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Doom/Complete list of enemies

The following are enemies in Doom, , Doom II: Hell on Earth and Final Doom. Most of these enemies also make appearances in Doom 64 and Doom RPG. Most of the enemies in the games are Demons from Hell; otherwise they are possessed, undead humans. Many of these creatures have become iconic in computer gaming. In the Doom novels written by Daffydd Ab Hugh and Brad Linaweaver, the creatures are initially thought to be demons, but are later revealed to be an alien race bent on the conquest of Earth. (Although this is only in the novels, and as such is not canon.)

Zombies
Zombies are undead soldiers who have been turned into brain-dead killing machines by the demons. They are the only non-demonic enemies in the game as well as the only ones who drop ammunition (half the ammo of a fresh clip or a weapon pick-up) when killed (the dropped ammunition, however, can be lost if a door or crushing ceiling comes down on it). Owing to their usage of bullet weapons, zombies can be easily tricked into engaging in monster infighting with other creatures as well as their own kind.

Former humans and sergeants will close the distance on their foe, and then circle, pausing every few steps to fire a shot. Commandos, however, once within line of sight of their foe, will continuously fire their chaingun, only rotating to adjust to their target's movements. Moving out of their line of sight, such as hiding behind a wall or using a lift, will break their lock and cease their firing, and they will be on the move to seek out their foe; however for each 2 shots fired there is chance of about 15% that chaingunner will continue firing.

Three different forms of zombies are featured in the Doom games:
 * Former human / Zombieman: 20 HP, wears beige armor and has a green crewcut - wields a rifle, fires single shot that deals from 3 to 15 damage. Drops an ammo clip when killed. Appears in Doom, Doom II, Doom 64 and Final Doom.
 * Former sergeant / Shotgunner: 30 HP, wears black armor with bald head. Fires 3 pellets from his shotgun that drops on death, with each pellet dealing 3 to 15 damage. Appears in Doom, Doom II, Doom 64 and Final Doom.
 * Former commando / Chaingunner: 70 HP, dark red armor - wields a chaingun that he drops when killed. Fires 8 shots per second with each shot dealing 3 to 15 damage. Appears in Doom II, Final Doom and the PlayStation and Sega Saturn versions of Doom.

In the Doom novels, zombies are found in various forms, ranging from former civilians to soldiers. However the former commandos depicted there (referred to as Clyde) are not zombiefied humans, rather they are either genetically engineered human copies or human traitors who have been genetically altered to look alike. They also emit a "sour lemon smell" when killed or nearby.

In Doom 64 there are no real changes in behavioral patterns amongst the zombies; they simply walk and shoot. The only real physical difference is that the Sergeant's pants are a slightly darker shade than the Former Humans (which makes them harder to discern within Doom 64's darkness). The Former Commando does not appear in Doom 64.

In the Doom RPG two classes of zombies exist, each with three variants corresponding to their difficulties. The Zombie classes are named: Zombie Private, Zombie Lieutenant and Zombie Captain. Commando classes are named: Troop, Commando and Assassin.

Imp
The Imp is the basic demonic enemy and common in all of the games because they appear in almost every level, where they appear with a relatively humanoid appearance. In the original games, Imps have brown skin, red eyes, and spikes on their shoulders, elbows and knees. They usually emit a hissing sound when alerted and have 60 HP. They attack at long distance by firing fireballs from their hands, and up close by scratching with sharp claws with both attacks dealing 2-24 damage.

In the Doom novels, imps appear as they do in the older games - however, some can talk, as they are made "leaders" of small groups. Their fireball attack is produced by spitting in their hand, where the mucus then turns into fire. They are referred to as "spinies" and "imps".

In Doom 64, there are the common Imps, which act like their counterparts, though their appearances are slightly different; they have the same physical build and colour, but seem to be devoid of a mouth and several of the protruding spikes. There are also the Nightmare Imps, which have a transparent purple/blue appearance to them, move faster, and fire purple fireballs that also fly faster, though they look essentially the same.

In Doom RPG, three variants of Imp exist. They are Impling, Imp, and Imp Lord. They are weak against shotgun shells.

Demon
The Demon (also known as Pinky Demon, Bull Demon) is a well-known monster found in all incarnations of the series. In the original series, the Demon has a hunched back with pink skin, clawed feet on its hind legs, a large head with sharp teeth pointing out, two large muscular arms, beady gold eyes, and two bull horns on the head. Its only gait is a run. Its only attack is a close range biting attack, but because of their brute strength and tendency to appear in packs, they can be very deadly, especially in open areas where they can quickly surround the player. In regular difficulty, the use of the chainsaw will usually allow the player to stun and kill an individual Demon without harm; however this does not work if a game parameter is set to Fast Monsters, such as in Nightmare Mode. They have 150 HP, and emit a loud snarl when killed (also producing a noticeable thud upon falling to the ground).

In the Doom novels, the Pinkys appear unchanged, albeit found in various sizes. Characters refer to them either as "Pinkies" or "Demon".

In Doom 64 the Demon is referred to as the "Bull Demon". Their main functions remain the same, though their physical look is changed rather drastically; it looks much more demonic, its head not as big, and it has larger claws on its hands. There are also Nightmare Demons, which have the endurance of a Baron of Hell, and is much faster, somewhat transparent and have a shade of green for their color.

In Doom RPG, in addition to Bull Demon and Pinky, the latter variant stronger than the former, there is also the Belphegor variant, which is stronger than either the Pinky or the Bull Demon. In Doom RPG, they are resistant to Rockets.

Specter
Specters have been featured in the Doom series since the release of the first game. These creatures are identical to Demons in terms of form, sounds and type of attacks, however they can be distinguished by their permanent partial invisibility feature, to which they likely owe their name. Though they feature a normal blood-splatter when injured, these monsters retain their invisibility after death, and a crushing ceiling will leave a pile of invisible blood.

Specters do not have sprites of their own; the Demon's sprite must be edited to change them.

In Doom and Doom II, partial invisibility causes Spectres to appear as "shimmering", nearly translucent beings, making them hard to spot in darker areas or against certain textures (such as grey speckled walls). However, in bright areas, they are noticeably visible and "spotty".

In the PlayStation version of Doom, Specters do not "shimmer", rather they are rendered as faded and semi-transparent. PlayStation Doom also includes the so-called "Nightmare Spectres", a tougher variant of these creatures which look like walking shadows. They are roughly twice as strong as their Pinky cousins.

They appear in the Doom novels with no difference to their game versions. They are referred to as "ghosts" and "specters".

In Doom 64 the Specter does not shimmer, but is almost completely invisible in the game's dark atmosphere. They disappear upon finding you and, when killed, shift into an opaque dark green color.

The Specter is absent in Doom RPG.

Lost Soul
Lost Souls in Doom and Doom II are portrayed as floating horned skulls with flames coming out the back of their heads. They have 100 HP (reduced to around 50HP in the PlayStation release) and their attack consists in charging forward in an attempt to ram their intended target. A direct hit from a weapon on a charging Lost Soul will force the creature from the direction of the hit, halting its attack and rendering him harmless until he hits a solid object. Also, the speed and distance in which a Lost Soul in knocked back from is determined by the force of current weapon used. Upon death, Lost Souls will explode in a cloud of flame and smoke, leaving behind no corpse. Owing to their attack type these demons are particularly susceptible to cause monster infighting between their own similars or against other creatures, especially when they appear in large groups. In Doom II, Lost Souls can also be spawned by Pain Elementals.

In the Doom novels, Lost Souls are flying machines, with the same appearance as in the game, but flying on rocket fuel and exploding in a rain of mechanical parts when destroyed. Characters name them "flying skulls".

In Doom 64 the Lost Souls appear translucent. When attacking, they fly at you much faster than in the PC version and with much more impunity. They tend to hunt in packs as opposed to solo.

In the Doom RPG, Lost Souls exist as a class and as a monster. The other creatures in the class are known as Phantom and Nightmare. They are weak against Fire Extinguisher Blasts.

Cacodemon
Cacodemons are large red spherelike demons, with horns, one green eye, and a large mouth that can spit ball lightning and bite. The Cacodemon graphic first appeared in the code of an alpha version of Doom, released on May 22, 1993; it first appeared as a live adversary in a press release version of Doom released on October 4, 1993. In the finished game, played at the default skill level, the Cacodemon first appears in the first level of the second episode of Doom, "Shores of Hell". Cacodemons appear in almost every level in the second and third episodes. It has 400 HP.

The original Cacodemon's design may have been inspired by the beholder and the astral dreadnought from Dungeons & Dragons. The artwork is alleged to be a replication of an illustration of an astral dreadnought from the Dungeons & Dragons Manual of the Planes. The history of the Cacodemon has also attracted much attention in the Doom community. In fact, a few plush Cacodemons exist. One known as Hissy, created by a member known as Chrozoron, has been sent on a world tour to several Doom players, and is a cult icon in their community. Another, more accurate, plush representation known as Pixel was made in late 2004 by Hughe as a challenge from a friend. More information about the plush cacodemons can be found on the Doom Wiki.

In Doom 64, the remade Cacodemons are brown in colour, their single eye reminiscent of a cat's eye, and they have two arms, with chains at the wrists. Their ball lightning flies out faster and they emit a much more fiendish "hissing" sound when they spot you. There are also "Nightmare Cacodemons," which are almost completely transparent, can shoot three fireballs at a time, move much faster, and have more HP.

Doom RPG, in addition to the Cacodemon, features the Malwrath and Wretched monsters. Malwraths are weaker versions of the Cacodemon while Wretcheds are stronger.

Cacodemons are identical to the game counterparts in the Doom novels. They also have a strong hatred of Barons of Hell, as both races will actively kill each other over humans. There is also evidence on the secret level in the episode The Shores of Hell, in which the player sees both dead bodies of Cacodemons and two Barons of Hell chained up in another room. They are named "pumpkin" by the characters due to their appearance, and the smell when killed.

Pain Elemental
Pain Elementals are introduced in Doom II. They are similar in appearance to Cacodemons, except that they are brown in coloration, have two small horns, and stubby short arms. They do not appear in Doom 3 or Resurrection of Evil. Just like the Cacodemon, the Pain Elemental has 400 HP.

Pain Elementals do not attack their targets directly; they spit out Lost Souls to attack the target. The longer it takes to destroy the demon, the more Lost Souls will be summoned. However, if there are more than twenty Lost Souls in the level, no more will be spawned until some are killed, potentially making the Pain Elemental harmless. An infamous scene in the Doom custom level pack "Hell Revealed" had several Pain Elementals rendered harmless by the limit (20 Lost souls were hidden in a room outside the normal level). When the player picked up a Megasphere, the hidden Lost Souls would be crushed and the Pain Elementals would attack. When killed, the Pain Elemental explodes, spawning three Lost Souls, unless restricted by the twenty Lost Soul limit (the Doom II manual cautions "killing him is almost as bad as letting him live").

The Doom games that contain Pain Elementals (including the PlayStation version of Doom) contain a glitch that sometimes occurs: when a Pain Elemental is destroyed near a wall, it may spawn one or two Lost Souls inside the wall. These Lost Souls are trapped, and cannot attack targets, only follow the wall back and forth. Pain Elementals can engage in monster infighting if they are injured by other monsters. However, since the Lost Souls they spawn are separate monsters, any enemies they hit will attack the Lost Soul that hit them; monsters will never directly engage a Pain Elemental.

In Doom 64, the remade Pain Elementals have two mouths instead of one (giving them twice the Lost Soul birthing power), where the arms used to be. They also have a small tail and long black hair on the back. When they die, they only shoot out two Souls instead of three.

In Doom RPG, they are variants called Beholder and Rahovart. Both are weaker than the Pain Elemental.

Pain Elementals are unchanged in the Doom novels, though only one appears, in the third book. Characters call it a "super pumpkin".

In early pre-release publicity screen shots of Doom II the Pain Elemental was shown launching fireballs, in the manner of a Cacodemon, and also infighting other monsters.

Mancubus
The Mancubus (collectively referred to as Mancubi) is a fat, cybernetic humanoid demon which was introduced in Doom II. They have fireball launchers bolted directly onto both arms, and fuel tanks for the weapons mounted on their backs. They have 600 HP. They move slowly but it is more difficult to avoid their attacks of multiple, spread-out fireballs than the singular fireball attacks of some other enemies. They are reasonably common in Doom II, with their first appearance in the seventh level. The Doom II manual remarks that their only positive trait is that they are "a nice wide target". The size of their fireballs is also a double-edged sword, it makes it easier for them to hit the player but also inadvertently other monsters; the large size of the projectiles makes it difficult for them to squeeze through cracks. The Mancubus' fireballs occasionally pass through walls, apparently a glitch.

In the Doom novels, their appearance and function is relatively the same, though they have poor eyesight and hearing due to tiny eyes and ear openings, combined with massive rolls of flesh and fat. It is called "fatty" by the characters.

In Doom 64, the Mancubus is virtually unchanged save for subtle changes in physical appearance. However, they walk in a much more different fashion (they wobble side to side when walking.) Their fireballs are smaller and a bit easier to avoid, but they fly faster and possess limited homing capabilities.

In Doom RPG, the Behemoth and Druj monsters are variants of the Mancubus. The Mancubus is stronger than the Behemoth but weaker than the Druj.

Baron of Hell
Barons of Hell resemble the classical 'goat-legged' depiction of Satan, also being similar looking to minotaurs. They attack the player by scratching with their claws when close or throwing fast-traveling green balls of plasma at a distance.

A pair of Barons, referred to internally by id Software as the "Bruiser Brothers" (a reference to the Hammer Brothers from the Mario series), serve as the bosses at the end of Knee-Deep in the Dead, the first episode of Doom. Barons also appear as regular enemies in the later episodes and in the sequels to the game. Before the introduction of Doom II enemies, Barons were often considered by some to be sub-bosses.

They are described in the Doom manual as "tough as a dump truck and nearly as big, these Goliaths are the worst things on two legs since Tyrannosaurus rex"; the Doom II manual later described them as follows: "The Hell Knight was bad news but this is Big Daddy. These bruisers are a lot like the Knights, but look somewhat different and are twice as tough to kill. Keep your eyes open". The original Baron of Hell description was given to the Hell Knight in the Doom II manual instead.

The Baron of Hell artwork first appeared in the Doom 0.2 alpha version

Barons are the third strongest of all creatures in Doom, with 1000 hit points. Despite their remarkable endurance, Barons of Hell often pose a relatively lesser threat compared to some of the weaker, more maneuverable, and more numerous monsters. This is attributed to the fact that their projectiles can easily be dodged if given sufficient space, especially by circlestrafing. As a result of their high stamina but low speed, the Baron of Hell was a rather unbalanced monster and it was infamously known for forcing the player to waste lots of ammunition to defeat, so they essentially serve as meat shields for weaker monsters with stronger attacks. Barons are particularly dangerous in tight corners and mazes, due to the fast speed of their projectiles and deadly close combat capability, while their endurance enables them to prevail in attrition.

It should be noted that the Baron of Hell's first appearance in Doom was replaced with the Hell Knight in a similarly thematic cutscene in Doom 3. Also, in "Doom 3" the cutscene shows two Hell Knights coming out of the portal to Hell, which is very similar to the Bruiser Brothers' appearance.

In the Doom novels, they are nearly identical, but wear mechanical "wrist launchers" to fire their green plasma balls. They are called "hell princes" and "minotaurs" by the characters.

In Doom 64, the Barons are just about unchanged, though their appearance is warped to suit the game's different graphical appearance. They also throw distinct red fireballs, as opposed to the Hell Knight's green ones, and will engage in in-fighting with a Hell Knight as opposed to the PC games.

In Doom RPG, Baron is stronger than Hell Knight and Ogre, the other two enemies from same class.

Hell Knight
Hell Knights were introduced in Doom II with the primary intent of adding more balance to the game, after complaints that the similar Barons of Hell were too tough in terms of health, but not in terms of threat to the player, acting essentially as "meat shields"; with their lowered toughness, these creatures can be used more frequently in the game. Hell Knights appear and act like Barons of Hell, although Knights have half the hit points (500), a different tanned color and also emit different sounds. Like Barons, Knights' long range attack consists of launching greenish fireballs, while at close range they will try to scratch a target with their claws. Hell Knights are relatively difficult to cause to participate in monster infighting (compared to other Doom monsters) with each other or Barons, however they will react against all the other creatures if fired upon (in the PlayStation release, Hell Knights and Barons can and will fight each other if provoked, though it is not as easy as causing infighting with other enemies due to them not being encountered together often).

In the Doom II manual, the Hell Knight receives the description previously reserved for the Baron of Hell, which compares it to a "dump truck" in terms of size and strength. Owing to their similar appearance the manual also dubbed the Baron "big daddy" to the Knights.

In Doom 64 the Hell Knights remained virtually unchanged in general appearance, attack, and color. However, they are susceptible to in-fighting with several different demons, particularly Barons of Hell (the PC games do not have such in-fighting).

Hell Knights do not appear in the Doom novels, but are featured in the Doom RPG as part of the Baron class.

Revenant
Revenants are a class of demonic creatures introduced in Doom II. The Doom II manual states that they are previously dead demons resurrected by technology. They have 300 HP and resemble tall humanoid skeletons, characterized by hollow eye sockets and armor on their upper body which integrates two small shoulder mounted rocket launchers. They run relatively fast.

At close range Revenants will attack by punching their target (similar to the player's Berserk punch), while their long range attack consists in firing rockets, some of which can home in on their intended target. These weapons only cause half the direct damage of normal rockets (such as those used by Cyberdemons or the player), have no splash damage and are usually slow enough for experienced players to dodge or use to start monster infighting. Revenant rockets do have significant endurance due to their semi-tracking nature; occasionally such a projectile will follow the player through repeated turns, and it is possible for a player to have the rockets flying indefinitely by either running in circles or simply causing the rockets to orbit the player.

In the Doom novels, their appearance and function is unchanged and are described as having a thin skin over their bones. The coloring over their bodies are said to be normal clothes (when in the games, it's visceral gore). Characters in the novels theorize that the Revenants were poor attempts to genetically engineer human clones. The characters call them "bony".

Revenants do not appear in Doom 64.

In the Doom RPG, the weaker forms of the Revenant are called Ghoul and Fiend.

Arch-Vile
Arch-Viles are lean humanoid demons. They first appeared in Doom II, but also appear in Final Doom, and Doom 3. It does not appear in the original version of Doom. It was not included in the PlayStation version combining both games, due to the additional memory requirements necessary to load the large number of animation frames of the Arch-Vile.

They have the fourth-highest number of HP (700). Their only attack consists of blasting their enemies. It first raises its arms up, which causes non-damaging fire to raise around the targeted foe. The Arch-Vile then hunches over and clamps its hands together, releasing a blast which causes the target considerable damage, with some splash damage, and can send it flying into the air. This attack will always hit the target instantly, so long as there is a line of sight between the Arch-Vile and the target when the attack is finished. The attack can be avoided by either hiding behind an obstacle before the attack is finished, or by causing the Arch-Vile to flinch by damaging it, though it is very resistant to pain. The Arch-Vile will use this attack to engage in monster infighting with other monsters who accidentally hit it. In addition, the Arch-Vile has a special flag enabled that disallows infighting by other enemies; it is allowed to attack its fellow monsters, but they're not able to return fire or fight back. This behavior can be overridden in ZDoom, however, if the AV is summoned using the "Summonfriend" command, or if the Thing_Hate special instructs another monster to target the AV specifically.

In Doom II and Final Doom, Arch-Viles are the fastest monsters, and encountering two of them at once can be quite challenging to some players (often requiring use of the BFG 9000). The Arch-Vile also has the unique ability to resurrect other monsters. They can revive all monsters except Cyberdemons, Spider Masterminds, Lost Souls and Pain Elementals (since they leave no body), and other Arch-Viles. This power makes the Arch-Vile a priority to kill in battle, so that they do not keep reviving monsters and forcing the player to waste precious ammo. On occasion, in user-made maps, Arch-Viles may be hidden within pillars or inside secret areas where they are close enough to revive monsters but are otherwise difficult to reach themselves. Arch-Viles are also common in the Plutonia Experiment level pack of Final Doom, with one level being a labyrinth filled with Arch-Viles, and the player only gets a super shotgun for a weapon, plus there are no health packs along the way.

Its unique abilities are exploitable and can cause some bugs. Killing a resurrected monster will count towards the "Kill" percentage at the end of a level, making it possible to get more than 100% kills. It can be used to obtain some extra ammo, although it is somewhat risky. If there are a few zombies in the area, the Arch-Vile may revive them, and every time they are killed again, they will drop ammunition. Its fire attack can be exploited to do an Arch-Vile Jump and bypass some elements of a level and reduce game time. If an Arch-Vile resurrects a monster that was crushed to death, it can produce a ghost monster which is only vulnerable to splash damage from a rocket or barrel explosion and can move through some walls. However, this glitch has been fixed in several source ports for Doom. There is also a bug whereby if a game is saved while the Arch-Vile is in the process of using its fire attack, the game will crash when attempting to load the savegame.

An Arch-Vile makes an appearance in the second Doom novel, Hell on Earth, its nature simplified somewhat. It now merely contracts its body and "explodes" like a living bomb, an explosion it can survive. It is able to generate intense heat, enough to melt bullets shot at it. It cannot set others on fire and it is never shown to resurrect monsters. The main characters name it a "fire-eater".

Arch-Viles do not appear in Doom 64 or the PlayStation version of Doom.

In Doom RPG, the weaker form of Arch-Vile is called Infernis. The stronger form is called Apollyon.

Arachnotron
The Arachnotron is a partly mechanical, partly organic creature, loosely resembling a robotic spider, that was introduced in Doom II.

The Arachnotron appears to be a much smaller version of the larger Spider Mastermind and as such it bears much of the same form of its counterpart, including the large brain with two eyes and the metal platform with four mechanical legs attached. (Indeed, the Doom II manual goes so far as to refer to the Spider Mastermind as "mom" to these beings.) However, the Arachnotron lacks the shark-like teeth and evil grin of the Mastermind and, rather than red, it has blue eyes that shine red when the creature fires its weapon.

The Arachnotrons' metal platform has a plasma rifle attached, instead of the Mastermind's chaingun, a particular trait that makes these creatures deadly, as they rapidly unleash a stream of fast-flying greenish plasma with similar potency to the player's own plasma rifle. Despite the potency of the Arachnotrons' plasma rifles, it is relatively easy to avoid their fire, as they cannot lead their target with their plasma. Circle-strafing around an Arachnotron will render the monster unable to hit the player, allowing him/her to attack with impunity or even cause them to inadvertently target other monsters. Like the Mastermind, once they get a targeting lock, the Arachnotrons will stand still and continuously firing their weapons, only rotating to adjust to their target's movements. Moving out of their line of sight, such as hiding behind a wall or using a lift, will break their lock and cease their firing, and they will be on the move to seek out their foe.

Nearby Arachnotrons can be used by players to shield from their firing, as these creatures are not subject to monster infighting with each other. Owing to their impressive firepower Arachnotrons will defeat most enemies when engaged in monster infighting, but Barons of Hell, Spider Masterminds and Cyberdemons will usually prevail thanks to their larger amount of hitpoints when compared to the 500 HP of the Arachnotrons. Arachnotrons are quite sensitive to pain and have a 50/50 chance of flinching when hit by an attack.

Arachnotrons do not appear firsthand in the Doom novels, but are mentioned by soldiers on Earth who called them "spiderbabies." The presence of one is implied, though not confirmed in the second book. One is also mentioned in the prologue of the third book, Infernal Sky, as having killed the husband of a woman in hiding.

In Doom 64 the Arachnotron is much bigger than from the previous titles. They also possess two side-by-side plasma guns as opposed to one, and when attacking, fire out six semi-automatic twin bursts instead of a single continuous stream. They also have six legs instead of four. The bursts fly out faster, but are also a bit easier to avoid and strafe through. Their sensitivity to pain has also been increased, more so than the previous form.

Cyberdemon
The Cyberdemons resemble large, 10+ foot tall brown-skinned minotaurs, somewhat resembling the weaker Baron of Hell, with several unnatural cyborg enhancements, including a mostly metallic right leg, a prosthetic rocket launcher for a left forearm, wires lining down their midsections, and wires protruding from the right shoulder areas. The Cyberdemon is also the final boss in Doom III.

A Cyberdemon is featured on the box art and the title screen of Doom II. Cyberdemons attack the player by using their arm-mounted rocket launcher with rockets identical to those fired by the player, which are shot in threes, one at a time, per attack. The rockets also have splash damage, allowing them to damage targets with missed, but close, detonations. The Cyberdemon is the most powerful enemy in the series, and is infamous for its extreme difficulty. The Cyberdemon's attack is extremely powerful (even on the lower difficulty settings), if you have acquired 200% health and armor from previous levels, one rocket will bring your health down to 122%, and (if there is a break between hits), a second rocket will bring it down to 33%.

The Cyberdemon was originally designed as the end-of-chapter boss of the second episode of the original Doom, in level 8: "Tower of Babel", where the creature is awaiting the player in the courtyard section of the level, flanked by Lost Souls (on higher difficulties). It only makes one additional appearance in the original Doom in the secret level of the third episode, but several Cyberdemons appear in the sequels, Doom II, The Ultimate Doom, and Final Doom. Final Doom ' s secret level "Go 2 It" contains thirteen Cyberdemons, regardless of what skill level choice the player makes. In Doom II, the Cyberdemon makes its first appearance in the level "Tricks and Traps".

The manual for the SNES port of Doom lists them as "Half unfeeling machine, half raging horned devil. This walking nightmare has a rocket launcher for an arm and will definitely [sic] reach out and touch you. Make sure you're loaded for bear before you get to this guy." The Doom II manual lists them as "A missile-launching skyscraper with goat legs. 'Nuff said."

In the Doom novels, they are said to be five meters tall, and are half organic, half machine, with a rocket supply in the back and JP-9 rocket propellant as fuel. Their programming was pirated from an ore crusher design the aliens had found. The main characters name them "steam demons".

In Doom RPG, the Cyberdemon was created by the main antagonist, Kronos, during his visit to Hell.

In Doom 64, Cyberdemons are somewhat rare to find, only found in 2 regular levels ("Watch Your Step" and "No Escape"), not including the three hidden stages ("Cat and Mouse", "Hardcore", and "Playground", where you fight a Cyberdemon to end each stage). Physically, they are somewhat taller and slightly lankier than their previous forms, and appear much more fiendish and demonic in scope. They walk somewhat slower than the original creations, but this is off-set by the fact that their rockets fly faster. Their rocket launchers appear larger, but attack in the same three-shot attack as seen in the original titles.

In Wolfenstien RPG for the mobile phone, a completely organic Cyberdemon, here called the "Harbinger of Doom", appears as the final boss, summoned to our world by the nazis. It is completely immune to all normal weapons, and can only be harmed using the Spear of Destiny, which is given to the player after automatically retreating from the first confrontation with the beast. Interestingly, upon being defeated, the Cyberdemon's hand and foot, which are robotic in other appearances, are cut off, and he vows to return for revenge against the future generation. Thus it is implied that this is how the Cyberdemon originally received the injuries that required it to become a cyborg in the first place. Cyberdemons are also found in the roguelike game ZAngband and many derivatives, such as Gumband, Hengband, and ToME. There they have similar characteristics to Cyberdemons in the Doom series, although they have been given a tremendously strong close-combat attack in addition to their traditional rockets. The unique monster Oremorj (J. Romero backwards), the Cyberdemon Lord, can be found in Zangband and Hengband.

Spider Mastermind
The Spider Mastermind or Spiderdemon is one of the boss enemies in Doom, appearing in the last level of both the third and the fourth episode; it is also the second toughest creature in the series, owing to its 3000 HP which places it right after the Cyberdemon. The Mastermind can be described as a large brain with two red eyes and a mouth filled with sharp teeth, attached to a metal platform with four mechanical legs which also serves as housing for a powerful super-chaingun. The Arachnotrons in Doom II and Final Doom appear as a smaller version of the Spider Mastermind, and are implied by the Doom II manual to be its offspring.

Once they get a targeting lock, the Mastermind will stand still and continuously fire their chaingun, only rotating to adjust to their target's movements. Moving out of their line of sight, such as hiding behind a wall or using a lift, will break their lock and cease their firing, and they will be on the move to seek out their foe.

Its reliance on a bullet firing weapon makes the Mastermind susceptible of engaging into monster infighting both with other creatures and its own similars. Notably, MAP20 - "Gotcha!" in Doom II revolves around the possibility for the player to trick a Spider Mastermind and a Cyberdemon into fighting each other.

Their aim is also much better than the Former Commando, who shares its main mode of attack. The Doom II manual refers to the masterminds gun as 'a super chaingun'. Unlike the Arachnotrons' plasma shots, the Mastermind's bullets are impossible to strafe through and avoid; however, at a very long distance, the scatter of the spider masterminds chain-gun will cause the bullets to either hit the ground, or miss left or right of the player. In Doom Episode 3, level 8 'Dis' it is possible to set the mastermind firing, then run to the other side of the map, therefore the mastermind misses the player with almost every bullet, making it very easy to kill the mastermind and win the game.

While some concept art shown before the release of Doom 3 suggested the Mastermind may appear in the game, neither this creature nor the Arachnotron (to whom that concept art belonged) were ultimately featured in Doom 3, rather being replaced by the Vagary. The only available Spider Mastermind concept art is included in the book The Making of Doom 3.

Similarly to the game, in the Doom novels a Mastermind leads the invasion of Phobos and Deimos, with several more on Earth. They are relatively unchanged in appearance with the exception of a protective crystal dome over the brain. Also, they can talk, encase humans in cocoons and telepathically force a person to see their worst fears as a form of torture. Despite their intelligence, they are easy to anger and will kill their own forces. They are called "Spiderminds".

The Spider Mastermind does not appear in Doom 64 or Doom RPG.

The Icon of Sin
The Icon of Sin (also called Baphomet) is the final boss of Doom II and both chapters of Final Doom. Its image appears in the original Doom on numerous pieces of stone tablets, although it is never an enemy in the game. The Icon of Sin takes its name from the final level of the game, in which it is fought.

The Icon of Sin itself is a large demonic goat-like head set in a wall. This demon, the largest in the Doom series, continuously projects skull-faced cubes from its exposed brain. Upon landing, these cubes spawn monsters to attack the player. It cannot summon Cyberdemons, Spider Masterminds, or zombies. If a cube lands on the player, he will be immediately telefragged, even with an invulnerability powerup or the God Mode cheat. This is only if the player fights the icon in level 30. Using level editors, one can place the icon in levels other than level 30. If a player is at the same spot when a cube lands in any level other than 30, he or she will merely be stuck to the spawned monster. This is because of a hard-coded change in level 30 that allows monsters to telefrag, which affects all monster teleportation in the level. In normal play, the player can only defeat the Icon by shooting rockets into its exposed brain. Its size is further hinted at in part of the Doom II epilogue: "The monster shrivels up and dies, its thrashing limbs devastating untold miles of Hell's surface."

The Icon itself is not a true monster, but merely a static wall texture. Using the noclip cheat code, one can enter The Icon of Sin and see the "brain". Inside, there is a sprite of lead game designer John Romero's head impaled on a spike. It is within the splash damage radius of the rocket launcher, and damaging the head is what kills The Icon of Sin. It is not the head however that spawns the monster cubes. These are created by an invisible monster placed right at the entrance to this chamber (the hole in the big demon's forehead) in front of the Icon's brain. It sends the cubes to one of about 10 spawn spots placed on the map. If no spawn spots are placed on a custom map, the Icon of Sin cannot spawn monsters. The arcane chant the Icon of Sin speaks is actually John Romero speaking "To win the game, you must kill me, John Romero!", distorted and reversed.

In Doom II, The Icon of Sin may have been the mastermind behind Hell's invasion of Earth (in a way similar to the Spider Mastermind's involvement in the first game), and it certainly was the Icon of Sin that was bringing forth all the monsters. In the Plutonia chapter of Final Doom it serves as Hell's gatekeeper. In the Evilution chapter of Final Doom, it is simply referred to as the "demon-spitter". Its Baphomet moniker is derived from a remark made in the Final Doom manual - that "the Spider Mastermind and Baphomet no longer seemed to threaten". Although not explicitly stated, this reference to 'Baphomet' is generally accepted as being Doom II's Icon of Sin; certainly, the monster's head resembles that of the demon Baphomet.

The Icon of Sin does not appear in the Doom novels, as the novels replaced the idea of demons from Hell with a genetically altered alien invasion. However, in the second novel, Hell on Earth, the main character witnesses demons painting a head on a wall, which somewhat resembles the Icon.

The Icon of Sin does not appear in Doom 64, as the demons were resurrected as opposed to created, at the hands of the Mother Demon. It also does not appear in Doom RPG. They also don't appear in the PlayStation versions of Doom and Final Doom.

Wolfenstein SS
The Wolfenstein SS soldiers, based on the Schutzstaffel enemies from Wolfenstein 3D, only appear in the two secret levels of Doom II, which are based on Wolfenstein 3D maps. They have 50 HP and drop clips when they die. Their submachine weapons appear to be semi-automatic, firing faster than the pistol or Former Human Zombies, but slower than the chaingun. These soldiers speak the same German lines as their Wolfenstein 3D counterparts, but with a different, higher pitched voice. Also, unlike their tough, deadly equivalents from Wolfenstein 3D, Doom ' s SS soldiers are notoriously inaccurate, hitting the player or other monsters with the same likelihood.

The SS soldiers do not appear in the German release of the game, since the Wolfenstein 3D themed levels have been omitted, owing to the Nazi content they feature. These levels are also missing from the Playstation version of Doom, where different secret levels are used in their place, but are featured in the Game Boy Advance release of Doom II, though the images of Adolf Hitler and other Nazi symbols were cut.

Design
Adrian Carmack and Kevin Cloud were the chief artists behind Doom. Additionally, Don Ivan Punchatz was hired to create the package art and logo, and his son Gregor Punchatz created some of the monsters. A mixed media approach was taken to the artwork. Most of the sprites were drawn by hand, but some of the characters were digitized from sculptures. These were the player character, the Cyberdemon and the Baron of Hell, all done in clay by Adrian Carmack, and the Arch-Vile, the Mancubus, the Spider Mastermind and the Revenant, created in latex and metal by Gregor Punchatz. The sculptures were photographed from five to eight different angles so that they could be rotated realistically in-game, and finally touched up, colored and animated digitally with a program created by John Carmack, the "Fuzzy Pumper Palette Shop".

Reception, criticism and legacy
Kristan Reed of Eurogamer praised Doom for "incredibly stylish" character design, and Peter Scisco of GameSpot called the enemies of Doom II "pleasingly grotesque". Doom has been criticized for using satanic imagery in its enemies. CNN editor Steven L. Kent stated that the demons' deaths have a "repetitious cartoon quality", in contrast to movies where the characters "often seem to suffer and die slowly". Chris Charla, editor-in-chief of Next Generation Magazine, stated that Doom's use of satanic imagery in enemies (and violence) was copied by many others in attempts to be successful; "people were trying to 'out-Satan' Doom".

title: Doom/Complete list of enemies


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Grand Theft Auto: San Andreas/Appendices/Dating Guide

San Andreas introduces the ability for the player to pick up dates and go out with them.

The main reason to date a girl is to get a special bonus in exchange. However CJ's girlfriends, just like in real life, require upkeep and pampering, and the right care for their personality and tastes.

Pickup Methods
There are six girls found around the map that are dateable. They have a blue marker above their head to alert the player to this fact. Each girl can only be found in one particular place (see below).

Carl Johnson can date more than one girl at once, and, unlike in real life, the other girlfriends don't seem bothered if he adds another to his harem (unless they catch you cheating).

All that is necessary to get a date is to walk up to a woman. CJ doesn't have to say anything; if she likes the look of him she'll ask for a date, if she doesn't she'll brush him off and say what she doesn't like about him.

There are usually particular appearance features a girl likes. If CJ meets her criteria, it's a date; if not, she'll give him tips about what to improve so he can dress up and work out and try again later. However if CJ's sex appeal rating is high enough (through things like a modded car, clothes, and oyster collection) that will override the girl's fancy and he can date her regardless of his physique.

The Right Ride
Get a fast or pimped-up car before you go on your date, as it will improve your sex appeal while you are in it or have just exited it. However some girls do not like fast driving, so watch the acceleration when riding with them.

Consider flying them in a airplane or helicopter depending on where the woman lives. Fly the woman to another city for the date. They will be VERY appreciative even if you just barely land (At least with the "Hot Coffee" mod which may have unlocked some additional uncensored matterials). Do this after you complete the mission learning to fly.

Starting the Date
To start a date with a girl, simply go to her house. However the girls will only be home at certain times. If she's home a two-player icon (PS2 and Xbox only) and a red marker will appear, along with her car. Simply walk or drive into the red marker to begin the date.

If she's not home the red marker and car won't be there, and if CJ tries to visit anyway a text message will tell him she's not home.

Upon entering the marker, one of several types of dates is chosen randomly and the girl will tell CJ where to take her. Each type of date has specific objectives, and each girl's requirements for the date is different.

Types of Dates

 * successful date: the ideal goal, CJ drops his girl home and she expresses enjoyment of it.
 * "abandon date": CJ leaves the girl behind. The easiest way to do this is to get in a car and roar off before she has time to get in. Once CJ is so far away that her marker is at the edge of the mini-map, the date instantly ends.
 * failed date: CJ drops the girl off home and has failed. This might be that he failed to follow the girl's requirements, or that the date took too long, or even if appearance standards are too low when he drops her off (perhaps if he swapped clothes or cars in the meantime). this also happens if you are caught cheating.

What Not To Do on a Date
Make sure to never hurt a girl, even by accident. Hitting her once might not fail the date, but hitting more than once or shooting will instantly end the date. Understandably, the relationship meter goes down by a huge amount and will be difficult to get back up to where it was.

The girls have a lot of health but they can still be killed; if a girl is killed by CJ (not counting other drivers etc. killing her) she will, obviously, no longer be available for dating, although you still retain the rewards you got for dating her.

Never allow a girl's respect for you to reach 0%. If it does, date her immediately until it is above 0%. A higher minimum is adviseable, but at the very least keep it above 0%.

Why? If you let a girl's respect for you reach 0%, and then date another girl, your current date will always once be caught by a jealous date whose respect for you is 0%. There are two answers to this situation, one better than the other, but both bad. You are told to escape. If you go too near the jealous date, both parties have caught you cheating. The current date is over. If you go far enough away from the jealous date, only the jealous date has caught you cheating, and the current date can still be a success. This remains a bad situation however, because whoever catches you cheating will dump you the next time you see her, no matter what else happens. Being dumped has the same effect as having killed her - you will no longer be able to date her.

Gifts and Kisses
On most date types, CJ can give his girlfriend flowers, a dildo, or, surprisingly, a vibrator; it is located in the weapon slot so scroll to it and give it to her by pressing the L1 button when standing in front of her (on the Xbox, pull the right trigger and a prompt to pull the left trigger will appear). Be careful to not hit attack instead or he will attack her with it (see What Not To Do on a Date).

 * Flowers can be found all over San Andreas, usually at gas stations, and can also be found hiding in flower beds and gardens.
 * Dildos can be found in the sex shop featured in the mission "Key to her heart" or in some police stations around San Andreas.
 * Vibrators can be found at the construction site in the Bayside (Northwestern Edge of San Andreas) area behind a big dumpster.

CJ can also kiss his girl (by standing near her and holding L1). If their relationship rating is rather low, she may push him away, but if the relationship is going well she will readily kiss him back.

However kisses don't always affect the relationship level positively; to help ensure a better rating give a gift and then kiss her immediately after.

Another thing CJ can do is take a photo of his girl (if he has a camera). Simply point the camera at her; if done right CJ will say something and she will wave and smile. However taking a picture does not seem to affect the relationship.

Hot Coffee
When CJ's relationship is good enough he can go in for "coffee". However some diligent hackers have discovered that Rockstar originally planned for CJ to get a whole lot more than "coffee" when he went into their houses. Read more about Hot Coffee at the Game Mods page. saeed

The Girls
There are six girls who can become CJ's girlfriend.

Denise Robinson

 * Where: Get from "Burning Desire" mission in Los Santos. Her house next to Grove Street in Ganton.
 * When: 16:00 to 06:00
 * Turn-ons: Drive-by shootings of non-Grove Street gang members, Fast food resturants (except Burger Shot). Bars.
 * Turn-offs: Burger Shot, diners, upscale restaurants.
 * Reward for Dating: Key to her car after the first "coffee".
 * Reward for 100% Progress: Pimp Clothes

Katie Zhan

 * Where: At the northeast edge of the golf course at the The Avispa Country Club in San Fierro (Souhtwest SF, near the gym).
 * When: 12:00 to 00:00
 * Turn-ons: Muscular men, Chinatown, Diners, Car crashes.
 * Turn-offs: Area around where she lives, Fast food resturants.
 * Reward for Dating: You can get out of hospital for free after being wasted, you also get to keep all your weapons.
 * Reward for 100% Progress: Medic Clothes

 * Glitch: If you date Katie, and then start a new game, or even if you write over your save file with a new game (after loading the old one), the reward for dating still applies for some reason - from the very beginning of the new game, you will not lose your weapons for being killed. This may be useful if you get dumped by or kill a girlfriend and want to start over, or if you want to play from the beginning with the useful bonus.

NOTE: When doing Katie's driving date, she will keep urging you to go faster, even when the game tells you that you are driving too fast. Pay attention to the game and ignore the girl. She seems to like speed and car crashes well enough the rest of the time, but keep your vehicle at cruising speeds on the date or she will quickly become bored. She's a pain in the arse!

Helena Wankstein

 * Where: Blueberry, Red County on top of the Ammunation.
 * When: 08:00 to 12:00 and 14:00 to 02:00
 * Turn-ons: The Countryside, Posh Restaurants, average men with lots of sex appeal.
 * Turn-offs: Muscular men, Urban areas.
 * Reward for Dating: Access to Helena's stash of weapons in her barn, includes a pistol, a chainsaw, a flamethrower, and molotov cocktails.
 * Reward for 100% Progress: Country Clothes

Michelle Cannes

 * Where: Driving school in San Fierro.
 * When: 00:01 to 12:00
 * Turn-ons: Fat men, Bars. The "Hotknife" vehicle if you have access to it.
 * Turn-offs: Driving slowly, Diners, Pizza.
 * Reward for Dating: Free use of Michelle's garage, which is basically a Pay 'N Spray. You also get the keys to her monster truck at 50%
 * Reward for 100% Progress: Racing Clothes

Barbara Schternvart

 * Where: El Quebrados, The Sheriff's Parking Lot, (Northwestern edge of map).
 * When: 20:00 to 06:00
 * Turnons: Diners, Fat men.
 * Turn-offs: Driving too fast.
 * Reward for Dating: You can get out of jail for free after being busted, you also get to keep all your weapons.
 * Reward for 100% Progress: Police Uniform

Millie Perkins

 * Where: "Key to her Heart" mission in Las Venturas. Her house is in Spiney Red, a northern suburb of Las Venturas.
 * When: 02:00 to 10:00 and 14:00 to 20:00; Some days only at exactly at 12:00.
 * Turn-ons: wearing the gimp suit, clubs?, nice restaraunts
 * Turn-offs: Damaging your car at all, Diners, Fast food, Smoothies
 * Reward for Dating: A casino security entrance card, required for a mission
 * Reward for 50% Progress: Access to her Club car
 * Reward for 100% Progress: None!

Note: Many people report that dating Millie is an extreme hassle, and since it is required during the Caligula's Casino heist mission, here are a few tips specific to her:

 * If you don't mind not being able to date her ever again, a simple method is to start a date with her, then immediately kill her. Afterwards, you should get a call from Woozie, and you can now just walk into her house and take the card.

 * Alternatively, if you arrive for the date dressed in the gimp suit, there will be no date, and you progress straight to the kinky lovin'. Every time you do this you will gain 10% progress. Do this twice and the mission is completed, without having to go to bars, clubs, etc..

Girlfriends Not Showing Up for Dates?
As a man that doesn't kill his girlfriends (or cheat on them for that matter), I've been through the whole "non-appearing" GF thing many times. But I've devised a way that works all of the time... for me anyway.

Denise, Michelle, Barbara, and Helena usually appear for dates at 00:00

Millie and Katie usually appear at 12:00

If your girlfriend isn't home during this time;

 * 1) Go to a safe house near your girlfriend's home and save consecutively right through the current day, and ALL THROUGH THE NEXT DAY. (example: if it's Sunday on your game, save til it's Tuesday).
 * 2) Right when you've reached the next day (which should be no more later than 6:00 two days after you started saving) go to the girl's house. Depending on the girl, she may not be there since they all have somewhat different times of showing up.
 * 3) Enter the 'faster clock' cheat (I know. Some of you want a cheat free file, just trust me) to see if she shows up. Odds are, she will show up.
 * 4) For those wanting a cheat free file, just load your previously saved game and save all the way up to the time your girlfriend is supposed to be there. You can also just hang around and cause mayhem whilst you're waitin! Trust me, It works!

license: Creative Commons - Attribution Share-Alike - https://creativecommons.org/licenses/by-sa/4.0/


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Grand Theft Auto: San Andreas/Missions/Horseshoes

50 horseshoes are located around Las Venturas, you find your first under the Welcome to Las Venturas sign on the freeway west of the city. Finding all of them increases your luck stat for gambling in the casinos in Los Venturas. Also, the Combat Shotgun, M4, SMG and Satchel Charges are delivered to the Four Dragons Casino.

To collect all the horseshoes you will probably need to use the Jetpack from the Black Project mission.

Locations

 * Under the Welcome to Las Venturas sign
 * Gas Station, Emerald Isle
 * Greenglass College
 * Behind one of the buildings in the Whitewood Estates (near the Sawn-off Shotgun pickup)
 * In the military fuel depot (you can collect it during the Up, Up and Away mission)
 * Under one of the waterfalls in front of the Visage Casino
 * On the apex of the black pyramid building
 * In the alley way behind the multi-storey car park in Red Sands East
 * On the roof of the Wedding Chapel next to Come-a-lot
 * Under the road bridge ramp next to Randolph Industrial Estate
 * In one of the gardens in Rockshore West
 * On the wall of the blue restaurant building at Pilson Intersection

See the full Horseshoe location map


text:
Grand Theft Auto: San Andreas/Missions/Photo Ops

When you arrive in San Fierro you can start taking pictures of various local places of interest. Most of these snapshot locations look slightly unusual compared to the normal textures and constructions in the game but the only way to check a location is to view it through the camera viewfinder. A true snapshot location will have a small purple icon with a camera on it.

To take a snapshot you need to zoom in on the icon and try to centre it in the viewfinder.

The easiest way to start taking snapshots is at the entrance gate to the San Fiero airport where there is a plane above the gate.

List of Photo Opportunities
Spoilers

(incomplete)
 * Airplane over the entrance to San Fiero airport
 * Iron and glass roof over the platform in the Doherty station
 * USS Numnutz submarine in the harbour
 * Sign over the donut shop, Juniper Hill
 * Statue in the square, Downtown
 * Clock face, tower, North Esplande
 * Observatory dome, City Hall
 * Country Club tower
 * The cinema, Hashbury
 * Hashbury Joint Festival banner (there are two, this is the one that faces onto the park)
 * FinalBuild board, construction lot, Garcia
 * Construction crane, building site, Doherty


text:
Grand Theft Auto: San Andreas/Basics/Respect

Total Respect
Your total respect is calculated as follows:

 * Running Respect: 40%
 * Mission advancement: 36%
 * Territories owned: 6%
 * Amount of money: 6%
 * Muscle (physical fitness): 4%
 * Progress with girlfriend: 4%
 * Appearance: 4%

Running Respect
Running respect is everything you do in general, which is amounted as thus:

 * Killing a drug dealer: +.005%
 * Killing a rival gang member: +.5%
 * Killing one of your gang members: –.0005%
 * One of your gang members dies: –2%
 * Territory won: +30% (a major part of the Los Santos section of the game)
 * Territory lost: –3%

See Respect Guide @ The GTA Place for more.


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Grand Theft Auto: San Andreas/Basics/Controls

N.B. If you do not own the Playstation 2 version, you may still find it useful to study the controls for that format, since all other pages will be described using these controls.

Playstation 2
The controls are available in the game by pressing the START button and selecting the controls options, but are also available here.

On Foot
Triangle Button:

 * Enter vehicle from
 * Activate mini-game
 * Secondary attack while unarmed
 * Pick up object
 * Skip phone conversation

Circle Button:

 * Attack/fire weapon

X Button:

 * Run (this is done by holding the X button)
 * Sprint (this is done by rapidly tapping the X button)
 * Zoom out with sniper rifle/camera
 * Skip cutscene

Square Button:

 * Jump
 * Climb up walls (they must be equal to your actual jumping height)
 * Zoom in with sniper rifle/camera
 * Block while fighting

L2 Button:

 * Switch weapons one to the left of the current one
 * Zoom in with sniper rifle/camera/pause map

L1 Button:

 * Center camera
 * View vital stats about your character
 * Fire weapon while targeted

R2 Button:

 * Switch weapons one to the right of your current one
 * Zoom out with sniper rifle/camera/pause map

R1 Button:

 * Target an individual with the selected weapon

L3 Button: (Push the left analog control inwards)

 * Crouch (move while crouching to sneak)

SELECT button:

 * Cycle through available camera modes

START button:

 * Pause menu
 * Skip cutscene

R3 button: (Push the right analog control inwards)

 * Look behind your character

Up Button: (Directional pad)

 * Gang sign to recruit gang members

Left Button: (Directional pad)

 * Answer no when prompted for yes/no

Right Button: (Directional pad)

 * Answer yes when prompted for yes/no

Down Button: (Directional pad)

 * Gang sign to tell gang members to wait (briefly press button)
 * Gang sign to tell gang members to leave you (hold down button)

In Vehicle

 * Cross = Accelerate
 * Square = Brake/Reverse
 * Circle = Fire Weapon
 * Triangle = Exit Vehicle
 * L1 = Change Radio Station/Nitros/Vehicle Weapon
 * L2 = Look to left of vehicle
 * R1 = Handbrake
 * R2 = Look to right of vehicle
 * L2+R2 = Look behind vehicle
 * Left Analog Stick = Steering
 * L3 = Horn/Siren/Lock Hydraulics
 * Right Analog Stick = Hydraulics/Vehicle Weapon Aim
 * R3 = Hydraulics, Start/End Vehicle Mission

X-Box
On Foot
 * Left Thumbstick - Move CJ
 * Right Thumbstick - Rotate Camera
 * Left Thumbstick Click - Crouch
 * Right Trigger - Lock on Target
 * Left Trigger - Center Camera/View Stats/Fire Weapon
 * Y Button - Enter Vehicle/Activate Mini Game/Secondary Attack/Pick Up Object
 * B Button - Attack/Fire Weapon
 * A Button - Run(Hold)/Sprint(Tap)
 * X Button - Jump/Climb/Block
 * White Button - Cycle Weapon Left
 * Black Button - Cycle Weapon Right
 * Back Button - Cycle Camera Mode
 * Start - Pause
 * D-Pad Up - Activate Gang
 * D-Pad Down - Passive Gang
 * D-Pad Left - Negative Response
 * D-Pad Right - Positive Response

Bicycles
 * Right Trigger - Pedal(Hold)/Pedal Faster(Tap)
 * Left Trigger - Move Backwards
 * B Button - Bunnyhop
 * X Button - Brake
 * Left Thumbstick Up/Down - Lean Forward/Backward

Vehicle Controls
 * Y Button - Exit Vehicle
 * A Button - Car Weapon/Nitrous
 * Right Trigger - Accelerate
 * Left Trigger - Brake/Reverse
 * White Button - Look Left
 * Black Button - Look Right
 * Black+White - Rear View
 * B Button - Car Weapon/Nitrous
 * X Button - Hand Brake
 * Right Thumbstick - Turret Control/Rotate Camera/Change Cinema Camera View/Hydraulics
 * Left Thumbstick - Steering/Camera
 * D-Pad Up/Down - Cycle Radio Stations
 * D-Pad Right - Trip Skip (When Applicable)
 * Back Button - Camera Modes
 * Start Button - Pause Menu
 * Right Click - Launch Mini Game

First Person Shooting
 * Left Trigger - Shoot
 * White/Black Buttons - Zoom In/Zoom Out
 * B Button - Shoot
 * Right Thumbstick - Aim
 * Left Thumbstick - Aim
 * Right Trigger - Return to Normal Controls
 * Left Thumstick Click - Crouch

Swimming
 * B Button - Dive Underwater
 * A Button - Swim(Hold)/Swim Faster(Tap)
 * X Button - Jump
 * Y Button - Enter Vehicle
 * Left Thumbstick - Move CJ

Helicopter
 * Black Button - Rudder Right
 * White Button - Rudder Left
 * R Trigger - Ascend
 * Left Trigger - Descend
 * Left Thumbstick - Pitch/Roll
 * A Button - Alternative Weapon
 * B Button - Primary Weapon
 * Left Thumbstick Click - Hover
 * Right Thumbstick - Turret/Camera

Plane
 * Black Button - Rudder Right
 * White Button - Rudder Left
 * R Trigger - Thrust
 * L Trigger - Reverse Thrust
 * B Button - Primary Weapon
 * A Button - Alternate Weapon
 * Right Thumbstick Click - Raise/Lower
 * Right Thumbstick - Turret/Camera
 * Left Thumbstick - Pitch/Roll

PC

 * 2 - Toggle vehicle missions
 * C - Crouch
 * LShift - Jump / Bunny Hop (BMX)
 * LAlt - Sneak
 * Space - Sprint
 * LMB - Fire
 * RMB - Aim
 * H (in car Or bike) - Sound Horn; sirens on and off
 * G - Recruit gang member, call gang members to you
 * H - Tell gang members to hold ground, if held down disbands gang
 * Y - Positive response
 * N - Negative response
 * Esc - Bring up game menus, pause game
 * F1 = Replay last 30 seconds of gameplay
 * F2 = Save last 30 second replay
 * F3 = Load a saved 30 second replay


text:
User talk:SimermanNSCC1/sandbox

Begin

title: User talk:SimermanNSCC1/sandbox


text:
Grand Theft Auto: San Andreas/Missions/Gray Imports

Prerequisites

 * Mission: Burning Desire
 * Location: Jim's Sticky Ring donut shop, Market, Los Santos

Walkthrough
If you've found an AK or M4 around town, good. If you don't, be prepared for a long shootout. Start by driving to the blip, then after the cutscene, drive around back. Hop on your car and then over the fence. You won't stealth through everything so just go in with guns blazing, duck, roll, cover, shoot. Do whatever it takes to get inside. Towards the warehouse is a set of blocks with armor on it Grab the armor and watch the two forklifts drive to you. Manually blow up the crates there, that'll alert the attention of the people in the warehouse. As they run out, blaze them down, one by one. Follow through with shooting them all with guns you have. Then, once you reach the stairs, DON'T GO THROUGH THE ROOM. Shoot the Ballas, and then, just go to the left wall. Now you should be able to see the Russian Arms Dealer's arm basically, now keep shooting that for about 5 minutes and he'll be dead. Then, exit the place. It saves time instead of going through a whole chase sequence.

Rewards
None

New Missions Available

 * Reuniting the Families (also requires: Los Sepulcros, Robbing Uncle Sam, Just Business)


text:
Grand Theft Auto: San Andreas/Missions/Madd Dogg's Rhymes

Prerequisites

 * Mission: Life's a Beach
 * Location: Burger Shot car park, Marina, Los Santos

Walkthrough
This is your introduction to stealth missions and there's really no need for a walkthrough. The basics of it all is to crouch and kill the guards with your knife. If one of them is alerted, it's okay, you just have to knife them all out of your way. Once you get the rhyme book, you could sneak out or shoot your way through.

Rewards

 * Respect: +4
 * Item: Knife


text:
Grand Theft Auto: San Andreas/Missions/Reuniting the Families

Prerequisites

 * Mission: Gray Imports
 * Mission: Los Sepulcros
 * Mission: Robbing Uncle Sam
 * Mission: Just Business
 * Mission: House Party
 * Mission: High Stakes, Low-rider
 * Location: Sweet's house, Grove Street, Ganton, Los Santos

Walkthrough
This is a major mission that will require you to have the following:

 * High gun stats (AK, Shotgun or SMG)
 * Armor

Alright, after you're set head, watch the cutscene and all and head to the Jefferson Motel. Now, someone snitched about the meeting and the SWAT's landed. Sweet's stuck inside and you have to rescue him, run in and you'll notice that there's a vending machine that replinshes your health. Use it, if you need it. Anyway, just sweep through the hallways and clear the SWAT away. Simple enough until you meet Sweet. Then it's the helicopter battle. Blast away the four SWAT-men and then take down the helicopter. After this, the first person drive-by part. Do not worry about your car health, continue driving and all and shoot the cops off. Continue doing this until the AK jams. Then anything else is for viewing pleasures.Also notice that during missions that involve law enforcement chasing you,the police are not wearing body armor,even SWAT,this is made up for in heavier weaponry.

Tips
In this mission, you have a chance to explore San Andreas without any wanted level. E.g. you could visit the San Fierro Easter Basin Carrier Base to take the Patriot and the two oysters there without worrying about getting five stars.

To take advantage of this, you need to help Sweet take out the SWAT guys on the helicopter but leave the helicopter alone. Sneak out to the street level (while Sweet is handling the helicopter) and there you go! Note that there will be no traffic around so you cannot jack a car. However, there will be cars in the parking lot and aircrafts in the airport if you need to get around.

When you are done exploring, go back to Sweet and continue the mission.

Rewards

 * Respect: +15

New Missions Available

 * The Green Sabre


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Grand Theft Auto: San Andreas/Missions/Los Sepulcros

Prerequisites

 * Mission: Doberman
 * Total Respect: 10%
 * Location: Sweet's house, Grove Street, Ganton, Los Santos
 * Time: 09:00 - 17:00

Walkthrough
Time to take the Ballas down on some more personal issues. Most of the Ballas and the biggest OG Balla, Kane, are all going to be there. You have four minutes to get to the graveyard in Vinewood (where CJ's moms was buried). There will be a tutorial on how to recruit members so just read the instructions as it is that simple. Once there, head for Kane ONLY and your boys will do the rest of the Ballas. Kane has armour, it'll take about 2 clips from an AK to drop him dead. After that, drive Sweet home with your two-star wanted level.

Rewards

 * Respect: +10

New Missions Available

 * Reuniting the Families (also requires: Gray Imports, Robbing Uncle Sam, Just Business, House Party, High Stakes, Low-rider)


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Grand Theft Auto: San Andreas/Missions/Just Business

Prerequisites

 * Mission: Wrong Side of the Tracks
 * Location: Big Smoke's house, Idlewood, Los Santos

Walkthrough
A very difficult, but very fun mission, be prepared. Use your SMG, but make sure not to run out of ammo. Pick up the MP5s that the Russians drop and grab the armor behind a pillar. Meet up with Smoke and head outside for more shooting. After that comes the difficult part. The main targets for this whole section are the motorcycles. Take out the driver first and everything else falls. Kill everything, shoot the roadblocks and Smoke will head into the drainage basin. Take down every motorcycle and car gunman as soon as you see them. After the jump, shoot out the sewer gates or all of your work will be for nothing. Shoot the explosive barrels to take out the last motorcycles. Finally, Big Smoke is over.

Rewards

 * Respect: +10

New Missions Available

 * Reuniting the Families (also requires: Gray Imports, Los Sepulcros, Robbing Uncle Sam, House Party, High Stakes, Low-rider)


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Grand Theft Auto: San Andreas/Missions/House Party

Prerequisites

 * Mission: Management Issues
 * Location (part 1): Burger Shot car park, Marina, Los Santos
 * Location (part 2): OG Loc's house, Grove Street, Ganton, Los Santos
 * Time (part 2): 20:00 - 06:00

Walkthrough
This mission is a bit odd, in that it has two parts which can be done separately. You can even do another mission in between the two parts.

Part 1

After the cutscene, just head back to CJ's house and save there. You don't need a haircut or a new set of clothes.

Part 2

Head into the red marker at the appropriate time. Watch the cutscene and get ready for a shootout with the Ballas. The first wave is in front of you, just target, aim, shoot. It's simple. Then the second wave is on top of the bridge, once again, aim, shoot. Pick up the ammo if you really need it. The last wave comes from everywhere, take cover wherever you can and shoot the Ballas. Find armour if you really need it, or just find cover. If Sweet dies, mission failed, but don't worry too much about that. That's it for OG Loc!

Rewards

 * Respect: +10

New Missions Available

 * Reuniting the Families (also requires: Gray Imports, Los Sepulcros, Robbing Uncle Sam, Just Business, High Stakes, Low-rider)


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Grand Theft Auto: San Andreas/Missions/Wrong Side of the Tracks

Prerequisites

 * Mission: Running Dog
 * Location: Big Smoke's house, Idlewood, Los Santos

Walkthrough
After watching the cutscene, drive to Unity Station, and stop in the red marker to trigger the next cutscene. After this, quickly hop onto the Sanchez, and follow that train. STAY WIDE of the train! The best position appears to be on the outside of the right hand tracks. If the train is to the left of CJ, stay far right! Smoke has to shoot this way, eventually, he'll probably kill two or, if you're lucky, three Vagos. If you are too close to the train Smoke will be shooting the train, not the Vagos. As Smoke shoots you can look left. If a Vagos is shaking Smoke is hitting him.

The Sanchez is quite slow when there are two persons riding it. When the train gains more speed, it is quite difficult to catch it if you fall behind. So it is best to stay a bit ahead of the train, and carefully slow down if you get too far.

The train will hit a car at some point, and the car explodes. At that point it is best to stay a bit behind of the front part of the train. Also if you are too far right, you will hit the exploding car.

There are a couple of oncoming trains, Smoke will warn you about these. You can easily avoid them by moving a bit right from the rightmost track. You can also ride between the two trains, but this is rather risky.

After the tunnel you find that the rightmost track is blocked. Smoke will advise you to take the path up the hill. Stay close to the edge of the hill, so that Smoke can keep shooting the Vagos. It helps to practice before you start the mission, in order to learn the terrain.

Here's a good strategy: After the tunnel, drive far ahead of the train and then gently get off and wait for the train to come (doesn't matter if you're on the hill or ground). Get ready to aim and shoot the remaining Vagos. If you're in luck and have good skill you should've killed all the remaining Vagos, if not, hop on the bike and floor it. Smoke will do the rest of the work.

Rewards

 * Respect: +5

New Missions Available

 * Just Business


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Grand Theft Auto: San Andreas/Missions/Management Issues

Prerequisites

 * Mission: Madd Dogg's Rhymes
 * Location: Burger Shot car park, Marina, Los Santos

Walkthrough
OG Loc needs you to take care of Madd Dogg's manager. So QUICKLY, AND I MEAN QUICKLY, drive to Burgershot to steal the car. If you don't, you'll have to ram the bodyguard out of his car and take it to the Pay'N'Spray after. After that, head over to the rendezvous point quickly and in perfect condition. Park the car in the same position as the others and pick up the manager. After that, floor it and head to the pier. Get some speed and bail out so the car goes flying to the ocean. After that, head back to Burgershot and you're done.

After you have kidnapped the manager, if you let the bodyguards get too close when you drive into the pier, you will need to "deal with" them because they are the crime witnesses.

Tips

 * If you see the car stopping at the lights, you can jack it so that you don't cause any damage to it.

Rewards

 * Respect: +5

New Missions Available

 * House Party


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Grand Theft Auto: San Andreas/Missions/Running Dog

Prerequisites

 * Mission: OG Loc
 * Location: Big Smoke's house, Idlewood, Los Santos

Walkthrough
An easy mission if you have your Stamina maxed out by working out in the gym, or have upgraded your weapon skill with the 9mm pistol to at least Gangster level. After watching the cutscene, chase after the running Vago, jumping over fences as necessary.

Eventually he'll run in front of two other gang members; don't stop to kill them, they'll only slow you down.

Once you're close enough to be within targeting range grab your 9mm and kill him, preferably with a headshot to ensure he doesn't escape wounded. Simple as that. You shouldn't need to fail on this mission.

Rewards

 * Respect: +3

New Missions Available

 * Wrong Side of the Tracks


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Grand Theft Auto: San Andreas/Missions/OG Loc

Prerequisites

 * Mission: Nines and AK's
 * Location: Big Smoke's house, Idlewood, Los Santos

Walkthrough
Your first mission for Smoke, you must pick up another friend of yours called "OG Loc"... or just Jeffrey. Watch the cutscene then drive over to Freddy's house, after the cutscene hop into the PCJ and follow Freddy. No need to shoot, conserve your ammo for later on in the mission. All you need to do is follow the bike until you reach the Idlewood Basketball court. There are 3 Vagos waiting, kill them with your Tec-9 or Mac-10. Then kill Freddy, after that, drive OG Loc to his new job at Burger Shot.

In-depth walkthrough
This walkthrough exploits the obvious design of Freddy's route. He has greater speed but chooses the longest and hardest routes (hoping you will follow and collide with something and end up losing him). This in-depth walkthrough takes full advantage of this.

When you start the mission Freddy is down an alleyway to the right. Drive close enough that he says, "Oh chase me chase me!" and drives off, then high-tail it back to the left, turn right, and then go along the sloping walled footpath to your left. By now Freddy should be far behind you.

Now slow down (so he doesn't vanish off the radar) and continue down the hill to the immediate left, accelerating as much as necessary to keep him on the map but behind you.

Freddy will take (or be taking) the road immediately to the right, so take the next one after it. This is a shorter route, and, once again, will put you in front of him for sure if he's managed to get ahead of you once more.

When you both re-emerge onto the main road (pictured) he will be taking the overpass to the left, so do that also, even if you are ahead of him. Keep to the far right, even scraping against the wall if necessary, so oncoming cars won't (hopefully) end up hitting you.

The rest of the route is more about following him directly so give him a chance to get slightly ahead, but any time he goes down an alley (or anywhere else that you would possibly hit something and fall off your bike) take the shortest proper road available.

Tips

 * If you are having problems staying on the bike, try increasing your Bike Skill before starting the mission.
 * If you should lose track of Freddy, he leaves a tire-trail behind him, so try looking at the ground to see which route he took.
 * Freddy takes a predictable and inefficient route. If you second-guess his movements you can take the more direct route, and you will hopefully be ahead of him for most of the "chase"! Don't let his marker come too near to the edge of the radar though, as you can still lose him even though you are in front.

Rewards

 * Respect: +5

New Missions Available

 * Running Dog
 * Life's a Beach


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Grand Theft Auto: San Andreas/Missions/Life's a Beach

Prerequisites

 * Mission: OG Loc
 * Location: Burger Shot car park, Marina, Los Santos
 * Time: 22:00 - 06:00

Walkthrough
This is your first mission for OG Loc and you have to steal a sound van for his upcoming party. So, to do this, head over to the beach. Go up to the DJ and press ->(the right button) for a positive reply (Y on PC). Keep pressing it and then here comes the dancing. This is similar to the Cesar Vialpando mission, except this time, you're pressing the X, O, Square and Triangle buttons. The PC Version uses either up/down/left/right or W/A/S/D.

You have to get 4000 points or more to succeed (2500 on the PC version), so concentrate on the buttons and not Carl's onscreen dancing. After you're done, steal the van and floor it to the garage.

A significant number of players see this mission as too hard, claiming the music is out of time with the required timing for button pressing, especially considering the fact that failure to complete it means no more progression in the game.

Note that if you fail the mission the party disperses. If you wish, pull out a submachine gun and kill the partygoers. All but a few of them carry SMGs and some cash... so failure can have its own reward!

Rewards

 * Respect: +3

New Missions Available

 * Madd Dogg's Rhymes


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Grand Theft Auto: San Andreas/Missions/The Green Sabre

Prerequisites

 * Mission: Reuniting the Families
 * Location: Sweet's house, Grove Street, Ganton, Los Santos

Walkthrough
Sweet decides to wipe out the Ballas for good. So, Sweet decides to go to the battlegrounds and CJ follows along later. Cesar calls to meet up near Downtown, CJ agrees, so watch the cutscene. CJ realizes Sweet's in a setup and he must go rescue his brother. So quickly drive to the yellow marker. All this mission is, is quick aiming and shooting, so be sure to grab armor before starting the mission. After dropping the last Balla, watch the cutscene and you're done with Los Santos for now.

Note: You lose all weapons and other items after this mission.

Rewards

 * Respect: +15
 * Item: Camera
 * Badlands and San Fierro open
 * San Fierro Gym opens
 * Safehouses in Badlands and Red County available for purchase

New Missions Available

 * Story Missions
 * Badlands
 * Asset Missions
 * San Fierro Courier
 * Challenge Missions
 * Blood Bowl
 * NRG Challenge
 * Chiliad Challenge (07:00 - 18:00)
 * Collection Missions
 * Photo Ops


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Grand Theft Auto: San Andreas/Missions/Badlands

Prerequisites

 * Mission: The Green Sabre
 * Location: Angel Pine trailer park, Whetstone

Walkthrough
The first thing you'll probably want to do, is to restock on weapons. By now you should have access to the Desert Eagle, SMG, M4, Sniper Rifle, and the heat-seeking RPG. For this mission, you will at least need a weapon capable of being used in a drive-by.

Head off to the base of Mount Chiliad, and then to the snitch's house. Ascending the mountain can be somewhat awkward in most vehicles, so an offroad vehicle such as a Sanchez bike is recommended. You can find one at the end of the Chiliad Challenge route.

As you approach the house, a brief cutscene explains the situation. Take out the guards from a distance if possible, then approach the house. When you get nearby, the snitch will take off in a Washington car. Jump on the nearby Sanchez, and follow him. Use drive-by to damage the car, but be careful not to destroy it. If the snitch's corpse is unidentifiable, you fail the mission.

When his vehicle is sufficiently damaged, he will jump out of the vehicle. Finish him off, then take a photo of the corpse. Now just return to the trailer park to complete the mission.

Tips

 * If you approach the house before killing all the guards, the snitch may not make a run for it, and you can kill him easily without having to chase a car 'round a mountain. This can be easily done by staying deep in the woods to the left.
 * The best way to kill the snitch without him running is to bring a sniper rifle and approach the house from the west from a distance. If you aim your sniper rifle you should see a part of his body and one shot can kill him.
 * Another way is to stealth into the house. It's possible to shoot him point blank from behind him without him ever moving.

Rewards
None

New Missions Available

 * First Date


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Grand Theft Auto: San Andreas/Missions/Blood Bowl

The Blood Bowl mission can be found at the stadium in San Fierro. By going through the target zone you add time to your clock. If any car goes through the target zone it will move to a new location within the arena. The goal is to continue adding time to your clock until the current time remaining is above a certain amount. You will fail the mission if your car is destroyed or if you run out of time.

You also get more time for destroying other contenders, but this can be more time-consuming than beneficial. The cars seem to magically respawn, so you'll never be alone in the pit.


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Grand Theft Auto: San Andreas/Missions/NRG Challenge

At the Docks in San Fierro, there is a vacant dry dock in the shape of a halfpipe. There are a number of checkpoints that you have to travel through with the bike, each adding 10 seconds to your time. Some of these checkpoints are in the air, requiring you to use the halfpipe to jump to them.

This is simply a filler mission, another set of meaningless hoops to jump through. It is another step toward 100% completion, but unfortunately it does not add any abilities or other attributes to your character.

One plus is that if you fail the mission, you can simply return the motorcycle to its starting position, dismount and get back on to reset. When you do so any damage to the motorcycle is removed.

There are three stages to completing this mission.

1. Collect most of the checkpoints on ground level first. Drive straight towards the end of the dock, through the first checkpoint, turn right onto the bridge to get the second one, and drive over the bridge over the lock.

When you get to the other side of the bridge, turn right at the blackboard and drive through the third checkpoint. Drive along the edge of the drydock until you are directly above the next checkpoint and drop down onto it.

Now collect all of the checkpoints in the basin by driving counter-clockwise around the rounded end, and then back to the lock end of the drydock.

2. Next, you can collect the three checkpoints at the west end of the basin. For the one directly at the west end, start at the east end of the basin, accelerate west directly down the center and when you get to the end, turn slightly to the right.

Head back down the ramp and get the two checkpoints on the ramp.

For the northwest-most checkpoint, go back to the east end of the basin, and drive west down the left side. When you get to the end, turn to the right to snag this checkpoint.

Repeat this for the southwest-most checkpoint: drive west down the right side and turn left. This should jump you through this hoop.

3. Now there are four checkpoints remaining. To accomplish this portion, you will need to start on the opposite side of the drydock from each hoop, drop down into the basin, and hit the bottom in the right direction. If you do so, and floor it, you should be able to jump through the last remaining checkpoints. These are the most difficult ones to get.

The second checkpoint on the south edge from the west may be reachable by a slingshot around the north edge of the round end.

The third checkpoint on the south edge can be best reached by jumping from the top of the basin and flooring it. This requires hitting the bottom of the basin straight on.

This scenario requires a lot of practice and just plain luck. Prepare to fall off the bike quite a bit.


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Grand Theft Auto: San Andreas/Missions/Chiliad Challenge

The Chiliad Challenge consists of three individual races, and is a mountain bike challenge that takes place on top of Mount Chiliad, located near Angel Pine, in the south-west areas of San Andreas. The challenge is availiable for entry every day between 07:00 AM and 18:00 PM. One enters the challenge by getting on the mountain bike that stands on the large plateau on top of the mountain.

For the first two races, the other cyclists can be impeded by parking the camper van or mobile home on the narrow path that the race follows.

If you find this challenge too difficult, you can just keep up with the competitors till you're nearly at the finish line, then use your sniper rifle, and shoot the other competitors off ther bikes as the game lets you kill them once they have finished the race.


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Grand Theft Auto: San Andreas/Missions/San Fierro Courier

Get on the Freeway motorcycle to start the mission. You are given a set of packages and a set of targets to "deliver" them to. Each target is a corona and you deliver the package the same way you would do a drive-by shooting. With each level your time limit increases as does the distance between targets.

Tips
You have some extra packages so you can miss a few shots without having to return to the Hippy Shopper. Alternatively you can run over a thrown-and-missed package to pick it up and deliver it again.

If your biking skill is high you shouldn't have any trouble completing this mission. If your bike starts to smoke you even have time to duck into a Pay-N-Spray.

Rewards
Cash is rewarded based on time and leftover packages remaining after each level. Don't get off the bike or you'll end the challenge before completion!

After Level 4 the asset is unlocked, generating up to $2000 per day.


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Grand Theft Auto: San Andreas/Missions/First Date

Prerequisites

 * Mission: Badlands
 * Location: The Welcome Pump, Dillimore, Red County

Walkthrough
After the cutscene, you discover that the mystery cousin of Cesar is none other than Catalina from GTA3.

This mission is a bit odd, in that upon triggering it, you must complete one of the four robbery missions, which are:

 * Tanker Commander
 * Against All Odds
 * Local Liquor Store
 * Small Town Bank

If the subsequent robbery mission is completed, then this mission is also considered complete, and the new missions for this mission become available.

Rewards
None

New Missions Available

 * Body Harvest


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Grand Theft Auto: San Andreas/Missions/Freight

Prerequisites

 * Yay Ka-Boom-Boom
 * Vehicle: Train. If you go to a station and wait around, they usually arrive quickly.

Tips
Keep your speed below 45 near the sharp turns found in Angel Pines and Las Venturas so that the train won't derail. Employ full braking around 400 distance from the stations when traveling at 45.

Although the timing will be close in a couple of places, a general "slow-down" strategy is to use the brakes such that the distance to the station divided by 10 is the speed in mph. So at 400 feet, go 40, 300 feet go 30, 200 feet go 20, etc. Works very nicely, and is self correcting. At the end, stay at 5 mph until you're within 10 feet, then stop within 5 feet short of the mark. (Going over means you have to back up.)

Rewards

 * $50,000 after completing both levels.

New Missions Available
None


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Grand Theft Auto: San Andreas/Missions/Vigilante

Prerequisites

 * Vehicle: Any law enforcement vehicle (Police cruiser or motorcycle, SWAT van, etc)

Tips
The Police vehicle that you pick can play a major role. The police motorcycle (HVP-1000) allows for faster travel and steering than the cruiser, and allows the player to fire a micro SMG forwards while driving. Recruiting up to 3 gang members to accompany you on the mission may help. Every level adds one person to be eliminated, and when you have more than four people you will have more than one vehicle. 1-4 people will be in the same vehicle, 5-8 will be divided into two vehicles and 9-12 into three. More than 12 people will not appear in any level.

If you have finished the flight school with all gold awards, "The Hunter" AKA "The Ultimate Vehicle" (an Apache helicopter) will appear at your desert airbase. The hunter allows superfast travel, plus it can fire rockets and minigun at enemies, allowing a quick elimination. Eliminating enemies using the hunter's machine gun will also not attract any police attention. It is relatively easy to reach any vigilante mission with this helicopter.

The Hunter gunship can also be obtained by entering the "Heli Hell" race tournament at Las Venturas Airport. You'll start in Los Santos; just fly directly to the Verdant Meadows airstrip in L.V. and store it in the hangar there, or fly it to your race-trigger point at LVA, land, jump out, wait for the timeout, then exit the race. That's faster than storing, since you already have it sitting next to you for the Vigilante mission.

Another possibility is getting a Rhino tank (Find a ledge in the desert near a street and get all stars by killing policemen, when the military gets called steal a tank and get it to the airfield garage and save) It is nearly indestructable and it can fire its main gun. It is also possible to steal a Rhino from a hanger in the Restricted Area by smashing a destructable fence on the North-East side. While this does earn you 5 stars, your airfield is very near, and so it is relatively easy to leave the tank in the garage and head to a Pay-n-Spray on a bike.

Glitch
There is a glitch regarding vigilante missions that renders them extremly easy to complete, simply get a police car (General consensus is that it MUST be a police CAR, but the police bike has worked for some people) and activate the mission. Next go into a fast food resturant or bar and walk around until the message comes up that the criminals have been terminated. Go back into your police car to start the next level and then repeat the process. This also sometimes works when visiting a clothing store. It sometimes works in a 24/7 as well.

I've found that doing this glitch in Los Santos doesn't work well, because the baddies are often spawned up in the rural areas, and the cops don't get to them quick enough.

The trick is to wait until you're in San Fiero, and start the glitch near the north end of the city, just south of the bridge, like at the Pizza joint there. All the baddies spawn downtown, and the cops get to them rather quickly. Yeay.

Rewards
Does not work with PC version
 * Finish level 12 to increase maximum armor to 150.

New Missions Available
N/A


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Grand Theft Auto: San Andreas/Missions/Paramedic

Prerequisites

 * Vehicle: Ambulance (image). They are parked outside of hospitals, and will come if several people are killed.

Tips
Before you begin the paramedic mission, attack the ambulance's front and rear doors with CJ's fists to knock them off. This saves you time as when you pick up a patient they don't need to open the door.

Start each level by planning out a route that enables you to pick up three patients (the capacity of the ambulance) and return quickly to the hospital. Because of the ambulance's high center of gravity, beware of sharp turns and off road paths as they will most likely tip the ambulance over. Also avoid going too fast before reaching a patient, as if you run over a patient, the mission will automatically fail. Starting in the small towns like Angel Pine will make this mission a lot easier, since the patients spawn about 10 seconds away from the hospital.

Starting in the small town called Montgomery located west of the northern highway that leads out of los santos also makes the first few levels easier

Doing this in Angel Pine makes a mockery of the concept. It's too easy.

Rewards

 * Maximum health increases to 150 after completing level 12

New Missions Available
None


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Grand Theft Auto: San Andreas/Missions/Firefighter

Prerequisites

 * Vehicle: Fire Truck. You can attract them by setting fires (for example, by shooting cars in their gas tanks or by throwing grenades at them), or go to a fire station to find one parked.  One such station is located just south of the Doherty garage in San Fierro.

Tips

 * Aim the water hose above the heads of the victims, not at them (no water canon style hitting). The fire should be put out almost within one second upon you sprinkle the water over them.
 * Get close to the flaming vehicle. It allows for faster extinguishing of the fire. Note that the flames you fight will not catch the fire truck on fire. Every level adds one person to be saved, and when you have more than three people you will have more than one vehicle. Levels 1-4 have people in the same vehicle, 5-8 will be divided into two vehicles, 9-12 into three, and so on.

Rewards

 * Finish level 12 to become fireproof.

New Missions Available
None


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Grand Theft Auto: San Andreas/Missions/Pimping

Pimping can be accessed when driving the Pimpmoblie. CJ uses it during the first mission from the pleasure dome underneath Gant Bridge. Sometimes it is also parked outside the pleasure dome.

Pimping entails picking up a girl from the corner, driving her to her customer, then driving her to her next trick. Occasianly you have to kill a customer who gets rough. The amount of money earned for pimping depends on the number of successful pimps so far in that round. After 10 successful pimps the pimping mission is complete.

Prerequisites

 * Vehicle: Broadway. Sometimes located near the car wash southwest of CJ's house, or outside of Jizzy B's Pleasure Domes. They will sometimes be seen driving around El Corona or southern Los Santos. map

Tips
The mission consists of escorting two prostitutes alternately to their clients. You pick up A, drop her off, pick up B, drop her off, then pick up A again. When there's no one in the car but you and there isn't a bad client, you have no time limit. Use this time to go to a Pay 'N Spray to ensure that you don't wreck the vehicle.

http://www.g-unleashed.com/files/16_vehicle_broadway.jpg

One trick in pimping is to drive to the North end of San Fierro before entering the pimping mission. Each new customer is located in an adjacent district of the city. If you begin pimping in Doherty you will have to travel between Easter Bay Airport, Foster Valley, and Avispa Country Club all before your first trick comes back. However if you begin in Juniper Hollow, the districts in the vicinity are all small giving you plenty of time to drive around.

Rewards

 * Hookers pay you to have sex with them.

New Missions Available
None


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Grand Theft Auto: San Andreas/Missions/Taxi Driver

Prerequisites

 * Vehicle: Taxi or Cabbie (image)

Tips
Great to learn new areas and a quick source of money. The faster you reach the destination that the customer wants to go to, the higher the chances of you getting a speed bonus which gives more money. For every 5 fares done consecutively, a 5-in-a-row bonus is rewarded. To get these, it's important to focus on keeping your car intact rather than collecting the speed bonus. If you're going for consecutive fares, it's also important to have enough fat so that you don't die from exhaustion. Use the nitro taxi cheat code so that you can go to places faster.

You can eat up to 11 meals a day, before you puke and lose all the fat that you gained. Do that so as to gain as much fat as possible, so that you can stay in the taxi as long as possible.

Rewards

 * Finish 50 fares (total, not necessarily consecutive) to get nitrous boosters in all Taxis and Cabbies.

New Missions Available
None


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Grand Theft Auto: San Andreas/Missions/555 WE TIP

Prerequisites

 * Mission: Wear Flowers in your Hair
 * Location: CJ's garage, Doherty, San Fierro

Walkthrough
Note: If at any point during this mission you obtain a wanted level, you automatically fail the mission.

After the cutscene, head to the Vank Hoff Hotel. Follow the valet to the underground car park, and kill him while nobody is looking. Pick up the uniform, then head back out to the hotel entrance. You must wait for the D.A.'s car (a blue Merit) to turn up, and ensure you get in prior to any of your colleagues. You now have two and a half minutes to take the car back to the garage in Doherty, plant the drugs, then return it to the hotel car park in mint condition. If you should damage it even slightly, you have to return to the garage. Then get outside and phone the cops to complete the mission.

Tips

 * If you forget which one is the D.A.'s car, listen to the other valets. They will say something special when it arrives.

Rewards
None

New Missions Available

 * Story Missions
 * Deconstruction
 * Asset Missions
 * Valet Parking


text:
Grand Theft Auto: San Andreas/Missions/Wear Flowers in your Hair

Prerequisites

 * Mission: Are you going to San Fierro?
 * Location: CJ's garage, Doherty, San Fierro

Walkthrough
A simple driving mission to get you used to the layout of San Fierro.

Rewards
None

New Missions Available

 * Story Missions
 * 555 WE TIP
 * Air Raid
 * Phone Missions
 * Big Smoke's Cash (not required for 100% completion)
 * Yay Courier (not required for 100% completion)


text:
Grand Theft Auto: San Andreas/Missions/Deconstruction

Prerequisites

 * Mission: Wear Flowers in your Hair
 * Location: CJ's garage, Doherty, San Fierro

Walkthrough
After the cutscene, you have three minutes to use the Dozer to destroy the portables. Watch out for the explosive barrels. After this, you must use the Dozer to push mobile toilet containing the foreman into a hole (besides the pipes), and cover it with concrete.

Tips

 * If the other Dozer bothers you too much, get off your Dozer and shoot him. The other workers won't use that again. Don't bother killing other workers though as they will keep on spawning.

Rewards
None

New Missions Available

 * Photo Opportunity
 * Back to School