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FAQ/Walkthrough by glenster

Version: 56t | Updated: 05/21/19

                                           Version 56t

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     Glenster's Guide to Some of Vice City

     Oriented for the PC version
     with Standard Controls and mouse aim

     by Glen T. Winstein (glenster at Gamefaqs, IGN, Super Cheats, StuckGamer,
neoseeker, 1UP, My Cheats, GamerHelp, Game Revolution, GameBorder, and Games-

     glenster (who's at) rediffmail.com

     This walk-through, with active links for the web addresses I use, is at:

     Click "Back" to return from any of the links there--if you "X" it out,
you'll exit the web page.  To compare pictures of vehicles, you might bring a  
page up twice and click a link from each.

     Sorry about all the inactive imageshack links in this walkthrough.  I have
storage drives with the screenshots the links used to show.  The links are cur-
rently just placeholders in case I ever come into money and can afford to keep
the images online.

     While you're there, you might want see if you find any useful information
in "Glenster's Guide to GTJ Brooklyn," which is also at the next link:

     While waiting to put together a PC to play GTA "IV," I wrote a walk-
     through for "Heavy Metal F.A.K.K.2"...

     ...and a walk-through for "Mafia: The City of Lost Heaven"

     Glenster's Some of Vice City Starter Saves
       featuring Klarnetist's 1957 Chevrolet Bel Air two door hard top
       and Alpert Saracoglu's Administrative Console

     glen1ster's YouTube channel


  When looking for something in this guide, click "Edit" at the top left of the
screen, then click "Find (on This Page)... Ctrl+F" and a "Find" menu appears.
(Pressing "Ctrl+F" makes it appear, too.)  Type in the name, or even just the
start of the name, of the mission or section you're looking for, then keep
clicking "Find Next" till you're taken there.  At least that works if you have
Windows XP Home Edition--(update): or Vista Home Premium Edition.

  Written with 1280x1024 resolution and Lucida Console font--size 10.


  Vice City Tribute (lighting tweaked)


  Introduction, credits, and personal indulgences.

  I.1  Prelude to a prequel
  Some background information about the intro to Vice City.

  I.2  Paying tributes, references, or at least having things in common

  "Grand Theft Auto: Vice City,"
  Al Capone--"Scarface,"
  "The Untouchables" starring Robert De Niro as Al Capone,
  "Scarface" by "Armitage Trail" (Maurice Coons), Paul Muni, and Al Pacino,
  the "Vice City"/"Scarface" (with Al Pacino) similarities,

  "Cop Land," "No Escape," "Blow," Pablo Escobar,
  "Carlito's Way," "Donnie Brasco," "The Godfather,"
  "Goodfellas," "Mean Streets," "Taxi Driver," Martin Scorsese,
  Tiger Cabs, "Blue Thunder," Samuel L. Jackson,  Quentin Tarantino,
  Joanna Taylor, Robert De Negro, "Heat," "Manhunter," "Miami Vice," "Manhunt,"
  "The Sopranos," "Nice Dreams," John Wayne, "Easy Rider," "Speed," "Boogie
  Nights," "To Live and Die in L.A.," George Romero, "Lady Frankenstein,"
  "Escape from New York"

  Reservoir Dogs and political Bushes

  "Miami Vice," Miss Cleo, the Psychic Friends Network,
  wiccans, selling witchcraft as a way to get practical help from spirits,
  the Lunar Landing Hoax hoax,

  Phil Silvers, Andy Kaufman, "Top Gun," "Iron Eagle," Iron Maiden,
  "Spycatcher," Frank Sinatra, "Disco Inferno," "We Close Our Eyes,"
  Roger Wayland, Allan Robertson, Rambo, "The Final Countdown,"
  "Driving Miss Daisy," Michael Jackson

  Game makers and voice actors, soundalike game names, celebrity soundalikes
  (Walter Brennan, etc.), more funny things pedestrians say,

  Captain Scott and Dundee, Scotland, look-alike mall and soundalike island,
  Little Havana, Little Haiti, and Liberty City--Miami,
  and other places "Vice City" is based on

  I.3  How to go to New York and get there a couple years before you leave:
         some of the "Grand Theft Auto III" tie-ins with "Vice City."

    People and the Dodo
    Walk out over thin air (hoo-ha!)
    Darkel and discarded game ideas
    PS: "San Andreas," "GTA," "Wild Metal Country," and "GTA 2"

  I.4  PC health.
  Clean your disk, disk player, and PC
  Get your hard drive clean and in order
  Use the latest updates
  Turn off unnecessary applications before running the game
    and use one processor core
  Take-Two Games web site and support
  Tweak guides
  A cure for crackling noises with reverb
  System requirements

  I.5.a  How to save games and things to avoid when you do.
           Glenster's Some of Vice City Starter Saves
           The convenience of copies of your GTA Vice City User File
           Some advice about saving the game
           A checklist for 100% completion

  I.5.b  Speed run

  I.6  Settings

  I.7  Stats
         Including how long a day in the game really is,
         what Wanted Stars Attained and Evaded is about
           (and why times of stress are the worst times to shop for clothes),
         whose heads are tallied for Head Shots,
         why you shouldn't worry about Daily Police Spending
           or your percentage of Accuracy for Bullets Fired/Bullets That Hit,
         who the Gang members and Criminals are,
         the difference between Unique and Insane Jumps,
         how to mod the game to make it recognize Quadruple Insane Jumps,
         the ratings given for Flight hours,
         and the CRiminal Ratings and Highest media attention levels
           (and the easiest ways to raise them).

  I.8.A  Some distinctions between the PC and PS2 versions,
           and some distinctions between
           the PC Standard Controls with mouse aim
           and PC Classic Controls versions.

  I.8.b  Adapters for PlayStation and Xbox controllers
         Gamepad controls

  I.9  Controls--basic information

  The Standard Controls with mouse aim/keys centered around W,S,A, and D

  Some controls that are good to use on foot, while using any vehicle,
  or just anytime you're enjoying the show

  Going up without gaining altitude

  I.9.A  On Foot

    (Hi)jacking vehicles except boats, Rhinos, and Hunters
    Harder punches and faster attacks with the Left Mouse Button
    Punching to work up an appetite,
      punching your neighbors to get to know them,
      and punching for a Good Citizen bonus
    LMB throwing, shooting, and taking photographs
    Aiming with the whole Mouse, not just part of it, and auto-aim
    Bouncing a beach ball off Tommy's head.

  I.9.B  Four-wheel Vehicles

  Controls for four-wheel vehicles

  Some notable things about the four-wheel vehicles
    Driving indoors
    Locations of the secret Caddy, Cheetah, Voodoo, BF Injection, Packer, and
      the gang car with a Teddy Bear
    How to put your convertible roof or Teddy Bear up or down, change the things
      you can find in delivery trucks, and make other quick vehicle changes with
      instant replays
    Bus driver income and bus "routes"
    Police cars: safe collisions and spike strip-proof tires
    The Cabbie Climb
    Fast and complimentary Pay 'n' Sprays
    Chauffeured rides
    The Rhino--how to hijack it, save it, and destroy it
      (rampage with it--see I.32; and fly it--see I.9.D)
    Two-Wheelers and one-railers

  A run down of all the four-wheel vehicles
    including the real names for most, and top speeds for all,
    of the four-wheeled vehicles
  Good/distinctive two-door vehicles
  Good/cute little vehicles
  Good/distinctive four-door cars
  Emergency and military vehicles

  I.9.C  Motorcycles

  Controls for the PCJ 600 (or the place of wheelship of your choice)

  Getting a good look at Tommy

  A run down of all the motorcycles
  including the real names and top speeds of the motorcycles

  Some notable things about the motorcycles
    Fast and complimentary Pay 'n' Sprays
    Wheelies for jumps
    The 360 degree Stoppie
    The flip gimmick
    The PC Super Jump
    The BSM
    Half pipe stunts
    Climbing and jumping from trees
    Hitting poles
    Stunt videos
    A bunch of jumps that are often overlooked
    Insane Jumps and Insane Stunts


  Controls for Tommy morphed to a bike

  Outfit locations
  Some favorite spots for big Insane Jump statistics

  I.9.D  Helicopters, the Skimmer, the jets, and the flying Rhino

  The worst criminal destruction in Vice City

  Controls for the helicopters

  A run down of all the helicopters
  including the real names and speeds of the helicopters
  and how many passengers Tommy can take in each of them for rides

  Some notable things about the helicopters
    The game physics of following helicopters with the "camera"
      and moving them forward with NP9
    Bailing from helicopters
    Getting a good look at the big guy

  Controls for The Skimmer

  The real names and speeds of the Dodo and the Skimmer

  Loop de loops
  Flying the Skimmer upside down
  Dodo emeritus
  Dodo ephemeralis

  The real names of the solid motionless jets
  The real name of the solid, motionless lunar module
  The real name of the solid, motionless UFO

  The real (and handling.cfg) names of the flying non-solid vehicles

  How to (hi)jack the Hunter

  How to fly the Rhino

  I.9.E  Boats

  Controls for the boats
  Special concerns for embarking and disembarking

  A run down of all the boats
  including the real names of some, and top speeds of all, of the boats

  Some notable things about the boats
    "Miami Vice" boats
    (Hi)jacking boats
    Boat jumps
    How to fly a speed boat

  I.9.F  General vehicle information
           Healing vehicles with "aspirine," garages, and Pay 'n' Sprays
           Keeping vehicles from disappearing
           Picking up prostitutes
           Fast switch to the MP3 station

  Sometimes the people in this town are just too weird dept.

  I.9.G  How to go to Ghost World and the Underworld

           The WK Chariot Hotel
           Apartment 3C
           The Pole Position Club
           The Washington Beach Police Station
           Vinyl Countdown
           Ring_of_Fire's way to make interior graphics load in Ghost World
           Let me see Ghost World--I've got a Bazooka here
           The Lithjoe's Trainer Jetpack (No Clip) Way to Visit Ghost World
           Getting to Ghost World with a BF Injection
           The Ocean Beach Triangle
           The Ocean Beach Rectangle
           Going Nowhere Fast
           Taking your Time About It
           The Ocean View of Ghost World
           Ghost World Headquarters, Airport, and Map
           Ghosts in 2D
           Ghost Barriers in Alleys
           Ghost World and Gaming: Flying and Biking
           Driving a Blown-Up Car
           Driving a Ghost on a PCJ 600
           Ghost Beach Ball Soccer
           Magician's Disappearance Box
           "I never drink...wine"
           Diaz, the Invisible Man

  You can have it--arsenal

  I.10  Weapons
          One possible combination
          Weapon advice
          Time of availability and cost of weapons at Ammu-Nations
          A rundown of all the weapons (including fast Chainsaw attacks,
            and, for the Sniper rifle, a seagull hunting guide),
            the real names of the weapons,
            and some history for most of them
          8 Ball's Bomb Shop

  I.11  Armor, Police Bribe, Health, and Adrenaline pickups

  I.12  Wanted Ratings
          What happens at each wanted level
          What to do about wanted ratings
          Things any major fugitive should know

  I.13  Odds and Ends
          Ambient sounds
          The WK Chariot Hotel
          Interacting with your town
          Huh?  What?
          Marine world
          A few exploration duds
          Strange but fun--that's the important thing
          Creative plugging
          WTF screen shots

  I.14  Glitches
          Stats glitches
          The Havana Outfit glitch
          Persistent slow motion stunts
          The bomb detonator glitch
          The Hyman Condo and Cherry Popper glitches
          Rampage 13 and Knocking Off Stores

  I.15  Radio
          A rundown of the stations
          How to have your own MP3 station
          How to hear Lazlow's Chatterbox FM from "GTA III" in "Vice City"
          Toll free phone numbers

  I.16  Codes
          Some basic advice
          Some favorite codes: aspirine, bigbang, chasestat, seaways,
            comeflywithme, istilllikedressingup, chickswithguns, fannymagnet,
            certaindeath, hopingirl, the weather codes, gripiseverything,
          HUD (heads up display) codes
          Game speed codes
          Lead player codes
          Vehicle spawning codes
          Traffic codes
          Three codes that make you start a new game to get rid of them
            if you save the game after using them


  I.17  The initial main story missions
          The advantages of doing all the side missions you can do for now
          that you need to do for 100% completion,
          and of getting to the mainland/west island,
          Starfish Island, and Leaf Links
          earlier than normal people.


  I.17.A  "In the beginning...."
  I.17.B  "An Old Friend"
  I.17.C  "The Party"  Lawyer Ken Rosenberg

  Main missions continued at I.33.


   I.18  Getting past the barricades and locked gates and back

  Going to the west island early
    ...by PCJ 600 and a Packer,
    ...by Coach/Enforcer/Firetruck/station wagon and a boat,
    ...by jumping off a bridge or through a gate and using a boat,
    ...by jumping through a bridge,
    ...by PCJ 600 alone,
    ...and by using a code, codes, or a mod.

  Stealing money from parking meters, buying the Skumole Shack for $1,000,
    and several ways to get back to the east island,
    making a side trip to sneak aboard the yacht

  Four ways to jump into Leaf Links early

  Getting to know the town

  I.19  Finding Hidden Packages
          A mod that can help if you lose count,
          how to find the secret chocolate Easter egg by H61
          and printing press by H66,
          and buying all the other non-moneymaking properties.
  I.20  Taxi job (a Sub-mission)
          and how to jump over anything that gets in your way

  Getting honest work in town while building endurance and speed

  I.21  Pizza Delivery Mission (a Sub-mission)
          and how to make things easier
          for the Pizza Delivery, Paramedic, and Firetruck missions.
  I.22  Paramedic Mission (a Sub-mission)
  I.23  Firetruck Mission (a Sub-mission)

  Turning from small time crime to big time (unofficial) law enforcement

  I.24  Knocking Off Stores
          GTA_Loc's way to get $1,000 per store and not confront the police
  I.25  Vigilante Mission (a Sub-mission)--Brown Thunder, if using the Hunter
          How to max out your cash and kill a small town's worth of criminals

  Learning that what you want to do in life is make a rewarding hobby
  a rewarding source of income

  I.26  Unique Jumps
          (except six that aren't available yet: J's 1,3, and 4--I.81;
          J17--I.43; and J's 34 and 35--I.46)
          How to use J19 to give Tommy a car
          that's suspended in midair to stand on

  Skillfully driving, jumping, and flying through glowing disks
  for increasing acclaim, becoming a ham of the radio

  I.27  PCJ Playground
  I.28  Test Track and Trial by Dirt
          How to adjust to the statistics glitch for Trial by Dirt
          How to get the cab driver to run the course

  I.29  Cone Crazy
          And a map to help you plan your course

  I.30  Top Fun van: RC Bandit, RC Baron, and RC Copter
          And Demarest's way to alter the handling.cfg code for RC Bandit
          (THANK you).

  I.31  Hyman Memorial Stadium: Hotring, Bloodring, and Dirt Ring
          How to pick your time for the dirt bike event
          How to be the only one in the Hotring

  Giving something back to the community

  I.32  Rampages
          How to make a little cash
          and kill a small town's worth of local armed gang members,
          with the option of using the old Liberty City trick
          of using the Rhino, updated to include the Hunter and drive-bys, too,
          to help you clean up this town.


  I.33  The Rest of the Main Story Missions (continued from I.17.C)

          Learning that being a celebrity
          gives you access to other celebrities that most people never have,
          especially if you're ethically impaired in how you go about it--
          and polishing off the side missions.


  I.34  "Back Alley Brawl"  Lawyer Ken Rosenberg
  I.35  "Jury Fury"  Lawyer Ken Rosenberg

  I.36  "Road Kill"  Phone: Assassination Mission 1

  I.37  "Riot"  Lawyer Ken Rosenberg


  Some of the non-asset missions for people (Avery Carrington/Umberto Robina/
Auntie Poulet, and Love Fist/Mitch Baker) can be done in any order at any time
after they're available.

  Rusk saves most of them for near the end, and I'm not doing that.  But I go
along with Rusk in putting "Trojan Voodoo" for Robina last among all missions
except the last mission of the game, which is given to Vercetti.  That's because
the Haitian gang members will run and shoot at Tommy after "Trojan Voodoo," mak-
ing it harder to get things done, explore, and play with jumps in Little Haiti.
(As an alternative, you could make the Haitian gang members more peaceful by
modifying the files with Notepad as explained at I.100.D.ee Weapons and Attack-
ers--how to lessen the severity of attacks.)

  I'd delay "Two Bit Hit" for Avery till some time after "Cop Land" and "The
Job" to make sure you don't get the Havana Outfit glitch.  Since "Two Bit Hit"
also provokes a conflict between the Cuban and Haitian gangs and initiates the
Robina and Poulet missions, and I moved "Trojan Voodoo" to be the next to the
last mission, I opted for moving "Two Bit Hit" closer to the end so the bunch of
them would be done at about the same time.

  I restructured the order of the Love Fist/Mitch Baker missions--also the Mali-
bu Club and Sunshine Autos asset missions--as little as possible to jack Hila-
ry's Sabre Turbo (just as an option for something different to do--it's not bul-
let-proof for PC) and use the "Wheels of Steel" Angel for eight races in a row.

  If you go along with that, do the other non-property missions in any order you
want.  So, with those exceptions, I've leaned in favor of doing them about the
time the opportunity to do them is presented in the game.


  I.38   "Four Iron"  Avery Carrington
            (Leaf Links will be open)
  I.39A  "Demolition Man"  Avery Carrington
            (and a map to help you beat the clock
            with the RC Goblin helicopter)
        ("Two Bit Hit"  Avery Carrington--
            delayed till I.83, after "Cop Land" and "The Job,"
            to avoid the Havana Outfit glitch,
            and to put it and the Robina/Poulet missions it initiates,
            notably "Trojan Voodoo," close together near the end)

  I.39B  A multiple choice of things you can do about the Havana Outfit glitch.

  I.40  "Treacherous Swine"  Col. Cortez
  I.41  "Mall Shootout"  Col. Cortez
  I.42  "Guardian Angels"  Col. Cortez
          (make sure you save the "Everything-Proof" Admiral in a garage;
          Starfish Island will be officially available)

  I.43  Unique Jump 17

  I.44  "The Chase"  Diaz
  I.45  "Phnom Penh '86"  Diaz
          (the mainland--west island--
          and Piers 1 and 2 will be officially available)

  I.46  Unique Jumps 34 and 35

  I.47  "Waste The Wife"  Phone: Assassination Mission 2
          (get out the Rhino: "Gangway, coming through")

  I.48  "Sir, Yes Sir!"  Col. Cortez
          (how to take on the army and take their tank, armed or unarmed)
  I.49  "The Fastest Boat"  Diaz

  I.50  "Autocide"  Phone: Assassination Mission 3

  I.51  "Supply & Demand"  Diaz (the fastest course)
  I.52  "Death Row"  Kent Paul
  I.53  "Rub Out"  Diaz (and get his mansion)
          GTA_Loc's "Felony Allowed" gimmick
  I.54  "All Hands on Deck!"  Col. Cortez

  I.55  Checkpoint Chopper Missions 1 to 3
          (the 4th is available at I.82)

  I.56  "Love Juice"  Love Fist
  I.57  "Psycho Killer"  Love Fist


  Please consider this before continuing beyond "Psycho Killer" with the mis-

  The bike with the best handling in the game is the Angel you can jack from one
of the other three contestants at the start of the "Alloy Wheels of Steel" race
(I.69).  It loses the practically "gripiseverything" handling it has after you
put it in a garage and the door goes down.  Like other vehicles, it can be de-
stroyed by a hazardous mission, and can disappear from the game memory if you
use a couple of other vehicles after using it.  So the easiest way to use it for
other races--"The Driver," which can be frustrating, and the six Sunshine Autos
races--is to do them one after another without saving the bike in a garage.  It
remained in the Hyman Condo alley after I saved a game there without exiting the
game, but this bike makes it easy to do all eight races in a row.

  (Alternatively, you can use Notepad to change the handling.cfg file as ex-
plained in I.100.D.e  Cars and bikes, under Gameplay advantages: How to create
your own "Alloy Wheels of Steel" Angel.  If you do that, before you do, follow
the advice given in I.100.D.a  Uncheck the green dot.  And during "Alloy Wheels
of Steel," have Tommy jack an Angel from in front of the bar and not one of the
Angels the other contestants have--those would be twice as jazzed up and hard to
win the race with.)

  I didn't want to rule out the ability to get Hilary's Sabre Turbo from "The
Driver" (bullet-proof on PS2 but not on PC).  Using the Sentinel of that mis-
sion, and possibly another vehicle to use with it to make a roadblock for Hila-
ry, might make the Angel disappear.  So I scheduled "The Driver" twice: option-
ally, to deliberately fail it so you can get Hilary's car, and a 2nd time to win
the race once you have the "Alloy Wheels of Steel" Angel.

  (Alternatively, you could go to I.100.D.a  Uncheck the green dot, then to
I.100.D.e  Cars and bikes, under Gameplay advantages, and use the handling.cfg
change given for a strong Sentinel.  If you do, poor Hilary won't have a
chance--just try not to kill him.)

  If you want to do that, which I think is fun, I hope you don't mind that I
start three sets of missions to line up the several missions in a row that let
you do that.

  If you try to use the Angel for missions beyond the races, there aren't many
I can see using it for or that it would survive through.  Something like "Mess-
ing with the Man" (I.72) would be risky.  You could also try to put it out of
harm's way, like on the roof of the condo or the Skumole Shack, and try to
use only one other vehicle between times you drive it.

  Of the asset property missions, which make money for you after you do their
missions, the Vercetti ones come up 1st.  They allow Tommy to buy the other as-
set properties, which can be done in any order, and receive protection money at
the mansion.

  An exception is the Phil Cassidy asset property in that it doesn't make money
for you after you do the missions for it, but it provides a place where you can
buy heavy weapons and remote grenades.

  In order to skewer the order of a few missions to use the Angel for the races,
I schedule the Malibu Club ones early.  I pass along the easiest method to score
enough points for one of them, "Rifle Range" (not an asset mission but one which
needs to be done for 100% completion), so you can earn the Rapid Load feature.
Among other things, this makes it easier to succeed with the Sniper Rifle for
"Dirty Lickin's" and the Rocket Launcher for later attempts at the Sunshine Au-
tos races.

  I follow Rusk's logic to leave the Print Works among them for last.  Since one
of the missions for it (actually, a related Vercetti mission: I.97)  involves
stopping Sonny's henchmen from taking money from Tommy's asset properties, you
have more time to stop them if you have more such places for them to go.

  I follow Rusk in putting the Cherry Popper mission after the Sunshine Autos
vehicle collection garage mission because you need it to complete the 4th list
of the vehicle collection.  You can just drive the Cherry Popper truck to Sun-
shine Autos when you're done with it.

   You can't do the last two Vercetti missions and see the final credits till
after doing the Print Works missions, so you might as well do all the other mis-
sions before the last two Vercetti missions (and "Trojan Voodoo"), too, and have
the credits roll at the end of it all in Hollywood tradition.

  If you go along with that, do the other Asset properties in whatever order you
like, depending on what you want: with Interglobal Films you open up the rooftop
jumps and ability to fly the Skimmer.  After the Kaufman Cabs missions, you get
Deborah Harry dispatcher messages on the radio in Kaufman Cabs.  You can get
hard liquor and heavy weapons with Phil (bring the kids), go see the wild love
flesh inside the Pole Position Club (use Gunslinger's mods--I.100.D.d), or get a
couple of speedboats, including the fastest, at the Boatyard.


  I.58  "Shakedown"  Vercetti
          (then you can buy money-making properties)

  I.59  "Check Out at the Check In"  Phone: Assassination Mission 4

  I.60  "Bar Brawl"  Vercetti
  I.61  "Cop Land"  Vercetti
          GTA_Loc's "Never Wanted" gimmick
          (the Vercetti mansion will collect protection money,
          and the policeman outfit, Hunter, and Rhino will be freely available)

  I.62.A  Buy Sunshine Autos (car showroom asset)
  I.62.B  Sunshine Autos Vehicle Collection (car showroom asset)
            (it will make money, provide bonus vehicles,
            and carry on the traditions of B.J. Smith and "GTA III")

  I.63  "Distribution"  Cherry Poppers (ice cream factory asset)
          (it will make money and let you polish off the vehicle collection)

  I.64  "No Escape?" the Malibu Club (bank heist asset)
  I.65  "The Shootist"  the Malibu Club (bank heist asset)
          (how to score high with "The Shootist")
  I.66  "Rifle Range"
          (an easy way to get the points needed for the Fast Load feature)

  I.67  "Loose Ends"  Phone: Assassination Mission 5

  I.68  "The Driver"  the Malibu Club (bank heist asset)
          (optional: how to jack a non bullet-proof Sabre Turbo from Hilary on
                     and how to get a BP/FP/EP Sabre Turbo from Hilary on PC)

  I.69  "Alloy Wheels Of Steel"  Big Mitch Baker
          (jack a Biker's Angel--the best racing bike you'll get in the game)

  I.70  "The Driver"  the Malibu Club (bank heist asset)
          (another race with the same Angel)

  I.71  Sunshine Autos Street Races
          (six more races with the same Angel)

  I.72  "Messing With The Man"  Big Mitch Baker
          (cause havoc with the Hunter or the Rhino
          and create a bumptious media attention level)
  I.73  "Hog Tied"  Big Mitch Baker

  I.74  "Publicity Tour"  Love Fist
          (afterwards, the Love Fist limo will appear Downtown
          in front of the VROCK building)

  I.75  "The Job" the Malibu Club (bank heist asset)
          (the Malibu will make money;
          El Banco Currupto will always be open)

  I.76  "Gun Runner"  Phil Cassidy asset
  I.77  "Boomshine Saigon"  Phil Cassidy asset
          (hard liquor and heavy weapons will be available)

  I.78  "Recruitment Drive"  Interglobal Films (film studio asset)
  I.79  "Dildo Dodo"  Interglobal Films (film studio asset)
          (how to fly the little Dodo with pontoons with time to spare)
  I.80  "Martha's Mug Shot"  Interglobal Films (film studio asset)
  I.81  "G-Spotlight"  Interglobal Films (film studio asset)
          (the film studio will make money;
          many rooftop jumps will be available)

  I.82  Checkpoint Chopper 4
          (this Downtown chopper is also convenient to use
          to go for the CRiminal Rating of "Godfather" given in section I.7)

  I.83  "Two Bit Hit"  Avery Carrington
          (how to get both the black Voodoo and Romero's Hearse)

  I.84  "Stunt Boat Challenge"  Umberto Robina
  I.85  "Cannon Fodder"  Umberto Robina
  I.86  "Naval Engagement"  Umberto Robina
  I.87  "Juju Scramble"  Auntie Poulet
          (a detailed route to run through a five star wanted level with)
  I.88  "Bombs Away!"  Auntie Poulet
  I.89  "Dirty Lickin's"  Auntie Poulet
       ("Trojan Voodoo"  Umberto Robina--
           having the Haitian gang go nuts is delayed till I.98)

  I.90A  Buy Kaufman Cabs taxi company (taxi firm asset)
  I.90B  "V.I.P."  Kaufman Cabs (taxi firm asset)
  I.91  "Friendly Rivalry"  Kaufman Cabs (taxi firm asset)
  I.92  "Cabmageddon"  Kaufman Cabs (taxi firm asset)
          (how to incorporate the sadly neglected 8 Ball;
           the Zebra Cab will be available;
           the taxi company will make money for you)

  I.93A  Buy the Boatyard  (boatyard asset)
  I.93B  "Checkpoint Charlie"  the Boatyard (boatyard asset)

  I.94   The Pole Position Club ass and asset
           (to make the strippers--
           and other club dancers, prostitutes, or any lady peds you want--
           cuter and naked, see my tutorial, I.100.D.d,
           you ridiculous ffffffilth.)

  I.95  "Spilling The Beans"  the Print Works (print works asset)
  I.96  "Hit The Courier"  the Print Works (print works asset)
          (the Print Works will make money for you)
  I.97  "Cap The Collector"  Tommy Vercetti

  I.98  "Trojan Voodoo"  Umberto Robina

  I.99  "Keep Your Friends Close..."  Tommy Vercetti

  (Al Pacino/Tony Montana voice: "Say hello to my little friend"--pa-HOOOM.)

  A checklist for 100% completion


   I.100  Basic skins, modding (use at your own risk),
          music, and screen shot tutorial.

  I.100.A  Compressed File Utility

  I.100.B  Web sites for skins and mods

  I.100.C  Skins for Tommy
             "Tony Montana" by archicondeas
             Gunslinger: "Robert De Niro" and "Hot Shirts"
             Make your own skin

  I.100.D  Mods
  I.100.D.a  Uncheck the green dot
  I.100.D.b  Make backups (and where to find other VC backup files)

  I.100.D.c  Tools:
               The IMG Tool v.2
               DMagic1's Wheel Mod v.3
               The Vice TXD Tool
               The Rescaler and CFG Studio 2
               The GXT Editor v.1.2
               The GTA3 Audio Editor
               SFX Manager

  I.100.D.d  Women
               Gunslinger: "Prostitute Pack"s 1 and 2
               Dr. Colossus: "Ultimate Nudes"
               "GTA Vice City Nudes"
             Naked Women: a variety of methods of insertion
             Another Naked Woman
               Russificator: black stripa
             How to change the way they walk

  I.100.D.e  Cars and bikes

             Installing car and bike mods (Example: a 1957 Chevrolet Bel Air)
             How to change their engine sounds
             How to change their colors
             How to change their mass,
               ability to stay upright and hug the driving surface,
               ability to survive in water,
               cornering and braking, top speed, acceleration,
               suspension, durability, and miscellaneous jazz
             Gameplay advantages
               Making vehicles weaker or stronger
               How to create your own "Alloy Wheels of Steel" Angel
               One possible 1957 Chevrolet Bel Air
             How to change the traction of surfaces
             Failure to lower the cannon shots of Rhinos
             Grand Theft Auto: Vice Bedrock
             The hot Cougar scandal
             How to change their wheels
               DMagic1's Wheel Mod
               Xbox wheels
             How to change their on-screen names
             Spookie's Speedometer mod
             The Pole Position bike
             Xbox Cars to PC

  I.100.D.ee  Weapons and Attackers
                How to lessen the severity of attacks
                The MP5 A2 ("Counter Strike") mod
                Buy Back Your Weapons
                The highly mysterious sexual Busker

  I.100.D.eee  Helicopters
                 How to make the RC Copter easier to fly
                 Low flying jets

  I.100.D.f  Miscellaneous mods
               The RC Mod
               The Surf's Up Billboard Jump mod
               The Havana Outfit Bug Fix
               The Rampage and Package Finder Mod (the Northern Lights Mod)
               The Hidden Interiors and Steed mods
               The NOS mod
               VC Code Tools (tools that tell you which missions are left to be
                 done, give you credit for all the Unique Jumps, etc.)
               Spaceeinstein's All In One Mod
               Carl Johnson in Vice City
               [CLEO] Great Swimming Mod 2.0
               Parkour Cleo
               Correct SVH Damaged Building
               Avery Carrington, Mitch Baker, BJ Smith, and Candy Suxx
                 Player Models
               Silent Patch
               Fixed VC Animations
               Noclip mod
               God Mode

  I.100.D.ff  Trainers
                Pizzadox' +10 Trainer
                Alper Saracoglu's GTA Vice City Administrative Console
                Lithjoe's Vice City Ultimate Trainer
                Vice City MiniConsole and MiniConsole v2

  I.100.D.g  Total conversion mod
               The Liberty City mod

  I.100.E  Music
             MP3s and wav files
               How to save hard disk space with shortcuts
               MP3 volume boost

  I.100.F  Screen shots and videos
           Fraps, the Easy Graphic Converter, and Virtual Dub
           How I make videos



  This guide is geared toward helping someone who is new to the game, so I try
to find an easy way to do anything.  I bought the game for a couple of friends
of mine who are new to games, and wanted to make sure they had fun and got a lot
of the inside references.  If you've gotten the hang of that, I hope I might tip
you to something you didn't know about before.

  If you've never played a PC game like "Vice City" before, I recommend it, if
you don't mind some colorful language.  It's the 1st one I ever played all the
way through--the 1st time in mid-2003--and it's fascinating to me.  It's not
like anything else in movies or music, except that it's like acting out a fanta-
sy of being the star and director of a movie, and the mouse and keyboard move
the star and your hand held camera.  You pick how to interact with a whole city
filled with pedestrians chattering away with snippets of conversation that some-
times make for funny coincidences with what you've just been doing.

  It's enough like the real world that doing the surreal gaming things in it
seem funny.  That a guy needs to do something so he drives down a normal subur-
ban street in his tank, or drives from here to there as fast as he can to get
the game mission done, then the guy going by says, "Unnecessary!" like Regis
Philbin, just looks and sounds funny to me.

  You frame shots with clouds that swirl like real clouds, and the sun rises and
sets and makes some beautiful hues and reflections when it does.  You choose
from dozens of cars, motorcycles, helicopters, and you get a variety of cinemat-
ic shots for the dozens of jumps through town you can do with the PCJ 600 (best
bike for jumps).  You score your show with dozens of songs and parodies of talk
stations on the radio stations you get with most vehicles, and, if you feel like
adding others, you can put in your own MP3s and have your own radio station.

  I don't think stars and directors have had that much control over something
that's that much fun since Buster Keaton.

  I think Robert Rusk, who has a PS2/PC--Classic Controls/Xbox guide for it at
the Gamefaqs web site, has done an excellent job, and his guide has been very
helpful to me.  He doesn't have a PC to use for games just now, though, and I
don't have a PS2.  My notes are meant to help adapt it to the way I use PC Stan-
dard Controls with mouse aim.  After Rockstar and company, I owe the most debt
to his guide, which is mainly organized to help you achieve 100% completion of
the necessary parts of the game.

  One of the best things about Rusk's guide is how he organizes what could be
overwhelming into something manageable.  After doing the initial few story mis-
sions, doing some of the side missions early on gives Tommy benefits and abili-
ties that can help him in the rest of the side missions and main storyline mis-
sions.  He puts nearly all of the side missions together, which frees you up to
enjoy the rest of the main story in an uninterrupted sequence.  The strategies
minimize time spent frustrated and help likewise, although the easiest way can
be different for my format.  I highly recommend his guides for "GTA III" and
"San Andreas,"  which have the same basic structure and strategic assistance.

  I basically use his advice, often hard to improve on, with the same basic con-
cern to supply the easiest way to do things, and change something if it's dif-
ferent for PC, or just add a little something now and then for the variety.

  Put "shopping search" or such in a search engine.  You'll find lots of sites
like dealtime, bizrate, froogle, shopping.yahoo, mysimon, etc., that you can use
to search for "Vice City," PC components, or anything else.  The last time
I tried, I found "Vice City" for about $20.  If you don't mind your games being
2nd hand, you can find some real bargains for them at eBay.

  You can get the Brady Games Official Strategy Guide for Grand Theft Auto Vice
City, PC version, on eBay for a few bucks.  If you do, be sure to check the
seller's ad to be sure it's the PC version you're bidding on and buying.  It has
lots of useful maps, including ones for specific missions, and pictures and
descriptions of all the vehicles, weapons, and other features of the game.  I'd
be open to other ideas for a little of the guidance, however (i.e. I.94 in this
guide).  To be fair, it's an early effort that hasn't benefited from years of
millions of players trying out new ideas and sending them to message boards.  So
it's official, though none of us voted for it.  It's a totalitarian leader
that's colorful to have around except for all the unnecessary deaths.  It's Cas-
tro's new Cuba, which is where Tony Montana came from; then again, he got
killed....  No, no, no--actually, the Brady guide has been very helpful.  Some
of the strategies haven't been topped yet.

   Some whole categories of important concern, like the locations of armor and
police bribes, are best helped with maps.  The Gamefaqs web site and BradyGames
Official Strategy Guide are good sources for them.  Some of the best advice
you're going to get is to get copies or print outs of them and make notes all
over the print outs.  Nobody expects you to memorize all this "2nd block from
the E and 3rd from the W" stuff of mine.

  There are various other things that can only be done with, or are features
special to, the PC version; there are unnecessary but fun things and related in-
terests, and I'll add my notes for them.  I'll thank everybody I can remember
who hipped me to anything, all the while trying to avoid legal suits with any-
body--they didn't help the Beatles get along any better.  I'll change to a dif-
ferent horse midstream if I find out different.

   Some of the following is True:

   Thanks to the artists at developer Rockstar North (sort of the Brothers Grimm
of Scotland, but more tuneful), and the publishers Rockstar and Take-Two Inter-
active Inc, the little Dodo and the PCJ 600, and Ray Liotta and the whole cast
of "Vice City."  It's my favorite game:




   The origin of the GTA series included work by game developers David Jones,
later Jeronimo Barrera, then Dan and Sam Houser.

   Rockstar was previously Dan and Sam Houser and Jamie King, of the video games
publishing division of BMG Interactive, and Terry Donovan, of Arista Records,
who'd all worked with DMA Design of Dundee, with a small branch in Edinburgh, on
the 1st GTA games.  BMG Interactive was sold by BMG to Take-Two Interactive in
1998, the year Rockstar Games was founded and the Houser brothers, King, and
Donovan moved to New York.  They picked a DMA team based around Leslie Benzies,
Aaron Garbut, Obbe Vermeij and Adam Fowler, which they built up in a big studio
in the Leigh district of Edinburgh (which is the beautiful, so says Glen True,
capital city of Scotland) as Rockstar North.  Rockstar North has been part of
the Rockstar Games companies since it was bought, in Sept., 1999, by the parent
company Take-Two Interactive Inc of NYC.  It's worked closely and creatively
with its NYC publishing branch Rockstar Games, which is one of the subsidiaries
of Take-Two that Take-Two publishes and develops games through (other subsidiar-
ies include Gathering of Developers).

   Thanks to Rusk and his time honored, proven strategies and research, which is
what this walk-through originated with, and for being the oldest friend I know

   thanks to A.M.S. Siva Ganesh Maharaja, aka HandsomeRockus, for graciously
letting me help communicate his ideas for his walk-through of "Vice City" at the
Gamefaqs web site, teaching me some things in the process, his spelling and
spacing corrections, and for being such a nice friend:

   ("A.M.S.," in his culture, Tamil Nadu, refers to the 1st initial of those on
the paternal line you may honor that way.  For great-grandfather to father,
that's Ayyadurai, Maharaja, and Subbaraj.  You can call me H.W. Glenster, if you
want.  I never met my Dad's Dad Howard, who died before I was born, but my Dad's
parents meant so much to him, as mine do to me, that I'd honor him that way.  My
Dad's given name was William but he used the common nickname for it, Bill, in
his work as an artist/cartoonist.)

   thank you very much to the Gamefaqs web site for patiently hosting this pon-
derous walk-through from the start and always taking care of the trailing spaces
for me:

   thanks to Stephen Ng and the IGN web site for kindly finding a place on the
reference shelf somewhere in the library for such a dauntingly large reference
book of a walk-through:

   thanks to Dennis and the Supercheats web site for allowing more of an occa-
sional data file modifier than a super cheater to find their way in there:

   thanks to Kevin Walter and the StuckGamer web site for making a trek from the
old-fashioned (pre-high speed Internet video) way into the future of videogame
guides about "San Andreas" so enjoyable:

   thanks to the neoseeker web site for letting a dilapidated old seeker look

   thanks to Brooks Huber and the 1UP and My Cheats web sites for scattering
some empowerment for me and many others around the scenery:

   thanks to Spenser Hall and the GamerHelp web site for letting me help:

   thanks to Tim and the Game Revolution web site for letting me have a place in
their revolution:

   thanks to Emanuele and the GameBorder web site for hosting this big fat Sun-
day newspaper complete with the funnies:

   thanks to Paul Ryan and the gamesradar web site for helping my walk-through
travel safe and sound:

   thanks to Ben "Cerbera" Millard for sharing so much information that can help
anyone understand how to modify vehicles in "Vice City," and providing his CFG
Studio 2 to make it easier still:

   thanks to the enigmatic and industrious modder spaceeinstein for the well-re-
searched repository of some of the glitches and tricks I've read about at his
web site, showing me where the brakes are on a helicopter, pointing me to Cer-
bera's web site, various helpful tips scattered throughout the walk-through, and
his latest "All In One Mod":

   thanks to Madeye, alias some name, alias Mohammed Kahn, for the "Ocean Beach
Triangle" way to go through Ghost World, the shooting the garbage bags tip, and
some much-appreciated web site help most of all,

   thanks to Demarest, of the GTA Forums (and now defunct tfads) web site, for
supplying some much-appreciated information on how to change the files of the
game to make RC Bandit and going for a two-wheeler easier, a way to get to Star-
fish Island early; the Timetwister mods that let you pick any mission of "III"
and "Vice City" from the beginning of the game; and, with spaceeinstein and the
rest of the team behind it, for the Liberty City mod (a pretty ponderous piece
of work in its own right, I'm sure).  Some of his work can be found at the next

   thanks to the ardent quests of Chris Phillips for finding an invisible plate
in the roof of the Schuman Health Care Center, a way to get a two-wheeler Stat
with a helicopter, and some tips on English slang (and giving me a preview of
"San Andreas" with MSN Messenger; the man tears a mean rampage, even at the mil-
itary base):

   thanks to U.K. reader Colin Attle several times over for the correct calcula-
tion for pay for the Paramedic, Firetruck, and Vigilante Sub-missions, and var-
ious references, including that that Fizz Bombs ("Love Juice") are candies in
the U.K., that "Broons" is also a reference to the Scottish comic strip "The
Broons," where the graffiti for the Rockstar Vancouver game "Bully" is, and that
the Ocean View apartment magazine "ERSE" probably refers to the U.K. videogame
magazine "Edge."

   thanks to helpful modder DiCanio for fun ideas like the RC mod and his adap-
tation of Yoyo's '57 Chevy Bel Air (like my Dad's car) mod:

   thanks to Klarnetist, whom I learned of from a Russian web site, for several
hardtop versions (even more like my Dad's car) of Yoyo's 1957 Chevrolet Bel Air:

   thanks to Gunslinger for the models and skins for Tommy and lady pedestrians
that just can't be beat.  The codenamenetwork web site seems to have changed
hands, so I don't know if we'll see his http://gunslinger.codenamenetwork.com/
site again.  If not, it's a shame--it was a distinctive one.  You can still
find a number of his skins and models at:

  thanks to the
  http://www.imdb.com/ and
  web sites, and "Leonard Maltin's 1998 Movie and Video Guide," 1997, edited by
fellow Buster Keaton fan Leonard Maltin, for much of the information about

   thanks to the educational web site "A Dictionary of Slang," which specializes
in the British perspective, for some U.K. slang definitions:

   thanks to the research of modder Nuclear Hedgehog for the real names of some
of the land and flying vehicles,

   thanks to Tobias Nilsson for the real names of some of the other land and
flying vehicles.  This was a Swedish site of his:

   thanks to explorer yOman69, in message board posts for the PC version of
"Vice City" at Gamefaqs, for the PC super jump discovery.  His post is no longer
there, but you can find the Gamefaqs message board at:

   thanks to dare demon stunt man Gav, in a Gav's Stunt Guide (v.1) post at the
message boards at GTA Forums/GTA Vice City/Gameplay, for some extra jump spots
and grinds information.  The last time I checked, it was still at:

   thanks to video bike pilot Brad Ward, aka ThaShoka89 and Southern Finest, for
the BSM--Bike Stuck Method--which uses a PCJ 600 as a portable jump ramp for a
2nd PCJ 600.  Like yOman69, he shared his find with us at the message boards for
the PC "Vice City" at Gamefaqs.  Thanks on top of that for tipping me to the Cab
Climbing, Air Grabbing, etc., stunting tutorials by Ghostchild, Kaneda, and oth-
ers that were at:

   thanks to stunt man's stunt man Ghostchild for making it easy for many of us
to understand so many ways to do some of those stunts, and for letting me pass
it along to you:

   thanks to fluffyheretic of GTA Forums for writing to me about the references
Hidden Packages, the Stubby Shotgun, and the CROCS BAR make to "Miami Vice"

   thanks to GTA_Loc's post at GTA Forums for the "Felony Allowed" (I.53) and
Never Wanted (I.61) gimmicks, useful for Knocking Off Stores (I.24),

   thanks to Reverend Ted for the Havana Outfit Bug Fix--amen:

   thanks to eL dudE for the Game Script FAQ at the Gamefaqs web site:

   thanks to Aggrosk8er's full walk-though and FAQ for "Vice City" for the Pilot

   thanks to the "Criminal Rating/Media/Money FAQ" by Zarathustra for the High-
est media attention level and CRiminal Rating scores, and for the fastest way to
get the "Godfather" CRiminal Rating:

   thanks to the BradyGames Official Strategy Guide by Tim Bogenn for some his-
torical and technical information about a few of the weapons, a few strategies,
some helpful maps and photos, and the "official" numbers of the hidden packages,
rampages, and jumps:
   thanks to the gta-series web site for having such nice clear screen shots of
the Vice City vehicles:

   thanks to these web sites for a lot of the, as Forrest would call them, "big,
fat ol'" pictures of vehicles:
   http://www.motorcities.com/ now called http://www.carpictures.com/

   thanks to imageshack for letting me make copies of a lot of the pictures so
you wouldn't have pop-ups or have the pictures disappear when sales are over:

   thanks to the web site given below, which lets you type in phrases that it
translates into ANSII art:

   thanks to all the other people with individual tips mentioned in the text;

   and thanks to eBay for being a good way to get stuff cheap:

   If any of the web sites given in this guide become obsolete, you might lop
the end off of it, try the basic web site, and look around in it for the infor-
mation referred to.  You might also try a search engine for it, or see if it
turns up at http://archive.org/ (thanks again to HandsomeRockus for the archive
web site tip).

  PC info: if I haven't put out a GTA walk-though for a GTA more recent than
"San Andreas" by the time you read this, it's because I'm saving up for a 22m
processor with support for PCIe 3.0 and a 28nm graphics card.

  I hope the improved technology for PCs and of PS3 allows developers an easier
time of transferring game titles from PC to PS3 and vice versa.

  I got a good PC to use Cakewalk Producer, a MIDI Strat, Yamaha DD-55 drums,
M-Audio Oxygen 8 keyboard, etc., with, to do something about the music and come-
dy I've come up with since I was in high school.  (The Electronic Musician web
site is good for finding out what the best gear for that is currently.)  I fell
in love with "Vice City," the first game I played all the way through, as a side

  Personal info: "Winstein" is pronounced "Win," like win or lose, and "stein,"
like beer stein or Steinway piano; so many people have called me "Weinstein" I
usually joke I might as well convert.  The story I heard is that it was origin-
ally "Windstein" a long time ago but some ancestor of mine from Germany or
France had bad handwriting and some American official thought it was "Winstein."
They must have been easy to get along with because they let it stay that way.

  "Glen" (like in "Danny Boy") is Scotch/Irish for a little wooded valley.  With
two "n"'s, it a word for someone that lives in it.  "True" is Scotch/Irish, my
Mom's maiden name, and the etymology goes back to "constant, like the hardness
of a tree."  "Stein" is German for "stone."

  So just think "In a shady valley constantly hard by the piano" and it's easy
to remember, if misleading.

  The main thing to know about me is I'll always love my Mom and Dad.  How you
can tell from a town like this, I have no idea.

  He was an artist/cartoonist for the Pittsburgh Press and this is something vi-
sual.  Me and each of them watched movies and listened to music together.  I re-
member him in the art room with some swing or Dixieland playing.  My Mom mainly
went for what you might call MOR (middle of the road) music, but it included
more recent music.  So I put in a few appropriate MP3s and make some movie
scenes for them now and then.

  We even had our own words for things.  An outsider would never understand.

  "Glenster's Guide to Some of Vice City" copyright 2004, 2005, 2006, 2007,
2008, 2009, 2010, 2011, 2012, 2013, 2014, 2015, 2016, 2017, 2018, and 2019 Glen
T. Winstein

  This may be not be reproduced under any circumstances except for personal,
private use. It may not be placed on any web site or otherwise distributed pub-
licly without advance written permission. Use of this guide on any other web
site or as a part of any public display is strictly prohibited, and a violation
of copyright.

  I hope I didn't scare anyone.  You're supposed to say that.

  "Grand Theft Auto: Vice City" copyright 2003 Rockstar Games, Inc. Rockstar
Games, Rockstar North, the R* logo, Grand Theft Auto and the Grand Theft Auto
logo and A Take-Two Company logo are trademarks and/or registered trademarks of
Take-Two Interactive Software, Inc.


   I.1   Prelude to a prequel

  The intro, showing a command being typed into a computer to start the game,
looks like the start of an old Commodore 64 game.

  The song clip heard during the typing is from the 1979 song by The Buggles,
"Video Killed the Radio Star," which is heard on radio station Flash FM in the

  As the game prompted, "Vice City," begins, alternating bands of color are seen
while a bit of music that sounds like a calliope played by a MIDI machine is
heard.  The musical phrase played is the one that accompanies the appearance, in
the upper left corner of the screen, of the pager that makes announcements in

  "The Theme from Vice City" is by Lex Horton.

  GTAs, from "III" on, use Pricedown font for the "Grand Theft Auto" title.
It's similar to the font used since 1972 for the title of the TV game show "The
Price is Right."  Ray Larabie created the Pricedown font and named it in 1998.
The name of the font combines "Price" with the word "down" of the line used on
the show to call an audience member to be a contestant: "Come on down."

  The silhouette of trees is similar to the one in "Scarface," 1983 (I.2).  Then
you see a Squalo II speed boat, Haitian gangsters, and Tommy and Mercedes on a
Freeway motorcycle on the road that goes by the Ocean View apartment.

  If you want to recreate the intro scene of the car doing a jump, it's a Sabre
Turbo driving on the bridge that connects Leaf Links to the west island, then
jumping from the stairs of the "stilt" building.  The "stilt' building is on the
E island, NW side of the 3rd block from the E and 2nd block from the S.

  Then you see a Maverick, and a Chartered Libertine Lines ship docked at the SE
corner of the west island.

  The little Dodo with pontoons, the Skimmer, becomes available at I.79.

  Then you see a Mean Street Taxis bench, a Marquis 69 sail boat, and Washington
Beach by the low beachfront wall.

  The final shot is of the Standing Vice Point hotel.  It's about halfway up the
E island, SE of the Malibu Club.

  As with "GTA III," don't look for some of the things in the Stephen Bliss car-
toon montage, also shown on the front of the box the game comes in, during the
game.  The game doesn't have a helicopter with rails on the bottom that has two 
machine guns; the most similar motorcycle in the game, the PCJ 600, doesn't have
a standard headlight--it has one that looks like an evil grin; Sonny Forelli
doesn't look like the cartoon in the top center section; and the Pole Position
pole dancer doesn't wear long black hair and a pink bikini.


   I.2   Paying Tributes, making references, or at least having things in

  "Grand Theft Auto: Vice City,"
  Al Capone--"Scarface,"
  "The Untouchables" starring Robert De Niro as Al Capone,
  "Scarface" by "Armitage Trail" (Maurice Coons), Paul Muni, and Al Pacino,
  the "Vice City"/"Scarface" (with Al Pacino) similarities,

  "Cop Land," "No Escape," "Blow," Pablo Escobar,
  "Carlito's Way," "Donnie Brasco," "The Godfather,"
  "Goodfellas," "Mean Streets," "Taxi Driver," Martin Scorsese,
  Tiger Cabs, "Blue Thunder," Samuel L. Jackson,  Quentin Tarantino,
  Joanna Taylor, Robert De Negro, "Heat," "Manhunter," "Miami Vice," "Manhunt,"
  "The Sopranos," "Nice Dreams," John Wayne, "Easy Rider," "Speed," "Boogie
  Nights," "To Live and Die in L.A.," George Romero, "Lady Frankenstein,"
  "Escape from New York"

  Reservoir Dogs and political Bushes

  "Miami Vice," Miss Cleo, the Psychic Friends Network,
  wiccans, selling witchcraft as a way to get practical help from spirits,
  the Lunar Landing Hoax hoax,

  Phil Silvers, Andy Kaufman, "Top Gun," "Iron Eagle," Iron Maiden,
  "Spycatcher," Frank Sinatra, "Disco Inferno," "We Close Our Eyes,"
  Roger Wayland, Allan Robertson, Rambo, "The Final Countdown,"
  "Driving Miss Daisy," Michael Jackson

  Game makers and voice actors, soundalike game names, celebrity soundalikes
  (Walter Brennan, etc.), more funny things pedestrians say,

  Captain Scott and Dundee, Scotland, look-alike mall and soundalike island,
  Little Havana, Little Haiti, and Liberty City--Miami,
  and other places "Vice City" is based on

  "Grand Theft Auto: Vice City"

  In honor and recognition of your esteemed gaming goodness

   "Grand Theft Auto: Vice City" has received "best of" awards and acclaim from
all over the gaming community, including the AIAS (Academy of Interactive Arts
and Sciences) award for Console Action Adventure Game of the Year, 2002 ("III"
won for Computer Action Game of the Year), and even winning a handful of BAFTA
(British Academy of Film and Television Arts) awards in 2004 (design, sound, ac-
tion title, PS2 title, and PC title).

  Since "III," Grand Theft Auto has also been one of the most popular and suc-
cessful video game series in the world.

  According to the gamerankings web site on April 17, 2011, "Vice City" was the
5th all time best PC game with at least 20 reviews--"III" was the 10th.  You can
go to the web site given below to see the latest scores.

  Also see the designmuseum.org interview with Dan Houser--one of the creators
of "Vice City."

  Among other things, I notice his mention of the concern of the creators of the
GTA games to take the interactive features of games and combine them with a love
of movies, music, and books, not so much to make more such games but to make ex-
amples of a new kind of interactive movie.  I think this has a lot to do with
why I like the blend they come up with so much.

  Another game that takes place in Vice City, "Vice City Stories," was released
on PSP in 2006 and PS2 in 2007.

  Al Capone--"Scarface"

  Alphonse Capone, "Scarface," built his criminal empire in Chicago and Cicero,
Ill., in the 1920's.  He moved, with his wife Mae and son Albert, "Sonny," to 93
Palm Avenue (built by brewer Clarence Busch), Miami, Florida, in 1928.  (Unlike
Sonny Forelli, Sonny Capone didn't choose a life of crime.)  It was the year be-
fore Secretary of the Treasury, Andrew Mellon, began having him investigated by
the IRS and Eliot Ness.  It remained the home of the brutal organized crime
leader, when he wasn't in prison, for the rest of his life--till 1/25/1947.  (If
you send Tommy to the prostitutes a lot, remember that the original Scarface
died at 48 years old, ravaged by syphilis, so have him put a helmet on that lit-
tle soldier.)

  "The Untouchables" starring Robert De Niro as Al Capone

  Robert De Niro starred for "Scarface," 1983, director Brian De Palma in "The
Untouchables," 1987, in which he played Al Capone, Kevin Costner played Eliot
Ness, and Sean Connery played Jim Malone.  Some of Robert's earliest movie
roles--as Jon Rubin in "Greetings," 1968, as Cecil (as Robert Denero) in "The
Wedding Party" 1969, and as Jon Rubin in "Hi, Mom!" 1970, were directed by Brian
De Palma.

  Sean Connery, originally from Fountainbridge, Edinburgh, and who has a wonder-
ful and distinctive voice, did the voice acting and supplied the physical like-
ness for the 2005 Electronic Arts Xbox, PS2, GameCube, and PlayStation Portable
game based on the James Bond movie "From Russia with Love," 1963 (I was in the
theater).  Robert Shaw, mentioned in the Boats section, I.9.E, in this guide as
playing Quint in "Jaws," 1975, and also blessed with a distinctive voice, re-
prised his role as Donald "Red" Grant, too.

  For the real story of Eliot Ness, go to:

  The novel "Scarface" by "Armitage Trail" (Maurice Coons), followed by Paul Mu-
ni as "Scarface" Tony Camonte, followed by Al Pacino as "Scarface" Tony Montana

  "Scarface," 1983, starring Al Pacino as Tony Montana and directed by Brian De
Palma, takes its basic story from "Scarface," 1932, starring Paul Muni as Tony
Camonte, directed by Howard Hawks, and produced by the uncredited Howard Hughes.
Among the differences, the 1983 movie changes the story about Chicago bootleg-
gers to one about Miami cocaine dealers.  Among the similarities, the blimp in
the 1983 version says the same thing as the statue in the pool in Tony Montana's
mansion when he's shot to death, which says the same thing that's found on a
billboard seen outside of Tony Camonte's apartment when he's shot to death: "The
World is Yours."

  "Scarface," 1932, a fictional account of a Capone-like gangster and thinly-
disguised portrayals of related gangsters, was loosely adapted, largely by Ben
Hecht, from the novel "Scarface," 1930, by Maurice Coons, who wrote it using the
name "Armitage Trail."  In the novel, as in real life, Scarface isn't killed by
the authorities.

  Like "Vice City," both movies had their problems with people demanding revi-
sions or censorship.  Modern versions of the 1932 version have restored the
original ending in which Camonte is shot to death by the police instead of being
apprehended, judged, and hanged offscreen.

  The "Vice City"/"Scarface" (with Al Pacino) similarities

  Both "Vice City," 2002, starring voice actor Ray Liotta as Tommy Vercetti, and
"Scarface," 1983, starring Al Pacino as Tony Montana, take place in 1980's Mi-

  Tommy Vercetti and Tony Montana each come from prison, do menial labor jobs
when they 1st get into Florida, and work their way up the criminal ladder of
success.  Tony Montana gets a job as a dishwasher in El Paraiso, across from the
Little Havana Restaurante; at the Little Havana, he gets work from Frank Lopez
via Omar Suarez (F. Murray Abraham).  Tommy Vercetti gets jobs from Umberto Ro-
bina (voice acted by Danny Trejo) at Umberto Robina's Cafe in Little Havana.
(And there is a Little Havana Restaurant which serves Cuban food in North Mi-

  In "Vice City," the neon-lit side of the street the Ocean View Hotel is part
of, and the area of grass and trees, a low wall, and then beach on the other
side, looks like a street in Florida used in filming the exterior scenes of the
chainsaw segment of "Scarface," 1983.  (The neon-lit buildings remind me of pic-
tures I've seen of the Art Deco section of South Beach in Miami.)

  The Deacon Motel is one door to the S of Tommy Vercetti's 1st apartment, at
the Ocean View, and three doors S of the Deacon is the Colon hotel.  The chain-
saw murder in "Scarface" takes place in the Sun Ray Motel; the Beacon Hotel is
on the left of it and The Colony is on the right.  (And Miriam Colon plays Mama
Montana in "Scarface.")

  Apartment 3C has bloodstains on the walls and floor indicating a bloody tor-
ture of someone, which look like the stains on a wall and the floor of the room
of the Staunton police station that Claude, the lead character, breaks a Yazuka
free from for Kenji in "GTA III," and call to mind the chainsaw murder scene in
"Scarface," 1983, especially since Apartment 3C is where you can also find a
Chainsaw in Vice City.

  The clothes Tony Montana wears in the chainsaw segment of "Scarface" look like
the ones Diaz wears in "Vice City" except the pattern of flowers on the shirt is
a little different.

  In "Vice City," the Voodoo is a reddish-brown '60 Chevrolet Bel Air (much of
the body is the same as an Impala) lowrider...

  ...and the car Tony drives in the chainsaw segment of "Scarface" is a reddish-
brown '68 Chevrolet Impala.

  In "GTA III," Flashback FM is a radio station hosted by Toni (as in "Tony Mon-
tana").  All it plays are five of the synthesizer-oriented songs, by Giogio Mor-
oder, from the movie "Scarface," 1983.  The station seems to be an ongoing con-
cern, despite the playlist restriction.  One of the songs, "Rush Rush," has lyr-
ics and a lead vocal by Deborah Harry.

  Toni hosts Flash FM in "Vice City," which also ribs 80's synthesizer music in
a Synth and Son commercial.  Deborah Harry does the voice acting for the Kaufman
Cab company dispatcher.  And in "Jury Fury," Tommy muscles some jurists to give
Giorgio a verdict of "innocent."

  Tony Montana tells Alejandro Sosa (Paul Shenar) that Bell 209 assault helicop-
ters are among the hazards of bringing cocaine into Florida; the Sea Sparrow in
"Vice City" is a Bell 47G.

  Robert Loggia is the voice actor for crooked policeman Ray Machowski in "GTA
III," who's similar to crooked policeman Mel Bernstein (Harris Yulin) in "Scar-
face," 1983.  Robert Loggia plays crooked BMW car salesman/crime leader Frank
Lopez in "Scarface," 1983.

  Frank tells Tony he needs a guy with steel in his b**ls.  Umberto tells Tommy
he wants to hire someone with big cajones (which may be a Peruvian or flamenco
percussion instrument or a Jimmy Durante reference--I'm not sure).

  One of the cars Tony Montana drives is a silver-gray BMW that looks a little
bit like a rounded off "Vice City" Deluxo (a DeLorean).

  The purple triangular neon-lit and draped stage by a dance floor in the Malibu
Club has similarities to the disco concert stage and dance floor of the Babylon
in "Scarface," 1983.

  Tony likes to smoke cigars.  A lady who sells cigars from a horizontal box
hanging from her neck is one of the pedestrians you may see around the Ocean
View, and there's a La Tradicion Cuban Cigar Factory store in Little Haiti in
"Vice City."  You have to use the "certaindeath" code to get Tommy to smoke,

  The title of "Vice City" is shown over a mostly orange picture of palm trees,
which is also seen as a picture on the wall in the TV room of the mansion, and
on the wall of the upstairs room and behind the 1st floor bar of the Malibu
Club, which is very similar to the picture of palm trees on the wall in Frank
Lopez' office in "Scarface," 1983.

  Tony Montana refers disparagingly (take a wild guess how) to the Diaz broth-
ers; Tommy Vercetti works for, then kills, a crack baron named Diaz.
  (For the next link, Copy and paste the 2nd line to the 1st in the Address

  Tony goes to Elvira, who's lounging by an L (for "Lopez") shaped pool.
There's a Rockstar logo shaped pool in back of a house, where hidden package 53
is, on Starfish Island in "Vice City."

  Tony kills Lopez.  Tommy kills Diaz.

  The blimp in "Scarface," 1983, says, "The World Is Yours.."  The "Vice City"
blimp, on one side, says, "GASH," the name of the "Vice City" parody of the Gap
clothing stores.  (The other side of it has the mirror image of "GASH.")

  Tony launders his cocaine money at the corrupt Tri-American City Bank.  Tommy
holds up El Banco Currupto in Little Havana.

  There's a tiger skin rug in the TV room of Tommy's mansion, and a tiger skin
on the back of the couch in Tommy's apartment in the Ocean View.  There's a ti-
ger in "Scarface," 1983.  The tiger on Montana's property is suggestive of the
private zoo on Escobar's (see below) property.

  Tony is chauffeured in a white car.  Tommy's Stretch limo is white.

  The clothes Tony Montana wears near the end of "Scarface" look like the Ver-
cetti outfit of "Vice City" except Tony's shirt is white--not pink.

  Tony's mansion has statues of women in robes by it.  Tommy's mansion has stat-
ues of women in robes in the 1st floor indoor pool room that opens to the back

  Tommy's office door at the back of the 2nd floor, big stairway to the 1st
floor before it with balconies and portraits on either side, and the emphasis of
the color red inside the main entrance room of his mansion, are like Tony Mon-
tana's, except Tony's has a staircase that goes down along the wall from either
side of his office and a small pool with a "The World is Yours" statue in the
middle of the 1st floor instead of a central staircase.

  Tommy's office, with a high back black chair at a desk and twelve monitors in
the back right corner, facing the desk, is like Tony Montana's, except Tony has
six monitors in two horizontal rows of three.

  In "Vice City," the twelve monitors are in the main office of the Starfish Is-
land mansion, 1st seen in "The Chase."  The monitors show the same scenes
throughout the game, notably when Diaz looks at them and realizes his mansion is
being invaded in "Rub Out," and when Tommy starts his war against Sonny's Mafia
men in the same office in "Keep Your Friends Close."

  The twelve monitors show the scenes shown on two of the six monitors in "Scar-
face," 1983, when Tony Montana realizes his mansion is being invaded--not the
estate of the "Vice City" mansion.

  - Six show the curved stairs and the small pool with the "The World is Yours"
statue in Tony's mansion--the monitor Tony has in the middle of his bot-
tom row of three.

  - Six show the exterior, pillars, and driveway of Tony's mansion at night, lit
by lamp light--Tony's lower left monitor.

  When Tony defends his mansion against Sosa's invading Columbian henchmen, he
uses a machine gun that also shoots a grenade from a thicker lower barrel.  Wi-
kipedia says it's an M16 fitted with an M203 grenade launcher.  The M4 is the
weapon Tommy has that looks the most like it. 

  When Tommy Vercetti has to defend the mansion against invasion at the end of
the main story missions of "Vice City," however, I recommend the Minigun over
the Rocket Launcher.  Either way, go ahead and equip the Rocket Launcher at the
door of the main room, overlooking the stairs, and give it a "Say hello to my
little friend,"--pa-HOOM!--for me.  (It's also one of the "Scarface," 1983,
lines the peds say in "GTA III."  In "Vice City," an Hispanic ped says, "You
want to meet my little friend?")

  Cliff O'Neill's web site web site showing some of the "Vice City"/"Scarface,"
1983, similarities is at:

   A brunette pedestrian with a pink top and pale blue short skirt in "Vice
City" says she graduated from Scarford (a pun on "Scarface" and "Stanford," I

  Another PC game, "Scarface: The World is Yours" by Radical Games for VU Games,
was released in October, 2006.  It features a number of the same actors from the
1983 movie as voice actors.  Al Pacino, except for some clips from the film at
the beginning, is only represented with a visual likeness with someone else pro-
viding the voice.  It starts with Tony Montana in the office in his mansion,
like at the end of the movie, but he lives.  (I guess, after major crime leader
Tony Montana had the ammunition for the east coast poured into him, Al Pacino
figured he's had it, or, at least, should have.  Al Pacino allowed his likeness
to be used and chose the voice actor, Andre Sogliuzzo, though.)

  Besides original cast members like Robert Loggia (Ray Machowski, "III"), it
features Michael Rapaport (Joey Leone, "III"), Robert Davi (Col. Cortez, "Vice
City"), and James Woods (Mike Toreno, "San Andreas").  I haven't tried it yet,
but it sounds like it has a lot going for it; no cycle jumps, though.  I hope it
has interesting pedestrians and car jumps.  (I suppose the Dodo is too much to
ask for).

  "Cop Land" starring Ray Liotta, Robert De Niro, Frank Vincent, Michael Rapa-
port, and Deborah Harry

   Ray Liotta stars as coke addict Gary Figgis in "Cop Land," 1997.  It also
stars Robert De Niro as Lt. Moe Tilden, Frank Vincent as PDA President Vincent
Lassaro, Michael Rapaport as Murray "Superboy" Babitch, and Deborah Harry as
Doris.  Frank Vincent and Michael Rapaport do the voices of Salvatore and Joey
and Leone, respectively, in "GTA III"--Vincent returns as Salvatore in "Grand
Theft Auto: San Andreas," 2004.  And Deborah Harry is the voice of the Taxi Con-
troller in "Vice City."

  "No Escape" starring Ray Liotta

  Ray Liotta starred in "No Escape," 1994, in which he plays Robbins, a prisoner
who wants to escape from various strange brutal places.

  "Cop Land" and "No Escape" are also the names of two of the missions in "Vice
City" in which you can get Tommy a policeman's outfit.

  "Blow" starring Ray Liotta and Johnny Depp

  Ray Liotta played Fred Jung, the father of George Jung, played by Johnny Depp,
in "Blow," 2001.  George Jung claimed he imported 85% of the U.S. supply of co-
caine in the 1970's (working with Carlos Lehder--Diego Delgado, in the movie--as
a U.S. extension of the activities of Pablo Escobar).

  However, he never claimed that his packages could glow lime green while he
helped screw up a lot of people's lives.

  Pablo Escobar

  Shortly after the opening scenes in "Vice City," Tommy tries to make a cocaine
deal for Sonny at Escobar International Airport (S end of the west island).
(Escobar is also the name of the neighborhood in the SW section of the industri-
al sector in "GTA 2.")  The most successful cocaine dealer through this period
in the real world was Pablo Escobar.

  Various points are disputed in the variety of web sites I checked.  I'll try
to weed out the points that are repeated.

  He is said to have started his criminal career grinding the writing from tomb-
stones and stealing cars and selling them.

  The little jets at the airport may suggest private jets used to make some of
the illegal transactions made with his group.  Forbes Magazine listed him as the
7th wealthiest person in the world in 1989.  He was also a violent criminal.
(Some say he invented the Columbian necktie, whereby a person's tongue was
pulled through a hole cut in their neck, but Wikipedia says it was invented dur-
ing the 1950's Columbian civil war.  Sounds like something he'd have done,
though.)  He had at least 100 people murdered while holding Columbia under a
reign of terror for his own gain.  Hundreds of others were murdered by his mob.
His hit men fired snub nosed machine guns in drive-bys from the back of motorcy-

  He proudly had his picture taken in front of a car he owned that once belonged
to Al Capone.

  Pablo's brother Roberto says Pablo showed off one which was full of bullet
holes that he claimed was owned by Bonnie and Clyde.  ("The Accountant's Story:
Inside the Violent World of the Medellín Cartel" by Roberto Escobar)

  He tried, like Al Capone, to use some of his wealth to buy respectability, and
deflect some criticism from the credulous--and deflect some of the all-too prev-
alent bullets--with some very public shows of charity.  Like Capone, he was
imagined to be a folk hero by some of the poor people of his area, who admired
anyone who could give them money, wherever it came from.

  In a country with an awful record for human rights, he nevertheless progressed
from desperate efforts to validate his ego to desperate attempts to stay alive,
and was shot to death at 44 years old in 1993.   Police Colonel Aquilar claims
to have shot him. 

  But the identity of the one who can claim credit is disputed.  (For the 1st
web address, you have to Copy and Paste the 2nd line to the 1st line in the ad-
dress bar.)

  (Editorial note: don't ever do anything to help finance organized crime.  The
money used for whatever you buy goes to finance the whole operation, including
some of the worst people in the world.  My substantiation for that from a vic-
tim's view goes beyond the scope of this article.)

  The main terminel building at Escobar International looks like the TWA Flight
Center, Terminel 5, designed by Eero Saarinen, at John F. Kennedy International
Airport in New York City.  (Thanks to dogzilla for the tip.) 

  "Carlito's Way" starring Al Pacino, Sean Penn, and Luis Guzman

  Ken Rosenberg, Tommy's cocaine-addicted lawyer, gets ex-con Tommy involved in
more crimes.  Cocaine-addicted lawyer David Kleinfeld, played by Sean Penn, gets
ex-con Corlito Brigante, played by Al Pacino, involved in crime again in "Carli-
to's Way," 1993 (based on a true story).

  Like "Scarface," 1983, before it, it stars Al Pacino and was directed by Brian
De Palma.

  Again, in "Scarface," Tony Montana curses the Diaz brothers; Carlito's body-
guard is played by Luis Guzman, who does the voice acting for Diaz in "Vice

  "Donnie Brasco" starring Al Pacino, Johnny Depp, and Michael Madsen

  The movie "Donnie Brasco," 1997, has a scene in which Dominick "Sonny Black"
Napolitano (Michael Madsen, who did the voice acting for Toni Cipriani in GTA
"III"), after his group lost a lot of the money of Alphonse "Sonny Red" aka
"Rusty" Indelicato (Robert Miano) in a sting in Florida, says he has to go back
to NYC to make things right with Sonny aka Rusty.  Sonny Black tells his group
that when they find the snitch responsible, they should "cut his pr**k off,"
etc.  This is like Tommy Vercetti losing a lot of his NYC boss Sonny's money in
a sting in Miami and calling Sonny to promise to make things right and mail him
the di**s of those responsible.

  "The Godfather" starring Marlon Brando and Al Pacino

  In "GTA III," 2001, and the "GTA III" set in the film studio in "Vice City,"
there are movie posters for "Badfellas" that feature a drawing of Marlon Brando
as he appears as Don Vito Corleone in the title role of "The Godfather," 1972,
which also stars Al Pacino as Michael Corleone, James Caan as Santino "Sonny"
Corleone, and Robert Duvall as Tom Hagen.  It won the Academy Award for Best
Picture and Best Actor (Marlon Brando) of 1972.

  The last name of Salvatore Leone (Frank Vincent) of "III" and "San Andreas" is
an abbreviated version of the last name of Don Vito "Corleone."  Salvatore's son
Joey is a bit like Don Vito's son Michael.

  Thanks to Konstantinos for this reference: Hyman Memorial Stadium may be named
after the character of Hyman Roth, the Florida-based jewish gangster from "The
Godfather Part II."  Roth himself was based on the real life famous gangster
Meyer Lansky.

  And Electronic Arts released a PC, PS2, PS3, PSP, Xbox, Xbox 360, and Wii game
of "The Godfather" starring the voices of over 20 people from the movie, includ-
ing Marlon Brando (made for the game before he was taken from us), Robert Du-
vall, and James Caan, (no Al Pacino?), with their visual likenesses, in March,

  Robert De Niro got one of his Academy Awards, for Best Supporting Actor, for
"The Godfather Part II," 1974.

  "Goodfellas" starring Robert De Niro and Ray Liotta with Frank Vincent and
Debi Mazar, directed by Martin Scorsese

  During the opening scenes with Sonny Forelli in "Vice City," you can see some-
one hung on a meat hook in a freezer, which is how Frankie Carbone (Frank Si-
vero) ended up in "Goodfellas," 1990, directed by Martin Scorsese and starring
Robert De Niro as Jimmy Conway, Ray Liotta as Henry Hill, Joe Pesci as Tommy De-
Vito, and Paul Sorvino as Paul Cicero.  Joe Pesci won the 1990 Academy Award for
Best supporting Actor.

  "Goodfellas" also features Frank Vincent as Billy Batts (the guy who's stomped
on and ends up being brutally murdered in a car trunk) and Debi Mazar as Sandy,
who did the voice acting for Salvatore Leone and Maria, respectively, in "GTA

  Frank Vincent, as Phil Leotardo, kills Angelo Garepe, who pleads from the
trunk of a car, in one of the episodes of the TV show "The Sopranos."

  Joe Pesci vs. Frank Vincent in Scorsese movies with Batts/bats:

  - Joey La Motta (Joe Pesci) beats up Salvy Batts (Frank Vincent) in "Raging
Bull," 1980, then

  - Tommy DeVito (Joe Pesci) and Jimmy Conway (Robert Di Niro) stomp and shoot
Billy Batts (Frank Vincent) to death, for which DeVito's own mob later kills him
for, in "Goodfellas," 1990, then

  - Frank Marino (Frank Vincent) leads a group of men who beat Nicky Santoro
(Joe Pesci) nearly to death with bats then bury him alive in "Casino," 1995.

  Don't ever kill Joe Pesci or Frank Vincent.  They're mighty, mighty men.
You'll just make them mad, and they'll come back and hurt you.

  Somehow, the Joe Pesci and Paul Sorvino ("Goodfellas") look-alikes ended up in
the game "Mafia," 2002 (best seen on PC), which began production before "GTA
III" yet isn't a prequel.  It's a "Goodfella" parallelogram.

  "Goodfellas" is largely based on the true experiences of mobster-turned-in-
formant Henry Hill, played in the movie by Ray Liotta.  Here's an interesting
account of the real story behind "Goodfellas":

  The 1978 Lufthansa heist

  Further information about actual criminals as the models for characters in
"Goodfellas" and "The Sopranos" can be found at these web sites:

  "Mean Streets" and "Taxi Driver" starring Robert De Niro and directed by Mar-
tin Scorsese, Tiger Cabs, "Blue Thunder" starring a helicopter, and Samuel L.
Jackson, Quentin Tarantino, Joanna Taylor, and Robert De Negro

  Robert De Niro starred as John "Johnny Boy" Civello in "Mean Streets," 1973,
and as Travis ("You talkin' to me?") Bickle (as Robert DeNiro) in "Taxi Driver,"
1976, earlier than "Goodfellas," 1990, for director Martin Scorsese.  "GTA III"
has Mean Streets Taxis, which is advertised on benches in "Vice City"--you can
see one of the benches during the intro.  In Little Havana, there's a "Mean
Street Taxis" building; the window of the "Pizza Face" place beside it says
"DINERO WITHOUT LIMITE," which is Spanish for "money without limits."

  According to Wikipedia, a couple of related references are:

  "In the first Grand Theft Auto game one of the available characters with the
default name 'Travis' sports a mohawk and wears a green jacket."

  "In the video game Grand Theft Auto: Liberty City Stories, an unlockable taxi
cab named the Bickle '76 is available after completing 100 fares in the 'Taxi
Driver' side mission."

  Ryton Aide in Little Haiti in "Vice City" advertises Martin's Sciateze Back

  In "Scarface," 1983, Tony Montana fails to impress Elvira Hancock (Michelle
Pfeiffer) with a pale yellow Cadillac with fins and a zebra skin interior.  The
rewards for dropping off 100 fares with a cab in "Vice City" include the Zebra
Cab, which is a combined Al Pacino and Robert De Niro reference, but I wouldn't
try to impress Michelle Pfeiffer with it.

  Thanks to reader Jeff Sims who sent me his theory that the Zebra Cab is a ref-
erence to a taxi company called Tiger Cabs, a front for a drug running (and oth-
er criminal business) outfit in Miami, in the book "American Tabloid" by James

  (The other GTA reference to "Zebra" is the Zebra Bar, a reference to inter-ra-
cial sex, in "San Andeas."  So it may be a sex pun-related way to come up with
an alternative name for Tiger Cabs.)

  Papaya Studio has cancelled plans for a "Taxi Driver" game which was to be
published by Majesco and released in 2006.

  The Vigilante Mission, if done with the Hunter, is called "Brown Thunder."
There was a 1983 movie, then a 1984 TV show, about an advanced experimental at-
tack helicopter called "Blue Thunder."

  According to a web page devoted to "Blue Thunder" by Greg Donner:

      "Contributor Eddie Duca notes that writer's Dan O'Bannon and Don Jakoby's
      original concept was similar to the movie "Taxi Driver" with Robert De-
      Niro.  According to interviews O'Bannon did for the July/August '83 issue
      of Film Comment Magazine and an August '85 issue of the L.A. Times, the
      original story had Murphy as a paranoid schizophrenic who would have bi-
      zarre hallucinations from his helicopter. Eventually he becomes convinced
      he's a reincarnation of the Norse god THOR, god of thunder. As O'Bannon
      put it, he would devastate L.A., turning it into a Beirut like nightmare.
      O'Bannon mentioned that they even had a scene where the Hollywood freeway
      collapses (never filmed.) The story was changed to make Murphy heroic (and
      therefore more commercial.)"

  PS: I wonder if this had anything to do with Thor being a guest on KCHAT?

  "Chicks 'N Guns," on a movie poster in the trailer at Phil's Place, was the
title of the video watched by Robert De Niro and Samuel Jackson at the beginning
of the movie "Jackie Brown."  (Thanks again to Rusk for the "Jackie Brown" tip.)
In "Vice City," "chickswithguns" is a code that replaces the Vercetti gang with
women in bikinis carrying guns.

  Samuel L. Jackson, besides starring in "Jackie Brown," 1997, is Stacks Ed-
wards, the big heist assistant shot on his bed in "Goodfellas," and is the voice
of Officer Frank Tenpenny in "San Andreas."

  "Jackie Brown" was directed by Quentin Tarantino, who has used a camera shot
made from the trunk of a car in several movies.  Lance has Diaz think his name
is Quentin in the opening of "Phnom Penh '86," and a camera shot made from a car
trunk is used in the opening of the mission "Rub Out."

  Mr. Black and Leo Teal refer to the 1992 Tarantino movie "Reservoir Dogs."
Both surnames are also colors as are the code names of the robbers in the film.
(Thanks to the grandtheftwiki.com web site.)

  Joanna Taylor's picture on the cover of a Maxim magazine is altered for the
"Fun Bags" poster in the bedroom of the trailer at Phil's Place.

  Robert De Negro is mentioned in the radio tracks of "Grand Theft Auto 2."
While that sounds like a play on the name "Robert De Niro," it's the name (nick-
name?) of a real person.  He helped with the music for the 1st "GTA," did the
vocals for "Grand Theft Auto" by Da Shootaz on LIPS 106 for "III," and, as Rob-
bott De Negro, did the vocal for Beatbox for "Vice City."  Beatboxing is vocally
imitating percussion, particularly as it's done for hip hop and such, but I'm
not sure just where he shows up on the soundtrack.

  "Heat," starring Robert De Niro, Al Pacino, Tom Sizemore, William Fichtner,
and Danny Trejo, "Heat" and "Manhunter" directed by Michael Mann, the executive
producer and a writer for "Miami Vice," and "Manhunt"

  "Heat," 1995, starred Robert De Niro as Neil McCauley and Al Pacino as Lt.
Vincent Hanna.  It also starred Tom Sizemore as Michael Cherrito, William Ficht-
ner as Roger Van Zant, and Danny Trejo as Trejo--Sonny Forelli, Ken Rosenberg,
and Umberto Robina, respectively, in "Vice City."

  "Heat" was directed by Michael Mann, who also directed "Manhunter," 1986, in
which Brian Cox plays Hannibal Lector.

  Michael Mann was also the executive producer and a writer for the TV series
"Miami Vice," 1984-1989, and was the writer/director/producer for the 2006 movie
based on the show.

  Brian Cox, Hannibal Lecter in Michael Mann's "Manhunter," 1986,  did the voice
acting for the TV director in Rockstar North's M-rated violent action stealth
game "Manhunt," 2003 (what are you kids watching on TV here?).  It's not by the
same basic group of people of Rockstar North that work on the "Grand Theft Auto"
series, although there are some (such as Renaud Sebbane, Hunter Platin, Navid
Khonsari, and writers Alan Davidson and James Worrall) in common.  (I'm guessing
that the son of "Vice City"'s Gregory Sims is Greg Sims II in "Manhunt.")

  Danny Trejo, Umberto Robina in "Vice City," had a minor role as a guy named
Scarface in a teen comedy called "Trojan War," 1997, which also featured Lee Ma-
jors, the voice of Mitch Baker in "Vice City."

  "The Sopranos," Lawrence Taylor--the MVP of the NFL in 1986, Fairuza Balk, and
Jorge Pupo

  "The Sopranos" won the Emmy Award for Best Drama in 2004.

  Lawrence Taylor, the voice of B.J. Smith in "Vice City," was the Most Valuable
Player in the NFL in 1986, the year "Vice City" takes place in.  (B.J. is a co-
medic take on O.J. Simpson, another football star from the period who, unfortu-
nately, murdered a couple of people in 1994 and went to live in Miami and play
golf.)  Lawrence has also guested as himself in 2004 in the "All Happy Fami-
lies..." episode of "The Sopranos," a TV show about fictional mob leader Tony

  Fairuza Balk, the voice of Mercedes Cortez in "Vice City," is in two 1999 epi-
sodes of "The Sopranos" as FBI Agent Deborah Ciccerone, and in a 2001 episode as
FBI Agent Deborah Ciccerone/Danielle.

  Jorge Pupo is the voice of Gonzales--Diaz' right hand man who betrays him--in
"Vice City" and reprises the role for "Vice City Stories," 2006.  He's also the
2nd valet in the "All Happy Families" episode of "The Sopranos," 2004.

  Joe Pantoliano was also on "The Sopranos" as Ralph Oifaretto, 2001-2002; he's
the voice of Luigi Goterelli in "GTA III."

  "Nice Dreams"

  The mission "Distribution" for the Cherry Poppers ice cream factory is similar
to Cheech and Chong using a truck to sell ice cream that contains experimental
marijuana in the 1981 movie "Nice Dreams."

  Thanks again to reader Colin Attle for the tip that the Cherry Poppers mission
is also likely a reference to the Glasgow Ice Cream Wars of the 1980's.

   John Wayne and "Easy Rider"

  Dennis Hopper, the voice of Steve Scott in "Vice City," also plays Dave Hast-
ings in "The Sons of Katie Elder," 1965, and Moon in "True Grit," 1969.  In both
of them he has death scenes with John Wayne (who plays John Elder and "Rooster"
Cogburn, respectively, and who won the Best Actor Award in 1969).  This may be
why one of the "Vice City" missions is called "The Shootist"--it's the title of
John's last movie, in which John plays John Bernard Books.  "The Shootist,"
1976, is also a poignant reflection on the life and career of John Wayne.

  According to Dennis Hopper John, during the making of "True Grit," figured
Dennis got John's daughter to hear cussing at an Eldridge Cleaver (Black Pan-
thers) speech.  John got out of a helicopter with a .45 on his hip wanting to
know where "that Pinko Hopper was hiding."  He wanted a discussion, not actual
manslaughter, but Dennis hid in Glen Campbell's trailer for a while.

  I think the red, white, and blue cycles in front of Mitch Baker's Biker Bar
are supposed to look like the bike Peter Fonda rode in "Easy Rider," 1969, which
"Vice City" voice actor Dennis Hopper directed, and which he also starred in and
co-wrote (with Terry Southern) with producer Fonda (as Billy and Wyatt, respec-
tively).  The violence of the Bikers is among the least difficult to have Tommy
deal with of the violence of the gangs in "Vice City."

  (P.S.: I'd also enjoy Jack Nicholson as a voice actor for Rockstar North to
get for Grand Theft Auto.  He played alcoholic lawyer George Hanson in "Easy
Rider" and won one of his three Academy Awards for playing Randle Patrick McMur-
phy in "One Flew Over the Cuckoo's Nest"," 1975.  He has a distinctive voice and
he's played all kinds of parts.  You usually think of a celebrity for the cut
scenes, but you hear the pedestrians more, although you stand a better chance of
being run over or shot that way.  How about having him on the radio?--covering a
basketball game?--something.)

  Peter Fonda is the voice actor for The Truth in "Grand Theft Auto San An-
dreas," 2004.  He also starred with Luis Guzman in "The Limey," 1999.

  Dennis Hopper plays Frank Booth in "Blue Velvet," 1986, directed by David
Lynch and starring Kyle MacLachian as Jeffrey Beaumont.  Kyle MacLachian does
the voice acting for Donald Love in "GTA III."  The joke I know for this one is
that Dennis called David Lynch about getting the role of the psychopathic, ni-
tros-oxide-sniffing guy who's brutal to Isabella Rosselini's character.  Dennis
pleaded, "You have to let me play Frank Booth--because I am Frank Booth!"  This
raised a question for David: "That's great for the movie, but how are we going
to have lunch with him?"

  "GTA Vice City - Voice Actors" by GTAPlaceTV 
  It features many of the VC voice actors at a recording studio.


  The idea of a vehicle that will blow up unless it goes at least a certain
speed, used in the Love Fist mission "Publicity Tour," was seen in the 1994 mov-
ie "Speed," in which Dennis Hopper played Howard Payne.

  "Boogie Nights" starring Luis Guzman and Burt Reynolds

  Burt Reynolds, who does the voice acting for Avery Carrington in "Vice City,"
stars as Jack Horner, for which he won a Golden Globe Award for Best Supporting
Actor, in "Boogie Nights," 1997, which also stars Luis Guzman as Maurice T. Rod-

  "To Live and Die in L.A."

  According to the International Movie Data Base web site, "Vice City" has a
number of connections with the movie "To Live and Die in L.A."  The movie's last
line, "You work for me now," is something Diaz tells Tommy, both feature the
Wang Chung tune "Dance Hall Days," the perspective of Waxman when he's murdered
is like that of Diaz when he's killed by Tommy and Lance, and both feature coun-

  George Romero, writer and director of "Night of the Living Dead"

  Funeraria Romero, just S of the pizza place in Little Haiti, features a dis-
play window containing a photo of Bela Lugosi as Dracula that someone has drawn
a mustache, etc., on.  It's in front of an alley where you'll find a shallow
open grave of a skeleton missing the left forearm, and is just a bit N of Carni-
zero Romero Family Butchers shop, which features hanging pig carcasses, a human
arm, and a box labeled "HUMAN ORGAN for transplant" in the window.

  It's probably named after director/writer George Romero, who made "Night of
the Living Dead," 1968, "Dawn of the Dead," 1978, "Day of the Dead," 1985, and
scripted a remake of "Night of the Living Dead," 1990.  They're all horror mov-
ies about people trying to survive when recently dead people come to (basic in-
stinctive) life, need to eat other people's flesh to survive, and are only
stopped if their brains are destroyed.

  "Lady Frankenstein"

  Flicko found that the poster with the line "ONLY THE MONSTER SHE MADE COULD
SATISFY HER STRANGE DESIRES" is for the 1971 movie "Lady Frankenstein."  The
poster is on the N outer wall of Interglobal Films.

  "Escape from New York"

  The Cabbie first appeared in "GTA III," which also has a bonus version called
the Borgnine.

  The Borgnine and Cabbie are named after the actor Ernest Borgnine who played a
cab driver nicknamed Cabbie in the 1981 movie "Escape from New York."  He drives
a Checker Marathon cab, which is what those cars are based on and which was very
common in New York City and many other American towns.

  Reservoir Dogs and political Bushes

  Mr. Black (his name according to a post on a site about the VCPD) thinks he
gives the Assassination missions to Mr. Teal.  This may refer to the names of
colors used as nicknames by the main characters in the 1992 Quentin Tarentino
movie "Reservoir Dogs."

  The names of the VC characters Alex and Laura Shrub refer to president George
W. Bush and his wife Laura.  Texas columnist Molly Ivins popularized the idea of
calling George W. "Shrub."

  "Miami Vice" starring Phillip Michael Thomas and Don Johnson

  The voice of Lance Vance is provided by Phillip Michael Thomas of the 1984-
1990 TV show "Miami Vice."  The pairing of Tommy Vercetti and Lance Vance is
similar to the team of Crockett and Tubbs, and the pair of guys who come after
Tommy in a "Vice" Cheetah if his wanted rating goes to three stars, if one is
African-American and the other is European-American, look vaguely like Crockett
and Tubbs from that show.  I do mean "vaguely"--that handsome Phillip Michael
Thomas is represented by the pedestrian you see that has a Gilligan-type sailor
cap pulled down over his eyes, and that handsome Don Johnson is represented by
some guy with a goatee.

  The "Vice" Cheetah looks like Crockett's white Ferrari Testarossa of the last
three seasons of the show.  The Stinger looks like the black Ferrari Daytona
Spyder he drove in the 1st two seasons.  The Spyder was actually a replica built
on the chassis of a 1980 Corvette, which is a slightly earlier model Corvette
than the one the Banshee in Vice City is based on.

  Luis Guzman (the voice of Diaz in "Vice City") was in a couple of episodes of
"Miami Vice," too--as Miguel in a 1985 episode and as the 1st Goon in a 1986 ep-
isode.  I'm starting to think I have to give Luiz Guzman his own walk-through--
he's in everything, this guy.

  Jan Hammer (the Mahavishnu Orchestra) came up with music for "Miami Vice" such
as "Crockett's Theme," which is played on Emotion 98.3 in "Vice City."

  There are other similarities, such as with the scenery and variety of vehi-
cles.  The heroes were savvy to the ways of the criminals they were after, and
Tommy Vercetti sure is.  It wasn't a prequel, but Don Johnson lit up between 11
and 12 (no, no, no....)

  fluffyheretic of GTAForums: thanks for telling me several references.  "Milk
Run," the 12th episode, Jan.4, 1985, of the first season of the TV series "Miami
Vice," "revolves around two New York kids looking to strike it big by smuggling
some cocaine into the States" in statues that are like "Vice City" Hidden Pack-

  In the episode, Crockett and Tubbs go after a south Miami drug ring that puts
cocaine in hollow statues.  Each is packed with a bag of 90+% pure cocaine and
has a street value of $25,000.  Tubbs says the statues look like "Chango, god of
the Santeria, a religion popular in Columbia--actually originated in Nigeria."

  Each statue is shaped like an oblong vase designed like a gray-green simpli-
fied man with a hat that has a sideways hatchet shape on top and who wears a
grey yellow necklace.  Each "blade" of the hatchet-shaped hat has a design that
looks like a closed eye.  They're similar in color, and basically similar in
shape, to the Vice City Tiki statues used as Hidden Packages of cocaine.

  Also, he recognized the Stubby Shotgun as a kind carried by Ricardo Tubbs.
Tubbs carried an Ithaca 37 pump-action shotgun--an Ithaca Stakeout--in a halter
under his jacket during the 2nd season of the series.

  He adds that the CROCS BAR in Little Haiti (across the street from, and NW of,
the Well Stacked Pizza Co.) "might be referencing the pet alligator Elvis owned
by Detective Crockett."  If you add that "Croc" sounds like the 1st syllable of
"Crockett," and that the bar features a couple of pictures of crocodiles, which
look much like alligators, I think it probably refers to both Crockett and his

  Other similarities I noticed in the episode:

  A guy by a boxing ring wears a blue suit that looks similar to the "Vice City"
Soiree clothes pickup suit, although it's probably meant to look like one worn
by Al Pacino in "Scarface."

  The "Miami Vice" intro shows a man playing lacrosse, which is represented by a
silhoette in the Vice City intro.  The "Miami Vice" intro also shows The Atlan-
tis Condominium, 2025 Brickell Ave, Miami, Florida, 33129, a building with a
rectangular horizontal hole in it similar to the horizontal hole in the first
building jumped to in "G-Spotlight."  According to Wikipedia, The Atlantis "was
also featured briefly in Scarface for exterior shots of where Frank Lopez (Rob-
ert Loggia) lived (interior shots were done elsewhere)." 

  The Miami International Airport sign over the terminal is similar to the Esco-
bar International Airport sign over the terminal in "Vice city.

  Miss Cleo, the Psychic Friends Network, wiccans, attempts to sell the ability
to acquire paranormal abilities, and the lunar landing hoax hoax

  Youree Cleomili Harris, who plays the Haitian gang leader Auntie Poulet who
seems to have Tommy Vercetti under her spell in "Vice City," is also known as
Miss Cleo and claims to be a psychic of a line of Jamaican shamans.  (Uh-oh.
Somebody call James Randi.  Shirley McLaine was unavailable?)

  According to the Bella Online web page by Lisa Shea, Youree was actually born
in Los Angeles to American parents.   Miss Cleo's Mind and Spirit Psychic Net-
work, started in 1999, was the most popular telephone psychic service in the
country, advertised on TV, with Youree fronting it but phones answered by people
using scripts, telemarketer-style.  It was built by South Florida businessman,
Steven Feder, with his cousin, Peter Stolz, who before had created Dionne War-
wick's Psychic Friends Network, which was promoted by celebrities such as Philip
Michael Thomas, the voice of Lance Vance in "Vice City."  Youree also helped
"hawk a Web-based psychic consultation service, a line of at-home tarot prod-
ucts distributed by the Walgreens drug store chain, apparel, and even an online
dating service," according to a Jan.17, 2002, web site about the company and
controversy around it.  It also says that Youree claims a distance between her-
self and the practices of the business people of it.

  The Miss Cleo...Network, after an investigation by Court TV and several Attor-
ney Generals, was shut down.  She appeared as Miss Cleo in early 2005 in a TV ad
for a Miami used car dealership.

  The Philip Michael Thomas Psychic Reader Network

  A web site about Philip Michael Thomas winning a suit for back payment from
the Psychic Readers Network is at:

  You might also go to the James Randi Educational, or CSICOP, home page and put
"Miss Cleo" and "psychics" or such in the search engine.

  Fairuza Balk, Mercedes Cortez in "Vice City," was named Fairuza by her father
regarding her blue eyes--"Fairuza" is Persian for "turquoise."  She used to, at
least, claim she was a wiccan (member of a wicca/witchcraft-oriented religion;
a witch), and ran a store for it, Panpipes Magickal,  she's since sold.  Proba-
bly related to that, she stars as Nancy Downs, one of the high school girls who
form a coven of witches who practice "The Craft," 1996.  I think the segment by
Gethsemanee (Lynn Lipton) the witch on KCHAT in "Vice City" is meant to be a
parody of that.

  Konstantinos, a guest on VCPR, has a web site:
  For various fees, you can buy books in which the victim is promised to catch
the dead on audio and video tape, summon spirits to locate treasure, control the
weather, guard their home while they're away (I could have used that a few
times), combat "psychic vampires" who use mind over matter to kill people, etc.
It's not given as a philosophical speculation on a possibility, pro or con, but
something you can pay him to learn to be able to do.

  You might also go to the James Randi Educational, or CSICOP, home page and put
various topics Konstantinos brings up in the search engine.

  If the lunar landing stage at Interglobal films calls to mind the lunar land-
ing hoax rumor, which it probably parodies, you might want to look at a good
criticism of the rumor at:

  Phil Silvers, Andy Kaufman, "Top Gun," "Iron Eagle," Iron Maiden,
  "Spycatcher," Frank Sinatra, "Disco Inferno," "We Close Our Eyes,"
  Roger Wayland, Allan Robertson, Rambo, "The Final Countdown,"
  "Driving Miss Daisy," Michael Jackson

  I think Fort Baxter is named after the Fort Baxter in the 1950's TV comedy
"Sgt. Bilko" that starred Phil Silvers.  Rockstar North is based in Scotland,
and "Sgt. Bilko" is as popular on TV in Great Britain as "The Honeymooners" is
here in the United States.  I don't know why "Sgt. Bilko" isn't more popular
here--I thought it was pretty good in the reruns I saw.

  The interior of Kaufman Cabs looks like the main set of the 1978-1983 TV come-
dy "Taxi."   Someone has written that if you drive a cab out of it, you may hear
an Andy Kaufman as Latka Gravas-type voice say, "Stop--What are you doing?," but
that's actually something a (Kaufman only?) cab driver says if Tommy jacks his

  Some of the titles given in the Statistics section on Flight ratings are from
the movie "Top Gun," 1986. (Thanks to the FAQ by Aggrosk8er at Gamefaqs.)  The
"top fun" logo on some vans is similar to the "Top Gun" logo.  "Chappy" is taken
from the "Iron Eagle" movies I, 1986, through IV, 1995, starring Lou Gossett,
Jr., as Colonel Charles "Chappy" Sinclair.

  The Iron Maiden poster of a skeleton playing guitar is parodied on a window of
the Downtown Rock City record store.

  "The Number of the Beast," a 1982 Iron Maiden album title, is parodied for the
Love Fist ad "The Number of the Breast" at Vinyl Countdown at North Point Mall.

  The font used for the Iron Maiden logo is basically the same as that used for
the Downtown Love Fist billboard

  Thanks to Konstantinos for the Love Fist/Iron Maiden connections.  I'll add
that Couzin Ed and Lazlow talk about Iron Maiden and their mascot Eddie the Head
(parodied by the skeleton on the poster at Rock City) on VROCK.

  Colin Attle caught a reference across the street to the E of the Pole Position
club.  "Mairis bestsellers" advertises the "Book of the North" (not "month," so
I guess it might refer to Rockstar North) a book of "insect espionage" called
"Flycatcher," which is a reference to the 1987 book "Spycatcher."  It was con-
troversial because the British government tried to ban it.

  Colin also noticed that the store next door to the N is a travel agency called
"Avec Moi Holidays" (see I.3 Places) and has a symbol of a jet pointing to the
store with "fly...."  The combination "fly...." and "Avec Moi," which is French
for "with me," like the COMEFLYWITHME code, refers to the 1958 Frank Sinatra al-
bum and single "Come Fly with Me."

  (I'll add that since the nearby store "Burn Baby Burn" also has a sign that
says "since 1977," "Burn Baby Burn" seems to refer to a line from The Trammps
song "Disco Inferno."  It was released in 1976 but became more popular as part
of the soundtrack of the 1977 movie "Saturday Night Fever.")

  North of the Pole Position club and across the road is a shop called "jacks
prosthetics" with modeling mannequins in the window.  Colin thinks this may re-
fer to the mannequins seen in the music video "We Close Our Eyes" by Go West,
which has "Call Me" on Flash FM.

  The next shop north is wayland surfboards, which Colin caught as a reference
to surfboard builder Roger Wayland.
  The next shop is a golf store and features the name a robertson, which Colin
knew to refer to the famous Scottish golfer Allan Robertson.

  Colin saw that across from the police station in Little Havana is Calegg's
Delicatessen, and on the roof of it is a billboard that shows a fiery explosion
and advertises a movie starring Howitzer called "Exploder--Evacuator Part II."
It's a reference to "Rambo: First Blood Part II."
  A couple of blocks E of it is a shop called "Pizza Face."  Colin recognized
that the name is a U.K. slang phrase for a face with a bad complexion such as
one with acne.

  Colin Attle also saw that in the middle of the 1st floor of the Escobar air-
port terminal is a booth for Cut 'n' Shut automobile rentals.  "Cut 'n' shut"
refers to cutting the bad part from one car, and using another car to cut a re-
placement section from to weld to the 1st one.  The car is probably unsafe,
since it may come apart easily where it was welded, and is usually made by crim-

  Colin recognized "Vice 'n' Easy" as a rhyme of "Nice 'n Easy," which is the
name of a shampoo-in permanent hair-coloring product.  (I'll add that "Nice 'n'
Easy" is also the name of a Frank Sinatra song, and Sinatra is also referenced
in "III" and "VC" with Francis International Airport, the Sinatra photo in Mar-
co's Bistro where we first see Sonny, and the flying cars code "Come Fly with
Me," which is named after a Sinatra hit.)

  "Vinyl Countdown," the name of the record store at North point Mall, is a pun
that refers to the 1986 single and album by Europe called "The Final Countdown"
(thanks to derty).

  One confused-sounding African-American guy says, "Is that you, Miss Daisy?"
referring to the 1989 movie "Driving Miss Daisy."

  Michael Jackson
  The radio station Fever 105 features "Wanna Be Startin' Somethin.'"
  The radio station Flash FM features "Billie Jean."
  The Prawn Island corner drug store "Elbee Chemists" (once of Glen Oaks,
Queens, New York) with doors on the corner is a bit like the "PRESCRIPTIONS
Ronald's DRUGS" store in the video for "Billy Jean."
  A wall across the street features the movie poster for "Boy Scout Zombies"
which is reminiscent of the zombies in the video for "Thriller."
  A more clear reference is the pedestrian--a pimp ped in red and black with a
white t-shirt (similar to Michael's clothes in the video for "Beat it")--who
says, "Beat it--just beat it."

  Game makers and voice actors

  Sam and Dan Houser and Jamie King worked for BMG Interactive, later Rockstar.
Terry Donovan worked for Arista, later Rockstar.  Together with DMA Designs,
later Rockstar North, they created the Grand Theft Auto series.  Dan worked on
them from "2" on, and Terry began on the series by joining Dan to work with Buka
Entertainment to create "London 1969."  Dan also worked on "Manhunt" and the
"Midnight Club" games for Rockstar, and the other games Sam and Terry helped
with include Take-Two Interactive's "Oni" (I have it),  Gathering of Develop-
ers' "Serious Sam: The Second Encounter," and, for Rockstar Games, the "Mid-
night Club" games, "Max Payne," "Max Payne 2: The Fall of Max Payne," "Mafia" (I
have it), and others.

  For a much larger list by each of them, go to

  and put their names in the search engine.

  "Mafia: City of Lost Heaven," 2002, a game best admired for the PC version,
has a some other people in common with "Vice City" and "III," too.

Name            "Mafia"            "III"     "Vice City"

Renaud Sebbane  producer/          Barry Stark/producer: pedestrian dialogue
                director:          ("Vice City" and "III")
                voice overs

Chris Phillips  various voices     Marty Chonks/
                                   El Burro
George Dicenzo  Salieri                      Ernest Kelly (Print Works)
Laura Maxwell   Michelle                     (as Laura Bubbles) pedestrian
Judy Henderson  casting                      casting
John Zurhellen  various voices               Jethro (Boatyard--wears a flowered

  Others who did various voices for "Mafia" include "Vice City" voice actors Ad-
am Davidson and Steve Kenezevitch/Kenzevich (pedestrians, both also in "III"),
Gilliam Telling (radio caller), Laura Paterson (commercials and "III" pedestri-
an), and Gene/Gean Hilgreen (commercial voice).

  Note: George Dicenzo also played District Attorney Vincent Bugliosi in "Hel-
ter Skelter," 1976, Major Benchley in "Close Encounters of the 3rd Kind," 1977,
and Sam Baines in "Back to the Future," 1985.

  My walk-through for "Mafia: The City of Lost Heaven":
  http://sites.google.com/site/glenstersite/  (outdated)

  The game "Max Payne," 2001, shares Renaud Sebbane, Jane Gennaro (Maude the Ice
Cream lady), and Navid Khonsari (Dwayne of the Boatyard--he wears a yellow jer-
sey) with "Vice City."  And in "Grand Theft Auto 2," a Max Paint garage does
what a Pay 'n' Spray does in subsequent installments of the series.

  Navid also does voice acting in "GTA III" (the one who calls Lazlow about
killer bees), "Max Payne 2: The Fall of Max Payne," 2003 (the porn host), "Man-
hunt," 2003 (Cerberus guard #3), and reprises Dwayne in "San Andreas."  He also
directed the motion capture for the cut scenes, helped Dan Houser direct the
audio for the cut scenes, and helped write the pedestrian dialogue for "Vice

   After Navid played a caller who told Lazlow that killer ants are more dan-
gerous than killer bees on the radio station Chatterbox FM in "GTA III," 2001,
a reference seems to have been made about it in "Half-Life 2," 2004.

  In the chapter "Sandtraps" of "Half-Life 2," an antlion kills a man and an-
other man says, "Dear God!  Poor Laszlo!  The finest mind of his generation
come to such an end."

  Robert Davi, Col. Cortez in "Vice City," is Franz Sanchez in the 1989 James
Bond film "Licence to Kill," Agent Baily Malone in his 1996 to 2000 TV show
"Profiler," the voice of the SpecOps leader in the game "Halo 2," 2004, the
voice of the shipmaster in "Halo 3," 2007, and his voice is part of the game
"Scarface: The World Is Yours," 2006.

  And you can find Jenna Jameson, Candy Suxxx in "Vice City," as Daisy, the
skater you have to complete the game, etc., to unlock (oo-oo) in "Tony Hawk's
Pro Skater 4," 2003.

   Soundalike game names

  In the "Autocide" assassination mission in "Vice City, you're to have Tommy
kill six people with names like characters in other crime games:

  - Mike Griffin--like Mace Griffin in "Mace Griffin Bounty Hunter," 2003.

  - Dick Tanner--the same as Tanner in "Driv3r," 2004, who, like Tony Cipriani
in GTA's "III," 2001, and Rafferty in the game "True Crime: Streets of LA,"
2003, is voice acted by Michael Madsen.  He also stars as Sonny Black in "Donny
Brasco," 1997, which stars Al Pacino as Benjamin "Lefty" Ruggiero, and plays
Vladimir in the movie based on the game "Bloodrayne," 2002.  In the mission
"Madd Dogg's Rhymes" in "San Andreas," a man plays a video game and says, "This
sucks.  I mean, how could Refractions mess up so bad?  Tanner, you suck ass!"
"Driv3r," 2004, is designed by Reflections Interactive.

  - Marcus Hammond and Franco Carter--like Mark Hammond and Frank Carter in "The
Getaway," 2002.

  - Nick Kong--like Nick Kang in "True Crime: Streets of LA."

  - Charlie Dilson--like Charlie Jolson in "The Getaway."

  Thanks to this web site for the "Autocide" game references:

  Celebrity soundalikes (Walter Brennan, etc.)

  Maybe it's just a coincidence, but some of the other pedestrians sound like
celebrities not listed in the cast.

  The police man shouting, "Dangerous driving is a crime" sounds like Jim Car-
  (And the pool of water and sky backdrop at Interglobal film studio reminds me
of the end of "The Truman Show," 1998, starring Jim Carrey as Truman Burbank.
The idea of manipulating a character for a video game is similar, too.)

  the light brunette guy in a brown leather jacket who says, "Do you want me to
push you?" sounds like Gene Hackman as Popeye Doyle in "The French Connection,"
1971 (or Brian Doyle Murray, Bill's brother);

  one of the policemen sounds like comic/TV game show "Family Feud" host Louie
Anderson: "I'd chase you if I didn't have so many doughnuts";

  a business lady says, "Oh, no, you don't" like Goldie Hawn using a matronly

  the lady selling cigars by the Ocean View sounds like Olive Oyl of "Popeye"

  some business guy says, "Mm-mm, yes" like the late Jim Backus (another hint is
that he refers to Jim Backus' role in the '60's sitcom "Gilligan's Island" by
saying, "Oh, Thurston Howell--save me!")

  the victimized shopkeepers of "Shakedown" all sound vaguely like Woody Allen:
"My livelihood--destroyed";

  the construction worker who says, "I'll dunk your f-in' doughnut" and "Ha ha,
you missed" sounds like someone from "The Simpsons" (Thanks to 88survivor for
clarifying that another line he says is "Crush, kill, demolish");

  and the ped who says, "Money is the root of all evil--gimme some," "Jesus, Jo-
seph, and Mary," and "Somebody should hit you with a brick," etc., sounds like
the late Walter Brennan.  Someone named Dream Projects at the Gamefaqs message
boards recently wrote that you hear that last voice say a lot of funny things if
you get into a lot of fights with what he called "hillbillies" in the construc-
tion area.  They're barefoot with blue jeans, red jerseys, brown sweaters, and
black hair and beards.

  More funny things pedestrians say

  An old lady: "I think I s**t my pants."

  A tramp: "Fire in the hole!"; a drunken one: "I'm lost again."

  The skater lady: "Gangway, Disco Duck!"

  A rich businessman: "Where the hell is my yacht?"

  A young African-American lady in jeans: "S**tknockers!"  ("S**tknockers"?)

  A couple web sites pointed out that a Vice City ped who looks like Gordon
Gekko of the 1987 movie "Wall Street" says "Greed is good."

  He has dark short grey hair and a mustache, a white shirt, dark tie, red sus-
penders, and blue pants.  (Thanks to the Coconut Kid for the tip to look for the
ped in the VCN building area, Downtown.  The ped also says, "There's nothing my
money can't buy" and "I'm young, rich, and cute.")

  For me, part of the fun is thinking of things you'd say in response to them.
In response to some of the harsher things, I get a lot of mileage out of an im-
pression of Andy Griffith as Andy Taylor on the 1960-1968 TV show "The Andy
Griffith Show": "That wouldn't be very sociable" or "I don't think I'd be par-
tial to that."  And shaking your head "No" like an exasperated Don Rickles about
to say, "You dummy" comes up when a member of the Vercetti gang says, "Where are
we?"  (These are the people I have to protect me if homicidal criminals come
around....)  And when the police radio dispatcher seems to know what vehicle
Tommy is in when he has a wanted level--"suspect last seen in a helicopter"--
it's enough to say something like "I'll have to keep an eye out for that; I al-
ways try to do my civic duty...."

  Ped dialogue
  "GTA Vice City - All Pedestrian Quotes" by 70mphTV

  Captain Scott and Dundee, Scotland

  According to Amnesiac at the Easter Eggs Archive web site, a billboard by the
airport which says "Come to Dundee," shows the ship "Discovery," which Captain
Scott sailed to Antarctica and which currently resides at Dundee, Scotland, and
the sign says that because some of the Rockstar North programmers came from DMA
Designs in Dundee.  (It also says, "Look, we have a boat that belonged to a los-
er!"  which is a harsh joke.  Robert Falcon Scott made a couple of pioneering
expeditions to the Antarctic, fraught with tragedy but bringing scientific dis-
covery and acclaim.  In his 2nd effort, he led a team that tried to be the 1st
to reach the South Pole but were beaten there by a Norwegian group led by Roald
Amundsen that got there 21 days earlier.  The effort by Scott's group was also
made at the cost of their lives, having gotten caught in blizzards in 1904.)

  Update: there's another billboard about Dundee in "San Andreas" on the roof of
a Vinyl Countdown in N Rodeo.

  Look-alike mall and soundalike island

  Washington Mall looks like the Bal Harbor Shops in Miami which have expensive
stores like Gucci's.  (Thanks to the Secrets FAQ by THaguyINgta3 at the Gamefaqs
web site for the Bal Harbor mall tip.)

  The porn film studio is on Prawn Island.  "Prawn," besides being a name for
edible crustaceans, is a pun that sounds like "prOn," deliberately illiterate
Internet slang for "porn."

  Little Havana, Little Haiti, and Liberty City--Miami

  There's a Little Havana district, named after the capital of Cuba and which
has a predominantly Cuban population, in SW Miami.  It's centered along SW 8th
St.--"Calle Ocho" (8th St.).  It began growing with people fleeing the Cuban
revolution in 1959.

  Among many sources, you might read

  Little Haiti, with a predominantly Haitian population, is about 15 miles NW of
it in Miami.  It spans NW 12th to 19th Aves. and 62nd to 73rd Sts..  It began
growing with refugees fleeing extreme poverty in Haiti in the 1960's.  As in the
game, Little Haiti has more poverty and crime of the two, indicated in the game
with the shacks of Auntie Poulet's neighborhood and the harsher behavior of the
Little Haiti gangsters.

  I'm no big sociology professor--I don't even follow the news as much as some.
But the conflict in real life doesn't seem to be as much a matter of how the im-
migrants of one group get along with the members of the other, although Miami is
a relatively segregated place of recent great changes in proportions of ethnic
groups, but more over differences in how the attempts at immigration from each
country to the U.S. have been considered and handled.

  1980 saw a wave of immigration from both and pointed up this difference.
While the Haitians were accepted in NYC they were rejected in Miami, considered
as fleeing an American protectorate in comparison with Cubans who were accepted
as fleeing communism and Fidel Castro.  Castro opened the harbor at Mariel and
made sure the 1000's of Cubans taken from it to the U.S. were from jails and
hospitals for the criminally insane.  (Though it was done to spite the U.S. view
of him as cruel, it ironically reaffirmed the U.S. view that he could be a real
nutcake.)  The crime rate went up.

  There is a Liberty City section of Miami, too, which is the largest African-
American section of Miami, about two miles from Little Havana.  It originated in
the 1930's with people moving from overcrowding in the African-American Miami
neighborhood of Overtown to the concrete buildings with indoor plumbing in what
became known as Liberty City.  Many of them viewed the difference above, with
the Cuban-Americans being more successfully accepted and integrated into Miami,
as having the added factor of racism.

  One of the worst race riots in United States history happened there after the
all white jury acquittal of the white policemen who beat Arthur McDuffie to
death in 1980.  McDuffie was an African-American insurance man.  The officers
said he was killed when his motorcycle crashed after a high speed getaway at-
tempt, then changed it when one officer said he was beaten to death with flash-
lights when he forcefully resisted arrest.

  "According to the U.S. Census Bureau, in 2004, Miami had the third highest in-
cidence of family incomes below the federal poverty line in the United States,
making it the third poorest city in the USA...."

  Other places "Vice City" is based on

  Ybakker at GTA Forums came up with some good similarities between Miami and
"Vice City."

  The areas marked with letters in Vice City are like those with the same let-
ters in Miami in the two pictures at the next link:

  The layout of Escobar International is similar to the one of Miami Interna-

  Starfish Island looks like Belle Isle:

  These Ocean Beach buildings look very similar to ones of the Art Deco District
of Miami:

  The lighthouse looks like Cape Florida Light--the lighthouse in Key Biscayne:

  Links Bridge looks like the Port Orange Bridge:

  The tallest skyscraper Downtown is like the Bank of America Tower:

  Wikipedia has a good article about places "Vice City" is based on:

  A few examples:

  The lighthouse is based on Cape Florida Light--the lighthouse in Key Biscayne.

  The park at the S end of the E island is like South Pointe Park.

  North Point Mall is a parody of Aventura Mall.

  One of the places Starfish Island seems like, and the one that the name is
based on, is Star Island.  (See ybakker's picture of Belle Isle, above, for a
good comparison of the layout of the island itself.)

  Leaf Links seems to represent a number of Country Clubs on the E side of Mi-
ami.  The name comes from Leith Links, which is in Leith near Edinburgh, Scot-
land, where Rockstar North is.  Leith Links is where the earliest record of golf
is found.  It's considered the "home of golf" because the first official rules
were formed there.

      "Rockstar North is located on Leith Street, the road (continued as Leith
      Walk) to Leith from central Edinburgh.  Prior to this, the company was
      based within Leith itself--in an office building situated next to Leith
      Links park.  The park itself is honored in the fourth Grand Theft Auto
      game, Grand Theft Auto: Vice City, where the local country club is called
      Leaf Links."

  GTW notes:

  The Downtown skyscraper with a big rectangular horizontal hole in it, also the
first building you have Tommy jump to in "G-Spotlight," is the Atlantis Condo-
minium, 2025 Brickell Ave, Miami, Florida, 33129.  As mentioned above, it's seen
in the intro to the TV show "Miami Vice" and, according to Wikipedia, it "was
also featured briefly in Scarface for exterior shots of where Frank Lopez (Rob-
ert Loggia) lived (interior shots were done elsewhere)." 

  The name of the WK Chariot hotel is probably a variation of the name of the
"JW Marriot Hotel" of Miami.  The curved porch roof is similar, too.

  The Beach Patrol Headquarters, S of the Ocean View Apartment, resembles the
Miami place of the same name.

  The water tower at Interglobal Films is probably meant as similar to the water
tower of Warner Bros. studios at 4000 Warner Blvd. in Burbank, CA.  A couple
similar water towers appear in Interglobal Film Studios in Los Santos in "San
Andreas," too.  (Thanks to reader and contributor Wolfie2k5.)

  The Miami Beach life guard huts

  The Art Deco district of Ocean Drive in South Beach, Miami

  Ocean View:

  The Ocean View apartment building is based on the hotel of the
  Clevelander Hotel
  1020 Ocean Dr.
  Miami Beach, FL 33139
  (See 6:42 etc. in the video at the next link)  

  Go to the Google Search engine and put in "1020 Ocean Drive, Miami Beach,
FL."  Zoom in on it till you get the street view.  Click the picture, hold down
the LMB, and move the mouse to look a bit S (or wherever it is in relationship
to the camera at the time) to see the Clevelander.

  While doing a street search go to the Google Search engine, put in "710 Ocean
Drive, Miami Beach, FL," and do the same.  As of March, 2018, the car in front
of it is from the same era as the real cars the Oceanic is based on.  I'm not
sure which had the idea for the car in front of it first.  The Deacon/Beacon
and Colon/Colony are a bit to the N.

  The logo for the Malibu Club looks something like the logo for the Malibu
Country Club, which has a golf course on Encinal Canyon Road (which you'd prob-
ably reach from Mulholland Highway, which, in turn, suggests Stephen Mulholland
of Rockstar North and an intersection in "San Andreas") in Malibu, CA.

  Downtown Miami:


 I.3    How to go to New York and get there a couple years before you leave:
          some of the "Grand Theft Auto III" tie-ins with "Vice City."

    People and the Dodo
    Walk out over thin air (hobo-ha!)
    Darkel and discarded game ideas
    PS: "San Andreas," "GTA," "Wild Metal Country," and "GTA 2"

  "Grand Theft Auto Vice City" is a prequel, set in 1986 Vice City/Miami, to
"Grand Theft Auto III," set in 2001? Liberty City/New York City, of the same
world, if not main story line.

  People and the Dodo

  Sonny Forelli (Tom Sizemore), who seems to have set Tommy Vercetti up to go to
prison for 15 years, sends him to Vice City, and is killed by him in the end,
must have criminal relatives.  In "GTA III," Joey Leone (Michael Rapaport) wants
Claude (Claude Speed of "Grand Theft Auto 2"?), the lead character, to deal with
the Forelli brothers.

  Lazlow Jones, one of the GTA writers, hosts VROCK in "Vice City."  One of the
CDs of "Vice City," and extra, songs reveals how Lazlow got kicked off the rock
station.  (See the "Radio Station Scripts" FAQ by Kintaro Oe age 25 at Gamefaqs.
Basically, the normally level-headed Lazlow gets a little naively carried away
with his rock star wild man effort.)  He hosts Chatterbox FM in "III."

  Fernando (Frank Chavez) hosts Emotion 98.3 in "Vice City."  He's a pimp pre-
tending he's something better to the increasing annoyance of Lazlow on Chatter-
box FM in "GTA III."

  Barry Stark, the guest who's a nudist on VCPR in "Vice City," is a nudist who
calls in to Chatterbox FM in "III."  He's voice acted by Renaud Sebbane, who
produced the pedestrian dialogue for "Vice City" and "III."

  The British fellow who calls in to KCHAT and wants to be spanked in "Vice
City" calls in to Chatterbox FM wanting the same thing in "III."

  An American gang member who calls KCHAT to tell Thor his gang emulates Thor
calls Chatterbox FM complaining about British language and sports in "III."

  The caller to KCHAT who's a fan of Claude Maginot (John Mauceri) in "Vice
City" is Morgan Merryweather (Gerry Cosgrove) who's the DJ of the classical
station Double Clef FM in "III."

  Toni (Maria Chambers) hosts Flash FM in "Vice City" and "Vice City Stories"
and Flashback FM in "III."

  The group onstage at the Malibu Club is a Village People-looking group of Vice
City pedestrians (except the Native American Indian and cowboy are replaced by a
fireman).  A pedestrian ribs the lyrics of songs by the Village People ("Young
man," "There's a place you can go," "In the navy," etc.) in "GTA III."

  8 Ball has a bomb shop in "Vice City," and is one of the characters, voice
acted by Guru, and has three bomb shops, each with a different way to detonate
bombs, in "III" and "Liberty City Stories."

  Donald Love, as Avery Carrington's silent stenographer in "Vice City," picks
up on Avery's line  "...nothing brings down real estate prices quicker than a
good old-fashioned gang war, 'cept maybe a disaster, like a biblical plague..."
and uses a slightly paraphrased version of it himself as a media mogul, voice
acted by Kyle MacLachlan, in "III."  (I think "Donald" may be meant to suggest
crazy presidential aspirant (2016) Donald Trump.  The wealthy media mogul part
reminds me a bit of Ted Turner.)

  Diaz (Luis Guzman), the crack dealing crime boss, complains to Tommy Vercetti
that his favorite "El burro" movie wouldn't play.  El Burro (Chris Phillips),
leader of the Diablos gang, gives Claude, the lead character of "GTA III," some
missions in Portland and likes porno of...el burro.  (El Burro also gives mis-
sions in the 1st "Grand Theft Auto.")

  El Burro is among the Stephen Bliss cartoon representations of a few charac-
ters of "GTA III" you can find in "Vice City" (El Burro is that fat guy laughing
and pulling his t-shirt off his belly to show a tattoo).  You can find him with
8 Ball, Kenji Kasen, and Maria in the display window of the Rockstar Video Games
store, S end of the east island, 2nd street from the E, a little over half a
block up on the E side of the street.  You can find ones of Luigi Goterellio,
Misty, Asuka Kasen, and Toni Cipriani as targets in the windows of the 2nd and
3rd shooting tests in "The Shootist" and in "Rifle Range."

  Phil Cassidy (Gary Busey), who has heavy artillery to sell Tommy and loses his
arm in "Vice City," has an Army Surplus place and is featured as the One Armed
Bandit in the "Arms Shortage" mission for Ray Machowski (Robert Loggia) in "GTA

  Hunter Platin, the Psycho in "Vice City," is Phil Cassidy, Curly Bob, and Chi-
co in "III."

  Kim Gurney, who is one of the people who supply the voices of pedestrians in
"Vice City" and "San Andreas," is the voice of Misty in "III."

  The little Dodo (you can't fly), pulling a sign behind it, and the Skimmer (a
Dodo with pontoons you can fly) in "Vice City," show up as a Dodo (you can fly)
with clipped wings at the airport, and a Dodo (you can't fly) flying overhead,
in "GTA III."   As the "Vice City" Dodo (you can't fly), it's afforded the spe-
cial status of being the only thing (and person, considering that there must be
someone in there flying it) that you can get 30 criminal rating points and a
three star wanted level for destroying, which may create the biggest explosion
of the game.  Like Tommy, however, it won't stay lying down no matter what you
do to it--it keeps coming back.  Both the  non-flyable "Vice City" Dodo and at
least the flyable Dodo in "III" have Y-ME369, as in "Why me?" (369 implying a
trio of mutual oral sex?) written on the side of it, meaning they're the same
small plane(s).

  I like it.  It's in "San Andreas," too, and they fixed the wings.


  The "looks like a temple--sounds like a church" (organ services--settle down--
between 10 and 11 am) building at the S end of the east island has a star of
David, and what I think is meant as a depiction of Moses' tablets, over the
front door.  It was preceded by the big star of David statue at the S end of
Staunton in "GTA III."

  There's a set of a bit of the Broadway-like Bedford Point section of Staunton
Island of "GTA III" at Interglobal Films on Prawn Island in "Vice City."  It's
the outdoor set with the huge half of a hamburger marquee.  The set makes the
area for the street a little narrower.

  You can find a lot more Liberty City/New York City and New Jersey similari-
ties at the page at the next link.

  Thanks to reader Colin Attle for the location of a couple of places with Rock-
star references.  S of the Little Haiti Pay 'n' Spray is a bed store with a mar-
quee that says "This is the number 1 bed store in Carcer City"--Carcer City is
the setting for the Rockstar Game "Manhunt," 2003.  (N of that Pay 'n' Spray is
the Ryton Aide store that appears in "Manhunt," too.)  If you continue N, take
the 2nd left, and look right at the left curve, you'll see the RIVERSIDE PAVIL-
LION, and to the right of it are a couple of store shutters that each have graf-
fiti of the name of the 2006 Rockstar Vancouver game "BULLY" by the Rockstar

  Another thank you goes to Colin Attle for reminding me that E and across the
street from the Pole Position, on a store front with a sign that says "avec moi
holidays" ("avec moi" means "with me" in French), is an advertisement for a $399
holiday to Edinburgh--the home of Rockstar North.

  (I'll add that Tenerife, a place it advertises for a $299 holiday, is a Span-
ish island that's the largest of the seven Canary Islands in the Atlantic Ocean
off the coast of Africa.)

  Colin also wrote to me that "to the east of Washington Mall there is a barbers
called 'Gay Gordos'--this could be reference to a Scottish dance: the Gay Gor-
dons." (I'll add that there's a Gay Gordos Boufon Boutique in Redsands East in
"San Andreas.")


  The terrarium in Tommy's Ocean View apartment contains basic versions of a
rock arch and a light house which symbolize the ones behind the NW Portland man-
sion of Mafia leader Salvatore Leone (Frank Vincent) in "GTA III."  The open
chest in it seems to refer to the open chest that Claude, the lead character of
"GTA III," finds at Donald Love's place as he realizes that Donald Love has dis-
appeared.  A poster of Claude is on the Ocean View wall.

  Between 23:00 and midnight, the lights in the windows of the WK Chariot Hotel
in "Vice City" depict the outline of a huge c*ck and balls, and spray squirts
periodically from the roof.  (The WK Chariot is E and across the street from the
parking lot of the Malibu Club.)  The "Zombie Elvis" papers that litter the city
are put out by the Liberty C**k.  The guy with a ponytail by Liberty College in
Staunton in "III" has a sketch on his notepad by someone that might have had the
WK Chariot in mind.  The fans at the stadium hold up cards that spell the name
of their team: C**KS.  I wonder if the GTA "San Andreas" is going to have some-
thing like that.

  (Update: in "San Andreas," W of Verdant Meadows, and in an entrance lot at the
S end of the block of "TOS" of "LOS SANTOS," are GTA versions of Big Stoney of
Kodachrome Basin, Utah.  I leave it to some modder to figure out how to put Reg-
ular Tom on top of it.)

  The Degenatron and Pogo the Monkey (non-working) arcade games are found in the
Kaufman Cab building and the Little Haiti Well Stacked pizza store in "Vice
City."  Degenatron is advertised on a billboard over a NW Downtown road in
"Vice City," and both games are advertised on the radio in "III."  Since "III"
came out, if you want to play them, you have to go to the 2nd and 3rd links be-

  Pogo the Monkey may be a reference to the 1983 Commodore 64 and Atari 400/800
game "Pogo Joe."

  The Predator, the police boat with a built-in machine gun (I.9.E), is in "Pa-
parazzi Purge" in "GTA III."

  Some billboards by the airport in "Vice City" say "Take a vacation in Liberty
City."  It's blurry, but I think it's Claude in the blue Blista in the fore-
ground of it.  In "GTA III," on a poster in the tunnel to the airport and on at
least a couple of billboards in Liberty City, there's an ad that says, "see you
in MIAMI."  There's a small picture of palm trees on a beach that says, "GET-
AWAY" on the refrigerator in the trailer at Phil's Place in "Vice City."  On a
wall of the Portland hideout in "III" is a poster of the same thing.

  The McAdam Airways hangers in "Vice City" were preceded by ads for McAdam Air-
ways in "GTA III."

  The North Point Mall parking garage in "Vice City" is like the multi-story
parking garage in Newport in "GTA III."

  If there's parallel to the "GTA III" Shoreside Vale unfinished tunnel in "Vice
City," it's the big tan sewer pipe sticking out from the land into the water at
the base of the V in the water between Fort Baxter and Little Havana.  You could
type the "seaways" code and drive into it to the length of a small car, but
that's it.  It's about as exciting.  I haven't heard about anyone wondering
what's behind it, though.

  Phil's refrigerator also has an ad for the Bloody Choppers (rock band?), and a
poster in the trailer advertises the movie "Soldiers of Misfortune."  Both ads
can be seen on billboards in "III" and both things are advertised on LED panels
in Bedford in "III."  I'll guess that "Soldiers of Misfortune" is a play on the
names of the two "Soldier of Fortune" computer games.

  The Bitch 'n' Dog Food trucks in "Vice City" have boxes with a light bulb with
a human face drawn on them in the back (knock the back door off with a night
stick or such to see them).  The boxes just show the logo of the "Sparki" elec-
tric company logo from "III."  But a Boxville or Yankee R. S. and L. Bows truck
has boxes of red meat and blood stains on the walls inside.  In the "Her Lover"
mission in "III," Marty Chonks (Chris Phillips), who runs the Bitch 'n' Dog Food
company, intends that the lover of his late wife is going to give the dogs of
Liberty City a new flavor that month.

  Colin Attle wrote to me with some background on the Whippet coaches seen in
"III" and "Vice City": "these are dogs in the U.K. and are similar to greyhound
dogs, which is a reference to the Greyhound coaches that service most of the

  Walk out over thin air (hoo-ha!)

  In "GTA III," you can have Claude jump from atop an Ambulance that's backed
onto a mound of dirt along the wall on the top level of Marco's Bistro (across
the street to the S of Salvatore's mansion) and have him walk out into thin air
on a couple long plates of invisible solid stuff.  He can walk a long way that
way, and through most of it he can jump to the right and end up in a walled yard
with no way in but that, the Dodo, or flying Rhino, and no way out except on a
ramp that's provided.  I think the ramp shows the game developers paid attention
to the area and this wasn't an accident.

  In "Vice City," you can have Tommy land a chopper on thin air in the middle of
the four towers at the top of the big beige building across the street to the E
of the Vice Point police station then get out and stand on thin air.  You can do
the same basic thing on the invisible plate on a narrow plank along the roof
three doors S of that.  A screen shot, I.100.F, might make some people curious,
since nobody normally bothers with those buildings for anything.

  If you don't want to travel, have Tommy jump on the low round table in the
middle of the TV room of the mansion and he'll hover high above it.

  But one of the three biggest ones I know of, and the most unusually placed as
well, is a plate of invisible stuff over part of the dirt lot of trees (S of
Little Havana Streetwear) which is behind the building with "PIP DUI SR-22" in
the window.  (Between this and the Havana Outfit glitch, this neighborhood has
some strange problems.)

  To get to it via the dirt lot of trees, go N from the Starfish Island bridge
on the main N-S road of the W island; make the 1st turn left and go to a T in-
tersection; turn left and it's down the road on the right side.  Have Tommy go
on foot up the ramp at the SW corner of the dirt lot of trees, then to the top
of the 2nd ramp before him, jump from it onto the roof to the E, then go to just
before the NW corner and drop off the roof to the W.  Another way is to have him
climb, or drive a PCJ 600, up the S tree of the two climbable trees in the lot,
jump on the roof, and jump off the NW corner to the W.

  The plate runs from about ten feet lower than the NW corner of the building,
about 25 feet from the building out to the W, and slants a bit upward for about
15 feet from the S to N, where it's about six and a half feet lower than the
roof.  You can have Tommy look down to see where his shadow cuts off at the S
edge of the plate or shoot at it to let the ricochets show you how big it is.

  You can make a PCJ 600 jump to the invisible plate from the rooftop on the W
side of the dirt lot, too.  Get to that rooftop by starting the series of jumps
leading up to Unique Jump 8 but stop on the2nd rooftop, then start your runway
from the NW corner of that rooftop.

  There's a similar invisible plate across a 3rd of the central clearing, sur-
rounded by guard rails, of the roof of the Schuman Health Care Center, Downtown.
It's the 5th roof you land on in "G Spotlight" (I.81).  Have Tommy run and jump
from the ramp used for a jump in "G Spotlight" to get over the railing and land
on the plate.

  (Thanks to a post by Chris at "the gta place" web site for the tip about the
invisible plate at the Schuman Health Center.)

  A 3rd one is in the office Tommy rides up to in an elevator at the start of
his jumps for "G-Spotlight," I.81.  Send him S from the breakable glass to the
two chairs on the left.  Have him jump on the chairs then onto the office cubi-
cle.  Then have him do a running jump for the closed-off office beyond that.
When it works, he can run around over a variety of the closed-off office areas,
not that the developers provided much detail to see in them.  To get him out, I
walked Tommy over an edge of the building in the middle of it somewhere. He
fell, then fell through "gray hell," and ended up on the sidewalk he was on be-
fore he went in the building.  (I don't know if it's a glitch you can predict,
but one of the times I had Tommy return on a PCJ 600 is the 1st time I saw him
drive around inside the elevator like a nut, which I think is a glitch you can
make happen on PS2 that had generally been fixed for the PC version.)

  (Thanks to a post at the GTA Forums web site by gav1100, of the stunt guide
mentioned in I.9.C.  In his post, he got into the office and couldn't leave
without starting a new game.)

  Darkel and discarded game ideas

  "GTA III" had the infamous Darkel, a character listed as being voice acted by
Bill Fiore in the booklet that comes with the game.  Darkel was edited out of
the game before it was released.  According to rumors on the game web sites, he
was the leader of a gang of tramps who gave the lead character missions to kill
some of whatever other gang but his own.  Supposedly, his meeting place became
the location of a hidden package with four tramps with Molotovs around it in the
tunnel that goes S from 8 Ball's place in Portland; his missions were changed to
rampages and the El Burro mission "I Scream, You Scream."  He's also still there
in the Grand Theft Auto III\models\gta3 file.

  According to a Wikipedia web site article, he was taken from the game in reac-
tion to the Sept. 11, 2001 tragedy.  It's also why the "ilikedressingup" code
won't let you choose the mid-Eastern taxi driver with a turban to use as an al-
ternate lead character.

  (I'm still waiting for a GTA game to explain what happened to the wings of the

  If you're curious enough about him, you can put Darkel (if not his missions or
voice) into "III" with Notepad.  Un-check the green dot 1st (I.100.D.a).  Then
click Edit > Replace, and replace "scum_man" (the hunched over tramp with a
beard and long overcoat) with "darkel" in data\default.ide and data\pedgrp.dat.
This changes which .dff and .txd files the game calls for to have it call for

  "Vice City" has it's less well-known remnants of earlier game ideas, too.  At
the end of Rusk's guide at the Gamefaqs web site, he's given interesting exam-
ples of bits of script that were edited from the final release you can find in
the PS2 version in the american.gxt file.  PC fans can look for them with Note-
pad in the Program Files\Rockstar\Grand Theft Auto Vice City\TEXT\american.gxt

  The relationship between Tommy and Mercedes was developed further in earlier
ideas, for example.

  And the Stats "Visits from Loan Sharks" and "Garbage Pickups Made" were

  PS: "San Andreas," "GTA," "Wild Metal Country," and "GTA 2"

  "San Andreas" includes Claude, the star of "III," action figures from "Vice
City" and "Manhunt," St. Mark's Bistro and the spherical building at Francis In-
ternational Airport (which resembles the Theme Building at Los Angeles Interna-
tional Airport) ("III"), Frank Vincent (Salvatore Leone, "III"), Cynthia Farrell
(Catalina, "III"), Debi Mazar (Maria, "III"), Lazlow Jones (Lazlow, "Vice City"
and "III"), Frank Chavez (Fernando, "Vice City" and "III"), Danny Dyer (Kent
Paul, "Vice City"), Navid Khonsari and John Zurhellen (Dwayne and Jethro of the
Boatyard in "Vice City"), and Hunter Platin (Phil Cassidy, Curly Bob, and Chico
in "III"; the Psycho in "Vice City"; he does the voice acting for Ran Fa Li in
"San Andreas").

  Vice City, Liberty City, and San Andreas 1st appear (in different form--even
the neighborhoods have different names) in the 1998 game "Grand Theft Auto."  I
suppose it's meant as a fictional take on the gangs and crime of Miami, NYC, and
Los Angeles, etc., of the late 1990's.  Currently, you can download it,  "Wild
Metal Country," 1999, a futuristic shooter in which Rockstar North tanks are 1st
called Rhinos, and "Grand Theft Auto 2," 1999 (in which the three main areas are
the downtown, industrial, and residential sectors), all three games optimized
for current PCs and in their entirety, from the Rockstar web site.


 I.4  PC health

  Clean your disk, disk player, and PC

  Clean your Play disk and use a CD laser lens cleaner disk in your player.

  Turn off your PC and use a can of compressed air and clean out your PC box,
CD/DVD player compartment, and keyboard.  If you spill something into your key-
board, disconnect it, flush it thoroughly with water, and let it dry for a few

  (I've seen disk cleaners, laser disk cleaners, and cans of compressed air on
sale at department and drug stores.)

  Get your hard drive clean and in order

  Use a minority of a hard drive so it will run faster and last longer, and keep
another drive for storage.  (I don't have an SSD yet. If you get one, check the
reviews for a good brand with TRIM, and use a storage disk to keep from filling
up the SSD.)

  After using the Internet go to
  XP: Start > All Programs > Accessories > System Tools > Disk Cleanup
  Vista: Control Panel > System and Maintenance > Administrative Tools > Free up
disk space > Disk Cleanup Options
  and remove, at least, the Temporary Files, Temporary Internet Files, and empty
the Recycle Bin.  The Temporary Internet Files can help you surf the web faster,
but I search it fast enough without them and they can build up into a huge batch
of bytes in no time.  If my system is running fine, I also click the "More Op-
tions" tab to remove all but the most recent System Restore point or Shadow Copy

  Buy an anti-virus program, keep it updated, and run it regularly.  A good ver-
sion you pay for is BitDefender.  Norton is good but more expensive.

  An option is to use free software antivirus software such as Avast Free Anti-
virus.  When it prevented me from running a Steam version of GTA "III" I
switched to AVG Antivirus.  You might want to go to the Downloads section of the
Microsoft web site and try Microsoft Security Essentials.  Keep it updated and
run it regularly.

  If you use a hard disk drive (HDD) at least once a week run Disk Defragmenter
for it.  For Windows XP Home Edition, go to Start, All Programs, Accessories,
System Tools, and Disk Defragmenter.  Run it after crashes and after you make
any big changes to your PC, too, like after putting in new graphics card drivers
or downloading or removing a game or such.

  Even better is Diskeeper.  The Windows XP defragmenter is a scaled down ver-
sion of it.  I recommend the Professional version--it lets you do a boot time
defragmentation, which defragments the Pagefile and Master File Table.  Your
other files run in co-ordination with those, but you can't defragment those with
the Windows XP defragmenter.

  Use the latest updates

  On your browser, click Tools and run Windows Update about once a week.

  Make sure you have the latest updates for your sound (Creative Labs, etc.) and
graphics cards (ATI, NVIDIA, etc.), motherboard chipset driver (probably VIA Hy-
perion, Intel chipset, Forceware Unified, or SiS Chipset), DirectX (the Micro-
soft web site Downloads section), mouse, keyboard, and whatever else you use for
the game you can get updates for.

  Go to Run, type in "msinfo32," and click OK if you're not sure what your com-
puter specifics are, and see how they compare with the requirements for comput-
ers given on the bottom flap of the box of the game.  You might want to upgrade

  You could try the same thing except type in "dxdiag," too.

  Better yet, try something like Sandra Lite, mentioned below in the Tweak
guides part of this section, and run the various modules it contains.  You can
not only learn what your various PC components are, but get helpful recommenda-
tions about changing settings and making upgrades to improve the performance of
your PC.

  Turn off unnecessary applications before running the game
    and use one processor core

  Run a free utility called End-It-All 2 and use the "Close all" button to shut
down other applications before running the game.

  If you have a multi core computer, the game may play too fast unless you use
only one processor core.  Run the game, press Alt and Tab to go to your Desktop,
and open the Task Manager by right clicking the Task Bar and selecting Task Man-
ager or by pressing Ctrl Shift and Esc.  (In Vista, you can get there from the
Desktop by pressing Ctrl Alt and Delete then selecting it from the menu.  If you
change your mind, press Esc to exit the menu.)  Click the Processes tab, right
click gta_sa.exe, and un-check one of the CPUs.  (Thanks to silentexistence
whose tip is given by DXNathan in his pinned topic at Gamefaqs)

  Take-Two Games web site and support

  For technical support, check the support section for the PC "Vice City" at the
Take-Two Games web site.  They have a page of common problems there.  They have
a page that lets you send them an E-mail, too, which connects you to some nice
people who offer personal support.

  Help them isolate the source of your problem by doing the other things recom-
mended in this section 1st.

  Try to avoid things that make your game freeze so you have no ability to get
out of the game with the keyboard.  Turning your PC off at the main power button
is bad for your computer, so thanks to gtavicer9 for recommending the important
tip that you use the reset button, just below the main power button on my PC,
instead at such times.

  You may have to remove a mod because you made an installation mistake or it's
corrupted due to a faulty download, etc.  My PC has bad reactions to some other-
wise, too, for some reason.  Try getting advice from the creator of the mod,
from GTA Forums web site, etc.  If worse comes to worse, for whatever reason you
may never learn--some unfortunate combination of the mod with some component or
setting of your PC--you may need to just remove it.

  Tweak guides

  Go to the TweakGuides.com web site, as recommended in the helpful "Tweak
Guide" FAQ for "Half Life 2," PC, by Lefteris Aslanoglou--Leftos.

  It makes a good point about the value of going to the Tweak Guides web site...
  ...which features various helpful, informative guides by Koroush Ghazi.

  If you're like me, and have had a glitch or freeze or stuttering frame rate
now and then and couldn't afford to pay dozens of dollars every time you had a
question, it's good to know you're at least using preventative medicine to give
your computer every chance to work as efficiently as it can.  You'll get the
best performance out of it for games and maximize the mileage you'll get out of
that expensive computer hardware.  And if you do need to hire someone, you'll be
more well-informed when you talk to them.

  A couple of such tips I picked up from "The TweakGuides Tweaking Companion"

  By using SiSoft Sandra Lite (free software, or freeware), you can not only
find out a lot of information about the components of your computer, but get
useful tips on what might work better with a different setting or upgrade.
Sometimes glitches and freezes are due, at least partly, to poor PC perform-
ance--overheating alone can cause such things.

  At the SiSoftware site, click on the icon for the latest version of SiSoftware
Sandra, then click to download the shareware (Lite) version, then, below the
column labeled "Lite," click "Download."

  If you want to learn more about your components and how they compare to others
at running games, you could go to the Futuremark web site and download a free
version of 3DMark.  It's a popular benchmarking tool that has been used at var-
ious web sites to get test results of new components.

  I especially recommend you make backups and carefully use the advice.  Some of
the topics:

  The TweakGuides Tweaking Companion
  ATI Catalyst Tweak Guide
  Nvidia GeForce Tweak Guide
  VIA Hyperion FAQ
  Gamer's Graphics & Display Settings Guide

  The emphasis at Tweakguides is to teach you how to get a good performance out
of your PC, and get a good frames per second (fps) rate, etc., for games ("Vice
City" should be run with the frame limiter on and runs at 30 fps; "San Andreas,"
if you turn on the frame limiter, should be 25 fps).  It has special sections
for "Half Life 2," "Skyrim," "Bioshock," "Crysis," "Far Cry," and some others.

  To read the "TweakGuides Tweaking Companion," a PDF file, an alternative to
Adobe Acrobat Reader DC which takes less disk space and is faster (and doesn't
use ads like Foxit) is the Drumlin Reader/Publisher.

  The simplest fast PDF reader may be Sumatra PDF.

  Use System Restore (Start, All Programs, Accessories, System Tools, System Re-
store, or Start, Control Panel, Performance and Maintenance, System, System Re-
store) if you screw up and aren't sure how you did it and need to revert to your
old configuration.


  You can adjust the volume of the game with your general volume control or the
sound mixer's wav control.  (I once had a glitch that caused the game to get
quiet.  I thought I needed another sound card update download when I stumbled
onto the fact that the Wave slider of the Surround Sound mixer of the card had
gone to the bottom, for some reason.  I just turned it back up.)

  I like to keep a volume control icon in the taskbar in the lower right of my
screen as well.

   After installing an update for the driver, make sure whether or not you need
to have the "Digital Output Only" box unchecked for headphones in Speaker Set-
tings, too.

  To use the general Windows way to put a volume icon in your taskbar, go to
Start, Control Panel, Sounds, Speech, and Audio Devices, then use any of these
three choices--Adjust the system volume or Change the speaker settings or Sounds
and Audio Devices--to bring up the Sounds and Audio Devices menu.  Check the box
by "Place volume icon in the taskbar."  You can adjust your system volume from
there, too.

  The Audio section of the game Options lets you adjust the volume of your MP3s,
too, if you want them to have the same volume that the rest of the radio sta-
tions have.

  A cure for crackling noises with reverb

  I called a nice fellow at Take Two support who helped me get rid of the pops
and crackles with reverb that were interfering with the audio of my GTA's.  I
had a Creative Sound Blaster Audigy 2 sound card, but he told me to go to "op-
tions," "audio setup," "audio hardware," and set it to "desound3d software emu-

  System requirements

  Minimum Hardware

  800 MHz Intel Pentium III or 800 MHz AMD Athlon or 1.2GHz Intel Celeron or 1.2
  GHz AMD Duron processor
  128 MB of RAM
  8 speed CD / DVD drive
  915 MB of free hard disk space
  (+ 635 MB if video card does NOT support DirectX Texture Compression)
  32 MB video card with DirectX 9.0 compatible drivers ("GeForce" or better)
  Sound Card with DirectX 9.0 compatible drivers Keyboard & Mouse

  Recommended Hardware:

  Intel Pentium IV or AMD Athlon XP processor 256(+) MB of RAM
  16 speed CD / DVD drive
  1.55 GB of free hard disk space
  (+ 635 MB if video card does NOT support DirectX Texture Compression)
  64(+) MB video card with DirectX 9.0 compatible drivers ("GeForce 3"/"Radeon
  8500" or better with DirectX Texture Compression support)
  DirectX 9.0 compatible sound card with surround sound
  Gamepad (USB or Joystick Port)
  Keyboard & Mouse

  Grand Theft Auto: Vice City uses Microsoft DirectX 9.0.

  Supported Operating Systems:

  Windows 98
  Windows 98 2nd Edition
  Windows Millennium
  Windows 2000 Professional (Workstation) plus Service Pack 3
  Windows XP (Home and Professional) plus Service Pack 1

  The following operating systems are NOT supported:

  Windows 95 (any version)
  Windows NT (any version)

  According to the site at the next link "Vice City" patched is compatible with
Windows 10.


 I.5.a  How to save games and things to avoid when you do.

  Glenster's Some of Vice City Starter Saves
    featuring Klarnetist's 1957 Chevrolet Bel Air two door hard top
    and Alpert Saracoglu's Administrative Console

  Glenster's Vice City Starter Package--Steam Version 
  I used Glenster's Vice City Starter Package--Steam version--to do the
missions for Diaz, Kent Paul (Death Row), Cortez (Sir, Yes Sir! and All Hands
on Deck), and Avery Carrington (Four Iron) while demonstrating several gimmicks
for them.

  You can find all my walkthroughs, starter packages, "Free PC Pinball...."
page that covers dozens of PC games, GTJ Brooklyn (JWs leaders expose), etc.,
at the next link.

  The convenience of copies of your GTA Vice City User Files

  You can save your achievements--Stats--for a number of efforts at the game in
a number of save game slots at the same time.

  It's also good to know your whole set of save game statistics are saved in My
Documents in "GTA Vice City User Files."

  A very useful gimmick to know is that you can keep multiple copies of it there
(I'd right-click the folders and rename them "Backup of...." or such).

  You can also open the User Files and make a copy of the save game for a single
save slot.  "GTAVCsf1.b" ("Grand Theft Auto Vice City save file one.b") is for
the 1st slot, "GTAVCsf2.b" is for the 2nd, etc.  You can rename the file to
change the number to the save game slot you want to use.

  Here are a couple of important uses for a copy:

  1. If, for whatever reason, you need to reinstall the game, you don't have to
lose your accomplishments.  When you uninstall, it doesn't uninstall the User
Files, Skins file, or MP3 file, which it leaves for you to uninstall manually.
So the old User File may serve the new install and not be replaced by a new
one--I'm not sure, considering the glitches that can happen.  To be sure you
keep your old statistics, I'd let the new installation create a new User File
by playing the game a little, delete the new User File it creates in My Docu-
ments, then rename "Backup of...." by taking "Backup of...." off the name.  It
may not be necessary to go through that, but it makes me feel a little more con-
fident that it will work.

  2.  You can save one or more backup copies with parts of the game already done
on them.

  For example, one copy I have has 100% completion in one save game slot and all
the side missions done on another.  This way, I can use it to play around Vice
City with all the benefits that come with 100% completion, or just play the main
story missions.

  Another way you could do it is to create a User File copy that just has your
least favorite side missions, and the missions that give Tommy extra abilities,
done on it.  For example, I particularly dislike the PC version of RC Bandit
(unless using Demarest's mod of it), and the Paramedic mission can be long and
tedious to do over and over, too.  You might use the modification ideas of sec-
tion I.100.D.e for the Ambulance, Firetruck, and Pizza Boy, and Demarest's modi-
fication idea for the RC Bandit given at I.30, then do the missions for them,
get all 100 hidden packages, save the game, and copy the save file.  You'll al-
ways have the choice to play the game with all those missions over with and all
the abilities and weapons that come from them to enjoy everything else about the
game with.

  To afford yourself even more such choices, you could follow that by using a
copy of that save slot, renamed to have the number of another save slot, and use
it to finish whatever missions you like the least of the middle of the game
("The Driver" or whatever the case is for you).  Make a copy of the User File,

  Rename the copy with two save slots occupied with something at the beginning
like "Copy 1 HPs 2 Driver..." or such which you can remove if you want to use

  Before you use the copy to have everything else about the game to play with,
make another copy of it so you have a spare to use that way later.

  As an alternative, you could use Demarest's "Timetwister" mod that lets you
choose from any of the missions of the game from the start (see I.100.D.f  Mis-

  Some advice about saving the game

  When you save your game at one of those pink cassettes, make sure Tommy has
full armor (saving and loading the game restores full health--in fact, just
walking Tommy into a cassette then resuming the game does that; thanks to Siva
for the tip), the weapons you'll need (each run through a weapon pickup after
the 1st adds to the ammo it has), and the vehicle(s) you'll need saved in your
garage(s), so you're prepared for whatever you'll need the next time you load
the game.

  You can't save during a mission--the cassettes disappear until you either pass
or fail it.

  Saving the game advances the game clock six hours.  You can use this to pre-
pare the time clock so it's a certain time at a convenient place when you load
the game.  This is handy for making multiple efforts to go from the Hyman Condo
to the Hyman Memorial Stadium, where the doors are open between 20:00 (8 pm) and
midnight, for example.

  Health points made with a prostitute beyond the normal maximum are lost when
you save and load the game, which helps keep them in business.

  Saving the game restores all weapon pickups, which can be handy in stocking up
on ammunition without doing a lot of traveling between game saving places.

  You can get rid of a wanted level by saving a game, returning to the game,
then loading the last game; I try to do it without saving that, though.

  Don't save your game at Cherry Poppers after you buy it.  There was a glitch
on PS2 that caused that to corrupt your Stats and ability to achieve 100% com-
pletion, and some say it's true for their PC version, too.  Don't jump on a bike
as you save for the same reason (thanks to the spaceeinstein web site for the
cycle tip).

  Try to slowly approach the save game cassette at the Hyman Condo from the E so
you don't open the big garage door, or so you save just as it closes.  Saving
while it's open can cause vehicles inside it to disappear, especially if it's
full.  It has been known to eat cars, so it's a lot less risky to put any spe-
cial vehicles, especially the "EP" Admiral, somewhere else.  If you use it for a
tank or such, just be careful.  You can also fit a tank in the garage at the
mansion or one of the ones at Sunshine Autos instead.

  I.5.b  Speed run

  ADAM_AK does a fine job of a speed run of the main story missions (not 100%)
in "Grand Theft Auto: Vice City :: SPEED RUN in 3:03:23 All Missions by AdamAK
#AGDQ 2014" by SpeedDemosArchiveSDA.

  A few of his pointers:

  - Have Tommy land the Sparrow in the red marker at the film studio to quickly
end "Martha's Mug Shot" and end his wanted level.  If you do so, send the Spar-
row to the marker via the SW corner of Prawn Island to avoid direct gunfire.

  - Have Tommy at least destroy the middle boat--a Marquis--of the blockade of
boats that remain stationary to get past it in "All Hands on Deck."

  - (I never use a gamepad so I haven't tested this): if you use a gamepad you
can aim in first person view with a gun to have Tommy sprint during a phone


  I.6  Options

  These are just my personal suggestions (besides having a clean work area and
turning the lights out to bring out the hues on the screen):

  Display Setup:

  Draw Distance: I like it to be set to the right.  Draw Distance determines how
near or far things like vehicles and pedestrians will be drawn in--will be load-
ed up by the graphics.  If your combination of computer stuff is strong enough
to allow it without a stuttering frame rate or other glitches, I'd set it as far
right as you can.  Besides being fascinating to look at for me, there are gaming
advantages.  You don't want to be surprised by a policeman spawning right beside
Tommy when he's gotten a wanted rating (that may happen enough with a full draw
distance), or have a telephone pole suddenly appear in front of his speeding PCJ
600--that's no fun.

  Frame Limiter: On.  This is the default position.  If you turn it off, you'll
have graphics that take too long to load (more smacking into invisible things
with the PCJ 600, then having them appear).

  Thanks to Orion_SR's advice for "San Andreas" that I would apply to "Vice
City" more sparingly: turning off the frame limiter makes timers count slower.
You can repeatedly beat your old time for "Checkpoint Charlie," for example,
easier by turning it off.

  Keep it on while you have Tommy fly the Skimmer or he won't be able to get it
to take off from the water.

  Subtitles: On.  Sometimes, it helps me tell what the characters are saying.

  Wide Screen: Off, because it cuts out parts of the picture when on.

  Radar Mode: Maps and Blips. The radar in the lower left corner of the screen
shows the streets, colored dots representing your targets, and save places, etc.
I don't care about dumb generalizations about men not using maps--give me a map.

  HUD mode: On.  The Heads Up Display in the upper right corner of the screen
shows your current armor, health, and wanted rating and amount of money earned.

  Controller Setup:

  Standard Controls (optimized for PC keyboard and mouse), not Classic.

  Redefine Controls: change Run to Left Shift (press Backspace twice then Left
Shift).  I use W,S,A, and D a lot, so unless you have a foot-long thumb, the de-
fault key, Right Shift, is too far away from them.

  Mouse Settings:

  Mouse Controlled Steering: Off.

  Player Skin Setup: you can choose which look you want for Tommy (I.100.C).

  You can start a new game or load a saved game at the start or by pressing Esc
during the game to pause it and go to that menu.

  During the game, press Esc to pause the game and see more options.

  Start New Game:
  - Start New game: you can start a new game from the very beginning of "Vice
  - Load game: load the game efforts of a save slot (one convenience of that is
it lets you load the same saved game you started with in your latest efforts,
wipe out any record of those latest efforts, and go back to the last time you
saved in that save slot), or
  - Delete game: delete everything in a save slot that has game efforts you're
not crazy about.

  Map: you've got a map of the town that also shows your location, properties
(pink cassette icons for private properties and logos for businesses), Pay 'n'
Sprays (remember, you can pause during hectic situations to see where they are,
too), Ammu-Nations, and Tool Stores.

  Dots that show the targets (the Psycho in "Psycho Killer" is an exception) and
intended destinations of missions will appear on the map, too.  (For example,
you can pause the pizza mission to look at the map and see where the customers
are to plan a fast route.)

  Use the mouse wheel to zoom in and out.  The things that appear on the map ap-
pear on the radar, too.  A dot that indicates a target or intended destination
that's beyond the territory shown on the radar will appear on the appropriate
edge of the radar.

  Brief: the most recent main story dialogue, instructions, or certain achieve-



  I.7  Stats
        Including how long a day in the game really is,
        what Wanted Stars Attained and Evaded is about
          (and why times of stress are the worst times to shop for clothes),
        whose heads are tallied for Head Shots,
        why you shouldn't worry about Daily Police Spending
          or your percentage of Accuracy for Bullets Fired/Bullets That Hit,
        who the Gang members and Criminals are,
        the difference between Unique and Insane Jumps,
        the ratings given for Flight hours,
        and the CRiminal Ratings and Highest media attention levels
          (and the easiest ways to raise them).

  You can use your mouse scroller to make the Stats roll up or down and speed
them up a little.

  The statistics are your achievements, including:

  Percentage completed: each mission, set of missions, Unique Jump, S. Auto
list, or 10 Hidden Packages collected contributes approx. 0.649% (which would be
99.992% total).  The method used to determine percentage is a bit inconsistent
regarding whether approx. 0.649% is credited for each mission of a set or the
whole set.  See spaceeinstein's list at the next link.

  Days Passed in Game: the clock in the upper right corner of the screen counts
one hour in 65 sec., so it counts a day in 26 minutes.

  Mission attempts: it just gives the number of attempts, not of failures or the
percent that were successful.

  Wanted Stars Attained and Evaded: I did a little testing to figure out a lit-
tle bit about what the Stats make of the different ways you can get rid of
wanted stars.  Ultimately, it looks like a glitch or two has gummed up the

  1st, the basic rules any experienced Vice City player knows:

  - Each bribe gets rid of one wanted star,

  - a clothes pickup (locations: I.9.C--Morphing) can only be used to get rid of
a maximum of two wanted stars--not two of a higher number, and

  - a Pay 'n' Spray gets rid of any number of wanted stars.

  Most, not all, completions of missions (successful or unsuccessful) get rid of
all wanted stars.  Getting busted, wasted, or saving a game then reloading it,
gets rid of all wanted stars.

  This is what the Stats make of your choices:

  At one star, running till the star disappears, running through a bribe, using
a clothes pickup, or using a Pay 'n' Spray--causes you to get one wanted point
Attained and one Evaded.

  At two or more stars, using bribes, or using a bribe or bribes and running one
off, or using a bribe or bribes and a clothes pickup for one star, causes you to
get one star Attained and one Evaded.

  Another simple thing about it is that any number of wanted stars removed with
a Pay 'n' Spray causes that many points to be added to Attained and Evaded
(three wanted stars removed--three Attained and three Evaded, etc.).

  But whereas using a clothes pickup to get rid of one wanted star gives you one
star Attained and one Evaded, the use of a clothes pickup to get rid of two, or
the remaining two, wanted stars causes you to get two points for Attained and no
points for Evaded (?!).  (I suspect a glitch there.)

  Completing a mission, successfully or unsuccessfully, in most cases makes your
wanted rating go away without using any of the methods available to get rid of
it, but adds that many stars to Attained and none to Evaded. Unfortunately, this
seems unavoidable with rampages and some other missions.

  Getting busted, wasted, or saving then reloading a game to get rid of wanted
stars, adds that many stars to Attained but none to Evaded.

  In terms of gameplay, I'm not sure what meaning is meant by some of the dif-
ferences found there, except to assume it would normally be better to try to
keep the number of points Attained from getting bigger than the number Evaded.
It would show Tommy is better at getting away with whatever crimes if he Evades
all that he Attains.  Since the Stats don't allow that possibility, then the
next best thing would be to try to keep Attained from getting too much bigger
than Evaded.

  If you try to understand it all as the game rewarding you for creating your
Attained verses Evaded record with that to guide you, it gets puzzling, anyway:

  It's easy to figure that the game rewards you for not getting busted, wasted,
or saving the game with wanted stars then reloading it.

  Less clear is what to make of how it also rewards you differently for handling
two or more wanted stars by using bribes, a bribe or bribes and running one star
off, or a bribe or bribes and using a clothes pickup for one star, instead of
using a Pay 'n' Spray.  Again, all but the Pay 'n' Spray give you one star At-
tained and one Evaded, but using a Pay 'n' Spray gives you an identical pair of
bigger numbers for both Attained and Evaded.

  One possibility is that you're being rewarded for using one of the 1st choices
because they show more effort and accomplishment than by using a Pay 'n' Spray--
you had less Attained you had to Evade.

  Instead, it may mean that you're being rewarded for using a Pay 'n' Spray--a
disguise--without giving bribes to the police, which carries the risk of being
turned in to the authorities by an informant--you Evaded an equal and bigger
number Attained.  Supporting that theory, using a Pay 'n' Spray in those situa-
tions is the best way to add points to your CRiminal Rating (described below).
Against that theory, using a clothes pickup for two stars is to use a disguise
and not a bribe, too, yet the game punishes you for using a clothes pickup for
two stars.

  And it rewards you for getting rid of a wanted rating before the mission is
over when it's possible, but the game often makes that impossible, as for ram-
pages.  If the game is going to make it convenient for us by automatically get-
ting rid of wanted stars by ending certain missions, it should add an equal
amount to Attained and Evaded for those missions and let us create a record for
Attained and Evaded with those missions it's possible to be responsible about
that with.  I think the current arrangement is a glitch or just carelessness.

  The reason you're rewarded for using a clothes pickup for one wanted star but
punished for using a clothes pickup for two wanted stars is....  Sometimes you
need to say "I don't know" when that's the honest thing to say.  Is it punish-
ment for trying to use the Clark Kent glasses method of trying to be incognito
when the heat is turned up?  I don't know.

  Times busted is the number of times Tommy is arrested--busted--after which he
appears in front of the nearest police station, and Hospital visits is the num-
ber of times Tommy loses all of his Health and dies--is wasted--after which he
appears in front of the nearest hospital.  After Tommy is arrested or dies, he
loses his weapons and Armor, pays $100, but has full Health.

  Safehouse visits: the number of times you save the game.

  Among things I never save are Times Busted, Hospital Visits (if Tommy is wast-
ed, he's taken to a hospital to continue in the game), Fishes Fed (drownings; it
adds to Hospital Visits), active wanted stars, or mission failures (except RC
Van missions, since it's convenient to blow up the RC toy and try again, which
saves time and minimizes any time spent frustrated).

  P.S. for Fishes Fed: you might wonder why so many people hang out at the beach
or have swimming pools since nobody in town seems to know how to swim.  The
Vice City Tourist Guide, p.10, suggests that nobody survives the water due to
shark attacks.  This could be why the Reefer looks like a little version of
Quint's shark hunting boat in "Jaws," and Steve Scott (Dennis Hopper) has his
variations on Steven Spielberg's concerns about them.  (His shark prop is basic-
ally similar to the shark in the waters around Vice City.)

  Number of Head Shots: the ones made by Tommy with other people's heads, fortu-

  Daily police spending: it refers to how much the police spend a day, which I
don't think Tommy can increase with greater destruction.  I think it's random.
The last couple of times I started this game, it was $75,354 one time and
$30,000-something another, before Tommy had done anything to influence how much
they spend.  I had Tommy go on a 24 hour (game time) rampage with the Rhino, and
it went from $81,740 down to $20,435.

  Least favorite gang: the gangs are:

  Cubans: wear white t-shirts with a red and black splotch on the front and red
headbands, or light yellow jerseys with gray sleeves and black fedoras with red
hat bands,
  drive the Cuban Hermes car (and the Cuban Jetmax boat),
  live in Little Havana,
  and are led by Umberto Robina.

  Haitians: wear dark blue jerseys that have "RELAX" in white letters on the
front with white baseball cap-type caps with dark blue brims, or light purple
sleeveless t-shirts with a purple and white splotch on the front with blue head-
  drive the Voodoo lowrider car with four hydraulic jump directions and two sus-
pension levels,
  live in Little Haiti,
  and are led by Auntie Poulet.

  Streetwannabe's wear blue jean vests with either a shark or a dragon or pais-
ley splotch on the back,
  drive the Gang Burrito van which may have either a white or brown-faced Teddy
Bear in front of the grill or over the windshield,
  and live on Prawn Island and are found there and in and around North Point

  (Note: owing to more glitches with the Stat section, killing the soldiers at
VICE CITY AIR RESERVE Fort Baxter--not the soldiers you deal with elsewhere--is
counted as Gang members wasted and they're categorized as Streetwannabe's.  When
you have Tommy kill Mafia criminals in "Cap the Collector" and "Keep Your
Friends Close," they're not counted as Criminals wasted for either mission but
they're counted as Gang members wasted for "Keep Your Friends Close."  Sonny and
Lance aren't counted as either one.)
  (Thanks to the spaceeinstein site for calling the glitch about soldiers to my

  Diaz's gang: wears pale blue pants, dark cranberry red shirts with white flow-
ers, and mustaches, or white pants and red-violet jerseys with horizontal gray
  are aggressive, which you may find out during rampages,
  are found at the mansion on Starfish Island up to and including "Rub Out,"
  and are led by Ricardo Diaz.

  Security Guards: wear dark gray-blue uniforms and caps--the shirts have "PA-
TROL INVESTMENT GROUP" in white letters on the back,
  drive the Baggage Handler in and around the airport,
  are found around the airport, North Point Mall, Prawn Island, Starfish Island,
and the metal detector at Leaf Links golf course,
  and are led by whoever will hire them and crazed inner workings.

  Bikers: wear "Duffy the bum" blue jeans, black leather jackets, tattoos,
beards and mustaches,
  are fat and docile despite Mitch Baker's claims of fierceness,
  drive Angels,
  are found around Mitch Baker's Biker Bar,
  and are led by Mitch Baker.

  Golfers: the male is fat with brown hair, bald on top, wears a mustache,
green, white, and gold plaid shorts, a lavender shirt, pink socks, and black and
white saddle shoes,
  the female is thin with gray and white hair pulled back in a ponytail, wears a
white blouse, lavender shorts, and white athletic shoes with lavender stripes,
  drive Caddys,
  and are found in and around Leaf Links.

  (There is a the 3rd Golfer, the young dirty blonde male that wears blue pants,
a lavender shirt, and saddle shoes, but it doesn't count for the statistic if
you have Tommy shoot him in public or when Tommy kills him for "Four Iron"--

  The Vercetti gang: wears white pants and purple shirts with dark gray pin-
stripes or dark blue pants, a dark olive green shirt with olive green and white
flowers, and a reddish-brown mustache and a beard,
  are found at the mansion on Starfish Island after "Rub Out" and at various
Vercetti asset properties after Tommy owns them,
  and are led by Tommy Vercetti.

  In all the gangs, some or all of the members carry Pistols except the Golfers
carry Golf Clubs and the Vercetti gang, after "Keep Your Friends Close," carry
Uz-I submachine guns.  (The soldiers at Fort Baxter carry M4 rifles, and the
ones who appear otherwise, for six wanted stars, carry MPs.)

  (Thanks again to the spaceeinstein web site for the weaponry information.  I
hope he's not in line behind Rusk asking for royalties; I'm guarding the money
I make from this entertainment extravaganza furiously.)

  Criminals wasted: includes criminals killed in the vigilante mission and these
pedestrians (using their models\gta3.img names; "cr" stands for "criminal" and
"pi" stands for "pimp"):

  wmycr: young white male, light brown hair, a trace of a mustache, black t-
shirt, brown leather jacket, blue jeans, and black shoes.

  bmycr: young black male, mustache, white t-shirt, black leather jacket, blue
jeans, and white tennis shoes.

  wmypi: young white male, black hair, a mustache connected to his sideburns,
bold dark red and black clothes and hat, and black slippers.

  There's a glitch right after doing the Vigilante mission that mixes up your
numbers for Criminals wasted and Criminals killed on Vigilante Mission.  They

  Criminals wasted: actually, only those killed in the vigilante mission.

  Criminals killed on Vigilante Mission: actually, the number you killed in the
vigilante mission plus the number you killed otherwise before.

  After the glitch messes up the numbers this way so neither one represents what
it's supposed to, the number of criminals you kill outside of the Vigilante mis-
sion is added to Criminals wasted.

  Kgs. of explosives used: 1 kilogram = 2.20462 pounds.

  Bullets Fired/Bullets That Hit refers to all those shot in the game, so don't
worry that you have to get your Accuracy percentage higher if it's low.  I'd be
glad it's low since many of those bullets are shot at Tommy.  Don't have someone
walk in your room and ask why you're spending a half hour shooting a machine gun
at a blown-up van (a gimmick that works to make the percentage higher).

  Unique Jumps, Insane Jumps and Insane Stunts:

  Unique Jumps are 36 jumps you need to do for 100% completion.

  Insane Jumps, which can coincide with them, are measured in distance, height,
flips, and rotation; a big score in one category is an Insane Stunt, in two is
a Double Insane Stunt, etc.  (Nobody gets a Quadruple Insane in this or "III"
though it's listed in TEXT\american.gxt; see the next section if you'd like to
be able to get one).


  How to mod the game to make it recognize Quadruple Insane Jumps

  PLPynton at GTA Forums says that Insane Jumps are based on jumps that are one
to three of these four things:

  -more than 40 meters long

  -more than 4 meters high

  -2 flips or more

  -more than 360 degree of rotation z (around a vertical axis)

  He says you can get the game to recognize Quadruple Insane Jumps by changing
the data\main.scm file.  You find the heading:


  The 2nd line there is:

  0020: $1304 > 4.0 ;; floating-point values

  Change it to: 

  0018: $1292 > 4 ;; integer values

  (You can use Demarest's "Darkpact" to change the data\main.scm file so you
won't have to create a new save game file for it.  "Darkpact" is among the "VC
Code Tools," which are found under "Miscellaneous mods" at I.100.D.f.)


  The "GTA III" "perfect" insane award for landing on all four-wheels isn't used
in "Vice City."

  Various things are measured in meters.  A meter is 39.3696 inches, 3.28084
feet, or 1.09361 yards.

  "'Ice Cream' Sold" gives the total number of deals made from the Mr. Whoopie

  "Number of drug deals made" gives the highest number of deals made during one
mission attempt with the Mr. Whoopie truck.

  (Thanks to Demarest at GTA Forums for the way to interpret the ice cream and
drug deal figures.)

  Best Percentage of hits for Shooter: your best percentage of hits for "The
Shootist" and, if you score over 45 points, "Rifle Range," whichever is higher.

  Sprayings: the number of uses of a Pay 'n' Spray or spray 'n' go to get a land
vehicle or checkpoint chopper (or whatever else you go to the trouble to shove
in there) a paint job.  Once Tommy has $100, the cost of the use of the place
for a repair or to remove a wanted rating, he always get a free paint job in one
whether he uses it for one of those other things or not.  It won't work with a
police or military vehicle--if you try, you'll get a message saying the people
that run the place don't handle anything that hot.

  Flight hours: the number of hours you fly the Skimmer, which is available be-
hind the film studio after the "Dildo Dodo" mission.  I think the timer for this
counts in real time, or at least a lot more like it than the regular clock for
the game.  So going up the ranks, which is based on time spent flying, can take
a while.

  There's a glitch that makes you an "Ace" most of the time.  But you're sup-
posed to be able to go from no rating up though 19 titles like "Flyboy,"
"Biggs," "Red Baron," and "Maverick" and such up to "Ace."

  Flyboy is a slang word for a member of the air force, and, even more general-
ly, an aircraft pilot.

  Aircraftman is the lowest rank in the RAF; Aircraftmen are known in British
slang as erks.

  Pilot Officer in the Royal Air Force is like the rank of 2nd Lieutenant in the
United States Air Force.

  A Corporal in the RAF is like a Senior Airman in the USAF.

  A Lieutenant, or Flight Lieutenant, in the RAF is like a Captain in the USAF.

  A Sergeant in the RAF is like a Staff or Technical Sergeant in the USAF.

  A Captain, or Group Captain, in the RAF is like a Colonel in the USAF.

  In "Star Wars," 1977, Garrick Hagon plays Red Three, Biggs, and Denis (as
"Dennis") Lawson plays Red Two, Wedge Antilles (also in Episode V, "The Empire
Strikes Back," 1980, and Episode VI, "Return of the Jedi," 1983), who are pilots
who help Luke Skywalker, played by Mark Hamill. destroy a huge space station
called the Death Star.  According to cjshoup of the forums at the toonzone.net
web site, there are characters named Biggs and Wedge in versions VI, 1994, VII,
1997, VIII, 1999, and X, 2001, of the "Final Fantasy" games, too.

  The Red Baron, before he was a character fought by Snoopy from the dog house
he pretended was a Sopwith Camel in the late Charles Schultz' cartoon strip
"Peanuts," was a famous WW I German fighter pilot named Manfred von Richthofen.
At a time when 20 victories garnered the Blue Max award, he had 80.  Most of his
biplanes were partly red, as then became the case with the other planes in his
squadron starting in 1917, but he's usually identified with the entirely red
Fokker Dr.1 triplane he flew at the end of his career.  He died when he was shot
(possibly from the ground or a British plane chasing him) chasing a British Sop-
with Camel over France.
  Thanks to

  As the FAQ by Aggrosk8er at the Gamefaqs web site notes, some of the names
come from the movie "Top Gun."  Thanks to him and his FAQ for all the titles and
points required for them.

  In "Top Gun," 1986, Tom Cruise plays Lt. Pete "Maverick" Mitchell, Val Kilmer
plays Lt. Tom "Iceman" Kazanski,  Michael Ironside plays Lt. Cmdr. Rick "Jester"
Heather, Tom Skerritt plays Cmdr. Mike "Viper" Metcalf, and Anthony Edwards
plays Lt. Nick "Goose" Bradshaw, at a Navy flight school given the nickname "Top

   "Chappy" is taken from the "Iron Eagles" movies I, 1986, through IV, 1995,
starring Lou Gossett, Jr., as Colonel Charles "Chappy" Sinclair.

  A special mention should be made of young Andrew Noops (Noops-n-Gleh at IGN)
who frequented the ign.com message boards.  From what seems most reliable from
looking at various web pages, in Dec., 2001, he flew the GTA "III" Dodo for
176,488 seconds and was awarded by Rockstar with a special flight rating in
"Vice City."

  Air Chief Marshal is the highest rank in the RAF (Marshal of the Royal Air
Force was discontinued in the peace time of the 1990's) and is like a General in
the USAF (General of the Air Force used during war time).

  Thanks to Wikipedia for the comparison of RAF and USAF ranks:

  Ace is a more general term for a particularly skilled person, in this case an
aircraft pilot.

   0:00 to  0:04   No Rating
   0:05 to  0:09   Flyboy
   0:10 to  0:19   Aircraftman
   0:20 to  0:29   Pilot Officer
   0:30 to  0:59   Corporal
   1:00 to  1:29   Lieutenant
   1:30 to  1:59   Sergeant
   2:00 to  2:29   Captain
   2:30 to  2:99   Biggs
   3:00 to  3:29   Wedge
   3:30 to  3:59   Red Baron
   4:00 to  4:29   Goose
   4:30 to  4:59   Viper
   5:00 to  5:59   Jester
   6:00 to  6:59   Chappy
   7:00 to  7:59   Iceman
   8:00 to  8:59   Maverick
   9:00 to  9:59   Noops
  10:00 to 19:59   Air Chief Marshal
  20:00 to 30:00   Ace

  Auto Repair and Painting Budget: costs created by Sprayings.

  CRiminal Rating and Highest media attention:

  CRiminal Rating:

  There are 52 titles in all.

  Negative numbers:

  The negative titles--"Total Liar," "Hacker" and such--are for using the vehi-
cle spawning codes.  Using one subtracts 1000 points.  This is Grand Theft Auto,
so you'll be severely chastised for not thefting an auto--"Grand"ly is optional.

  Positive numbers:

  Tommy gets various points anytime in the game for each mission accomplished:
six points for "Trial by Dirt," forty points for "Guardian Angels," etc.  The
points for rampages, at least, are added after you save the game.

  He gets thirty points anytime in the game for each helicopter, Skimmer, or
Dodo (the plane pulling a "Zombie Elvis Found" sign) destroyed.  (The Dodo is
only destroyed by a rocket from the Hunter, and the Dodo is also the only thing
Tommy can destroy that he always gets both 30 CRiminal Rating points and a three
star wanted level for destroying.)

  The more points he has, the higher he is on the organized crime ladder of suc-
cess, which, apparently, hates the idea of anyone flying above all else in
life--I didn't know that.

  Beyond that, my (sketchy) testing results for getting positive numbers show
that Tommy can get various points depending on who or what he destroys and with
what, and what he does about a wanted rating.  And the results are "glitchy."

  This isn't to be mistaken for a thorough scientific test--I do have a life.
There are about 100 vehicles, about 100 types of peds, 33 weapons with two modes
of attack for the Fist/Melee slots, seven wanted levels including none, a hand-
ful of ways to handle it, and police spawn randomly at the lowest wanted level.
By the time I was through testing, you'd be playing "Grand Theft Auto: Pitts-

  And maybe you will--is that Fort Pitt Beer I see advertised on the wall of
Mitch Bakers Biker Bar, or is it Fort Pizz?  (Note: I've decided it's a slight
variation of a Fort Pitt Beer scoreboard--see I.13 under "Creative plugging.")
Is that "Pittsburgh radio" someone on the Wildstyle radio station says through a
vocoder, I think (the thing used on the vocals for Cher's "Believe" or anything
by Britney Spears)?  It might be another clue....

  Destroying boats with a Minigun, he got anything from 0 to 4 points for each--
once, he even had three points subtracted, for some weird reason.

  Destroying land vehicles not used by law enforcers created no points for a
Faggio, one point for a PCJ 600, and several points for an SUV, etc.

  Tommy got nine points for destroying a police car and a policeman with a gre-
nade, six points for killing an old lady shopper with a Chainsaw but only one
point for killing an old lady shopper with a shotgun, and no points for killing
most examples of the beach or business people, and never got any points for
killing tramps or leather jacket criminals, etc.

  The Minigun, Rocket Launcher, and Uz-1 or MP submachine gun worked more often
to create points than the .357 handgun, S.P.A.S. 12 shotgun, or the .308 sniper
rifle in the time I tested them, and the Minigun and Rocket Launcher are more
powerful than a submachine gun at doing that faster.  The Hunter rockets created
a wanted level faster than the Hunter machine gun.

  Using a clothes pickup, or using a bribe and running a star off, for two stars
added no points, but using a Pay 'n' Spray for two stars added various amounts.

  Ordinarily, the easiest way to get the most CRiminal Rating points was to
have Tommy kill law enforcers, destroy their vehicles, notably helicopters, and
anyone and any other vehicle handy while he does, with the Minigun, Rocket
Launcher, or Hunter rockets, then use a Pay 'n' Spray.

  (Don't try this at home and end up on World's Most Stupid Criminals--don't
even think of it.)

  Also, if you use the "bigbang" code and blow up any of the vehicles the game
counts, the rating actually goes up.  "aspirine" does nothing to the rating at
all.  Ironically, using the code "leavemealone" to remove wanted stars doesn't
hurt Tommy's CRiminal Rating (but it adds that many stars to Wanted Stars
Attained and none to Evaded).

  The positive titles are spaced farther apart as the numbers get bigger.  If
you want to get the title of Capo, it's productive to achieve at least part of
that by doing the Vigilante mission "Brown Thunder" and by trying to attain the
"Stuff of Legends" Media attention level by going on unofficial rampages, which
are mostly matters of destroying law enforcers and their vehicles.  After the
rampage, use a vehicle from a Sunshine Autos garage in the nearby spray 'n' go.

  The fastest way to make the big jump from Capo to Godfather, which is the
highest rating, is to use the "bigbang" code for a multi-helicopter destruction
rampage, a method provided by the "Criminal Rating/Media/Money FAQ" by Zarathus-
tra at the Gamefaqs web site.

  Use the Hunter for the Vigilante mission "Brown Thunder" and go to level 400
or so and max out your cash, if you want to do something productive with the
game on the way up the ratings.  (Go nuts for your Highest media attention lev-
el, too.)  You'll make Capo--200,000 points.  Only "Boss," "Kingpin," and "Don"
stand in your way.

  Then put four Checkpoint Choppers in the big garage of the Hyman Condo.  They
slide in real easy if you push them in from the front.  Put three Mavericks on
the roof by flying the one on the helipad a few blocks S, returning to find an-
other one spawned there, and repeating that.

  Stand Tommy on the roof in the marked off section shown below:

                          |                     |
                          |                     |
                          |                     |
                          |     |---------|     |
                          |  |--|         |     |
                          |__|__|         |_____|

  Since the game is judging Tommy's position horizontally, not vertically, you
can hear the big garage door open when he enters this section.  With seven heli-
copters in the game, 210 points, keep typing "bigbang" over and over.  For some
reason, they keep blowing up after they've already blown up.

  Faster still is to download a trainer with a "blow up all cars"--and helicop-
ters--key for your keyboard from any of a variety of Grand Theft Auto Vice City
web sites.  You can get Random's trainer, which lets you assign a couple of hot-
keys to the code, at:

  Then use a Pay 'n' Spray or spray 'n' go to get rid of whatever wanted rating
you have.  You might leave the "EP" Admiral in the eastmost little garage at the
condo for that.


  Update: the fastest way to get "Godfather" on PC

  Spuds725, at GTA Forums, showed that the minimum requirements for "Godfather"
are $10,000,000 and 1,000,000 CRiminal Rating points.  He recommends using the
Cone Crazy glitch in the original PS2 version as the fastest way to make
$10,000,000.  The glitch causes the game, after each success with the mission,
to say the time per cone has been reduced but it isn't actually reduced.  Since
the reward doubles with each success at the mission, you could keep repeating
the mission and build up a lot of cash.

  Therefore, the Spuds725/Zarathustra/glenster method might be the fastest way
to get Godfather on PC:

  Use the Cone Crazy glitch in the original PS2 version, otherwise use Brown
Thunder, which also gives Tommy increased armor, for ten million dollars.

  Use a hotkey on a trainer to use the bigbang code about 100 times a minute: 30
CR pts. per helicopter x seven helicopters = 210 pts. per press = 21,000 CR
points per min..  If you went for maxing out your cash and Capo with Brown Thun-
der,  that leaves 800,000 CR points to get in about 38 min..  If you just went
for $10,000,000 with Brown Thunder or Cone Crazy, use the hotkey, etc., for
about an hour.  (You sometimes lose a helicopter that disappears, so I won't
make an exact calculation.)


  You might also want to use GTA_Loc's method to let Tommy create destruction
without any police intervention.  See I.53, "Rub Out," and I.61, "Cop Land."  If
you use GTA_Loc's method for this, put Lance somewhere, like the inside of the
Ocean View, where he won't get hurt.

            below  -6,000  Total Liar           lies a lot.
        -6,000 to  -4,001  Cheater    breaks rules for personal gain.
        -4,000 to  -2,001  Hacker            intrudes illegally on your PC.
        -2,000 to    -501  Embarrassment  may bring shame to their self or to
                                          another by association; cafone;
          -500 to      -1  Untrustworthy   isn't dependably truthful.

             0 to      19  Upstanding Citizen  Why can't everybody be like me?

            20 to      49  Nobody Special  hasn't done anything especially
                                           good or bad.
            50 to      74  Litterer      a petty offender.
            75 to      99  Shoplifter      steals from stores.
           100 to     119  Vandal      destroys property and anything of value.
           120 to     149  Do Boy   a criminal errand boy?  To "do" someone
                                    could be to swindle or murder them.
           150 to     199  Pickpocket      steals from your clothing.
           200 to     240  Clepto       a kleptomaniac: someone with a constant
                                        neurotic compulsion to steal for the
                                        sake of stealing itself regardless of
                                        any other need.
           241 to     269  Snitch   tells the truth about crime to authorities;
                                    see "rat."
           270 to     299  Rat    a crime family member who violates the
                                  Omerta--code of silence--by being an
                                  informer, a violation punishable by death.
           300 to     334  Leece    illiterate slang for "lice," so a general
                                    term for a worthless person, like "maggot"?
           335 to     369  Scam Artist      tells lies for money.
           370 to     399  Trickster       a deceiver, cheat, or fraud.
           400 to     449  Numbers Runner   takes, relays, and may pay off bets
                                            for a bookmaker or numbers pool.
           450 to     499  Hustler          general--any con artist, pimp,
                                            etc., just in it for the money;
                                            a car in "San Andreas."
           500 to     549  Bully         a tough, intimidating, abusive person;
                                         the name of a 2006 Rockstar Vancouver
           550 to     599  Riff-Raff          a lowlife; a worthless person.
           600 to     609  Scalawag        an unprincipled person; a rascal.
           610 to     649  Ruffian            an especially abusive person.
           650 to     699  Outlaw        has a habit of illegal activities.
           700 to     849  Thug          a ruffian outlaw; a vicious criminal.
           850 to     999  Drop Man  a grown-up do boy, I guess; makes illegal
                                   deliveries/payments; ("drop" as in "kill"?).
         1,000 to   1,004  SA Goon

  According to http://www.imdb.com/title/tt0314123/trivia, "SA Goon" (1000-1004
points) refers to the humor web site somethingawful.com, and the "Front Page
News" (a PS2 version paper found floating around town?) is a reference to the
front page of Somethingawful.

         1,005 to   1,299  Goon       more general than SA Goon; a hired thug.

  (GTW note: I think "Jailbird" was supposed to go here since it's in the TEXT\
american.gxt file; I guess it's another glitch)

         1,300 to   1,499  Ex-Con     ex-convict; did time/paid penalties.
         1,500 to   1,699  Felon   committed one or more felonies, grave crimes
                                   often punishable in the U.S. by more than a
                                   year imprisonment.
         1,700 to   1,999  Bag Man  an organized crime leader; a dishonest
                                    official that collects or distributes
                                    illegal payoff money; a conveyer of money;
                                    someone who handles large quantities of
         2,000 to   2,099  Wiseguy        organized crime muscle; a made man;
                                          indoctrinated member of the Cosa
                                          Nostra, whose members are of Italian-
                                          Sicilian ethnic origin, at times
                                          called the Mafia, which was Sicilian;
                                          a goodfella.
         2,100 to   2,299  Wheelman    a getaway driver.
         2,300 to   2,499  Hired Muscle  works in a menial way for a crime
                                         group for money; they may need to be
         2,500 to   2,749  Hatchetman     a professional murderer.
         2,750 to   2,999  Headhunter   an assassin; a whore for cocaine.
         3,000 to   3,499  Enforcer  is violent and/or kills for his crime
                                     group leader; uses violence or murder, if
                                     needed, to ensure deals are carried
                                     through for a crime family; a head
                                     crusher; a strong-arm man.
         3,500 to   3,999  Ronin   Japanese (literally "wave man"--one who is
                                   tossed about by the sea), was originally,
                                   during the feudal period of Japan, 1185-
                                   1868 AD, a samurai that no longer had a
                                   master.  They were often looked down on
                                   since they were supposed to commit suicide
                                   if they lost their masters.  They were
                                   fictionalized in  movies, such as "The Seven
                                   Samurai," 1954 (which "The Magnificent
                                   Seven," 1960, is based on), to be mercenary
                                   soldiers, an idea which is transplanted to
                                   20th century Europe for the 1998 movie
                                   "Ronin" starring Robert De Niro as Sam.  In
                                   recent years, it's been used as slang in
                                   Japan to refer to students who failed their
                                   college exam, and was the code name of a
                                   famous multiplayer game hacker of the last
                                   few years who recently co-created a web
                                   site: EliteCoders.org.
         4,000 to   4,999  Fixer      sells narcotics to addicts; someone who
                                      makes dubious deals ("fixes" the outcome
                                      of a sports game, etc.) and gets them
         5,000 to   7,499  Hitman       kills for pay and/or for a crime boss.
         7,500 to   9,999  Associate  a member of a crime family who works with
                                      wiseguys but hasn't been sworn into the
                                      family yet or won't be because the member
                                      is non-Italian or non-Sicilian; someone
                                      who's connected.
        10,000 to  19,999  Butcher      a big-time hitman.
        20,000 to  29,999  Cleaner     a mob assassin.
        30,000 to  39,999  Assassin    a mob assassin.
        40,000 to  49,999  Consigliere   a counselor for an underboss or a don.
        50,000 to  64,999  Made Man   "has it made" in that they have organized
                                      crime job security for life and are
                                      entrusted with the rights that go with
                                      it; sworn into La Cosa Nostra; a wise
        65,000 to  79,999  Right-Hand Man  a close associate of a crime boss.
        80,000 to  99,999  Executioner   it generally means a killer, but on
                                         this list it seems to refer to one of
                                         a high position or regard in the crime
       100,000 to 149,999  Lieutenant     a crime boss.
       150,000 to 199,999  Underboss  2nd to the Don, and handles more routine
                                      matters of running a crime family; a
                                      right arm.
       200,000 to 299,999  Capo  short for "capodecina"; A captain of an
                                 organized crime family; a boss; a skipper over
                                 a crew of soldiers.
       300,000 to 300,000  Boss     a crime leader of the rank of Lieutenant or
       300,000 to 499,999  Kingpin     a major organized crime leader.
       500,000 to 999,999  Don       head of an organized crime family; gives
                                     permission to whack (kill) or make
                                     somebody; makes money from all family
                                     operations; usually born in Sicily.
     1,000,000 and higher  Godfather   organized crime Chief Executive Officer;
                                       a top boss.

  For help with some of these terms, thanks to:

  Webster's New Universal Unabridged Dictionary, 1996.
  http://www.urbandictionary.com/  (see "made," etc.)

  I hope you didn't think I'd know all this stuff on my own.

  Given the quirky way the points accumulate, described before, and as long as
it would take to get to a high score if you screw up and have to start over from
your last save point, it would take a lot of work to go over all that unless you
know some way to determine it in the file system.  I'd normally try to double
check anything I put in this walk-through, but as far as I know from any time
I've checked on it, those are the reliable scores.

  Highest media attention:

  The other goal provided for wanton destruction, with credit given for safely
getting rid of your wanted rating afterwards.

  There are 21 titles in all.

   I like to type in the code "chasestat" so I can watch the ratings reported
like news bulletins in purple letters on the screen.  You'll see from doing that
just how the game awards points for the frequency, magnitude, and duration of
destruction.  The Stats will credit you with the highest title you've achieved.

  You can use "aspirine" for vehicle repair without interrupting your effort.
Neither it nor "chasestat" will effect your CRiminal Rating or prompt the game
to warn you not to save the game.

  I'd use the Rhino or the Hunter for this.  See I.12, Wanted Ratings--For three
stars and higher wanted ratings, for how to get rid of your high wanted rating
when you're done.

  If using the Rhino, it's easiest to use one of the long N and S stretches of
road on the SE side of either the east or west island.  Make sure you give your-
self a broad space to turn around on at either end of the loop you intend to
drive on it, and try to avoid getting jammed anywhere.  Try to ram into and
shoot anything around.

  I recommend that you turn the cannon backwards.  That helps propel Tommy out
of jams and out-maneuver the Rhinos that ram his tank at six stars.  The Rhino
is otherwise slow to accelerate and you get less points if Tommy is busted.
Your score is also based on the frequency of Tommy's destruction, and shooting
backwards can make the Rhino go faster than you need it to.  I've read the Rhino
can withstand about 200 explosions before it's destroyed.

  If using the Hunter, you can get Tommy into aerial dogfights with the helicop-
ters that attack.  You can use Number Pad 6 to shoot up at them and try to get
them as they approach, or wait till they're at Tommy's altitude.  Remember that
the normally non-solid police helicopter is a solid one when it fires at Tommy,
and Tommy can be damaged by the explosion of it.  You can swoop the Hunter down
to get the law enforcers shooting at Tommy, too.

             0 to    19    Ignored
            20 to    49    Boring
            50 to    74    Vaguely Interesting
            75 to    99    Local Paper Page 7
           100 to   149    Front Page of Local Paper
           150 to   199    Vice Courier Page 2
           200 to   249    Vice Courier Front Page
           250 to   299    Local TV 3 AM
           300 to   349    Local TV News
           350 to   399    Local TV Live Coverage
           400 to   499    UFA Today Page 12
           500 to   599    UFA Today Page 4
           600 to   699    Picture in UFA Today
           700 to   799    National TV 4 AM
           800 to   899    National TV News
           900 to   999    National TV Live Coverage
         1,000 to 1,199    International News
         1,200 to 1,399    National Crisis
         1,400 to 1,599    International Crisis
         1,600 to 1,799    World Event
         1,800 and higher  Stuff of Legends

  "UFA Today" is most likely a variation of "USA Today."

  Thanks again to the "Criminal Rating/Media/Money FAQ" by Zarathustra for the
Highest media attention level and CRiminal Rating scores:


  I.8.a  Some distinctions between the PC and PS2 versions,
           and some distinctions between
           the PC Standard Controls with mouse aim
           and PC Classic Controls versions

  The PS2 version comes out 1st, but the PC version has better graphics.

  Unlike PS2, you can upgrade the quality of your PC, and the basic PC system
requirements (see I.4 PC Health) aren't demanding by today's standards.

  On PC, you can drive a vehicle, including a motorcycle, into the mansion, so
you can use the Street outfit (also the Frankie outfit after "Keep Your Friends
Close," I.99) in the office to morph (I.9.C).  In "Keep Your Friends Close," you
can use a vehicle to run Sonny down or for a drive-by shooting.

  The method of using a PCJ 600 at Interglobal studios to get to the blocked off
areas early works for the PS2 and PC versions (it and others are in section
I.18) but not for Xbox.

  The PS2 and PC Classic Controls aren't as smooth and don't have the range of
motion of PC Standard Controls with mouse aim for having Tommy move, look
around, or aim weapons on foot except when you bring up the scope for a few
weapons with Tommy standing still.  You can get more views of the front of Tommy
with PS2 and PC Classic Controls, though, which I like occasionally for the va-
riety or screenshots.

  Unlike the keyboard and mouse setups of some games I've tried, the one used by
GTA is tight and fluent.

  Notably, the Minigun isn't limited to side-to-side movement for PC Standard
Controls with mouse aim as in PC Classic Controls or the PS2 version.  For ei-
ther Standard or Classic Controls, the M4 and M60 each give you the option to
use a scope brought up by pressing the Right Mouse Button, and it jiggles a bit
when you fire, so I just don't use it.  I prefer the Standard Controls for those
weapons for providing an easy to aim reticle not available in Classic Controls.

  And mouse aim of the moving, revved-up, jumping fast Chainsaw attacks I de-
scribe in I.10  Weapons, and of Fist/Brass Knuckles movements between Minigun
attacks (using the scroller on the mouse to alternate weapons), makes them
speedier and more useful attacks than with other controls.

  The PS2 and PC Classic Controls auto-aim feature for handguns, submachine
guns, and shotguns is not used by the PC Standard Controls with mouse aim used
for this guide.  I've read about a PS2 auto-aim feature that's used to guide
Tommy over a girder or such--it isn't used for either control setup for the PC

  Mouse Controlled Steering is an option to guide four-wheel vehicles and is
just available  with Standard Controls, not Classic Controls.  While using Stan-
dard Controls with mouse aim, you can still use the keyboard if you want Tommy
to dance the Robot at the Malibu.

  On PS2, the Hunter rockets have auto-aim.  On PC, the Hunter machine gun has

  If you want to use an adapter to use your PlayStation or Xbox pad for PC:

  "GInput" by SilentPL is a mod that uses XInput so so you can take advantage of
all the features of PlayStation 3 and XBOX 360 pads including analog triggers.

  Gamespy, Aug., 2005, recommended these USB adapters, about $12 each, you can
plug them into:

  SmartJoy PLUS - PlayStation 2-USB adapter
  SmartJoy X - Xbox-USB adapter

  I'll add that Smartjoy Frag Xbox and Frag PS2 allow keyboard and mouse to be
used with console games.

  These links may be inactive by the time you read this.  If so, use Google
search, etc.

  The various things Lawyer Ken Rosenberg says after Tommy gets busted ("My cli-
ent wasn't even in town today, and you know it"), and Tommy's stretches and
looks at his watch when you don't move him for a while, can be heard and seen in
the PC Classic Controls version and are rarely heard or seen in the Standard
Controls version.  (To hear Ken's lines as often when using Standard Controls,
use SilentPL's "Rosenberg's Audio Fix"--see I.100.D.f  Miscellaneous mods.)

  In Standard Controls, one way to see the moves Tommy makes in Classic Controls
when you don't move him for a while is to send him into the green surveillance
screen view at the entrance of Leaf Links.  (It's also like Classic Controls in
that mouse aim won't work while he's there.)

  The ability to choose from three camera distances when Tommy's on foot, used
by PS2 and PC Classic Controls, isn't used by PC Standard Controls.  If you use
Standard Controls and press V while Tommy is on foot, it just makes a "blink"

  On PC, you can press F1 for an instant replay that lasts 20 seconds to over
one minute (the fewer peds and vehicles, the longer the replay), F2 to save your
last replay, and F3 to play back your last saved replay.  The replays come in a
variety of camera angles, and you can create additional camera angles with the
mouse, even something like the old GTA top down view.  All kinds of things take
on an added dimension of seeming like scenes from a movie when seen this way,
including stunt jumps and fire trails from a burning PCJ 600 or Cuban Hermes.

  On PC, you can put MP3s and wav files, or shortcuts for them, in the MP3 fold-
er of the game and have your own radio station (I.100.E  Music, MP3s and wav
files, How to save hard disk space with shortcuts, MP3 volume boost, and Sharea-
za).  (Also see I.15  Radio.)

  On PC, you can use mods of a great variety of different vehicles, buildings,
pedestrians, stunt parks, etc.--even change Vice City into an updated Liberty
City with motorcycles and helicopters.  See I.100 through I.100.D.g for a small
sampling of the possibilities, some of which are found in places throughout the

  The three PS2 Super Jumps, performed at Phil's Place behind the crack of the
entrance door, on a diving board by the east island beach, or at the light
house, don't work for PC.  The explanation I read is that super jumps cause
whatever that directs the behavior of PS2 pixels to direct them some way it
shouldn't, and when the game corrects itself, Tommy can go flying across the
sky.  This began with having PS2 Banshees smacked by the El train in "GTA III."
A good site for it is:

  However, yOman69 saves the day with a way to do a genuine "PCJ 600 ceiling
fan for the sky" super jump for PC (I.9.C).

  On PC, A transaction with a prostitute will always give Tommy health 25 points
higher than the usual maximum, not 25 points lower after the pizza mission as on
PS2.  (The usual maximum starts out at 100, succeeding at the pizza mission puts
it at 150, and getting 100% completion puts it at 200.)  Apparently, this is
particular to the PC version.  This is useful before hazardous missions to in-
crease Tommy's durability, but the extra 25 points are not preserved if you save
then reload the game.

  On PC, Hilary's Sabre Turbo in "The Driver" isn't bullet-proof as it is for
PS2 unless you get it with Pomor's method (see I.68).

  When Tommy jacks a vehicle with a passenger and end up with a hostage on PC,
the hostage doesn't constantly scream as in a PS2 example given in Rusk's guide.
I did get something similarly funny when I failed to jack an Ambulance, on the
passenger side, that was driving into a corner: repeatedly, Tommy would enter
and get right out, then the driver would quickly exit, scream one of several
different ways, and get back in!

  The PS2 Vice Point Langer hotel, for some reason, is instead called "ST HOTEL"
along the top and "WK CHARIOT HOTEL" over the front doors in the PC version.
(My guess would be it's similar to the name changes for weapons and cars--be-
cause there's already a place out there called Langer, although I've never heard
of it.  Maybe it's an inside reference to the name of a friend or co-worker of
someone at Rockstar North they changed their mind about--I don't know.)  It's
across the street and east of the Malibu Club parking lot.  (See I.3 for the
"GTA III" connections, and  I.13 and I.9.G for the Odds and Ends and Ghost World
distinctions it has.)

  On PC, there isn't the extra line of dialogue, reported in the Game Script FAQ
at Gamefaqs, by Lance while Tommy drives Lance to the Ocean View at the end of
"Back Alley Brawl": "Tommy, every man needs a little R & R once in a while.
This here's the Pole Position Strip Club.  You might want to drop in some time."
Rusk tells me he hasn't heard it on PS2, either.  If it's just in one version, I
know it isn't the original PC one--it's in the audio files of the game disk,

  On PC, not PS2:

  the Eddie the Head (Iron Maiden skeleton cartoon mascot)-type "Jock Star"
posters are used at the Rock City store Downtown;

  the Enforcer is in the lot by the Vice Point police station (the station to
the N of the two on the east island);

  the Securicar (I.9.B) can be found by El Banco Corrupto Grande;

  the Love Fist limo shows up in front of the VROCK place after doing the Love
Fist missions;

  and the "Vice" Cheetah is behind the Little Havana police station.

   On PC, there's also a Bus in the lot near the dead end of the road that goes
down the middle of the S end of the west island.  (It looks like an old school
bus--it won't pick up passengers at bus stops.)  It's by the door to a big hang-
er over water where there are two of the gas pumps you can shoot and blow up.
In the PC version, there isn't a sign calling the place "Seaplanes Tours," as
Rusk's walk-through and the Brady guide call it.

  The Admiral sometimes shows up instead of the Stretch at the mansion.  On PC,
you only need to drive the Admiral about a block way, not far away, and ditch it
to make the Stretch appear at the mansion.

  In the Xbox version, all the Washington cars on the street are white.  In the
PC and PS2 versions, they come in in a variety of colors.

  You can't get a PC FBI Rancher serviced by a Pay N' Spray as on PS2.

  Whenever I try the PS2 gimmick of running from an FBI Rancher and turning back
to find the FBI agents gone and the FBI Rancher there for the taking, the FBI
Rancher is gone but the damn agents are still there shooting.  (If I wanted one,
I'd probably have Tommy throw a Molotov at one in the Hyman Condo alley.)

  I haven't gotten the same gimmick to work for a PC "Vice" Cheetah, either.
But there's always one behind the Little Havana police station.

  (See I.25 for more about both vehicles.)

  The PS2 gimmick of blocking the pier with a Firetruck so the French men can't
enter it in "All Hands on Deck" doesn't work in the PC version--the truck disap-
pears during the cut scene.  (Just have Tommy use the Minigun and don't worry.)

  The PS2 gimmick of having Tommy drive the Dinghy upside down won't work on
PC--Tommy will just drown if you try it.

  In the absurdist GTA world of the bad people of all types (I guess it's partly
to give you an excuse to use that ammo dump of video game weaponry available),
the soldiers at Fort Baxter hate civilians and may shoot Tommy on sight if he
walks, drives, or flies near the base.  On PC, they may do this when you have
Tommy try Rampage 34 to the east of it, although, when that happened, I just had
him drive a bit to the east and it stopped.  (Once the police uniform is avail-
able, after "Cop Land," and you have Tommy wear it, they won't shoot him on
sight, allowing him to walk freely around Fort Baxter.  Otherwise, I generally
have him keep a distance from it, and have him jack a Rhino or a Hunter from it
quickly.)  I wonder if this has anything to do with the glitch, reported in I.7
Stats, that has the game consider the soldiers at the base a gang.

  On PC and newer PS2 versions:

  Rampage 1, on the roofless shack in the S ocean, doesn't naturally tend to
produce enough targets where you activate it; there are a few ways around that
at I.32;

  a variety of the weapons have been given fictional names;

  and the Lionel Ritchie song "Running with the Night" has been removed from
Flash FM.

  Also, the tear gas canisters, behind the police station S of the Malibu Club,
are replaced with Grenades on PC and the newer PS2 versions.  On PC, the tear
gas was replaced because Rockstar got complaints that using it caused game slow-
downs, even on better computers.  (The tear gas has been improved and brought
back for "San Andreas.")

  In the PC version, there are no special sidewalk collision problems like there
are on PS2, just the regular collision problems.

  To recap some PS2/PC differences for those keeping score on the home game:

  PS2 comes out 1st, Hilary's Sabre Turbo is bullet-proof, you can use an FBI
Rancher in a Pay 'n' Spray, block the pier in "All Hands on Deck," drive a Din-
ghy upside-down, the prostitutes are good for Tommy's health until he delivers
pizza, and you have a Vice Point Langer hotel.

  PC comes out later with the original graphics (not lessened as for PS2), the
ability to improve the machine you play it on to make them better yet (although
what is currently a low end gaming machine should be able to play it fine), in-
stant replays (cool for cycle stunts), allows you to install MP3 and wav files
and short-cuts for them, allows you to install mods (including the ability for
anyone to modify the data\handling.cfg file for vehicles, which can make some
missions (Paramedic, The Driver, RC Bandit, etc.) easier, and the LC mod to have
"III" with cycles), you use a different super jump, a variety of vehicles can be
dependably found in certain locations, Tommy can drive into the mansion, he
doesn't trip over the curb, the prostitutes are always good for Tommy's health,
and you have a WK Chariot hotel.

  On PS2, you use a gamepad.

  On PC, you can use the keyboard and mouse or a gamepad.

  PS2 features auto-aim for the handguns, submachine guns, and shotguns.

  PC Classic Controls feature auto-aim for the handguns, submachine guns, and
shotguns, and on

  PC Standard Controls with mouse aim (my favorite), without auto-aim, Tommy can
look around and aim his weapons, notably the Minigun, freely in practically any
direction, cars and trucks can be steered smoothly, and Tommy moves like a human
being instead of like a robot.

  I.8.b  Adapters for PlayStation and Xbox controllers
         Gamepad controls

  "GInput" by SilentPL
  "This modification completely rewrites III/Vice City controls handling and
ditches DirectInput in favour of XInput.  This way, your PlayStation 3 and XBOX
360 pads will be handled by the game just perfectly, taking advantage of all
their features, including analog triggers."

  If you want to use an adapter that lets you use your PlayStation or Xbox pads
for PC, Gamespy, Aug., 2005, recommended these USB adapters, about $12 each, you
can plug them into:

  SmartJoy PLUS - PlayStation 2-USB adapter
  SmartJoy X - Xbox-USB adapter

  I'll add that Smartjoy Frag Xbox and Smartjoy Frag PS2 allow keyboard and
mouse to be used with Xbox and PS2 games.

  I don't think SmartJoy products are produced anymore so you may need to look
for them with the Google search engine.

  You might also want to see this message board about the San Andreas Advanced

  Some prefer to get a Logitech Dual Action gamepad, or a Logitech Rumblepad 2,
which is much the same as a PS2 controller and is much easier to connect to your
PC--just plug it into a USB slot.  

  I got the Rumblepad 2 in late 2006 and can recommend it for something like
that.  I like the keyboard and mouse better for "Vice City" for having Tommy
move and look around, aim weapons, do motorcycle stunts, etc., though.  A game-
pad is clumsier at that, which is why it has auto-aim for some weapons.  Aiming
a sniper rifle with a gamepad is the worst.  

  The gamepad is fun for a little variety--some things (like people saying
things when they're held at gun point) are programmed a little differently for
it and Classic Controls.

  The reason some people feel it makes flying helicopters easier is that it com-
bines up, down, left, and right on the left analogue stick, which makes some-
thing easy a little easier.  (Those people who can't fly without one are still
weenies, though.  The main thing I don't like about flying helicopters is the
sluggish way the "camera" looks ahead while going forward compared to how fast
it does that for land vehicles, and that's the same problem if you use a gamepad
or not.)   You don't have Tommy fly nearly as often as aim weapons in the game,
and the Hunter has auto-aim for the machine gun for Brown Thunder, which is
pretty easy.

  Since you can attach a keyboard and mouse or a gamepad to a PC or the new PS3,
more people may get used to both kinds of controls and, most importantly, GTA
'cycle stunts can live on.

  Thanks to Orion_SR for telling me the gamepad setup given below:

  Foot Controls

  Fire          Joy3
  Next Weapon   Joy8
  Prev Weapon   Joy7
  Zoom In       Joy1
  Zoom Out      Joy2
  Enter+Exit    Joy4
  Camera        Joy10 (or Joy9)
  Jump          Joy1
  Sprint        Joy2
  Aim           Joy6
  Crouch        Joy11 (or Joy12)
  Action        Joy5
  Look Behind   Joy12 (or Joy11)

  Vehicle Controls

  Fire            Joy3
  Secondary Fire  Joy5
  Accelerate      Joy1
  Brake           Joy2
  Enter+Exit      Joy4
  Horn            Joy11
  Sub-mission     Joy12
  Camera          Joy10 (or Joy9)
  Handbrake       Joy6
  Look Left       Joy7
  Look Right      Joy8
  Look Behind     Joy7+8


  I.9  Controls--basic information

  Standard Controls with mouse aim/keys centered around W,S,A, and D

  This guide was written using the Standard Controls for the keys given below.
I favor orienting things around the W,S,A, and D keys over the directional arrow
keys to situate my controls among the keys I generally use.  But use the setup
you feel best about.

  The Classic Controls setting accommodates the use of a game pad, but I don't
use mine because I like mouse aim the best.  The Classic Controls setting lets
you use a joystick, too, which some people prefer for flying helicopters.  But
they're generally easy to fly without one.  The VCN helicopter has the most
oversteer of the ones Tommy can ride in, but you don't have to use it.  There
are two missions with a wobbly RC copter, but the Top Fun van one just records
your time, you don't need to beat one or race anyone, and I hope the advice I
offer for "Demolition Man" will let you beat the clock without denting your key-
pad cushion.

  I recommend Standard Controls.  The Classic Controls setting is designed to be
a bit like PS2 controls.  The distinctive aiming benefit of Standard Controls,
designed particularly for the PC version, is having mouse aim to steer Tommy and
aim his weapons when he's on foot.  And the keyboard is easier to use than a
gamepad to have Tommy lean forward or backward on a motorcycle for stunts.

  (After playing the game a while, I've decided not to turn on Mouse Controlled
Steering, which can be turned on in the Options, and lets you use the mouse to
steer land vehicles except bikes.  The keyboard seems to be the best way to
steer four-wheel vehicles.  For instance, I'm a lot newer to this than Rusk, so
probably--undoubtedly?--less agile, yet beat his 30 sec. Cone Crazy time with 20
sec. using Mouse Controlled Steering, and the keyboard is even easier to steer
with than the mouse.)

  The Standard Controls setting makes a difference in aiming weapons, too, in
that aiming the M4 reticle, not available in Classic Controls, is easier than
using the Standard or Classic Controls M4 scope that jumps around the screen, or
the restricted movement Classic Controls create for the Minigun, which Rusk com-
plains about for their PS2 counterparts.  (The PS2 "San Andreas" changes that
for the PS2 Minigun.)  The use of mouse aim for the Minigun is one area where
"point and click" is a compliment and not a complaint about the duller RPG
games.  And the auto-aim of Classic Controls doesn't always target what you

  If someone has a PS2/Classic Controls setup, with auto-targeting for the .357,
in mind, and tells the person controlling their Minigun with Standard Controls
Mouse aim to use the .357 for certain missions, they're inadvertently telling
them to take a knife to a gun fight.  (Try using a handgun in Classic Controls
to blow up everything and anything within draw distance in about the time it
takes to point to them.)  Since different things are easier with different set-
ups, and most walk-throughs I read weren't addressing the special concerns of
the PC Standard Controls setup, I saw an area I know about where what I know
might help someone.

  It's not to say which setup is the one anyone else has to like better for all
games--there is no such thing.  But the GTA use of the keyboard and mouse setup
improves the steering control of certain things, including a few driving or
shooting things some people have a difficult time with.  As mouse aim goes, the
GTA version is particularly good at creating a tightly-controlled, fluid manipu-
lation of those things.

  It does the same for your ability to immerse yourself in the game as a movie
setting, and if ever there was a game that was more of an interactive movie-game
than just another "shoot them before they shoot you"/"who has the most techni-
cally demanding graphics "game, it's one of the latest GTA games.  Tommy moves
too much like a robot in Classic Controls for me, and I don't like how it re-
stricts the camera so it isn't freely looking where Tommy is looking unless you
press a key or have certain weapon scopes equipped.  Whoever saw a movie where
the camera or actors moved that way?

  And I recommend mouse aim just because it's a good game that makes it fun to
look around more freely.  I'd mainly go to Classic Controls to try out the auto-
aim for the handgun on pedestrians to hear some dialogue they only say when held
up that way, hear the things Lawyer Ken Rosenberg says sometimes after Tommy
gets busted, or use some different camera angles for screen shots.

  Some controls that are good to use on foot, while using any vehicle,
  or just anytime you're enjoying the show

   Enter....in most cases, when you repeat a mission that has an opening se-
quence and you want to skip the opening scene, press Enter (or Left or Right
Shift).  The exceptions are a few that begin with Tommy in a vehicle--press W.

   Esc....when you want to pause the game and go to the menus, press Esc.

   - You can enter codes while the game is paused.  So if you need to type "as-
pirine" before Tommy's vehicle blows up, or type "hopingirl" while the pedestri-
an you want to get into Tommy's vehicle is near it, press "Esc" 1st.

   - Pausing and returning to the game makes the name of the neighborhood Tommy
is in appear on the screen.  It also changes the appearance of some of the vehi-
cles (see I.9.B "Putting your convertible roof or Teddy Bear up or down....).

  Also fun on foot or in or on any vehicle:

   F1....instant replay.  It lasts 20 sec. to one min.--the fewer peds and vehi-
cles, the longer the replay.

   It creates an enjoyable variety of camera shots that follow Tommy's recent
actions.  You can change the view by moving the mouse.  Just bump the mouse and
it switches, and you can keep moving it slowly so it doesn't switch back.

  A few drawbacks:

  The people that the game programs to follow Tommy, including into or onto ve-
hicles, during missions (at least the people I tried this with, like Mercedes in
"The Party" and the Vercetti gang henchmen with Uz-Is in "Bar Brawl") are invis-
ible in replays.

  Sometimes fires and explosions are invisible in replays.

  The beach ball will hover over the spot it spawns in instead of being shown
bouncing off Tommy's head.

  Too often the "camera" will take a close shot from Tommy's side just when you
want to see a stunt or jump he did from farther away--this is when I'm most
likely to bump and move the mouse to change the camera angle.

  A few bonuses:

  Turning the "camera" with the mouse lets you see details not viewable during
the original shots.

  It causes the convertible roofs of Stallions and Mesa Grandes to appear and
disappear.  (The hookers only rock cars with roofs.)  It has the same effect on
the Teddy Bears of Gang Burrito vans and makes changes to some other vehicles,
too (see the "How to put your convertible roof or Teddy Bear up or down, change
the things you can find in delivery trucks, and make other quick vehicle changes
with instant replays" section of I.9.B).

  The exhausts of the Cuban Hermes make cool fire trails in replays, most im-
pressively in replays of jumps.

  It pauses the tune on your radio so you don't have to miss any of it.

   F2....saves replay--only one replay can be saved at a time

   F3....plays back last saved replay

  See I.100.F for how to use Prt Scr, etc., to make screenshots.

  Going up without gaining altitude

  This is true when on foot or in any vehicle.

  The game judges Tommy's location on roof tops horizontally, not vertically, so
reacts like he's inside a building when he's on the middle of the roof.  This
can cause attacking helicopters to fly away, and peds and police to talk and act
like he's on ground level with them.  It can also open the big garage door of
the Hyman Condo while he's on a portion of the roof, which is helpful to know in
using the multi-helicopter "bigbang" way to increase his CRiminal Rating to God-


  I.9.A  On Foot

    (Hi)jacking vehicles except boats, Rhinos, and Hunters
    Harder punches and faster attacks with the Left Mouse Button
    Punching to work up an appetite,
      punching your neighbors to get to know them,
      and punching for a Good Citizen bonus
    LMB throwing, shooting, and taking photographs
    Aiming with the whole Mouse, not just part of it, and auto-aim
    Bouncing a beach ball off Tommy's head.

  When you go to the Malibu Club, walk Tommy up to a lady and play with W, S, A,
D, Space Bar, and C (Crouch) to have Tommy dance with her.

              Standard Controls

       TURN ON STANDARD CONTROLS WITH MOUSE AIM! Don't make me come out there...

       W....Forward (the general movement button--steer with the mouse)
       (Most of us call it "walk," but it's more of a trot.)


       Mouse aim....Turn Left

       A....Walk Sideways Left

       Mouse aim....Turn Right

       D....Walk Sideways Right

       Note: you can also move the mouse to look up, down, or anywhere around.

       Left Shift (remap the control by pressing Backspace twice then Left
Shift) added to W....Run

       Space Bar....Jump

       Left Mouse Button (LMB)....Attack, throw, shoot, and take photographs;
you can also hold down W, then hold down the LMB as well, and Tommy prepares his
Fist/Brass Knuckles or melee weapon to attack, then release the LMB when he's at
the target for a more powerful attack; try attacks to the right, left, and be-
hind, too.  More on this below.

       Note: try different combinations of all of the above.

       Right Mouse Button (RMB)....bring up the scope of the Rocket Launcher or
a sniper rifle, or the viewfinder of a camera, to enable it to shoot.  (There's
an optional scope for the M4 rifle which I don't recommend.  There's no PS2-like
target button for the RMB in Standard Controls, and you don't need it, either.)

       Z or Mouse Wheel up....Zoom in with the Sniper Rifle scope or Camera

       X or Mouse Wheel down....Zoom out with the Sniper Rifle scope or Camera

       F....Enter nearest vehicle or the one Tommy is pointed toward (if you
change your mind about entering, press W, S, A, or D).

       Mouse Wheel up....Previous weapon

       Mouse Wheel down....Next weapon


       Caps Lock or Middle Mouse Button....Look Behind

       Tab....Have Tommy answer the ringing cell phone, buy property when stand-
ing in an available property pickup, or change the weapon in a weapon slot when
he's standing in the pickup of a weapon of the same category.

       V....View change not available on foot; pressing these buttons on foot in
the Classic Controls adjusts how far back from Tommy the camera is.  For Stan-
dard Controls, which feature camera angles that take in a more comprehensive
view, hitting them just makes a "Blink!" sound, like Tommy just had an idea.  I
guess you could use it for that, if you're a little more dramatically ambitious.


  Press W (forward) and Left Shift (make it Run in the Controls Options) and
Tommy can run faster than any criminal or policeman that chases him.  He can run
faster than most of the traffic, too, which is handy for jacking a vehicle.

  He only has so much energy for that, then he trots again, so pulse Left Shift
to prolong Tommy's running ability before you get the Infinite Run with the
Paramedic mission.  Pulsing Space Bar (Jump) can help speed him up before that,
too, and running increases his endurance so he can run farther.

  But get the Infinite Run (I.22) as soon as possible so he can run indefinite-
ly.  It can make the difference between not wanting to save the game because
Tommy got busted, so having to do it all over again, and easily getting away
from an arrest.  It's very annoying to have him pull off a wild move, or be near
a vehicle that's about to explode, and have him start trotting along like he's
asking to be busted or killed.

  If you have Tommy run at oncoming traffic and jump before each vehicle, he may
run over the hood and keep running or dive to the side.

  When Tommy runs, he can shove and move vehicles of any size because he's a
mighty, mighty man.

  One of the most important innovations for the lead character of "Vice City"
compared to the one for "III," besides that he can talk, is that when he's in a
hurry to get something done, he won't pause to do that "Eek, it's a mouse" deal
with his arms up, staggering backward, that could be so annoying in "III" in a
tight spot.

  (Hi)jacking vehicles except boats, Rhinos, and Hunters

  Normally, to jack a vehicle, send Tommy toward it then press F, and he'll yank
the driver out or give a biker an elbow to the head or a kick, probably scare
out any others, and take it.  If the land vehicle is moving, standing or parking
in front of it will probably stop all but the aggressive drivers (getting run
over is uncommon except during high wanted ratings or "Cabmageddon").  On foot
or in a vehicle, it only takes one or a few bullets into a vehicle to make most
drivers stop and run away.  Be careful with a powerful weapon like the Minigun,
or you'll just blow it up.  Tommy can shoot people through the vehicle windows
in Vice City, too, if you want to jack a Sabre Turbo (I.68) or Zebra Cab (I.92).

  There are aggressive drivers whom you may have to corral into driving into a
corner before you can jack their vehicle.  They stop at nothing to get where
they're going--they drive like it's an online game and someone else is driving
like me or you.  They're usually just good for thrills when you try to avoid
them in traffic.  Otherwise, you might see how long you can follow them and
break parts off of their vehicle.  But I usually pass on them if I need a vehi-
cle right away.

  Some land vehicles are driven by people who try to take it back (the Cab and
Taxi drivers, the fat golfer, a dumpy-looking brunette with straight hair, a guy
in a light tan jersey with dark hair and sunglasses, the construction worker
with a yellow hard hat, a pimp in bold red and black hat and clothes, the black
and a white criminals in leather jackets, etc.), but most run away.  Be ready to
gun it just in case.

  Sometimes Tommy jacks a vehicle and a passenger isn't scared away, and he
drives around with a hostage.  But they get out and run away when he stops or
gets out and goes to get back in.  (As noted in the PC distinctions section, the
hostages on PC rarely make funny screams as they do so often for PS2.)

  A Molotov can be useful to jack a vehicle with attackers inside.  It will take
care of them as they emerge and leave the vehicle for you.

  To jack a police vehicle with a police officer in it ("Vice City" or "III"
only!), send Tommy to the passenger side and hit F three times.  The police man
exits on the 1st or 2nd yank, unlocking his doors (the emergency vehicle owners
are the only ones who, at least erratically, seem to want to protect themselves
from all the vehicle jackings going on!).  Tommy enters on the 3rd--hit W and
gun it.

  The pimp in red and black, and the black and white criminals in leather jack-
ets, may jack Tommy's vehicle, including a helicopter (!), while he's sitting in
it.  They don't seem to know what to do with a helicopter once they have it,
though.  You can just jack it back and take off (or beat the c**p out of them,
so they won't keep trying to do it, if you plan to have Tommy sit a bit).

  If they drive off in a land vehicle before Tommy can get up and take it back,
you might have him blow up the vehicle with the Minigun.

  If gang members yank Tommy out of a vehicle, they'll throw Tommy to the ground
and attack him, and try to keep him from getting back in the vehicle.  (The more
aggressive gang members will retaliate if members are attacked, and the Haitian
gang members will do it any time Tommy goes near them after he does "Trojan Voo-
doo" for Umberto Robina.)  When using the Standard Controls with mouse aim, this
is a good reason have a Minigun with lots of ammo.  Have Tommy break away, run
off a bit, turn, and share a generous helping of his Minigun ammo with them.

  You may find a vehicle you want that's locked (fortunately, not often; I think
it just happens sometimes with the four-wheel emergency vehicles).  Just have
Tommy run about a block away and go back to try again because the locking is
programmed to be random.

  If Tommy jacks a parked four-wheel vehicle that sets off an alarm (also not
often), have him watch for police and wait till the alarm stops if you still
want to drive it onto the road because it can bring unwanted police attention.

  Certain parking places, such as across the street from the Ocean View, may
have these vehicles.

  Left Mouse Button: harder punches and faster attacks.

  Use the Left Mouse Button for using Fist/Brass Knuckles or melee weapons.  If
you press LMB repeatedly, it nudges Tommy forward.  And if he's fighting two or
more, he's got a variety of moves to use with his feet and head in various di-
rections, too, which you can supplement by using W,S,A,D, and mouse aim.  Use
them with Jump, Space Bar, when Tommy needs room to attack.

  You can also have Tommy walk, holding W, S, A, or D, then hold the LMB, too,
and he'll raise his Fist/Brass Knuckles or melee weapon in preparation to
strike.  Release the LMB to have him strike.  I've seen him knock down several
people at once this way.  While the other one recovers or gets up off the
ground, back Tommy up, then send him trotting forward again and hold LMB, too,
etc.  Get a back and forward rhythm going.

  Get the Brass Knuckles behind the Moonlite Hotel, two doors N of the Ocean

  (See I.10, Weapons, Melee weapons, for fast Chainsaw attacks.)

  When Tommy's in a fist fight, you can press C--crouch--and have him duck.  The
attacker usually swings overhead and misses (although kicks still connect).
When they pause, you can have Tommy stand up and clobber them.

  Here comes one of the basic lessons of fighting in Vice City: don't let your-
self get crowded in on by attackers, esp. if they have weapons.  Something about
the collision files of the programming or whatever make Tommy's weapons ineffec-
tual when the target is too close, and while he's punching his way out with one
or two of them, he could get killed by another.  Don't get caught having to use
fists at a gun or knife fight.  If Tommy starts to get crowded in on and it gets
to be too much, just have him break him loose from his attackers, run to give
himself some distance, equip a weapon, then turn back and let them have it, or
run away.

  You can scroll between Minigun, a shotgun, MP, etc., and check Tommy's walking
speed.  To me, the movement may be different but the slower speed looks the
same.  So, given that choice, I'd use the Minigun.

  Punching to work up an appetite.

  As Rusk notes, you can have Tommy get into fist fights with some of the guys
by a fast food place to put his health below 100 (or below 99?), which activates
his ability to buy fast food in a pink shaft of light that appears at the count-
er.  This works at any of the several Well Stacked Pizza places around Vice City
or the fast food booths in the middle of the 1st floor of North Point Mall.  And
check the hands of potential targets 1st: don't try fist fights with gangs of
guys with guns since they can kill Tommy quickly at close range when his health
is low.  Don't take Brass Knuckles to a gun fight.

  The Burger Shot cashier says, "We get this cheap from the abattoirs" (French
for "slaughterhouse").

  Punching your neighbors to get to know them.

  It may not be something it otherwise would occur to you to do, but punching
pedestrians, leading to fights with the same certain ones, is a way to get to
know the identities of the ones who fight.  It makes them say a lot more.

  The barefoot guy with black hair and a beard sounds like the late Walter Bren-
nan: "I'll send you to Kingdom come, I wi--ll."

  The guy in bold red and black clothes and hat is a crass pimp on the make for
sex: "Hey, you're an ugly bi**h--I'll do you my way" and "You need some action?"
and "Relax, babe, with one of my girls."

  The dirty blonde criminal with a brown leather jacket hates yuppies.

  The black guy in a hat with dark glasses pretends he's blind but says he can
smell you and you smell like s**t.  (I think he's a precursor to Wu Zi of "San
Andreas," who pretends he's blind but can aim weapons and drive vehicles.) 

  The dirty blonde hooker says, "You didn't think I had brass knuckles, did
you?" and "How do you like getting bi**ch slapped?."

  The black hooker says, "I used to be a marine" and "The name's Pearl" (then,
with a male voice) "but I used to be Brian."

  The brunette with a black netting top and red shorts says, "I am gonna rip off
your ba**s and shove 'em down your throat."  I don't think I'd be partial to

  The brunette lady in a pink top and short pale blue skirt who says she "gradu-
ated from Scarford" tells you to "Die in a pool of your own blood."

  And that nice skater lady says, "I'll roll right over your ass," etc.!

  Tommy says more things, too, like "At least you ain't gonna worry about your
looks," or, to a policeman:  "I did your wife, you poor bastard."  That's not
very sociable.

  Punching for a Good Citizen bonus.

  If you have Tommy punch a man running from a police officer, you get a $50
Good Citizen bonus.  You might even get several punches in for several bonuses.

  If you have Tommy punch one of the ones that fights to get them to say stuff
and they start running, they're eluding a policeman, or scared by a local gang
fight, and won't say any more, so you might as well get a Good Citizen bonus out
of it.  Be careful not to have Tommy hit the nice police man....  (Say, "Nice
evening, officer!" like one of the Bowery Boys, or Eddie Haskell from the 1960's
sit-com "Leave It To Beaver.")

  LMB throwing, shooting, and taking photographs.

  Use the Left Mouse Button to have Tommy throw stuff.  The longer you hold down
the button before releasing it, the farther he throws.

  Use Left Mouse Button to shoot hand held weapons.  You need to press the RMB
to equip the scope of either sniper rifle or the Rocket Launcher before they'll
shoot.  Zoom with Z and X or the Mouse Scroller.

  Use the Left Mouse Button to take up to twelve pictures ("Martha's Mug Shot"
mission only).  Equip the lens with the RMB so it will shoot pictures and Zoom
with Z and X or the Mouse Scroller.

  Aiming with the whole Mouse, not just part of it, and auto-aim.

  The PS2-type Classic controls have an RMB auto-target feature for shooting
certain weapons.  But since I'd STRONGLY recommend using Standard Controls, de-
signed for the improved PC version, the important aiming consideration is to
turn on Standard Controls in the options.  That way, the RMB is just used to
enable the scope on the Rocket Launcher, a sniper rifle, or a camera, so they'll
shoot, and thereby enable the zoom for either of the two sniper rifles or the
camera.  Zoom with Z and X or the mouse scroller.

  The Minigun, notably, can be aimed in any direction with PC Standard Controls,

  For Standard or Classic Controls, the Sea Sparrow and Hunter machine guns have
a bit of auto-aim (one way to see it is to shoot boats with it)--during "Brown
Thunder," the Hunter machine gun has even more.  Fire it with the RMB.

  Bouncing a beach ball off Tommy's head

  Walk Tommy into the beach ball to make it bounce, then keep moving him to
where the shadow of it appears on the ground to make it bounce off his head.  My
highest score so far for Keepie Uppie Beach Ball is 80.

  Here are some of the famous examples of high scores:

  Go from the east island to Starfish island--once there, make the 1st right;
the empty swimming pool of the 1st house on the right, and the pool with water
of the 3rd house on the right, contain a beach ball.

  On a rare occasion, you may find it on Washington Beach, where you can rack up
more points without any obstructions to get in the way.

  I'd read that it can be found on the east island on the N end of the little
extension of beach in the S, around where rampage 2 is, at 8 am or pm, though
I've only found it that way once.  I've also found it by the RC Bandit Top Fun
van, and once on the beach to the E of the WK Chariot hotel around noon.

  The place on the beach I've found it the most often--about a handful of times
and at various times of day--is a little NE of the 3rd life guard hut from the
S.  Each time, Tommy went W from the E coast, sometimes having landed a boat--or
car combined with the "seaways" code--on the coast. 

  I'm still waiting to learn of a reliable way to trigger it to appear anywhere
on the beach.

  One drawback: it sometimes seems to hesitate over Tommy's head, as if the game
is deciding if it's going to bounce it or not, and sometimes you get the bad
luck of the draw.

  If you shoot it, it flies high in the air.  A S.P.A.S. 12 shotgun at close
range gets a good result for that--you can send it up into the stratosphere that

  If you bounce it to a Starfish Island basketball hoop, you can't get it
through it.  You can play mansion door soccer, though (see Ghost Beach Ball Soc-
cer in I.9.G).


  I.9.B  Four-wheel Vehicles

   Controls for four-wheel vehicles

  Some notable things about the four-wheel vehicles
    Driving indoors
    Locations of the secret Caddy, Cheetah, Voodoo, BF Injection, Packer, and
      the gang car with a Teddy Bear
    How to put your convertible roof or Teddy Bear up or down, change the things
      you can find in delivery trucks, and make other quick vehicle changes with
      instant replays
    Bus driver income and bus "routes"
    Police cars: safe collisions and spike strip-proof tires
    The Cabbie Climb
    Fast and complimentary Pay 'n' Sprays
    Chauffeured rides
    The Rhino--how to hijack it, save it, and destroy it
      (rampage with it--I.32; and fly it--I.9.D)
    Two-Wheelers and one-railers

  A run down of all the four-wheel vehicles
    including the real names for most, and top speeds for all,
    of the four-wheeled vehicles
  Good/distinctive two-door vehicles
  Good/cute little vehicles
  Good/distinctive four-door cars
  Emergency and military vehicles

  When people honk as they go by, have Tommy honk back--they could be friends of

  Controls for four-wheel vehicles

  GTW recommends

  Standard Controls

  A and D are used to steer vehicles, to turn the front wheels of four wheel ve-
hicles to try to get vehicles upright, as part of going for a Two-Wheeler, or to
steer an airborne four-wheel land vehicle while using the "comeflywithme" code.

       W....Forward  (Touch it to send the camera looking forward from behind
Tommy's vehicle, too.)

       S....Backward  (The screen message calls it "brake"; if your brakes work
like this in real life, take your vehicle to a mechanic.)

       A....Left; tilt tipping vehicle to the right

       D....Right; tilt tipping vehicle to the left

       Space Bar....Brake  (The screen message calls it "handbrake.")

       F....Exit vehicle

       R or Mouse Wheel Up....Change radio station except for the Police car,
the Enforcer (SWAT van), the Police Cheetah, the Rhino, the Barracks OL, and the
FBI vehicles, which get police calls, and, after the Kaufman Cabs missions,
Kaufman Cabs, which then get special Taxi dispatches

       Left Shift (remap Controls to use Left Shift)....Horn except it instead
causes the boost jump for the Taxi and cabs after completing 100 fares, and it
changes the height, via the lowrider suspension, of the Voodoo; press it several
times to turn the emergency vehicle siren/flashing lights, or Mr. Whoopee truck
jingle, on or off

       Caps Lock....Activate/cancel Sub-mission--for four-wheel vehicles, a
Taxi, Paramedic, Firetruck, or Vigilante mission--when in the corresponding ve-

       Q with E, or Middle Mouse Button....Look behind

       Q....Look/aim submachine gun left

       E....Look/aim submachine gun right

       Left Mouse button (LMB)....Shoot submachine gun

       V....View (Change Camera Mode)

       Rhino cannon and Firetruck water cannon

       NP4....Turn left

       NP5....Turn right

       NP9....Firetruck water cannon up

       NP6....Firetruck water cannon down

  Note about NP5 for this section and the one below: I don't know if this is a
common glitch or not, but my NP5 doesn't work for a function it's the default
key for until I "remap" the function for it to NP5.  Then it appears on the menu
as "#" but NP5 works for the function.       

       Voodoo hydraulics

      Left Shift or
      Right Shift....the body goes to a held raised position from a lowered one;
                     the body goes to a held lowered position from a raised one
                      (I use both Left and Right Shift for Horn.)

       NP4....Raises the left side while pressed when the body is lowered;
                lowers the left side while pressed when the body is raised

       NP5....Raises the right side while pressed when the body is lowered;
                lowers the right side while pressed when the body is raised

       NP9....Raises the back end while pressed when the body is lowered;
                lowers the back end while pressed when the body is raised

       NP6....Raises the front end while pressed when the body is lowered;
                lowers the front end while pressed when the body is raised

  You can combine pairs of the number pad keys above for diagonal body move-

  You can help the Voodoo make sharper turns by making it lean in the direction
of the turn.  For example, to make a sharper right turn, raise the left side if
the body is lowered or lower the right side if the body is raised.

  About V....View (Change Camera Mode): 1st person view, multi-view, and long,
mid-, and near distance back views.

  I generally use the mid-distance back view, but the long distance one is good
for safely backing a vehicle to the edge of a rooftop.  The multi-view mode is
fun to watch Tommy drive different things with, if harder to see where you're
going with.  Trying to do it is a game by itself, and fun to try when you're not
in a hurry to go anywhere.  The 1st person view is different, and might help you
drive a Coach so you can see what's in front of it.  Hit W to aim the camera
view ahead from behind Tommy.

  The 1st person view can give you a chance to play with Q and E, and Q + E, to
get some interesting close up views of the other pedestrians, such as when using
the hooker gimmick, during "Distribution," I.63, the Taxi mission, or when using
the "hopingirl" code to take pedestrians for rides in a helicopter.

  Q and E, and Q + E, can be used a bit during routine driving, which I use the
mid-distance view for, to add some variety to the interactive "movie" you're
making.  If you're not in a hurry and don't mind wrecking occasionally, holding
the side view for longer stretches can give you an interesting change of scen-

  The overhead view of "GTA 2," an option in "GTA III," isn't available.  Howev-
er, you can use the mouse to swerve the camera to that view for a bit during in-
stant replays.  This can provide an especially different view while flying.

  Some notable things about the four-wheel vehicles

  Driving indoors

  Some four-wheel vehicles can be driven into the mansion (for example, the "EP"
Admiral, I.99).

  The Caddy can also be driven into North Point Mall.  You can drive the Caddy
or the Baggage Handler into the Malibu Club, but it creates Ghost World if you

  Locations of the secret Caddy, Cheetah, Voodoo, BF Injection, Packer, and gang
car with a Teddy Bear.

  Secret Caddy

  There's always a Caddy hidden in the 1st shrub on the left when you take the
path that leads W from the light house.  Make sure no police are close by and
don't linger there because otherwise you could get busted.  Use the radar to
avoid driving into the sea--I'd turn N 1st.

  It can be driven into the mansion, North Point Mall, and the Malibu Club.


  There's always a Cheetah by Pier 2 on the SW side of the east island, and by
the 1st house on the right when you cross the bridge from the east island to
Starfish Island and make the 1st right.  The "Vice" Cheetah is always behind the
Little Havana police station.


  There's always a Voodoo, the Haitian gang car, by Auntie Poulet's (the Haitian
gang leader's) shack.  To get there, go W on the road that curves N in a roughly
half a circular bend from Links Bridge; after the road has gone as far W as it
will go and starts to go E, Auntie Poulet's shack will be ahead of you on the
left--it's across the street to the N of the Voodoo.  Some raise the Voodoo on
one side to make a sharp turn to the other, which is easier to do if you use
your left hand to turn it with A and D instead of using Mouse Controlled Steer-
ing and use your right hand at the number pad.  You can make it ride high or low
on the wheels.

  The hydraulic lift ability is like that of the Yardie Lobo gang car in "GTA

  BF Injection

  There's always a BF Injection, a dune buggy, on the east island, in the middle
of the W side of the beach, between the Standing vice Point hotel and a big
shrub.  Besides being good on sand, the big wheels it has make it good for
climbing onto land or a low pier if you use the "seaways" code.  The climbing
ability is also shown by the Patriot; there's always one at the film studio on
Prawn Island and in a shed at Phil's Place.  The Sandking you get for completing
the 3rd Sunshine Autos vehicle collection handles even better for an SUV.


  There's always a Packer (ramp truck) in the film studio on Prawn Island, on
the tarmac at the airport at the S end of the west island, and in the lot of the
Vice City Port Authority on the W side of the SW block of the section of blocks
on the SE side of the west island.

  It's handy for one of my methods of beating Hilary with the Sentinel in "The
Driver" (see I.70).  It's also good for Jump to Grinds and concocting some new
jumps for the PCJ 600, when the truck doesn't disappear in the middle of the ef-
fort.  Leave the door of it open when you have Tommy exit it by having him imme-
diately move away from it to give it a better chance to stay in the memory of
the game.  It's also used for the PC super jump (I.9.C).

  Gang car with a Teddy Bear

  The Gang Burrito, a maroon van with graffiti on it, sometimes has a Teddy Bear
on the grill or above the windshield; the Teddy Bear has a brown or white face.
I like the brown ones better; the white ones look more like monkeys or some kind
of hentai lady-faced mutants.  You can always find a Gang Burrito in front of
the N-most house on Prawn Island.

  How to put your convertible roof or Teddy Bear up or down, change the things
      you can find in delivery trucks, and make other quick vehicle changes with
      instant replays

  If you press F1, for instant replay, twice, you can:

  - put the convertible top up or down on a Mesa Grande or Stallion.

  - make a Gang Burrito plain,
    a Gang Burrito with a Teddy Bear with a brown face in front of the grill, or
    a Gang Burrito with a Teddy Bear with a white face on the hood over the

  - make a Barracks OL plain, or
    a Barracks OL with a canvas top or a bare frame top.

  - make Bloodring Banger A or B have different decals on the roof and back half
of the sides.

  - make a Caddy plain or
    a Caddy with one or two of three golf bags or two satchel bags on the back.

  - make a Cheetah or Vice Cheetah plain or
    a Cheetah or Vice Cheetah with one or two side rear view mirrors.

  - make a Coach plain or
    a Coach with a sign on both sides advertising that it's a Bullet, Vicefree,
    or Whippet Coach.

  - make a Benson plain,
    a Sumo truck with nothing in the back,
    a "Vice 'n' Easy" truck with boxes that say "Turtle Head" (a "GTA III" fish
company), I think--the letters are blurry, in the back,
    a Bi*ch 'n' Dog Food (a "GTA III" company) truck with boxes that have the
cartoon logo of the "Sparki--the POWER-FUEL people" company (seen on some Mule
trucks in "III") in the back, or
    a Zip truck with boxes in the back (they have something like a caricature of
the face of a 1972 Bette Midler or ? on them).

  - make a Boxville or Yankee plain,
    an R. S. and L. Bows ("arse and elbows," as in "you don't know your arse
from your elbows") truck with boxes of red meat and blood stains on the walls
    a Marlin truck with boxes of fish inside, or
    a City Haul or Haul truck with plain boxes inside.

  - make a Flatbed cargo bed carry
    one of two sets of wooden boxes,
    one of two objects (each is bigger in the front with what may be a vertical
fin in the back) covered with canvas, or
    large rusty pipes.

  - make Hotring Racer A or B have different decals except the ones on the en-
gine hood and the front half of the sides.  The car just called "Hotring Racer"
isn't changed by instant replays.

  - make a Mule plain,
    an R. S. & L. Bows truck with halves of red pig carcasses hanging in the
    a Haul truck with boxes in the back that say, "Haul,"
    a Marlin truck with boxes in the back that have a doodle of a marlin on
    a Vice Voice truck with stacks of newspapers, I guess, in the back, or
    an Outta Sight truck with boxes with blurry letters that say "Outta Sight"
in the back.

  - make a Perennial plain or
    a Perennial with a luggage rack on the roof.

  - make a Romero's Hearse plain or
    a hearse with a brown or blue coffin in the back.

  - make a Rumpo plain,
    a GasMaster van, or
    an R. S. & L. Bows van.

  (It also makes Klarnetist's 1957 Chevrolet Bel Air two-door hardtop,
I.100.D.e, have either a pair of red dice hanging from the rear view mirror, a
Well Stacked Pizza box on the back seat, or a green gas can in the trunk.)

  Bus driver income and bus "routes"

  You can drive the Coach to bus stops, then use the side view, Q, while posi-
tioning the door so it's to the left of one of the bus stop signs, and pick up
passengers.  You get $5 per fare.

  Occasionally, someone wants to figure out what the bus route is for it.  After
following a number of them, it looks like they don't have one in the sense of a
sensible repeated circuit in which they take the shortest route to each stop and
stop at all of them.  They seem to be programmed like a slow, lumbering version
of the random pattern of aggressive drivers that do anything to get where
they're going, and usually end up driving endlessly into a part of the off-road

  One stopped at a bus stop in Little Havana by the tool store, then didn't stop
at any more it passed while it drove in random circuits around Vice Port, where
there aren't any stops, then over the Starfish Island bridge and up and down the
east island, including some loops on the road that ends in a loop (W of the Ma-
libu Club), where there aren't any stops.  I think the point of the randomness
of it was driven home to me by seeing a 2nd bus begin driving ahead of the 1st.
They went the same way a few blocks, then one went ahead and right and the other
went left.

  But, at 1st, Coaches typically also stop at at least one red light and at
least one bus stop, maybe several, if sometimes missing stops on nearby blocks
in Little Havana when they do.  I've had the best luck seeing them stop at sev-
eral going N from NW Vice Point, S from the E side of North Point Mall, or W
from the NE end of Downtown.  When they stop at a bus stop, they drop off three
passengers--guys in light blue shirts and dark blue pants.  They may pick up a
passenger, too.  If you jack the Coach, a random ped comes out.

  Coach:  MCI 102C3 '83-'86, or an Ikarus '86 of the Miami Dade Transit Authori-
ty with Greyhound-like squared-off wheel wells

  Police cars: safe collisions and spike strip-proof tires

  Sometimes a police man or police car surprises you by running into the path of
your vehicle.  And sometimes you get a wanted level by just brushing against
them.  But you can drive full force into the front of a police car and not get
any wanted level at all.  (Thanks to spaceeinstein's web site for reminding me
about driving into the front of police cars.)  I think this means they're

  As Rusk notes, you can activate then deactivate the vigilante mission--on PC,
with Caps Lock--and the tires become spike strip proof.


  As explained a few paragraphs above, if you have Tommy smash the back doors
off some of the trucks with a melee weapon or by backing it into something, you
see stuff inside.  The Securicar has boxes marked "Loot."

  There's a Securicar you can't drive parked in front of El Banco Corrupto
Grande (N of the Starfish Island bridge on the main N-S road of the W island).
It looks as it did in "GTA III."  It has "Gruppe Sechs"--German for "Group
Six"--written on it.

  There's a security company that operates worldwide called Group 4 Securicor (a
recent merger between Securicor plc and Group 4 Falck A/S security business),
and in English "Gruppe Sechs" sounds like "Group Sex."  (I can't remember where
I 1st read the German translation and Group 4 ideas, so "thank you," whoever you

  Other Securicars in Vice City can be driven, but you can't drive them to a Se-
curicar-cracking garage to collect the money for them as in "III."

  The Cabbie Climb

  (or: "I'm gonna climb a wall if you keep doing that"; thanks to John Byner for
the joke, which, I think, comes from the show where David Letterman got into a
suit of Velcro, jumped onto a wall, and stuck to it.)

  As explained in a tutorial by Kaneda, the boost jump for Taxis and Cabs can
also be used to shoot them up the side of a wall.  If you use it to jump from a
ramp or steps toward the side of a building, then jump some more once it meets
the wall, the jump will continue to send it vertical instead of away from the
building.  Taxis are good for distance, but the various Cabs are the best for
the Cabbie Climb, especially the light Cabbie and Kaufman Cab.  Among spots he
recommends for it (the screen shots with instructional markings in this section
are all by Ghostchild for your dining and dancing pleasure):

  The big hotel with a curved front and awning on the block that looks like a
cartoon nose pointed W in the NW area of the east island.  Get a long diagonal
run at it, avoiding the awning, from across the street to the SW of it.

  (I'll add my other favorite choice: the WestHaven Community Healthcare Centre
along the main N-S road in Little Havana.)

  The big beige hotel (?) with an orange tile roof E of the police station
that's E of El Swanko Casa.  Start a run from across the street to the SW of it.
(The roof has a ledge that extends past the wall and can create a barrier for
jumps, though.)

  The Links View Apt. building.  Make a run NE to SW and jump at the slope of
the driveway for a recessed wall that faces forward.

  A few jumping spots he recommends for it:

  From the NW corner of the block S of El Swanko Casa, go S across the street
and driveway and jump at the edge of the lawn onto a garage roof with orange
tiles, and jump from there onto the roof of the pink building beyond that.

  Make a diagonal run SW across the steps of the Little Havana medical center,
where you jump to the roof S of that.

  One of the triangular markers on the S tarmac of the airport.

  Thanks to Brad Ward/ThaShoka89/Southern Finest, who helped me in the section
on the BSM, I.9.C, for the tip to check out Ghostchild's presentation of Kane-
da's tutorial.

  For Kaneda's two videos that feature the Cabbie Climb, "Off Duty" and "Off Du-
ty 2," see:

  Nitzkit's "Taxi/Cabbie Boosting Tutorial" video gives these tips:

  Boost the Taxi or Cabbie on a ramp, such as steps, to give it a vertical slant
by a wall, then tap Boost repeatedly while it goes up the wall.

  If there's no ramp for the wall, 

  - make the Cabbie wiggle by steering away from then toward the wall, Boost to
send the Cabbie to the wall, and Boost repeatedly once it's on the wall.

  - Boost the Taxi so the two side wheels nearest the wall get close to the
wall, then tap Boost repeatedly.  You might also try a Packer to help you do

  I'll just add that the boost jump and a cab can be used on Unique Jumps and
similar ramps better than you might think.  For example, you can use it on the
concrete ramp S of Howlin' Petes Biker Emporium to jump over the bike shop and
land on the roof N of that.  It adds new life to some jumps I might otherwise
pass on at the airport and elsewhere around town, helps you get over fences (see
the 1st "Cabmageddon" mission method), and might occasionally lead to some roof
jumping, too, like I managed to do W of the S tarmac of the airport.

  "Cabbie Boost Jumps"--a Li'l Dodo film by Glen T. Winstein

  You can download this file (VCCabbieBoostJumps 109.93MB) from gamefront:

  You can download some of my other video files from gamefront, too:

  If anyone wants to make another Cabbie stunt video, I have an idea for one:
use Gunslinger's Robert De Niro skin (I.100.C).  With all the GTA references to
the Robert De Niro/Martin Scorsese movies "Mean Streets," 1973, and "Taxi Driv-
er," 1976, like Mean Street Taxis in "III" and the benches that say it in "Vice
City" (I.2), it seems like a natural to me.  For "Taxi Driver 2," Travis Bickle
would be a little older (the Gunslinger De Niro skin is for how Robert De Niro
looked in "Heat," 1995) and REALLY go nuts against the crime all around him in
Vice City.

  Fast and complimentary Pay 'n' Sprays

  You can save some of the time taken to use a Pay 'n' Spray by leaving a (two
or) four-wheel vehicle in it.  Just have Tommy board the vehicle, and it trig-
gers the Pay 'n' Spray actions.

  After Tommy makes $100, when he doesn't have a wanted rating or need repairs,
he can still use one for complimentary sprays to give his vehicle the color you

  Chauffeured rides

  If you have Tommy jump on a four-wheeled vehicle driven by a pedestrian, he
can go for a ride while you catch a snack with something more to see than if you
pause the game by pressing Esc.  Unlike "GTA III," in which Claude, the lead
character, caused the driver to drive wildly if he shot their car, in Vice City,
if Tommy shoots their car, the occupants will as likely just get out and run
away in a panic.  It can be a wild ride if Tommy gets a driver who panics and a
car hood he doesn't slide off of easily.  You might have him shoot out a tire or
two 1st for a variation of it.

  Sometimes, he can jump on the invisible stuff over the shoulders of someone
driving a PCJ 600 and not slide off and get a chauffeured ride, too.

  The Rhino--how to hijack it, save it, and destroy it
  (rampage with it--I.32; and fly it--I.9.D)

  One thing Fernando says on Emotion that's true: you can go on safari in Vice
City and get a Rhino.

  To have Tommy jack the Rhino, which appears at Fort Baxter after getting 90
hidden packages, you can wait until after "Cop Land," when the police outfit be-
comes available in the Washington Beach police station, and have Tommy wear it
so he can go onto the base without being attacked.  Don't wait.  Getting the
Rhino before you get the outfit is easier than getting the Hunter beforehand.
Just have Tommy speed into the base in a fast car right up to the Rhino, which
is right ahead past the entrance, get into it, and gun it back out the way he
went in.  There might be some shooting, but he'll be safe in the Rhino.

  I'd save it in the garage of the mansion (available after "Rub Out") or a ga-
rage at Sunshine Autos (available for purchase after "Shakedown").  You can save
it in the big garage at the Hyman Condo (get 70 hidden packages 1st), but it's
been known to make vehicles disappear when it's full, and the Rhino fills it a
lot all by itself.

  The game represents the ability of a tank to flatten vehicles by having vehi-
cles (except other Rhinos) that bump it blow up.  The Rhino is said to be able
to withstand about 200 explosions before being destroyed itself, but I've seen
it happen earlier.  You can type "aspirine" to ward that off.

  The Rhino can be destroyed with about six Molotovs.  So if you want to jack
one during a six star wanted level, have Tommy throw a couple Molotovs at it so
the soldiers that come out of it can't attack him.  The soldiers never fire the
cannon at Tommy.

  Unfortunately, the turret is aimed higher than the turret for the Rhino of
"GTA III."  So while it can be used for certain Rampages, as in "GTA III," it's
hard to do a drive by on gang members with one unless you get them with the ef-
fect of the blast by hitting a wall they're near.  It makes vehicle destruction
rampages the easiest, though.

  Rotate the turret of the Rhino left with Number Pad 4 and right with Number
Pad 5.  Rotate it to aim backwards and fire repeatedly for extra speed, good for
getting it out of a clinch, doing a spectacular jump on a long runway with a
slanted platform at the end of it at the airport, J11, and, with the flying cars
code "comeflywithme" typed in, flying the Rhino higher than any other vehicle in
the game, except by the PC super jump, basically using the same controls used to
fly a Skimmer with the need to make swoops like a helicopter (see section

  Two-Wheelers and one-railers

  On rare occasions, you may get a "Two wheels double bonus" on screen and in
your brief for driving a four-wheel vehicle on two wheels.  It's measured in
seconds and feet except in your Stats, which record it in seconds and meters un-
der "Longest 2 wheels time" and "...distance."  Nothing seems to be "double"d
for it.

  No one knows a quick and easy way to get the game to give you a statistic for
a Two-wheels double bonus with a land vehicle.

  To do a conventional two-wheeler, take something tippy like a Caddy to the S
tarmac of the airport and keep driving both right or both left wheels over one
of those little yellow triangle-shaped markers.  When it goes up on two wheels
without rolling over, do a two-wheel balancing act with A and D (which turn the
front wheels, good to know to try to keep a car or truck from ending up on its
back and catching on fire, too).  The A key tips it to the right and D tips it
to the left.  Out of dozens of tries, the game will count one two-wheeler which
probably doesn't look any different than a lot of the other ones--some kind of
glitch, I guess.

  Some like to try for one with an Ambulance, Landstalker, or Cab, too, because
they tip over easily.  You might even get one accidentally in most any four-
wheeled vehicle by going out of control for a moment while going around a bend
fast. So good luck getting the game to count one of your longer, deliberate

  You could uncheck the green box as explained in the mod tutorial at I.100.D.a,
then go to C:\Program Files\Rockstar Games\Grand Theft Auto Vice City\data\han-
dling.cfg and fiddle with the X center of mass, as Demarest suggested to me in a
post at the GTA Forums web site.  The X center of mass is currently 0.0 for ev-
erything, and he thought that adding something on one side of the decimal point
might help--trying to keep the heavier side lifted could help create a stoppie.
I haven't tried it yet, but it makes sense.

  If you really want to get an impressive Stat for a two-wheeler, and you aren't
fussy about the part about using wheels, you could benefit from one of the re-
sults of the explorations of Chris, who shared them in a post with pictures at
the "gta place" web site:

  It's a glitch that gives you the Stat from doing a one railer and not a two-
wheeler, but such experiments are part of the tradition of Grand Theft Auto.
You use a helicopter--I used a regular Maverick--with a land vehicle nearby.
Press A or D repeatedly to tilt the helicopter up on one rail, holding down S
to keep the one rail grounded.  After you've gotten the length of time you want
to record, have Tommy exit the helicopter and get into or onto the land vehicle.
The two-wheeler bonus Stat will appear on your screen and in your Stats.

  A run down of all the four-wheel vehicles
    including the real names for most, and top speeds for all,
    of the four-wheeled vehicles

  The years I give represent the years for which I found vehicles on the Inter-
net that resembled the vehicles in the game, not necessarily the full span of
years the vehicle was made to look like that.  In some cases, the pictures
weren't accompanied by dates.

  I also used a Speedometer mod by Spookie to test the top speed of the vehi-
cles, give or take a mile per hour, on a runway at the airport.

  I pick on some of them for being slow or not having great traction, but any of
them can be fun to drive for the variety when the heat's not turned up.

  Good/distinctive two-door vehicles

  Cheetah/"Vice" Cheetah: Ferrari Testarossa '86  (The trunk has a rectangular
indented area.  See "Some notable four-wheel vehicles" above for locations.  Al-
so see the "Vice" Cheetah below.  After the Hotring Racers, the vehicles with
the lowest center of gravity are all built low to the ground: Cheetah, Stinger,
Comet, Infernus, and Blista Compact.  Of them, the Cheetah has the best acceler-
ation.  It's got the best cornering ability and is the lightest car in this
group--lighter than a Comet, and about as fast, but bigger, which somehow makes
for a blend that makes it my favorite car for jumps.)  100 mph

  (A cheetah is also an exceptionally fast, long-legged African, formerly Asian,
cat, with non-retractable claws, often bred to run down game.)

  Rhino: ? It looks to me like a fictional tank, boxier than a modern Abrams and
without the body slant of an old Sherman.  It's not a great match, but it's sim-
ilar to a Bradley M2/M3, customized with a bigger cannon, a wide viewing slot in
the front, a simplified body design with more body along the bottom of the sides
than an M6 Linebacker to cover up the fact that it doesn't have continuous
tracks, and two low side doors instead of a rear hatch so Tommy can jack it like
a car.

  "The Rhino tank (initially called 'Rhinoceros') was the American nickname for
Allied tanks fitted with 'tusks', or hedgerow cutting devices, during World War
II. The British designation for the modifications was Prongs."

  (It blows up any vehicle it bumps, withstands a lot of damage, and has a work-
ing cannon.  While the 2nd most durable vehicle in the unmodified game--the 1st
is the "EP" Admiral--it can be destroyed after about 200 explosions or colli-
sions (I've seen it happen sooner, too), six Molotovs, or by flipping upside
down, which it does sometimes when it blows up another vehicle or collides with
something while travelling fast.  Tommy can still drown if it falls into deep
enough water, and, since it has slow acceleration, be busted in one.)

  (The biggest drawback, slow acceleration, is improved by firing the cannon
backwards.  It will accelerate from 56 mph to about 130-140 mph in about 12-14
cannon shots.  But I recommend caution about using the top speed--the Rhino then
becomes difficult to control, you quickly run out of a clearing to maintain it
in, and if it wrecks at that speed, it can flip and land upside-down or become
wedged between things long enough for Tommy to get busted.

  (Use Caps Lock to turn the Vigilante mission on or off.)

  (Rhinos make great additions to mansion garages, and you can show those rich
Hummer people a thing or two.)  56 mph; shooting the cannon backwards, 130-140

  Stinger: Ferrari Daytona Spyder '71-'73  (It's a convertible with the top
down.  It's like a Cheetah.  Of the vehicles with the low center of gravity of a
Cheetah, it's shares the top speed of the Cheetah and doesn't carry the objec-
tions of the Infernus or Blista Compact, and is more durable than a Phoenix.
The worst thing you can say about it is it won't shake for the hooker gimmick.)
100 mph

  Hotring Racers: different copies of one may have different decals of numbers
on the hood of the cab, and some of the decals advertising businesses, beyond
the ones given below, may be different on the body.  (You can get all three Hot-
ring Racers for Tommy by using spaceeinstein's "Vice City" version of his "All
In One Mod"--see I.100.D.f "Miscellaneous mods.")

  (There's one row of numbers in handling.cfg for HOTRING and, after the Rhino
firing the cannon backwards, it has the best top speed and acceleration of the
land vehicles.  Though Hotring Racers have the lowest center of gravity, too,
they're somehow kind of wobbly if you press the speed, so don't be afraid to
let go of acceleration when you need to make a maneuver--they can quickly accel-
erate back up to a high speed.)

  Hotring Racer  Ford Mustang LX '83-'86 (preferably '86 because it got
stronger through that period) with some Ford Mustang GT '87-'88 hatchback fea-

  You give it the sort of headlights and grill of a Ford Mustang '83-'86 except
each pair of headlights are merged into one rectangular headlight as found on a
Ford Mustang '87-'88.  You give it the sort of windows of an '86 LX and the air-
foil found on the back edge of the trunk of some of the '87-'88 GT hatchback
versions.  Then you improvise a few other NASCAR design changes for the front
and back ends.  The Wikipedia article at a link below has a section on popular
ways the Mustang has been customized.  A couple of '86 LX models and an '87 GT
hatchback version are shown in the 1st three links below.  The 2nd '86 model has
been customized a bit in the Hotring way.

  The engine hood has decals advertising "Drink Sprunk" and "SUMO."  The decal
on the trunk has the Rockstar logo.  The decals on the doors have "27" on them.
(It's the car Tommy drives in the Hotring race and it's available after complet-
ing the 4th Sunshine Autos vehicle list--after I.63.)  112 mph

  Hotring Racer A  The front end looks like a Chrysler Laser/Dodge Daytona '84-

  ...or a Vauxhall Firenza--a "Droopsnoot"--'73-'75.

  It looks like the front end of one of those cars listed was grafted onto a
Ford Thunderbird Aero Bird '87 used for NASCAR racing, although with a thicker
divider between the side windows and less body behind the rear side window like
those on a Ford Thunderbird '89-'92 (more a "San Andreas" time frame) (shown at
the 2nd link below).

  The engine hood always has decals advertising "THE BURGHER SHOT" and "Pets
over night."  The doors have decals advertising "PIZZA FACE."  (To get it, you
need to use the "getthereveryfastindeed" code.)  112 mph

  Hotring Racer B  Thanks to Ben "Cerbera" Millard for telling me the 3rd racer
of "San Andreas" also appears in "Vice City."  In "Vice City," it's just seen
inside Hyman Stadium; in "San Andreas," it's by Los Santos Forum if you beat "8
Track" there.  It looks like a Chevrolet Monte Carlo SS Aero Coupe Notchback
'86.  The Aero Coupe model, introduced in '86, has a shorter trunk, which is
good for the match, but has a rear window that slopes out more from the back of
the cab, which is bad for it.  A Notchback doesn't have that big rear window.

  The bars on the grill look like those on the front end of a Hurst/Olds by
Oldsmobile '84 except put in the middle like on the front end of a Buick Regal
T-Type/Grand National '86.

  The driver's door has a decal advertising "THE BURGER SHOT" and the passenger
door has a decal advertising "TELECOM VICE CITY."  (To get it, you need to use
the "getthereamazinglyfast" code.)  112 mph

  Banshee: Chevrolet Corvette '83 to '86 except with low set round headlights,
and I don't think Corvettes have had round headlights since 1962.  (It has the
low center of gravity of a Phoenix or Taxi with an acceleration a tiny bit
faster than a Cheetah.  It's a little less durable than a Stinger.)  97 mph

  Voodoo: Chevrolet Bel Air '60 coupe low-rider  The '60 Chevrolet Biscayne
Fleetmaster, Biscayne, and Bel Air models had two brake lights per side--the Im-
pala had three per side.  The Biscayne Fleetmaster was the least expensive, with
some parts painted instead of being chrome-plated.  The regular Biscayne had
less "brightwork," as the Wikipedia site describes it, than the Bel Air.

  Some of the small number of Biscaynes and Bel Airs I found with the Google
search engine have been fixed up and painted, and I can't be sure which, if any,
of the Biscaynes I saw are Biscayne Fleetmasters. 

  The Voodoo has a chrome plate across the back that the brake lights are set
in.  The Bel Air had that chrome plate or a chrome ring around the same area.
Unless all the Biscaynes I saw were Fleetmasters, it looks like the Biscayne
didn't have the chrome plate or ring.

  The Voodoo doesn't have chrome-plating on the edges of the tail fins.  All the
Biscaynes I found had that chrome plating on them, so the lack of it could be a
detail of a Biscayne Fleetmaster or just a detail that was left off.

  The chrome stripe on each side of the Voodoo looks wider than the one on the
Bel Air and I didn't see one on a Biscayne, so it either suggests the Bel Air or
a customization.

  (It's fast, about like a Phoenix, if a bit slower to accelerate.  It has good
handling, but it's mainly distinctive for the ability to bounce various ways and
ride high or low.)  93 mph

  (If you want it to look a little like ZZ Top lead guitar player Billy Gibbon's
Slampala, a modified '62 Chevy Impala, the car he gets around in during his time
off, see I.100.D.e for how to give it a light blue color.)

  Phoenix: Pontiac Firebird Trans Am '79-'81  The separating strip was removed
from between each pair of headlights, and the optional engine hood vent was en-
larged.  The dividing strip between the side windows was narrowed an made verti-
cal, and the back window was enlarged.  It has the two pairs of round brake
lights of a '61-'86 Chevrolet Corvette.   (View it from the front and accelerate
to see the three red hickeys flip up in the air scoop.  It has the low center of
gravity of a Banshee and accelerates like a Stinger, but it corners and brakes a
little bit worse than a Banshee, and has the lowest top speed, and is 2nd least
durable, of the high performance sports cars in this group.  It's spelled
"PHEONIX" in data\handling.cfg.)  92 mph

  A Pontiac Firebird Trans Am '79 and a Chevrolet Corvette '71 are shown at the
1st two links below.

  Infernus: Lamborghini Countach QV '78-'86  (Handle the extreme speed with
care; it has an air foil on the back.  It's the 2nd fastest and the least dura-
ble high performance car.  The Stretch shares the same low endurance, and the
only ones with worse durability are the Romero's Hearse, Virgo, Moonbeam, Mr.
Whoopee, and Bus.  None of those are nearly as able to collide at a tremendous
speed as an Infernus, though.  Keep your thumb at the brake, Spacebar, to be
ready to make Tommy jump from any pending explosion.)  110 mph

  Hermes: Mercury Eight two-door '49 except without two divider bars in the rear
window or '50 except without a  parking light at either side of the grill.  It
has uncovered rear wheel wells and is customized to be low to the ground and
have the chopped top of a lead sled, and is further customized to have the grill
of a '47-'53 GMC, or'48-'50 Mercury, pickup truck and two pairs of brake lights
instead of one pair.

  (The Cuban Hermes is customized even more with a paint job of flames in the
front and an extra pair of exhaust pipes which have flame throwers and are
fitted to the sides of the car.  Honk and wave--Billy Gibbons is driving home
from work; do you have an MP3 of "Sharp Dressed Man"?  Actually, the last I
heard, Billy Gibbons uses his Slampala to get around in during his time off--see
"Voodoo" above.

  (A slightly modified '49 Mercury was driven by James Dean in "Rebel Without a
Cause," 1955, which also starred Dennis Hopper, who does the voice of Steve
Scott for "Vice City," and the movie features Griffith Observatory, which is
what the one in Verdant Bluffs in "San Andreas" is modeled after.

  (As a performer, the Hermes is kind of ordinary, and the Cuban Hermes has an
unfortunately high center of gravity, which gives it a lot of lean on turns,
makes it wobbly, and have bad road grip.  A permanent spawn spot for the Hermes
is by an apartment building on the east side of the block of the south Pay 'n'
Spray of the east island.  The Hermes is mainly distinctive for looking like a
car from the 1940's, and the Cuban Hermes leaves cool fire trails in instant re-
plays of jumps--use F1 for replays.  I think this is where they got the fire
trails for the NOS Boost mods.)  Hermes: 86 mph; Cuban Hermes: 95 mph


  Packer: Peterbilt 359 '67-'85, 379 '86  The closest match I've found so far
for the fenders and headlights are those on a GMC General, which would be a bet-
ter match if the back of those fenders extended down farther.

  (The 1st model shown below is a more modern Peterbilt 379 but they've looked
the same for years.  The 2nd model shown below is a toy '86 Peterbilt 379.  The
3rd is a 379 being used as a car hauler.  The 4th is an '84 GMC General.)

  The truck is connected to an unenclosed four or five vehicle transport trail-
er--a car hauler--with an upper ramp that, unlike the actual ones I've seen,
slants in a rigid straight line from over the roof down to the ground.

  (Then again, with the modifications that go on in real life--including at mov-
ie studios like Interglobal, where you can find one of the Packers--you never
know what someone might come up with who looks at something like that for the
mobile jump possibilities.)

  (The Packer is also commonly called a "ramp truck."  It's mainly distinctive
as a mobile jump ramp for the PCJ 600, setting up Jump to Grinds, Bumps, etc.,
and for yOman69's PC superjump.  The length makes it useful as a roadblock for
Hilary in "The Driver," I.68, too.)  90 mph, although it takes a while to get

  If you want to try the Packer for the first several jumps shown below, use the
COMEFLYWITHME code (also SEAWAYS if you plan to do it by water).

  Mesa Grande: Jeep Wrangler  (It has about the speed and handling of a Taxi and
is nearly as durable as a Zebra Cab.  The data\handling.cfg name for it is DES-
PERAD, for some reason--thanks to spaceeinstein for the tip.)  80 mph

  Good/cute little vehicles

  Two of the three best performers in this category take 2nd place to the best
performers in the "Good/distinctive two-door vehicles" category because they're
made for a better world, not for the traffic in "Vice City."  You want a little
more heft and durability for that.

  Comet  Porsches and Jaguars

  It has the uncovered recessed headlights of a series 2 ('69-'71) Jaguar E-

  The middle and back of the body is like a Porsche 911 '78-'83 featuring the
"whale tail."

  The roof is removed as with a Porsche 911 Targa.  The slanted front of the
Porsche roll bar is made vertical.  An '80 model is shown at the link below.

  The back of the cab is covered as with a Porsche 911 Turbo except without side
windows.  An '81 model is shown at the link below.

  The top of the front of the body has been flattened horizontally but slants
down from across the back of the headlights to the front bumper.

  The two vertical black segments of the rear bumper are slimmer and repeated on
the front bumper, like blackened versions of the ones found on the bumpers of
some of the Porsche 911 '67-'73 models I saw .

  The horizontal bumpers look more like those on a Jaguar XJ-S '85-'90.  99 mph

  Blista Compact: Honda CR-X '83-'87  (It's about as fast as a Phoenix and has
good handling, has the low center of gravity of a Cheetah, and accelerates like
an Infernus, but it's the lightest of the 1st three cars in this category, so it
will spin out easily and a lot when it bumps things.)  92 mph

  Deluxo:  DeLorean DMC-12 '81 to '83; it also looks like a '75 to '82 Lotus
Eclat, which isn't so surprising since it was built on a Lotus-designed chassis.
(It's the time travel hover car of "Back to the Future," 1985, without the cus-
tomization.  It's fast but it has less handling ability than a Blista or a Com-
et, and has a high center of gravity--higher than a Cabbie.  It's like the Blis-
ta people tried to make one bigger but had to sacrifice some traction.  It's
wonderful till you hit something with it.  If your favorite ride at the amuse-
ment park is the bumper cars, you ought to get this, the Blista Compact, and the
Bloodring Bangers in your garage.)  93 mph

  Caddy: Golf cart/car/buggy.  It looks like a stripped-down version of the EZ-
GO Clay's Car, so they may have had an earlier model that matches.  A Western
400 is similar; a more squared-off, earlier version might match.  (I just think
it's cute.  It tends to right itself if it rolls over.  It has the same weight
as a Blista Compact but with a very low center of gravity.  Not counting the RC
Bandit, this and the Baggage Handler are the two electric vehicles in the game.
Of the two, which share similar specifics, the golf cart has better accelera-
tion and speed.

  You can also morph Tommy to it, I.9.C, for a Fred Flintstone impression, com-
plete with his feet running on the ground below.  If you make the Caddy indes-
tructible, I.100.D.e, it might make a different way to do a drive-by rampage.
See "Grand Theft Auto: Vice Bedrock," most of the way through I.100.D.e, if you
want a mod that gets Fred and his car in the game.

  To everyone who wonders why there isn't a golf game at Leaf Links, I say take
another look at the size of it--two or three holes and you'd be done.  How many
megabytes would you want to give up so Tommy could putt?)  63 mph

  Good/distinctive four-door cars

  "EP" Admiral: Mercedes Benz E Class (W123) '76-'85  (The Admiral is a little
faster than an FBI Washington and has good handling.  The "EP" ("Everything
Proof") Admiral, available during or after "Guardian Angels," I.42, is also the
only vehicle available in the unmodified game that's invulnerable to some kinds
of damage.  Although it's unharmed by collisions, fires, or explosions, it can
have the tires popped, the glass broken, explode if it lands upside down or is
hit by a Rhino or is shot at by the Haitian weapons during "Cannon Fodder,"
Tommy can drown if it falls in deep water, and he can be jacked from it and
busted.  It retains the so-called "EP" quality after being saved in a garage.)
96 mph

  Taxi: Ford LTD '83-'85 (not the Crown Victoria, which doesn't have the 3rd
window on each side)  (It isn't the fastest in this group, but it has a good
combination of speed and the best handling of all the cars I've listed in this
group, and is available from the start of the game.  It's a real good all-round-
er period.  Tommy is given $12 when he enters a Taxi--thanks to HandsomeRockus
for the tip.  Press Caps Lock to turn the Taxi mission on or off.  Press Left
Shift after delivering 100 fares for the boost jump.)  84 mph

  Zebra Cab/Kaufman Cab/Cabbie: Checker Taxicab '56-'82  (The Zebra Cab has the
fastest acceleration and most durability of not only the cabs but all the cars
I've listed in this group, and is one of the few fastest.  It also has the best
handling, due to having the lowest center of gravity, of the cabs--nearly as
good as a Taxi.  It sounds like a Bloodring Banger but doesn't have the awful
handling of one--like a Sentinel XS but is more durable.  It's the "GTA III"
Borgnine Taxi of "Vice City."  One drawback is it isn't available until you com-
plete the Kaufman Cab missions.)

  (The Cabbie, with the highest center of gravity of the cabs and sharp corner-
ing radius--column U in handling.cfg--has the worst handling of the cars I've
listed here, notably in how it tips over too easily.)

  (The Kaufman Cab doesn't share that problem--it's only a little wobbly.  You
might wonder why they laid such a clunker on Andy Kaufman, but it's with the
boost jump that the Kaufman Cab and Cabbie begin to shine.  See the section
above on Cab Climbing.  Of the two cabs, the Kaufman Cab is the one that carries
the distinction of getting Deborah Harry radio dispatches after the Kaufman Cab

  (Press Caps Lock in any of the cabs to turn the Taxi mission on or off.  As
with the Taxi, Tommy is given $12 when he enters any of the cabs.  Press Left
Shift after delivering 100 fares for the boost jump.)  Zebra Cab: 95 mph; Kauf-
man Cab: 86 mph; Cabbie: 83 mph

  FBI Washington:  Lincoln Continental '82-'87  The body seems more like one
from the '82-'83 end of the range--less rounded.  The rear window is bigger and
the roof and tops of the windows have been squared off.  It doesn't have the
round raised section, where the spare tire goes, on the trunk.  The outside
edges of the parking lights, which seem more like the ones of the latter part of
the range, have been made vertical.  The bumpers look more like the ones from
the latter part of the range, too.  The top of the grill is rounded to the front
of the engine hood.  (The "San Andreas" Washington mainly looks more like a Lin-
coln Continental from the latter part of the time range.)
  A couple of '83 Lincoln Continentals and an '86 model are shown at the 1st
three links below.

  (It has nearly the speed and handling of the Sentinel XS but with much better
durability--it's nearly as durable as the Zebra Cab.  The only color it comes in
is black.  The Washington has the same shape but only comes in colors other than
black and the handling for it isn't as good.)  94 mph

  Admiral: Mercedes Benz E Klasse (W123) '76-'85  (It's a little faster than an
FBI Washington, accelerates like one, has a little higher a center of gravity
and a little less cornering and braking ability than one, and has the durability
of a Sentinel.)  96 mph

  Sentinel: BMW E28 M5 '84-'86 four door sedan without the little rear side win-
dow dividers, and with the grill and headlights made rectangular.  The parking
lights, and the forward flare of the body below the front bumper, are more like
the ones found on a BMW M635CSi, aka M6, coupe '83-'89.  The M5/M6 mix is a lit-
tle different in "San Andreas."

  (The Sentinel is a bit faster than a Taxi, handles nearly as good with a low
center of gravity, accelerates like an FBI Washington, and is one of the better
cars.  It's more durable than the Sentinel XS and just a little less durable
than a Taxi.  The regular Sentinel looks the same as the Sentinel XS except it
doesn't have the hood vent, venetian blinds-looking addition to the rear window,
or the little air foil flap at the back of the trunk.)  92 mph

  Patriot: AM General M998 Military HMMWV '85-?, aka a Humvee (not the civilian 
Hummer), with extra bumpers made of pipes.  HMMWV stands for "High-Mobility Mul-
ti-Purpose Wheeled Vehicle."  (It has good cornering ability and is the 3rd most
durable car in this group.  The worst thing you can say about it is the acceler-
ation is like that of a Taxi, which isn't bad at all.)  87 mph

  FBI Rancher: Chevrolet Suburban '86  (It's the fastest SUV and has good han-
dling.  It sounds and feels to me like a Bloodring Banger without the wobbliness
problem.  The Sandking has good handling but is slower.  Press Left Shift a few
times to turn the siren and flashing dashboard light on and off.  Press Caps
Lock to turn the Vigilante mission on or off.)  98 mph

  Lovefist: a Ladillac or Cadincoln  Most limousines are customized Lincolns and
Cadillacs (see "Stretch" below).  I used the pictures of a few to identify most
of the parts of the Lovefist limo.

  Front end: similar to a Cadillac Fleetwood Brougham '80--the fenders should
extend back to the wheel wells, for example.

  Back end and rear window: Cadillac DeVille '85-'86  An '85-'93 (?) and an '86
model are shown at the links below.

  Front wheel wells: Cadillac Fleetwood Brougham '80

  Rear wheel wells: Lincoln Continental Mark III '69-'71  A '70 Lincoln is shown
at the link below.

  (Like the Phoenix, the engine hood has a blower on it, but the red hickeys in-
side it don't move when Tommy accelerates.  It's slower than a Patriot to accel-
erate and handles just a little worse than one, the brakes could be better, but
it gets about as fast as a Banshee, so it has much better speed and handling
than a Stretch, which is like a long Love Fist.  And if you've ever had a long
Love Fist, you know exactly--no, no, no...that's not a very happy thought.)  97

  Sentinel XS: basically, the same as a Sentinel (see "Sentinel" above).  The
main visual distinction of the Sentinel XS is it looks like the designers saw
the venetian blind on the inside of the rear window of the cab used for the fa-
mous climactic encounter between Marlon Brando and Rod Steiger in "On The Water-
front," 1954, and thought it would be a good design idea if you'd put the blind
on the outside.  

  (The Sentinel XS has better BMW-like handling and speed than the Sentinel.
It's one of the best at speed and acceleration on this list, but it's the least
durable--it's nearly as fragile as an Infernus.  You can always find one in the
parking lot on the W side of the lot with four big jet fuel tanks in S Little
Havana.  If you look for it in the handling.cfg file, look for "MAFIA"--appar-
ently, it's kept the name of the Mafia Sentinel of "GTA III.")  99 mph

  Emergency and military vehicles

   "Vice Squad" Cheetah: Ferrari Testarossa '86  (The "Vice" Cheetah has a red
light on the dashboard--you can turn the flashing dashboard light on and off and
run the siren by pressing Left Shift a few times.  Press Caps Lock to turn the
Vigilante mission on or off.  If you don't want to hazard getting one from the
agents who drive it, there's always one sitting behind the Little Havana police
station along the main N and S road of the west island.  Like the regular Chee-
tah, it's one of the best cars, and it lights up.)  100 mph.

  In "Miami Vice," the Ferrari Daytona Spyder ("Vice City" Stinger) Crockett
drove the 1st two seasons was actually a 1980 Corvette (a little earlier a Cor-
vette than the one the "Vice City" Banshee is based on) chassis with a repli-
cated body and interior.  But Ferrari executives, seeing this "Ferrari" become
so popular, offered the series their new flagship car, a (white) Testarossa
("Vice City" Cheetah), which Crockett drove the last three seasons.  A modified
DeTomaso Pantera, destroyed when the series ended, was the stunt double for it.

  Rhino: see "Good/distinctive two-door vehicles" above for the real vehicle
comparisons.  (Press Caps Lock to turn the Vigilante mission on or off.  Use NP4
and NP5 to turn the cannon.)  56 mph; shooting the cannon backwards, 130-140

  FBI Washington:  see the listing for it in the "Good/distinctive four-door
cars" section above for the real car comparisons.  (Press Left Shift a few times
to turn the siren and flashing dashboard light on and off.  Press Caps Lock to
turn the Vigilante mission on or off.)  94 mph

  Firetruck: the earliest models I found with a raised roof sleeper cab were
1987 and 1988 models of Thibault trucks.  The next earliest in similarity were
the 1991 E-One, aka Emergency One, Cyclone then similar models by Pierce.

  (It's wobbly with bad grip for a bad cornering and braking ability, but it's
durable and tends to knock other vehicles away when it hits them.  As with the
Ambulance, learn to make the best you can out of skidding turns.  This is a good
vehicle to use the Brake/Reverse extra stopping power for while doing it, too.
With better acceleration than a Barracks OL, the Firetruck is a king of the fast
burly bruisers.  Brush vehicles aside as though they were match sticks with your
heft or a mighty squirt.  Press Left Shift a few times to turn the siren and
flashing lights on and off.  Press Caps Lock to turn the Firetruck mission on or
off.  Use NP4, NP5, NP6, and NP9 to adjust the water turret.)  99 mph

  Police car: Ford LTD LX '83-'85  I'm seeing a trend here.  The "Vice City"
Taxi and Police car are based on the same car just as the "San Andreas" Taxi is
based on the same car as the Police cars found in Los Santos and San Fierro.

  (Entering it gives Tommy a Chrome Shotgun with five shells if he has no shot-
gun; it's a fast car, but it has a high center of gravity and spins out like
someone accidentally put the James Bond oil slick releaser on the front.  If you
don't hit anything--I mean anything--along your runway, it's good for jumps.
Press Left Shift a few times to turn the siren and flashing lights on and off.
Press Caps Lock to turn the Vigilante mission on or off.)  100 mph

  FBI Rancher: Chevrolet Suburban '86 with each pair of headlights simplified
into one and the parking lights moved to the front corners.  (It's the fastest
SUV and has good handling.  It sounds and feels to me like a Bloodring Banger
without the wobbliness problem.  The Sandking has good handling but is slower.)
(See "Good/distinctive four-door cars" above.)  (Press Left Shift a few times to
turn the siren and flashing dashboard light on and off.  Press Caps Lock to turn
the Vigilante mission on or off.)  98 mph

  Ambulance: Ford E350 Diesel (cube or box type) Ambulance '86  ("E" stands for
"Econoline.")  (It's wobbly, but it has a lower center of gravity and better
cornering and braking ability than a Firetruck, and it's durable.  As with the
Firetruck, learn to make the best you can out of sliding, braking skids for
faster, sharper turns, and use the Brake/Reverse combo for better stopping pow-
er.  Let go of Reverse 1st, then Brake, when stopping around patients so you
don't accidentally reverse a bit and bump them.

  Tommy gets 20 points for health, up to 100 points, the 1st time he enters each
of the Ambulances around during one gameplay effort--it's like a sick prosti-
tute.  This can help Tommy during a fight that attracts an Ambulance or two.
Press Left Shift a few times to turn the siren and flashing lights on and off.
Press Caps Lock to turn the Paramedic mission on or off.)  102 mph

  Barracks OL: M939 five ton U.S. military transport truck  (I don't know, but I
think "OL" may come from the British abbreviation "POL," which is applied to
petrol (gasoline), oil, and lubricants.  Big trucks have been used to transport
POL in times of war.  It may have appealed to the sexual innuendo side of some-
one at Rockstar North to focus on the "OL" part--I'm just guessing.  It's the
heaviest of the big trucks with the durability of a Patriot if you don't mind
that it accelerates about like a Coach and has ordinary handling ability.  Press
Caps Lock to turn the Vigilante mission on or off.)  87 mph

  Enforcer: it could be in the heavy rescue, armored car, or crowd control cate-
gory.  Most of it, except for the front of the body and front of the fenders,
looks like the 1991 Pierce Heavy Rescue truck shown in the 1st link.  It's pret-
ty similar to, but not a match with, the unknown vehicle at the 2nd link.  (Both
links inactive.)  It's basically like the 1993 ESU Police Truck at the 4th link.

  (Entering it gives Tommy full armor.  It has poor road grip and ordinary han-
dling, but it's durable, especially since you'll practically never use it.
Press Left Shift a few times to turn the siren and flashing lights on and off.
Press Caps Lock to turn the Vigilante mission on or off.)  90 mph


  BF Injection: Volkswagen Beetle-based-type customized, fiberglass, street reg-
istered beach or dune buggy  (It's the beach buggy from "GTA III," now given
beaches to use.  It has decent speed and handling, although it's a bit wobbly,
and has big wheels for driving on sand and climbing over things.  But, surpris-
ingly for the size of it, it's even lighter than a Blista, so try not to bump
things with it.

  All context considered, I'll guess that "BF" might stand for either "Big
Fu**ing" or "Butt Fu**k" Injection.  It could also just be someone's initials--I
don't know.  Update: thanks to pdescobar at GTA Forums, I now know the name is
based on the phrase "hot beef injection," which is used as a reference to hot
dogs in the TV cartoon show "The Simpsons," 1989-present, and is also used in
the euphemistic way I'd thought it was.  88 mph

  Baggage Handler: ? baggage tug  (An Equitech M30 or M40, or Tug MA-30, 40, 50,
or 60 baggage tractor from the time of the game, '86, has some similar fea-
tures.)  57 mph

  Benson: Ford F-series truck '84-'86 used as a 14' (?) U-Haul moving van U-Haul
attaches prefabricated truck boxes to Ford and GMC trucks.  A 1985 model is at
the next link.  (The Benson is one of the top four fastest of the six box
trucks, but it also has the highest center of gravity of the group.  See "Yan-
kee.")  80 mph

  Bloodring Bangers: I don't think they are real cars that would have real
names.  They each look like a hybrid of a mid-'50's Chevy Bel Air or two and a
'61 Dodge Dart with the brake lights of a '61 Dodge Polara.  One has the shape
of a "Vice City" Oceanic and the other has the shape of a "Vice City" Glendale,
each described below, except customized, faster, and given better handling
(which still isn't great) for use in a demolition derby.

  Different copies of either car may appear with different decals of numbers on
the hood of the cab, and with some changes in the decals advertising local busi-
nesses found on the body.

  (BB B accelerates and corners a little bit better than A, which is a little
faster than B, and they're both poor at handling yet fast and durable.  Watch
your turns unless you want some off-track demolition derby.  Then they're all
the fun of getting knocked around by the police cars without having the police
cars to blame for it--they're like bulky Blistas.)

  Bloodring Banger A is the customized Oceanic.  The engine hood has a decal ad-
vertising "the Cherry Popper ice cream company."  The decal on the trunk has the
Rockstar logo.  Both front doors have a decal advertising "Drink Sprunk."  92

  Bloodring Banger B is the customized Glendale.  The engine hood has a decal
with the logo of the Well-Stacked Pizza store--a yellow triangle with six orange
dots on it.  The trunk has a decal advertising Kaufman Cabs.  Both front doors
have a decal advertising "VINYL COUNTDOWN."  92 mph.

  Bobcat: Ford Ranger '83-'86  (One of the two pickup trucks of the game--the
other is the Walton.  Both have ordinary speed and handling.  The Bobcat has a
little bit better speed and handling, but is wobbly and doesn't have great road
grip.)  80 mph

  Boxville: GMC Grumman Step van or Chevrolet Step Van P-30 '86  (It has the
basic features of a bigger version of the van the Mr. Whoopee van is based on.
It's wobbly, so be ready to use A and D to correct the tipping.  This truck may
display the name of a company that's brought up in real life when people say
someone doesn't know their "R.S." from their "L. Bows.")  79 mph

  Burrito: '83?-'86 Dodge Ram Van except the fenders flare out a bit and the
flare of the front fenders continues around the bottom of the front a bit simi-
lar to Pimp Daddy Snapp's customization of an '87 model  Three '83 models, one
from '85, and the front of Snapp's '87 customization are shown at the links be-

  (The regular Burrito is the 2nd fastest van but has ordinary handling and bad
road grip.)  87 mph

  Bus: It looked a little, but not exactly, like lots of old buses shown on In-
ternet bus photo sites.  The fenders and domed roof are easy to match.  But the
round mark on the grill didn't look like anything I saw at all--it looks like a
stain left after removing a tire that had been used as a makeshift bumper.
(Neither the Bus nor the Coach can activate a Pay 'n' Spray.  The Bus is one of
the handful of vehicles with the worst durability, so it may be fortunate that
it's slow.)  70 mph

  Coach  Mid-1980's (range of years?) Greyhound MCI MC9 with a cap built onto
the front of the roof to show destination (see the Motor Coach Industries arti-
cle below), and some models of MCI 102A3, 102C3, 102D3, or 102DL3.
  Thanks to robin24k at GTA Forums for the tip about adding the 102DL3
  A 1982 MCI MC9, 1986 MCI 102A3, (year?) MCI 102C3, and a mid-1990's MCI 102D3
are shown below.

  (Between the slow accelerating, poor handling, durable Bus and Coach, the
Coach is bigger and faster.  If you have it stop at bus stops, it picks up fares
at $5 a fare.  Neither the Bus nor the Coach can activate a Pay 'n' Spray.)  93

  Esperanto: Cadillac Eldorado Coupe '78 for most of the body except the raised
part in the middle of the hood is wider in the front.

  Esperanto "is the most widely spoken constructed language in the world.  The
Polish ophthalmologist L. L. Zamenhof published the first book detailing Esper-
anto, the Unua Libro, on 26 July 1887.  The name of Esperanto derives from Dok-
toro Esperanto ('Esperanto' translates as 'one who hopes'), the pseudonym under
which Zamenhof published Unua Libro."
  It has the grill and headlights of a '68-'71 Lincoln Continental Mark III (or
an '80 Lincoln Continental?) and the back end of a Cadillac Fleetwood Brougham
'79.  (The "San Andreas" Esperanto is mostly a '78 Cadillac Eldorado, too, but
pudgier, and with different Lincoln things on the front and back.)
  A couple of '70 Mark III's and a Cadillac Fleetwood Brougham '79 are shown at
the links below.

  (Boat.  Stick the sail from a Marquis 69 on the roof and do a Popeye impres-
sion.  It can be wobbly.  Be careful with turns when driving fast to minimize
the chance of it going out of control (it's one of the GTA cars prone to side to
side weaving) and it's a nice enough ordinary car.) 90 mph

  Flatbed: M-939 '83-'86   A five ton military supply truck  It's a Barracks OL
with an enclosed cab, a different kind of siding for the bed, and it isn't olive
drab.  (It has ordinary handling ability, and the highest center of gravity and
2nd greatest weight of the big trucks.  It makes all those big truck sounds and
has a nice hearty horn, though.)  79 mph

  Gang Burrito: for the real vehicle comparison, see "Burrito" above  (The Gang
Burrito has the best acceleration, speed, and handling of the five vans.  I
would pick it as the best of the vans.  But like a Hotring Racer, it tempts you
with speed into situations it can't handle; slow down a bit for maneuvers--for-
tunately, it's also like a Hotring Racer in that it accelerates quickly back to
a high speed.  But it slides around when it bangs into things too much for me to
want to put it up in the "Good/distinctive four-door cars" category.  Press F1
twice to make a Teddy Bear appear or disappear over the windshield or grill.)
93 mph

  Glendale: it has the front end of a '55 Buick Special/Century/Super/Roadmas-
ter/Riviera front except revised a bit--flattened to better match the '61 Dodge
and slanted back from bottom to top.

  The middle and back end is like a Dodge Dart four-door '61 except for two

  One, once at the back of the trunk, the Glendale strange tail fins slope down
to the rear bumper and the Dodge Dart '61 strange tail fins (similar to those
of a Dodge Polara '61) curl forward in a horizontal line to the middle of the
side of the body.

  And two, the housing of the brake lights is like that of a Dodge Polara '61
except smoothed off from front to back.

  The Oceanic uses the front end of the Dodge Dart or Polara '61 (see below).

  (The Glendale is wobbly with bad road grip.  Souped up, it's one of the Blood-
ring Bangers, which is a waste of good soup--you'll probably spill too much.)
84 mph

  Greenwood: Chrysler 5th Avenue '83-'89  (It's pretty ordinary.  I guess the
best ability it has is for cornering, although it doesn't have great road grip
to do it with.)  84 mph

  Idaho: Buick Riviera '74  The front end look like a '75 Chevrolet Caprice
Classic except flat across the front and modified a bit.  (It has a high center
of gravity so it has bad road grip for the lousy handling it has.)  84 mph

  Landstalker: I'd say '91 to '94 Ford Explorer, but since it didn't come out
till '91, and if you need it to be something from the right time period, I'd say
Chevrolet Suburban '86 but with the windows, grill, and wheel wells of one of
those Ford Explorers.  You could also say it looks like a big Jeep Cherokee '86
with the Ford Explorer grill and wheel wells.  I'd just say it looks like a Ford

  (A big SUV with the traditional "GTA III" SUV lousy handling.  It's the slow-
est SUV with the worst handling.  It's so wobbly that the wheels come off the
ground easily.  Be prepared to use A and D to correct tipping.)  85 mph

  Linerunner: Peterbilt 379 '86 (later models look about the same) for the nar-
row cab and level engine hood, but the headlights and fenders don't match   An
'89 model is at the next link.

  Thanks to DazzaJay for matching the fenders with built-in headlights, and
wider grill, with a Freightliner Classic XL '94 (range of years?).

  The 1988 Western Star shown at the next three links combines the features
pretty good.

 (It has the best cornering ability of the big trucks but it's kind of wobbly,
and exhaust comes out of the pipes near the roof of the cab.  If you go "Hmm
hmm" in the back of your throat, you can imitate the horn.)  77 mph

  Manana: Dodge Aries coupe '81-'84
          Ford Tempo '84-'85
  (Speaking for Chrysler, Lee Iacocca said the K-cars "saved our bacon.")  It
looks like the Aries without the vertical strip on the rear side window, and has
the grill vents of the Tempo.  Like the Tempo, the front is curved.
  Thanks to CKYbassplayer69 for the Ford Tempo tip
  An '83 and '84 Dodge Aries, and an '84 Ford Tempo, are shown below.  71 mph

  Moonbeam: Chevrolet Astro Van '85-'86  (It's one of the handful of least dura-
ble vehicles in the game, so it may be fortunate that it's about as slow as a
Bus.)  74 mph

  Mr. Whoopee: GMC Grumman Step van or Chevrolet Step Van P-10 '86 (wide range
of years) (and an all-natural Chloe Vevrier)  A 1987 Chevrolet Step Van P-10 is
at the next link.  (It's one of the least durable vehicles in the game, but
you'll be going so slowly you probably won't hit that much with it.)  67 mph

  Thanks to Andrew for telling me the name is a reference to Mr. Whippy, which
is an Australian based ice cream franchise with stores and ice cream vans that
are popular in the UK.

  Mule: Ford E-350 '83-'86 cube/box truck except with windows that have sharp
corners.  (The shape is the same as a Spand Ex truck.  It has the highest center
of gravity of any vehicle in the game, which isn't great for handling, but it
accelerates slowly and handles okay.)  74 mph
  An '84 model is shown at the 1st link below.

  Oceanic: it has the grill and front end of a Dodge Dart or Polara or '61...

  It has the wheel wells of a Chevrolet Bel Air '55.

  It has a loop of color on the side similar to that on an Oldsmobile 88 '55.

  It has the back end of a '57 Buick Special/Century/Super/Roadmaster/Riviera
except revised a bit--flattened to better match the '61 Dodge and the brake
light section shaped more like that on a '56 Chevy Bel Air and completely cov-
ered by the red brake light.

  I haven't found a great match for the cab, which is like the cab of the Glen-
dale--sort of like that of a Dodge Dart '61.  It's also roughly like a cab for a
four door Chrysler Windsor '57 with the little window dividers removed, and with
the back window of a Chevrolet Bel Air '56.

  The Glendale uses the middle and back of the Dodge Dart '61 with a smoothed-
out version of the brake lights of the Dodge Polara '61. (see above).

  (There's a yellow and white Oceanic parked in front of the Ocean View.)

  (Unfortunately for the road grip they can manage, especially after collisions,
the Oceanic and the Glendale have the highest center of gravity of any vehicles
in the game except for a Mule.  The Oceanic is wobbly and has bad road grip.
Bloodring Banger 1 is a faster, better handling version of the Oceanic custom-
ized for demolition derby use.  I'd have more of a nostalgic feeling for it if
it were a '57 Chevy Bel Air two-door hardtop.  I don't remember my Dad's car
driving at all badly, either.)  88 mph

  Perennial: Chevrolet Nova (or "Nova II") station wagon '63 to '65  (One of the
two station wagons--the other is the Regina.  This one handles a bit less badly
but is a lot slower and less durable.)  76 mph

  Pony: see Top Fun van.  (It has good handling for a van.)  81 mph

  Rancher:  Chevrolet K5 Blazer (the GMC Jimmy is similar) '83-'88 for most of
the body with each pair of headlights simplified into one.
  Thanks to the GTA Forums > GTA San Andreas > General Discussion > Real Car
Names list by nekkidhillbilly for the Chevrolet K5 Blazer tip.
  And thanks to reader Logan King for pointing out that the models of this range
of years make a better match for the grill and headlights.
  An '85 model is at the next link.

  The parking lights on the front corners are like those on a Chevrolet S10
Blazer from the same period.  An '85 model is at the next link.

  The back window and brake lights look like those on an '84-'92 Jeep Cherokee
XJ.  An '85 model is at the next link.

  B.J. Smith is a comedic take on O.J. Simpson, but there isn't a white '94 Ford
Bronco in the game.

  (It and the Sandking have the best road grip of the SUVs, but the Rancher is
kind of wobbly.  The Sandking accelerates a bit faster of the two.  Neither one
is as fast as an FBI Rancher.)  82 mph

  Regina: Pontiac Parisienne Safari '83-'86 with the back end shorter, and the
top of the windshield rounded up a bit higher, as with a Volvo 740 wagon '85-
'86.  The front of the engine hood is higher, and it curves down to the grill in
a way seen on some Cadillac customizations.  The grill has been made to project
in the middle like the grill on some Cadillacs.  The bottom of the back windows
are made the same height as the bottom of the others.  A couple of '85 Pontiac
Parisienne Safaris are shown at the links below.
  Thanks to Gman8 at GTA Forums for the Pontiac Parisienne Safari tip.

  A couple of '88 Volvo 740's are shown at the links below.

  Cadillacs have been customized as hearses (see "Romero"), limousines (see
"Stretch"), and sometimes station wagons.  Such customizing may create a lower
horizontal line for the front of the engine hood, which gives it a rounded,
chunkier look of a '60's-'70's Cadillac.  An example of an '84 Cadillac that's
been customized into a station wagon, and a '74 Cadillac Fleetwood, are shown at
the links below.

  The closest I found for a definition for "Regina" in Urban Dictionary are a
couple of phrases it's part of that use the word to mean a woman who thinks
they're better than they are--I cleaned that up a little.  This could be symbol-
ized in the Regina with the customized Cadillac front though the rest isn't a
custom Cadillac.  The name could also be due to the fact that "Volvo" sounds a
little like "vulva."

  (It's wobbly and has bad road grip.)  81 mph

  Romero's Hearse: Buick '80's hearse.  Some Cadillac modifications are similar,
but the front end, especially around the headlights, slants out from top to bot-
tom like the front of some mid-'80's Buicks.  It could be a customized Buick
Electra wagon or Regal (?).  It's not the same as the "San Andreas" Romero,
which is a customization of a Lincoln or Cadillac.

  (A couple show up during "Two Bit Hit"--it may have a coffin in the back; it
tips over too easily like the coffin put the vertical center of gravity too
high.  It has the worst endurance of any vehicle in the game and is fast, too,
which adds up to using it for a garage trophy if you jack it from the Haitian
gang leader in "Two Bit Hit.")  94 mph
  Shown at the links below are a Buick Electra '86, Buick Regal '86, and four
Buick hearses: an '82, an '82 by B and B, an '86 by Superior, and an '88 Buick
Lasabre by Superior.

  Rumpo: Dodge Ram Van Conversion, aka Hi-Top '81-'86  A Dodge Camper Van '78-
'86 of the same size looks similar  (It tips over easily and has the worst dura-
bility of all the vans.)  84 mph
  (I added a later model to show one with the same Hi-Top shape.)

  Thanks to reader Andrew for telling me that "Rumpo" is a slang word for sex.

  Sabre/Sabre Turbo  Buick GSX '71-'72 for the pairs of round headlights and the
sides of the front bumper.  Of the three cars listed, it also comes the closest
to matching the middle of the grill, although it should be flat and not project
to a vertical line in the middle.  The Buick Gran Sport GSX '70 is remembered as
the powerful GSX since GM requirements of the next two years--to use low lead
gasoline, etc.--made the GSX less powerful.  If we choose the Buick, the "Vice
City" Sabre Turbo could be the '70 GSX and the Sabre could represent the '71-'72
  Thanks to nekkidhillbilly at GTA Forums for the Buick GSX

  The Oldsmobile 442 '70 gets the headlights and sides of the front bumper right
but the grill is less of a match.
  Thanks to Pesci at GTA Forums for the 1970 Oldsmobile 442

  Thanks to reader Ruffin Bailey for suggesting that the name "Sabre" may be
meant as a synonym for "Cutlass."  The 442, prior to 1968, was an optional
souped-up version of an Oldsmobile Cutlass.

  Chevrolet Chevelle '70 for the body  It matches the arch at the back of the
side window better than the two listed above.  The "Vice City" Sabre Turbo could
be the SS 454 (see the Wikipedia article at the link below).
  Thanks to El_Diablo, reaffirmed by CKYbassplayer69, at GTA Forums

  The back end looks like that of an Oldsmobile 442 '70 convertible, with the
hard top cab of one of the Chevelle given a window squared off to be a bit
smaller than that of a convertible Chevrolet Chevelle, Buick GS, or Oldsmobile
442.  But the Sabre/Sabre Turbo has only one pair of brake lights as on the
Oldsmobile 442 '69 shown at the 3rd link below.  (In "San Andreas," the Sabre
has two pairs of brake lights.)

  (The Sabre Turbo--the one that's always orange-copper-colored with an off-
white stripe down the middle from front to back, and the one you see doing a
jump in the intro of the game--is a bit faster.  But the road grip for both is
bad.)  Sabre: 90 mph; Sabre Turbo: 99 mph
  A Sabre and two Sabre Turbos are shown below.

  Sandking  The overall style is that of a Jeep XJ Cherokee '84-'92 two door
with bigger suspension, a hood vent, an air foil on the back of the roof, and
the headlights made the same vertical length as the grill.
  An '86 and a '92 model, and three models of unknown years, are shown at the
links below.  84 mph

  The body, except the front end, has been rounded a bit like a Jeep Grand Cher-
okee, aka a Jeep ZJ, '93 to look more aerodynamic.

  Securicar: I think the origin of this vehicle is the Humber "Pig," an armored
truck that was used by the British Army from the '50's to the '90's.  It begins
to look like a Securicar with the 2nd version, the FV 1609.  It's shown at the
1st link below followed by two 1611's.

  I think it became a basic model for a variety of armored vehicles, used for
troop transport, cash transport, etc.  They may be made from the chassis of one
company with an armored body made by another.

  Compared to more recent vehicles, the Securicar looks like a combined GMC
Guardsman, GMC Guardsman Troop Transporter (upper body, cab, windows, and
grill), and Bulldog II S.W.A.T. truck (modified International Navistar 4900 but
with a narrower grill)-type armored cash transit vehicle with a cow catcher on
the front.  (Cow catchers are more commonly remembered as being the grating that
sloped down toward the track on the front of steam locomotives.)  For the Bull-
dog II, it's called a "Ram Front Bumper With Heavy Duty Grill Guard."  The one
on the Securicar slants out like a cow catcher.  The fenders look like they're
from a 1954-1955 GMC W620 truck.

  The GMC Guardsman shown in the 1st link below has Securicar traits but older
examples would be preferable.

  I wonder if the Group 4 Securicor security company (now G4S), used for the
name of the car and the Gruppe Sechs joke printed on it, ever used a GMC Guards-
man or a similar-looking armored car.

  The design of the Humber "Pig" is reflected in the APV (All Protected Vehicle)
Dingo, recently used by the German and  other armies.

  The Securicar also looks like a precursor to the Cougar/Tempest, 2003-present,
made by Force Protection, and a troop transporter (name?).

  (If you knock the back doors off, you can see boxes of loot inside.  It drives
like an Enforcer, except it's slower with worse cornering ability and less dura-
bility.)  78 mph

  Spand Express: Ford E-350 '83-'86 cube/box truck except the windows have sharp
corners  (The shape is the same as that of a Mule.  Despite being a truck, it's
one of the least durable vehicles in the game.  It has good speed and handling
for a box truck.)  79 mph
  A 1984 model is shown at the 1st link below.

  Stallion:  It has the head lights and grill of an Oldsmobile 442 '78.

  It has a pair of hood scoops something like those seen on some 1971-1973, at
least, models of the Ford Mustang Mach 1.  A 1973 Ford Mustang Mach 1 is shown
at the 2nd link below.
  Seen in profile, the body looks like a 1987-1992 Ford Mustang LX except with
the back rounded off and the wheel wells squared off.
  The profiles of the "Vice City" and "San Andreas" Stallions, and a Ford Mus-
tang '86 are shown at the links below.

  The Ford Mustang LX rear side windows have been covered with vinyl so the
front side edge is above the back of the doors.  The rear side window dividers
are slid forward to make little nearly triangular rectangular front side windows
except the dividers are vertical.  The back windows look like those on the Mus-
tang convertible. 
  A couple of Ford Mustang LX '86 models and a '68 MG Midget are shown below.

  It has a back bumper and brake lights like a simplified version of those on an
early '70's Oldsmobile 442.  Thanks to Prodigital at GTA Forums for the Oldsmo-
bile 442 '70 brake lights tip.  A '72 model is shown at the 2nd link below.

  (It's fast with bad road grip and cornering ability.)  90 mph

  Stretch: Cadillac DeVille '86 limousine  Most limousines are customizations of
Lincoln Town cars and Cadillacs.  Some parts don't help identify the original
car because they're the customizer's choice.  Add the fact that Rockstar may
create a car from a mix of real ones, and identifying the original car or cars
can be tricky.  I've mainly relied on pictures of some '86 Lincoln Town Car and
Cadillac sedans and limousines to identify some of the parts of the Stretch.

  Front end: Cadillac DeVille '86.

  Back bumper, back end, brake lights, and rear window: Cadillac DeVille '86
without the little horizontal reflector strip (?) just above the bumper.  The
rear window is like the one on a Cadillac DeVille--bigger than the one on the

  Wheel wells: Cadillac DeVille '86--rectangular with rounded corners and, un-
like the ones on a Cadillac Fleetwood Brougham, about evenly deep.

  It has an antenna on the trunk--an example on a Lincoln is shown below.

  (It doesn't accelerate or corner very well, and it's only as durable as an In-
fernus--as dopey as they are, none of Tommy's henchmen will chauffeur him in it.
It looks nice in the driveway, and I'd usually leave it there.)  85 mph

  Top Fun van: Dodge Ram van or B series cargo van '86 a bit less fat and with a
longer engine hood--more like a GMC Vandura '86 (range of years?) in those ways
The grill and hood vents are like those on a Honda Life '71-'74, and the head-
lights are like the ones on one of the '86 or so Dodge vans.

  A "Vice City" Pony is the same.  (Among the vans, this one has the worst han-
dling but is the most durable.)  74 mph
  A Dodge B3500 '85, a Honda Life '71-'74 (year?), and GMC Vandura '86 are shown

  Trashmaster  Ford F800 '92 ten-wheeler used as a rear loader garbage truck
It's the same truck as the Yankee.  For more about this model, a 9th generation
('92-'96) F series truck, appearing in the time period of the game, '86, see
  A Ford F800 '95 and an International DT360 '92, just shown to show the big
trash box on the back, are shown at the 1st two links below.  A '97 model--10th
generation but it looks the same to me--with a similar trash box is shown at the
3rd link.

  (It takes wide turns and is slow at acceleration, but attacking police cars
don't matter so much from inside one.)  65 mph

  Virgo: Mercury Cougar XR7 '77-'79 (thanks to Grand Theft Grampa at GTA Forums)

  with the brake lights of a Lincoln Continental Mark V '77-'79

  (It's one of the handful of least durable vehicles in the game.  It has good
cornering but a high center of gravity.)  84 mph
  A Mercury Cougar XR7 '78 and a Lincoln Continental Mark V '77 are shown at the
links below.

  Walton:  Chevrolet 1st Series '55 model 3014 with the cab of a Chevrolet 2nd
Series 3100 "Task Force" pickup '55 and a wooden cargo bed  (As it says in the
Brady guide: "Goodnight, John Boy."  It's a pickup truck with a wooden fence
around the back.  It's practically as fast as a Bobcat, and it lets you drive a
little bit of pickup truck history.)  76 mph

  Washington:  see the listing for "FBI Washington" in the "Good/distinctive
four-door cars" section above for the real car comparisons.  (It looks like the
FBI Washington except in colors other than black.  The handling for it is dif-
ferent, though.  It has a good speed for a regular sedan, but the road grip and
handling could be better.)  90 mph

  Yankee:  Ford F800 '92 used as a box truck
  It's the same truck as the one used as a Trashmaster.  The earliest matching
picture I found was from '94, so it's probably from the F series 9th generation
('92-'96) described in the Wikipedia article below.  If so, since it appears in
an '86 setting, it's like the "San Andreas" Slamvan in having a real life count-
erpart that appeared after the time frame of the game.  (The Yankee 1st ap-
peared, and looked about like it does in "Vice City," in "GTA III," which has a
2001 or so time frame.)

  I try to pick vehicles that appeared within the time frame of the game when I
can, but to adhere to that too strictly is impossible.  Many of the vehicles,
like the Glendale, are mixtures that never appeared in that combination in any
period in real life at all.  I only have a hard and fast rule that if a vehicle
has a real life counterpart, it has to appear before the game was created--af-
terward is right out...unless someone mods a Mercury to look like the Cuban
Hermes after "Vice City" comes out or such.
  A couple of '95 Ford F800s, one with a 16' box and one with an 18' box, are
shown at the 1st two links below.

  (Of the box trucks, which mostly have ordinary to worse road grip and han-
dling, all the others have a higher center of gravity except the Mr. Whoopee,
which is one of the least durable vehicles in the game.  The Yankee grips the
road with ordinary handling but is among the fastest, and one of the most dur-
able, box trucks.  The other box trucks are the Mule, Boxville, Benson,  Spand
Express, and Mr. Whoopee.  The Spand Express and Mr. Whoopee are among the least
durable vehicles in the game.)  80 mph

  Again, thanks to GTA/Mafia/Midtown Madness modder Nuclear Hedgehog (probably
not his given name) and Tobias Nilsson for many of the real names of the vehi-
cles listed here and elsewhere in this guide.

  Thanks to the GTA Forums > GTA San Andreas > General Discussion > Real Car
Names message board for the ones marked with an asterisk.

  Some of the real names, and all of the comments otherwise, are by me.


  I.9.C  Motorcycles

  Controls for the PCJ 600 (or the place of wheelship of your choice)

  Getting a good look at Tommy

  A run down of all the motorcycles
  including the real names and top speeds of the motorcycles

  Some notable things about the motorcycles
    Fast and complimentary Pay 'n' Sprays
    Wheelies for jumps
    The 360 degree Stoppie
    The flip gimmick
    The PC Super Jump
    The BSM
    Half pipe stunts
    Climbing and jumping from trees
    Hitting poles
    Stunt videos
    A bunch of jumps that are often overlooked
    Insane Jumps and Insane Stunts


  Controls for Tommy morphed to a bike

  Outfit locations
  Some favorite spots for big Insane Jump statistics


    W....Acceleration  Give it a touch to swirl the camera to look forward from
behind Tommy, too, which works better in "Vice City" than in "San Andreas."  




    Space Bar....Brake.  Combine reverse and brake for extra stopping power.
Learn how much you can use Space Bar with speed and turning to control a skid
that you accelerate out of, too.  Grass, sand, and gravel provide less traction
than pavement and they're all slipperier when wet.

    F....(Board or) dismount from cycle

    Number Pad 9....Stand and lean forward  It's one of the controls used to go
for a stoppie, which is the easiest to do on a Faggio or a Pizza Boy.  Press it
quickly and repeatedly, trying to keep Tommy hunched down without letting him
stand up, to make the motorcycle accelerate faster and go faster than the usual
top speed.  It's as though it cuts down on wind resistance.

    Number Pad 6....Lean back  It's one of the controls used to go for a wheel-
ie, which is the easiest to do with a Sanchez.  NP6 can also give a bike a sharp
cornering ability--used carefully, you can even get a quick 180 degree turn with
it.  Tommy will be thrown from the 'cycle if you try that while it's going fast-
er than a moderate speed.  Hold NP6 just before and while going over a ramp used
for a jump and to lessen the chance that the 'cycle will wreck when hitting a

    Use NP6 and NP9 to adjust the level of the bike, once airborne, to raise the
front wheel about 45 degrees or a bit higher to land safely, too.  After a long
drop, you can also land while holding brake, reverse, and a turn to give Tommy a
much better chance of staying on the motorcycle.  Use the turn that minimizes
the chance of the 'cycle going backward.  It can't prevent a wreck if the 'cycle
is going too directly backward too fast.

    Q....Look/aim submachine gun or pizza left

    E....Look/aim submachine gun or pizza right  It's easiest for me to shoot
the submachine gun forward, though.

    Q and E....Look behind

    Left Mouse Button....Shoot submachine gun/throw pizza

    Caps Lock....cancel Pizza Delivery Sub-mission

    V....View (Change Camera Mode)

  Type "aspirine" to heal any cycle Tommy is on.  If you need to make sure you
can do it quicker than you can type it while the game is running, press Esc to
pause the game, type "aspirine," then press Esc again.

  A bike can be driven into North Point Mall, the mansion, and, if you have
Tommy bail 1st, the Malibu, the Ocean View, and the Pole Position Club.

  Getting a good look at Tommy

  When Tommy's on a bike, you can pick the 1st person view with V then use Q
and/or E to get a close front view and couple of side views of Tommy you won't
otherwise see.  ("Tommy Vercetti--it's time for your closeup.")

  A run down of all the motorcycles
  including the real names and top speeds of the motorcycles

  I used Spookie's Speedometer mod and sent each bike over a runway at the air-
port to get the top speed for it.

  "Alloy Wheels of Steel" Angel

  Angel: Harley Davidson Low Rider hybrid.  For more information on the compara-
ble real vehicle, see the section on the Freeway and Angel below.

  This refers to any of the Angels driven by Tommy's competitors in the bike
race of "Alloy Wheels of Steel."  I recommend you have Tommy jack one and use it
at I.69.  It's the best racing bike in the game.  I tested it against a regular
Angel.  It pointed up the difference a higher or lower center of gravity and
cornering traction can make.

  If you want a "Wheels of Steel" Angel more often in the game, one you can save
in a garage and it will hug the road and retain that special amount of cornering
grip, see I.100.D.e  Cars and bikes, Gameplay advantages, How to create your own
"Alloy Wheels of Steel" Angel.

  Angel: 103 mph

  PCJ 600

  The Honda CBX 750 is the most like a PCJ 600 of the '86 models I saw.  I don't
think the CBR 600 was built till '87, but it also has some similar features.
After those Hondas, the next most similar to a PCJ 600 I saw was a Yamaha FZ
600 '86.

  The PCJ 600 has a windscreen, with a distinctive funny evil grin headlight,
I've seen on some Hondas from around then or later but not always the same mod-
el.  It may have been a customization option.

  To look more like a PCJ 600, the Honda should have a little body with a vent
over the upper motor that's below the gas tank, but it shouldn't cover the lower
motor.  The body of the CBR 600 '87 in back of the seat should be angled lower
as it is on the CBX 750 '86.

  The PCJ 600 is my favorite vehicle for getting around town fast when the
"Wheels of Steel" Angel isn't around.  It has a fairly high-pitched bike sound.
It's the best for jumps, due to its combination of light weight, fast accelera-
tion, and high top speed.  The BradyGames guide doesn't give it much for han-
dling, but the writer must not have driven one around much to get a feel for
what turning with controlled skids can be for the cycle.  Get me a pilot's li-
cense for this thing.  Tommy falls now and then, but he gets right back up.
He's a mighty man--a mighty, mighty mountain man.  I'd use "aspirine" on the
bike now and then, though.

  There's always a PCJ 600 at four locations:

  1. by the piers on the SW side of the east island;

  2. in the "stilt" building (there's also a Banshee there) on the east island
on the N side of the 2nd block S of Washington Mall;

  3. in the display window of Howlin' Petes Biker Emporium on the west island:
where the main N and S road divides in the lower Downtown area, take the road
to the E--it's on the left; use a weapon or vehicle to break the glass; and

  4. on a little hillside NE of the Washington Beach police station.  Having
Tommy board it will trigger the "PCJ Playground" mission unless you have him
nudge it from the spot 1st.

  PCJ 600: 109 mph
  The pictures at the links below show:
  a Honda CBX 750 '86,
  a PCJ 600-type Honda headlight,
  a Honda CBR 600 '87,
  a Yamaha FZ 600 '86, and
  a Honda CBR 929 (2000 or later) with a PCJ 600-type Honda headlight.



  Sanchez: Yamaha DT 200 dirt bike '85-'86

  The Sanchez is a dirt bike and the best for doing wheelies.  It sounds like a
mix of lawnmower and bike sounds.  Save one at the condo if you want to try the
gimmick to beat "Dirt Ring" (I.31), too.  If there isn't one handy to jack, you
can always find a Sanchez at the dirt track at the top of the west island.  Hav-
ing Tommy get aboard that one always triggers the "Dirt Track" mission unless
you have him nudge it from the spot 1st.

  Sanchez: 91 mph

  Freeway and Angel

  The seats of both suggest Harley-Davidson Low Riders.  Otherwise, I think
they're hybrids of the fenders and exhaust pipes of other Harleys.

  The clip at the next link shows a 1983 Low Rider that has the front fender of
the Angel and Freeway, the back fender of the Freeway, and the exhaust pipes of
the Angel.

  The clip at the next link shows a 1985 FXRS Low Rider with the body of a Free-
way but with different exhaust pipes and an added back seat.

  Both the Angel and Freeway have two exhaust pipes on each side (something I
didn't see on any Harley-Davidson).  They both have apehanger handlebars (which
can be used to replace the handlebars of any Harley).

  The Angel has a wider body, fenders, and wheels.  Unlike the Freeway, it has
saddlebags on the back, and it has three headlights--one big one and two little
ones--instead of one.

  The Freeway headlight has a blurry happy face on it but the three Angel head-
lights have sad faces.

  Hogs.  They sound like ones, too.  Compared to some actual Harley Davidsons,
these bikes don't have the best speed/handling/weight combo for much of any-
thing.  They slide out on turns and are a bit heavy and slow to accelerate for
making the jumps unless you have a Super Dave or George of the Jungle fantasy
going.  (The "gripiseverything" code doesn't effect bikes.)  Use your handling
skills and don't corner so fast and it's a nice ride, and they look cooler than

  The Angels in front of Mitch Baker's Biker Bar are red, white, and blue to be
colored like the gas tank on the (very customized) bike Peter Fonda drove in
"Easy Rider," which "Vice City" voice actor Dennis Hopper directed, and which he
co-starred in and co-wrote (with Terry Southern) with Fonda, who produced it.

  There are always red, white, and blue Angels in the front of Mitch Baker's
Biker bar: where the main N and S road of the west island divides in the lower
Downtown area, take the road to the E--the bar is on the right side.  Baker's
bikers in the game seem pretty docile (except when in a Rampage), so it
shouldn't be hard to jack an Angel.

  The best bike for racing is an Angel you can have Tommy jack from one of the
Bikers before the race in "Alloy Wheels of Steel" (I.69) (see the "'Alloy Wheels
of Steel' Angel" above).

  To find a Freeway, cross the bridge from Prawn Island to the east island and
make the 1st right; there's always a Freeway near the corner on the left.

  There's a simplified version of a Freeway over a beer cabinet in The Greasy

  Freeway: 102 mph; Angel: 103 mph




  Faggio: Piaggio Vespa PX 200 '84-'86

  The Faggio is a scooter (thanks to Andrew for telling me the correct category)
and the bike that's the easiest to use to do a Stoppie.  It sounds like a lawn-
mower--the way some real scooters sound.  As it says in the BradyGames guide,
"Man, get off that thing before someone sees you!"  It has good handling and
makes sharp turns, but don't try to have Tommy jump the channel in one unless
you have a morbid curiosity about him drowning.  Maybe it's not that bad.  They
were big with some of the Mods in the U.K. in the 1960's.  It's good for getting
you to a PCJ 600.

  There's always a Faggio in two places on the east island: on the W side of the
5th block from the S and 1st row along the E, and in the alley beside Lawyer Ken
Rosenberg's office--in the panhandle of the 3rd block from the E and the 4th
block from the S.

  The Pizza Boy, a customized Faggio, is the other scooter in the game.  It's by
any Well Stacked Pizza shop.

  Faggio: 76 mph



  Some notable things about the motorcycles

  Fast and complimentary Pay 'n' Sprays.

  You can save some of the time taken to use a Pay 'n' Spray by leaving a two
(or four)-wheel vehicle in it.  Just have Tommy run and get on (or in) it, and
it triggers the Pay 'n' Spray actions.  Once Tommy has at least $100, you can
also use one when he doesn't have a wanted rating, or need to repair his vehi-
cle, for complimentary sprays to give his vehicle the color you like.


  The easiest way to do wheelies is with a Sanchez dirt bike.  Accelerate, W,
while Tommy leans back, Number Pad 6, until the bike stays up at an angle while
just holding Number Pad 6.  Add taps of W to keep the speed and front wheel up,
and turn with A and D.  It only counts if you land safely on both wheels.

  You can do one on a PCJ 600, or on a Freeway or Angel (hog), but it usually
doesn't stay up at an angle automatically with NP6 like the Sanchez does, so you
keep playing with NP6 and W to keep it up, and it probably won't last too long.
But by persisting at trying for that wheelie angle with the PCJ 600, by playing
with NP6 and W, I can get it to stay up the Sanchez way for brief stretches, and
could repeat several such stretches in a row, with Tommy hugging the body of the
bike when it went down.  You can steer it as with the Sanchez, too, but give
Tommy a lot of room ahead of him when you try.  It's a heavier bike, so it's
harder to create and control the front lift for it.

  Tommy can also use the PCJ 600 for a wheelie to ramp off the front of some of
the oncoming sport cars with low angled engine hoods (this takes some trial and

  There is a wheelie gimmick, not that a regular one is hard to do.  Sometimes,
if you get the front wheel of a PCJ 600 over the hedge while trying to have Tom-
my drive from the yard in front of the building he jumps to for J33, you can
press W and the back wheel spins in place.  When you stop, you may get a wheelie
bonus.  You could try for an incredibly long wheelie time that way, but it's not
as much fun as a regular one.

  Wheelies for jumps

  Thanks to Siva (HandsomeRockus) for telling me that using NP6 just before and
on a ramp adds extra distance.

  Hitting things in "Vice City" slows a vehicle down (you may have noticed this
even with the breakaway cardboard boxes).  Slanting the bike with NP6 when hit-
ting a ramp diminishes the impact of hitting it and lets it fly farther.


  The easiest way to do them is with a Faggio or Pizza Boy scooter.  Find a long
stretch of runway at the airport because you can't turn while doing a stoppie.
Accelerate, W, while having Tommy stand and lean forward, Number Pad 9.  You
don't need to go very fast--in fact, you probably shouldn't or you'll get a
shorter stoppie time by running out of runway sooner.  Holding Number Pad 9
throughout the following, go from W to both brake, Space Bar, and reverse, S,
until the back wheel stays up at an angle, then go back to W to keep it going.
You can even let go of W a bit to let the scooter slow down, and it will contin-
ue at a constant slower pace when you hold W again.  Use A and D to turn the
back end so it doesn't spin out so much and end the stoppie.  Again, it only
counts if you land safely on both wheels.

  You can do a brief one on a PCJ 600 or Sanchez which brings it to a stop.

  The 360 degree Stoppie

  According to Xtramus:

  - Do a stoppie (not too fast).  When the scooter turns 90 degrees, press re-
verse--Tommy sits down.

  - When it's almost 90 degrees to the other side, release reverse and slowly
spin past 90 degrees, then accelerate.

  The flip gimmick

  When Tommy is doing a jump and isn't morphed, and you want to get a statistic
for Flips, have him lean back, Number Pad 6, until the front wheel is just back
of vertical, then lean forward, Number Pad 9, and it's counted as a flip.  (I
got a count of four flips this way jumping over the Callahan Bridge in Staunton
with the Liberty City mod--I.100.D.g.)  The same gimmick works if you lean Tom-
my's bike forward with NP9 till it revolves more than vertical then bring it
back with NP6.

  How to do the flip gimmick in Vice City for stats for flips 

  Obviously, you can get more flips out of this gimmick if he's airborne longer,
so pick a jump for it that gives him a lot of flight time.

  The PC super jump

  Thanks to yOman69, in posts at the message board at Gamefaqs, Sept., 2004, for
the PC super jump, something that had been given up on as something you could
only do for PS2.  As his messages and videos demonstrated, his new method can be
done with a Packer (ramp truck).  You can use any bike, although a PCJ 600
brought greater results than a Pizza Boy.  You have the option of having Tommy
morphed (see below) or not, although morphing brought me greater results.

  I used Tommy morphed to a PCJ 600 and the Packer at the airport, as in a video
by yOman69, and my greatest score for revolutions so far has been 34,057 degrees
(unfortunately, Tommy ended up bouncing off the tarmac and into the ocean, so
I didn't save it).  At the most spectacular, I've seen Tommy flying higher than
anything else in the city--in some replay shots, he was a dot in the sky.  It's
like he was stuck up there like a ceiling fan for awhile.  In less fantastic
successes, he still twirled around like crazy.

  Drive a PCJ 600 into the back of the rear wheel housing of the right side of
the Packer--not at a 90 degree angle, but with a slight turn from 90 degrees in
the direction of the truck, and giving the bike a right turn.

   Highly sophisticated, life-like--ASCII art, even--depiction of a Packer
   and where to point your morph

               O          OO    -

  As the bike is pushed down along the truck to a 90 degree angle, change to a
left turn to keep the bike pushing against the truck.  The bike keeps pushing
with success, and you see the back of the truck raise higher as the front of the
bike slides down toward the back end of the ramp and pushes it up.  I usually
back out just before reaching the back end of the ramp.  You can then see that
the truck holds that position with the front wheels embedded a bit into the


  Sometimes pushing till the bike reaches the back of the ramp makes the truck
fall.  Sometimes you can pull the bike out and push it back in to nudge the back
of the truck higher, but often it makes the truck fall.

  Then position the bike to drive at the middle, or just left of middle, of the
right side of the segment of the ramp that extends back from the rear wheel
housing--the middle of the segment before you.  A line on the ramp shows the
middle.  Tommy's head and shoulders will pass right through it.


  Just past the far side of the ramp, begin doing some careful little forward
left and backward right turns, careful not to bump the truck and make it fall
prematurely, till Tommy is within the middle of the back segment of the ramp and
pointed in the direction of the truck.  I think it helps to get the "camera"
swerved back behind Tommy.  Then go straight forward and bump some solid part of
the truck--it's somewhere in between the backs of the back wheel housings--to
make the truck fall.


               O          OO    -

  With success, Tommy flies and twirls like nothing else in the game, or at
least flies a bit and twirls a lot, and sometimes the truck flips in the air and
blows up.  If the bike falls sideways under the truck, which is more often, and
which makes the truck constantly slowly reverse into the bike for some reason,
just drive it out and you can try again.





              O          OO    -

  A few of the other bad things that can happen--fortunately, not as often-in-
clude: the jump works but Tommy ends up in the ocean and drowns; the jump works
but you realize the bike is burning and you don't type "aspirine" fast enough;
the jump works in that Tommy ends up credited with a lot of revolutions but all
you see is him fall through gray hell; or Tommy ends up on his back on the ramp
and his armor then health drop to zero.  You can also get the bike stuck under
the truck, and hit F to make Tommy appear standing on the ramp.  So you drive
the Packer off it to see the bike is irremovably embedded nose up halfway into
the ground, at which time you might blow it up to get it out of the memory of
the game.  One time when the bike was stuck under the truck and I pressed F,
Tommy ended up in the Gate 1--8 hallway of the 2nd floor of the main terminal,
for some reason.

  Again, if the bike burns, you can type "aspirine."  If Tommy gets wasted or
you lose the bike to the ground or fire, you can reload the game.  You might
keep a PCJ 600, and even a Packer, in the garage of the mansion.  The mansion
office also has a street outfit pickup (and a Frankie outfit after "Keep Your
Friends Close") to use for morphing on PC.  The back of the Packer sticks out of
a garage, but disappears while the door is down (an old "GTA III" gimmick).

  The BSM

  Another fine bike jumping method, one that turns a PCJ 600 into a portable
jump ramp for a 2nd PCJ 600, is the BSM offered by video stunt man Brad Ward,
who's aka ThaShoka89 and Southern Finest.  It's called the "Bike Stunt Method,"
although he likes to call it the "Bike Stuck Method."  I relay it here with his
magnanimous permission and my thanks.

  Find a telephone pole you can make a good runway toward and which has a nice
long clearing, or roof you want to land on, beyond it.  Gather a couple of PCJ
600's by the pole without using any other vehicles so the two bikes stay in the
memory of the game.

  You put the middle of a side of a PCJ 600 a couple feet from a telephone pole,
tree trunk, the side of a building--whatever is vertical and solid.  Then drive
a 2nd PCJ 600 from a few feet away at the middle of the other side of the 1st
bike, and bump it so it leans against the telephone pole at an angle you can use
for a jump.

       1st bike

      O | <--                     O|<--
      ^    ^
    pole  2nd bike                Bump

  Then get a good run at either side of the 1st bike with the 2nd one, and give
it a little wheelie just before impact.


      O|          <--                    O|

  Tommy often stays on the bike and can get some good height and revolutions.
This can give you a lot more jumps to try, and rooftops and narrow walks in
front of billboards, etc., to shoot for a landing on, in Vice City.

  If you like such things as much as me, then follow me in following ThaShoka-
89's advice to register at these web sites about stunting:

  Ghostchild, of the 2nd web site, has a good tutorial about it at:

  Ghostchild calls the "Bike Stunt Method" a "PCJ Bump."  He says it originated
with Neo Anderson (reaffirmed in the opening of "Fusion," a collaboration of
Neo's ATS crew and the TS team I learned of from a post by celebrated Terror
Squad participant Urban L3gend his own self at Gamefaqs).  If you use a pole for
it, you hook the front 1/4 of the PCJ 600 against the pole at a 25 to 45 degree
angle as shown in this screen shot by Ghostchild:

  He says the three kinds of poles you can hook a bike to are:

  The white posts such as the ones for an overhead road sign a bit to the N of
the W end of the South Bridge;

  the very tall gray poles on the S side of Viceport;

  and wooden telephone poles.

  I'm still working on "catching air"--"airgrabs"--where Tommy lets go of the
handlebars of his bike for a second (and doesn't just wreck), but ThaShoka89
says it's easy.


  To do an Airgrab, you have Tommy let go of the handlebars of his bike, grab
some air, and grab the handlebars again--have him jump off and back onto the

  Thanks again to ThaShoka89 for relaying Taclite's tutorial on Airgrabbing from
http://s8.invisionfree.com/theghostchildren/ at the Gamefaqs web site message
board for the PC "Vice City."  I've condensed it here and described a few loca-
tions so I can still find them if the web addresses for Taclite's screen shots
ever change.  Thanks to Ghostchild for telling me the skin for Tommy in the
screen shots I've used to show locations looks like one used by NightFear.  And
thanks to Taclite, proud inventor of the Packer 2 stoppie 2 grind, and inventor
of the Airgrab 2 Frontflip groundgrab, whom I hope doesn't mind how I've con-
densed it:


  There are several different types of Airgrabs, the most common being the
Groundgrab, where you jump off and on while touching the ground.  A regular Air-
grab also covers doing the same thing when hitting a wall.  Then there are the
Frontflip and Backflip Airgrabs--I don't think I need to explain what they are.

  FIRST OF ALL: You need a good jump with a wall pretty close by (I'll give some
locations later) and a PCJ (it's the best for Airgrabbing).

  Normal Airgrab:

  Have Tommy make a fast approach to the jump, start leaning back (NP6) to let
the bike tilt vertically while airborne, have Tommy jump off (F) when he's
around 1 - 2 feet away from the wall, then quickly and repeatedly press Enter
(F).  If he jumps off and on, you've just managed to have him do an airgrab.

  Frontflip Airgrab:

  Get a good roof with a ledge at the edge of it as in the location given below.
Have Tommy do a high wheelie (but without the tail of the bike scraping the
ground or he'll fall off).  Just as his motorcycle is about to hit the ledge,
have him jump off (F), hit Enter (F) repeatedly and quickly, and he'll do a
Frontflip Airgrab (if you're lucky).

  Backflip Airgrab:

  This type of airgrab requires s**tloads of luck.  Have Tommy wheelie at 45 de-
grees against a wall.  When his motorcycle hits it, have him jump off and on
(press F quickly and repeatedly).  If you're lucky enough, he'll do a backflip

  Normal Airgrab location: in the parking lot of the building just S of the
Downtown Schuman Health Care Center, which is S and across the street from the W
end of the Hyman Condo alley.  Go W to E and wheelie at the ramp at the NE cor-
ner of the lot.  Try the airgrab as the bike as about to hit the wall of the
building beyond that.

  Frontflip Airgrab location: the roof of the Downtown Ammu-Nation; an easy way
there is to have Tommy jump from the long stairway S of it.  Have him go N to S,
wheelie, do the airgrab as he approaches the ledge at the edge of the roof, and
flip down to the ground.

  Backflip Airgrab location: the parking lot W and across the street from the S
tarmac of the airport.  To get there, go S from the W end of the South Bridge,
go right, go through the intersection, follow the road as it curves 90 degrees
N, and enter the parking lot with the red and blue poles across the entrances on
your right.  From somewhere E of the Sentinel XS that's always parked there,
have Tommy go S to N to the low wall with a fence on top of it, get a 45 degree
angle wheelie to hit the wall with, press F quickly and repeatedly as Tommy's
motorcycle hits it, and backflip S onto the same parking lot.


  While trying airgrabs, you may occasionally find that spaceeinstein is right
about the gimmick used to have Tommy stand on a car in midair, given at I.26 for
Unique Jump 19: it works with motorcycles, too.

  You might try the airgrab found in the "Vice City Tribute" stunt video.  Push
a PCJ 600 off the roof of the airport terminal and quickly and repeatedly press

  Madmax of ATS might add that there's something to be said for the possibili-
ties of the Pizza Boy airgrab.

  Turtle Boy has a video of a batch of stunters in a gtas.net airgrab competi-

  A lot of airgrabs, and an admirably long drive along the top of a fence, are
included in "inclined." by jessrocked and knives.


  Press F before a collision, when you can react fast enough, to prevent Tommy
from getting damaged in a wreck.  This is obvious, but practice by doing headers
with oncoming vehicles and pressing F a split second before impact.  Since he
flies off a bit and lands safely on his feet, you might use it in a mission and
save his neck someday, or at least give him a cooler-looking dismount than a

  Likewise, if you can tell Tommy's bike is going to have a landing that knocks
him off the bike, press F a few times as it approaches the ground.  He'll jump
off to land safely on his feet, and then may run to get back on the bike. 

  Half pipe stunts

  The roof of the Escobar airport terminal makes a fair half pipe.  You can
practice having Tommy stay on his wheels after a surprisingly long drop by driv-
ing off of the roof, too.  Have him try to get some forward momentum, level the
wheels once airborne, and have him land with acceleration.

  Climbing and jumping from trees

  To have Tommy's motorcycle climb a tree, have him go up the upper side of a
palm tree that slants over diagonally from the ground up.  In some cases, Tommy
can drive a PCJ 600 or a Sanchez to the top of it, too.  Among several, one is
the tree NW of the Malibu Club, and another is N of Leaf Links club house and W
of the tennis court.  You can even get some runway to use that last one, the one
across the street to the E of the Vice Point pizza shop, and the one N of the
road to the W side of the Starfish Island Bridge, as a jump.  It's not too spec-
tacular, but it sure looks different.

  You might try the Bump or Pole or BSM method with a tree trunk, too.

  Hitting Poles

  Thanks to Ghostchild for his clear and helpful information and screen shots
about doing stunts with poles:

  One thing that distinguishes these stunts from bumps is that you want to get a
wheelie going, at about 40 degrees, for a bit before the motorcycle hits the
pole, not just at the time of impact.  Use NP6 and NP9 to level the wheels for
landing, too.

  He also cautions that you can only hit the breakaway poles, like the white
ones for traffic lights, so fast or the motorcycle will break through them and
not bounce back as with the wooden telephone poles.

  Turn with A or D upon impact if you want the motorcycle to bounce back and up
onto a roof.


  According to Fugitive at the GTA Place Forums, to do a wallride:

  - wheelie before the wall (unless there's already a slope up to it at the base
of it), and

  - hit the wall and press and hold right (if the wall is to the right) or left
(if the wall is on the left).

  (For SA, he also recommends you hold Lean Forward--NP9.)

  Wallride tutorial by Aries:

  An easy wallride in VC is shown in Enid's video "foxylittlething."  To get to
the location, go E from the E end of the Hyman Condo alley, past the Degenatron
billboard that's over the road, and just past the bend in the road and the Shaft
hotdogs billboard that's over it.  The curved wall, part of the next to the last
"G-Spotlight" building, is on the E side of the road, and you can use the S
steps of the two sets of steps as a ramp.  Try not to let Tommy's motorcycle hit
the brown pole supporting the billboard unless he's morphed.


  Thanks to Ghostchild again for the screen shots and basics of what he's done
with stunts called bumps:

  One distinction with doing bumps from hitting poles is that you do your wheel-
ie at the moment before impact, and start a bit earlier to go for a higher
wheelie for a higher obstacle.

  Ghostchild cautions that this is the hardest type of stunt to do, but also
looks the coolest when you pull it off.

  For a beginner, he recommends doing the following bump till you can have Tommy
land--on the ground, at least, if not the roof--without falling four out of five
times.  To get to the spot he uses, go N from the Skumole Shack, continue past
the left turn, and turn left into the lot after the 1st building on the left
(the building where HP62 and J4 is--where the Downtown Checkpoint Chopper mis-
sion starts after "G-Spotlight," I.81).  You have Tommy make an E to W run and
bump a spot of the low wall of the 2nd terrace/planter thing to the W--aim for a
spot a foot or two left of the palm tree that grows from it.  Tommy's motorcycle
may even land on the landing to the left (the one the Downtown Checkpoint Chop-
per appears on).

  Another spot to try, but not for beginners, is the gray fence at the N end of
the alley across the street to the N of the "stilt" building (the N end of the
alley used for a runway for J32 and for the last jump of PCJ Playground, except
this time you're going S to N).  You have to start a wheelie a bit earlier and
higher for this one.  Have Tommy's motorcycle bump a high spot of the gray wood-
en fence just left of the telephone pole and he may end up on the roof of the
beige building N of that.

  Another place to try a bump is at the stack of gray wooden pallets used for
J27.  To have Tommy get there, send him up the alley of the 1st blocks along the
E at the SE end of the east island, and you'll see the stack of pallets as he
enters the alley of the 4th block from the S.  For J27, you send him N to S, but
for this you send him S to N, have his motorcycle wheelie just before bumping
the top edge of the pallets laying flat, and you may have him end up on the roof
of the several story-high building to the left and N of that.  Since it's ramp
used for a Unique Jump, you might also trigger the cinematic effect.

  You might also try Bumps with the benches around town.

  One of the easier ways to do a bump is to have Tommy's motorcycle make a SE to
NW run across the Viceport lot that has a Packer, wheelie before the low ledge
along the sidewalk to hit the top of it with the front wheel, and try for the
roof across the street.

  A variation I see in the stunt videos is to put a Rhino, truck, or whatever
vehicle, at the top of a set of steps, or whatever sloped surface, and have Tom-
my's motorcycle do a bump up against it.  The Rhino seems to create a strong
bounce and be a popular choice--good luck keeping it from disappearing, though.

  Fugitive, at the GTA Place Forums, advised that you make the motorcycle wheel-
ie so the front wheel hits the top of the ledge 1st.  For small ledges, wheelie
just before the ledge; for higher ledges, wheelie higher from farther back from
the ledge and press Lean Forward (NP9) upon impact.  For a curb bump. wheelie at
about 80 degrees so the back of the motorcycle hits the curb.

  For a double bump, wheelie at least 45 degrees to hit the sidewalk with the
back of the motorcycle at the time of the 1st bump.

  According to Flat Face's bump tutorial:

  Hit the top of the ledge with the bottom of the front wheel for most bumps.

  Wheelie to have the bike at 30-45 degrees for a small bump (such as a one foot
high ledge).  If you manage to do it by pulling the wheelie at the last moment
(the Pull Up Late, PUL, method, which doesn't look like you pulled a wheelie),
you can get more height and the same distance.

  For a medium height or tall thing (about two feet high, such as the wall at
the edge of the water around Hyman Stadium, or three feet high), wheelie soon
enough to have the bottom of the front tire hit the top of the ledge.  An alter-
native (used more often in "San Andreas") is the Wheelie Drop to Bump, WD2B,
method.  Fot it, have the motorcycle at about a 30-45 degree angle well before
the bump.

  For the thick light poles, have the motorcycle at about 30-45 degrees and be
pulling up when you bump.  For a tall wall as on the side of a building, do the
same but have the motorcycle at about 45 to 60 degrees for the bump.  If the
motorcycle goes back, lean back to flip rightside up for the landing.

  Double Bump

  Wheelie so the license plate of the motorcycle scrapes the ground and hits a
curb, then stop pulling back, to bump up a bit to bump off a wall or fence
that's about shoulder height on the other side of the sidewalk.

  Nitzkit adds that a Sanchez, at about 60 degrees when it get  to the curb, is
good for double bumps, too.

  Vehicle Bump

  The best vehicles for this kind of bump are the Flatbed (over the gas tank)
and the Rhino (at the door).  Do a little wheelie at the bump.

  If you have the motorcycle hit the Rhino about halfway up the door, it will
probably bounce backwards.  You might have a ramp or bump before the Rhino, or
have the Rhino lower than the runway to it, to be able to bump it higher and fly

  Natural Bumps

  VenomX shows some places to do some natural bumps in his video "Vice City Be-
ginner Stunts."

  - in the Viceport lot with a Packer, go SE to NW and wheelie at the ledge
that runs along the sidewalk.  Go over the street and onto the roof.

  - in the ground level lot by the stairs of the 1st G Spotlight jump, go S to N
from the street, hit the ledge of the planter, and land on the roof.

  - on the last roof of the G Spotlight jumps, go S to N , bump the ledge at the
edge of the roof, go N to the next roof.

  - at the Washington Beach police station, go N to S past the low concrete
planter to bump the hedge a few feet from the W end, and land on the roof.


  They won't be as long as the longest grinds Tony Hawks can do with a skate
board, but can Tony Hawks do a grind with a motorcycle?  Ha!  I don't know, may-
be he can.  That Tony Hawks is pretty talented.

  Have Tommy take a PCJ 600 to the Links Bridge, drive slowly at the low white
fence along the inside of one of the sidewalks, and wheelie up across it at a 90
degree angle with the wheels on either side of it--sometimes just the front
wheel, not the front of the midsection of the bike, beyond the far side of it.
Keep the front wheel a bit lower than the back wheel.  The bike will spark and
slide along the top, which you can prolong by balancing the bike with NP9 and

  Thanks to Gav for his Gav's Stunt Guide (v.1) post on the GTA Forums/GTA Vice
City/Gameplay message board for those tips on grinds.

  Thanks to Norwegian stunt man of renown Ghostchild for a few more tips and
places to grind:

  Ghostchild recommends that you have Tommy lean back before leaning forward
with a grind, and make sure to be careful of balance since a lot of people make
the mistake of having him lean forward too far.  Ghostchild also recommends you
have Tommy try the railing of the Links Bridge as a "jump to grind" using a
Packer.  Angle the Packer so Tommy can turn from it as he jumps to get a 90 de-
gree angle on the railing.

  Some other grinding spots Ghostchild recommends are:

  the rail along the walk on the S side of North Point Mall (you can position
the Packer on the street to the W of it for a "jump to grind," too);

  down the railing of the stairs from the Downtown roof the Skumole Shack is on;

  down a railing of a boarding ramp for the Chartered Libertine Lines ship at
the SE end of the W island;

  and a fence reached by having Tommy jump up the steps from the lower landing
at the S side of the Boatyard.

  You might see I.100.D.e for how to change column I in handling.cfg to -1 to
take the worry out of landing in water for those last two spots.

  According to Willzyyy:

  Approach the rail or fence with a high wheelie, slow down and turn toward it
to put the front wheel over it.  Once on the rail or fence, don't accelerate.
Just lean backward, then forward and backward repeatedly for balance with the
front wheel lower than the back wheel when you lean forward.

  You might have Tommy try a "jump to grind" from the gray wooden pallet ramp to
the fence behind Sunshine Autos (like I saw in the stunt video "The 4 Horse-
men"), try a "jump to grind" to the fence in front of the Downtown fire station,
jump from a Packer in the construction area to grind on the inner rail of the
Starfish Island Bridge, grind on the rail along the coast of the S side of the
land that sticks out S of the Starfish Island Bridge, grind down the rail of the
stairs in the middle of the main room of the mansion, or try a grind with a car,

  Stunt videos

  Once you know some of the basics of doing stunts, you can get a lot of ideas
for specific applications for them from watching stunt videos, and might enjoy
just watching them, too.

  You can check out Ghostchild's stunt videos, such as his contributions to "The
Heroes Return," and the videos of many other stunt people, including the two
videos mentioned in the Cabbie Climb section ("Off Duty" and "Off Duty 2" by
Busted Joypad Films), at the Ghostchildren web site "Grand Theft Auto Forums"
(not to be confused with "GTA Forums"):

  You can also look for Ghostchild at the Fileplanet web site.

  He and his web site tipped me to other stuntmen, such as Nitzkit, Kaneda, Neo
Anderson, and Darkness, too.  To enjoy some of their stunts in "The Four Horse-
men," "5ive" with GTA Fanatic, and others, you can also go to the video section
for "Grand Theft Auto: Vice City" at the Planet Grand Theft Auto web site.

  You might also try the videos at g-unleashed.

  You may find them and others, such as the ATS (Addicted To Stunting)/TS (Ter-
ror Squad) all star collaboration of Urban Legend, GTA Fanatic, Nitzkit, Neo An-
derson, Matt, Darkness, Kaneda, Madmax, and ZeroX in "Fusion" at:

  Another place to try is The GTA Place.

  The Dark Army made highly acclaimed videos like "Extinction" and "Hatred."

  You might enjoy looking into the work of young Australian Barney and Nebras-
ka's Andy aka GTA Fanatic.

  In an interview at planetgrandtheftauto, they gave some advice on doing air-
grabs, which they say were invented by Mike of AMPT and made their debut in "Ar-
mageddon."  They listed some of the videos they've made--"Pulse" by Barney,
"Liberate" by GTA Fanatic--and some of their favorites by others like "Decan's
Auto Stunt Reel" by d8cam, "Stunt'd" by Barney and edited by Phil Harrison, "Ar-
mageddon" and "Armageddon 2: Liberty City" by Mike, "Vice City Tribute," and
"Vice City: Miss This" by the Grand Theft Auto Online Community (featuring Cer-
bera, who figures prominently in the modding section at I.100.D.e).

  Since then, Barney is aka Kemical, and he and GTA Fanatic have worked with
ATS.  GTA Fanatic contributed stunts for "5ive" and edited and did stunts for
the ATS/Terror Squad collaboration "Fusion," which I thought was good.

  Barney, Brainkiller (TMS crew), and BloodyHook (TS crew) have a batch of good
stunts in "BBB," 2006, edited by Barney.

  BloodyHook, Brainkiller, Daffy, Kabanchik, Lord Peres, Neo, NightKnight, Nitz-
kit, and WEREWOLF make a formidable team effort with "Aetas," 2006, edited by

  "Interlocked" is a 2007 community stunt video from gtastunting.  Kaneda's
sideways drive through the tunnel made me laugh.  The Daffy and Plumpegg Cabbie
Climbs were good--I have to get one to go that high.  Dannye's loop through the
burning loop was good, too.  All star stunting.  Everybody: cool.

  "Super Mario in Vice City" by Southern Finest and Hazzard provides hours and
hours of good clean stunting fun for the whole family.

  "Fundamentum" is a cool entry by the BWS crew.

  "Lagoon" by Brulla, Samurai, Kaneda, Dannye, MadMax, and Neo Anderson shows a
variety of stunts that are possible without using a PCJ 600, Taxi, or Cabbie.
Even the little Caddy gets an FBI Rancher bump from behind to a roof from the
Prawn Island fountain, it lands nose down on a bridge support, Tommy leaps from
the Squalo II to a lighthouse window, there's a Police Maverick bump (that must
be hard to place), a Prawn Island Packer to wallride, etc.

  "Sequence" by Nitzkit  (inactive link)

  A bunch of jumps that are often overlooked

  Get a long runway, keep going W instead of doing the beginner's Bump recom-
mended by Ghostchild in the section on Bumps (in the lot of the Downtown office
building used for "G-Spotlight"), go up the gray ramp at the W end of the lot,
over the roof, and land on the roof across the street.

  Go S to N and do a wheelie just before hitting the 1st palm tree S of the
mostly-square lot that's S of the mostly-square bay S of Hyman Memorial Stadium.

  From SE of the crease in the grass that runs SE from the end of the concrete
sea wall SE of Hyman  Memorial Stadium, go NE, along the crease, across the
mostly-square lot, and do a wheelie just before hitting the ramp in the grass by
the low wall.  Go over the mostly-square bay into the parking lot, possibly onto
the porch roof, of Hyman Memorial Stadium.

  (This is number 11 of "Some favorite spots for big Insane Jump statistics"
given below.)  Start your run at the far NW end of an empty lot--the entrance is
a small alley W of the Downtown Schuman Health Care Center and N of the Lovefist
concert building.  Go through the lot and alley, cross the street, and wheelie
at the grass that makes a slope up to the side of the building, turning left so
Tommy flies up onto the roof of the Schuman Health Care Center.  You can do the
last G-Spotlight jumps from there.

  Go E to W on the street the Greasy Chopper is on, turn S to cross the street,
and wheelie at the grass that slopes up to the concrete wall.  Use a left turn
and hit it at an angle, turned a bit S, and Tommy can revolve before continuing

  Go S to N in the front lot of the Downtown fire station, go W around the far
end of the building, go N to S behind the station, do a wheelie as you get to
the gray ramp, go over the street onto a roof, then go over the slant on the
roof to land in the yard beyond.  

  As an alternative, go slower and turn right going over the gray ramp behind
the fire station, go through the lot to the right of the building ahead instead
of landing on it, and do a wheelie at the mound of grass at the end of the lot
to go over the white stone fence.  You can add this to the next example to make
it six in a row.

  Four in a row: you can go S over the concrete ramp at the S end of the back
yard of the Moist Palms Hotel, Downtown, onto the cobblestone walk;
  go W, S, then E into the alley around the back of Phil's Place; turn N, E,
and S and go over the slope of dirt piled against a low wall;
  immediately turn W into the front entrance of Phil's Place, go a bit N, do a
180 degree turn, and go S to jump using the large pile of black stuff;
  continue S across the lot and over a pile of dirt sloped against a low wall;
and continue in the direction of traffic.

  Go E to W into Phil's Place and do a wheelie against the tires piled against
his trailer.

  From the alley on the N side of the Little Haiti pizza store, go E to W over
the small set of steps at the N side of Rough 'n' Ready Streetwear into the Hai-
tian gangster's processing plant (the jump described in the section on "Trojan
Voodoo," I.98).  Use the stairs on the S end to leave.

  From behind the Little Havana Streetwear store, begin the rooftop jumps of
Unique Jump 8 but turn left, just before the Unique Jump, onto the pane of in-
visible stuff (I.3) over the lot of trees.

  Go N to S and do a wheelie just before hitting the slanted palm tree NW of the
W end of the Starfish Island Bridge in Little Havana.

  Go W to E in the alley N of the lawn of Sunshine Autos and wheelie just before
going a bit left over the wooden ramp and land on one of the roofs of ramps.
Turn around and use one of the ramps to leave.

  Go E to W in the alley N of the lawn of Sunshine Autos, cross the street,
and wheelie just before hitting the grass that slopes up to a fence.

  Go E to W from the lawn of the Hooker Inn, cross the street, go over the slope
in the grass and the roofs of the row houses and continue on the street.

  Make an E to W run from the grass by the ship and the gates of Viceport and do
a little wheelie before hitting the slope of grass by a palm tree N of the Pay
'n' Spray (spot number 8 given below as a good place for big Insane Stunt sta-
tistics).  You may shoot up the tree or, if you get lucky aiming for a spot just
S of it and turning a bit left, land on the roof beyond it.

  From the back of the lot across the street to the W of the Viceport Pay 'n'
Spray (the N end of the lot that 8 Ball's Bomb Shop is in--the one where "Cabma-
geddon" takes place), go SE along the road and hit the front of the steps on the
right at the end of the 2nd block.  Try not to crash into the truck and trailers
beyond them.  As the jump at the low yellow marker by the airport radar building
shows, a little ramp can help make a big jump if you give it enough runway.

  The N to S jump over the ramp at the W side of the N airport terminal--the
"Ghost World Headquarters" described in I.9.G.  You can veer left, land on the
road, and go up the sloped embankment to the left of it to make a double jump of

  Unique Jump 31 (I.26), from the roof of the Ocean Beach parking garage, can be
continued S for two more roofs and onto the street.

  Go E to W across Washington Beach and wheelie just before hitting the slanted
palm tree that hangs over the sidewalk.  The tree is across the street to the SE
of the SE corner of the Vice Point police station.

  After you do Unique Jump 36 into Interglobal Film Studios, try to wheelie just
before using the roof vent that slants away from you as another jump.

  The four ways to jump into Leaf Links described in I.18.

  If you'd like a way to go to the street from the Starfish Island mansion on a
PCJ 600 other than by using the front gate, you can start a run at the SW corner
of the front yard, go NE up the slope in the grass, and over the low wall to the

  Insane Jumps and Insane Stunts

  As noted in I.7--Stats, Unique Jumps are the 36 jumps you need to do for 100%

  Insane Jumps, which can coincide with them, are measured in distance, height,
flips, and rotation; a big score in one category is an Insane Stunt, in two is a
Double Insane Stunt, etc. (though I've never heard of anyone getting a Quadruple
Insane).  The "GTA III" "perfect" insane award for landing on all four wheels
isn't used in "Vice City."

  My 1st choice for them would be the PCJ 600, but you can get good results with
a sports car like the Cheetah.


  According to the Merriam-Webster Online web site, METAMORPHOSE suggests an
abrupt or startling change induced by or as if by magic or a supernatural power
<awkward girls metamorphosed into graceful ballerinas>.

  Morphing Tommy to his PCJ 600 ensures that he won't fall off his bike when go-
ing for Insane Stunt statistics.  Have Tommy park the bike so an outfit pickup
rotates about halfway into his right side and bike.  Have him get off the bike
and back on by pressing F twice.  The screen blacks out, and when it comes back
on, if you did it right, Tommy will seem to be standing and straddling his bike.

  Hit F again to get him unmorphled.

  Controls for Tommy morphed to a bike

  Left Shift....Forward

  Space Bar....Reverse



  W....Lean forward

  S....Lean back

  Tab....change radio stations

  I like F1 for Replays of Insane Stunts, too.

  C....Crouch looks different since he crouches into the body of the bike.

  I would use my left thumb for Space Bar, the 1st left two fingers for A and D,
and the left pinky for Left Shift; I reach in with the 1st two right fingers for
W and S.

  You can fire a submachine gun with the LMB, but it changes him back to normal,
with him appearing morphed occasionally in a glitchy way, and the controls go
back to normal.

  You can morph him to a hog, including the one I suggest you take from "Alloy
Wheels of Steel," although the bottoms of his legs go into the ground like a
ghost's.  You can also morph him to a Caddy with the Golf Club outfit that's at
Leaf Links after "Four Iron."  Then it looks surprisingly like a scene out of
the 1960-1966 TV cartoon show "The Flintstones."

  You can also morph Tommy to a Stinger, a Stallion without a roof, a Comet, or
a Sea Sparrow.  (Thanks to ViCeCiTyPlAyEr5's tip about the cars, and Kevin War-
ner's tip about the helicopter, at the Gamewinners web site.)

  But you get the best stunt results using a PCJ 600.

  Whether with a morphed Tommy or as in the Insane Stunts done with a sports car
in "GTA III," you get the best results by ramming him into something.  (I think
going for an Insane Stunt this way best points out why they're called Insane
Stunts.  It would normally be insane to do such things just to see if you could
get more flips or rotation.)

  Be ready to press Esc, type "aspirine," and press Esc again when the bike
starts smoking.

  Outfit locations

  Outfit pickups get rid of a wanted rating up to two stars, but I recommend you
try to just use it for one star to minimize how much bigger Wanted Stars At-
tained gets than those Evaded (see I.7).  It will also change how Tommy appears
in the cutscenes.  But I'd mainly want them for morphing.  You have to make Tom-
my drive at the door and bail, so the cycle goes in the door and Tommy has to go
in after it, to get a cycle into the Ocean View or Malibu Club to use the out-
fits inside them for morphing.

  The Street outfit is at the Ocean View Hotel, Hyman Condo, and the Mansion af-
ter "The Party" (I.17.C)--$50.

  The Soiree outfit is at Rafael's--S end of the east island, two blocks from
the E and the 2nd block from the S, on the NW corner of the block--after "The
Party" (I.17.C)--$100.

  The Coveralls outfit is on the 1st floor of the SW side of North Point Mall in
the tool store after "Riot" (I.37)--$80.

  The Golf Club outfit is in front of Leaf Links after "Four Iron" (I.38)--$40.

  The Little Havana outfit is in Little Havana Streetwear--cross the Starfish
Island bridge to the west island, go right, go left, go right, and it's on the
left--after "Two Bit Hit" (I.78)--$70.

  The Police Uniform outfit is in the locker room--the 1st room on the left--in
the Washington Beach Police Station after "Cop Land" (I.61)--$90.

  The Bank Job outfit is in the 2nd floor office you get at the Malibu Club af-
ter "The Job" (I.75).  $120.

  The Casual outfit is at the 2nd floor door of the Gash clothes store in the
middle of the S end of North Point Mall after "Treacherous Swine" (I.40)--$120.

  The Mr. Vercetti outfit is at Collars & Cuffs (S end of the east island, 2nd
block from the E and 2nd block from the S, on the NE corner of the building) af-
ter the Pole Position Club mission (I.94)--$30.

  The Tracksuit outfit that's maroon with yellow stripes is in the doorway of
the Little Havana laundromat from the start of the game.  To get there, cross
the Starfish Island bridge to the west island, go right, then left, then right,
then left, and it's just past the corner ahead on the right--$50.

  The Tracksuit that's black is at the Downtown Jocksport after "Supply & De-
mand" (I.51).  Go S from the W end of the Hyman Condo alley, continue straight
past the left turn, and it's among some stores set back away from the road on
the right--$100.

  The Frankie outfit is in the office on the 2nd floor of the mansion after you
get 100% for the game (I.99).  Since it's a variation of the Casual outfit, it's

  Some favorite spots for big Insane Jump statistics

  1.  The fountain in the middle of Prawn Island.

  Go from the end of the road that goes S from it, or, for greater speed, from
the Downtown area across the bridge to the W of it (I once jumped over the roof
of the house behind the fountain starting my run there).  Aim for the statue in
the middle and into the fountain.  Give it a wheelie, S, and a left or right
twist, A or D, just before impact.

  If he ends up on someone's 2nd floor balcony, keep driving around doing wheel-
ies at corners and such to get him out.

  You'll get your statistics and a Triple Insane in no time.

  "Prawn Island Fountain Jumps"--GTA Pittsburgh presents a film by Glen T.

  This file (49.37 MB) or any of my other gamefront video files can be down-
loaded from:

  This is the most popular spot, unless it's:

  2. The mound of dirt sloped up to the curved edge of the broken wire fence at
the wall by the channel E of the E end of the bridge from Starfish Island to the
east island.

  Drive E from the E end of the Starfish Island Bridge, and turn right into the
lot before you get to the little bridge.  Aim for the mound of dirt (which is
Unique Jump 22) at the wall by the channel, and hit the upward curve of the
fence right at the right side of opening.  You might want to inspect it with
Tommy on foot 1st to see just what you're shooting for--the sweet spot is nar-
row.  Again, give it a wheelie and maybe a twist as you do, but you also want
enough forward momentum to get over the river.

  Though you might want to start farther W on the Starfish Island Bridge to
build up more speed, you don't want to go out of control by going too fast or by
making the right turn too soon into the lot.  You can smack into something or
bump a curb and spin out if you're not careful.

  Save the game before trying this because there is a risk of drowning.  But
when you hit the sweet spot, Tommy flies up like he was shot out of a cannon.

  "Vice City Broken Fence Jump" (a brief demonstration video I made)

  You can download this file (26.15 MB) from gamefront:

  This is the most popular spot, unless it's:

  3. The slat of wood propped up against the corner of the top floor of the
North Point Mall parking garage.

  Try to nick the wall a bit as you go over.  Again, give it a wheelie and a
twist for flavoring.

  4. The helipad on the roof of the Hyman Condo.

  Go E to W, nick a post, etc., on the way over, and shoot for a place that lets
you get more flips in a longer fall downwards.

  5. Oncoming heavy vehicles.

  Normally, Tommy can wheelie and ramp off the front of oncoming sport cars with
low slanted engine hoods.  When morphed, he gets better results with SUVs and
trucks--he might spin beyond 1,000 degrees.

  6. The middle palm tree trunk behind the concrete ramp in the NW corner of the
yard behind the Moist Palms Hotel.  The hotel is along the main N and S road at
the S end of the Downtown area.

  7. The grass slope from the sidewalk up to the fence that's across the street
to the W of Sunshine Autos--the section of slope and fence N of Sunshine Autos
is usually used.

  Start your runway N of it, across the intersection on a little concrete area
in front of a store, or get a long runway starting beyond the intersection to
the S.

  Four more good spots pointed out by Gav's Stunt Guide (v.1) post at the GTA
Forums web site under GTA Vice City--Gameplay, relayed here with his kind per-

  8. This spot lets you jump a tree with a little more snazz than the ways de-
scribed a few paragraphs above.  From the lawn by the ship by the gates of Vice-
port, make a SE to NW run and do a little wheelie just before hitting the slope
of grass by a palm tree (similar to the Prawn Island fountain set up--#1) just N
of the Pay 'n' Spray.  You may shoot up the tree or, if you get lucky aiming for
a spot just S of it and using a little left turn, land on the roof beyond it.

  9. Go S on the W sidewalk from the intersection by the W end of the Hyman Con-
do alley and smack the fat traffic light post with a little wheelie.  Go slower
than you might for a telephone pole or hope you have the post disassemble before
the bike just right.

  10. The slanted edge of the low white wall, at the S side of a broken-open
part of the wall, at the N side of a curve in the road (by North Point Mall) at
the E end of the North Bridge from the east island to Prawn Island.

  From a spot a block and a half S of the sloped wall edge, go N on the E side
of the road and hit the slanted wall edge with a little wheelie.

  11. The NW section of the grass that slopes up to the wall of the upper lot
that goes around the front of the building that's one door S of Schuman Health
Care, which is at the intersection S of the W end of the condo alley.

  Go W to E in the alley and lot S and W of the VROCK building (which is across
the street to the W of Schuman Health Care Center), go a bit SE across the
street, and either
  - go up the slope of grass with a stone wall on top of it--use a left turn and
a wheelie to try to fly NE onto the roof of the Schuman Health Care Center (the
location of a "G-Spotlight" jump), or

  - wheelie up the slanted NW edge of the stone wall that goes around the lower
lot of the building that's one door S of Schuman Health Care Center (good luck
with your landing).

  Just a reminder: if you want an astronomical score for rotations, try the PC
super jump described above.


  I.9.D  Helicopters, the Skimmer, the jets, and the flying Rhino

  The worst criminal destruction in Vice City

  Controls for the helicopters

  A run down of all the helicopters
  including the real names and speeds of the helicopters
  and how many passengers Tommy can take in each of them for rides

  Some notable things about helicopters
    The game physics of following helicopters with the "camera"
      and moving them forward with NP9
    Bailing from helicopters
    Getting a good look at the big guy

  Controls for The Skimmer

  The real names and speeds of the Dodo and the Skimmer

  Loop de loops
  Flying the Skimmer upside down
  Dodo emeritus
  Dodo ephemeralis

  The real names of the solid motionless jets
  The real name of the solid, motionless lunar module
  The real name of the solid, motionless UFO

  The real (and handling.cfg) names of the flying non-solid vehicles

  How to (hi)jack the Hunter

  How to fly the Rhino

  The worst criminal destruction in Vice City

  The Skimmer, the Dodo pulling a "Zombie Elvis Found" sign, and the helicopters
are the only things in the game you can destroy and get 30 points in your CRimi-
nal Ratings for; everything else is worth one point.  The only way to destroy
the Dodo is with a rocket from the Hunter.

      Controls for the helicopters



      Number Pad 9....Forward (pulse to go forward in dips and raises)

      Number Pad 6....Backward (rears up and back, good for stopping and

      A....Bank left

      D....Bank Right

      E....Pivot right

      Q....Pivot left

      Left Shift....Brake (halts horizontal movement; thanks to spaceeinstein)

      F....(Enter or) Exit

      Left Mouse Button....Fire rockets (Hunter)

      Space Bar or Right Mouse Button....Fire Sea Sparrow or Hunter machine gun
with a bit of auto aim; the Hunter machine gun has more auto aim during "Brown

      Caps Lock....Activate/cancel vigilante mission--a Sub-mission (Hunter)

      R or Mouse Wheel up....Change radio station (except VCN, Vice City News,
or VCPD, Vice City Police Department, helicopters, which get police calls on the

      Q and E or Middle Mouse Button....Look behind (in the 1st person view,
look down)

      Again, for all vehicles I like:

      V....View (I like the mid-distance back view, but some prefer the 1st per-
son view; the multi-view is fun to play with if you pick a place with lots of
space ahead of you)

      F1....Instant Replay

  Again, typing "aspirine" will heal any vehicle Tommy is within.

  A good gimmick with NP6 is to use it to avoid something when you try to fly
fast--close to the surface of things.  When you realize you misjudged your path
and are about to fly into the top of something, use NP6 to point the nose up--
the copter will go in that direction and over the obstacle.  Then continue with

  NP6 with Q or E is similar to a braking turn for a land vehicle, and looks
kind of cool, too.

  Holding A or D for a big banking turn looks cool, too.  Wait for the teardrop-
shaped icon on your in-game radar to point at the place you want to go, then
continue with NP9.

  Remember that the horizontal traffic light posts are non-solid; it's the ver-
tical ones you need to avoid.  Once the vertical ones, and lamp posts, are
knocked horizontal, they're non-solid.

  The horizontal posts with signs that give the names of bridges and neighbor-
hoods are non-solid at either end of the Links Bridge, Starfish Island Bridges,
and Prawn Island (not the North Bridge signs, though).

  Likewise, the leaves are non-solid; it's the tree trunks you want to avoid.

  It may not come up often as a game strategy, but you can use NP9 to tip the
blades forward at pedestrians, possibly flinging them high in the air.  Doing it
a lot while laughing maniacally with a therapist in the room is not recommended.

  Use V to get the 1st person view from a helicopter then rotate it with Q and E
to see the rotating moon effect (thanks to Rusk's guide).

  See section I.18 for various ways to get past the barricades that prevent you
from getting to the west island at the beginning of the game if you want to get
to a chopper early on.

  A run down of all the helicopters
  including the real names and speeds of the helicopters
  and how many passengers Tommy can take in each of them for rides

  I used Spookie's Speedometer mod to determine the speed of the helicopters.
Like the Skimmer, the helicopters are faster going down and slower going up.
Unlike the Skimmer, helicopters can't maintain speed or accelerate at a constant
altitude--you have to keep making dips and raises with them to do that.  While
making these swoops, the speed will keep going up and down, and I'd report the
point in the middle, the average, as the speed of the helicopter.  They each had
a top speed while maintaining a general altitude for these swoops.  For each,
you could see that going 10 mph faster than that would cause the helicopter to
keep flying lower until it couldn't do it anymore without crashing.

  What I've decided to do is give the top speed of the helicopter that allowed
it to maintain a general altitude.

  Sea Sparrow/Sparrow

  The Sea Sparrow appears behind the mansion on the SE side of Starfish Island
after you get 80 hidden packages.  It's easy to fly, has a machine gun with a
little auto-aim, plays music on the radio, and has pontoons so it will float on
water.  You might practice using the gun by destroying boats, which is noted in
your Stats.  As Rusk notes, the auto-aim "...allows the gun to lock-on to vari-
ous targets near the center of the screen regardless of whether you see the tar-
get or not."  It provides Tommy with some airborne distance from which to shoot
a machine gun with some auto-aim, so it's obviously helpful for certain mis-

  It's also useful for flying up into the ceiling of the WK Chariot Hotel to en-
ter Ghost World (I.9.G), because if you leave by flying up through the surface
of the water you can land on it.

  The Sea Sparrow seats two, which comes into play in the game if you use it for
"Death Row," "Bar Brawl," or "Cop Land," in choosing it over the Hunter.  The
Hunter just seats one--the pilot.

  You can get one passenger with the "hopingirl" code.

  Sea Sparrow: Bell 47G (Army: H-13, OH-13D, and OH-13E; Navy/Marines: HTL-4)
helicopter with pontoons  95 mph; at 100 mph, it descends very slowly

  A Bell 47D-1, an earlier model, is suspended for viewers as an example of ex-
cellence in design at the Museum of Modern Art in New York City.

  There are also four Checkpoint Chopper mission Sparrows with rails on the bot-
tom without the pontoons.  Three appear after "Rub Out" (I.53) and the 4th after
"G Spotlight" (I.81).  The rails make it easy to shove one from the front to
slide it into a garage.  The PS2 Pay 'n' Spray gimmick to give one wheels won't
work for the PC version, but the method of blowing a bunch of them up with the
"bigbang" code, to go for the "Godfather" CRiminal Rating, works.

  The Hunter

  The Hunter appears at the N end of Fort Baxter, at the N end of the tip of
land that juts up on the W side of the west island N of the airport, after you
get 100 hidden packages or complete "Keep Your Friends Close."  It also appears
on the helipad at the S end of the east island after you both collect 100 hidden
packages and complete "Keep Your Friends Close."

  It's the easiest to use for the vigilante mission, and, along with the Rhino,
for raising your CRiminal Rating and Highest media attention level.  Learn to
use the auto-aim machine gun without needing to go down between lamp posts and
all and bang it up.  It's durable, but use "aspirine" if it starts smoking.

  It plays music on the radio, too, even though you can use it for Vigilante

  Use "aspirine" if it starts smoking.

  It's a single seat vehicle, so the "hopingirl" code won't work for it.

  Hunter: Hughes/McDonnell Douglas AH-64A Apache '84-'86  140 mph

  (Hughes Helicopters, during 1984, became a subsidiary of the McDonnell Douglas

  This U.S. Army AAH (Advanced Attack Helicopter) includes a 30mm XM-230E1 auto-
matic cannon firing 750 rounds, and 16 Hellfire antitank missiles or seventy-six
2.75 inch rockets beneath the stub wings.  In real life, the Apache has a crew
of two and a top speed of 184 mph.

  VCN Maverick/VCPD Maverick

  The VCN (Vice City News) Maverick and VCPD (Vice City Police Department) Mav-
erick helicopters are atop helipads on buildings in the Downtown area of the
west island from the start of the game.

  For the VCN chopper, go across the bridge from Prawn Island to the west is-
land.  The VCN building is on the N side of the road just past the bridge.  Have
Tommy go in the door and he's transported to the roof by the base of the heli-

  The VCN Maverick is the passenger helicopter that handles the most like the RC
Copter of I.30.  It can easily curl forward or bank more than you want it to, so
you get the best results if you stop short of that in directing the movement of

  There's a back seat but no access to it, so you can only get one passenger
with the "hopingirl" code.

  VCN Maverick: Bell 206 or 206B-3 Jet Ranger '86  110 mph
  (I used the 1st link because it's for WTVT of Tampa, but I think it's a

  For the VCPD (vice City Police Department) chopper, go W from the W end of the
bridge from Prawn Island to the west island, take the 1st left, then take the
1st left,  The police station is on the left.  Go left into the lot and up the
stairs to the helipad.

  It's a four-door, so you can get three passengers in it with the "hopingirl"

  VCPD Maverick: Bell 206L-4 except without the little wings  110 mph

  The VCPD Maverick you can see patrolling over Vice City generally flies at 60
mph (the same as the Dodo).


  A Maverick will appear on the helipad on the roof of the mansion after you
take it and of the Hyman Condo after you buy it.

  It's a four-door, so you can get three passengers with the "hopingirl" code.

  Maverick: Bell 206L-4 LongRanger except without the little wings (and isn't
that a good Hendrix tune?  No, no, no....)   100 mph  At 10 mph faster, it
moved slowly toward the ground.

  If you get three passengers with the "hopingirl" code, the two in the back
seat will merge into one person.  I had to laugh when I saw an interesting look-
ing older businessman back there once as a result of that; as best I can remem-
ber, he was in a gray suit and dark tie with a brunette lady's red shorts above
dark stockings and garters.  When they get out, they divide into two people

  Some notable things about the helicopters

  The game physics of following helicopters with the "camera" and moving them
forward with NP9.

  My theory for the problem the biggest (the Hunter) and smallest (RC) helicop-
ters have with the "camera" (your point of view) is that the same game physics
that determine the ability of the "camera" to swerve to stay behind one was used
for all the helicopters.  It works the best for mid-size copters.  A little turn
of either RC copter creates a big arc behind it for the "camera" to follow,
which is partly what can make them difficult to fly (see I.30).  And the Hunter
is the biggest, so the "camera" movement for it is too sluggish.

  Unfortunately, though it has the ability to fire rockets and has more auto-aim
for its machine gun than the Sea Sparrow has, the Hunter is far and away the
worst of the helicopters at keeping the "camera" behind it aimed in the direc-
tion Tommy is looking.  If you like the mid-distance back view as much as I do,
expect to spend time patiently cajoling the "camera" into swerving back there
with NP9 or pressing V a handful of times.  Otherwise, your target will be un-
seen while the "camera" lingers on the front or side of the Hunter a lot.

  Thanks to spaceeinstein for reminding me that if you tap Q and E to make the
"camera" look behind for a moment, the "camera" will then aim ahead again.  It
won't stay that way if the helicopter is turning, but it's the best you can do.

  The auto-aim goes some way toward making up for it, but some prefer the 1st
person view as a remedy.  The drawback to the 1st person view is being a lot
less able to see, and safely maneuver in, the area around the helicopter.  You
could also just fly the Sea Sparrow instead.

  I think the same may be true for other aspects of helicopter control as well,
which is why the RC copters oversteer when you have them pivot and a heavier
helicopter has an unfortunate degree of momentum for drift when you're trying to
fix your position.

  For the RC copters, the RC Goblin ("Demolition Man") and especially the RC
Copter (RC Raider)--their handling.cfg file names--do your best to restrict
their movement to look like that of a medium-sized helicopter.

  The ability to hold NP9 to go forward before the nose of the helicopter points
too far downward is an exception in that the size of the helicopter seems to
have nothing to do with it.  The "Demolition Man" RC copter is very good at it
and the "RC Raider" RC copter is terrible at it.  The Sea Sparrow and regular
Sparrows are good at it and the various Mavericks, especially the VCN Maverick,
aren't.  NP9 and the Hunter will get you somewhere quickly but it isn't as easy
to maneuver the "camera" for the Hunter once you get there.

  See "I.100.D.eee  Helicopters--How to make the RC Copter easier to fly" if
you'd like to change the data\handling.cfg file and make it a little easier to
fly the helicopter that's the hardest to control.

  Bailing from helicopters

  You can bail from choppers, but sometimes I have to press F more than once to
get Tommy to do it, which is a little harrying if the chopper's on fire at the
time--he doesn't always do it before the explosion.

  Bailing as the chopper is landing to hurry things up doesn't work sometimes
till the chopper is on the ground--press S.

  Bailing while the chopper is in the air seems to require that the chopper is
going forward fast enough--press NP9.  The best way to learn how fast is to
practice, and you might use a wide open area at the airport for that.

  So if Tommy is in a helicopter and it catches on fire, you have a few choices,
whichever you think you can do the fastest: type "aspirine," press S to get it
firmly on the ground (without blowing it up by banging it on the ground) and
press F, press NP9 a few times rapidly to get the copter going fast enough for F
to work, or reload the game.

  Getting a good look at the big guy

  A helicopter is a good way to view the lights on the front of the WK Chariot
outline a giant c**k and balls, with periodic squirts out of the roof, between
23:00 (11 pm) and midnight (see I.13).  I once used "hopingirl" to get a hooker
in a chopper and she rocked it at a slow rhythm while airborne doing this, but
when I tried it again, it didn't work; it's probably not a glitch you can plan.

  The Squirt ad is on Callegg's delicatessen, though.

      Controls for The Skimmer


      S....Backward (in water;
           in air, it decreases speed faster than by releasing W alone)



      Number Pad 6....Up

      Number Pad 9....Down

      Q....Look Left

      E....Look Right

      Q+E or Middle Mouse Button....Look Behind

      F....(Enter or) Exit

      R or Mouse Wheel Up....Change radio station.

  You fly it like a bike except that when you lean back you take off.

  As always, I like to use V to watch it fly with the multi-view sometimes when
there's enough room ahead to do it without wrecking, but it can be fun to try
otherwise, too.  It probably won't catch on fire and explode even if you crash
land unless it lands on its back or you do it over and over.

  It can have a hard time trying to take off going against the waves.  If that
happens, turn it to take off in the direction of the crests of the waves.

  Keep the frame limiter on or the Skimmer won't be able to take off from the

  The Skimmer doesn't attract passengers with the hooker trick or the "hopin-
girl" code, I guess because it's part boat and you can only have Tommy enter or
exit it by pressing F for the magic transportation act you can use to have him
enter boats.

  The real names and speeds of the Dodo and the Skimmer

  Dodo: Cessna 150, called a 152 since 1978.  It's a single pilot small plane
prior to having the wings clipped in Liberty City.  You can't fly it, and you're
punished with a three star wanted rating if you shoot it with a rocket from the
Hunter for 30 CRiminal Rating points.  60 mph

  "GTA III" Dodo:

  Controls for the Dodo:

  Skimmer: Cessna 150 on floats.  (A Dodo with pontoons and improved handling.)
Flying at a constant altitude, it has a top speed of 116 mph.  The speed in-
creases if it dives and decreases if it climbs.

  The little Skimmer appears behind the film studio--S of the E end of the
bridge from Prawn Island to the west island--after you succeed at the "Dildo Do-
do" mission (I.79).

  I like it a lot.  It's a lot easier to fly than you might think at 1st from
the flying test you're thrown right into in "Dildo Dodo."  It's also a lot easi-
er to fly than the Dodo with clipped wings in "GTA III."

  The Liberty City Dodo can be seen, with full wings, pulling a "Zombie Elvis
Found" sign behind it in Vice City, but you can't fly it and nobody explains how
the ends of the wings get lopped off later.

  Loop de loops

  Try to swoop beneath bridges and through the Starfish Island Bridge road
arches with it.  If you make progressively bigger dips with it, you can then get
a side view with Q or E and hold Number Pad 6 and see it do a back flip loop de
loop.  Do this over water so it won't wreck if it flies too low.  Get a strong
swoop going 1st because it can still stall out and land on it's back in the wa-
ter.  If it lands like that, you can hit F and make Tommy appear over it, but
there's not much to do then but reload the game.  (One side glitch: if Tommy's
in that situation, pressing NP6 will make the scenery swirl around him.)

  You can also fly it through the hole in the building used in I.81 and I.82.
It's SE of the Hyman Condo.

  Flying the Skimmer upside down

  According to Xtramus:

  - fly up and down to increase speed, then

  - steer up and to one side to do a partial barrel roll.

  Directional controls are reversed while upside down.

  Dodo emeritus

  Shooting the star of the show, the little Dodo pulling a sign, with the only
thing that can shoot it out of the air--a rocket from the Hunter, has the dis-
tinction of being the only way to simultaneously create 30 CRiminal Rating
points and a three star wanted level as the Dodo explodes with what may be the
biggest explosion of the game.

  Dodo ephemeralis

  There's a Ghost Dodo glitch that sometimes makes it disappear on its own ex-
cept for the sign, which elongates and thins as it wafts down into a point on
the ground.

  The real names of the solid motionless jets

  The big jets, with three engines at each tail fin, look like Boeing 727's.

  The private jets look like Learjet 25B's.

  The real name of the solid, motionless lunar module

  The lunar module in stage B of Interglobal Film Studios is similar to the
Apollo lunar module--LM.  The LM named Eagle, of Apollo 11, was the 1st to land
men on the moon.

  The real name of the solid, motionless UFO

  The prop that looks like it could have been used in a 1950's movie about fly-
ing saucers looks like a big replica of a hubcap.  The top would be like the
outer part of the hubcap.  Director Edward D. Wood is said to have used hubcaps
to represent flying saucers in his 1959 movie "Plan 9 From outer Space" (I for-
get what model of car I once read they allegedly came from--Cadillac?), but he
actually used toy models of UFOs, so maybe it's supposed to look like one of

  The real (and handling.cfg) names of the flying non-solid vehicles

  In data\handling.cfg, AIRTRAIN, TRAIN, DEADDODO, and HELI all have the same
figures except HELI, which, under column ae, has 2000, which identifies it as a
helicopter.  They're the jets (Boeing 727's), lights in the sky indicating jets
(or ?) in the stratosphere, Dodo (Cessna 150), and the police helicopter (Bell
206L-4) you see in the sky (and, with the jets, see landing and taking off at
the airport) and can pass through like ghosts.  Since the figures that determine
speed are the same for all of them and the Dodo goes 60 mph, I guess they all

  The police helicopter that attacks with a machine gun, one that SWAT agents
rappel down from, at three or more wanted stars is a different Bell 206L-4 Long-
Ranger--you can bang into it and blow it up, etc.  During a chase, the faster
you go, the farther behind you it follows you.  If you get the Hunter up to 120
mph or faster, it will disappear beyond the draw distance, but you can't shake
it.  If you slow down, it will reappear and close in on you.  If you lower the
rating below three stars, it disappears into the distance at some faster speed I
haven't determined.

  I don't know the name of the Downtown blimp, but around Redondo and Pompana

  Away out here they've got a name for wind and rain and fire,
  The rain is Tess, the fire's Joe, and their blimps are Goodyear tires
  ("They Call the Wind Maria," Lerner and Loewe)

  Also, an AIRSHIP isn't a blimp--it makes your boat fly.

  How to (hi)jack the Hunter

  You can wait until you have access to a police outfit at the Washington Beach
police station, after the "Cop Land" (I.61) mission, so Tommy can walk into Fort
Baxter without getting shot to death.  I recommend you have him use another
chopper to sneak into the base from low over the water to the N of it, go quick-
ly over the wall, land beside it as close as possible, and gun it out of there.

  If the soldiers at the base start shooting at Tommy when he tries to jack the
Hunter and he doesn't make it out of there before you can save the helicopter by
typing "aspirine," just reload the game and try again.  As Rusk says, the odds
of success are about 50/50.

  As an alternative, you could edit the files for the soldiers and the M4 with
Notepad as explained in I.100.D.ee  Weapons and Attackers--how to lessen the se-
verity of attacks.  Then the soldiers aren't hard to deal with and Tommy can
just run in and grab it.

  When Tommy jacks it, it's always tuned to VROCK (which you can change, if you

  How to fly the Rhino

  While Tommy's in the Rhino on a long runway at the airport, type "comeflywith-
me"--the flying vehicles code.  Turn the cannon backwards, NP4 or NP5, acceler-
ate, W, keep shooting the cannon, Left Mouse Button or NP0, and press Number Pad
6 for up, Number Pad 9 for down, A for left and D for right.  You don't need to
accelerate once airborne, but keep shooting.  Once you have a good altitude, you
can stop shooting and make swoops with NP6 and NP9 to keep it going.  If it
points downward too much for a turn, let go of A or D and press NP6 to level it
out.  Let it tilt left or right in the direction you want to turn before trying
to turn--it won't turn in the opposite direction from the one it's tilting in.

  You can fly higher than any other vehicle in the game--higher than the blimp
and the jets.  You might add the "seaways" code to take the worry out of landing
(upright, anyway) on water.

  This is a good one to try different views with V and watch instant replays
with F1 for.

  I'll have to try a try a loop-de-loop sometime.

  The "comeflywithme" code takes 1,000 points off your CRiminal Rating," so you
might not save the game if you're trying to go for the "Godfather" level.

  Everything else about it taken along with the use of it with the "seaways"
code, it's a pretty versatile vehicle: "Is it a bird, is it a plane?"--no, it's
a rhinoceros.

  In the 4th screen shot below, the Squalo is behind the mansion because I was
using Spaceeinstein's "All In One Mod" (I.100.D.f).


  I.9.E  Boats

  Controls for the boats
  Special concerns for embarking and disembarking

  A run down of all the boats
  including the real names of some, and top speeds of all, of the boats

  Some notable things about the boats
    "Miami Vice" boats
    (Hi)jacking boats
    Boat jumps
    How to fly a speed boat

  Controls for the boats

  Special concerns for embarking and disembarking

  F....Enter--If you don't want to try to have Tommy jump into a boat, just put
Tommy close to the boat, hit F, and he's transported to be behind the wheel.
Hit F again, and he releases the wheel and can move around the boat to look
around or fire weapons.

  To have Tommy go ashore, stop the boat beside a dock or ledge the game intends
for it, have him get to the edge of the boat closest to it, and jump towards it.
The game will bounce Tommy off the water and onto the dock or ledge if he's
close enough to it but lands in the water.  He'll only lose a bit of health for
each of the 1st few jumps if you have a hard time with it.

  It might make you feel easier about it if you see how generous the game can be
about that in places where you're meant to disembark.  Try sailing a Dinghy,
which rides low in the water, to the Sniper Rifle pickup on the ledge of the S
side of the W end of the South Bridge.  Stop the Dinghy beside the bridge.  No-
tice how Tommy could never jump high enough to get on the ledge.  Jump him at
the pickup, and he'll be bounced up off the water onto the ledge.  To get him
back in the Dinghy, just turn him to it and press F again. and he's transported
to be behind the wheel.

  It's easy to do, but if it makes you feel safer, just run the boat aground 1st
at the driveway-type thing that slopes into the water at the Boatyard at the SE
end of the west island, the grassy section on the N side of the west
island, the sand at the NW side of the west island, the grass E or W of Fort
Baxter, the south island of Leaf Links, on the beach along the E side of the
east island, or by using a jump ramp or a slope at the S end of the east island.
You can also get a Dinghy up the grass slope on the S side of the pier on the W
side of Prawn Island.





  Space Bar....Brake

  Q....Look left

  E....Look right

  Q + E....Look back

  R or Mouse Wheel up....change radio stations, except for the Coast Guard boat
and the Predator, the police boat, which get police calls on the radio.

  Left Mouse Button....Fire the machine gun of the Predator.  It shoots
forward, and shoots left with Q and right with E.

  Boats don't attract passengers with the hooker trick or the "hopingirl" code.

  A run down of all the boats
  including the real names of some, and top speeds of all, of the boats

  I tested them all with a Speedometer mod by Spookie (the one who made the IMG
Tool v.1.3 recommend in I.100.D.c) to see what the top speed was for each.
Don't expect it to represent your typical cruising speed, though.  To get to top
speed, I had to sail in the direction of the crests of the waves for a long way.
All of them were slower going against the waves, and even slower going against
the higher waves of stormy weather.  Some were notably better than others at
keeping a stable speed, too.

  Squalo II: it looks like the Wellcraft 38 Scarab KV "cigarette" speedboat
Crockett had in the TV series "Miami Vice" for the 2nd season and onward.  The
next five links show Wellcrafts, the last three of which show the one Wellcraft
made for Don Johnson (thanks to posts by DJdude at the Miami-Vice.org forum for
those five pictures of Wellcrafts).

    It's the fastest speedboat--a nautical Cheetah.  I got a top speed of 130
mph for it, although 120 is more typical.  It bounces around like a Blista,
though, if you hit the jumps an unlucky way during "Checkpoint Charlie."  It's
violet and white and available at the Boathouse after buying it--I.93A.  Getting
into it always starts "Checkpoint Charlie," I.93B, which it's good for.  130

  Cuban Jetmax: a turbine jet boat.  A jet boat is propelled by sending water
out through nozzles in the back instead of using propellers.  A turbine jet boat
can do it a lot faster.  It has a showy inboard motor with an air scoop and two
exhaust pipes.  I got it up to 100 mph, and it's better than the Speeder at
maintaining top speed.  It's easy to make turns with it.  It's yellow-brown and
brown and available at the Boathouse after buying it--I.93A.  Getting into it
always starts "Checkpoint Charlie," I.93B, which you don't want it for (at least
not if you're trying for the bigger numbers of times to beat your old time).
100 mph

  Speeder: a "cigarette" speedboat with two red seats.  I managed to get it up
to 110 mph, but it's less able to keep a steady speed against the waves than the
Cuban Jetmax.  It's the speedboat commonly seen in the waters.  110 mph

  Predator: I found a couple basically comparable fast patrol boats, shown in
the links below.  It's a fast patrol police boat with a driver's cab that has a
radar that revolves on top.  I got it up to 100 mph.  It's held over from "Papa-
razzi Purge" in "GTA III."  It has a built-in machine gun that shoots forward or
to either side.  It can't be used for vigilante missions, but it can be used for
raising your wanted level on waters that don't have any police bribes.  So to
compensate, you can leave a getaway helicopter on the desolate slice of the east
island beach coastline or such.

  It's also the boat police use on the waters, and they use it to shoot at Tommy
when his wanted rating goes up.

  The Predator is always on the S side of the E end of the bridge between Leaf
Links and the west island after "Phnom Penh '86" (I.45).  There are stairs
across from it on the N side of the bridge.  100 mph

  Tropic: a sedan bridge powerboat.  A 1980 Sea Ray 270 Sedan Bridge is shown by
the 1st link below.  It's the white boat with a guard rail around the front and
a little 3D cabin interior to look in at.  It has a hickey on top like the Reef-
er does but it doesn't spin around.  I got it up to 75 mph.  It's on the seas,
and also by Mercedes house (NE of the E end of the little bridge from Leaf Links
to the east island) after "Phnom Penh '86" (I.45).  75 mph

  Coast Guard: it's a Boston Whaler, which is the kind of low flats boat that's
good in shallow water so it's often used for lake and stream fishing (as shown
at the 1st two links below) and as a Coast Guard harbor patrol boat.  It has a
rollover bar-looking thing over the engines at the back.  I got it up to 70 mph.
It's available from the start of the game, at a dock N of the big ship that's
along the S end of the E side of the west island.  70 mph

  Dinghy: it's a motorized inflatable dinghy with a steering wheel stuck in the
front.  Normally, the pilot would sit at the back to steer with a stick attached
to the motor.  I guess it was just convenient to have Tommy drive it like a Jet
Ski because he doesn't sit but has a steering wheel steering animation.  The PS2
gimmick of having Tommy drive it upside down won't work on PC.  I got it up to
60 mph.  A pair of Dinghies are always docked on either side of the land N of
the building under construction with red girders after ""Phnom Penh '86" (I.45)
and it's on the seas.  60 mph

  Reefer: a sport fisherman boat.  It's like a little Orca, the fishing boat
Quint, Robert Shaw, hunts sharks with in the Steven Spielberg movie "Jaws,"
1975.  (Note: Lance Vance's alias in "Supply and Demand" is Quentin, which Diaz
pronounces "Quintin.")  It's a black-bottomed dingy white boat with a guard rail
around the front, two fishing poles sticking up from the back, and a radar that
revolves over the cab.

  It's also what they smoke at the Boathouse.  It's at Pier 2 and on the seas.
I got it up to a steady 40 mph.

  Rio: a catamaran.  I'll guess it's about 50' long.  A catamaran has two hulls
that are connected with a frame.  It looks like a cab on a plank laid across two
pontoons.  This one doesn't have steps built into the back ends of the pontoons,
so you can climb onto it from the water, like lot of them I saw on the Internet.
It doesn't have a plank across the front ends of the pontoons, which I guess is
a safety feature used since sometime after 1986, either.  It has a working pin-
wheel on a revolving pivot, used to detect the direction (and speed?) of the
wind, and a lowered sail.  I got it up to 40 mph.  It's at Pier 1 and on the
seas.  40 mph

  Marquis 69: it looks like an Endeavour 42 sailboat, a sloop, one of the two
Crockett had in the TV series "Miami Vice," except smaller--more the length of
an Endeavor 32, 33, or 35.  A 35' model is shown at the next link.

  It's the boat with a big lowered sail you see in the game intro.  I got it up
to a steady 30 mph.  It's on the seas.  30 mph

  A good feature of the Rio and Marquis 69, because they're sailboats without
motor noise, is that they let you hear the music and talk on the radio clearly.
Another is that the sail posts pass through bridges.

  Pier 2 (the S one) always has a Reefer and either a Marquis or a Speeder.

  Pier 1 (the N one) always has a Rio.

  The piers become unlocked after "Phnom Penh '86" (I.45).

  You can get to the piers earlier using one of the variety of ways to get past
the barriers given in I.18.

  (The pier S of Pier 2 doesn't have a walkway connected to land and is shaped
like a cross.  Besides being a place to put a ramp to jump for the Boatyard mis-
sion--I.93, I think it might have been meant as a sight gag about needing to
walk on water to walk there.)

  Some notable things about the boats

  "Miami Vice" boats

  In "Miami Vice," Sonny Crockett had two boats--an Endeavour 42 sailboat called
"The St. Vitus' Dance" (the Marquis 69 looks like a small version of it) and a
Wellcraft 38 Scarab KV "cigarette" speedboat (the Squalo II looks like it).

  (Hi)jacking boats

  You can have Tommy jack a boat by jumping off a bridge.  As Rusk notes, the
easiest way is to have him jump to a boat from the N side of the bridge from the
east island to Prawn Island, which is one of the ways he can get to the blocked-
off sections early (I.9.E).  The pilot panics and jumps off the boat.

  But an easier way for him to take someone's boat, provided he already has a
boat or the Skimmer, is to have him sail beside the boat you want him to take
and try to stop his just ahead of the other one a bit, sort of like stopping a
land vehicle by stopping Tommy's land vehicle in front of it.  Then have Tommy
get to the back of his boat, or onto the wings of his Skimmer, and jump on their
boat.  Once Tommy jumps on their boat, the owner jumps into the water and leaves
it to him.

  It's also easy to have Tommy drive-by the pilot while driving a boat, or have
him let go of the wheel to do it with a bigger choice of weapons.  You can have
him use a boat, or drive the Skimmer like a boat, and try to corral them into
driving into a corner by a bridge abutment 1st, but you don't have to.

  Boat jumps

  There are six boat ramp jumps: there's one at the S end of the north island of
Leaf Links, there are a few by piers 1 and 2, one at the S end of the east is-
land, and one S of the wooden shack without a roof in the middle of the waters
at the S end of the map.

  How to fly a speed boat

  The code "airship" enables ships to take to the air.  The faster they go, the
better they can do it.  A speed boat at full throttle will fly a bit for brief
stretches, which you can help with NP6.  (Warning: one time, I used this code
and exited without saving the game, yet, the next couple of times I tried to
save a game I hadn't used a code for, I got the screen warning about one or more
cheats having been used?!  I saved the game anyway, it didn't happen anymore,
and I didn't notice any problem in getting 100% for the game or such.)


  I've read that the ships you see on the horizon of the sea during the game
look like the ships from a video game, "Battleship," which was popular since be-
fore the time of "Vice City."  I don't know which game platform was meant--Com-
modore 64?  One of the silhouettes is of a sail boat, though.  A screen shot
from "Battleship," 1988, by Epyx, for Amiga, Atari, and Commodore64/128, is
shown below.

  (The movie prop battleship in Studio A of Interglobal Films is numbered 4370.
The closest thing to a match for the number I have so far is that it's nearly
the same as the item number, 4730, for the board game "Battleship," sold by Mil-
ton Bradley, now Hasbro, since 1967.  The board game was based on a 1931 Milton
Bradley board game that was based on an earlier public domain paper and pencil


  I.9.F  General vehicle information
           Healing vehicles with "aspirine," garages, and Pay 'n' Sprays
           Keeping vehicles from disappearing
           Picking up prostitutes
           Fast switch to the MP3 station

  Healing vehicles with "aspirine," garages, and Pay 'n' Sprays

  You can type "aspirine" and heal any vehicle Tommy is within and at the wheel
of--as Rusk notes, it won't hurt your save games or ability to achieve 100% in
the game.  You won't get a screen warning when you try to save the game.  It
won't work for RC vehicles because Tommy isn't inside them.

  For fast-working aspirine when things get hectic, press Esc to pause the game,
type "aspirine," then press Esc to resume the game.

  A vehicle shows white then black smoke before it catches on fire and blows up.
And if it lands on its back, it will soon catch on fire then blow up, too--in
that case, just bail and run unless you type fast.  (If Tommy uses a strong
weapon like the Minigun, he can cause other vehicles to explode immediately.)
They say the Hunter gets more durable as you go through the Vigilante mission.
Rusk says the ambulance does that to a minor degree (fixing white smoke damage,
or black smoke to white) with each level passed of the Ambulance mission.  Per-
sonally, I'd still be ready to type "aspirine"--that works 100% right away.
Sometimes, you want to get a little fast and messy.

  You can heal any vehicle with one of Tommy's garages.

  You can heal any but police, military, and emergency vehicles with a Pay 'n'
Spray or Sunshine Autos spray 'n' go.  It costs $100.  One drawback: it makes
distinctively colored cars that are only available in certain missions revert
irreversibly to a regular color.  One bonus: once Tommy makes $100, he can get
complimentary sprays to see the color selection the vehicle has.

  Keeping vehicles from disappearing

  An important trick, held over from "GTA III," to use if you want a four-wheel
vehicle or helicopter you exit to not disappear, is to leave the door of it open
as you exit by moving away from it quickly.  And remember that the game will of-
ten only remember a couple of them: if you try for a 3rd (as when blockading the
road to get Hillary's Sabre Turbo (bullet-proof on PS2, not PC) during "The
Driver"--I.68), the game will make the 1st one disappear.

  Sometimes, the game made the Packer--the ramp truck--disappear when I set it
up for a special jump idea for the PCJ 600, too, though the bike was only the
2nd vehicle I used.  I've had the Hunter disappear when I had Tommy get out of
it amidst a bunch of blown-up cars and hadn't used a 2nd vehicle.

  I don't know a fail-safe way to prevent the disappearances, but leaving the
door open helps.

  Also, if I know I'm not going to return to a vehicle, I have Tommy blow it up
to get it out of the memory of the game.


  Combine Space Bar (brake) and S (reverse) for the shortest stops with less
skidding.  Ease up on it if you start to spin out.

  You can also tap brake while turning to turn a bit more with a controlled
skid, such as during the "Hotring" race.

  Use an acceleration boost during a sliding or wide turn to propel the vehicle
into the new direction, which is good for tightening a turn.  Practice weaving a
Taxi through traffic with accents of W for each turn you make.  The Taxi can be
good to learn the fast swirling reverse to change direction with, too.

  The PCJ 600 helps you learn to brake with a controlled turning skid you accel-
erate from.  It tightens turns and makes them faster.  If you really want to
speed to turns and tighten them, try a brake/reverse/turn combo you accelerate
out of.

  Also notice how turning for a small jump can make a difference in how the ve-
hicle leans and moves through the air, and how the turned wheels and lean of a
bike can better prepare a bike for landing, notably for bigger jumps with the
PCJ 600.

  Use A and D to correct the sideways tipping of a four-wheel vehicle.  The A
key tips it to the right, and D tips it to the left.

  Use NP9 and NP6 to correct the forward and backward lean of an airborne two-
wheel vehicle.  It has a better chance of not spilling if it lands on two

  Acceleration can help a bike go forward and not spill after a long drop, too.

  If the front of your four-wheel vehicle starts to swerve back and forth uncon-
trollably, you regain control quicker if you let go of acceleration while let-
ting the programming that creates that run its course instead of trying to steer
and accelerate out of it, which could prolong it.

  One gimmick I use to slow down without spinning out is the poor man's anti-
lock brake system--pump the brake repeatedly.

  Don't be discouraged if you hit someone or a vehicle now and then.  It's un-
avoidable since the pedestrians have a habit of driving and jumping right into
the path of your vehicle and making quick "gripiseverything"-like turns, includ-
ing into your path.  There is no peripheral vision--you'll occasionally see sol-
id objects close up when you turn your vehicle and the "camera" into them.  You
just have to make the best of it.  If you have Tommy ride and get thrown off a
bike a lot, get the infinite run and learn where the bribes are, etc.


  Press F to bail from vehicles.  It's possible to aim a moving vehicle at a
target and bail to use it as a weapon, too.  But you control your aim better
staying behind the wheel.  So bailing mainly comes in handy when Tommy's vehicle
stays upturned or gets too damaged: when it catches on fire it's going to ex-
plode, so press F and have him run away.

  Helicopters need to be moving fast enough to allow bailing; practice with NP9
at the airport.  Sometimes they allow it just before landing, sometimes they
don't; press S to land when they don't.  Sometimes you can type "aspirine" fast
enough.  Sometimes nothing works fast enough for burning helicopters and Tommy
gets wasted--just reload the game.

  Bailing from boats is an exception to the vehicle bailing advice given above.
Hitting F will just cause Tommy to release the steering wheel.  To get him
ashore, he'll have to jump.  If the boat isn't aground and Tommy lands on water,
bouncing off the water works right beside the places the game intends us to use
as docks.


  To make a donut--a round skid mark--with a land vehicle, hold down W,S, and
either the left arrow or right arrow directional key.  For a four-wheel vehicle,
you can use Mouse Steering (turn on Mouse Controlled Steering in the options)
instead of a directional arrow when using a keyboard that doesn't recognize
three simultaneous key presses.


  Drive-bys done with a submachine gun can be done to the side with a two-
wheel, four-wheel, or nautical vehicle, or the Skimmer.  Use Q or E to look left
or right then use the LMB to shoot.  The MP, available at the Downtown Ammu-Na-
tion after "Rub Out," is the best submachine gun.  I'd use an Uz-I till it's

  That's also how you do drive-bys with pizzas on a Pizza Boy scooter for the
Pizza Delivery Mission, except I'd stop 1st to throw it.

  Since I've never been crazy great about looking sideways while trying to drive
forward, it's good to know that Tommy can also shoot, if not throw pizzas, for-
ward on a bike, which is easier.  Waggle your bike with A and D to spread your
shots out a bit when helpful, like when shooting at an attacking gang.

  Since you need to be moving forward to waggle side to side, don't go too
fast--you need to maintain control and pick a distance with which you can get
the retaliators who will rush you, as when you shoot at them on foot.  Get Tommy
out of there if gang members or police come near to surround him --they'll knock
him off the bike and Tommy can't punch from the bike.  If that happens during a
mission, and you can't have Tommy run off, turn back, and mow them down quick
enough to complete the mission (remember, shooting the police is liable to raise
his wanted level), I'd just reload the game.

  Not that there's a tremendous gaming advantage for it, but you can do a drive-
by shooting while doing a wheelie or a stoppie, too.  If you do that, try using
your left hand for NP6 or NP9 with the directional arrow that points up instead
of W while the right hand uses the mouse.  The wheelie version reminds me of a
cowboy shooting into the air as he gallops through a town.

  The Predator, a police boat also seen in "Paparazzi Purge" in "GTA III," has a
built-in machine gun that shoots left, right, or forward.  You can't do Vigilan-
te missions with it and there are no bribes on the waters.  I'd leave a getaway
copter on the coast of the east island beach if you're going to use it to try
sea battles with the police, who use the same boat, or on the boats of the crim-
inals in leather jackets and pimps that try to jack your car.

  Picking up prostitutes

  There are three prostitutes in Vice City, and, man, are they worn out; no, no,
no....  There's a dirty blonde with a black top and shorts, a black lady with
blue/gray shorts and a pink/violet bikini top, and a brunette with a red halter
top, black shorts slit on the side, and brown stockings and garters.  (The dumpy
lady with the straight reddish-brown hair and the green jersey who says, "Any-
thing for a fifty," and "Pay me and I'll go away," is not one of them.  She used
to be--"I used to charge for that"--but now she just has a bad attitude about
begging.)  They show up between seven p.m. and five a.m..

  To pick one up, stop next to one in any four-wheeled vehicle except the ones
listed in the next paragraph.  I recommend one with two doors and a hood; if
it's a convertible, she'll do the same bit but won't rock the car; she just
takes Tommy's money for the lively conversation.  (If it's a Mesa Grande or a
Stallion convertible, press F1 several times until it makes the roof appear.)
And if it's a four-door, she may get in the back to rock it.

  The biggest trucks (Flatbeds, Linerunners, and Packers), a boat, motorcycle,
or a police, military, emergency, or flying vehicle won't work.  A "Vice" Chee-
tah or an FBI vehicle won't work, but a regular Cheetah, Washington, or Rancher
will.  A gang vehicle--a Gang Burrito, Cuban Hermes, Caddy, Baggage Handler, or
Voodoo--won't work, but a regular Burrito or Hermes will.  A Hotring racer or
Bloodring Banger won't work, but an Oceanic or a Glendale will.  A Mr. Whoopee
van won't work, but a Boxville, which seems like a bigger version of the van the
Mr. Whoopee van is based on, will.  A Zebra Cab won't work, but any of the other
cabs or a Taxi will.  A Sabre Turbo, Deluxo, or Sandking won't work, but a Sabre
will.  You can use the "hopingirl" code to overcome their objections to most of
the vehicles they won't enter otherwise (see I.16).

  I'd turn off the radio so I can hear what they say better ("You just left the
convent or something?"), too.

  Once she walks around the vehicle and gets in, take her some place over grass
(where the vehicle kicks up green grass) or sand (where the vehicle kicks up
tan sand) and park.

  It also works, as spaceeinstein notes, if you park over ground that the vehi-
cle kicks up gray dirt from, like in or around Phil's Place or City Scrap, gray
gravel from, like the part of the mansion driveway by the opening to the street,
or light brown dirt from, like the lots and alleys in Little Havana around Um-
berto Robina's Cafe.

  The vehicle rocks and squeaks, and Tommy's money goes down while his health
goes up.

  In the PC version, unlike the PS2 version, Tommy's health can even go up 25
points higher than the usual maximum of 150 or 200, but the extra 25 points dis-
appear if you save the game.

  They charge $136, which begins being taken as soon as they enter the vehicle.
The actual vehicle-rocking takes 30 seconds, or a little over half an hour in
game time.

  I don't have Tommy kill her to get the money back as some suggest.  I hope the
strategies used in this guide will keep Tommy from ever getting so desperate for

  You might even have Tommy drive around to pick the same one up over and over.
Besides being a fun side thing, it increases Tommy's durability for hazardous

  This is one of the things I might play around with the view, V, for; playing
with Q and E during the 1st person view gives a different perspective on it,

  If you have Tommy get out before she can enter, she'll follow him around.

  If she gets into his vehicle and Tommy leaves before she can rock it, she re-
mains inside, but if he gets back in, she gets out.  She can handle being a
prostitute, but being fickle is just too much for her.

  The hooker trick also works if Tommy is in any helicopter or bike but the
Hunter or Pizza Boy, which only seats one, and you type the code "hopingirl"
when a prostitute goes by.  The only things that can carry two or more passen-
gers that the "hopingirl" code doesn't help the hooker trick with are a boat or
the Skimmer (which, as spaceeinstein notes, is partly classified as a boat) and
the Linerunner or a Firetruck (I think the doors are too high).  It overcomes
their objections to Caddies, Packers, and Police Cars, etc., though.

  She'll get back in or on it if Tommy wrecks and gets back in or on it quick,
too--if she boards it 1st, she'll leave when he boards it.

  Restick's "Hook The Hooker" trick, which Rusk passes along for the Sunshine
Auto races (I.71), works for PC, too.  Not only will she follow Tommy around and
get into any vehicle he gets into (like when using the "hopingirl" code), but
she'll do it vehicle after vehicle.  The racing hooker is the dirty blonde with
the black top and shorts.  To do it, you tail the hooker's car during the race,
then quickly drive-by her car to get her to get out close to yours.  The easiest
way is to do the short race by the airport and not go through any glowing disks,
so the other cars slow down and drive single file.

  Fast switch to the MP3 station

  Thanks to radioman and GTA game player of reknown Demarest for this tip: a
fast way to change the radio station to MP3 is to press F9.


  I.9.G  How to go to Ghost World and the Underworld

           The WK Chariot Hotel
           Apartment 3C
           The Pole Position Club
           The Washington Beach Police Station
           Vinyl Countdown
           Ring_of_Fire's way to make interior graphics load in Ghost World
           Let me see Ghost World--I've got a Bazooka here
           The Lithjoe's Trainer Jetpack (No Clip) Way to Visit Ghost World
           Getting to Ghost World with a BF Injection
           The Ocean Beach Triangle
           The Ocean Beach Rectangle
           Going Nowhere Fast
           Taking your Time About It
           The Ocean View of Ghost World
           Ghost World Headquarters, Airport, and Map
           Ghosts in 2D
           Ghost Barriers in Alleys
           Ghost World and Gaming: Flying and Biking
           Driving a Blown-Up Car
           Driving a Ghost on a PCJ 600
           Ghost Beach Ball Soccer
           Magician's Disappearance Box
           "I never drink...wine"
           Diaz, the Invisible Man

  In Ghost World, some things are invisible--you'll see through things to see
parts of things, and people and vehicles moving on air, like in a surrealist
Salvador Dali painting.

  There are basically three ways to see it:

  - a lot of the city from below ground/water level as a graphics glitch,

  - less of the city from above ground/water level as a graphics/audio glitch,

  - and little sections from above ground/water level as a graphics glitch.

  There are lots of smaller examples.  One is found N of the Pay 'N' Spray
that's N of the Leaf Links Apartment.  Since the palm tree there has a collision
file that's a bit S of the trunk you can have Tommy walk through the trunk.

  The easiest way to see and hear the most of the Ghost World of Vice City is
from below ground/water level:

    The WK Chariot Hotel

  The easiest way to see the most of the Ghost World of Vice City, even if it
won't be featured in the Old Mill at the amusement park in San Andreas:

  Get a Sea Sparrow (behind the mansion on the SE side of Starfish Island after
you find 80 hidden packages) which is little and easy to maneuver.

  Fly to the WK Chariot Hotel (it's just a little more than halfway up the east
island, and E of the Malibu Club parking lot).  Carefully fly over the driveway
that goes to the front door until you're under the front porch.  Fly up--the
porch ceiling isn't solid--and into the hotel, going slowly and trying to avoid
hitting the invisible walls.  Type "aspirine" to repair the helicopter if it
starts to show smoke now or later.

  You'll start to see Ghost World immediately.  Go down and out of the hotel,
and you can fly around just beneath the city for an extensive look at it.

  Try to fly beneath the surface of the land or water and over the featureless
gray stuff below or you'll wreck or end up back over the land or water.

  You can fly around under the ocean and see things like the sunken boats and
submarine more clearly and close up--even go through those ones because they're
not solid.  The piles of rocks that jut above the surface of the water, and the
beaches, are solid.  Tommy can get out of the helicopter and walk around on
them, which lets you get a close up view of one of the men with his feet in a
block of cement.

  You can enter the areas under the east or west islands from openings you can
find in, at least, the N or S ends.  I know there are some invisible solid walls
along the inner E and W sides, but I haven't explored it as much as some have.
One way to get beyond the east island is to go NW from the WK Chariot and under
the bridge to Leaf Links or thereabouts.

  One of the unique things to see there is a light green printing press with a
screen-like tray sticking out of it in an otherwise empty little room.  It's
where the courier tries to deliver the counterfeit money plates in "Hit the
Courier"--I.96.  The only door to it, which only opens during that mission, is
the door at the bottom of the steps referred to for hidden package 66 in Little
Haiti.  If you have Tommy fly just under the room and bail, he falls a bit then
winds up in the room.  There's no way out, though, so you have to reload the
game to get Tommy safely back to his last save place.

  The big hotel on the NE side of the east island, on the block that looks like
a cartoon nose pointed W, has a non-solid mirror image below it.  This is the
same method used to make the 1st floor of the Ocean View look reflective.  For
some reason, there was an abandoned effort to do this with this building and in-
stead they put more road and beach around it, but the mirror image was left
there.  Now the only way to see it is in Ghost World.

  The E side of the Moist Palms Hotel has a mirror image below it, too, to pro-
vide a mirror image of it in the pool in front of it.  There's a curved sheet
around the mirror image to help shade the color of the pool as seen from above
and keep you from seeing other graphics below Vice City.

  One way to leave is to fly up through the surface of the water.  The underside
of it isn't solid, and you can land on it, if you want (that's another reason
I'd do this with the Sea Sparrow).

  Some, like spaceeinstein, call the gray featureless stuff at the lowest level
the Underworld.  You can fly through it, and it provides another way to leave
this Ghost World--if you go low enough into it, you appear nearby on land.

  (A variation of the WK Chariot method is to fly a little helicopter into the
indoor pool area at the back of the mansion, although I've had a hard time of
getting the helicopter in there with the PC version.  The ledge of tinted glass
hanging down from the ceiling of the entrance of the pool area doesn't help.  I
think this may just be a PS2 way to get to Ghost World, because the PC helicop-
ter I got in there just banged against everything instead.)

  In the type of ghost world that truly seems like one, you experience more of
an absence of the graphics and audio with Tommy above ground or water level.
You might mainly or only hear the footsteps of those nearby, or the music of the
indoor setting you used to get there.

  Use the radar and have Tommy follow the roads to get around without getting
lost and trapped in invisible stuff (a drawback of using this to look for hidden

  A couple of ways to enter this type of Ghost World cause an interior that's
normally seen just in cutscenes to load up.

  To leave this type of Ghost World, have Tommy enter a place that causes the
graphics of an interior to load up, like the Ocean View or the Malibu Club.  I'd
pick the North Point Mall, because it has so many doors with a lot of space
around them and it's easily seen on the map.

  Here are a few of them:

    Apartment 3C

  This is the easiest way to get to this type of Ghost World, and it causes the
interior and the front of the exterior of Mitch Baker's Biker bar to load.

  Apartment 3C is on the east island, S end, 3rd block from the E, 2nd block up,
on the S side of the block--look for a 2nd story apartment door that's blacked

  (The interior and Chainsaw are another tribute to "Scarface," 1983, and the
blood in the bathroom has a pattern like the blood in the Staunton Island jail
cell the lead character breaks a Yazuka out of for Kenji in "GTA III.")

  Have Tommy go to the lamp on the N side of the bed and keep jumping up and
down on it.  Tommy's head sticks through the ceiling, then it looks like he's
standing on thin air.  Have him jump out to the N.

  Use the radar and have Tommy follow the roads to have him get around since
much of the scenery is gone.  The position of the pedestrians help you judge
where the road is, too.

  This way of going to Ghost World causes the game to load the graphics of the
interior of big Mitch Baker's Biker bar--The Greasy Chopper.  It's a shame you
see it so fleetingly in the game since it's one of the more detailed interiors
made for it.  You can have Tommy run into the front of the biker bar, by the
vertical ledge on the right side, to enter it as shown near the end of the video
at the next link.

  To get there, go N on the main N-S road of the west island; where it divides
in the S Downtown area, take the branch that goes NE, and the bar is along the
right side of the road.

  To leave this Ghost World, enter a place that causes an interior to load.
Again, I'd pick the North Point Mall.

  Use the Rocket Launcher for the looking through walls gimmick described a few
paragraphs down if you want to see through the exterior into the interior of
the Greasy Chopper.  You can use Ring_of_Fire's Jetpack method, given below,
to have Tommy look around inside it.

    The Pole Position Club

  This is one of the ways to go to Ghost World with a PCJ 600.  (The Ocean View
ways are given below.)

  Drive it at the open door (after you buy it--I.94) of the Pole Position club.
Have Tommy bail before he gets to the door, and let the bike go to the end of
the entrance hall.  Send Tommy in after it and the game will load the interior
of the club.  You'll either see Tommy standing on the bike or be able to find
the bike in the club.  Drive it back out into Ghost World.

  You can see inside the club from outside.  You also continue hearing the music
playing inside it anywhere Tommy goes, in or out of a vehicle.

  Again, to leave Ghost World, enter a place that causes an interior to load;
you can use the Pole Position club itself, if you want.

    The Washington Beach Police Station

  This way is easy when it works, and is a way to have Tommy spend a lot of time
jamming a doorway and jumping around when it doesn't.  It causes the interior
and exterior of Auntie Poulet's shack to load.

  To get to Ghost World using the Washington Beach police station, have a Caddy
saved at Links View in case you need to try this again.  Have a Rocket Launcher,
a handgun, and have Tommy change into the police uniform.

  Back the Caddy to the door of the police station, shoot the back tires with a
handgun, then reverse into the building.  If you get it to squirm through, walk
to the doorway to make the interior load.  Type the code to speed up gameplay,
"onspeed," and have Tommy run into walls and corners till he goes through the
wall--this can take a while.

  (As an alternative, you can send the Caddy to the bottom floor--you can see a
cell door to help guide you, turn the Caddy around, and point it at the steps.
Have Tommy jump up and down on top of it till he goes to the ceiling.  Have him
go to the SW corner, careful not to fall into holes, till he falls out of the
station.  I just tried this once, and opted for the other way when it didn't
work for me for a while.)

  You'll see the interior of the police station from outside.

  Use the Rocket Launcher for the looking through walls gimmick described a few
paragraphs down if you want to see through the exterior into the interior of
Auntie Poulet's shack.  You can use Ring_of_Fire's Jetpack method, given below,
to have Tommy look around inside it.

  To get there, take one of the bridges to the main N-S road of the west island.
Go W at the W end of Links Bridge.  Where the road curves N, Auntie Poulet's
shack is ahead to the left.

  To leave this Ghost World, I'd use the North Point Mall.

  Thanks again to spaceeinstein, of the many modifications, whose web site
showed me the Apt. 3C, Pole Position, and Washington Beach Police Station ways
to go to Ghost World.  It's a good reference source for many such things.

  Vinyl Countdown

  PerfectGenius23 and JamesNintendoNerd made videos to show how to get to Ghost-
world in North Point Mall.  Have Tommy drive a PCJ 600 into Vinyl Countdown and
park between the wall and the end of a record bin near the cashier--facing the
cashier, the bin on the left.  Have Tommy jump from atop a high part of the mo-
torcycle till he goes through the roof (this can take a while) and stands on it,
have him jump onto the nearby ledge that goes around the outer sides of the
store, and go right on it past several stores.  When a black space appears just
ahead (with some of the interior of the mall beyond that and to the left), have
Tommy jump off the ledge into the black space.  He'll fall a while and appear in
the same Ghostworld found when you have Tommy go to North Point Mall to get to
Ghostworld using the method (which is easier) described in the next section.

  Ring_of_Fire's way to make interior graphics load in Ghost World

  The YouTube site of Ring_of_Fire aka TI2ophy

  (Update March, 2019: this method doesn't work for the Steam version of the

  Thanks to glitch tester Ring_of_Fire for showing there's an easy way to do
this which works for interiors which have graphics that load seperately but in
the same place as the exterior.

  It involves the commonly known ability of Tommy to enter a boat or the Skimmer
from a little distance away from it.  This also lets Tommy disappear on one side
of solid things and reappear on the other side of them, like the fence near "The
Fastest Boat" (see I.49).  What Ring_of_Fire showed that isn't so well known is
that having Tommy jump on a motorcycle from in front of it lets Tommy go through
solids as well, and that having Tommy jump from such an interior (like the man-
sion interior) to one of those vehicles in the exterior world is a pretty easy
way to cause those interior graphics to load in Ghost World.

  For several interiors, Ring_of_Fire has Tommy leave a motorcycle outside, go
inside to load the interior, and do a turning kick to jump onto the motorcycle
from in front of it, in some cases through walls.

  For example, for the VCPD HQ interior, Ring_of_Fire leaves a PCJ 600 pointed
toward the front door with the front wheel on the lower step of the couple just
beyond the door.  He has Tommy walk inside, which loads the interior, then has
Tommy turn and do the jump onto the bike.  (Have Tommy get away fast because it
creates a two star wanted level Tommy can't get rid of within a couple blocks of
the VCPD HQ.  This causes the interior of Auntie Poulet's shack to load, too,
which Tommy can see from outside it with the Rocket Launcher gimmick, and he can
look around inside it with the Lithjoe Jetpack method given lower in this sec-

  For the mansion, El Banco Corrupto Grande, and the Malibu Club, Ring_of_Fire
parks the PCJ 600 with it pointed at the outside wall a few feet from either
side of the front door, has Tommy walk inside which loads the interior, then has
Tommy jump through the wall onto the bike.

  For Apt.3C: park the PCJ 600 with the front wheel at the wall straight ahead
beyond the top of the steps, send Tommy inside, and have him jump out through
the bathroom onto the cycle.  (This causes the graphics of the biker bar, the
Greasy Chopper, to load, too.  You could have Tommy look inside it as with Aunt-
ie Poulet's shack.)

  For the Ocean View Apt.: park the PCJ 600 to the left/S of the front door and
diagonally, pointing more toward the dinner table area inside than the front en-
trance, send Tommy inside, and have him jump from the corner of the dinner table
area nearest to the bike onto the bike.

  For Cafe Robina, have Tommy park the bike with it pointed at the door on the E

  Ring_of_Fire also uses this method with the Skimmer for a few interiors.

  For the Malibu Club, park it facing the wall at the N side of the building.

  For North Point Mall, park it pointed roughly N at the innermost wall of the
indented section between the S doors, send Tommy inside, and have him enter the
Skimmer from the wall just past the lower floor door of Gash.

  For the Pole Position, park the Skimmer at a slant against the outer wall and
aimed at the 2nd to 3rd major section of window W of the entrance, have Tommy
go inside to the SW corner (I'll leave it to you how you have Tommy get rid of
the guys watching the dancing girl there to get closer to the corner), and press

  For the Downtown Ammu-Nation, park the Skimmer so it's pointed E and against
the wall in the NE corner of the lot used in "Hog Tied" behind the Downtown Am-
mu-Nation, have Tommy go inside the Ammu-Nation and "Rifle Range" section to the
W wall of the NW corner, and enter the Skimmer.  The stairs to the roof of Ammu-
Nation will be invisible--they run W to E on the S end of the lot.  (Unfortu-
nately, the Ronald Reagan/Gorbachev picture doesn't appear this way.)  

  Ring_of_Fire's alternative method is to park a Caddy in the "Rifle Range" sec-
tion with the front end of the Caddy in the 2nd archway to the N (by the "Please
refrain...." sign) with the front wheels past the step to make the Caddy lower,
then have Tommy jump on the roof of the Caddy and go N over the interior.

  Another use Ring_of_Fire has for having Tommy jump through solids is for an
alternative way to get him into Leaf Links or the airport terminal with all his
weapons.  Ring_of_Fire also parks the PCJ 600 so it's pointed at a clothes pick-
up and has Tommy jump through the clothes pickup and over the handlebars onto
the PCJ 600 as an alternative way to morph him to it.

   A 3rd variety of ways to see Ghost World lets you see little sections of the
city as a graphics glitch, to which you could add examples of graphics for non-
solid objects or solid objects without graphics.

   Let me see Ghost World--I've got a Bazooka here

  The easiest way to see the most little sections of the city as a graphics
glitch is to use the Rocket Launcher to look through many of the walls (a gim-
mick mentioned in the weapons section).  Equip Tommy with it and have him stand
with his right side against the wall you want to see through.  Press RMB to
bring up the scope and turn Tommy toward the wall.

  If you do this with Tommy standing on stuff on the N side of the counter of
the Downtown Ammu-Nation and have him turn right to the wall and look up, you
can see a secret picture of Ronald Reagan holding a gun and giving a thumbs up
and laughing beside a paper target with bullet holes in it and that depicts the
Russian leader Gorbachev looking scared.  I've only managed to see the bottom
part of the picture so far this way.

  You can get a view of the full picture if you use the Noclip mod (I.100.D.f).

  Be careful not to let the aim stray to the Ammu-Nation cashier.  When an Ammu-
Nation cashier thinks Tommy's trying to hold up the store, he shoots at him with
a .357.

  If you have Tommy go to the back wall inside Cherry Poppers, you'll see an of-
fice with windows that seems to be empty.  But if you have him crouch under the
stairs and use the Rocket Launcher gimmick against the back wall, you can see
that the office contains three desks.  The desk on the right has a chair, and
behind the desk is a bulletin board.  (Sorry my screen shot for the interior of
the office is so dark.  To see it in the game, you may want to crank up the
Brightness option in both your game and your graphics card settings.)
  (Thanks to Knockout at GTA Forums.)

  If you have Tommy break the glass of the W window display of the two in front
of Howlin' Pete's Biker Emporium, then use the Rocket Launcher gimmick against
the back wall of the display, you can see a counter and a row of five brown
leather jackets identical to the jackets used in the display.
  (Thanks to spaceeinstein.)

  (It reminds me a bit of the inside of the Little Havana Streetwear store.
Maybe it's left from an abandoned idea to have Tommy get a Biker gang jacket

  If you use a mod that lets you see the hidden interiors of the game (like the
Love Fist recording studio), you can use the Rocket Launcher gimmick on the wall
across from the top of the stairs at the Ocean View, especially about halfway
along the wall, and on the wall across from the door to Tommy's Ocean View
apartment, to see the Marco's Bistro setting used for "An Old Friend"

  You can use this gimmick to see the interior of Kaufman Cabs before you open
it by buying it.

  You can use this to see through the door that hidden package 66 is in front of
to see the printing press referred to in the WK Chariot section of I.9.G.

  The Rocket Launcher gimmick lets you look through the inside W wall of the
Washington Mall garage to see inside the mall.

  If you go to Ghost World by way of the Washington Beach police station method,
described above, you'll need this gimmick to see inside Auntie Poulet's shack,
too--or, you could use:

    The Lithjoe's Trainer Jetpack (No Clip) Way to Visit Ghost World

  The jetpack feature of Lithjoe's "Vice City Ultimate Trainer v.2" is just like
the No Clip feature of a "Half-Life" game except Tommy is in the foreground in a
frozen falling position and he doesn't slide a bit farther when you let go of a

  I used it to have Tommy get inside a few places he normally can't enter: the
apartment he looks into in "The Chase," the back room at Cherry Poppers, the
bookstore at North Point Mall, and the area between walls, with a picture of
Reagan and Gorbachev on the inner one, at the Downtown Ammu-Nation, and took a
few screen shots of them:

  The screenshot of the back room of Cherry Poppers came out so dark it's hard
to tell, but the room has three desks, a chair at the N one, a bulletin board on
the wall behind the N one, and a stand of shelves S of the S one.

  Another possibility is to use Ring_of_Fire's method, given above, of using
Apt.3C to cause the Greasy Chopper graphics to load, use the Lithjoe Jetpack
method to get Tommy into the biker bar, then turn off the Jetpack feature to
have Tommy look around.  The same method could be used with the Washington Beach
police station to have Tommy look around inside Auntie Poulet's shack.

    Getting to Ghost World with a BF Injection

  To see through a bridge, type in the code "seaways" while driving the BF In-
jection and drive it under the low E end of the bridge from Prawn Island to the
west island.  Wedge Tommy in there where he can just fit.  When he's lifted by
the waves, you can see the traffic and pedestrians above, but the bridge above 
is invisible.  (You can also see that there's no body in the bridge, supposedly
a take-off on one of the rumors about what happened to Jimmy Hoffa, as has been

    The Ocean Beach Triangle

  If you drive a PCJ 600 to the NE side of the building that apartment 3C is a
part of, you'll find a light green triangle of grass.  Drive onto it, and you'll
sink through the ground, go through Ghost World, and end up on the sidewalk

  Thanks to Mohammed Kahn, alias Madeye or "some name," for the Ocean Beach Tri-
angle idea.

    The Ocean Beach Rectangle
  If you park a vehicle at the north end of the narrow rectangular area with low
walls by the parking lot entrance north of Collar and Cuffs, the vehicle disap-
pears when Tommy exits. (Thanks to gta.wikia.com)

    Going Nowhere Fast

  Something similar can be done by using the code to speed up gameplay, "on-
speed," twice and having Tommy run at a corner created by setting a vehicle di-
agonally to a wall; he can go through the wall, but it takes a while.  This
works at the wall by the steps S of the W end of the bridge to Downtown; some
claim success at the wall along the upward slope of the E side of the Schuman
Health Care Center, Downtown.

    Taking your Time About It

  The same Chris who has the gta place post about an invisible plate at the top
of the Schuman Health Center (I.3) knows an easier way to get through the walls
at ground level, too: walk in.  If you have Tommy go onto the dark gray rectan-
gle of ground at the SW corner, then walk at the E side of the off-white wall at
the N end of it, he'll walk right in.

    The Ocean View of Ghost World

  Likewise, you can drive a PCJ 600 onto the alcove behind the Ocean View with
the back at the bicycle rack-looking railing and accelerate at the corner to
your right.  With success, Tommy ends up inside a Ghost World-looking Ocean View
with everything else the same outside.

  (Thanks to the Glitch FAQ for the PS2 "Vice City" by AJ at Gamefaqs.)

  I had Tommy run NW to SE at the N side of the front door to get him out of it.

  The spaceeinstein web site has another way to go to Ghost World there.  You
have Tommy drive the PCJ 600 at the front door and bail to let the cycle go in
by itself.  Then have Tommy go inside and drive it S from the area where the ar-
mor pickup is after you find ten hidden packages.  Have him scrape against the E
wall as he does it.  It worked for me when I got him to the far corner.

  Ring_of_Fire's method, given above, is easy if you want to see the interior
from a ghost world that's outside.

  I don't think you need to wonder if these things indicate that Rockstar aban-
doned a horror movie theme in which you find beings and things that don't abide
by the laws that govern the three dimensional world we live in.  I do know that
I like the surreal parts in the blend that Rockstar creates, too.

  In a few cases, it makes for a department of transportation from another di-

    Ghost World Headquarters, Airport, and Map

  If you take a helicopter W over the W section of the Starfish Island Bridge,
before the graphics are fully loaded for the west island, you can see the basic
shape of a skyscraper or tower.  It sticks up a bit N of due W of you--from the
NE end of the airport tarmac--and looks like a vertical rectangle with a narrow
one on top of it.  From this angle you can see that the only other thing stick-
ing up from the airport area is the tall radar tower.  After the "Welcome to
Vice City" screen is shown while the graphics load, it's gone.

  I used the flying Rhino to get Tommy pretty close to the skyscraper:

  I used the jetpack feature of Lithjoe's "Vice City Ultimate Trainer v.2"...

  ...to take a couple of screenshots that make it clear where the tower is--it's
on the upper part of the inside of the bend in the road that has a lot of bill-
boards around the outside of it.

  You might consider it to be the ghost's secret headquarters which disappears
when Tommy approaches it.  The jets nearby would just be for invisible people
since you never see anyone else boarding or disembarking from them; Tommy can go
right through the ones that fly but can't see anyone inside.

  Since the N airport terminal isn't used for anything important in the game,
and to avoid confusion, I'll just refer to the terminal by the "Vice Surf" bill-
board as "the airport terminal" in my guide.

  If you send Tommy by the front of the airport terminal, you can see that one
of the newspaper dispensers is red and hovers over the ground.  If Tommy, or
even a vehicle, knocks it around, it still hovers.

  There's even a map that shows the special layout of Vice City that the ghost
airport tower is meant for:

  DutchBudokai_Fan, at the neoseeker web site, noticed a dutch Wikipedia web
site that showed that when you look at the Vice Racer Street map at Sunshine Au-
tos, you see an earlier draft of VC with no lighthouse, no Hyman Stadium, a dif-
ferent Leaf Links, and Fort Baxter isn't drawn in yet N of the airport.

    Ghosts in 2D

  Have Tommy go to the 2nd floor of Sunshine Autos and go to the corner closest
to the road--you'll see a potted plant hovering over the floor.  It's also one
of the examples of how Rockstar made many things two dimensional to conserve
megabytes while making Vice City bigger than Liberty City.  If you look at ei-
ther plant there from the side or back of the two dimensional plate it's made
of, it's invisible.  Someone didn't program color for the other flat side of it.

  You can also see this with the wire fences around houses in Little Haiti and
the tennis net of the house two doors E of the Starfish Island mansion, etc.

    Ghost Barriers in Alleys

  A couple examples of invisible barriers in alleys: there's an invisible wall
partway back in the little alley on the N side of Cherry Poppers.  Another is
behind the big shrub in the yard S of the big garage used in "Cop Land."  The
garage is on the left side of the road that's the 3rd left N of the Malibu Club.
If you have Tommy walk into the shrub going W, he hits an invisible wall yet can
see through a small alley to the street beyond it.  Seen from the other side,
the little alley has a gray wall with blurry graffiti on it.

  (See "Walk out over thin air" in section I.3, too, for the same thing side-

    Ghost World and Gaming: Flying and Biking

  To go through ethereal road signs, fly a helicopter or the Skimmer at the hor-
izontal green and white signs over the road at either end of the Starfish Island
bridge or Links Bridge, or the brown and white ones at either end of Prawn Is-
land.  The horizontal traffic light posts, but not the vertical ones, are in the
same condition.  Likewise, the lamp posts are solid till they're knocked over,
then they're partly solid or non-solid.

  Look for the reflection on the invisible but solid stuff sticking out from
otherwise normal palm tree trunks and such, too, or you might have Tommy drive a
PCJ 600 into it and wreck (more often).

    Driving a Blown-Up Car

  To drive the wheels of the living dead, have Tommy stand in front of a car
with a driver and no passenger, type the start of the code to blow up all vehi-
cles: "bigban," enter the car by pressing the "Enter" key (aka "Return"), press
"g" when Tommy's foot enters the car, then type "aspirine" fast before the car
blows up again.  Tommy will have a blown-up car to drive around in.  It has
three wheels, as when the same gimmick is used in "GTA III," except in "Vice
City" it drives like it has four wheels.  If you drive it into a Pay 'n' Spray,
it will be repaired but still be as black as before.  (Thanks to the spaceein-
stein web site for reminding me about that one.)

  If you need to move Tommy after typing "bigban," use the mouse to steer and
the up directional arrow to move him forward so you don't interrupt the code
with a letter.  While in a blown-up vehicle, Tommy and any passenger are as
black as the vehicle.

    Driving a Ghost on a PCJ 600

  While Tommy sits on a PCJ 600 and a lady is near, type "hopingirl" so she gets
on the back.  Back the bike into the water at the beach and let some of Tommy's
health subside before accelerating back onto dry land.  Wherever he drives, the
bike will leave a trail of blood and you'll hear the crunching noises you hear
in the game when someone is run over by a vehicle.

  Use the Q and E buttons to view the bike from different angles--sometimes you
can see her and sometimes you can't.  If Tommy gets off the bike, he'll leave
red footprints like he just walked through the blood of someone who was recently

  To get her off the bike, he has to either back the bike into the water again
(I'd have him get a health boost 1st) or ram it into something.  Then you'll see
her get off the bike and die again.

  You could use the Pole Position trick to drive her to Ghost World to drop her
off, but don't run the bike into the Pole Position too hard or you might knock
her off the bike too soon.

    Ghost Beach Ball Soccer

  Bounce one of the Starfish Island beach balls into the front doorway of the
mansion.  When I did this and sent Tommy inside for it, the ball had disap-
peared, but it made a couple of bouncing sounds while I sent Tommy around look-
ing for it.  When he went back outside, there it was, so I had him bounce it
back in.  It was visible at the back of the little entrance area.  When I sent
him in again, and the interior graphics loaded, it had vanished again, but made
another bouncing sound while Tommy walked around.  When he tried looking outside
for it again, it was gone.

    Magician's Disappearance Box

  Tommy can enter a closet-sized box on the N side of the N wall of the Haitian
gang's processing plant when the box becomes non-solid after you have Tommy blow
up the plant in "Trojan Voodoo."  The wall is in the NE area of the projection
of land in the middle of the W side of the W island.

    "I never drink...wine"

  If you have Tommy look into the mirror by the model of Cortez' yacht in the
upper room of the Malibu Club, he doesn't cast a reflection like the other
things in the room do.  (I can't remember where I 1st read the reminder of this;
thank you, mystery ghost buster.)

  Besides the ways you can notice Ghost World anytime in "Vice City"--peds and
vehicles disappear when they go beyond your draw distance or even when you just
have Tommy look away and back, you can see Ghost World make special appearances
during missions, too.  The tank you put in the garage in "Sir, Yes Sir" disap-
pears between two solid invisible walls once the door goes down.  And Diaz is
going to have a hard time finding the gangster he makes Tommy make "The Chase"
after, since the gangster disappears once he runs to the house.

  Then again, Diaz might not have such a hard time of it:

    Diaz, the Invisible Man

  During the intro to "Supply and Demand," I.51, look at the opening at the base
of Diaz' shirt--he's invisible.  The same condition gave Claude Rains' character
a similar personality problem in "The Invisible Man."  After all, the name of
the place is Ghost World, not Heaven; you might be curious enough to visit it,
but you wouldn't want to stay there.

  Liam Dunn voice ("Blazing Saddles," 1974): I'm leaving.


  I.10  Weapons
          One possible combination
          Weapon advice
          Time of availability and cost of weapons at Ammu-Nations
          A rundown of all the weapons (including fast Chainsaw attacks,
            and, for the Sniper rifle, a seagull hunting guide),
            the real names of the weapons,
            and some history for most of them
          8 Ball's Bomb Shop

  One possible combination

  Any of the weapons can be fun to try, but here's my reasoning for one possible
strong combination.  I'll make your PC weapon life simple.

  Equip Tommy with Brass Knuckles, a .308 sniper rifle, a Minigun, an MP (an
Uz-I till the MP is available), and Molotovs.  Have an "EP" Admiral and a Rhino
in garages and the Sea Sparrow behind the mansion.  (Also have the infinite run,
fireproof feature, and a cop outfit for getting the Hunter.)

  The Minigun will get you through most of the game for your 100% completion.
It's the best all-rounder of them, even good for distant targets some might want
a sniper rifle for.  (The M60 and Rocket Launcher, and the M4 rifle, come in

  The Brass Knuckles are good for punching out of a clinch without attracting
the police attention that some melee weapons create.

  The spread of Molotovs lets you shoot around corners, so to speak, and even
ones nearby once you get the fireproof ability.

  The .308 sniper rifle is good for looking closely at things, sniping drivers
through windshields, sniping seagulls, shooting through glass that doesn't
break, and shooting through the gate the Zebra Cab drives at in "Cabmageddon"

  The MP is the most powerful and accurate for drive-by shootings.  (The Uz-I
comes in 2nd.)

  The "Everything-Proof" Admiral sedan is nearly "EP" (use "aspirine" if the
tires are shot out), and is quicker at accelerating out of a jam than the Rhino,
Sea Sparrow, or the Hunter.

  The Hunter helicopter has more auto-aim for its machine gun than the Sea Spar-
row machine gun.  It's fast, but I think the camera follows it like molasses for
maneuvers because it's the biggest helicopter and the same camera physics were
used for all the helicopters.

  The Sea Sparrow machine gun has less auto-aim than the Hunter machine gun, but
the camera follows it faster because it's smaller.  It's probably closer to
where you'll save your game or need to do a mission.

  The Rhino keeps Tommy safe while using its bump and explode ability on vehi-

  Of those weapons that aren't in parenthesis, only the Brass Knuckles, MP, Mol-
otovs, and Hunter aren't either at your save places or things you can store in

   But you can get Brass Knuckles behind the Moonlight Hotel, two doors N of
the Ocean View,

  get Molotovs at Tacopalypse, across the street from the E end of the Hyman
Condo alley,

  and get the MP, after "Rub Out," about a block S of the alley at the Downtown

  See I.9.B for how to jack the Rhino after you find 90 hidden packages (I.19).

  The Sea Sparrow is available behind the mansion on SE Starfish Island after
you find 80 hidden packages (I.19).

  See I.9.D for how to jack the Hunter after you find all 100 hidden packages
(I.19) and/or complete "Keep Your Friends Close" (I.99).

  Make sure to take the "EP" Admiral to a garage at the end of "Guardian Angels"

  For all the others, see below.

  Weapon advice

  You only need to shoot some part of someone for them to go down.  You can
shoot them in the toe with a Minigun and kill them.

  You can shoot any part of a vehicle and blow it up--faster with stronger weap-
ons.  When destroying a helicopter, that includes the span of the rotating

  There's also a gimmick I haven't tried yet whereby if Tommy runs out of ammo
for a clip you quickly scroll up away from the weapon and back down to it for it
to be reloaded.

  You can't get Tommy through either of the airport terminal entrance metal de-
tectors with any weapons.

  The only weapons you can get Tommy through the Leaf Links entrance metal de-
tector with are Brass Knuckles and any melee weapon.  If Tommy walks into the
golf club pickup beyond the entrance, a golf club will automatically replace any
melee weapon he had.

  But Tommy can jump from about any vehicle and get over the lawn roller to the
N of the metal detector in the entrance to Leaf Links, and jump over the rail at
the side of the airport terminal entrance metal detectors, to get by them with
all of his weapons.  (You can also get a motorcycle through any metal detector.)

  According to Keffa, a reader of Rusk's, the original PS2 names for some of the
weapons were probably changed for later releases of the game to avoid problems
with the owners of the trademarked names of the real weapons they resemble.
This would be in keeping with the practice to give vehicles in the game differ-
ent names than the names of the real vehicles they resemble.

  You can only have one hand held weapon at a time in each of the ten categor-

  If Tommy has a submachine gun, needed for drive-bys, it's automatically chos-
en as his weapon while he's in or on a vehicle.

  When he exits a vehicle, he's automatically equipped with the weapon he was
equipped with when he entered it.

  Equip the same category of weapon as is used in a rampage you're about to do,
and you won't have the weapon of that category replaced afterwards by the weap-
on of the rampage (thanks to the Rusk guide).

  If you equip Tommy with a weapon that doesn't use the 1st person view but just
puts cross hairs on the screen, and press Tab so he can answer a ringing cell
phone, he stands or moves while still in the stance he uses for brandishing the
weapon (thanks to spaceeinstein's web site).

  A rundown of all the weapons (including fast Chainsaw attacks, and, for the
Sniper rifle, a seagull hunting guide),
  the real names of the weapons,
  and some history for most of them

  Time of availability and cost of weapons at Ammu-Nations

  Item              Cost  Unlocked by 

    Ocean Beach 
  Pistol            $100  Introduction  
  Mac               $300  Introduction  
  Chrome Shotgun    $500  Mall Shootout  
  Kruger          $1,000  Guardian Angels  
  Body Armor        $200  Jury Fury  

    North Point Mall
  Pistol            $100  Introduction  
  Grenades          $300  Introduction
  Uzi               $400  Introduction  
  Stubby Shotgun    $600  The Chase  
  Sniper Rifle    $1,500  Phnom Penh '86  
  Body Armor        $200  Jury Fury  

  .357            $2,000  Rub Out  
  MP              $3,000  Rub Out  
  S.P.A.S. 12     $4,000  Bar Brawl  
  M4              $5,000  Rub Out  
  .308 Sniper     $6,000  Shakedown  
  Body Armor        $200  Jury Fury  

  1. Camera (only supplied during the "Martha's Mug Shot" mission).  Equip the
viewfinder with the RMB, zoom with Z and X or the mouse scroller, and shoot the
picture with the LMB.  It has a limit of 12 pictures.  It has a stronger zoom
than the scope for either Sniper rifle, so, after you have Tommy follow Candy to
her meeting place and before you have him take 12 pictures with it, you can make
a detour to use it to magnify some things in some other parts of town.

  2. Fist or Brass Knuckles

      Brass Knuckles (in an alcove behind the Moonlite Hotel, two doors N of the
Ocean View; and they're worn by the security guys at the Malibu Club)

  Get the Brass Knuckles (knuckle dusters)--they often make Tommy's punches one
hit knock downs.  Besides, the only other choice for this weapon slot is Fist.
Sometimes, when Tommy is crowded in on, his weapons won't be effective owing to
some collision file programming or whatever it is, or he just needs to get
through the crowd, and he needs to punch his way out.

  Add the gimmick, described in I.9.A, of having Tommy walk, add LMB and hold it
so he prepares to punch, then release LMB for a more powerful punch, and his
punches are the most effective.

  3. Melee weapons

  Tommy can break the breakable glass at North Point Mall or Sunshine Autos (or
of the 1st building you jump from in "G-Spotlight," I.81, not that there's any
reason to do it with anything other than a PCJ 600) with melee weapons.  To do
this with the Chainsaw, have him use the fast Chainsaw attack method given be-

  He can also damage and break the parts off of a vehicle with the Baseball bat,
Hammer, Nightstick, Golf Club, and Chainsaw.

  The gimmick described in I.9.A, and referred to above for Fist/Brass Knuckles,
works for most melee weapons, too.  While Tommy is walking (W,S,A, or D), hold
down the LMB--he'll raise his melee weapon prepared to strike.  Release the LMB
near the target and he'll strike it.

  The exception is the Chainsaw, which uses a variation of that method.  It
makes the most dramatic improvement for it, too.

  Fast Chainsaw attacks

  Normally, if you just press a directional key and press LMB for attack, the
Chainsaw makes Tommy lumber around, like with a heavy weapon, and stand still
and wave it for attacks.  But you can speed him up by having him jump toward
targets with it, then, while having him walk, hold down the LMB, aiming with the
mouse (I.9.A).  Tommy will keep the Chainsaw revved up and moving and pointed in
any direction you want.

  He can jump in any direction while he does this, too.

  This makes Chainsaw attacks much faster with a free range of motion.  This is
useful for rampages requiring a number of Chainsaw kills in a limited time, or
if you use the Chainsaw provided for "Treacherous Swine" (I.40).

  Another distinction it has as a melee weapon is to cause people nearby to pan-
ic, and possibly police to attack, if you press the LMB for it without having
Tommy attack anyone with it, the same as can happen if you have Tommy shoot a
gun without aiming it at anyone.

  Using it on people throws drops of blood on the "camera."  It can also carve
the parts off of a vehicle.

      Baseball bat (behind the Ocean View; and at the Bunch of Tools in Washing-
ton Beach, $80, after "Riot"--I.37)

      Nightstick (in the Washington Beach Police Station; and they're carried by

  The Nightstick (baton, billy club, truncheon) with a side handle originated in
the 15th century in Okinawa as the tonfa.  The wooden handle of a millstone,
used for grinding grain, was removed and used as a weapon.  Some sources put the
origin further back into Chinese martial arts and Indonesian cultures.  The side
handled baton, along with the telescopic straight baton, became popular varia-
tions of the nightstick with law enforcers, correctional, riot control, and se-
curity personnel in the late 1990's.

      Golf Club (behind the Leaf Links club house; and they're carried by Golf-

  It's likely that golf originated with chole, a derivative of hockey played in
Flanders, Belgium; the earliest known reference to it is from 1353 AD.  In the
next century it was taken to Scotland, and golf continued to evolve in Scotland
and England in the centuries thereafter.

      Screwdriver (at any tool store, $10)

  It provides one of the swiftest and least conspicuous kills of the melee weap-

      Meat Cleaver (at any tool store, $50; and by the Vice Point pizza store)

      Knife (at the North Point Mall tool store after "Back Alley Brawl"--I.34;
and the S end of alley of the SE block of the east island)

      Hammer (at any tool store, $20)

      Machete (at the Washington Beach tool store, $100, after "Treacherous
Swine"--I.40; at the Little Havana tool store, $100; and over the sidewalk on
the SE end of the bridge from the east island to Starfish Island)

  The American machete was preceded by sticks used by natives to hack through
the bush.  The enlarged butcher knives called machetes are used likewise for
sugar cane and jungle undergrowth (the lack of a grinding edge makes them less
useful against woody vegetation) and for weaponry in Latin America.

      Katana (at the North Point Mall tool store, $300, after "The Chase"--I.44;
at the North Point Mall Tarbrush Cafe until Tommy blows it up in "Cop Land"--
I.61; and in the garage W of the Starfish Island mansion)

  In the 8th century, Japan had a need for curved swords for fighting from
horseback.  Shorter swords for foot soldiers were more common during the fight-
ing of the early Muromachi era (1394-1466 AD), and the Katana, a short sword
carried in the belt with the cutting edge upwards, was most commonly used in the
mid-Muromachi era (1467-1554).  It is now mainly used for cutting and the ori-
ginal purpose is generally obsolete, although sword schools of the old style ex-

      Chainsaw (at all save places with weapon pickups after finding 20 hidden
packages; Apt. 3C--see below for directions; and the Little Havana tool store,

  In 1830, German Bernard Heine invented the osteotome, a chain carrying cutting
teeth set at an angle which moved around a guiding blade by turning a sprocket
wheel.  This surgical tool was the 1st chain saw.

  Andreas Stihl invented the 1st electric chain saw in 1926, and in 1950 his
Stihl company came up with the 1st chain saw that could be operated by one per-

  Apartment 3C is one of the tributes to "Scarface," 1983, in "GTA VC."  Apt. 3C
is in the S area of the east island behind a blacked-out door on the 2nd floor
of an apartment building on the S side of a block three blocks from the E and
two blocks from the S.

  Since it's a melee weapon, it will pass through the metal detector into Leaf
Links (which the PCJ 600 can do, too) for "Four Iron" (I.38).

  4. Weapons you throw

  The longer you hold the LMB down before releasing it, the farther Tommy throws
the weapon.

      Grenades (behind the Washington beach police station; at the North Point
Mall Ammu-Nation, $300 for eight; and in a basketball court in the N area of the
block of the west island across from the Starfish Island bridge)

  Basic grenades were used in the 1600's (the name probably comes from the
French word for pomegranate).  They started being considered practical for siege
operations in Napoleonic times, and got the attention of German war planners,
notably, during the Russo-Japanese War of 1904-1905.

  The Germans had the most advanced ideas for grenades at the start of WW I, for
which grenades were so popularly used that rifles and bayonets were mainly used
to protect grenadiers.  In 1915, William Mills of Britain developed a grenade
with a serrated exterior so that it blew up into many pieces--a fragmentation
bomb.  Pulling the pin from it set off a four second fuse.

  Development on the grenade continues to today, and the grenade remains a sta-
ple of armies around the world.

  Rockstar used Grenades to replace the Tear Gas in the game because some people
complained that it caused game slow downs on their PCs.  That's why this version
has standard grenades behind the Washington Beach Police Station.  Spaceein-
stein's All In One Mod (I.100.D.f) puts Tear Gas back in.  Tear Gas doesn't hurt
Tommy but kills anyone else (except the dancers and bouncers at the Malibu Club,
for some reason) that dwells in it, like police men trying to attack Tommy if
Tommy stands in a cloud of it.

      Molotovs (at Tacopalypse, which is across the street from the E end of the
alley by the Hyman Condo)

  A Molotov cocktail is a bottle of flammable fluid that has an oil soaked rag
stuck in the opening; the rag is ignited just before throwing it.

  Molotovs may have been 1st used during the Spanish Civil War (1936-1939) (by
the Spanish republican troops), and were named (afterward) for Vyacheslav Mik-
hailovich Molotov, the Soviet Minister of Foreign Affairs from 1939 to 1949.
Finns who hated Molotov came up with the name for the weapon during the Winter
War of 1939 to 1940 between Finland and Russia.

  Another web site, however, says that the Finns were referring to the fuel mix-
ture used by Russian tanks and the name was later applied to the weapon:

  Molotovs are the neutron bombs of the game: you can have Tommy destroy those
who exit a vehicle but not destroy it, if you're careful.  This comes in handy
if you want him to jack a law enforcement vehicle occupied by armed law enforc-
ers, especially if followed up on with judicious use of the Minigun.  About six
Molotovs are needed to destroy a Rhino, so that gives you some leeway in using
Molotovs to take care of any armed soldiers that could emerge from it.

  They're good for getting targets that are around corners, and can be used
safely near Tommy once he gets the fire-proof feature.  Like the Flame Thrower,
they can even be used against targets pressing toward Tommy on the other side of
glass doors.  They're also good for attracting Firetrucks.

      Remote Grenade (behind a building across the street and a couple buildings
N of the Malibu Club; during "Gun Runner," a mission for Phil Cassidy--I.76; and
at Phil's Place, $1,000 for eight, after Phil's missions--after I.77)

  Once Tommy gets it, he's equipped with a detonator for it.  He's stuck with it
till he uses it, as with the 8 Ball's bomb shop detonator bug.

  5. Handguns

      Pistol (at the Ocean Beach and North Point Mall Ammu-Nations, $100; across
the outdoor parking lot from the east island piers; and on the 1st floor of the
east island building under construction that the red girder jump is a part of;

  it's also the weapon the police and some of members of any of the gangs carry
except for the Vercetti gang after "Keep Your Friends Close," which then carries
Uz-Is, and the Golfers, which carry Golf Clubs)

  The 1st revolver of quality was invented in 1831 and patented in the U.S. by
Samuel Colt in 1836.  The cylindrical mechanism allowed five or six shots to be
fired in rapid succession without reloading.  He also had them mass-produced,
and they were reliable and affordable.

  The Colt .45 was developed by John Moses Browning.  It was chosen as the offi-
cial sidearm of the Armed Forces of the U.S.A. in 1911 for being the most reli-
able, accurate, and easily taken apart when replacing parts.  With some modifi-
cations, the same basic design continues to this day, and has been copied by
others.  It was the standard sidearm for U.S. soldiers from 1911 to 1985 and is
still carried by some U.S. forces.

  Pistols, along with Tec-9s and Macs, are the only weapons Tommy can run with
and fire at the same time, which can be handy.  They're less accurate than a
.357, though.  You can get one from a dead policeman, but you might prefer to
get one from a dead Patrol Investment Group (PIG) security guard since they're
prone to start gun battles at North Point Mall or the airport terminal.  (I once
had Security Guards as my "Least Favorite Gang," which is arrived at by killing
gang members, in my Stats.  If you get to know them, you'll probably feel the
same way.  They're always going ballistic.)

  (On PS2, it's called a Colt .45.)

     .357 (at all save places with weapon pickups after finding 30 hidden pack-
ages, the Downtown Ammu-Nation, $2,000, after "Rub Out"--I.53, in the TV room of
the mansion after "Keep Your Friends Close"--I.99, and in an alley by the "Wel-
come to Hell" sign a couple blocks W of Ryton Aide in Little Haiti; it's also
the weapon carried by Ammu-Nation clerks.)

  Smith and Wesson introduced the .357 Magnum in 1935.

  The Colt Python .357 Magnum was developed by Colt in 1955 as a response to the
popularity of the .38 Special.  Colt wanted to create the ultimate target re-
volver.  The Python is renowned for accuracy, adjustable sights, durability, and
less kickback than when shooting DA Magnum guns of a similar weight, etc.

  The .357 is the best handgun in the game.

  (On PS2, it's called a Python.)

  6. Shotguns

  In the early 1600's, scatterguns helped hunters kill birds in flight.  Either
Fred Kimble, U.S., 1870, or W.R. Pape, England, 1866, introduced barrel choking,
which concentrated the shot in a smaller area over a longer distance.

  The word "shotgun" 1st appeared in Kentucky in 1776, recorded by James Feni-
more Cooper.  Shotguns were favored by pony express riders and stagecoach
guards.  Sawing off the end caused the shot to disperse over a wider area, mak-
ing them effective to handle a group of nearby attackers.

  The 1st semi-automatic, the A-5, was created by John Moses Browning in 1900.

  The gauge of a shotgun is the number of lead balls the size of the bore which
weigh a pound.  The smaller the gauge number, the larger the bore size (except
for the .410, which is the bore size in inches). The most popular shotgun gauge
is 12.

  "Vice City" shotguns cause Run, Left Shift, to be ineffective.

  One special use for shotguns, since they often require more than one shot to
kill someone who isn't nearby, is to use them to hear extra dialogue in the game
(a variation on punching your neighbors to get to know them).

     Shotgun (at the Ocean Beach Ammu-Nation, $500, after "Mall Shootout"--I.41;
by a bench by the beach NE of the Washington Beach police station; on the top of
the Washington Mall parking garage; and in a room at the bottom of the mansion
after "Rub Out"--I.53)

  If Tommy doesn't have one of the several kinds of shotgun, he'll get a Shotgun
with five shells if he enters a Police Car.

     S.P.A.S. 12 (at the Downtown Ammu-Nation, $4,000, after "Bar Brawl"--I.60;
and behind the "Vice Surf" billboard by the airport terminal)

  The SPAS-12 (Sporting Purpose Automatic Shotgun) was designed in the 1970's as
a semi-automatic 12 gauge shotgun for the military and law enforcement but mar-
keted in the U.S. as a sporting shotgun.  It can function as a pump-action shot-
gun or a self-loading semi-automatic.  In recent years, it has become illegal to
import it since it fits the description of a military weapon.  It's been seen in
the movies "Jurassic Park," 1993, "The Matrix," 1999, and in the games "Half
Life," 1998, and "Grand Theft Auto Vice City."

  The S.P.A.S. 12 shotgun is the best shotgun in the game.  Why pay for one
when you can get one for free behind the "Vice Surf" billboard across the street
from the airport terminal?

  (On PS2, it's called a Spaz Shotgun.)

     Stubby shotgun (at the North Point Mall Ammu-Nation, $600, after "The
Chase"--I.44; behind the N end of the hanger in the Little Haiti City Scrap; and
can be taken from a dead Malibu Club bartender before Tommy owns the club)

  It's an Ithica 37 "Stakeout" pump-action shotgun.  It's based on the custom-
ized shortened shotgun often used by Ricardo Tubbs in the '84-'89 TV series
"Miami Vice."  Philip Michael Thomas plays Tubbs in "Miami Vice" and provides
the voice of Lance Vance in "Vice City."

  It's the most powerful shotgun in the game per short distance shot but has a
short range and a low rate of fire.

  7. Submachine guns

  Submachine guns are the only weapons you can use for drive-bys while driving
most land vehicles.  (Actually, you can do a drive-by with any weapon you want
when you have Tommy release the steering wheel of a boat or jump on top of a
land vehicle with a driver; you can also do one with the Predator police boat or
by turning the cannon of the Rhino to the side.  The Rhino in "Vice City" shoots
a bit too high--over people's heads--though.)

  "Vice City" machine guns share the same ammo.

  The submachine gun was 1st used by German storm troopers in the last part of
WW I.  It was also popularized by movies with James Cagney and others as gang-
sters brandishing Thompson SMGs (Tommy guns).

  A good history of submachine guns can be found at:

     Tec-9 (on the N side of a house on the N side of the street that ends in a
loop on the east island)

  Created by Intratec US as a 9mm semi-automatic pistol, it was originally inex-
pensive--about $200--and is easily converted to be fully automatic by criminals.
It's inaccurate and said to be useful only for drive-bys, school shootings, and
hold-ups.  Government efforts have made it hard to find and expensive.

     Mac (at the Ocean Beach Ammu-Nation, $300 or free if you kill the cashier
and take his; and by the road across from the Boatyard on the SE end of the west

  It was developed in 1964 by Gordon Ingram and 1st produced in 1970 at his Mil-
itary Armament Company (MAC).  It's a light and reliable .45ACP or 9mm subma-
chine gun with a high rate of fire, but it has marginal accuracy in full auto-
matic fire and a short range, so it's mainly used for small area sweeps.

  (on PS2, it's called an Ingram Mac 10.)

  The Pistol, Tec-9, and Mac are the only weapons Tommy can fire while he runs.

     Uz-I (at the North Point Mall Ammu-Nation, $400 or free if Tommy kills the
cashier and takes his; on a front porch on the N side of Prawn Island; behind
the Ocean Beach Pay 'n' Spray; by a tall pink building NE of Washington Mall;
and under the stairs to the Skumole Shack:
  to get there, go N from the S end of Downtown on the main N and S road of the
west island--where the road divides, take the lane that veers E then veers NE--
the steps are at the side of a building at the left side of that curve;
  it's also the weapon used by vice squad and SWAT agents)

  The Uzi, a 9mm submachine gun, was developed for the Israeli army in the
1950's by Uziel Gal.  The 1st model was accepted in 1951 and it was 1st used in
battle in 1956.  His request not to have it named after him was ignored.  The
design is based on that of the Czech M23/25 submachine gun.  It's become famous
for having the magazine housing in the pistol grip.  It's used in 26 countries
by the police and military in non-combat roles.

  (It may be related that "Uzi" means "my strength" in Hebrew.)

  (On PS2, it's called an Uzi 9mm.)

     MP (at the Downtown Ammu-Nation, $3,000, after "Rub Out"--I.53;
  it's also used by the FBI agents who appear at five wanted stars, which Tommy
can get after "Guardian Angels"--I.42, and by the soldiers who show up at six
wanted stars, which Tommy can get after "Rub Out"--I.53)

  The MP is the best submachine gun for drive-by shootings.

  It uses a delayed blowback technology for greater accuracy.  Many military and
law enforcement units in over 60 nations use it--it's the world's most recogniz-
able submachine gun.  (Thanks again to the Brady guide.)

  The H & K HK54. a 9mm submachine gun, was 1st produced by Heckler und Koch in
1966.  It got the name "MP5" when the West German Police and Border Guard used
it as a Maschinepistole 5 (Machine Pistol 5).  It's been imported into the U.S.
since the early 1970's and it's meant for military and law enforcement use only.

  It's also appeared in many video games, such as "Counter-Strike," and movies.

  (On PS2, it's called an MP5.)

  8. Assault Rifles

  Assault rifles cause Run, Left Shift, to be ineffective.  The Kruger and M4
use the same ammo.

     Kruger (at the Ocean Beach Ammu-Nation, $1,000, after "Guardian Angels"--

  and on the roof of El Swanko Casa--to get there, take the bridge from Prawn
Island to the east island, continue on the road S to where it comes to a T in-
tersection--El Swanko Casa will be ahead of you across the street; have Tommy
get on the 2nd floor balcony and jump to the roof to find the Kruger)

  Sturm, Ruger & Co., Inc., introduced the SR-556, a semi-automatic rifle car-
bine, in 2009.  It's an AR-15 platform rifle with gas piston operation.

  (On PS2, it's called a Ruger.)

     M4 (at the Downtown Ammu-Nation, $5,000, after "Rub Out"--I.53; in a room
at the bottom of the mansion after "Rub Out"--I.53; in Studio B of Interglobal
Films on Prawn Island;

  between some shacks S of Auntie Poulet's shack--to get there, go W from the W
end of the Links Bridge to the west island and go off-road at the W-most side of
the curve;

  and behind some buildings W of Cafe Robina--to get there, go S from the W end
of the bridge from Starfish Island to the west island, go right, and follow the
road as it curves 90 degrees N--at the N end, Cafe Robina is on the right and
the buildings you want are on the left;

  it's also the weapon used by the soldiers at Fort Baxter--the ones who appear
otherwise, who appear at six wanted stars, use MPs.)

  In 1994, the U.S. Army began using the Colt Model 720 selective-fire carbine,
a shortened M16A2 rifle, as a US M4 Carbine.  The M4 has been used by Special
Operation forces and other select members of the military.

  Unlike the PS2 version, the scope of the PC M4 doesn't jump around when you
fire the rifle.  It has an optional aim brought up by the RMB that jiggles a bit
when you fire, so I wouldn't use the option--I don't know any good reason it's
given as an option.  Since the gun has a strong rapid fire, I'd just watch the
screen for results.

  9. Heavy Weapons

  Heavy weapons cause Run, Left Shift, to be ineffective.

  These are the only weapons, of the ones that make Tommy unable to run, that
make him unable to jump, too.  Scroll to Fist/Brass Knuckles and back for the
best combination of fire and movement.

     M60 (the W tower at Fort Baxter--get the Cop Outfit after doing "Cop Land,"
I.61, to walk around the base without being shot at; and Phil's Place, $8,000,
after Phil's missions--after I.77)

  The earliest ideas for a machine gun can be found with plans by Leonardo Da
Vinci in the 1400's and the traits of some guns in the 1700's.

  A good history of the machine gun can be found at:

  Since the 1950's, the M60 been the Army's general purpose medium machine gun.
It weighs 23 lbs. and is used with a tripod or bipod mount.  It has a cyclic
fire of 550 rounds per minute, rapid fire of 100 rpm, and, with the barrel
changed every 100 rounds, sustained fire at 100 rpm.

  Unlike the PS2 version, the sight doesn't jump around while you're shooting
it.  In fact, it's a slightly slower shooting and weaker version of the Minigun,
which is the best all-arounder of the weapons in the game on PC.  It's less ac-
cessible than the Minigun, though.

     Flame Thrower (at all save places that have weapon pickups after getting 40
hidden packages; in the Rockstar logo-shaped swimming pool in the W section of
the two sections encircled by road on Starfish Island; and in front of a build-
ing at the SW corner of the SE section of blocks--Viceport--on the west island)

  The modern flamethrower was used by Germany in WW I, both sides in WW II, and
by the U.S. Marines in the Korean War and Vietnam.

  Like Molotovs, it can be used to destroy the Rhino, except Tommy has to get
closer to it to do it.  It doesn't have the advantage of getting around corners
to the degree of the spread of the Molotovs.  But, like Molotovs, and owing to
some kind of programming glitch, the Flame Thrower can burn targets nearby on
the other side of glass, like the doors of the Malibu or around the airport ter-
minal, while Tommy is protected on his side of them.

     Minigun (at all save places that have weapon pickups after getting 60 hid-
den packages; at Phil's Place, $10,000, after doing Phil's missions--after I.77;
and in the Haitian processing plant after Tommy blows it up in "Trojan Voodoo"--
after I.98: see my note for "Trojan Voodoo" for the way to jump in on a PCJ 600
to help specify the location)

  The Minigun originated with the Gatling Gun, which was declared obsolete by
the U.S. Army in 1911 after 45 years of service due to the advent of the auto-
matic machine gun.  The powerful, fast, multi-barrel Minigun is strictly mili-
tary issue and has been mounted on helicopters and light aircraft.

  The hand-held General Electric XM214 Automatic Gun--a Minigun--of the movie
"Predator," 1987, used by Blaine (Jesse Ventura) is real except it used reduced
power blank rounds.  Otherwise, the gun would have had too strong a recoil (at
least 11 kg. continuously).  Moreover, the Minigun (30 lbs.) and the power sup-
ply (7 lbs. for 1,000 rounds) and ammo (35 lbs. for 1,000 rounds) it would re-
quire would be too heavy for such use to be practical.  The battery belt would
be discharged after 1,000 rounds and require three to four hours to recharge.
Even if a crew lugged all 72 lbs. of needed equipment somewhere, the recoil
would spin the gunner around, possibly shooting his own crew.

  It costs $25,000 for the gun alone.

  In the PC version, using Standard Controls with Mouse Aim, where Tommy is a
mighty, mighty mountain man, the Minigun is the hand-held weapon star of the
show.  It's a big "Predator"/"Terminator 2," 1991/"The Matrix," 1999/"Blackhawk
Down," 2001 (and add a big list of games)-type machine gun that makes quick work
of anything.  (I also think it's a funny part of the absurdist world Rockstar
creates, which includes making tongue-in-cheek fun of gaming traditions.)

  As Demarest (see I.100.D.f and g) says, it's the "Vice City" version of the
"GTA III" M-16.

  Tommy isn't limited to side-to-side movement with it as with the PS2 version.
It's easy to spread the shots around with it for a crowd or a jiggling target.
(For example, in Phnom Penh '86, shooting an M60, which is similar, from a jig-
gling helicopter, just waggle the stream of bullets across the targets.  Don't
worry about locking your aim onto one target accurately.)  Since it's available
for free at several of your hideouts after you find 60 hidden packages, it's
more accessible than an M60.

  It works for long distance targets others might use a Sniper Rifle for, too.
And you don't have to wait to get the fast reload feature for it with "Rifle
Range," as for the Sniper Rifle or Rocket Launcher.

  You don't have to worry about Tommy damaging or killing himself with the ex-
plosion by hitting something nearby with the Minigun, as can happen with the
concussive effect of the explosion of rockets.

  Again, one drawback is that Tommy can't move fast with it, so just scroll to
Fist/Brass Knuckles to have him run, then scroll to Minigun to use it.

  (I've read that the aiming ability and range of motion for the PS2 "San An-
dreas" Minigun has been improved, so people who play that will get to know from
personal experience why the PC VC gamers have been so fond of it.  I like the VC
one better than the SA one; the SA one shows up too late in the game and sounds
like a blender.)

     Rocket Launcher (at all save places after getting 70 hidden packages; at
Phil's Place, $8,000, after doing Phil's missions--after I.77;

  and in the swimming pool of the Hooker Inn--to get there, go S from the W end
of the South Bridge, go right, continue past the intersection, and the driveway
for it is on the left.)

  A Rocket Launcher fires an RPG--rocket propelled grenade.  The most popular
RPG in the world is the RPG-7, developed during WW II in the Soviet Union.  It
incorporates ideas taken from the U.S. Bazooka and the German Panzerfaust.  The
RPG-7 weighs 15.2 lbs and is relatively cheap.  It's found all over the world
and has been very effective for downing helicopters, damaging tanks, and close
combat.  Thanks to Mr. Lester W. Grau, Foreign Military Studies Office, Fort
Leavenworth, KS.:

  You need to hold down the Right Mouse Button to bring up the scope so it will
fire.  It can shoot faster after you get the fast load feature by getting over
45 points during "Rifle Range"--I.66.

  The Rocket Launcher blasts can be directed at a wall a target is pressing to
the other side of to get to Tommy, too, and the concussion effect will kill
them.  Have Tommy stand a good distance away from anything he shoots with it,
though.  Such rockets are useful the same way as when using the Hunter for the
vigilante mission and you get the glitch where the target shows up inside a
building you can't enter, and you use a rocket at the wall the target is be-

  Likewise, the concussive effect of the explosion can kill people by the near
side of walls without hitting them directly with a rocket.

  After getting the fast reload feature, especially, it's good for taking out
the competitors for the Sunshine Auto races.  The cars in those races are bul-
let-proof, but not explosion-proof.

  Like the Minigun, it's good for taking attacking helicopters out of the sky.

  As noted in the Ghost World section, I.9.G, if you place Tommy with his right
side against a wall and equip him with the Rocket Launcher and press Right Mouse
Button to bring up the scope, you can turn him right and see through the wall.

  10. Sniper Rifle

  As with the Camera and the Rocket Launcher, the scope has to be equipped, RMB,
before it will shoot.  As with the Camera, you zoom with the mouse scroller or Z
and X.

  The zoom feature is good for looking closely at the details of things.  So
Sniper Rifles are the easiest to chalk up Head Shots statistics with, which,
fortunately, refer to other people's heads that Tommy shoots.

  These are the only weapons you can use to get Seagulls Sniped statistics.  If
you have Tommy shoot seagulls with one, pick a place away from the public, since
it tends to panic them and cause them to jump in the ocean, if it's nearby, and
drown, and the police who don't drown will hit Tommy and try to bust him.  Pick
a place where you never see the police and where you get a good wide view of the
horizon.  Some good locations are along the E edge of the east island beach,
along the W edge of the airport tarmac, and on a pier on the N edge of Starfish

  It also shoots through the windows of glass that doesn't break, if you have
Tommy stand far enough away from it when he fires.  You can find some such glass
at the Ocean View, Sunshine Autos (I don't mean the glass you can drive a car
through), Ryton Aide, and the Downtown Ammu-Nation.  Likewise, it shoots through
the gate the Zebra Cab drives through in "Cabmageddon"--I.92.

  As in "GTA III," you can have Tommy shoot the moon (this is born of a pun, I
think) with his sniper rifle, too, and make it cycle through six different sizes
to pick the moon you're partial to.

    Sniper rifle (at the North Point Mall Ammu-Nation, $1,500, after "Phnom Penh
'86"--I.45; in the maze of hedges on the W side of the mansion;

  and on a ledge at the S side of the W end of the South Bridge.  To get this
one and return safely, go to the ledge and put the boat against it--even a
Dingy, though it rides so low in the water it looks like Tommy could never jump
high enough to reach the ledge.  Put the boat beside the ledge and have Tommy
jump at it, and the game will bounce Tommy up onto the ledge.  After getting the
rifle, hit F to transport Tommy behind the wheel of the boat.)

  The word "sniper" is derived from snipe, a game bird which is difficult to
sneak up on.  The 1st modern snipers were part of the ninja warriors of 16th
century Japan, but their rifles had poor accuracy.  Those used by Louis XIV of
France in the late 1600's/early 1700's are claimed by some to have made calvary
of armored knights obsolete by shooting through the armor.  In 1777, Timothy
Murphy used a Kentucky rifle to shoot Gen. Simon Fraser at about 500 yards,
amazing for the time and which turned the tide of the battle against the British
in favor of the rebels.
  For more on the history of snipers, see:

  It's a single shot rifle, so getting the fast load feature with "Rifle Range"
(I.66) speeds it up.

    .308 Sniper (at all save places that have weapon pickups after getting 50
hidden packages; the Downtown Ammu-Nation, $6,000, after "Shakedown"--I.58; and
on the roof, E of Cafe Robina, used to get hidden package 75)

  It's the standard of quality for semi-automatic rifles in the world.  It has
an expected accuracy of 1 MOA (minute of arc--1/60th of a degree; there are 360
degrees in a circle).  The Heckler und Koch PSG-1 weighs nearly 18 lbs., is .308
Win caliber, and costs about $9,000.  It's been used by police forces in the
Americas and Europe.

  (On PS2, it's called a PSG-1.  PSG in German is short for PrazisionsScharf-
schutzenGewehr, which, in English, means "high-precision marksman's rifle."
Thanks to Max R. Popenker.)

    8 Ball's Bomb Shop

  To go to the bomb shop, go S from the W end of the South Bridge, go right, go
left, make the 1st right into a lot, continue through the gateway, then go left
to the door, with a 3D 8 Ball over it, on the right near the end of the lot.

  The buddy of Claude (the lead character of "GTA III"), Eight Ball, has one of
his Shoreside Vale-type bomb shops in Vice City.  You have Tommy drive a land
vehicle into it, or push a Checkpoint Chopper in backwards, and it's equipped
with a bomb that Tommy gets a hand held detonator for.  It's generally neglected
for Vice City mission strategies, but some uses for blowing up a vehicle with it

  Preparing a vehicle with it and letting one of the pedestrians who try to jack
Tommy's vehicle take it;

  "Cabmageddon"--I.92--see the Brady Games method, and my variation of it;

  "Four Iron"--I.38--leave a rigged PCJ 600 just outside the Leaf Links metal
detector for the target to run to;

  "Treacherous Swine"--I.40--leave a rigged car outside and to the S of the tar-
get's place, since he always goes that way to escape;

  "Psycho Killer"--I.57--rig the bus that the Rusk strategy has you block the
psycho's escape with;

  And rigging a vehicle with it to use as a weapon against whomever you'd like
to lure to it (any attacking gangs, especially if they yank Tommy out of the ve-
hicle, etc.).

  I haven't tested the "Four Iron" and "Treacherous Swine" ideas yet, but I
imagine they could add a little variety into the proceedings if you replay the
game like I do.  "Cabmageddon" would be the most convenient mission to try it

  Note: if you want to use a vehicle rigged with a bomb during a mission, take
it to 8 Ball's place during the mission and not before it.  When I tried rigging
the Coach to add some variety to Rusk's use of it for "Psycho Killer" before the
mission, it wouldn't work during the mission.  When I rigged the Coach during
the mission, it worked fine.


  I.11  Armor, Police Bribe, Health, and Adrenaline pickups

  Time to take a Civil Service test for clerk and see how good you can follow
directions.  Use the paper map the game provides for the locations of the neigh-
borhoods.  If you don't have the BradyGames guide, you should use a print out of
a map from Gamefaqs for the location of the pickups, then just use my directions
to make notes in the margins to help pinpoint the location of a few.

  It's more important to know where armor pickups are than health pickups be-
cause armor is your 1st line of defense against damage; Tommy's health won't de-
crease from hits or bullets till his armor is gone.  Drowning is different; ar-
mor stays the same and health decreases, so try to keep Tommy out of the water.

  Police bribe pickups are important to learn the locations of, too.  Even when
Tommy is showing the best of behavior, a policeman may run in front of his vehi-
cle, or nick it with their police car, and give Tommy a wanted rating.  The po-
lice can also give Tommy a wanted rating when he's fighting someone else, even
if it's a gang that attacked him 1st--likewise, unfair and interruptive.  You
start to understand why one of the things the peds say in "GTA III" is "Damn po-
lice" and start saying it yourself (again, in GTA only!).

  (Be sure to get the infinite run by getting level 12 of the ambulance mission,
too.  Tommy will most commonly get one star, maybe two, and you can knock two
down to one, which is easy to have him just run off.)

  I generally don't have much use for the Adrenaline Pills, except to help Tommy
kill Hilary with a Minigun, failing the mission, to get his Sabre Turbo (not
bullet-proof on PC) in "The Driver," I.68, and in "Dirty Lickin's," I.84, for
Auntie Poulet, to make it easier to snipe the moving targets.

  Since they briefly make everything slower and make Tommy use broader move-
ments. I think they should have been drink pickups in the bars and clubs around
Vice City.  A contest could have been to see who gets the most insane stunt
while driving the RC Bandit while drunk, for example.  ("I'd rather have a free
bottle in front of me than have a pre-frontal lobotomy"--Fred Allen.)

  They also briefly give Tommy super strength.  He can belt somebody for yards
and destroy or shove a vehicle around easier than usual.  I often get a street
of elderly and handicapped people going by at such times.  That's another reason
I don't use them so much.

  The effect goes away if Tommy uses a vehicle, so you'll have to blame all the
car wrecks on something else.

  Body Armor pickup

  At 1st, the top strength of your armor is 100 points.  Complete level 12 of
the vigilante mission (I.25) to make it able to go up to 150.  When you achieve
100% completion of the game (I.99), it can go up to 200.

  The pickup looks like a blue bullet proof vest.

      You can find some armor:

      in the Ocean View upstairs hallway after finding 10 hidden packages; in
the Starfish Island mansion front yard after both "Rub Out" (I.53) and finding
10 Hidden Packages; on the Hyman Condo roof after finding 10 hidden packages and
buying the condo (but buy the condo after finding 70 hidden packages--see I.19)
(to get to the condo entrance, go into the alley represented by the SW to NE
diagonal line on your map S of the W of the two most N blocks on the W island),

      in a weapon room on the bottom floor of the mansion after "Rub Out"

      in the 1st floor TV room of the mansion after "Keep Your Friends Close"

      at the Downtown Ammu-Nation from the start of the game, but, for some rea-
son, not at the Ocean Beach and North Point Mall Ammu-Nations until after "Jury
Fury"--I.35 (but it costs $200--I rarely buy it).

      on the N patio of the beige and white building E of the N end of North
Point Mall, which is at the N end of the E island.

      atop the 2nd ramp that goes E-W up into the gray-blue and white building
on the S side of the E end of the bridge from the E island to Prawn Island.
Enter on the E side.

      in the Polynesian gazebo/hut surrounded by torches in a back yard of the
block S of El Swanko Casa.  To get to El Swanko Casa, follow the road from the
bridge from Prawn Island to the E island as it curves S down the E island.  At
the T intersection, El Swanko Casa is across the street from you.

      on the driveway of the Standing Vice Point Hotel, which is across the
street S of the Malibu Club, which is in the middle of the N-S road that runs
the length of the E island.

      by a basketball court: go N on the street E of the pizza store which is
around the block to the N and W of the Malibu Club.  Turn right into the little
gray alley.  Go into the space between the walls on the left and turn left.

      at the top of the stairs of the "stilt" building, which is entered on the
N side of the block two blocks S of Washington Mall, which in on the S area of
the E island, 3 blocks from the E and 4 blocks from the S (the mall looks like a
cartoon face looking W on the map in the game).

      behind a 1st floor wall on the NE side of a building with blue windows un-
der construction N of the road that's at the E end of the bridge from the E is-
land to Starfish Island.

      behind a large pink building on the E island--enter the area on the S side
of the block, 2nd block from the E and 4th from the S.

      N of the inside of the opening of a fence, which is across the street from
the N big front gate of the film studio, which is in the SW area of Prawn Is-

      over a sand trap on the N island of Leaf Links golf course, near the N
coast, W of the middle of the coast.

      after "G-Spotlight": go S from the W end of the North Dirt Track, which is
on the NE end of the W island, and climb the stairs to a roof; it's E of the top
of the stairs.

      in the W length of the alley that goes around a building that's S of the
Downtown pizza store, which is on the W side of the S end of the road that runs
S from the W end of the Hyman Condo.

      in the white roofless garage at the E side of the road where the main N-S
road of the W island divides at the S Downtown area.

      by a house in Little Havana: go S on the road that goes S from the Little
Havana Laundromat; turn left/E off the road at the 3rd junked car on your left
and go through the shrubs to the side of the pale green house; on your in-game
map, the block it's on is green with white dots.  To get to the laundromat, go N
on the main N-S road of the W island past the Starfish Island bridge and take
the 2nd left; go W then S to a T intersection; go right/W, and the laundromat is
on the lot on the right corner just past the 1st right.

      on the roof of the Print Works in S Little Haiti; enter the opening in the
building to get to the stairs to the roof.  To get to the Printworks, go N on
the main N-S road of the W island past the Starfish Island bridge and take the
2nd left; just before it curves to the S, go off the road to the NW to the off-
yellow two story building.

      in the SE tower of the several at Fort Baxter.

      in a parking lot between lot with the four big jet fuel tanks and the air-
port: go S on the main N-S road of the W island past Cherry Poppers (which is
just S of the Starfish Island bridge), and turn right/E.  Continue through the
intersection; after the road makes a 90 degree curve N, turn right off the road
to the gates with blue and red banded bars across them.  Go through the S end of
the S bar.  The armor is across the lot to your left.

      and in the doorway across the street from the big ship that's at the S end
of the E side of the W island.

      Note: you get the same armor benefit by getting into the Enforcer at the
Vice Point police station.  It's a block S and E of El Swanko Casa.

  Police Bribe pickup

  Each bribe takes one star off any wanted rating you get due to the deplorable
prevalence of cops on the take.

    You can find a bribe:

      in the middle of the lower walk S of North Point Mall (which is on the N
end of the E island).

      in an alley: go N from the Malibu Club (it's by the middle of the N-S road
that runs the length of the E island) and take the 3rd left--you'll see it ahead
in the alley of the next block over.

      on the 1st corner on the left N of the Malibu Club.

      on the SE side of a manilla-white-gray and brown calico house; go SE from
the base of the road that ends in a circle (NW of the Malibu Club) on the E is-
land, cross the intersection, and the house is in front of you.

      in the N-S alley of the 5th block from the S along the E side of the E is-

      in the E-W sunken shopping mall on the E island, 2nd block from the S and
2nd block from the E.

      in the middle of the road: take the bridge from the E island to Prawn Is-
land and take the 1st left--it's a bit down that road.

      in the Hyman Condo alley; on the map in your game, it's the SW to NE diag-
onal line that's S of the W of the two most N blocks on the W island.

      in an alley: go S on the main N-S road of the W island past the Starfish
Island bridge and turn right/E; go past the 1st right, and turn right into an
alley for the bribe.

      in an alley: go S on the N-S road of the W island under the Leaf Links
bridge (about the middle of the W island) and immediately go right.  (Note how
easy it would be to go over the grass median strip to get onto the bridge--it's
a good shortcut to know for some other time.)  Go past the 1st right and turn
right into the alley: the bribe is by a picture of boxes--one that someone put
in backwards--that represents what's seen in an open garage door.

      airborne in the path of Jump 7 (see I.26), which is done over the large
gray N-S concrete drainage ditch of Little Haiti; go N from the Starfish Island
bridge on the main N-S road of the W island; take either the 2nd or 3rd left--
the ditch runs between them.  (It's also W of the Little Haiti Pay 'n' Spray.)

      airborne in the path of Jump 5 (see I.26) in Little Haiti; Jump 5 goes
over two ramps S of the pale yellow building on the most N E-W street in Little

      airborne over the fence with a ramp leaned against it at the back of the
yard behind Sunshine Autos; to get to Sunshine Autos, go S from the Starfish Is-
land bridge on the main N-S road of the W island; either take the 1st right then
1st left or 2nd right then 1st right; Sunshine Autos is N of where you'd run in-
to yourself if you could do both at the same time.

  Again, you don't have to jump through the three airborne bribes--they're air-
borne to get rid of wanted ratings when you're in a helicopter.

  If you use them, you can get a 4th bribe by landing on the condo roof to go
down to the alley to use the one there.  If you still have one more wanted star,
go up to the roof and use the clothes pickup.  If you have two more wanted
stars, you might go back up and fly to the bribe in the lowest walk S of North
Point Mall and plop down in it, then fly or run off the last one.

   Health pickup

   At 1st, the top strength of your health is 100.  Complete level 10 of the
pizza pie mission (I.21) to make it able to go up to 150.  When you achieve 100%
completion of the game (I.99), it can go up to 200.

  Seeing a whore can put it 25 points higher than the usual maximum at any of
those stages in the PC version.

  Saving and reloading a game, or even just using a save cassette then resuming
the game without saving (thanks to Siva for the tip), restores health to the
usual maximum; any points higher than that, created by seeing a whore, are

  Health pickups look like symbols of love (awwwwr).

   You can get healthy:

      at the Shady Palms Hospital, Vice Point; It's on the W side of the block
which is E of the block that looks like a cartoon nose sticking out to the W be-
neath North Point Mall.

      at the Ocean View Hospital, S area of the E island, W of the Washington
Mall, which is on the 3rd block from the E and 4th block from the S.

      at the WestHaven Community Healthcare Centre, Little Havana; go N on the
main N-S road of the W island past the Starfish Island bridge--it's on your

      at the Schuman Healthcare Center, Downtown; go W from the W end of the
bridge from Prawn Island to the W island till you get to a T intersection--it's
on your left.

      in the Dispensary (pharmacy), Vice Point; go E from the E end of the
bridge from Prawn Island to the E island, continue on the road as it curves S
and keep going to a T intersection, then go right then right again--the Dispen-
sary is about halfway up the block on your right.

      in Ryton Aid, Little Havana; go S on the main N-S road of the W island and
pass beneath Links Bridge and beyond the 1st right--it's on your right.

      in the Dispensary (pharmacy), Downtown: go W from the W end of the bridge
from Prawn Island to the W island till you get to a T intersection; go left/S
and around a 90 degree curve to the E--the Dispensary is on your right.

      (Note: it costs $20 at hospitals and pharmacies.)

      in a huge green drinking cup, we don't know why, you need to run or
squeeze in and out of in the NW area of the 1st floor of North Point Mall.

      by a Dumpster: go E from the E end of the bridge from Prawn Island to the
E island, continue S to a T intersection, then go right/W then go left/S, and go
to the 2nd left--it's on the corner on the far left.

      on a rooftop; take a PCJ 600 onto the grass across the street to the N of
the block which is the 6th from the S on the E side of the E island; drive S
over the ramps and onto the roof.  Continue S over a few roofs to the pickup.

      along the winding path from the N end of the piers area to the road; the
piers are near the S end of the W side of the E island.

      over the spraying love fish fountain just N of the middle of the E-W road
that runs through Prawn Island.

      over a little bridge; go behind Leaf Links club house, go N past the cir-
cle of road and continue on the road that goes N--it's ahead of you.

      in the TV room on the 1st floor and in the little weapons room on the bot-
tom level of the mansion on SE Starfish Island after "Rub Out" (I.53).

      on the S sidewalk by the peachy-pink archway at the E end of the bridge
from Starfish Island to the W island.

      over the Downtown Dirt Track on the NE end of the W island.

      on the N side of the roof of the Downtown Ammu-Nation; from the W side of
the bridge from Prawn Island to the W island, go W then make the 1st left; the
long stairway on your left makes a good jump to the roof--get a long runway for

      on the roof of the Schuman Healthcare Center, Downtown; go W from the W
end of the bridge from Prawn Island to the W island; at the T intersection, go S
and around the 90 degree turn; the Dispensary is on your right.  (You'll proba-
bly never use this pickup unless you're an incredibly terrible "G-Spotlight"

      on top of the conveyer belt of the S green garbage crusher at the Junk-
yard, City Scrap.  Go S on the main N-S road from Downtown, then make the 2nd
right, then make the 2nd right, and then make the 2nd right (you'll probably
never use it unless you have a terrible sense of direction during "Death Row";
you can look in the building at the N end of the yard for the bloody chair
you'll have to free Lance from then).

      in the S lot by the stairs you'll run up, and S of the building you'll
blow up, for "Cannon Fodder"; before that, drive a PCJ 600 S from Downtown on
the main N-S road of the W island; take the 1st right to a T intersection, then
go right, and after the road curves S you'll see a pizza place on your left;
drive from the E end of the alley on the N side of the pizza place into the
steps on the N side of the building across the street and you'll jump into the

      or: go there in a helicopter; look for a complex with a gray building and
gray, pink, and yellow walls E of the S garbage crusher of the Junkyard.

      on the 2nd floor of the airport terminal across from Gate 1-8; to get to
the terminal, go S past the S bridge on the main N-S road of the W island and
make the 1st right; go through the intersection and follow the road as it makes
a 90 degree turn N then a 90 degree turn W; the terminal is the big building on
your left.

      on the roof of the one story discount department store (LUGGAGE 65% OFF)
three buildings W of Callegg's Deli; you'll probably never use this heart pickup
unless you need it during the 5th Assassination mission, when a gate opens to a
lot and stairs behind the store; if you want to get to the store roof before
that, take a helicopter S past the W end of the bridge from Starfish Island to
the W island; make the 1st right--around the deli on the corner--and go three
doors on your right farther W.

      under the N ramp to the large ship at the S end of the E side of the W is-

      by the stairs for the low wooden walk on the W side of the Boatyard; to
get to the Boatyard, go S past the W end of the S bridge on the main N-S road of
the W island--where the road divides, take the E road past the big ship on the
left; look for a building with a crummy black fence and a glowing house pickup
in front of it (you buy it later) on your left (you can use your Rocket Launcher
gimmick to look through the walls of such places for now).

  Adrenaline pickup

    They look like red and white medical capsules.

    You can find this strange street drug:

      in the Dispensary (pharmacy), Vice Point; go E from the E end of the
bridge from Prawn Island to the E island, continue on the road which curves S
and go to a T intersection; go right then right again--it's about halfway up the
block on your right.

      in Ryton Aid, Little Havana; go S on the main N-S road of the W island and
pass beneath Links Bridge and beyond the 1st right--it's on your right.

      in the Dispensary (pharmacy), Downtown: go W from the W end of the bridge
from Prawn Island to the W island till you get to a T intersection; go left/S
and around a 90 degree curve to the E--the Dispensary is on your right.

      (Note: it costs $10 at pharmacies.)

      behind the pale blue and gray apartment building on the N side of the Ma-
libu Club parking lot.

      at the NW corner of the manilla and white building S of North Point Mall.

      on the 2nd floor balcony of the apartment building on the S side of the E
end of the road that goes E from the E end of Leaf Links bridge.

      in a N-S alley in the 1st block from the E and the 5th block from the S on
the E island.

      inside Washington Mall, 1st floor, W end; the mall is on the S area of the
E island, 3rd block from the E and 4th block from the S.

      on the SE side of the roof of the mansion, which is on the SE side of
Starfish Island.

      in the yard of the mansion, across from the garage and near the low wall
by the road.

      on the NE corner of a walk in the E Downtown area; the walk connects the S
side of the W end of the bridge from the W island to Prawn Island with the road
that goes under the bridge.

      by the stairs in an alley; go S from Downtown on the main N-S road of the
W island, take the 2nd right, and go off road into the 2nd alley on the left:
it's ahead of you by the stairs at the other end of the alley.

      over a small set of steps you can see when you look W from the alley on
the N side of the Little Haiti pizza store; to get to the pizza store, go S from
Downtown on the main N-S road of the W island, take the 2nd right then the 2nd
right--after it curves S, the pizza store is on the left.

      at the S side of a dirty pink house; to get there, go S from Downtown on
the main N-S road of the W island and make the 1st right after passing under the
Links Bridge--after it makes a 90 degree curve S, the house is the 5th one on
the left.

      in the SE corner of a dirt lot of palm trees (you can climb two of them);
to get there, go N past the Starfish Island bridge on the main N-S road of the W
island, take the 1st left to a T intersection and go left--the lot is off the
road on the right.  (It's also a location where you can have Tommy walk out over
thin air--see I.3.)


  I.12  Wanted Ratings
        (Also see section I.7--Wanted Stars Attained and Evaded)

          What happens at each wanted level
          What to do about wanted ratings
          Things any major fugitive should know

  What happens at each wanted level

  One star
  Tommy attracts a nearby policeman to chase him.  If Tommy gets closer to an-
other officer, the 1st one will give up the chase and the 2nd will chase Tommy.
The officer will try to hit him with a Nightstick, pull him from his vehicle,
and bust him.  Getting busted involves having Tommy get knocked flat on his back
on the ground while the officer aims his Pistol down at him with both hands and
may make a wisecrack.

  Two stars
  Tommy attracts a police car with two officers, and the officers ram his vehi-
cle, pull him from his vehicle, get out to shoot at him with Pistols, and try to
bust or kill him.  They seem more likely to go for busting if Tommy's in a vehi-
cle and shooting to warn or kill if he's on foot, which I've seen linger into a
reduced rating of one star.  And, unfortunately, there isn't a mechanism for
having Tommy say, "I surrender" and just get busted when he's on foot and the
police are going for a kill.  Even if he just stands there with his back to
them, they'll shoot him to death.  The Predator police boat (also used in "Papa-
razzi Purge" in "GTA III") will chase and shoot at him if he's sailing or flying
over the water.

  Three stars
  The city Police Dept. vice squad guys (possibly the "Miami Vice" look-vaguely-
alikes, possibly two white guys) with Uz-Is in a "Vice" Cheetah who shoot at him
and try to bust or kill him, pairs of police cars and saw horses used for road
blocks, policemen who throw strips of tire spikes both across and away from the
road, and a trailing helicopter join the above.

  Four stars
  In addition to the above, helicopters shoot and send armed SWAT (Special Weap-
ons And Tactics) agents rappelling down ropes to shoot Uz-Is, and Enforcers
(SWAT vans) arrive with SWAT agents to shoot Uz-Is, and they all try to bust or
kill him.  This is the highest wanted rating Tommy can get at the start of the

  The SWAT team originated in Delano, CA, and the idea was embraced by the Los
Angeles Police Dept., in the 1960's.  In the years since, it has arrested scores
of violent suspects, freed numerous hostages, and earned hundreds of commenda-
tions and citations, including several Medals of Valor.  In the U.S., it's the
popular name for a major city police force trained and allowed to use paramili-
tary weaponry and tactics beyond the kind the regular police department uses.
For Miami, Florida, fictionalized for Vice City, it's the Miami Police SWAT

  Five stars
  FBI Ranchers join the above.  In each SUV there are four FBI agents who will
try to shoot him with MPs and bust him.  Tommy can get a five star wanted level
after "Guardian Angels"--I.42.

  The forerunner of the FBI was a group of Special Agents called the Bureau of
Investigation (BOI) created on July 26, 1908, for the Dept. of Justice and
headed by Attorney General Charles Bonaparte.  It's had a vast history of accom-
plishments in combating crime.  Under director J. Edgar Hoover, it had Al Capone
investigated beginning in 1929, and gathered evidence of his Chicago racketeer-
ing, bribing of prison officials, determined the falsehood of his claim to post-
pone an appearance before the Federal Grand Jury due to poor health, etc.  It
became known as the Federal Bureau of Investigation in 1935.

  In the 1980's ("Vice City" takes place in 1986), it made an increasingly im-
portant impact in defeating terrorists, drug traffickers, and violent criminals.

  Six stars
  The army joins in with MPs.  They travel in Rhinos (they don't use the cannon,
but don't bump into one with Tommy's vehicle) and Barracks OLs.  I think they
just shoot to kill and leave busting to the others.  Tommy can get a six star
wanted level after "Rub Out"--I.53.

  What to do about wanted ratings


  Tommy doesn't really need to hide anywhere.  Police can run most places on
ground level, so hiding in a shrub or around a corner is about as effective as
waiting on the sidewalk.  They don't bother about going along a desolate slice
along the shore of the E beach at any rating, and you might rarely see one in
the front lobby of the Ocean View at a high rating.  They won't send a chopper
to a rooftop until he has at least three stars, and I think it has to be at
least that high before a policeman appears in some such places.  It might make
for a decent place to take a break, and one star might even go away.

  But even if you find such a place, sometimes hiding, or assuming a policeman
isn't around because you don't see one, backfires, because a policeman you can't
see is running indefinitely against a wall, etc., toward Tommy, so a one star
rating could linger indefinitely.  You might have a long one star rating and
look around to see a policeman has assumed a funny patient stance while they
wait for Tommy to come from behind something.  Their effort in one spot on the
ground nearby could make the rating linger till you at least have him run some-
where else.

  The Infinite Run

  Any wanted rating makes for a very good reason to get the infinite run feature
by doing the Paramedic mission (I.22) to level twelve.  With the best of behav-
ior on Tommy's part, the police may nick his car or run out in front of it and
get hit, and give Tommy a wanted rating.  Tommy could shoot a brick when a po-
liceman is in the vicinity and get a wanted rating.  It doesn't help that so
many of the people in town have an unfortunate tendency to jump or drive right
into the path of his vehicle.  With the infinite run feature, he can play "Catch
Me If You Can" with the police.

  Tommy is a lot better at chasing down a getaway vehicle you want him to nab
with it, too.  Otherwise, he can shoot a vehicle he can't catch up with and most
drivers will abandon it.

  Tommy can run one star off, it gives him plenty of time to handle two, and it
helps him do whatever he does for a higher rating faster and with less risk.

  For one star/one remaining star:

  Use a bribe (see I.11 for locations), clothes pickup (see I.9.C for loca-
tions), Pay 'n' Spray ($100 if not a complimentary spray just for the color
change--Tommy can get a free spray for that once he's earned $100; see your in-
game map for locations), Sunshine Autos spray 'n' go (same payment plan as for a
Pay 'n' Spray, even though he owns it), or run/drive/fly unceasingly till it

  There doesn't seem to be a set length of time for one star.  It can be brief,
but the more prolonged ones can be annoying when you're in a hurry, and Tommy's
pre-"infinite run" running ability can be used up a lot quicker.  Without it,
Tommy can out-run the policeman briefly, then he gets tired and jogs, so you
make him jump repeatedly and he just barely makes it.  If that's the case, have
him jump around like a nut or make sure no police men are around and jack a ve-

  With the Infinite Run (Paramedic mission, I.22), running, etc., till one dis-
appears only works for one star--not for higher levels.

  For two stars/two remaining stars:

  Use bribes, a Pay 'n' Spray, a clothes pickup (but I'd discourage using it for
two stars--see I.7), or use one bribe and either use a clothes pickup or have
Tommy run off the one remaining star.  Two stars and up won't go away until you
do something about it.

  Even two stars is easy for Tommy to survive a run with, as when holding up a
sequence of stores.  The police will appear here but not there as he does it.
It's less hectic than having them constantly try to ram Tommy's vehicle, espe-
cially a bike.  Trying to get him back on or into a vehicle with police nearby
carries a higher risk of getting busted.

  You can have Tommy pause to make a pursuing police car stop, then have him run
before the officers get out and start using their guns.  Have him weave around
posts, buildings, tree trunks, and through swimming pools to lure the pursuers
into them and avoid bullets.

  For three to six Wanted stars:

  You might want to use any bribes available till you can do one of the things
given above, but I'd start preferring Tommy to be airborne.  When he is, there
are over six things that are convenient for removing one wanted star apiece.

  Three airborne bribes

  You can fly a helicopter, or, in two cases, a Skimmer, into airborne bribes on
the west island:

  1. The bribe over the fence with a ramp leaned against it at the back of the
yard behind Sunshine Autos.

  To get to Sunshine Autos by land, go S from the Starfish Island Bridge on the
main N-S road of the W island; either take the 1st right then 1st left or 2nd
right then 1st right; Sunshine Autos is a bit N of where you'd run into yourself
if you could do both at the same time.

  You can also gun it W from the W end of the South Bridge, continue over the
ramp across the street, go through the lot, and it's on your right.

  This one is also available for the Skimmer.

  2. The bribe in the path of Jump 7 (I.26), which is over a grass stained box
with a ramp leaned against it by a large gray concrete N-S drainage ditch in
Little Haiti.

  To get to the ditch by land, go N from the Starfish Island bridge on the main
N-S road of the W island; take either the 2nd or 3rd left--the ditch runs be-
tween them.

  It's W of the Little Haiti Pay 'n' Spray.

  This one is also available for the Skimmer.

  3. The bribe in the path of Jump 5 (I.26), which is over the red and blue
crates with a ramp leaned against them in Little Haiti.

  Jump 5 goes over two ramps S of the pale yellow building on the most N E-W
street in Little Haiti.

  Again, Tommy doesn't have to jump through the airborne bribes--they're air-
borne to get rid of wanted ratings when he's in a helicopter.  So you need to
remember where they are from the air.

  Also available from the air:

  4. You can momentarily plop the helicopter down onto the bribe S of the S end
of North Point Mall.

  5. The bribe in the sunken shopping center, which is on the block one block W
of the Ocean View apartment, is kind of fun to use if you can fly a helicopter
good enough.

  6 and 7.  You can land a helicopter on the Hyman Condo roof, go to the ground
level to use the alley bribe, then return to the roof to use the clothes pickup
(again, for one wanted star to keep stars Attained from getting much bigger than

  This is also available for the Skimmer.  I recommend crashing into the struc-
ture on the E side of the roof from the SE.

  8.  Tommy can also fly or run one off.  If Tommy is moving, the last one will
probably disappear before he can do much about it.

  If Tommy isn't in a helicopter, get him to the Hyman Condo alley bribe 1st for
a variation of the above.

  When Tommy owns Sunshine Autos (I.62A), have him fly a chopper or drive a Rhi-
no to the garages in back of it, then drive a car from one of the garages right
across into his own "spray 'n' go."

  Before Tommy owns Sunshine Autos, have him leave a vehicle in a Pay 'n' Spray,
avoid using  more than one other vehicle before he returns so it stays in the
game memory, then return after whatever wildness and get in or on it again, and
it will trigger the Pay 'n' Spray actions.  This gives him another four loca-
tions to use like he would his own Sunshine Autos spray 'n' go--therefore, to
use for wildness.

  Leaving a vehicle in a Pay 'n' Spray can also help when Tommy has a high
wanted rating while using a police or military vehicle, which can't be used in a
Pay 'n' Spray, or while using a vehicle you want to keep for the special color,
like the black Voodoo, which will revert to the usual maroon color if used in a
Pay 'n' Spray.

  If you plan to have Tommy cause an unofficial rampage on the waters among the
shooting police boats, 1st leave a helicopter on the desolate strip along the E
side of the beach of the east island.  Get the helicopter when you're through
with the boat, then use the method given above.  Make sure the chopper isn't on
a slope down to the water, or it might slowly slide into it.

  You could also exit the game without saving, or reload the game, which takes
you to the previous starting point, if it got nastier than you care to remember.

  Things any major fugitive should know

  After Tommy uses a Pay 'n' Spray or spray 'n' go, any wanted stars he may have
flash on and off for a bit.  That signals a probation period.  If he gets in
trouble with the law during the probation period, the same wanted level is rein-

  While the condo alley provides cover from helicopter shots, you'll do best to
move Tommy into the open to shoot down helicopters before SWAT agents drop from
them and start shooting.  The Minigun usually makes anything (but a Rhino) that
drives into the alley blow up before anyone can get out, and they don't last
long if they do.

  The area beneath the Links Bridge provides some cover for driving an unoffi-
cial rampage to the highest wanted level, too.  The helicopters can't shoot Tom-
my and the land vehicles tend to drive onto the bridge above him.  A Pay 'n'
Spray is just S of that on the same main road.

  You can shoot any part of a person or vehicle to kill them or destroy it.  In
the case of a helicopter, this includes the span of the rotating blades.

  Police and military vehicles, like the Rhino, and emergency vehicles, like the
Firetruck, can't activate a Pay 'n' Spray.  This includes the PC version of the
FBI Rancher.  For some reason, neither the Bus nor the Coach can activate a Pay
'n' Spray, either.

  As Rusk writes, if you're in a police car, press Activate Mission--on PC, Caps
Lock--twice to start then end a Vigilante mission.  For some reason, it makes
the tires spike strip proof.

  Get to know the driving shortcuts to avoid driving over tire spike strips and
bumping into Rhinos.

  The only thing that can destroy a tank is about six Molotovs (or the Haitian
weapons during "Cannon Fodder"), another reason I prefer Molotovs over Grenades
(I.10).  This also gives Tommy some leeway in jacking a tank: he can use several
Molotovs to make sure the soldiers who emerge fall before they kill him.

  The PS2 gimmick of having Tommy run from a Vice Cheetah or FBI Rancher then
turn to see it abandoned for him hasn't worked for me yet on PC.  Tommy turns
and the vehicle's gone but the damn agents firing at him are still there.  But
there's always a "Vice" Cheetah behind the Little Havana police station along
the main N and S road, and you can use a Molotov to take care of the attackers
that emerge from an FBI Rancher (or any other vehicle).

  An earlier edition of Rusk's guide for "Vice City" ended with a challenge to
drive a Hotring Racer around the town with a six star wanted level.  You might
try it for a change of scenery and to learn how good you can maneuver in it.
Once you get the hang of weaving through traffic (see I.9.F), avoiding the
places Rhinos spawn on, and taking shortcuts the law enforcers and spike strips
don't appear on, you'll probably think that it's easier than you expected.

  A high wanted rating is a good time to improve your CRiminal Rating and High-
est media attention level (I.7).


  I.13  Odds and Ends

          Ambient sounds
          The WK Chariot Hotel
          Interacting with your town
          Huh?  What?
          Marine world
          A few exploration duds
          Strange but fun--that's the important thing
          Creative plugging
          WTF screen shots

  Ambient sounds

  Some buildings in "III" and "Vice City" have their own ambient sounds.

  You can hear organ music if Tommy goes near the looks-like-a-temple--sounds-
like-a-church building on the S end of the east island between 10:00 and 11:00
o'clock.  (Thanks to Spuds725 at the GTA Forums web site; I didn't know what
time that happened before.)  

  And you can hear music by Sunshine Cabs or the Little Haiti pizza store from
the arcades playing inside.  The North Point Mall is alive with the sound of Mu-
zak, and the Ocean View with "La Vida Es Una Lenteja" by Unaesta.

  While giving buildings their own sounds was featured more often in "III," you
couldn't go inside the buildings as extensively.  You could only enter save
places, personal/Shoreside Vale police station/Pay 'n' Spray garages, a living
room of Salvatore's mansion, the cell the Yazuka was held in, the booth in front
of the Cartel mansion, and, by using codes, get into Joey's garage for the "EP"
Mafia stretch limo.

  The WK Chariot Hotel

  The WK Chariot Hotel has several special features.  (It's E and across the
street from the parking lot of the Malibu Club.)  (See I.9.G for how to use it
to go to Ghost World, I.19 for how to find hidden package 25 there, and I.8 for
the name change it was given for the PC version, for some reason.)

  Between 23:00 and midnight, the lights in the windows depict the outline of a
huge c**ck and b*lls, and spray squirts periodically from the roof.  (See I.3.)

  It also has a blue door on the N side that opens during "Martha's Mug Shot"
and stays open thereafter.  If you have Tommy go inside, climb the stairs to the
top floor, and go to the W end of the hall, you'll find a message by the window:
"The Samartians  DON'T JUST JUMP, HYPER-JUMP  call 555-7000."

  The Samartians are an ancient Christian group known for their charity (I think
"Samartians" it may be a variant of "Samaritans"), so it may be meant as ironic

  One web site, dogbomb.co.uk, message board post mentioned Phil Daniels being
shown at the start of the movie "Quadrophenia" as not having actually gone with
his (Piaggio Vespa--"Vice City" Faggio) scooter over a cliff at Beachy Head,
which the movie later shows him as having driven it to.  The post said there's a
phone box with a "call the Samartians sign" beside it at the location now.

  Andrew sent me the correct explanation for this, and the category of the Piag-
gio Vespa, for this update in May, 2008:

 "As an Englishman I can shed some more light on the 'Samartians' thing.  The
Samaritans provide a phone helpline in the UK for people in despair.  The organ-
ization was started in the Fifties by a priest called Chad Varah, (Google him &
read the Wikipedia entry in particular).  It is still likely that if you use a
callbox (English for a phone booth) anywhere in the UK you will see a sticker
like the one you describe, and they can also be seen at high points, on bridges

  "Tangentially, my opinion on Quadrophenia...is that Jimmy (played by Phil Dan-
iels in the movie) doesn't die at Beachy Head....in either the album or the mov-
ie.  It's worse than that--he grows up....  I saw the movie of Quadrophenia in
London back in the day, and witnessed a running battle between Mods and Skin-
heads in front of the cinema after the show.  But please note: the Vespa is most
definitely *not* a moped--it's a scooter."

  I think "scooter" is probably generally the preferable word.  In the han-
dling.cfg file, it's listed as MOPED, which I guess is another word for it for
some people.  But the Wikipedia article for "moped" indicates a moped is more
generally thought of as something you can pedal, like a motorized bicycle.

  Interacting with your town

  If you shoot the black garbage bags--some are by Cherry Poppers--they may in-
flate one size larger.  (Thanks to Madeye/some name/Mohammed Kahn)

  If Tommy shoots the gas pumps at the gas station just S of Washington Mall, at
the back of Interglobal Studios, or in the hanger over water at the end of the
dead end road down the middle of the S end of the west island, they'll explode.

  If you use the bottom of a helicopter to bop the top of one of the Starfish
Island picnic tables that has a red and white umbrella over it, the picnic table
assumes a broken shape.  They're not fixed to a spot and can be moved around.
They're like the ones in "GTA III."  Benches, like those in front of the Ocean
View, can be moved and given a broken shape with a vehicle, too.

  If you want to see the secret Easter egg and printing press, go to  I.19 for
the sections on hidden packages 61 and 66.

  Huh?  What?

  I've put most of the foreign language translations in the guide where they
come up in the game.  I translated some of the French and Spanish writing in
Little Haiti and Little Havana for this section with the Free2Professional
Translation web site that translates phrases for a variety of languages automat-
ically for free.  So if this is a little off compared to the results I could
have gotten with a personal translator, that's why.

  Thanks to:

    If you go N across the street from Auntie Poulet's shack in Little Haiti,
you'll find a little blue-green building with red and orange letters: "Eglise
Baptiste de la Regeneration," which is French for "Baptist Church of Revival" or
"...of Spiritual Renewal."

  There are several beige buildings with red letters that say "EL NUEVO SIGLO
SUPERMARKET" with the "G" missing from "SIGLO."  One is just S of the Little
Haiti Pay 'n' Spray, one is E across the street from Phil's Place, and one is E
across the street from the dirt lot of palm trees mentioned near the end of I.3.
The phrase is Spanish for "The New Century Supermarket."  (I tried "si lo"--the
web site just translated it as "if it.")

  E of the "Welcome to Hell" billboard is a blue-green building called BILLY'S
RECORDS.  In black letters it says, "Donde los HITS Suenan Primero," which is
Spanish for "Where the HITS sound 1st," which I'm guessing is "Where the HITS
are heard 1st."

  Beside it to the E is a yellow building with black letters that say "C.A.M.
"C.to.M. I send of values and food to the Dominican Republic."  "C.A.M." should
probably stay "C.A.M.," which are probably the initials of some humanitarian
assistance group which "sends valuables and food to the Dominican Republic."  In
red letters it says "ENTREGA EN 2 HORAS" which translated as "Delivers in two

  I got most of the next ones from the babelfish Translation web site.  Another
good translation site is bing.

  Across the street going S from Billy's, on the right side of the road, is the
Baran Discount and Coffee Shop, advertising 99 cents & "PLUS ARTICULOS PARA EL
HOGAR," which is Spanish for "extra articles for the home."

  S of the garage you deliver the Rhino to in "Sir, Yes Sir," and around the
corner of the same block, is a store with green letters that say "GALERIA MUSI-
CAL COMPRA Y VENTA DE CD'S USADOS," which is Spanish for "Musical Gallery Used
purchase and sale of CD's."  (Thanks to woozie92 for telling me it's "venta,"
which means "sale," when I thought it said "yenta," which is a Yiddish word that
gives it a different translation.  The "V" looks like a "Y" unless you compare
it closely with the "Y" before it.) 

  Beside that store to the E is a pink building with Spanish in black letters
that say "CALLE 8 CAFETERIA."  For "CALLE" I have "silence" (the free transla-
tion site) and "Street" (the Babel Fish site).  If "Street," it says "Street
Eight Cafeteria."  It has red letters that say "DESA YUNO," which is "break-
fast," and blue letters that say "ALMUERZO," which is "lunch."

  On the outside of Robina's Cafe Cubano is a sign that says "CALLE 8 CAFETERIA
The English translation I got is (adding commas to indicate breaks) "Street 8
Special, Tremendous Cafeteria bar, 6 days, dangerous meals sandwiches" (or
"eaten sandwiches"!) and breakfasts."  I'll take a guess that could be "8th
Street Cafeteria, Tremendous Special Bar, (open) 6 days (a week), (featuring)
hot meals, sandwiches, and breakfasts."

  Near the front door inside Robina's Cafe Cubano, there's a sign that says,
"Que bo es el Pollasire.  condiment vegetal."  In Catalan it means "That good is
the chicken.  Vegetable seasoning."  (Thanks to _CuBaN_VeRcEttI_.)  I guess it
means "That's good chicken" and the chicken has "vegetable seasoning."

  Robina's Cafe Cubano and The Pizza Face in Little Havana have windows featur-
ing the Spanish words "DINERO SIN LIMITE," mentioned in I.2 as another Robert De
Niro connection.  The translation I got is "MONEY WITHOUT LIMITS."  I wonder if
that could mean "credit without limit" since another sign of The Pizza Face says
"Finance Layaway Plan."

  Marine world

  There are two men underwater with their feet in a block of cement:

  One is on a big pile of rocks E of big Mitch Baker's Biker Bar.  (The ends of
his hands reach above the surface of the waves during a storm, which reminds me
a little of the last reach for freedom by Harry Lime, played by Orson Welles, in
the movie "The Third Man," 1949.)

  The other is by the S coast of the W-most 90 degree angled projection of land
at the SW portion of the area which is S of the E end of the bridge from the
east island to Starfish Island.  It's a S coast of the area the multi-colored
showers are on.

  You see the same fat mustached guy in swimming trunks around the light house
and Ocean View areas sometimes.

  There's a broken Chartered Libertine Lines ship and a submarine underwater N
of the North Point Mall of the east island, and a broken Chartered Libertine
Lines ship underwater S of the SE corner of the west island.  Each of the two
ships is a more basic version of the unbroken types at the S end of the west is-
land.  The submarine is the same one used, in a solid version, for the U.S.S.
Numnutz in "San Andreas."

  There are the remains of a sunken Reefer, with the parts over the roof of the
cab, etc., removed, on the N side of the W end of the bridge from Prawn Island
to the west island.

  There are four junked cars by the S side of the W end of Links Bridge.  I'd
have Tommy use a boat or the Sea Sparrow, or use the zoom lens of the Sniper
Rifle or Camera, to see those because if Tommy jumps from the shore to the base
of the support of the bridge, he can't jump back up to the shore.

  The Sea Sparrow can help you look at the underwater things--it has pontoons,
and it's easier to position over a spot than the Skimmer.  You might also try
any of the boats for that.

  You can fly the Sea Sparrow into the WK Chariot Hotel (I.9.G) to see most of
the underwater things even closer.  I wouldn't use that to see the four junked
cars or the man with his feet in cement that's by the east island since they're
so close to the surface of the water.

  You can also walk Tommy waist-high into the water, have him crouch with C (he
won't drown), or have him fly a helicopter through the porch ceiling of the WK
Chariot Hotel and bail onto something solid underwater (see "The WK Chariot Ho-
tel" at I.13), equipped with a sniper rifle or Camera, and use the zoom (right
mouse button and Z and X or scroll) to get a clear close underwater view of a
variety of kinds of aquatic life.  Press F1 (instant replay) twice to change
which marine animals are on view. 

  You can see a 2nd batch of junked cars under the E end of the red foot bridge
at the S end of the east island.  They can't be seen from above because they're
covered with grass and water.

  The shark at Interglobal Films is a bedraggled simplified variation of the
kind found underwater.

  In Tommy's Ocean View apartment, there's a poster of the bow of an ocean luxu-
ry liner that looks like the SS Normandie.  It says "Vice City via Le Havre et
Southampton--C. G. Transatlantique French line."  Le Havre, a city of Normandy
in N France, and Southampton, a city of the S coast of the U.K., are two of the
three chief ports of the English Channel.  Le Havre was a chief port of call for
French ocean liners making the Transatlantic crossing.  Such crossings were gen-
erally assumed to go to New York City, but this one is given as going to Vice
City (fictionalized Miami).

  "C. G." stands for "Compagnie Generale."  The Babelfish translation I got for
"Compagnie Generale Transatlantique" was "Transatlantic General Company," the
French line the steamship was a part of.

  A few exploration duds

  From the beginning of the game, you can walk Tommy into the VROCK building.
To get there, go W from the W end of the bridge to Downtown to a T intersection,
and it's across the street.  Tommy disappears up the stairs, he can move left or
right a little--and that's it.  You can get a little view of Ghost World if you
give the PCJ 600 the long distance back view and back it in.

  Another one is found by landing a helicopter on the very top of the Vice City
Beach water tower across the street in a lot E of the Malibu Club.  If you have
Tommy get out onto it, he sinks 1 1/2 feet or so into the roof of it and can't
get back in the chopper, so he has to jump to the ground.

  Don't bother waiting for the yellow tape to be removed from the staircases in
Washington Mall; they don't come off anytime in the game.  (If you contract an
attack of the Laura Crofts, though, you can have Tommy do an easy jumping game
on the lily pads in one of the indoor pools.)

  In Little Havana is a pink "fudge PACKING CORP" building with an open garage
door, and Tommy can go into the garage--it's empty.

  Across the street from the VCN building is a place that gives psychic read-
ings.  There's a 3D showroom beside it with unbreakable glass in front of it.
Tommy can't enter it and it's empty.

  Strange but fun--that's the important thing

  If you're fond of the optical illusions of Maurits Cornelis Escher ("Drawing
Hands," "Relativity," etc.), you might like the yellow crane at the E end of the
big ship at the E end of the S side of the west island.  Have tommy stand close
to the crane to get the effect.

  If you're interested in those and other optical illusions, you might try the
gallery at http://www.mcescher.com/ or http://www.michaelbach.de/ot/

  One of the posts that hold a traffic light over the road is planted on top of
the Little Havana laundromat, making the traffic light way too high for anyone
driving up to it to see easily.  (Thanks to spaceeinstein's web site for point-
ing out the traffic light.)

  SE and across the street from the SE corner of the Print Works is the top of a
telephone pole sticking out of the top of a building with a red roof.

  If you land a chopper on the SW corner of the building the Pole Position is a
part of, you can see a tree growing up from the roof of the 1st floor through an
invisible but solid 7' or so wide hole in the roof of the 2nd floor that you
landed on.  You can see it from the sidewalk across the street to the S as well.

  You'll occasionally see what I call the mole people, with just their head and
shoulders sticking out of the sand, and moving through it with the sound of ve-
hicles skidding across sand, just W of the RC Bandit dirt track on Washington

  I'm not sure how to come up with a real life comparison with the thing any of
the pedestrians might do when they walk persistently into something and then
bend over.  Whatever got them drunk enough to walk into something is making
them throw up?  Sometimes they just walk away like nothing happened, or, worse,
bend over with their head stuck through a wall, so I'm not sure.

  See Unique Jump 19 in section I.26 for a way to let Tommy stand on a car
that's frozen in midair.

  Creative plugging

  I think there may be more commercial plugs in "Vice City" than in any other
GTA (which might be where they got the money for all that Hollywood voice acting
and big name music and the Li'l Dodo.  If so, if Rockstar is reading this: good,
do it again--I like "Vice City"):

  - "Squirt," the grapefruit-flavored soda pop, is advertised in several places
at Callegg's Deli in Little Havana.

  In a couple of places on the Prawn Island Elbee pharmacy roof, a sign...


  - "Spiegel," which has been a mail order store since putting out a catalogue
in 1905.

  - "Florsheim," which has been selling shoes since 1892.

  - "Stride-Rite," which has been selling shoes for over eighty-five years as of
July, 2006.

  - a "Corby" (U.K. brand) vacuum cleaner is mentioned in the chatter by one of
Diaz' gang.  There is a Corby vacuum service and repairs shop--I don't know if
they used to make vacuum cleaners.  (Rusk tells me he thinks the mention is of a
"Kirby" vacuum cleaner.  I wonder if it's a sort of pun on "Kirby" since "Cor-
by," a town in England, has been nicknamed "Little Scotland," and Scotland is
the home of Rockstar North.)

  - Painted on the wall of a building that faces the lot which is across the
street to the E of Interglobal Films, the Doehler Metal Furniture Co., Inc. ad
looks like the one painted on the wall of a building at 192 Lexington Ave. near
32nd St. in N.Y.C., NY.

  At the Greasy Chopper:

  The "Space Mission" pinball table in the Greasy Chopper is a 1976 pinball
machine by Williams.

  The "Jolly Roger" (the letters of "Roger" are altered a bit) pinball table is
a 1967 machine by Williams.  (I never had most of the beers listed below, but
somebody has good taste in pinball machines--Williams had some good ones.)

  The guitar on the stage is a fretted Fender Jazz Bass.  Originally called the
Deluxe Model, it's been made by Fender since 1960.

  I think the cymbals on the drum set are supposed to be Zildjians since the
name on them has a big "Z" in it.  Zildjian cymbals have been made since Avedin
Zildjian made the 1st ones in 1623.

  Old German has been a popular discount beer for over a century.  It's now
owned by the Iron City Brewing Company aka the Pittsburgh Brewing Company.

  Old Dutch beer was made by the Eagle Brewing Company.  It was founded in 1867
in Catasauqua, PA as Eagle Brewery, Schaefer & Kostenbader and closed in 1964.

  Foster's lager has been made by the Foster brothers of Australia since 1887
and is now made in various breweries around the world.

  Horton beer was made from 1865 to 1941 by various owners, the last one being
the Horton Pilsner Brewing Company.

  "Bell Label" Blue Label beer was made from 1912 to 1995 by the Northern Brew-
ing Company of Superior, Wisconsin.  The ad I found for it is basically the same
except "Blue" is changed to "Bell" for the GTA version--I have no idea why.

  "Bellend"  Ballantine beer was 1st made by Peter Ballantine, who came from
Scotland, in Newark, NJ, in 1840.  His company was originally incorporated as
Patterson & Ballantine Brewing Company.  Joined by his three sons, it became P.
Ballantine and Sons in 1857 and until the breweries closed in the 1960's.  It
was very popular beer, once the 6th biggest selling beer in the U.S.A..  In
2005, Ballantine Ale was owned and marketed by the Pabst Brewing Company and
brewed by the Miller Brewing Company.

  One clue on the GTA clock to the identity of the real beer is the set of three
rings, which are Borromean rings on Ballantine labels and ads.  (And here I
thought it was just a pretzel.)

  "Bell end" is a slang term for the head of a c**k.  This may also explain the
name change in the previous sign.

  Likewise, one sign refers to "FREE ASSTASHE RIDES."  An "asstache" refers to a
tuft of hair at the small of man's back.

  "Blatzaa" beer is advertised as coming from Milwaukee.  Blatz beer was 1st
made in Milwaukee, WI, in 1851.  It's now made by the Miller Brewing Company of
Milwaukee under contract for Pabst Brewing Company.

  "GUFF JUICE": "Guff" can mean "nonsense" ("He doesn't take any guff") or
"fart."  The latter would make the phrase mean someone had an accident--it
wouldn't be a compliment about the liquor.  "Guff" is also a NE Scotland term
for "English."

  A couple of signs advertise "Old Realing."  I couldn't find an Old Realing
beer, but the "l" in "Realing" has a mark on either side of it that makes it
take more space than the other letters, so I'm guessing that it could be an al-
tered "d," and it could originally have been an ad for "Old Reading" beer of
Reading, Pennsylvania.  Old Reading cans use similar lettering.  The Reading
Brewing Company was founded in 1886 and closed in 1976.

  Coors Light beer has been made since 1978 by the Molson Coors Brewing Company
of Golden, CO.

  "Pusch"  Busch beer has been made since 1955 by the Anheuser-Busch brewery of
St. Louis, MO.

  "Dudweiner"  Budweiser beer has been made since 1876 by the Anheuser-Busch
brewery and is produced in various breweries around the world.

  "Vice City's Best"  Miller brewing was founded in Milwaukee in 1855 by Freder-
ick Miller.  Miller Brewing bought the A. Gettelman Brewing Company in 1971.  A
couple of popular inexpensive beers they've made are Milwaukee's Best and Mil-
waukee's Best Light.

  "Dental Cele" and "dental Cet"  Also by Miller Brewing, Miller Light ("Tastes
great, Less filling") was 1st sold in 1975 (after the recipe for Meister Brau
"Lite," previously Gablinger's Diet Beer, was bought and reformulated by Mil-
ler).  It remains a very popular beer.

  "Dental cet" in French means "dental this," which could be a GTA phrase.

  "Dental cele" in Spanish means "dental it watches over" (?).

  Daeufer's Beer  The Dauefer Lieberman Brewing Company was founded in Allen-
town, PA, in 1869 as Henry Koenig & Company and closed in 1938.

  Fort Pitt beer was made by the Fort Pitt Brewing Company of Sharpsburg, PA,
from 1906 to 1957.  The metal scoreboard is for football on one side and base-
ball on the other.  It was the most popular beer in the Pittsburgh area in the
1950's and spawned the expression "Fort Pitt--that's it."  (This came up in con-
versations with my Mom now and then--one: "That's it"; the other: "Fort Pitt.")

  "Beer Farm" is just a humorous sign, as far as I know.

  Ortlieb's Beer was originally made in 1859 in Philadelphia, PA, and was made
by different breweries ending with Ortlieb's micro brewery in 2004.

  "Paul Daniels"  Jack Daniel's whiskey has been made by Brown-Forman of Lynch-
burg, TN, since 1875.  Paul Daniels has been a popular magician, quiz show host,
etc., on TV in the U.K. since the 1970's.  And if you mix the two, the magic
comes out slower, but you don't care.  I don't know.

  (A few letters I'm not sure about then) "cadian Club."  I think this is an al-
tered version of an ad for Canadian Club whiskey because, besides having some
letters of the name in common and also being "IMPORTED," it has the same slogan:
"The best in the house."  Canadian Club, "C.C.," has been made since 1858 in
Walkerville, Ontario, which is now part of Windsor.

  "DROPPIN' SCIENCE" is a compliment for a unique or well done rap lyric (as if
to say, "You dropped something clever into what you were saying"), and is the
name of a book of essays about rap music and hip-hop culture edited by William
Eric Perkins, 1995.
  "ART COLLEGE...GO BANG!"  I think this could be an ad for the band Shriekback
playing at an art college as part of a tour for their 1988 album "Go Bang!"  An-
other connection with that idea is that director Michael Mann used songs of
theirs in a couple of his movies, including "Manhunter," 1986.  Brian Cox plays
Hannibal Lector in that and does the voice acting for the TV director in the
Rockstar game "Manhunt."  Michael Mann was also the executive producer and a
writer of the TV series "Miami Vice," which influenced some things in "Vice
City."  (See I.2.)

  "FUNKY-LIKE A TRAIN" may refer to the song of that name (without the hyphen)
released in the U.K. by the Equals, 1986.
  "DRIVE," shown near a depiction of the tail fin of a car, may refer to the
1984 song "Drive," which was the biggest-selling single in the U.S. for The

  On the shelves in Sonny's room in "An Old Friend," I.17.B, there are:

  - cans of "Crispo," a slight change-up on the "Crisco" shortening cans,

  - boxes of "Ardon Porn Farts," a change of the Argo corn starch boxes, and

  - bottles of "BRO ON SAUCE."  Broon (old Scottish for "brown") sauce is the
kind of brown sauce mixed with spirit vinegar that's popular in Edinburgh, Scot-
land, for fish and chips, etc.  Breaking "broon" into two syllables creates
wordplay that can mean a guy ("BRO"--short for "brother" meant as a friend or,
more generally, a guy) is having some brown sauce and/or an alcohol drink
("sauce" can be slang for liquor or gravy), which is also popular in Edinburgh.

  A store called "Broons" shows up in both "III" and "Vice City."

  Colin Attle, who sent me a helpful explanation of how to calculate the pay for
the Paramedic, Firetruck, and Vigilante Sub-missions, wrote: "I can shed light
on this.  There is a comic strip in Scotland called 'The Broons'--check the fol-
lowing link out" (link inactive).

  My Dad was a cartoonist, so I'm adding that one.  As mentioned above, some of
the Rockstar North programmers came from DMA Designs in Dundee.  According to
the Wikipedia article at the next link, the Broons have a Dundee dialect but
live in Glascow, though some strips have left the impression that their home
town was Dundee.

  Thanks to Colin for several others, too:

  - to find the graffiti for the 2006 Rockstar Vancouver game "Bully," go N from
the little Haiti Pay 'n' Spray, take the 2nd left, and look right at the left
curve.  You'll see the RIVERSIDE PAVILLION, and to the right of it are a couple
of store shutters that each have graffiti of "BULLY."

  - Fizz Bombs, mentioned as part of the recipe for "Love Juice" (I.56), are
fruit flavored balls of candy with a sour coating in the UK.

  - "ERSE," the name of a magazine on the low table in the Ocean View apartment,
may refer to the popular U.K. videogame magazine "EDGE."

  - as mentioned in section I.2, across the street to the E of the Pole Position
club is "Mairis bestsellers," which advertises the "Book of the North" (not
"month," so I guess it might refer to Rockstar North), a book of "insect espio-
nage" called "Flycatcher," which is a reference to the 1987 book "Spycatcher."
It was controversial because the British government tried to ban it.

  (I'll add that since the nearby store "Burn Baby Burn" also has a sign that
says "since 1977," "Burn Baby Burn" seems to refer to a line from The Trammps
song "Disco Inferno."  It was released in 1976 but became more popular as part
of the soundtrack of the 1977 movie "Saturday Night Fever.")

  The motto of the Rockstar crest appears in some GTAs (such as on a store in
Market, Los Santos, in "San Andreas").  In "Vice City," it appears on the front
of an otherwise nameless Downtown building N of the Moist Palms Hotel.

  According to the "gouranga" web site, ReverendTed has this translation for it:

  "FYI: The motto on the Rockstar crest, "Hostes Ad Pulverem Ferire" has a num-
ber of translations in Latin depending on the ambiguous conjugation, but the
most likely is "Pulverizing the enemy". (Since it's unlikely they'd put "We were
pulverized by the enemy" on their crest.)"

  The Rockstar logo can be found in various places: on beach towels, as graffiti
in the big drainage ditch in Little Haiti, and on Bela Lugosi's cape in the win-
dow of the Funeraria Romero in Little Haiti, etc.  And the next time you're out
at night, look up at the stars in the E....

  That's all I've found so far, unless that's Peter Frampton from his 1976
"Frampton Comes Alive!" days (his live double album of music was released in
1976 and was very popular) in a faint picture in some windows at the "Rock City"
music store Downtown.

  WTF screen shots

  The lady shown in the two screen shots below hovered towards Tommy's Freeway
(the "hopingirl" code was used) like Linda Blair's character in the 1973 movie
"The Exorcist" for a couple of seconds before she started walking.

  I may actually have a first here.  I just wish it was at all, y'know, excit-

  If you do a Cabbie Boost up into the underside of a jet at the airport, you
can see the highly mysterious face in the jet.

  It had a more developed role in the original game, where Tommy talked to his
jet and his jet talked to him.  But they deleted it at the last minute because
they thought it was strange.


   I.14  Glitches

           Stats glitches
           The Havana Outfit glitch
           Persistent slow motion stunts
           The bomb detonator glitch
           The Hyman Condo and Cherry Popper glitches
           Rampage 13 and Knocking Off Stores

   Stats glitches

   See section I.14 on "Trial By Dirt" and "Test Track" for the glitch they have
about recording Stats.

   The Flight Hours Stats have a glitch that causes the top rating, Ace, to show
up a lot while you go up the ratings--see I.7.

   The Stats for who constitutes a Gang member and Wanted Stars Attained and
Evaded have glitches--see I.7.

   The Criminals wasted and Criminals killed on Vigilante Mission Stats get
mixed up after doing a vigilante mission--see I.7.

   The Havana Outfit glitch

   There's a glitch that causes the Little Havana outfit to appear in the S sec-
tion inside the Little Havana Streetwear shop behind a solid invisible wall in-
stead of in the little accessible area just inside the door if you do "Two Bit
Hit" for Avery Carrington before "Cop Land" and "The Job."  See I.39.B for sev-
eral ways to get the outfit, anyway.

   Persistent slow motion stunts

   If you get the PC glitch that causes the camera to freeze in position and re-
main in slow motion during Unique Jumps, and a sniper rifle (other guns?) to on-
ly be able to fire once and cause an unending earthquake after using an Adrena-
line Pill pickup, you can Alt Tab out of the game and click back in a couple
times to shake it.  It won't be there if you start a new game on the same in-
stallment.  I had this, as did USAF777 of the Gamefaqs message boards, in mid-
2004.  Take-Two Games seemed unfamiliar with it, and said to set my graphics
settings lower.  I didn't, but kept using updates for everything and reinstalled
the game, and I haven't had it again.

  The bomb detonator glitch

  Rusk notes that the only way to change from the remote grenade, or 8 Ball's
bomb shop detonator, before you trigger the bomb, on PS2 is go through a metal
detector, or get wasted or busted.  The PC version features the same thing.  And
when I prepared the Coach of Rusk's strategy with one of 8 Ball's bombs for
"Psycho Killer," the detonator wouldn't work if I prepared the Coach before the
mission, only if I prepared it during the mission.

  The Hyman Condo and Cherry Popper glitches

  Many people have reported that their save game was screwed up after saving
their game at Cherry Poppers, so never tried it.  It seems safe to save your
game at the Hyman Condo (which makes sense, in a way).  Saving vehicles in the
big garage there is another matter--it's been known to eat them.  I wouldn't
save any special vehicles in it.  The glitch has been reported as more likely if
the garage has a lot of vehicles in it or if the door is open when Tommy walks
into the save game cassette.  I try to have him approach it from the W so he
doesn't trigger the door, or have him use the cassette just as the door closes.

  Rampage 13 and Knocking Off Stores

  R13, a Chainsaw rampage, sometimes reappears after you do a couple other ram-
pages (I.32).  If you've done a couple after it and are one short, check R13.
When I've done it a 2nd time, it stayed in the count.

  Sometimes the money doesn't appear when you knock off a store (I.24), and you
may find find that your count is one or two short.  No big deal, just do it
again.  The reason I give the particular method to hold up stores that I give at
I.24 is it helped me avoid the glitch.


  I.15  Radio
          A rundown of the stations
          How to have your own MP3 station
          How to hear Lazlow's Chatterbox FM from "GTA III" in "Vice City"
          Toll free phone numbers

  The radio station DJ banter and talk shows were written by Dan Houser and Laz-
low Jones.

  There's a lot of information about the songs and DJs of "Vice City" and "III"

  Switching between VC radio stations you may hear a moment from the "III" radio
stations.  A couple of longer segments I recognized are Nancy Jenkinson of Fata-
marse singing "To the m"(usic....) from the Lips 106 radio station song "Bump To
The Music" (Craig Conner) and a lady saying "...strap in your arms and...." from
the Dormatron commercial.

  Pick your favorite shows and songs.  It's subjective--there's no right or
wrong.  I like the DJs and talk shows.  Some of the tunes that have grown on me

  Wildstyle: "More Bounce to the Ounce," Zapp & Roger, "Pump Me Up," Trouble
Funk (with a riff a little like "Superstition," Stevie Wonder), and "Rockit,"
Herbie Hancock.
  (For the next link, Copy and Paste the 2nd line to the 1st in the Address

  Flash FM: "Billie Jean," Michael Jackson, "Owner of a Lonely Heart," Yes,
"Video Killed the Radio Star" (also heard in the Vice City intro), The Buggles,
"Stepping Out," Joe Jackson, "Call Me," Go West.

  K-Chat: Radio talk show guest Claude Maginot (John Mauceri) sounds a little
like a character by the late Phil Hartman, once of the Saturday Night Live TV
show, to me.  I'm not crazy about making fun of the afflicted, using mental ill-
ness as the target of humor, as is the case with the Mr. Zoo (Carl Dowling) seg-
ment, though.  The sane people, when they're selfish, are more culpable.  But I
like it generally otherwise.

  Thanks to Turk_B and Vanilla Shake at GTA Forums for pointing out this Wikipe-
dia article that indicates Mr. Zoo is probably meant as a broad parody of Steve
Irwin, the Australian host of the wildlife documentary TV series "The Crocodile
Hunter" (and who's since passed on).

  Jezz Torrent (Kevin McKidd), lead singer for Love Fist, is one of the guests
of cheerful, star-struck host Amy Sheckenhausen (Leyna Weber).  In responding to
a caller who asks if Love Fist puts subliminal messages in their recordings,
Jezz asks if he wants him to say, "Congratulations, you have just discovered the
secret message...."

  The rest of the original quote, a put-on of such backward messages and tagged
onto the end of "Goodbye Blue Sky," just before "Empty Spaces," on "The Wall" by
Pink Floyd, is "Send your answer to old Pink, care of the funny farm--Chal-
front."  If you'd like to hear it and other examples of recordings that people
play backwards to find messages in them, you might try a web site by Jeff Mil-
ner.  It has links you can click to hear them, and has written versions of the
actual lyrics and the alleged meanings the clips have when played backwards.
You can find it at:

  Jeff seems reasonably dismissive of the nuttier theories that can accompany
such stuff.  If you're interested, you can click "Related blog entries" at the
bottom of the page.

  One of the similar sites is by David John Oates.  I don't go for all of his
theories--he tries to rationalize that we all have a sense about the reverse-
play meanings when we hear the original lyrics or language (?!)--but you can
find more curious coincidences in recordings at:

  As best as I can remember the quote, George Carlin once said that if you play
the end of the last Beatles album backwards at 78 rpm, you can actually hear
John Lennon saying, "Moron, you're playing the end of the last Beatles album
backwards at 78 rpm."

  The "Giggle Cream" commercial is a parody of Reddi-Wip, which uses nitrous
oxide as a propellant.

  Voice actress Lynn Lipton plays Gethsemanee, who's a member of the Vice City
renaissance committee, a witch, and a back to nature extremist--a little more
Woodstock Nationalist than Woodstock Nation.  She quotes a couple of songs:

  - "Change the world, rearrange the world--it's dying" is from "Chicago" by
Graham Nash, 1970, and recorded by him and Crosby, Stills, Nash, and Young.

  - "We are golden--we've got to get ourselves back to the garden" is from
"Woodstock" by Joni Mitchell, 1969, and recorded by her and Crosby, Stills,
Nash, and Young.

  Fever 105: "Wanna Be Startin' Somethin'," Michael Jackson, "Ghetto Life," Rick
James (with another riff a little like "Superstition," Stevie Wonder).

  VROCK: Lazlow hosts the talk radio station Chatterbox in 1990's Liberty City
in "GTA III."  In "III," Donald Love (named like Donald Trump?) is a media mo-
gul who owns Chatterbox.  A collection of CDs I haven't heard,  which feature
the songs of "Vice City" and others that didn't get onto the game, includes one
that reveals how Lazlow (Lazlow Jones) got kicked off the rock station.  You can
read the transcription of it in the "Radio Station Scripts" FAQ by Kintaro Oe
age 25 among the In-Depth FAQS for "Grand Theft Auto: Vice City" at the Gamefaqs
web site.

  According to Wikipedia: "A vrock (pronounced vrahk[1]) is a fictional demon
from the Dungeons & Dragons fantasy role-playing game.  It resembles a humanoid
with the head, claws, and wings of giant vulture.  Vrock typically stand eight
feet tall and weigh 800 pounds.  They are considered one of the weaker types of
demons." (Thanks to supermortalhuman)  It's appeared in a number of games, too,
such as Chaohinon of the Void in the chap.1 finale of "Neverwinter Nights,"

  "Turn Up the Radio," Autograph.

  VCPR: host Maurice Chavez ("best voice!"--Phillip Anthony Rodriguez) may be
right about Jeremy Robard (Peter Silvestro) looking like he sells drugs: "Think,
Hold that thought, Complete" is THC, "Learn, Start, Do" is LSD, and "Motivate,
Demonstrate, then Motivate Again" is MDMA (Ecstasy).  In his commercial on Wave
103, he also promises his "Crank it out" program will help you think really
fast; "crank" is slang for methamphetamine.

  Barry Stark (Renaud Sebbane) is a nudist again who calls in to Chatterbox in
"GTA III."  He also produced the pedestrian dialogue for both games.

  Maurice calls Callum Crayshaw (Sean Modica) "wet," which is U.K. slang for
emotional, feeble, and effeminate.

  During Margaret Thatcher's reign "dries," believers in free-market capitalism,
used "wet" as a term for the One-Nation Tories.  It was also a public school
nickname for someone who cared about other people.

  Part of the story of the 1984 movie "Red Dawn" is referred to by Pastor Rich-
ards: "Anyday now, you're sitting in school, passing notes, and talking about
the prom when suddenly you look out the window and there are Russian paratroop-
ers dropping in to take over.  What can you do?  Run into the woods with your
friends?  Call yourselves The Wolverines?  Put twigs in your hair and beat back
the Russkies?"  I forget which radio station(s) it's on, but an Ammu-Nation com-
mercial calls "Red Dawn" a documentary, and that clip is also used in Ammu-Na-
tions in "San Andreas."

  Ash_735, at GTA Forums, saw that when VCPR guest Jeremy Robard refers to
"Droning on and on for half an hour about how much it rains in Manchester," it's
a reference to the band The Smiths, who are from Manchester and are known for
Morrissey's "depressing lyrics."
  88survivor. also at GTA Forums, saw that Maurice Chavez, the host of VCPR,
parodies the Live Aid song "Do They Know It's Christmas?" with his reference to
rock artists sending famine aid to Alaska with the song "Do They Know It's the
Fourth of July?"

  Espantoso: I like everything on Espantoso, but esp. "Me and You, Baby" by Mon-
go Santamaria with a snazzy trumpet solo introduction, and a sleazy "con-do-min-
ium developments" ad by Burt Reynolds as Avery Carrington.  See the "Radio Sta-
tion Scripts" FAQ by Kintaro Oe age 25 at Gamefaqs for Ortega's English trans-
lation of the things announcer Pepe (Tony Chilrodes) says in Spanish.  He's not
just enthusiastic about the tunes he plays.

 Emotion 98.3: host Fernando Martinez (Frank Chavez) is a pimp Lazlow throws off
the air on Chatterbox, a talk radio station in 1990's Liberty City in "GTA III."
"Wow," my candidate for most intolerable song of the soundtrack, is by Kate
Bush; to me, it sounds like the Giggle Cream commercial slowed down and melodra-
matic.  "Missing You" by John Waite is kind of funny to listen to while carrying

  Wave 103: "Cars" by Gary Numan is kind of funny to drive to.  A radio station
in Dundee is called Wave 102.

  There's also a position with no radio station, if you just want to concentrate
on the other game sounds.

  How to have your own MP3 station

  MP3: If you put your MP3s or wav files, or shortcuts for them, in the MP3
folder, you get an MP3 station.  Thanks to radioman and Demarest for this tip: a
fast way to change the radio station to MP3 is to press F9.

  Putting fresh tunes on now and then helps keep the game fresh.  My MP3 sta-
tion includes/has included:

  "The William Tell Overture" by Rossini

  "The Lady is a Tramp" Frank Sinatra

  "Rapture," Blondie

  "Ain't Misbehavin'" (Fats Waller) Louis Armstrong and his All Stars

  "Foggy Mountain Breakdown" Earl Scruggs and friends 

  "The Twist," Chubby Checker

  "Downtown," Petula Clark

  "Walk This Way" Aerosmith

  "Surrender" Cheap Trick

  "Peter Gunn" The Blues Brothers Band

  "Rainbow in Your Eyes," "Lovin' You," "Burst in with the Dawn," and "Look to
the Rainbow" Al Jarreau

  "Jump" Van Halen

  "Living in America" James Brown

  "Casino Royale" and "So What's New?" Herb Albert and the Tijuana Brass

  "Girls Just Want To Have Fun," "She Bop," and "All Through The Night" Cyndi

  "Villanova Junction" Jimi Hendrix

  "Roll Over, Beethoven," "Dreams of Milk and Honey," and "Swan Theme" Mountain

  "Bitter Sweet Symphony," The Verve

  "Have You Ever Loved a Woman?" Derek and the Dominos

  "The Sheik of Araby" and "Limehouse Blues" Django Reinhardt and Stéphane

  For no particular musical reason:

  Experiences Down the Mine," Peter Cook

  "Mark Twain Tonight!" Hal Holbrook

  How to hear Lazlow's Chatterbox FM from "GTA III" in "Vice City"

  If you like Lazlow's Chatterbox radio show in "GTA III," it's easy to get it
into your MP3 station for "Vice City" or the "Liberty City" mod (I.100.D.g).

  Put the Play disk of "GTA III" into your PC CD drive.  Go to My Computer, the
drive the disk is in, and Open the disk.  Go to Audio and make a copy of
CHAT.wav somewhere (My Music, My Documents, whatever).  Right click the copy and
click Create Shortcut--one will appear beside it.  Right click the shortcut,
click Copy, then go to C:\Program Files\Rockstar Games\Grand Theft Auto Vice
City\MP3--open MP3.  Right click a bare space in it and click Paste--a copy of
the shortcut will appear there.  Now Lazlow's Chatterbox will be on your MP3
station.  If you do that, be aware that you may have to wait a long time before
Chatterbox plays to the end and you get to whatever tunes you put there.

  Toll free phone numbers

  The toll free phone numbers given on the radio stations work; after the re-
cording plays, you can leave a message after the beep.  (I don't know who the
message is for--I just left my name and said I was a big fan of the game.)

  1-866-PILLAGE     1-866-7455243    Thor's Premium Pillage Line
  1-866-9-SAVE ME   1-866-9-7283-63  Pastor Richards' Salvation Statue Fund
  1-866-9-BURY ME   1-866-9-2879-63  Farewell Ranch
  1-866-434-SELF    1-866-434-7353   Jeremy Robard: Think Your Way to Success
  1-866-9-SHADEE    1-866-9-742333   Delao (spelling?) and Thorax Law Firm


  I.16  Codes

          Some basic advice
          Some favorite codes: aspirine, bigbang, chasestat, seaways,
            comeflywithme, istilllikedressingup, chickswithguns, fannymagnet,
            certaindeath, hopingirl, the weather codes, gripiseverything,
          HUD (heads up display) codes
          Game speed codes
          Lead player codes
          Vehicle spawning codes
          Traffic codes
          Three codes that make you start a new game to get rid of them
            if you save the game after using them

  Some basic advice

  If it were wrong to use cheats, Rockstar shouldn't have made the cheats to
use.  To me, being unethical is to overindulge the self at another's unnecessary
hurt or expense, unfair regard or treatment, as by lying and cheating, stealing,
murdering or hurting somebody beyond justifiable defense as a last resort.  In a
single player game of fiction, it doesn't even come up.  So I wrote this and I
call the cheats "codes."  Some call them cheats, but I figure if it's a single
player game and you're not cheating anyone, go easy on yourself and call them
codes.  Leave me alone; I'm old, I've been through too much, and there isn't
enough game in the world....

  Don't save the game after using the peds riot/hate you/carry guns codes or
you'll have to start a new game to turn them off.

  The game warns you not to save your game if you used certain codes/cheats:
"Warning! One or more cheats have been activated.  This may affect your save
game.  It is recommended that you do not save this game."  Then it lets you
choose whether to save it or not.

  The use of a vehicle spawning code or "comeflywithme" causes 1,000 points to
be subtracted from your CRiminal Rating (which is why the lowest standings have
negative numbers), but I've seen this warning after playing around with both
"istilllikedressingup" and "hopingirl," too.  I saved the game after the latter
example, anyway, to see what would happen, and didn't notice anything different.

  But some say the use of them can corrupt your statistics and ability to get
100%--spaceeinstein says, "Noooooooo."  I play it safe and just use "aspirin"
for a vehicle, or maybe "chasestat" or "bigbang" while going for a high CRiminal
Rating or Highest media attention level, or play with just "istilllikedressing-
up," in a game I save.  Otherwise, I play with them without saving the game.
It's never kept me from getting 100% in the PC version.

  So does the use of codes keep you from getting 100% completion of the game on

  On PC, as best I can tell, using codes won't hurt your ability to get 100%.
Using certain vehicle codes will lower your score for CRiminal Rating in your
saved Stats, so "corrupt your save game" that way, and you'd have to start a new
game to get rid of any of the three violent peds codes, so don't save after
using those three for that reason, but none of them stop you from getting 100%
on PC.  I haven't tried to save the game after using each one of them then
played the game all the way through without using any others to see whether or
not each one of them kept me from getting 100% on PC, but when I've saved the
game with some of them, it didn't keep me from getting 100%.  I've used all of
them without saving the game and got 100%.  spaceeinstein is a lot more familiar
with the modification of the PC files than me, and he says, "No," they won't
keep you from getting 100%.  As best I can tell, I'd agree.

  You can type in codes while the game is in progress or when you've paused it
by pressing Esc.  That's all there is to entering these codes--just type them
in.  I've read that you can disable them by typing them in a 2nd time, but it
isn't true for all of them.  You have to load a saved game or start a new game
to disable some of them; you can also disable "onspeed"  and "booooooring" by
doing a unique jump that causes a cinematic shot or having Tommy use an Adrena-
line pill.

  Some favorite codes: aspirine, bigbang, chasestat, seaways, comeflywithme,
    istilllikedressingup, chickswithguns, fannymagnet, certaindeath, hopingirl,
    the weather codes, gripiseverything, airship

  "aspirine" restores full Health to Tommy and the body, motor, and tires of any
vehicle Tommy is using at the time.  Tires return to normal appearance and use,
smoke or fire stops appearing, but otherwise any visible vehicle body damage re-
mains.  ("Aspirine" is how they spell "aspirin" in Scotland where Rockstar North
is based.)  It won't cause the game to recommend that you don't save the game,
and it won't effect your CRiminal Rating.

  For fast-working aspirine in a clinch, press Esc to pause the game, type "as-
pirine," then resume the game by pressing Esc.

  A bonus to pressing Esc to pause the game while typing the code is that typing
the letter "R" in a code, like "aspirine," won't change the radio station, typ-
ing "F" won't cause Tommy to enter or exit a vehicle, etc.

  "bigbang" blows up nearby vehicles, which is useful for the method given in
section I.7 of blowing up helicopters to go for Godfather in your CRiminal Rat-

  "chasestat" shows Tommy's media attention level if he has at least two wanted
stars, then it goes up or down depending on the frequency of his destruction.
For example, if you keep blasting with the Rhino cannon or the Hunter rocket
launcher, it goes higher.  On subsequent efforts, it appears and does the same
thing if Tommy beats his old record.

  It appears in purple letters like news bulletins added to the heads up dis-
play.  It's such a good supplement to any major destruction spree Tommy goes on,
it should have been a regular part of the game without needing to type in the

  You can save the game after using this code without any bad effect.

  "seaways" makes land vehicles, even the Rhino, travel over water like hover-
crafts with their wheels folded sideways like the car in "Back to the Future,"
1985--a modified DeLorean DMC 12.  (A "Vice  City" Deluxo looks like a DeLorean
DMC 12.)  The wheels instantly become vertical again if you drive onto land.
The horizontal wheels are shown as vertical during instant replays.  The rela-
tive speed and handling of land vehicles on land stays true on water, where you
can also brake and hear squeals during sharp turns.

  It makes it easier to use water jump ramps, too, but be careful not to flip
over; pressing F won't make him appear over a land vehicle if he's on water.
The boat gimmick of pressing F then Spacebar to jump off the water and bounce
ashore won't work with a "seaways" coded vehicle--if you hit F on water, Tommy
will just drown.

  It lets all the helicopters, not just the Sea Sparrow, land on water, too.  To
disable it, type it again.

  "comeflywithme" doesn't effect motorcycles, and it makes propellers on heli-
copters turn slowly or not at all till you press W, then the copter jiggles
around and upside down, out of control, till it wrecks and Tommy can't bail so
he dies.

  Get a Cheetah or Infernus or such, though, and take it to the airport for
practice before moving out into the more crowded surrounding area.  The code
makes it go airborne for a bit with speed alone.

  You can control it with Number Pad 6: Up, Number Pad 9: Down, Spacebar: Brake,
A: Left, and D: Right.  Make the vehicle go a bit airborne, then use NP6 and
bursts of W to keep it level and airborne.

  You get more mileage out of distance than height with jumps because once it
gets to a certain height it goes down to the ground.  So moderate slopes tend to
help this more than steep ones.  A good example is the hump of the bridge W of
the Washington Beach police station, which you can use to get on the roof of the

  It makes for a fancier version of the boost jump for taxis for getting any
land vehicles around, and over, town.  It can work with the boost jump for taxis
or cabs, too, but it makes the boost jump to fail to work at times or just the
back end kick up.

  It also enables you to fly the Rhino, which has the advantage of a cannon you
can fire backwards, then make swoops with NP6 and NP9, to keep it airborne (see
I.9.D).  It can also send your pursuers airborne (check your rear view) during
an unofficial rampage for your CRiminal Rating and Highest media attention.

  It takes 1,000 points off your CRiminal Rating, so you might not save the game
if you're going for the "Godfather" level.  To disable it, type it again.

  "stilllikedressingup" lets you cycle through pedestrians to pick one to use as
the lead player if you use the code when Tommy is in his street outfit (blue
flowered shirt and blue jeans).  The pedestrian will appear instead of Tommy in
some of the cutscenes ("Back Alley Brawl," "Treacherous Swine," "Guardian An-
gels," Assassination assignments at a pay phone, etc.), too.  The ped looks un-
changed after using a clothes pickup, but Tommy will appear in the new outfit
when he appears in cutscenes.

  A few of the black ladies look a bit like a friend of mine.  It can also be
funny to pick a little old lady to watch her beat the crap out of armed thugs.
A gaming disadvantage to picking a skater is that they can't run on grass with-
out falling down now and then.

  Random download authored a trainer for "Vice City" that I like because it lets
you assign this code to couple of hotkeys.  This saves a lot of time when you
have to cycle through dozens of pedestrians to get to the one you want to use.

  You can save the game after using this code without any bad effect.

  "chickswithguns" replaces the Vercetti gang with women in bikinis carrying
guns.  You may have to have Tommy walk around a bit before it kicks in.

  "fannymagnet" makes some of the women hang around Tommy.  They mainly shift
their weight from side to side and smile a lot.

  "certaindeath" lets Tommy have a smoke (like Claude Speed did in "GTA 2" if
you didn't move him around for a while).  To disable it, type it again.

  "hopingirl" causes a nearby woman (sometimes a man, so use it when the one you
want is near) to get in or on any vehicle Tommy is using but the Hunter or Pizza
Boy, which just seat one, a Firetruck or Linerunner because the doors are too
high, a boat, or the Skimmer.

  It can also make the hooker trick work with any vehicle "hopingirl" works
with, overcoming the hookers's objections otherwise to Caddies, Police Cars,
etc.--even any helicopter but the Hunter.

  At least some of the people that follow wherever Tommy goes, like Mercedes in
"The Party," whom the game causes to act like you've used the code on them, in
the little testing I did, don't show up on instant replay--F1.

  If you type "hopingirl" and have Tommy give a seated woman a little bump with
his vehicle to get her to stand up and get into/onto the vehicle, you might end
up with something like this:

  She hangs on pretty good, but you have to go easy on the wheelies.

  The various weather codes can be pretty.  From sunniest to stormiest, they
are: "alovelyday" "apleasantday" "abitdrieg" and "catsanddogs"--and you can use
"cantseeathing" for some "GTA III" fog you don't otherwise see in the game (un-
less you beat your time several times for "Checkpoint Charlie").

  "gripiseverything" makes four-wheeled vehicles handle so good it's abnormal
looking.  It gives me the same kind of weird feeling I'd get if I played a re-
cord meant for 33 1/3 rpm at 78 rpm.  Unfortunately, it doesn't seem to effect
bikes--it could make a hog more like the kind you can jack from a biker during
"Alloy Wheels of Steel" if it did.

  One side benefit: it gives four-wheel vehicles (but not, at least, the Rhino)
the boost jump, even at the start of the game, that normally only Taxis and cabs
have after dropping off 100 fares.  To disable it, type it again.

  "airship" makes speed boats at full speed fly a bit, which you can help with
Number Pad 6.  Like "comeflywithme," it can be used in a chase during a wanted
rating and supplemented with jumps.  To disable it, type it again.

  HUD (heads up display) codes

  thugstools  Brass Knuckles, Sniper Rifle, Flamethrower, Kruger, MP, Shotgun,
Pistol, Molotovs, and Bat.

  professionaltools  Rocket Launcher, M4, Mac, Shotgun, .357, Remote Grenades,
and Katana.

  nuttertools  .308, Minigun, M4, Tec-9, S.P.A.S. 12, Grenades, and Chainsaw.

  preciousprotection  Gives Tommy maximum armor.

  youwonttakemealive  Raises Tommy's wanted level two stars.

  leavemealone  Removes Tommy's wanted level; using it doesn't hurt your CRimi-
nal Rating, but you get however many stars you removed with it added to Wanted
Stars Attained and none added to Evaded.

  Game speed codes

  onspeed  Speeds up the game.  It's disabled if you do a unique jump and get a
cinematic shot or have Tommy use an Adrenaline pill.

  booooooring  Slows down the game.  It's disabled if you do a unique jump and
get a cinematic shot or have Tommy use an Adrenaline pill.

  lifeispassingmeby  Speeds up the game clock, to about one hour per second, and
the weather.  Typing it again disables it.

  Lead player codes

  deepfriedmarsbars  Makes Tommy (or whoever you've chosen for a lead player
with the "stilllikedressingup" code) fat.

  programmer  Makes Tommy (or whoever you've chosen for a lead player with the
"stilllikedressingup" code) have thin arms and legs.

  cheatshavebeencracked  Play as Ricardo Diaz, organized crime leader and co-
caine dealer, who appears in various missions from I.17.C to I.53.

  looklikelance  Play as Lance Vance, who goes from side kick to kick in the
side from the very beginning to the very end of the game.

  mysonisalawyer  Play as Lawyer Ken Rosenberg, Tommy's bad legal advisor
throughout the game.

  ilooklikehilary  Play as Hilary King of "The Driver," I.68, I.70, and "The
Job," I.75.

  rockandrollman  Play as Jezz Torrent, lead singer of Love Fist.  The Love Fist
missions are I.56, I.57, and I.74.

  weloveourdick  Play as Dick of Love Fist.

  onearmedbandit  Play as Phil Cassidy, Tommy's buddy and arms supplier, I.65,
I.68, I.70, I.75--I.77.

  idonthavethemoneysonny  Play as Sonny Forelli, organized crime leader, drug
dealer, and Tommy's boss and nemesis.

  foxylittlething  Play as Mercedes Cortez--Tommy's (and others') sexual inter-

  iwantbigtits  Play as Candy Suxxx of "The Party," I.17.C, and The InterGlobal
Films missions: I.78--I.81.

  icanttakeitanymore  Makes Tommy kill himself.  I suppose this is if you prefer
Tommy being wasted to being busted, but I'd just reload the game.

  Vehicle spawning codes

  (Be aware that using one subtracts 1,000 points from your CRiminal Rating.)

  panzer Rhino  There's one at Fort Baxter after you get 100 hidden packages,

  betterthanwalking  Caddy  There's one in the 1st shrub on the left when you
send Tommy W on the path from the light house.  You might find one at Leaf Links
Golf Course and Country Club.

  gettherefast  Sabre Turbo  There's one at Sunshine Autos after you complete
the 2nd vehicle collection list, I.62.B.

  travelinstyle  Bloodring Banger A  It's the Oceanic customized for demolition
derby use.

  gettherequickly  Bloodring Banger B  It's the Glendale customized for demoli-
tion derby use.

  Both Bloodring Banger A and B appear at the S side of the stadium after you
succeed at "Bloodring," I.31.

  getthereveryfastindeed  Hotring Racer A  It's the one that looks like the
front end of a Chrysler Laser/Dodge Daytona '84-'86 or a Vauxhall Firenza '73-
'75 was grafted onto a Ford Thunderbird Aero Bird '87 modified for NASCAR rac-
ing.  The engine hood always has decals advertising "THE BURGHER SHOT" and "Pets
over night."

  getthereamazinglyfast  Hotring Racer B  It's the one that looks like a Chevro-
let Monte Carlo Aero Coupe '87.  The body overall looks like a late-1980's NAS-
CAR racer--like something Dale Earnhardt would have known about.  The driver's
door always has a decal advertising "THE BURGHER SHOT" and the passenger door
always has a decal advertising "TELECOM VICE CITY."

  thelastride  Romero's Hearse  You can get one during "Two Bit Hit," I.83.

  rockandrollcar  Love Fist limo  There's always one in front of the VROCK
building after the Love Fist missions--after I.74.

  rubbishcar Trashmaster  There's always one at the junkyard City Dump.  You
might find one in Viceport.

  Traffic codes

  wheelsareallineed  Makes only the wheels, and any front and back lights, of
four-wheel and RC vehicles visible.  Helicopters are seen as four wheels--the
back ones spin while Tommy is in a helicopter.  The Skimmer and boats are total-
ly invisible.  To disable it, type it again.
  (I also used "loadsoflittlethings" and the All In One Mod for the next three
screen shots.)

 ahairdresserscar  Makes most land vehicles (except, at least, Cabs/Taxis, Hot-
ring/Bloodring cars, Lance's white Infernus, and Securicars), helicopters (ex-
cept the Hunter), the Skimmer, and speedboats and sail boat sails light purple.

  iwantitpaintedblack  Like "ahairdresserscar" except most vehicles, etc., are

  loadsoflittlethings  Makes sports cars have chunky tires, and the Caddy and
Baggage Handler have a greater top speed.  You can reload the game and type it
again to increase the effect.

  greenlight  Makes traffic lights stay green, then blink yellow, so traffic
doesn't stop at them.  You probably need to make Tommy shoot a land vehicle be-
ing driven by someone else to jack it.

  miamitraffic  Like "greenlight" except the traffic lights are normal--just the
traffic isn't.  The traffic doesn't stop if Tommy or anyone else gets in front
of it, either, and is a bit more reckless.

  Three codes that make you start a new game to get rid of them
    if you save the game after using them

  Don't save the game if you use any of these three codes:

  fightfightfight  Makes most pedestrians (except, at least, cashiers, emergency
workers, etc., and the people in the Malibu and Pole Position Clubs) run to yank
each other from cars, punch, kick, threaten. and shoot each other (even another
member of the same gang).  They also try to do all these things to Tommy.  You
may hear some pedestrian dialogue about fighting, or being revived by a paramed-
ic, you don't normally hear, too.

  nobodylikesme  Like "fightfightfight" except the pedestrians who attack mainly
attack Tommy.

  ourgodgivenrighttobeararms  Makes most pedestrians (except, at least, hookers,
the two criminals in leather jackets, and people in the Malibu and Pole Position
Clubs) carry Golf Clubs, Nightsticks, Tec-9s, and Pistols.  The gang members
carry the same weaponry as usual--Pistols, in most cases.  No bigger percentage
of the pedestrians is more inclined to attack or fight back than usual, but if
they fight, they use their weapon.  To disable it, type it again.


  I.17  The initial main story missions
          The advantages of doing all the side missions you can do for now
          that you need to do for 100% completion,
          and of getting to the mainland/west island,
          Starfish Island, and Leaf Links
          earlier than normal people.

  The initial main story missions get you started.  (The rest of the main story
missions are continued at I.33.)

  Getting 100% in "Vice City" isn't just a statistic.  Among other things, Tommy
and any vehicle he's in get twice the damage resistance, and his maximum health
and armor increase to 200 points.

  Doing the available side missions needed for 100% completion now will give
Tommy money, ability to buy property (including some with garages he can save
vehicles in) and buy or find more powerful weapons, the infinite run and fire-
proof abilities, and extra armor and health.  You'll be more familiar with the
map and the rhythms of using the controls.  Tommy will have a much greater range
of things he can do successfully about the main story missions.

  And it will allow you to enjoy the rest of the main story missions, featuring
talented voice actors, in an uninterrupted sequence.

  Some of these missions involve getting to areas that are normally blocked off
early in the main missions.  Well, this land is your land, this land is my land,
Pete Seeger--we're going to them, anyway.  There are a variety of ways to do it.

  Before you can do anything to save, you ought to watch the opening scenes--


  I.17A  "In the beginning."

  The cut scenes of "Vice City" were written by Dan Houser and James Worrall.
  The pedestrian dialogue was written by Dan Houser, Marc Fernandez, and Navid
Khonsari, with help from Lance Williams, Jeremy Pope, and Jenny Jameson.

  In the beginning of the main story, we learn that Liberty City mob leader Son-
ny Forelli thinks it will be bad for his crime business if the people of Liberty
City see Tommy walking around there.  It was common local knowledge that Sonny's
crime group would want Tommy dead.  This confirms for us that Tommy is right
when he says later that Sonny set him up to be killed with an ambush 15 years

  We also learn that Sonny Forelli sends Tommy Vercetti, just released from a
prison stay, with two men (we soon learn are Harry and Lee) and Vice City lawyer
Ken Rosenberg, to do a Columbian cocaine deal for him in Vice City.

  The pictures on the walls of Marco's Bistro can be found in models\gta3.img\
hot_mobint.txd, and I exported them to My Pictures with the Vice Txd tool for a
closer look.  The photos and news stories come in two collections of four each
per .txd file under that file heading.  I think I was mistaken, in earlier ver-
sions of this guide, about the group picture, in mob_picts1, including Al Ca-
pone, whom I doubt is the chubby guy on the left.  I don't know whose front and
side mug shots are shown unless it's the same one referred to in the news story
below it in the .txd file, which is blurry but seems to say "Sam Stomey."

  In the four pictures of mob_picts2, one refers to Vera Stretz, who was acquit-
ted in the murder of her husband in 1936, and it and another seem to refer to
the execution of Bruno Hauptmann, for the Lindbergh kidnapping, the same year.
Another is of Frank Sinatra, who was a fan of Chicago Mafia leader Sam "Momo"
Giancana, etc., from around the same time.  Of that same group of four is a
(fake?) front page that is headed "VERCETTI TO DIE."  Considering the context, I
wonder if "Vercetti" is a variation of "Vanzetti," of the two men, Sacco and
Vanzetti, condemned to die after a very controversial and famous trial, in 1927.

  The deal takes place by the docks in Viceport (used at I.96).  The helicopter
they're met by is flown by Lance Vance, whom you'll meet at "Guardian Angels"--
I.42; we'll also later learn that Lance's brother is the man who leaves the
chopper with the two briefcases of cocaine.  (The Rockstar Games web site, in
the "Vice City" section, has a bulletin board with a "Vice City Crime Tree" that
tells us Lance's brother is named Victor.)  The deal is sabotaged, Lance's
brother is killed, Ken is panicked, and Tommy resolves to sort things out.

  In the beginning
  Sonny directed Vercetti to Lance
  But he returned without substance and void
  And darkness was expected upon the face of Forelli
  So Tom roamed about over the face of the earth
  And Rockstar said, "Let there be light," and there was light
    It's a shaft of light in front of the Ocean View--
    the pink blip on your radar screen; drive to it.

  You might be a fast driver, but wait to get the weather bulletin on the radio
before having Tommy leave his vehicle.  The bridges to the mainland (west is-
land) and Starfish Island have been closed due to the possible approach of Hur-
ricane Hermine.

  (There was a hurricane in the N Atlantic named Hermine in 1986.  It didn't
cause significant damage.)

  The cast is all very good.  Ray Liotta said he couldn't believe the things
they had him say:  "When I was doing the lines, I couldn't believe some of the
s*** that was coming outta my mouth" ("Electronic Gaming Monthly," Feb., 2003).
I can believe it--it is on the wild side.

     Tommy Vercetti is Henry Hill as Tony Montana.  He's voice acted by the in-
imitable Ray Liotta (try to imitable him--you can't do it).  Since Tommy is
still alive at the end of "Vice City," I hope they bring Ray Liotta back for a
sequel.  Besides the movies mentioned at I.2, he also starred as Shoeless Joe
Jackson in "Field of Dreams," 1989, which starred Kevin Costner as Ray Kinsella.

     After you've been around town a while, you'll know why I keep saying, "Al-
ways a comment with that Ray Liotta."

     The motion capture acting for Tommy is done by up and coming Jonathan Sale,
all the more an accomplishment since it's done in a Spandex-latex suit covered
with little balls (http://www.escmag.com/v5/features/feature.cfm?fv=5); and all
the rest of the balls are supplied by you.

     Sonny Forelli is a Mafia boss on Salvatore Leone's stomping grounds.  Sonny
Forelli-- the fearsome Tom Sizemore; I'm not sure if he dangled his balls or had
a stand-in.  He also stars as Sgt. Michael Horvath in "Saving Private Ryan,"

     Ken Rosenberg is Tommy's David Kleinfeld.  Ken Rosenberg--the fearful but
ballsy Bill Fichtner.  He also stars as Sfc. Jeff Sanderson, with Tom Sizemore
as Lt. Col. Danny McKnight, in the 2001 movie "Black Hawk Down."

  Tips: when you repeat a mission that has an opening sequence and doesn't start
with Tommy in or on a vehicle, and you want to skip the opening scene, press En-
ter, Left Shift, or Right Shift.  If it starts with Tommy in a vehicle, use W.

  Unless it's noted as a timed mission, you can take as long as you like to get
anywhere.  You can get another vehicle, weapon, more armor, etc.

  You can do the next few main story things now or later.  They're all basic
"drive here, walk there" things.  I'll give them here so you can get the main
story going, meet some of the other main characters, and get a couple of clothes
pickups.  You can use a clothes pickup to morph Tommy to a PCJ 600 to go for In-
sane Stunts (I.9.C).

  You can save your progress in the game at the glowing pink cassette (both it
and the shafts of light are called "pickup"s in the game) in the lobby of the
Ocean View.

  Walk Tommy to the shaft of light in the Ocean View.  (If you run Tommy at
these lights followed by brief cutscenes, he'll run in the cutscene.)  He goes
up the stairs to his apartment for a phone call from:

  I.17.B  "An Old Friend"

  Sonny calls Tommy from Marco's Bistro in Liberty City.  Sonny hasn't talked to
Tommy in 15 years (1971-1986), the time Tommy served for "the family."  When
Tommy tells him that the deal was ambushed, the money stolen, and Harry and Lee
were murdered, Sonny is furious.  Sonny calls it grounds to kill, but tells Tom-
my to handle it.  Tommy assures him he'll retrieve the cash, cocaine, and make
the attackers very unpopular for dates.

  It's 8 am.  Tommy's apartment, on the 2nd floor of the Ocean View, is open
from now on.

  I don't know who's in the 3rd picture on Sonny's wall.  In an almost commer-
cial plug in the show I've caught, cans of Crispo are on his shelves.  I think
"Ardon Porn Farts" on some yellow boxes is meant as a play on words of "Argo
corn starch."  (See the "Creative plugging" section of I.13.)

  Interesting stuff will appear at Tommy's apartment as the game goes on.  For
now, it has LAYTON booze, a couple vases of daffodils (and orchids?), and some
magazines: "Crime," featuring a picture of Man of the Year, Diaz, whom you'll
meet shortly; "Guide," featuring a "Confessions of a Network Programmer" cover
story and a picture of Lance Vance hugging a female twin of himself to his face;
"New Discoverer," which seems to have an article about Afghanistan (in 1986, a
time of Soviet intervention and war, backed by the U.S., U.K, and China; the
gta.img file "hotelroomint"/"hot_mags1" shows it's "After 17 years An Afghan
Refugee's Story"); and "Erse" (a variant of "arse"), which says "1986 sees best
ever graphics."

  Thanks to U.K. reader Colin Attle, who thinks "ERSE" may refer to a popular
U.K. videogame magazine: "This could be a take off a magazine called EDGE here
in the UK." 

  For some reason, "An Old Friend" isn't listed on the screen you use to load a
previously completed mission.

  There's a bouncy pink tube of light at Lawyer Ken Rosenberg's front door.

  I.17.C  "The Party"  Lawyer Ken Rosenberg mission

  Tommy tells frazzled lawyer Ken he plans to kill the ambushers so Sonny and
his men will lighten up.  Ken tells Tommy to go in Ken's place to a party being
held on the yacht of Col. Juan Cortez, who'd organized the intended cocaine deal
with Ken.  He has Tommy get some new clothes at Raphael's 1st (I.9.C--Outfits).
After going to Raphael's, you can have Tommy nab the Freeway--hog--across the
street from it, if you want.

  (The voice that says, "Hmm, nice bike," sounds like someone other than Tommy/
Ray Liotta.)

  As Rusk notes, park in the pink shaft of light at Pier 2 without getting off
the bike if you want it to appear there afterwards.

  At the yacht, Tommy tells Col. Cortez Ken is suffering from agoraphobia (the
fear of being inescapably humiliated, mainly shown in avoiding public places).
Cortez says he's investigating the cause of the ambush, but, for the time being,
wants his daughter, Mercedes Cortez, to escort Tommy.  (Cortez calls her "Cara-
mia."  "Cara mia" is Italian for "my beloved.")

  Guest information:

  Col. Cortez is a gentlemanly-mannered crime boss, like Sosa in "Scarface,"
1983.  Cortez--the cordial Robert Davi, who also stars as Frank Sanchez in the
James Bond movie "License to Kill," 1989.

  Col. Cortez gives Tommy missions after "Riot": I.37, I.40, I.41, I.42, I.48,
and I.54.

  Mercedes Cortez is a layabout Cortez' daughter.  Her house is the avant-garde-
looking one with the ramps and red lights S of the Leaf Links Apartment and NE
of the E end of the little bridge from Leaf Links to the east island.  Mer-
cedes--the "Almost Famous" famous Fairuza Balk, who plays Saphire Loveson in the
2000 movie.

  Mercedes will appear in the "Love Juice," I.56, and "Recruitment Drive," I.78,

  When Tommy asks, "Mercedes?" and she says, "You try living with it," it's
probably her reaction to the meaning of the name considering her personal hab-
its.  It means "mercy" in Spanish, and is taken from the title of the Virgin
Mary: "Maria de las Mercedes"--"Mary of Mercies."  OOooh....

  Mercedes gives Tommy a mini-biography of some of the other guests.

  Alex Shrub is Ted Baxter with a mean streak for political celebrity.  Alex
Shrub--Chris Lucas, who doesn't normally need to be locked up.

  Congressman Alex Shrub shows up for "Martha's Mug Shot," I.80, and he's a
guest on VCPR radio.

  Candy Suxxx is the cheerful exhibitionist for money.  Candy Suxxx--talented
naturals (then with enhancement by special effects) actress Jenna Jameson.

  Porno star Candy Suxxx and her great big ones will show up in missions I.78,
I.80, and I.81 for the Interglobal Film studio.

  B.J. Smith is the great big S and M car thief/football player on the make.
(He's a comedic take on O.J. Simpson in '86, eight years before becoming a
deathly serious golfer.  One excuse O.J. offered after that was that even if he
murdered Nicole, it was because he loved her a lot.  I bet that excuse routinely
doesn't go over at abuse clinics.)  B.J. Smith--champion Lawrence Taylor.

  Ex-football player/used (stolen) car dealer B.J. Smith will show up when you
buy Sunshine Autos, I.62.A, is a guest on KCHAT radio, and has ads on VCPR,
Fever 105, and KCHAT radio.

  Avery Carrington is a feisty Foghorn Leghorn (my Dad was a cartoonist),
unfortunately, he likes land more than people; it makes more money for him.
Avery Carrington--that handsome and funny and talented Burt Reynolds.

  Avery Carrington shows up for "Riot," I.37, then gives Tommy missions, I.38,
I.39A, and I.83, and has an ad for Shady Acres on VCPR and Emotion 98.3 radio.

  Jezz Torrent, lead singer for Love Fist, shows up for the Love Fist missions,
 I.56, I.57, and I.74, and the group is featured on VROCK radio.

  Jezz Torrent is the trendy hedonist and pretentious soul-barer who can't be
stopped by a career slag.  Jezz Torrent--colorful Kevin McKidd.

  Gonzales is a bad stock clerk on the organized crime ladder of success.
Gonzales is asleep, so he isn't voice-acted yet.

  Gonzales is Col. Cortez' right hand man and shows up for "Treacherous Swine,"

  Pastor Richards has memorized the Bible, but just to scam people with it;
he'd be bucking for a job as a Jehovah's Witnesses writer if he wasn't so
independently successful.  Pastor Richards--David Green, unstoppable,
especially if he's armed and pointing a gun at your pubic hair.

  Pastor Richards is a guest on VCPR and has an ad on Emotion 98.3 radio.
He's a parody of a controversial 1980's TV evangelist.  He's always smiling and
has brown hair on top (a toupee) and white hair below that.  Some pedestrian
businessman in the game has a toupee, too, but it's not him.

  Steve Scott is Ed Wood with undaunted Stephen Spielberg dreams instead of
Orson Welles ones.  Stephen Scott--"Carried Away," 1996, actor Dennis Hopper.

  Porno film director Steve Scott shows up for the Interglobal Film studio mis-
sions--I.78 to I.81.

  Ricardo Diaz is Pablo Escobar with a thing for big c**ks, regardless of the
species.  Ricardo Diaz--the gaming goodness of Luis Guzman.

  Ricardo Diaz is the cocaine baron who chats up Cortez with talk about reward-
ing friends and killing enemies.  He shows up soon for "Guardian Angels," I.42,
then gives Tommy missions, I.44, I.45, I.49, I.51.  He's also in I.53.

  Mercedes has Tommy drive her to the Pole Position Club.  There is always a
Cheetah just S of Pier 2 and a PCJ 600 just S of Pier 1.  If you use the hog or
PCJ 600 instead of a car, you don't get the extra exchange between them in which
Mercedes asks if Tommy minds her resting her hand in his lap.

  (She's invisible during instant replay--F1.  She usually sashays her hips
walking into the club.)

  You get $100 and the Soiree and Street Outfits (I.9.C--Outfits) are available.
A clothing bag from Rafael's hangs on a dresser in the Ocean View apartment.

  Again, the main story missions continue at I.33.  But before the heat gets
turned up with them, doing the missions and activities given below will prepare
you with extra armor and health, wealth and weapons, the infinite run and the
fireproof feature, more vehicles and places to store most of them, and experi-
ence in driving, flying, and fighting.


   I.18  Getting past the barricades and locked gates and back

  Going to the west island early
    ...by PCJ 600 and a Packer,
    ...by Coach/Enforcer/Firetruck/station wagon and a boat,
    ...by jumping off a bridge or through a gate and using a boat,
    ...by jumping through a bridge,
    ...by PCJ 600 alone,
    ...and by using a code, codes, or a mod.

  Stealing money from parking meters, buying the Skumole Shack for $1,000,
    and several ways to get back to the east island,
    making a side trip to sneak aboard the yacht.

  Jumping on a shrub to get to Starfish Island early

  Four ways to jump into Leaf Links early

  Getting to the west island early

  ...by PCJ 600 and a Packer

  Rusk calls the PCJ 600 method "The Jump" and the Coach etc. method "The Bus."

  "The Jump" is my favorite way to get over the bridge barricades.

  Drive a PCJ 600 W over the North Bridge to Prawn Island.  As soon as you're
off the bridge, stop at the right with the back of the bike to the wall.

  Drive at the ramp ahead at the side of a building.  Turn right going off of it
to aim for a ramp on the roof of a 2nd building, where you need to accelerate to
get onto the sloped upper part of the roof of a 3rd building.  Have brake and
right turn ready for the landing.  If Tommy has a spill, he can jump or drive
back over to the previous roof and return to the starting point.

   Once on the upper part of the last roof, drive counter-clockwise around a
ledge to the SE end of the roof.  You might use V to get a long distance back
view so he can back the bike to the edge without falling off.  Then press V to
get the mid-distance back view again, and gun it for the ramp on the W end,
veering a bit right as he goes off and aiming for a spot just left of the heat-
ing vents of the 2nd landing roof.  The jump involves landing on a roof then
quickly falling to a 2nd lower roof you brake on (use both brake and reverse)
(Jump 36).

  If you manage that, you can get hidden package 42 up there. (If you're new to
this and fall off the roof, you can drive out on the stairs on the SE side and
try again.  You can get H42 with this jump or a helicopter.  You might also get
hidden package 43 in Studio C--mark down the numbers of the jumps you've done
and packages you've found to keep track of them.)

  Once in Interglobal Film studios with the PCJ 600, turn the Packer (ramp
truck) around in the big clearing to the S and go back near the NW corner so
it's pointed NW.  Line the left side of the Packer with the right side of the
right-most skyscraper on the horizon.  Use Q to look to the left, which lets
you look at the right side of the Packer in the process.  Align the front of the
rear wheel guard/blinker housing with the big fan in the distance.  Look at the
radar and press and release Q to make sure all three things are co-ordinated.

  Then get out and move so that the door stays open--this is an old "GTA III"
trick to make sure a vehicle doesn't disappear if abandoned for awhile.  Unfor-
tunately, the bike occasionally disappears while doing this--I guess because the
Packer is a big vehicle and takes up more memory than usual.  If it does, try
again, because it usually doesn't do it twice in a row and it's worth it.

  Get the PCJ 600 to the stairs at the SE corner of the lot.  (You can use these
stairs to get out of the studio if you want to pass on the jump.)

  Turn the bike so the back is to the stairs and the clearing you want to drive
through is straight ahead.  Gun it without let up; the left turn around the
glass curved corner of the building on the left won't throw you out of control.
Aim for the middle of the ramp.  Once airborne, hold the front wheel in a left
turn, and have brake and reverse combined ready, so you don't smack into the
wall at the far side of the road you're landing on.  You might even land so that
you can keep driving to the W over the bridge.

  (Once Tommy landed on top of the invisible wall that goes up from the barri-
cade--the bike was back in the studio.  I could see the wall goes up pretty high
to prevent jumps being made over it.  After taking in the view, I had Tommy jump
down to the W and go over to the west island.)

  ...by Coach/Enforcer/Firetruck/station wagon and a boat

  "The Bus"--Coach, Enforcer. Firetruck, or station wagon.

  For a 2nd way Rusk has to get past the barricades, "The Bus," save a Coach
(passenger bus seen at bus stops) in the garage at Ocean Heights (on the S end
of the east island, the 2nd block from the E, on the NW corner), because this
one doesn't always go smoothly and Coaches sometimes take a while to find.  The
end sticks out of the garage but it saves the Coach anyway, which is an old "GTA
III" gimmick that works in "Vice City," too.  But leave room on the driver's
side for Tommy to get in and out.  I've had this gimmick magically transport
Tommy out of the garage and not be able to get back in, which left the garage
useless until I reloaded the game, to get rid of the vehicle, and tried again.

  Rusk adds that you can use an Enforcer instead, and you can always find one of
those at the Vice Point police station.  You can use a Firetruck after using the
Flame Thrower to create fires to attract one.  You could also use a station wag-

  Drive the Coach or whatever to Pier 2 at the SW edge of the east island.  Just
drive it into the plant on the N side of the gate to destroy it--you don't need
to gun it.  Drive the back wheels through the opening and over the low ledge,
then have Tommy get out and shove it through to align it with the pier.  Have
Tommy jump on it, then jump from it onto the pier.  The game may bounce him up
onto the pier if he lands on the water.

  Then have him take a boat to the west island.  You can ground it on the Boat-
yard dock that slants into the water on the SW shore, or on the grass that
slopes into the water on the N shore, or on the beach on the NW side, or on the
grass on the E or W side of Fort Baxter.  You could have it pull alongside the
dock on the N side of the land that projects from the middle of the W side of
the west island and have Tommy jump up onto it.

  ...by jumping off a bridge or through a gate and using a boat

  Rusk has a couple other ways to do it, too:

  Jumping off a bridge

  A 3rd way past the barricades is to jump from the ledge on the N side of the
North Bridge onto one of the bigger, slower boats.  I didn't always have Tommy
hit the boat, and he even bounced off a couple, but I usually had him make it.
It was easier than I thought it would be.  I had the best luck triggering the
appearance of boats by having Tommy go to the W pillar that rises from the ledge
and then go back E.  If you do see two or more, the ones that follow the 1st one
go slower.

  If you try this one, save the game at 3321 Vice Point, the place N of North
Point Mall, so you can be close by if you need to load your previously saved
game and try again.

  Jumping through a gate

  A 4th way past the barricades is to back an Ambulance to the gate of Pier 1,
then jump from atop the Ambulance at the gate.  The easiest spot for me to get
Tommy over the collison file was just N of the S thick vertical bar of the
gate.  Have him take a boat to the W island.

  There are a couple ways to use an Ambulance to get past the closed Starfish
Island gate, too.

  1. Have Tommy squeeze the Ambulance forward into the space between the S side
of the gate and the guard rail, turn left/E onto the sidewalk, then position
the back of the Ambulance about where the inner guard rail of the sidewalk ends.
Have Tommy climb onto the front of the roof, make a running SW just E of the
black fence onto the eastern section of the shrub (which has a mound-shaped
collision file), and continue onto the island.  I learned of this from a message
posted by Demarest on the GTA Forums web site message boards.

  2. Have Tommy back the Ambulance into the space between the N side of the
gate and the guard rail, back all the way N to the other side, get on the back
of the roof, jump WNW, jump/squirm W to get past the gate, and continue onto
the island.

  (If you just want to go back to the east island the same way, get a tall
vehicle like a Rancher or a Landstalker.  There's always a Landstalker on a
driveway where it curves behind a shrub by the house that's pink with a gray
roof on the NW side of Starfish Island.  Park it by the shrub you jumped on to
get in and jump on it.  Then make a running jump for the road just past the end
of the black fence.)

  Either way, have Tommy go to the NW dock (used in the Umberto Robina mission
"Naval Engagement").  When a boat comes close have Tommy jump on it, jack it,
and take it to the W island.  I had good luck with the Tropic--the front end
would go right up on the Starfish Island dock.  Likewise, if the Reefer nudges
its front end to the dock, you can have Tommy jump onto the Reefer and the pilot
will abandon ship and leave it to Tommy.

  Ed McMahon is going to have to introduce Rusk pretty soon.  EVerything you
could POSsibly want to know about getting past the barricades early is in his
guide, except:

  ...by jumping through a bridge

  Have Tommy jump into the bottom of the south side of the bridge from Prawn Is-
land to the west island--south of the orange and white road blocks and down at
water level.  You can move him W within the bridge past the roadblocks then get
him up onto the road surface. (Thanks to A+Start)

  Have him avoid the E end--he can fall through the bridge and drown there.  If
you can't get him to pop up through the middle--about where the yellow divider
lines would be--have him continue W to the W end to fall through Ghost World
then appear on the bridge.

  ...by PCJ 600 alone

  Spuds725, at the GTA Forums web site (Vice City > Cheats and Tricks), has a
way to get past the barricade on the South Bridge with a PCJ 600.  Have Tommy
get a good runway, speed the PCJ 600 toward the South Bridge, and have his path
go near the right curb as he approaches the bridge.  Aim for the right end of
the barricade segment that's left of the gap that's left of the right-most bar-
ricade segment, and Tommy can speed right through it.

  ...and by using a code, codes, or a mod

  Using a code or codes

   A 5th way I know to get around the barriers to the west island involves us-
ing one code.  Get a vehicle, type "seaways," I.16, and drive into the sea.
This is also just fun to do for its own sake.  The wheels fold up sideways like
the car in "Back to the Future" does when it flies, and it drives over the water
like a hover craft.

  At the west island, you can drive ashore (the wheels automatically right them-
selves) onto the Boatyard dock that slants into the water on the SW shore, onto
the grass that slopes into the water on the N shore, onto the beach on the NW
side, or onto the grass at the E or W of Fort Baxter.  If you use the BF Injec-
tion dune buggy and take advantage of a high wave, you could even get up onto
the dock on the N side of the land that projects from the middle of the W side
of the west island, the SW tip of the airport, or onto the pier on the SE side
(behind the mansion) of Starfish Island.

  If you use the method, given below, of jumping on a shrub to get into Starfish
Island, you could use "seaways" instead of the Sea Sparrow to get to the west
island afterward.

  I wouldn't save the game afterward, though.

  A 6th way involves using two codes: "panzer," to spawn a Rhino, and "comefly-
withme," to fly it using the method to fly a tank I described in section I.9.D.
I'd use the E side of Washington Beach for a runway to leave and to use a runway
at the airport to get back.

  I wouldn't save the game afterward, though.

  Using a mod

  A 7th way to have Tommy get between islands from the start of the game is to
use a mod.

  By using 384185280's "Parkour Cleo" mod, or NRShaggy's "[CLEO] Great Swimming
Mod," I.100.D.f  Miscellaneous, you can have Tommy swim between islands.  A
bonus with that method is that Tommy won't drown unless you have him land in
water in a vehicle without -1 for percent submerged in data > handling.cfg.

  You could use spaceeinstein's "All In One Mod,"  I.100.D.f, and have Tommy
make a vehicle fly to another island with NOS Boost.  I'd probably have him use
a PCJ 600, aim it at the destination with a lot of runway, then take off for it.

  You could change a few lines in some files, as explained in I.100.D.f, to
create DiCanio's RC mod and have Tommy fly to the west island on an RC plane or
RC helicopter.

  There are several trainers you can use to have Tommy teleport: see I.100.D.ff

  Radioman has an 8th way to get to the W island early in the game if you have a
save game for the W island, have missions left to do there, and don't mind hav-
ing Tommy get busted or wasted (I don't save the game if either of those things
happen).  Load a save from the west island, activate a mission, and when con-
trol returns to you, pause and start a new game.  After the opening movie (Son-
ny at Marco's Bistro, etc.) and control returns to you, have Tommy die or get
busted.  When he appears at a hospital or police station, have Tommy enter the
taxi with an arrow over it that appears nearby--it takes him to the last mis-
sion point, which is on the west island.  (This also works for "Vice City Stor-

  Stealing money from parking meters

  One easy way to make thousands of dollars on the west island with a four-wheel
vehicle is to run over the parking meters on the S side of the long E and W
stretch of road just E of the Hyman Condo alley.  The meters have small red
heads on top of slender silver poles, and knocking them down can cause a lot of
money pickups to appear above them.  By the time you're through at one end of
them, they've spawned again at the other.  Make it easier on yourself and use
any heavier vehicle to do it.

  This allows Tommy to go to the west island to buy a place to save the game be-
fore he's made any money on the east island.  You can buy property if you're not
on a mission at the time.  The easiest way to buy a place on the west island is

  Buying the Skumole Shack for $1,000

  To get to the Skumole Shack, go N on the main N and S road of the west island
to where it divides in the S Downtown area, and take the road of it that turns
NE.  Where it turns more to the N, the stairs up to the Skumole Shack are on
your left.

  This is the 1st save place to buy when you jump or whatever to get to the west
island early.  (Wait till you have 70 hidden packages before buying the Hyman
Condo so all your weapon pickups spawn there.)  It's very close to the PCJ 600
at Howlin' Petes Biker Emporium on the S side of the block, and across the
street from that to the SW is a body armor pickup in a white roofless garage at
a bend in the road.  There's an Uz-I pickup beneath the steps to the shack, so
stock up on ammo for it; it's the best submachine gun to have till the MP be-
comes available.  The shack is about a block SE of the police station with a
VCPD helicopter on the helipad on the roof (I.9.D), and not far N of a Pay 'n'
Spray, which is a bit S of Links Bridge on the main N and S road.  You can't use
the shack as a garage to save a bike in between games, though, as has been writ-

  You can try to save your games on the west island until the west island offi-
cially opens--after I.45--because it's easier to take a chopper E than to use a
jump or whatever to go W.  Your helicopter will probably disappear from the east
island at times before then, though, from using other vehicles or exiting the
game while there.

  Several ways to get back to the east island

  While you're on the west island and the road blocks are up, there are a varie-
ty of ways to get to the east island or anywhere in Vice City you want to go.

  VCPD Maverick or VCN Maverick helicopter (I.9.D): available from the start of
the game on top of the Downtown Police Dept. and VCN building, respectively.

  Maverick helicopter: on top of the Hyman Condo from the start of the game, but
you'd need another helicopter to reach it now.  (This guide suggests you wait
until you've found 70 hidden packages to buy the Hyman Condo--I.19.)

  Coast Guard boat: available from the start of the game by a pier just N of the
big ship at the S end of the E side of the west island.

  You could use the "comeflywithme" code to fly the Rhino (I.9.D), which is at
Fort Baxter after you've found 90 hidden packages, and take off from a long run-
way at the airport.

  You could use the "seaways" code (I.16) and travel over water in a four-
wheeled vehicle (even the Rhino).

  I wouldn't save the game after either of those last two, though.

  You could use DiCanio's RC mod (I.100.D.f).

  Making a side trip to sneak aboard the yacht

  Another thing you can do if you get early access to a helicopter is land one
on the back of the top level of Cortez' yacht, which is at Pier 2 at the SW of
the east island.  You can look around the three levels of it once you land.
Don't bother trying to get Tommy aboard the Speeder speed boat hanging off the
back of the yacht.  It's not solid, and is partly covered by something invisible
that bounces him off, and Tommy will drown.

  Four ways to jump into Leaf Links early

  You can use a PCJ 600 to jump into Leaf Links before it's unlocked by doing
"Four Iron" (I.38).

  1. Go to the E end of the bridge from the east island to Starfish Island.
Turn off the road to the N and gun it to the NW corner of the grass and jump to
Leaf Links.  This works for slower vehicles, too, except a scooter, according to
Rusk reader WizO Randal.

  2. Use the slope (sometimes invisible, but solid) up to the low wall at the
N side of the loop at the end of a road near the middle of the W side of the
east island.  Start your run to the SE of it, going beyond the intersection and
across the yard to the low wall by the water.  Wait for a break in traffic and
gun it for the slope.  I don't think Rusk has noted the next two yet, though.

  3. Start across the street to the E from the N side of the Vice Point Pay 'n'
Spray (which is across the street to the N of the Links View Apartment).  Gun
it W past the N side of the Pay 'n' Spray and aim for the corner of the pave-
ment ahead and to the right, and give it a little wheelie once airborne to en-
sure you clear the ledge for your landing.

  4. Drive a PCJ 600 up the steep grass slope at the NW corner of the little
wooden bridge that goes over the road near the E end of Links Bridge and try to
jump or bump the wooden bridge so that Tommy, and maybe the PCJ 600, land or
topple onto the bridge.


  I.19  Finding Hidden Packages
          A mod that can help if you lose count,
          how to find the secret chocolate Easter egg by H61
          and printing press by H66,
          and buying all the other non-moneymaking properties.

  You have to find 100 green and yellow-green glowing hidden packages, which
look to me like tiki statues archaeologists inform us are stylized renderings of
pelicans in ancient Asian potentates outfits that somebody smashed in the beak
with a shovel.  And that's another "Scarface," 1983, reference.  (Remember him
calling the flamingos on TV "pelicans"?  It was a phrase Al Pacino used to prac-
tice his Cuban accent and was left in the film.)

 And it's a 2nd "Scarface" reference because the packages are used to smuggle
cocaine into Vice City; one will appear after "Rub Out" on the counter just in-
side the entrance to Tommy's Ocean View apartment with a few piles of white pow-
der around it.  (PS: this is a work of fiction--don't ever do anything to help
finance organized crime.)  You can see some of them from afar, but the glow ap-
pears as you get close to them.

  You get $100 per package ($10,000 total), and a $100,000 bonus after getting
the 100th.  You also get an icon at the Ocean View, the mansion (after "Rub
Out") and the Hyman Condo (wait till you have 70 hidden packages to buy it so
your weapon pickups all appear there) for each ten you find up to 70:

  10 Armor
  20 Chainsaw
  30 .357
  40 Flame Thrower (and cans of HOT 'N' STICKY appear at the mansion when Tommy
                     owns it; thanks to Konstantinos for the tip)
  50 .308 Sniper
  60 Minigun
  70 Rocket Launcher


  80 the Sea Sparrow, available from then on behind the Starfish Island mansion,
even before doing "Rub Out"--I.53--and taking the mansion; no one there will
mind.  Just don't mess around with Diaz' gang--they're one of the meanest.

  90 the Rhino at Fort Baxter, across the lot from the entrance gate.  The sol-
diers will shoot.

  100 the Hunter at Fort Baxter, in the middle of the N end.  (Otherwise, it
won't appear there till after "Keep Your Friends Close.")  If Tommy jacks this
right, he has at least a 50% chance of living.  If you both collect 100 packages
and complete "Keep Your Friends Close," the Hunter also appears on a helipad on
the S side of the E island.

  As Rusk explains, if you get 40 packages then buy the Condo, the 1st four
pickups will appear there, but the pickups for collecting 50 to 70 won't appear
there until you open the west island by doing "Phnom Penh '86" (I.45).  But if
you collect 70 1st, so the 1st seven pickups appear at the Ocean View, then buy
the condo, all seven pickups will appear on the roof of the condo before the
west island is officially open.

  To put it simply, get at least 70 packages before buying the condo if you're
buying it before the west island is officially open.

  A mod that can help if you lose count

  This is easy, like an Easter egg hunt.  But make sure you write down the num-
bers of the ones you've found to keep track of them, because 100 is a lot to go
back over if you miss one.  But if worse comes to worse, you can install a mod
(ification of the game) that causes balls of light to hover over all hidden
packages left to find, and rampages left to do, with an unlit segment that keeps
moving down through the balls like something out of Las Vegas.  See The Rampage
and Package Finder Mod (aka "The Northern Lights Mod") under Mods-- Miscella-
neous (100.D.f).

  The numbers for the packages come from the BradyGames Official Strategy

  I'd search while using the PCJ 600, generally--there are some jumps you can
try along the way.

  The ones you can get right away with a VCPD helicopter, including some you
might also use a boat for, are also ones you can wait to use a Sea Sparrow to
get if the pontoons make you feel safer about getting a few of them.  Since the
Sea Sparrow is unlocked after getting 80 hidden packages, you'd have to wait
till then to do those.  I'd use the VCPD helicopter (see I.9.D for the location)
to get them right away.

  Those hidden packages are: 1, 2, 13, 22, 24, 51-55, 84, and 87 (you might get
89, 90, and 91 while you're at it).

  If you're new to the game, you might want to do H15 (in the Washington Beach
police station) and H100 (behind the sign in front of Fort Baxter) after you get
the police outfit, available after "Cop Land" (I.61).  Without the outfit,
you'll be getting shot at while getting H15 and possibly H100.

  I wouldn't wait.

  Ocean Beach (the several blocks on the S end of the E island)

  H1  is on the roofless wooden platform in the ocean at the middle of the S end
of the Vice City map, S of Cortez' yacht and W of the light house.  You might
try for this in a boat or later with a Sea Sparrow helicopter.  I'd use the VCPD
Maverick (I.9.D) now.  Approach from the S and land on the part of the platform
with the pickup for rampage 1.

  H2  is on one of the big pile of the rocks W of the three wooden platforms and
a bit more N than the most N of them.  Again, you might try for this in a boat
or later with the Sea Sparrow, but I'd use the VCPD Maverick now.  Land on the
slightly sloped rock that slopes down to the most N rock with the right side of
the chopper towards the most N rock to help ensure it doesn't slide off.  The
package is on the other side of the big rock beside you to the S.

  H3  is by the back door of the house with a helipad that looks like a trampo-
line at the SW end of the island.

  H4  is at the top of the outdoor steps to the light house at the SE side of
the island.

  H5  is at the NW corner of the indoor parking garage by the piers on the SW
edge of the island.

  H6  is behind the Ocean View Medical Foundation N of H5; if you approach from
the front steps, use the bike to jump onto then up onto the grass.

  H7  is on the walk beneath the E end of the S bridge.

  H8  Either: drive up the circular ramp to the roof of the Washington Mall
parking garage (3rd block from the E, 4th from the S), make a W to E run along
the S side and over the middle of the ramp to the roof across the street (Jump
29), then position the bike and run N to S over a ramp to the next roof over,
where the package is,

      Or: get it with a helicopter later.

      I'd jump with the cycle.

  Washington Beach (the several blocks from Ocean Beach up to just N of the
Washington Beach police station; it's also the name of the entire N to S length
of the beach to the E of it),

  H9  is behind a large pink building, S area of the east island, 2nd block from
the E, 4th block from the S.  Enter the area by going up the steps in the middle
of the S side of the block.  (The pool near the Hidden Package is shaped like a
stylized co** and balls.)

  H10  is on a roof, S side E island, NW side of block 4 blocks up on the E.
Either: use the stairs in the alley across from the middle of the N end of the
block to jump S and onto the roof (Jump 26),

     Or: get it with a helicopter later.

  H11  is on the back porch of a save place you can buy, 1102 Washington St.,
3rd block from the E, 4th block from the S, on the W panhandle of the block.

  H12  Go N on the same street to the SE end of a little bridge.

  H13  I'd get this in the VCPD Maverick.  It's on the roof of the seven story
white building with horizontal blue stripes, E island, N side of the block, 2nd
block from the E and 4th block from the S--it's on the block S of the Washington
Beach police station.

  H14  is over the top of the steps of a little wooden hut on the beach E of the
Washington Beach police station (which is on the block that comes to a point at
the top, 2nd block from the E, 5th block from the S).

  H15  You may want to do this one separately.  Have Tommy go through the en-
trance on the N side of the Washington Beach police station (see H14) and all
the way to the back--he now has a two star wanted level and the police will
shoot at him.  Have him go up the stairs on the right and into a little office
at the far end of the room: the package is on the far right.  Have him run out
the way he went in (across the room, down the stairs, left, and straight out).
Send him E to the alley that runs N to S through the middle of the blocks along
the E side of the island to run (pulse Jump if you don't have the infinite run)
S through the police bribe, then have him run the other star off.

  This is easier with the infinite run (I.22).  It's even easier if Tommy wears
the police uniform available after "Cop Land" (I.61), because that way he
doesn't get a wanted level for walking beyond the entrance room inside the po-
lice station.  I've done it without having the infinite run or the outfit for
him, though, so most anyone could.

  H16  Go N from H12 across the little bridge, and, just a bit ahead, go left
off of the road and up the steps, then go left to the pink house; H16 is on the
S side of it.

  H17  is on the N end of the multi-colored outdoor shower stalls at the S side
of the E end of the Starfish Island bridge.

  H18  is revolving while partly submerged in the ground beneath the same end of
the same bridge.

  Vice Point (the island W of Washington Beach and all the neighborhoods on the
same land N of the Washington Beach neighborhoods)

  H19  Go E on the road from the E end of the bridge to Starfish Island and make
the 1st left, which is N.  Turn right off the road into the entrance of the con-
struction area of a building with red girders.  Have Tommy go up the wooden
plank to the 2nd floor, turn right, and jump onto the scaffolding that extends
from the side at the corner, then jump from it into the Spand Express building
lot to get H19.  Have him use the boxes by the gate to get over the fence to get
out.  (Thanks to David Hawkins, whose method is given by Rusk.)

  H20  Go back up a plank of the red girder building, and continue up planks to
the 4th floor.  The package is at the end of a girder sticking out from the
building.  It's about a foot wide, so it's not hard to do.

  H21  Leave the construction site and turn right to continue N on the road.
Ahead at the 1st left is a short road that ends in a circle.  Just before you
get to the beginning of that road is a house on your left.  H21 is on a dock be-
hind that building.

  H22  Use the VCPD Maverick for this.  You're to land in a swimming pool on a
roof, but the Sea Sparrow doesn't provide any advantage because the water is on-
ly about 1 1/2' deep, and the Sea Sparrow sinks to the bottom of the pool, too.
The package is on the roof of the building across the street to the S of the
Malibu Club.  Get the chopper positioned to go to the pool, including by using
nudges from side to side with A and D, and take it in slowly.

  H23  At the same place, just before the start of the little road, go right in-
stead and across the bridge.  At the end of that road, go right, which is S.  On
your right side you'll see a parking lot, then a smaller lot, and then the Mali-
bu Club.  H23 is in the near S corner of the smaller lot.

  H24  Use the VCPD Maverick for this.  As with H22, you're to land in a swim-
ming pool on a roof, but, again, the Sea Sparrow doesn't provide any advantage
because the water is only about 1 1/2' deep, and the Sea Sparrow sinks to the
bottom of the pool, too.  The package is on the roof of the building across the
street to the N of the Malibu Club parking lot.  Land the chopper as with H22.

  (While there, you may see if you get the glitch I've had where the leaves of
the four biggest palm trees there disappear.)

  H25  In the NW corner of the area behind the hotel E of the Malibu Club park-
ing lot.  For some reason, the PC version has it called "ST HOTEL" along the top
and "WK CHARIOT HOTEL" over the front doors instead of "Vice Point Langer,"
which the PS2 version names it.  (See I.13 for more about it.)

  H26  From the base of the road that ends in a circle, go NE over the little
bridge and into the pizza store on the far corner at the 1st left.  H26 is in
the NE corner of the table area.  (You can have Tommy run over each row of ta-
bles and benches without falling in between them.)

  (The cashiers at the pizza stores, and North Point Mall fast food places, all
look the same and only talk if Tommy buys something.

  Otherwise, they're one of the several groups of pedestrians that won't say or
do anything if you have Tommy hit them to find out more about them, except that
these ones make a brief fighting stance--compare I.9.A: Punching your neighbors
to get to know them.

  Tommy may need a night stick in order to hit the ones in the inaccessible
booths at North Point Mall.  They crouch a bit behind their cash register if
shooting gets near.  If Tommy keeps hitting one of them, they'll make a brave,
pacifistic sacrifice of themselves in the name of bad food, though you'd never
imagine such conviction from how unenthusiastic they are about selling it.  If
you persist at having Tommy try to get a reaction from one till he kills them,
the store won't sell pizza or whatever there for awhile.

  The Ammu-Nation clerks all look the same and never talk, even if Tommy buys
something from them; if he hits them, they shoot at him.

  You'll meet one of another group of pedestrians like that at H28.)

  H27  Continue NE on the same road as the pizza store, cross the street, and
continue to the stairway of the apartment building on the left.  H27 is under
the stairs.

  (There's one of the trees Tommy can climb S of the stairs.  Have him climb
just higher than roof level and he can jump to the roof, then make a running
jump to another roof to the N.)

  H28  Go back to the street you crossed from the pizza store--the one along the
E side of the pizza store.  Go NW on it to the nameless jewelry store on the 2nd
block on your left.  H28 is at the cashier's left side.

  (This is one of the stores Tommy will knock off later--he can't buy anything
in them.  All the cashiers for stores he knocks off look the same--they have
beards and glasses--and they never talk, they just look askance at him.  They
duck if he holds them up.  This is another group of pedestrians that won't talk
if he hits them to learn more about them.  If Tommy hits them, these ones will
duck and set off the alarm, considering him as having held up the store.)

  H29  Continue N on the same road as the jewelry store to the T intersection.
 Go W past the road on the right and turn right to go up the driveway of Merce-
des Cortez' house with flashing red lights.  At the top, go right down a ramp,
then go left around the house to H29, which is by a door.

  H30  Go back down to the street in front of Mercedes' house.  Go E, cross the
street, and go up either stairway of the apartment building on the left (you can
see in the window at the 2nd floor, which you'll have Tommy do for "The Chase").
Go up more stairs to the 4th floor, go left on the balcony, right on the roof-
top, then down a small ramp and have Tommy drop onto the lower roof.  H30 is on
the W side of the ramp.  Have Tommy drop back down to the street from the W side
of the roof, E of, and across the street from, Mercedes' house, to continue.

  H31  Go N on the road at the E of Mercedes' house past two lefts and a tan Pay
'n' Spray on the left and make the 1st right.  Then go right into the alley, and
ahead into the entrance between two old wooden fences.  H31 is to your right in
a corner of the fence by a palm tree.

  H32  Go back out from between the fences and go N to the street.  Go left to
the T intersection, then go N to a T intersection.  Go W and continue as the
road curves to the NE--you're on the block that, to me, looks like a cartoon
nose that's pointing W.  You're on the bridge of the "nose" with a hotel en-
trance to the E of you.  Go in the entrance and get H32 in the tip of the

  H33  is on the high dive board behind the same hotel.  The diving boards plat-
form has a sign on it that says, "DON'T PEE IN OUR POOL!"

  (The other platform that has that sign is in back of the Standing Vice Point
Hotel, which is across the street to the S of the Malibu Club.)

  H34  Get back on the same road (the bridge of the "nose") and go N.  A bit
ahead of you, on the left side of the street, H32 is by the S side of the base
of the bridge to Prawn Island.

  N end of the E island

  H35  is behind the Jocksport sign at the RC Bandit Top Fun van dirt track,
which is on the E island beach E of the big nose of H32 (wasn't Bob Hope good in
that?  No, no no....)

  H36  behind the apartment building that's across the street to the E and a bit
N of the entrance in the middle of the E side of North Point Mall.

  H37  is in the recessed part of the exterior of the middle of the N side of
North Point Mall.

  H38  At the doors of a store in the middle of the E side, 2nd floor, of the
North Point Mall; the store window signs have "SALE" written on them.

  H39  Go into the 2nd floor of the GASH store, which is in the middle of the
S end of the mall.  (You can use the elevator inside the store, if you want.)
Have Tommy jump over some tables in the SW section to get to the package in the
back.  (The 1st floor section is one of the stores you'll knock off.)

  H40  There are two ways to enter the North Point Mall parking garage (a pale
blue horizontal building with horizontal blue stripes):

  through a door on the NW side of the 2nd floor of the mall, or

  from the street to the W of it.

  Go to the 1st floor of the garage.  H33 is S of the S entrance.

  (You might do a jump with the PCJ 600 to leave.  Go to the top floor and make
a NE to SW run to the board propped up in the corner, angling left with left and
reverse/brake ready.

  You might as well learn another jump while you're in the area.  Continue S on
the road on the W side of the mall, and go left, just before the bridge over-
pass, onto the lower walkway.  Go past the police bribe pickup to the end of the
walkway, then make a 180 degree turn onto the nearest, and lower, walkway to
your right.  Go to the end of it and over the small steps onto the bridge which
goes to Prawn Island--watch for traffic when you jump.)

  Prawn Island (the most N of the little islands between the two big ones)

  H41  When you get off the bridge from the E island to Prawn Island, take the
1st left road.  Look for a little alley not far along it on the right--H41 is at
the back of it.

  H42  Go back onto the road near the W end of the bridge.  Drive your PCJ 600
onto the N sidewalk with the rear wheel to the wall.

  You need to make the few jumps you did to get into the film studio if you did
"The Jump" (I.18).

  Drive up the gray ramp across the street at the side of a building and turn
right to jump to a raised ramp on the roof of the next building, where you'll
need to accelerate and go a bit right to jump onto the sloped raised part of a
3rd building.

  Once you've managed that, drive to the end of the SE section facing W at a
ramp across the roof.  (Look to the S from the SE corner to see a set of stairs
you can use if you need to get out, too.)  Have Tommy walk onto the W ramp to
see the following before you jump.  You'll need to go a bit right from the ramp
the ramp, over the street and the yellow wall, and onto the white building with
a blue stripe along the top, then let yourself roll to fall onto the slightly
lower roof of the blue building with rounded sides, where you'll stop with brake
and reverse combined (doing J36 in the process).  (Don't worry--the two build-
ings you're jumping to are so close you could do a running jump from one to the
other.)  This could take a few tries.

  You could use a helicopter for this, but you need to do the jump, anyway, and
the sooner you learn it, the sooner it's easier to have fun doing it.

  H42 is between the two vent boxes on the roof you stop on.

  H43  is in Studio C.  If you're still on the roof where H42 was, drive from
the SE corner to go off the NE corner aiming for the door across the lot
straight ahead--Studio C.  H43 is at the SW corner.

  You'll probably want to look around the studio lot.  A few highlights: you can
get an M4, one of the better weapons, behind the lunar landing capsule in Studio
B.  If you shoot the gas meter by the middle of the W wall, it blows up.  There
are (out of focus) cheesecake pictures inside the guard booth by the front gate
on the E side.  The outdoor studio at the S end looks like a little of Bedford
Point in "GTA III."  The ramp truck used for the PCJ 600 jump to get to the
mainland is at the NW side.  The blue wire gate behind it will open for "Dildo
Dodo" (I.79) and remain open afterward so you can fly the Skimmer, a Dodo with
pontoons, that will appear at the pier.

  To leave, gun it over the stairs at the SE corner and level the wheels for
landing with NP9.

  H44  Go to the fountain, commemorating four fish locked at the hindquarters
and spitting, in the middle of Prawn Island.  Go W to the green house that isn't
trashed with spray paint and up the steps to the W patio for H36.

  H45  From the nauseous aqua coitus fountain, go E to the yellow house trashed
with spray paint.  Go up the steps and inside.  Ahead and to your right you can
see a chunk of the corner of a wall is broken off and there's a room behind it
you need to get into for H45.  Have Tommy go up the stairs to the 2nd floor and
jump into it from the left or drop into it from the right.

  (If you want to explore, you can walk around the outdoor 2nd floor balcony or
go up another floor to the roof you'll go to at the end of "Phnom Penh '86"--

  Leaf Links Golf Club (on three islands close together S of Prawn Island and
close to the E island)

  Use one of the ways given at I.18 to get into Leaf Links, which opens up after
"Four Iron" (I.38).

  However you do it, watch your radar to avoid having Tommy walk-through a shrub
and over a ledge into deep water.

  H46  is under the bridge SE of the clubhouse.

  H47  From the clubhouse, go N, cross a little bridge, and continue N to the
bottom W side of the driving platform.

  H48  is above a sand trap NW of the end of the curvy road W of the clubhouse.

  H49  from H48, go S, cross a little bridge, and continue S to H49, which is
over a little island in the middle of a shallow pond.

  H50  from H49, continue S.  H50 is over the middle of another little bridge.

  Starfish Island (the island between Washington Beach and Little Havana)

  Use one of the ways to get to the west island early given at I.18, get a VCPD
helicopter, and go to Starfish Island.  I'd use a helicopter because I'm not
sure if the boat would drift away if left alone a long time, and you might want
to look around.  You could also see I.18 for the way to have Tommy jump on a
shrub to get there.

  H51  is on the lower sidewalk E of the pool E of the mansion, which is the
only house in the SE area of Starfish Island.

  H52  is at the end of the S to N sidewalk at the W edge of the mansion lot.
Be careful not to have Tommy hurry through the shrub and land in the ocean--
there's no guard wall at the end of the walk.

  H53  is on the 2nd floor balcony of the house with a swimming pool shaped like
the Rockstar logo.  The house is a bit W of center in the W of the two areas en-
circled by road.

  (In "Vice City," the type of picnic tables on the balcony are like the ones in
"GTA III"--hit them with a vehicle, and they assume a damaged shape.  The tables
in the yard of the Keepie Uppie Beach Ball in a pool filled with water on the NE
side of the island are much more accessible.  Trounce one with the bottom of a
Sea Sparrow to see the effect.)

  H54  is in the Jacuzzi by the pool of the house which is a bit E of center in
the E of the two areas encircled by road.

 (The water in the Jacuzzi doesn't make any noise when Tommy moves in it, but
there are splashing sounds if Tommy moves around in the empty pool around the
gazebo with African decorations, which is on the 2nd block S of the end of the
road that extends S from the E end of the bridge from Prawn Island to the E is-
land.  Also, if you have Tommy crouch in the pool beside the Jacuzzi of H54, you
can see that it's one of the pools where the water goes over his head but he
doesn't drown.)

  H55  From the E end of the main E to W road through Starfish Island, take the
1st right turn and turn right into the driveway of the 2nd house on the right.
H55 is at the front door.  (There's always a Comet--a Porsche--in the garage.
It's between two houses that each have a swimming pool with a Keepie Uppie Beach
Ball in it.)

  The mainland (W island)

  Use one of the ways to get there given at I.18.

  Downtown (the N area of the W island down to the S side of the Moist Palms Ho-

  H56  As you get off the W end of the N bridge to the W island, the VCN build-
ing is on your right.  From it, go E, across the street that passes under the
bridge, and go around to the back of the building on your left.  Go N to an in-
dented section of the back of that big building to find H56.

  H57  Go N around the W side of the VCN building (see H56).  Go to the modern
art sculpture for the tomb of the unknown bowling octopus in the middle of the
big white building with blue windows--the V.A.J. Finance building.  Be careful
going over all the curbs.  H57 is in the middle of the sculpture.

  H58  Go to the Hyman Condo alley, which has a police bribe pickup and runs
diagonally SW to NE between the two roads that extend S from the most N blocks
of the W island.  Go W to E in the alley and turn S into the clearing between
buildings.  H58 is in that lot.

  H59  Go clockwise around Hyman Memorial Stadium, which is on the big area that
projects from the NW end of the W island.  H59 is in a corner of the NW side of
the stadium.

  H60  Go to the Schuman Health Care Center, which is on the left at the W end
of the road that extends W from the bridge from Prawn Island to the W island.
Go over the gray driveway beside it on the E side and down into a lower room (an
ambulance is always parked on the upper section nearby).  H60 is in it.

  H61  If you cross the N bridge into the Downtown area, go in the door of the
1st building on the right, the VCN (Vice City News) building.  Tommy will be el-
evated to the roof.  Have him go on top of the helipad and look back and down to
his left to see H61 and jump to it.

  The hidden Easter egg

  (Have Tommy go from the top of the ramp to the helipad to the red light on the
far right corner of the helipad.  Look at the window at about the height of Tom-
my's head to the left.  Have Tommy get a running start and jump at it.  He'll go
through the window to a room that's empty except for a podium with a chocolate
Easter egg on it.  In the Rockstar tradition of creating an absurdist world that
makes tongue-in-cheek fun of gaming traditions--one of which being to put the
programmer's personal messages, called Easter eggs, in the game--it says, "Happy
Easter."  Have him run and jump to get back on the helipad.)

  H62  Go N from the Skumole Shack (see the end of I.18 if you haven't already
bought it) and turn left into the lot.  Go up the stairs and across the roof to
the far left, where you turn left and then left into the office.  (The elevator
in there will be unlocked from "G Spotlight"--I.87-- on.)  The hidden package is
on the right by the desks.

  H63  Go S from where the two roads come together to form the main N-S route of
the west island.  Shortly, you'll see the Moist Palms Hotel on the W side (the
several driveways that join together in front of the hotel are shown on your in-
game map and radar).  Take the driveway through the hotel and go to the SW cor-
ner of the lawn behind it.  H63 is behind the concrete ramp there.

 Little Haiti (the neighborhood of blocks from the S side of the Moist Palms Ho-
tel down to the S side of the block the Pay 'n' Spray is on)

  H64  Jump your PCJ 600 over the ramp of H63 (or go W through the alley at the
S side of the Moist Palms Hotel) and go W over concrete then cobblestone to the
NW corner of the cobblestone area.  H64 is at the corner of it.

  H65  Either: go S from H64, then left into the back entrance (a space between
two big walls) of Phil's Place; go left, right at the corner, past a big pile of
junk and ahead into an alley, right at the corner and over a mound of dirt
sloped against a wall; immediately, turn right and into Phil's Place;

       or: go S from the Moist Palms Hotel (H63) on the main N-S route of the W
island and make the 1st right; continue straight, and just as it starts to curve
left you'll see an entrance with a big sign over it that says, "Phil's Place"
ahead of you--drive in.

       Either way, H65 is in the shack on the right.

  H66  Looking E from the entrance to Phil's Place, go across the street into
the alley on the S side of EL NUEVO SIGLO SUPERMARKET (tan with red horizontal
stripes at the top and bottom).  Turn right at the corner at the end of the al-
ley, and go to the bottom of the sunken stairs for H66.

  The hidden printing press

  (If you equip the Rocket Launcher scope with Tommy's right side to the door at
the bottom of the sunken stairs, and turn Tommy to the right--the look through
walls gimmick--you can see a light green printing press in an otherwise empty
little room.  It's where the courier tries to deliver the counterfeit money
plates in "Hit the Courier"--I.96.  The WK Chariot section of I.9.G explains how
to get into the room.)

  H67  There aren't any stairs to either of the rooftops you use for this so
you'll have to jump with your PCJ 600 or use a helicopter.

  Go S on the main road from the Downtown section, make the 1st right turn, and
look along the right to turn in to a little square lot of a pale yellow build-
ing.  Looking S from it, you'll see a ramp with a police bribe over it across
the street that's beyond an opening.  Drive across the street toward the ramp
and stop, then drive up the ramp and hit brake and reverse simultaneously when
you land on the roof.  Hidden Package 67 is in the indented area of the roof to
the E of the landing roof.  There's only a foot or so space between the two
roofs--Tommy can jump it on foot or even get a PCJ 600 across the space with on-
ly a little speed.

  H68  Looking from the entrance of Phil's Place, go right--S--to the SE side of
the yellow Kaufman Cabs building.  Go around the junked car into the alley be-
tween Kaufman Cabs and a little old house.  H68 is on top of the back steps of
the house.

  H69  Go back out to the front of the yellow Kaufman Cabs building, which has
closed gray doors.  Go S and turn left off of the road at the S side of the piz-
za store on the left.  Go ahead and right onto the walk between Funeraria Romero
and the low-walled grass and trees planter or terrace thing.  Look carefully for
a narrow alley on the left, S of Funeraria Romero.  Go through the alley then
left to find H69 over an open shallow grave of a human skeleton that's missing
part of the left arm.

  H70  From the pizza store, go S, take the 2nd right, go left off the road
into an alley at the W side of the 1st building on your left, then left into a
little alley.  At the end of it, look right to see the stairs.  Take several
sets of stairs to the roof.  H70 is in the middle of several air conditioning
vent boxes ahead and to the right.  Then go back down the stairs, turn 180
degrees, go ahead in the little alley and go right at the alley.  At the street,
go right to another street and face S so you're ready to look for H71.

  H71  Either: go S from where you were at the end of the note for H70--the cor-
ner of the 2nd right S of the pizza store--and follow the road as it curves E to
a T intersection; go S to a billboard--"LITTLE HAITI LIFE'S A BEACH" with
"BI**H" painted over "BEACH"--on the right side;

  or: go S on the main N-S road past the Little Haiti Pay 'n' Spray, then turn
right; at the next right, the billboard is on the far corner.

  H71 is in the inside corner of the gray wooden fence at the base of the bill-

  Little Havana (about the width and length of Little Haiti, S of Little Haiti)

  H72  On the main N-S road, go S past the Little Haiti Pay 'n' Spray, then turn
right.  Continue on the road that curves S to a T intersection, then go W.  At
the next right, the laundromat is on the far corner lot.  H72 is inside.  If you
want to have Tommy avoid the track suit pickup, have him go right once inside
and jump over the counter between the cashier and the front window.

  (The laundromat is one of the stores you'll knock off.)

  H73  From the laundromat front lot, look E at the pale greenish-blue house.
H73 is over the ramp in front of it.

  (I've also gone E to W and used the ramp for a minor jump onto a neighbor's
roof, but I was VERY lucky.)

  H74  On the main N-S road, go S past Cherry Poppers, then go right.  Continue
on the road which turns N, and you'll see Cafe Robina on the corner on the right
where it curves E.  Go across the street from Cafe Robina and into the alley,
and turn right to find H74.

  (Cafe Robina is one of the stores you'll knock off.)

  H75  Either: go E from Cafe Robina and turn right into the dirt lot;
  or: go S on the main N-S road past the Little Haiti Pay 'n' Spray, then take
the 2nd right to a T intersection; go left then take the 1st right, and turn
left off of the road into a dirt lot after the 2nd Mean Street Taxis bench on
the left.

  Either way, continue through the opening in the white wall ahead to the right.

  Go up the stairs.  At the top, have Tommy jump through the space between the
guard rail and the low wall to a lower roof.  Have him climb the stairs to the
roof, and go to the NE corner.  (The .308 Sniper Rifle there is a good weapon.)
Have him jump strongly enough (I once got Tommy stuck for awhile in the gap) to
land on the walkway at the base of the Kaufman Cabs billboard.  H74 is around
the corner at the other end of it.  (Remember to have Tommy jump over the gap
going back, too.)

  H76  Go S on the main N-S road past Cherry Poppers, and go into Callegg's Del-
icatessen at the 1st corner on the right.  H76 is behind the counter.  (This
deli is going to be used for "Sir, Yes Sir"--I.48--and is one of the stores
you'll knock off.)

  H77  From Callegg's Delicatessen on the main N-S road, take the road W and
make the 1st left.  After the 1st building, turn right off the road and into a
dirt lot.  Go up the stairs to the roof.  H77 is on the SW corner of the roof.
Go back down the stairs and across the lot to the road.

  H78  From H77, continue S down the road to Sunshine Autos on the left and en-
ter the S end of the building.  H78 is upstairs.

  (The Ghost Plants, I.9.G, are up there.  Except for some glass at the S cor-
ner, the panes of glass there are among the examples of glass you can have Tommy
shoot through with a sniper rifle without breaking them, if you have Tommy stand
far enough away from them.)

  Viceport (the S end of the W island, E of the dead end road that goes down the
middle of the island except for the Hooker Inn and a bit of the coast)

  H79  Go S on the main N-S road past Cherry Poppers, and turn right/E.  Contin-
ue through the intersection; after the road makes a 90 degree curve N, turn
right off the road to the gates with blue and red banded bars across them.
Squeeze the PCJ 600 through the S end of the S bar, turning right through it.
(Note: there's armor to your left inside.)  Jump the ramp on the E side.  H79 is
in the curve of the pale green-blue pipe in the middle of the four big "AVIATION
JET 'A' FUEL" tanks.

  To get back out, go over the ramp at the SW corner.  Nearly straight ahead is
H80 between two unhitched truck trailers.  You can go out past the S end of the
red and blue bar again or jump out using one of the two ramps on the W side of
the lot.

  H80  If you didn't get this when you got H79, go in the lot past the S end of
the same blue and red banded bar mentioned for H79.  Go right to find H80 be-
tween two unhitched truck trailers.

  H81  Go S on the main N-S road past the S bridge; just past the 1st right turn
is a series of connected apartment buildings that make a series of identical
projections toward the street.  Going S, H81 is between projections seven and
eight behind a covered entrance to the eighth one.

  H82  Go up the S ramp of the two boarding ramps of the big ship docked at the
S end of the E side of the W island.  Once aboard, go to the pile of crates on
your left and go clockwise around them to H82.

  H83  Go to the S section of the main N-S road of the W island; where it di-
vides, go right to a T intersection.  H83 is in the inside corner of the low
concrete wall around the two "1986 VCPA Vice City Port Authority Main Building"
signs on the corner to your right.

  H84  Use the VCPD helicopter.  Land on a big open area toward the W end of the
W ship of the two docked at the S end of the W island.

  H85  go S on the forked dead end road that goes down the middle of the S end
of the west island.  Where the road forks, go left/SE.  The hanger is near the
end on the left.  Go in the door on the N side and into the little office on
the left for H85.

  H86  If you go S onto the dead end forked road down the middle of the S end
of the W island, make the 1st right into a lot--there's always a Benson (a
truck that looks like a U-Haul truck you don't need a special license to
drive) parked about 20 feet into it.  Continue straight through the gateway and
to the end of the lot.  The package is by a pair of gray doors on the right.

  (At the far SW on the lot is 8 Ball's bomb shop.)

  Escobar International Airport (W of Little Havana and Vice Port and S of Fort

  To get there by PCJ 600, go S from Cherry Poppers on the main N-S road of the
W island, make the 1st right, and continue W through an intersection and follow
the road as it curves 90 degrees N then 90 degrees W.  You can go through the
gates on the left to the S tarmac or ahead then to the left to the main terminal

  H87  is on the upper roof of the Freight and Cargo terminal, which is the
place with all the colored crates and wooden planks at the SE corner of the S
tarmac of the airport (just NW of the end of the dead end road that goes down
the middle of the S end of the W island).

  Rusk has got to be kidding about using that series of motorcycle jumps over
planks and crates on the SW side of the building.  I've done it, but the open-
ing jump is tricky.  You have to jump from a wooden plank to the narrow part of
the rectangular top of a red crate and stop on it.

  If you want to make that 1st jump a lot easier, use the ramp truck S of the SE
corner of the main terminal building to make the 1st jump.  Drive it S to the
Freight and Cargo terminal.  Park it with the top of the ramp S of the yellow
crate that's S of the two red crates in a row (the most W of the red crates at
the SW side of the building), and with the ramp in alignment with the two red
crates.  Get out of the Packer, leaving the door open by moving quickly once you
exit so the Packer will stay in the memory of the game.  Jump the PCJ 600 up the
ramp onto the red crates.  Then get the long distance back view with V and back
the PCJ 600 to the S edge of the red crates.  Press V again to get the mid-dis-
tance back view, then gun it across the crates and up two wooden plank jumps to
the lower roof of the building.  Go up the slope on the NE side of it to the up-
per roof.  H87 is near the middle of the S end of the roof.

  Use the VCPD Maverick if you're not in a very patient mood.  Land on the S ar-
ea of the upper roof of the Freight and Cargo terminal for H87.

  H88  is on the concrete heliport with pale yellow diagonal stripes in the mid-
dle of the S end of the S tarmac of the airport.  The steps of it are about a
four second run W from the two red crates of H87.

  H89  From the two red crates of H87, go N to the three concrete ramps with di-
agonal yellow stripes, which are just S of the McAdam Airways hanger.  From the
base of one of them, back the PCJ 600 about 20-25 steps of the right foot, then
gun it over the tarmacadam to the roof of McAdam, and use reverse with brake to
stop.  H89 is over the apex of the roof on the S side.

  You might get this with the VCPD Maverick, too.

  H90  is over the S end of the loading platform (the big white octopus of hall-
ways propped overhead) that runs SE from the main terminal building.

  On the PCJ 600, go N from the entrance of the S tarmac, past the "Vice Surf"
billboard, across the street, through the entrance to the N tarmac (there's a
green booth there; if you look in the window on the E side, you can see through
the S wall of it), and over to the low wall with a fence over it.  Turn 180 de-
grees, and position the bike so the wooden plank at the base of the near side of
the billboard is ahead.  Drive S at the middle of the wooden plank, up through
the ramp in the billboard, use NP6 and NP9 to get the front wheel a bit higher
than the rear wheel, and land with some acceleration on the airport terminal
roof--Unique Jump 10.

  (If you screw up and lose the bike somehow, you can do the jump with a sports
car.  You might also see what half-pipe mileage you can manage to wring out of
the terminal roof with a PCJ 600.)

  Go to the S end of the E valley of the roof.  Get on foot and look down from
the edge--pull on the mouse till you get an overhead view--to see where you need
to position the bike to land on the loading platform.  Drive onto the loading
platform and press brake and reverse combined.  Push the PCJ 600 to the ground
without falling yourself--once you run S on the loading platform, you won't be
able to jump high enough to get over one ledge to get back.  Go to the S end of
the platform for H90.  Then drop to the ground and get the bike.

  You can also get this by landing a VCPD Maverick near the S end of the plat-

  H91  Do the jump through the "Vice Surf" billboard onto the terminal roof
again.  But then go to the W valley of the roof.  Get H96 while you're there.
Test your sense of spacial relationships again by looking down from the edge to
judge how to aim the bike and drive the bike onto the loading platform.  Push
the bike off onto the ground.  Go S over the platform to the S jet on the W
side.  Go over the extension and make the one foot or so jump onto the jet.  Get
H91 over the back of the jet.  Drop onto the wing then the ground, and get the

  You can also get this by landing a VCPD helicopter near the S end of the plat-

  H92  is under the same jet that H91 was over, by the inside of the rear right

  H93  Just S of the middle of the W side of the entire airport (not just the S
tarmac) are open hangers.  H93 is under the left wing of the big jet sticking
out from one.  It's a Rockstar jet, like all the jets by the loading platforms.

  H94  The gray brick VCFD (Vice City Fire Department) building, with a red and
white communications tower on top of it, and a little VCFD sign high on the
front of it, is in the middle of the W side of the entire airport (not just the
S tarmac).  H94 is behind it.

  H95  Go through one of the two entrances in the front of the main terminal
building.  Send Tommy through a metal detector, so his weapons will remain out-
side along the front window till he goes back out for them.  (You can have him
jump from a vehicle over the metal detector, but it's liable to cause Security
Guards to shoot at him.)  Go behind the divider wall at the SW side of the 1st
floor for H95.  You can get H97 while you're in the building.

  H96  is in the W valley of the main terminal roof.  Do the "Vice Surf" bill-
board jump for it.

  H97  is inside the terminal building (Brady Games: who numbered this stuff?)
on the 2nd floor.  Go through the hall by the "Gate 1--8" sign.  H97 is in the
room at the end, just inside the entrance and on the right.

  H98  Go N from the "Vice Surf" sign onto the N tarmac again, except go N on
the runway (it looks like an asphalt two lane highway) at the left of the wall/
fence (don't let Tommy fall in the gap to the road below), then go E to the near
edge of the pale yellow wall.  Go N on the E side of the wall till you can go E
over the gray tarmac that goes over the road below, and get onto the grass be-
hind the billboards.  Go S to the inside corner of them to H98.

  To return, go N, go W after the billboards, go to the pale yellow wall and go
S along it (don't let Tommy fall into the gap just beyond it to the road below),
then go W to the runway and S to the "Vice Surf" sign.

  H99  Go N from the "Vice Surf" sign onto the N tarmac and get on the runway
again.  Follow the runway, which goes N then curves W, to the 2nd Rockstar jet.
H99 is beneath it between the rear wheels.  To return, follow the runway E then
S,  then continue off of the N tarmac and back to the street.

  Fort Baxter (N of the airport)

  H100  Behind the "VICE CITY AIR RESERVE Fort Baxter" sign at the W side of the
entrance to Fort Baxter.

  From the "Vice Surf" billboard, go E to the N-S road by the grass lot the
billboard is on.  Go N on it, and continue around the 90 degree curve W.  Take
the 1st right, and follow it N and around a 90 degree curve W.  As you go W, the
only place on the right is Fort Baxter.

  You can stop on the big walkway along the left to use your sniper rifle scope
to look at the sign by the entrance from afar.  This way, you can plan your
moves and be quick in having Tommy get the package since the soldiers may shoot
at him when he goes there.  Scroll to Fist/Brass Knuckles so he'll be able to
move faster when he gets off the bike behind the sign.

  Have Tommy speed to the sign, but slow down just before it so he doesn't smack
into anything and waste time while he gets himself back up.  Have him stop be-
hind the sign, get H100, and get outta there before somebody kills him.  Contin-
ue W on the road and around the bend to the S with a wall, which also has barbed
wire along the top, on your left.  Once you've gotten that wall between Tommy
and Fort Baxter, he should be in the clear.

  You now have $100 per package--$10,000, plus a $100,000 bonus for getting them
all, the armor and six weapon pickups at the Ocean View, the Sea Sparrow is now
available any time behind the Starfish Island mansion, and the Rhino and the
Hunter are now available and ready to be jacked any time from Fort Baxter.

  Buying all the other non-moneymaking properties

  This could be a good time to go N on the main N-S road of the W island; where
it divides at the S end of Downtown, take the W road; continue N to a T inter-
section; go W to a T intersection; go N then into an alley on the right with two
pickups in it; one is a police bribe, and the other has a symbol of a house.

  If you walk Tommy into the pickup of a house, you'll be asked if you want to
press Tab to buy the Hyman Condo for $14,000.  It features a three car garage
and a pair of two car garages to save vehicles in, a door to the roof where
you'll have your own helipad with a Maverick helicopter on it, a satellite dish,
all of your 1st seven hidden package pickups and a street clothes pickup, and
the house pickup Tommy is standing in will become another pink cassette you can
use to save games with.

  I'd press Tab, but that's just me.

  If you already own the Skumole Shack and buy the Hyman Condo, there are five
other non-asset properties left to buy where you can then save your games.  You
need to buy all of the non-asset properties to get 100% for the game.

  The non-asset properties have pickups of green houses on pink disks.

  (You can't have asset properties that earn money for you till after "Shake-
down"--I.58.  For now, those places have pickups with blue houses on pink disks.
The Phil's Place asset will provide a place to buy some weapons after you do his
missions, which are available after the Malibu Club missions.)

  All of these are on the east island:

  El Swanko Casa costs $8,000 and has a garage.  Go E on the North Bridge from
Prawn Island to the east island and continue on the road as it curves S and you
come to a T intersection.  El Swanko Casa is the fancy looking stucco place with
a pool across the street in front of you.  You can go to the W side of the high-
est balcony in the front and jump to the roof and go around to the other side to
get a Kruger if you don't have an M4, which is better.

  Links View Apartment costs $6,000 and has a garage.  Go W on the street in
front of El Swanko Casa and turn left at the end of the block it's on.  Go S
past a right turn and the Links View Apartment is on your right.  It's a yellow-
tan and light gray splotched building with an orange roof, and has a road around
the back of it for no apparent reason.  Thanks to HandsomeRockus for pointing
out that "Apartment" is singular.  (One apartment suits the price better than
the entire apartment building would, too, which I guess would be Links View
"Apartments."  But I think it and the next one listed each ought to have "The"
in front of the name, especially since the picture you see after you buy each of
them makes it look like you're buying the whole building.)

  Ocean Heights Apartment costs $7,000 and has a garage.  It's in the S area of
the east island.  It's on the NW corner of the 2nd block from the E and the 1st
block along the S.  It's gray with red stripes and has ivy hanging from the roof
of the garage.

  1102 Washington Street costs $3,000.  It's on the west side of the panhandle
of the block Washington Mall is on.  (Washington Mall looks like a gray cartoon
face looking W on the radar and in-game map.)  It's a mostly blue-purple build-
ing.  (Okay, this and the next one are pretty big buildings but are even cheaper
than the last two places, which were each a single "apartment."  These two
buildings are each designated by one street number for the one door of the
place, so I guess they're just really crummy inside.)

  3321 Vice Point costs $2,500.  It's the light green building in the NE corner
of Vice Point across the street from the NE corner of North Point Mall.

  I.20  Taxi mission (a Sub-mission)

  Get a Taxi or Cab from the street and press Caps Lock.

  When I 1st played this game, the easiest vehicle to learn to drive fast enough
with was the Taxi--yellow with a horizontal black stripe along the bottom of the
sides, black spots around the outer hubcaps, and a Taxi sign on top that's posi-
tioned lengthwise.  Press Caps Lock, and the screen and radar will show you
fares to pick up and where to take them.  You can gun it as soon as they grab
the door and you'll carry them along while they get in.  Each fare has a time
limit that depends on how far away their destination is.

  You're given an amount of time to deliver a fare once they get in the vehicle.
The faster you deliver them, the more money you make and the more time you have
left on the clock.  Once they're delivered, ten seconds is added to the time
left on the clock for you to pick up another fare.  The "speed bonus"es just
seem to refer to having delivered a fare quickly for more money since no money
or time is awarded beyond that.

  You need to drop off 100 fares for 100% completion of the game.  You don't
have to deliver any number of them in a row--the number you get in multiple ef-
forts can accumulate to 100.  But, besides various payments per fare, you get
bonus money for every five done in a row--$100 times the number of fares done in
a row--and your time allowed per fare accumulates with successive quick deliver-
ies till you can have a lot of time to spare per fare.

  If you run over a potential fare, or cause a fare to leave the vehicle in ter-
ror, there's always another one close by.  It doesn't end the mission.  If you
trash the vehicle, potential fares won't enter it till you either take it into a
Pay 'n' Spray or use the "aspirine" code.

  There's no ceiling to the number of people you can drop off.

  If you leave the vehicle, fail to beat the clock, or press Caps Lock again,
the mission is over and you're credited with the number of people you dropped
off and cash made in a taxi.

  If you do this on the west island, get familiar with using the grass to the E
of the main N and S road as a shortcut, avoiding traffic by using the median
strip, and going between the random vehicle that always appears backing into
traffic S of the Downtown "Y" division in the main road and the telephone pole
across from the vehicle.  On the east island, remember that, while the shortest
distance between two points is a straight line, the vehicle goes slower (about
15-20 mph slower, I think) over sand.

  How to jump over anything that gets in your way

  Once you drop off 100 passengers, pressing Left Shift in any taxi or cab won't
sound the horn, it will cause the boost jump when the vehicle is moving fast
enough.  (If you don't watch for it, you can easily miss seeing the little mes-
sage about it that appears in the upper left corner of the screen when your
100th fare is delivered.)  It lets you jump over traffic and sometimes creates
an Insane Jump award.  (If you want a preview, the "gripiseverything" code
gives you the boost jump for all four-wheel vehicles, even if you haven't done
the taxi missions.)  You might want to check the section on the Cabbie Climb at
I.9.B, too, to see how to do stunts with it.

  After the Kaufman Cabs missions (after I.92), a separate set of missions,
you'll get a Zebra Cab at the Kaufman Cab building.  I don't wait to get the Ze-
bra Cab to do the Taxi Missions in this guide.
  1. If you're new to town, the taxi missions will help you learn the layout of
  2. The Taxi may be a bit slower than the Zebra Cab, but it handles better and
is still plenty fast.
  3. Because getting the boost jump before doing the Kaufman Cabs missions can
help you do one of the Kaufman Cabs missions: "Cabmageddon" (I.92).

  You get various amounts per fare depending on how far you went and how fast.
Again, you get more pay for faster deliveries and bonus money for doing multi-
ples of five in a row.  For dropping off 100 fares, you get the boost jump.  You
don't have to deliver the fares consecutively.

  Taxi: Ford LTD '83-'85
  Zebra Cab (available from "Cabmageddon," I.92, on)/Kaufman Cab/Cabbie:
  Checker Taxicab '56-'82

  Again, typing the code "aspirine" can let Tommy do such missions uninterrupt-
ed--here, by visits to "Pay 'n' Spray"s to repair damage.

  One gimmick has it that if you drop off a passenger when the timer is at zero,
you get infinite time to make your runs.  I haven't gotten it to work for the PC
version--it may just be another PS2/PC difference.

  I.21  Pizza Delivery Mission (a Sub-mission)
          and how to make things easier
          for the Pizza Delivery, Paramedic, and Firetruck missions.

  Sometimes '60's Mods must deliver the cheese.

  To trigger the mission, get on a Pizza Boy scooter at any Well Stacked Pizza
store.  You don't press Caps Lock, the Sub-mission key, to activate it, but you
can press it to cancel the mission, which is why it's categorized as a Sub-mis-

  There are three Well Stacked Pizza stores to pick from:

  1. Vice Point in the middle of the E island.  To get there, go NE from the
base of the road that ends in a circle.  Go over the little bridge, and the
store is on the far corner of the 1st left turn.

  2. Downtown.  To get there, go W from the W end of the bridge from Prawn Is-
land to the west island to a T intersection.  Go S and the pizza store will be
on your right before the road curves 90 degrees to the E.

  3. Little Haiti.  To get there, go S from Downtown on the main N-S road of the
W island.  Take the 1st right to a T intersection, then go right.  After the
road curves S, the pizza store will be on your left.

  You need to get to level ten to have your maximum health increase to 150
points (175 with a prostitute).

  You can miss with a pizza box and throw the customer another one, or even run
over a customer, but it cuts away from your time to do so.

  You have to get to level ten in one effort--it can't be done two here and
three there, like the Taxi mission.  You deliver a pizza box to one customer in
the 1st level, two customers in the 2nd, etc., culminating with ten in the 10th.
You have five minutes per level, which would mean that at level ten you'd have
30 seconds per delivery, except that you can only carry six pizza boxes at the
most at one time then need to return to the shop for more.

  On the plus side, you can pause the game by pressing Esc and look at your in-
game map.  It shows where all the customers are so you can plan your route.  If
Tommy gets off the scooter and doesn't get back on in time, fails to beat the
clock, or you press Caps Lock before succeeding at level ten, the mission is
over and Tommy is credited with the pizzas he delivered.

  To make the scooter go faster, press NP9 repeatedly.

  In contrast to I.22 and I.23, the screen doesn't show what level you're on,
aside from the number of blips shown on the map and radar at the start of each
level.  And the Stats don't indicate the level you attained, even if you com-
plete level ten, for some reason.  You're just told that the mission is com-
pleted after level ten.

  There's a ceiling of ten levels.

  To deliver a pizza, stop with the customer off to one side of you, press Q or
E to look at them, then press Left Mouse Button to throw a pizza box at or near
them.  (You'll probably waste pizza boxes and time trying to get fancy and do an
in-motion pizza drive-by.  You could get away with a stoppie on an early level,

  Try to avoid throwing pizza boxes by light posts, which they can get stuck on.
If that happens, try nudging the pizza box toward the customer with the bike.

  You get $10 per pizza pie delivered, and $5,000 for delivering all 55 pizzas
through level ten.

  Two pizza boxes can appear on the low table in the TV room of the mansion once
Tommy owns it.

  I think the Pizza Boy is a customized Faggio, which is a Piaggio Vespa, a fa-
vorite scooter of '60's Mods in the UK, in case you were wondering about my
opening line.

  How to make things easier
  for the Pizza Delivery, Paramedic, and Firetruck missions

  If you want to stop the mission timer, which appears below the regular clock
in the upper right corner of the screen, for the Pizza Delivery, Paramedic, or
Firetruck missions, you can download a trainer at lots of "GTA Vice City" web
sites.  Put "Vice City trainer" or such in a search engine.  As of this writing
there are trainers by hyunicz and pizzadox at:

  Another choice, and one that carries less of a risk of causing the glitches or
freezes I've had with some trainers, is to modify the files for the mission ve-
hicle with Notepad as explained in I.100.D.e  Cars and bikes: How to change
their mass, ability to stay upright and hug the driving surface, ability to sur-
vive in water, cornering and braking, top speed, acceleration, suspension, dura-
bility, and miscellaneous jazz.

  If you do, you might leave the Pizza Boy that way to use it for a few of the
drive-by rampages that come up later: R12, R17, and R22.

  I.22 Paramedic Mission (a Sub-mission)

  Some of those people that got run over (crunch) managed to live.  Why can't
everybody drive like me?--always courteous, always considerate.  Try not to run
a lot more down while you go pick them up and take them to the hospital.

  To trigger the mission, get into an ECNALUBMA and press Caps Lock.  No Ecna-
lubma gang members will attack you.

  There are four hospitals to choose from where you'll always find an Ambulance:

  Shady Palms Hospital--it's on the W side of the block which is E of the block
that looks like a cartoon nose sticking out to the W beneath North Point Mall.

  Ocean View Hospital--W of Washington Mall, which is on the S side of the east
island, three blocks from the E and four blocks from the S.

  Schuman Health Care--go W to a T intersection from the W side of the bridge
from Prawn Island to the west island; it's on your left.

  WestHaven Community Healthcare Centre--go N from the Starfish Island Bridge on
the main N and S road of the west island; it's on your left.

  (You could also jack one that may come by with paramedics who heal the
wounded, but you're going to have to take your patients to one of the hospi-

  It's the easiest to use Shady Palms Hospital.  My 2nd choice would be Ocean
View Hospital.  The patients often appear on the beach for those.  Since we're
doing this before the west island is officially open, no patients would appear
over there now, anyway.

  You need to go to level twelve to get the infinite run--it can make life in
Vice City MUCH easier.  There's one patient for level one, two for level two,
etc.  Like the pizza mission, you have to get to the top level in one effort--it
can't be done in segments.

  The Ambulance can only carry three patients at a time.  That's 26 runs at
three patients each for a total of 78 patients.

  As with the pizza mission, you can press Esc to look at your in-game map and
plan your route.  You can decide to plan it for patients who are closer or far-
ther away based on how much time you have.

  You can get extra time bonuses for fast deliveries.

  Your time isn't penalized for hitting bumps and making the patients groan and
causing a blood trail to be left behind the Ambulance--you are one ambitious hu-

  If you press Caps Lock again, get out of the vehicle, fail to beat the clock,
or kill a patient before succeeding with level twelve, the mission is over, and
you're credited with the level you attained and the number of people you saved
in an Ambulance.

  There's a ceiling of twelve levels.

  Stop with the patient safely away and to the right of the ambulance, since
it's very easy to hit and kill them with the slightest bump in their weakened,
bleeding condition as they run to get in the front passenger seat or the back.
Give the patients an extra wide berth on sand, which is slipperier than grass
for the heavy ambulance to stop on.  If they fall, you might move away from them
a bit.  Sometimes they stay down a long while because they're weak, but they may
need more room to get up in, just like pedestrians might need otherwise.

  As with the Taxi mission, you can gun it as soon as they grab the door (or get
in, if you lost your door).  See the 1st few paragraphs of I.9.F and use your
vehicle handling skills for this.  A special note to add to the Space Bar/S
braking combination for this: release S 1st so you don't fatally tap a patient
with the rear end of your Ambulance.

  If you press Left Shift several times, you activate the flashing red and blue
lights on the roof and the siren; some will pull their vehicles over and get out
of your way, but some may get in your way, too.

  The paramedics in the game rub fallen people around the groin to revive them;
you don't have to make Tommy do that.

  Colin Attle wrote to me (thank you!) that the pay for the Paramedic Sub-mis-
sion, and the 1st twelve levels of the Firetruck and Vigilante Sub-missions, is
$50 x (the number of the level) x (the number of the level), which is $50 times
the number of the level squared: $50, $200, $450, $800, $1,250, etc.

  Completing level twelve of the Paramedic Sub-mission pays $7,200.

  If you finish level twelve, the screen says, "You will never get tired!"  I
think that's a nice message for the end of a Paramedic Mission.

  Ambulance: Ford E350 Diesel (cube or box type) Ambulance '86

  You can type "aspirine" to repair the vehicle.  As Rusk says, the Ambulance
does a little self-healing with successful deliveries (from level four onward,
for any but the last trip of each level, from black smoke to white smoke or from
white smoke to no smoke).  But "aspirine" does it 100% right away.  Sometimes,
you want to get a little fast and messy.

  See my closing note for the Pizza Delivery Mission, I.21, if you want to stop
the mission timer.  And, as with the Pizza Boy, you could modify the files for
the Ambulance with Notepad as explained in I.100.D.e  Cars and bikes: How to
change their mass, ability to stay upright and hug the driving surface, ability
to survive in water, cornering and braking, top speed, acceleration, suspension,
durability, and miscellaneous jazz.

  I.23  Firetruck Mission (a Sub-mission)

  To trigger the mission get into a Firetruck and press Caps Lock.

  You have one fire department where you'll always find a Firetruck, but we're
not using it.  (If you needed it, you could go W from the W end of the bridge
from Prawn Island to the west island, make the 1st left, and find it in the
fenced in lot of the fire department on your right.  The fence has an opening at
the N and S ends of that part of the fence.)  But since we're doing this before
the west island is officially opened, no targets will appear there.

  You never have to send Tommy to or from the fire department to do this mis-
sion, though.  Have him snag a Firetruck after doing rampage 2, with Molotovs,
W of the light house.  You can have Tommy attract a Firetruck, though less reli-
ably, by starting fires on the east island with the Flame Thrower you got for
finding 20 hidden packages (I.19) or with the Molotovs you can find at Tacopa-
lypse (I.10--4. Weapons you throw).

  I like to use Molotovs to get a Firetruck then store it at the Ocean Heights
Apartment garage (the end sticks out while the door is open but the truck can
still be saved there) in case I need to try the sub-mission again and to keep
rampage 2 free on a starter save.  I change Enter/Exit from F/Enter to just
Enter because if you accidentally have Tommy exit the truck during the sub-mis-
sion you fail it.

  Do this to level twelve for the fireproof feature (good for using Molotovs

  The number of burning vehicles and victims to extinguish grow in cycles of
four levels:

  1st level: one empty vehicle,
  2nd level: one vehicle with one passenger who gets out and runs,
  3rd level: one vehicle with two passengers who get out and run,
  4th level: one vehicle with three passengers who get out and run.

  On the 5th level there's a vehicle with three passengers who get out and run
and an empty vehicle, etc.

  On the 9th level there are two vehicles with three passengers each and an emp-
ty vehicle, etc.

  The maximum number of targets is reached at the 12th level.  For it and subse-
quent levels there are three vehicles which each have three passengers for a to-
tal of nine passengers who get out and run.

  As HandsomeRockus points out, the 4th level is the only one in which you have
to chase a burning vehicle to put it out.

  You only have so much time per level, and you have to get to level twelve in
one effort.

  If you fail to beat the clock before succeeding with level twelve, press Caps
Lock again, exit the Firetruck, let a vehicle explode (the flaming people last
longer than the vehicles and any other flaming people in the game, for some rea-
son), or run over one of the flaming people, the mission is over, and you're
credited with the level you attained and total fires extinguished.

  There's no ceiling on the number of levels you can attain.

  Firetruck water cannon:

  Number Pad 9....Up

  Number Pad 6....Down

  Number Pad 4....Right

  Number Pad 5....Left

  Left Mouse Button....shoot water

  If you press Left Shift several times, it activates the flashing lights on the
roof and the siren; some will get out of your way, but some may get in your way,

  I mainly get the water cannon shooting ahead then aim the water by positioning
the truck.  Persist at the target doggedly.  Get the vehicles 1st, which also
helps you get those people who get out and run against a vehicle or in the path
of the water.  Shoot the water at or over the vehicle/person on fire till it
hisses/they hiss and you see white steam/smoke arise from it/them, then hold
that till you hear a "blink" and the white stuff disappears and they stop siz-

  I know the Firetruck looks like a big happy St. Bernard puppy running across
the linoleum knocking things over to put out fires.  But it isn't damage-proof,
so you can type "aspirine" now and then.  For all the water it carries, it isn't
able to put itself out if it catches on fire.

  As mentioned above, thanks to Colin Attle for writing to me that the pay for
the 12 levels of the Paramedic Sub-mission, and the 1st twelve levels of the
Firetruck and Vigilante Sub-missions, is $50 x (the number of the level) x (the
number of the level), which is $50 times the number of the level squared: $50,
$200, $450, $800, $1,250.  Completing level twelve pays $7,200.

  He adds that in the Fireruck and Vigilante missions, beyond level 12, the for-
mula is the amount for the previous level plus (the previous level number times
100) plus 50.  So for level 13, the formula is: 7,200 + (12 x 100) + 50 =

  Firetruck: 1987 and 1988 Peterbilt Thibault firetrucks were the closest I
found for the 1986 time frame.

  The water can also be used, as in "GTA III," to wash the pedestrians down the
road.  It's not a real important weapon, but it is something to see.

  Once Tommy has the fireproof feature, he can then use Molotovs on targets be-
side him--he'll be on fire yet not burn, like Moses' bush or something out of
"The Exorcist."  Type in "aspirine," and he can heal a Plymouth.  There's an un-
usually bright star in the E (at the bottom right of the R* constellation).  If
he's killed, he resurrects.  I wonder what a game based on the life of Apostle
Paul would be like?  "Get Paul through his torments and shipwrecks--he has to
write the book of Ephesians"; "When Paul learns what Peter is teaching in Jeru-
salem, should he use his Rocket Launcher or ram those Sons of Belial with the
Rhino?"; "Bless you"--pa-HOOM; no, no, no....

  If you want to stop the mission timer, see my closing note for the Pizza De-
livery mission, I.21.  And, as with the Ambulance, you could modify the files
for the Firetruck with Notepad as explained in I.100.D.e  Cars and bikes: How to
change their mass, ability to stay upright and hug the driving surface, ability
to survive in water, cornering and braking, top speed, acceleration, suspension,
durability, and miscellaneous jazz.  As a nice variation on Rusk's "Grand Theft
Auto III" "Turismo" Firetruck idea, you might leave it that way to store an all-
purpose, hot rod bulldozer Firetruck in a garage for certain missions that come
up later, like "The Driver," I.70, the Sunshine Autos Street Races, I.71, "Gun
Runner," I.76, "Naval Engagement," I.86, or "Juju Scramble," I.87.  (Tommy can
still get knocked off of the modified Pizza Boy.)

  I.24  Knocking Off Stores

  All you need to do is have Tommy threaten the cashier.  (Once Tommy robbed a
store just by belting one of them.  And I think I had him trigger one once just
by having him drive a PCJ 600 fast into a store.)

  GTA_Loc's way to get $1,000 per store and not confront the police:

  You can use GTA_Loco's Never Wanted/Felony Allowed gimmick to have Tommy rob
all the stores, letting the money max at $1,000 at each, without any police
around.  See I.53 "Rub Out" and I.61 "Cop Land."

  In earlier versions of this walk-through, I'd recommended you keep Tommy armed
with one of the handguns throughout a sequence of store robberies because it
lets you have Tommy run from one store to another without having to scroll be-
tween weapon slots.  That's true, but I'm going to recommend a variation on that
this time, because it let me have Tommy knock off all the stores without the
glitch that causes one or two of the robberies not to register in the Stats.

  I've had a problem (glitch?) whereby the money kept appearing but the alarm
bell didn't go off till Tommy ran through the money.  By then he had a three
star wanted rating--the maximum for this.  I've also had a problem (glitch?)
whereby the alarm bell went off but the money didn't appear.  Sometimes I had
Tommy stand so close to the counter that the money appeared then disappeared in-
to him in a moment, creating the sound that means he got it.  And for one reason
or another, the game didn't register one or two of the store robberies after-

  Send Tommy into the store using Fist/Brass Knuckles.  Have him stand a bit
back from the counter facing the clerk--far enough back so that when the money
appears over the counter, it won't immediately disappear into Tommy.  Scroll up
a couple of weapon slots to the handgun so the aiming reticle is on the clerk.
The cashier turns with a start and/or ducks, and the money appears over the

  Then scroll back down to Fist/Brass Knuckles, which sets off the alarm.

  Have Tommy jump on the counter to get the money a moment later to keep his
wanted rating at two stars--the minimum for this.

  You might make a note of any store that reacts differently so you know which
store(s) to try again if you don't get credit for a robbery or two.

  You should be able to have Tommy go through a whole series of stores this way
with only a two star wanted level.

  I still had the glitch of a clerk not appearing at one of the stores, but when
I had Tommy go back later, the clerk was there.  When I had Tommy knock it off
the way I recommend, it registered in the Stats.

  Have Tommy do the Paramedic mission to level twelve for the infinite run 1st.
Then just have him run through all of the stores for a whole island--seven
stores on the west island and eight stores on the east island.  (Thanks again to
proven Rusk strategies.)  Drive around and memorize a route 1st; get a print out
of a map and make notes.

  The time it takes for Tommy to go through his motions of getting into or onto
a vehicle, and get it going fast enough not to be pulled or knocked off of it,
leaves him vulnerable to getting busted.

  Running is easier than you might think from the hectic way the police may
chase and ram Tommy's vehicle and try to pull him out and bust him with two
wanted stars.  They don't block him from leaving the store--he can run right
past them if he has to.  They don't shoot constantly, and they miss most of the
time when they shoot.  When they chase and shoot, have Tommy do a lot of weaving
around corners, trees, and posts to avoid bullets and lure their cars to get
stuck against things or to drive into the pool at the Moist Palms Hotel.  Have
Tommy pause to cause their car to stop then have him run away from it.

  In the W, you can use the bribe NW of Screw This from either end of the alley,

  the bribe in the alley N of the N end of the road W of, and parallel to, the
big concrete drainage ditch,

  and the bribe in the Hyman Condo alley--and you can use the clothes pickup on
the roof.

  In the E, you can use the bribe behind the house SE of the road that ends in a

  the bribe on the corner by the building that's N of the Malibu Club,

  the bribe in the alley E of the Links View apartment,

  and the bribe in the low walk S of North Point Mall.

  You won't need all the armor and bribes I've given directions for, except for
the bribe at the end of each run.  But if you're new, who knows what trouble
you're going to get into?

  You can only rob the stores listed below.

  As noted before, for H28, the cashiers all have beards and glasses and they
won't talk no matter what you do.  If you try to have Tommy hold up a fast food
place, they'll just ignore Tommy, but at least they'll say something if Tommy
buys something.  And if you try it at an Ammu-Nation, they'll shoot Tommy, and
they still never talk to him, but at least Tommy can buy something there, too.
Tommy can't even buy anything in these stores--no wonder the clerk doesn't have
to know how to talk.  I guess that's why these are the store clerks Tommy robs--
it's the only way to get something from them, and he hopes they won't talk to
the police, either.

  In British slang, to "knock off" a store is to steal from it (it can also re-
fer to sex in another context).  "Tool up" is to become armed, usually with a
gun.  "Tool" is a penis or an idiot.

  East Island

  Before you start Tommy's run, you can have him leave a vehicle in the Vice
Point Pay 'n' Spray N of the Links View apartment.  If you do, you can have him
get in or on it to trigger the Pay 'n' Spray to remove his wanted rating.  Don't
have him use any other vehicle while you want the rigged Pay 'n' Spray to be
available to better ensure that the vehicle inside it stays in the memory of the

  Bunch of Tools: go S from the E end of the bridge from Starfish Island to the
E island; it's on your left.

  Knock it off, then go N on the road at the W side of the store.  Go past the
construction site and cross the little bridge; go N on the road on the E side of
the pizza store.  (There's a bribe on a corner E of the pizza store.)  On the
2nd block on your left is the:

  Jewelry Store.  Knock it off, then go N to the T intersection, go left/W, then
go right/N.  (There's a bribe in the 2nd alley on your right.  The Pay 'n' Spray
is further N on the left.)  Continue N to a T intersection, where you make a
quick left/W then right/N.  On the right side of the street is the:

  Dispensary.  Knock it off.  Go N to the T intersection, go E to the T inter-
section, then go S.  On the next corner on your left is the:

  Corner Store.  Knock it off.  Go N.  (After you pass the 1st left, there's a
blue/gray and white building you can enter on the left side of the road; inside,
atop the 2nd ramp, is armor.)  Continue N through the break in the low guard
wall where the road curves W, then go left to get to the base of the stairs of
the North Point Mall.  Go up them and go inside the mall.  Go up an escalator
and go to the middle of the W side of the mall, where you'll see:

  Vinyl Countdown.  Knock it off.  Go down to the 1st floor (you can even jump
over the banister if you're in a hurry) and go to the N area of the E side of
the mall, where you'll see the:

  Jewelry Store.  Knock it off.  Go across to the S area of the W side of the
mall, where you'll see:

  Tooled Up.  Knock it off.  Go to the middle of the S section of the store
where you'll plunge right into a:

  Gash.  Knock it off.  Hold up the store.  Then go out one of the S exits and
jump over the banister and run through the police bribe.  I know you're still
wanted, and you're pretty excited about it, but run it off.

   West Island

  Before you start Tommy's run, you can have him leave a vehicle in the Pay 'n'
Spray just S of Ryton Aide.  If you do, you can have Tommy get in or on it to
trigger the Pay 'n' Spray to remove his wanted rating.  Don't have him use any
other vehicle while you want the rigged Pay 'n' Spray to be available to better
ensure that the vehicle inside it stays in the game.

  Deli: go S from the Starfish Island Bridge on the main N-S road of the W is-
land: it's at the 1st right on the near corner.

  Knock it off.  Go W, and on the left side of the road you'll be tempted to:

  Screw This.  Knock it off.  (You pick a strange time for these things.)  Hold
up the store.  Continue W on the road, and follow it as it curves 90 degrees N.
On the inside of the curve where it curves 90 degrees W, you'll enter:

  Cafe Robina.  You'll disappear momentarily, reappear, then knock it off.  Go
outside, disappearing and reappearing, and go E.  Take the 1st left and go N (or
go straight then off road right into an alley for a bribe, then go back to the
same corner and go N).  Follow it as it curves 90 degrees to the W.  Just before
it curves 90 degrees to the S, go right across the lot to the:

  Laundromat.  Knock it off.  Go E and take the 2nd left N.  (Ahead and to the
left, beyond the bend in the road, you'll see the concrete and yellow Print
Works building.  Go past the several loading bays and go left into a covered al-
ley that runs through it; go up the stairs on the left if you want the armor on
the roof.)  Follow the 90 degree bend in the road and go E to the main N-S road.
Go left/N to the place at the bend in the road with the name of the store in red

  Ryton Aide.  Knock it off.  (The Pay 'n' Spray is beside it to the S.)  Con-
tinue N past three lefts and the Moist Palms Hotel, then go left/W.  On your
left, before you get to the bend in the road, is the gray:

  Dispensary.  Knock it off.  Go N around the bend, and 4th door on the right is
the gray:

  Jewelry Store.  Knock it off.  Then continue N past the 1st right, and turn
right off the road into the Hyman Condo alley.

  There's a bribe in the Hyman Condo alley for one wanted star, and you can run
the other one off or go to the roof of the condo for a clothes pickup.

  Check your Stats and any notes you've kept of odd store behavior to see if you
have to do any again.  But at least now you know how easy it is.

  You get $50 to $1,000 per store, depending on how long you threaten the ca-
shier (I'd go for the bigger money somewhere else and keep the wanted level down
to two stars for this).

  I.25  Vigilante Mission (a Sub-mission)--Brown Thunder, if using the Hunter

  Do the Vigilante Mission to level twelve for 150 maximum armor.

  To trigger the mission, have Tommy get into a police car (go to any police
station or jack one), Enforcer (at the Vice Point police station), Vice Cheetah
(behind the Little Havana police station), FBI Washington (in an alcove in the S
segment of the alley S of the Downtown pizza store), FBI Rancher (jack it off an
FBI agent), Rhino (at Fort Baxter after collecting 90 Hidden Packages) or Hunter
(at Fort Baxter after either collecting 100 Hidden Packages or completing the
story missions, and on the helipad at the S end of the east island after both
collecting all the packages and completing the story missions), and press Caps

  (Maybe it's because some PC component of mine is fast, but "Brown Thunder,"
the name given to the mission if you use the Hunter, flashes on and off the
screen in a blink.)

  If you press Left Shift, normally for horn, several times, it activates both a
siren on all but the Hunter and Rhino, and a flashing red dashboard light in the
Cheetah, flashing blue dashboard light in the FBI Rancher, flashing red and blue
lights on the roof of a police car, and flashing red and blue lights over the
windshield of the Enforcer.  This causes some drivers to get out of your way,
although some get in your way, too.

  The timer gives various times permitted for the initial level--1:15, 3:51,
etc.  I suppose it depends on how far away the 1st target is.

  As HandsomeRockus explains in his walk-through at Gamefaqs, there are the same
number of criminals as there are levels.  Since only four can fit in a four-
wheel vehicle, you get two vehicles from level five on and three from level nine
on.  For level twelve and subsequent levels you'll get three vehicles of four
criminals each per level.

  The pairs or trios of vehicles travel together till after level twelve.  Then
you always get a pair of them together and a 3rd one traveling separately.

   Sometimes the criminals exit their vehicle and shoot at Tommy; if so, and he
destroys their vehicle but doesn't kill them, they may jack another vehicle and
continue in it.

  You have to get to level twelve in one effort.  If you fail to beat the clock,
press Caps Lock again, or exit the vehicle and fail to get back into any vigi-
lante vehicle in less than one minute, you end the mission and you're credited
with the level you attained and number of Criminals killed.

  The time per level and financial reward increases with successive levels, ex-
cept that the timer rolls over to whatever small amount of a 1st level after
99:59.  Be sure to be quick about getting more criminals then and not be off
looking for a bribe.

  There's no ceiling on the number of levels you can attain.

  You might want to use the ability for Tommy to be outside of a vigilante vehi-
cle for a minute to collect money and weapons the criminals leave behind.  But I
don't have him leave the Hunter for them ever since I had him get out around a
bunch of blown up cars and it disappeared.

  I would use the Hunter for this as Rusk recommends.  (See "How to Hijack the
Hunter" near the end of I.9.D.)  The Hunter machine gun has more auto-aim than
usual during "Brown Thunder."  When using the Hunter, keep in mind that the
rockets are more liable to draw police attention than the machine gun, and
shooting innocent people is harder to avoid with rockets and more likely to at-
tract the police as well.

  The Hunter is said to get more durable as the mission goes along.  But some-
times the criminals get out of their vehicles to shoot at the Hunter and can set
the Hunter on fire, the easiest with the shotguns they may have, so be ready to
fly off and type "aspirine" now and then.

  For some variety, you might try the vigilante mission with the Rhino or Vice
Squad Cheetah.

  The main strength of the Rhino is its hit and explode ability.  If you turn
the cannon backwards and fire to give it an acceleration and maneuverability
boost, the Rhino is the 2nd easiest to do this with.  The one drawback to it is
that Tommy is bound to shoot a number of pedestrians and their vehicles that way
and increase his wanted level, so you might have him leave a vehicle in a Pay
'n' Spay beforehand.

  If you have Tommy use the Cheetah, have him get out to Minigun the criminals.
He has a greater chance of getting busted down on the ground, though, so try to
keep him moving.

  As noted in I.8, I haven't gotten the PS2 gimmick of having Tommy run from an
FBI Rancher and turn to find the FBI Rancher abandoned to work on PC.  When I've
tried it, the FBI Rancher disappears but the agents are still there shooting.
You might have Tommy try a minor rampage in the alley of the Hyman Condo and use
a Molotov (the neutron bomb of the game--you can kill the people and leave the
vehicle intact) to get an FBI Rancher.  It's an SUV that handles like a BF In-
jection or a Patriot.  I got one that way without much trouble but didn't find a
lot of use for it: the Hunter is the best for vigilante missions, and I general-
ly favor the PCJ 600 for routine driving.

  I haven't gotten the same gimmick to work for a "Vice" Cheetah yet, either,
but there's no big call for it.  There's always a "Vice" Cheetah behind the Lit-
tle Havana police station on PC.

  It is possible to jack one or the other by moving Tommy at the front or side
to make it come to a stop and pressing F before it stops.  More often than not,
Tommy gets busted.

  It's got the best chance of working if it looks like a vehicle jacking does
otherwise, with Tommy yanking out the driver and the other(s) getting out.  He
may still get busted, but he may be able to speed away, possibly with a flat

  I'd stick with the Molotovs and the back of the Little Havana police station
if I had to get one of them.  It would probably just end up taking up room as a
garage trophy, though.

  An FBI Rancher is the easiest to take and save by a Hyman Condo garage, since
the condo alley affords some protection from helicopters, there's armor on the
roof and Molotovs across the street, and going to the roof provides a quick
change of pace if you're in a tight spot.  I once got an FBI Rancher when the
FBI agents drove it into the big garage there; Tommy was near it so the door was
open--I just had him walk away.  There was no exchange of shots--the Little Shop
of Hyman ate them.  You can play with this lure and trap gimmick (a variation on
a scene from "Cop Land") with other law enforcement vehicles or policemen, too.

  Whichever you prefer, the airport, with its wide open spaces, is the easiest
place to do it.  But get familiar with how high up the Hunter can be from the
lamp posts and all in other areas and get the targets with the auto aim machine
gun, too.  You may start the mission in one place and get sent to another.

  As Rusk explains, you might want to do the vigilante mission to level twelve
on the east island to get 150 armor, then, when the west island opens up so tar-
gets can be generated on it, do it at the airport.  You can easily go to as high
a level as you want and to make a lot of money (I once maxed my cash out at
$999,999,999 when I got to level 400) and kill a small town's worth of crimi-
nals.  When trios of criminal's vehicles appear, using the airport area often
makes one of the three appear over water, which destroys those criminals for

  You might remap the Sub-mission key from Caps Lock to something over in the
number pad section for the occasion so you don't accidentally press it after
getting a high level (I've done that).

  And a bonus gimmick of using the airport area is that the mission timer, and
the creation of targets, stops if you get your most recent target(s) while hov-
ering over the water W of Fort Baxter.  This lets you go back down over the wa-
ter to the airport to go over land, which reactivates the timer and the spawning
of criminals again, to help you keep the mission happening at the airport.

  Another gimmick is to watch your radar for the criminals spawn point.  If you
watch Tommy's wanted level, too, you can have him hover or park the Hunter near-
by, aim at the spawn point, and blow up a whole string of the criminals in a row
without moving or moving much.  The hovering ability of the Hunter, keeping him
safer from getting busted while doing that, is another advantage it has for this

  I've had Tommy use the rockets to kill targets generated inside a building as
Rusk describes, and it works.  Look for a pink glow created by the big direc-
tional arrows used to point down at them.  Owing to a glitch, you may even see
parts of the criminals stick out through the wall.

  I've had the criminal's vehicles show up in all sorts of other odd places,
too, like inside a basketball court or driving endlessly at a corner, which the
rockets helped Tommy with.  The concussive effect of the blast of the rockets
can get targets on the other side of walls or anywhere close to the blast.

  I've also had the added distraction of criminals seeming to appear in a build-
ing then being transported in an instant to a nearby road.  You may even see
some in a non-dirt track vehicle going for a World's Most Stupid Criminals Award
trying to race around the path programmed for the three Haitians at the Downtown
dirt track.

   Airborne police bribes:

   * One is over the fence at the back of the yard behind Sunshine Autos.

   * The 2nd is over the big concrete drainage ditch W of the Pay 'n' Spray in
Little Haiti.

   * The 3rd is in N Little Haiti by some crates and just N of the N billboard
of the two that say, "Little Haiti"--"Life's a Beach" with "Beach" crossed out
and "Bi**h" written on it.

  Again, since the timer rolls over to a small 1st level amount of time again
at 99:59, make sure you have enough time before going for police bribes.

  As mentioned before, thanks to reader Colin Attle for writing to me that the
pay for the Paramedic Sub-mission, and the 1st twelve levels of the Firetruck
and Vigilante Sub-missions, is $50 x (the number of the level) x (the number of
the level), which is $50 times the number of the level squared: $50, $200, $450,
$800, $1,250.  Completing level twelve pays $7,200.

  He adds that in the Fireruck and Vigilante missions, beyond level 12, the for-
mula is the amount for the previous level plus (the previous level number times
100) plus 50.  So for level 13, the formula is: 7,200 + (12 x 100) + 50 =

  There's no ceiling to the number of levels for this, and you can easily do
this with the Hunter till Tommy's a millionaire--even max out his cash, if you
want to.

  I.26  Unique Jumps

  Get a PCJ 600 (I.9.C).  Know where the armor is (I.11).  If you're getting
killed doing this stuff, you're trying to make the jumps without using one of
the two.

  If the bike starts smoking, type "aspirine"--let people who bind themselves to
some wholly arbitrary allergy to good medicine search for another bike.  We've
got jumps to do, and we don't want to interrupt the tunes on the radio.

  There are 36 Unique Jumps in the game, and we're going to do all of them the
game will let us for now.

  When you make your approaches to the jumps, get to know the limits of acceler-
ating out of controlled skids, and of accelerating with turns to tighten them,
and just ease up on the acceleration to navigate through some turning hazards.
Gunning it is never the answer to everything.  And remember that grass is slip-
perier than pavement, especially when it's wet.

  Remember to use NP9--lean forward, and NP6--pull back, to try to land on two
wheels to give Tommy a better chance of staying on the bike.  Using a little ac-
celeration when landing can help with that, too.

  Having the front wheel turned with A or D changes how the bike leans, and can
prevent a sideways spill.

  You can combine brake with reverse when he has a small landing space, and re-
lease them if it looks like he's about to spin out and wreck.

  If you do these things, the game can be generous about letting Tommy make some
spectacular sideways landings and such.

  When are you going to be able to drive so good you never wreck?  Given the un-
predictability factors involved in driving at all adventurously, when you stop
driving.  Unless you're driving with no armor and very low health, he'll get
right back up.  With full armor and health, the bike is liable to be destroyed a
lot sooner than he is.  Know where the armor is and type "aspirine" for the bike
now and then, and crank up the tunes.

  You can also do many of these with a sports car (the Cheetah is light and fast
for that).

  The Uniquecall mod by Demarest

  If you can't figure out which jump you missed, even more informative than "The
Rampage and Package Finder Mod (the Northern Lights Mod)" for finding Hidden
Packages and Rampages is the "Uniquecall" mod by Demarest.  It has the game show
you onscreen where to start and end jumps, which jumps you have left to do, etc.
See VC Code Tools under I.100.D.f.  (And thanks to TownRanger at the Gamefaqs
message board for the helpful tip about Demarest's uniquely helpful work in
creating these tools.)


  J1  not available till "G-Spotlight" (I.81).

  J2  from a big set of stairs onto the roof of the Downtown Ammu-Nation.

  To get to the stairs, go W from the W end of the bridge from Prawn Island to
the W island and make the 1st left--they're on your left.

  Go S from them down past a slight bend in the road, turn around, and gun it N
and go onto the sidewalk to go up the middle of the stairs.  Use NP6 and NP9 to
prepare for landing, and use brake/reverse with a turn.

  (While you're there, you might as well learn to go down the steps at the W
side of the roof to a lower roof, continue off the far end of it avoiding the
raised parts, turn right before the far wall, and go moderately over the steps
with a left turn to go to the Hyman Condo alley.  It can become a regular way to
go from the lower W island to the Hyman Condo.  I don't know if it's faster, but
it sure is scenic.)

  J3  not available till "G-Spotlight" (I.81).

  J4  not available till "G-Spotlight" (I.81).

  Little Haiti

  J5  going S on the main N-S road from the Downtown section, make the 1st right
turn and look along the right to turn in to a little square lot of a pale yellow
building.  Looking S from it, you'll see a ramp across the street that's beyond
a clearing.  (You don't need to pass through the bribe hovering over the ramp.
That's one of the three airborne bribes to use in a helicopter to get rid of a
wanted rating.)

  Try to jump a bit to the right to avoid smacking into the back of a "Move Over
Miami" billboard up there and continue beyond it, or don't gun it so much and
land with brake/reverse.

  (While you're in the area, there are another couple of jumps (not Unique
Jumps) you can do.  There's a big pile of black stuff by the S wall in Phil's
Place you can jump the wall with, and you can continue S to go over a pile of
dirt against a wall--aim to avoid the poles beyond it--and land on the street in
the direction of traffic.)

  J6  go S from Downtown on the main N-S road and make the 3rd right--it's just
after you pass under the Links Bridge.  After you make a 90 degree curve to the
S, make the 1st right turn.  You'll see an abandoned school bus on your left and
a clearing with a propped up wooden ramp on your right.  Go N around the ramp
and over the grass along the wall.  At the least, I'd go about halfway toward
the corner of the wall before I turned S to begin my run to the ramp.  In fact,
I've had more success in landing safely that way.

  In your run S, before you get to the change in the lawn color, ease up on ac-
celeration to make a left turn to go over the ramp.  You want to go over the bus
and the little house beside it to the S.  The game doesn't require you to land
safely to give you credit for the jump, but this isn't my favorite jump.  I've
had less luck starting back at the N corner because the increased speed gives
you less time to make the sharp left turn on the slippery grass, and the landing
area is riddled with trees, rooftops, fences, etc.  I nearly always wreck among
the houses in the landing area doing it that way, often getting the bike stuck
on a roof.  If that happens, have Tommy get a van or such going by and jump on
it and onto the roof to get his bike.

  (Just to play with the jump, I've started my runway back at the wall of the
Kaufman Cab building and just veered a bit left going off the ramp and made it
all the way over the houses--but wrecked more often than not.)

  J7  go S from Downtown on the main N-S road and make the 3rd right; after the
90 degree curve S, make the 2nd right turn.  Go to where it curves N but turn
left off the road there into the lot.  Turn E and back the bike to the wall.
When there's a break in the traffic at the T intersection ahead, gun it E down
the street, across the intersection, and hit the wood ramp with a bribe over it.
(Again, you don't have to pass through the bribe--that's for getting rid of a
wanted star when you're flying a helicopter.)  You can try to land on the roof
of the Pay 'n' Spray by going off the left side of the ramp, but you'll need to
do it just right with a full throttle and full motorcycle health or you'll prob-
ably just smack into the wall of it.  The game should still give you credit if
you wreck.

  (Otherwise, just driving through, I try to jump to the right to avoid the Pay
'n' Spray and land in the clearing that leads to a road.  In between the right
and left jumps you'll emulate a "George of the Jungle" cartoon.)

  Little Havana

  J8  Go N from the Starfish Island bridge on the main N-S road of the W island,
make the 1st left and go to a T intersection, and Little Havana Streetwear is
across the street to your right.  It's a one story yellow and black building set
in from the road a bit.  Go into the alley on the N side of it and position your
bike for a run at the slope to a roof you'll see to the S.

  You don't have to go full throttle for this series of jumps--easing up on ac-
celeration once you land can help you steer to the ramp up ahead.  Go up the
slope and you'll jump to a place farther S on the roof.  Drive off the edge of
it onto a roof vent ramp just past it--aim for the space between the backs of
the two billboards up ahead and you can continue down to the street beyond them.

  If you want to stop before hitting a billboard, don't gun it so much and have
brake/reverse with a turn ready.

  (If you want to try to go over the ramp on the left and get over the bill-
board behind it, good luck.)

  Escobar International Airport

  Go S past the S-most bridge on the main N-S road of the W island and turn
right; go through the intersection and follow the road as it curves 90 degrees N
then 90 degrees W; turn left off the road through one of the entrances by the
pale green booth onto the tarmac.

  The easiest way for a beginner to get some of these airport jumps is to aim
your bike from the thing you jump from toward the target you want to hit (or ob-
struction you want to avoid) beyond it, back the bike straight back from it,
then accelerate.

  J9  Near the NE corner of the tarmac, close to the E fence, is a metal set of
steps on wheels.  You need to use it for a jump ramp to land on the lower roof
of the Vice city Transport building across the street to the NE.

  J10  The 3D "Vice Surf" billboard across the street to the N of the airport
terminal has a board propped up against the N end.  You can drive up through the
middle of it and use it as a jump ramp to the terminal roof.  If you didn't use
it to get Hidden Packages before, you need to use it at least for J10.  Go N
from it, cross the street, and go over the N tarmac to the low wall with a fence
along the top of it.  (The more adventurous can try going farther N.)  Turn S
and gun it for the middle of the ramp.

  (Once on the roof, you might see what half pipe mileage you can get out of it.
You can also practice landing after a long fall by driving off the S end of it:
correcting your level with NP6 or NP9 and acceleration can help, but I won't
make any promises.)

  (With a Cheetah, you may turn left to go up the sign's curl of a wave a bit to
try to get a flying corkscrew jump out of it--this is harder to do and not a
Unique Jump, but you might get some Insane Jump statistics.)

  (See I.100.D.f for DiCanio's way to put six more of these 3D "Vice Surf"
billboard jumps around Vice City.)

  J11  Go back to the S tarmac where you did J9.  There are two runways on the
tarmac that each have a pair of ramps at the N end--one ramp is steep and the
other is not so steep.  Use the SW to NE runway and use the steep ramp.  (If you
use the steep ramp of the other runway, you'll do a header with the ramp.)  Get
ready to land with a left turn and you might land safely in the street.

  (For a little variety, you can try this jump sometime with the Rhino.  Turn
the turret backwards and fire constantly while you accelerate.  It will rumble
with speed and you'll see it fly higher than you can fly it any other way with-
out using the "comeflywithme" code for it.  I read where one fellow cranked up
the top speed in data\handling.cfg and flew to Sunshine Autos.  Another said
they flew to the E island, but I can't remember if they said what they changed
the top speed to.)

  J12  There are two white octopus-looking structures--the loading bridges--held
aloft on the tarmac.  Use the metal steps on wheels on the E side of the E one
to jump E to W over it.  Go right off the ramp to avoid the jet on the other

  J13  Use the metal steps on wheels on the E side of the W loading bridge to
jump E to W over it.

  J14  Use the metal steps on wheels on the W side of the W loading bridge to
jump W to E over it.  Start by the wall S of the hanger with a little jet stick-
ing out of it and turn right going off the ramp.  If you don't land in the
clearing between several things beyond it, you may get past them.

  J15  Go as far back on the tarmac as you can to begin your NE to SW run at the
middle of the yellow marker NE of the little building with a red radar spinning
on top of it, which is S of the W loading bridge.  Hit the yellow marker diago-
nally, not straight on, and aim for the area over the middle of the lower roof
of the radar building.

  J16  Just get as long a runway as you can and gun it SW to NE to the metal
steps on wheels SW of the radar building for a long jump over the tarmac.

  (While you're at the S tarmac of the airport, you can use one of the set of
three concrete ramps by a hanger to jump the hanger and fence to the street to
the w, and use a similar set up to jump the E side of the N fence, and get a
long runway to use a set of metal steps on wheels to make a jump over the W side
of the N fence.)

  Starfish Island

  J17  not available till after "Guardian Angels" (I.42).

  Vice Point

  J18  Use the concrete HI-PRESS GAS ramp just SW of the SW corner of the Malibu
Club, about halfway up the E island along the longest N-S road of the E island.
Start your runway NE of it at the back of the light gray asphalt lot across the
S bend in the road.  Aim for a place near the fat palm tree on the right.

  J19  Speed S over the grass from the ramp of J18 to an identical ramp.  Veer
just left of the palm tree trunks and aim for the street in the distance.  Be-
fore you adjust the level for landing, you have time to try a flip gimmick
(I.9.C), too, if you want.

  How to use J19 to give Tommy a car that's suspended in midair to stand on:

  Have Tommy get a fast car; I had some luck when I tried this with a Banshee.
Have him drive at the ramp used for J19 so the right two wheels don't go over
it.  As the car begins to fly over the bridge, with the driver's door upwards,
press F.  If all goes well, the slow motion mode abruptly ends and the game re-
verts to regular game speed, and the car freezes in midair with Tommy standing
on it.  The rest of Vice City will carry on as usual and you'll have full con-
trol of Tommy, but you'll have a unique place to have him look around from.

  Tommy can jump off and do other things and the car will probably stay there
till he drives one or two other vehicles.  Shoot one of the tires to make it
fall to the ground.

  I'd give credit and thanks to the originator of the gimmick, but this idea has
been around so long I can't possibly remember.  Thank you, whoever you are.

  J20  From the E end of the Starfish Island bridge, go N and turn right off the
road into a construction site of a building with red girders.  Go up the ramps
to the 4th, top, floor.  Take a while to position your PCJ 600 in alignment with
the girder sticking out to the N.  It's about a foot wide but plenty long, and
you might fall off if you try to correct your steering while speeding along it.
Gun it and give it a right turn at the end of the beam so Tommy won't smack into
the building below and ahead.

  J21  From the E end of the E to W street S of the Washington Beach police sta-
tion, go W to another concrete ramp.  Veer right going off the ramp, and have
brake/reverse ready to avoid the low white wall beyond.

  J22  From the big peachy arch at the E end of the Starfish Island bridge, go
E.  You might ease up to go right around the curb at the intersection; that curb
has thrown my bike sometimes.  Go into the lot with a pile of dirt sloped up
against the low wall where there's an opening in the fence.  Aim for the middle
of the street beyond.

  Washington Beach

  J23  Go N of the 6th block from the S along the E side.  Start your run W of
the hill in the grass across the street to the N.  Go S across the street and
hit the wooden ramp at least hard enough to clear the 2nd one and land on the
roof.  (This is the 1st jump of PCJ Playground, I.27, too.)

  J24  Go to the N end of the N-S alley of the 6th block from the S along the E
side.  Go S and go up the stairs to jump over the street to a rooftop.

  (This is also done during PCJ Playground, I.27, except then you only need to
drop off the end of the stairs and turn into the alley to the S of it.  You'll
use these stairs later for "Guardian Angels," I.42, too.)

  J25  The jump is done with the E-W stairs by the street that goes E-W across
the N end of the 5th block from the S along the E side.  Go W from the stairs to
the low wall E of the lamp post which is N of the bench on the grass to position
your bike for the run.

  Go E and over the stairs--veer left at the top to aim for the middle of the
clearing between two trees on the lawn of the police station.  You need to land
on the lawn.  Watch out during your run to the stairs for the invisible but sol-
id stuff sticking out from the S side of the last tree you pass (ghost coco-
nuts?).  Have brake/reverse and a turn ready so you don't smack into the sta-
tion.  You have to be going fast enough to reach the landing area, but the land-
ing area is small.

  (Lance Vance will climb the N-S stairs that share the same top landing as
these stairs for "Guardian Angels.")

  J26  Start at the N end of the N-S alley of the 5th block from the S along the
E side.  Go S to the N-S stairs on your right and jump to the roof across the

  (You may have used this jump to get H10.  This jump is also done during "PCJ
Playground," I.27.)

  J27  Start your run most of the way N in the N-S alley of the 4th block from
the S along the E side.  Go S and go over the propped up wooden pallet on the
right side of the alley.  Go over it doing a left turn to aim for the clearing
in the alley beyond.  If you don't turn left enough, you may foster untoward
feelings about the corner of a wall with a telephone pole by it up ahead.

  (This jump is also done during "PCJ Playground.")

  Ocean Beach

  J28  Use a PCJ 600 for this, after you've gotten credit for J29 with a Chee-
tah, because it's easier.  (Who's numbering these things at the BradyGames
place?)  Do J29 with a PCJ 600 this time to get on the roof of the Beach Scooter
store.  Go up the stairs and turn left at the top to get onto the higher roof
beside it.  You'll only need about half of the W-E distance of that roof to make
a straight run for the vent on the NE corner of the lower roof beyond it, and
you don't have to gun it the whole way, to jump over the street to get onto the
roof of the peach building with brown and pale blue markings.  Land with brake/
reverse and a turn.

  Another way to do it is to back the PCJ 600 to the W edge of the Beach Scooter
store roof (use V for the distant back view to back up, then go back to the mid-
distance back view) to get a runway to jump the stairs with.  Go only moderately
fast straight over the stairs, so you've added a little to the speed you can
create on the 2nd roof, and land on it sooner to use more of the 2nd roof for
acceleration.  Gun it for the vent in the NE corner and jump to the roof of the
building across the street to the E.  Land with brake/reverse and a turn.)

  The jump from the vent to the peach building is J28.

  Then drive off the S end to the lower roof, then down to the street or alley.
If you choose the longer drop from the landing roof to the street, level the
wheels and use some acceleration as you land.

  J29  Using a Cheetah for this is easier because you may need to do this jump a
number of times before it's counted when you use a PCJ 600.  Enter the Washing-
ton Mall parking garage on the E side of the block, 3rd block from the E and 4th
block from the S.  It has a spiral ramp to the roof.  Go from the SW corner of
the roof to the middle of the slope at the SE corner and jump to the roof of the
Beach Scooter store across the street--that's J29.

  (This jump is part of one of the ways given to get hidden package 8--I.19.)

   (If you want to try doing J29 and J28 in a row with a PCJ 600 after getting
credit for both jumps, aim for the right side of the head of the arrow up ahead
when you drive at the slope of the parking garage roof.  Have brake/reverse
ready to not smack the wall on the Beach Scooter store roof beyond, but you can
probably continue on over the stairs there to try J28.  If you gun it, this usu-
ally involves a right turn to the stairs and a left turn going up and off the
stairs, then a corrective right turn on the roof beyond that to aim for the vent
in the NE corner of that roof, which takes too much steam out of your forward
momentum to make it worth it.  Ease up on acceleration at moments to straighten
that out so you have more speed to hit the NE vent with and gun it for that.
See the 2nd way to do J28.  You can do it and land on the roof beyond, but it
can take a number of tries.)

  J30  Start your run at the S end of the alley that runs N-S through the 2nd
block from the S along the E side.  Go N and hit the propped up wooden pallet.
You can try for the roof on the left--have brake/reverse ready for the landing--
or gun it right and go for the distance into the clearing of the alley beyond.
I usually go for the distance to the right.  (And remember not to make the un-
pleasant mistake of trying to do this going N-S as you do with the two wooden
pallet jumps to the N.)

  J31  Enter either end of the E-W alley (gray on your in-game map with a stub
on the N side) of the 2nd block from the S and the 2nd block from the E.  Go N
into the parking garage, and go up the ramps to the roof.  Go right to the NW
corner of the roof to start a run to the concrete ramp at the SW corner of the
roof and jump to the next roof to the S.

  You might look S from atop the J31 ramp to aim 1st, and see that you can veer
a bit to the right going off it to try to get to the W end of the S side of the
roof you land on.  From that part of the roof you land on, you can continue S to
land on another roof then drop beyond it to a lower roof, then drive off the
right side onto the street and keep going.  Dazzle and amaze your friends.

  J32  The jump ramp is the stairway in the "stilt" building, which is entered
on the N side of the block, 2nd block from the E and 3rd block from the S.

  (You use this jump in "PCJ Playground," too--I.27.)  Since this is the 1st
Unique Jump of two in a row, start your run all the way back in the alley across
the street to the N.  Gun it N-S and go for the left of the middle of the

  J33  The vent on the pink roof you land on for J32.  Keep going and gun it
with a right turn over the vent.  The game is usually generous about counting
the jump even if you just smack into the indented area of the front of the
building which has the roof you want to land on.

  J34  not available till after "Phnom Penh '86" (I.45).

  J35  not available till after "Phnom Penh '86" (I.45).

  Prawn Island

  J36  Drive a PCJ 600 over the bridge from the E island to Prawn Island.  As
soon as you're off the bridge, stop at the right with the back of the bike to
the wall.  Drive at the ramp ahead at the side of a building.  Turn right going
off of it to aim for a ramp on the roof of a 2nd building, where you need to ac-
celerate to get onto the sloped upper part of the roof of a 3rd building.

  Have brake and right turn ready for the landing.  If Tommy has a spill up
there, he can jump or drive back over to the previous roof and return to the
starting point.

  Once on the upper part of the last roof, drive around to the E end of it, and
use V to get a long distance back view so he can back the bike to the edge with-
out falling off.  Then press V to get the mid-distance back view again, and gun
it for the ramp on the W end, veering a bit right as he goes off.  The jump in-
volves flying over the street, landing on a roof, then quickly falling to a 2nd
lower roof you brake on (try brake and reverse at once).  (It's the roof H42 was
on, and was used before doing "The Jump" at I.18.)  If you're new to this and
fall off the roof, you can drive out on the stairs on the SE side and try again.

  I.27    PCJ Playground

  To get to the bike used for this mission, go N from the N-S alley of the 6th
block from the S along the E side of the E island.  Go across the street and up
the small hill in the grass to find a PCJ 600 parked in a corner of the S side
of the Standing Vice Point Hotel.  It's always there, and getting aboard always
triggers "PCJ Playground."

  The timer doesn't start till Tommy passes through the 1st glowing disk, howev-
er, so you can send Tommy around before that and survey the locations of the
jumps needed to get the 24 disks as long as you want.  Once you trigger the tim-
er, you have two minutes to get the disks.

  The 1st jump is Unique Jump 24 (I.26).  Go moderately fast up the two ramps
(passing over the 2nd ramp) to the 1st marker, remembering that this time you
need control on the roof to hit another disk and come down left in the direction
of the alley.  Take it easy over the stairway used for Unique Jump 25 ahead--you
just need to fall off the other side of the stairs and turn left then right into
the next alley.  You need more speed for the next stairway to get over onto a
roof, the way you did it for Unique Jump 26, but you need to hit another disk up
there and fall off the roof to the left in the direction of the alley again, so
be careful not to overdo it.

  Go moderately, turning left as you hit the propped up wooden pallet you used
for Unique Jump 27, aiming for the alley ahead to the left (do it the same way
as for J27 and you'll go over the passing truck).  Be ready in case you need to
brake a bit--a 2nd truck sometimes passes across the next intersection ahead.

  There's a long straightaway ahead, but touch brake/reverse a bit midway so at
the end you control the sharp left then right into the next alley, and then go
along behind the pillars on the right and make the right turn through an E-W al-
ley of the SE block just after that.

  The game can be generous about counting the disks of the sunken shopping cen-
ter if Tommy is close enough to them--notice how you can aim the bike in midair
by turning, and think in three dimensions.  Go moderately, turning right, up the
stairs and through a disk, get one on the left sidewalk, then skid left around
the corner to the one on the left, going through it with a right skid that aims
for the alley on the right side of the road.

  Go about midway back into the alley and turn around to start your runway at
the 2nd (middle) telephone pole.  You're going to gun it all the way for a spot
about 2/3rds to the right on the stairway ahead in the "stilt" building--Unique
Jump 32, but you're not shooting for Unique Jump 33 this time.  The game will
count you as having hit the marker at the top of the stairs on the right.  Give
it a touch of left turn at the top.  Level the wheels once airborne.  Have
brake, reverse, and left pressed to prepare for the landing on a roof.  You're
hoping to be close enough to the last marker to turn left and run into it.

  Take it easy to get the feel of the course so you learn  where you feel confi-
dent about laying on a little more speed as you get used to it.  It might help
to plot the course on a print out of a map and use it to rehearse without the
timer running.

  You get $1,000 for success and each time you beat your previous time.

  I.28  Test Track and Trial by Dirt

  Trial By Dirt (Sanchez dirt bike) and Test Track (Landstalker SUV)

  Go to the dirt track at the NE end of Downtown.  From the E end of the Hyman
Condo alley, go E.  Just after you pass the VAJ Finance building on the right,
turn left off the road and go over an asphalt driveway between two buildings.
The start of the track is where the Sanchez and Landstalker are always parked.

  Entering/boarding one triggers the mission designed for it.

  With the Sanchez, go clockwise around the track through the glowing disks

  With the Landstalker, go counter-clockwise through the glowing disks twice.

  The dirt track has lots of twists and some bumps and a series of four humps in
a row (wow--how 'bout it?).  You might luck out driving fast over the humps, but
you might luck out better if you pulse W instead.  With the bike, do a lot of
controlled turning skids, and don't try to gun it too much or the turns will be
wider.  With the Landstalker, which tips over easily if you turn over a bump or
such, go slowly and carefully.  Use A and D to try to keep the Landstalker from
ending up upside down.

  (You might also see I.100.D.e: "How to change their mass, ability to stay up-
right and hug the driving surface, ability to survive in water, cornering and
braking, top speed, acceleration, suspension, durability, and miscellaneous
jazz" and consider trying -0.9 in column H in handling.cfg to make the Land-
stalker less liable to tip over.)

  The way it's supposed to work:

  If you succeed at Trial by Dirt, the next time you try it there will be four
red ("explosive," but they don't explode if you run into them) barrels on the
track to avoid.  If you succeed again, the next time there will also be rain for
the 2nd half or so of the run--the track becomes very slippery.  If you succeed
again, the next time there will be barrels, rain, and three Haitian gangsters
with machetes on black Sanchez bikes (the only black Sanchez bikes in the game)
that chase Tommy for most of the run.  Actually, they just follow, but they will
knock him off his bike and cut him with their machetes if he dawdles.  If Tommy
gets off the bike for whatever reason, he has 14 seconds to get onto a Sanchez
and resume the course.

  Test Track is supposed to be the same except it replaces the three gangsters
on bikes with a Security Guard in a black Rancher that will try to ram Tommy's
Landstalker and yank him out of it.  If Tommy leaves the Landstalker for whatev-
er reason, he fails the mission.

  You get $100 the 1st time you pass the mission by getting all the glowing
checkpoints in whatever race time, and the reward goes up by $100 to $200, $300,
etc., each time you beat your old score with the same vehicle.

  The game doesn't require you to stay on the track or avoid the red barrels or
go around them any special way--as long as you hit all the glowing disks (or
even go near them), you'll pass the mission.

  The Dirt Track Stats glitch for Trial by Dirt:

  You can always get the Stats to record your proper best time for Test Track--
the SUV test.

  But if you do Trial by Dirt 1st and succeed with it quickly, you get paid $100
but your time won't show up in the Stats.  (It appears in the Brief section--
write it down.)  It's remembered somehow by the game, though, because if you
then do Test Track and succeed with it taking, for example, a minute longer, you
can then do Trial by Dirt again but you have to beat your previous unrecorded
time for it to pass the mission--and just to end up with the Stats giving it the
long time score you got for Test Track!

  Likewise, if you do Trial by Dirt 1st and take a real long time to do it,
you'll get paid $100 but your time won't show up in your Stats.  (Check the
Brief section for it and write it down.)  If you then do Test Track and take,
for example, a minute less time for it, the Test Track score will appear in the
Stats.  If you do Trial by Dirt again, you only need to beat your long unrecord-
ed time for it by a second or more for the Stats to award you with the one min-
ute faster Test Track time!

  How to adjust to the statistics glitch for Trial by Dirt

  How to see the Security Guard and Haitian gangsters:

  Since Trial By Dirt scores won't register in your Stats unless you do it after
Test Track (a programming glitch), do Test Track 1st.  Do Test Track REAL
slowly--have a snack or smoke a cigarette--before finishing two laps.  Then do
Trial By Dirt even more SLOWLY.

  There are two guiding points here: one, you only get paid subsequently if you
beat your previous score, so get a real long time score for Test Track you'll
be able to beat easily a few times; take even longer for Trial by Dirt so you
know you just have to beat the Test Track score the Stats give it (and not some
faster score the game will hold you to but not show and which you might

  And two, we want to make the red barrels, rain, and, finally, three Haitian
gangsters on black Sanchez bikes, and Security Guard in a black Rancher, appear
on your subsequent efforts as you beat your previous scores, to get the most
mileage out of what the game can do.

  No matter what you do, your Trial By Dirt score won't register as any better
than your last Test Track score, which won't be great because the Landstalker
tips over so easily, so you're screwed for Trial By Dirt, anyway.

  To plan a dragged-out time, remember that the last two disks for Test Track
are the one half buried in a valley and the one above a hump.  The last two for
Trial by Dirt are the two at the end of the short non-solid flag posts on your
right--later, after the red barrels.

  I got to see all the bonus events if I did Test Track slowly and next did
Trial by Dirt even more slowly.  I then had the Test Track score for both
events.  Then I beat that time by just a bit with both vehicles, then beat that
Test Track time by just a bit with both vehicles, etc.  Eventually, the Security
Guard and Haitian meanies appeared.  Again, don't worry--the Haitian gangsters
follow more than they chase if you drive all right.

  Now go ahead and tear up the track with the Sanchez as best you can, consider-
ing that the rain will screw up the track.

  If you want a black Sanchez for one of your garages, have Tommy use the Mini-
gun with a bit of distance so he doesn't get surrounded and attacked.

  You can lure an Haitian gangster away from the track, but you have to drive
very slowly and check behind you now and then to make sure he's still there.

  You get $100 the 1st time you pass the mission by getting all the glowing
checkpoints in whatever time, and the reward goes up by $100 to $200, $300,
etc., each time you beat your old score with the same vehicle.

  Landstalker: Ford Explorer '91 to '94

  Sanchez: Yamaha DT dirt bike (a Kawasaki KX is similar)

  How to get the cab driver to run the course

  Another thing you can do is have a race on the track.

  Go SW from the starting area and out between the buildings to the street.
Have Tommy jack a vehicle that's driven by someone who tries to jack it back,
such as a Taxi, Cabbie, or Kaufman Cab, or anything driven by the paunchy white
street lady or the guy in a light jersey with dark hair and sunglasses.

  If you use the Taxi, Cabbie, or Kaufman Cab, use the driver who saunters over
slowly to get it back--the driver who runs won't take back the cab, he'll just
pick a fight with Tommy.  Lure the slow-walking driver by driving slowly over to
the track, then let him jack it back.  He'll start driving around the track.

  (The technical explanation is that pedestrians walk where they walk, and driv-
ers drive where they drive, guided by the computer paths programmed for them.
The dirt track has one meant for the three Haitian gangsters.)

  He drives as fast as if he were on the street, which is reckless on the dirt
track.  He may flip on his side and keep accelerating till he falls back onto
four wheels and keep going.  You can get on a Sanchez and race him if you want.
But he drives dangerously from side to side, so you may just want to have Tommy
run around so you can watch him flailing around the course.

  (Thanks to spaceeinstein's web site for the idea about races on the track.)

  The same gimmick works at the RC Bandit dirt track on Washington Beach, except
the driver doesn't go dangerously from side to side there.  It's easier to drive
beside the Taxi there, or to have Tommy take a ride on the roof of it there.

  I've also had criminals show up driving around one of the dirt tracks, espe-
cially badly on the Downtown course, for the vigilante mission with the Hunter,
and law enforcement vehicles driving around one during one of Tommy's high
wanted ratings.

  The other off-road programmed paths for vehicles I know are the ones for the
several vehicles that drive in a procession, and for the security guard in a
Baggage Handler, on the S tarmac of the airport.  If you can get a Viceport
Packer--ramp truck--driver, like the construction worker in a yellow hard hat,
to go there, the Packer could be a moving jump for your PCJ 600.  You can speed
up luring him to the tarmac a little bit by occasionally stopping it with the
ramp in front of him; he'll walk up the ramp about halfway and drop off the
side, during which time you can use a little more gas.  Once there, let him jack
it back somewhere away from the loading platforms; the baggage handler scoots
under a jet, but a Packer won't.  Have the PCJ 600 by that spot beforehand, and
try to stay near the Packer so it doesn't disappear.

  I've seen a variation of the normal use of programmed paths at Leaf Links golf
course, too.  There's a loop of road behind the club house that you might find a
Caddy driving on.  If you follow it, it may drive on the various roads there
then over the grass of the golf course.  But sometimes, you see some other vehi-
cle appear there, like a Banshee, which does the same thing.

  I've also had criminals show up driving around one of the dirt tracks, usually
badly, for the vigilante mission with the Hunter, and law enforcement vehicles
driving around it during one of Tommy's high wanted ratings.

  I.29  Cone Crazy

  To get to the Ocean Beach parking garage, go to the 2nd block from the S and
the 2nd block from the E of the E island.  A gray mark on your radar indicates
an E-W alley there, with a stub sticking up N from the middle of it.  Enter ei-
ther end of the alley and drive up the stub to enter the garage, then go to the
roof.  There's always a Stallion parked there.  It's a two-door with dual ex-
hausts, a split front grill, and may be a convertible or a hardtop, parked just
W of middle of the N area of the lot.  Have Tommy enter it to trigger the mis-

  You can skip the intro by pressing W.

  You have to drive the Stallion through five glowing disks and not hit any of
the traffic cones (red with a white band).  Your effort is timed, starting when
the Stallion passes through one of the five disks.  Each disk adds twelve
seconds to the timer.

  A map to help you plan your course

  As with PCJ Playground, you can survey the situation 1st.  It looks a little
like this (the asterisks represent the cones, and the numbers are the order Rusk
went through the disks in, which works for me; my best time so far is 20

                                            |  2
                                          * |__*    <--ramp which slopes up
                                               | 3     from the E and N.
                                               |___    The cone below 2 should
                                                *      be at the inside corner
                                                       atop the ramp.
                  *  *
                     1      way out
            *  *  *  *    ----------

 east                        *                       west
                          *     *
                         *   4   *    <-- 4 has a semi-circle of 16 cones
                              *         around it, open at the NW, and another
                          *             cone beside it on the NW side.

                                      *  *  *  *

                            Stallion        *

  As the Brady guide explains, you get the most time quickly by going through 2
and 3.  Rusk's idea to clip 1 with the left front corner of the car lets you re-
verse and shoot for 2 and 3 quickly.  Just go fast enough to get up the ramp,
then ease it around and down; remember, it's a 90 degree turn.  This gives you
plenty of time to get 4 and 5.

  One time I surveyed the situation, before starting the timer, and I knocked
over a cone but it wasn't counted against me during the mission.  It's probably
just a glitch, because another time I did the same thing and failed the mission
before the timer started.

  If you want to retry the mission, park the Stallion where you found it, then
exit and enter it.

  (The glitch of the original PS2 version, whereby after each success at the
mission the game says the time per cone has been reduced but it isn't actually
reduced, isn't found on other versions.) 

  You get $200 the 1st time you succeed, which doubles each time you succeed af-
ter that.

  Stallion: Pontiac Firebird '67-'69 except with two head lights, not four, and
vertical rear lights instead of horizontal ones.  (It's fast with bad road grip
and cornering ability.)

  I.30  Top Fun van: RC Bandit, RC Baron, and RC Copter

  Top Fun van: a dirty gray van; on either side are three red stars above which
are two horizontal red lines, between which is a horizontal blue rectangle with
"top fun" printed on it in white letters.  (It's also used in "Demolition Man,"
I.39A, and "Bombs Away!" I.88.)

  Entering one of the three Top Fun vans triggers an RC--radio controlled--ve-
hicle mission.  Tommy stays in the van and controls the other vehicle with a ra-
dio frequency device.  (So "aspirine" won't work on the RC vehicle--Tommy's not
in it.)

  You can skip the intro by pressing W.  You can exit the mission by pressing
the LMB to blow up the vehicle.  You can try again by re-entering the van.
(Sometimes, you need to move it a bit forward or backward, exit and re-enter it,
for it to kick in.)  You might not take any vehicle you value to the mission.
Sometimes they've disappeared when I've gone for them afterward.

  Top Fun van: GMC Vandura '86

  RC Bandit

  Enter the Top Fun van on the N area of the E island beach and to the E of the
block that looks like a cartoon nose pointed W.

  This two lap race with an RC car against three others is miserable.  If I had
to pick a couple of the most dislikable parts of the game, this would be one of
them.  The packed sand course is slippery, has bumps and some sharp turns, and
the collision factor of the surrounding walls causes the RC Bandit to get stuck
on them unless you're driving fast enough to overcome it or carefully enough to
avoid them.  It always took me a lot of tedious trial and error to beat this.
There's no timer to stop because you have to beat the other cars regardless of
the time it takes.

  The "EDDIE'S USED BOILER...." sign at the W side of the track is the sign
found over Claude's Portland garage in GTA "III."  (Thanks to ThaddeusMcKlown at
the GTA Forums web site.)  The phone # on the sign, "555-8383," was also used by
Jerry Seinfeld's character "Jerry Seinfeld" as his car and home phone # in the
1989-1998 TV series "Seinfeld."  (Thanks to Michael Hunt at GTA Forums.)

  Demarest's way to alter the handling.cfg code for RC Bandit (THANK you)

  An advantage of the PC version is the ability to modify the files for the

  I tried adjusting the top speed, acceleration, and traction in sand, and it
only made things worse.  I gave up on it, and figured this was the best Rockstar
could do.  I thought they should have dumped the idea and put something else

  Demarest, of the GTA Forums web site message boards and Liberty City mod team,
had a very helpful idea for me.  If you change the Bandit's handling, you change
it for the three competing Bandits as well.  So you have to come up with some-
thing that's to your advantage, given your driving ability compared to how the
competitors are programmed to drive.  He wrote that you could make it easier
with a file change.

  (If you do that, 1st go to C/Program Files/Rockstar, right click it, click
"Properties," uncheck the green dot to make it a writable file, and click "OK" a
couple of times so the subfiles and folders are writable, too.)

  Go to the data/handling.cfg file.  Copy the line after RC Bandit somewhere,
like Notepad, as a backup, then change the original to this (making four of the
numbers different):

2000.0 0.8 1.5 1.0 0.0 0.05 -0.1 70 1.60 0.75 0.49 1 75.0 80.0 4 E 5.5 0.50 0
25.0 1.8 0.1 0.2 0.05 500 0.28 -0.08 0.5 0.0 0 0 1

  In other words, change B from 100.0 to 2,000.0, change J from 1.10 to 1.60,
change O from 35.0 to 80.0, and change V from 1.6 to 0.8.  This increases the
mass, acceleration, and cornering traction, decreases the spring force of the

  If, like me, you'd rather win this in a handful of efforts instead of hours, I
can happily recommend it.

  You get $100 for coming in 1st.  And, thanks to Demarest, you can take the
sign off RC Bandit that says, "Not for human beings."

  RC Baron

  Enter the Top Fun van on the NW corner of the top floor of the North Point
Mall parking garage, which is on the NW side of the mall.

  This is a one run course race with an RC biplane against three competitors.
Go through disks down the W side of the E island, around the S end, and a bit up
the E.  You fly over the roads just over lamp post height most of the time.

  Remember to fly past the end of the "cartoon nose pointed W" block and cut
across the water to make a right turn that goes between palm trees to get anoth-
er disk over the road.

  Remember to turn right over the pizza shop roof to fly over the channel to
resume following another road from above.

  Remember to make a hard left at the S end of the island and go up for a disk
then right back down so you don't smack into the back of a billboard.

  Remember that the horizontal white traffic posts over the road are non-solid.

  If you're new to the course, look at your radar for the dim red dot beyond
your next one, which is bright, and do the same with the disks on your screen,
to help you plot the course.

  Ironically, though Rusk makes the PS2 RC Bandit sound easy and it isn't on PC,
this one isn't so bad on PC as Rusk makes it sound for PS2.  Remember to keep W,
acceleration, going the whole time.  Use A for left, D for right, Number Pad 6
for up, and Number Pad 9 for down.  Once it gets going, W is enough to keep it
aloft, and you'll usually just need to push the plane down with NP9 now and
then.  A sharp turn makes it dip, but you can compensate for that with NP6.  If
the plane hits the ground, turn it to an open area and get it flying on course
again.  I hit the ground with it twice and won, anyway.  I've played the game a
number of times, so I'm used to the course and the game physics for the plane,
and I usually get this my 1st time now.

  Press the LMB to make it blow up and end the effort.

  Rusk notes that if you switch the "camera" view (with  V) to 1st person or
cinematic in a vehicle before having Tommy enter the Top Fun van, it changes the
"camera" view for the RC Baron from above and behind to behind it.

  If you try to send it into the mall, it blows up.  If you try the Washington
Beach police station, the doors are closed.  The only ulterior use I found for
it was to use it with the various land and sea vehicles to practice for "Bombs
Away!" (I.88).

  You get $100 for coming in 1st.

  RC Raider Pickup (using the RC Copter, the file name for the helicopter in

  Enter the Top Fun van in the S parking lot of the airport.  To get to it, go
down the road that goes down the middle of the S end of the W island.  Where the
road divides, go right, then through the entrance on your right--it's on your
left.  Leave your vehicle about half past the white building to the N of it so
it doesn't disappear.

  You fly the wobbly RC Copter through 20 disks placed one at a time around the
S tarmac and structures of the airport and the "Vice Surf" billboard.  As it
goes through one, check the radar and screen to find out where the next one is.
It's timed, but it's not a race and there's no time limit, and you don't have to
try to best your previous time unless you want to for your Stats, so the pres-
sure is off.  (I let the timer run to see if there's a time limit, and gave up
after 50 minutes.)

  The easiest way to control the RC Copter is to use nudges of A or D to point
the teardrop-shaped icon on the radar at the red blip you're aiming for, then
use little nudges of NP9 to go forward.  Use turns with Q or E sparingly be-
cause they have a tendency to oversteer, making you repeatedly press one then
the other if you press one of them.  If you use them, wait for the "camera" to
swerve behind the helicopter before you go forward.  It's slow, so be patient,
or you'll waste time making it swerve and wobble and getting reoriented.  Try
patiently making smaller presses of the buttons to get the RC Copter to mimic
the behavior shown with a bigger helicopter as best you can.

  The last disk is between the blue crate, at the S end of the crates under the
shelter, and the red crate S of that.

  I think the wobbliness of the RC Copter is due to certain normal game physics
for an average sized helicopter being applied to a tiny (3'?) one.  Held too
long, A. D. NP6, and NP9 make it do a loop de loop, and Q and E make it swirl in
circles.  The "camera" only uses the speed to get behind the subject it usually
uses.  So the "camera" is usually busy trying to swirl to stay behind something
that makes a big degree of arc if you turn with any more than the least move-
ment.  (Try a mid-distant back view for the Hunter to see the other extreme.)

  See "I.100.D.eee  Helicopters--How to make the RC Copter easier to fly" if
you'd like to change the data\handling.cfg file and make it easier to fly the
helicopter that's the hardest to control.

  Be careful to avoid banging into things because the RC Raider will burn and
explode--again, "aspirine" won't work because it's not a vehicle Tommy's inside

  You get $100 for doing it.

  I.31  Hyman Memorial Arena: Hotring, Bloodring, and Dirt Ring

  The Hyman Memorial Stadium is the most NW structure on your in-game map and
radar.  Have Tommy enter it on the E side between 20:00 (8 pm) and midnight,
when the door in the middle of the upper landing is open, to cue the mission.

  Check the billboard and the moving message in lights in front of the stadium
to see which of the three events are available that night.  One of the three
events are advertised on them for 24 hours beginning every midnight.  You can
read the billboard from the roof of the Hyman Condo.

  Entering the stadium triggers the advertised mission.  You can exit the mis-
sion by having Tommy enter a shaft of light in the location shown in the intro.
(If you exit the mission, the screen says you "bottled it," which is U.K. slang
meaning you lost your courage.)

  You can advance the game clock six hours by saving the game, and set it so
Tommy has plenty of time to get to the stadium while the entrance is open, such
as by setting a game to start at around 20:00 with Tommy at the Hyman Condo.  If
you fail the mission, you can then erase the effort by starting a new game and
load your earlier save game to get Tommy back to a convenient time and place to
try again.

  And a couple missions have some off-the-wall unofficial side thing or two you
can do with them.


  12 laps around an oval track with aggressive drivers that crash, burn, and ex-
plode a lot.

  You can skip the intro by pressing W.

  Your effort is rewarded if you come in 1st, 2nd, or 3rd, which, along with
your best overall time and best time for one lap, is recorded in your Stats.
Thanks to spaceeinstein for the tip that you need to come in 1st for 100% com-
pletion of the game.

  Sometimes speeding carefully (be ready to slow down and brake since you can't
drive through metal) through the opening onslaught can work.  Touch the brake to
help turn to the inside without hitting the wall.  Use your handling skills, be-
cause that floor can get slippery when you're trying to press your limits of
control and speed.  Using "aspirine" is faster than going to the pit stop and
waiting for it to repair your car.

  How to be the only one in the Hotring

  A variation you can try is to drive into the blackened alcove along the out-
side wall.  Back into the back wall with the passenger side against the side
wall.  Have Tommy get out, equip him with the Minigun, and have him blow up the
other contestants.  One choice then is to drive the race uncontested--you won't
have as fast a time as the regular way, but you'll come in 1st.

  Another choice is to go back into the alcove and you'll see a car flashing on
and off.  This represents your replacement contestants you've blocked off trying
to get out to the track.  (When you drive the race normally, you can get smacked
by them flying out of this alcove.)  If you have Tommy shoot the Minigun at it
you can get hundreds of Tires Popped with Gunfire in your Stats in a minute.

  (Thanks to spaceeinstein's web site for these Hotring variations.)

  You get $5,000 for 1st place, $1,500 for 2nd, and $500 for 3rd.
  A trophy will appear on the TV at the mansion.

  Hotring Racers:

  Hotring Racer is the one that looks like a Ford Mustang LX '83-'86 with some
Ford Mustang GT '87-'88 hatchback features.  Aside from this race, you get it
after completing the 4th vehicle collection list for Sunshine Autos.  You can
also get all three Hotring Racers for Tommy by using the Car Spawner by Demarest
utilized in spaceeinstein's "All In One Mod" for "Vice City" (see I.100.D.f
"Miscellaneous mods").

  Hotring Racer A has a front end that looks like a Chrysler Laser/Dodge Daytona
'84-'86 or a Vauxhall Firenza '73-'75--a "Droopsnoot"--was grafted onto a Ford
Thunderbird Aero Bird '87 modified for NASCAR racing.  The engine hood always
has decals advertising "THE BURGHER SHOT" and "Pets over night."  You can make
it appear with the "getthereveryfastindeed" code.

  Hotring Racer B The body overall looks like a 1987 Chevrolet Monte Carlo Aero
Coupe except with the grill made a bit narrower horizontally--like something
Dale Earnhardt would have known about.  The driver's door always has a decal ad-
vertising "THE BURGHER SHOT" and the passenger door always has a decal advertis-
ing "TELECOM VICE CITY."  You get Hotring Racer B by using the "getthereamazing-
lyfast" code.


  A demolition derby on a slippery dirt oval with high sloped sides

  You can skip the intro by pressing W.

  You have a short time each time to drive through one glowing yellow disk worth
ten seconds in a succession of such disks, and thereby add to your time score,
which is measured in 60 second increments.  Another car may get to the disk 1st,
so you have to try for the one that appears afterward in another location.

  You have to get that up to 60 seconds to pass the mission the 1st time, 120
seconds the 2nd time, etc.  You fail if it goes down to zero.

  The Stats also count the number of other motorists you killed.  One unusual
car damage rule is used for this: if you hit another car, you only damage it,
and if they hit your car, they only damage your car.  After you get the time up
to 120 seconds, you might want to just play at seeing how many cars you can blow

  This is another one you might want to use "aspirine" for.  The game sets your
car upright if it flips over, but not always fast enough to keep it from blow-
ing up, or the time from running out, while the other cars are banging into it.
Use A and D to try to set it upright.  I reload the game if Tommy gets wasted.

  Just go forward, brake, go backward, go around the sides instead of through
the chaos in the middle if you have to, so you go through the yellow disks.

  This becomes easier after you get 100% completion for the game, because any
vehicle Tommy is in will be able to take twice the damage.

  You get $1,000 for each success and $100 for each car destroyed by you or any-
one else.

  A trophy will appear on the TV at the mansion.

  If you succeed in getting 60 seconds worth of yellow disks, a couple of Blood-
ring Bangers will always be at the SE side of Hyman Memorial Stadium.

  Bloodring Bangers: see section I.9.B for the real cars these cars are based
on.  Bloodring A looks like a "Vice City" Oceanic and Bloodring B looks like a
"Vice City" Glendale, each customized for use in a demolition derby.  (Both of
them make it seem like the nice small car manufacturers described in that sec-
tion said, "You know what?  I don't think people go for traction at all.")

  Dirt Ring

  A stunt course in an oval county fair carnival-like setting

  You can't skip the intro by pressing W for this one.

  Drive through the glowing disks amidst loop de loops, a short dirt track which
includes one disk you need to pop a wheelie to hit, flaming hoops to jump
through, and acts of driving legerdemain over junked cars (pop a wheelie to get
onto one), boards, and jagged pieces of white wall turned narrow side up.  If
Tommy falls off the bike and doesn't get back on in 30 seconds, you fail the

  How to pick your time for the dirt bike event

  There is a gimmick you can use to fool the mission clock.  Have Tommy drive a
Sanchez to the entrance door of the mission.  There are various ways you can
have Tommy get his 'cycle into the mission, but the last time I tried it I used
Rusk's version: have Tommy get off the cycle and push it into the doorway until
the screen starts to darken for the start of the mission then have him get on
the cycle.  This can take some trial and error and repositioning of the Sanchez
to make it work.

  After the cutscenes of the carnival-like setting are shown, you're back in
control of Tommy who's sitting on the Sanchez he drove in with.  A pink arrow
points down at the Sanchez intended for the mission--the timer won't start till
he gets on that one.  You can have Tommy drive through the glowing disks with
the Sanchez he went in with, but leave one disk for a real easy stunt.  Then
have Tommy get on the other Sanchez, starting the timer, and drive through the
remaining easy stunt creating whatever time you like.

  You can even drive through all the disks before getting on the intended San-
chez, at which time the timer starts and stops in the same instant, creating a
time of zero seconds, although that looks a little absurd in your Stats.  Rusk
adds that a time of 0:00 will show up on your Stats, but won't count toward 100%
completion of the game.  So I'd use the gimmick for a small time, but not zero
seconds (unless you already got, or plan to later get, credit for the mission
with some other time).

  You get $5,000 for over 10 min., $10,000 for under 10 min., and $50,000 for
under 5 min..

  A trophy will appear on the TV at the mansion.

  Sanchez: Yamaha DT dirt bike (a Kawasaki KX is similar)

  A billboard outside the oval says "VICE STREETRACER EARN CASH NOT KUDOS."
The same message is over the map at Sunshine Autos for the street races (I.71).
This may be a rib of games like "Stunt man" and "Need for Speed Underground,"
etc., where you earn cash, kudos--points, and vehicles.

  I.32  Rampages

  There are 35 Rampages, each triggered by sending Tommy on foot into a pickup
with a skull on it.  Tommy has two minutes to kill some number of a gang or de-
stroy so many vehicles with the weapon provided (you can't scroll to a different
one).  The gang at each Rampage pickup is chosen randomly with each attempt.

  Have full health and armor for Tommy 1st.  Rusk's latest update notes this
idea from Monkey Man: before the Rampage, switch to the same weapon slot as the
weapon provided by the Rampage or the weapon you had in that slot will be gone
afterwards.  If you fail, the skull pickup appears again, but I would save near-
by so I could reload the game and be conveniently nearby rather than save a mis-
sion failure.  You'll probably be able to do most of them the 1st time, though.

  You might wait to do certain Rampages after getting the Fast Load feature from
"Rifle Range."  It especially speeds up the shooting speed of the Rocket Launch-
er and either sniper rifle.

  When shooting at groups that run to Tommy to retaliate, have him get some dis-
tance so he can shoot them in the order of their proximity to himself before
they can get close.  If any get closer, have him back away and shoot.  If worse
comes to worse, have him run away a bit then turn and continue.  A weapon can be
useless when the target is right beside Tommy, and you can't scroll to Fist/
Brass Knuckles to have Tommy punch his way out.  If Tommy doesn't get a retali-
ator before going to next nearest target(s), the ignored retaliator may shoot
away Tommy's armor and health.

  When doing a forward drive-by on a PCJ 600 or Sanchez, do something similar,
using some slow to moderate forward movement so you can control the bike while
you waggle side to side to aim your shots.  Only go faster to get to the next
spot or elude any close gang members or police, who will knock Tommy off the
bike.  On a bike, I'd plow through a number of clusters trying to get most or
all of them without worrying about any strays that were missed, then return over
the area to get the new batches that appear.

  Otherwise, go after the targets doggedly, since some rampages are more gener-
ous about providing targets than others.  You can listen for the gang's typical
chatter as well as look to figure out the whereabouts of the targets.

  Rhino cannon shots count for certain ones, as was true in "GTA III."  (See the
"Rhino Tank FAQ" by Azraelot, aka Mathew Rorie, in the "Grand Theft Auto III"
section of the Gamefaqs web site.)  Unfortunately for drive-bys, the "Vice City"
Rhino tends to shoot over the target's heads.  You get the most targets with it
by shooting at walls targets are by to get them with the concussive effect of
the blast, and that doesn't come up often enough with some of them.  I wouldn't
use it for R20, for example, for that reason.  It makes any vehicle destruction
rampage easy, for example, which especially stands out as a help for one like
R1, which doesn't create enough targets for the originally intended method.

  The recent updates by Rusk include the use of the Rhino with most of the ram-
pages.  I won't guarantee the same results for all of them on PC.  For example,
the Minigun, Chainsaw, M4, and Katana originally intended for some are already
very easy to use on PC.  A few that are a bit harder as originally intended,
like R20 or the two Little Haiti rampages, were a bit harder with the Rhino,
too, but so were a few that are easy the original way.  And the Rhino disap-
peared for some, like R4 and R5, if Tommy just went into a building or yard and
came back out.  Have Tommy exit with the door open to try to keep the Rhino in
the game--I never realized how prone it is to disappearing.  The ones that were
the easiest for me with the Rhino as an fun alternative, besides the vehicle
destruction rampages, included rampages 3, 6, 7, 22, 23, 26, 27, and 30.

  Drive-bys count for vehicle destruction rampages.  The PCJ-600 and an MP might
work, and the "EP" Admiral and an MP might be even easier, if you try that, but
I'd rather use the Rhino for them.

  Hunter and Sea Sparrow machine gun bullets count for certain ones, and Hunter
rockets count for certain others.  If you use the Hunter rockets, which don't
have auto-aim, you might want to use "aspirine" to heal the Hunter if you bang
it into lamp posts, and don't have Tommy shoot anything close by or he'll be
wasted in a moment.

  You get $50 for the 1st success, and the reward goes up another $50 each time.

  After the rampage, you can also gather any money and weapons the targets left

  Any wanted wanted level created by a Rampage disappears after the Rampage.  It
isn't great for Wanted Stars Attained/Evaded, but what can you do?

  Rampage pickup reached by helicopter or boat: R1. (I recommend the Hunter

  Rampage pickup reached by helicopter only: R28.

  Rampage drive-bys: R12, R17, R22. (I recommend the PCJ 600.  If you modified
the Pizza Boy for I.21 and didn't change it back, you might use it.)

  Rampages to destroy vehicles: 1, 31, 33, 34.  (I recommend the Rhino tank.)

  Rampages with a Chainsaw (see I.10  Weapons for the segment about fast Chain-
saw attacks): R6, R13.

  Southern Ocean

  R1  On the wooden platform with no roof (where H1 was) W of the light house
and in the sea in the middle of the S area of your in-game map.

      Destroy ten vehicles with a Rocket Launcher.

  The game normally doesn't produce enough targets in this location.  You can
have Tommy fly to the street by the light house on the E island with the Rocket
launcher and find targets more often, or you can have him use the Hunter and
hunt for boats with the auto-aim machine gun, which counts for this.  You could
also fly Tommy over to a Rhino, stored at Sunshine Autos, to do this.

  Rusk has advice which also works for PC: do this in the day and have Tommy get
a three star wanted level before flying to the platform so he has police boats
and a Police Maverick to shoot.  (I'd just add that you should have Tommy shoot
from the stairs or where there's no railing or he'll be damaged or killed by the
blast.  Completing the rampage removes the wanted level, but adds that many
stars to Attained and not Evaded in your Stats.)

  Then have Tommy fly NE to the roof of the garage by Pier 2, shoot boats and
the nearby Cheetah, then shoot the vehicles in the garage.

  The easiest method is to wait till you have Tommy buy Sunshine Autos and do
the vehicle collections (I.62.B) for it.  Have him put eight vehicles (and pos-
sibly a motorcycle or two) at the back of the four garages.  Then you can have
him fly to R1 in a helicopter, start the Rampage, fly to Sunshine Autos, stand a
safe distance away to shoot through the glass to blow up the vehicles in the
show rooms, blow up his helicopter, then go down the ramp to blow up the vehi-
cles in the garages.

  The vehicles in the showroom will respawn after Tommy leaves the area and re-
turns to it, but a vehicle in a garage will heal as soon as the garage door goes
down and up, so you could save even more time by having Tommy repeatedly blow up
a batch of vehicles in a garage.

  If you've had Tommy use a garage to store a vehicle you want to save otherwise
and the explosions knock it out of the garage, make sure to have Tommy push it
back into the garage before the garage door closes.

  Ocean Beach

  R2  On the gravel path. not on the map or radar, that winds SE from the S end
of the E-most road.

      Ply 30 gang members with Molotov Cocktails.

  Save at the Ocean View in case you want to redo this.  This one is very easy,
so you might plan to do this one when you're ready to try the Firetruck mission.
It's an easy way to get a Firetruck on the east island.  The truck usually shows
up, and you can redo it if it doesn't.  Just make sure Tommy is far from the
targets he throws Molotovs at, and doesn't go near any fires he starts, because
he can lose a lot of armor and health if he catches on fire for a bit.  He can
tolerate it once, maybe twice, with full armor and health.

  The game creates more than enough groups of targets, and there's a lot of mon-
ey to pick up afterward.

  Washington Beach

  R3  On the little section of beach at the S end of Washington Beach.

      Show 30 gang members how they do it at Big Bill's Bowls with a vehicle.

  Take a fast car to get the pickup.  Then just run over targets convenient to
get on your way to the sidewalk by the street or you'll waste time sliding
around missing targets on the slippery sand.  Drive up and down the sidewalk and
over groups of gangsters.  The Rhino works for this, too, but it's slow, so use
the gimmick of firing the cannon backwards to speed it up if you do that.

  Ocean Beach

  R4  On the SW corner of the 1st floor roof of the Ocean Beach parking garage.
Go inside to the 2nd floor and jump out onto the roof.  The garage can be en-
tered by either the E or W end of the E-W alley of the 2nd block from the S and
E.  (It's the same garage used for J31 and "Guardian Angels.")

      Zoom in insightfully on 25 gang members with the .308 Sniper Rifle.

  Equip the scope with the RMB and zoom with Z and X.  If you don't see targets,
look away, equip the scope, and look back so the game generates them.

  R5  From the entrance to the stilt building (the N side of the 3rd block from
the S and E), cross the street to the farthest left opening between hedges.  Go
through it, continue between some buildings, then go right; the pickup is behind
a tree.

      Impale or behead or leave the mark of Zorro on 10 gangsters with a Katana.

  You can't just cut the targets with the sword, you have to push it through
their bodies or cut off their heads.  The LMB fast attack gimmick doesn't help
with this.

  If you want to try a Rhino drive-by, though you usually only get targets that
are killed by walls you shoot the cannon at, this is a good choice because you
only need to get ten targets.

  R6  It's past the opened door of a pink wall, which is S of the gas station
and on the E side of the block, 3rd block from the S and E.  (A plaque by the
door can be read with the Sniper Rifle scope: "Cochrane Heights Condominium";
"GTA III" had the Cochrane Dam.)

      Gang dismember 20 gang members with a Chainsaw.

  Have Tommy jump towards targets, then walk him at them, then hold down the
LMB, too, to have him hold the Chainsaw before him, and steer with the Mouse, to
speed him up a lot for this.  He's liable to attract police attention, so, when
you're done, have him run to the bribe in the sunken shopping center in the mid-
dle of the 2nd block from the E and 2nd block from the S.

  R7  On the lawn by the SE corner of the W of the two Ocean View Medical Foun-
dation buildings N of the NW curve of the 2nd block from the S and 4th block
from the E.  You can have Tommy jump from atop a vehicle, even a bike, to get
from the entrance area to the raised lawn beside it to the E.

      Rifle down any objections created by 25 gang members with an M4.

  Go back and forth on the raised area to keep retaliators and policemen at a

  R8  On the lower SW section of the top floor of the Washington Mall parking
garage (also used for J29).  To get there, go up the spiral ramp on the E side
of the block, 4th block from the S and 3rd block from the E.

      Aerate 25 gangsters with your Shotgun, Junior Walker.

  Have Tommy get the rampage pickup, go to the middle of the roof, and jump down
onto the upper walk of the mall.  Have him go at the gang clusters with some
speed because this one doesn't always create enough targets.  If the look around
then look back gimmick, and looking around, doesn't create enough targets on one
floor quickly, try the other one.

  Rusk's recent idea for the Hunter, firing the rockets from over the water at
the gangsters near the wall along the sidewalk by the medical building, is a
good alternative.

  Washington Beach

  R9  Go E from the E end of the Starfish Island bridge, go right, and turn off
the road to the right to go up the steps with potted palms at the top.  Then go
left to R9, which is between the E end of the pink and dark peach house and the
dark peach wall.

       Demonstrate martial law to 25 gang members with an MP.

  Run around the patio getting groups of gangsters.  The MP lets you move and
take down targets quickly.

  Vice Point

  R10  At the E side of the Standing Vice Point Hotel just S of the opening be-
tween the hotel and the wall around the back pool area.  The hotel is N of the
6th block from the S and 1st block along the E, and S and across the street from
the Malibu Club.

       Gently but firmly put your foot down to 30 misunderstood miscreants with
a S.P.A.S. 12.

  Have Tommy run around another patio getting groups of gangsters.  Chose a dis-
tance you can pick off the retaliators of a gang with considering you can't move
quickly with a shotgun.

  R11  At the end of the high dive board behind the Standing Vice Point Hotel.

       Be-still 30 restless gang members with a .308 Sniper Rifle.

       Use the look away, re-equip the scope, and look back gimmick to create
targets.  The game should produce enough of them to get this the 1st time.

  R12  It's at the end of the road that ends in a loop W of the Malibu Club.

       Drive-by to soften the hard outlooks of 35 rebels till they feel all Uz-I
inside.  (Normally, I'd recommend that you use a PCJ-600.  But if you modified a
Pizza Boy for I.21 and left it that way, use it.)

  The easiest way for me to do this was as a PCJ 600 drive-by shooting.  Use the
usual concern to have Tommy start shooting when you feel you can pick off all
the retaliators that may rush to him, with the added concern to move forward
just fast enough to waggle your aim side to side, and with the added benefit of
being able to speed off if they get close.

  Rhino cannon shots count but, unfortunately, it tends to shoot over the tar-
get's heads.  You get the most targets with it by shooting at walls targets are
by and killing them with the concussive effect of the blast, and that doesn't
come up often enough.  R20 is a bit easier with the Rhino.

  Hunter and Sea Sparrow machine gun bullets don't count, but Hunter rockets
count.  If you use the Hunter, you might want to use "aspirine" to heal it if
you bang it into the lamp posts, because the PC Hunter rockets don't have auto-
aim, and don't shoot anything close by or Tommy will be wasted in a moment.

  R13  Go E from Leaf Links club house, over the hump in the road which is a
little bridge, then go N off the road through an opening between the concrete
wall and the beige wall of Mercedes' house.  Go left to R13 on the S end of the

       Break down 20 gangsters walls of alienation with a Chainsaw.

  As mentioned in I.9.A, Left Mouse Button Attacking, it can help speed Tommy up
for this to pulse jump, Space Bar, till he's near a target.  Then walk him, W,
toward it and add the LMB, and keep holding down both so he keeps the Chainsaw
pointed forward while you walk him into targets.  He's liable to attract the po-
lice; there's a bribe behind the building across the street SW of the base of
the road that ends in a circle.

  I've had a glitch a couple of times that caused this pickup to reappear after
I did it and the next several rampages.  It stayed done after I did it again.
So if you do a few more and find you're one short, try looking here.

  R14  Go to the N end of the E side of the beige wall around the back of the
building with several big horizontal bands of different hues of beige, which is
across the street to the E of the N end of the E side of North Point Mall.  You
can also approach R14 from the NW side of the beach.

       See how lucky 25 punks feel about your .357.

  It's true, as Rusk suggests, you might send Tommy into the Mall to reduce po-
lice attacks, but I got more targets more often on PC doing this with Tommy on
the nearby sidewalks or by staying on the beach where the pickup is; you can
send him to the E shore, where peds and police don't spawn, if you want him to
evade the police.

  R15  Just S of the E entrance of North Point Mall.

       Make the area around the mall more spacious to the tune of 35 less loi-
terers with your M4.

  You can have Tommy get targets quickly at some distance with an M4.  Do this
on the sidewalk and street or the beach nearby like R14.

  R16  Over the raised planter in the middle of the W side of the 2nd floor of
North Point Mall.

       Chaperone 30 gang members to another level of being with a Rocket Launch-

  Have Tommy keep moving, and look and listen for targets.  One bazooka blast
can kill a bunch, so don't get Tommy too close to them or anything else when he
fires or you'll hurt or kill him.

  R17  Along an E-W stretch of the road at the N end of the E island, on the W
section of that stretch, on the N side of the road, is an apartment building
with a sloped driveway at the E side of it.  Go up the driveway and you'll see
R17 behind the building.

       Drive-by 30 social aberrations and playfully call out, "I see you--Uz-I?"
(I recommend taking the PCJ 600 to this function.  Again, if you modified the
Pizza Boy for I.21 and left it that way, you could use it instead.)

  As with R12, use the drive-by advice given at the start of this section.  For
a little variety, you might want to use the Hunter rockets.  This one was easier
for me with the Hunter than R12 was, and which I didn't recommend it for.


  R18  Go E from the E end of the Hyman Condo alley.  The V.A.J Finance building
is the 2nd from the end on the right before the road curves S.  The pickup is S
of the huge statue of a bowling octopus on the patio that runs through the

        Brink the chasm of misunderstanding for 30 sorely misunderstood misan-
thropes with a Minigun.

  Are you kidding?  You've got a Minigun.  It would be harder to screw this one
up.  Try to focus your wanton destruction just where you need it to be to mini-
mize police attention.

  ("VAJ," pronounced "vadge," is U.K. slang for "vagina."  Likewise, "vagetar-
ian" is U.K. slang for "lesbian."  Thanks again to www.peevish.co.uk.)

  What that has to do with the bowling and the octopus, I'm not sure, but I do
know this: this is one strange woman.  And that's how we like 'em--strange but

  R19   Go W from the W end of the bridge from Prawn Island to the W island.
It's atop the winding stairway on the W side of the 2nd building on your right.

        Brighten the neighborhood with 40 Molotov-moistened malcontents.

  Keep a good distance between Tommy and targets unless you got the fireproof
feature from succeeding with the Fire Truck mission.

  R20  At the top of the long set of stairs S of the Downtown Ammu-Nation.  To
get to the stairs, go W from the W end of the bridge from Prawn Island to the W
island and make the 1st left--the stairs are on your left.  (The stairs are also
used for J2 and "Hogtied.")

       Clarify some fine points of the handgun laws to 25 lawbreakers with a

  As usual in such things, have Tommy start shooting at a group with enough dis-
tance so he can pick them all off as they run at him to retaliate.

  You might try the Rhino for this, though you mainly kill targets who are near
walls you shoot at, because there are a lot of walls around the area.  If you
do, just stay in the area and give yourself enough room to turn around in away
from attackers.

  Hunter rockets count--again, you mainly get targets by shooting at walls
they're close to.  If you use the Hunter, you might want to use "aspirine" to
heal it if you bang it into the lamp posts because the Hunter rockets don't have
auto-aim, and don't shoot anything close by or Tommy will be wasted in a moment.

  R21  By the walkway to the floating helipad at the Hyman Memorial Arena.

       Diminish the attendance at the Hyman Memorial Stadium by 30 gang members
with a Flame Thrower.

       Have Tommy keep moving, including back and forth on the upper walk of the
stadium, to generate targets, which you can often hear.  If you have the fire-
proof feature, just go nuts.

  The Hunter rockets work for this.  There are enough stairs and walls around to
get targets with the concussive effect of the blasts.

  R22  In the alley on the W side of the building S of the Well Stacked Pizza
store at the SW corner of the Downtown roads.

       Subjugate a subdivision of 35 subversives with your submachine gun till
they're subdued.  (Use a PCJ 600 with the Uz-I provided.)

  Have Tommy shoot forward on his PCJ 600, and waggle the aim a bit to get the
cluster.  As in all these things, go at it like a hungry dog after some meat,
but with enough bike and stealth sense to keep control of the bike and avoid
having Tommy get knocked off of it by the gang members or police.  If Tommy gets
knocked off and you can't have him shoot the gang members near the bike, or run
to lure the police from it, then run back to it, just reload the game--it hap-

  As with R12 and R17, you could try the Hunter rockets for this, but this was
the hardest of the three for me to do that way, so I don't recommend it.  The
PCJ 600 drive-by is much easier.

  R23  At the NE corner of the Moist Palms Hotel, which is on the W side of the
main N-S road at the S end of Downtown.  Your in-game map and radar show the
several driveways that converge into one in front of it.

       Put on a performance for 30 amateur reviewers with divine miss M60.

  Use the usual shooting strategy, except you have an M60, which is like the
Minigun, and you usually get biker gang members, who are among the easiest to
shoot down.  This is a relatively easy one--have at 'em.

  Little Haiti

  Haitian gang members can run fast, carry strong weapons, and can take a little
more effort to kill.  You're more likely to get Haitian gang members as targets

  R24  Over the cobblestones at the W side of the small one story building near
the "Welcome to Hell" ("Haiti" painted over) billboard at the outside of the NW
curve of the big SW-most block of Little Haiti.  It's the S of the two blocks
there that look like a face looking E, except the face is smashed flat, cartoon-
style, on this one.

       Find 35 a 12 gauge Sporting Purpose for American Sociopaths with a
S.P.A.S. 12.

  Use your general shooting strategy.  While you can't run fast with a shotgun,
it has a powerful spread at a medium distance.

  R25  Behind the little pale green house with a dirty concrete roof on the same
"cartoon with a smashed face"-block mentioned for R24 (the big block in SW Lit-
tle Haiti), except it's the 2nd house from the N on the W side of the N-S street
on the E side of the block.

       Hip 30 to take five with a Tec-9.

  Have Tommy get back from a cluster and start shooting so they run into his
line of fire.  Have him back up shooting, and, when need be, run away to keep
his distance.  Don't try to make anything of him being surrounded--just try to
have him evade it, then continue.

  Little Havana

  R26  In the middle court of three basketball courts in the middle of the Lit-
tle Havana block that's green with white dots on your in-game map and radar.
Enter the area from the middle of the N, S, or E side of the block.

       Insist that 25 with terrible judgement in picking a priority group ride
Shotgun while you drive.

  The Shotgun is a little slower than the S.P.A.S. 12 of R24, but the Cuban gang
members you're liable to get are a little less aggressive, too.  It's a milder
version of R24.

  R27  On the loading bay area at the SW corner of El Banco Corrupto Grande.  To
get to the bank, go N from the Starfish Island bridge on the main N-S road of
the W island.  Past the 1st left, it's the place on the left with a Gruppe Sechs
Securicar parked in front of it.

       Infuse Asian culture into 10 ethnocentric eccentrics with a Katana Sword.

  As before, sword killings only count favorably with insertion or making them
lose their heads, not if Tommy cuts or beats them to death.  (It's like the OJ
trial again.  Duck under your seats till that joke goes by, too.)

  Hunter rocket blasts count, and there are only ten targets this time, if you
want to try it for all or part of this rampage.

  R28  Take a helicopter--it's on the roof of the building N of Cherry Poppers.
From the W end of the Starfish Island bridge, Cherry Poppers is across the
street and to the S.

       Make sniping comments to 20 anti-social types with a Sniper Rifle.

  Use the look away, re-equip your scope, and look back gimmick to keep targets

  Rusk's recent idea to use the Hunter and search for targets while flying down
to Viceport is a good alternative.

  R29  On the NW corner of the roof of the building with a red and white awning.

  To get there, go S from the Starfish Island bridge on the main N-S road of the
W island and turn right; where the road makes a 90 degree curve to the N, it's
on your left. (This roof is also where H77 was.)

        Beat some German chocolate out of 20 ne'er-do-wells with a Kruger.

  Use the turn away and look back gimmick from the roof to keep targets appear-
ing below, and have Tommy jump down to the ground to get some that may go out of
view below, next to the building, near the end of it if you have to.


  R30  By a real big shrub at the SE corner of the Hooker Inn.  To get to the
Hooker Inn, go S from the Starfish Island bridge on the main N-S road of the W
island.  Go right, go through the intersection, and it's on your left.

       Promenade 35 gangster blades to the nether shades with some hand gre-

  The grenades will take out whole clusters, best thrown at from at least the
width of the street away from them.  You just have to keep Tommy running and
tossing, and it should be easy.

  R31  On the E side of a post on the S end of the big ship at the S end of the
E coast of the W island.  Use the ramp at the S end of the ship to get there.

       Lift 15 vehicles to a state of transport with a Rocket Launcher.

  Use the Rhino instead.

  Typically, this doesn't create enough targets for the Rocket Launcher in the
PC version, even if you block the road with a vehicle and get the van (at the
far left) and the Linerunner (at the far back) in the dirt lot across the
street.  If that happens, the gimmick of trying to raise Tommy's wanted level to
get police vehicles doesn't help with this one.  But if you try it, you may want
to have Tommy avail himself to the health pickup under the N ramp of the ship
between efforts when he can run.

  I don't recommend the Hunter machine gun: the auto-aim didn't go for vehicles
but went for gangsters unless it killed all the gangsters and you pointed the
gun at a vehicle right ahead, and then it still might shoot to the side and not
at the vehicle!  There weren't enough boats, etc.  It's possible, but you better
move that Hunter like a Cheetah, and it doesn't have that kind of maneuverabili-

  The easiest way by far was with the Rhino.

  Escobar International Airport

  R32  In the main airport terminal behind a divider wall on the SW side of the
1st floor.

       See 25 gang members to their seats with a S.P.A.S. 12.

       Again, pick a distance for Tommy to shoot at a group with that allows him
the time to get them as they rush to retaliate, keeping in mind, as with R24,
that Run, Left Shift, doesn't work with a shotgun equipped.

  R33  On the N end of the W valley in the roof of the main airport terminal.
Get there by PCJ 600.  If you use the Rhino, have Tommy jack a passing sports
car to do the billboard jump to the pickup.  (This roof is also used for J10 and

       Change the handling files of 12 vehicles, without unchecking the "read
only" box, with the Rocket Launcher.

  If you have Tommy use the Rocket Launcher, have him use the PCJ 600 to get the
pickup, drive NW to get the vehicles in the parking lot with a low wall around
it, then drive E to the grass across the street from the E end of the terminal
and have him shoot mainly E at oncoming traffic and away from gang members, who
will attack if he hurts any of them.

  I don't recommend the Hunter for the same reasons given for not wanting it for
R31, except that this one was even worse.

  You can have Tommy leave the Rhino, with the door open to try to keep it in
the game memory, on the tarmac to the N of the terminal, and jack a passing
sports car to use the billboard jump to get to the pickup on the roof and drive
to the tank.  It's easy once you get the Rhino for it, except you better have
Tommy get into it fast, because the game spawns soldiers that shoot at him, on
top of the regular gang members created for the rampage that just attack if at-
tacked, for some reason.  Once he's in the Rhino, the shooting doesn't create
any difficulty for the rampage, though.

  Fort Baxter

  R34  By the bushes E of Fort Baxter Air Base.

       Remodel 15 vehicles with the Minigun.

  It's safer to have Tommy go E and away from Fort Baxter a bit because the sol-
diers may attack him.  The last time I tried this and they started shooting, I
just had him drive W on a bike for a moment and they stopped, so I got him off
of it and continued from there.  Even if you get one of the more aggressive
gangs nearby, the Minigun makes that easy to handle.

  This is easy with the Rhino, too.  It's also easy to shoot boats with the
Hunter machine gun.

  Starfish Island

  R35  By the E side of the most W house on Starfish Island.

       Form a fast bonding experience between 35 gang members and the Admiral
next to the pickup.

       If you have Tommy drive there, make the W-most N turn from the main E-W
Starfish Island road; the house is the 1st on the left.  Have him jump off the
roof of his vehicle to get over the gate, or jump off the black Dumpster by the
hedge in the yard to the N to get in the yard where the pickup is.

  I tend to favor going back and forth over the road that forms an arc over the
N section, changing sidewalks if I think I'll get more that way.  Try not to
wreck--it slows you down, and sometimes I just make it in time.


  I.33  The Rest of the Main Story Missions (continued from I.17.)

          Learning that being a celebrity
          gives you access to other celebrities that most people never have,
          especially if you're ethically impaired in how you go about it--
          and polishing off the side missions.

  If you haven't already bought the non-money making properties, I recommend you
do it now.  (See the ends of I.18 and I.19.)  It makes certain missions easier
when you can prepare for them by saving the vehicles that help the most for them
in nearby garages.  It's especially helpful to have a place to save the "Every-
thing-Proof" Admiral, and you'll soon have just one early mission to get it

  It should be easier for you to do these missions now that you have lots of
money, weapons and ammo, extra armor and health, the infinite run, the fireproof
feature, and experience in driving, flying, and fighting.


  There's a mission available from Lawyer Ken Rosenberg ("L" on the radar).
When having Tommy get Ken's missions, one nearby place to have Tommy park a ve-
hicle so it appears after cutscenes is in the east end of the alley by Ken's of-
fice in the Hotel Harrison.

  I.34  "Back Alley Brawl"  Lawyer Ken Rosenberg

  Voice actors:

  Kent Paul: the stylings of Danny Dyer, creating nostalgia for the future.  He
played Moff in the movie "Human Traffic," 1999.

  Lance Vance: the intense action-adventure of Phillip Michael Thomas.  He
played Det. Ricardo Tubbs in the 1984-1989 TV series "Miami Vice."

  Ken tells Tommy to see Kent Paul, a British music industry guy familiar with
the local cocaine dealers, at the Malibu.  He may know something to help Tommy
hunt down whoever created the ambush of the cocaine deal at the start of the

  Note: after the cutscene, Tommy faces out from door, but you press S to have
him turn to it and back away from it, then control him as as normally.

  Kent tells Tommy drugs are a "mug's" game--a "mug" is a stupid, gullible per-

  By twisting his arm behind his back, Tommy gets Kent to tell him to check out
a chef who may be a lead.

  (Kent refers to the chef as a "trumpetshifter."  The best I've found so far
for that is that "trump" is slang for "fart" in the U.K., and "bugle" is co-
caine.  "Cum" is used instead of a hyphen.  To "shift" is to move, which I'm
guessing in context means to move drugs--to sell them.  If I'm right, "Chef cum
trumpetshifter" would be a chef-cocaine dealer.  Thanks to the Carnegie Library
of Pittsburgh for help with that.)

  (U.K. reader Colin Attle adds that it might also refer to the fact that some-
one like that may well "talk out of their butt.")

  When you have Tommy confront the chef in the alley, whatever weapon you have
Tommy use will appear in the cutscene.

  You could just run the chef down from the N (as Rusk notes, if you try to run
the juror down from the S, you have to bail 1st or the game shows a cutscene
with the car stopped and Tommy walking toward him), but you'll miss a bit of the
dialogue of the game.  While walking Tommy to the chef, use the "walk and hold
LMB to prepare to punch, then release LMB to punch" gimmick, back up and repeat,
and kick, till he stays down, and get his cell phone.

  Tommy meets Lance Vance, who flew the helicopter at the intended drug deal.

  Lance says he wants his dead brother's "white lady," which is slang for co-
caine.  (Thanks to saintdave)

  Lance says Tommy just silenced the lead he had a mutual interest in.  Tommy
tries to ditch him but three chefs appear with a Knife and a Meat Cleaver so
Lance throws Tommy a Pistol and says to follow him.

  The easiest thing to do is just have Tommy run (jump if he doesn't have the
infinite run yet) to stay right by Lance and get in the white Infernus (the blip
on your radar) and gun it.

  If you have him stay and fight 1st, have him run away from the chefs a bit,
then turn and use something stronger than a knife.  Pretend it's a mini-rampage
at the school of culinary arts.  A Minigun will take each of them down if the
torrent of bullets crosses any part of them; a Chainsaw does a quick job, too.
If he gets a one star wanted rating, have him use the bribe in the alley to the
S.  If he gets two stars, have him get that then run t