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    FAQ/Walkthrough by DG-le-Ste

    Version: 1.00 | Updated: 08/16/12 | Search Guide | Bookmark Guide

                     *           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: 
    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
    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
    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
    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
    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
    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!
    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
    >> 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-
    >> 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
       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
       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
       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
       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
    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
    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!
    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
    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
    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
    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
    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%
    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
    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!
    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
    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!
    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!
    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
    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
    Mission Passed!
    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
    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!
    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
    Mission Passed!
    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
    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!
    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
    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!
    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
    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!
    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!
    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!
    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!
    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!
    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!
    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!
    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!
    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!
    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!
    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!
    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
    Mission Passed!
    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!
    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
    Mission Passed!
    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
    Mission Passed!
    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!
    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!
    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!
    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
    >> 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
    >> 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
       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
       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
       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
    >> 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!
    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!
    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%
    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
    >> 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!
    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!
    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!
    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!
    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!
    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!
    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!
    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
    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!
    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
    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
    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!
    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!
    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!
    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!
    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
    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!
    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!
    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!
    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!
    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!
    Ray's missions are completed for now. The only person we can begin working for
    >> 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!
    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!
    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
    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!
    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
    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
    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
    >> 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
    >> 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
    >> 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
    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
    >> 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
    >> 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
       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
       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
    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
    >> 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
    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
    >> 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
    >> 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
    >> 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
    >> 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
    >> 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.
    >> Esperanto
       How to Obtain: One can be found parked at the parking lot of Francis Intl.
    >> 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.
    >> Manana
       How to Obtain: One can be found parked at the parking lot of Francis Intl.
    >> 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.
    >> 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
    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!
    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!
    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!
    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 Passed!
    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!
    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!
    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!
    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%
    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!
    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!
    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!
    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!
    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!
    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".
    Mission Passed!
    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
    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
    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!
    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
    >> 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
    -- "Diablo Destruction", "Mafia Massacre", "Casino Calamity" and "Rumpo
    >> 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.
    >> 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.
    "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
    (C) 2012 DG-le-Ste. All rights reserved.

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