Game spot grand theft auto san andreas




















Get the latest news and videos for this game daily, no spam, no fuss. By signing up, you agree to the our Terms of Use and acknowledge the data practices in our Privacy Policy. Here are all of the cheat codes you can use in the Definitive Edition of San Andreas. A lot of gameplay footage showing off the updated GTA games has emerged just ahead of launch. Tenpenny takes off in a firetruck when you reach the street, with Sweet in tow.

Thus begins the final portion of the game, another rail-shooting mission. The Blood Bowl is located on the southern end of San Fierro. It's similar to a challenge from Vice City, but with a few new twists thrown in. As you enter the ring, you'll find yourself in a car at the top of a large bowl-shaped depression, along with a dozen or so other cars.

Your goal is to get into the large red pillars of light scattered around the bowl, each of which add 15 seconds to your total time; you'll need to reach a minute of time in order to win the challenge. Unfortunately, the other cars in the arena have the same goal, and will thus be heading towards the same pillars as yourself; they'll also be trying to destroy your car, so keep an eye out for wrench pick-ups that will repair your vehicle. Although the game does keep track of how many vehicles you destroy, it's important to remember that the objective isn't to cause chaos; it's to survive.

Since the pillars appear at random, though, part of this is avoiding other cars, while part is just plain luck. If you spot another car heading for a pillar while you're still a distance away, you can pretty much kiss it goodbye. Sometimes, though, the pillars appear fairly high up on the side of the bowl, and the AI cars have a difficult time reaching these. Although this seems simple - it's a straight-up race against 11 other destruction derby cars - it can actually be somewhat difficult to get through it without burning your car out.

You can't take pit stops here, and you don't get any kind of super damage-resistant car, so you'll have to be careful to avoid damage as much as possible, especially in the early race. There's a particular turn that's difficult to make without slamming into the wall, especially when you have a bunch of other cars hassling you, so be careful.

Get to the lead, and avoid mistakes, and you should find yourself winning this match without a problem. One thing to note is that your car is a bit floaty. If possible, avoid braking; instead, just let up off the gas before turning. Braking, even of the regular variety, will often cause you to spin out. Another item of note is that when your car blows up, you're considered to be wasted, with a full trip to the hospital and the loss of all your weapons that that entails.

If you start smoking or flaming, bail out of your car; you'll only be disqualified for this, and will be able to try the race again immediately. When your computer opponents hit this hill, they'll invariably crash.

Take advantage of this to charge to the front of the pack. This is another simple race against a bunch of Sanchez-riding maniacs. In terms of pure difficulty, this would be a hard race if it wasn't for the fact that there's a single jump that will usually send all of your AI challengers off their bikes. You'll quickly learn which jump it is, so keep to the inside of the track, avoid the wreckage, take the lead, and keep it.

The other racers will crash here each lap, so as long as you avoid any tumbles yourself, you shouldn't have any problems building up an insurmountable lead. This little set of obstacles here is relatively easy to maneuver, but will get you plenty of points towards your goal.

Kickstart isn't a race; rather, it's a replica of the motorbike obstacle-course thing we all knew and loved in Vice City.

Your objective here is to get 26 or more points while riding around in a Sanchez; green coronas are worth one point, yellow coronas two, and red coronas three. The red and yellow coronas are, obviously enough, going to be more difficult to obtain, but there's one small structure in the center of the ring that's fairly easy to ascend, and will give you around 15 points if you manage to get all of the coronas on it, leaving you plenty of time in which to obtain the remainder of the points that you need.

Check the screenshot to see what we're talking about! Boat School is the easiest of all the schools to complete, since it possesses only five tests, none of which are very difficult. Note that damaging your boat or hovercraft or hitting a bouy will deduct points from your final totals for each test, though.

You'll have to complete all of the driving school missions in order to access the Race Tournaments around Los Santos. Most of the challenges here are fairly simple, and so long as you avoid the cones, you shouldn't have a problem completing them, or at least getting bronze medals. The toughest one is the final challenge, where you have to race across the city and back without taking too much damage. Again, not too difficult, for the most part.

The exception, though, is again the last mission, which will require a buttload of repeat attempts before you get it right. Said mission requires you to hit a jump, land in a stoppie, then keep the stoppie going until you reach the target zone. The two difficulties here include actually landing in a stoppie if your rear wheel touches down, you lose and getting into the end zone without spinning the bike around because if you're off-axis, you lose a massive amount of points.

Landing in a stoppie is the easier of the two; just make sure you land with your front wheel forward and the brake depressed. After you land, though, you'll probably want to tap the gas a bit to get yourself into the end zone. The trouble here is that your bike will almost always spin around on the front tire, draining almost all of your points towards a medal. There's no easy answer to this; you might want to experiment with different weight-shifts as you land, or try lowering the stoppie before you hit the finish zone, and hope you don't get disqualified.

In its favor, the test is only eight seconds long, and you can try it as long as you like. We had to try it probably a hundred times or more to even bronze this one, so don't get discouraged; you'll hit it eventually. You'll have to complete flying school as part of the core missions of the game, so hopefully you're good at flying!

Unlike the other schools, this one actually consists of lessons revolving around two different vehicles: airplanes and helicopters. Since your flight school training will likely be the first time you encounter real flight mechanics in San Andreas, you can be pardoned for crashing a few times, or feeling immensely frustrated with the tests laid out before you, but you should find that failed missions get a little bit easier each time you re-try them, as you get more used to the flight mechanics.

If you're ever prompted to land anywhere on the runway, but are given a target location, try to hit the target location for extra points. For the airplane missions, you have to adjust to the light touch that planes require. The controls are very sensitive, and it's easy to oversteer and go out of control, or lose just enough control to miss a corona. Luckily, most of the planes in these tests have some amount of auto-levelling which you can use to get yourself back on track after you turn; if you get used to making small turns after coming out of coronas, you should level off automatically.

This will let you coast along to the next corona, where you can repeat the process until you reach the end of the course. Also try to utilize your square and X buttons to full effect; you can slam on the X button to get to the next corona quickly, then use the square button to slow down, allowing you to more easily make a turn through a corona. Arguably the most difficult mission here is the Destroy Targets mission with the Hunter.

If you used the Hunter a lot in Vice City, then hopefully you've retained some of those skills for this challenge, as it can be difficult for the unitiated.

Even destroying the stationary targets on the runway can be difficult, since they can each take a couple of rocket blasts before they're destroyed. Try to stay a hundred feet or so off the ground and fire both your guns and rockets, floating slowly over them to increase your chances of landing missiles.

It's important not to veer off to the left or right after take-off; just press the analog stick forward, since you're already perfectly aligned with the trucks themselves.

Unfortunately, the trucks will usually get blown into the air when they're destroyed, which can lead to some extremely frustrating early ends to your challenge if the debris hits you. Hence the need to stay a hundred feet or so off the ground After the semis are destroyed, though, you'll have to veer around and take out two moving targets on the highway.

These guys don't move too quickly, though, so if you can get behind them and line up rockets and guns, you should be able to take them down without too much of a hassle, and after that, all that's required is a nice landing. If you want a gold medal, though, you'll need to have both a low overall time for the challenge and a perfect landing inside the target area. You have to complete three rounds of target practice with four different weapons in the Ammu-Nation challenge in order to win. If you are already a pro with the weapons which consist of 9mm Pistol, MicroSMG, Shotgun, and an AK , then you shouldn't have any trouble with the challenges, but they're perfectly doable even if you haven't maxed your weapon stats.

In rounds one and two, you have to completely destroy three target boards before your opponents manage to destroy their own targets. You have a bit of an advantage in accuracy, assuming you've gotten good with the manual-aiming controls, so take advantage of that fact and spray bullets as quickly as possible towards the seven red circles on the target. The third trial involves shooting the same target that the other two contestants are hitting; the first person to hit 20 segments wins the challenge.

You can try this challenge fairly early in the game, but, as mentioned, it'll be a little easier when you've increased your weapon skill with the chosen weapons. The toughest of these challenges is actually the shotgun, since your rate of fire will be reduced significantly when compared to the other weapons; you'll need to aim carefully if you want to come out the victor there, especially on the third segment. The Pistol and Uzi segments are obviously easier if you've become capable of dual-wielding those weapons, but it isn't necessary to win.

You'll obtain the uniform as a part of your core missions, so you can't miss it. When you start the Valet missions, you'll be given two minutes to take a set number of cars from the car port to the parking garage beneath the hotel.

You start off with a three car requirement, and will eventually be asked to park up to seven cars in the same two minutes, but this shouldn't be difficult to accomplish, since you gain time on the clock when you successfully park a car. If you manage to get the car to its space without damaging it, you'll automatically gain back 45 seconds; you can earn another 15 seconds if you align the car properly within the lines.

The former bonus is much more important, obviously, so take care not to hit anything on your way down into the garage. One thing to note is that there are other valets competing for your cars. You can kill them if you wish, but you'll incur a twenty second penalty if you do so. In general, they're not worth bothering with, as they'll only grab cars when you're in the garage; when you're at the carport, you're pretty much guaranteed to get the cars as they roll up.

You can use another car in the garage to get back to the carport quickly, if you don't have a lot of stamina. When you do grab a car, drive it through the small gap in the planters on the edge of the hotel, then make a sharp right and head down into the garage. After a few tries, you should be able to do this without incurring any damage.

Getting back up to the carport is a lot easier if you have a lot of stamina for sprinting; if you don't, grab another car from the garage and use it to speed up the ramp. They're not horrendously difficult to pull off, but getting up to level 50 will take quite a bit of time, as you have to deliver 50 fares in a row, without getting out of a taxi. If you've played Taxi missions in either of the previous GTA games, you should know the basics of this.

First off, find a Taxi or a Cabbie, jack it, then hit the R3 button to start the game. If you're in a city, you should spot a fare immediately; they'll appear on your radar with blue icons, and in the game world with blue arrows over their head. If you drive up next to one and stop, they'll get in and give you their destination.

The first few fares will be short drives, but as you get farther up the ladder, you're going to have some lengthy drives ahead of you. Of course, you'll have to complete each fare within a certain time frame in order to not fail the mission. You have a master clock for the taxi missions in general which is added to each time you pick up a fare; the farther away the destination is, the more time you'll be given to reach it. Each individual fare will have his or her own small tip meter, as well; the longer you take to get them to the destination, or the more damage your cab takes en route, the less money you'll get from the fare.

Unlike many vehicle missions, you don't need to be incredible anal about keeping your cab in tip-top shape for these missions. The trickiest things about the cab missions are getting to your destination quickly and keeping your cab in good condition. Getting places in a short amount of time is a direct function of your familiarity with the game world, but then, doing taxi missions will increase this familiarity, so there's something of a positive feedback loop there; the more missions you do, the better you'll be at them.

Keeping your car undamaged is a bit more difficult, as you'll obviously hit a few cars and obstacles here and there. You can take the taxi to a Pay N Spray, if you must, and you probably should after every few fares, especially if you spot on while you're driving a fare along.

You'll probably sacrifice all of your tip money if you get sprayed during a fare, but that's inconsequential when you compare it to the fact that you'll be able to keep driving longer. One thing to note is that San Fierro, with its many hills, is a difficult place to do taxi missions in. These are somewhat similar to the taxi missions, in that you have to pick up fares and return them to the hospital, but although you have to complete fewer levels to complete the task, this is balanced against the fact that each level will require you to pick up an ever-greater number of passengers.

At level one, you'll have one fare, at level two, two fares, and so on. The catch here is that your ambulance only has three seats, so starting at level four, you'll have to start making multiple drop-offs per level in order to get everyone back in one piece. The complications here include the vehicle itself. Unlike a taxi, you can't bring an ambulance into a Pay N Spray, so you'll have to be incredibly careful with it while you drive around, since it'll need to last for the half-hour or more that you'll need to get all twelve levels out of the way.

It's prone to tipping, as well, so you can't just blaze around turns, especially not when you're on an incline. In addition, you have to protect your passengers while you drive; if you subject them to too many collisions or big bumps, they'll die on you. Needless to say, slow and steady wins the race here. Again, San Fierro is a bad place to try and finish off the Ambulance missions. Las Venturas is a better choice. In order to pimp, you have to enter a pimpmobile, of which there's only one variety: the Broadway.

You can find one of these near the carwash a few blocks from Smoke's house, or near Madd Dogg's mansion in Los Santos, or in a variety of other locations. When you activate the pimping missions, you'll have to ferry your girls around to their stops and protect them from aggressive johns in exchange for a cut of the cash that they make. Luckily, you only have two girls to deal with, so all you need to do is get them to their appointment before the clock runs out.

After you drop off your first girl, you'll have an unlimited amount of time to reach the second girl, so hit the Pay N Spray if you need to restore your car's health.

After a few levels, the johns will start to get rough with your ladies, or attempt to leave without paying, so you'll need to whack them.

You can get out of your ride for a few moments to use a weapon, or just perform a drive-by, if you wish. Vigilante missions are a bit easier than most vehicle missions, although not by a whole lot.

If you want to get all the way to level 12, load up with a few thousand SMG rounds at Ammu-Nation there's nothing worse than getting to level 11 or 12 before running out of ammo! The purpose of a Vigilante mission is to track down and kill bad guys; they're represented on your radar with a red blip. When you reach the location of a blip, you'll find a vehicle with a red arrow atop it; as the baddie catches sight of you, though, he or she will start to speed away, so you'll need to engage in some hot pursuit if you want to catch them.

At level one, you'll have a car with a single driver, at level two, you'll have a car with a driver and passenger, at level five, you'll have one car with four occupants, as well as a second car with a single driver, and so on. In order to complete a level, you'll need to kill all of the targets, which usually involves getting alongside them and engaging in a drive-by until their vehicle is damaged enough to force them out, then picking them off while they're unprotected.

The armament of your enemies will also increase in quality you proceed through the levels, so be ready for some firefights when they finally do duck out of their cars. There are numerous vehicles in which you can attempt a Vigilante mission; pretty much anything that comes along in the course of your own experiences with police can be used, from a lowly HPV to the mighty Rhino tank. Everything has its own specific utility; although the police bike will leave you open to damage, for instance, you can fire forward on it with your SMG by using the L1 button, which makes it fairly easy to blow up the criminal cars from a distance, without having to come up alongside them which lets all of the criminal occupants of said cars fire back at you.

You can also use the vehicle-specific weaponry of some vehicles to further your cause; the Rhino's turret will make exceedingly short work of your enemy's cars, for instance, while the Hunter attack chopper's missiles can do the same.

You can feel free to get out of your vehicle to hunt down suspects, but you may have to deal with significant police pressure if you do so. In all, the mechanics of hunting down criminals and killing them aren't difficult; you should be able to build up quite a stash of time after your first few missions, eliminating that particular source of tension. What's more difficult to deal with are the other cops; they don't take too kindly to you boning in on their suspect apprehension turf.

In other words, your destruction of the vehicles and criminals will get you stars as normal, meaning that you'll have to deal with pressure from the police as you go about and make your rounds. There are a couple of ways to deal with this.

The first is to eliminate your wanted stars as they start to make your life difficult. This is perhaps most easily done through police bribes, but this is somewhat inefficient, since they only eliminate a single star and won't always be conveniently available to you.

A better method is to sacrifice a bit of time and make a stop into a Pay N Spray to eliminate your stars. Obviously enough, you can't take a military or police vehicle into a Pay N Spray, but since you can exit your vehicle for up to sixty seconds, it's usually feasible to get out of your police vehicle, hop into or jack a normal car, drive it into the Pay N Spray, and then return your cop car before the 60 seconds are up.

This is especially easy in San Fierro, where you can bust through the upper floor of the car dealership and grab a car to drive into the Pay N Spray. Assuming, of course, you completed the car dealership acquisition missions. If you have a police vehicle in need of repairs, on the other hand, you have limited options.

If you have a surfeit of time, and a low wanted level, then you can park such a vehicle in one of your safe house garages, let the door close, then open it again; the vehicle should be completely repaired and ready to use. In most cases, though, you can just grab another cop vehicle when you have a small wanted level, as there'll be plenty of them around after a few criminal kills. If you have a Rhino, though, you'll probably find a quick garage stop between every fourth level or so will ensure that you can keep your tank throughout the length of the mission, assuming you don't run headlong into every car you see.

The ultimate Vigilante vehicle, though, shouldn't require any repairs at all. If you can obtain the Hunter assault chopper by getting all gold medals at flight school , you can use it to easily complete the level 12 requirement for your Vigilante missions, assuming you're decent at controlling it.

Since you can fly above any obstacles or cops , you shouldn't take any damage at all, save for that incurred by bumping into things.

In order to run a Burglary mission, you'll first need to complete the Home Invasion mission that Ryder gives you early in the game. After that occurs, you can get in the Boxville trucks in each major city for example, south of the gym in Los Santos to begin burglary missions.

After you declare your enter to buglarize, you have to find a house with something worth stealing. These are indicated by yellow arrows in front of their doors, but these arrows can be difficult to spot from the street, so you may have to get up on the sidewalk to see them. When you locate a likely target, leave the truck and head inside. While you have your burglar mask on, you can creep around and not make too much noise; don't forget to crouch for even greater stealth capabilities.

Inside a house, you should find numerous items of value; pick them up with your triangle key and bring them back to the truck. After you fill up the truck or empty out the house, return to the lockup indicated on your map to drop off the goods.

You'll earn twenty bucks for each item you stole, along with a bonus for the total number of items that you returned. Of course, this wouldn't be much fun if there wasn't any risk to it. If you make too much noise, or are seen by one of the house's occupants, you'll have ten seconds to get out of the house, or you'll earn a wanted level. Regardless of whether or not you're in the process of burglarizing someone, the mission will end at ; any items in your truck that you haven't delivered to the lockup won't generate any cash.

Firefighter missions are almost as difficult as Ambulance missions, although for different reasons. With Ambulance missions, you have to be very careful not to damage your vehicle, while with firefighting missions, the firetruck will be fairly durable although you still can't leave it or take it into the Pay N Spray, so be careful , but you'll find yourself on the razor's edge timewise.

When you enter a firetruck and click R3 to begin the missions, you'll be pointed to a burning car; head towards it and use your L1 button and the right analog stick to douse the car with water, putting it out. Sounds easy enough, but for each subsequent mission, you'll have to douse both a car and its passengers, and said passengers will be running for their lives.

It's the running part of it that makes these missions difficult; people on foot can run into places that your firetruck simply isn't maneuverable enough to reach. You'll need to peg them with water before they get too far, then, or you'll waste most of your time tracking them down. Eventually, you'll have to deal with multiple cars, each with multiple occupants, for ultra-crazy hardness!

When you have multiple cars, try to spray them one at a time, dealing with all of the occupants of a car before moving on to the next car in the line. There are eight trucking missions in all; these are discrete, designed missions, not random affairs like the emergency vehicle missions.

For these, you'll either have to deliver a load to an area within a specific amount of time being late reduces your reward ; deliver a fragile load taking damage reduces your reward ; or deliver stolen goods which will bring along with it a constant three-star wanted level. Of these, the most difficult is the last sort. You don't take a lot of damage in your semi, but you will take damage, and if you ever have to stop for any reason, you can expect to get blown away by the cops' bullets.

If you can find a route to your destination that doesn't involve tunnels which will often be too small for your semi and load , you should be fine.

The Chiliad Challenge is only available after you get your Cycling skill up a bit, so if you're not eligible to participate, try doing the Courier challenge in Los Santos beforehand. The Challenge opens up between and ; to start it, fly or drive up to the very top of Mount Chiliad and hop atop the Mountain Bike there.

Try to avoid doing these missions in the rain, if possible, as it'll make it harder to complete. Chiliad consists of three different races, all downhill races on the mountain bike. You'll obviously want to have as much Cycling skill as possible here, as the mountain paths will have plenty of opportunities for falling.

The annoying thing here, though, is the fact that you don't get reset to the top of the mountain if you lose or get disqualified, meaning that you'll have to rescale the mountain after each unsuccessful attempt to try again. You'll also automatically get changed over to biking shorts when you try one of these; you'll have to return to a wardrobe to change back into whatever you were wearing before.

The BMX challenge is located in Glen Park in Los Santos; you probably noticed a bike park, complete with half-pipes, when you passed through during the bike-back-to-the-Grove mission early in the game. You'll need to have upgraded your Cycling stat before you can attempt this challenge, though. If you aren't eligible, you can probably get the skills you need by running the Courier mission from Roboi's Food Mart in the Commerce district. The higher you can bunny hop, the easier this challenge will be.

In this challenge, you'll have to get through a number of coronas scattered around the park; some are scattered about on the ground, but many of them will require you to catch air before you can get them, meaning that you'll need to bunny hop.

Although you don't have to max out your cycling stat to start the mission, you may need to get fairly close in order to actually complete it, as the highest rings require some large bunny hops. You're also on a timer for this challenge; you start with only ten seconds, but each ring you get adds ten seconds to your time. Go for the easy rings first, then use the buffer time you build up to focus on the more challenging ones. If you fail to get all of the rings before the timer runs out completely, you can start it again by riding away from the park with your bike, then riding back in.

This will cause the bike to respawn, allowing you to jump back on for another try. In order to unlock this mission, you'll have to bypass the Cesar Vialpando mission given to you by Sweet early in the game.

After that's done, you'll notice a man standing outside Unity Station in Los Santos; if you speak to him, he'll offer to let you into the lowrider competition. In order to compete, you'll need a vehicle with hydraulics, so if you don't have one already, hit the chop shop and order up a set. After you begin, you should recall what to do from the story mission; watch the arrows as they float across the screen, and press the right analog stick in the corresponding direction when it overlaps with the circle.

You're faced off with another assortment of red coronas, which are situated around what's essentially an empty, smooth-sloped pool, some of which are easy to hit, but some of which are quite difficult to get. First off, grab the easy ones, on the bottom of the pool and around the upper edge, to build up your time reserves for the more difficult jumps.

Getting the highest coronas will require you to build up a lot of speed, which can be difficult to do, given the relatively small size of the pool; those aligned on either side of the long axis of the pool will be maddeningly difficult to hit properly, since you'll have to jet down the opposite side to get enough speed to make the jump. Luckily, the highest coronas leave small shadows on the upper edges of the pool, so aim for these.

You may need to shift your weight backwards on the bike before you can successfully hit the high coronas; otherwise, you may sail forward when you jump.

This will probably be a bit more difficult to complete than the BMX challenge for most people; the best thing about it is that you can just ignore the competition and race away in the NRG if you're just looking for a fast bike to tool around in.

After CJ's brazen theft of explosives from the quarry, apparently all is forgiven, and the quarry officials seem to want him to come around and help them out. Don't worry too much about the dozer's health in these missions; it can take a beating, and is tough to overturn. Mission 1: This one's actually pretty tough! You only have to get around the mine in a dozer and push rocks off of the ledges, so that they don't block the path of an incoming load.

Luckily for you, the dozer can turn on a dime, so you won't have to spend much time reorienting yourself for each rockfall. It can also drop from one ledge to another without turning over, so drop down if you need to reach a rock beneath you. After you hit the first rock, head counterclockwise e. Mission 2: This one's similar to the first one, save that you only have four rocks. Now, though, they're explosive barrels, and you'll need to push them into designated circles in order to dispose of them.

The trickiest one is arguably the first; if you get that one, you can fairly easily drop off of the ledges and make it to the next bombs with plenty of time remaining. Mission 3: You'll have to chase down an escaping Dumper and destroy it in this mission.

Once you catch up to it, though, it should be easy enough to destroy; all it takes is a few seconds of drive-by fire to set it alight. Mission 4: Now that you've killed the bombers, you'll have to take their bodies and dump them before the cops arrive. You have four minutes to do so, so grab the Sanchez and get over to the other entrance to the mine. Don't try to cross the mine itself; wrap around the wall from the outside.

When you reach the Dumper with the bodies, take it back around to the front side and start descending into the quarry itself, sticking to the white road. The bodies are fairly immobile, but all it takes is one good shake to jar them loose, so if you hit a wall or, god forbid, take a tumble off a ledge, you can expect to have to start the mission over. If you can avoid any wall contact, though, you should be set. When you reach the fire at the bottom of the quarry, back the truck in and use the right analog stick to dump the bodies into it.

Mission 5: You have to deliver explosive barrels to the Verdant Meadows airstrip within three minutes. Although the game tells you that the load is fragile, you can actually bounce around a bit; as with the bodies, though, if you hit an obstacle such as a car or rock , you'll drop the barrels, and probably die. The easiest way to get to Verdant Meadows safely is to shift over to the train tracks, ride them north for a ways, then go offroad and connect up with the western road leading to the airport before you come up alongside an overhanging rock.

You will, of course, avoid all traffic while riding on the railroad tracks watch out for any trains, though , but you will have to avoid rocks and traffic on your short jaunt to the airstrip. When you reach the landing strip, though, you should be homefree. If you follow this route, you should be able to get to the destination point with as much as a minute remaining; drop your load there to complete the mission.

Mission 6: In this mission, you have to use the painfully slow dozer to clear out a bunch of explosives from the train tracks to the north, before a train approaches.

You won't be able to clear all of the barrels individually before the train arrives, so just try to sweep them up as you ride north; as you stack up more barrels in the front If they're still a threat, they'll stay on your radar; if they're clear, they'll disappear. Track down any behind you that are still a threat before moving on. After all of the barrels are clear, you'll get a message indicating that the train is incoming, so get the dozer off the tracks lest you want to get hit by the fastest vehicle you'll probably ever see in San Andreas.

Mission 7: The final mission for the quarry is a complicated, multi-part affair. Begin by hopping onto the Sanchez near the office and getting yourself down into the bottom of the quarry; if you've increased your Bike skill, you should be able to just launch yourself off one of the ledges and land without a problem. When you reach the initial mark, you'll be prompted to enter a dozer and push the bike and the cop's body into the red zone.

The bike is easy, but the body will give you trouble, as it has a tendency to slip underneath the dozer, precipitating numerous starts and stops. Rather than have it slide under, try pushing it in spurts; push it a ways, stop and let it roll, then repeat, etc.

Be careful to actually get the body and bike into the Dumper; if you miss, you'll have to grab them and try again. When you have both items in the red zone, you'll have to jet up to the crane and load both items into the Dumper nearby. The crane is a bit different than some of the others, in that pushing the left analog stick will both move the magnet forwards and backwards as well as up and down, but it shouldn't be too hard to get used to. Just make sure that you have the items place properly over the dumper's bed before you let them go.

When both items are in place, gingerly drive out of the lot. You know the deal - if you hit a big bump, items go bye-bye. You'll be directed towards a nearby river, so back up to it, raise the flatbed, and dump your load without having the Dumper go into the river itself.

If all goes well, you should unlock the Quarry asset after completing the mission. It gives you a whopping 2, bucks! After you beat the Customs Fast Track mission in San Fierro, you'll be able to export and import vehicles by heading down to the freight ship at the docks there. The process of exporting a car is simple; when you get into one of the wanted cars, a message will pop up letting you know that the car is wanted down at the docks.

If you drive it down there, you can either drive up the ramp to the deck of the ship, or use the crane to pick up the car and drop it into the red circle. There are three different boards, with ten cars each. You have to get all of the cars from the first board to unlock the second board, and then you'll be required to locate and deliver all of the second board's cars before you can move on to the third and final board.

Some of these are fairly common, many are fairly rare. They won't all be found within the city limits of San Fierro, of course; some will only be located in the backcountry, some will only be in Las Venturas or Los Santos. You're going to have a heck of a time getting all of the cars for exporting, but if you do, you should manage to make around a million dollars for your efforts.

In addition to exporting cars, you can also import buy cars from the ship by walking up to the board and pressing the triangle button when prompted. You can find some obscure cars here, including those that you've already exported, but the cars are expensive, especially when you consider that you can jack any vehicle in the game world for free. Luckily, it's exceedingly simple to do so. Before you can begin, you'll obviously have to be in a Freight Train, so head to a train station and wait for one to roll up.

When it's stopped, jack it, then hit R3 to begin the mission. In it, you have to deliver five loads to five different stations within a certain window of time.

X button accelerates, square button stops or reverses, if need be. The trickiest part of the whole affair is managing the insanely long acceleration and stopping distances of the train itself; it can take you the better part of a minute to get up to top speed. Don't go too fast, though; at around 48 mph, you'll notice that your screen will start to shake, and if you keep accelerating beyond this point, you'll derail the train.

You won't die from this, but you will have to start the delivery missions over. You don't want to be going more than 15 mph or so during the last units of distance to the stopping zone; any more and you're likely to overshoot. Assuming you can learn how to stop the train within the delivery zones, though, you should be able to complete the missions without much of a trouble.

If you're travelling around mph, you'll need to slam on the brakes around units of distance before the delivery zone to get yourself in position to stop. Once you get down to around 10 mph, ease up off the brakes and coast into the stopping position; the front car of the train has to stop within it before you can move on to the next delivery.

There are three courier missions in all, one in each major city. But if you attract the attention of the coppers, beware. Whether you're on foot or in a car, the sand will always slow down your getaway. New to the Grand Theft Auto experience are the twisting freeways that will serve as your rapid conduit through and around the city, as well to San Andreas' other major cities of San Fierro and Las Venturas.

If nothing else, the Los Santos freeway will be a welcome time-saver, because local street traffic can often delay your trip from one place to another. If you're trying to get somewhere in a hurry and what street thug isn't , the freeways will be the way to go.

In case you were wondering, Rockstar assures us the traffic on Los Santos' freeways will never be as bad as the standstills you see on those of the real Los Angeles. Unlike in previous Grand Theft Auto games, if you do keep to the city streets, you'll get a little extra navigating help in the form of street signs that you can use to locate buildings by their actual addresses.

Unlike in the cities Liberty and Vice, Los Santos' streets actually have names, and you'll need to pay close attention to names and intersections if you want to really learn your way around the place. Clearly, Los Santos is a big place, and it's a seedy one as well. How will you blend in with the locals and find your place in the criminal hierarchy? Read on to find out one way you'll be able to carve out your own identity in Grand Theft Auto: San Andreas.

That stings. We've already reported on some of the ways that you'll be able to alter and control San Andreas main character Carl "CJ" Johnson's appearance. For instance, you can head down to Reece's Hair Facial Studio to get that fade you always wanted, or you can concentrate on keeping CJ's tubby butt in shape by going to the gym and laying off the fast food. But how about getting a gang tat to show off your true colors? Tattooing was a central part of early '90s gang culture, so you'll be able to take CJ down to the local tattoo parlor to get him branded with his own stamp of allegiance.

Getting a new tattoo will be as easy as visiting a tattoo artist, browsing and selecting from the included assortment of designs, and then telling the artist where you want the artwork to appear.

In keeping with the gangsta rap spirit of the storyline and your surroundings, the tattoos that will be available will be of the gangs-guns-and-girls variety. With this degree of customization--from your fitness to your haircut and from your threads to your ink--you'll essentially be able to mold CJ into just about any character you can think of.

You'll get a real sense of where you belong in Los Santos and the other areas of San Andreas, because rival gangs control various sections of the cities and surrounding areas. This can work both as a help and a hindrance. If you're being chased by the police or by enemy gang members, you can try to lure them on to your home turf to let members of your own gang come to your aid, bailing you out of what would otherwise be a rough situation.

But beware: If you stray into the turf of a rival gang, whether in a car or on foot, you will be attacked--and not even all at once. Gangs will use varying tactics to take you out, by splitting up, sending ahead advance attackers, and using other wily maneuvers. The communication between gang members in GTA: San Andreas will mark the most complex character interaction yet for the series.

You can expect to see guys greeting each other, talking on street corners, and flashing gang symbols. These are key signs you'll need to watch for. Want a clean car? Go to the car wash. That's just how it is. Unlike in Liberty City and Vice City, where every car is apparently new, right off the lot, the cars of San Andreas aren't always in the best of shape.



0コメント

  • 1000 / 1000