Las Venturas Countryside Toreno Monster Your first mission for the enigmatic voice is a simple race against time. Youíll have to maneuver the monster truck through 35 checkpoints in less than six minutes and thirty seconds, but you shouldnít have a problem meeting this time if you take it nice and slow. The main problem here is flipping the truck; there are plenty of bumps in the path, and the truck itself is rather springy, so youíll likely wind up upside down once or twice. Do your best to right yourself quickly, so as to not sink too much time into flailing about. The 35th checkpoint is the end of the race, so keep yourself paced with that in mind. Highjack You and Cesar are going to have to get all Indiana Jones on a semi if you want to stay in Terenoís good graces. To begin with, head northwest from Torenoís place on the bike until you get onto the gray suspension bridge leading back to San Fierro; the tankerís going to be on the road heading south, so youíll need to come up alongside it and hover there until Cesar can jump over. This can be pretty difficult to manage, as contact with the truck will often send you careening off to the left, but you should be able to manage it eventually. After Cesar eliminates the driver of the tanker, bring it back to the garage in San Fierro to complete the mission. Youíll need to wait for Tereno to call you before you can pick up another mission. Interdiction There arenít any simple wait-behind-the-plane-and-pick-up-the-packages missions in San Andreas; instead, youíll have to get to Torenoís checkpoint, ride your vehicle up to the top of a nearby hill, use a rocket launcher to protect the chopper as it drops its package, retrieve the package, return it to another checkpoint, then finally return to Toreno to get your paycheck. Although you cover a lot of ground here, youíre not on a timer for any of these steps, so there's no need to rush. Of particular note is the fact that thereís a Seasparrow heliboat near the point where the package lands, so you can use it to deliver the package and then fly back to Torenoís location, if you wish. Verdant Meadows Thereís nothing to this one; just return to the airport that you passed by during the last mission and purchase it. Despite Torenoís intimations, you wonít actually be able to buy it for a dollar; youíll have to pay a cool $80,000. If you donít have the scratch, youíll need to raise it in whatever manner you see fit: exporting cars, collecting cash from your assets back in San Fierro, etc. After you get the airstrip, youíll have to learn to fly before you can take any more missions from Toreno. Learning To Fly If you thought the driving missions were tough, then you should be unpleasantly surprised by the airplane and helicopter training sessions; these things are hard! The tutorials are explained fairly well, so it comes down to a matter of practice and repetition before you get past them, and get past them you must; you have to complete all the tests before you can move on with the core missions of the game. For the plane, try to keep adjustments to a minimum while youíre in the air. In the banking missions, make soft turns after each corona and wait for your plane to level itself off; the fewer adjustments you have to do as you approach a corona, the better. The helicopter missions are generally easier than the planes, although using the weapons will take some getting used to. You can expect to spend at least half an hour trying to get through all of these, so get to it. N.O.E. N.O.E. (which stands for Nap Of the Earth, meaning to fly really, really low) will see you taking up an airplane and, well, flying really, really low. Youíve got way more time than you need for this mission, so donít feel pressured on that count. After you take off, avoid making a hard left; Fort Carlson is restricted airspace, and they will shoot you down with SAMís if you fly too close. The main caveat for the rest of your flight is the fact that you have to fly no more than a couple hundred feet off the ground; if you stay above radar level for too long, the Air Force will scramble out someone to check the area. This isnít an auto-fail, though, so just get back below radar level and stay there until the heatís off. The drop-off point, as youíll discover, is surrounded by trees. You might just want to stay safely above them and accept the radar lock before diving through the corona and losing the Air Force by flying low over the water beyond. Beyond that, itís a simple delivery and return, although it is going to take multiple tries to do it correctly, just because the plane is so fragile and easy to damage while you're flying along. All it takes is one telephone pole popping up in your path to end your mission right quick. When you get back to the airport. donít screw up the landing; you have to get your plane back in one piece to beat the mission. Stowaway Although this takes place at the airport, thereís no flying involved, unless you count the kind of flying that involves jumping out of a perfectly good airplane. Granted, itís not in great condition by the time you jump out... Youíre going to have to repeat the whole bike-chase sequence at the beginning a number of times before you get it right. The "trick," assuming there is such a thing, is to keep going straight on your bike, following along the plane on its right side, until youíre near the ramp and going fast enough to hit it. Thisíll occur towards the end of the runway. (Don't forget that you can tilt your left analog stick forward to get a little extra speed on bikes; you'll notice Carl tilt his body downwards. If he starts to lean all the way over the handlebars, then you're pushing too far.) When your screen is shaking from the speed, wait for one last load of barrels to drop out of the planeís rear, then veer onto the ramp before the plane takes off. Itís difficult, but it can be done. Thankfully, the interior segment of the mission is a bit simpler. If you fire a weapon on board, the plane will explode and youíll fail the mission, but you can still ease your way through the feds with your fists or any other melee weapon. You will have to avoid the rolling barrels in the central aisle here, but even if they hit you they won't do a significant amount of damage, although they will knock you down for a second or two. The last guy on board has a parachute, so kill him and grab it, then lay down a satchel charge and jump out the back for the win. The Truth Black Project You wonít be able to pick up Black Project until you complete Torenoís missions at the airport, at which point The Truth will drop by and convince you to see what the heck the government has going on at Area 69. Area 69, get it? Fourteen-year-old humor aside, this is a pretty cool mission if you like wandering into heavily secured army bases. The soldiers here, and there are plenty of them, all pack M4ís, so youíll want to kill off the one by the gate, then turn his weapon on his friends. The M4 can either be auto-aimed or manually aimed, so click your R1 key periodically to see if thereís anyone within auto-aim range. You have two options so far as penetrating the underground lab goes: you can either play it stealthy by avoiding the searchlights and making it to the control tower to unlock the blast doors, or you can just go hogwild and kill everyone you see, taking all of their ammo before proceeding to the grate on the far side of the base and dropping through. The latter is the better option, as you'll be able to pick up a boatload of M4 ammo, and it's not too difficult to kill off the soldiers from a distance. Thereís a set of body armor near the control tower, and a health recharge at the bottom of the vent itself, so try to clear out a path between the two before recharging yourself completely and dropping down to the interior of the base. After you reach the base, the time limit is no longer relevant; feel free to stick around past 5:30 if you wish, since the mission wonít automatically end at the point. The close quarters here make it a bit more difficult to take out the guards, so try to get their attention and lure them back out to chokepoints before killing them at a distance; theyíre deadly with their M1ís at short range. Luckily, there are no fewer than four suits of armor scattered around in the base, so you should be set on those. In order to reach the Black Project, youíll have to reach the bottom of a missile silo, but before you head there, search around and find the control room to disable the SAM sites. The missile siloís stairs are overrun with guards, making it a difficult place to penetrate; we found it helpful to crouch-and-roll down the stairs, keeping our guns pointed towards the middle of the silo, and locking on to enemies when we heard them firing at us. Before you pick up the item at the bottom of the silo, though, return to the upper levels and find a fresh set of armor. After you grab the jetpack, bust out of the silo and head for the nearest wall of the army base. If you disengaged the SAMís in the control room, you shouldnít have any trouble making it to the rendezvous with The Truth. Now that you have a jetpack, you can use it to pick up a minigun, if you wish. There's a minigun floating above a gray bracing on the railroad bridge on the northeastern side of San Fierro. Getting it repeatedly will involve a lot of long trips to a save point, but you should be able to get a bunch of ammo for it if you're willing to put a little time into it. Green Goo The last mission before you can acquire the airstrip as an asset sees CJ hijacking a train while using the jetpack. The train itself is uncovered, so youíll be able to fire on the soldiers aboard from midair, but they, of course, will be firing back, and thereís a lot of them, so bring along a suit of armor if possible. After you eliminate the soldiers, shoot the crates until you find the jar of green goo, then return it to The Truth to get your cash. You've made it to the Last and Final City.