Grand Theft Auto: Liberty City Stories Walkthrough :
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Walkthrough - Special Vehicles GuideGRAND THEFT AUTO: LIBERTY CITY STORIES SPECIAL VEHICLES GUIDE Version 2.1 By GTA_Loco xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx 1. WELCOME TO THE GARAGE xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx The creation of this guide was inspired to a great deal by System Error's cool Bulletproof Car guide for GTA: San Andreas, which comprehensively covered the special vehicles that can be found in the game. So all efforts to try to make this one a cool guide as well would be significantly attributed to that cool dude. GTA: Liberty City Stories is supposedly set-up in 1998, three years before GTA3. The story revolves around the life of a Leone gangster named Toni Cipriani, one of the main characters in GTA3 who gave missions to Claude. It was intended to be a “mini story”, something to fill up a few backgrounds on some characters and the events that supposedly transpired before GTA3. It was originally developed for the PSP intended to boost the sales of that platform but perhaps Rockstar realized that they must not disappoint other fans who only own PS2, so eventually GTA: Liberty City Stories was ported to the bigger console. The game turned out to be quite expansive, in terms of lots of storyline and side missions to accomplish, something that made it to be not quite small in terms of scope of tasks to be done. Apart from the tasks, there were even some additional features that made GTA: Liberty City Stories even more versatile compared to its sequel GTA3; like better game controls and the addition of more vehicles that include motorcycles, more boats and a few helicopters. In the usual GTA trademark, one aspect that made GTA: Liberty City Stories appealing to a lot of people that has won their hearts and pockets is the fact that there are varieties of vehicles that can be commandeered in the game, practically anything that you see around you. But not only that; some of these vehicles, especially the mission-based ones, have some little secrets that were bestowed into their characteristics, intended to be part of some hidden neat stuffs to be discovered, and as bonus fun for some who would take an interest on them. These little vehicle secrets will be the focus of this discussion and will be the basis of this guide for classifying them as “special”, dedicated to assist those who have taken the task of collecting them. Ok, so it's all about the Special Vehicles in GTA: Liberty City Stories. You might then ask, so what's so special about these so-called special vehicles? We are talking here of practically any ride-able means of transportation, most of which are land-based and basically of similar types to the ones you can find regularly parked/spawned or driving around the cities except that they have some extra/different qualities which are not your regular staple. Basically, we're talking here of four main aspects that make these vehicles special: 1) Armoring: Protection of a vehicle from certain types of destruction. 2) Exclusive colors in their vehicle class. 3) Rarity: Something that's difficult to find or obtain. These are the properties which are not obtainable from ordinary vehicles you see driving around in free roam, neither will you be able to create these properties (without using cheat codes or a mod device) in-game. In the case of rare ones, their being special stems from the fact that they are not the type of vehicle that can be regularly found anywhere at anytime in the game. However, not included here are the R3 vehicles. The only snag here is that these special vehicles can only be found when doing both storyline and some side missions. Particularly, those in storyline missions are one-time appearance only, so it’s important not to miss them or that you should choose carefully which are the only ones that you would like to obtain, otherwise, you get one-shot only at an opportunity. This guide will be divided into five sections: 1.ARMORED VEHICLES 2.EXCLUSIVELY COLORED VEHICLES 3.RARE VEHICLES 4.IDENTICAL SEPCIAL VEHICLES 5.UNOBTAINABLE SPECIAL VEHICLES. This guide will also attempt to document practically every single special vehicle that can be found in the game, inclusion of many of them will mainly be for the purpose of completion of the list only. Definitely not all of them are worth the trouble acquiring or that many of them are practically useless to have, aside from the fact that there aren't enough garages to store them. Some methods will include a few additional details in the walkthrough, so please just bear with reading through them. They might be useful in giving you a bigger picture of the environment you have to work around on to facilitate your quest for the special vehicles. As for contributions, both for discovery of a vehicle and/or methods to obtain it, I will include as valid ones only those that didn’t resort to using cheat codes or modifications. Rather strict huh? Well that should encourage you to brush up more on your gamesmanship then. Cheating is cool to an extent but spoils the fun and challenge, that’s why this guide will only give recognition to those people whose efforts have involved raw skills only. Regularly this guide will be updated if new finds and/or better methods were submitted. Any additional informations on the same contribution will be entertained as confirmations. So maybe now we're clear about everything somehow? If you have something to contribute or inform me about anything related to this guide, please write me to: srgvm2005@yahoo.com I'll be more than glad to correspond with you on anything about special vehicles ONLY, but not on anything else about the game. Please just do that in the proper forum or consult other guides. xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx 2. COPYRIGHT xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx "Grand Theft Auto: Liberty City Stories" is copyright 2005-2006 by Rockstar Games, a subsidiary of Take-Two Interactive Software, Inc. All rights reserved. "GTA: Liberty City Stories Special Vehicles Guide" is a copyright document 2005-2006 by GTA_Loco. No part of this material may be reproduced in any manner for whatever purpose, commercial or personal unless it is with my consent. If you wish to use excerpts from this guide or the entire guide, ask for my permission first before doing so and most possibly I'll allow you. Try to be considerate, since much effort has been put to produce this guide. Anyone who might be interested in this guide and whom I'll allow to use this may only distribute and/or post the guide in its ORIGINAL FORMAT. DO NOT ALTER it please. The following sites are the only ones allowed so far to post/use this guide: -GameFaqs.com -IGN.com -Supercheats.com All trademarks are the property of their respective owners. xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx 3. TABLE OF CONTENTS xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx 1. Welcome To The Garage 2. Copyright 3. Table of Contents 4. Version History 5. Garage Facts & Features 6. Relevant Game Facts 7. Starting a New Game 8. A Few Tips on Looking for Special Vehicles 9. Definition of Terms 10.The Fun Begins Here 11.Armored Vehicles 11.01 Bulletproof/Fireproof/Explosionproof Cars 11.02 Fireproof Rumpo 11.03 Fireproof/Exclusive Color Thunder Rodd 11.04 Fireproof/Exclusive Color Stallion cars 11.05 Bulletproof/Fireproof Avenger 11.06 Fireproof Sindacco Argento 11.07 Fireproof Sanchez motorbikes 11.08 Bulletproof/Fireproof or Explosionproof/Fireproof PCJ 600 11.09 Fireproof Leone Sentinel 11.10 Bulletproof/Fireproof/Explosionproof Motorbikes 11.11 Fireproof/Exclusive Color Black Sentinel 11.12 Bulletproof/Fireproof Stretch 11.13 Fireproof Banshee 11.14 Fireproof Maverick 11.15 Bulletproof/Exclusive Color Yellow Patriot 11.16 Bulletproof/Explosionproof/Fireproof Speeder 11.17 Fireproof Barracks OL 11.18 Comprehensiveproof Forelli Exsess 11.19 Bulletproof/Explosionproof Rhino 11.20 Fireproof Securicar 11.21 Fireproof Stretch 11.22 Bulletproof/Fireproof/Exclusive Color Landstalker 11.23 Fireproof Street Racing Cars 11.24 Fireproof Street Racing Motorbikes 12.Exclusive Color Vehicles 12.01 Black Kuruma 12.02 Dark Brown Patriot 12.03 White Pony with White bumpers 12.04 Black Sentinel 12.05 Black PCJ 600 12.06 Pink Patriot 12.07 Navy Blue Manana 12.08 Light Navy Blue Kuruma 12.09 Black & White Banshee 12.10 Permanent White Stretch 12.11 Chrome Red Stallion with Navy Blue Roof 12.12 Black Bobcat 12.13 Black Pony 12.14 White Bobcat with Brown bumper 12.15 Yellow Faggio 12.16 Light Blue Faggio 12.17 Chrome Red Rumpo 12.18 Light Blue Stinger 12.19 Black Landstalker 12.20 Black Patriot with Chrome-plated Black bumpers 13.Unique Vehicles 13.01 Campaign Rumpo 13.02 Ballot Van 13.03 Bickle 76 13.04 Manchez 14.Rare Vehicles 14.01 Mr. Whoopee 14.02 Faith’s Maverick 14.03 Lightless Taxi 14.04 Lightless Bickle '76 15.Identical Special Vehicles 15.01 Black Sentinel 15.02 Fireproof Rumpo 15.03 Black Pony 15.04 Light Blue Stinger 15.05 Black Bobcat 16.Unobtainable Special Vehicles 16.01 Sky Blue and White Coach 16.02 Fireproof Kuruma 16.04 Bulletproof/Explosionproof/Fireproof Kuruma 16.05 White Pony with White bumpers 16.06 Bulletproof Triad Fish Van 16.07 Navy Blue Yankee 16.08 Bulletproof Thunder Rodd & Stallions 16.09 Bulletproof Sanchez motorbikes 16.10 Comprehensiveproof Maverick 16.11 Bulletproof/Fireproof Hearse 16.12 Comprehensiveproof Pony 16.13 Kazuki's Bulletproof/Explosionproof/Fireproof Maverick 16.14 Explosionproof Securicar 16.15 Bulletproof/Explosionproof/Fireproof Speeders 16.16 Bulletproof Racing Cars and Motorbikes 16.17 Explosionproof Vehicles in shooting missions 17.An Overview of the Special Vehicles 18.Acknowledgement xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx 4. VERSION HISTORY xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx Version 1.0 (June 29, 2006): Created this guide. Version 1.1 (July 03, 2006): Corrected some informations, refined this guide and fixed some typo errors. Added 3 Fireproof vehicles, a few other Exclusively Colored vehicles. Expanded list of spawned vehicles and altered order of some of them according to mission sequence and which ones are much easier to obtain. Version 1.2 (July 04, 2006): Fixed more errors. Added missing informations on some listed vehicles, which weren't included and fixed their numbering. Avenger bike classification is updated. Version 1.3 (July 09, 2006): Refinements, revisions, additions & updates. Created separate listing for Unique Vehicles and removed Spawned Special Vehicles section. Updated classification of Landstalker. Version 1.4 (July 31, 2006): More additions: BP/EP/FP Speeder, 2 Fireproof Rumpos; one from Friggin the Riggin mission previously listed as unobtainable can now be obtained in the PSP. Made modifications on some methods. Added Faith's Maverick in the guide and a few more Exclusively Colored cars. Added Rare Vehicles Section. Version 1.5 (September 05, 2006): Updates! Faith's Maverick can now be obtained cheat less! Big thanks to Alejandro Hernandez Samanieno (sjano29) for discovering a cheat less method. Minor corrections. Version 1.6 (September 09, 2006): Additions and revisions. Version 1.7 (September 14, 2006): Added the Lightless Bickle '76. Version 1.8 (October 19, 2006): Fixed some garage facts and other updates. Included System Error's method for the False Idols BP Patriot, as well as additional methods to obtain the other special vehicles. Version 1.9 (December 07, 2006): Major guide update and revisions. Previously listed unobtainable fireproof vehicles on the PS2 version are now listed as obtainable. What with information coming from System Error that garages in PSP can restore vehicles, the list of obtainable special vehicles was boosted. Version 2.0 (December 11, 2006): Minor updates. Version 2.1 (May 25, 2008): After a long while, another helicopter was discovered to be obtainable, and it’s a fireproof one! The only deal here is that it can be acquired only in the PSP version. Additional informations were also included in the guide after a very long delayed update. xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx 5. GARAGE FACTS AND FEATURES xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx Just like in GTA3, you are given in this game only one garage per island where you can store your vehicles, but unlike in GTA3, these garages are not opened from the very start of the game. You don't need to buy them though like in Vice City and San Andreas, but you do have to complete all the main missions in one island and proceed to the next to open the safe house to be able to save in its garage. The three safe houses with garages are located in St. Mark's, Portland Island, Newport, Staunton Island and Cedar Grove, Shoreside Vale. Portland Island safe house is useable after you complete your very first mission “Home Sweet Home”, while Staunton Island safe house will open after you accomplish the mission “Driving Mr. Leone” for Salvatore. Finally, your Shoreside Vale safe house will be accessible once you have completed the mission “Love On The Rocks” for Donald Love. Early in Portland Island you can utilize some cheat less tricks that can transport you to the other two islands where you can find some of the special vehicles already, but given that you cannot save yet in any of the safe houses and store vehicles in the closed garages, it's almost pointless to even bother going there for them unless you just want to complete doing other related important tasks. Due to the very limited garage and space given to you and the fact that there are quite a lot of the special vehicles that are obtainable, it is only logical that you must decide which are the only ones that you may want or need to get. Preferably you must collect the armored ones, although this will be best left to anyone's preferences. ***************************************************************************** 5.01: Garage Capacity ***************************************************************************** Contrary to some perceptions, you can maximize storage in your garages even when you’re notified that you've reached maximum capacity already. All the garages have an Absolute Capacity of 4 vehicles, even though the game would dictate a technical capacity of only 1 in Portland, 2 in Staunton and 3 in Shoreside Vale. By Absolute Capacity we refer to the maximum number of vehicles you can actually save in the garage without the risk of being "eaten" by it. By Technical Capacity we mean by how many vehicles the garages will automatically open to allow you to store any vehicle. This function is perhaps designed as a safety mechanism, allotting one to two vehicles equivalent of vacant space in the garages to prevent stored vehicles from possibly disappearing. This does not necessarily mean though that you can't store any more than what's allotted to you technically. Maximizing vehicle storage boils down to some clever layout of the vehicles inside the garage in relation to their sizes. In brief, here is a list of the approximate number and sample types of vehicles that can be stored in your garages: 1.PORTLAND ISLAND Capacity: 3 or 4 (risky though) Vehicles: Samples of what can be stored here are: a. Storage 1:(1)FP/ECV Thunder Rodd, (1)ECV Banshee, (1)BP/FP Avenger and (1)ECV Faggio or (1) BP/FP PCJ 600 b. Storage 2:(1)FP/ECV Thunder Rodd, (1)ECV Manana, (1)BP/FP Avenger and (1)BP/EP/FP Motorbikes c. Storage 2:(1)FP/ECV Thunder Rodd, (1)FP Leone Sentinel, (1)BP/FP Avenger and (1)BP/EP/FP Motorbikes 2.STAUNTON ISLAND Capacity: 4 Vehicles: Can vary on the size of the vehicles you're storing but samples of what can be stored here are: a. Storage 1:(1)BP/EP/FP Banshee, (1)ECV Stallion, (1)Rhino and (1)ECV Faggio b. Storage 2:(1)BP/EP/FP Banshee, (1)ECV Stallion, (1)BP Patriot and (1)BP/FP Stretch c. Storage 3:(1)FP Maverick, (1)FP Leone Sentinel, (1)Patriot and (1)CP Forelli Exsess 3.SHORESIDE VALE Capacity: 4 Vehicles: Can vary on the size of the vehicles you're storing but samples of what can be stored here are: a. Storage 1:(2)CP Forelli Exsess, (1)BP Patriot, and (1)BP/FP Stretch b. Storage 2:(2)CP Forelli Exsess, (1)BP/FP Landstalker, and (1)BP/FP Stretch c. Storage 1:(1)Rhino(risky), (1)BP Patriot, and (1)BP/FP Stretch A Rhino can fit in the Shoreside Vale garage despite the low clearance of its door, although you will run the risk of damaging and destroying it given that it will involve forcing the tank in. It’s important to know also the size of the vehicle you're storing and try experimenting with how you can position them inside. You can store all of them sideways or just some of them, depending on the length and width of your vehicles. Take note that the Staunton Island and Shoreside Vale garages have a high ceiling and allow enough room for you to conveniently jump on top of small size cars so you can squeeze yourself in between them should you need to push any of them out after cramming them inside. Though the ceiling of the Portland garage is low, you can still have enough room to jump on a small car like the Manana or a Banshee if you need to push your car out. If the garage door won't open anymore, one way to bypass this is to grab a small to medium sized car or a motorbike and use it to wedge the door open, parking it half in and half out, and then driving the vehicle you wish to store while the door is opened. There maybe occasions when the door will remain opened after you've parked in the vehicle to be stored, especially if it’s a long one and a portion of it will be sticking out of the garage. To solve this, just get in another vehicle you can grab nearby without leaving the garage door opened long enough or going too far away from it, and for some reasons the garage door will just automatically close as if by remote control. It might be helpful also to do the missions in a certain order, to be able to obtain one more extra storyline mission-based special car beyond your garage capacity, which you can just save until the next island opens and the garage in your next safe house is useable already. ***************************************************************************** 5.02: Garage Features ***************************************************************************** There's at least one garage feature that’s different between the PSP and PS2 platforms: its ability to restore destroyed vehicles. Anyone who has engaged in a special vehicle hunt in GTA: San Andreas would be aware that one trick involved in preserving and obtaining the special qualities of some armored vehicles is by destruction and restoration, in which the garage is a critical tool for the latter. By destruction in this sense we mean by blowing up a vehicle until it is already unusable. Such a procedure serves as some sort of a “preservation mechanism” on the special qualities bestowed on an armored vehicle. Take note however that there are at least a couple of ways that the game acknowledges a vehicle as destroyed: one is by blowing it up until it wrecked, and the other is by ditching it into the water. In the latter case, the vehicle will still be rideable (except if has gone deep into the water and was irretrievable) but for some technical reasons it will be recognized as destroyed already once it is considerably submerged into the water. On the PS2 version of Liberty City Stories, all the garages only have the ability to repair but not restore. Any blown up vehicle you try regenerating will always disappear once you let the garage door closes on it. This unfamiliar feature makes it impossible then to resort to a method in obtaining the armored ones by blowing them up. This only leaves the other option of destroying them by using the waters. On the PSP platform however, you can use the garages for restoration in the usual way as it was in the GTA Trilogy. You can resort to any or both of the mentioned ways of destruction if ever this action is necessary, and this therefore offers you more chances of succeeding in your acquisition. When on a mission, take note that your garage will be unable to restore, repair or save a special vehicle that is strategically assigned to you on certain assignments, or those others that are involved in the script in one way or another. This is something that has been the case with them as far back as GTA3. You’ll notice that your garage won’t acknowledge its existence, as indicated by the vehicle not getting restored or repaired. You can only use the Pay N Spray for repair, but be careful resorting to this if it involves any of the exclusively colored ones, or you risk losing the special paintjob. The only time that it will acknowledge and confirm the existence of whatever vehicle you try saving will only be after you fail or pass a mission. A tad of a downside in this game concerning the garages and which is common to both PSP & PS2, is their somewhat downgraded functionality of not being able to keep any mission-assigned vehicle in whatever condition, if you fail a mission by getting killed or busted even if you’re just within the proximity of a garage. Anything that you leave inside it, destroyed or intact, and including all the others you’ve stored will be deleted once you return to normal play. xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx 6. RELEVANT GAME FACTS xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx Although GTA: Liberty City Stories has a lot of improvements in most of the previously known attributes of its sequel GTA3, both significant and minor ones, there were some that remained the same; like your inability to swim, eat or the absence of enterable places just to name a few. But here we shall examine more some scheme of things related to one thing that has constantly bugged a lot of unaware GTA players and is quite consistent throughout the series: vehicle disappearances. If you’ll be collecting and using the special ones for whatever purpose, you wouldn’t want your treasure to just unceremoniously vanish into thin air during a play through after all the hard work you’ve done to get them would you? GTA: Liberty City Stories has a typical environment that runs on a regular cycle of spawning and deleting all the interactive random pedestrians and vehicles in the field, with the exemption of weapons, armors, and some R3 vehicles spawns. The deletion of the random elements may well have something to do with keeping the playing field clean so as not to strain and crash the whole game with an overflow of informations. Vehicles that are subjected to this mechanism include practically anyone that is outside of the garage. However, a vehicle that you’ve ridden thereby having a direct physical contact with, will be saved from being omitted in the environment for a longer but limited time, but is still not spared for as long as it is outside of a garage. Eventually, it will still be removed from your surroundings on given circumstances. Exempted from this phenomenon in most cases however, are those vehicles that are assigned to you or part of the script one way or another on certain missions. They stay indefinitely in the environment, with or without consideration to most of the outlined circumstances here that make vehicles disappear, but, for as long as only when the mission is active and if they aren’t subjected to some other conditions that can still cause their disappearance. You must therefore take precautions on the following instances that can make you lose your vehicle in the process: ***************************************************************************** 6.01: Mission Play ***************************************************************************** There are missions that for one reason or another will immediately delete any ride that you’re driving at the time you start them, regardless of whether you will be assigned with another vehicle or not. The script appears to delete any unwanted vehicle data that you came in contact with and that isn’t mission-generated once you commence your task. This concern can be a bane more particularly if what you will lose in the process is one of your precious armored vehicles, in the event you decided to use one for the purpose of facilitating your tasks in a mission. In other occasions the removal can occur not at the start but at a later stage, in the case of missions having several checkpoints. This occurrence however can affect only those vehicles outside of the garage, so the safest thing to do then if ever you need any of your armored vehicles at certain portions of your task, is to start the mission first before you take out anything from the garage. Take note also of missions that will eventually force you to abandon your ride, either by assigning you with another one, or will place you in a scenario that will make you leave your vehicle far behind. ***************************************************************************** 6.02: First of Three Vehicles Deletion ***************************************************************************** You are allowed for a limited time and distance to keep only two vehicles that you’ve had direct contact with at a time, from disappearing from your surroundings. This applies to the non-mission generated ones, whereby the first in every three successive vehicles you’ve ridden will almost always vanish. A small exception to this case can occur only if you’re within a considerable proximity of the vehicle, or are having a close visual on it. But if you move further away, or looked away long enough, there’s always the risk of it disappearing. How is this a concern then with regards to your special vehicle quest? It has something to do more with convenience and preparation. Certain methods might importantly require using certain types of vehicles, such as big trucks, or a Rhino that must be used as a tool for leverage, pushing, and/or destroying certain special vehicles when obtaining them during or after a mission. The preparation aspect is when you need to keep a vehicle or two in the open environment prior to doing a mission, which can be used later on for a mission or for other tasks required before you must do a mission. Such is the case of the methods for getting Faith’s helicopter in the PS2 platform, or accessing Shoreside Vale via blue hell to perform AWOL Angel for triggering your wanted level to six stars even before Shoreside Vale opens. In the latter case, you may need the use of an early Rhino for many of the special vehicles in Portland Island. If you run into a situation whereby you lost your tool vehicle in case you overlooked this factor, chances are, you will find yourself in a difficult situation facilitating your effort. You may always just grab another one anywhere you can find it, but if the special vehicle you’re trying to get is in a destroyed condition, you certainly risk losing it if it vanishes once you leave it. A simple work around to prevent this from happening if ever you have to temporarily leave your vehicle for one reason or another and later on just come back for it, is to go on foot on both occasions, but as long as the circumstances do not involve a destroyed special vehicle. ***************************************************************************** 6.03: Proximity & Visual Contact ***************************************************************************** Leaving your vehicle far away behind or losing sight of it for an extended time can spell doom for your ride. However, this can happen in most cases to anything that is outside of your garage and is not mission-assigned. Observing the first of three vehicles deletion scheme or having direct physical contact won’t help in this respect. It’s a standard norm in a dynamic playing field like GTA, that once you have increased your draw distance from a vehicle, chances are, it will be deleted from the background. The same applies with visual contact. For some reasons, anything that you took your sights away from for a certain period of time can vanish, even if you’re considerably close to it. The simple rule to observe here then to avoid this from happening is to always keep a good eye on your ride and stay close to it as much as possible. ***************************************************************************** 6.04: Destruction ***************************************************************************** Defined here in more specific terms as a vehicle’s condition of being in a blown-up state, this can be beneficial and necessary, or a bane and must be avoided, depending on which platform you’re using and/or for what specific purpose. Bottom line here is, a destroyed vehicle has more chances of disappearing much more quickly than when it is in a healthy condition, so caution must be thrown if ever there’s a chance of this occurring or have occurred already, intentionally or accidentally. There are more constraints on the PS2, given the garages’ inability to restore a wrecked vehicle, so destruction must be absolutely avoided at all costs. On the PSP however, the vehicles are in relatively safe hands, since you can use the garage for restoring them. Take note however, that even though you can restore vehicles on the PSP, you still risk losing it regardless of whether it is a mission-related one or not, if you violate the rule of proximity and visual contact, or you’ll turn your smile upside down. The playing field seems to be more unforgiving with thrashed vehicle data than a usable one. ***************************************************************************** 6.05: Theft ***************************************************************************** Rockstar was clever enough to find a neat and somewhat funny way in cleaning up the playing field with vehicle data, which was even designed for the purpose of giving a realistic feel of the gaming environment: they’ve employed the services of thieving pedestrians. These scums will randomly snatch up any ride including yours, if you happened to be unfortunately on their crosshair. Though this can occur very rarely, it can still pose as a threat to your convenience and losing a ride, after a hard day’s work to obtain one. Familiarize yourself with and watch out for specific types of pedestrians that have a few of them programmed to steal vehicles. This way you can take measures to prevent them from messing up your efforts if in case you see their presence within the vicinity where you’re doing something. xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx 7. STARTING A NEW GAME xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx You don’t just begin your game and start looking for the special vehicles without putting into important considerations a few of the non-storyline tasks that can provide you with the necessary tools and character upgrades helpful in your quest. These tools and upgrades can be significant in your preparations to ensure that your survival and success in obtaining the special vehicles are guaranteed when your need to depend on them arises. Many of these can take some hefty amount of time to accomplish, but the fruits of it all at the end of the day, will all be worth it for one purpose or another. ***************************************************************************** 7.01: Side Objectives ***************************************************************************** Some of the various side missions and objectives in the game will reward you with benefits that will substantially prepare you in your tasks ahead. They may be necessary to perform so that you can obtain the essential tools and character upgrades for what you must do later. 1. Collect Hidden Packages. A GTA3 trademark that’s back but in a rather different form, in the guise of a hand with a raised pointer and pinky fingers as in a devil’s horn sign. For some reason they were called packages even though they look more like a charm or an icon. 100 pieces of these items are scattered all over Liberty City, collect them and you will upgrade yourself with a variety of weapons and become one deadly killing machine. You don’t need to collect all of them though if you’re just after some tactical weapons and if you’re not aiming for a 100% completion. Other weapons can even be picked up in some spawn locations if you can’t be bothered with the packages. 10 Packages – Pistol 20 Packages - Shotgun 30 Packages - Body Armor 40 Packages - SMG 50 Packages - .357 60 Packages - M4 70 Packages - Laser Sighted Sniper Rifle 80 Packages - Flamethrower 90 Packages - Rocket Launcher 100 Packages - $50,000 (One time reward only that’s automatically added to your money) 40 packages can be found in Portland Island, 30 in Staunton Island and 30 in Shoreside Vale. Note that not all of these packages can be collected right away if you’re aiming for an early accomplishment of this task. Despite the existence of a few tricks that can give you early the locked islands, at least three to four of these packages can be collected only after you advance through the story. Some are in locations that are difficult to reach or are hidden behind structures, and in both cases the packages will be collectible only once you’ve completed certain missions. 2. Vigilante Mission: Complete 12 levels. Upgrades your Body Armor to 150. Having a body armoring with an upgraded strength will ensure that you can increase your chances of surviving firefights in unavoidable confrontations with your adversaries. Trigger this mission by pressing R3 when you’re riding in any law enforcer vehicle, inclusive of a police car, Enforcer, FBI Cruiser or a Rhino. 3. Paramedic Mission: Complete 12 levels. Earns for you unlimited sprint capability. This skill upgrade is necessary for at least three reasons: to move around more conveniently and faster, to provide you with unlimited energy when pushing vehicles, and to survive situations and confrontations where tactically running away from a fight is the better part of valor. Trigger mission by pressing R3 when in an ambulance. 4. Firefighter Mission: Complete 12 levels. Makes you fireproof. It’d be quite unpredictable when you will figure in a literally fiery situation when on certain missions. There will be times when resorting to flame-based weapons will be your best means for survival, and it’s best to be always fire-retardant from the resultant blaze if things get a bit out of control. Get in any fire truck and trigger mission by pressing R3. 5. Noodles Punk or Pizza Boy Delivery Mission: Complete 12 levels of any of the two food delivery missions. Extends your Health. Every little means of boosting your chances of survival may count significantly in your objectives. Having an extended health can help you get past life-threatening situations in order to successfully accomplish your tasks. This upgrade may not be as critically significant as having an armor or being fireproof, but the benefit it can give you is one that isn’t to be taken for granted. Trigger mission by simply hopping onboard the Pizzaboy scooter parked at the Noodles Punk located in Chinatown, Portland Island, or on a Pizzaboy scooter parked by Joe’s Pizza at Bedford Point in Staunton Island. ***************************************************************************** 7.02: Early Access To the Locked Islands ***************************************************************************** It has been a GTA feature to always lock or make inaccessible some locations early in the game. Perhaps this was designed to compel you to stay in one island and finish all the tasks there first before you can set foot somewhere else. Locked places can be explored already and without penalty from the authorities, but only if you can find a way to get there by breaking through any form of barriers that were put up. Using some cheat codes obviously can facilitate this, but we‘re not considering this option in this case. A few reasons that can be cited for justifying traveling to the locked islands early on include both significant and rather trivial ones: 1) Collect packages for some weapon spawns in the safe house. 2) Obtain a Rhino from the military, by triggering your wanted level to 6 stars if you do AWOL Angel in Shoreside Vale. 3) Get out of the way some tasks required for 100% completion if you’re aiming for this. 4) Satisfy the curiosity or simply do some cyber gallivanting. Among these, obtaining a Rhino early on may be the most important one, primarily in connection with obtaining the special vehicles on the PSP platform. For sometime this barrier thing has posed quite a challenge to many people, especially those who would like to find their way around the places using raw intuitions only and wouldn’t want to be put off by such obstacles. GTA gamers have been known for their knack for working their way around things, so the issue of these barriers to the locked islands was eventually solved in more ways than one. Veteran gamer Orion_SR even made several nice videos of these tricks to give some people a visual guide on them, which can mostly be found in google video. A. The Hepburn Heights Drop Orion_SR came up with this method that is so far the most consistently working and reliable compared to other methods, though the procedures might be quite tricky for the unskilled and inexperienced. It’s one that involved falling down to grey hell and using a couple of underground paths that somehow connect the three islands, but the only catch here is that you must pass through a sort of secret opening in the water to be able to access grey hell. Since you cannot swim in this game, chances are, you’ll get wasted if you miscalculate your actions. This secret opening we’re talking about is a relatively small spot in the water located by the west edge of the concrete embankment at Hepburn Heights, underneath the train tracks and in between its northernmost pillar and a lamppost. Now you need to dump a land vehicle first into the water that you must use as sort of a portal to allow you to safely fall through it down to grey hell. But before you can perform this, you will also need to have a lot of RPG ammo, necessary for illuminating the safe path. First, you need to get in any big vehicle, preferably a Trashmaster or any truck that is wide enough and head over to the location. Strangely, a fire truck won’t work for this. Any other cars can also be used, although it’s kind of risky using any of them given that they may not be big and wide enough for the job. Now once you’re in a Trashmaster, drive towards the Harwood ferry terminal, then as you get near the entrance, steer left towards the concrete embankment that goes along the west side of Portland Island. Drive south along the embankment, and then stop once you reach the first pillar of the train tracks. Alternatively you can count fourteen lampposts on the embankment, this will eventually lead you underneath the train tracks and the first pillar referred to. That’s the part of the water where you can fall through, in between the fourteenth lamppost and the pillar. Position your Trashmaster in such a way as its rear will be facing West, then slowly back it until it starts to fall off the embankment’s edge. At this point, quickly get off your vehicle and just let it slide into the water, hopefully still in the same position as before you ditched it. Now go down the road and grab any motorbike you can find nearby, from motorists passing along that route or the Sanchez parked at the Bumps & Grinds course, avoiding not to start the side mission though. When you have jacked a motorbike, next is to head back to where left the Trahsmaster, carefully go over the edge and land on the submerged Trashmaster. At this point, get off your motorbike and you will fall through the top of the vehicle down into an invisible solid ground in grey hell. The first thing that you must do at this point, is to load the structures including the concrete path that you must use to your destination. This concrete path is actually the underground railways but for some weird reasons, doesn’t operate normally in grey hell. Now you can do this by approaching the nearest underground terminal located in Red Light District, Portland Island, but given that everything’s still invisible, you must either wait for a train to pass by and try to carefully follow its path towards there, or fire some rounds from your RPG every step of the way to illuminate the safe path where you can walk on. Alternatively you can use other weapons but the RPG is perhaps the most suitable one for the job. Do not go West, as somewhere along the way in Staunton you’ll hit a barrier and there’ll be no way to get past it. Be careful also when trying to trace the way towards the terminal as the invisible path doesn’t go in a straight manner and will curve quite a lot at certain points. Actually, for that matter, what you don’t want to happen when you’re in grey hell already and trying to find your way somewhere is accidentally falling into space at any time, whether the path is visible already or not yet, or you’ll spawn back somewhere in Portland Island. You will have to redo everything again. But assuming no untoward accident happened along the way, the GTA: Liberty City Stories screen will load as you approach the terminal and the structures will now be visible. The surreal experience on this part is that pedestrians and vehicles will start to fall from above, so be careful of them. Grab any ride if there’s one that fell, or you can just go on foot and head North until you reach Fort Staunton area. You will eventually reach somewhere where below you there’s another long and winding structure with a reddish metal design, which is actually a portion of the Shoreside Vale/Staunton Island tunnel under construction. Jump to the right and head towards that direction, do not go the other way as this will lead you to a dead end back in Staunton Island. Now as you head North traveling above the Shoreside Vale/Staunton Island tunnel under construction, once you reach a “T” intersection, turn left and just follow the direction and continue traveling westward until you reach Shoreside Vale and a dead end with a blue barrier. This is actually a part of the barrier that is blocking the unfinished portion of the Shoreside Vale /Staunton Island tunnel. Take note too that from the point you reach the “T” intersection, a large part of the structure will be soft, so you must walk on either the left or right side of it which will remain solid. In the same caution as when you’re underneath Portland but more importantly in this case, whatever you do, avoid falling into grey space along the way when you’re anywhere under Staunton Island and Shoreside Vale before you reach the blue barrier. If that happens, you will end up inside the closed portion of the tunnel where there will be no way back aboveground. You will be forced to reload your game. But once you’ve reached the Shoreside Vale barrier, it will be safe to jump into grey hell, and you’ll find yourself somewhere in the third island. If you jump to the left, you will end up in on the paved sidewalk in lower Wichita Gardens, and if you used the right side, you will end up near the barrier on the opened portion of the tunnel. B. Portland to Staunton Warp Zone Sometimes also referred to as the Construction Site trick. Fathedred originally discovered this. He was experimenting on how to squeeze through a seam he found in the Construction Site at Hepburn Heights, hoping that he would somehow get to grey hell this way. When he finally managed to go through, he discovered that it would directly spawn him in Staunton Island instead. The magic portal to Staunton Island in subject here is that small gap in between a wall of dirt located in the southwest corner of the Construction Site, and the concrete base of the giant crane. Based on some tests and estimates, this small gap has a “hot spot”, somewhere in the middle of the equivalent length of the concrete base. Try jumping on that spot in the gap; once your feet get sandwiched in between it, your whole body will make a rocking motion and if the timing is right, the Staunton Island loading screen will appear indicating that you’ve succeeded in getting in. Next you will find yourself slumped on a grey background for a few seconds, and then finally you’ll spawn on the concrete sidewalk just behind the Liberty Memorial Coliseum in Aspatria. This trick however seems to work only on the PS2 platform; it can be inconsistent and quite a pain in the rear. You will need to invest on a lot of patience in performing this. There will be times when you can try doing it for hours without ever succeeding, but there will be occasions too when you can do it in as easy as a pie. It’s also more of a short cut to the other island, without having to travel through grey hell. The only catch here is that you can reach up to Staunton Island only and not anywhere else. But this constraint is a minor one if ever you need to reach Shoreside Vale, as there are at least three ways you can do from this point. So assuming you’ve resorted to this method and have made it to Staunton Island only but would like to go to Shoreside Vale, you can either do the Shoreside Vale Saved File Glitch, Staunton Boatyard Drop or the Predator/Speeder Jump. 1. Shoreside Vale Saved File Glitch Perhaps by far this is the easiest way you can open Shoreside Vale without the help of grey hell or some tedious tasks. It’s simple, and works like a charm for both PS2 & PSP, saving you a lot of time and trouble from unfamiliar ways to do. The only condition here is you must have already played the game before until you’ve reached the third island. To make this work, all you need to do is to just load a saved game file in Shoreside Vale, quit the game, and then load any saved file from Staunton Island or even from Portland Island. Check out the bridge, and presto, it should be operating as if you’ve already officially unlocked the third island! It can’t be any simpler than that. 2. Staunton Boatyard Drop This is basically similar to the Portland Post Drop or Fire truck Drop, but somewhat less difficult to perform and also involves passing through grey hell on your way to Shoreside Vale. What you will utilize as a portal to the underneath in this case is a boat instead of a land vehicle. You may also need to have a lot of RPG ammo that you must use for illuminating the invisible solid path where you can safely travel. Any guns might do as well but the RPG will still prove to be the best weapon to use here. Assuming you have lots of RPG ammo already, get on any motorbike, proceed to the boatyard in Newport, and locate the Speeder boat docked there. There are three boatyards in that place and you should go to the second or middle one located behind some crates and what looks like a warehouse. Now the opening to grey hell is actually located directly within the spot where the Speeder is, on the right side at the end of the wooden plank when you’re facing East. Should you decide to use any other boat instead, for as long as you park it on the same spot where the Speeder is spawned, everything will still be just fine. Carefully drive the motorbike on the boat, stop, and then get off your ride. This will instantly let you fall down to an invisible solid ground in grey hell. From here, either wait for a train to pass by so that you can follow a safe path to walk on, or use your RGP to illuminate the invisible solid path. Just like with the Portland Post Drop method, you must approach the nearest terminal so that the structures will load as visible. Now the nearest that you can go to is back in Red Light District, Portland Island, which means you’ll have to make a long way around Liberty City to be able to reach Shoreside Vale. You can’t go West as somewhere along the way |
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