San Fierro This city, based on San Francisco, has a number of huge hills on which to get Insane Stunts. It also features one of the few exterior save points, so if you want to build up your weapon skills, start blasting away with your chosen weapon on the civilians near the garage, then hit the save point when the cops start coming. A couple dozen cycles of this will let you max out a weapon skill, but youíll have to have plenty of ammo, obviously. The hidden items here come in the form of screenshots that you can only see when youíre using your camera. Check our Extras section for more details and locations of these. CJ With Flowers In Your Hair After youíre done screwing around in San Fierro, you can start taking missions. The first isnít given by any specific NPC, but is listed as "CJ" on your map. This is a simple little escort mission, where you have to take Truth around to find a few friends. No combat, no wanted stars, no high-speed chases; just get your garage set up and start getting your business running. 555 We Tip Tenpenny wants you to frame a D.A. by loading up his car with dope while he makes a stop at a hotel. First off, head to the Vank Hoff hotel downtown and follow the valet into the garage. After he gets out of the car, kill him and take his uniform before returning to the hotelís driveway. Youíll have to wait for the D.A. to arrive in his car, but donít worry about memorizing its make and model; youíll be notified when it arrives. Note that you canít just kill the other valets here to make sure that they donít get the car, because if you do, youíll fail the mission. After the D.A. comes up, grab his car and drive back to your garage. You donít have to worry about any damage, so head two blocks west, then floor it back south until you hit your stash. Youíll then have to drive it carefully back up to the hotel; you can damage it a bit, but if it takes too much damage, youíll fail. When you get to the hotel, watch out for valets on the ramp down to the parking garage, as killing either of them will be an insta-fail as well. When you have the car safely stowed away, return outside and call the cops. Deconstruction This is another two-parter. Firstly, grab a bulldozer and destroy the six portable trailers in the construction lot above your garage. You have to get a bit of momentum behind yourself before you can actually pop the trailers, and youíll have to be careful about getting jacked by the construction workers, but apart from that, this shouldnít be too difficult. Next up, you have to kill off the construction foreman, whoís holed up inside a portable john. Youíll have to maneuver him into the ditch near his position - the dozer should suit you well for this task - then back up a cement mixer and fill in the ditch while heís in it. After that bit of Hoffaesque business is taken care of, wait for Jethro to call you on your cell; when he does, youíll be able to take some driving school classes at the facility down the road to the south. Back To School The driving school takes the form of 12 discrete driving challenges, each of which will force you to score 70% or higher to pass. For most of them, the trick is to avoid hitting cones, as they pop up a 10% or 20% penalty. The good news is that the tests are short, and thus easy to repeat over and over until you pass them. The exception is, of course, the last mission. This sees you trying to get from the driving school all the way to a bay halfway across the city without getting damaged, all in under two minutes. You have significantly more leeway on the damage than you do the time, though; the damage takes the form of a percentage penalty, not an automatic failure, so donít get too concerned if you bump somebody. It is actually possible to get 100% on this mission, but regardless of your goals, it's probably easiest to head down to the road that runs along the docks and follow that along to the checkpoint, then double back and head back to the docks before returning to the school. Even a minor scratch will be enough to reduce you below 100% completion, but if you're only concerned with passing, then it should be easy enough to get to the checkpoint and back within two minutes. The main problem will be the car's wonky controls; it's a powerful beast, but can spin out quite easily at high speeds, thus necessitating a bit of braking when attempting to go around turns. Even when making minor adjustments, you'll want to let go of the gas. Another large problem will of course be the presence of other cars and pedestrians on the roadways. If possible, try to tilt the right analog stick up before heading over hills; this will let you get a bird's-eye-view of what's oncoming and let you know whether or not it's safe to make a jump into the oncoming lane. It'll take a few repetitions, but you should be able to repeat the mission as often as you like until you get your desired completion percentage. Photo Opportunity Cesarís got a line on some Ballas that have been running dope into San Andreas, so meet up with him in the back country. Donít worry about keeping your car in nice condition on the way down there, but Cesar will refuse to get into any car but his own, so youíll need to keep his in one piece until you hit Angel Pine. When you do reach your old haunt, all you have to do to complete the mission is photograph four men, but youíll have to get a close-up of their faces. Two arrive in the garage across from your position, while two more roll up on the road off to the right. After you get them all, youíll have to make your way all the way back to the garage in San Fierro before your next mission. Ugh. Jizzy The delightfully named Jizzy is apparently the biggest pimp in town, and if CJ wants to get close to the Ballas connections, heíll have to get close to Jizzy. Youíve got four tasks to run for Jizzy before heíll start giving you missions, though, and youíll have to do all of them in his pimpmobile, so keep the collisions to a minimum. First off, drop off the girl at the hotel, then head up to Hashbury and take out the rival pimp. The pimp will run south when you catch up to him, so approach from that direction and drop him before he manages to get around the corner. As a note, if you want to have a stashed Pimpmobile (you'll need to get to level 10 in this mini-game if you want a 100% complete savegame), shoot Jizzy's girl, then take the Pimpmobile and stash it in your garage before retrying the mission. The pimpmobiles can be tough to find, so it's worth getting one stored away now. Next up is a timed run towards a ho in trouble, so get to her before the hometer runs out and kill the two freaks before they ice her. If you've taken any damage to your car after you rescue her, you'll probably want to head to a Pay N' Spray to get your vehicle fixed up, as the next bit is going to be even rougher on your ride. The last mission here is the toughest, as youíll have to take down two cars while still in the same pimpmobile; use your Uzi to do most of the damage to avoid wrecking your ride. After both cars are destroyed, youíll end the mission, but you will have a two-star wanted level to contend with as you make your way back to a save point. Luckily, you can ditch the ride and grab something else to ride back to the garage with. (As a note, the limo here will apparently wreck itself when it hits a fountain if you just follow it long enough, so if you run out of ammo, just hang back and see what happens.) Outrider Now, this oneís just plain fun. After the cutscene with T-Bone and Toreno ends, grab the rocket launcher and sniper rifle and get on the bike. Youíve got four roadblocks to take out before the van can get to its destination, so hit the first one as soon as possible. The other three are fairly close to the first, so if your Sanchez gets destroyed, you can probably just proceed on foot. The only thing to be careful for are the soldiers that are watching the road from the windows of buildings; you can lock onto them fairly easily with your Uzi or SMG, though, so you shouldnít have a problem. When you get the van to where itís going, youíll complete the mission, but youíll get three wanted stars. Book it back to the garage and save your game to get in the clear. The Courier The Courier isnít actually a discrete mission. Rather, if you accept Cesarís phone calls on Wednesdays and Saturdays, heíll let you know that a courier is running drug money from San Fierro to San Andreas; if you take him up on the challenge to track the courier down, you can make a fair amount of money when you get the kill, but itís difficult to actually find the guy. As Cesar says, the guy goes off-country, so if you donít have a Sanchez or some other kind of vehicle that can handle itself in the dirt, you can expect to have the courier ride circles around you. You can always wait until he hits pavement before making your move, but itís still an awful amount of effort for a relatively small payday (you generally get a couple thousand dollars). Ice Cold Killa After you nab the silenced pistol from Cesar, take a ride down to Jizzyís club and climb in through the skylight. Youíll have to use the scaffolding near the bridge pillar to get above the roof, then drop down. Once youíre inside the club, you can just turn around and fall off the edge of the plank to the floor to start the next cutscene; although it looks like youíre high enough to take some major falling damage, the cutscene actually begins before you hit the ground, so no need to worry. After the cutscene, you can either blast out all the fools in the club, or head straight for the door to give chase to Jizzy. Heíll take off in a fairly speedy car, so avoid the limo next to him and go for one of the cars in the parking lot instead. Blow his car, chase him down on foot, and grab his cell to complete the mission. Pier 69 Now that youíve put a dent in the cocaine cartel by killing Jizzy, youíll have to take down T-Bone and Ryder. Start off by meeting up with Cesar on a building near the docks; thereís a barely visible alleyway behind the building, with a set of stairs leading up to the roof. On it, youíll have to use a sniper rifle to pick off the gang members that are assaulting your Triad friends. When the roofís clear, move down to the streets and start proceeding towards the rear of the building. Although the cutscene made some noise about smoke grenades, you should be able to use your sniper rifle to full effect here, after you clear the first little set of car obstacles. You can use the sniper rifle to shoot out the bangers from farther away than they can see you, so take your time and get your headshots. Your initial target is T-Bone, who's positioned at the far end of the pier, right up next to the fence near the water, so get up onto the wooden walkways and snipe him out from above. After T-Bone gets grilled, Ryderíll make a break for it in a boat, so give chase and engage in one of those always-plausible marine drivebys. If you run out of ammo, youíll have to ram his boat onto land to make it blow up, but Ryder canít shoot you, so you shouldnít have any problem staying alive long enough to effect this. If you do want to try the driveby, it seems to be easiest to approach him from the left, then use the R2 button to aim right while holding down both the X and the O buttons with your thumb; this will let you continually fire without having to let go of the accelerator. After the boat blows up, you'll be 15 grand richer and that much closer to getting to Las Venturas. Torenoís Last Flight After Jizzy, T-Bone, and Ryderís deaths, the only living member of the cartel is Toreno. Cesaríll give you a little intel at the beginning of the mission; seems Toreno is riding out of San Fierro in a helicopter, which youíll need to shoot down if you want to ensure that Grove Street stays free of base. Begin by riding over to the helipad. Thereíll be a bunch of Ballas around the area, firing away at you, but try to avoid killing every single one of them, as you will get stars for their deaths, and having a wanted level higher than one star will make the following little test much harder. You see, after you get close to the helicopter, itíll take off, forcing you to give chase, rocket launcher in tow. Jump on the motorcycle at the bottom of the helipad and ride down the freeway, stopping every once in a while to fire away at the heli. All it takes is one or two good shots to crash it, but itís tough to hit due to the way it slides from side to side over the road. If you canít hit it before it heads south of San Fiero, itíll hover over the point where the freeway forks, so wait for it there and slam it. Yay Ka-Boom-Boom Now that youíve offed the heads of the crack operation, you can strike the decisive blow by destroying the factory that they use to make their product. Begin by getting a wired car from the garage that Wu Zi refers you to. Donít worry, there isnít any requirement to keep the bouncing to a minimum, as there was in Vice City; you can bang the car up as much as you want, although youíll want to keep it fairly healthy before you reach the factory. When you do hit up the facility, kill the guards outside to convince them to open their gates, then bust through the guards (just run them down to prevent them from firing on you), find the ramp leading into the building, and drive until you reach the bombing location. Ignore anyone you meet; itís not worth risking damage to your car by running around and attempting to drive-by everyone thatís firing on you. After activating the bomb, youíll have 40 seconds to get out of the building before it blows. Again, donít worry about the guards; just hold down your run button and head for the exit, and you should make it out without any problems. Youíll have to fight your way back to the gate, but before you can run out, itíll shut! Your last resort is to take the car that the homeboys were driving and jump the ramp to leave the factory. This isnít difficult, but the car isnít armor-plated or anything, so youíll need to get out fairly quickly or itíll explode due to all the gunfire. Jizzy T-Bone Mendez Your task here is to reach a hijacked drug van and grab the loot off of it before it can be taken away, but unfortunately you'll be too late; four motorcycles will beat you to the scene and grab the drugs before you can retrieve them. Luckily for you, they'll leave a motorcycle behind, allowing you to give chase. In order to grab the drug packages, you're going to have to tail one of the bikes, get real close to its tail end, then hit L1 to nab the package. This can be difficult to do, but if you manage to catch up to the bikes while they're on straightaways, they should continue to move straight ahead, allowing you to roll up and make like the Hamburgler. You don't even really have to slow down, if you don't want; you can just speed past them and tap the L1 button precisely as you reach your point of closest contact with them, then just keep going. It's fun! For the most part, though, it's easiest to try and match their speeds before grabbing the loot. If you're taking your time with this mission, then the hijackers may try to chase you down on their bikes after you take the loot off of theirs, so keep moving and use the center of the streets to avoid traffic and boost your speed. When you have all four packages, return to Jizzy to complete the mission. Mike Toreno Mike, the badass brains behind the whole cocaine operation, has apparently been kidnapped by more bangers looking to score by taking a van of the coke. Itís up to you and T-Bone to track him down while he talks to you on his cellphone. Luckily, whomever grabbed the van apparently enjoys joyriding immediately after they jack a truck full of blow, as youíll have to track Toreno to the building site next to your garage, then down to the docks, then over to the airport before you catch up to them. If you get there with more than two minutes remaining on the clock, the van will be parked somewhere on the airport grounds. In order to locate it, you'll need to play hot-and-cold with Mike's cell phone transponder. When you have a strong signal, Mike is nearby; if it starts to go cold, then you're moving away from him. With this device, you should be able to track down Mike, but be aware of the fact that the van he's in will start moving when the clock starts ticking down from 2:00. When you do find it, though, you'll be able to get alongside it and let T-Bone bust a cap in it. Eventually you'll get a message telling you to kill all of the goons. When this pops up, you'll want to drive a bit away before getting out of your car and killing the goons from a distance. After you torch the van, youíll have to get Mike and T-Bone back to the Pay N Spray to lose the cops. You can only do this in a car that can be painted, so avoid jacking a police car if you can avoid it. The easiest way to get to the spray shop is to take the turn onto the highway, then drive in the oncoming lane until you reach the section with the unfinished left wall. You can drop from there right onto the Pay N Spray ramp. Wu Zi Mu Mountain Cloud Boys It looks like Wu Ziís been having some trouble from the Vietnamese gangs, and shortly after you begin this mission, youíll be caught up in the middle of it, as the Vietnamese ambush you and Wu Zi in an alleyway. Despite your fantasies of escape, you can't hop into the Sentinal that the first group arrive in and drive away; you'll be blocked at the alley entrance by another car and quickly blown to bits. You'll thus have to head out the slow way, by killing off all of the enemies as they come at you. After the first load from the Sentinal, four more will arrive on a pair of bikes; after they're dispatched, you'll need to deal with the rest of the horde in the alley around the corner, including a sniper on one of the rooftops. This latter is going to be the biggest pain, and will likely be out of range of your SMG lock-on, so you may have to manually aim at him to put him down. If you have a rocket launcher, then this little gauntlet can be completed much more easily. When you reach the end of the alley, Wu Zi and Carl will hop into a car and attempt to bust out of the alleyway, only to be pursued by a pair of hostile cars. All you can really do here is wait for Wu to bust a cap into the other vehicles, so try and get a bit ahead of them and match their speed; Wu can fire backwards fairly well, and he'll blow up the opposing cars much more quickly than they'll damage you, allowing you to outlast them. Ran Fa Li An associate of Wu Ziís requires a favor, and Wu, like any good puppetmaster, places the favor on you. Youíll need to retrieve a package from the underground parking lot at the airport and move it all the way back to the docks. Getting there is the easy part; youíll have to deal with Danang assassins during the entirety of the trip back to the docks. The main trouble will come in the form of a pair of bikes that'll follow you down the dock road; let them get alongside you, then try to ease them into a building or wall to shake them for a bit. Avoid the city streets during your trip; instead, just take the road along the coast, and try to weave your way into the small alleyways between the buildings and the fence that lines the water. You'll run over plenty of civilians, but the bikes will have a hard time following you. If you can make it to the docks, all you have to do is park the car in the red circle to end the mission. Lure Besides the long-ass ride out into the countryside, this is a pretty simple mission. Itís essentially a race, checkpoints and all, save that your opponents will be trying to shoot at you. Youíll be in a Ranger, and although you wonít be able to stave off the motorcyclistsí fire, you will have a bit of a speed advantage on declinations, so floor it and get to the gas station before you get too badly damaged. The backcountry portion of the race is the worst, since you'll have a couple of bad hills that will allow the motorcyclists to pretty much unload on you. If you can survive until you get to the freeway, though, you should be able to build up enough speed to outrace them to the end of the track. Amphibious Assault If you havenít been training up your underwater breathing skills - and letís be honest, you havenít been - youíll need to upgrade your lung capacity before you can take this mission. The easiest way to do this is to find a body of water, dive underneath and swim downwards for a bit, then let CJ float back to the surface. You wonít lose as much breath while CJ is motionless, allowing you to spend more time underwater per dive, thus letting you upgrade a bit more quickly. Youíll need to get three or four full lung capacity upgrades (meaning that itíll pop up a message letting you know that you can breath underwater for a longer period of time) for around a quarter or third of the whole bar (check this with L1 while you're standing around) before you can actually go through with Wu Ziís plan. Said plan, obviously enough, involves a lot of swimming. Wu wants you to plant a bug on a boat in the harbor, but youíll need to swim underneath the surface to avoid the Da Nang patrol boats. Getting past them, thankfully, isnít too difficult; swim just underneath the surface until you run out of breath, then come back up for another lungful. The guards wonít shoot you when you surface, so long as you donít move until you dive again. If you're impatient, you can just tap X to swim as fast as you can on the surface of the water, as the patrol boats aren't fantastic shots, and won't follow you forever. The tanker has a ladder on the far side from the shore, so dive underneath it and jump onto the float there to get aboard. Now, if you make a lot of noise, the guards will come running, so itís worth your while to get stealth kills. You can use the knife near the ladder, if you wish, but itís a better idea to just get through the garage and Jizzy missions until you get the Ice Cold Killa mission, in which youíll be furnished with a silenced pistol. (Alternately, you can just use an SMG or other noisy weapons; the guards aren't that difficult to kill.) Use that to make headshots on the guards, then proceed to the boatís cargo hold and plant your bug. All that stands between you and a completed mission at this point is a swim back to shore, so jump off the boat and get hoofing. The Da Nang Thang Get some body armor before you begin this mission! Trust us, itíll come in handy. Youíll start out here on a rail-shooter mission, but donít fret if youíre bad at these, as you actually canít win this one; the helicopter youíre in will get hit by an RPG, forcing CJ to sidle up the side of the freighter and start killing Da Nang boys the old-fashioned way. The more thugs you kill while in the helicopter, though, the fewer enemies you'll have to deal with on the boat. Unfortunately, after the chopper crashes in the water, you'll lose all of your guns and weapons, save for a basic knife. You can get some easy stealth kills as you move along, but eventually youíll run across a couple of guards thatíre facing your way, forcing you to get back to basic spray-n-pray mechanics. Hopefully youíve upgraded your Machine Pistol skills to Hitman, as dual-wielding these TEC-9ís will come in really handy here. You'll need to proceed as slowly as possible here to avoid taking damage; you'll probably get killed more than once, so be sure to refill your armor before heading back to Wu Zi to get the mission again. Eventually, you'll be able to make your way back down the boat (donít miss the health refill in one of the small passages), then drop down into the hold. If you need armor, then kill the first couple of guys in the hold before looking around the area you dropped down into to find a cargo container you can jump onto. There'll be some ammo for your machine pistol here, as well as some welcome armor. Check your corners as you proceed through the hold, as there are one or two guys hiding in little alcoves that'll pop you in the back when you pass by. Keep an eye on the red mark on your radar; it pinpoints the location of the refugeeís main guard, whoíll open his assault by chucking a grenade at you. Run into his line of sight to trigger the attack, then run back out to avoid the blast before returning to drop him. After you free the refugees, youíll have to return up to the deck of the ship and move up to the bridge to kill the snakehead. Heíll force you to a katana duel, but heís not too hard to take down, especially not if youíve trained up in some martial arts. Begin by using the triangle button for a kick to stun him, then just wail on him until he dies. C.R.A.S.H. Snail Trail Another joyous assassination mission from Officer Tenpenny, who wants you to shut up a journalist and a snitch. This oneís simple, but annoyingly time-consuming, as youíll have to follow the train that the journalistís on all the way to Los Santos. In point of fact, you shouldnít follow it at all, but rather speed ahead of it until you reach Market Station in Los Santos, at which point you can get out of your car and jack a new one on the street above in preparation for following the journalist after he gets a taxi. Once the journo makes it to the pier, kill both of the targets to complete the mission. Zero A note: Zeroís missions are optional; you donít have to complete them to finish the game. Keep this in mind when you hit the Supply Lines mission, which can be terrifically frustrating. Heck, all of these can be pretty frustrating. If you do manage to complete these missions, though, youíll unlock the RC Shop as an asset, which will generate money for you over time. Air Raid Air Raid may be just another point-and-shoot mission, but itís a toughie. Your goal is to protect Zeroís transmitters from hordes of incoming RC airplanes. You have a minigun with unlimited ammo, but your targets are very small, and the minigun jumps when it fires. If you want to up your kills, donít fire while aiming; youíll improve your accuracy if youíre zeroed in on a target before blowing it out of the sky. Also, keep an eye on your radar to discern between the incoming targets and those that are leaving the area; after a plane drops its bomb, it crashes, so donít waste your time shooting anything other than incoming targets. Also, keep an eye out for clumps of planes; there are a couple of instances of planes arriving in groups of four or five. If you canít shoot them all down, youíll probably lose a transmitter. Lastly, be sure to start this mission no later than 14:00 or so. If you try this mission at night, then it'll be pretty much impossible for you to see the RC Barons against the black sky. Supply Lines... Supply Lines is one of those missions that separates the men from the boys. Itís almost certainly going to be the most difficult mission youíve come up against thus far, if not in the entire game, so donít feel too frustrated if you donít succeed on your first few (dozen) tries. The basic gist of it is that Zero wants you to take a remote-controlled plane, find five of Berkeleyís deliverymen, kill them with the planeís machineguns, and return the plane to Berkeleyís shop without the plane running out of fuel or getting shot down. The first time you get into the plane, though, just ignore the deliverymen and concentrate on learning how to fly the plane itself, as itís a beast to control. What you should try to focus on is keeping the plane level and lining up behind targets before throttling back and opening up with your machineguns. You're going to need to practice this mission quite a bit before you can actually hope to complete it; it's very difficult. When you feel that you're ready to begin, go ahead and start the mission. As soon as you take the controls of the Red Baron, check your map to get your targets. The first three are grouped near the RC Shop, so they'll be your initial targets, with two more to the northeast; save those for later. The first target should be the van farthest to the west from the shop. The other two are closer, sure, but the van will soon start driving down the hill away from you, so you'll want to take it out before it gets too much distance on your position. Fly across the park, slow down when you near the van, then start unloading your machineguns into it. You'll want to be fairly close before you start firing, as the machineguns have a pretty good amount of spread to them, so if you start firing from too far away, the van will speed up and only make itself harder to hit. When the first van's blown to pieces, wheel around and head east to take out the other two targets. Most of the rest of the targets will have one of two reactions to being fired upon; they'll either speed up, while the passenger will return fire, or the driver will hop out of the vehicle, forcing you to strafe-kill him before he blows you up. Again, getting close to the targets before firing is usually your best bet, as you'll be able to land more bullets. Luckily, all of your targets will travel much more slowly than normal cars, allowing you to approach them and level out your plane while decelerating (with the square button) so that you have more time to fire. (If you're having a lot of trouble beating this mission, and are willing to cheat to get past it, enter the Faster Gameplay code. This will let the plane move much more quickly than normal, without burning extra fuel. If you want to revert to normal afterwards, use the Slower Gameplay code to counteract the effects of the first code.) If you have a truly difficult time hitting people, try landing the plane behind or in front of a target and firing from the ground. You can rotate on the ground by using the R2 and L2 buttons to line up with your target. Also, keep the X button depressed while youíre in the air; it doesnít affect your fuel consumption at all. If you want more time to fire on a target while flying, hit the Square button to decelerate. Beyond those rudimentary tips, this is essentially a mission based on a little bit of skill and a whole lot of luck. New Model Army Zeroís last mission involves a large-scale model of a battlefield. Zeroís going to be attempting to enter Berkeleyís base in his little car, while you get to do the heavy lifting in your helicopter. Donít worry, though; if you passed the last mission, this one should be cake. Take a couple seconds to get used to how the helicopter handles; itís much easier to control than the model airplane. Your primary tasks here are: lifting barrels out of the way of the car; placing planks across the rivers that donít already have bridges; and destroying Berkeleyís tanks with bombs. You can use your magnet with the O button, but you canít hold it down; you have to tap it while youíre hovering over a metallic object in order to trigger it. The biggest risk of failure comes from the tanks, which can quickly damage Zeroís buggy if you let them. You can use bombs to kill them in one good shot, or you can drop barrels on them form a height to inflict somewhat less severe damage. Barrels are sometimes the better choice, though, especially if youíre low on time, since you can drop them, then immediately pick them up and drop them again, allowing you to quickly destroy the tanks without having to return to your base for bomb after bomb. If you find that things are going well timewise, though, you may want to leave Zero at one of the barrel obstacles and grab bombs to take out the tanks before they get a chance to hit him. When you complete this mission, youíll gain the RC Shop asset, which will generate cash for you over time, as well as a cool 7,000 smackers up front. Cesar As with Zero, Cesarís missions in San Fierro are optional. When completed, theyíll open up the car dealership asset. Theyíre much easier to do than Zeroís, though. Zeroing In Getting cars for the dealership isnít just about jacking them and riding them back to the garage, as it was in Vice City. At least, not initially; instead, youíll have to run discrete missions to get a few of the cars on the list. To begin with, ride out with Zero and track down the car that a woman is driving. Youíll have to follow the triangulation signals until you catch up to her, then use a P.I.T. maneuver to spin her around and force her out of the car. The P.I.T., in case you skipped driving school, involves coming up alongside a car, then tapping it on the rear side to spin it around. If you perform one of these on the car youíre pursuing, the woman will exit the vehicle, allowing you to drive it back to the garage. This is far easier said than done, mostly because the woman drives like a banshee and is very hard to catch up to, let alone P.I.T. properly. You can't go too long in this chase, due to the fact that her car will eventually take more damage than it can handle and blow up, which will fail the mission, so try a couple of dry runs of the mission to learn her route cutting her off somewhere and blasting her. If you follow her far enough, she'll eventually take one of the bridges out of town, which can be a good place to attempt the P.I.T. Keep in mind that you'll have to drive the car back to the garage after you jack it though, so don't bang it up too much during the chase. Test Drive After you grab the cars out of the garage, youíll have to follow Cesar on a little scripted adventure through the city. Nothing too troublesome here, but you might want to lay off the nitro, as it makes your car somewhat difficult to control. Customs Fast Track All you have to do here is go down to the docks and use the crane to get the crates off of the ship. The leftmost crate was the one that contained the car for us, but it may be randomized, so grab any that you wish and lower them to the ground for Cesar to inspect. After you get the correct car, exit the crane, kill off the attackers, and drive back to the garage to pick up your winnings. After you complete this mission, youíll unlock the import/export mini-game at the docks. Puncture Wounds Another fairly simple one. Take the car youíre supplied with, track down the car youíre targeting, get in front of her, and hit the O button to drop your spike strip behind you so that she runs over it. Luckily for you, the tires miraculously regenerate when you get into her car, so drive it back to your garage to unlock the asset money for the dealership. Thats it for San Fierro.