrive back at the construction site. Miguel and Asuka are dead, and Maria is missing. A letter has been left by Catalina: "I've got your precious Maria. If you don't want her face to look like she fell out with the butcher bring $500,000 to the Villa at Cedar Grove". Cute. Mission Passed! $45,000 And so, the final mission is available. You should have much more than $500K by this point, but do some side-content if you haven't got the funds. ------------------------------------------------------------------------------ >> CP13. Catalina ****************** She left Claude for dead at the beginning of the game. She hosts the final mission, costing you $500,000 and all of your weapons. It's time for Claude to get his vengeance... Stock up on Health and Armor for this mission. You WILL need it. Also, get the bulletproof Patriot and store it at your Shoreside Vale Safehouse. ------------------------------------------------------------------------------ C1. "The Exchange" ******************* Claude arrives at the gates, with a briefcase filled with the ransom money, and is stripped of his weapons. He walks up to the Villa, where Catalina has Maria. After she has the cash, Claude is betrayed once more - death is ordered on him. But Claude turns the tables as he knocks the would-be assassin out cold. Grab the Pistol and run out of the gunfire and into the garage to the west. Get in the Cartel Cruiser and get out of the Villa. You then see Catalina fly away with Maria in her helicopter. They will touch down atop the Powerhouse of the Cochrane Dam. Head down to your Safehouse in Wichita Gardens, and if you collected 100 Hidden Packages, to have weapon spawns at your Safehouses, grab them and take the bulletproof Patriot to the entrance of the quay of Cochrane Dam. You have seven minutes to kill Catalina, but you shouldn't waste too much time with a detour. Head to the entrance, and take out the two sets of guards blocking the way. Head down to this area, stopping on the grass and away from the Colombians with heavy weapons, and take the Sniper Rifle spawn and begin to pop the heads of every Colombian out in the open. If you have the Uzi, get back in the Patriot and drive-by any Colombian on the ground. When you approach the Powerhouse, Catalina gets in her chopper and will begin to circle the Dam. An explosive trail will follow her, and a Barracks OL/ Flatbed will charge you. Be careful of both of them, and carry on towards the Colombian who will attack you with a Flamethrower. After dealing with them, head up the steps and take out the Colombians ready to attack you on this roof before they do damage. A couple will be hidden away, so beware of them. Get to Maria, grab the RPG Launcher spawn on this roof, and shoot Catalina's chopper down to finish off. With Maria by your side, the mission is over. Maria and Claude leave Cochrane Dam as lovers, as the news flash is played over their exit of the Dam. A gunshot sounds to shut Maria up before the credits roll. However, whether this was a shot to the air or a shot to Maria's head, we do not know. Credits roll. The end. You will be placed at your Shoreside Vale Safehouse when you are done viewing them. Mission Passed! $1,000,000 The Rhino is available from Phil Cassidy's Army Surplus in Rockford. And with that, "Grand Theft Auto: III" is done. I personally had a brilliant time devising strategies for this - revisiting one of the first GTAs I picked up was brilliant. ****************************************************************************** 22. 100% Completion Checklist There are a number of things required for 100% Completion: >> Complete all 65 Storyline Missions, from "Give Me Liberty" to "The Exchange" >> Complete all Vehicle Missions -- Ambulance (Level 12) -- Firefighter (20 Fires Per Island) -- Taxi (100 Fares) -- Vigilante (20 Criminals Per Island) >> Complete all Side-Missions -- "Patriot Playground", "A Ride in the Park", "Multistorey Mayhem" and "Gripped" -- "Diablo Destruction", "Mafia Massacre", "Casino Calamity" and "Rumpo Rampage" >> Complete all Extras -- 100 Hidden Packages -- 20 Rampages -- 20 Unique Jumps -- Emergency Vehicle Crane -- Industrial Import/Export List -- Suburban Import/Export List And that's all you need to check off. ****************************************************************************** 23. 100% Completion Rewards What's your reward, you ask? Nothing. De nada. Zero. Nothing of any particular worth at all, apart from the perks you received during 100% Completion hunting. Does it affect how much of a great, influential game this was? No. Even though you got nothing, this was still fun to revisit. ****************************************************************************** 24. Credits There are some people in general 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. You have created a masterpiece from what you had before, and set the trend for more ground-breaking games. >> 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. >> The GTA Wiki Most of the information was recycled from my "Grand Theft Auto: Liberty City Stories" guide, but I had to revise the information for this game. Once again, I take my hat off for the commitment put into the GTA Wiki, and so they are deserving of a thank-you. I have no individuals to thank. Send in your suggestions, whether it be a tweak to an existing strategy in the guide, or a completely new one. Any suggestion is worthy of a credit, as long as it is relevant and you leave your details (i.e. your name) so I can thank you personally. ****************************************************************************** 25. Goodbye! And so I cap off my guide for "Grand Theft Auto: III". I hope you enjoyed reading this guide. Please leave a message of thanks, way I could improve this guide and any suggestions you have of your own. Goodbye! "Grand Theft Auto: III" 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. 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. (C) 2012 DG-le-Ste. All rights reserved.