text:
Grand Theft Auto: San Andreas/Missions/Breaking the Bank at Caligula's

Prerequisites

 * Mission: Up,Up and Away; Saint Mark's Bistro
 * Girlfriend: 35% or better with Millie
 * Location: Four Dragons Casino, Las Venturas

Walkthrough
The rest of the crew rolls out, and you have to get from the Four Dragons to the Mafia Casino (Caligula's). You're disguised as a dealer, and are given ten gas grenades. Once you enter Caligula's, you have four minutes to do the first series of steps to get the crew inside. You first have to go and use Millie's key card to get in the staff entrance, and then head to the generator room one floor below. Toss a gaz-grenade (it might take two) into the open grate at the back. After the cutscene, follow Zero's instructions to go to the next security door. As you head there, Zero blows the charges you placed at the dam, and you need to put on your night vision goggles. Now, head to the service bay, get the forklift and open the gate.

This starts the second phase of the mission. You have seven minutes to get the loot and get out. Move through the halls with the crew and take out the guards. When you get to the vault, Zero tells you that someone is trying to bring up the emergency generators. Grab the satchel charge and head back up to the generator room. Take out a couple of guards there, place the satchels, and blow up the generators. Run back downstairs to the vault, where the crew is just blowing the door. As everyone runs in to get the cash, Zero says there are more mafia members coming to get you, and it appears that Zero's old nemesis Berkley is working for the Mafia.

Kill the Mafia members in the vault antechamber. After a couple of waves, lead the team back to the truck, killing the guards on the way. Remember to keep moving as time is short.

The crew gets into the truck/cop bikes and head out. You have to go the service elevator to act as a decoy. Follow Zero's instructions as the lights come back on, and look out for guards popping out. There is no time limit now, so you can be a little more careful. Head to the elevator, and then up the stairs to the roof. Now you have to move from rooftop to rooftop and get the parachute. Jump off from a high point and try to parachute over to the police chopper to use it to escape. If you don't make it, you have to go to the safe house at Verdant Meadows instead. You'll probably have three wanted stars by now, so get a vehicle and get out of there.

Tips

 * Great mission for headshots with the assault rifle, as you put the guards down quickly.

 * If you can, take out the police chopper on the roof instead of trying to avoid the shots.

 * If you don't make it to the chopper and have to drive to Verdant Meadows, stop at the Pay n Spray to the northwest of Caligula's so you can go over unmolested.

 * Once you get to the roof top, if you run to the parachute fast enough without shooting the SWAT guys, you could land on the street with no wanted level at all. The chopper will still be chasing you but that is not too much hassle.

Rewards

 * Cash : $100,000
 * Clothing : Croupier Uniform

New Missions Available

 * None


text:
Grand Theft Auto: San Andreas/Missions/Up, Up and Away!

Prerequisites

 * Mission: Cop Wheels
 * Location: Four Dragons Casino, Las Venturas
 * Time: Between 20:00 and :06:00

Walkthrough
After getting the bikes and uniforms, you need to steal a truck and repaint it. You have to go fly an Air Crane and steal the truck. To get the Air Crane, you need to steal a military vehicle and go to the fuel dump in Northeastern Las Venturas. If you go to the fuel dump, a Patriot (hum-vee) will drive out. You can try to force your way past it (which will trigger combat with the military ) or try to jack the Patriot and make your own way in. When you approach the air crane, two hunter choppers will approach, and you must get on an emplaced gun to take them down.

Then, take the Air Crane, fly to the depot in the southeast, and pick up the truck. Fly it out to the Verdant Meadows airfield, drop the truck in the indicated area, and then land.

Tips

 * There is however, a more creative way of dealing with this mission if you didn't get in the gate. Go to the airport and grab a plane.  Fly up to a high elevation, and fly to the compound, when you get close, jump out and use your parachute to land on the roof where the helicopter is (rockets will shoot at you, but they will miss because they can't home in on a parachute).  From there, go to the stationary gun and take down the hunters that come.  Afterward, take the helicopter and continue with the mission like you were supposed to do.

 * Alternatively, use a jetpack to get in. To make it easier to approach the helipad, use a sniper rifle to kill the two guards there from a distance first.

Rewards

 * None

New Missions Available

 * Breaking the Bank at Caligula's

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


text:
Grand Theft Auto: San Andreas/Missions/Cop Wheels

Prerequisites

 * Mission: Dam and Blast
 * Location: Four Dragons Casino, Las Venturas

Walkthrough
You have to steal four police motorcycles (specific ones not just any old one) and load them on a truck driving around the Las Venturas freeway within 12 minutes.

You will get a two-star wanted level during this mission, you can either live with the Police attention or look for bribes, time is tight and there isn't really time for Pay n Spray visits although if you are passing one and have plenty of time it wouldn't hurt to drop in.

Once you have your first bike, the truck is indicated by a blue blip on the radar, ride to the location (it circles the thruway clockwise) and ride it up the ramp Italian Job style.

After delivering each bike to the truck you will need to decide whether to ride with the truck to an exit off the freeway closer to the bike or immediately run off the truck and get a new vehicle. Personally I'd go with the new vehicle option as you can get going much faster but in some circumstances you may find yourself in easy reach of the next bike.

Once all four bikes are loaded on the truck there is a short cutscene before the mission ends and you are dropped at Whitewood Estates.

Tips
If you haven't started using the map menu and the map marker yet, learn how to do so now. Every turn should be pre-planned, as taking extra turns can cost a lot of time.

The bikes are always at specific locations and it is easier to tackle them in a clockwise direction as this follows the direction of the truck. The locations and the best order is given below:

 * Linden Station turn off on the freeway
 * The Hospital car park (the bike will ride away as soon as you arrive)
 * Outside the Police Station
 * Entrance to the Rock Motel (bike will start chasing a group of bikers when you arrive)

Don't try to shoot police officers off the bikes - a bike will explode if hit once, failing the mission. It's best to disable officers by running over them with your vehicle, preferably before they can get to their bike.

Rewards

 * Respect +

New Missions Available

 * Up, Up and Away!


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Grand Theft Auto: San Andreas/Missions/Dam and Blast

Prerequisites

 * Mission: Key to her Heart
 * Location: Four Dragons Casino, Las Venturas

Walkthrough
Go to the airport, fly to the dam, and then parachute out. Your plane needs to go through a red corona in the sky before it lets you jump out. After you have landed near the dam, all your weapons will be removed. Pick up the knife near the containers and try to stealth kill the two guards. Get in the building, plant explosives on all the generators. Kill the mechanics and guards if you have to. Despite the warning that the whole warehouse will be notified of your presence only one of the mechanics has a gun. CJ will dive from the roof of the building into the water. Steal the skimmer plane or the sea sparrow and go where you need to.

Tips
The corona is very high in the air so once you take off, fly south and get some distance for you to climb up before turning around.

If you land in the red marker after the parachute jump you'll keep all your weapons.

Rewards
None

New Missions Available

 * Cop Wheels


text:
Grand Theft Auto: San Andreas/Missions/Key to her Heart

This mission is very simple. Your object is to start dating a employee at a competing casino. You'll drive to the Casino, wait for the girl to get in her car and follow her. First to a erotic toys shop where she'll buy a SM gear and reveal herself as a submissive, and you'll get to put on a catchy Gimp Suit. Then follow her home, kill her intended date(her "Master") then enter the house.

Basic Game
Millie becomes another girlfriend in the game and has to be romanced as per normal. After your progress with her reaches 40% or more she should call you to that she wants in on the plan and will give the swipecard required for the bank job in exchange for a cut. You can then collect the card from her house.

Note that when you are waiting for her boyfriend to show up, he will not appear on the radar. Look for the bald guy with a purple double-headed dildo. You need to dispatch him before he gets to Millie's front door.

If you are not inclined to romance Millie in the 'traditional' way, there are is a relatively easy (and amusing) way to get the card.

First of all, purchase the house in Prickle Pine so you have a save point close to her. The Gimp suit shows up in your wardrobe closet once you have completed Key to her Heart. Put on the Gimp suit and drive over to Millie's house. Note that she won't be there all the time (she works the graveyard shift at Caligula's), but if you show up in the afternoon she will be there. She will invite you in and the two of you will get busy (you see an external view of the house with the camera swinging around crazily). After the 'date' you will be back on the sidewalk with your default street clothes. Return to the Prickle Pine house, save the game, switch back into the Gimp suit and repeat.

Do this two or three times and you will win over her heart, and she will hand over the card.

Hot Coffee Mod
After killing the Croupier's master you have to pleasure her with a thorough spanking. Tap space just before the power bar reaches the maximum. If you manage to satisfy her the mission is successful, but you still need to make progress with her as a girlfriend to get the keycard.


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Grand Theft Auto: San Andreas/Missions/Architectural Espionage

Prerequisites

 * Mission: Fender Ketchup
 * Location: Four Dragons Casino, Las Venturas

Walkthrough
If you have not got a camera with you, you need to "borrow" one. Head towards the red blip for a group of tourists. Kill the one taking pictures for his camera.

Drive to the planning authority building as indicated by the map blip. Make sure you have no weapons selected as indicated by the text on the screen, as there is a heavy security presence here. Talk to the receptionist, she will tell you where to go. Go up a few floors (the staircase is to the left of the lobby behind a swing door) and go into the first open door you see. Proceed over to the elderly aircon unit and break it, you may get away with a weapon here, since breaking it with a shovel will more than likely result in a burning CJ! A fire alarm will sound, everyone will be evacuated, and guards will be distracted. Go up to the top floor and photograph the plans in the room straight opposite the staircase exit, where you can see a white model on a table in the room.

Now it gets tricky, you need a powerful weapon like the M4 and it helps if your skill is high enough to allow you to move while in the aiming stance. Head back down the stairs through the smoke, picking off the guards/police as you go, there is one round almost every turn of the staircase and several in the building lobby. After clearing the building, you will face many cops outside. Simplest thing is to just get in a car, and race back to the back entrance of the Four Dragons Casino to end the mission.

Tips
Plenty of ammo in (and practice with) the M4 or similar helps the escape.

Rewards

 * Respect+

New Missions Available

 * Key to her Heart


text:
Grand Theft Auto: San Andreas/Missions/High Noon

Prerequisites

 * Mission: Freefall
 * Location: Las Brajas, Desert

Walkthrough
After getting a call from Tenpenny to meet him in Las Brajas out near the dam, head there. One way is to fly to Verdant Meadows and take the Jet Pack over. A cutscene will play in which you hand over the Dossier to Tenpenny, and he beats another officer there who has been snitching. He leaves Pulaski to watch over you as you dig a grave for yourself and the stoolie cop. While digging it, the downed officer attacks Pulaski and is shot, but Pulaski runs. You follow and kill him.

Tips
A Sanchez is usually spawned by the Verdant Meadows save. With that, or any bike, drive up to the red marker and park the bike by the building closest to the road. After walking to the red marker and going through the cut-scene, the bike will still be there.

Before you start the initial cutscene, have a powerful gun armed, like the AK47 or M4. As Pulaski runs toward the car, he can't be hurt. You can shoot out the tires, so that he can't get any speed. Drive along him and shoot him up as he mocks your family. When he starts to burn he'll bail out. Get a small distance away and shoot him up with the AK47/M4 to put him down fast.

It is also possible to chase him down with the chainsaw before he gets in the buffalo.

Rewards
None

New Missions Available

 * Saint Mark's Bistro


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

Prerequisites

 * Mission: Intensive Care
 * Location: Prickly Pine, Las Venturas

Walkthrough
A bit of a toughie this one, you need to retrieve a dossier on Tenpenny's behalf from a Government agency. The first thing you have to do is drive into the desert to the location of the carrier, this first location is not too far from your Verdant Meadows airstrip. There are plenty of Feds and other Government gunmen around so be wary when approaching the map blip. If you are handy with the Sniper Rifle and have lots of ammo to hand you may be able to complete the mission at this location, if you have this in mind then try the raised area to the east of the map marker for a good sniping location.

Assuming that the carrier makes his escape, you have to grab the second helicopter and follow him, this chase takes you back into Las Venturas and over a restricted area which will get you a five-star wanted level just for overflying in the chopper and some unwanted attention from the airforce which makes life difficult when you are concentrating on following another helicopter, therefore it is best to take a wide line around this region if you can.

Once you are back to Las Venturas, the carrier makes for a tall building with a helipad on top, this is possibly the easiest place to grab the dossier as there is no covering fire there and the mission ends the moment you grab the case. If you can land in such a way as to obstruct his escape down the stairs from the helipad then you should have no problems.

If he escapes the helipad then he will make his way down the building, which is partially a multi-storey car-park, and head east into town, the final location is an underground car-park but this is difficult as he has plenty of supporting fire and you'll have quite a shootout on your hands!

Tips
Easiest if you have plenty of ammo to hand, it is possible to snipe the carrier from a nearby ridge or destroy his chopper before he takes off but this can lead to failure also. Try the raised area to the east of the marker on the map to get an overview of the site and a good sniper point. The carrier appears to start in a small building at the north end of the site, you can flush him out by firing a shot at someone but bear in mind that other agents will grab the case if it is dropped.

A minigun makes this mission a breeze. Sneak round to the red rock north east of the marker and let rip, you should easily get the carrier and all the henchmen.

One easy way of completing this mission, is to sneak round the outskirts of the small town without being seen. That way when the guards are alerted to your presense, you can take a quick shot at the carrier before he gets to the helicopter, grab the dossier and run away.


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Grand Theft Auto: San Andreas/Missions/Saint Mark's Bistro

Prerequisites

 * Mission: Freefall, High Noon, Green Goo
 * Location: Caligula's Casino, Las Venturas

Walkthrough
This mission is essentially a run-and-gun homage to GTA III. You initially have to fly a Learjet out of Las Venturas, heading toward Liberty City on the east coast. Once you have flown sufficiently far away from San Andreas, a cutscene will show CJ, freshly arrived in Liberty City, getting out of a taxi at St. Mark's Bistro (the location of an early mission in GTA III).

After this it's purely a case of moving through the building killing everyone, which should be pretty easy if you've picked up items like the Chaingun or M4 rifle in Las Venturas.

After you've laid waste to everyone in the building, the scene puts you back in the Learjet, returning to Las Venturas. You must land the jet at the airport to complete the mission.

Rewards

 * Cash: $20,000
 * Respect +

New Missions Available
None


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

Prerequisites

 * Missions: The Meat Business, Misappropriation
 * Location: Caligula's Casino, Las Venturas

Walkthrough
Back to Caligula's, you need to go take out a hit squad disguised as a string quartet. You are sent to the airport, where you need to steal a Dodo and intercept the incoming jet. Once in the plane, use left and right for cover as you kill the four hitmen, and then the pilot. Then, fly back to the Las Venturas airport and land.

After landing, you'll get a call from Tenpenny that opens up a new mission in the desert.

Tips
This is by far one of the most difficult main-line missions in the game.

This mission will take at the very least several tries to complete, even using the strategy given here. So you need to save a game very close to Caligula's to use as a restart point. The two closest save points are the Clown's Pocket and Pirates in Men's Pants. Even still, you will need to get from those save points to Caligula's on foot, which is a bit irritating.

After you leave the cutscene, you materialize in front of Caligula's with a fast motorcycle at hand. You can make a beeline to the airport by avoiding the bridge. Simply blast over the freeway; there is a gap in the divider which you can go through, or you can hit the divider and catch some air (you may spin around but if your bike skills are decent, which they should be by this point, you will land just fine).

Several obvious strategies have been determined by trial and error to be incapable of intercepting the jet, at least on the PC version of the game. This includes flying straight north and doing an inverted power dive; flying into the jet's corona from the front; and doing what the in-game text suggests, which is to turn around at the jet's activation point and catch up with it.

The following strategy has been tested on the PC version of the game and has proven very successful.

Take off and fly about five degrees to the east (right) of due north. The jet flies at about the top level of the first altitude indicator. You need to reach and maintain an altitude about one third of the way above the first altitude indicator. This will give you enough altitude to bleed off during your turn.

The jet is activated by proximity, not by crossing a line north of the city. If you fly on the heading a bit to the east (right) of due north, the jet will not be activated until it is at a 45° angle to the west (left) of your position.

You will pass two cloudbanks after leaving the coast before the jet is activated. You can use this clue to start your turn before the jet is activated, which will give you a bit more of an advantage.

The moment the jet is activated (or shortly before), start a gentle turn to the left. This will cause you to lose altitude, and also gives you an airspeed advantage over the jet. Watch the radar until you are heading due south. At this point you should be right on the tail of the jet and if you are flying steady, should be able to reach the corona.

Other things that may help are turning off the radio so you can hear your engines, and doing the mission at night so the jet is more visible.

If you are playing the PC version of the game you can use the SA Config Editor to edit the config of the your plane, the DODO, to make it faster and the speed of the SHAMAL (target plane) to make it slower. The file you need to edit is the "handling.cfg" file. This can also be edited using a text editor (save a copy of the file before you do so). Changing the drag factor of the DODO from 12.0 to 8.0 will make the chase easier. However this also makes the DODO a bit more difficult to control.

After you take over the jet (which is simply a two stage whack-a-mole exercise) you need to land it at the Las Venturas airport successfully to conclude the mission. DO NOT FORGET TO PUT YOUR LANDING GEAR DOWN (press '2' on the PC). You can land anywhere on the runway. If you haven't piloted or landed a jet in GTA:SA before, you should steal a Shamal from the Las Venturas airport and exercise it, including landing, prior to attempting the Freefall mission. You can also exercise with the Dodo as there are always a couple parked at the LV airport. The gate to the LV airport will open automatically if you have passed flight school.

Rewards

 * Cash: $15,000
 * Respect +

New Missions Available

 * High Noon


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Grand Theft Auto: San Andreas/Meta/Information

This section holds useful information about the current status of the book. Try to keep this up-to-date.

Currently Active Authors
If you're actively modifying any part of the book, add your name and any other useful info to this list. If you know that you are not going to be an active author for some time, either remove your name from this list, or otherwise mark it as inactive.

 * Garrett (NZ - UTC+12)
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 * RandalSchwartz (US - UTC - 7-ish) (I'm mostly reading everything, fixing typos, and adding what I can)
 * Analog (UK - UTC) (Currently playing through the Las Venturas missions on the PC for the first time so that's where I'm concentrating my efforts for now)
 * Johncub (US UTC-4) Mostly just a spelling helper.

Content Still Needed
This is a list of all content we ought to cover, before this book should be considered complete.

 * Lots of story mission walkthroughs still to do
 * Quarry missions
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 * Screenshots:
 * A picture for each mission that doesn't have one already
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 * Grand Theft Auto: San Andreas/Missions
 * Grand Theft Auto: San Andreas/Missions/In the beginning
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 * Grand Theft Auto: San Andreas/Missions/Tagging up Turf
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 * Grand Theft Auto: San Andreas/Missions/Drive-thru
 * Grand Theft Auto: San Andreas/Missions/Nines and AK's
 * Grand Theft Auto: San Andreas/Missions/Drive-By
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 * Grand Theft Auto: San Andreas/Missions/Cesar Vialpando
 * Grand Theft Auto: San Andreas/Missions/Doberman
 * Grand Theft Auto: San Andreas/Missions/Los Sepulcros
 * Grand Theft Auto: San Andreas/Missions/OG Loc
 * Grand Theft Auto: San Andreas/Missions/Running Dog
 * Grand Theft Auto: San Andreas/Missions/Wrong Side of the Tracks
 * Grand Theft Auto: San Andreas/Missions/Just Business
 * Grand Theft Auto: San Andreas/Missions/Home Invasion
 * Grand Theft Auto: San Andreas/Missions/Catalyst
 * Grand Theft Auto: San Andreas/Missions/Robbing Uncle Sam
 * Grand Theft Auto: San Andreas/Missions/Life's a Beach
 * Grand Theft Auto: San Andreas/Missions/Madd Dogg's Rhymes
 * Grand Theft Auto: San Andreas/Missions/Management Issues
 * Grand Theft Auto: San Andreas/Missions/House Party
 * Grand Theft Auto: San Andreas/Missions/Burning Desire
 * Grand Theft Auto: San Andreas/Missions/Gray Imports
 * Grand Theft Auto: San Andreas/Missions/Reuniting the Families
 * Grand Theft Auto: San Andreas/Missions/The Green Sabre
 * Grand Theft Auto: San Andreas/Missions/High Stakes, Low-rider
 * Grand Theft Auto: San Andreas/Missions/Taxi Driver
 * Grand Theft Auto: San Andreas/Missions/Pimping
 * Grand Theft Auto: San Andreas/Missions/Firefighter
 * Grand Theft Auto: San Andreas/Missions/Paramedic
 * Grand Theft Auto: San Andreas/Missions/Vigilante
 * Grand Theft Auto: San Andreas/Missions/Freight
 * Grand Theft Auto: San Andreas/Missions/Burglar
 * Grand Theft Auto: San Andreas/Missions/Trucking
 * Grand Theft Auto: San Andreas/Missions/Oysters
 * Grand Theft Auto: San Andreas/Missions/Gang Tags
 * Grand Theft Auto: San Andreas/Missions/Photo Ops
 * Grand Theft Auto: San Andreas/Missions/Horseshoes
 * Grand Theft Auto: San Andreas/Missions/Unique Stunt Jumps
 * Grand Theft Auto: San Andreas/Vehicles
 * Grand Theft Auto: San Andreas/Items
 * Grand Theft Auto: San Andreas/Appendices
 * Grand Theft Auto: San Andreas/Appendices/Turf Wars Guide
 * Grand Theft Auto: San Andreas/Appendices/Dating Guide
 * Grand Theft Auto: San Andreas/Appendices/100% Completion Guide
 * Grand Theft Auto: San Andreas/Appendices/Territory List
 * Grand Theft Auto: San Andreas/Appendices/178 Territories Glitch
 * Grand Theft Auto: San Andreas/Appendices/PS2 Cheats
 * Grand Theft Auto: San Andreas/Appendices/X-Box Cheats
 * Grand Theft Auto: San Andreas/Appendices/PC Cheats
 * Grand Theft Auto: San Andreas/Appendices/Game Mods
 * Grand Theft Auto: San Andreas/Appendices/External Links

Orphaned Pages
The following pages are not linked from anywhere other than here. These should eventually be merged in and deleted.

 * Grand Theft Auto: San Andreas/Characters
 * Grand Theft Auto: San Andreas/B-Plot Missions Wang Cars Missions
 * Grand Theft Auto: San Andreas/B-Plot Missions Zero's RC Missions


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

These missions become available after you complete the mission with Catalina where you steal a gas truck.

Trucking
Vehicle: Linerunner, Tanker, and Roadtrain with various trailers attached. Stop by Whittaker's depot after completing Catalina's "Tanker Commander" mission and step into the mission circle to activate the mission.

Tips: Use the first-person view for more accurate driving. Take turns and steep hills carefully to avoid disconnecting the trailer. Avoid other traffic on the road. On damage-based missions, drive carefully overall; on speed-based missions, you can afford to be careless with damage, but avoid hitting obstacles than can stop your movement.

Rewards: Whittaker's "RS Haul" becomes an asset that generates money automatically.

Mission 1
Tanker to Red County: Deliver a Tanker to Red County, Simple run with a timelimit. Reward: $1,000.

Mission 2
Tanker to Montgomery: Deliver a Tanker to Montgomery, Harder run with no timelimit but damage limit and fragile load. Reward: $1,500 - Damage.

Mission 3
Illegal Goods to Ocean Docks, Los Santos: Deliver a container of Illegal Goods to Ocean Docks, Los Santons. The truck attracts police attention (3 Stars). No Time Limit. Warning this is a high load so some of the tunnels will cause the trailer to come off the truck. If this happens you have 45 seconds to reattached. Expect lots of police, the police helicopter and media vans to be all over you. Reward: $2,000.

Mission 4
Goods to Whetstone, South San Andreas: Deliver goods to Whestone, South San Andres. Has to be done quickly. Timelimit. Reward: $3,000.

Mission 5
Extremely Fragile Goods to Easter Basin, San Fierro: Deliver fragile goods to Easter Basin, San Fiero. Reward: $4,000 - Damage.

Mission 6
Illegal Goods to Easter Bay Airpot: Deliver a container of Illegal Goods to Easter Bay Airport, San Fierro. The truck attracts police attention (3 Stars). No Time Limit. Warning this is a high load so some of the tunnels will cause the trailer to come off the truck. If this happens you have 45 seconds to reattached. Expect lots of police, the police helicopter and media vans to be all over you. Reward: $5,000.


text:
Grand Theft Auto: San Andreas/B-Plot Missions Wang Cars Missions

Overview
You must first complete "Back to School" and "Yay Ka-Boom Boom" to unlock Wang Autos. Buy Wang Cars for $50,000 to start these missions at your garage in San Fierro.

Wang Cars is a set of missions in which you steal cars for export, but you can't grab just any car.

Conclusion: Wang Cars becomes an asset.

Zeroing In
Walkthrough: This mission requires you to follow a car by a series of colored blips. Head to each of the blips as quickly as possible before they turn gray (at which the mission is over) and eventually you will come upon the target car. Ultilize the P.I.T maneuver to spin out the target car. When the driver ditches the car, get in the car and return to the garage.

Reward: $5,000; Respect earned; WheelArch Angels opens for car modding.

Test Drive
Walkthrough: In this mission, you tag up with Ceasar to steal two cars from a car dealership near the docks of San Fierro. Begin this mission by heading to the dealership and stealing the cars. Follow Ceaser's lead and evade the police and use L1 to activate the nitrous. Finish this mission by safely returning to the garage.

Reward: $5,000; Respect earned.

Customs Fast Track
Walkthrough: This is your introduction to the Import/Export Crane of San Andreas. Begin by heading to the docks and get into the crane. Moving the crane by using the left analog stick and use the X and Square buttons to control height of the electromagnet. When you have the magnet above the crate, press O to latch the crate onto the magnet and move it off of the container ship. Repeat this process until you find the crate with the target car in it. Exit the crane and you will see a cutscene with 6 guys who's determined to stop your thievery, waste them and return the car to the garage.

Reward: $10000 - damage done to car; Respect earned; Import/Export crane opens up for car delivery.

Puncture Wounds
Walkthrough: You have to use a customized car which drops "stingers" in order take a car off the road and steal it. Get in front of the car and just drop a stinger and the tyres are blown and the car is yours.

Reward: $5000; Wang Cars becomes an asset


text:
Grand Theft Auto: San Andreas/B-Plot Missions Zero's RC Missions

Trucking
Vehicle: Linerunner, Tanker, and Roadtrain with various trailers attached. Stop by Whittaker's depot after completing Catalina's "Tanker Commander" mission and step into the mission circle to activate the mission.

Tips: Use the first-person view for more accurate driving. Take turns and steep hills carefully to avoid disconnecting the trailer. Avoid other traffic on the road. On damage-based missions, drive carefully overall; on speed-based missions, you can afford to be careless with damage, but avoid hitting obstacles than can stop your movement.

Rewards: Whittaker's "RS Haul" becomes an asset that generates money automatically.

Zero's RC
To start Zero's missions, buy his shop for $30,000. Air Raid You begin this mission on the roof of Zero's RC. There are several transponders scattered on nearby rooftops, your goal for this mission is to intercept incoming the Top Fun RC Barons from Berkley who's trying to destroy those transponders. You're armed with a stationary minigun to shoot down the remote controlled biplanes. This mission is not very hard if you have decent aim. Complete this mission by having at least one transponder still active after the time limit runs out.

Reward: $3,000

Supply Lines...

One of the hardest mission in the game, you start this mission with a RC Baron of your own armed with machine guns. The goal of this mission is to kill/destroy 5 of Berkley's couriers. You have a limited amount of time to complete this mission, as indicated by your fuel meter. Your plane will also sustain damage if hit by bullets. Complete this mission by killing all five couriers and return to Zero's roof with fuel to spare. Reward: $5,000

New Model Army

You begin this mission with a RC Goblin, a miniature helicopter. The goal of this mission is to safely guide Zero's RC Bandit into Berkely's base within the 8 minute time limit. Your RC Goblin is capable of picking up metallic objects and dropping them. Complete this mission by first destroying Berkely's RC Tigers by dropping bombs on them, placing planks across rivers to allow the RC Bandit to cross, and picking up obstacles on the field dropped by Berkely's RC Goblin.

Reward: $7,000, Zero's RC becomes an asset property that collects $5,000 per game day.

Wang Cars
Set of missions inwhich you steal cars for export, but you can't grab just any car.

Conclusion: Wang Cars becomes an asset.


text:
Talk:Grand Theft Auto: San Andreas

Welcome to the discussion page for the wiki book Grand Theft Auto: San Andreas. To minimize editing conflicts, use the + button at the top of the page, rather than the edit this page button.

Historical

 * This walkthrough needs more work including screenshots and maps. --24.59.197.201 17:11, 8 Nov 2004 (UTC)

 * Please, add as you see fit. This books needs a lot of filling out.  As it is a highly popular game, a good walkthrough here might encourage similar work with other games.  --Alpharigel 22:40, 9 Nov 2004 (UTC)

 * I'm delighted to see someone else is actual concern about the game guides, i'll try to give you a hand with the gta guide, and develkop a standard format. --CGorman 16:05, 12 Nov 2004 (UTC)

 * I suggest we wait untill the PC version to take screenshots. --142.46.130.26 00:45, 23 May 2005

 * Added FAQ sub-page. Tidied this page, and added some proposed style guidelines. --Aya 15:48, 14 Jun 2005 (UTC)

 * Added font-formatting explanation. --Garrett 03:07, 15 Jun 2005 (UTC)

 * Added more FAQ content. Major changes to this page. --Aya 17:20, 15 Jun 2005 (UTC)

 * Moved contents from the main page to its own page, and added all active pages to it, in an effort to keep track of what content we have already. More major changes to this page. --Aya 21:35, 15 Jun 2005 (UTC)

Mission page renaming
The mission pages are getting ridiculously long names. Like Grand Theft Auto: San Andreas: Sean "Sweet" Johnson I.

Then if Aya makes his individual mission pages we'll have even *longer* names.

What I suggest is that we have pages named like Grand Theft Auto: San Andreas: Missions: Sweet: Mission Here. Short and simple. We don't need the person's surnames etc., just the main name used for them. Similarly, the character page for him would be Grand Theft Auto: San Andreas: Characters: Sweet.

That is if we change Grand Theft Auto >> GTA for the longer page names of course. But they definitely need to be threaded together somehow, and not just by the character. Garrett 01:51, 16 Jun 2005 (UTC)

UPDATE: upon further investigation of the Wikibooks mechanics, shortening the name is not advisable as those pages would be "orphaned" from the actual namespace. Garrett 03:09, 16 Jun 2005 (UTC)

Re: Mission page renaming
I'm worried (although no-one else seems to be) about namespace collisions across the whole Wikibooks site. Some Wikibooks have taken extremely common page names like Appendix in the global namespace.

I figured it would be polite to minimise this 'pollution' by ensuring a consistent prefix which is guaranteed never to collide with anything else. I don't see a big problem if we at least keep the global prefix as per the above standards, especially considering every page so far already uses that convention. Bear in mind that I initially wrote the standards based on what was convention at the time. Much easier than changing all existing content to meet a new set of standards.

Regarding new mission pages (if I ever get around to it), I was considering dropping the name of the mission 'boss' from the page name completely. I want to minimise the number of pages containing indices, since these need to be updated if any page names change, so I'm just thinking of a separate content-page for each significant concept, and one HUGE contents page to index it.

As far as I can see there are two choices:

 * Use separate namespaces
 * Use disambiguation where necessary

The former will produce pages named:

 * Grand Theft Auto: San Andreas: Mission: Ryder
 * Grand Theft Auto: San Andreas: Character: Ryder
 * Grand Theft Auto: San Andreas: Vehicle: Infernus

And the latter:

 * Grand Theft Auto: San Andreas: Ryder (mission)
 * Grand Theft Auto: San Andreas: Ryder (character)
 * Grand Theft Auto: San Andreas: Infernus

Personally I find the former slightly neater, but I'm fairly easy either way. Aya 03:16, 16 Jun 2005 (UTC)

 * The advantage of the first method is that you can see where a page is "housed" without brackets. Also it creates "clean" URLs, for example "Grand_Theft_Auto:_San_Andreas:_Contents" as opposed to "Grand_Theft_Auto:_San_Andreas:%28Contents%29".
 * Also a visitor who comes across a URL leading to "Grand Theft Auto: San Andreas/Vehicles/Infernus" can cut off the car name to get "Grand Theft Auto: San Andreas/Vehicles", whereas if they decided that "Grand Theft Auto: San Andreas: Ryder" would lead to a core page they would instead get an error. Nothing major, but might as well make it as foolproof as possible IMO.
 * Note the slashes instead of colons, this makes it a lot easier. Look at "Grand Theft Auto: San Andreas/Vehicles/Vehicle Missions", it automatically generates a mini-navigation list. Also for the technical side of things this threads the pages together, whereas with colons it treats the other bits as if they are sub-books and does not attach them to the preceding "directory" they contain like it does with the slashes. Garrett 05:23, 16 Jun 2005 (UTC)
 * The problem with not having boss subpages is that things can be revealed too soon. Right now the table of contents lists all the boss names; this could potentially spoil it for someone who hadn't got that far. So perhaps we should at the least have the region subpages, so you'd go to "Grand Theft Auto: San Andreas: Missions: Los Santos: Ryder". That way only by clicking through to the region page would the bosses' identities be revealed. Not ideal, but the original goal of this Wikibook was that the layout be as accidental-spoiler-free as possible. Garrett 05:30, 16 Jun 2005 (UTC)

Once more, from the top
Okay. I think we both have different interpretations of what Wikibooks actually is, and the most effective means of using it. I guess it was rather a dumb idea of mine to choose some standards without adequately justifying those choices. This almost always fails to produce standards which get adhered to, in any system where people are not rewarded for following said standards. e.g. In a company, you get paid money to follow their rules. On a wiki there is no obvious financial reward at all. But I hope you at least agree that standards are important on collaborative projects, if only to the extent that we interpret language in the same way. i.e. We share a common 'dictionary'.

For what it's worth, I'm a 28-year-old software developer, and during some of the projects I've had to 'endure', I came across various pitfalls of the processes commonly used within those projects. Most of these don't really pertain to wiki, but some do. I also fairly new to the wiki community, but I really like the idea, because it does to information what web-forums and newsgroups can only dream of.

The dangers of page naming
I've finally read through all the material I can find about page name delimiters, and I'll just summarise what I've found here:

N.B. I use the character '*' to represent any amount of whitespace, including no whitespace. Valid whitespace characters seem to be: '_' and '%20', but not ' ', since this is an illegal character in a URL. All browsers convert it to '%20'.

page name -> wiki interpretation

"*GTASA*" -> a page in the global namespace named "GTASA"

"*Talk*:*GTASA*" -> a page in the "Talk" namespace named "GTASA"

"*GTASA:Ryder*" -> a page in the global namespace named "GTASA:Ryder"

"*GTASA:_Ryder*" -> a page in the global namespace named "GTASA:_Ryder"

"*GTASA/Ryder*" -> a page in the global namespace named "GTASA/Ryder". Provides a link to "GTASA"

"*GTASA/_Ryder*" -> a page in the global namespace named "GTASA/_Ryder". Provides a link to "GTASA"

"*GTASA_/_Ryder*" -> a page in the global namespace named "GTASA_/_Ryder". Provides a link to "GTASA"

Notice the last three are conceptually identical, but will return three different pages. Not really what we want.

The dangers of hierarchies
Hierarchies are probably most familiar in things like URLs. The idea is to use them when something is conceptually a 'child' element of another element. This is great for some applications, but the problem is that with a bunch of disparate concepts, as you might find in a guide for GTA:SA, it's nigh impossible to get everyone to agree which means of arranging things in a hierarchy is best.

e.g. I noticed above that the page 'Vehicle Missions' is a child of the 'Vehicles' page, whereas since it's ultimately talking about missions, and not vehicles, I might have decided to make it a child of the 'Missions' page.

The same is true for most classification schemes. Let's take an example for movies. If I decide on some categories like 'Action', 'Drama', 'Comedy', 'Horror', 'Sci-Fi', etc.

The problem now is that when I want to add a movie to one of these categories, which one should I choose? The movie 'Pulp Fiction' surely belongs to more than one of these categories.

The error here is defining categories which are not mutually-exclusive. A good example of categories might be 'A', 'B', 'C', etc., in which case, there could be little argument that the movie 'Pulp Fiction' should belong in the 'P' category.

Categories also fail where the category names are poorly defined, as they are right now.

Furthermore the hierarchy might change as new content is added, and if this hierarchy is included in the page name, then the page name will have to change also. From my experience, it's a lot easier to change the content of a page, than it is to change the page's name.

Another problem with using the '/' notation is the implication that the parent node MUST exist. I might want to have a page "foo/bar", but not a page "foo".

Conclusions
To avoid confusion, I shall define the following terms:

 * bookshelf:Conceptially, an index of one of more categories of books on Wikibooks.
 * book:This is perhaps analagous to a paper book. This book may belong to any number of bookshelves.
 * page:This is perhaps analagous to a chapter in a paper book. Note that one of the design goals of Wikibooks was to allow many books to share the same pages. e.g. Most of the Wikibooks relating to computer programming, tend to include the global page containing the ASCII chart.
 * page name:The suffix of the URL used to retrieve a page. i.e. http://en.wikibooks.org/wiki/ page name. Note that many similar suffices may be used to reference the same page, so I shall define it to mean the shortest suffix required to retrieve the page.
 * content page:Conceptually, perhaps, a leaf-node page which contains mostly useful content pertaining to its page name.
 * index page:A page whose primary reason for existence is to provide an index to other pages. The index could be hierarchical, alphabetical, or whatever. A bookshelf page is an example of such a page.

 * Use page names solely to uniquely identify discrete concepts within the scope of the book. They should not be used to denote hierarchy.
 * Keep the page names as short as possible, while making every effort to avoid namespace collision, by using scoping or disambiguation where necessary.
 * To provide a hierarchical model of all the content pages relevant to the book, use an index page to index the existing content. This is the current purpose of the 'Contents' page. If the conceptual hierarchy should need to change, you only need to modify that one page. This also allows you to apply multiple conceptual models to the same information, simply by having multiple index pages. e.g. the 'Index' page will ultimately provide an alphabetical index of the same content pages, and the FAQ page is starting to link back into the main content.
 * To provide a hierarchical model of all the content pages relevant to a smaller scope (e.g. all missions in Los Santos), use another index page.
 * Try to avoid changing the page names of existing pages, or creating too many new content pages until there is a clear page naming standard.

Perhaps it would be clearer if I specified how I ultimately expect the pages to be named. The string "GTASA" should be interpreted as "Grand Theft Auto: San Andreas":-

 * Index pages
 * "GTASA" - Main page, linking only to other index pages.
 * "GTASA: Contents" - Full hierarchical contents, linking to every content page.
 * "GTASA: Index" - Full alphabetical index, linking to every content page.
 * "GTASA: Frequently Asked Questions " - This page is a little hairy, since it contains both indices and content, but I shall put it in here in the hope that ultimately it will only contain links to other pages.
 * Content pages
 * "GTASA: Mission: Ryder" - Anything pertaining to the 'Ryder' mission.
 * "GTASA: Mission: End of the Line" - Anything pertaining to the 'End of the Line' mission.
 * "GTASA: Character: Ryder" - Anything pertaining the the character 'Ryder'
 * "GTASA: Vehicle: Infernus" - Anything pertaining the the vehicle 'Infernus'
 * "GTASA: Item: Night-vision Goggles" - Anything pertaining the the item 'Night-vision Goggles'
 * "GTASA: Item: Night-vision Goggles" - Anything pertaining the the item 'Night-vision Goggles'

If you think having only a single index to all missions is too much of a 'spoiler', then you could create another index page, say, just for Los Santos missions, which would link to the 'Ryder' mission, but not to the 'End of the Line' mission.

The means used to disambiguate the page names is arbitrary. I merely chose the colon (as used typographically rather than in a scoping context. i.e. "foo: bar" rather than "foo:bar"), because this seemed to be the way that the content was already organised. Some other examples:

 * "GTASA: Ryder (mission)"
 * "GTASA: Mission - Ryder"

I really don't care which method is used, providing it's agreed upon. Maybe the colon is a bad idea because it implies a namespace where none exists.

See also: Naming_conventions

Okay. It's 8:00pm here, and I'm off to the pub for a while.

Aya 18:56, 16 Jun 2005 (UTC)

 * I wasn't aware that there was a misunderstanding at all, but now I finally see what you're getting at! Yes I did think of the hierarchy of the Vehicle Missions--after I'd moved it! Certainly it should go under missions.
 * But what other examples are there of multiple-location pages like the Pulp Fiction example you gave? From a quick look at the list, pretty much everything might as well stay right where it is until such time as good names are found for "collectible hidden things" and such. For neatness' sake the Burglary guide should go under the Vehicle Missions page, but, again, that's minor.
 * As for implying the parent exists, in the currently applicable situations I can't think of a parent directory that would be unwanted, except for /Cheats/ but I've got plans for content there too.
 * The colons as they look nice and make nicer-looking page auto-titles than the slashes do, but they still imply an upper directory exists. Brackets make users less inclined to think there is a higher level, but as a downside they generate ugly URLs ("Grand_Theft_Auto:_San_Andreas_%28Contents%29").
 * I'm interested in using slashes because that is the standard for nested pages both in many of the other books here and the pages on other Wikis. Also, and more importantly, the MediaWiki engine will eventually support a TOC link on each page that will generate a list of its child pages, but this will not however support colon-based directories. Therefore for future-proofing and overall cohesiveness with the style adopted by the rest of the Wikibooks projects it seems the slash should be the way to go. Hmmm...
 * But hang on, I've got an idea, I'll just post this and do that :) Garrett 14:22, 17 Jun 2005 (UTC)

Puzzling out the hierarchy
To try to get some agreement on how pages should be tiered, if at all, here is a list of all current and proposed pages.

Feel free to tweak the list to put the pages into whatever hierarchy or lack of hierarchy you think is right; when we agree on the list it can then become the standard.

Note that I've used / to indicate the hierarchy because it shows up easier than anything else; whether / becomes the standard is another matter.

Pages needing hierarchy decisions

 * Grand Theft Auto: San Andreas
 * /Missions
 * /(mission name here) << each mission will eventually have a page, in the meantime each boss will likely have one
 * /Vehicle Missions
 * /Burglary
 * /Cheats << problem: this page does not exist, solution: put something there that cannot go individually. I had worked out something, but I forget, will update with it when I remember!
 * /PS2
 * /Xbox
 * /PC
 * /Territories << a new page, talking about gang lands in general ; is there a better name for this page?
 * /Gangs << a new page talking about the various gangs in San Andreas ; I've been intending this for a while but wasn't sure how to tier the now-related turf pages with it
 * /Turf Wars << its purpose will change to actually *fighting* for turf, info on turfs in general would go into the parent /Territories page
 * /Territory Glitch
 * /List of Territories << "List of" seems possibly obselete, is there a better and/or shorter name?
 * /"secrets", "collectibles", etc. << this needs a good-sounding name ; this page will talk about the collectibles and what they do in general before delving into the actual lists
 * /Tags
 * /Oysters
 * /Photos
 * /Horseshoes
 * /Unique Jumps
 * /Dating Guide << not sure where this goes, maybe under /Basics or just leave it where it is?
 * /Appearance Guide << perhaps under /Basics?
 * /Controls << this is an obvious one, but should it tier under Basics or be on its own?

Should weapons and items be separate? I mean, would it be best to talk about "/Weapons/SMG" or "/Weapons and Items/SMG"? I really don't know. At the point where each item has a page of its own I'd say having a united "Weapons and Items" page would be preferable to keep repeated babble to a minimum. If /Weapons is just essentially linking to the indepth pages, it would be less obselete if it also listed all the items, if you see what I mean.

Maybe cut "guide" off the pages since the whole book is a guide anyway?

Pages that should remain where they are

 * Grand Theft Auto: San Andreas
 * /100% Completion Checklist
 * /Frequently Asked Questions
 * /Contents
 * /Index
 * /Basics
 * /Mods
 * /Sources
 * /Vehicles

"Almost final" ones (that are already sorted out)

 * /Characters
 * /(character name here) << each character would eventually have their own page

Colons Considered Harmful
Okay. You've given a good reason for using '/', so I've changed the standards to reflect that. Any idea when MediaWiki will support auto-TOC for '/'-based subpages?

You'll also notice a lot of things have moved around. This page was getting too complex, so I thought I'd move parts of it to a metadata section.

Aya 18:49, 17 Jun 2005 (UTC)

 * I really couldn't say. Some of these new ideas take just a week to implement, others take many months. This particular idea is easy to do, but the problem is that more pressing things like bug fixes are need to be done first.
 * Okay. Not too bothered, but I'm a big fan of future-proofing stuff as much as is reasonably possible. I guess I was a tad worried that renaming pages would cause problems, but it doesn't seem that way to me any more. I'm kinda new to wiki, so I had quite a bit of wiki tradition to pick up before I start doing anything too major. Futher, I like to keep things tidy, and leaving hundreds of redirect pages lying around seems a bit messy, but it looks like only an admin can actually delete a page, so there's not a lot I can do about it.

 * I like the template, that's a good idea. I was thinking of doing something similar, but the way you've done it it actually matches the appearance of the existing backwards links! Nice!
 * Yeah. I've been experimenting a lot recently with XHTML/XML/XSLT and CSS, so I figured there must be a way to make the navigation links look more like the ones which are auto-generated. On the subject. I think we should try to restrict the number of non-templated navigation links in pages. Obviously normal links to other related pages are a good idea, but if we want to standardise them across many pages, I think templates are the only way to go.

 * I notice you haven't moved anything around on the hierarchy example, so is that more or less the final thing now? Garrett 00:11, 18 Jun 2005 (UTC)
 * Yeah. I'm okay with the way things are as in the "new naming policy" which you came up with; the only exception being "Vehicle Missions" being a child of "Vehicles", which we already discussed. Don't worry about it for now. It'll probably make more sense when we get more content in. Aya 19:17, 18 Jun 2005 (UTC)

Latest Changes
I've made loads of changes today. I'm trying to see if I can squeeze everything into one of the four subpages "Basics", "Missions", "Vehicles" and "Items".

Aya 00:40, 22 Jun 2005 (UTC)

 * All looking good! Burglar should maybe be a subset of /Missions/Vehicles/ though, but that's just a minor thing. Garrett 01:30, 22 Jun 2005 (UTC)

 * I wasn't planning on having that many levels of hierarchy. I didn't have much time to explain last night. I'd been editing pages for about 12 hours and was starting to get a little tired. My latest design model is as per the next section: Aya 13:23, 22 Jun 2005 (UTC)

New design model
This is partly based on your comments that page names were getting too long, and that the use of hierarchies (using '/') was a good thing, both of which I agreed with (eventually :-)).

Even though I still believe that a full contents list is beyond the scope of the main page, I still think it a good idea to use the main page as a jumping-off point to the lowest level of the hierarchy (since that way, you can navigate through the entire book without resorting to the contents or index pages). To this end I figured it would be worth minimising the number of immediate children of the main page, to reduce the amount of links in it. This is based on my critique of the main page of the whole wikibooks site, which is far too confusing for a newbie, since is has far too many links in it, and many of them take you to either identical, or, worse still, near-identical duplicate pages which ought to be merged or whatever. The site is a bit of a mess as I had previously mentioned (e.g. the evilness of the page Appendix, which ought to be scoped into some sort of SQL namespace), but I don't have the time to fix the whole thing. Perhaps future releases of MediaWiki will make this easier. Anyways... on with the design:

The current low-level hierarchy looks like this:

 * Grand Theft Auto: San Andreas
 * Grand Theft Auto: San Andreas/Meta
 * Grand Theft Auto: San Andreas/Basics
 * Grand Theft Auto: San Andreas/Missions
 * Grand Theft Auto: San Andreas/Vehicles
 * Grand Theft Auto: San Andreas/Items

I'm also thinking of adding one final page at the lowest level:

 * Grand Theft Auto: San Andreas/Appendices

And now. A quick explanation of what content should go into what sections.

 * Meta - Anything which is to do with the organisation of the book, rather than content for the book. This section won't be in the "brief contents" or "full contents" lists, since it's aimed at people who edit the book, rather than those reading it.
 * Basics - Anything which is fundamental to playing the game, and doesn't fit into any other section (although there might be some crossover with the new Appendices section).
 * Missions - Anything which is a mission. Including: story missions, asset missions, vehicle missions, challenge missions, collection missions.
 * Vehicles - Anything which is a vehicle: cars, bikes, planes, boats, but NOT the jetpack, since this follows the behaviour of an item (in the sense that you can't store it in a garage).
 * Items - All weapons, tool items (spray can, extinguisher), gift items (flowers, dildos), and the jetpack.

Regarding the appendices section, I felt it might be worth including that for things which aren't really that "basic". Futhermore, I think we ought to keep the "basics" section completely free from spoilers, and I'm wondering if that really is the case. I'm thinking at least the 100% completion should go in here, and maybe some other bits and pieces. Perhaps also the dating guide, if it gives away the names of girlfriends, and/or other plot information.

Now the important bit. To minimise the length of page names, all other pages should be direct children of one of these pages. I've checked, and there should be no namespace collisions by putting all missions in the same namespace. Arguably, the side-missions are just as important as the story missions (sometimes more so) for 100% completion.

Regarding the actually subpage names. For the missions section, I've been using the canonical mission name (including capitalisation and punctuation) as per the TEXT/AMERICAN.GXT file on the game DVD. This way, there can be no arguments about correctness.

The same can be done with vehicles (I already have a complete list of all vehicle names, including those which are removed from the game), but I don't think it's worth creating any subpages for these yet, at least until we have some screenshots of what they look like. I can grab all the other canonical data about each vehicle (top speed/acceleration/etc) from the DATA/HANDLING.CFG file and other files on the DVD.

Based on the minimal amount of information we currently have about characters, I don't think it's worth making a separate page for each character, but I wonder where the page ought to go. Is it "basics"; does it contain spoilers; should it be an "appendix"? If we do decide to create subpages, then perhaps it deserves its own root node (i.e. GTASA/Characters/ ).

I shaln't make any more structural changes until you've had a chance to read this, and comment on it. I'm beginning to think perhaps my rule about having no more than 2 levels of hierarchy to be a bit harsh to apply to all sections. One of the reasons I think it's useful in the missions section is to make it easy to reclassify missions later on if need be. At the moment, my classes (e.g. story mission, asset missions, vehicle mission) are as per the bottom of the page Grand Theft Auto: San Andreas/Missions/In the beginning, but this is by no means a final classification. I may decide later on that perhaps it's worth subclassing "required" and "optional" story missions, and this will be a whole lot easier if I don't have to worry about page hierarchies. Page renaming is still a bit messy, since it requires you to manually redirect all links to the old page name. To be honest, I think this feature could be implemented automagically in a wiki server, but I haven't seen one where this is done yet. I was thinking quite seriously about getting involved with the MediaWiki project, but I really despise PHP. PHP is great for small projects, but it's not really that scalable (notice the number of squid proxies this site has to employ to get around that problem). Maybe I'll write my own from scratch. ;-)

For now, I'll carry on with mission walkthroughs until we get a concensus on the remaining organisation. When we do, I'll move it to the "standards" page, and move the section "puzzling out the hierarchy" from the "information" page back to this page. Arguably, I should never have moved it anyway, since it's really "speculation" rather than "infomation".

I hope this re-organisation of the "basics" and "missions" sections hasn't bugged you too much, but discussions via this page are rather slow, and I'd never get anything done otherwise. Perhaps it might be easier to communicate via MSN/Yahoo/ICQ/whatever. FYI: I am:

 * adrian_eyre@hotmail.com for MSN (don't send email there cos I never read it)
 * adrian_eyre@yahoo.com for Yahoo (ditto)

Anyways. Let me know what you think.

 * I can't really talk to you directly at the moment, but the new structure is sounding fine. I'm not at all bothered and it certainly makes sense to put everything extra under Basics. As for Appendices that's also fine, that's just what you'd have in a printed book to cover non-essential stuff.
 * I'm not sure about calling item-collection a "mission", it's not structured or timed or even labelled. Maybe under Appendices since you don't (really) need them anyway?
 * Other than that everything's fine. Except I keep screwing up on OG Loc, bah... :( Garrett 06:57, 23 Jun 2005 (UTC)

Content moved from Information page
I've moved the Puzzling out the hierarchy section back to this page, since it wasn't being maintained. It's probably redundant now anyway, but worth keeping in this page for posterity.

I also removed this:

 * the "invisible" parent page Grand Theft Auto: San Andreas/Cheats does not exist; perhaps something could go there, maybe a master cheats overview like GTASanAndreas.net has?

Due to restructuring the content, it no longer seemed relevant.

Aya 21:06, 23 Jun 2005 (UTC)

Final Naming Convention
I've reorganised the remaining pages. There's still a few more bits and pieces to sort out from the Orphaned Pages list, but at least now it's obvious where they need to go.

Check out the metadata pages for the gory details. I'm off to bed.

Aya 00:55, 24 Jun 2005 (UTC)

Misc
Perhaps the text you added to this page should be moved here instead? It's already in the FAQ, as well as in a couple of the walkthroughs that require it. Personally I would've deleted the question. I doubt the user who left it will even return.

I'm assuming you've only just recently acquired the game itself (PC version?). How's it going?

Aya 14:03, 29 Jun 2005 (UTC)

GTA Pages
N.B. Some of this text has been copied from User talk:Aya. - Aya 4 July 2005 14:29 (UTC)

Hi Aya, been doing some patrols of the edits. Can you check the GTA pages for consistency/ correctness? Some newbies had been tinkering around with some pages (and not all are nice cuddly newbies either). There's way too many edits over the weekend for me to look through while at work. :P - Lynx7725 4 July 2005 02:29 (UTC)

 * I have been doing so on a daily basis (for the most part). Every page in the book is in my watchlist, and I tend to check every diff, especially those from non-registered users. The problem recently has been that the Mediawiki upgrade from 1.4 to 1.5 (on or around the 2nd of July) seems to have removed all this history from my watchlist, so I've had to manually go through all the pages' histories to check. I checked all the pages on the 3rd of July, with the exception of the mission walkthroughs (there are about 100 of these), and reverted any intentional or unintentional vandalism. I'll check through the remainder when I get a chance, but I tend to find most of the vandalism happens in the same few pages each time, none of which are mission walkthroughs. - Aya 4 July 2005 14:29 (UTC)

Please let the other GTA contributors know as well. - Lynx7725 4 July 2005 02:29 (UTC)

 * Hopefully, moving this text to our talk page will have that effect. Perhaps in future it might be better to express your concerns on this page, then perhaps provide a link on the talk pages of the users concerned, although personally, I will always check a diff made to this page. - Aya 4 July 2005 14:29 (UTC)

Orphaned GTA Pages
Hi y'all. Can someone please look into the following pages?

 * Grand Theft Auto: San Andreas: B-Plot Missions
 * Grand Theft Auto: San Andreas: B-Plot Missions Wang Cars Missions
 * Grand Theft Auto: San Andreas: B-Plot Missions Zero's RC Missions
 * Grand Theft Auto: San Andreas: Pimping
 * Grand Theft Auto: San Andreas: Wang Cars Missions

Wikibooks' Orphanage has them listed (i.e. not linked to other pages). I'm not sufficiently familiar with your book structure to know whether it's a Wiki error or something wrong with these pages. Thanks in advance. - Lynx7725 7 July 2005 07:07 (UTC)

 * Thanks for helping out, but we were already aware of these. We've made an effort to keep track of all pertinent content (especially since the search function seems to yield results which appear to be months out-of-date).

 * We have a project metadata page, which links to an informational page, containing a list of all orphaned pages. This is slightly more organised than a talk page could ever be. This content will be merged in at some point. It's just a case of who can be bothered to do it (probably it'll end up being me). :-)

 * To be honest, I don't see why these pages are showing up in the Orphanage anyway. I'm beginning to think that this page, and various other 'special' pages are generated using cached content which hasn't been updated for months. I no longer trust them. I'm beginning to wonder if my time would be better spent fixing these problems in the MediaWiki source code, rather than using the system, but I'd much rather do the first project off this list.

 * As for you lack of familiarity with the book's structure, you should find the pages linked from the project metadata page enlightening. ;-)

 * Aya 7 July 2005 16:09 (UTC)

Minor/Major changes
I have a minor idea of page linking and special wiki stuff, but will finish off the stats section of the guide.

AkumaZ 02:29, 17 July 2005 (UTC)

 * Perhaps it would be wise to elaborate on your intentions before making any major changes. Finishing off the stats guide would indeed be a noble goal. - Aya T C 13:22, 17 July 2005 (UTC)

PC (and console) controls
Well, I want to remember you that PC version also exists. ;) I am reading this book often and I see that not ecerywhere are PC controls or console controls. For completion of this book you need to put also PC and console controls in every page of this book. I know that on PC I can change controls settings, but you can put defaults of them. For example: Grand_Theft_Auto:_San_Andreas/Frequently_Asked_Questions. Well, I still don't know how I can cut off my parachute, because it is not listed for PC. If there would be deafult PC controls I could reset my settings (by renaming settings' file in GTA San Andreas User Files) and see that. Holek ҉

title: Talk:Grand Theft Auto: San Andreas


text:
Grand Theft Auto: San Andreas/Basics/Weapons and Fighting

All weapons aim better when CJ is crouched so most of your time fighting will be in the crouch position. This also allows CJ to do combat rolls in and out of cover, allowing time to reload.

By far the best weapons in the game are the Chainsaw, the SMG and the AK-47. All other weapons are likely to only be used in passing and when available. The chainsaw is devastating because it "locks" characters in place and does so much damage that apart from special characters it is a one hit kill. It also requires no ammo.

The SMG is versatile as it can be used in drive-bys while when crouched its range and accuracy is comparable to the assault rifles.

The AK-47 and the M4 are very similar apart from their ammo clip sizes but the AK-47 is more readily available and therefore you are more likely to make Hitman with it.

These are the only three weapons you need to carry out most of the missions and the Turf Wars.

Stealth Weapons
The two stealth weapons are the knife and the silenced pistol. In a couple of missions these are the only weapons you have access to.

The knife is a ordinary melee weapon but has a special attack mode. If you target an unaware opponent (for example approaching them from behind) and attack you should slit the target's throat killing them instantly.

The silenced pistol is the same as a normal pistol except that when fired it seems to not increase the Wanted Level as rapidly as other weapons. In stealth missions the silenced pistol allows silent kills at a distance but it is important to use a head shot kill as otherwise the target can shoot back and set the alert level in the mission.

Heavy Weapons
The Heavy Weapons in the game include the Chaingun (also known as the Minigun), Flamethrower and the RPG/Heat Seeking Rocket Launcher.

Out of all of these the most useful are the Chaingun and the RPG. The Chaingun is effectively a monster machine gun with a huge rate of fire. It also needs to be "spun" up by being aimed. It is probably the best weapon for dealing with large numbers of spawned enemies such as cops at Wanted Level 5 and gang members in Turf War.

The RPG can destroy virtually all vehicles in the game with a decent shot so is handy for causing mayhem or getting the police helicopter off your back. It can also be used as a vastly more accurate equivalent of the grenades or Molotov cocktails.

The Heat Seeking Rocket Launcher is practically the same as the RPG except that when aimed it also shows a targetting symbol. This is usually placed on the vehicle roughly in the centre of the aimed view. When the launcher is fired the rocket will then home on the target. This is not all that useful on land vehicles but is the best way of bringing down aircraft and helicopters.

The flamethrower is in many ways a great weapon as it is the only practical area-effect weapon in the game and causes a great deal of chaos by setting pedestrians and passing vehicle on fire. Since any area it touches continues to burn for a while after it also effectively allows you to stop people moving through an area. The weapon has two major weaknesses: firstly since it creates a burning area wherever it is fired it is only possible to move backwards when using the flamethrower; secondly it is difficult to control what will be affected by the flamethrower and using it on a busy street is likely to rapidly up your wanted level and make you a target for pedestrians.

Thrown Weapons
The hand grenade can be useful if expensive. A down-side is that it tends to tie you to the spot. You might try it to initiate gang or turf wars and it can also be used to dissuade pursuing rival gang members before resorting to side- or long-arms.

The Molotov becomes quite handy once you've completed the Firefighter mission to become fireproof. You can kill a half dozen assailants (like gang members in a turf war in close proximity) instantly, without fear of having it backfire. Be careful though, because vehicles set on fire will explode a few seconds later, and being fireproof doesn't mean you're immune to the concussive force of an explosion.


text: Category:Book:Grand Theft Auto III

title: Category:Book:Grand Theft Auto III


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Template:Grand Theft Auto III/Header

> Basics | Missions | Vehicles | Items | Appendices

title: Template:Grand Theft Auto III/Header


text: Category:Book:Grand Theft Auto III/Templates


text: Category:Book:Grand Theft Auto: Vice City


text:
Template:Grand Theft Auto: Vice City/Header

> Basics | Missions | Vehicles | Items | Appendices


text: Category:Book:Grand Theft Auto: Vice City/Templates


text:
Grand Theft Auto: Vice City/Missions

The following are the missions which relies with the main story. At first the name of the the person/place who gives us the mission/from which we get the mision, then below that the name of the missions are given.

There are three types of missions - storyline missions, asset missions and secondary missions. You have to complete all these missions to complete the game. But there types are different. The storyline missions deals with the main storyline. We get the asset only after buying that asset. And if you complete all the missions of an asset the asset will start collecting revenue up to a limit. You can only buy the assets after the mission - Rub Out. Secondary missions re jobs which neither deals with the storyline nor with our properties/assets but by doing that missions people's respect towards us increases.

Storyline missions

 * Intro
 * In The Beginning...

 * Ken Rosenberg
 * The Party
 * Back-Alley Brawl
 * Jury Fury
 * Riot

 * Colonel Cortez
 * Treacherous Swine
 * Mall Shootout
 * Guardian Angels
 * Sir, Yes Sir!
 * All Hands on Deck
 * Riot
 * The Party
 * Phnom Penh '86
 * Keep your friends close

 * Ricardo Diaz
 * The Chase
 * Phnom Penh '86
 * The Fastest Boat
 * Supply & Demand
 * Rubout

 * Tommy Vercetti / Kent Paul / Lance Vance
 * Death Row
 * Rub Out
 * Shakedown
 * Bar Brawl
 * Cop Land
 * Cap the Collector
 * Keep Your Friends Close

Asset missions

 * The Boatyard
 * Checkpoint Charlie

 * Cherry Popper Ice Cream Factory
 * Distribution

 * The Pole Position Club
 * Stripshow

 * Kaufman Cabs
 * V.I.P.
 * Friendly Rivalry
 * Cabmageddon

 * Sunshine Autos
 * Car delivery

 * Interglobal Films, Inc
 * Recruitment Drive
 * Dildo Dodo
 * Martha's Mug Shot
 * G-Spotlight

 * Printing Works
 * Spilling the Beans
 * Hit the Courier

 * The Malibu Club
 * No Escape?
 * The Shootist
 * The Driver
 * The Job

Secondary missions

 * Pay Phone Missions
 * Road Kill
 * Waste the Wife
 * Autocide
 * Check Out at the Check In
 * Loose Ends

 * Avery Carrington
 * Four Iron
 * Demolition Man
 * Two Bit Hit

 * Love Fist / Kent Paul
 * Love Juice
 * Psycho Killer
 * Publicity Tour

 * Mitch Baker / Biker Gang
 * Alloy Wheels of Steel
 * Messing With the Man
 * Hog-Tied

 * Phil Cassidy
 * Gun Runner
 * Boomshine Saigon

 * Umberto Robina / Cubans
 * Stunt Boat Challenge
 * Cannon Fodder
 * Naval Engagement
 * Trojan Voodoo

 * Auntie Poulet / Haitians
 * Juju Scramble
 * Bombs Away!
 * Dirty Lickin's

title: Grand Theft Auto: Vice City/Missions


text:
Grand Theft Auto: Vice City/Items

Weapons
The following is the list of weapons in Vice City, along with locations and costs. It is organized within itself from weakest to strongest.

"Fist" weapons

 * Unarmed - Hand-to-hand combat, does minimal damage, but costs nothing.
 * Brass Knuckles - Another hand-to-hand weapon, causing a bit more damage than bare fists. They are found in an alley near Ocean View Hotel, or if you kill a security guard at The Malibu.

Melee weapons

 * Screwdriver - It can be purchased at Bunch of Tools in Washington Beach, Tooled Up at North Point Mall, or at Screw This in Little Havana, for $10.
 * Golf Club - A fun, unconventional weapon. It can be found at Leaf Links Golf Course.
 * Hammer - It is available for purchase at all the locations that the Screwdriver can be bought, for $20.
 * Nightstick - It can be found in the Washington Beach Police Station, or if you kill a policeman, he will drop one.
 * Baseball Bat - It can only be purchased at Bunch of Tools in Washington Beach. It can also be found in the same alley as the brass knuckles.
 * Cleaver - Yet another "just for laughs" melee weapon. For $50, you can buy it anywhere Screwdrivers and Hammers are sold. It is also found behind the Pizza shop in Vice Point.
 * Katana - For $300 you can become Samurai Vercetti-san at Tooled Up at North Point Mall. You can also find the katana in the backroom of the coffee shop at North Point, and also in the driveway of your Starfish Island mansion.
 * Machete - $100 at Screw This will get you this big blade. You can also find it under an awning in one of the many alleys in Washington Beach, or on the sidewalk of the bridge to Starfish Island.
 * Chainsaw - $150 at Screw This, 20 hidden packages, or a search for a room dedicated to Scarface will make you Vice City's resident Lumberjack (or bone-jack).

Projectile weaponry
smoke greanade_found at the top of the talest building.
 * Hand grenades - For $300 at the North Point Mall Ammu-Nation, you can get 8 of these. It takes a steady hand to master grenading.
 * Molotov Cocktails
 * Tear Gas - This weapon takes a long time to kill people, and is found behind the Washington Beach Police Station. No longer available in PC version
 * Remote Grenades - For $1000 at Phil Cassidy's Armory, you get eight of these. Throw one, then detonate it at will.

Pistols

 * Colt .45 - $100 at either of the East Island Ammu-Nations. It can also be found at the construction site, and Vice City Marina. When you kill a cop, one drops out of his hand along with the nightstick.
 * Colt Python - The most powerful pistol, a one-hit kill no matter what. $2000 at the Downtown Ammu-Nation, or it appears at your mansion when you collect 30 hidden packages.

Shotguns

 * Standard Shotgun - $500 at the Ocean Beach Ammu-Nation, or you get one whenever you enter a cop car.
 * Stubby Shotgun - More one-hit kills, but must be reloaded after each shot. $600 at North Point Ammu-Nation.
 * SPAS Shotgun - One-hit kills, with an 8-shot magazine. $4000 at Downtown Ammu-Nation.

Sub-machine guns

 * TEC-9 - Located near a house on the West side of East Island.
 * Ingram Mac 10 - $300 at the Ocean Beach Ammu-Nation, one of the few weapons you can run with while shooting.
 * Uzi 9mm - $400 at North Point Ammu-Nation, also located north of the Washington Beach Pay'n'Spray, or inside an apartment complex in the same area. More locations include the gang house on Prawn Island, and under the stairs leading to the Skumhole Shack.
 * MP5 - $3000 at Downtown Ammu-Nation. The most powerful SMG; however, it cannot be fired while walking or running.

Assault rifles

 * Ruger - $1000 at Ocean Beach Ammu-Nation. One-hit kills, but hard to learn how to aim.
 * Colt M4 - $5000 at Downtown Ammu-Nation, for the "best" assault rifle. Also found in the bottom of the Vercetti mansion.

Heavy

 * Rocket Launcher - A whopping $8000 for 8 of the most conventional ways to blow up cars, boats, and helicopters at Phil's Place. You can also find it in the swimming pool of the hotel near Escobar International, or by collecting 70 hidden packages and going to your mansion.
 * M60 - $8000 at Phil's can get you this weapon, although it has a slow firing rate.
 * Flamethrower - 40 hidden packages, a trip to a garage at Vice Point or a search in the pools of Starfish Island for this one. Beware touching the flame, however, or else you will progressively lose health.
 * Minigun - The most expensive weapon in the game, $10,000 at Phil's Place. You can also get it with 60 hidden packages. Extremely hard to master.

Sniper rifles

 * Standard Sniper Rifle - $1500 at North Point's Ammu-Nation, or a search in the hedge maze on Starfish Island can get you the same gun from "Bomb Da Base" in Grand Theft Auto III.
 * PSG-1 - $6000 at Downtown Ammu-Nation, or 50 hidden packages. Very accurate.

Miscellaneous

 * Camera - Not a weapon, but it takes up a slot. It is used in the mission "Martha's Mug Shot". Works like a camera, and is used to take pictures.
 * Detonator - A device given to you with each remote grenade. When you "fire" it blows the grenade up.

title: Grand Theft Auto: Vice City/Items


text:
Grand Theft Auto: Vice City/Appendices

Rampages
Rampages are small missions in some hidden places in the 'gangster-crowded' places. The aim is mainly to kill a certain number of gangsters in a given time. There is a total of 35 rampages in Vice City. Given below is a map showing where the rampages are located in Vice City.

--

Hidden Packages
Hidden Packages are packages from which we get money (only after taking it). But the money we get is small and therefore not so important. The important thing is if you find these Hidden packages you can complete the game. After collecting Hidden Pacages in incriments of 10 you will get various weapons placed into your motel hideout. There are a total of 100 Hidden Packages in Vice City. Given below is a map showing where the Hidden Packages are located in Vice City. --- --

title: Grand Theft Auto: Vice City/Appendices


text: Category:Book:Grand Theft Auto: Liberty City Stories


text: Grand Theft Auto: Liberty City Stories/Controls