Professional Documents
Culture Documents
v1.1 (08/15/2005)
lots of GS meter, medals, etc.), the more experience you earn. Earn enough
experience and you, of course, level up. Reaching certain levels earns you
promotions in rank, weapons, and costumes.
And finally after the experience tally but before saving the data and giving
the card back to you, you're given a password that you can use to register for
the game's Internet Ranking (http://ranking.sega-ghostsquad.com/). If you feel
that your score's high enough to show off to the world, you can copy down the
password and then register with it. I must warn you though, the Internet
Ranking scores are pretty damn high ;)
You can also use your card in two-player games. To join in with your card,
insert it first *then* press Start. A little word of warning, though. If you
die and not continue while the game's still going on (because your partner's
still alive), your experience will be tallied up behind the scenes. You can
level up, but you will *not* earn any weapons, costumes, or even the ability to
change your name and config. Not even if you reached the required level. To
avoid this, you have to stay alive. Or if you do die, you have to continue.
Or perhaps it's best to just avoid two-player games altogether.
All this talk about the game's card system and how it works... but what if a
machine actually has (gasp!) no card system? Then you'll only have 4 weapons
(XM-2119, TK1B, P44M, and M4E), 4 costumes (GS, Jungle, Tough Guy, and Cowboy),
and level 4 as the highest selectable mission level. It's somewhat better than
playing without a card on a machine with the card system, but it's still quite
an incomplete experience.
LIFE GAUGE
---------You have 4 bars of life in this game. Getting hit by an enemy or shooting a
hostage will decrease your life by one bar. And of course, we all know what
happens when you lose all of your life.
You can acquire body armor to take less damage, and first aid boxes to gain
back life.
GS METER
-------This shows just how good you are at being an elite special forces unit. This
meter will increase when you take down enemies in special manners and complete
events, and it will decrease when you shoot hostages and allies.
Once you max out the meter, you'll be rewarded with an improved but limited
firing mode for your gun. The improvement depends on your gun (full auto for
guns without it, high capacity magazines for guns already with full auto, and
even grenades for one gun).
ITEMS
----There are items that you can collect throughout the game. You have to shoot
certain enemies and shootable background objects to reveal them, then shoot the
items themselves to acquire them. Some guns, however, can't use some items;
and if you get an item that your gun can't use, then the item will simply not
take effect. Also, you can only have one item at a time; collect another one
when you already have one, and your old item is replaced with the new one.
Below is a list of all the items in the game:
High Capacity Magazine - Increases your gun's ammo capacity, allowing you to
fire more bullets before reloading. Wears off after a
number of reloads. Some guns have this as a GS meter
upgrade, which could be troublesome because the HCM
upgrade will replace any item you already have.
Dot Sight
- Gives your gun a laser sight that lets you see where
you're precisely aiming at. Some guns already have
built-in Dot Sights.
Compensator
- For those machine guns that have their shots stray all
over the place, this item will keep your shots dead on
no matter how long you fire with it.
Body Armor I
Body Armor II
Medal
BAD GUYS
-------Terrorists are your enemies here. They shoot at you, lob grenades at you, and
even attack up close with knives. Most of them take only one shot to kill, but
some can take multiple hits before going down (they have their own life bar for
this). Most of them can also be shot while they're dying; you can land up to
three shots on one enemy (known as a 3-point shot in Virtua Cop terms). At
higher mission levels, enemies actually become tougher. You can see this for
yourself when you use a weak weapon on them; even the weakest enemies now take
more than one shot to kill.
Now on to their attacks. Most of them will be shooting at you, and usually
missing. However, targeting sights (called an e-marker in the game) will lock
onto an enemy that's about to land a shot on you. If that enemy fires, its
bullets reach you, and you fail to kill the enemy, you get hit and take damage.
So obviously, take down the marked enemies first; even if they fire, you can
still avoid damage by killing them before their bullets reach you. Watch out
at higher mission levels, because enemies (even multiple ones at once!) will be
marked more often.
Enemies can also attack using knives and grenades, and they're not marked for
this either. For knives, they attempt to surprise you by coming out of nowhere
at point blank range and then slash away. Some of them attack faster than
others, so stay alert for them. For grenades, they just bring them out and lob
them at you. These aren't as dangerous as the other two weapons; the grenades
and grenadier are rather slow, and you can shoot down the grenades before they
hit you. But note that in two-player games, grenades can hurt both players.
And then there's the fine art of killing enemies. Sure, you could just shoot
at them multiple times and call it a day; but there exist special bonuses that
provide additional points and GS meter if you kill the enemies in certain ways.
And these ways are listed below:
Good Shot
Quick Shot
Double Down
- Hitting two enemies with one shot. This is usually done with
penetrating guns or shotguns. You can also land Double Downs
on dying enemies, allowing you to score multiple Double Downs
with the same two enemies.
2 Body
- Exactly what it sounds like, two shots to the chest. If you
2 Body 1 Head successfully follow up with a head shot, you'll also get the
other bonus. This is quite difficult to perform, because
dying enemies usually don't stand still. It should also be
noted that the names are actually mixed up, so the two chest
shots will actually read as 2B1H while the following head shot
will be 2B.
GOOD GUYS
--------Otherwise known as people who just get in your way, they only exist to remind
you that you can't be trigger-happy all of the time. In this game, they come
in the form of hostages, squad members, and VIP's.
Hostages are civilians who just happen to be in the wrong place at the wrong
time. They'll panic and flee, cower in fear, and generally do anything that'll
escape them from the immediate danger. Take care not to shoot these annoying
hinderances (they'll even be marked with Help! signs so you can tell the
difference between them and enemies), because you'll lose a whole life bar and
some GS meter if you kill a hostage. Yes, an entire life bar despite any armor
you might be wearing at the time.
Squad members are supposed to be helping you out. But honestly, they're only
shooting at thin air; if it looked like they're actually killing enemies, those
enemies are actually only dying all by themselves thus depriving you of points.
Your squadmates have names and their own life bars, and shooting at them will
not only reduce their life (but luckily not yours) but also reduce some of your
GS meter.
VIP's are special people that you have to rescue. There are only two of them
in the entire game, and you can't actually kill them. But shooting them will
still reduce your GS meter, so watch where you're aiming.
EVENTS
-----Throughout the game, you'll find yourself in special situations that require
more than just shooting at enemies. These are events and at the start of one,
you'll be instructed on exactly what to do. Succeed in an event, and you'll be
rewarded with points and GS meter; how much depends on how well you performed
the event (Excellent, Good, or OK). But fail the event, and you'll get nothing
but Failed (and even damage in some cases). No matter what, you'll always
continue with the mission after an event.
There are several kinds of events, and these are listed below:
Detain Hostages - It's annoying to have them run all over the place, so you're
tasked with detaining them. Just aim at a hostage and hold
down the action button to shut them up. Be careful though,
because enemies will gladly take this opportunity to attack
you in such a vulnerable state.
Defuse
- Stopping bombs from blowing up. Aim at a bomb (or its wires)
and press the action button to work on disabling them. If
they're not wires, it'll take several presses to successfully
defuse them. Just make sure not to shoot the bombs you're
trying to defuse!
Give Cover
Hand to Hand
Assault
- This one's easy. Just kill all the enemies in a certain area
within the time limit. Kill them quickly, and you won't have
any problems here.
Snipe
Stealth
Boss
IV. INVENTORY
=============
In other gun games, different kinds of guns are just temporary power-ups. But
in this gun game, you get to collect and use all kinds of guns though you can
only equip and use one gun at a time per game. You can also collect costumes
that you can use to change your appearance if you ever get bored of the usual
GS outfit. All of this adds lots of replay value to this game.
Following next is a list of all the weapons and costumes in the game, and at
what level you acquire them.
WEAPONS
------So many ways to shoot at the terrorists, but which one's the best one...?
XM-2119
Level: 1
Your standard machine gun. Has 24 bullets, none of which penetrate. Can fire
in single, 3-burst, and full auto shots. No need to reload when firing in full
auto.
M94R
Level: 30
Machine gun with 25 bullets. Available in single shot and full auto. Shots do
not stray, but they don't penetrate either.
MP10
Level: 77
Machine gun with 30 bullets, single shot, and full auto. Rate of fire is fast
and shots don't stray, but it lacks penetration and reload time is quite long.
TK1B
Level: 46
The terrorists' assault rifle. 30 bullets, single shot, full auto, and capable
of penetration. Shoots fast, but shots stray on autofire. Also, its reload
time is long (just check out the terrorists).
CPG7
Level: 50
Uzi with 20 bullets, single shot, full auto, and strong penetration. Shoots
fast but shots stray on autofire.
AR4A
Level: 32
Assault rifle with 28 bullets, single shot, and full auto. Shoots fast, but is
offset with a lengthy reload time.
TR14
Level: 38
The machine gun that everyone abuses :P. 20 bullets, single shot, full auto,
and capable of high penetration (bullets go through all obstacles, walls, and
enemies like they're not even there). Lengthy reload time, and shots stray
when autofired (it's recommended to autofire only in short bursts to maintain
accuracy).
G50
Level: 54
Basically an MP10 in assault rifle form and with shots straying on autofire.
SAW24
Level: 15
This gun is unique, because its bullets are infinite. However, it gets hotter
the more you shoot with it; and when it overheats, you won't be able to shoot
for quite a while. Full auto only, but shots don't stray. Cannot use HCM and
Dot Sight, and is the only gun without a GS meter upgrade.
XMW21
Level: 99
Bigass machine gun of death. 100 bullets, full auto, high penetration, builtin Dot Sight, and grenades! Slightly slow firing rate, shots stray when autofired, and its one big offset to all its kickassery: a very long reload time.
It's not easy reloading 100 bullets, after all...
M209
Level: 61
Handgun with 10 bullets, single and 2-burst shot, and... that's about it.
TM9V
Level: 11
Handgun with 15 bullets, single and 2-burst shot, built-in Dot Sight, and very
short reload time.
PM6
Level: 26
Handgun with 6 bullets, single and 2-burst shot, and a long reload time. Also
cannot use HCM, but is capable of rapid fire provided that you have a quick
trigger finger.
P4512
Level: 40
Handgun with 12 bullets, single and 2-burst shot, and twice as powerful as the
other handguns.
P44M
Level: 5
The famous magnum handgun. 6 bullets, single and 2-burst shot, and capable of
penetration. Can't use HCM.
M45R
Level: 19
Handgun with 15 bullets, single and 2-burst shot, and built-in Dot Sight. Also
twice as powerful as the other handguns, and reloads very fast.
GUARDIAN II
Level: 34
The handgun from Virtua Cop 3. 10 bullets, single and 2-burst shot, can't use
HCM. Nothing more than a novelty item. Maybe it can be more useful if you
could do Exceeding Sense in this game :P
GUARDIAN I
Level: 60
The handgun from Virtua Cop 1 and 2. 6 bullets, single and 2-burst shot, can't
use HCM. I can't possibly imagine anyone using this antique :P
CAC82
Level: 7
Sniper rifle, an advanced model of the CAC80 that has more ammo (6 bullets),
an extra 3-burst shot mode, and better penetration. No built-in Dot Sight,
though.
SPR3
Level: 69
Sniper rifle with 10 bullets, single and 3-burst shot, and penetration.
SR308
Level: 85
Sniper rifle with 8 bullets, single and 3-burst shot, and penetration. This
rifle packs a powerful punch.
SPR11
Level: 23
Advanced model of the SPR3 with highly improved penetration and faster firing
rate in 3-burst shot mode. Check out the large holes this gun makes :D
M4E
Level: 2
Shotgun with 6 bullets, single shot, and 2-burst shot. Shots splash, being a
shotgun and all.
SG112
Level: 93
Shotgun just like the M4E, except it's more powerful. Also, a little advice:
shotguns and hostages don't mix very well.
ABG1
Level: 43
This one's actually a crossbow. 6 bolts, single, 3-burst, and full auto shots.
Good luck using this, because bolts don't fly instantaneously like bullets :P
SPECIAL WEAPONS
--------------These are weapons that you use in special events. You can't earn or use them
in regular play, though it would be kinda nice if you could...
If you manage a GS meter upgrade while using these weapons, the upgrade will
instead go to your regular weapon.
SAN92
Used in: Mission 1 Boss event
Rocket launcher, holds only 1 rocket. Extremely long reload time, but you're
not gonna notice because firing at the target and locking onto it takes just as
long. Once locked on, the rocket will head straight for the target regardless
of where it was fired at; however, the rocket can hit any obstacles in the way
and blow up without hitting the target. So when locked on, make sure you aim
at a clear path to the target.
CAC80
Used in: Snipe events, Mission 2 Boss event
Sniper rifle with only 1 bullet, single shot, low penetration (goes through
enemies and thin obstacles only), and built-in Dot Sight. If only you could
use any of the better sniper rifles, though...
SAW25
Used in: Mission 3 Boss event
Heavy machine gun, very different from the SAW24. 50 bullets, full auto, deadon accurate, very fast firing rate, short reload time, and grenades (fired with
the action button)! I want this instead of the XMW21...
COSTUMES
-------Change your in-game appearance with these costumes. They don't impact gameplay
at all, it's just a way to personalize yourself.
1. What's New?
2. The Basics
3. Walkthrough
3.01 - Prologue
3.02 - Franklin and Lamar
3.03 - Repossession
3.04 - Pulling Favors
3.05 - Chop
3.06 - Complications
3.07 - Father/Son
3.08 - The Long Stretch
3.09 - Marriage Counseling
3.10 - Friend Request
3.11 - The Good Husband
3.12 - Casing the Jewel Store
3.13 - Daddy's Little Girl
3.14 - Bugstars Equipment
3.15 - BZ Gas Grenades
3.16 - The Jewel Store Job
3.17 - Mr. Philips
3.18 - Special Bonds
3.19 - Trevor Philips Industries
3.20 - Rampage One
3.21 - Nervous Ron
3.22 - Crystal Maze
3.23 - Friends Reunited
3.24 - Fame or Shame
3.25 - Dead Man Walking
3.26 - Did Somebody Say Yoga?
3.27 - Three's Company
3.28 - Hood Safari
3.29 - Pulling Another Favor
3.30 - Hotel Assassination
3.31 - Pulling Favors Again
3.32 - The Multi Target Assassination
3.33 - Still Pulling Favors
3.34 - By the Book
3.35 - Scouting the Port
3.36 - Flight School
3.37 - Pulling One Last Favor
3.38 - Shift Work
3.39 - Grass Roots - Franklin
3.40 - Paparazzo
3.41 - Grass Roots - Trevor
3.42 - Grass Roots - Michael
3.43 - Cargobob (Offshore)
3.44 - Minisub (Offshore)
3.45 - Blitz Play (Introduction)
3.46 - The Merryweather Heist (Offshore)
3.47 - Getaway Vehicle
3.48 - Trash Truck
3.49 - Boiler Suits
3.50 - Tow Truck
3.51 - Masks
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1. What's New?
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2. The Basics
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This section contains the "basics" for playing Grand Theft Auto V. It mostly
pertains to veteran players who want to know "what's different this time." In
this section, I outline the new special abilities, character skills, modes of
transportation, wanted levels, and weapons. As you might have guessed, all of
these change on a game-by-game basis, and thus even experienced players might
learn something from this section.
\/ SPECIAL ABILITIES
/\
Probably the most surprising feature to GTA players are the special
abilities, which are more like superpowers that can turn the tide of battle.
Each of the three main characters has one distinct special ability that can
be activated by pressing both movement stick buttons at the same time. You
should probably note that this seems very Saints Row 4-ish, but these skills
do not at all dominate the game like they do in SR4.
Franklin's special ability slows time while driving a vehicle. This is
probably the worst of the three special abilities, but it makes Franklin the
designated driver for driving-heavy missions. You can increase this skill by
doing typical GTA things: driving at the top speed of the vehicle, doing near
vehicle misses, and driving on the opposite side of the road.
Michael's special ability also slows time, but instead of a car, it's in
actual combat on foot. As you might have guessed, this makes firefights much
easier; just slow time and auto-aim all the enemies to death. It can be
increased with headshots and stealth kills.
Trevor's ability severely minimizes the damage he takes while maximizing the
damage he puts out. This is easily the best of the three special abilities
because it basically makes you superhuman. You'll want to use this in
firefights, especially the firefights in the desert with the bikers when you
first control Trevor. You can increase this skill with headshots, taking
damage, and damaging others.
\/ CHARACTER SKILLS
/\
All three playable characters have a set of "skills" that can make them
better at doing things in the game. The eight skills are Special, Stamina,
Shooting, Strength, Stealth, Flying, Driving, and Lung Capacity.
Special: raising this skill will also raise the amount of time you can be in
a character's Special Ability. You can raise it by doing the
aforementioned actions.
Shooting: this skill determines reload speed, accuracy, and ammo capacity. As
you might have guessed, this is probably the most important skill
because it makes you more effective at general combat. You can
increase this ability by doing the Shooting Range activity and
landing headshots on enemies.
Strength: this skill increases the overall amount of damage that you can take
in a fight. As such, it is pretty important also! It also raises
your general melee damage if you like the way of the closed fist.
Stealth: this skill makes you harder to detect while in stealth and increases
your movement speed while in stealth. In GTA, you can stealth a lot
during missions, and some missions require that you stealth through
them. This can be increased by simply walking around in stealth.
Flying: as you might have guessed, this skill makes it easier for you to fly.
It basically increases overall handling of planes. You can increase
this skill by completing flight school or by simply flying anywhere.
Driving: this skill makes it easier for you to drive. It basically increases
your overall handling of vehicles. You can increase this quickly by
completing all those stunt jumps.
Lung Capacity: this skill determines how long you can hold your breath
underwater. You can increase this by, well, swimming!
\/ MODES OF TRANSPORTATION
/\
Not much has changed since the last installments of GTA. You can still travel
in a myriad of ways: car, truck, bike, boat, plane, motorcycle, taxi, train,
and helicopter, to name a few. New to the GTA series is that each character
has a persistent vehicle. Trevor has his red truck, Franklin has a fast car
and a motorcycle, and Michael has the family-of-four sedan. These vehicles
actually spawn close to the character - whether at the start of the mission,
or while switching characters, or at their safehouse. This means that you
don't constantly have to hijack cars to get around anymore!
Hijacking cars is still an important aspect of the game, though. Aside from
the sheer joy of evading the police after a hijack, there are a lot of
faster, stronger, and basically better cars in the game than the three
characters' vehicles. For example, I constantly advise you to jack the sports
cars that drive around Michael's house because they are extremely fast.
\/ WANTED LEVELS
/\
This mechanic functions the exact same way as other GTA games. You do the
crime, you get the wanted stars! Typical crimes include stealing a car while
the police can see you, bashing into a policeman's car, killing people, and
killing cops. You get wanted stars based on just how bad the crime was (in
the eyes of the police).
One Star Wanted Level: you killed someone or bashed into a policeman's car.
The police are cruising for you, but not quite
actively pursuing you unless they spot you. If you
continue to evade them while being tailed, you will
earn a two star level automatically.
Two Star Wanted Level: you murdured an innocent in front of the police,
continually evaded the police from one star, or
wandered into restricted areas. The police actively
search for you at this level.
Three Star Wanted Level: in a nutshell, you basically killed a cop. The
police are much vigilant in their search now and
helicopters become more common.
Four Star Wanted Level: you continued to kill police and cause general
mayhem. You now have FIB agents actively pursuing
you.
Five Star Wanted Level: you continued your cop kill spree and did not have
any trouble taking down the FIB agents. Now you have
basically the whole city after you now.
One, two, and three star wanted levels are pretty easier to shake off; just
cruise around out of sight and eventually you'll lose the heat. Four and five
star require quite a lot more effort, usually leaving the county and hiding
somewhere far away.
As I describe in the strategy guide, the typical way to lose the police works
like this: (a) you speed away from the police and get out of sight, (b) you
cruise around while evading the police's line of sight, and (c) you wait it
out. The game makes it very easy to evade the police once you've lost line of
sight because the cops show up on the map as red dots with their LoS denoted
by a light blue triangle.
\/ HEALTH AND ARMOR
/\
The same as previous GTA games, you have a health and armor bar that depletes
when you take damage. Armor can be bought at an Ammu-Nation or picked up from
various locations. If your health depletes below 50%, it will automatically
regenerate back to 50% if you aren't damaged for a little while. This is
kinda god-like, because you can merely stay in cover and wait for it to
regenerate.
\/ WEAPONS
/\
You have an arsenal of weapons at your disposal: pistols, shotguns, assault
rifles, submachine guns, sniper rifles, grenades, and explosive weapons. You
can buy these at Ammu-Nation or pick them up off of enemies. New weapons
become available as you progress in the game; Ammu-Nation loves you to email
you when they get a new weapon in stock.
The very best thing you can do to improve your combat capabilities is by
upgrading your weapons. You can do this at Ammu-Nation, and typical upgrades
are scopes, grips, extended clips, and suppressors. These upgrades help out
immensely in the game, and toward the end you'll definitely want them fully
upgraded so you can easily take down heavily armored foes.
The cheapest, most overpowered trick in the game is blowing up vehicles
before enemies exit them. Enemies are MUCH more tough to face when they've
exited a vehicle, but you can blow them all up with just one shot from the
rocket launcher, one well-lobbed grenade, or one sticky bomb detonation. I
usually tell you in the walkthrough when it is ideal to blow up vehicles, but
that should pretty much always be your first strategy.
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3. Walkthrough
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This is the walkthrough section; each section has the name of the mission
for easy navigating. Obviously, it's in chronological order. ;)
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3.01 - Prologue
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You are prompted to run and gun it, but it's safest to pick off at least one
of the cops from the safe cover of the car. When they're defeated, move up
with your crew and take cover behind the next car. Again, the game prompts
you to perhaps switch characters right now, but if you've been keeping up,
you shouldn't need to do this. From the cover of the car, take out the
policemen who arrive from further down the street.
Move up to the next cop car and repeat the process. After that, you are
finally given the OK to go to the getaway car. Note that if you tried to run
to it while you were supposed to be killing cops, nothing will happen because
your friends (which you can control) are still hung up. It's also MUCH slower
to walk in the snow, so run on the road to the getaway car and press
Y/Triangle to get inside.
\/ GET TO DA CHOPPA!
/\
After the scene, you are finally in control of the car. As you can clearly
see by the yellow line on your map, you must drive straight for a while and
then take a right turn to the chopper area. STAY ON THE RIGHT SIDE OF THE
ROAD and ignore the policemen that whiz by; incidentally, they do not know
that this is the car they're after, so they'll just go on by without a clue.
At the road block, brake a little and turn right. Accelerate to the train
tracks and watch the dramatic scene that ensues. After the scene, you only
have control of one of the characters; from the safety of the cover, take out
all of the policemen Rambo-style. You can basically just alternate between
the cover button and the fire button and you'll take them out quickly. Just
remember to stay in cover when you're reloading.
I don't know whether you have to kill a certain number of cops or just wait a
certain period of time, but after around fifteen seconds you'll complete this
starting mission and the prologue. I did not fully comprehend the funeral
scene at first (I thought we were retreating to a funeral), but the
Psychologist Office scene is really funny!
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After the Psychologist Office cutscene, Michael takes a little walk on the
beach and happens upon Franklin and Lamar. They ask where a house is; Michael
initially declines, but then tells them. The twosome makes their way to the
alleyway and you're left controlling Franklin for the first time.
\/ CHOOSE ONE OF THE CARS
/\
Head down the path to Franklin and you're prompted to choose a car. I don't
think it really matters which one you choose, because Lamar chooses the other
and they are pretty much the same aside from color. I personally chose the
red one, but only because it was closer. ;) However, you might consider
choosing the white one because then Lamar's car will be more visible.
\/ BABY'S FIRST JOYRIDE!
/\
After a little scene in which you are introduced to car hood mechanics, Lamar
zooms off and tells you to chase after him. Accelerate out of the small
driveway and turn left on the correct side of the road. You can target
Lamar's car by pressing B/Circle, and then you are given the option to chase
him free of the zoom.
Follow Lamar as he makes a sharp right turn. You are then told how to do
special abilities, and for Franklin, it's a car ability, but we don't need to
do it right now. Continue following Lamar through the city - there are not
many cars on the road right now, and the cars at intersections gladly stop
for you.
Soon you'll reach a studio. Follow Lamar as he rams through the gate and
speeds through the studio. You might hit a few people working on a movie, but
it's no big deal. Out of the studio, follow Lamar as he weaves through the
city. When prompted, follow him through the alley and then get some air on
the bumps in the road.
Lamar actually gives you directions, which helps a little so you know when to
turn. However, the path is very straightforward and he doesn't drive too
fast. He'll start to drive on the wrong side of the road, but you shouldn't
have any trouble following him because the cars pull over once they see him.
Head into the parking garage and turn on your headlights as prompted. Go in
and out of two more parking garages and you'll have a small cutscene which
ends with the cops out to get you.
\/ LOSE THE BLUES
/\
In vintage Grand Theft Auto style, you must lose a two-star wanted level. The
police are conveniently denoted on the mini-map, and it also shows their
field of vision on the map. You must simply stay out of their vision for long
enough to lose your wanted stars.
Just as the game prompts, it's easy to do this in an alley or some type of
lot-structure. You can also just zoom away and dodge the police that are
looking for you. Note that you cannot just outrun them as more policeman will
come in a new area. Just stay out of line of sight long enough to lose them.
When you've lost them, you must now take the car back to the dealership. This
is really simple because the yellow line on the minimap shows you the
shortest route to the dealership. Just follow the yellow brick road and
you'll be there in no time. At the dealership, walk into the showcase room
and watch the small cutscene.
\/ GO TO FRANKLIN'S HOUSE
/\
Afterward, walk with Lamar back over to your car (your *real* car, not the
one you stole) and drive to Franklin's house. Again, follow the yellow line
and you'll be there in no time. At his house, park the car in his garage the one with the blue garage door.
The next cutscene introduces a lot of game mechanics: barbershops,
television, saving, sleeping in your bed, and changing your wardrobe. After
that, you'll get a mission passed sign and a look at how you did - if you won
the race, "winner," if you didn't hit anyone, "we come in peace," and if you
didn't destroy the car, "not a scratch."
Leave the house and you'll get a call from Simeon. He has some work for you,
and an "S" icon shows up on your map. However, for the first time, you can
finally free roam a little, so you might want to do that since I know ya'll
been itchin' for it. To continue the story, drive over to Simeon's icon.
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3.03 - Repossession
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After you are awarded Employee of the Month and discuss in typical GTA
protagonist-style how you want to be the boss, you have some Repossessin' to
do with Lamar. Head over to the white car in the back and get going! The way
to Vespucci Beach is denoted by the yellow line on the mini-map. It's a
fairly straightforward ride with no hiccups or bumps. When you get there,
park the car at the yellow circle and exit the vehicle.
Jump over the gate by pressing Square/X and follow Lamar as the two of you
mosey on down the alley. Franklin comments that it's sketchy, but Lamar
doesn't seem to care. When you get to the end, you need to check the garages
for the bike. After checking all three, the Vagos show up to fight and Lamar
shoots one of them down.
\/ TAKE OUT THE VAGOS
/\
Grab the gun on the ground and take cover behind the wall in the garage. From
the safe cover (and with Lamar in front of you), take down each of the Vagos.
They like to randomly walk between covers, so get them while they are walking
back and forth.
When you've taken them down, move up with Lamar. Just as he tells you, take
cover behind the orange truck. From here, you must shoot the white gas can
because there is an enemy next to it that has got Lamar pinned down. Merely
aim at the white gas can above Lamar and shoot it a few times to blow it up.
More enemies decide to show up; shoot them from the safety of the orange
truck. There are a few down in the alley and two on the balconies. After
clearing them, a blue car drives in and leaves a gas trail. Fire at the gas
trail to light them up in flames.
Once you've cleared them all, you see the bike you need to repo drive off
with its owner. Run after him and climb the fence as you did before. Get in
your car and start pursuing him.
\/ GET THE BIKE
/\
You must catch up to the bike and shoot down the rider. The game directs you
on how to shoot, but you should focus on pursuing him so he doesn't get too
far away. He goes through a few alleys, but after a little while he just
stays on an open road and becomes a very easy target. When you get close to
him, fire at his back a few times and you should kill him. The bike skids to
the ground and you can now pick it up.
\/ GO TO THE CAR WASH
/\
Simply drive the bike over to the car wash. The route varies a little
depending on when you got the bike in the chase, but it's pretty easy to get
there. When you get to the car wash, watch the cutscene and the mission will
end. Your mission time, accuracy, and number of headshots determines your
score, and you can always repeat the mission if you don't like your score.
Since you're so close, you might as well do the first Strangers and Freaks
mission.
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This mission is located directly behind the car wash; just walk over to it
if you've just completed Repossession. After the cutscene, your first task is
to simply go to the tow truck. Hijack a car if you don't have one, wait for
Tonya to get in, and drive over to the tow truck yard. The gate opens for
your car, so park it inside and then get in the tow truck.
\/ GO TO THE ABANDONED CAR N' TOW IT!
/\
The tow truck is very slow and has bad
drive over to the abandoned car, which
the game tells you how to tow the car.
the crane is down, then target the car
Simply drive back to the tow lot with the abandoned car hooked behind you.
When you get there, drive in the proper gate and drop the car off at the drop
zone. When you've done that, the mission ends and you'll see how you did. As
you can see, time is important here.
After passing the mission, Lamar texts you and the "F" icon shows up on the
map. Head back to your house (the "F" icon) to begin the next mission.
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3.05 - Chop
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Lamar
F
Franklin
o Not a Scratch: Complete with minimal damage to
Lamar's van
o Homedog: Enter Chop's perspective for 10 seconds
o Advanced Reflexes: Use Franklins special ability for
7 seconds
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Quest Giver:
Map Icon:
Playable Character:
100% Completion Goals:
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After the cutscene, follow Lamar and Chop as they walk down the street. When
prompted, get in the white van and drive to Vinewood Boulevard. It's across
town, but you basically just need to drive down one long road. When you get
to the location, watch the cutscene and run back to the van. Time for another
chase!
\/ THE CHASE
/\
Don't waste any bullets trying to gun him down; just follow him as he goes
through the city. He doesn't drive very fast for having a motorcycle, and
your van can keep up with him rather easily. Soon he'll go into an alleyway;
follow him and watch as he gets run over by a bus.
Franklin lets Chop loose but you still need to run after him. Just follow
Chop as he leads you to him. Climb the fence and jump down the roof onto the
orange storage unit and finally the ground. From here, follow Chop to the
wall and in a cutscene Franklin destroys it so Chop can run through. Continue
pursuing him through the trains and another cutscene ensues.
After the cutscene, switch to Chop (use the character menu like in the
prologue) and watch as Chop "sniffs him out." When prompted, switch back to
Franklin and open the boxcar doors. He's not in either of them, so continue
to follow Chop when he... erm... runs off to hump another dog. Run after Chop
and Franklin will get him off. (For now...)
Back at the train, open the first boxcar door to finally find him. He'll
start to run again, but Chop thankfully catches up to him and tackles him to
the ground. Run over to them for another cutscene, then drive to the
indicated location. When you get there, Franklin just throws him out of the
car, and then you have to drop off Lamar at the rec center. The mission ends
when you drop him off.
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3.06 - Complications
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