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Driver 3 Prima Official Eguide

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0% found this document useful (0 votes)
64 views223 pages

Driver 3 Prima Official Eguide

Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 223

PRIMA OFFICIAL GAME GUIDE

® SECRET CARS
ALL TIMMIES TAGGED
DETAILED CITY MAPS
Visit us online at primagames.com

This game has received the


following rating from the ESRB
DAVID SJ HODGSON

PRIMA GAMES
A DIVISION OF RANDOM HOUSE, INC.

3000 LAVA RIDGE COURT


ROSEVILLE, CA 95661
1-800-733-3000
WWW.PRIMAGAMES.COM

The Prima Games logo is a registered trademark of Random House, Inc., registered in the United
States and other countries. Primagames.com is a registered trademark of Random House, Inc.,
registered in the United States.

© 2004 by Prima Games. All rights reserved. No part of this book may be reproduced or transmitted in any form or
by any means, electronic or mechanical, including photocopying, recording, or by any information storage or
retrieval system without written permission from Prima Games. Prima Games is a division of Random House, Inc.

Product Development Manager: Jennifer Crotteau


Senior Project Editor: Brooke N. Hall
Editorial Assistant: Kate Abbott
Author Assistance: Bryan Stratton, Stephen Stratton
Copyeditor: Christine A. Doolittle
Original Maps: David SJ Hodgson
Map Illustrators: James Knight, Jody Seltzer
Additional Map Labeling: Rick Wong
Original Design & Layout: Kari Keating
Additional Layout: Melissa Francis, James Knight

DRIV3R © 2004 Atari, Inc. All rights reserved. Created and developed by REFLECTIONS Interactive Limited, an Atari
studio. All trademarks are the property of their respective owners.

All products and characters mentioned in this book are trademarks of their respective companies.

Please be advised that the ESRB rating icons, "EC", "K-A", "E", "T", "M", "AO" and "RP" are copyrighted works and
certification marks owned by the Entertainment Software Association and the Entertainment Software Rating
Board and may only be used with their permission and authority. Under no circumstances may the rating icons be
self-applied or used in connection with any product that has not been rated by the ESRB. For information
regarding whether a product has been rated by the ESRB, please call the ESRB at 1-800-771-3772 or visit
www.esrb.org. For information regarding licensing issues, please call the ESA at (212) 223-8936. Please note that
ESRB ratings only apply to the content of the game itself and does NOT apply to the content of this book.

Important:
Prima Games has made every effort to determine that the information contained in this book is accurate. However,
the publisher makes no warranty, either expressed or implied, as to the accuracy, effectiveness, or completeness of
the material in this book; nor does the publisher assume liability for damages, either incidental or consequential,
that may result from using the information in this book. The publisher cannot provide information regarding game
play, hints and strategies, or problems with hardware or software. Questions should be directed to the support
numbers provided by the game and device manufacturers in their documentation. Some game tricks require
precise timing and may require repeated attempts before the desired result is achieved.

ISBN: 0-7615-4200-0
Library of Congress Catalog Card Number: 2003116132
PRIMAGAMES. COM

ii
Contents
Welcome to the World of the Wheelman _ _ _ _ _ _ _ _ 2
Friends and Foes _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ 5
Wheelman in Training _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ 7
Vehicle Inspection _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ 25
Guns and Ammo _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ 38
Taking a Free Ride: Tanner's Tour of Duty
Welcome to Miami! _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ 42
Welcome to Nice! _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ 64
Welcome to Istanbul! _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ 78
Drivethrough Missions: Miami _ _ _ _ _ _ _ _ _ _ _ _ _ 94
Drivethrough Missions: Nice _ _ _ _ _ _ _ _ _ _ _ _ _ _ 139
Drivethrough Missions: Istanbul_ _ _ _ _ _ _ _ _ _ _ _ 168
Driving Games
Miami _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ 193
Nice _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ 200
Istanbul _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ 205
Secrets of the Wheelman _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ 213

Acknowledgments
Author Special Thanks: My beautiful Melanie, Mum, Dad, Ian, Rowena, Bryn, Rachel, and
the gamer-in-training; Bryan Stratton's driving techniques; Jennifer, Brooke, Kate, and Cass;
Laibach, Rammstein, and Kraftwerk; and "M" for Maud, who was swept out to sea.

This guide is dedicated to the memory of my Grandpa; Joseph Smithson, Low Fell,
Gateshead.

Reflections and Atari Special Thanks: The following guide would have been a mere pamphlet
compared to this weighty tome if it weren't for the help, guidance, and patience of the following
people: Gareth Betts, Jeff Sehring, Mike Webster, Chris Dawson, Gareth Edmondson, and Martin
Edmondson. Our profound and sincere thanks.

1

CUT TO: INT. HOSPITAL—DAY

MEDICS AND NURSES RUSH A PATIENT ALONG A CORRIDOR ON A TROLLEY;


TUBES AND DRIPS ARE ALREADY UP.

MEDIC 1: COME ON, MOVE IT! TRAUMA ROOM 2. GUNSHOT WOUND


TO ABDOMEN!

MEDIC 1: PROBABLY RUPTURED SPLEEN. GET ME 4 UNITS OF


O NEGATIVE!
IN ONE CAMERA MOVE WE SWEEP ACROSS THE CORRIDOR TO SEE INTO A
ROOM WHERE SOMEONE ELSE IS BEING ATTENDED TO BY MEDICS AND
NURSES. WE DON’T SEE WHO THEY ARE.

MEDIC 2: WE GOT A BLEEDER—SEVERE ABDOMINAL TRAUMA! GET THAT


TUBE IN! BP 50 AND FALLING FAST….

NOW WE SEE THE FIRST PATIENT IS TANNER. THE CARDIAC MONITOR


REGISTERS THE FLAT LINE.

MEDIC 2: LOST THE PULSE! OKAY, PADDLES—PADDLES , NOW!


SCRIPT THE PADDLES ARE READIED, PEOPLE STAND BACK AS MEDIC 2
GRASPS THEM.

MEDIC 2: EVERYBODY! CLEAR! STAND BACK!

WE HEAR THE NOISE OF THE DEFIBRILLATOR AS THE PADDLES LAND AND AT


EXACTLY THAT MOMENT WE CUT OUT TO WHITE.

EXT. MIAMI—DAWN
HELICOPTER SHOTS OF THE CITY AS
OPENING CREDITS AND MUSIC PLAY.

SUBTITLE: MIAMI 6 MONTHS


EARLIER.

EXT. ISTANBUL STREET—DAY


PRIMAGAMES. COM

A SHOOTOUT ON THE STREETS OF ISTANBUL. TANNER, JONES, VAUBAN,


AND THE TURKISH BOSS MOVE IN ON JERICHO AND HIS GANG. JERICHO IS
TRAPPED BY A LINE OF POLICE CARS AT THE OTHER END OF THE STREET.

TANNER MOVES IN CLOSER ON JERICHO, KICKING A CAR DOOR SHUT


ON HIS WAY PAST.
2
Welcome to the World of the Wheelman

How to Use This Book


Welcome to Prima’s official Driv3r strategy guide! This companion is
designed to enhance your wheelman fantasies, and is the only guide Section 4:
with complete information on the game. After you read the
instruction manual, check out the sections of this book to learn Vehicle Inspection
about Tanner’s new career, before this Istanbul shootout!
More than 70 vehicles have
Section 2: had their fluids checked and
tires kicked in this
Friends and Foes inspection. The vehicle’s
weight, horsepower, and
other important attributes
These sections
are listed, as well as a drive
introduce the many
rating, plus a quick
colleagues, gangsters,
description of what each
underworld figures,
vehicle is like to drive.
and other characters
Don’t leave your
you encounter during
apartment without this
the game. If you want
handy vehicle guide!
to learn the past
histories of every main
player, this is the
section to check.

Section 5:
Guns and Ammo
Whether you’re polishing your
Section 3: pistol or plugging police with
your grenade launcher, you’ll
Wheelman in Training find details about Tanner’s
available ordnance in this
section. Need to know the
rounds-per-minute, reload
When you need to learn
time, and weight of each
how to avoid the cops,
weapon, as well as where
pull off incredible
and when to use it in
stunts, learn offensive
combat? Then check this
driving moves, and even
section out.
how to direct your own
movies, there’s only one
place to go: This section
has an information
overload. Go from
learner to wheelman in
no time with the
extensive advice
contained here!

3

Section 6: Section 8: Driving Games


Taking a Free Ride:
This section details all the
Tanner’s Tour of Duty Driving Games Tanner can
undertake, and shows
you how to complete
each one—not only
successfully but in
impressively fast times!

Take a tour of each city with our exhaustive guide to Miami, Nice,
and Istanbul. Every landmark is shown. Every alley is pinpointed.
Every major off-road path and ramp is revealed. Sectioned off to
Section 9:
help your spatial awareness, the city guides include details on the Secrets of the Wheelman
best routes and jumps to take, as well as obstacles to watch for.
It also has a history of dozens of the older buildings and areas
of town. Spotted any peculiar
characters around
town? Want to learn
Section 7: some codes, how to
Drivethrough Missions drive the quickest and
most bizarre cars?
Then turn to these
Need a complete guide to
pages, but don’t head
all of Tanner’s undercover
there just yet—
work? Peek into this
there’s some
chapter. It shows multiple
sensitive information
methods for completing
in there!
each mission and has in-
depth maps for every
building you enter and
most streets you cruise
around. It also has
checklists of available
vehicles, weapons,
and even start and
finish points.
PRIMAGAMES. COM

4
Calita
Young, and as sexy as she is psychotic, Calita is the
head of South Beach, a notorious Miami-based car
theft outfit. She is cold, efficient, and ambitious.
Welcome to the World They say she once killed her own crewmembers in a
hostage standoff; no one has crossed her since. She
of the Wheelman does not negotiate. "I came from nothing and I’m
not going back," she once told a confidante.
The Driver series chronicles the exploits of Tanner, a ruthless
undercover cop and fearless vehicle appropriator—the wheelman to
be feared and respected. Three months before the final showdown
in Istanbul, Tanner is immersed in a global car theft ring running
from the United States into Europe. A mysterious buyer, untraceable
Jericho
Seen by some as an unthinking brute,
by police records, has ordered the theft of 40 high-performance
Jericho’s cold visage hides an always-
cars. Tanner must discover who this buyer is and prevent the
calculating mind. A former lieutenant to
completion of the deal.
the recently deceased crime lord
But only his shrewd thinking keeps him a step ahead of having Solomon Caine (a gangster whose empire
his cover blown. Now time is running out. Below is the latest infor- stretched from Chicago to Vegas), Jericho
mation gleaned from Miami police and Interpol on those involved. is unpredictable and unflappable. His
Discretion and extreme caution is advised when dealing with these ruthlessness is matched only by that of
gangsters and thugs; consider all armed and dangerous. Tanner, the man who’s trying to stop
him. His motto: “Crime doesn’t just pay,
it pays well.”

Tanner
An undercover cop, also known as
“the driver.” An obsessive risk-taker Baccus
with brutal methods, accustomed to Also known as South Beach Baccus
highly dangerous undercover work. because of his connections with
He has a tendency to ignore Calita’s homeboys, Baccus is a known
authority and override orders. His driver for the Miami car theft gang.
motto is said to be: “Being Confidential police documents and
undercover is only dangerous when records of previous jailings show
you try to get out.” Baccus to be both delusional and
violent. Tanner doesn’t trust him, but
then neither do his South Beach
colleagues any more. “Any car you see
Tobias Jones here can be yours,” he’s been known
Tanner’s partner, a detective with the to crow.
Miami Police Department. Cool, calm, and
confident, Jones has familiarized himself
with Tanner’s "individualistic" practices,
and is, in equal measure, admiring of and Lomaz
repulsed by Tanner’s methods. Though Those who know him, or speak about
more restrained than Tanner, Jones is no him in hushed tones, refer to him as
less dedicated. He tells his trainees: “the gun freak with pimp chic. ”
"Being on the street is one thing, under- Lomaz works for South Beach. He’s
standing it is my thing." Calita’s right-hand goon, and does
double duty as the gang’s hardware
specialist. Part of a global network of
gun runners and arms dealers, he can
call upon his many compadres to
secure the latest in killing ordnance.

5

Vauban Fabienne
A member of the Nice, France police Fabienne has a clear plan in her head:
force special branch, Vauban is a to dominate the repo circuit in Nice.
department head and liaison for She heads an organized crime outfit,
International Crime, also based in Nice. and one of her main moneymaking
He’s driven, focused, and experienced. schemes is dealing with small cars. If
Vauban lost two fingers working Calita’s South Beach gangsters and Tanner
undercover in his 30s. No one knows start encroaching on Fabienne’s turf,
exactly how. they’ll be met with a violent response.

Dubois And the Rest. . . .


A field officer for the Nice police, Dubois Bad Hand
is Vauban’s protégé and a
credit to the force. He’s secured a highly Trusted member of the South Beach
impressive success rate in all gang and known associate of Calita
the cases he’s been involved with, and Lomaz. A mangled arm after an
but with an average of three deaths attempted gangland slaying has left
per case—and that average is on the rise. Bad Hand with a nickname to match
Dubois’s practices would have his temper.
been investigated were it not for
his competence.

Solomon Caine
Gator Head of a major crime syndicate with
operations from Chicago to Las Vegas.
Tough talking, with the air of a
Caine, who is too trusting of his
somebody, Gator is a Miami gangster
lieutenants at the game’s beginning,
getting seriously out of his depth.
employs an underworld figure named
His current scheme is to control the
Jericho as a bodyguard.
movement of contraband through
the many small islands dotted
around Miami’s shores. Calita’s South
Beach gangsters use him when they
must, but she doesn’t trust him, and
that fact isn’t about to change.
Tico
Tico is a young upstart gang leader
attempting to muscle in on Calita’s turf.
His experience is as lacking as his
The Bagman amateurish thug henchmen are plentiful.
A Frenchman with a professional He doesn’t have the thinking power or
gangster bent, the Bagman runs money savagery of the South Beach crew.
for Russian gangsters. His real name is
unknown, and his pseudonym doesn’t
come from the money he launders.
According to the few eyewitnesses to
Zeego
his method of foe disposal, the nickname When you arrive at Nice International
refers to the bags in which Airport, devoid of any automatic
he places the bodies of those who weaponry but flush with euros and
PRIMAGAMES. COM

cross his path. gangland connections, you call Zeego.


He’s the only arms dealer to back up
his outrageous ordnance prices with
quality and guarantees.

6
Welcome to Prima’s official Driv3r driving school! This section brings Horn
you up to speed with all the action Tanner can experience during
his stays in Miami, Nice, and Istanbul. It offers methods for avoiding This sounds your horn, and
the long arm of the law, and checks out what happens when cars scatters pedestrians and law-
get remodeled with automatic weapons and 50-foot drops off cliffs. abiding motorists, ensuring
Let’s ride! your felony rating doesn’t climb
higher due to hit-and-run
charges. Many vehicles have
different horn types (the big
Lesson #1: Controlling truck has a deep air horn, for
example). If you’re riding in a
your Wheelman cop car, the horn button
switches the siren (and flashing
lights) on and off.
There are two control methods in the game, one for driving and
one for when you’re on foot. Below are your moves, and when to
use them.
Accelerate
Press to move faster; release to coast and slowly come to a halt.
The button configuration for each control varies, depending Use it to get where you’re going quicker.
on the console you’re playing the game on. Refer to your
instruction manual (or the Settings screen of the game,
under the Options menu) to see which buttons control
Fire Weapon/Passenger Jump
which commands. This allows you or a passenger
TIP to fire whatever weapon you’re
carrying into a target within the
In-Car Controls white crosshairs. This is used
only in Undercover and Driving
Steering Game modes. If your passenger
needs to leap from a moving
This controls the direction of
car in Undercover mode, press
your vehicle’s driving wheels (or
this button.
rudder). The sharper the angle
you press, the more pronounced
the turn. Of special note are
boats. If you hold diagonally Burnout
back while turning, the boat Ready to lay rubber? Try the
pivots in the water, allowing burnout. This allows more
tighter turns. Combine this with acceleration than usual,
acceleration to go anywhere! complete with a dust cloud. It’s
the key to performing donuts,
Change Left/Right/Rear View but it also makes your vehicle
This allows you to look to the more difficult to control. Use it
sides and behind you (you can only at low speeds (it acts as an
see 360 degrees around your accelerator at high speeds), such
vehicle). This is useful when as when you need to turn
you’re being chased and need to around or spin from a stop,
see if a foe is following you, or if such as at a chase’s start.
you’re emerging from a side
In some vehicles, the burnout button is used for a different
street or want to peek down a
maneuver (such as uncoupling the trailer in the case of the tractor-
street as you drive past. You
trailer rig).
can’t see ahead of you when
you’re looking in another
direction, so make sure you have
a clear path ahead!

7

Handbrake/E-Brake Change View


This locks the tires being powered
by the engine (in this example,
the rear ones), so they act like
boat rudders. While your tires
squeal, you can slide around
corners instead of braking and
turning—a technique known as
drifting or power sliding. This
lets you take corners at a faster
rate than usual! More techniques
using the handbrake (also known
as the e-brake) are detailed later This changes your view from third person (behind the car) to
in this section. first person (on the car’s hood). Each view has advantages and
disadvantages, and each wheelman has a preference. Here’s how
Exit Vehicle each view mode deals with the action; follow this guide to change
Press this button to get out of views as the situation warrants.
your vehicle when it’s stopped—
or bail out if it’s moving. Bailing Third-Person View
out scuffs you up, so do it only if Great for:
a major crash is imminent or
your vehicle is on fire. If you’re seeing an enemy approach behind you.
parked or moving slowly, the judging distances to the side of, and around your car.
button opens the door (if
knowing your direction during a crash.
attached) and you climb out.
Bad for:
If you’re blocked in on the driver’s side, Tanner shifts over and visibility heading up/down hill (in certain vehicles).
exits on the passenger side. If you’re trapped, Tanner appears above visibility when your hood flies up (in certain vehicles).
the car. If your car has overturned, Tanner crawls out from under
the wreckage. First-Person View
Thrill Cam Great for:
Ready for crazy camera antics? seeing where you’re going.
The Thrill Cam switches the view judging distances at close range (front only).
to a real-time drive-by location,
and you continue to drive using
Bad for:
this view! This is dangerous, so judging widths.
make sure you have a clear path visibility during a crash (especially when you’re flipping).
ahead. You can also slow the
action to ease your out-of-body locating obstacles and enemies to the sides and behind.
experience or create motion blur.
Pause
Pausing the game brings up the
overview map and your location,
as well as various landmarks,
enemies and, where appropriate,
destinations. There’s also a
comprehensive Pause menu.
Continue reverts to the action.
View Replay shows everything
PRIMAGAMES. COM

you’ve accomplished so far. Film


Director allows you to fiddle
with the cameras in the replay.
Thrill Cam is another way of changing this function’s settings.
Options allows you to turn the vibration on or off, and play with the
8 volume levels for the music and sound effects. Restart begins your
level, and Quit Game takes you to the main menu.
Wheelman in Training

On-Foot Controls Toggle Weapon


Tanner gets more and more outrageous takedown ordnance as he
Move progresses through the Undercover missions. When he’s carrying
more than one weapon, this button flicks to the next one with
ammunition, and is useful if you need to switch weapons for a
This controls your movements: certain situation (if you’re using a shotgun, for example, and a new
forward, back, or sidestepping to enemy appears out of range).
the left and right. Tanner moves,
but doesn’t change the direction
he faces. This is beneficial if
Reload Weapon
you’re climbing stairs and don’t Although Tanner automatically reloads his weapon when he empties
want to turn at every corner. a clip or chamber, you can manually do it. This doesn’t waste any
ammo (any surplus from the previous clip is kept), and is useful when
you’re timing your shots and want to reload at a specific moment,
such as when an enemy ducks or is lost from view for a moment.
Aim/Look
This allows Tanner to change the Jump
direction he faces. He turns on
the spot, and looks up and down.
If he’s carrying a gun, the target Jumping allows Tanner to cover
crosshairs move as well. Combine longer distances than his normal
this with the move control, and stride, but mainly it’s used to
Tanner goes through any leap over low walls and off
necessary maneuvering actions, boats. Running is quicker than
the more complex of which are jumping.
detailed later.

Fire Weapon
This allows Tanner to unload a
salvo from whatever weapon he
Enter/Exit/Action
has equipped. For pistols, Use this button to enter or exit a
shotguns, and the grenade vehicle (as described in the “In-
launcher, each press fires one Car Controls” section here).
shot or round. For assault and When entering a vehicle, you can
machine weapons, holding down stand a few feet away and
the button empties a clip. Tanner automatically runs for
Tanner automatically reloads. the driver’s seat. If the
passenger door is open, he tries
that side. Either works. Don’t
spend time positioning Tanner
Crouch/Roll by a door; learn the radius of
Crouching occurs when you press Tanner’s reaction to this button, and let him find the driver’s seat. If
this button while standing still. If an innocent occupies the seat, he or she is dumped into the street.
you’re moving when you press the
button, you roll. Both are evasive Holster/Draw Gun
maneuvers. Crouching allows you An important move, holstering your gun removes the crosshairs
to take cover (behind obstacles from the screen, and avoids attracting unwanted attention from
or cars) while an opponent cops or citizens. Wandering around with a gun causes pedestrians to
empties a clip into the scenery, flee or draw their own weapons, and the same is true for drivers.
after which you can stand up You can carjack without violence, unless the car’s owner brings a
and retaliate. Rolling is used if piece to party with you. In that case, take him down!
you’re in more open areas, and
makes you harder to aim at.
Roll, then aim and tag your foe.

9

Change View Game Display


As with the in-car view change, a third- or first-person view has Split-second timing is important in your Undercover excursions, so it
advantages and disadvantages. The first-person view works better. is important to understand all the information on the ingame
You can aim down and up farther, and you can tag enemies in front screen. Additional information is found in your game’s instruction
of you without losing sight of them. manual, but check this screenshot for a quick rundown of what’s
important to check out while you’re playing:
Pause
Hitting this accesses the same map and Options screen as the in-car
controls button. 1
2 4
3
Swimming
Tanner’s a commendable
swimmer, preferring the front
crawl when he has to get himself
wet. Swimming is only necessary 8
after a mishap, such as when you
"accidentally" drive a car off a 7
cliff into the sea. Otherwise, a 5
quicker way to a destination by 9
6
water is to use a boat. Emerge
from the water using a ladder or
a set of wharf steps. You can’t use weapons while swimming, so
swim away from anyone firing at you.

Climbing 1. Health Energy


This shows your health. Currently, Tanner’s is full. You lose health if
you’re involved in a nasty crash, if you fall (long falls result in
When you’re on foot and you see death), and if you’re wounded or caught in an explosion. Health is
a large building, check to see if replenished via the use of health packs.
it has a ladder attached to it.
Tanner can climb these, and 2. Felony Level
some towers have a superb view This indicates how much of a nuisance you are to the local cops. In
of the surrounding area. this example, you’re wanted for brandishing a weapon, driving fast
or erratically, aiding and abetting known criminals, destroying
public property, driving on the sidewalk or parks, and unloading
into vehicles and citizens. Cops don’t fire at you until your felony
rating passes the white line in the left side of the bar. Lesson #6
shows you how to deal with any police problem.

3. Car Damage
This shows how wrecked your car is. Lesson #4 reveals how much of
a pounding a perambulator can take. In this instance, Tanner’s
Santun TTZ has nary a scratch.

4. Weapon Information
This indicates the weapon Tanner has available to him. He can only
PRIMAGAMES. COM

use this weapon when out of a car, on foot. The weapon icon has
two numbers under it: The left one shows the current ammo left in
the chamber or clip; the right one shows the total ammo left. In this
example, there are more than enough assault rifle clips to deal with
Turkish police!
10
Wheelman in Training

5. Map 7. The Police


The screen’s bottom-right corner shows your current location. The In every city, the police are on a constant watch, and when you
map turns when you do, so “up” on the map is the direction you’re break the law, they come after you with dogged determination.
facing. Red dots on the map are enemies. Green dots are either Don’t smirk at the perceived inadequacies of the police vehicles;
people you’re pursuing, or locations to check or head to. Red circles they drive ruthlessly!
with an “X” through them show safe houses where extra health is
available. White cones show the location and direction of a police 8. Pedestrians
car. The white dot is Tanner. Each city has a wealth of pedestrians. Most are innocent bystanders
caught up in the action like this poor fellow here. You can drive
6. Destructible Fencing over or into pedestrians (but your felony level rises), or chase them
Scenery is important in the game, as some of it (such as the and apprehend their vehicles. They run when menaced, but some
crumpling metal fence) can be driven through, while others carry weapons and fire at you!
(like the trees ahead) can’t be. Lesson #7 covers driving hazards.
9. Tanner
Tanner’s at the helm of this vehicle, and appears in the center of
your screen in third-person perspective.

Lesson #2: Take a Ride


Gameplay Modes Take a Ride mode is a romp through any of the three cities, and
can be launched at any time. There are many options to choose
from here.

Miami, Nice, Istanbul


After you begin your Driv3r
This chooses your city. Nice and Istanbul aren’t initially selectable
experience, you can access the
(they appear after you start Undercover missions in those cities).
Main Menu screen. This is where
the gameplay options are.
Day, Dusk, Night, Dawn
Choose your time. Day has normal visibility. Dusk and Dawn have
less visibility. Night has the least visibility. Familiarize yourself with
what each city looks like during these times to recognize landmarks
Undercover under different conditions.

Tanner’s main missions are in this category. You can Continue a Dry, Overcast, Rain
game in progress (when you do, a recap brings you up to speed on
previous goings-on), start a New Game, Replay any missions you Mix in the weather conditions, and you have a choice of 12 time
completed, or View Cutscenes that you’ve seen. and weather effects in which to drive around. Dry is simply that.
Overcast dulls the scenery and creates a darker sky and look. Rain
causes traction problems and limits visibility. The gamut of weather
effects is shown in the following table:

Driv3r Weather Observations


Time Dry Overcast Rain

Day

Dusk

Night

Dawn
11

Cops On or Off
Create a lawless version of each city where your more
violent or spectacular outings go unpunished, or keep the cops
on and watch your driving and shooting (unless you want to protest
a felony charge via your vehicle maneuvering skills).

Vehicle
Which of more than 70 vehicles will you choose? There’s an entire
section devoted to which vehicle to try, from the lowly moped to
the giant big rig. Your driving experience differs depending on your
vehicle, so keep picking new ones!
Cheats
You can’t access this menu yet. It’s too soon in Tanner’s career to be
thinking about such reprehensible schemes.

Driving Games
This option allows you to access more than 35 Driving Games across
the cities. There’s a section later in this guide that deals with each
Xbox Live (Xbox Only)
one. Becoming proficient in these games helps you in Undercover Xbox users can take advantage of a broadband Internet connection,
mode. Nice’s and Istanbul’s games are locked until you start an and link to Xbox Live. Here you can upload a movie of action
Undercover mission in those cities. sequences you attempted, then directed. You can download movies
made by others and rate them! You can only show one of your
movies online at a time, but you can submit new ones as many
times as you want. Who knows what fabulous prizes the leader
Options might receive?

Extras
Here you can view the credits, a video about the making of Driv3r
(narrated by Michael Madsen and detailing how many square miles Lesson #3:
and buildings the game has, as well as the years that went into its
construction), and two Atari game previews. The extras differ
The Director’s Cut
between the PS2 and Xbox; mainly, the PS2 does not contain the
Shadow Ops trailer. To make the best stunt-filled
Driv3r movie imaginable, you
Replays must learn Director mode inside
Have you saved a thrilling replay? You can load it here, watch it, and out. It appears daunting,
and fiddle with the camera angles. but is straightforward. Before
you work on a replay, read
Profiles the instruction manual and
learn what the buttons do.
You can load, save, and delete any profiles you’ve made. Then make sure your replay
serves these purposes:
Settings
This allows you to tweak the sound settings (effects and music
volume), switch to headphones only, and switch a jukebox on or off 1. It is spectacular: Cram in as many crashes, gunfire duels,
(this changes the style of music you hear ingame between a fighting and large drops as possible.
mix and racing tunes). 2. It tells a story: What’s going on? When did the cops arrive?
On Display, you can toggle subtitles on or off, and switch the
Why does the replay end at a particular point? Make sure
the story fits together well.
speed between miles and kilometers per hour. "Controls" allows
vibration to be toggled on or off, and allows "looking" to be 3. It keeps your interest: An insane leap and a massive gun
inverted or set to "off" It also lets you decide how sensitive the battle—separated by five minutes of being stuck in a
controller is when you look around, whether auto-aiming is on or narrow alley? Bin that movie, start again, and lose that
not, and allows the controller to be configured to your demands. alley embarrassment!
PRIMAGAMES. COM

4. Keep it short, but intense: Steaming down a freeway with


The Game option toggles on or off an automatic weapons nothing happening won’t cut it. You need to take care of
upgrade feature (whether Tanner switches to a better weapon when your business in no more than three minutes, so choose
he picks one up), and fine-tunes the Thrill Cam. You can listen to areas where you can accomplish a lot in a brief time.
the voice actors and read subtitles in English, French, or Spanish.
12
Wheelman in Training

Our Movie: Part 2: Coping With the Cops


Turned Out Nice Again
In our example, Tanner’s in the mountains of Nice, having stolen a
crazy roadster called a Dagger Type-S. He drives it down Mount
Boron, weaving through and smashing cars as he goes. He slides
down a steep slope in the car, gets out, engages in grenade combat
with the police, and sends a second roadster (the Dagger Type-T)
flying into the air with a blast. This roadster flips, then lands on its
wheels. Tanner boards it and drives it off a rooftop into a harbor,
where it somersaults half a dozen times, and lands on its wheels!
And all in two minutes.

Part 1: Mount Boron Madness

After sliding down the ravine, we focused on this long shot. Instead
of panning out, we dropped the tripod camera to ground level for
an impact shot, with Tanner running across from right to left. In the
distance is an explosion; a taste of the metal carnage to come! The
next shot is a similar setup, but facing Tanner.
Tanner moved left to right, with the sun behind him, and a
grenade launching from his weapon. Classic slow motion and lens
flare made this all the more spectacular.
The grenade took out an officer. We made sure we caught the
explosion by focusing on the cop, and his reaction to the explosion.
We’re using the tripod camera a lot because it’s so versatile. The
explosion also took out the cop car, and we had Tanner running
The car looks the part. It’s mean and lean, while the French taxi through the wreckage as it rained down! Setting a chase camera on
looks boxy and square, showing why the Dagger Type-S is cutting slow motion, we caught some classic footage of bits of tires and
through the motorists with ease! We changed the camera to a engines slamming all around our wheelman.
stationary tripod, slowed the action, and placed the camera after
the collision to provide tension. Static cameras work well if you plan
where to put them—in this case, to the right of the Dagger as it
exits stage left.
Part 2 of the Mount Boron collision has the Dagger clipping a
Vitesse with the right wheel—the best way of all to use the wheel
camera! We slowed the action and added motion blur to create a
jarring sensation when the car connected. The Dagger left the ground
after hitting the Vitesse, and the fourth screen shows this perfectly.

13

Part 3: Roasting the Roadster The final sequence begins with a long tripod tracking camera,
locked to the car. On long, narrow roads, this makes the action look
incredible. Our car choice was great because we could watch Tanner
steering the wheel as it went by. We knew we needed a great finish,
so we positioned a static camera in the air at the same level as the
rooftop, but we didn’t track the car, so it gracefully pirouetted out
of view.
We watched the car drop from the sky, switched to a camera
farther down the bay, pointed it at the sun, and in slow motion
watched the car fall past the sun, creating a cool shadow-glare
effect. When the car landed, we had some on-board crazy views of
Tanner upside down (use the zoom tool to get in close on the
dashboard) before landing on four wheels with a view of Nice in the
background.
Now it’s your turn! Try watching movies yourself, including the
Ridley Scott Productions minimovies, and mimic their angles. Try
your own techniques.

Lesson #4: Advanced


Vehicular Knowledge
After lobbing another grenade at a couple of parked cars, we
wanted to show the impact, so we took a tripod camera and pointed
You can put the pedal to the metal, and maybe turn a corner without
it down, showing the explosion from an unusual angle. For the next
scraping the paintwork. Want to know the more important, spectacular,
shot, we switched locations so that both Tanner and the car moved
and downright cool driving techniques? Fire up the engine!
to the right in a ballet of car bits. Following Tanner, we slowed the
car’s flipping so it landed on its wheels, and watched Tanner enter
the vehicle. Then we switched to a chase camera as he spun the Types of Vehicles
vehicle out of the combat zone, and down a long road. First, understand that every vehicle in the game handles differently,
and even vehicles of the same type (like the muscle cars of Miami)
Part 4: Up on the Roof have nuances. Skidding around a corner in two types of vehicles
produces entirely different results. Check the "Vehicle Inspection"
section to learn how your automobile handles before attempting
advanced maneuvers.

Damaging Your Vehicle


PRIMAGAMES. COM

14
Wheelman in Training

Study the car takedown technique shown above. Tanner seeks out a Car Damage: Scenic
car (#1), peppers it with bullets (#2), watches it explode (#3), and
moves out of the way of the falling debris (#4). This shows you not
only how damaging an explosion can be if you’re near it (it results
in your death), but what you can aim at to turn a once-gleaming
jalopy into a smoldering hunk of junk. This is shown in the
following:
5
Car Damage: Ordnance 7

2 6
3

6
7 4
3 1
5
8
1 If your car is involved in hitting scenery, rolling, or slamming into
other cars, the damage effects look different. Here’s what can be
2 4 accomplished without gunfire:

1. Bumper and lights: Shatter these, and the bumper can


drop or fly off, while the lights won’t work in the dark
any more.
This is what a car looks like after suffering complete ordnance 2. Engine: You can strike the hood so it flaps up, then
destruction, but before exploding. The following areas of the car remove it, exposing the engine. Successive damage hits
can be targeted (apply this to any vehicle): the engine directly.
3. Bodywork: Panels fly or fall off after a bad (or
1. Headlights: Smash these and the car doesn’t light up the spectacular) crash.
ground in the dark, shortening your night vision. 4. Wheels: Not only can tires burst, but hitting an immovable
2. Front bumper: This unhooks, creating sparks as it grinds object with your wheel can cause it to fall off. With one
on the ground when the car moves, but it only slightly wheel off, the car won’t turn in that direction. With two
affects handling. wheels off, it doesn’t turn in any direction!

3. Engine: This is the most important place to fire at if you 5. Roof: You can cave in the roof, crumpling the car.
want to immobilize a vehicle. Pound the hood until the 6. Doors: The doors, when bumped, can fly open and shut.
engine smokes. When it catches fire, retreat; it’s going Struck again, they can fly right off. At least occupants can
to explode! get out faster now!
4. Tires: Plug at the tires of a vehicle you want to slow down. 7. Rear end: Like the front, the lights and bumper can
This affects handling and makes the car lose stability. shatter and fall off; the trunk can flap up or fall off, too.
5. Bodywork: Shots can enter the driver, but shooting the
bodywork of a car has few detrimental effects.
6. Windscreen: Shoot this and the windscreen cracks. Shoot it
again and it shatters. This doesn’t affect the ride quality.
7. Side windows: As with the windscreen, a few shots crack
the glass; a burst shatters it.
8. Rear bumper and lights: The car can’t use brake or reverse
lights, and the broken bumper grinds but doesn’t cause
significant control loss.

15

Top-Notch Driving Skidding


Techniques When you take a corner, you
often skid because the tires can’t
Now for some more precise driving techniques to help you speed hold traction, given your speed
across town without hindrance. and the ferocity of the turn.
Prevent a crash by tapping the
The Racing Line brakes as you turn. You slow
down slightly, but still maintain
good speed.

Power Sliding
Using the handbrake on corners
produces the best response from
your vehicle; you slide around
the corner at top speed. The
handbrake (e-brake) allows sharp
turns with minimal braking.
Done to excess, this is dangerous
(and fun), because your car
oversteers or understeers. Learn
to e-brake around corners as
soon as possible.

180 Turns
The most important fact to consider when attempting to maneuver When you’re traveling at speed
around streets is how best to approach the oncoming road or and want to reverse direction,
corner. For this, you need to learn the racing line: the shortest point pull sharply left or right, ease
between two locations that you remember or predict. off the gas, and tap the
handbrake. Your car spins
In the example above, the first of the routes illustrated shows
around in a tighter space than
the vehicle crossing to the other side of the street, avoiding
you’d think. This is a great
obstacles, then turning sharply. The car in the other example
technique to use when being
remains on the right side of the road, and turns carefully. The
chased, or when you want to
former is a great racing line; the latter is for novices who don’t
switch directions without
know their city layouts.
heading around an entire city
block in a circle. If you want to
180 from a stop, use the burnout
button and turn sharply.

If you’re going to turn ahead, swing out, then use the e-brake to
skid around the corner close to the inside wall (screen #1, although
make allowances for scenery). Compare this to screen #2, which
shows a lengthy cornering without any thought to speed. Learn to
PRIMAGAMES. COM

skid around corners using a racing line to achieve faster routes


through each city.

16
Wheelman in Training

Donuts Oversteer, Understeer, Countersteer

Oversteering means continuing


to hold left or right in a turn
when the turn is finished
(sometimes the car does this by
itself in a corner). Stop this by
countersteering or by easing off
the turn earlier.

Achieve donuts, also known as


Understeering is the opposite
360s, by continuing a 180 turn
of oversteering; you’ve stopped
as described here. Lock your
pressing left and right too early,
steering to the left or right and
and the vehicle doesn’t
accelerate, tapping the handbrake
complete the turn, heading
to sharpen the turn. Switch to
instead into a wall or off the
the burnout button and use this
racing line. Prevent this by
with the handbrake for the most
turning until the car is facing
impressive donuts around!
the direction you want. Then
accelerate. Certain cars do this
naturally; apply the handbrake
180 to Reverse to fix it.

This is a great complex Countersteering (also known as drifting) is the process of


technique to learn. Pull this off correcting an over- or understeer, usually after the car has taken a
to aid in hand-eye coordination corner. It’s used to regain control and keep a good racing line. In
and learn your car’s capabilities, this example, the car is skidding around a corner to the right. To
then use it when being chased stop it from spinning out of control, the driver turns sharply left
for a different view of the (check the front tire position), causing the car to slide, then
action. When you’re halfway straighten out. Veteran drivers can flick left and right to take turns
through a 180, apply the brakes at speed.
and hold for reverse.

Narrow Gaps
Steaming between two
Offensive Driving
lampposts at top speed requires Now you know the best moves to attempt around town. What about
nerves of steel, but it allows you when a thug is on your tail, or you need to bring down a reprobate
to quicken your pace, avoid you’re chasing? Try these offensive moves out. Remember: The
pursuers, and keep the tightest bigger your vehicle, the easier it is to move others out of the way!
of racing lines. Learn your These techniques can turn into accidents if you aren’t prepared for
vehicle’s width, then apply it to them, or are crashing into posts!
driving between gaps.

17

Fishtail Ram
This is also known as the Ramming is when you strike a
Precision Immobilization victim’s vehicle with the full
Technique (P.I.T.). Try it on a force of your car’s front (or
car in front of you that you reverse into the car and strike
want to stop or move out of with the full trunk area). If a car
the way. Strike its rear corner is hit on the side or head-on,
at a 45-degree angle. Straighten both cars come to a crumpling
out with a 45-degree turn in halt, Tanner suffers injuries, and
the opposite direction as the the cars slow or stop. This is the
victim’s car spins, and continue most damaging of all to both
on your way. parties. Use it only when you
really want to stop another car!
Shunt
Shunting occurs when you hit a
car traveling in the same
direction as you, but more
Stunt Crashing
slowly. You hit them from Now comes the fun: using the techniques you’ve learned, and
behind and shake them up adding a daredevil element to them. You’re only a real wheelman
(sometimes the rear wheels lift if you can crawl out from a triple-somersault car flip without a
off the ground). Follow up by scratch! Here are some stunts to try.
pushing. The actions of the
victim’s car dictate your next Jumping
course of action; usually you Launching your car up a ramp is
turn quickly and accelerate simple, and hills or slopes work
around the victim as it spins out. well. The steeper the ramp, the
higher and shorter your airborne
Sideswipe antics are. Hit a ramp off center,
This is another form of shunting, and your car is likely to turn
but from the sides. Speed up so and rotate while in the air, so
you’re lined up next to your experiment hitting ramps at
victim, and then turn sharply, different speeds and trajectories.
slamming the side of your car
into theirs. A bigger car helps The more slowly you take a ramp, the more likely you’ll land on
here, and the angle you strike your wheels. There are dozens of ramps across town to find; the city
determines the strength of the tour shows you where the best ones are! Also note that you can
hit. This is great for knocking a leave the ground by hitting some curbs, too.
cop car into a lamppost, for
example, as you both speed Somersault
down a road. Countersteer if the victim bounces you! Sideswipe an
oncoming car—although there’s more chance of a crash. Somersaults occur when you
attempt a sharp turn and brake,
Clip and your vehicle (usually a top-
heavy one) overturns and then
In clipping a car, you strike the flips through the air several
victim with the corner of your times. You can also achieve this
vehicle, either head-on or from spectacular effect by hitting a
the side. When corners of two ramp "incorrectly" (at an angle)
cars collide, both turn into each and landing badly, usually off
other in a controlled crash. It is your wheels. The somersault
possible to countersteer and continues until you stop rolling.
PRIMAGAMES. COM

accelerate away—great news if


you want to keep going after an
intersection accident.

18
Wheelman in Training

Other Forms
of Transportation
Bikes

Not all vehicles handle like cars. Bikes are more susceptible to
End Over End oversteer, accelerate faster, and come off worse in a crash.
Instead of somersaulting your car However, they have amazing handbraking abilities (making the
on its sides, flip a car end over sharpest of turns at speed), and can go anywhere Tanner can walk.
end. This usually occurs if you land They flip out on curbs and scenery more than cars.
a jump but the front of your vehicle
is heavy. Instead of landing on its Pulling back on your left thumbstick executes a wheelie (driving
front wheels, the vehicle strikes on the back tire); pushing forward executes a stoppie (tipping the
with its bumper or grill, then bike forward on the front tire), but doing a stoppie at speed usually
flips over and over. It’s similar results in a flip. Use bikes to explore the off-road areas of town!
to the somersault but more
damaging, and is another must-
attempt for the stuntman in you! Ramming bikes with a larger vehicle is incredibly fun. Clipping
them results in some amusing out-of-control crashes, and
slamming them results in little damage or speed loss
Jackknife for you, but a world of hurt for the biker.
This only happens to big rig trucks
with a trailer attached. If you
TIP
take a corner sharply or strike an Boats
object and turn, the length and
Boats are less intense to drive,
bulk of the trailer behind you
although leaping out of one as it
causes the cabin to turn inward
travels at speed results in Tanner
in an L-shape. Nothing good
rolling along the back of the
(except some gravity-defying
boat and into the water. Boats
rolls) has ever come of this
have a huge turning circle. To
technique, unless you want to
enter a boat, press the enter-
show off your stunt skills.
vehicle button within a few feet
and Tanner is transported to
Ultimate Destruction the wheel.
Launch off a hundred-foot cliff,
land on your end, flip, then Big Rigs and Buses
bounce, and strike an object at
The big vehicles in the game are
an odd angle. Sometimes the
slow. Handbraking is available,
vehicle rotates in a maelstrom of
but not much help, and these
shredding metal. This is known
won’t fit down alleys. They can
as Ultimate Destruction, and is
cause car carnage like no other
achieved after multiple rolls
vehicle, however: Ram into cars
from great heights. The best
and bikes without any steering
achievement is stopping after
problems! Flip top-heavy trucks
one of these incredible rolls with
like the Sobe Van at corners;
the car on its wheels, and still
the effects are intense!
able to move! 19

Lesson #5: Walking Tall Packing in the Health


When Tanner takes a pounding,
keep a lookout for dark green
We know you can handle a vehicle, but what about when the action
boxes with a white cross on
takes place on foot? You need a few handy takedown techniques to
them. These are health packs,
use while plodding around town. Here’s the pedestrian plan of action:
and restore energy to Tanner’s
health bar. They are dotted
Advanced Wandering around Undercover missions,
Have you learned to circle-strafe and can be found in any of the
yet? What about heading up and safe house landmarks. You can’t
down stairwells without turning hoard them. They do their work
the corners? Both of these automatically when Tanner steps into them. If he’s at full energy,
techniques allow quicker the health pack remains.
reactions. Circle-strafing is
moving around your target
without taking your eye off your Silence is Golden
foe or breaking aim. You do this
by sidestepping while using the The silenced pistol in your
other thumbstick to turn collection is more effective
constantly around your enemy. The technique makes you less of a than you may think. You use it to
target (because you’re moving), and your shooting more accurate take out enemies without a
(because you keep the victim in your sights). sound in your Undercover
missions, but you can also apply
Strafing up and down stairwells involves looking in the same it to Free Ride mode. Plug away
direction while moving up or down and around the steps. Because at pedestrians or cops without
you don’t turn, you can ascend and descend the stairs quicker. creating a hullabaloo!

Pedestrian Takedowns: Scenic Destruction


Heads Up
When you need to eliminate
thugs, punks, and other
pedestrians, don’t blast them in
the torso or feet—aim for the
head. Headshots are the most
effective takedown technique;
enemies go down with one shot.
Your vehicle isn’t your only tool for tearing through fences and
badly constructed walls—your weapons can do the same. If you’re
on foot and need an escape route, try firing at weakened scenery.
Vehicular Takedowns: You could have a new route to take.
Gunning the Engine
If you’re on foot and you need to
take out a vehicle, hit a tire or
Roll Out the Barrel
two to slow it down, then (if you Tanner can’t climb ledges higher
can’t target the driver) use all than his waist, so he needs to
available ordnance to plug the use steps to reach higher
PRIMAGAMES. COM

vehicle’s hood, setting the ground. To return to a higher


engine on fire. If the car’s ledge or climb over a wall you
engine is in the rear, aim there can’t leap over, use the barrel
instead. When the car’s engine is technique. Shoot a barrel, and
burning, your job is done. That herd it to the base of the ledge.
20 vehicle is going sky-high! Jump on the barrel, and up onto
the ledge.
Wheelman in Training

Use a car to get over fences seven feet in height: Park the car Tip #2: A Tight Squeeze
next to the fence and jump onto the hood, then the roof, then up
and over the fence. This method gets you into areas like warehouses Cops hate driving in narrow,
behind sealed gates. confined areas. Maneuver
between lampposts and the sides
of buildings on the sidewalk,
slalom weave between lampposts
Defeating the along a road, and squeeze into
gaps between sturdy fences. The
Enemy’s Feet cops mistime and crash.
Use this classic combat
technique to show punks who’s
boss. If your foe is using a
vehicle as cover, crouch down
Tip #3: The Narrow Corner at Top Speed
and check the view underneath. This especially flummoxes the
You can usually see his feet Nice and Istanbul cops. Severe
under there; aim for them and and reckless cornering, at unsafe
bring that thug down without speeds and down the narrowest
even facing him directly. of alleys, results in the cop cars
Shooting through a window or flipping over as they turn, or
windscreen with a clear line of slamming into the outside
sight also works. corner in a vain attempt to
match your skidding cornering.
Then you can accelerate away.

Lesson #6: This also works if you enter a narrow tunnel, usually from a sharp
angle. A series of these cornering attempts leaves cops in the dust.
I Fought the Law Tip #4: Reverse and Ram
If you’re in front of a lamppost,
Felony 411 and the cop has seen you,
reverse into the lamppost. The
Are the cops getting overly aggressive? Check your felony meter cop sometimes drives at your
(described earlier). It should be flashing and filling up because of trunk and hits the lamppost, too.
your antisocial activity. When cops are after you, your felony rating Then you can flee while the cop
gradually rises beyond the white vertical line inside the felony bar, negotiates the lamppost. Or,
and your running becomes more frantic. When you’re at the during a chase, stop and reverse,
maximum felony rating, expect four cop cars to be on your tail, hitting a cop who’s pursuing
pedestrian cops to shoot out your tires and bodywork at inter- you. That usually forces him into
sections, and roadblocks of cops to appear every six blocks or so. evasive maneuvering or bumps
How do you fight the law and win? You can’t avoid the him in a different direction.
inevitable (your death or arrest in Free Ride mode), but here are Then flee!
some ways to fend off the law and give yourself a fighting chance.
Tip #5: The Overshoot
Tip #1: Learn the Driving Games Here’s a classic cop-avoidance
technique with many elements:
Pretend you’re going to take a
First, complete the Survival and jump at top speed or head off a
Quick Getaway driving games, ledge into water. Then, at the
which involve cop chasing. Apply last possible second, drop under
the techniques described in that the jump or move to the side of
section to your Undercover or the ledge, and stop. If the cops
Free Ride experiences. are traveling fast enough, they
overshoot the jump or ledge.
Then you can quickly turn and
speed off in the opposite direction while the cops try to skid around.
If your pursuers overshoot a ledge and drop (into the ocean)
that disposes of them. 21

Tip #6: The Shootout Crosstown Traffic


It’s not the wisest of moves, The most common problem is an
especially if two or more squad abundance of slow-moving
cars are converging on you, but innocents driving around town.
you can exit your vehicle, aim They get in your way, and
through the windows, and blast sometimes cross in front of you
the cops with bullets. Or wait at junctions. Learn when to
until they step out of their expect this type of traffic by
vehicles and blast them. The checking the traffic lights as you
shotgun is great at short range pass through a junction. If the
for this, or the Mac-10 at greater light is red, expect an
range. Try the grenade launcher encroaching car.
for ultimate cop takedowns!

Tip #7: The Overshoot and Shootout


Hood Flip
If your car takes a solid hit to
This last technique combines
the front at speed, expect the
plans #5 and #6. If the situation
hood to flip up. This blocks your
looks hopeless, coax the cops
vision, and can cause you to hit
into a dead-end street, or area of
something. If you continue to
dirt away from the main
drive at speed for 10 seconds,
thoroughfares, and get them to
the hood rips off and you can
overshoot. As you slow down,
see where you’re going.
leap out of your moving vehicle
Minimize the risk by switching to
and stand up as the cops launch
first-person mode or choosing a
overhead. Then run at them with
car with a small hood (like the
guns blazing.
Italian sports cars).
Tip #8: Police Roadblock Barrage Concrete/Tarmac
If you encounter a police
blockade at the highest felony This surface is advantageous to
ratings, scoot down a side road your vehicle’s traction. Expect a
before you reach heavily armed relatively smooth ride, good grip,
cops, or you’ll be searching for a and stable cornering capabilities
new getaway vehicle with all (unless your car has problems in
four wheels inflated. If you must those areas to begin with). For
break through a block, swerve an easy ride, choose areas with
around it, or ram the gap this type of ground covering.
between two cars to avoid
getting stuck.

Keep Off the Grass


Lesson #7: Driving from concrete to grass or
sand results in traction loss.
Driving Hazards Grass is more slippery than sand,
but both cause your car to skid
and sometimes oversteer in
This next lesson explains how to use your environment, details the turns (bikes are particularly
many hazards to watch for, and tells you how to cope with or take susceptible to overly tight
advantage of them. donuts when you make a sharp
turn on these surfaces). When
PRIMAGAMES. COM

you’re on grass, expect to take


longer to turn and for your
turning circle to be wider.

22
Wheelman in Training

Slopes and Hillocks Danger! Cliff!


Much of Nice has long, sharp hills, The last environmental hazard
and some of Miami and Istanbul’s lends itself to spectacular
park areas have undulations that plummets. There are many areas
can be driven over, sometimes at where weak or nonexistent
speed. Your stopping distances fencing gives way to sheer drops
and cornering suffers when to land or water. Leave solid
moving at a fast pace through ground when attempting a stunt,
these areas (especially if the or when you plan to jump out at
surface is grass). A series of the last minute and coax an enemy
bounces into consecutive into taking the dive instead.
hillocks while trying to stop or
swerve can flip your vehicle.

Into the Drink


Unless you’re piloting a boat down
an inlet or ocean area, don’t go
in the water. Even the shallow
ornamental ponds in some parks
are deep enough to stall and
ruin a car. If you’re headed for a
body of water and can’t avoid a
soaking, leap from the vehicle
and find the nearest ladder,
steps, or slope to dry land.
The reverse is true if you’re in a boat and near an area of
jutting rocks or shallow water: You can run aground. You can scrape
up onto shallow areas, across the ground, and get into the water if
the scenery allows this and you’re traveling fast enough.

Trees and Posts


Trees, traffic lights, and
lampposts have solid
foundations that you can never
uproot, even when you slam into
them at speed in a big rig. This
also applies to smaller palm
trees, areas of bushes (although
you can drive through the leaves
at the edges), jutting rocks, and
small concrete posts. Parking
meters are fair game, however.

Fences and Hedges


You can drive through chain-link
fencing without a sturdy base,
low-lying hedges, and rickety
wooden fencing without penalty
(on a bike, however, you must be
traveling at speed, or you’re
stopped). You cannot drive
through metal rod fencing,
hedges, fences with a concrete
base, or low walls. Attempts to
do so damage your vehicle. 23

Lesson #8: Tip #6: Hood Up,


Ten Tips for the Top First-Person On
If the hood flips up in an area where you’re unfamiliar with the
roads, are in a tight spot, or have cars in front of you, switch
Tip #1: Slow Down When immediately to first-person mode so you won’t be blind until the
hood flies off. This is particularly important in the Driving Games.
Passing a Cop
Up to no good? Have the cops not found out yet? When you’re
passing a cop car on the street, don’t hit the sidewalk or the middle Tip #7: Play With
area. Slow down, wait for the cop to pass, then resume your
maverick driving. Perspective
You may love the third-person perspective, but that doesn’t mean
it’s always the most useful. Third-person perspective is more fun in
Tip #2: Turn Sooner, a car; after you step out, first-person viewing makes aiming easier.

Not Later
After you learn the city layouts, you’ll remember which corners are Tip #8: Don’t Get Fenced In
coming up and how sharp they are, as well as the location of any
lampposts around the bends. Then it’s just a matter of skidding Take a crash course (literally) in fence deformation 101: Fences with
around early enough to stay off the far side of the road you’re concrete bases, trees, rocks, low walls, lampposts, and hedges with
moving onto. bases are study. Regular hedges, small fences, and chain-link fences
(not the vertical metal ones) can be driven through.

Tip #3: Locate Every Alley Tip #9: Safe Houses Are
This guide’s maps show every building and alley. This means you
can find in minutes shortcuts that would normally take days to Good for Your Health
locate. When you know where the alleys are, you can become more Remember that safe houses, hotels, and areas that aren’t teeming
proficient in your Undercover work. with gangsters or the police usually have health packs to find and
use. When you’re wounded and on the run, drive by one of these
places for health boosts.
Tip #4: Drive Every Vehicle
Some of the vehicles are unlocked later in the game, and you may
think some are not great to drive. You’d be wrong. Every vehicle Tip #10: Learn Landmarks
handles differently, and some you might think would be a pain to These cities are vast—more than 150 square miles. Check the “City
drive (like the forklift or big rig) are the most fun! Tour” section and learn where the most visible landmarks are,
commit them to map memory, and use them to help guide you to
where you’re headed.
Tip #5: Grenade
Launcher Punting
When you get this weapon in your hands, spend hours using it in
Lessons Over:
Free Ride mode. Fire it at moving cars so the grenade rolls under
the vehicle’s wheels and explodes. The car is launched into the air.
Let’s Ride!
You can drop a second or third grenade to explode where it lands.
We managed a three-hit combo before the vehicle exploded! We’ve finished your basic training! Now let’s look at the vehicles
you’ll be driving at unsafe speeds around town, followed by a visit
PRIMAGAMES. COM

to the armory and a look at all the available offensive hardware.


Before starting your missions, learn the customs and landmarks
of each city you’re visiting. We don’t want to create an international
incident! Be cool, confident, and slightly unhinged—you’re a real
wheelman now!
24
The only bike you need in
Miami! The Antilli has benefits
Miami aside from its phenomenal top
speed, and is preferable to cars
Vehicles or being on foot in many
situations. You can cover
Now that you know how ground faster than a car
to skid, slide, donut, get (notably down alleys and up
wicked air, and slam and onto the monorail). You
vehicles around town, you can launch up stair ramps,
can undertake a vehicle weave through traffic easily,
inspection. This section and reach destinations without
shows you every mode of lurching skids. However, you
transportation in Tanner's won't be able to ram certain
adventure. You can't chose the color, and you can only drive VEHICLE NAME: '69 Bruiser breakable fences as easily, and
vehicles in the city where they are available, but the number of you can come off your bike if
TOP SPEED (MPH): 135
vehicles in the game allows for infinite hijinks! you land from a long jump or
POWER (HP): 306 skid. Maneuvering on grass is
Each vehicle has its own statistics; compare them to appreciate
WEIGHT (LBS): 2,789 extra hazardous because of
what the vehicle is capable of. We've also noted how the vehicle
insane oversteering. One for
drives, based on extensive field tests. Finally, you can only unlock ENGINE TYPE: V-8 the professional wheelman.
some vehicles under special circumstances (revealed at the back of
DISPLACEMENT (CC): 5,409
the guide). The vehicles are listed in the order in which they appear
in the Vehicle Choice area of Free Ride mode. WHEELBASE (M): 2.77
RIDE RATING: ★ ★ ★
For information on driving, handling, and other maneuvering
Possibly the first car you'll try.
techniques for all vehicle types, consult the "Wheelman
There's a lot to like about this
Training" section.
TIP wild horse of a muscle car.
First, it is nimble for a motor
that takes a bit of wrestling to
The Vehicle Legend weave around corners, and the VEHICLE NAME: Cigarette 38
VEHICLE NAME: The official name (some cars have this information on e-braking maneuvers and skid- Top Gun
their livery). outs are great to control. The
car feels solid and stable, even TOP SPEED (MPH): 100
TOP SPEED (MPH): How fast the vehicle can go. Attempt to reach top speed
only on long straight roads or waterways. when leaving the ground; it POWER (HP): 2 x 750
can flip, but it's difficult to
POWER (HP): The power of the engine, measured in horsepower. The more WEIGHT (LBS): n/a
cartwheel. An ideal about-town
horsepower, the more impressive (and usually the faster) the ride. vehicle with impressive power ENGINE TYPE: 2 x V-12
WEIGHT (LBS.): How heavy the vehicle is (not applicable at sea). The weight and handling. DISPLACEMENT (CC): 2 x 9,100
of a vehicle, coupled with the horsepower, indicates how far it will
travel through the air. Weight is also a factor when hitting other WHEELBASE (M): 13
vehicles; the heavier the vehicle, the better the chances of plowing RIDE RATING: ★ ★ ★
through lighter vehicles.
It's easy to come by (there's
ENGINE TYPE: What sort of engine powers the vehicle. one floating at the rear of your
DISPLACEMENT (CC): How much power the vehicle's engine can produce, apartment pier), powerful, and
measured in cubic centimeters. The larger the displacement, the better fast. Use the Top Gun to cover
the performance. The number of engine cylinders affects displacement; distances across the waterways
more cylinders means more power! of Miami. It can take a beating,
VEHICLE NAME: Antilli V09s and you can ram the front of
WHEELBASE (M): The distance in meters between the front and rear axles of
the vehicle. The longer the wheelbase, the bigger (and more unwieldy) TOP SPEED (MPH): 170 the boat into a pier and
the vehicle. ground it if you need cover. It
POWER (HP): 125 also has a tight turning circle;
RIDE RATING: How you should think about driving this vehicle in Free Ride WEIGHT (LBS): 437 the only problem is that the
mode. There are three ratings: boat's long for narrow
ENGINE TYPE: 2-cyl V twin
★ Reasonable: Try the vehicle at least once. navigation. This is your
DISPLACEMENT (CC): 998 premier watercraft.
★ ★ Good: The vehicle has several factors or novel capabilities to
recommend it. WHEELBASE (M): 1.41
RIDE RATING: ★ ★ ★
★ ★ ★ Exceptional: This vehicle is an instant adrenaline rush, 25
and must be driven!

Another great choice for the You'll have plenty of time to


wheelman about town, the try out this average motor in
GT500 is sleek, wide, and has a Undercover mode, but for
small front hood (for stowing pleasure, there are plenty of
luggage—the engine is in the better choices than the
back), which doesn't hamper Flamingo Taxi. Although it's
visibility if it flaps up. The thin enough to squeeze down
engine whine indicates a quick alleys with ease, it lacks speed,
and powerful machine, and VEHICLE NAME: Patriarch making outrunning the cops
handling is more precise than Tycoon more of a chore. It's still great
VEHICLE NAME: Dart Retaliator with the muscle cars—you can TOP SPEED (MPH): 120 to launch up ramps (it's easier
TOP SPEED (MPH): 130 180 on a dime. It's wide, but to hit your mark with the taxi
the cornering is nimble, POWER (HP): 300 than a wider muscle car) and
POWER (HP): 303 almost too much so. WEIGHT (LBS): 3,197 fun to flip, but there are
WEIGHT (LBS): 3,426 Sometimes it's difficult to skid better-handling cars out there.
out of control and create
ENGINE TYPE: V-8
ENGINE TYPE: V-8 spectacular crashes. DISPLACEMENT (CC): 6,750
DISPLACEMENT (CC): 6,286 WHEELBASE (M): 3.03
WHEELBASE (M): 2.66 RIDE RATING: ★ ★
RIDE RATING: ★ ★
When you want to cruise in the
Another excellent ride from style of an English gent, try the
the muscle car era, the Dart Tycoon. You're not going to get
Retaliator maneuvers with seat-of-the-pants acceleration
controlled lurching, similar to and cornering, but the car VEHICLE NAME: Grande
the '69 Bruiser. This is Tanner's does have a few surprises. It's Spedizione 76
initial car, parked in his VEHICLE NAME: V-8 quick off the block, and the
TOP SPEED (MPH): 120
garage. It's wide and doesn't extra length means e-braking
have the same power as the
TOP SPEED (MPH): 125 and swinging out are more POWER (HP): 139
Bruiser, but it has more weight POWER (HP): 225 pronounced at corners, WEIGHT (LBS): 3,417
to it—slower, but more stable. allowing you to perfect this
WEIGHT (LBS): 3,196 ENGINE TYPE: V-8
A great training car, easy to skill. Finally, it's long but it
whip around corners. Perfect ENGINE TYPE: V-8 isn't wide, making it great for DISPLACEMENT (CC): 4,950
your driving techniques with DISPLACEMENT (CC): 6,556 narrower streets…until you
this vehicle before moving on need to sharply corner, that is! WHEELBASE (M): 2.72
to the more interesting alter- WHEELBASE (M): 2.69 RIDE RATING: ★ ★
natives. RIDE RATING: ★ ★ Forget any thoughts of tight,
With a monster displacement, precise cornering with this
but a less powerful engine, jalopy. It's wide, the steering
the V-8 is aptly named. It's a is inaccurate unless you make
less powerful vehicle than the forceful turns, and it slides
'69 Bruiser, but there's little across the ground with limited
difference between the tire grip. Try this car on grass,
motors, so this is a great alter- and you'd think you drove
native to use. Good weight VEHICLE NAME: Flamingo Taxi onto an ice rink! But these
distribution means the car TOP SPEED (MPH): 110 limitations make the Grande
VEHICLE NAME: El Toro GT500 usually lands from a ramp, Spedizione 76 a worthy car to
but can easily be tumbled, POWER (HP): 139 tame and launch into stunts.
TOP SPEED (MPH): 145
too; that may be the versa- WEIGHT (LBS): 3,488 You need copious counter-
POWER (HP): 255 tility you're looking for. E- steering when swinging
braking at sharp turns while
ENGINE TYPE: V-8 around corners, but you'll
WEIGHT (LBS): 3,327
speeding is also a blast in the DISPLACEMENT (CC): 5,735 learn to drive better, and
ENGINE TYPE: V-8 V-8. No wonder Calita's you'll notice the benefits of
PRIMAGAMES. COM

WHEELBASE (M): 3.1


DISPLACEMENT (CC): 2,996 collecting them. other cars after lurching
RIDE RATING: ★ around town in this one!
WHEELBASE (M): 2.47
RIDE RATING: ★ ★
26
Vehicle Inspection
Sleek, with a wide wheelbase Of all the larger, truck-based
that allows for a greater vehicles, this is the most fun to
chance of landing upright after drive. A Scout Chaser without
a flip, the Redline V-8 is a the roof, the G750 Pickup has
monster of a motor with a lower center of gravity,
excellent acceleration, and a making it steadier in extreme
specific way to corner at circumstances. While the top
speed: Dab the e-brake as you speed is pitiful, this is one of
VEHICLE NAME: Adams Liberty swing around the corner and VEHICLE NAME: Hunter 313 T the few vehicles you can
TOP SPEED (MPH): 110 you swerve right into the road TOP SPEED (MPH): 165 corner without taking your
you're skidding toward without foot off the gas or e-braking
POWER (HP): 218 losing control. A low center of POWER (HP): 270 (as long as you anticipate the
WEIGHT (LBS): 5,363 gravity complements this wide WEIGHT (LBS): 2,806 corner early enough). This
but fast performance car. allows easy, if leisurely,
ENGINE TYPE: V-8 ENGINE TYPE: V-8 motoring around the major
DISPLACEMENT (CC): 7.544 DISPLACEMENT (CC): 2,926 thoroughfares. Don't forget to
flip one of these; the tumbling
WHEELBASE (M): 2.84 WHEELBASE (M): 2.46
is spectacular!
RIDE RATING: ★ ★ RIDE RATING: ★ ★ ★
Great for side-slamming, the When this car becomes
Liberty allows you to oversteer available, slide into the seat
on corners while the less-than- and accelerate to top speed
impressive tires slide across before attempting a
the tarmac. There's no such VEHICLE NAME: Scout Chaser spectacular crash; car carnage
thing as a swift or precise turn is even more impressive at 165
TOP SPEED (MPH): 95
at speed in this car. Watch for mph! The Hunter is a stellar
surprises, and slow to avoid POWER (HP): 195 car to skid around in. With
crashes. Of course, if crashing WEIGHT (LBS): 4,963 judicious e-braking, you can VEHICLE NAME: Scout Cargo Van
is what you want, put this car take any corner at any speed
ENGINE TYPE: V-8 TOP SPEED (MPH): 94
at the top of the list—it (providing you're prepared to
gradually breaks apart in DISPLACEMENT (CC): 5,735 counteract the oversteer after POWER (HP): 185
spectacular fashion. It has a the skid), and outrun the cops. WEIGHT (LBS): 4,740
faster, more controllable WHEELBASE (M): 3.01
Spedizione-style motor. RIDE RATING: ★ ★ ENGINE TYPE: V-8

Although rather ponderous DISPLACEMENT (CC): 4,950


when cornering (despite being WHEELBASE (M): 3.77
easy to control), and lacking
RIDE RATING: ★
the quickness to win any land-
speed records, the Scout It isn't easy to flip, and can
Chaser is still a classic sport shove light vehicles out of its
utility vehicle. The size of the path, but the Scout cargo van
truck makes seeing objects in VEHICLE NAME: G750 Pickup has little else going for it. It's
front of you difficult at times, TOP SPEED (MPH): 96 ungainly, with a modest top
VEHICLE NAME: 80 Redline V-8 and the wide shape makes speed and a huge turning
tight cornering a problem, but POWER (HP): 225 radius, and its imprecise
TOP SPEED (MPH): 130
the bouncing shock absorbers WEIGHT (LBS): 5,181 steering means you must know
POWER (HP): 295 can catapult you over ramps or where you're going to avoid
into cars in a way you've never ENGINE TYPE: V-8 overshooting your target. It's
WEIGHT (LBS): 3,245
experienced. The slow reaction DISPLACEMENT (CC): 5,735 based on the truck chassis of
ENGINE TYPE: V-8 speed means you must the Chaser, but the van is
WHEELBASE (M): 3.3
DISPLACEMENT (CC): 5,735 anticipate traffic problems nowhere near as responsive,
earlier than usual. RIDE RATING: ★ ★ ★ although it can take more
WHEELBASE (M): 2.49
damage. Use it in a mission as
RIDE RATING: ★ ★ ★ a last resort.

27

WHEELBASE (M): 4.23 Incredible! Its eyeball-drying


acceleration and perfect
RIDE RATING: ★
turning make this powerful
The Miami bus has all the roadster a real joy to drive; it's
problems of the larger vehicles at the top of your wish list.
(extremely slow, terrible accel- The best part is the tightest
eration), but it's slightly easier braking of all. You can face
to turn on tarmac. Take it for 180 degrees in reverse within
a spin only occasionally. You VEHICLE NAME: Go-kart a few feet of braking at top
VEHICLE NAME: Packer need an entire beach to skid TOP SPEED (MPH): 60 speed. In fact, the braking is
Transport around (e-braking is possible so severe, you need to relearn
when coupled with braking POWER (HP): 34 your techniques to cope! It's
TOP SPEED (MPH): 76 and high speed), but the extra wide, but otherwise is a
WEIGHT (LBS): 265
POWER (HP): 320 length of the bus makes fantastic car.
negotiating the roads difficult. ENGINE TYPE: 2-cyl twin
WEIGHT (LBS): 11,248
Here's a challenge: Get the bus DISPLACEMENT (CC): 250
ENGINE TYPE: Diesel to stand on its front or rear
WHEELBASE (M): 1.05
DISPLACEMENT (CC): 6,200 end (it's possible!).
RIDE RATING: ★ ★ ★
WHEELBASE (M): 6.19
Imagine greater maneuver-
RIDE RATING: ★ ★ ability than a bike, but with the
This granddaddy of truck ability to smash through fences
hauling won't be able to tear easily like a car. Despite modest
down any streets (forget about speed, the Go-kart is a must- VEHICLE NAME: TT Cuatro
alleys), and has a slow accel- drive vehicle. It can drive up SuperPower
eration and not much speed, onto the monorail, has insanely TOP SPEED (MPH): 160
but its sheer size and weight tight cornering, and oversteers
make it difficult to wreck. You VEHICLE NAME: Sobe Packer like mad when you e-brake. It POWER (HP): 306
can plow through intersections, Truck takes a couple of severe rams WEIGHT (LBS): 2,200
taking out cars without varying TOP SPEED (MPH): 80 to lose a wheel, and it is
drivable until both front wheels ENGINE TYPE: V-8
your course. Cars that
sideswipe you are smashed POWER (HP): 225 fail. It's sturdy and difficult to DISPLACEMENT (CC): 4,736
while you remain unscathed. WEIGHT (LBS): 7,853 flip. Try ramps, and also hitting
WHEELBASE (M): 2.68
Your tires will go before this cars head-on; the victim's car
ENGINE TYPE: Diesel launches over you! RIDE RATING: ★ ★ ★
monster falls apart! It's great
to use against the police, but if DISPLACEMENT (CC): 3,900 If Velocity Turbo roadsters
you take a ramp off center, you WHEELBASE (M): 4.99 aren't your bag, try the TT
usually land on your side. Cuatro SuperPower. This is the
Flipping and landing right side RIDE RATING: ★ ★
fastest, tightest-turning car
up is almost impossible. This truck makes you thirsty Miami has to offer, and you
for an energy drink. Try it won't look at any other
when you want to ram smaller vehicle the same way after
vehicles (such as all the cars) driving this! Its supreme
without slowing down. Shoving braking and acceleration, low
cars out of your way and VEHICLE NAME: Velocity Turbo center of gravity, and the fact
sideswiping is excellent fun, you don't need to e-brake to
TOP SPEED (MPH): 148
and you don't suffer a grinding corner (turning does the trick)
crash. But little e-braking is POWER (HP): 485 makes this a must-own car.
available and the truck can get WEIGHT (LBS): 2,354 The only drawback is the car's
VEHICLE NAME: Miami Bus stuck in tight spots. It is width and a flapping rear
difficult to drive up ramps, ENGINE TYPE: V-8 engine hood that obscures
TOP SPEED (MPH): 74
and when it flips, expect it to DISPLACEMENT (CC): 6,997 your vision.
POWER (HP): 240 remain upturned.
PRIMAGAMES. COM

WHEELBASE (M): 2.16


WEIGHT (LBS): 10,412
RIDE RATING: ★ ★ ★
ENGINE TYPE: Diesel
DISPLACEMENT (CC): 5,900
28
Vehicle Inspection
More maneuverable at low
speeds than the Cigarette Top
Gun, the Surf Craft is a small
two-man vessel with a low top
speed, and little else to keep
the playboy wheelman
occupied. If negotiating tight
aquatic turns is your reason for
VEHICLE NAME: Farley FLH visiting Miami, take this out VEHICLE NAME: Packer VEHICLE NAME: Police Prowler
Whole Hog for a ride, but it takes you Big Daddy
TOP SPEED (MPH): 120
TOP SPEED (MPH): 130 twice as long to reach desti- TOP SPEED (MPH): 75
nations. This boat is used to POWER (HP): 205
POWER (HP): 110 ferry reprobates from offshore POWER (HP): 420
WEIGHT (LBS): 3,693
WEIGHT (LBS): 485 gangs, so it could be used as a WEIGHT (LBS): 13,738
distraction during missions. ENGINE TYPE: V-8
ENGINE TYPE: 2-cyl V twin ENGINE TYPE: Diesel
DISPLACEMENT (CC): 6,555
DISPLACEMENT (CC): 1,130 DISPLACEMENT (CC): 6,500
WHEELBASE (M): 2.87
WHEELBASE (M): 1.75 WHEELBASE (M): 6.52
RIDE RATING: ★ ★ ★
RIDE RATING: ★ ★ RIDE RATING: ★ ★ ★
There's nothing more satisfying
A slightly more ponderous bike Ignore the lack of speed and e- than skidding around town in
than the Antilli, the Whole Hog braking—this is a riot to drive! a stolen Prowler, and the
has the ability to e-brake (or Aside from its cool-sounding Miami P.D.'s machines are
"donut") from a stop, but this horn, the Big Daddy has a impressive. Check the top
doesn't work at speed, so you VEHICLE NAME: Sea-King good turning circle and the speed and then find vehicles
need to brake at turns as well. Cormorant ability to smash through any that can outrun the Prowler if
It's lumbering for a bike, and other vehicle without being you want to lose your tail. Use
TOP SPEED (MPH): 50
difficult to ride at speed sent off path. But the weight your horn button for the siren,
without falling off. The Whole POWER (HP): 2 x 300 distribution at the front of the and take corners with slight
Hog may satisfy your biker WEIGHT (LBS): n/a vehicle also means you can hit e-brake taps. The Prowler is
urge, but it isn't as precise as a ramp, fly through the air and proficient at turning and
the other two-wheeled ENGINE TYPE: 2 x V-8 land on the rig's grill, then handling, and is great for
offering. A professional DISPLACEMENT (CC): 2 x 5,700 somersault forward. The effect stunts!
wheelman is needed to ensure is spectacular!
Tanner isn't flung from this WHEELBASE (M): 13.7
little piggy. RIDE RATING: ★
Even a turning circle and the
finest in waterproof upholstery
doesn't make the Sea-King
Cormorant any more of a draw
than the Surf Craft. It has half
the speed of the Top Gun, but
more bulk, which makes it The final vehicle in Miami is
difficult to see the water ahead, This is the trailer for Miami, a the monorail, which runs
even in first-person mode. Take flatbed. It has a lower center around the downtown area.
VEHICLE NAME: Surf Craft a pleasure cruise once in a of gravity than a cargo You cannot enter the
while in the Cormorant, but container, and therefore is monorail, and can only access
TOP SPEED (MPH): 55
there's only one speedboat you easier to drive. After you the tracks via the stations,
POWER (HP): 2 x 250 need in Miami. reverse in and automatically using a bike, the Go-kart, or
WEIGHT (LBS): n/a clamp the Big Daddy onto the your feet. On the rails you can
trailer, the e-braking button chase or run from incoming or
ENGINE TYPE: 2 x V-6 unhooks it. After you unhook, outgoing carriages, but you
DISPLACEMENT (CC): 1 x 3,032 you can't reattach. Driving can't stop them, and they'll
with the trailer attached is damage you if they hit you.
WHEELBASE (M): 7.5 more perilous because you can
RIDE RATING: ★ jackknife on tight corners, but
try ramps with both the rig
and trailer for extraordinary
mangling!
29

ENGINE TYPE: L4-SOHC


DISPLACEMENT (CC): 1,588
Nice WHEELBASE (M): 2.68
Vehicles RIDE RATING: ★ ★ ★
A great little runabout, the Le
Compact XS handles like the
Moyenne, but has greater This is the trailer for Miami, a VEHICLE NAME: Benissimo
speed and is more uncon- cargo container. This has a 74Turbo
trollable on grass. It is slightly higher center of gravity than a TOP SPEED (MPH): 170
narrower, too, meaning you flat bed, and is harder to
can adjust direction as you drive. After you reverse in and POWER (HP): 375
approach ramps at speed automatically clamp the Big WEIGHT (LBS): 3,263
without losing control as Daddy onto the trailer, the e-
VEHICLE NAME: Vitesse braking button unhooks it. ENGINE TYPE: V-12
Moyenne 72X easily. The weight distribution
means the XS can flip with the Once you unhook, you can't DISPLACEMENT (CC): 3,929
TOP SPEED (MPH): 99 best of them, but it lands on reattach. The extra height and
narrow streets make driving
WHEELBASE (M): 2.65
POWER (HP): 90 the ground more times, too.
with the trailer hitched RIDE RATING: ★ ★ ★
WEIGHT (LBS): 2,205 something of a chore, unless
Take a moment and check the
ENGINE TYPE: L4-SOHC you're going over the ramps in
top speed and horsepower of
a spectacular stunt crash!
DISPLACEMENT (CC): 1,580 this monstrous automobile.
Supremely powerful, the
WHEELBASE (M): 2.85 Benissimo is a sports car
RIDE RATING: ★ ★ lover's dream; it is responsive
even on grass, and has instant
A great car to drive, despite
braking and great e-braking
the average performance
VEHICLE NAME: Packer capabilities to make every
characteristics. This is the best
Big Daddy corner a dream. A low center
car to start your Nice driving
of gravity ensures it lands on
experience with, as you can TOP SPEED (MPH): 75
its wheels most of the time,
familiarize yourself with how POWER (HP): 420 VEHICLE NAME: Cigarette and it steams through traffic
different the European cars 42 Tiger
WEIGHT (LBS): 13,738 and away from cops. The only
handle. Good braking, e-
TOP SPEED (MPH): 100 downside is the width. It's
braking, and turning allow you ENGINE TYPE: Diesel difficult to negotiate down the
to nimbly move around the POWER (HP): 2 x 750
DISPLACEMENT (CC): 6,500 tight Nice alleys.
narrower streets, although the
length of the vehicle means WHEELBASE (M): 6.52 WEIGHT (LBS): n/a
you still scrape against tight ENGINE TYPE: 2 x V-12
RIDE RATING: ★ ★ ★
corners. The car is unstable at
DISPLACEMENT (CC): 2 x 9,100
high speeds and on ramps— Ignore the lack of speed and
great for stunts! e-braking—this is a riot to WHEELBASE (M): 13
drive! Aside from its cool- RIDE RATING: ★ ★ ★
sounding horn, the Big Daddy
has a good turning circle, and It looks like Tanner's Miami
more important, the ability to powerboat and the Cigarette 38
smash through any other Top Gun; the 42 Tiger is a VEHICLE NAME: Dagger Type-T
vehicle without being sent off similar model, but with
TOP SPEED (MPH): 149
your path. But the weight distinctive blue livery instead
distribution at the front of the of the yellow decals. This is the POWER (HP): 268
vehicle also means you can hit preferred way to coast around WEIGHT (LBS): 3,430
a ramp, fly through the air the beautiful Nice beaches. It
VEHICLE NAME: Le Compact XS takes a beating, and you can ENGINE TYPE: V-12
and land on the rig's grill,
PRIMAGAMES. COM

TOP SPEED (MPH): 105 then somersault forward over ram the front of the boat into a DISPLACEMENT (CC): 5,343
and over. The effect is pier and ground it if you need
POWER (HP): 95 WHEELBASE (M): 2.71
spectacular! cover. It has a tight turning
WEIGHT (LBS): 2,877 circle, but it's long for narrow RIDE RATING: ★ ★ ★
navigation. Otherwise, this is
30 your premier watercraft.
Vehicle Inspection
There's nothing like zooming brakes—even when you fully POWER (HP): 83
around the French Riviera in a wrench the steering to one
WEIGHT (LBS): 2,028
classic open-top sports car, and side as you brake and turn at
this is one of the best. It top speed, you won't ENGINE TYPE: L4-SOHC
doesn't have the capabilities of oversteer. A low center of DISPLACEMENT (CC): 1,585
the Benissimo, but the gravity, plus great e-braking
Dagger's braking is more and wheel-spinning, rounds off WHEELBASE (M): 2.38
subtle, meaning you have a this impressive roadster. RIDE RATING: ★
less savage stop and less VEHICLE NAME:
chance of oversteering as you Prontezza Freddo Average in every respect, the
slow. Good acceleration, easy taxicab is everywhere.
TOP SPEED (MPH): 160
to flip (a low center of gravity Although it's fast off the mark
adds to the chance of landing POWER (HP): 320 and has passable speed,
on your wheels), and thin WEIGHT (LBS): 3,086 there's little else to
enough for the Nice alleys. recommend it. Braking is
ENGINE TYPE: V-8 fine, without oversteer; e-
DISPLACEMENT (CC): 4,930 braking is poor, even at sharp
corners (combine it with
WHEELBASE (M): 2.7 VEHICLE NAME: Conquest braking for best results).
RIDE RATING: ★ Motors Dominance There are more impressive
TOP SPEED (MPH): 151 cars to manhandle.
Use the Freddo to weave
around enclosed streets or up POWER (HP): 390
ramps. Its low center of gravity
WEIGHT (LBS): 3,807
makes road-holding impressive,
VEHICLE NAME: Le Compact especially as the brakes work ENGINE TYPE: V-8
Rapporter very well. You can't ignore the DISPLACEMENT (CC): 5,340
failings of this car though—you
TOP SPEED (MPH): 78 never get anywhere quickly, WHEELBASE (M): 2.76
POWER (HP): 33 and the width of the car makes RIDE RATING: ★ ★
negotiating the thinner alleys
WEIGHT (LBS): 1,576 The pride of British
a chore. VEHICLE NAME: LTS V-8
ENGINE TYPE: L4-SOHC engineering, the Dominance is
a classic sports car with an TOP SPEED (MPH): 138
DISPLACEMENT (CC): 1,050 amazing top speed but a slow POWER (HP): 238
WHEELBASE (M): 2.38 acceleration, partly because of
the car's weight. This means
WEIGHT (LBS): 3,373
RIDE RATING: ★ ★
you'll create carnage-filled ENGINE TYPE: L6-SOHC
This car has two main uses: stunts if you flip the car. The
DISPLACEMENT (CC): 3,210
negotiating the twists and width is small enough for
turns of Nice with ease, and Nice's streets. Brake hard at WHEELBASE (M): 2.63
adding extra tumbles to your top speed, then try a 180 RIDE RATING: ★ ★
stunts. With a center of gravity VEHICLE NAME: while holding the brake in
farther from the ground, this Prontezza Brezza reverse. This results in an easy- German engineers toiled away
car tends to lean a little on TOP SPEED (MPH): 141 to-perform spin while you stay on this motor and it shows. It
slopes and is easily flipped and traveling in the same is proficient at most tasks you
somersaulted—handy for POWER (HP): 256 direction. Try it to show off! demand from it, and has good
stunts but less so for WEIGHT (LBS): 4,178 acceleration and handling.
Undercover missions. Its small However, it has a glaring
ENGINE TYPE: V-8 flaw: It overturns if you brake
size makes it great to lurch
around in but less impressive DISPLACEMENT (CC): 4,966 and turn sharply while
on the straights. traveling at speed. Try this to
WHEELBASE (M): 2.52
add spice to your stunts. It is
RIDE RATING: ★ ★ ★ possible to flip this car
without a ramp.
Narrow enough to be an asset
in the alleys, and more than
capable of accelerating down VEHICLE NAME: Le Compact
the longer straight areas at Taxicab
speed, the Brezza is a breeze
to drive. It has amazing
TOP SPEED (MPH): 107
31

WHEELBASE (M): 2.47 WHEELBASE (M): 2.13


RIDE RATING: ★ RIDE RATING: ★
This ancient hardtop van is a Imagine the speed of Le
menace to other road-users, Chariot Klein, but with extra
which is perfect if you're weight and less aerodynamic
trying new and amusing ways surface, and you can envision
to fly through the air off what driving a corrugated
ramps, but is of little use as a VEHICLE NAME: Le Chariot Cinq metal shed is like. Drive it only
get-around vehicle. The Klein's TOP SPEED (MPH): 86 as a last resort. You can
VEHICLE NAME: Vitesse top speed is pitiful, meaning attempt some tumbling stunts
Moyenne 94LE long straights are time- POWER (HP): 45 with this, but the small wheels
consuming to drive. The top- WEIGHT (LBS): 1,731 have problems driving over
TOP SPEED (MPH): 110 heavy hardtop also makes sidewalks. Try it out a couple
POWER (HP): 105 cornering a fearful proposition ENGINE TYPE: L4-SOHC of times; you may find the
because the vehicle lurches on DISPLACEMENT (CC): 956 wide turns endearing. And yes,
WEIGHT (LBS): 2,789
two wheels. That negates the that ladder does come off!
ENGINE TYPE: L4-SOHC WHEELBASE (M): 2.43
bonus of being thin enough to
DISPLACEMENT (CC): 1,985 fit down the alleys. RIDE RATING: ★ ★
WHEELBASE (M): 2.87 With its heavy roof and four
tiny wheels, don't expect to set
RIDE RATING: ★ ★ ★ records in this hunk of junk.
Both this and the police variant Despite outward appearances,
are the best ways to see the however, it is satisfying to
sights of Nice, because of the drive if you manhandle the car
compact nature of the cars and to the extreme. It's a definite
their ability to steer around tryout, because of two-wheel VEHICLE NAME: Dolva 8M8
corners while at speed. Never top-speed braking, numerous
TOP SPEED (MPH): 80
so fast that they're uncon- VEHICLE NAME: Le Chariot chances at airborne tumbles if
trollable, or so slow you don't Transport 6 you take off a ramp at a rakish POWER (HP): 230
enjoy the ride, these cars have TOP SPEED (MPH): 68 angle, and no loss of visibility WEIGHT (LBS): 8,344
only two disadvantages: On even when the hood is
long, straight streets they aren't POWER (HP): 34 flapping. ENGINE TYPE: Diesel
extremely fast, and going off WEIGHT (LBS): 1,411 DISPLACEMENT (CC): 3,900
ramps they tend to flip spectac-
ENGINE TYPE: L4-SOHC WHEELBASE (M): 4.99
ularly. That's never good during
an Undercover mission, but DISPLACEMENT (CC): 845 RIDE RATING: ★ ★
great if you're filming a metal- WHEELBASE (M): 2.47 The Dolva 8M8 handles like
mangling crash! the Sobe Truck in Miami—a
RIDE RATING: ★ ★
slow, top-heavy vehicle with
This pickup version doesn't wide cornering and no e-brake
have the heavy hardtop and opportunities (it acts as a gas
isn't as prone to flipping out. VEHICLE NAME: pedal). Take care while
Make sure you try the brakes Lastwagon Kasten cornering so you don't tip, but
on either of the Le Chariot TOP SPEED (MPH): 70 run down bikers and smaller
classics—they're excellent, and vehicles for fun. The impacts
the incredible lightness of the POWER (HP): 45 are great to watch although
vehicles means you can WEIGHT (LBS): 2,756 you can be maneuvered off
VEHICLE NAME: Le Chariot Klein achieve many more airborne course. Finally, check the
somersaults than with heavier ENGINE TYPE: L4-SOHC right-rear side for the button
TOP SPEED (MPH): 68 motors. Don't overlook the DISPLACEMENT (CC): 956 marked "ramp deploy." This
POWER (HP): 34 stunt potential. opens the rear of the truck,
allowing you to drive a car up
PRIMAGAMES. COM

WEIGHT (LBS): 1,411


and into it (useful for the
ENGINE TYPE: L4-SOHC Hijack mission).
DISPLACEMENT (CC): 845

32
Vehicle Inspection
although it can get up on two DISPLACEMENT (CC): 6,286
wheels, a quick e-brake
WHEELBASE (M): 3.21
returns control to the driver in
milliseconds. The Schub, the RIDE RATING: ★ ★ ★
quintessentially French open-
A vicious-looking, highly
top roadster, works well at
desirable sports car with plenty
delivering you speedily to your
of power, impressive braking
destination, whatever width
(on tarmac you can stop dead
VEHICLE NAME: Le Autobus the alleyways are. VEHICLE NAME: Sun Runner
from top speed in around a
TOP SPEED (MPH): 75 second if you turn as well), TOP SPEED (MPH): 170
POWER (HP): 240 great e-braking opportunities if POWER (HP): 110
you accelerate or swerve while
WEIGHT (LBS): 10,412 tapping the brake beforehand, WEIGHT (LBS): 337
ENGINE TYPE: Diesel and no large hoods or trunks ENGINE TYPE: L4-DOHC
to flap up and obscure your
DISPLACEMENT (CC): 5,900 view. It's the finest way to see DISPLACEMENT (CC): 929
WHEELBASE (M): 4.23 Nice; take it for a spin and a WHEELBASE (M): 1.4
ramp or two.
RIDE RATING: ★ RIDE RATING: ★ ★ ★
VEHICLE NAME: Camper Van
Driving buses is similar, Now this is more like it! Switch
TOP SPEED (MPH): 75
whether you're in France or to the Sun Runner if you're
Miami: They are long unwieldy POWER (HP): 44 after the most dangerous yet
vessels with no e-brake, but WEIGHT (LBS): 3,693 exhilarating ride of your life in
are good at turning circles at Nice. The slim design means
slow speed. You'll need an ENGINE TYPE: Flat 4 venturing through narrow gaps
entire beach to skid around (e- DISPLACEMENT (CC): 1,588 is better served on this bike
braking is possible when than any other vehicle, but the
coupled with braking and high WHEELBASE (M): 2.39 possibility is always present of
VEHICLE NAME: Moped
speed), but the extra length of RIDE RATING: ★ ★ suffering harm if you hit
the bus makes negotiating TOP SPEED (MPH): 65 something and fall off. Only
Belching noxious vapors from
difficult. Here's a challenge: POWER (HP): 31 veteran wheelmen should
its tailpipe, this hippy wagon is
Get the bus to stand on its venture onto this bike at top
quick to crumple under duress, WEIGHT (LBS): 209
front or rear end (it's possible). speeds—this is one of the
is easily flipped onto its roof,
ENGINE TYPE: 2-stroke single fastest vehicles in all three
and has a snail's pace for a
cities. Watch your cornering,
maximum speed. But it's fun DISPLACEMENT (CC): 100 and brake, because you can't
to rough up on any of the
WHEELBASE (M): 1.1 swiftly turn on a dime when
larger expanses of Nice that
you're at half your maximum
include ramps, such as the RIDE RATING: ★
speed or greater.
airport. A tight e-brake turn
The most embarrassing vehicle
and skid at low speeds and a
for a trained agent and
fast reverse help this rusting
wheelman extraordinaire to be
'60s throwback from becoming
sitting on, the moped is
VEHICLE NAME: Dolch Schub a mediocre ride.
twitchy, to say little of its
TOP SPEED (MPH): 123 acceleration and speed, both
POWER (HP): 150 of which are unimpressive. All
this motorized hair dryer is
WEIGHT (LBS): 2,899 useful for is learning the
ENGINE TYPE: L4-SOHC rudiments of driving a bike—
VEHICLE NAME: Sea-King
the quicker turns, the skidding Cormorant
DISPLACEMENT (CC): 1,766 and severe turns on grass, and
WHEELBASE (M): 2.66 falling off after a jump or if TOP SPEED (MPH): 55
you slam into an obstacle. Do POWER (HP): 2 x 300
RIDE RATING: ★ ★ ★
VEHICLE NAME: Dagger Type-S this at a slightly slower pace
The classic Dolch name stands on the moped before you find WEIGHT (LBS): n/a
TOP SPEED (MPH): 135
for quality, even for a roadster a bike worthy of Tanner's ENGINE TYPE: 2 x V-8
more than 30 years old, and POWER (HP): 303 mettle, or use it to explore the
alleys if you don't want to run
DISPLACEMENT (CC): 2 x 5,700
the Schub is no exception. It's WEIGHT (LBS): 3,197
quick off the starting grid, on foot.
able to turn on a dime, and ENGINE TYPE: V-8 33

Both the Vitesse Moyenne 94LE


and the police variant are the
best ways to see the sights of
Nice, because of the compact
WHEELBASE (M): 13.7 nature of the cars and their
RIDE RATING: ★ ability to steer around corners
while at speed. Never so fast
Even a tight turning circle and
that they're uncontrollable, or
the finest in waterproof
VEHICLE NAME: Forklift so slow you don't enjoy the VEHICLE NAME: Sport Fisher
upholstery doesn't make the
TOP SPEED (MPH): 30 ride, these cars have only two TOP SPEED (MPH): 50
Sea-King Cormorant more of a
disadvantages: On long,
draw than the Surf Craft. It has POWER (HP): 33 POWER (HP): 2 x 300
straight streets they aren't
half the speed of the Tiger, but
WEIGHT (LBS): 2,328 extremely fast, and going off WEIGHT (LBS): n/a
more bulk, which makes it
ramps they tend to flip
difficult to see the water ahead, ENGINE TYPE: Diesel ENGINE TYPE: 2 x V-8
spectacularly. That's never
even in first-person mode. Take
DISPLACEMENT (CC): 660 good during an Undercover DISPLACEMENT (CC): 2 x 5,700
a pleasure cruise once in a
mission, but great if you're
while in the Cormorant, but WHEELBASE (M): 1.12 filming a metal-mangling
WHEELBASE (M): 13.3
there's only one speedboat you
RIDE RATING: ★ ★ ★ crash. Also, remember the RIDE RATING: ★ ★
need in Nice.
horn is a siren!
The forklift looks like it's only Cruising around the inland sea
useful for picking up and surrounding Istanbul isn't
carrying boxes, and while this is something you usually
true, it also makes for an
amusing half-hour diversion.
Istanbul attempt, but if you want to
explore the perimeter of this
The burnout button doesn't
cause the forklift to skid, but
Vehicles old city, the least lumbering
vessel is the Sport Fisher. It has
raises and lowers the lift. If you a powerful (and more
can catch any vehicles, ram important, new) set of engines,
them, flick the arm to raise the but don't expect powerboat
VEHICLE NAME: Sea-King car, and flip the vehicle over! speeds or sharp turns—just a
Silverfish
Press the burnout button again commendable ride.
TOP SPEED (MPH): 55 to lower the arm. Create a
POWER (HP): 2 x 300 barricade of turned-over cars!
Experiment with accelerating
WEIGHT (LBS): n/a while raising the arm for VEHICLE NAME: Santun TTZ
ENGINE TYPE: 2 x V-8 various flipping effects.
TOP SPEED (MPH): 127
DISPLACEMENT (CC): 2 x 5,700 POWER (HP): 150
WHEELBASE (M): 13.3 WEIGHT (LBS): 2,646
RIDE RATING: ★ ENGINE TYPE: L6-DOHC
VEHICLE NAME: '54 Classic
Check the Silverfish statistics DISPLACEMENT (CC): 2,565
and compare it to the TOP SPEED (MPH): 95
Cormorant, and you'll see WHEELBASE (M): 2.41
POWER (HP): 115
they're identical. However, the RIDE RATING: ★ ★ ★
Silverfish is lower to the water WEIGHT (LBS): 3,340
VEHICLE NAME: Vitesse For a car that's available from
and larger, making it more ENGINE TYPE: V-8
Moyenne 94 Police the start of Istanbul, the TTZ
susceptible to running
aground, and more difficult to TOP SPEED (MPH): 102 is an exceptional vehicle. It's DISPLACEMENT (CC): 6,268
dock at small or narrow births. capable of good speed, and WHEELBASE (M): 2.99
POWER (HP): 90 usually quick to accelerate
When you want a slow cruise
WEIGHT (LBS): 2,205 from a standstill. It's sturdy, RIDE RATING: ★ ★
along the Riviera, take this out
into the Mediterranean. and won't wobble off its four An oldie, but a goodie! This
ENGINE TYPE: L4-SOHC
Otherwise, you're more likely wheels even when you sharply
PRIMAGAMES. COM

American classic is well-


to enjoy the intense thrills of
DISPLACEMENT (CC): 1,580 brake and turn. There are few equipped, with good accel-
the Tiger. WHEELBASE (M): 2.85 better vehicles in which to eration, handling, and e-
find your way around Turkey braking techniques, and sharp
RIDE RATING: ★ ★ ★ than this.

34
Vehicle Inspection
(but not instant) braking. The Imported from the United States ENGINE TYPE: V-8 TOP SPEED (MPH): 109
hood flaps up at the slightest instead of being sold as scrap,
DISPLACEMENT (CC): 5,735 POWER (HP): 105
impact, but isn't large enough the '71 Pickup has reasonable
to be a nuisance. Air flipping is speed, but a wide turning radius. WHEELBASE (M): 3.06 WEIGHT (LBS): 2,557
also impressive for such an Turning is soft, so give obstacles RIDE RATING: ★ ★ ENGINE TYPE: L4-DOHC
ancient vehicle. The '54 Taxi a wide berth to avoid hitting
shares these traits. them at speed. Also, it's often Give this junker a look-see, and DISPLACEMENT (CC): 2,999
difficult to change direction in you'll discover why these barges WHEELBASE (M): 2.84
the middle of a donut in the e- on wheels aren't made any
brake skid at lower speeds, so more. They are too wide to be RIDE RATING: ★ ★
watch your control. used off-road down dirt alleys, The Jager tends to remain
and they are heavy (meaning intact longer than many
you won't flip as many times). Istanbul vehicles. It's an open-
But they do have a low center top beast with throaty accel-
of gravity and are stable. eration and mostly responsive
handling (although a noticeable
VEHICLE NAME: '54 Taxi lurching is present at speed).
You stay on four wheels for
TOP SPEED (MPH): 95 most of the time when cruising
POWER (HP): 115 with this car, as it rights itself
VEHICLE NAME: Le Chariot A1 even on steeper slopes.
WEIGHT (LBS): 3,340
ENGINE TYPE: V-9 TOP SPEED (MPH): 125
DISPLACEMENT (CC): 6,268 POWER (HP): 180
WEIGHT (LBS): 1,543 VEHICLE NAME: Canyon
WHEELBASE (M): 3 Wagonaire
RIDE RATING: ★ ★ ENGINE TYPE: L4-SOHC
TOP SPEED (MPH): 110
The taxi has a small "taxi" sign DISPLACEMENT (CC): 1,795
POWER (HP): 210
on the roof, but is otherwise WHEELBASE (M): 2.121
WEIGHT (LBS): 4,079
identical to the '54 Classic in
RIDE RATING: ★ ★ ★ VEHICLE NAME: Otobus
almost every way. Apply the ENGINE TYPE: V-8
information for the Classic. Also, Imported straight from France, DISPLACEMENT (CC): 3,785 TOP SPEED (MPH): 74
try the 180-degree spin: the Le Chariot A1 is a great
WHEELBASE (M): 3.78 POWER (HP): 240
Accelerate to top speed, then ride for numerous reasons. It
brake and reverse in the has phenomenal speed for RIDE RATING: ★ ★ WEIGHT (LBS): 10,412
direction you were previously such a light car, is small ENGINE TYPE: Diesel
facing. These cars have good enough to remain away from If you want a car that handles
backing-up speed, which is useful the close alley walls, and like a slightly longer version of DISPLACEMENT (CC): 5,900
if you're caught in an alley. accelerates and handles well the '73 Classic, take this wood-
WHEELBASE (M): 4.23
enough to outrun the police or paneled monstrosity out for a
give chase. It slides while spin. Watch the back end when RIDE RATING: ★
cornering, however, so prepare you're cornering, as it can As with the identical Nice and
for judicious countersteering slam into scenery that shorter Miami variants, this has the
when taking a bend at speed. cars may miss. Both braking problems of the larger vehicles
and e-braking are adequate, (slow, terrible acceleration), but
although there's a ponderous is easy to turn on tarmac. The
lurching to every turn, Otobus is still a vehicle you'll
whether it is slight or sharp. take for a spin only
VEHICLE NAME: '71 Pickup occasionally. You need the
grounds of a large mosque to
TOP SPEED (MPH): 96 skid around(e-braking is
POWER (HP): 225 possible when coupled with
braking and high speed), but
WEIGHT (LBS): 5,181 the extra length of the bus
VEHICLE NAME: '73 Classic
ENGINE TYPE: V-8 makes negotiating difficult.
TOP SPEED (MPH): 115 Here's a challenge: Get the bus
DISPLACEMENT (CC): 5,735
POWER (HP): 147 to stand on its front or rear end
WHEELBASE (M): 3.07 VEHICLE NAME: Jager (it's possible!).
WEIGHT (LBS): 4,034
RIDE RATING: ★ Roadster LS28 35

Just like the Miami version, but system, and strong accel-
with a flatbed, this won't be eration. The only shortfall is a
able to tear down any streets bouncy suspension that can
(forget about alleyways!). It has launch the car off the ground a
slow acceleration and speed, few inches when you need to
but its size and weight mean it make a sharp turn. Watch your
is difficult to wreck this speed if this happens.
machine! You can plow through
intersections, taking cars out VEHICLE NAME: Roadster
while staying on course. Cars TOP SPEED (MPH): 104
VEHICLE NAME: Cargo Van
that sideswipe you are smashed
TOP SPEED (MPH): 80 up while you're relatively POWER (HP): 150
POWER (HP): 235 unscathed. Your tires will go WEIGHT (LBS): 3,746
before this monster falls apart!
WEIGHT (LBS): 8.051 It's great to use against the ENGINE TYPE: L8-DOHC
ENGINE TYPE: Diesel police, but if you take a ramp DISPLACEMENT (CC): 4,589
off center, you usually land on
DISPLACEMENT (CC): 3,900 WHEELBASE (M): 3.21 VEHICLE NAME: Moped
your side. Flipping and landing
WHEELBASE (M): 4.77 right side up is almost RIDE RATING: ★ ★ ★ TOP SPEED (MPH): 55
impossible.
RIDE RATING: ★ It's the slowest and least POWER (HP): 23
impressive to drive of the three WEIGHT (LBS): 143
Similar to the Sobe of Miami
hidden cars, but there are still
and the Dolva of Nice, but ENGINE TYPE: 2-stroke single
many factors to enjoy when
offering a cargo full of barrels
skidding around Istanbul in this DISPLACEMENT (CC): 70
and junk, the Istanbul cargo
armored ant-like vehicle.
van doesn't allow you to see WHEELBASE (M): 1.1
Handling is quick with limited
much of the road in front and
doesn't skid when you turn or
oversteer; braking isn't too RIDE RATING: ★
sharp. Still, the narrow chassis
e-brake (making sharp turns Ten miles an hour slower than
and old-school design make
almost impossible). You might the Nice moped, but sporting a
VEHICLE NAME: Racer GT this an essential motor for your
as well be driving on ice if you front windscreen and earlier
collection.
take this onto grass—there's TOP SPEED (MPH): 150 '60s design, the Istanbul moped
little grip at all. Plan your path shares the problems of its
POWER (HP): 320
well in advance! French counterpart: It
WEIGHT (LBS): 2,769 oversteers alarmingly (and
ENGINE TYPE: V-12 incredibly on grass) until you
learn the twitchy controls, it
DISPLACEMENT (CC): 2,990 can't hit and destroy some
WHEELBASE (M): 2.83 types of fences at a slow speed
(unlike cars), and it comes off
RIDE RATING: ★ ★ ★
second-best in all crashes. Plus,
One of the best times to be had VEHICLE NAME: Speedster any fall after a hit or landing
in Istanbul is at the controls of TOP SPEED (MPH): 120 from a high jump hurts you.
this rocket on wheels! It accel-
VEHICLE NAME: Packer POWER (HP): 210
Transport erates like a chased gazelle,
turns more quickly than some WEIGHT (LBS): 2,315
TOP SPEED (MPH): 77 cars brake and turn, and its
narrow body makes any alley ENGINE TYPE: L8-DOHC
POWER (HP): 320
accessible (although only the DISPLACEMENT (CC): 3,257
WEIGHT (LBS): 11,464 brave take them at top speed).
Watch out when taking tight
WHEELBASE (M): 3
ENGINE TYPE: Diesel
corners, and do not flip it. It RIDE RATING: ★ ★ ★
Displacement (cc): 6,200
almost always stays on its roof.
WHEELBASE (M): 7.16 The Speedster has an open-top VEHICLE NAME: Beast
PRIMAGAMES. COM

design and design features


RIDE RATING: ★ ★ TOP SPEED (MPH): 140
from cars 70 years ago,
offering a gull-wing-style hood POWER (HP): 122
(keeping your view clear even WEIGHT (LBS): 384
after damage loosens it), a
superb e-brake and brake ENGINE TYPE: 2-cyl V twin
36
Vehicle Inspection
DISPLACEMENT (CC): 748 vehicle without being sent off punchy mid-range acceleration,
your path. But the weight meaning you'll be caught by
WHEELBASE (M): 1.43
distribution at the front of the identical police cars during a
RIDE RATING: ★ ★ ★ vehicle also means you can hit chase. The siren and blue
a ramp, fly through the air and flashing light are pleasant
The sexy Beast may not have
land on the rig's grill, then additions. There are quicker
the modern sophistication of
somersault forward over and cars to jack, but this is still a
the Miami or Nice superbikes,
over. The effect is spectacular! good choice to steal when
but it's still the only way
VEHICLE NAME: Yeni Golata you're in a bind.
around Istanbul if you want to
travel where pedestrians go, TOP SPEED (MPH): 30
but do it faster and more POWER (HP): 301
dangerously. You can launch up
stair ramps, weave through WEIGHT (LBS): n/a
traffic easily, and reach desti- ENGINE TYPE: Diesel
nations without lurching skids.
You won't be able to ram DISPLACEMENT (CC): 10,099
certain breakable fences as WHEELBASE (M): 14.9
easily, however, and you can This is the trailer for Istanbul, a
come off your bike when you
RIDE RATING: ★
flatbed. This has a lower center Running around the main
land from a long jump or skid. Thar she blows! This fishing of gravity than a cargo thoroughfares to the southwest
Maneuvering on grass is extra trawler certainly lives up to its container, and therefore is of town are tram lines,
hazardous because of insane name, with a huge surface area easier to drive. When you allowing pedestrians to ride to
oversteering. One for the and a ponderous speed. Turns reverse in and automatically stations on the side of the
wheelman with nerves of steel. are even slower before you pick clamp the Big Daddy onto the street, some of which are
up speed (it takes around four trailer, the burnout button connected by overhead
seconds for a 180 before accel- unhooks it. After you unhook, covered bridges. Tanner can
eration kicks in), but you can you can't reattach. Driving with enter and ride the tram, but
hide behind the bridge and the trailer attached is more he won't get anywhere quickly.
deck to shoot it out with the perilous, because you can The tram rides at around 30
police on land. jackknife on tight corners. But miles per hour, and can't be
attempt ramps with both the halted. This is an interesting
rig and trailer for spectacular diversion.
mangling!
VEHICLE NAME: St. Michael
Mariner
TOP SPEED (MPH): 35
POWER (HP): 325
WEIGHT (LBS): n/a
VEHICLE NAME: Packer
ENGINE TYPE: Diesel Big Daddy
DISPLACEMENT (CC): 11,500 TOP SPEED (MPH): 75 Also in Istanbul are a train
WHEELBASE (M): 13.4 VEHICLE NAME: Le Chariot station and railroad track along
POWER (HP): 420 Douze Polis the east and southern shore of
RIDE RATING: ★ WEIGHT (LBS): 13,738 the city. Unlike Nice, Istanbul
TOP SPEED (MPH): 90
Dredgers and fishing vessels has a train running on both
ENGINE TYPE: Diesel POWER (HP): 260 sides of the track on occasion.
float in the gloomy waters off
Istanbul, and there are no DISPLACEMENT (CC): 6,500 WEIGHT (LBS): 2,061 Trains reach speeds over 100
millionaires' playthings to jaunt miles per hour, can't be
WHEELBASE (M): 6.52 ENGINE TYPE: L4-SOHC
about in. Instead, try this boarded, and must be avoided.
cumbersome smaller version of
RIDE RATING: ★ ★ ★ DISPLACEMENT (CC): 1,585 But being struck by a
the Yeni Golata trawler (below), locomotive produces some
Istanbul is also home to the Big WHEELBASE (M): 2.87
which has all the same foibles, incredibly satisfying crashes
Daddy. Ignore the lack of speed
RIDE RATING: ★ ★ and airborne spins.
including a wide turn, slow and e-braking—this is a riot to
speed (both acceleration and drive! Aside from its cool- The cash-strapped Istanbul
maximum), and little else to sounding horn, the Big Daddy police have to make do with
offer except the ability to cross has a good turning circle, and this slightly lackluster squad
directly between the north and more important, the ability to car. It has fine braking and
south areas. smash through any other maneuverability, but lacks a 37

In certain missions and minigames, you or a passenger can fire


from certain vehicles.
If you're wandering around with a weapon, other gun-toting pedes-
trians or the police may challenge you if they spot you. Take out a
weapon only when you want to use it!

Weapons Inspection
In deep undercover, every
Inventory
rogue cop with a penchant High-Powered Auto 9mm
for brutality needs
TYPE: Single Action
hardware to dish out
justice to perpetrators, CHAMBER: 9x19mm Luger/Parabellum
goons, and other WEIGHT UNLOADED: 625g
undesirables. Tanner is
able to back up his bravado
LENGTH: 186mm
with an impressive BARREL LENGTH: 114mm
ordnance collection. His CAPACITY: 17
main weapon is a high-powered 9mm automatic with unlimited
ammunition (he never uses hand-to-hand fighting, preferring to let NOTES: Standard issue, this has a reasonable number of shots before
his trigger do the talking). This weapon fires 17 shots before Tanner it reloads (the only reason to use it over the service issue), but
automatically reloads it. doesn't do the same amount of damage. Use this only when you
have no other option.
When Tanner dispatches a punk who has a superior weapon, and
walks over to the body of that punk, he automatically picks up the
gun. Other factors to note: Service-Issue 9mm Auto
TYPE: Single Action
Tanner always carries his own high-powered 9mm auto, the only
CHAMBER: 9x19mm Luger/Parabellum
weapon with limitless ammo.
WEIGHT UNLOADED: 1,300g
When he's carrying more than one weapon in his inventory, the
automatic default is the most powerful selection. LENGTH: 203mm
Walking over a weapon adds it to your selection. If you already have BARREL LENGTH: 125mm
that weapon, walking over it adds a varying amount of ammo to CAPACITY: 10 rounds
your total.
NOTES: Available in either a silenced or non-silenced version, this
The addition of a weapon or ammo is automatic and instantaneous. only holds 10 shots before it reloads, but the damage done is more
impressive than the high-powered 9mm auto. Unless you're tackling
When the weapon is empty of ammo, Tanner drops it and selects the many enemies, use this in preference to the high-powered 9mm.
next most powerful weapon. You can manually change weapons, but
you don't need to.
You can cycle through the weapon selection. The icon at the top
Service-Issue 9mm
right of the screen displays the weapons and remaining ammo. Press Auto (silenced)
the fire button to select a weapon.
TYPE: Single action
You see crosshairs on the screen, but your target does not need to be CHAMBER: 9x19mm Luger/Parabellum
centered in them. A shot aimed near the crosshairs also results in a hit.
WEIGHT UNLOADED: 1,400g
Auto-aiming is available. See your instruction manual to find out
LENGTH: 303mm
which button to press. It automatically selects the nearest target in
your line of sight. BARREL LENGTH: 125mm
Enemies turn your crosshairs red. Innocent pedestrians and police CAPACITY: 10 rounds
turn your crosshairs blue. Otherwise, your crosshairs are white. NOTES: All the benefits of the non-silenced model, but with added
PRIMAGAMES. COM

You can shoot scenery, including vehicles, signs, and fences. This quietness! Use this pistol exclusively when you want to take down
allows you to maneuver on foot through areas that would otherwise enemies (or victims) without alerting anyone—when infiltrating an
be impassable. enemy stronghold, for example.

You can reload at any time, without finishing a clip off, and
38 without incurring any additional ammunition loss.
Guns and Ammo
MP Silenced 9mm Rapid-Fire
CALIBER: 9x19mm
Luger/Parabellum
Machine Pistol
CALIBER: .45ACP, 9x19mm Luger/Parabellum
WEIGHT: 2.55kg
WEIGHT: 2.84kg
RPM: 800
LENGTH: 269mm (548mm with open stock)
MAGAZINE CAPACITY: 30
RATE OF FIRE: 1,100 rounds per minute
EFFECTIVE RANGE: 100m
MAGAZINE CAPACITY: 60 rounds
NOTES: The silencer is less efficient than the one on the service issue,
so this weapon will still attract enemies. It has the added benefit of EFFECTIVE RANGE: 25m
rapid-fire shots. Take down enemies one to two clips at a time, then NOTES: When you find this, use it in place of your 9mm MP, because
hide, or you're shot when reloading. it fires twice the number of bullets between reload times. You run
out of ammo in record speed, but there won't be anyone left to
worry about! It's one of the finest weapons Tanner possesses.
12-Gauge Assault Shotgun
TYPE: Selective pump
action or gas-operated Assault Rifle
GAUGE: 12 CALIBER: 5.56 NATO
LENGTH: 1,041mm (.223 rem)
BARREL LENGTH: 546mm ACTION: Gas-operated,
rotating bolt
WEIGHT: 4.4kg
OVERALL LENGTH: 1,016mm
CAPACITY: 8 rounds
BARREL LENGTH: 508mm
NOTES: If you want to take out a car or an enemy at close range, this
WEIGHT: 3.77kg
is your ordnance! It creates a spread of lead, and doesn't need to be
aimed as precisely as the other weapons in your arsenal. But it MUZZLE VELOCITY: 991m/s
doesn't have the range, either, so put it away when tagging foes MUZZLE ENERGY: 1,712 J
more then 20 feet away.
RPM: 600 (approx.)
MAGAZINE CAPACITY: 30
9mm Machine Pistol NOTES: If you must tag everything in a room, bring out the big guns—
C ALIBER : 9x19mm literally. This weapon has the benefits of the rapid-fire MP, but a
Luger/Parabellum slower rate of fire (meaning you're more accurate between reloads),
W EIGHT : 3.7kg making it the ultimate in pedestrian artillery. Well, almost….
L ENGTH : 470/650mm (stock closed/open)
B ARREL L ENGTH : 400mm Grenade Launcher
R ATE OF F IRE : 600 rounds per minute TYPE: Single shot, break barrel
M AGAZINE C APACITY : 3 2 CALIBER: 40mm
E FFECTIVE R ANGE : 200m LENGTH: 737mm
NOTES: A classic high-impact weapon that creates as much noise as WEIGHT (LOADED): 3kg
havoc. Take it with you when you want to mow down all comers,
not just a select few. A quick reload means you need to watch your LENGTH OF BARREL: 355mm
step between firings, so look for cover when you're not shredding MAX RANGE: 400m
the enemy.
MUZZLE VELOCITY: 75 meters per second
CHAMBER: 1
NOTES: Warning! Owning the grenade launcher may seriously impede
your standing with the FBI! Step away from each pineapple you lob,
because they explode and damage everything nearby. They also
launch vehicles high into the air. Incredible, and as dangerous to
you as it is to the enemy!

39

Weapons Checklist MISSION WEAPON AMMO AVAIL. AMMO AVAIL.


FROM ENEMIES

The following tables show what weapons are available in each M11 Smash 'n' Run High-Powered Auto 9mm Infinite None
mission, and how the previous nine weapons are acquired during the Service-Issue 9mm Auto 3 clips 2 clips
game. When you locate each weapon in the specific Undercover Silenced Service-Issue 9mm Auto 5 clips None
mission and complete that task, the weapon becomes available in 12-Gauge Assault Shotgun 3 clips 2 clips
Free Ride mode. MP Silenced 4 clips 2 clips
9mm Machine Pistol 3 clips 2 clips
WEAPON AVAILABILITY 9mm Rapid-Fire Machine Pistol 5 clips 2 clips
MISSION WEAPON AMMO AVAIL. AMMO AVAIL. M12 18-Wheeler High-Powered Auto 9mm Infinite None
FROM ENEMIES
Service-Issue 9mm Auto 3 clips 2 clips
M1 Police Headquarters High-Powered Auto 9mm Infinite None Silenced Service-Issue 9mm Auto 5 clips None
M2 Lead on Baccus High-Powered Auto 9mm Infinite None 12-Gauge Assault Shotgun 3 clips 2 clips
Service-Issue 9mm Auto 3 clips None MP Silenced 4 clips 2 clips
9mm Machine Pistol 3 clips 2 clips
M3 Siege High-Powered Auto 9mm Infinite None
9mm Rapid-Fire Machine Pistol 5 clips 2 clips
Service-Issue 9mm Auto 3 clips 2 clips
Assault Rifle (pickup) 2 clips 2 clips
M4 Rooftops High-Powered Auto 9mm Infinite None
M13 Hijack High-Powered Auto 9mm Infinite None
Service-Issue 9mm Auto 3 clips 1 clip
Service-Issue 9mm Auto 3 clips 2 clips
9mm Machine Pistol (pickup) 4 clips 2 clips
Silenced Service-Issue 9mm Auto 5 clips None
M5 Impress Lomaz High-Powered Auto 9mm Infinite None 12-Gauge Assault Shotgun 3 clips 2 clips
Service-Issue 9mm Auto 3 clips 2 clips MP Silenced 4 clips 2 clips
Silenced Service-Issue 9mm 9mm Machine Pistol 3 clips 2 clips
Auto (pickup) 6 clips None 9mm Rapid-Fire Machine Pistol 5 clips 2 clips
9mm Machine Pistol 10 clips 3 clips Assault Rifle 4 clips 2 clips
M6 Gator's Yacht High-Powered Auto 9mm Infinite None M14 Arms Deal High-Powered Auto 9mm Infinite None
Service-Issue 9mm Auto 3 clips 2 clips Service-Issue 9mm Auto 3 clips 2 clips
Silenced Service-Issue 9mm Auto 6 clips None Silenced Service-Issue 9mm Auto 5 clips None
9mm Machine Pistol 10 clips 2 clips MP Silenced 3 clips 2 clips
M7 Trapped High-Powered Auto 9mm Infinite None 12-Gauge Assault Shotgun 4 clips 2 clips
Service-Issue 9mm Auto 3 clips 2 clips 9mm Machine Pistol 3 clips 2 clips
Silenced Service-Issue 9mm Auto 6 clips None 9mm Rapid-Fire Machine Pistol 5 clips 2 clips
9mm Machine Pistol 8 clips 2 clips Assault Rifle 4 clips 2 clips

M8 Dodge Island High-Powered Auto 9mm Infinite None M15 Booby Trap High-Powered Auto 9mm Infinite None
Service-Issue 9mm Auto 3 clips 2 clips Service-Issue 9mm Auto 3 clips 2 clips
Silenced Service-Issue 9mm Auto 5 clips None Silenced Service-Issue 9mm Auto 5 clips None
MP Silenced (pickup) 4 clips 2 clips MP Silenced 3 clips 2 clips
9mm Machine Pistol 6 clips 2 clips 12-Gauge Assault Shotgun 4 clips 2 clips
9mm Machine Pistol 3 clips 2 clips
M9 Retribution High-Powered Auto 9mm Infinite None
9mm Rapid-Fire Machine Pistol 5 clips 2 clips
Service-Issue 9mm Auto 3 clips 2 clips
Assault Rifle 4 clips 2 clips
Silenced Service-Issue 9mm Auto 5 clips None
12-Gauge Assault Shotgun (pickup) 4 clips 2 clips M16 Calita in Trouble High-Powered Auto 9mm Infinite None
MP Silenced 4 clips 2 clips Service-Issue 9mm Auto 3 clips 2 clips
9mm Machine Pistol 3 clips 2 clips Silenced Service-Issue 9mm Auto 5 clips None
MP Silenced 3 clips 2 clips
M10 Welcome to Nice High-Powered Auto 9mm Infinite None
12-Gauge Assault Shotgun 4 clips 2 clips
Service-Issue 9mm Auto 3 clips 2 clips
9mm Machine Pistol 3 clips 2 clips
Silenced Service-Issue 9mm Auto 5 clips None
9mm Rapid-Fire Machine Pistol 5 clips 2 clips
PRIMAGAMES. COM

12 Gauge Assault Shotgun 3 clips 2 clips


Assault Rifle 4 clips 2 clips
MP Silenced 4 clips 2 clips
Grenade Launcher 2 rounds None
9mm Machine Pistol 3 clips 2 clips
9mm Rapid-Fire Machine
Pistol (pickup) 5 clips 2 clips
40
Guns and Ammo

MISSION WEAPON AMMO AVAIL. AMMO AVAIL. MISSION WEAPON AMMO AVAIL. AMMO AVAIL.
FROM ENEMIES FROM ENEMIES

M17 Rescue Dubois High-Powered Auto 9mm Infinite None M23 The Chase High-Powered Auto 9mm Infinite None
Service-Issue 9mm Auto 3 clips 2 clips Service-Issue 9mm Auto 3 clips 2 clips
Silenced Service-Issue 9mm Auto 5 clips None Silenced Service-Issue 9mm Auto 5 clips None
MP Silenced 3 clips 2 clips MP Silenced 3 clips 2 clips
12-Gauge Assault Shotgun 4 clips 2 clips 12-Gauge Assault Shotgun 4 clips 2 clips
9mm Machine Pistol 3 clips 2 clips 9mm Machine Pistol 3 clips 2 clips
9mm Rapid-Fire Machine Pistol 5 clips 2 clips 9mm Rapid-Fire Machine Pistol 5 clips 2 clips
Assault Rifle 4 clips 2 clips Assault Rifle 4 clips 2 clips
Grenade Launcher None None Grenade Launcher None None

M18 Hunted High-Powered Auto 9mm (pickup) Infinite None M24 Bomb Truck High-Powered Auto 9mm Infinite None
Service-Issue 9mm Auto (pickup) None 2 clips Service-Issue 9mm Auto 3 clips 2 clips
MP Silenced (pickup) None 2 clips Silenced Service-Issue 9mm Auto 5 clips None
12-Gauge Assault Shotgun (pickup) None 2 clips MP Silenced 3 clips 2 clips
9mm Machine Pistol (pickup) None 2 clips 12-Gauge Assault Shotgun 4 clips 2 clips
9mm Rapid-Fire Machine 9mm Machine Pistol 3 clips 2 clips
Pistol (pickup) None 2 clips 9mm Rapid-Fire Machine Pistol 5 clips 2 clips
Assault Rifle (pickup) None 2 clips Assault Rifle 4 clips 2 clips
M19 Surveillance High-Powered Auto 9mm Infinite None Grenade Launcher None None
Service-Issue 9mm Auto 3 clips 2 clips M25 Chase the Train High-Powered Auto 9mm Infinite None
Silenced Service-Issue 9mm Auto 5 clips None Service-Issue 9mm Auto 3 clips 2 clips
MP Silenced 3 clips 2 clips Silenced Service-Issue 9mm Auto 5 clips None
12-Gauge Assault Shotgun 4 clips 2 clips MP Silenced 4 clips 2 clips
9mm Machine Pistol 3 clips 2 clips 12-Gauge Assault Shotgun 5 clips 2 clips
9mm Rapid-Fire Machine Pistol 5 clips 2 clips 9mm Machine Pistol 6 clips 2 clips
Assault Rifle 4 clips 2 clips 9mm Rapid-Fire Machine Pistol 5 clips 2 clips
Grenade Launcher None None Assault Rifle 6 clips 2 clips
M20 Tanner Escapes 9mm Rapid Fire MP 50 clips None Grenade Launcher None None
Grenade Launcher 200 clips None

M21 Another Lead High-Powered Auto 9mm Infinite None WEAPONS AWARDED
Service-Issue 9mm Auto 3 clips 2 clips
MISSION NEW WEAPON
Silenced Service-Issue 9mm Auto 5 clips None
M1 Police Headquarters High-Powered Auto 9mm
MP Silenced 3 clips 2 clips
12-Gauge Assault Shotgun 4 clips 2 clips
M2 Lead on Baccus Service-Issue 9mm Auto
9mm Machine Pistol 3 clips 2 clips M4 Rooftops 9mm Machine Pistol
9mm Rapid-Fire Machine Pistol 5 clips 2 clips M5 Impress Lomaz Service-Issue 9mm Auto (silenced)
Assault Rifle 4 clips 2 clips M8 Dodge Island MP Silenced
Grenade Launcher None None M9 Retribution 12-Gauge Assault Shotgun
M22 Alleyway High-Powered Auto 9mm Infinite None M10 Welcome to Nice 9mm Rapid-Fire Machine Pistol
Service-Issue 9mm Auto 3 clips 2 clips M12 18-Wheeler Assault Rifle
Silenced Service-Issue 9mm Auto 5 clips None M16 Calita in Trouble Grenade Launcher
MP Silenced 4 clips 2 clips
12-Gauge Assault Shotgun 4 clips 2 clips
9mm Machine Pistol 3 clips 2 clips
9mm Rapid-Fire Machine Pistol 5 clips 2 clips
Assault Rifle 4 clips 2 clips
Grenade Launcher None None

41

Introduction N
The section shows all the sectors, main roads, landmarks,
alleyways, ramps, and other information you need to fully
appreciate each city. The sectors aren't shown in the game, but
are detailed here so you can easily find an area of interest.

Welcome to Miami!
!
Bienvenidos a Miami! CENTRAL
FREEWAYS

Miami Overview LITTLE HAVANA WEST MIAMI


PARK
The biggest of the three cities and the one with the most alleys
and ramps, Miami is a playboy's paradise. It was a last stop on the
5
railroad in 1896, and became wealthy after the turn of the
century thanks to beachfront living, warm weather, and few
checks on illegal gambling and drinking. The good times were cut 1
6
short by a massive hurricane and the Great Depression. The
EAST-WEST EXPRESSWAY
Cuban population swelled after 1959, and by the 1980s, Miami 836
had a reputation as the East Coast's main drug-
smuggling entry point.
The 1980s TV show Miami Vice helped
reverse the city's public image decline, and
an infusion of younger residents and
celebrities have made Miami one of the
hottest destinations around.

CORAL GABLES
2

4 COCONUT GROVE
PRIMAGAMES. COM

42
Taking a Free Ride: Tanner's Tour of Duty

MIAMI AND SOUTH BEACH A1A


GOLF
ALTON COURSE
ROAD
INTERCOASTAL WATERWAY
21
MIAMI BEACH
DI-LIDO 20
ISLAND

WASHINGTON AVE
SAN MARINO

OCEAN DRIVE
ISLAND
22

7 WATSON COLLINS AVE ATLANTIC OCEAN


41 ISLAND STAR
8
ISLAND 19
FLAMINGO 18
12 PARK
395 MACARTHUR
9 CAUSEWAY
41

WASHINGTON AVE
MIAMI BEACH DR.
95

IVE
13 ALTON
6

N DR
16 ROAD
14
OCEA
DODGE
ISLAND 17
1 DOWNTOWN
MIAMI SOUTH BEACH
95 SOUTH POINTE
MIAMI RIVER PARK
15

10
FISHER
ISLAND

1
ATLANTIC OCEAN
23
CENTRAL
FREEWAYS

DINNER KEY
PARK
Miami Landmarks
1 Orange Bowl 13 Gator's Warehouse
WY

2 Biltmore Hotel 14 Docks


EH

3 Water Treatment Facility Stiltsville


IXI

15
E
RIV
HD

4 Go-Kart Track 16 Marina


ND
UT

11 5 Red River Bar 17 Tanner's Apartment


ICA
SO

6 Calita's Motel 18 Police Station


ER

Monorail City Hall


AM

7 19
8 Freedom Tower Gold Coast Hotel
N

20
PA

9 House of Rock Café 21 Fontainebleu Hotel


10 Gator's Boathouse 22 Art Deco District
PEACOCK PARK 11 Mortain Mall 23 Gator's Yacht
12 Calita's Safehouse 43

Havana. Construction began in the 1920s, financed by the wealthy

Sector #1: Little philanthropist George Merrick, who attempted to create an American
version of Venice. Ornate European architecture can still be seen

Havana and Coral Gables today, including Merrick's finest achievement, the Biltmore Hotel.
The Great Depression halted his plans, but residents of this
2 community still dine at fine restaurants and live in lavish homes.
1 2
Take a ride down the leafy, curved lanes and discover large
A 3 Spanish-style villas (one is said to be the home of a gun nut with an
B
extensive collection of ordnance). Continue south across the parks
to the Biltmore, and discover this old hotel's hidden secret….
1
3
4
Famous Landmarks
5
4
D
Landmark #1: Orange Bowl Football Stadium
5
HIGHLY VISIBLE: Yes
WALK-INS ALLOWED: Yes
This state-of-the-art stadium,
6
which seats more than 60,000
fans, opened in 1987 and was
the first to be completed with
6 7 private funding only. It has
hosted both professional
baseball and football, and was recently customized with baseball
dugouts and an advanced mechanical drainage system to cope with
the intermittent rainstorms.
Access the stadium parking
8
lot, which surrounds it on three
sides, via the main turnstiles on
7
the east or through any of the
eight open gates to the north or
8 south of the grounds. In
addition, two larger entrances to
1 Area of Interest or shortcut the northwest and southwest
1 Landmark allow larger vehicles to enter
Ramp the grounds, and even drive
A Coolest Ramp onto the turf.
9 Alleyway or off-road entrance
E
Underground parking or tunnel Inside, launch your vehicle
from the grass dividers in the
parking lot. Or, drive up through
Little Havana Overview the seating tunnels. There are
three on the north and south of
In the 1960s, many Cuban refugees fleeing the Castro regime settled the stadium exterior, and the
in this aging neighborhood. It's a vibrant community today, with a west ones link to a lower-level mezzanine.
large Spanish-speaking population from Cuba, as well as Central and
South America. Located far west of the main downtown Miami area,
Little Havana features a large football stadium near open parkland,
Landmark #2: Calle Ocho District Church
and countless storefronts in the Calle Ocho district surrounding the HIGHLY VISIBLE: Yes
edge of the map. WALK-INS ALLOWED: No
The interior has more storefronts, hidden alleys, compact This Methodist church welcomes
housing, and numerous hidden ramps. The East-West 836 all, and is key to the effervescent
PRIMAGAMES. COM

Expressway runs west around the stadium, circles, and ends at an energy in some of the more
infamous bar owned by a gangland leader named Tico. impoverished areas of Little
Havana. It is next to a gray
immigration building. Behind
Coral Gables Overview the church are basketball courts and an alley. This structure is
44 Accessed via one of two main streets off the East-West
mainly in the game for orientation: The tall spire tells you instantly
where the north area of Little Havana is.
Expressway, Coral Gables is south of Little
Taking a Free Ride: Tanner's Tour of Duty
Landmark #3: Red River Bar Head south into the community when you reach the junction it
is situated near, and use the surrounding grass and parking lot as
Restrooms shortcuts, cop avoidance, or stunts.
(Out of order)

Landmark #6: Coral Gables Water Tower


HIGHLY VISIBLE: Yes
Pool Room
WALK-INS ALLOWED: No
Until the advent of a modern
Lounge
Bar water system in the 1950s (water
was pumped from the
Everglades), Coral Gables got
Jukebox Exit to Foyer water from a large cylindrical
Corridor tower constructed in 1924 in a
then-remote area that is now part of the affluent housing
community. The tower, which has recently fallen into disrepair, was
disguised as a Moorish-inspired lighthouse. Look for it on your way
HIGHLY VISIBLE: No to the Biltmore Hotel, or drive around it to lose a cop.
WALK-INS ALLOWED: Yes
Landmark #7: Biltmore Hotel
Owned by a notorious upstart
gang leader known as Tico (who HIGHLY VISIBLE: Yes
is, according to police WALK-INS ALLOWED: No
informants, behind in payments
Whether it's the 600,000-gallon
to other underworld figures), the
swimming pool (the largest hotel
Red River Bar is a nondescript
pool in the United States, but
white building on Little Havana's edge, near the freeway entrance
currently out of order) or Al
and the end of the wraparound East-West Expressway.
Capone's old speakeasy, this 280-
At the far end of the bar is a poolroom, and on the other side room hotel is the pride of Coral
are restrooms, permanently out of order. The narrow alleys and Gables. The tower is a replica of the one attached to the Cathedral
large grassy area around and south of the bar are perfect spots for of Seville in Spain, and is the main reason for visiting this structure.
waylaying cops. For a floor plan of the Red River Bar, check the This landmark is visible from the football stadium and is used as an
"Drivethrough" section. in-game marker. Although the hotel itself is sealed, you can drive
to the valet parking entrance, or check out two large courtyards on
Landmark #4: Fantasy Show Theater either side of the fountain pool garden. This is the southernmost
HIGHLY VISIBLE: No point of Coral Gables until you find the nearby grass lane heading
west, which is the gateway to two hidden areas of Miami.
WALK-INS ALLOWED: No
Providing the very finest locally Landmark #8: Water Treatment Facility
produced theater for the HIGHLY VISIBLE: No
residents of Little Havana, the
WALK-INS ALLOWED: Yes
Fantasy Show Theater draws
both locals and visitors from Head west along the grassy lane
afar. Next up is a production of (Area #8) to a sewer entrance. At
Tropicana. This garish blue building is easy to spot, and is a great the other end is an industrial
marker because the theater is on the East-West Expressway. parking lot with high walls and a
solid barred gate. Step out of
Landmark #5: Coral Gables City Hall your vehicle (or continue if
HIGHLY VISIBLE: No you're on a bike and don't mind
precision cornering) and climb the long path of stairs, heading
WALK-INS ALLOWED: No around and south.
Constructed in 1927 in the Be on your guard in the treatment center room—you may not
Mediterranean Revival style by be alone. Flick the switch on the wall to open the gates, return to
Phineas Paist (with artistic super- your car, and drive it to a second identical parking lot. From here,
vision by Denman Fink), this check the ramped tunnel entrance to your left.
imposing structure is the finest
civic building in this area of town,
and is the Coral Gables community's focal point. It is built mainly of
coral, with an interior mural showing the four seasons (alas,
unavailable for viewing), and is a great way to learn where you are. 45

accessible in this block, and two garage doors to break through


near a fleabag hotel.
Landmark #9: Go-Kart Track
HIGHLY VISIBLE: No Area #4: Industrial Alley
If you want to vary your antics, take a tour through this alley with
WALK-INS ALLOWED: Yes
industrial buildings on each side. The tight corners tie up police
Only accessible via the water pursuits.
treatment facility after you open
the gate switch, the hidden Go- Area #5: Tight Squeeze
kart track is Miami's biggest
Overlooked by many travelers, this tiny entrance and exit between
secret area. Head through the
the strips of shops is a great way for a biker to head off-road.
tunnel in the second water
treatment parking lot, and you appear outside in a small rundown
car park. Cross the road to a large open field.
Area #6: Coral Gables Park
Tear across both areas of the park when you're familiar with the
On this field is a Go-kart track that's fun to drive on and inves- Coral Gables community. This is a great shortcut, but watch your tire
tigate. It has garages, ramps, bridges, two water inlets, and a grip when cornering!
pedestrian bridge from which to launch your vehicle. Check the
area closely. You may find an interesting new vehicle.
Area #7: Trespassing
Every one of the Coral Gable houses has a backyard with a pool.
Avoid driving into the water (although the cops sink nicely), and use
Other Areas and Key these yards to check out the various grassy areas away from the
main road.
Shortcuts
Area #8: Hidden Sewer Entrance
Some alleys, shortcuts, and ramps are accessible only by
One of the key maneuvering
motorbike. Learn these areas and use them to try out
points around Coral Gables is the
new stunts or to avoid the police.
E
NOT
sewer entrance to the right of the
Biltmore Hotel. Follow the path,
then the grass to the entrance,
Area #1: Little Havana Back Alley and slow down as you enter the
Running parallel to the northern part of the East-West Expressway sewer. Watch the metal fencing,
north of the football stadium is a row of Little Havana homes. All which forces you to weave left
these residences have fences of varying degrees of solidity, and an and right as you progress through
alley stretching behind them almost all the way to the church. the sewer. You appear at the water treatment facility.
There are two side passages as well, but two cement pillars in the
one to the east prevent car access. Area #9: Arming for
the Apocalypse?
Area #2: Road Construction
One of the Coral Gables homes
Head east along the northern features an arms bunker in the
part of the East-West Expressway backyard, partly obscured by
to the Red River Bar, then make trees. Perhaps there's some way
a left, avoiding the cement slabs to unlock this?
in the road. Check the sand piles
and ramp for launching points,
as well as a bridge under the
freeway leading to Sector #2. Five Coolest Ramps
If your launch speed is fast
enough, or you jump over the retaining wall, you can land on the
Cool Ramp A: Punting your Perambulator
grassy bank to the north of the road. This area isn't traversed, but At the top of the "must-do" list is accelerating through the football
you can travel around the undulating hillside at your leisure, stadium parking lot and launching up the ramp. Add some extra
performing stunts while avoiding trees. The only exit is where you insanity by flooring the gas, and you slam into the huge billboard.
PRIMAGAMES. COM

entered. Or enter the parking lot from the sand pile ramp on the street side.

Area #3: Downtown Alley Cool Ramp B: Little Havana Launching


This stretch of alley is a good method of skidding north if you This ramp is difficult to spot, inside a wooden fenced area between
want to avoid the park or lose a cop by maneuvering around two housing blocks. Approach the ramp heading east and launch
46 the rubbish bin ramp. There's an east-west alley over the road.
Taking a Free Ride: Tanner's Tour of Duty
Cool Ramp C: Industrial Park Lark Overview
If you take the narrow side entrance after demolishing a door, or This area marks the transition zone between the light industrial
you're heading up from the south, try these two classic rubbish bin area and affordable hotel and apartment complexes to the west,
ramps. The north one launches you into an apartment complex and the beginning of the main downtown Miami area to the east.
that's a good shortcut if you aren't driving too recklessly. The north-south Interstate 95 freeway bisects these two areas. North
The south-facing rubbish bin of the Miami River is a large-scale construction site. Building is
ramp is classic. With a motorbike going on close to (and under) the freeway. To the east are larger
and enough speed, you can land skyscrapers, denser buildings, and fewer alleys. Compare this to the
on the roof of the cube-shaped maze of alleys in this sector's west-center part.
building just ahead, then drive
onto the tops of nearby
buildings! Famous Landmarks
Landmark #1: Running Track
Cool Ramp D: Sand Pile Defile HIGHLY VISIBLE: No
Create a spectacular crash by ramming this sand pile next to City
Hall at various speeds, or hit it in different places. This is perfect for WALK-INS ALLOWED: Yes
rotating your car through the air! An eight-lane track, complete
with stands, is available to run or
Cool Ramp E: Playing Bridge drive around in, and a few
Down in the Go-kart track are ramps aplenty, and you can launch houses dot the south side of this
from some on the track. Drive at unsafe speeds and you fly through block. There's a good view of this
the skies! popular recreational area from
the freeway to the north.

Landmark #2: Calita's Motel


Sector #2: West HIGHLY VISIBLE: No

Downtown WALK-INS ALLOWED: Yes

Entrance
Lounge

1 2
3

1
Calita, the leader of an infamous
South Side gang, uses this run-
down fleabag as a rendezvous
point. Her apartment offers little
Bedroom
comforts and is infested with
Bathroom
5
cockroaches. This is the only
building that can be entered. The
4
surrounding single-level
2 dwellings are locked up. Secure a
4
car from the parking lot.
7
3
Landmark #3: VASP Brazilian Airlines Tower
8
HIGHLY VISIBLE: Yes
5 WALK-INS ALLOWED: No
This gigantic structure is one of
7
6
the first massive skyscrapers you
1 Area of Interest or shortcut
D 10 pass as you enter downtown
1 Landmark 9
Miami traveling from west to
east along the expressway.
47
Ramp
Alleyway or off-road entrance The building is so

high, you have to get out of your car and Landmark #7: Bank of America Tower at
peer upward to see the dark glass windows 80
stories above you, and the structure's large concrete ends. International Place
Look for this building looming as you race around the city center, HIGHLY VISIBLE: Yes
and head for it to reach the East-West Expressway to Little Havana. WALK-INS ALLOWED: No
The building is the headquarters of VASP Brazilian Airlines, which
sublets the offices. You cannot enter this building. This central site for commerce
stands 627 feet high and offers
Landmark #4: Dade County Courthouse 37 floors of gleaming office
space. A monorail station is in
HIGHLY VISIBLE: Yes
the building! It was finished in
WALK-INS ALLOWED: No 1986, and became famous because of many appearances in TV
This 28-story building was shows of the era. Tanner can use this place as a reference point—it
completed in 1928 at a cost of can be seen from Coconut Grove and many areas of downtown. The
$4 million, and its top nine monorail and building cannot be entered.
floors were initially used as a
prison. The top of the building
was considered escape-proof,
until a prisoner used a fire hose
Other Areas and Key
in 1934 to lower himself from the 21st floor. Seventy escapes later, Shortcuts
it is still in use, serving as a center for government activity.
Although the many ramps and stairs can be climbed, and a side Area #1: Too-Dark Park
road driven around, this building is not open to Tanner. It's a good If you jumped over the wall to the south of this area, in Little
landmark to watch for when visiting. Havana (Sector #1), you can continue down into this park-like area,
which has trees, bushes, and no exit.
Landmark #5: Tico's Construction Yard
HIGHLY VISIBLE: Yes Area #2: Twin Reservoirs
WALK-INS ALLOWED: Yes Below the north run of the main freeway are two large reservoirs
accessed from the ground, around a series of walls. This is the
This construction yard encom-
perfect spot to dump a car. Or worse.
passes the large area between
(and under) Interstate 95 all the
way south to the river, west to a
Area #3: Downtown Fields
nearby hotel, and west to the You'd not expect a large open field so near downtown, but here's
beginning of downtown. one to race around on. From the east, access this from the freeway
Construction is delayed as a reputed gang leader named Tico on-ramp. From the west, use the rubbish bin ramp.
struggles against inter-gang violence to fund the project. A tour
shows many unfinished structures, some of which can be driven Area #4: Alley Intersection #1
through (or into), and many paths intersect with the East-West This main intersection on the far west side of the industrial alley
Expressway and each other. Be careful where you tread. This is buildings allows you to easily ditch the cops, reach the Red River
gang-owned dirt! Bar in Sector #1, and venture farther into the maze of alleys.

Landmark #6: Old Docks Area #5: Alley


HIGHLY VISIBLE: No
Intersection #2
WALK-INS ALLOWED: Yes
Use the pink concrete water
The old unloading dock at the channels in all the alleys to get
south end of the construction to the main roads. This inter-
site is now a medium-sized section is near an open field and
mooring with two jetties to exits in all directions. The south
maneuver your watercraft. It's one is the most fun—a rubbish
overlooked by a group of bin ramp.
industrial warehouses, and has seen better days, but there's no
Area #6: Alley Intersection #3
PRIMAGAMES. COM

faster way to the yard by the river than taking a powerboat west to
the docks, especially as the river barrier prevents farther progress A quick exit from Calita's Motel, this allows you to circle away from
to the west. Note the ramps at the south end of the construction the police or waylay an enemy without drawing attention to
road, which allow impressive jumps across the river! yourself. The entrances are between two low buildings (south) and
bigger apartments (north).
48
Taking a Free Ride: Tanner's Tour of Duty
Area #7: Alley Intersection #4 Cool Ramp E: Up on the (Partly
These alleys are between larger apartment complexes and provide a Constructed) Roof
straight shot from the north road heading south across the
Tico's yard has a wealth of ramps and houses to burst through. At
expressway and into the construction yard.
the top of the list is a rubbish bin ramp leading up and onto a
rooftop. Can you park your car on top here?
Area #8: Construction Road
Main access to and from the yard
is via this entrance, or the one
to the east. From here, it's a Sector #3:
straight shot south to the old
docks, or west to a break in the Coconut Grove
wall of a nearby hotel for access
to the expressway.
1
A
1

Area #9: Riverside Romp 2


2
Along the north bank of the Miami River is an underused B
2

thoroughfare, a quick access point to the downtown bridge (east)


and the construction yard. There's a ramp to take, too.
3
Area #10: Parking Garage Maze 4
To reach the river from downtown, ride around the open-top 5
parking garage, or head around the bridge's northwest side. Follow 4
the openings in the garage walls.
1 Area of Interest or shortcut
1 Landmark
Ramp
Five Coolest Ramps A Coolest Ramp 5
Alleyway or off-road entrance 6
Cool Ramp A: Roadwork Rampage #1 Underground parking or tunnel
At the north road near the reservoirs are some small road workings,
laid pipes, and a few partly constructed huts. Smash through and
launch from all of it. Flip that vehicle!
7
6
Cool Ramp B: Roadwork Rampage #2 7
Some major sewer workings are
uncovered in this section of
road, which has numerous piles 8
8
of mud, rubbish bins, and other
pieces of scenery to launch
from. Spectacular antics are C
9
assured!
9
D E

Cool Ramp C: South Alley Catapult


Heading south down the alley from the roadworks ramp, keep your Overview
speed up and you launch over first one set of ramps, and then Settled in 1873, Coconut Grove was initially constructed by West
another a block later. You can't retrace your steps, but this is a Indian craftsmen, although few of these original buildings still
great shortcut with stunt possibilities. stand. It has recently been gentrified, and has dozens of single-
family dwellings running around the southern tip of the map, as
Cool Ramp D: Monorail Ramp well as a concentration of abodes up the thin middle strip. In the
Head north near the courthouse, and you find an often-overlooked north area, the Miami River provides container docks with
ramp directly underneath the monorail track. Hit it to see what you materials, and industrial complexes to the west of the freeway are
can break off your car. thriving. The east downtown entrance has skyscrapers, while the
entire east side offers two large parks and a waterfront with the
biggest noncommercial marina in Miami.
49

Landmark #4: Vizcaya Museum and Maze


HIGHLY VISIBLE: No
Famous Landmarks
WALK-INS ALLOWED: Yes*
Entrance
Landmark #1: Miami River (*Gardens only)
HIGHLY VISIBLE: Yes Vizcaya, a lavish home
WALK-INS ALLOWED: Yes and one-time winter
residence of noted
To take a ride (or swim) along industrialist James
Miami River from the far western Deering, was finished in
industrial buildings, into 1916. It has 34 ornately
Biscayne Bay under the eastern decorated rooms (none of
bridge, there are a couple of which Tanner can enter).
freeways to negotiate under The residence has had
(pass between the barriers surrounding the bridge supports), and a some notable guests
large southern dockside area, as well as a small unloading area including Presidents Exit
leading to many warehouses. Reagan and Clinton, and
Queen Elizabeth II. The
Landmark #2: Bancorp Tower grounds have an ample Vizcaya Maze
HIGHLY VISIBLE: Yes parking lot, formal
WALK-INS ALLOWED: No gardens, a pool, dockside wharf,
and a hedge maze near a
The other end of the inaccessible gazebo. The main gates can be
monorail line from the Bank of pushed open, but not rammed.
America Tower (Sector #2 ends The area is great to visit, and
here, inside the floor of the you can even jump from a hill to
onyx-colored Bancorp Tower). the south, clear the perimeter
Access to the building is denied, wall, and land near the maze.
but there are a couple of nearby underground parking lots, and the
tower's forecourt is curved, making the building stand out as you Landmark #5: Dinner Key Park
pass by heading to or from Coconut Grove.
HIGHLY VISIBLE: Yes
Landmark #3: Gator's Boathouse WALK-INS ALLOWED: Yes
HIGHLY VISIBLE: No With a viewing deck (currently
Storage
WALK-INS ALLOWED: Yes closed), a small promenade with
a shut-off gazebo, and a few
Along the shoreline Waterfront Deck Boat walking trails, Dinner Key Park is
south of downtown, as Dock
directly south of Vizcaya. This
the skyscrapers give way park is often confused with
to the Grove's northern Peacock Park, to the south. Dinner Key has grassy knolls where you
area, there's a dockside can practice your jumps and controlled crashing.
area dotted with
containers and a jetty at Landmark #6: Mortain Mall
the south end. Gator's
Locked Food Stairs Up Locked
Boathouse, by a Store Court Exit
waterside ramp, is
Warehouse Exit
accessible via an open Floor
Office
Stairs to
garage door or a Store Store Third Floor
Front
powerboat dock. Inside are Front
crates, a rudimentary office, and
strewn refuse. The Miami P.D.
has this place under Locked
Door Exit
surveillance. Visit it before you
PRIMAGAMES. COM

encounter Gator's troops. After Ramp to


that, use the dock as your stunt Second Floor
Doors Store
playground.

Exit Exit
Store
Front
50
Taking a Free Ride: Tanner's Tour of Duty
HIGHLY VISIBLE: Yes main flights of stairs around the entrance, and a tunnel through the
Second rear of the cinema building can be maneuvered around. Lose cops,
WALK-INS ALLOWED: Yes Floor start a firefight in cover—there's much to do here, or across the road
Parking
at the construction site, where you can run up planks to half-finished
roofs. Use the large crane as a reference point to this location.

Third
Store
Floor
Front Other Areas and Key
Shortcuts
Ramp Area #1: Complex Industrial Complex
Mortain Mall is the finest Down to
collection of retailers in Miami. Second
Stairs The winding series of flat pathways bisecting square-shaped
Down to
It is open to the public and Floor
First Floor
buildings is an interesting area you won't normally explore. Try
offers a mixture of name-brand launching up the freeway hill, or losing cops here.
stores, a large food court, and exits via the entrance doors or three-
level parking lot. To fully explore (and ruin) the mall, use a car or Area #2: Container Yard Cruising
bike to wreak havoc through the glass storefronts. The easiest way to enter this yard area is around the skyscrapers
near the east downtown bridge, or the gap in the wall in the south
Landmark #7: Dinner Key Marina road. Inside, there's plenty of tarmac to skid on.
HIGHLY VISIBLE: Yes
WALK-INS ALLOWED: Yes
Area #3: Suburb Roadway
The area south of the freeway entrance has houses on large lots to
Once the base for the now- weave around, and some have small hills to ram your car into and over.
defunct Pam Am airline's flying
boats, Miami's largest marina Area #4: Freeway Entrance
facility offers accommodation
for vessels up to 175 feet, and Check the freeway entrance and choose the correct on-ramp;
has 582 protected berths. oncoming traffic is to the left. You can enter either ramp, depending
There's a lighthouse, a rock promontory (to pilot around), long on which off-ramp you want to take.
piers, and good access to the north park. To the northeast are
parking areas also used to store containers and other shipping Area #5: Customs Holding Depot
parts, and a sealed-off gasworks and warehouse yard accessible Accessed via an entrance west of
only by standing on a car roof and leaping over the wooden fence the road heading north, this
near the entrance gate. walled area holds numerous
warehouses and containers, and
Landmark #8: Peacock Park and Skate Park also cars that are easily stolen.
HIGHLY VISIBLE: Yes
WALK-INS ALLOWED: Yes
Area #6: In Suburbia
Much of the town of Coconut
Situated on the area occupied by Grove has houses on a patch of
Miami's first tavern, Peacock land. As you'd expect, all can be driven around and inspected. Here,
Park is a large expanse full of for example, is a concrete backyard accessed by a few homes.
those undulating hills that are
great to jump over, as well as Area #7: Concrete Jungle
basketball courts, an arts center
with sculpted stone monoliths, a skate park near the ocean walk, A smaller area on the edge of the Grove houses building sites with
and a stone circle surrounded by trees on the park's south edge. parking lots to enter and ascend, ramps to check out, and other half-
finished structures to hide in.
Landmark #9: Cocowalk Mall
HIGHLY VISIBLE: Yes
Area #8: Sheds and Alleys
The Grove has its fair share of
WALK-INS ALLOWED: Yes alleys, such as this construction,
A shopping village built in 1991 where you can lose a tailing cop.
in the Mediterranean style, this There are huts, multiple exits, and
open-air mall boasts brightly blind corners to swerve around.
colored storefronts, outdoor
seating, and a cinema. The actual
shops aren't accessible, but the 51

Area #9: Stay on the Grass Cool Ramp B: Alley-Ups


This is a great shortcut to take to avoid the sharp Approach this rubbish bin ramp from the south to sail across a
corners on either side of this block. Head through the fence and fence and into cement blocks. The hill to the south, across the road,
around the playground, and lose your pursuer. is another great jumping opportunity.

Cool Ramp C: Construction Sites


Five Coolest Ramps Pursued by the cops? Nowhere to run? Head up and over the
rubbish bin ramp in the yard, land on the outer road, and lose that
Cool Ramp A: South of the River pesky tail!
Leaping over the Miami River
from the south side means
Cool Ramp D: Gnarly
finding this ramp near a small Check the skate park out, but don't forget the halfpipe in the
wharf and annex. Land at the middle of the southern fields. Hit this at speed and flip your car.
east end of Tico's yard on the
north side. Cool Ramp E: Tubular
The real deal is the skate park itself, and its two main attractions
involving ramped and curved jumps. Try this on your bike for some
scuffed knees!

Sector #4: East Downtown and Miami Islands


1 Area of Interest or shortcut
Overview: Downtown
1 Landmark In this warren of interlocking streets, most with large
Ramp buildings looming on either side, you don't see the
A Coolest Ramp skyline as much as in other zones. Watch out for
Monorail Statioin monorail support columns on corners. The alleys are
Alleyway or off-road entrance easy to miss as you zoom past the shops and
Underground parking or tunnel skyscrapers. Downtown is the hub and the gateway to
2 all other Miami destinations.
2

1 San Marco, San Marino,


1

3
A
4 6
and Di-Lido Islands
3 The three northernmost islands offer little more than a
5 cruise around the wealthy neighborhoods, and on San
4 5
Marco, a hotel to drive around.
7 10
9 11

8
D 13a
6
Watson and
13
12
Star Island
9
C Watson Island is under construction, and is a stunt-
13b
E driver's paradise. Calita also owns a safehouse there. To
7
13c the east is Star Island, home to exclusive communities
10 and a house at the end with an unlocked garage.
13d

14
14
Dodge Island
PRIMAGAMES. COM

15
The north shore is home to ferry boats, and the rest of
the island is one gigantic container yard. Ships arrive
daily to offload thousands of tons of goods from around
the world. The southern tip of the island is a maze of
containers, cranes, and warehouses. The Gator runs a
52 repo operation from here.
Taking a Free Ride: Tanner's Tour of Duty
Famous Landmarks Instead, accelerate your car into the large steps outside; this
offers the most potential for spectacular stunts-gone-wrong in the
Landmark #1: Monorail entire city!
HIGHLY VISIBLE: Yes
Landmark #5: Calita's Safehouse
WALK-INS ALLOWED: Yes* HIGHLY VISIBLE: No
(*Not inside monorail)
WALK-INS ALLOWED: Yes
Dotted around downtown streets
Over on Watson Island,
are two raised monorail tracks
construction is occurring at a
interspersed with seven stations
slow pace. It's the ideal situation
(one in Sector #2). You can enter
for a safehouse where Calita and
all stations if you climb to the
her South Beach cronies can lie.
top of them (or drive with a narrow vehicle). You can then move
Used as a quiet place for acts of
along the tracks for an elevated view of the city. The monorail cars
torture on rival gang members, the safehouse has one giant room
move automatically in both directions along this track, and don't
with a side door and front garage entrance.
stop if you're in the way. You cannot enter them. You can drive a
bike off locations along the track and land on a nearby building's
roof. Try to find all the rooftops you can land on!
Landmark #6: Flagler Memorial Monument
HIGHLY VISIBLE: Yes
Landmark #2: The Miami Enquirer WALK-INS ALLOWED: Yes
HIGHLY VISIBLE: Yes This tiny speck of ground,
WALK-INS ALLOWED: No positioned between Watson and
Star Islands, holds a small jetty
Overlooking Biscayne Bay are the
and a 60-foot gold obelisk
headquarters for the major
acknowledging the philanthropy
newspaper of the city, The Miami
of one of the city's founding
Enquirer. Also of interest is the
fathers, the oil and railroad magnate Henry Flagler. Flee here after
offshore transmitter tower that
a cop pursuit on dry land.
relays information from across
the world, and is visible from the causeways.
Landmark #7: Baseball Field
Landmark #3: Freedom Tower HIGHLY VISIBLE: No
HIGHLY VISIBLE: Yes WALK-INS ALLOWED: Yes
WALK-INS ALLOWED: No This small baseball field lies near
the west downtown area, where
Often referred to as "Miami's
the pungent aroma of sewage is
Ellis Island," the recently
in the air. It doesn't attract many
restored Freedom Tower is a
tourists, but you can drive
symbol of America's hope and
around it. You also can wander
freedom. Between 1892 and
the stands, steal a car from the parking lot in front of the field, and
1943, millions of citizens
get an elevated view from the freeway above. Access is via the road
received their naturalization papers from this building. It is also the
under the freeway, however.
focus of frequent protests. Constructed to resemble the Giralda bell
tower in the Cathedral of Seville, the Freedom Tower is considered
by some to be the city's most important landmark. It cannot be
Landmark #8: Miami Sewage Works
entered, only used as a reference point. HIGHLY VISIBLE: No
WALK-INS ALLOWED: Yes
Landmark #4: Liberty Airlines Arena Serving the downtown area, the
HIGHLY VISIBLE: Yes sewage works is constantly
WALK-INS ALLOWED: No churning and filtering
wastewater. It has six treatment
The newest Miami landmark is
pools in constant rotation, and
this colossal 20,000-seat arena
two entrances/exits.
opened in 2000, home to both
the men's and women's
basketball teams, but flexible
enough to host boxing, ice
skating, and even circus events. Tanner can enter the large under-
ground parking lot, but is otherwise banned from the building. 53

channel to the south container docks. You pass through numerous


side buildings before you maneuver into the container yard.
Landmark #9: Bayside Marketplace
HIGHLY VISIBLE: Yes Landmark #13: Bayfront Park
HIGHLY VISIBLE: Yes
WALK-INS ALLOWED: Yes
WALK-INS ALLOWED: Yes
This partly covered mall on 16
waterfront acres houses more
than 150 stores and an interna-
tional food court, as well as
tours of the Biscayne Bay from
the small harbor. The entire
curved section of the two outer and middle areas can be driven
through, and upper concourses ascended for an elevated shooting
position. Otherwise, use this area mainly to shake police after or
before heading to Dodge Island.
The Amphitheater (13a) The Laser Tower (13b)
Landmark #10: House of Rock Cafe
HIGHLY VISIBLE: Yes
WALK-INS ALLOWED: No
The House of Rock is a premier
eatery where souvenirs from four
decades of monstrous rock
excess are housed, and fine
quality burgers can be
consumed. It's adjacent to the The Pepper Fountain (13c) The Challenger Memorial
Bayside Marketplace. You can wander around the House of Rock's Tower (13d)
outside dining and exterior balconies, but not the interior. Use this
area to venture to the north parts of Bayfront Park. At the far north end is the amphitheater (13a), where outdoor
concerts are held for a capacity audience of 12,000 (or in this case,
Landmark #11: International Ferry Port fantastic stunts are attempted while accelerating up the steps).
South of this is the bicentennial park with its winding trails and
of Miami party events. To the southeast end of the park is the Challenger
HIGHLY VISIBLE: Yes Memorial (13d), a 100-foot-high tower of white metal pipes
dedicated to the NASA astronauts, and the 40-foot Laser Tower (13b)
WALK-INS ALLOWED: Yes
based on Japanese lanterns.
When you negotiate the bridge
Last is the Pepper Fountain (13c), honoring the Florida legislator
to Dodge Island, make a left turn
Claude Pepper and his wife, Mildred. The park was designed by
after the first long parking lot to
Isamu Noguchi in 1987. The undulating hills make for great stunts,
arrive at a large ferry terminal
and the rocks near the main road are good for fouling up pursuers.
where two supercruisers are
ready to take the fee-paying public on the vacation of their dreams.
It's a quick swim to Watson Island from here (a great way to escape Landmark #14: Hotel Twinn
chasers), and the shallow ramps near the water's edge are great to HIGHLY VISIBLE: Yes
launch your car from. WALK-INS ALLOWED: No

Landmark #12: Gator's Warehouse At the south end of Bayfront


Park are the stunning
HIGHLY VISIBLE: No
skyscrapers of Hotel Twinn. The
WALK-INS ALLOWED: Yes towers are Miami's biggest
landmarks, visible from Miami
The gangster known as Gator has
Beach, the bay, and even the
his hand in many nefarious
southern area of Coconut Grove. The hotel isn't accessible, except
operations, but the latest police
PRIMAGAMES. COM

the area around the south side near the water, and should be used
information has him working a
as a shortcut. At longer distances, it's a reference point to the
car-smuggling ring from his
southern end of the park, near the bridge to Coconut Grove.
Dodge Island warehouse. Located
past a barrier checkpoint (which can be raised if you press the
button near the barriers themselves), the warehouse also features
54 a breakable wall to the southeast, leading to a small
Taking a Free Ride: Tanner's Tour of Duty
Landmark #15: Stiltsville Area #4: Star Island
Entrance
Star Island is a cul-de-sac, so don't get chased down here. There's a
Point house at the street's far end with an unlocked garage to inspect.
Check out this island from the water for a different perspective.
Entrance
Point
Area #5: Drawbridge
The entrance to Dodge Island
has a drawbridge. Enter either
control hut (or use the steps
down to reach the water). Press
the switch to raise the bridge,
and foil your pursuers!
Entrance
Point
Area #6: Dodge Island Dodging
The northeast shipping docks are a delight to zip through, as Dodge
Entrance
Point
Island lives up to its name. There are obstacles to maneuver
around, and places to hide from cops.
HIGHLY VISIBLE: No
Area #7: Dockside Darting
WALK-INS ALLOWED: Yes The huge cranes and hundreds of
The ramshackle communal containers make the southern
housing known as Stiltsville is area of Dodge Island an
home to various unsavory ambusher's paradise. Notice the
characters, many of them linked path through the containers.
to past gang violence. Only Learn this route!
reachable by boat, Stiltsville is a
collection of four huts on wooden stilts in the middle of Biscayne
Bay, halfway between downtown and the Miami Beach area. You
can enter each home after jumping from the boat to the wharf. As Area #8: Under the Monorail
expected, the interiors of these dwellings are disgusting.
Although they are difficult to see on the map, numerous off-road
paths run under the raised monorail. These offer great shortcuts, so
follow them.
Other Areas and Key
Area #9: Monorail Trail
Shortcuts This area is also a good place to learn the north-south alley running
Area #1: North Downtown Alley along a number of city blocks. However, you must jump the solid
wall in this area.
An important alternate thoroughfare to the north of the main city,
this alley runs west to east along a dirt-covered road, ending at the Area #10: North-South Alley End
newspaper building to the east. A great way to avoid traffic!
The end of this alley brings you out near a number of skyscrapers
Area #2: Island Paradise and a main road. You can see that the roads and alleys create an
almost straight shot, allowing alternate routes.
The islands of San Marino and Di-Lido are home to wealthy
individuals. Check their homes, investigate their backyards, and use
the sloping bank near the bridge to run your powerboat aground for
a quick water exit. Five Coolest Ramps
Area #3: Downtown Intersection Cool Ramp A: Step Up
This is an example of a You want the best car-flipping
downtown intersection, facing opportunity in the whole of
east. There's limited time to Miami? Then head up these front
react to the greater concen- steps from any direction, as fast
tration of cars, so learning alley as you can. You're guaranteed an
shortcuts is important. impressive tumble!

55

Cool Ramp B: Gator Aid Famous Landmarks


The Gator's warehouse is an enclosed area, but if you
have a car inside, you can launch it over the water inlet in a Landmark #1: Loews Hotel
jump to the start of the container pathway. HIGHLY VISIBLE: No
WALK-INS ALLOWED: No
Cool Ramp C: Double Dumpster
Although on a prominent corner,
Approach this area heading northwest. Two rubbish bins allow you
this hotel isn't visible because of
to launch up and onto the container pile, a great place to fire from.
the larger structures surrounding
it. The hotel to the north has
Cool Ramp D: Spill on the Hill better alley access to the ocean
The park hillocks are some of the best areas to lose control in your via a pool, but the Loews is still
car. A few consecutive undulations keep your car bouncing around. worth a look-see. It's part of a large and exclusive chain, and rooms
here are sought-after and lavish. Unfortunately, this hotel doesn't
Cool Ramp E: Trash Bin Flying open its doors to Tanner.
Head southwest through the parking lot, and use the rubbish bin
ramp to gain impressive height. Land facing west on the road, and Landmark #2: Gold Coast Hotel
flee the cops in style.

Sector #5: North Exit

Miami Beach Parking Lot


Underground

1 Area of Interest or shortcut


1 Landmark
Ramp Access to
9
A Coolest Ramp D E
Parking Lot
Alleyway or off-road entrance
Underground parking or tunnel 5

Exit

4
Fire Escape
3
Outside
B Fire Escape
3 4 Outside
2 8
A C

Floors 1-3
1 5
2 7
6 1
Roof

Overview
The northern section of town is divided into two by an inland HIGHLY VISIBLE: No
waterway, a manmade canal crossed by seven bridges. On the
northwest side are expensive houses overlooking the intercoastal WALK-INS ALLOWED: Yes
PRIMAGAMES. COM

waterway and dotted around the water's edge, as well as a large The seedy Gold Coast Hotel is
hotel and golf course. Southeast of the waterway are the gigantic more accommodating to your
and famous hotels that overlook the north end of the beach, and needs, and you can explore four
some transitional housing, shops, and more hotels between the east floors plus a roof terrace leading
side and the river. It's not often visited, as it doesn't lead to an underground parking lot.
56 anywhere, but this area is nevertheless worth a tour. There's even a tasteless open guest room on one of the floors with a
heart-shaped tub! A known hangout for gangsters and thugs, the
Taking a Free Ride: Tanner's Tour of Duty
Gold Coast doesn't open its doors easily. The back fire escape is the Area #2: Bridge the Gap
preferred method of entry. There's a fine sniping view from the
roof, if you want to lob grenades down to street level. The small unmarked bridge on
the in-game map is another
excellent way to cross the river,
Landmark #3: North Miami Inner Waterway and leads to a narrow alley
HIGHLY VISIBLE: Yes (south) between two large
WALK-INS ALLOWED: Yes buildings. Remember this route!
Running in a northeast channel
from the intercoastal waterways
Area #3: Small Docks
near Di-Lido Island, the Over on the northwest shore,
waterway offers another way to between the blocks of coastal housing, is a small set of docks. It's a
view the North Miami beach good spot to pull up to from the water, and the ramp here offers
interior. Remember to weave stunt opportunities.
between the many bridge pillars (seven sets in all), and keep a
lookout for the wharfs. Fall into the water, and you must climb Area #4: Hotel Parking Lot
many steps up to dry land. Try heading out of the far end of the The only large hotel on the west side of the river has its main
channel and around to cruise south along the beach, or north until courtyard around the other side of Alton Road; zip around here and
you reach the city limits. out again if you're being followed by the law.

Landmark #4: Fontainebleu Hotel Area #5: Linked Hotel Alley


HIGHLY VISIBLE: Yes Explore some interior alleys in this section. There's driving access
WALK-INS ALLOWED: No through fencing from the northeast road, and you can go around
two identical hotels with curved driveways.
Visited by every president since
Eisenhower, this famous city
landmark is a celebrity
Area #6: Underground Larking
playground. It has been host to A few of the same-colored hotels and apartments here have three
the likes of Sammy Davis Jr., Bob entrances at each end, allowing you to drive under the hotels and
Hope, and Martin Edmonson quickly lose a pursuing cop.
since its inception in 1954. It sits on 20 prime acres, with interior
architecture as stunning as the outside. Alas, the doors are closed to Area #7: Poolside Off the Beach
Tanner, but the pool and outer courtyard to the raised decks and The hotel immediately north of
ocean can be enjoyed. Maneuver through the shrubbery to the main the Loews Hotel has excellent
hotel building's north. beach access, a pool to drive
your car into, and great stunt
Landmark #5: Miami Beach Golf Course opportunities. Drive a bike
HIGHLY VISIBLE: Yes through the pool, up the steps
and onto the road, or vice versa.
WALK-INS ALLOWED: Yes
The superb weather makes Area #8: Planks for
golfing a pastime, and the North your Support
Beach golf club doesn't
disappoint, stretching over two Up the north beach oceanfront are some raised decks, and these can
city blocks abutting the be launched from at speed, creating some tremendous stunt action!
waterway. It offers small hills to The north deck can be driven under to reach the exclusive pool.
flip your car over, as well as numerous bunkers, water hazards
(launch over them), and sand traps. For Tanner, the main use of the Area #9: North End Access
course is as a quick getaway. The northernmost area to drive around allows access around and
down a ramp to the north edge of the beach, and is another
shortcut to try when you're being tailed.

Other Areas and Key


Shortcuts Five Coolest Ramps
Area #1: Drive-by Driveway Cool Ramp A: Gold Coasting
The area of fancy homes is great to explore, because there's easy The back of the Gold Coast Hotel is missing an eastern exit, unless
access to the waterways and numerous open areas to skid around if you accelerate over the ready-made rubbish bin ramp here.
you're being pursued.
57

Famous Landmarks
Cool Ramp B: Parking Lot Launch Landmark #1: Miami Beach
North of the Gold Coast is a parking lot with a ramp leading up and
into a construction site full of sand, and a second ramp. Take both
Convention Center
at breakneck speed! HIGHLY VISIBLE: Yes
WALK-INS ALLOWED: No
Cool Ramp C: Wooden Ramp Built to satisfy the growing
The raised decks have three demand for trade shows, events,
ramp opportunities, but the concerts, and other festivities
easiest to hit are at either end. If near the beach, this conference
you strike the steps at speed, you center takes up a lot of prime
somersault through the air. real estate (more than 500,000
square feet of continuous space). Access is denied to the center
Cool Ramp D: Bridge itself, but you can weave between the outer support pillars and
Over Troubled Waters head around to the west side of the building, which overlooks a
large and long outdoor parking lot complete with a ramp and other
Driving at lunatic speeds over either golf course bridge allows
obstacles to interact with, such as the power generators at the north
flipping opportunities on the less tactile grass. Avoid the water
end of the lot.
under the bridge or you'll wreck.

Cool Ramp E: Miami Beach Border Landmark #2: Miami Beach Temple
HIGHLY VISIBLE: Yes
The final ramp is approached heading north at great speed, up into
a wooden ramp that allows you to sail over the concrete edge and WALK-INS ALLOWED: No
into the water. For stunt drivers only! This ornate structure was built
for religious gatherings in the
early 20th century, and has
Sector #6: Central remained one of the city's

Miami Beach largest buildings for worship


ever since. Although you cannot
enter the hallowed halls, the domed roof is instantly recognizable,
and useful for orienting yourself when weaving around the criss-
A crossing streets. When you're here, you're two blocks north of City
1A
1 4 Hall, and two blocks west of the beach.
2 3 2

Landmark #3: Shelborne Hotel


3 HIGHLY VISIBLE: Yes
B 9 WALK-INS ALLOWED: No
D
8 DE
There's nothing more reflective
5 7
C
of the Art Deco district than this
4 historic luxury hotel. Formally
6 1B opened in 1940 to the big band
11 tunes of Chet Brownagle, this
forerunner to the international
10 5
style of hotel architecture was home during the 1960s and 1970s to
the Miss America pageant. It's still in business. The pink exterior
1 Area of Interest or shortcut alerts you to its location, a block from the temple, and on the edge
1 Landmark
Overview Ramp
of the Art Deco district.

Straddling the northern lush golf course A Coolest Ramp Landmark #4: Art Deco District
and large hotels, and the southern Alleyway or off-road entrance
housing developments and giant condo- Underground parking or tunnel
HIGHLY VISIBLE: Yes
PRIMAGAMES. COM

miniums, is Miami Beach's central area. WALK-INS ALLOWED: Yes*


Here, you find the main area of Art Deco-period hotels overlooking the *(not into buildings)
recently gentrified beach area, the long promenade, and—heading
The Art Deco National Historic
west—the shopping areas, coffee shops, and City Hall. Further still is
District comprises more than 30
the giant conference center, the famous Flamingo Park, and at the
distinct pre-war modernistic
58 north and southwest edges of this area, freeway access across
hotels and apartment complexes
the islands to the downtown zone.
built primarily in the 1930s.
Taking a Free Ride: Tanner's Tour of Duty
Soon after, they became a magnet for bootleggers and crime, HIGHLY VISIBLE: Yes
including the notorious Al Capone. After falling into slum-like
WALK-INS ALLOWED: Yes
disrepair in the 1980s, the Art Deco area has recently been revived.
The hotels shine with pastel brilliance, and the area is now referred Built in 1992, this 100,000-
to as "the American Riviera." square-foot-plus police
headquarters serves residents of
The section of town to investigate has the small hotels with the
the entire Miami-Dade County
alleys between them, as well as a long north-south alley to the west
area, and is the hub for the
of the hotel's front facades. The beach promenade is a long, mainly
police force in the city. Enter the
straight road with intermittent entrances to the beach.
facility via the main doors, and check the main desk and locker
room before heading down the ramp to the cells, or practice your
Landmarks #5 & #6: Flamingo Park and Maze shooting inside a training range to the building's north. A garage to
HIGHLY VISIBLE: Yes the north is also attached to the building, which you can drive into.
Flamingo Park Maze The distinctive white curved building is adjacent to City Hall, and
WALK-INS ALLOWED: Yes
both mark the center of Miami Beach.

Landmark #8: Miami Beach City Hall


HIGHLY VISIBLE: Yes
WALK-INS ALLOWED: No
Start Adjacent to the police station,
also on Washington Street, is the
Exit famous old City Hall—the tower
of which is visible from the
What was once the grounds of
surrounding streets and is great
the Flamingo Hotel was
to use as an orientation
purchased in 1935 by the City of
landmark. It was constructed beginning in 1927 in an Italianate
Miami for $300,000. Since then,
style. You cannot enter City Hall, although it has an excellent ramp
this park has been an oasis of
down the alley to the north.
calm reflection just south of the convention center parking lot. It
features trails, a central gazebo/bandstand, and a shallow circular
pool at the northeast end. The north-south main Alton Road
Landmark #9: Miami Beach
thoroughfare stretches along the west side, and you can enter a HIGHLY VISIBLE: Yes
hedge maze in the southern area. Use the adjacent map to help you WALK-INS ALLOWED: Yes
negotiate around the maze. The park is mainly used as a shortcut.
Volleyball nets and lifeguard
Landmark #7: Miami Police towers dot the pristine sands of
this expansive beach, creating a
Department Station stunning vista as well as a great
Start way to quickly maneuver behind
Finish the huge hotels to the north and
Target
access the South Pointe Park area to the south. Openings in the
shallow brick promenade wall access the Art Deco district. Launch
Firearms
yourself from the rocky sand dune "spine" running along the beach.
Training Area
Landmark #10: MacArthur
Causeway Hospital
MIAMI P.D. INTERIOR HIGHLY VISIBLE: Yes
WALK-INS ALLOWED: No
One of the many tall buildings
constructed after the recent
revival of the Art Deco district,
the Causeway Hospital is made
Holding
Locker
mainly of dark reflective glass.
Cells
Room Concrete pillars strengthen the
structure. You cannot enter it, but it pinpoints the causeway's
eastern entrance, south of the building.
Entrance Foyer

59

Landmark #11: The Vivid Club Cool Ramp B: Pond Skim


Flamingo Park has trails and bumps in the grass, so check it for
HIGHLY VISIBLE: Yes
ramp opportunities. Expect severe car tumbling if you hit the bank
WALK-INS ALLOWED: No around the circular pond.
One of the hottest, most exotic,
and difficult-to-enter nightclubs Cool Ramp C:
around, the Vivid Club is Miami's Grazing the Gazebo
premier spot for adult enter-
Also in the park is a bandstand
tainment and dancing. You
gazebo that's ripe for launching
aren't even allowed through the
over, around, or through,
front gate! Instead, use the sculpture next to the club as a
depending on how many
geographical aid.
airborne spins you're planning.

Cool Ramp D: Sand Dune Slamming


Other Areas and Key Over at the beach, giant rock outcrops and sand dunes run north-
Shortcuts south along the coast. Launch from the ends for the craziest jumps,
or anywhere off them for breathtaking antics.
Area #1A to #1B: Long Beach Alley
Starting a block north and
Cool Ramp E: Jabbing the Hut
running the entire length of the With a motorbike under you, make scary jumps by hitting the beach
Art Deco district, Long Beach hut steps at maximum speed after a sandy run-up. Can you hit every
Alley is the largest uninterrupted set of steps on all the huts up the beach?
alley in Miami. It's great for
sneaking down instead of using
the main roads. It is dotted with
refuse, ramps, and jutting Sector #7: South
buildings.
Miami Beach and
Area #2: Oceanfront Access South Pointe Park
Check the various openings in the low wall running along the
promenade. These are the easiest ways to get to the beach. Try to 1 B
head straight in, perpendicular to the opening, so you don't scrape 3
5
your vehicle. 2 C
4
2
1 A
Area #3: East-West Thoroughfare 6 7 4

Use this vital opening often in your missions. It allows quick access 9
to and exit from the park and convention center (west) and the Art 8
3
Deco area (east).
5
6
Area #4: Through the Hotel D

A few of the hotels dotted around this area have openings to allow
cars to enter. This one lets you cut a corner and drive through the
E 7
building instead of around it.
8

Area #5: Ocean Beach Parallel


1 Area of Interest
North of Miami Beach Drive is an east-west alley running two blocks or shortcut
from the hospital to the southeast end of the park—another great 9 1 Landmark
alternate route to avoid traffic. Ramp
A Coolest Ramp
Alleyway or
off-road entrance
Five Coolest Ramps
PRIMAGAMES. COM

Underground
10 parking or tunnel

Cool Ramp A: Substation Soaring


The electrical substations powering the convention center are near
Overview
a rubbish bin ramp accessed from the coastal strip of Alton Road Continuing the Art Deco theme is the southernmost part of South
60 running north-south. Hit this at maximum speed for Beach, known as Lummus Park, which offers the same scenery as
impressive air rotation. northern beachfront areas. Inland, the housing is less commercial
Taking a Free Ride: Tanner's Tour of Duty
and more residential, with a school and recreational areas. To the The first floor has three exits—the front door, the side door to
west are impressive abodes (including Tanner's rental) and a a passage between the house and garage, and a wall of glass to the
marina; south are two giant condominiums overlooking South backyard pool and wharf with speedboat. This is the life!
Pointe Park, and Fisher Island across the way, with a yacht beyond
Climb the stairs to check out the open balcony. Through the
the island. This sector isn't used much as a thoroughfare, but it
left door is Tanner's Asian-inspired bedroom; the right door leads to
offers quick access to the MacArthur Causeway, and marks the end
a small outdoor deck. Head to the kitchen and secure the health
of the famous South Beach.
pack any time you're wounded. Finally, if you want an even more
open home, destroy the glass windows (and pretty much everything
else). Wanton destruction is a stress-reducer.
Famous Landmarks
Landmark #1: Miami Beach Marina Landmark #4: South Beach (Lummus Park)
HIGHLY VISIBLE: Yes
HIGHLY VISIBLE: No
WALK-INS ALLOWED: Yes
WALK-INS ALLOWED: Yes
The large area of the boardwalk
With deep water and without the
and beachfront north of South
boating hassles of fixed bridges,
Pointe Park is known as Lummus
Miami Beach Marina (between
Park, a once-rundown area that
MacArthur Causeway and South
is now bustling. The ocean cuts
Pointe Park) is a mariner's
in toward Lummus Park's
paradise, offering numerous
southern tip, so watch for encroaching water while driving on the
boat slips and room for cruise ships up to 400 feet. Through the
beach. A mix of new homes and more historic hotels appears from
entrance, travel (on foot) to the control tower in the marina's
south to north, and there are four beach boardwalk entrances. Use
center, or check out the numerous moored boats on any of the six
this beach for stunt-driving, cop-evading, or wandering.
wharfs. Avoid the marina when speeding up the bay.
Landmarks #5 & #6: High-Rise
Landmark #2: Chomsky's Hotel
Condominiums
HIGHLY VISIBLE: No
HIGHLY VISIBLE: Yes
WALK-INS ALLOWED: No
WALK-INS ALLOWED: No
You can't enter the hotel, but
its unique stair structure and Two gigantic condominiums
spacious parking lot allow you dominate the southern part of
to cut across to the marina Miami Beach. If you look for
with ease. them, these are visible all the
way up to the northern end of
the Art Deco district, and anywhere else with a clear line of sight
Landmark #3: Tanner's Apartment (even the other side of the bay in downtown Miami). The west
HIGHLY VISIBLE: No structure, with its three-pronged shape only recognizable from the
Garage air, is the tallest. It is a useful reference point for learning the
WALK-INS ALLOWED: Yes easiest route to Tanner's apartment, as it is only two blocks away.
First Floor

You can't enter either building, although both have large under-
ground parking lots. The east building has a unique parking
structure: Enter the underground lot from the north or south and
exit at the opposite end—a must-try when you're being chased. Turn
Stairs Up
when heading out of the south exit to avoid nicking palm trees.

Landmark #7: South Pointe Park


Outdoor HIGHLY VISIBLE: No
Bedroom Deck
Working for the FBI in Miami has WALK-INS ALLOWED: Yes
its perks, and at the top of the list
Also known as 1 Washington
is Tanner's spacious stucco
Avenue (as it is located at the
bachelor pad overlooking Fisher
beginning of this road), South
Island (to the left), and the marina
Pointe Park is the southernmost
(to the right), with a spectacular
tip of South Beach. Walking
view of the Miami skyline and the
trails and an abundance of
giant dock cranes of Dodge Island Second Floor thickets and trees are south from the two giant condominiums.
ahead. The garage houses Balcony
From west to east is a curved beach north to Tanner's
Tanner's preferred car.
apartment, clumps of rocks to avoid or to launch 61

from, and a small bandstand


overlooking the bay. The Dodge Island docks are
in the distance to the northwest.
Farther east is a large
house, a bridge over a pool of
water, half a dozen beach huts,
Engine Room Top Deck
various stands and kiosks, and a
children's park and sandpit. For
an off-road excursion (with the
usual lack of tire traction), skid
and swerve around these
pathways, careen onto the grass,
and get to the beach's southern end.
Main Deck

Landmark #8: South Pointe Park Pier


HIGHLY VISIBLE: No
Upper Deck
WALK-INS ALLOWED: Yes
At the southeastern tip of South
Pointe Park is a wooden pier
that affords spectacular views of
the Miami sunrise, and has great multimillion-dollar home on the ocean. This 200-foot, $100 million
views of Fisher Island and South vessel, The Snapper, is moored in Biscayne Bay, south of Fisher
Beach looking north. Adjacent to Island. Tanner infiltrates it in his Undercover missions.
this pier, jagged rocks prevent soil erosion and more enthusiastic
boaters. These rocks run along the entire south side of the park, but Access it via ladders on the
form a buttress near the pier. This is the perfect spot to hang up a port and starboard side, or more
police car on your tail, but if you land on the rocks you usually have easily from the stern. There's
to abandon your vehicle. Avoid these rocks while boating, too. also a small deck to land on.
The boat has four main
Landmark #9: Fisher Island areas to inspect. Head up the
HIGHLY VISIBLE: Yes steps to the main deck, and
WALK-INS ALLOWED: No either navigate around the two
narrow galleys or move inside
This 216-acre private island lies via a left door (heading down steps to the engine room) or a right
off the southern tip of South door (to the main deck interior). Continue up the middle exterior
Pointe Park, and can be fully steps to the upper deck, where you find two bedrooms and a
circumnavigated in a boat. Now lounge, as well as the bridge.
dotted with high-rise hotels and
single-family homes starting at Up one final set of exterior steps is the top deck, where Gator's
$600,000, the island is famous for the Vanderbilt Mansion (created many lady friends sometimes worship the sun. Gator's yacht is a
as a winter estate by William Vanderbilt in 1925). monument to excess, cannot be moved, and isn't a good spot to hide.

Also on this land mass is over a mile of beach, a golf course by


the ocean, tennis courts, an internationally recognized spa, and an
exclusive club. So exclusive, in fact, that you're not allowed Other Areas and Key
anywhere near the island's interior. You can moor your boat around
the island (or at the wharf on the south side), but the dense
Shortcuts
shrubbery prevents you from getting onto the island. Use this as a
landmark when boating.
Area #1: Recreational Area
Near the residential homes and a block east of the South Pointe
Landmark #10: Gator's Yacht grammar school is a recreational area accessible only from the
northeast corner. It's good to learn the location of these two blocks
HIGHLY VISIBLE: Yes
when you're getting oriented.
PRIMAGAMES. COM

WALK-INS ALLOWED: Yes


Gator is an accredited thug and Area #2: South Pointe Alley
masterful gangster, and his Cut out Alton Road when heading north from Tanner's apartment by
forays into nefarious antics have zooming over the hedges a block to the south, then up the middle
earned him respect as vast of the tenement blocks (to the left) and industrial garages (right).
62
as his massive Watch out for the recreational-area fence. It's sturdy!
Taking a Free Ride: Tanner's Tour of Duty
Area #3: Cutting the Grass Cool Ramp B: Dumpster Dash
Manicured garden homes are a block east of the recreational area. As you dash down this alley, you might as well test your car-
Access the central grassy area from every direction—a handy crumpling skills by launching off this rubbish bin. Access other
shortcut. small ramps with a motorbike.

Area #4: Tenement Block Turns Cool Ramp C: Lummus Park Launching
Large tenement buildings are a block east of the garden homes. As with the previous South Beach rocks and sand dunes, you can
Check the alleys around the larger buildings for cunning routes to achieve spectacular tumbling by racing at top speed and launching
avoid the law, or cut across from east to west. from this jutting rock line. Vary the angle of your launch for
various effects.
Area #5: Crossroads Alley
The alley of the city block Cool Ramp D: Building Site Bravado
closest to the ocean has two This oft-ignored rubbish bin ramp in the sandy construction area is
main alleys to accelerate down, positioned so that you can't hit it head-on because of a nearby
and numerous ramps (either fence. If you partly connect to it on two or more wheels, traveling
rubbish bins or small at speed from Ocean Drive heading south, you'll be picking
wheelchair-access points) to windscreen shards out of your face for weeks! Try it.
perform stunts from. The alleys
are a quick way to get to and Cool Ramp E: Motorbike Mayhem
leave Lummus Park.

Area #6: Dockside Dashing


A block north of Tanner's apartment are tenement blocks and
Chomsky's Hotel. Learn the pathways around these buildings,
because they allow alternate or easy access to the marina, as well as
the MacArthur Causeway.

Area #7: Keep On the Grass


Just like the block of manicured gardens and spacious homes, The last crazy ramp antics
this block has a central grassy area to zoom through and cut in Miami occur on the
diagonally across. outside staircase on the
west side of the large
Area #8: One in the Bush beach house. From the
driveway, jet
The final, southernmost area of housing with grass behind it, southward, through the
between Jefferson and Washington, is easy to cross, but avoid the picket fence, and up
sturdy bushes in the middle when you take this shortcut. onto the steps. If
you're aboard a bike,
Area #9: Larking around Lummus you can land in
This long thin alley running the water.
north-south behind the south-
eastern Art Deco hotels
overlooking the beach is a quick
way to reach the southern houses
under construction, as well as
the end of Washington Avenue.

Five Coolest Ramps


Cool Ramp A: Grassy Knoll
This piece of undulating ground is hard to spot, and it only acts as a
ramp when you're heading south. You can flip your vehicle in a
spectacular fashion at the marina beyond.

63

Welcome to Nice! NICE Plan De Ville


Bienvenue à Nice!
Parc
N Imperial

Ventabrun

Saint Nicholas
Cathedrale Russe
4

Gambetta Grosso

de
pi
Ra
e
i
Vo
Baumettes
Saint-Antoine

Magnan
Saint Augustine n ifor
nie
1 leo Cal
po la is
Na p ide de gla
Bd Ra Av. es
An
ie d
Vo e
nad
me
Pro
Pont Magnan
Saint Laurent-Du-Var Carras
Le Ver

Ro
ute Augustin nie
u Var de for
Viaduct d Gri
ma a Cali
ldi el

n
.d
pi
Route Des

Av es
Vespins

sV

L’Arenas Park 3
Le

Var
Pont du Phoenix
nt Nap oleon III
Po

Les Vespin
La Californie
Port St Laurent 2 Aeroport De
Le Var

Nice-Cote
D’Azur

Nice Overview
Nice can trace its history to the township founded by the Marseillais in 350 BC. Over the centuries, the city was
shaped by waves of successive settlers and then became part of the region of Provence until 1388, when the
Savoies of Switzerland and Northern Italy took over.
Legend has it that to stop the attack of the Turks in 1543, an ugly townswoman climbed the tallest
ladder in town and bared her behind. The Turks retreated. Italy's King Immanuel III sold Nice to
Napoleon III in the mid-19th century. After its incorporation into France, the railway was extended to
Nice from Marseilles, and the city became a favored destination on the French Riviera, attracting tourists
and the jet set, who enjoy the proximity of Monaco, the warm climate, and spectacular scenery.
PRIMAGAMES. COM

64
Taking a Free Ride: Tanner's Tour of Duty
12 Nice Landmarks
1 Chateau Grimaldi 10 Old Town Church
2 Warehouse 11 Customs Yard
3 Mall 12 Regina Palace
Saint-Charles
4 Saint Nicholas Cathedrale Russe 13 Acropolis
5 Hotel Negresco 14 Muse d'Art Moderne
6 Station la Gare 15 Theatre Garibaldi
Autorou
te A-8 7 Car Showroom 16 Fort Alban
8 Restaurant 17 Citadelle
Route d

9 Palais de Justice
Tunin

13
7
e

VILLAFRANCHE-SUR-MER
6 14
Ave. Jean
Medeci

Bu de
la Cor
15 ne d’O
r
n

BD Victor Hugo
De Joly
e Andre
Cornic
Andre D he Comich
e Joly
5
8 16 17
9 10

Bd
Plage des
BEAULIEU-SUR-MER

.N
Vieille Ville Mariners

apo
leo
Qua
i des (Mt. Alban)

n
Etat 11

III
s Un
is Avant Port
Boulevard

Monument
aux Morts
Bd. Princess Grace

Pt. Du Rube
Carnot

(Mt. Boron) Pt. Passable

Pt. Rompa-Talon

Pt. des
Sans Culottes
Anse De St. Jean
C Saint-Jean-
Cap-Ferrat
BD. De Gaulle

A Nouveau Port
4 5
3 1 Area of Interest of shortcut
B 2 Chap. de
1 1 1 Landmark
6
St. Hospice
Ramp
Pt. Malalongue
A Coolest Ramp SAINT-HOSPICE
Alleyway or off-road entrance Cap Ferrat
Underground parking or tunnel

Sector #1: Saint Laurent-Du-Var


7
Overview
A medieval hill fort to the north of the town, surrounded by circling alleys barely large
enough to squeeze a car up, gives way to a double freeway entrance and the western
8 shores of the Mediterranean Sea to the south. The château is a perfect spot for stunt
practice, and the freeways provide ample access to the rest of the map.

9
Famous Landmarks
D
10 Landmark #1: Château Grimaldi
HIGHLY VISIBLE: No
11
WALK-INS ALLOWED: Yes*
12
(*Exterior only)
2 E 65

Towering over the ancient hilltop town Area #4: Reaching the Mountaintop
of Haut-de-Cagnes, this castle was built by
Rainier Grimaldi in 1309, and functioned as a fortress- If you're driving a car around
prison. More than 300 years later, Jean-Henri Grimaldi transformed here, continue past the right
the jail into a fortified palace, which survived the ravages of the road until you almost reach the
French Revolution. giant scaffold ramp, then turn
right up the steep hill, and drive
The château is a place to reach after a perilous dash through between it and the low wall to
the winding mountain roads, where old houses loom over you on the mountaintop.
both sides. At the top, search for all the archway exits, and take
advantage of the numerous stunt opportunities here. The only Area #5: The Big Drop
downsides are finding this place to begin with, and retracing your
The giant scaffold ramp is an incredible feat of engineering, perfect
steps after each stunt!
for peering over the edge at the medieval rooftops below. Have you
tried driving off here?
Landmark #2: Warehouse Boatyard
HIGHLY VISIBLE: No Exit Area #6: Look Down and Look Out
WALK-INS ALLOWED: Yes This lookout post is reached
A known hangout for Boat Mooring after traveling through the
various nefarious château courtyard and out the
activities, the southern side. On a steep slope
warehouse and is a lookout area—you can
Boatyard

boatyard offer fine even launch your car off here


Broken
smuggling opportu- Balcony at speed, if you shoot it over
nities because the the wall.
area is so remote. The Storage Storage

boatyard allows you Area #7: Perimeter Planning


access to the sea, or Avoid the traffic on the Route des Vespins by heading into the
from the water via sloping grass expanse. You can rejoin the road at any time by
the moorings inside heading left, around the houses dotted around, or head directly for
the building. Surrounding the the south coast.
shed are boats stored aloft on
stilts, and there's only one exit, Area #8: Industrial Driveways
so be careful of being hemmed
This section of town is made up of separate warehouses and old
in during a fight here.
buildings linked by a series of roads with shallow walls on each
side. The police have trouble following you here.

Area #9: Tide You Over


Other Areas and Key You can cross the Le Var River at many points, but this one allows you
to drive over (usually with a bike), passing the low rock in the middle,
Shortcuts and head toward the connecting planks on the other side.
Area #1: Stately Home Alone
Area #10: Buttress Rocks
The entrance to the stately home is farther north, but actual access
(via the shed) is from this open area to the right of the north Along the north–south grassy
circular road. This area is also good to try 180 double-backs. area is a buttress of rocks near
the road hugging the river. Use
the buttress as a giant ramp,
Area #2: Road to the Mountaintop slamming into and over.
The winding, narrow streets are frightening to drive at top speed—
can you do it? When you reach this junction, take the hill road up to Area #11:
continue to the château entrance.
Warehouse Road
Area #3: Pedestrian Switchback The road leading to an often-overlooked warehouse and boatyard
PRIMAGAMES. COM

Two entrances to the château grounds are at the top of the can be taken from the base of the circular entrance to the Pont
mountain. The first is the switchback road to the right, suitable only Napoleon III freeway. Follow it to the coast.
for bikes. Cars get stuck here, so be careful.

66
Taking a Free Ride: Tanner's Tour of Duty
Area #12: Ramp It to the Max! 1 Area of Interest of shortcut
Try this incredible jump at least once before you leave. You can 1 Landmark
jump the river and land on the airport side. It can only be accessed Ramp
heading west to east. A Coolest Ramp
Alleyway or off-road entrance
1

Five Coolest Ramps


Cool Ramp A: Scaffold Insanity
Leaping from the top of the
mountain results in one of the
most spectacular tumbling
crashes ever! Make sure you get
a good run at it, launch straight, 1

then vary your exit direction A

(e-braking to the side as you


reach the end, for example) for
different crashing effects. Or use 2 2 3
the north stepped road to the outer circular street as a quick exit.

Cool Ramp B: Into the Shed 3

4
Check out the large shed on the right side of the circular road 7
B
(heading north). Inside is a ramp allowing you to leap over, onto the 4 5 6
front grounds of the stately home. A cart ramp on the other side C
D E
allows you to return.
5
Cool Ramp C: Barnyard Antics
Don't forget the ramp to the side of the road circling the mountain; 6
there's an old barn to drive your car up and over. This is a good spot
to try a 180 turn.

Cool Ramp D: Ramming Speed Famous Landmarks


Start on the tarmac to the far west, near the freeway on-ramp. Landmark #1: Le Var River
Then accelerate forward onto the grass and ram the buttress rock HIGHLY VISIBLE: No
head-on.
WALK-INS ALLOWED: Yes
Cool Ramp E: Come Fly With Me Le Var flows south and empties
See that rickety ramp? Approach into the Baie des Anges, providing
it from the pathway, using a car a barrier that can only be crossed
with a good turning radius to via the main freeways, although
adjust the vehicle left slightly as large jutting ramps are available
you hit the ramp. Now try this south of the Pont Napoleon III if
ramp in the big rig! you need quick and easy access to
the airport.

Landmark #2: L'Arenas Parc Phoenix


HIGHLY VISIBLE: No
Sector #2: WALK-INS ALLOWED: Yes
Saint Augustine The Parc Phoenix, a huge
greenhouse filled with more than
2,500 plant species, is unique in
Overview France. Showcasing everything
The western part of Nice is elongated in an east–west direction, but from prehistoric plant life to a
offers large amenities such as the airport and some recently large butterfly enclosure, this is a
constructed skyscrapers. It has a shopping center and the entrances major tourist attraction.
to the northern freeways run adjacent to the train tracks, making it
more of a waypoint than a true destination. 67

warehouse to drive in and out of, but it's a great rendezvous point.
Landmark #3: Shopping Mall Try out the nearby ramps, and also bring out your hardware to test
the strength of the shelving in the safehouse.
HIGHLY VISIBLE: No Storage
Exit
WALK-INS ALLOWED: Yes Landmark #7: Fire Station
Unloading HIGHLY VISIBLE: No
Dock
WALK-INS ALLOWED: Yes.*
(* Left garage only)

Halfway along the north side of


the runway is a fire station. While
the firemen are currently off
duty, one of the garage doors still
Forecourt
activates when you approach.
It's a small shopping center by
American standards, because the Shop
local residents prefer to purchase
their necessities from the
Other Areas and Key
surrounding street shops, but it Shortcuts
offers a café and a storage area
in the back. You'd be wise to Exit Area #1: North Alley Access
learn the exterior layout—just in Cafe
The shopping block of the Route
case you need to foil a gang's de Grenoble has a large
despicable scheming. courtyard to the north, allowing
access to the grounds of the
Landmark #4: Aeroport de Nice–Côte d'Azur office buildings to the south and
HIGHLY VISIBLE: Yes the area under the freeway.
WALK-INS ALLOWED: Yes*
(*exterior only) Area #2: Down to Earth
Opened in 1945, the French The landscaped areas and grassy
Rivera airport is the second hills around the Nice skyscrapers are perfect for escaping the law.
busiest in France, and ferried Don't forget the area under the freeway, which allows additional
more than nine million north–south access.
passengers to their destinations
in 2002. It's practical because of its close proximity to Nice and the Area #3: Riverside Path
coast (indeed, a little too close—the airport was flooded in 1994), Running north to south along the eastern side of the river is a
and is an interesting driving diversion. Check out the many ramps. pathway that allows alternate access to the western side (Sector #1).
There's a ramp and some jetties for ease of access.
Landmark #5: Airport Tower
HIGHLY VISIBLE: Yes Area #4: Airport Entrance
WALK-INS ALLOWED: Yes Here you find a barrier in front of an underground parking lot with
Although part of the airport, the an east exit, and an open expanse to try out all your vehicle's more
tower deserves a special mention advanced maneuvers.
because it is the tallest building
you can actually climb. There's a Area #5: Coming In to Land
stunning view from the top, and Use the runway as your
you can lob grenades without playground. Your vehicle can
fear of reprisal. You might want to have an automatic weapon reach top speeds here. That,
handy on the way up, though, just in case. coupled with nearby ramps and
rocks to slam into, gives you
Landmark #6: excellent stunt potential!
Safehouse
Area #6: Jagged
PRIMAGAMES. COM

HIGHLY VISIBLE: Yes


WALK-INS ALLOWED: Yes Rock Bay
One of the many safehouses The bay adjacent to the airport is a natural cove, with rocks around
dotted around the French the shallow sea area. This cliff is a good place to bring a boat into,
countryside, this is little or launch a car off the edge of!
68
more than a large
Taking a Free Ride: Tanner's Tour of Duty
Five Coolest Ramps Overview
Cool Ramp A: River Ramp The major center of activity in town, the promenade offers quick
and easy access to most of the rest of Nice. You can try the inner
Take the grass divider and path from the freeway exit to the east east–west roads, but you have to avoid incoming cars at many inter-
and head west, aiming for the ramp on the container boxes. It's the sections. At the north area of the map is a confusing snarl of
most spectacular way to cross the river from this side. freeway roads and exits. Check the area carefully to find all the
routes, including the underground tunnel to the promenade.
Cool Ramp B: Taking Flight #1
Near your safehouse is a ramp at a rakish angle. Hit it just right to
secure a high-flying stunt jump, or smack into it at an angle for
airborne tumbling.
Famous Landmarks
Landmark #1: Nice Promenade
Cool Ramp C: Taking Flight #2 and Avenue de la Californie
To leave the airport grounds, you can use the ramp on the HIGHLY VISIBLE: Yes
containers at the westernmost area, near the giant open hangar.
WALK-INS ALLOWED: Yes
Cool Ramp D: Taking Flight #3 Exit the Pont de Napoleon III
This airport ramp is positioned so that when you hit it you either freeway via the first exit to the
shoot straight over the roof of the gate building, or through the east and you begin your journey
window and out the other side—or smack into the building if you're along the spectacular Avenue de
not moving fast enough! la Californie. The road passes the
Parc Phoenix as you reach sea
Cool Ramp E: Taking level and then opens with the Mediterranean on one side, and row
upon row of historic hotels and other buildings on the other. This
Flight #4 avenue continues all the way east to the famous Hotel Negresco,
Don't miss the last ramp, inside and is the perfect route for zipping about town.
the group of containers!
Approach from the east, heading Landmark #2: Cathedrale
west, and launch from under the
container roof and out. Try this
Orthodoxe Russe St-Nicolas
at maximum velocity! HIGHLY VISIBLE: Yes
WALK-INS ALLOWED: No
One of the most stunning
Sector #3: Promenade Russian Orthodox religious

and West Town structures outside of the old


Soviet Union, this was designed
to resemble the
2 Saint-Basile in
1 Area of Interest of shortcut
Moscow, and was constructed when the Romanovs
1 Landmark
8 walked the promenade early in the 20th century. It
Ramp
has six onion domes and a mix of marble, brick, and
A Coolest Ramp
ceramic walls. It is not open to the public, but is
Alleyway or off-road entrance
useful as a locator. Listen for the tolling bell.
Underground parking or tunnel
5
6

B C

4 7
Other Areas and
E Key Shortcuts
2a
D
Area #1: Spatial Awareness
3 One of the few areas in this part of town with a large
2b 1 expanse of ground, this parking lot allows quick
1 access north and south, and a few cars you can use
without jacking them.

A
69

Cool Ramp B: North Ledge Leap


Area #2A to 2B: If you're driving around the northern lip near the freeway roads,
Underpass Adventure this area is key for launching your car. It allows you to drop to
ground level, too—a great escape!
Don't feel you have to take
surface routes to your destination
if it's near these points: There's
Cool Ramp C: Raising the Ramp
an underground entrance to Bd. The snaking upper freeway area, high above the train tracks, is
Napoleon. Enter the tunnel at 2b. accessible via the on-ramp near Area #5, or the first freeway entrance
Watch your driving, as the to the west. It's a great place to fly from if you're fast enough!
enclosed space is narrow. This is a great alternate route to reach the
raised freeway. You can use 2b as a stunt ramp, too! Cool Ramp D: Promenade Punishment #1
Destroy your vehicle in style via
Area #3: Keep on the Grass the steps all along the
Most of the larger buildings in town don't have a gated garden, but promenade; these offer some of
this one does. You can use various routes, crash through the garden, the most spectacular crashes.
and get back onto the main street during a chase. Line up your car, accelerate
wildly, and hit those steps!
Area #4: Underpass Underpinning
This section of five arches and numerous support pillars allows you
to head under both roads and the train track to a semi-circular park
area. You can drop from it if you're on the northern ledge road. Just
Cool Ramp E: Promenade Punishment #2
west is a freeway entrance. Need more fun? Continue down the promenade, hitting as many of
the stepped ramps as you can until you flip or your car is destroyed.
Area #5: Ledge Road Stepped ramps in this area have small rocks at their entrance, so
watch out for them!
North of the freeway on-ramp is
a ledge road that permits
cunning stunts if you accelerate
west and land in the semi-
Sector #4: City Center
circular park near Area #4.
1 Area of Interest of shortcut 7

Area #6: 1 Landmark


Ramp E
Roundabout Turn A Coolest Ramp
Buildings usually loom over you in the many enclosed alleys in Nice, Alleyway or off-road entrance 8
6
but this section has a little extra space. It has shrubbery enclosed by Underground parking or tunnel
a wall you can drive around.

Area #7: Rapide Transport 4


This area between Voie Rapide and Avenue de la Californie offers a 2
5
quick shortcut around a mansion, with two exits onto the D
3
beachfront road. 9

Area #8: Lark in the Park 1 2 3

This shortcut is an east–west road that allows quick access through 10


a winding park road backed by buildings to the north and south. 7

Watch out—those lampposts are sturdy! 11

Five Coolest Ramps B


1
Cool Ramp A: Grassy Hillocks 4 5 6
9
PRIMAGAMES. COM

8
The sloping hill area offers less traction, and therefore more out-of- A
control antics. Watch out for the trees, and launch from the various
undulations.

70
Taking a Free Ride: Tanner's Tour of Duty
Overview Landmark #4: Restaurant
The large and bustling city center houses most of the landmarks. HIGHLY VISIBLE: No
Find the crane, because it shows you the area near the Old Church WALK-INS ALLOWED: Yes
and the Palais de Justice more easily than the buildings hidden
behind countless sidestreets. Amid the tiny interlocking roads to the
Upper
south are more spacious areas. To the north is high-class housing,

Entrance (Glass Wall)


Level
and to the far north an east–west freeway and sewer. Finally, at the
top of the map is an exclusive neighborhood and the fabulous
Regina Palace.
Bar

Famous Landmarks
This restaurant in the enclosed
Landmark #1: Hotel Negresco streets of the old town is under
HIGHLY VISIBLE: Yes surveillance by the French
WALK-INS ALLOWED: No police, as gang activity has been
reported and shifty characters

Passage
One of the most exclusive five- have been spotted in the area.
star hotels in the world, and You can only gain entry by
located on the famous force, by crashing your car VIP Suite
Promenade des Anglais, this is a through the front window,
testament to traditional French shooting out the large front
taste and the world's finest glass, or more subtly entering
craftsmen. It has palatial public areas, fine carpeting, and old via the garage to the rear. Garage &
tapestries and paintings from Dali and other artists adorn the walls. Exit Unloading
Built in 1912, it is one of the few remaining privately owned
palaces in the world. It is currently closed to wheelmen, but good to
use when locating the adjacent Albert ler gardens.
Landmark #5: Palais de Justice
Landmark #2: Station la Gare HIGHLY VISIBLE: No
HIGHLY VISIBLE: No WALK-INS ALLOWED: No
WALK-INS ALLOWED: No Constructed between 1883 and
1885 on the site of a Dominican
This ornate train station is the
convent built in the 17th
main route for commuters as
century, this historical
well as sightseers. Unfortunately,
monument (in streets filled with
it is closed, and you cannot
ancient structures) has a special
reach the rail track stretching
place in the hearts of the inhabitants. For Tanner, it's just another
westward. However, the under-
building to negotiate in a series of tight turns.
ground passage in the parking lot in front of the station is a good
alternate escape route.
Landmark #6: Old Town Church
Landmark #3: Car Showroom HIGHLY VISIBLE: No
HIGHLY VISIBLE: Yes WALK-INS ALLOWED: No
Manager’s Office Entrance Ramp
WALK-INS ALLOWED: Yes This famous old church was one
of the most beautiful baroque
monuments in the world.
Construction began over an older
vault in 1740, and the final
Showroom exterior decorations were
completed in 1786. The French Revolution transformed the building
into a store, and it became a library and finally a theater before
being restored in 1828. Tanner is more concerned with the
courtyard next to the structure, because it provides easier access
through the streets than the narrow roads.
Showing off the finest in
Balcony
European sports car luxury since
1984, the car showroom is surrounded by courtyard and grass,
making it a great shortcut. Drive in through the windows if you'd 71
like to wreak a little havoc.

Tanner has little time for such activities. He uses the roads around
Landmark #7: Regina Palace the building as a thoroughfare, and the many ramps for stunt
HIGHLY VISIBLE: Yes practice. The interior of the building is closed.
WALK-INS ALLOWED: No
Landmark #11: Theatre Garibaldi
Built for Queen Victoria in 1897, HIGHLY VISIBLE: Yes
this colossal structure at the far
north end of the city is still in WALK-INS ALLOWED: No
use as an expensive hotel. You Constructed in 1980, the stark
can maneuver to the main concrete exterior of this theater
balcony and smash some front looks more like a shopping mall
glass, but the building is off limits to Tanner. Instead, use the than an auditorium for the arts,
bridge and grass park as a stunt track. The building is also near one but the theater still shows
of Tanner's safehouses. classical, modern, and little-
known plays, staging about 20 shows a year. Tanner can wander the
Landmark #8: Safehouse interior stairs and around the outside, but isn't allowed in the
Stairs Down
seating area.
2F Kitchen

Other Areas and Key


Shortcuts
Dining Room Stairs Up
and Lounge
Area #1: Underground Walkway
Bedroom
One method of heading to the
Outside Balcony Ramp 1F train section is via the under-
ground walkway. There are three
HIGHLY VISIBLE: No entrances, one on either side of
WALK-INS ALLOWED: Yes the station road and a third
behind a building in a U-shaped
Near the looming majesty of alleyway. Learn this route for
Regina Palace, this large cop avoidance.
mansion in the leafy suburbs
north of the old town is the Area #2: Market Stall Scatter
perfect cover for Tanner and his
undercover operation. The house The northwest side of town has two blocks of buildings separated by
offers full amenities, including a kitchenette, dining room, and two large cobblestone streets, usually packed with stalls. Cause panic
decks. Tanner begins some of his missions from this point. and property damage by driving through the entire lot!

Landmark #9: Acropolis Area #3: Over the Top


HIGHLY VISIBLE: Yes This area has many large old buildings and snaking pathways,
usually with white walled sides. Check every alley for alternate exit
WALK-INS ALLOWED: No routes to fool the cops.
Used as a convention center, the
Acropolis holds varied Area #4: Sewer System
exhibitions throughout the year. Running parallel to the Autoroute A–B is a sewage inlet. It is
Tanner doesn't have time to take simplicity itself to drive your car on and off the banked areas and
in a show; he can drive around launch up over the south road. Farther to the west, above Area #2,
the outside, or use the northern is an alternate housing area and freeway entrance through mud.
courtyard as a shortcut.
Area #5: Warehouse hideout
Landmark #10: Muse d'Art Moderne
Not officially one of your hideaways, this warehouse area is still a
HIGHLY VISIBLE: Yes good place to swerve into if you're being pursued. Launch your
PRIMAGAMES. COM

WALK-INS ALLOWED: No escape after winding around the buildings or up the ramp.
This modern art building houses
some of the world's finest art,
Area #6: Safehouse Streets
including pieces by Andy Warhol The two L-shaped hedge-lined streets aren't just for cop confusion.
They lead to the safehouse in the northern area. Otherwise, ignore
72 and Roy Lichtenstein's
Art" material.
"Pop
these side streets.
Taking a Free Ride: Tanner's Tour of Duty
Area #7: Large Unseen Alley
Running north to south, this road shows the type of streets you can
Sector #5: The
find throughout this area, as well as two hotels at the east inter-
section, and ramps to reach the eastern exit. Try them out!
Mountains of Fort Alban
Area #8: Underground Road 3 11

A second underground area,


10
starting near the promenade on B 3
4 E
the Avenue de la Californie,
allows access under the gardens
6
and the long thin parking lot, 1 1 2 C J 4

and comes out near the theater. 2 H 9


I
It's an impressive alternate route A D

if you can squeeze past the cars


inside the tunnel.

Area #9: Concrete Barrier Block G 7


1 Area of Interest of shortcut
Blocked by concrete at each of the three sides, this area can only be 1 Landmark
entered via bike or on foot. Don't swerve down here unless you want Ramp F 5
severe car damage. A Coolest Ramp
Alleyway or off-road entrance 8

Five Coolest Ramps Overview


Cool Ramp A: Ramshackle Moving from the bustle of central Nice to the few mountain roads
allows you no less frantic driving, but at least it shows you know
Building Rundown where you're heading! There are ample stunt opportunities, and
A truly classic set of two ramps, venturing up into the hills allows you to locate out-of-the-way
each at one end of a set of landmarks such as Fort Alban. Over on the east side are the
buildings. Approach heading mountain communities, and these roads are some of the most
east or you'll slam into a taller confusing to negotiate at speed!
building edge that you normally
drive over in the other direction.
One of the roof areas is weak;
landing on it causes your vehicle to fall into the shop below! Try
Famous Landmarks
launching yourself over here at different speeds and angles. Landmark #1: Vielle Ville Park
HIGHLY VISIBLE: Yes
Cool Ramp B: Up, Up and Away #1
WALK-INS ALLOWED: Yes
Above the tunnel is a long, thin, parking structure, with room
underneath to drive north to south, or west to east. To reach the top Raising to the top of a rock
floor, use the ramps around here, or launch from them. edifice, the park of the old town
of Nice, overlooking Rauba Capeu
Cool Ramp C: Up, Up and Away #2 Bay and lighthouse, offers a
grand stroll and a stunning view
Gain that extra height by entering this three-level parking structure at
of Nice, as well as the oppor-
the north entrance, drive up the ramps to the top, then accelerate off
tunity to test your car-plummeting skills to its very limits.
the ramp and down to the long, thin structure below. It's a great fall!

Cool Ramp D: Wearing Out Your Landmark #2: Customs Yard


HIGHLY VISIBLE: Yes
Warehouse Welcome
WALK-INS ALLOWED: Yes
If you find yourself in this large warehouse area, be sure you try the
other way to exit, via a ramp in the southwest corner. If you're Located by the bay near the Rauba
precise enough, you land on the road southwest. Capeu lighthouse, this sealed yard
only opens on special occasions,
Cool Ramp E: Regina Rumble and is more easily accessed by
boat. Imports and exports are
Instead of quietly taking in the majesty of this hotel, speed up,
checked in this area, although
heading north from the road. Zoom up the raised garden area,
73
suspicious activity has been reported in recent months.
skidding around and causing havoc.

Landmark #3: Fort Alban Area #5: Shortcut to the Coast


HIGHLY VISIBLE: Yes This shortcut, at the lowest part of Mount Boron, allows those
WALK-INS ALLOWED: Yes? traveling on the snaking road to the north to reach the southern
coastal thoroughfare simply by heading across the grass and over a
Built in the 16th century, this ramp between buildings to the south. If you're on foot, you can also
stronghold was constructed when explore the grassy cliff to the east.
the Turks were devastating the
northwest Mediterranean. In Area #6: The Mount Alban Plan
1543, they besieged the town,
taking the low city and At the top of Mount Alban is a patch of brown earth you can drive
plundering it. In the centuries afterwards, the fort has undergone over, instead of the road. The junction to the south allows you to
extensive modifications, but it still offers a well-preserved example access many parts of the map; use the grass shortcut near the tall
of 500-year-old architecture. The fort, reached by winding mountain narrow medieval building for extra stunt bouncing!
roads, may hold a secret. How do you unseal it?
Area #7: Switchback Snakes
Landmark #4: Citadelle This crazy set of switchbacks is a shortcut of sorts, down to the
HIGHLY VISIBLE: Yes Princess Grace Boulevard when heading southeast, or up to Alban
when heading north. Check the map closely for many off-road
WALK-INS ALLOWED: Yes shortcuts in place of the snaking road.
The remnants of a 16th-century
citadel still look over the tides of Area #8: Cliffside Wharf
the Villefranche area, more than When you live at the top of a cliff and own a boat, what do you do?
500 years after being constructed. Build a series of sharp ramps, accessible to pedestrians or bikers,
Now little more than stone walls down to the wharf. When approaching via boat, look out for these.
and overgrown grass, this is still The map has many.
the focal point of the old town. You can reach the Citadelle by driving
up the ramp, and explore the turrets and crenellations at your leisure. Area #9: Avant Port
The Avant Port area is small, but the concrete switchback jetty is
Other Areas and Key large enough to accommodate a car. Speed around here, testing
your nerve while staying out of the water!
Shortcuts
Area #1: Winding Area #10: Stepped Terraces
One of the more impressive
Cliff Walkway shortcuts allows access to and
Only a fool would try to descend from the northernmost road, the
this area while driving a bike; Corniche Andre de Joly. Head
cars don't even fit down this straight down or up here,
breathtaking passage overlooking increasing your speed if you
the entire city of Nice. Check out want to chance a spectacular
the view from the stone observation platform. rollover.

Area #2: Switchback to the Park Area #11: Mountain Pass Madness
If you're cruising past the customs yard to your east, be sure to look
Check this map out carefully, as we've shown many curved paths
in the opposite direction to the ramp between to villas. Ride up
through the sloping mountain homes and rocks. There are many to
there, turning sharply left, then race to the top (don't overshoot and
take, and all can be dangerous. It's perfect for the stunt aficionado!
wreck your car!), and onto the high cliffside of the park.

Area #3: Monument Malarkey Ten Coolest Ramps


Not all of the west side of town consists of narrow streets and larger
tenement blocks. Here's a patch of park with a monument in the Cool Ramp A: Danger! Cliff!
middle—a good diagonal shortcut. Note the alleys to the east, in
Arguably the most adrenaline-
the next city blocks.
PRIMAGAMES. COM

pumping drop in the game!


Accelerate down here from the
Area #4: Shortcut to the Bay park gazebo, and slam into the
There's always a handy shortcut to foil a police pursuit, and this one crumpling barriers and off the
brings you out at the main intersection near the bay overlooking the cliff entirely. You can almost
74 customs yard. Stay left when using this shortcut while heading somersault to the lighthouse!
north. The right branching walled road is a dead end.
Taking a Free Ride: Tanner's Tour of Duty
Cool Ramp B: Courtyard Craziness
Another shortcut, but this one needs to be approached from the
Sector #6: Eastern
south to take advantage of two ramps, nicely positioned to allow a
spectacular launch into the road beyond.
Peninsula
1
1
1 Area of Interest of shortcut
Cool Ramp C: Danger! Roof! 1 Landmark
Ramp
This may take the prize for 2
A A Coolest Ramp
most outrageous ramp! Tear
B Alleyway or off-road entrance
down the road heading south, 4
Underground parking or tunnel
make a quick adjustment to hit 3
the roof perfectly, and you fly 2 C
into the bay, over the road 5
below! Start to e-brake as you 7 8
6
turn for the most spectacular D E
car explosion ever.
9
Cool Ramp D: Danger! Ramp!
Another classic ramp is almost directly under Cool Ramp C, and
must be driven over while traveling north up Boulevard Camot. Skid
left slightly to hit the ramp, and achieve another flight into the bay.

Cool Ramp E: Danger! Rock Face!


This is one of the few areas of Nice with multiple spectacular falls.
This one is approached via Corniche Andre de Joly, heading south. 11
Skid right, between the trees, and tumble over the sloping rock 3 F 12
10
face. Vary your skidding for tumbling effects.
H 6
Cool Ramp F: Between-Building Launch
4 G
When taking that shortcut south (Area #5), be sure you aim directly
I 5
for the small ramp between the buildings. Failure to hit this 14

properly gets you stuck. 13


15
J
Cool Ramp G: Soaring Over Switchbacks 7 16

Take the first switchback at speed, and you soon learn how rugged
your car is, but the car-crumpling crash is worth it! Any of the other
shortcuts can be taken at speed for more stunt action.
Overview
Cool Ramp H: Where Did the Road Go? The eastern peninsula still has the crazy mountain roads in the far
This only works if you're driving northeast. There's a drop at this northwest, then a snaking road system leads south to the main
point, allowing your vehicles' protesting shock absorbers to crunch peninsula. Here is a mixture of leafy residential roads, a seaside old
as the car lands on the sloping grass field below. town on lower ground, and a large bay to the southeast. To the very
southeast is the peninsula.
Cool Ramp I: Avant Advantage
This one takes a bit of skill to Famous Landmarks
pull off, but it is possible to
drive around the raised concrete Landmark #1: Tanner's Safehouse
port and accelerate wildly, HIGHLY VISIBLE: No
launch off the end, and land
WALK-INS ALLOWED: Yes
back on the bay path.
This is the third safe haven for
Tanner, a place to drive hot cars
and pack them away for
Cool Ramp J: Citadelle of Chaos dismantling and exportation.
Press the button on the front
Before you leave this area, fully explore the Citadelle and you
gate to get in. Ramming the
discover ramps all around to try out. This one allows you to fly off
gates results in less success. There's always a car or two to
the battlements.
choose from in here. 75

idyllic lifestyle. Meanwhile,


Landmark #2: Plage des Mariners wheelmen with scores to settle
will be interested to view the
HIGHLY VISIBLE: Yes
stone wharfs with steps leading
WALK-INS ALLOWED: Yes into the water. These are great
Another beach of white sand and for launching a powerboat, one
sparkling water, this area of the few times you can use a
combines shallow water with a boat in a stunt.
small pathway stretching around
to the western shore of the Landmark #7: Chapel de St. Hospice
larger Saint-Jean-Cap Ferrat HIGHLY VISIBLE: No
Peninsula. Use this thoroughfare when you need a change from WALK-INS ALLOWED: Yes*
those enclosed town streets and alleys. (* Gardens only)

Landmark #3: Cavern This peninsula lies between Nice


and Monaco. The actual chapel
HIGHLY VISIBLE: No
residence here offers a large
WALK-INS ALLOWED: Yes back garden with some lifting
Under the Pilone peninsula is an equipment hidden away, and
interesting rock formation—the roads linking the other areas of the outcrop.
constant crashing of the waves
has formed a grotto of sorts and
a tunnel straight through the Other Areas and Key
rock. Is there buried treasure to
be found inside this place? Or something a little more strange…?
Shortcuts
Area #1: Corne d'Or Hole
Landmark #4: Pt. Pilone to Pt. Malalongue Where the Boulevard de la Corne
HIGHLY VISIBLE: Yes d'Or begins is a giant hole in the
WALK-INS ALLOWED: Yes mountain wall you could drive a
big rig through! Well, why don't
The entire area is pristine and you? It saves going around that
soothing, but the small crescent tight corner to the left.
beach between Pilone and
Malalongue defies expectations. Area #2: Stunt Pit Stop
There's something for
This large quarry has two giant
everyone—quick access by boat
ramps, and is accessed by driving over the surrounding rock wall or
to the customs yard, a sandy beach for romantic strolls, and steps to
through the tunnel to the south. Stunts are guaranteed in this area.
launch your car into the water below.

Landmark #5: Transport Compound Area #3: Reaching the Beach


HIGHLY VISIBLE: No One of the narrowest roads can be flown off at speed or, if taken
properly, taken to the beach or the main road to Saint Jean Cap-
WALK-INS ALLOWED: Yes Ferrat. At the beach, follow the path in either direction.
This is where many of Nice's
gangland thugs smuggle Area #4: Tunnel Trouble
automobiles to and from the It's difficult to spot initially, but this large hole in the rock face near
French Riviera. There are two the upper junction allows you to access the stunt quarry easily and
entrances: a double gate to the efficiently. You can drive over the exit and onto the rock itself, too.
west, and a single entrance at
the base of a slope on the opposite side. In the compound are a Area #5: The Pleasant Cove
couple of small huts, various crates, and a warehouse. If you want a This area is a picturesque cove,
little more stealth to your infiltration, dive into the water and enter usually with a car parked nearby.
via an underwater tunnel leading to a manhole cover. However, the gate in the wall to
PRIMAGAMES. COM

the east is one of the best ways to


Landmark #6: Nouveau Port explore the little hamlet of
HIGHLY VISIBLE: Yes homes east and south of you.
WALK-INS ALLOWED: Yes
76 This entire bay is teeming with fishing boats and other
watercraft as the residents take in the sun and
Taking a Free Ride: Tanner's Tour of Duty
Area #6: Napoleon Complex Maneuver Ten Coolest Ramps
If you're heading along this road, be sure to "lose control" of your
vehicle at least once and plunge off the seaside cliff into the houses Cool Ramp A: Locating your Quarry
below. The effect is impressive! Before you leave for Istanbul, hurtle your ride over the rock hill and ramp
in this zone. There are loads of methods to dismantle your car here!
Area #7: The Repo-man's French Connection
This impressive mini-fortress with the crenellations to prove its Cool Ramp B: Gateway to Car-Flipping
violent past has two entrances (one from Boulevard Napoleon, and The foot of this hill has a home with a gate, and a hill behind it.
the other from the parallel road to the east). Above the home is a pathway that you can fly off, or you can head
north through the gates and lose control with comical consequences.
Area #8: The Very Dry Dock
The southern climbs of St. Michael end with a pathway that snakes Cool Ramp C: The Overhang Plan
south and east, through a gate, to a two-tier cliff with a strange boat The overhang built into the side of the mountain is a good alternate
well away from the shore. This raised ledge is a great place for a way to reach the repo-men's lair, but what about stunt driving? Use any
stunt or two. of the hills and humps and you can bounce all the way to the water!

Area #9: Point Passable Hamlet Cool Ramp D: The Sweet Spot
The tiny hamlet near Point Passable is a small maze of medieval Launching off the road to the southwest here is a car dismantler's
buildings, with snaking paths connecting everything. The grassy area dream come true; the ensuing wreckage could be the shot that the
below Boulevard Napoleon is a great place to crash. Or fly off to director in you has always wanted.
lower parts of the village to the northwest.
Cool Ramp E: Eastern Side Drop
Area #10: The Charming Fountain Head on over to the raised sandy area, and zoom off the edge of the
An open park-like area offers shortcuts while you take in the scenery. small cliff, pointing your car away from the edge of the map. This
This one gets you across to a small open market area to the west. works well, because there's open space to roll your car into.

Area #11: Precipice of Cake Cool Ramp F: Sheer Plummet


Taking the road south along the far eastern edge of the map can spell Engage in a dance of death—fly over here facing east and try to flip
trouble if you head through the gap at the south end; there's a sheer your car on the edge of the precipice without actually tumbling into
cliff! Accelerate over the cliff, or clip the side of it to flip your car. the water below. Nerves of steel are needed!

Area #12: Anse de St. John Cool Ramp G: Beachside Retreat


This large concrete pier is huge enough to turn completely around The usually forgotten area of the map near the hidden cave is a
on, and offers a quick escape to the lower wharf area via some steps. peaceful and serene beach. Well, until you launch your car off the
There's usually a car around here to take, too. natural stone steps and cause havoc, that is.

Area #13: The Lookout Post Cool Ramp H: St. Jean's Downfall
This giant rock mound with its winding pathways has a large circular Head along the road overlooking the Anse de St. Jean, and try to
area at its top, complete with a lookout post. Foil police pursuers by resist the temptation not to drive off into the wharf and crash in a
taking them up here and "dispatching" them. spectacular tumble!

Area #14: Down the Drain Cool Ramp I: Compounding Your Problems
Running for almost four blocks north to south is a rock inlet where Just south of the transport compound is a large hill overlooking the
overflow water drains. It boasts numerous areas for stunt action, facility. The sharp drop and grassy hill are prime opportunities to
rocks to avoid hitting, and two grates to slam through into small smash, bash, and crash your vehicle.
tunnels linking the north and south areas.
Cool Ramp J: Last, but Not Least
Area #15: Shortcut Across the Mud This hidden jump is one of the best around. Accelerate westward,
This area, complete with a narrow wharf down to an inlet, is sloping onto and then over the top of the roof of the house at the start of
mud ground with problematic tire grip, but a great way to bypass the peninsula path.
road traffic on the way east to the "chapel" house.

Area #16: Southeast Lookout Point


The most southeasterly point in Nice you can reach without taking a
boat, this peninsula area can be driven around, or up and through if
you want to see the "chapel" house.
77

ISTANBUL Old and New Town


Istanbul Overview
Istanbul's diverse and challenging history started when an oracle at Delphi
prompted a man named Byzas to establish a town here around 655 BC. By
330 AD it was known as New Rome, but it became Constantinople in honor
of Constantine, the emperor of Rome. It was regarded as the capital of the
N
Eurasian world because of its many impressive structures, and it weathered
GO
attacks until being ransacked by the Crusaders in 1204. LD
EN
HO
In 1453, Sultan Mehmet's Ottoman army claimed the city, built the RN
majority of the mosques, and renamed it Istanbul. The birth of the Turkish
republic in 1923 moved the seat of power to Ankara, but a tourism boom
has rejuvenated Istanbul into the magical metropolis it is today.

Sector #1: Topkapi


1 Area of Interest of shortcut
1 Landmark FATIH
A 4 Ramp
B A Coolest Ramp
Alleyway or off-road entrance
5
Tramway

3
3
SEHZADEBASI
Haliç Rd.

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SEHREMINI
Overview
The old city wall remains surround this sector's western edge, but modern t.
ai S
em
construction jostles with the older ruins. A freeway interchange is being ik K
Nam
constructed, as is a new hospital in the west area. Tanner makes his home in
Mustafa Kamal Rd.

a ramshackle hotel here; the rest of the area is composed of long stretches Castle of the
PRIMAGAMES. COM

of road. Seven Towers

Check the south tramway. The road has low walls in the middle (which
are removed at main intersections) and the lack of room causes maneu- 8
vering problems.
Kennedy Rd.
78
Taking a Free Ride: Tanner's Tour of Duty
SISLI
Tak
sim

Sazlidere St.
St.

1 Inönü
Taksim
HALICIOGLU Park Kadig
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Stadium

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B Karakö 1 Suzer Plaza
Squarey 2 Night Club
3 Dolmbahçe Palace
4 Galata Tower
5 Tanner's Hotel
BR LATA
E
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Yav 6 Grand Bazaar


GA

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.
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Gedikpasa Rd.

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. Blue
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Limani Rd. 9

SULTANHAMET
d.
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Kennedy Rd.
Ke
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ed 79

Famous Landmarks Other Areas and Key


Shortcuts
Landmark #1: Tanner's Hotel
Some alley, shortcuts, and ramps are accessible by motorbike
Stairs Up only. Learn these areas and use them to try new stunts or
avoid the police.

Desk Bathroom
Area #1: Diagonal Lane
TIP
1F
This long lane is a good shortcut to Tanner's lodgings, but take care
Waiting
Room Stairs because the path is narrow. There are a number of buildings to dart
Up/Down around here, too.

Area #2: Between the Buildings


Entrance 2F Another way to reach or leave your hotel is this area of grass and
low-walled corridors. It's also a great place to lose a tail, through
Tanner’s fleeing or more violent means.
Room

Area #3: Off the Wall


Slide around this dirt, smash into the shanty market stalls, and use
HIGHLY VISIBLE: No
the hillside by the perimeter walls as the basis for a few stunts.
WALK-INS ALLOWED: Yes
This unpleasant hostelry is the Area #4: Seeking the Monument
perfect cover for Tanner while This modern attempt to emulate
he's in Turkey. Through the the builders of the city's
foyer, stairs lead to the second- incredible mosques is worth
floor landing and Tanner's grim investigating. There's plenty of
bedroom. Check in here for stunt action around its tower,
extra health if you need it. and to the south is an alternate
route to the main road.
Landmark #2: Vakif Guraba Hospital
HIGHLY VISIBLE: Yes
WALK-INS ALLOWED: No Area #5: Intersection Sections
This building is new, and its The public works project hasn't completed this intersection. Drive
patients receive excellent health to one side to avoid traffic. The main road functions, but the side
care. Alas, Tanner isn't so lucky. ramps on the northwest side lead to large drops.
He can explore the hospital
grounds, but the building is off- Area #6: Millet Road Gully
limits. Its coloration is recog- Between Guraba Hastenesi Street to the north and Millet Road to
nizable, so this landmark is easy to spot. the south is an alley that's not on your regular map. Use it for
quicker access to Millet, but watch the tram wall!
Landmark #3: Warehouse
HIGHLY VISIBLE: No Area #7: Topkapi Junction
WALK-INS ALLOWED: Yes Here's an example of one of the many junctions in this sector.
Watch out for branching paths, areas of strewn refuse, and sharp
This rundown warehouse is more corners.
decayed than many of its type in
the city. It offers an open-air Area #8: Topkapi Tramway
feel, because the first- and
second-floor windows were Check the map for the tramway,
which starts here. It heads east to
PRIMAGAMES. COM

blown out long ago. Take the


steps to the second floor, and get to the first by dropping through Haghia Sophia (in Seraglio Point),
the hole in the second floor. The alley north of this structure leads then winds north to the Galata
nowhere. Bridge. Each circle represents a
platform where riders step onto
the tram. You cannot
80 commandeer or destroy trams,
but you can step onto them,
resulting in a bizarre low-speed chase if the cops are on your tail.
Taking a Free Ride: Tanner's Tour of Duty
Three Coolest Ramps Overview
This wide area of town south of the Ataturk Bridge has more
Cool Ramp A: Hillside Havoc winding streets than monuments, but some edifices stand out.
The area northwest of the partly constructed intersection is filled Among them are the 4th-century aqueduct on Haydar Road, and, set
with undulations. Cruise around here at dangerous speeds! on idyllic grounds, the most important religious and academic
sectors of town: the Yeni Mosque and Istanbul University. Otherwise,
Cool Ramp B: Intersection Bisection this area is a thoroughfare to the mission-specific landmarks Tanner
While of the unfinished ramps needs to find.
offer great airborne crash oppor-
tunities, the best place for
dropping and flipping is at this Famous Landmarks
freeway structure's end after a
top-speed dash southwest. Landmark #1: Schzade Mosque
HIGHLY VISIBLE: Yes
WALK-INS ALLOWED: No
Also known as the Prince's
Cool Ramp C: Aksaray Interchange Flip Mosque, this public cannot enter
This corner of the four-way intersection is hilly with a big curb at this complex; it can only act as a
the base. It's perfect for flipping your car, rolling it, and e-braking it location landmark. Built by
off the road and onto the grass as you turn southeast. Suleyman the Magnificent in
memory of his dead son, the
mosque was finished in 1548, and
is as unusual as it is symmetrical.
Sector #2: Sehzadebasi
Landmark #2: Suleymaniye Mosque
and Kucukpazar HIGHLY VISIBLE: Yes
WALK-INS ALLOWED: No
1 Area of Interest of shortcut
1 Landmark
3 The great Sinan designed this
structure, Istanbul's most
Ramp
important mosque, as a memorial
A Coolest Ramp
Alleyway or off-road entrance 4 to the city's founder, Suleyman
Tramway the Magnificent. It was erected
A between 1550 and 1557, and is
not only a place of worship, but
also the center for charitable
1
donations. Gormer bathhouses, schools, and kitchens surround it.
5 The grounds have two entrances, and the you can enter the
mosque's northwestern part. It is a spectacular shortcut!
2
Landmark #3: Istanbul University
HIGHLY VISIBLE: No
2
6 WALK-INS ALLOWED: Yes
(*Grounds only)
B C

1
This is one of the oldest educa-
3 tional establishments in the
world, where learning began after
Mehmet conquered Istanbul and
E
started theology schools. These
7
4
D lasted until the end of the 16th
8
century, and were abolished in
9 9
1924. The classic buildings teach a wider variety of subjects. It is
fitting that the learning center for a university more than 550 years
old is in such a breathtaking park-like setting. There are four
entrances, and a central building to maneuver around—an excellent
place through which to take a jaunt.
81

Landmark #4: Area #6: Monument of Independence


The statue of the prancing horseman is attached to the stone column
Istanbul Egitim Hastanesi in this small park south of the aqueduct, which is perfect for cutting
HIGHLY VISIBLE: Yes away from the main arterial roads.
WALK-INS ALLOWED: No
Area #7: Kizil Market
This medical center specializes in
A few of these tiny markets are dotted around Istanbul. Entering
rehabilitation rather than
this covered one allows you to lose a pursuer as you dart around the
accidents and emergencies, but
stalls to the other exit.
it still doesn't open its doors to
Tanner—even when he's
desperate for a health pack. Area #8: Ordo Road Romp
Instead, maneuver around the center building and grounds and cut This L-shaped alley encloses you in the many alleys for which
across it if you need a shortcut. Istanbul is famous. Dodge the buildings, and use this as an alternate
way to reach or flee Ordo Road.

Other Areas and Key Area #9: Tram Stops


As described in Sector #1, these indicate where the pedestrians
Shortcuts board the trams. Should you do the same, you can have a relaxing
slow ride through the city.
Area #1: Halic Road Overpass
The main route to the Ataturk
Bridge and Tanner's hotel is this
long stretch of road flanked by
Five Coolest Ramps
houses, apartments, and, out of
bounds to the north, a large
Cool Ramp A: Ataturk Tumble
mosque. You cannot use the At high speed, slam up the stepped area at the southern end of the
bridges across this road. bridge stretching along the promenade for a tremendous crash. Also
note you can walk northwest along the narrow ledge from here to
the dam.
Area #2: Road Bridge Rumble Cool Ramp B: Aksaray Interchange
Bridges in this area offer pedestrians a simple route over the road.
Car-flipping possibilities are great here: Mustafa Kemal Road
You can drive up and down the covered steps on each side, or
(north–south) meets Fevsi Pasa Road (east–west). Fevsi passes over,
around the structure.
and ramps link both thoroughfares. E-brake into flips, rolling down
the hills, and hitting the curbs.
Area #3: Golden Horn Halt
The Golden Horn River sweeps majestically into the Sea of Marmara, Cool Ramp C: Sand Pile Defile
but regular watercraft cannot venture farther northwest than this
Sand piles are at the end of a few of the alleys. These make perfect
giant dam-like structure.
launching points for stunt-based incidents, but avoid them if you're
giving chase.
Area #4: Ataturk Bridge
The westernmost bridge of the two linking the north and south Cool Ramp D: Hospital Grounds
areas of the city has two jetties underneath. Otherwise, it's a
The area behind the hospital is perfect for taking a vehicle out for a
straight shot to either side of the river.
spin, or crash, or launch. Dash around the trees, slam through the
barriers, and try some donuts on the grass.
Area #5: Rajip Road Promenade
Rajip Road, running along this Cool Ramp E: University Challenge
area's north edge, has a number
The grounds leading to the
of grass dividers with paths
university have sloping outer
embedded into them. Note the
grassy areas, which are perfect
narrow alley that links to
for launching or losing an
southern Yaviz Selim Road.
PRIMAGAMES. COM

incoming cop car. You can flip


into or around several ornate
buildings.

82
Taking a Free Ride: Tanner's Tour of Duty
Tanner can enter the outdoor courtyard, but there is only one
Sector #3: Beyazit (East) exit and thick trees impede his journey around the perimeter. It's
useful to visit, and watch for it as a landmark.

Landmark #3: Train Yard


2 HIGHLY VISIBLE: Yes
1
WALK-INS ALLOWED: Yes
6

A 2
This is the last
5 8
stop for much of Istanbul's
3
more archaic train memorabilia,
1 C
B
4 where carriages and engines go
3 D
to decompose. The yard is
7
9 dotted with structures, the
largest of which is a warehouse with many containers scattered
1 Area of Interest of shortcut A Coolest Ramp
about. Who knows what's behind them? Check out the yard, but
1 Landmark Alleyway or off-road entrance there's little point staying here unless you're on a mission.
Ramp Tramway

Other Areas and Key


Overview Shortcuts
The town's southwest area houses many of the less impressive
dwellings. Indeed, on the remnants of an ancient palace, now Area #1: Castle Grounds
removed, lie hundreds of poorly constructed dwellings. Standing at
Aside from the castle interior, roam around the exterior, which
this area's far west end is the monumental Castle of the Seven
offers a multitude of areas to lose a tail in and dozens of small hills
Towers, and the train track that started at the train station near the
to swerve up and over, as well as trees through which to negotiate.
Galata Bridge finishes its run at the rusting train yard.
Area #2: Grass Divider
These dwellings are set in from the main road of Namik Kemal
Famous Landmarks Street, so you have more room than usual to maneuver. If you want
to double back, this is the place.
Landmark #1: The Skull Collector's Abode
HIGHLY VISIBLE: No Area #3: Dead-End Alley
WALK-INS ALLOWED: Yes? Dead ends aren't usually shown,
Northwest of the Castle of the but this one is complex, with a
Seven Towers is a row of number of garbage cans
rundown dwellings on Namek scattered around. It looks like it
Kemal Street. One of these leads somewhere. Not true! It's a
houses looks intriguing, with a cul-de-sac.
bull's skull adorning the door.
What kind of madman would live here? If only that door would
open somehow….

Landmark #2: Castle of the Seven Towers Area #4: Embankment


HIGHLY VISIBLE: Yes This sloping ground leading from the rail bridge over the road
below is a good way to enter this long off-road area, which offers an
WALK-INS ALLOWED: Yes
alternative method of heading east or west without resorting to
Also known as Yedikule, this busy streets.
partly ruined structure is
intriguing architecturally, being Area #5: Unloading Warehouse
partly Turkish and partly
Note the connecting alleys between which Turkeli Road sits. The
Byzantine. The castle's name
south alleys have three entrances, and to the east is a covered
comes from its towers: four built
warehouse area with an upper staircase.
into the Theodosian wall, and three more constructed inside the
walls by Mehmet the Conqueror. Never used to repel invaders, this
castle was used as a prison, for the storage of state treasure, and as
Area #6: Northern Turkeli Alley
a place of execution. Sultan Osman II was strangled here in 1622. The second and third alley entrances to Turkeli Road's south also
line up with this U-shaped alley, allowing you to double 83
back or lose a tail.

Area #7: Industrial Zone


To the east of Area #6 is an industrial area, south of
Sector #4: Sultanhamet
the train tracks and surroundings. Here, you can drive
through container-strewn dilapidated buildings, and
and Seraglio Point
onto Kennedy Road. 2
1 Area of Interest of shortcut
1 Landmark
Area #8: Beyazit Zipping 1
Ramp
A Coolest Ramp
The main area of A
B
Alleyway or off-road entrance
2
Beyazit houses Underground parking or tunnel
dozens of storefronts 3 Tramway
in a row, but a few
1
alleys not on the
4
map offer a route C
east or west if you 9

want to stay off 8


Turkeli Road.

Area #9: Off-Road Training 4


7
9
6
At the this sector's southeast side is another train
3
bridge and steeply sloping ground. It's possible to
5
access the off-road train tracks from this area, with
11 5
severe driving.
10
12
13 6
7

Four Coolest Ramps D

Cool Ramp A: Seven Tower Power 8

Spend time in the castle's grounds, then launch from


the hills in this area, landing on the perimeter roads
E 9
beyond. Avoid the trees, as they stop you.

Cool Ramp B: Training Day


Stay on the tracks and travel at
Overview
speed, and before you cross the Where the Sea of Marmara, the Strait of Bosphorus, and the Golden
bridge while moving from east to Horn River meet is a large wooded area known as Seraglio Point, an
west, try an e-brake and flip area of strategic importance and the grand Topkapi Palace's
your car around the bridge. location. The palace is a series of interior courtyards with buildings
Spectacular! scattered about, and was the residence of sultans and their harems
for more than 400 years. The western city streets are less enticing,
but the train station and the track running around the outer road
are areas of interest.

Cool Ramp C:
Stone Remnants Famous Landmarks
Halfway along this section of train track are some ruins of an earlier
wall surrounding the city. Fortunately, it was built on sloping
Landmark #1: Ahi Celebi Mosque
ground, which is perfect for demolishing your car! HIGHLY VISIBLE: No
WALK-INS ALLOWED: No
On the bazaar quarter's north
Cool Ramp D: Training Day #2 shore, is a building whose date
PRIMAGAMES. COM

As with the previous area of train tracks, heading for the bridge of construction and architect are
doesn't mean crossing it. Slam into the brickwork, or flip the car unknown. It is named for the
into the street below. head doctor of the town's Fatih
Darussifa (hospital) during the
16th century. The building is decaying and awaiting restoration. You
84 can drive or walk around the exterior.
Taking a Free Ride: Tanner's Tour of Duty
Landmark #2: Galata Bridge Landmark #6: Istanbul Police Station
HIGHLY VISIBLE: Yes HIGHLY VISIBLE: No
WALK-INS ALLOWED: Yes WALK-INS ALLOWED: Yes*
(* Exterior parking lot only)
This giant bridge spanning the
Golden Horn's length is a Roll under the solid barrier at
gargantuan feat of engineering: the Istanbul police headquarters,
The center swings up as a and explore the forecourt (but
drawbridge to let larger vessels not the interior) of the building.
through. Also investigate the underground
parking lot. Otherwise, bypass this walled building.
Landmark #3: Yeni Mosque
HIGHLY VISIBLE: Yes Landmark #7: Subterranean Cistern
HIGHLY VISIBLE: No Hut
WALK-INS ALLOWED: Yes
WALK-INS ALLOWED: Yes
Recognizable as you head south Entrance
along the Galata Bridge, the Yeni
Mosque (or "new mosque") is a Kiosk
prominent landmark. The
building was started in 1597 by
Safiye, the mother of Sultan
Mehmet III. She lost her position of good standing after her son's Raised Path
death, and the building was incomplete until 1663. It also housed a
hospital and baths at one stage. Part of the building can be entered,
and the exterior grounds can be explored.
Also known as the Yerebatan Cistern
Landmark #4: Sirkeci Train Station Sarayi (or "palace sunk into the
HIGHLY VISIBLE: Yes earth"), Istanbul's largest cistern
is the only one to have been renovated and opened for exploration.
WALK-INS ALLOWED: Yes Entered from a nondescript hut that looks like a restroom, the
Initially illuminated by coal- cistern was built during the reign of Constantine I in the 4th
burning lamps, this station was century, then enlarged by Justinian I in the 6th century.
constructed in 1890 by an It was little more than a
architect from Germany, and was fishing hole until 1987, when the
built in the 19th-century eclectic cistern was pumped and 50,000
style. It is the last stop of the tons of water and mud were
Vienna-Istanbul railway line. Although trains to Vienna (or indeed, removed. The place can best be
anywhere else) cannot be boarded, the building can be used as a described as eerie. And it's
shortcut onto the tracks. difficult to find unless you know
what to look for.
Landmark #5: Grand Bazaar The Cistern Interior
HIGHLY VISIBLE: No
WALK-INS ALLOWED: Yes
Landmark #8: Safe House Gym
N.E.
Kitchenette Stairwell
Recessed N.E. Secret Living Room
Exit
Square 2F Stairwell Passage
Desk
Stairs
Up Gym

3F
N.E.
Stairwell

A labyrinth of interweaving Exit Massage


1F Bathroom Room
passages with painted vaults, the Entrance
Stairs Stairs Down
Up/Down Locker Room
Grand Bazaar is lined with
& Showers
hundreds of shops, and was established after Mehmet II took the
city in 1453. Many goods are made in the bazaar itself, in secret HIGHLY VISIBLE: No
areas known as hans. Tanner isn't here to shop, however, and
there's no way out of the bazaar except to return to the exit.
WALK-INS ALLOWED: Yes 85

Another area
of refuge in the city,
this gym offers a main-floor
office and stairs that go up three
floors from either a street or side
entrance. The gym takes up the
entire second floor. The kitchen
and living room area is of most
use to Tanner—there are health packs aplenty up here, as well as a Baghdad Pavilion Topkapi Palace
secret passage in the kitchen itself. What's behind that wardrobe?
The Topkapi Palace is the largest series of buildings in the city, and
Landmark #9: Sultanhamet Lighthouse offers a first courtyard (with refreshment stands and the 6th-century
Haghia Eirene, a church that hasn't been turned into a mosque),
HIGHLY VISIBLE: Yes
and to the northeast, a two-towered entrance to the palace itself,
WALK-INS ALLOWED: No known as the Gate of Salutations. Inside the second courtyard is a
divan where the imperial council convened, and further northeast
Looking out into the Sea of
still is the Gate of Felicity (also known as the Gate of the White
Marmara is a lone lighthouse,
Eunuchs) leading to the throne room and third courtyard.
little about which is known.
Constructed of local stone, the The third courtyard has a white central building, the library of
building is still fully operational, Ahmet III (erected in 1719), and two passages that lead to the fourth
and useful to orient yourself and final courtyard, a series of gardens interspersed with pavilions.
while traveling along Kennedy Road. The building cannot be On the western side is the Pavilion of Circumcision and the Baghdad
entered. Pavilion (constructed in 1639 by Murat IV after he successfully
captured that city). The palace itself, not available for entry, is
Landmark #10: Topkapi Palace located to the west of this courtyard, overlooking a formal garden.
HIGHLY VISIBLE: Yes
WALK-INS ALLOWED: Yes
Other Areas and Key
Shortcuts
Area #1: Warehouse Welcome
When you find this crumbling warehouse amid the ruins of this
rundown area, drive through the facility, not around it, to save time
and add some stunt-based fun—if you're going fast enough.

First Courtyard and Haghia Eirene Gate of Salutations Area #2: Kennedy Road North
Check the map and you'll see
that Kennedy Road runs the
entire perimeter of this sector.
Check out the docks in the north
area—a perfect place to moor a
boat without getting wet.

Second Courtyard and Gate Throne Room Area #3: Topkapi


of Felicity Palace Grounds West Entrance
Topkapi Palace is so enormous that there are a number of points of
interest to locate. The western entrance is located here, leading to a
small entrance area, then a linking path.

Area #4: Topkapi Palace Grounds


PRIMAGAMES. COM

Formal Garden
Follow the path to the north, ignoring the turn to the right (it leads
to the main courtyards), and you enter a formal garden under the
Third Courtyard and Library Pavilion of Circumcision main palace area. There's an exit north, winding eventually to the
of Ahmet III train tracks.
86
Taking a Free Ride: Tanner's Tour of Duty
Area #5: Topkapi Palace Grounds Five Coolest Ramps
Western Path
Just north of the church is the area of road coming in from the west
Cool Ramp A: Yeni Mosque Madness
that branches out into the southern courtyard. From here, you can The gardens outside Yeni Mosque aren't the steepest of areas, but
head north into the palace grounds, or south past the church, and exit. there's still a bump or two to try out. When you're done, try driving
up the steps into the mosque for more stunt action.
Area #6: Topkapi Palace Grounds
South Entrance Cool Ramp B: Galata Laughs
The south side of the Galata Bridge is like the other edges of the bridges
The second of the two entrances on Ebusset Street allows access to
in this city, with a few pedestrian steps to use as a launching point.
the palace grounds via the south entrance. When you enter, the
church is on your left, and the two paths merge.
Cool Ramp C: Train Track Ravine
Area #7: Topkapi Palace Grounds The steep hill to the north as you
emerge from the train station has
Access the grounds from the south through a single archway, and to
numerous undulations that are
the north through one of two openings after negotiating the
perfect to launch from. You can
northern courtyard.
even drive up the steep sides with
Area #8: Topkapi Palace Grounds North enough power.

Entrance Cool Ramp D:


Enter from the train tracks (north of this point), or circle around Cistern Screeching
from the formal gardens of Area #4 to the north entrance, leading to
The small park with the raised garden beds has a pile of sand on the
the north courtyards.
upper area. Approach heading northeast and you fly over this area,
near the cistern entrance.
Area #9: Chain Link Fence Gap
Although easy to miss, this gap Cool Ramp E: Bridging the Gap
in the fence next to Kennedy
Many of the bridges you cross if you're using the train tracks offer
Road is important because it
exits to the road—usually steep and troublesome to maneuver
allows you to access the train
through, unless you want to flip your vehicle.
tracks and then the archway
through the walls to the
northern part of the palace. Miss
this and you'll have a long drive Sector #5: Sultanhamet
to the next opening.

Area #10: Train Tunnel of Doom


From the station area are two tracks. One splits away to head
3
southwest; the other continues south. Ignore the tunnel. It has
collapsed.

Area #11: Grand Bazaar Entrance 2


3
Enter or leave the entrance to 4 B
the Grand Bazaar by going into
1
the alley on the opposite side A 2
of Yaglicilar Road, heading east 1 C
or west.
5
Area #12: D

L-Shaped Alley 6 E
This alley is a great alternate route if the police are hot on your trail.
Lose them in the tight confines, and don't worry about traffic. Watch
1 Area of Interest of shortcut
the tram wall as you exit to the south, though.
1 Landmark
Ramp
Area #13: Boxed In A Coolest Ramp
These alleys offer limited additional space, but as with many of the Alleyway or off-road entrance
alleys in Istanbul, are used by cunning wheelmen to double back Underground parking or tunnel
without causing havoc on the roads. Tramway 87

Overview it was constructed in the 6th century during the Byzantium era. It
was used as the capital, inaugurated by Emperor Justinian in 537. It
Most famous for the two gigantic monuments facing each was converted to a mosque by the Ottomans in the 15th century
other in the Sultanhamet Square, this area derives its name from (the minarets and other domes are from this period).
Sultan Ahmet I, the Blue Mosque's builder. Northwest of that is a
thin sliver of land known as the Hippodrome, which has some The interior of the building cannot be entered, but tour the
remnants of a chariot-racing stadium constructed in A.D. 200, now large cobbled forecourt, side graveyard, and the building's rear.
home to various small monuments. Southeast of these large
expanses are alley houses and numerous winding roads to the sea.
Don't forget the cistern. It's the most impressive landmark you can't Other Areas and Key
actually see from the ground!
Shortcuts
Area #1: Steps to Stunt Stardom
Famous Landmarks A shortcut between Piyeriote Street and Limani Road, these steps
Landmark #1: Turkish Baths lead to the mansion building at the top. Memorize this quick
shortcut, and use it in a bind.
HIGHLY VISIBLE: No Lower
Rooms
WALK-INS ALLOWED: Yes
Hookah
Area #2: Rundown Courtyard
Room This grassy area with a soccer
Steam Hot field is surrounded by tenement
Bath Bath blocks. If you're being chased
in this region, lose your pursuer
in here.

Area #3: Fountain of


Kaiser Wilhelm III
Entrance
This area, known as the Hippodrome, has a domed fountain and an
Cleansing in the "hamam," the
Egyptian obelisk, and is a great shortcut. It was the focus of the city
traditional bath, is a custom dating back from before Roman times,
for more than 1,000 years.
and is seen as part of everyday life, especially for some of the more
religious members of Turkish society. The baths are a social activity,
and offer changing rooms as well as a downstairs hookah room,
Area #4: Gardens of the Blue Mosque
where a mixture of relaxing herbs are inhaled through a large pipe. At the foot of this colossal building are the formal gardens of the
mosque. Enter the entrance archways from here, and use the
Landmark #2: Blue Mosque sloping ground for stunts.
HIGHLY VISIBLE: Yes
Area #5: Alley Advancing
WALK-INS ALLOWED: Yes
Most of this area's streets lack alleys and open areas, so this zone, with
Known as the Blue Mosque three interlocking alleys, is useful to lose an annoying cop or two.
because of the predominantly
blue Iznik tiling on and in the Area #6: On the Right Track
building, this is one of the most
As the train tracks continue to wrap around the southeast area of
famous sites in the world,
the city, enter this area from the bridge at each end, or through the
especially when lit up during the
gap in the south wall near Kennedy Road. There's stunt potential
evening and night. It was commissioned by Sultan Ahmet I and built
aplenty here!
between 1609 and 1616, and was seen as sacrilegious by some
contemporaries of the sultan because the six minarets mimicked those
of Mecca. Part of the building and all of the grounds can be entered.
Five Coolest Ramps
Landmark #3: Haghia Sophia
HIGHLY VISIBLE: Yes
Cool Ramp A: Strange Metal Dome
This odd metal structure over the
WALK-INS ALLOWED: No
PRIMAGAMES. COM

road from the Turkish baths has


Known as one of the greatest a couple of nasty little hills to
architectural achievements of all throw your car over. Check the
time, Haghia Sophia (translates derelict buildings one block
to "church of wisdom most north for more ramps.
88 holy") is more impressive
when you realize
Taking a Free Ride: Tanner's Tour of Duty
Cool Ramp B: Mosque Garden Slopes #1 Overview
Severe drops run around the southeast and south perimeter of the This entire northern area is known as Beyoglu, and was originally a
Blue Mosque. Charging off or up them can result in outstanding car steep hill, home-like to the city's foreigners, the first settlers being
mangling! from Genoa. They were awarded the Galata area of town after
helping to oust the Romans in 1261, and duly constructed this
Cool Ramp C: Mosque area's standout landmark, the Galata Tower. The steep streets still
Garden Slopes #2 make driving hazardous at speed, and the old road system can
make finding your location tricky, but there's still a wealth of side
Cool Ramp B allowed you to fly streets and musty buildings left to explore.
off in all directions, but this area
has more space for a greater
speed in your approach. Hit this
right to fly over the outer Famous Landmarks
mosque walls.
Landmark #1: Docks
Cool Ramp D: Training Day HIGHLY VISIBLE: Yes
As with the rest of the train track, the most impressive drops occur WALK-INS ALLOWED: Yes
along the north side, near the remnants of the old wall. Fly off
these plateaus! Used for centuries, the port near
the Galata Tower is primarily
Cool Ramp E: Bridge Flyover used for storing large shipping
and freight containers before
Yet another opportunity to turn your vehicle into scrap metal: Point they are picked up and
it at the gap near the train flyover bridge, and throw yourself into a distributed throughout the
twirling spin as you crash off the side of the raised track area. country. Access is via the eastern entrance, or by water. A path
inside the docks leads throughout the area. Watch the containers—
one might be unlocked. Check that small raised hut near the dry
Sector #6: City of the dock, too.

Galata Tower Landmark #2: Galata Tower


HIGHLY VISIBLE: Yes
4
1 Area of Interest of shortcut WALK-INS ALLOWED: No
1 Landmark
Ramp Towering above the skyline is the
A Coolest Ramp
carved, high round tower of
Alleyway or off-road entrance Galata, finished with a cone-
Underground parking or tunnel
4 shaped roof. It was built in 1348
Tramway by the Genoese as a battlement,
and used until the advent of
tourism as a lookout tower. The grounds of the tower, the steep steps,
and the nearby arcade can be visited, but the tower itself is the main
8 landmark. It can be spotted from either bridge heading north.

1A 1 Landmark #3: Galata Warehouse


3 5
B 2 Stairs Up/Down Stairs Down Exit to
Stairs Up Roof
D 7
3
2 C Rear Entrance Balcony Stairs
Up/Down
1F
6

Hole Down
E
to 2F

2F

3F
Store Meeting Room
(Hole up to 3F)
Stairs Up Room Rooms Under
to Balcony Entrance Construction

89

HIGHLY Area #5: Quick Shortcut


VISIBLE: Yes
Sometimes the routes along this
WALK-INS ALLOWED: Yes area don't have alleys, so watch
The Galata warehouse is a large for an area such as this if you
complex with two main want to head to the next street
entrances (one in the northeast rather than drive to the next
corner descending steps, the main intersection.
other opposite the tower on the
west side). Inside are steps and a balcony leading to a second floor, Area #6: Jetty Parking
with a half-finished office and steps up to the roof. Watch your step There aren't many areas specif-
on the roof—don't fall off! You can move across the roof and go ically for boats to moor, but this is one of them. You can also
down to a half-constructed parking tower to the south, which takes approach this area from the land, and launch your vehicle into the
you back to street level. water or through the fences in the park.

Landmark #4: Area #7: Outer Road Antics


Galata Area Parking Lot This outer avenue, the Kemankes Road, has a nasty corner
HIGHLY VISIBLE: No northeast of this point. Avoid the lampposts and lights, or
WALK-INS ALLOWED: Yes you stop.

To the north of the tower, in the


maze of city streets, is a dilap-
Five Coolest Ramps
idated parking structure with Cool Ramp A: Dock Launch
three floors. In terrible repair,
the structure serves little use Instead of driving off the pathway, use it to steady your vehicle
except for locating a new vehicle and straighten as you accelerate northwest, toward the dry dock,
to drive and launching your car from the top floor into the road then launch over the dock!
below for an impressive crash.
Cool Ramp B: Stepped Slamming
On the north side of the Ataturk Bridge, attempt a similar launching
Other Areas and Key technique up the steps. Time it correctly and with the right vehicle,
and you can almost fly to the docks to the northwest!
Shortcuts
Cool Ramp C: Building Site Flight
Area #1: Boat Launch Dive Inside the parking structure south of the warehouse, try your hand
In the middle of the docks is an old dry dock and boat launch, at driving up the wooden plank. Your speed isn't great, but the
where repairs to vessels are made. Steps get you out, and there's a landing fills the air with debris!
bridge over this large oval hole.
Cool Ramp D: Galata Tower
Area #2: Tersane Gardens Although the actual tower is out of bounds, the steps and terraces
The gardens south of Tersane Road make a perfect shortcut— in the immediate vicinity most certainly are not, making this one of
remember your tire's grip isn't the best on turf. the few areas full of stunt potential.

Area #3: Warehouse Construction Cool Ramp E: Galata Bridge Too Far
Just south of the warehouse is a parking structure under The north end of the Galata Bridge allows the familiar stunt antics
construction. The ground is precarious, but you can reach the small of driving at unsafe speeds at the pedestrian steps at the end of the
homes to the west of the area. If you enter the warehouse, climb bridge, and watching your vehicle fall apart.
down to the parking lot from the roof.

Area #4: Off the Beaten Path


This rarely-visited area has a section of dirt ground with two soccer
nets, and various curb lips to watch out for unless you want your
car to flip.
PRIMAGAMES. COM

90
Taking a Free Ride: Tanner's Tour of Duty
dance floor, bars, an upper balcony, and an office up the stairs on
Sector #7: Beyoglu West the far end. Rumor has it that one of the new managers is waiting
for you there.
Overview 3
After the 16th century,
2
Beyoglu was home to the Other Areas and Key
great European powers, who
constructed large embassies
1
Shortcuts
in this area to secure more
territories. For this particular Area #1: See You at the Crossroads
zone, however, time has The roads in this area are large enough to accommodate advanced
marched on, and the area of skidding moves. Keep a constant check on your map; the wide and
town is filled with dilap- 1 unfamiliar roads are easy to get lost in.
idated buildings from the
past two centuries, as well as 2 Area #2: Confusing Crossroads
an antiquated (but still
The junction here compares unfavorably with the previous area of
serviceable) tram system.
interest. In the middle of this dense set of alleys, corners are
1 Area of Interest of shortcut
sharper, and confusion reigns unless you keep checking that map!
Famous 1 Landmark
Ramp
Landmarks A Coolest Ramp Area #3: Tramway Streets
Alleyway or off-road entrance Beyoglu also has a tramway, and this one starts at the northeast
Landmark #1: Subway corner of the map, near the Taksim Gardens of Sector #8. Follow
the tram southwest to one block north of the Galala Tower.
Industrial Park
HIGHLY VISIBLE: No
WALK-INS ALLOWED: Yes
The industrial park is the only
Sector #8: Sisli and
landmark in the immediate
vicinity; the rest of the city
Beyoglu East
comprises gloomy decaying
tenements and crumbling family 5
dwellings. This small tarmac- B
C 6
E
covered park offers three buildings, and the one in the middle has
5
an unlockable garage. D

3
Landmark #2: Sopa Inca
A1
Stairs Up Exit Office 2
Fire Exit Stairs 4
Down 7

Bar

Bar
8

1F 2F

Coat Check Balcony


4
Main Entrance
2
HIGHLY VISIBLE: Yes 9 1 Area of Interest of shortcut
1 1 Landmark
WALK-INS ALLOWED: Yes Ramp
3
Younger members of society A Coolest Ramp
head for the Sopa Inca, a large Alleyway or off-road entrance
10 Underground parking or tunnel
two-level nightclub near the
famous Taksim Gardens. Enter
via the double doors at the north
side of the building, or use the
fire exit at the southwest corner in a dirt alley. Inside, you find a 91

Landmark #5: Suzer Plaza


Overview HIGHLY VISIBLE: Yes
The city's commercial quarter, the Beyoglu district, hasn't changed WALK-INS ALLOWED: No
in character for hundreds of years. It's still a thriving commercial Suzer Plaza offers Istanbul's
zone. The northeast part of town has less in the way of the slum-like residents western goods, and is
alleys, and larger open areas to explore, such as the Taksim Gardens centuries removed from the Grand
to the north, and the Dolmabahce Palace to the east. Bazaar. It isn't open, but the front
grounds make excellent stunt
ramps, and the building's rear has
Famous Landmarks enough room to turn around, deal with a pursuer, and escape. Use
the gargantuan tower, the tallest structure in the city, to pinpoint
Landmark #1: Taksim Park (West) your location.
HIGHLY VISIBLE: No
Landmark #6: Inonu Stadium
WALK-INS ALLOWED: Yes
HIGHLY VISIBLE: Yes
Like the larger eastern park, the
WALK-INS ALLOWED: Yes
western Taksim park is a place to
cut a corner, or try a spot of A massive soccer stadium
controlled skidding. constructed with a running track
around the field's perimeter, this
is the largest venue in the city that
isn't religious or academic. If you
Landmark #2: Fountain step out of your car and open one
HIGHLY VISIBLE: No of the stadium doors, you can enter the field, kick balls (fire at them
WALK-INS ALLOWED: Yes to move them), and drive through any of the other exits. This is a
great focal point.
The fountain area is another
spectacular monument in this part Landmark #7: Dolmabahce Palace
of town, and it's placed on a
HIGHLY VISIBLE: Yes
stepped area leading down from
the northwest to the southeast. WALK-INS ALLOWED: Yes*
Use it as a shortcut, or to try out (* Gardens only)
death-defying stunt moves. Built by Sultan Abdul Mecit in
1856, this palace is as gigantic as
Landmark #3: Taksim Park (East) it is ornate, despite being
HIGHLY VISIBLE: Yes constructed during the decline of
WALK-INS ALLOWED: Yes the Ottoman Empire. The palace is
a breathtaking area to drive in,
Taksim Square, "the center of because you have full access to the formal gardens. Everything except
water distribution," has formal the urns can be hit, the fountain to the northeast and southwest can
gardens that are the activity hub be hit and launched from, and the entire area offers less traction and
in this modern part of Istanbul. more almost-controlled antics! Also use this to check your location.
The water distribution comes from
the Belgrade forest, and has Landmark #8: Nusretiye Mosque
irrigated the city since the early 18th century. Use the park as your
Highly visible: Yes
personal stunt playground, or drive slower and use it as a shortcut.
Walk-ins allowed: No
Landmark #4: Ataturk Kultur Merkezi Also known as the Mosque of
HIGHLY VISIBLE: Yes Victory, this was constructed by
WALK-INS ALLOWED: No Kirkor Balyan, patriarch of a
succession of architects, and offers
This building of culture is used by a grand marble entrance.
the government, and overlooks the
PRIMAGAMES. COM

Commissioned by Malmut II in
beautiful Taksim Park. You can drive 1826, it was designed to face the ruler's barracks across the
around the rear of this building to Bosphorus. Today, the call to prayer can still be heard when passing
double back or lose a tail; this place. There's ample parking, and you can get to the palace. It
otherwise, this structure is sealed. serves to pinpoint your location.
92
Taking a Free Ride: Tanner's Tour of Duty
Landmark #9: Warehouse Area #3: Shoreline Shifting
Stairs Tear through your gears while
Down Upper
Stairs Balcony Stairs taking in the Bosphorus Bay, take
Stairs Office Down
Up/Down Up 3F a trip around the gas station's
Entrance Balcony Large
side, and head southwest, on the
(Lower Street Level)
2F Stairs Cement other side of the giant tenement
Down Pipe
blocks and hotels.
Stairs Hole
Up
Area #4: Taking Steps
Entrance
Exit (Street Level)
Ramp Peel away from Negatibey Road,
Large Storage and drive (slowly) up onto the stone balcony. Steps are at each end
1F Lower Room
Chamber when you want to exit. Use bikes here.
Rusting Balcony (Outside)
HIGHLY VISIBLE: No Area #5: The Corner of Kadagalar and Inonu
WALK-INS ALLOWED: Yes This four-way intersection allows
access around the stadium, an
Down a thin, nondescript alley is
uphill ride to the gardens, or a
one of the Turkish gangland's
winding route to the nightclub.
premiere hiding places—a
You can also plow through here at
decaying old warehouse that's the
speed on your way to a car-
perfect place for hiding
flipping bonanza!
contraband. It has two entrances,
one to the east (a pair of double doors) and the other to the east (a
vehicle ramp). The ramp leads down to a chamber on the basement
floor, with two stories of balconies above, and steps up to a Five Coolest Ramps
connecting office and large storeroom. Watch out for the large
concrete pipe at the top of the structure! Fire at the chain holding Cool Ramp A: Formal Garden Frenzy #1
this, and it falls to the basement below. In the western gardens, take a hit over the flower beds after tooling
around the larger eastern gardens. This is a good place to finish a
Landmark #10: stunt routine you're directing.
Bosphorus Bay Docks Cool Ramp B: Formal Garden Frenzy #2
HIGHLY VISIBLE: Yes
The sloping four sides, steps, and
WALK-INS ALLOWED: Yes* undulations all over this area
(* Exterior and some rooftops only)
make the eastern gardens a
The final landmarks on this tour of veritable playground for car-
the city are the old docks, currently flipping. Launching up the steps is
still in operation as containers are a great first…step.
unloaded from ships sailing across
the eastern Mediterranean. Two giant cranes haul this cargo on-shore,
and the docks are an elongated maze of warehouse buildings, low
industrial zoned use, and other structures slowly rusting in the sea Cool Ramp C: Suzer Plaza Stunts
breeze. The area is used for cop avoidance, or docking if landing on-
shore via boat. On your way to the stadium, there are some great opportunities to
roll your vehicle on the sloping ground to the entrance of the plaza.
Cool Ramp D: Stepped Path Shenanigans
Other Areas and Key The path down to the stadium has
Shortcuts some vicious bumps. We defy you
to accelerate into here and come
Area #1: Southern Building Back Alley out unscathed! Visit the stadium
entrances, too. There are smaller
The large office blocks that creep into the old town area overlooking ramps as you enter the field.
the Bosphorus have their own alleys behind them. This is a good area
to switch directions or lose a tail. Cool Ramp E: Dirt
Ground Grinding
Area #2: Tight Squeeze
North of the stepped ground is a dirt slope to test your car's
One of the most narrow entrances, this sloping alley runs downhill
suspension. You can't drive through the fencing here, or the one
from north to south, and features a warehouse to explore on one
overlooking the northwest parking lot for the stadium.
side. That entrance is difficult to spot; don't miss it! 93

)
Beach
d , South
art: f Alton Roa
on St
Missi artment (of town
r's ap down
Tanne inish : Ave nue,
on F gton
Missi ion (Washin
st at
Police Beach)
South

Script

INT. TANNER'S APARTMENT—DAY


TANNER WALKS INTO A ROOM (AS JONES NARRATES), TAKES HIS GUN OUT
6 OF CABINET, CLEANS IT, THEN, AS THE V.O. FINISHES , LEAVES.

JONES (V.O.)—TANNER: FBI ATTACHED TO MIAMI P.D. HIS PSYCHO


7
FILE SHOWS OBSESSIVE CONTROL, RUTHLESSNESS , EMOTIONAL DETACHMENT,
17 AND AN ABSOLUTE INDIFFERENCE TO CRITICISM.
16
SUBTITLES—TANNER: FBI ATTACHED TO MIAMI P.D.

5
Overview
As the sun rises over Miami, you leave
your beachside apartment, take a
12 vehicle, and head to the police
3
4 station for a quick but intensive
2
training session in the Miami
P.D.'s special urban operations.
1 11 Before you reach the station,
you can test out vehicle
handling and other techniques
introduced in the training
8 section of this guide. Inside the
13 10 police station, numerous
9 targets confront you. Shoot
them, perfecting your aim.

Weapons De
tail:
HI-POWER AU
TO 9MM
Start Modes
15
DART RETALIAT of Transportati
Finish 14 OR (TANNER'S
GA RAGE)
on:
Route #1 CIGARETTE 38
TOP GUN (TAN
NER'S WHARF
PRIMAGAMES. COM

Route #2 )
Route #3 Objectives:
Route #4
# Waypoint 1. EXIT APARTM
ENT AND LOCA
2. GET TO POLI TE VEHICLE.
CE STATION W
3. PRACTICE SH IT H MINIMAL AC
CIDENTS.
94 ARPSHOOTING
AT POLICE TRAI
NING AREA .
Miami Mission #1: Police Headquarters
PATH VARIATION #1
Part 1: Cop Shop Drop-In
Start
Health Pack Garage

First Floor
To take the most direct path, peel out of your driveway heading left,
skid right to your housing development's exit, then left onto Alton
Road, heading north. Watch out for vehicles at this junction.
Accelerate northward.
Veer to the right, still heading north. Pass a lamppost and a palm
tree on your right, then drive onto the grass and through the hedges
(Waypoint #1), cutting the corner. Stay left of the clump of trees. Point
your car toward the alley.
Tanner listens to a phone
message from the desk clerk at
Miami P.D., clearing you for the
weapons training. Either head out
the front door of your apartment
and make a right turn toward
your garage, or exit through the
side door to the kitchen's right.
Head left to the garage. Second Floor
Drive over the east-west road and floor the accelerator. Zoom up
WHEELMAN PLAN the alley and smash through the gate (it's breakable) halfway up. At
the alley's end, you see another east-west road. E-brake right, and
don't plow into the sturdy metal fence.
Speed eastward for a couple of seconds. When you spot the
junction ahead, you also see a half-built house and a sandy building
site. Swerve right and left, continuing east but plowing up and onto
the grassy area to the right of the fence at the building site.

Not yet ready for the early morning sea breeze? Look around your
apartment. Behind you is a sliding door that automatically opens to
your exterior pool and wharf, where a sleek speedboat (the
Cigarette 38 Top Gun) is moored.
Check upstairs. A catwalk overlooks the kitchen, a bedroom,
exterior balcony, and some modern furniture. Start your weapons
For the best time, maneuver your motor onto the lawns on the
training by tagging the apartment with your Beretta. Windows and
ceiling fans are satisfying to destroy.
previous street's right side (Waypoint #2) before crossing the road. On the
grass, swerve left around the wooden fence, and point your car northeast,
zipping between a few palm trees and the corners of two houses.
At the garage, the door rises, Launch over a slight bump (Waypoint #3), passing between a tree on
revealing a piece of classic '70s the left and a traffic-light pole on the right. Screech through the inter-
Americana—the Dart Retaliator. section and land on the road. As you pass the tree, tweak your steering
Climb in from either side, gun wheel right so you're heading east.
the engine, and exit your abode.
A block later, e-brake left
You have a choice of routes to
while avoiding any parked cars,
the police station, and it doesn't
and slide across the grassy road
matter which one you take.
divider and onto the right side
Below are four preferred ways to of Washington Avenue.
reach Miami P.D. Accelerate past the Vivid Club
on your right.
95

One long
block later, you're at
the police station. The red
arrow indicates your parking
spot. The police station is in the
next intersection's northwest
corner. That journey took about
45 seconds! Look for the small restroom hut and keep to the left of it,
skidding around it and onto the road north of the park. You are
heading east now, at great speed. Your tires grip better now that
you're on tarmac.
PATH VARIATION #2
Check your radar. You're north of your target. Swing out to the
left, then skid right at the T-junction, heading south down Jefferson
This route takes longer, but it Avenue. After you're southbound, keep an eye out for the long hedge
allows you to reach the police and low concrete wall to your left after half a block of travel.
station from the north instead There's an entrance on the
of the south. Head left, then left, about two-thirds of the
left again onto Alton Road as way down the road. Skid
you did before. Instead of through it to face the Miami
skidding through the grass and Beach City Hall. The police
hedge, stay on Alton. station's rear is on your right.
Gun it, and accelerate through
the right side of the hedge
Follow Alton Road, staying on
attached to the city hall
the right sidewalk to shave your
entrance (Waypoint #7).
time. Zip over the parking lot
after the second main inter- Pass between city hall on
section (Waypoint #4, Highway your left and the white
41 and Miami Beach Drive). As concrete wall of the police
the road straightens out to the station on the right. As you
north, continuously accelerate. reach Washington Street, slide
right, keeping your car on the
sidewalk until you stop (or ram)
the police station steps. You're
here in around one minute.

PATH VARIATION #3
The third route requires the
At the T-junction, don't ram your vehicle into the guardrail
least amount of turning, and
overlooking the water or use the e-brake. Instead, practice getting a
the most amount of accel-
racing line across the east-west road, and over the left tarmac corner
eration. Instead of heading left
(Waypoint #5). You can do this without slowing.
out of your garage, spin your
Ignore the pedestrians and other vehicles, and power onto the Retaliator to the right, around
continuation of Alton Road, through the central hedge and across the palm tree, and exit your
and between any lampposts and trees. Head northeast, driving onto apartment area down the small
a parking lot, then into the park, ignoring all the rules of the road. hill, avoiding the sturdy metal
Once on the park grass, fence. Don't ram the two
head in a straight line as shown concrete posts, either; they're
on the main map. Avoid palm sturdier than your ride.
trees by shifting left and right. Accelerate around the long
Your only concern is a large
PRIMAGAMES. COM

concrete building, either over


circular wading pool in the the sand and around the left
northeast corner (Waypoint #6). side, or across the parking lot
Ram this and you're sunk. and around the right side,
Literally. between the end of the
building near the large bush.
96 Let's cover the left route first.
Miami Mission #1: Police Headquarters
Pitch forward, across Alton PATH VARIATION #4
Road, staying to the lamppost
base's left, and head onto the Can't stand cross-town traffic?
grassy area containing the large Take your Cigarette 38 Top Gun!
clump of bushes. Aim between This isn't the quickest way to
the left side of the bushes and the cop shop, but it does allow
the nearby house's right side you to perfect your aquatic
(Waypoint #8). Hit the house or piloting and view the
the bushes, and you come to a spectacular Miami sunrise. Step
nasty halt. out of your apartment, and
go past the pool and down to
the wharf (Waypoint #13).
Start the boat, bank it to the
left, and head around the
southern tip of South Pointe
Park (Waypoint #14), between
that area and Fisher Island on
your right. Hug the coastline,
but don't stray far inland. You
Past the bushes, swerve through a chain-link fence. It disinte- can run aground on the shallow
grates, allowing you to cut across and onto Jefferson Avenue's beach, ruining your fun.
southern part. You're almost at a T-junction. Make a sharp left turn
here, onto the road heading east.
Go to the right around the long concrete building and cut across
Alton Road (Waypoint #9), swerving left to avoid the lamppost. Cut
across the far right corner and onto the road heading east. Continue
along here and pass the junction with Jefferson Avenue.
Now that the two subpaths are
joined, turn onto Washington
Avenue's southern end As you head east, keep an eye on your boat's left side. Pointe
(Waypoint #10) and trek Park's southern area is full of jagged rocks. Continue around and
northward. Tap the brake to head out to sea to avoid the jutting spike of rocks (Waypoint #15).
avoid wrapping yourself around Swing left and head north.
the central lamppost—pass to
But isn't the police station in the middle of dry land? Certainly,
the left of it.
and this means ditching your speedboat. Follow the coastline up
until the radar from the police station is parallel to your position.
Run your boat onto the beach (Waypoint #16).
Begin a three-block sprint Step out and run west across
to the police station. If you stay the beach, toward a road that
on the right side of the street, takes you to the police station.
you get there. If you're Look for the Starlite Hotel on the
impatient, cut across the left and the Boulevard Hotel to
street's left side at the first the right. Hop over a low wall.
intersection, driving between The hotels face the water on
the wall and lamppost the aptly named Ocean Drive.
(Waypoint #11). Appropriate a civilian vehicle,
At the second intersection, either parked on Ocean Drive
you can keep to the far right (Waypoint #17) or moving on
and use the small park and the road. Hop in and head west
parking lot to dodge around down this road. The police
slowpoke drivers (Waypoint station is two blocks ahead,
#12). At the third junction, you right at the next set of
spot the police station on your crossroads. This takes
left. Park or ram the steps at three minutes.
full speed to finish. Either
route takes around 50 seconds.

97

You can mix up any of the routes,


ignore shortcuts or invent your own, or just Trigger-happiness is frowned
cruise around for a while. If you're crazy enough, upon by the Miami P.D. You
you can even jog to the police station. can draw your weapon—in

TIP fact, Miami's finest are


wearing new vests that allow
Employ your ingame map you to "accidentally" tag them
and radar to pinpoint the a couple of times with your
police station. Visual Beretta. But dispatch an
landmarks include the jutting officer or aim for the head,
city hall tower, right next and you go down in a hail of

ON
door to the cop shop. A bullets, failing your mission.
block south along TI
Washington is the Vivid Club
and its towering three- CAU
pronged sculpture. Check the map in this guide for a
Look for these to get your complete layout of the police
bearings. station. Head left and down the
TIP stairs to view the holding cells.
After the ramp to the cells, peer

Part 2: Miami Advice into the locker room. A couple


of items in here are worth
Start remembering.
Finish
Target

Firearms
Training
Area

Inspect the two cardboard cutouts. One is a long-haired gun-toting


MIAMI P.D. INTERIOR madman (in red); the other a fearful bespectacled innocent with his
hands up (in blue). These are the two types of target inside the
training area. The plan is simple: Shoot the red guys. Don't shoot
the blue ones.
Draw your weapon and follow both signs for the "Firearms Training
Area." When the target reticule appears, follow the route shown on
the map through the environment. You're scored at the end.
Holding You have 12 criminals to fire at and 12 innocents to
Cells Locker
Room avoid. Each time you enter the range, the criminals and
innocents are randomly distributed. They appear for two
seconds, then retreat behind cover.
You're scored on three criteria: First, how long it takes you
Entrance to complete the course (the less time the better); second, the
Foyer
number of criminals you hit (minus three seconds per perp);
and third, the number of civilians you hit (plus five seconds
per innocent). Aim for a low score. The exact score doesn't
When you arrive, get out of your affect your progress, but the experience helps you in
car and push open the right door later battles.
at the main police station
When you enter the firing range,
entrance. The rest of this
a timer starts. Run through the
mission is completed on foot.
PRIMAGAMES. COM

course. The criminals and


Walk through the door and greet
innocents are randomly
the desk clerk. He's prepared an
distributed. Don't shoot the blue
urban environment for you to
civilians! The first target pops out
wander through.
of the right wall. The second
98 appears behind the end of the
left wall.
Miami Mission #1: Police Headquarters

Turn right, and prepare for a


target to appear from behind the
right set of crates. Step through
the doorway, turn left, then left
again to another long thin
corridor.
Target #3 is behind the left crates. Target #4 is in the alcove in the Like the previous corridor, this
right wall. one has three targets (#18–#20).
Target #5 is near some boxes on the ground, appearing from the Each pops from a wall alcove—
left wall. Target #6 is in the alcove at the right end of the wall, left, right, and left again. Dash
before the first car. to the end of the corridor, and
make a right.
Targets #6 through #10 are in
this corner section. One is
behind the crates between the Target #21 is behind the
cars. One pops out from the right crates before the right-
wall. One hides behind the left side doorway. Tag it, turn
alcove in the left wall corner. right, and prepare for the
Another is behind the boxes at final three targets. Each is
the back, behind and left of the behind a set of crates,
police car. popping up from
Shoot the final the left, right,
two targets and left. Your
(#11 and #12) target practice
before turning is over.
right and
exiting the
first area. One
appears
To shave your time, keep count of how
behind the left
many criminals you've tagged so you know
set of crates, how many you have left to take out and
and the other can quicken your pace. Study the map to
a little farther learn the route so you aren't surprised
on, behind by targets popping out.
the right
crates. Head
through the
TIP
door and
turn right.

This long thin corridor has three targets (#13–#15),


alternating left, right, left. Each comes out of a wall You're scored before
alcove. Run to the corridor's end and tag target #16 your training finishes.
peeking out from behind the crates. It's optional, but it's
always a good plan to
perfect your firing
skills and aim for the
lowest possible time. Get a negative score (around minus 5
seconds) —this proves your aiming skills!

99

3
Start
Finish
Route #1
Police Car
# Waypoint

2 1
4

t:
n Star
Missio (WashingtonBeach)
sta tion South
Police , downtown
Avenue h:
n Finis )
Weapons De Missio (Little Havana
te l,
tail: sleazy
ho
HI-POWER AU
TO 9MM
SERVICE ISSUE
9MM AUTO
Modes of Transport
POLICE PROW ation:
LER (POLICE ST
ATION SIDEWAL
K)
THEN IT ALL BEGAN. THE LOCATION OF BACCUS, A MAJOR PLAYER ON THE Objectives:
REPO CIRCUIT WAS UNCOVERED. TIME TO APPREHEND THIS SUCKER.
1. SECURE PO
LICE PROWLER
2. KEEP UP W FOR OPERATIO
ITH TOBIAS JO N.
3. AV OID OBST NES IN LEAD VE
HICLE.
Overview ACLES AND RE
ACH BACCUS'S
HOTEL.
Tobias Jones has taken the lead car, and is speeding to the location
where Baccus was last sighted—a flea-bag hotel in Little Havana,
near the football stadium and a park. The trip is a long one, encom-
passing the entire city of Miami. Jones is following Washington Keeping Up With Jones
Avenue south to Miami Beach Drive, then accelerating west until the
road merges into the MacArthur Causeway (Highway 41) At the This mission has no multiple
dockside convention center, he swings left, south down Highway 395 paths or cunning shortcuts, just
(also known as Highway 1) before skidding right, entering city streets a simple plan: Follow the lead
and continuing west to Little Havana. You must keep pace with this police Prowler, and stay no
leadfoot, and swerve to avoid the rookie cops joining the pursuit. more than a block and a half
PRIMAGAMES. COM

away from it. You fail if you're


too far away, or if you take an
alternate route and don't have
a visual on Jones.

10
0
Miami Mission #2: Lead on Baccus
This means following Jones with The route is a straight shot onto
little variation on your route. Jog the MacArthur Causeway, so stay
from the police station entrance behind Jones, but watch for a
to the Washington sidewalk. rookie cop spinning out from
There's a Prowler here. Don't the right. He's parked in a
run to the driver's side; slide driveway near the last north-
across from the passenger side— south street before the freeway
it's faster. merge. Take appropriate maneu-
vering action!
Stay on the bridge. If you're
There are three reasons to follow Jones only in the Prowler:
First, the vehicle handles like a dream (after you overcome
determined to catch up to Jones
its inertia); second, it's fast; third, if you try to flag (which is optional), follow the
racing line and hug the right side
ON
down a vehicle to commandeer, Jones gets
of the first bridge's banked side
away from you.
TI
CAU
(Waypoint #2), then head across
the first three small hedges in the
middle of the road and onto the
causeway's left side.
Peel out, using the e-brake to
spin your wheels (you accelerate
quicker). Use the main accel- You pass the entrances to Palm
erator to zip south down and Star islands on your right.
Washington Avenue. Another cop car swerves out
from the grassy shoreline. Dodge
it and continue over the banked
freeway's brow after heading
through the median and onto
Prepare for a fast precise the right side of the road.
powerslide onto Miami Beach
Drive at the next right corner.
Powerslide early, keeping the Either follow Jones as he weaves
front bumper as close to the through traffic at the west end
traffic-light post on the sidewalk of the causeway, or cut the
corner as you can without corner and stay on the left side,
hitting it. swerving to miss oncoming
traffic. Judge your next corner
well, as Jones makes a sharp left
turn at the first junction. Don't
Do not accelerate in front of hit the monorail supports!
Jones, as he can ram you off
the road or cause you to
lose control if he hits you.
Prepare for this left turn
Follow from four car lengths'
by cutting across the road,
distance.
and driving between the rows
of palm trees near the
dockside conference hall.

TION With the steps on your left,

CAU
go around the front of the
hall (Waypoint #3), and
career onto Highway 1,
Finish the turn (on the right side staying on the right side of
of the street), then accelerate. the road.
Weave through any civilian Alternatively, you can follow Jones's route. Or if you're
traffic and keep pace with Jones. in the mood for wanton destruction, you can vault over the
You may catch him, and the steps to the conference center, then swerve onto the
chances for this improve if you roadway. Hitting the steps at a slight angle results in a
spun your wheels at the outset troublesome landing, so watch yourself!
and took the corner well.

1
10

Now heading due west, stay on


As you the road and put your pedal to
head south past the metal. The final police car
the conference hall, nuisance comes in from the
another cop car launches right, exiting from the freeway.
forward from the left road. It Stay away from this crazy cop,
cuts through all lanes to tail and tear down the road until the
Jones. Jones speeds past
cutscene begins. You make the
Freedom Tower, and makes a
final right turn into Little
sharp right, four blocks after the
Havana and the motel road seen
previous turn.
in the cinema.
Follow the speeding Jones
around this corner (Waypoint Cop Car Carnage
#4). It's easier to take the corner
Baccus is one tough
from the left lane, weaving
customer. The Miami P.D.
through oncoming traffic. Ignore expects this thug to be armed,
the rookie cop. Skid around dangerous, and angry.
without scraping against the Throughout the journey to
sturdy metal fence. Little Havana, additional police
forces join the pursuit of
Jones on four occasions
The only shortcut you can take is half a block before this (shown on the guide map).
right turn, but it requires pinpoint driving. As shown on the These are negotiators,
guide map, swing right into the gap between the metal marksmen, and police officers.
fencing, avoid both lampposts, and head across the
courtyard, avoiding the concrete tree planters.

TIP
Head west, following the
monorail “route,” and avoiding
any oncoming cars. The narrow
street here is a problem if
you're jostling for position— Unfortunately, none of them seems to have aced the
stay left and drive into driving school portion of their training. In fact, they're a
menace. Check the map to anticipate the next location a
oncoming traffic.
patrol car will skid out from, and prepare for evasive action.
The road bends left, and after The cop car skids out and follows Jones for a few blocks
four blocks, Jones skids right before dropping back (usually before the next cop car
onto a main thoroughfare and appears, but you can have two following Jones at once). They
heads west. As you reach the don't impede Jones, but they aren't keen on you.
junction, you have the option of Depending on your
cutting the junction and distance from Jones's car,
heading over the parking lot they may also appear behind
(Waypoint #5), but watch your you, so check your rearview
bouncing. You can smack into mirrors after passing each
the curb and hedges, sending cop car location. You can
your car spinning. anticipate the inevitable
shunt and take appropriate
measures to regain control.
Rookie cops have the
annoying habit of slowing,
weaving from left to
right, and sliding about
the road, preventing
PRIMAGAMES. COM

you from staying close


to Jones. They may try
to fishtail you, sideswipe,
or tap you into an obstacle
and traffic. Here's how to
react to every eventuality.
10
2
Miami Mission #3: The Siege
Maneuver #1: Step on the
gas. If you're following
Jones, you can slide around
the rookie cop while he's
speeding up. Keep an eye on
the road behind you in case
you're rammed, then
concentrate on keeping
near Jones.
Maneuver #3: Cop a load of this! If you're rammed, take your
Maneuver #2: Oncoming! One foot off the gas for a second and regain control with light taps
of the best ways to avoid of the analog steering stick. Stay on the road and keep going,
these maniac cops is to instead of skidding out of control. You lose Jones if you're
ignore them. Stay on the traveling too fast, get hit, and spin out. Travel at less than
street's left side and weave top speed until your rookie isn't a threat.
through oncoming traffic.
Maneuver #4: Ramming speed! If the cop tries to sideswipe or
This is straightforward and
fishtail you, let him pass, then accelerate and give him a
allows a good racing line for
taste of the same. As described in "Wheelman Training," tap
the sharp corners. The
the rear corner of the rookie's car with your front bumper and
rookies don't venture onto
send it spinning! Or, shove the rookie's vehicle into a parked
this side of the street.
car or lamppost with a light sideswipe.

A Prowler squad halts outside


Little Havana hotel. Baccus is
holed up inside. Tell this repo
chump it's time to collect!

Start
Finish
Baccus Route #1
Baccus Route #2
Baccus Route #3
B Baccus’s Car
Side Entrance
# Waypoint
2
B3 8
B
B1 B2
3 4 6
7
1 5
9

t:
n Star
Missio pit hotel
's flea
BaccusHavana)
(Little h:
n Finis ctrical
Missio rner near elem
ouseco wnMia i)
Wareh tion (downto
substa

3
10

Weapons De
tail:
HI-POWER AU
TO 9MM
SERVICE ISSUE
9MM AUTO
Mode s of Transpo
GRANDE SPED rtation:
IZIONE 76 (IN
POLICE PROW SI DE HOTEL BUIL
INTERIOR HOTEL—DAY LER (SURROUN DING YARD)
DING BACCUS
BACCUS LOOKS OUT OF HIS HOTEL 'S HOTEL)
WINDOW. HE SEES POLICE CARS
Objectives:
COLLECTING OUTSIDE. 1. LOCATE BACC
US .
TV TALK SHOW HOST—…AND 2. CHASE AND
APPREHEND BA
INFORMATION. CCUS AND GA
COMING UP NEXT, OBESE DWARVES IN PERTINENT
AND THE MEN WHO LOVE THEM DEARLY. DON'T GO AWAY.

BACCUS FLIPS THE CHANNEL.

TV COMMERCIAL—IRREGULARITY
FIBERMAX PLUS….
GOT YOU DOWN? TRY EXTRA Part 1: Building Yard
Brutality
STRENGTH

BACCUS FLIPS THE CHANNEL.

TV GAMESHOW EMCEE—YOU KNOW THE RULES HERE ON HUMILLIO-


NATION. SOMEWHERE IN THAT VAT OF SEMI-TOXIC SLUDGE IS A SACK-O-CASH. PATH VARIATION #1
THE AUDIENCE ROARS.
Leave Jones and the boys in
blue by the main entrance,
TV GAMESHOW EMCEE—FIRST ONE OUT OF THE VAT WITH THE SACK draw your assault rifle, and run
TAKES THE MONEY HOME. around the hotel building's left
BACCUS FLIPS THE CHANNEL.
side, moving to the street inter-
section. Pass to the right of the
TV NEWS TEASER—SHARK CARTILAGE; A CURE FOR ALZHEIMER'S? corner lamppost, and continue
MORE DETAILS ON THE NEWS AT 6. until you spot a squad car.
INFOMERCIAL PITCHMAN—NO MORE SITUPS! NO MORE CRUNCHES!
NO MORE TRIPS TO THE GYM! WITH ABSDICTATOR YOU CAN HAVE ABS OF
STEEL IN JUST MINUTES PER DAY! PLACE YOUR ORDER TODAY AND WE'LL If you're replaying
THROW IN THE BOOTYFIER…A 19.99 VALUE, FOR FREE! IMAGINE YOURSELF this mission, you know
WITH ABS OF STEEL AND ALL YOUR…. Baccus escapes through one
of those garage doors. Place
BACCUS'S GUEST—BABY, IT WAS FUN, BUT HONEY, TIME'S UP AND I a cop car or two on the
GOTTA MAKE SOME MOVES….SUGAR, STAYIN' NEEDS PAYIN'. other side of the street (not
THERE'S A WOMAN IN THE ROOM (A PROSTITUTE). HE LOOKS AT HER. right next to the garage,
because Baccus clears them
BACCUS—BABY, NOW YOU GONNA SQUEAL FOR REAL! by using the sand pile as a
ramp), and waylay him if he
SHE SCREAMS. THERE'S A SCUFFLE. HE HAS HER HOSTAGE.
chooses this exit. This allows you to maneuver your chase car
into position in more leisurely fashion and results in him
exiting through the other garage door.
Overview
With that two-bit punk holed up inside that flea-bag hotel with a
hostage, there's no way you're going in with guns blazing. Instead,
take the side entrance, taking no nonsense from any hoodlums
standing in your way, and attempt to enter the building yard.
Baccus will leave his hostage and flee in his pimped-out ride. He
needs tailing, and the closest jalopy at hand unfortunately corners
like a stuck pig.
Follow that sucker until he makes a mistake before you do, then Turn right and swing around so you're running along the right
collar him, using as much excessive force as your conscience allows. sidewalk. Check the sky ahead for the location arrow. As you reach a
PRIMAGAMES. COM

cement wall on your right, a shot rings out. A pair of two-bit punks is
taking pot shots at Miami P.D.'s finest. Even the score.
Optionally, use the cement wall as cover and empty an assault rifle
shot into the first punk, aiming at the head to drop him faster. Charge
at the second hoodlum as he turns to target you, and empty another
10
4 couple of shots into him. Wait for the target reticule to turn red.
Miami Mission #3: The Siege
Want backup? Need Before Baccus
an extra place to hide escapes, you may feel
while you deal with Baccus's the need to blast his V-with
no-good goons? Dash to the bullets. No dice—it's
parked squad car as the impervious to your gunfire,
enemies fire and use it as and a goon fires at you if
cover. Plus, the cops nearby you blast the car. Ignore
soak up the gunfire for you. Baccus's car; he drives as
proficiently with or without
bullet-hole ventilation.
Or, you can grab a cop car
When you're finishing off
and use it to ram both
the punk near that rust
reprobates as they fire,
bucket, don't accidentally
crushing them under your
tag the other car—you'll
wheels—the cop gunfire
shortly be chasing Baccus in
finishes them off. Park the
that! If you puncture a tire,
squad car outside the
the Grande Spedizione is
doorway; you can opt to
slow and grinds metal, and
use it instead of the bad-
you never get a chance to
handling Grande Spedizione
collar your perp.
76 inside the building yard.

If you attempt this plan, and don't block the front garage,
That's two down. From behind Baccus peels out and through the front garage door,
the cement wall, you can now past the Prowler roadblock. This is Route #1.
see into the building yard.
Glance from left to right to
spot two more thugs—one
behind the Grande Spedizione
on the left, the other behind
some barrels ahead. PATH VARIATION #2
Baccus can escape in two other
Don't run the risk of Baccus's associates mowing you down by
directions. Here's the plan to
entering the yard while reloading. Use the cement
apprehend him if you want to
wall as cover, reload, and ready yourself for
more ammo expenditure.
TION chase him via the back garage
entrance. Take a car, or yourself,
CAU left and around the back of the
hotel. Optionally, take out the
If you're unsure of your aiming first two goons as before.
skills, stay behind the wall and
Head around the left side to the
plug the punk behind the
alley left of the hotel (if you're
barrels in front of you first. If
approaching from the back
you're feeling reckless, dash in
entrance). When you enter this
and pepper him. Turn left, and
area, Baccus jogs to his monster
turn your attention to the final
motor, guns the engine, smashes
thug behind that laughable
through the back garage door,
excuse for a car.
and spins the car around and
Swing around and with at least over the refuse container ramp.
two shots in the clip, shoot the Route #2 is on!
hide of the final punk. Run to
the front of the car's right side,
planting your shots as you go.
If you feel less than bullet-
proof, try a lengthier tagging
plan from behind the cement
wall. After you down all the
punks, Baccus attempts
to escape.

5
10

PATH VARIATION #3 the mission start. Be quick, or you lose him! Choose the Grande
Spedizione if you can handle the poor traction. You can go for a
If you hightail it on police Prowler.
foot or in a cop car southward,
Now for a couple of plans
with the grassy park on your
you shouldn't attempt. Don't
right, Baccus takes the third
block Baccus's route. His car is
escape route. This also occurs if
specially reinforced, and he
you're more straightforward in
won't think twice about
hostage negotiation and ram a ramming you. He pushes your
cop car through the front vehicle, usually damaged, off
garage door. course, and makes his escape.
You can attempt this later in
the mission if you're faster
than Baccus and he ends up following you.
Baccus starts his V-8, smashes
Running is an extremely poor choice—waiting with an assault
through the back garage door,
rifle to tag Baccus as he passes by won't yield the results you're
spins it northward to the alley's
after. Those doors are bulletproof, and he escapes before you can
top end, and takes a cruise
get into a vehicle and catch up.
along Little Havana's north side.
This is Route #3. You may be a maverick attached to the FBI, but you're sent
down for murder if so much as one round of gunfire
enters the bodies of any of the assembled law
enforcement personnel. Save your clips for
Suspect Has Fled! Repeat! the hoodlums!
Suspect Has Fled!
Baccus can vary his winding route to the Downtown area in a
number of random ways. The routes shown here are examples
of where he can drive. He may take a different route.
E
NOT
ADVANCING TOWARD THE SIDE DOOR, BACCUS SPRINTS FROM THE HOTEL
If you want to drive that junk
TO HIS RIDE, A POWERFUL (AND STOLEN) DEVIL-RED V-8 MUSCLE CAR.
heap, gun the engine, e-brake
BEFORE TANNER HAS A CHANCE TO TAG IT, THE CAR BURNS RUBBER,
right, and pass to the left of the
SMASHES THROUGH THE GARAGE DOOR, AND FLEES THE SCENE! TANNER
jutting low wall on your right.
HOPS INTO THE NEAREST VEHICLE HE CAN FIND. THE CHASE BEGINS!
Hit that, and you limit your
chances of keeping up with
Baccus's beast of a car.
Part 2: Muscled Off
the Road Take the car up the sand pile at
The following chase (Muscled Off the Road) involves pursuing
the exit, but not too quickly or
your enemy around the city in a random route; your foe usually you fly over the road and onto
changes course a number of times, even if you replay this part the grass, damaging a couple of
of the mission. Therefore, the routes described in this section, police cars in the process. Brake
and the elements to watch for are general tips, and may not and turn left, sliding around any
specifically apply to your chase. However, your final ending parked or moving squad cars,
location is the same, no matter what route you take. and head south.
E
WHEELMAN PLAN: LET'S RIDE! NOT The assembled police are
dazed at the brazen nature
of Baccus's escape. They
Here's a quick check through also don't recognize that
PRIMAGAMES. COM

all the ways you can pursue boat of a car you're


Baccus. You can run through wrestling with, so keep out
the side doorway to the squad of their way or they may
car you parked earlier, gun the ram you. Look ahead for the
engine, and give chase either Baccus-mobile.

ION
via the alley or
10
6 around to
UT
CA
Miami Mission #3: The Siege
When Baccus makes a break for it, you must tail him, As Baccus heads into the
staying within at least two blocks of his car, or he escapes. downtown area and passes under
You don't have to follow him, but you must stay in range. the freeway bridge, sometimes
Attempt an indirect route of following Baccus (for example, he swerves left and through a
tailing him on a street parallel to his) only when you're clump of shrubs, cutting through
fully up to speed on his route. a parking lot (Waypoint #6)
TIP instead of heading through the
next junction. He heads onto a
main road heading northeast.
Cut the corner and drive over
the shrubs, across the small
parking lot, and onto a curved
road that turns right until you
reach the next junction. Weave
to the left of any slow-moving
Baccus spends most of the remainder of this route heading east, cars, and pass under the
with a few attempts to shake his tail—you. Use the map in this monorail line. He usually stays
guide to familiarize yourself with his route. At the first or second on the road, but can zigzag over
(Waypoint #1) junction, he usually skids left. to the 1 Highway at the far east,
before the mission ends.
E-brake early enough to avoid the posts at this type of junction; get
tangled up here, and it's good-bye Baccus. If you're at the north end of the
alley behind the hotel, get into a
You can also exit the hotel vehicle. Spin your wheels going
area via the opposite back forward, avoiding the garbage
garage gate, spinning your car can ramp (and the crash damage
left, then right around the you could suffer), and skid left
garbage cans along the south onto the east-west road.
one block. You catch Baccus as
he accelerates eastward from Sometimes Baccus remains on this
right to left. Skid left and northern east-west road until he
follow that car! reaches Rory's Transmission and
E Garage. He then tries to shake you
NOT off by swerving left and heading
right, then into a parallel parking
Baccus continues east along the lot on the right side of the road
main thoroughfare, heading for (Waypoint #4), then returning to
the business district. Expect him the main street. Follow him a
to continue an erratic weaving little way behind.
path along the road.
A cunning plan, especially if your Prowler looks like it won't take
another beating, is to get ahead of Baccus while on the main
east-west roadway. Stop an oncoming car (with a ram), and
The closer you tail Baccus, the more manically he weaves left commandeer it, spinning it around and finishing the mission in
and right. Stay 30 feet behind him so you're close enough to your new motor. Stealing a parked car is even quicker.

TIP
catch up if you accidentally ram a lamppost, but far enough
away to react to a sudden turn when Baccus takes a side
street. Close in when you learn Baccus's route.
TIP On the road, Baccus swerves left
and right, and heads under the
Baccus cruises
freeway bridge. The remainder
toward downtown, and you
can follow him here; he of the route he takes is a
rockets forward until he swerving path to the Highway 1.
reaches a left turn; the final Follow that madman!
one is between two multi-
story parking lots (Waypoint
#5). Follow him, optionally
taking out the fire hydrant
on the left inside corner,
7
10
then screeching right at the next intersection!

Straighten up, and don't hit the


right side or you're stuck on a
Has Baccus second lamppost. Gun the
headed north? Get a car engine, heading to the T-junction
and follow Baccus after he ahead with the monorail above
reaches the alley's north end. He it. Skid right, keeping the car in
heads east, then spins the car the middle of the road to avoid a
left and accelerates north to the right sidewalk lamppost and a
wraparound end of the east-west monorail strut. You're on the
freeway. main road.

If you rammed a cop car through the front garage to access Baccus Causes a Fracas:
this route, you can back up and head around the hotel's north
side via the road, or accelerate forward and left up
End of Chase
the side alley as Baccus did.
E
NOT
If you make a mistake (such as hitting a lamppost head on)
while you're close behind Baccus, but come to a stop without
rolling your car, you can still catch up if you're quick enough
to get on the correct path. Don't give up, especially if
you're near the mission’s end.
TIP

Chase that no-good hoodlum by swerving left after him. At the T-


junction, skid right and smash through the parking lot's chain-link
fence (Waypoint #2). Stay on the road's right side as Baccus
continues to cause vehicular trouble, zooming past the Red River
Bar (the last of the strip mall buildings on your right). Don't lose that punk! You're almost at the turn onto Interstate 1, so
As you head past the Red River Bar, powerslide right onto the grass. gun the engine and fly along this last couple of blocks, staying in
Stay in control and avoid those trees—they're rooted tight! Continue the middle of the road so you can avoid cars in both directions.
over the grass and aim for the southern road; Baccus steams down Baccus skids right, heading south. When you see the large gray hotel
here, then joins Route #2 (at Waypoint #3) for the rest of the chase, on your right, prepare to corner—this is the usual route Baccus
although he can enter the industrial park alleys for some swerving. takes, although you could be skidding onto this road farther south.
You can take the stop sign out on the right corner (Waypoint #8),
but don't head too far right at the turn or you ram a lamppost on
the right or a palm tree on the left. Wrestle that car on track,
staying on the right side of the street, and head south.

When you make this final corner (Waypoint #9), it doesn't


matter whether you catch Baccus's car or crash into an
embarrassing heap—Baccus comes to a screeching halt and
the mission finishes without Baccus speeding too far from
the final corner. Rest easy; he's yours!

TIP
In this example, Baccus is heading east into downtown. However, he
sometimes continues straight down the main road instead of cutting
across those shrubs. Follow him down the street as it bends right,
and down the block to where the road straightens. Watch that thug; Race west along the road, staying
he's thinking offensively. on the left side of it as an
innocent driver cuts across at the
Baccus sometimes turns left at the first main intersection (Waypoint next junction. Swing left, around
PRIMAGAMES. COM

#7); stay far enough behind him to react to this sudden left e-brake the front of the vehicle. Baccus
slide, and follow him. Start the skid when you spot the store with loses control and rams his motor
the green and red awnings, and slide to the right of the lamppost. into the corner of a warehouse
ahead. Take him down!

10
8
Miami Mission #3: The Siege
Calita's Way

ELECTRICAL SUB-STATION: DAY


BRIEF GUNFIGHT. TANNER HITS BACCUS, AND BACCUS CLUTCHES HIS ARM.
HIS GUN TUMBLES TO THE GROUND. TANNER APPROACHES. THEY BOTH EXT. POOLSIDE: NIGHT
LOOK AT THE DROPPED GUN.
TANNER IS SITTING AT A TABLE WITH JONES.
JONES (V.O.)—BACCUS. KNOWN DRIVER FOR SOUTH BEACH, THE MOST
TANNER—(SIGH OF FRUSTRATION, THEN AS IF GOING THROUGH IT
NOTORIOUS REPO GANG IN MIAMI. HE'S TAGGED AS
AGAIN.) C'MON, JONES , IT'S NOT LIKE WE'RE TRACKIN' THE HUMAN
DELUSIONAL/VIOLENT—YOUR REGULAR LOVEABLE PSYCHOPATH.
GENOME HERE. IT'S SIMPLE STUFF. I GET THE CAR FROM TICO'S AND
BACCUS MAKES A MOVE FOR IT. TAKE IT BACK TO SOUTH BEACH. (NEW EMOTION) YOU KNOW THEY'RE
GONNA BITE.
TANNER FIRES A WARNING SHOT, AND STOPS HIM.

TANNER—[THE] WORD GOES OUT SOUTH BEACH LOST ONE OF JONES—THEY GOT NO DRIVER NOW—THAT'S TRUE—BECAUSE YOU
SHOT HIM.
THEIR V-8S AND EVERY KNOWN HITMAN IN MIAMI'S ASKING FOR
YOU. THREE HOURS LATER YOU'RE WALKING RIGHT DOWN THE JONES—HOW MANY TIMES YOU GOTTA SHOOT SOMEONE? WE
MIDDLE OF COLLINS AVE. TIGHT WITH TICO'S GANG. HAD SUITS FLYING IN FROM ALL OVER WANTING TIME WITH BACCUS.
BACCUS LOOKS AT HIS WOUND.
(PAUSE) LOOK—TICO'S, OK, THAT'S A REGULAR CREW. BUT
SOUTH BEACH AND CALITA—THAT'S DIFFERENT.
TANNER—YOU CUT A DEAL, BACCUS, BUT YOU'RE
NOT GONNA GIVE THEM BACK THEIR V8. (PAUSE) I AM. JONES—YOU REMEMBER THE MEXICANS WHO OWED HER
MONEY? THEY TOOK A BUNCH OF HER GUYS AND SAID
WHILST TANNER IS TALKING, BACCUS LOOKS AT THEY'D SHOOT ONE AN HOUR TILL SHE CANCELLED
HIS GUN. THE DEBT.

BACCUS—THEY'LL SMELL COP AND COME TANNER—I REMEMBER.


LOOKING FOR ME.
JONES—HOUR ONE, BAM, THE MEXICANS SHOOT THE
TANNER—BUT I'M GETTING YOU A FIRST GUY. HOUR TWO…?
HAIRCUT AND NEW LIFE UP NORTH.
TANNER—THINGS GO BOOM.
BACCUS LOOKS AT HIS WOUND.
JONES—NO, NO, NOOO. THINGS DIDN'T JUST GO
BACCUS—THE CAR'S IN THE GOLD BOOM. CALITA WENT WACO ON HER OWN CREW. SET
COAST HOTEL. I GOTTA TAKE IT TO A THE EXPLOSIVES HERSELF. TOLD THEM THEY HAD FOUR
WAREHOUSE CALLED NASTRO'S. MINUTES TO GET OUT. LOMAZ IS THE ONLY ONE WHO
THEY'RE WAITING FOR ME. ESCAPED. THE REST—SHE SENT THEM ALL TO HELL.

TANNER BEGINS TO TURN AROUND. TANNER—AND SENT A MESSAGE ALL THROUGH


WE SEE BACCUS'S HAND BEGIN TO SOUTH BEACH, TOO. IT'S WHY THEY'RE SO TIGHT.
GO FOR HIS INSIDE POCKET. CUT TO THEY KNOW CALITA'S CAPABLE OF ANYTHING.
TANNER'S EYES. CUT BACK TO BACCUS STILL MOVING.
TANNER SHOOTS AND KILLS BACCUS. JONES—SO WHY D'YOU THINK SHE'S GONNA
TAKE YOU IN?
REACTION SHOT OF TANNER—GIVES NOTHING
MUCH AWAY.
TANNER—GOT ANYTHING CONSTRUCTIVE TO SAY?

HIS DEAD HAND REVEALS A CAR KEY.


BRIEF PAUSE
JONES—NO.

9
10

3
A B

4
5
6

8
9
10 Start
Finish
2 Route #1
B
Route #2
Route #3
Route #4
# Waypoint

11
t:
n Star
1 Missio rtment ach)
's apa uth Be
Tanner on Road, So
(off Alt h:
n Finis
Missio ouse (Watsosneway)
wareh ur Cau
Calita's off MacArth
A Island,

Overview Part 1: Gold Coasting


Baccus's information gave you a new game plan: Earn Calita's trust
while ticking off her rival, Tico. This is a twofold plan. First, deliver
a classic piece of Americana—the '77 Scout Chaser—to Calita;
second, cap as many of Tico's punks as your weaponry allows.
Reaching the hotel is simple. Finding the car has you running from
bottom to top, and back to bottom again.
Stop by the guest room for the Uzi on the way. After a firefight,
race to Calita's warehouse, taking care to keep most of your
vehicle's bits attached (Calita is paying for a pristine roadster, not a First, find the Gold Coast Hotel. Check your radar—the hotel is in
hunk of junk). the town's northeast corner, near Miami Beach. Fortunately, your
Weapons De police station excursion left you with some knowledge of the main
tail: thoroughfares.
SERVICE ISSUE
9MM AUTO
9MM MACHIN Take any route you like. Route #1 on the guide map is the quickest.
E PISTOL (PICKU
HI-POWER AU P) Follow the route you took to reach the police station in Mission #1.
TO 9MM
M odes of Transport Accelerate left out of your driveway, then turn left at the junction
DART RETALIAT ation: and follow Alton Road for a block.
OR (TANNER'S
'77 SCOUT CH FR ONT COURTYAR
ASER (IN HOTE D)
L BASEMENT) Cut the corner and head through
V-8 (IN HOTEL
BASEMENT) the hedges, north across the road,
Objectives: and up through the alley. Swing
PRIMAGAMES. COM

right at the junction, then head


1. DRIVE TO GOLD
COAST HOTEL. onto the grass (Waypoint #1), to
2. GAIN ACCESS TO the right of the house under
UNDERGROUN
3. STEAL CL ASSIC D PARKING LO construction. Visibility isn't great;
MUSCLE CAR FR T.
4. DELIVER IT (U OM TICO'S PU drive carefully and don't ding any
NSCATHED) TO NK S.
CALITA. lampposts.
11
0
Miami Mission #4: Rooftops
Head northeast across the grass
between the two houses and Part 2: Rooftop Rumble
through the junction, then make
a left onto Washington Avenue Start Garage Door Switch ELEVATOR
TO ROOF
heading north. The turn is a Finish Health Pack
EXIT
Thug Starting Location
block from your off-road antics
2F Thug Location (2F only)
through the grass, so be
Uzi
prepared. Look for the restaurant
with blue neon stripes, called the
Gold Coast Hotel
Grill, across from the junction. Roof

ELEVATOR TO
PARKING LOT

EXIT

Pass the Grill, speed up Washington, pass the Vivid Club on your right,
then shoot past the police station. The yellow-lighted tower of
City Hall is a landmark. Pass it on your left (Waypoint #2).
Gold Coast Underground
Keeping a steady speed, jet through four more city blocks, Parking Lot
until the road bends right in a long turn. Continue until you
reach the junction for A1A, near the Biscayne Waterway. GUEST ROOM 2F
Don't skid into the water! (2F ONLY)
2F
STAIRWELL:
A block from the B, 1, 2, 3, R
Gold Coast Hotel, Gold Coast Hotel
Interior 2F
you start your
infiltration. Look
for a side
FIRE ESCAPE
entrance before TO STAIRWELL
FLOORS 1, 2, 3
you reach the
hotel. On the left
are blue garbage
cans, and on the
right is a white
stone wall.
Squeeze between
the cans and the
wall (Waypoint
#3), watching
the lamppost on
the right side as
you enter. There's nothing in the alley, so climb up the fire escape stairs to the
Pull your Retaliator up to the red arrow, and step second floor. On the outside balcony, the steps continuing up the
out. The front entrance and the two lower-level fire escape are missing. You cannot ascend from here. Push open
garage ramps are closed. Looks like you're taking the blue double doors and enter the hotel interior.
the fire escape into a thug-filled building. Take out The part of the Gold Coast Hotel you're wandering around is split
your assault rifle. into specific areas. You're at a stairwell that gives you access to five
floors. Head down the stairwell to a locked basement door. You
can't open that, so ascend instead.

To move quickly up and down stairwells, don't turn at each


corner. Instead, face the interior doors and walk backward up
the stairs, sidestep across, then walk forward up the stairs
to the next floor, and sidestep across the other way.
Repeat. It saves time.
TIP111

Three thugs congregate ahead of


you. As you step out of the plant
Head up the stairs room, they dash for cover and
from the basement to the first engage you in a gun battle.
floor. Open the door and step Minimize your risk: From the
inside. This hall is identical to plant room, aim for the head of
those in the two floors above it the thug on the right. Strafe left
(2F and 3F). The room doors and to tag the remaining two. You
the elevator opposite are shut. can bring down all three thugs
Ignore this floor. in a three-second, one-clip blast!
Did the thugs spot you? If so,
two take cover in front of the
boxes and barrels ahead of you.
Mow down the thugs with your
Uzi. When you tag one, the other
retreats behind the left concrete
hut. Run to the right and blast
the remaining two thugs.

Continue up the interior stairwell to the second floor, ready your


assault rifle, and push open the door. Tag the thug in the central
hall area, then step over his body to secure ammo or health. This
floor has the same layout as the one you were on, but you can open
one of the doors to a room.
Reload, head down the right hall, and open the last door on the
left. Give two thugs complimentary slugs from your assault rifle.
Step into the guest room.
Take the stairs. These lead between two rooftop areas. Tackle three
When you tag scum like these thugs, don't wade in with guns thugs in this area before they shoot you. Before you head down
blazing. You need your health later. Instead, stay behind the these exterior stairs, check the red neon "Gold Coast" sign on the
open door and blast away. Step behind the doorway frame if opposite roof. See the door in the concrete hut? That's your exit!
you're shot or reloading.

TIP
The next three thugs appear after you reach the platform midway
between two stairways leading to the lower roof area. You can run
down to the rooftop and strafe your way to victory, but that gets
you wounded. There's a better plan.

Sidestep down the first set of


steps until you hear a thug
shouting. Back up the steps,
onto the roof you cleared. Two
thugs appear behind a large
Focus your attention on the bed. There's an Uzi here—the perfect
metal cylinder to your right.
weapon for taking down thugs. Equip it. With your new firearm in
Attack, using the low roof wall
hand, go to the main interior stairwell and go up.
as cover.
Ignore the third floor and head to the roof entrance. The plaque
Aim with headshots, peek
says "R" instead of a number. Open the door marked "Plant Room."
through the bars of the stairwell
Step into this electrical room, top, or run along the low wall
head across it, and open the and strafe both thugs until they
door to the right. Wait right fall. Do this without losing any
there! This door leads to the health. After you deal with the
hotel roof, which is teeming with two thugs behind the cylinder,
PRIMAGAMES. COM

thugs. Push the door open and descend the steps.


wait where you are, inside the
plant room.

11
2
Miami Mission #4: Rooftops
If you fail your mission after stepping into the elevator and
heading down to the parking lot, you restart from this point
until you quit the game or finish the mission.
E
NOT
Part 3: Garage Gunplay
YOU MUST HAVE A DECENT HEALTH TOTAL
The third thug appears after you reach the lower roof. Train your BEFORE MOVING INTO THIS ELEVATOR
weapon on the fire escape opposite you. When the thug appears, AREA! AFTER THE ELEVATOR OPENS,
shoot him before he can get a round off. This third thug is a TANNER STEPS INSIDE AND DESCENDS TO
problem only if you don't spot him. THE UNDERGROUND PARKING LOT, WHERE
HE IS TO APPROPRIATE THE VEHICLE. YOU
Climb up the opposite steps to the final roof area. There's a
MUST DEAL WITH ANY PUNKS GETTING IN
concrete hut in front of you. Head to the right, around the hut's
HIS WAY, USING A FIRM HAND AND
side, to pick up the health pack. A thug steps from behind a small
FIRMER GUNFIRE.
concrete hut in the middle of the roof. Tag him through the gloom.
If you don't take him down, he Don't step out of the elevator
runs behind the hut. Dash to the when the doors open! Notice the
hut's near side and prepare for a two thugs chatting ahead of you.
firefight against three thugs at Those punks haven't seen you
once (or four if the first one is yet. Aim at the head of the left
still alive). Reload, turn left, and one, tag him, and finish the clip
step out, strafing the roof with by filling the other one full of
Uzi rounds. lead. Step left, staying in the
elevator, when you're reloading
Dart behind cover to reload. or seeking cover.
Aim at one thug at a time; start
with the nearest and continue If you miss the first two punks,
to the next nearest. they run to separate locations.
Alternatively, you can roll to The left one stands outside the
hide behind the larger hut or left elevator (where he is
dash around the roof, but difficult to shoot, which is why
staying put and behind cover you should defeat him first). The
means you won't be surrounded other stands to the control
and can continue the fight until booth's left.
you slay the thugs.

You can step around to the first hut's left, opposite the
health pack, but available cover is low to the
ground, making the firefight more difficult.
TION
CAU
Step onto each of the slain thugs after the battle to get Stay in the elevator unless you want to feel the sting of live
much-needed health. If you feel overwhelmed, you can also ammunition! Find the remaining garage thugs in order. Start with
flee the rooftop without taking down every thug. the punk inside the control booth. Shatter the glass and down him,
TIP then shoot the left punk if you haven't taken him out.
Turn left, use fancy sidestepping out of the elevator, and cap the
thug standing next to it (if you missed that headshot opportunity).
When the coast is clear, proceed
The remaining four thugs stay where they are, and they aren't that
to the exit—the only door on
close—meaning their shots aren't as accurate.
this area of roof, in the biggest
concrete hut's center, near the
neon hotel sign with a health
pack near the door. Step through
and into the elevator.

3
11

Check out If the gun battle takes too long,


the guy behind the or after you enter the control
V-8 car diagonally to your booth and press the switch,
left. Blast him, then continue watch for two thugs who appear
your sweep left, blasting the from an elevator to the booth's
thug at the farend of the garage left. Ready your weapon for these
on the right. Tag the one at the two late arrivals. When every
back of the left lot, and finally, thug is downed, collect ammo
the punk halfway down the and health from the bodies.
garage left side, behind another car.
THE WHEELMAN PLAN
THE WHEELMAN PLAN
If you tag the previous thugs,
Another garage tactic is a you have time to enter the
rolling dash to the control control booth, press the
room, which affords you cover switch, and wait for the
and allows a different view of elevator to arrive. Stand in
the garage. Pick off remaining front of the door and gun down
thugs from here. both thugs before they have
chance to react.
You can also use the cars
as cover, running forward,
crouching down, then rolling Or, you can start up the Scout Chaser, drive it to the locked
out to tag thugs on the garage door, hop out, open it with the switch, and leave before the
vehicle's other side. It's elevator punks arrive!
dangerous, but it works. If you
have a good enough angle, you Enough fooling around. With the
can also shoot the thug's feet garage door open, run to the
by firing through the space Scout Chaser, back it out, then
under the car. However, getting exit via the garage door near the
into a V-8 is asking for control booth. You're on a
trouble; the cars are locked. special delivery mission to
Calita's warehouse. Check the
For ultimate thug humiliation, guide map for a couple of choice
try the following: Get in front of routes to reach there.
a thug who has another thug
standing directly behind him.
Sometimes gunfire from the thug
in back takes care of his
colleague for you. Or, destroy a
Part 4: Calita's Car
V-8 car by blasting it until its
engine catches fire. Then retreat
Taking Care of Tailgaters
and watch a thug get caught in the blast. Before you see the
routes to Calita's warehouse,
be forewarned that Tico's
Don't touch that sweet maroon ride in the far left corner. notorious South Beach gang
That's the '77 Scout Chaser, your carjacking target. The members are out. Although
mission fails if this gets damaged. Don't shoot at it! there are sometimes a few to
OTE tangle with, usually only one
N appears as you exit the
hotel. They show up on your
When you defeat all garage ingame radar as red dots.
thugs, mosey over to the control
PRIMAGAMES. COM

booth, and find the garage door


switch. Press it, and the adjacent
door rolls up. The door at the
opposite end remains closed.
The booth has a health pack if
11 you want it.
4
Miami Mission #4: Rooftops
You can try a number of PATH VARIATION #1: SHORTCUT
plans to avoid or engage
these hoodlums. You can even
ignore the Scout Chaser, step
out of it, find the nearest
gang vehicle, and cut down
the enemy driver and
passenger.
A better plan is to take the
Chaser and head to Calita's.
When driving the Scout If you're being closely tailed, take the alternate route. When you
Chaser to your warehouse reach the grass, continue west instead of south, passing between a
destination, avoid enemy cars small set of shops and a fence (Waypoint #5), and toward a small dock
by watching for them on your
area and pedestrian bridge. Slow to avoid driving into the water!
ingame map, slowing down,
checking their movement Follow the waterway's left side as the alley winds south
direction, and scooting down a between two large buildings (Waypoint #6) and opens into
side street away from them. the huge parking lot west of the convention center.
You're on the main route, and the gang car
can't follow you.

On the main path, swerve right


at the T-junction, then cut the
next corner between the
lamppost and the convention
center's corner, and head out
into the huge convention parking
If a gang car spots you in the Scout Chaser, floor it and lot (Waypoint #7). Accelerate
zoom out of there. Use aggressive cornering down the next few away, drifting right to the road
blocks to shake your tail. Don't slow or they may fishtail you. on the parking space's other
Don't ram them, because your car needs to be in one piece. side. The routes join up.
Alternatively, stop and exit the Chaser, whip out your Uzi,
plaster the front windscreen with lead, tagging both punks,
then return to your vehicle before other members arrive.
PATH VARIATION #2
That's a sure-fire way to lose your foe!
Use one of these two strategies if the punks are still
following you when you reach your destination.
OTE
N
PATH VARIATION #1
Instead of exiting the hotel and turning left, head right, then right again,
heading south on Collins Avenue. Follow Collins as the road bends left,
then straightens. Floor it until you're three blocks from the hotel.
You're looking for a right turn with a restaurant on the other side
(Waypoint #8). The neon sign isn't large, but it's bright red and says
"Tokyo Bowl." Turn and shoot west one block, then continue straight,
down an alley toward a restaurant with a green neon sign reading
You can take an almost infinite number of routes to Calita's warehouse, "Paesano's."
but two paths are the easiest. The first has you launching left out of the
To the left of Paesano's
garage, winding around the hotel and left at the next junction, onto A1A.
(Waypoint #9) is a junction you
Accelerate southwest down A1A with the Biscayne Waterway on your should shoot through, heading
right. Ignore the road when it bends south, and instead head onto east with Paesano's on your
the grass to the right (Waypoint #4). Cut the corner, then right and the large Bank of
straighten up onto the southbound road one block Bmonka on your left. The road
from the T-junction with the huge convention opens up in half a block.
center's side ahead of you. Prepare for a left turn.
5
11

Press down on
the gas as the road leads
to the left park area (Waypoint
#10). Avoid the circular wading
pool, but cut across the park as
this damages your car beyond INT. WAREHOUSE—NIGHT
repair, then onto the long road
IN A WAREHOUSE, TANNER WALKS IN, AND SPOTS A CAPTIVE SUSPENDED
heading south.
FROM THE ROOF, AS WELL AS THE REST OF THE GANG—CALITA, LOMAZ,
BAD HAND—STANDING AROUND. THEY WATCH HIM AS HE SLOWLY,
After the Paths Merge COOLLY, APPROACHES. LOMAZ POINTS A GUN AT HIM. HE STOPS.
Cut across the corner of the
TANNER: I BROUGHT YOUR V-8 BACK.
road in the southwest edge of
the park, and head south down LOMAZ LOOKS AT CALITA.
Alton Road for one block. Make
JONES (V.O.): CALITA.
a right, onto the MacArthur
Causeway (Waypoint #11). Stay JONES (V.O.): SOUTH BEACH LEAD, SHE MOVES 80 MILLION A YEAR IN
on the road's right side to avoid STOLEN GUNS AND CARS.
ramming oncoming traffic.
LOMAZ: HE AIN'T WORKING FOR TICO'S.
JONES (V.O.): LOMAZ. HARDWARE SPECIALIST. GUN FREAK WITH
Dash toward the large PIMP CHIC .
warehouse near the road
entrance to Watson Island. The TANNER: YOU NEED A DRIVER, AND I NEED A TEAM.
red arrow beckons you in. Open THE CAPTIVE: HHHHH!
either the side or main doors.
Drive aggressively before you BAD HAND SHOOTS AND KILLS THE STRUGGLING CAPTIVE. TANNER
reach this point, or you cannot WATCHES AND DOESN'T BLINK. CALITA STARES HARD AT HIM.
complete this mission. CALITA: IF YOU'RE NOT GOOD ENOUGH, YOU'RE GONNA WISH YOU WERE HIM.
CALITA HOLDS OUT HER HAND. TANNER DROPS IN THE KEY.

Don't lose your cool behind CALITA (TO LOMAZ): MAKE THE ARRANGEMENTS.
the wheel. This car needs
CALITA AND THE REST OF THE GANG WALK AWAY.
to be refitted, not sold for
scrap. Venture over the
damage meter line, and
you fail. Three major
crashes, and it's time
to calm your twitchy
driving.
E
NOT
PRIMAGAMES. COM

11
6
Miami Mission #5: Impress Lomaz
Start Route #1
Yard Start Route #2
Finish Yard Route
Red River Bar Route
Tico’s Thugs
# Waypoint

4 4
3 5
2
11 10
9
10 5 8
9 7 1 13 6
12
6 4 7
8 3 5
2 11
10
1 9 8
12 13 6 1
7
2

t:
n Star
Missio rtment ach)
's apa uth Be
Tanner on Road, So
(off Alt h:
n Finis Havana)
Missio (Little
er Bar
Red Riv

Overview Part 1: Looking


Taking Tico's prized motor is one thing. Figuratively slapping him
about the face is another. Prove your worth to the suspicious Lomaz for Lomaz
and infuriate Tico by meeting up with Calita's right-hand men (Lomaz
and the infamous Bad Hand) at the old docks, near Little Havana. PATH VARIATION #1
There, drive one of Lomaz's V-8s in a destruction derby, taking out
Tico's building projects. Then add insult to injury by driving to the Red Lomaz knows your fine speedboat
River Bar and trashing it. You need fancy driving and an even fancier can take you to the rendezvous
trigger finger to earn this veteran gangster's trust. point, and tells you to meet up
dockside across the bay. Stroll out
around your pool, down your
Weapons De wharf, and fire up that Cigarette
tail: 38 Top Gun boat. Steer it right,
SERVICE ISSUE heading into the sunset.
9MM AUTO
SILENCED SERV
ICE ISSUE 9MM Aim the boat at the set of
9MM MACHINE AUTO (PICKUP)
PISTOL skyscrapers on the left side of
HI-POWER AU
TO 9MM the western bay of downtown
Modesof Transportati
DART RETALIAT Miami so you're not heading
OR (TANNER'S
GA RA
on:
CIGARETTE 38 GE) directly toward the radar cone.
TOP GUN (TAN
V-8 (OLD DOCK NER'S WHARF Otherwise, you reach the other
S) )
side of the bay and have to turn
Objectives: left and follow the water's edge
around to the mouth of Miami
1. RENDEZVO
US WITH LOM River. On the way you pass
2. DEVASTATE AZ AT THE OL
D DOCKS.
TICO'S BUILDI Stiltsville, a set of ramshackle
3. DRIVE TO TI NG YARD.
CO'S RED RIVE houses on the water. Ignore
THE PL ACE. R BAR AND SH these for the moment (Waypoint #1).
OOT UP 7
11

(Waypoint #6). Head right, under the freeway on-ramp, make a left at
the road's end, and accelerate to the meeting point with Lomaz.
Follow the Or you can continue along
Miami River's mouth the expressway until you spot
to the small dock area, using the freeway on-ramp on your
the map to guide you. Slow left. Take the hotel parking lot
down as you head under the entrance to the right of it
freeway, because the support (Waypoint #7), weave to the
pillars leave only a narrow gap left of the hotel onto a patch
to pass through (Waypoint #2). of grass, then onto the rough
At the docks, hop off the boat, up the steps, road and down to the
and meet Lomaz. rendezvous point.

When you learn the layout of the 13 construction yard areas


you must destroy, you can practice your route before you
reach the rendezvous point. Avoid spotting Lomaz, and
PATH VARIATION #2 instead, practice the destruction to come until
Taking a boat? Why bother
when you can drive here and
you're ready.
TIP
learn the layout of Miami's
roadways at the same time? This
takes longer, and offers dozens
of alternate routes. Pick your
car from the garage, and drive
it across the MacArthur
Part 2: Construction
Causeway. Destruction
Although you can take the
same route as Jones in Mission With Lomaz riding shotgun, you
#2 (check that map for more have 13 areas of Tico's yard to
information), here's the quickest ram with your newly acquired
route we found. Continue along V-8. There's a time limit of
the causeway past the Freedom 1:30. If you take longer than
Tower, staying on the same road this, Lomaz won't be
all the way to the freeway ramp impressed—and your mission
(Waypoint #3). fails. Start by wheel-spinning
The ramp is actually an off- forward, through the gates.
ramp! Stay to the left to avoid
oncoming cars. Travel over the If you fail your mission after you start the rampage, you
freeway, and take the next off- restart from this point until you quit the game or finish
the mission. E
NOT
ramp. After taking the exit's
winding right bend, make a
sharp skidding turn to the right
Swerve to the right, and crash
(Waypoint #4). Continue down
through the stack of barrels.
this road (which you took
Don't miss them, or you must
during Mission #2).
fishtail around and ram it,
wasting time. Make sure the
barrels explode. While Lomaz
raves about your technique,
continue straight.

Red arrows identify all 13 parts of Tico's yard that need


destroying, but they must be destroyed in the order shown
on the guide map. The route shown is the quickest
At the next junction, instead of cutting across the parking lot,
E
PRIMAGAMES. COM

NOT
and easiest.
barrel across the entire east-west road and head under the main
freeway. Avoid the supports, crash through a wire fence, and skid
right onto the East-West Expressway (Waypoint #5).
Immediately on the left side of the road is a fence and gap that
leads to a construction site. This is one way to cut down on
11
8 your time. Follow the rough road to a junction
Miami Mission #5: Impress Lomaz
the e-brake, slide 180 degrees around, and slam your car's left rear
side into the cylinder, knocking it off its base and exploding it.
The maneuver is necessary to
destroy the next set of junk.
Heading north, weave right
around the first freeway support
column and left around the next,
Accelerate up onto a short ramp, through a building under slamming into the barrel stack.
construction, and through a set of barrels inside the building. Head As you hit this stack, begin a
out the other side and make an immediate 90-degree right turn. long left turn.
Ease off the gas as you enter and exit the building, or you may hit
the ceiling or overshoot the turn. Pass between the on-ramp
overpass strut on your left and a
After your wickedly sharp right turn, straighten up and boost
yellow V-8 on your right. Ignore
forward through another half-constructed building, shattering two
the thugs, and aim straight
walls of glass. By now, you see Tico's goons attempting to fire on
through the glass walls of the
you. Ignore these punks entirely throughout the rampage.
next building on your list of
Keep up your speed so your vehicle isn't damaged from destruction. As you emerge from
enemy gunfire. Don't get out and engage the thugs in a gun the other side, steer slightly to
battle; Lomaz is in the car with you. The counter ticks away the left.
even if you exit and try to fight, and you won't complete
your mission in time.

Ignore the yellow V-8s and the


TIP This prevents you from hitting a
wall on your right. Aim directly
west and accelerate through the
automatic gunfire peppering wire fence and into a half-built
your vehicle. Instead, accelerate wooden walled structure. To set
under the freeway underpass, your trajectory up for the next
aiming for the pile of sand with area, ram through the far right
the two planks resting on it. corner of this structure.
Launch over the planks, and
land the car onto a thug and a
destructible building.

Head under the main freeway,


avoiding the yellow V-8 parked
on your left, and make a long
power slide to the right, around
the garbage cans. Aim to crash
your car through the side of the
wooden building. Go through the
This allows you to head up the ramp to the brick building. Ease off
middle of the structure so it
the gas so you don't scrape the ceiling, then slam into the barrels
collapses completely.
and shoot out the exit ramp. Make an immediate, sharp skidding
turn to the left. Again, ignore those thugs.
Time for the penultimate rampage! As you swerve left, aim for the low
wooden ramp between the wire fence and pass over it. Miss this ramp,
and you're stopped short, then peppered with gunfire as you reverse
again. Jump this ramp in one fluid motion.
Accelerate after you're over the
ramp, busting apart an incoming
fence's left corner, and aim for
Race forward heading south. You may hit an exploding barrel. the barrel stack ahead. As you
Readjust your alignment and hit the thug standing in front of the slam into the stack, turn left.
shallow ramp that leads through another half-built structure. Ease Keep up your speed for the
off the gas so you don't ram the ceiling. Inside, smash into a stack destructive finale.
of barrels, and come out the other side.
Now for a tricky maneuver. Ahead and to the right is a large blue 9
cylinder; a punk stands to the left. Accelerate at the cylinder, tap 11

Now for the


With Lomaz still chaperoning
trickiest dockyard
you, step into the other V-8 and
maneuver: Straighten up, blast
head directly to the Red River
through two wire fences, and
Bar. It's on the north side of
aim for the rubbish bin ramp up
Little Havana, and only takes
ahead. You must hit this directly
around a minute to reach. We're
straight on, at three-quarters of
taking the only direct route.
your top speed at least, to avoid
missing your landing spot.

If you fail your mission after you head toward the bar, you
restart from this point until you quit the game or
finish the mission. E
NOT
Head through the gates ahead,
then speed down the rough road
all the way to the end. Squeeze
between the wall and the
The landing spot is the roof! On the roof, continue forward into the lamppost, then swing left as you
final stack of barrels, and your wanton destruction is over. Lomaz is drive onto the grass (Waypoint
suitably impressed, but wants to test your mettle on one more task. #8). The quickest route out of
Drive back to where you met Lomaz. The quickest route is away here is through a nearby hotel's
from the last stack of barrels on the roof. Head around the front parking lot.
building, passing the rubbish bin ramp and the remains of the Head over the grass, slowing
penultimate barrel stack on your right. Head around the down when you reach the grassy
warehouse next to the docks. mound so you don't flip. Then
drive through the gap, across the
If you're trying to perfect your wheelman skills, finish the hotel parking lot to the exit in
rampage with 36 seconds left on the clock—that's the the far right corner. Head across
fastest time around! the oncoming traffic as you
TIP reach the East-West Expressway,
heading west (Waypoint #9).

Part 3: Ransacking
the Red River Bar Ignore the alley to your right, and
head up to the intersection one
long block ahead. Make a right
turn (Waypoint #10), skidding
around any oncoming traffic.
Skid early to avoid a crash. Speed
northward onto the grass. Come
to a screeching halt in the Red
River Bar's parking lot.
Lomaz tells you to destroy the
joint. There's only 1:30 until the
cops show up and the mission
fails. They know you're under
cover, but Lomaz doesn't. If the
cops show up, he flees the scene,
ending the mission. Step into the
Start Tico’s Thug entrance, then turn left
Concentrate shooting here into the bar itself.
PRIMAGAMES. COM

12
0
Mission #6: Gator's Yacht

Armed with an Uzi, check the poolroom straight ahead for a thug You can tag chairs, tables, wall hangings, pictures, the pinball and
who's spotted you. Tag him immediately, then take out the bartender video game machines, even the pool balls on the table, but the
behind the bar in the middle of the room. Before you shoot up the most damage is caused by wrecking the bar—specifically, all the
place, take care of the punks inside. Step into the poolroom. glasses, bottles, and beer pumps. If you ignore this area, it's
difficult to finish in time.
Drop the thug on the other side of the pool table, and step out of
the poolroom area. Work your way counterclockwise around the bar If you shoot the long table near the jukebox, the bar, and the
toward the restrooms. Strafe the bar and furniture with Uzi gunfire large glass cabinet with all the bottles behind the bar, you're
as you go. If you hate rock 'n' roll, shoot up the jukebox near the done in no time. It's easier to aim at the smaller bottles in first-
entrance to stop the music. person view. With practice, this barroom bulletfest can be
finished with 40 seconds on the clock!
Watch for two thugs who appear
from the left side of the restroom When you finish the shooting in time, Tanner exits the bar.
corridor. Dispatch both, then "Good," says Lomaz. "You work for us now. Time to take on
check your time; you should have the Gator…."
around 1:10 left on the clock.
The next 30 seconds are crucial.
Return to the bar, blasting
anything not yet wrecked.

t:
n Star
,
n Road
Missio rtment (off Alto
's apa
TannerBeach)
South h: ic
n Finis Atlant
Missio (moored in thned)
's Yach
t her Isla
Gator south of Fis
Ocean,

Start
Finish
Route #1
Route #2

C4 Placement
Health Pack
Thugs

1
12

Overview
Placing explosives and demolishing a multimillion-
dollar yacht isn't the easiest exercise. You have a choice of how
much gunfighting to attempt: You can take the C4 without dropping
any of Gator's men at Stiltsville, or you can blast them all. After this
fight, the mission's goal is boarding and infiltrating the yacht.
INT. ELEVATOR—EVENING
Gunfire rings out on all decks as you search for three bomb
CAINE AND JERICHO WALK ALONG A CORRIDOR.
locations, after which you must flee the vessel within 30 seconds or
suffer the same fate as the sinking crew. Gun skills are important here. JONES (V.O.): SOLOMON CAINE. THE GANGSTER MOST OTHER GANGSTERS
WOULD LIKE TO WHACK. NEVER GOES ANYWHERE WITHOUT THIS MAN.
Weapons De
tail: JONES (V.O.): JERICHO. CAINE'S LIEUTENANT AND PERSONAL BODYGUARD.
HIGH-POWERED AMBITIOUS, CALCULATING AND, MOST OF ALL, FIERCELY LOYAL—UNTIL NOW.
AUTO 9MM
SILENCED SERV
ICE-ISSUE 9MM THEY REACH AN ELEVATOR AND GET IN. CAINE FIRST, THEN JERICHO
SERVICE-ISSUE AUTO
9MM AUTO BEHIND HIM.
9MM MACHIN
E PISTOL
Mod
es of Trans JERICHO PUTS A GUN STRAIGHT TO CAINE'S HEAD—AND FIRES. THE
CIGARETTE TO portation:
P GUN (OUTS SCREEN CUTS TO BLACK THE MOMENT THE GUN GOES OFF.
TO HIS WHAR IDE TANNER
F) 'S BUILDING,
MOORED JERICHO GETS OUT OF THE ELEVATOR ALONE.
SURF CRAFT
(SECURED TO
INTERIOR MAI
Objectives N DECK OF GA
TOR'S YACHT)
:
1.
2.
SECURE THRE
APPROACH AN
E DETONATO
RS OF C4 FRO
M STILTSVILL
Part 1: C4 from Stiltsville
D BOARD GA E.
3. POSITION TH TOR'S YACHT.
E C4 IN THRE After Calita finishes her message,
4. FLEE THE YA E AREAS.
CHT BEFORE head out of your home, around
THE EXPLOSI
ON. the pool, and down the wharf
steps to your Cigarette Top Gun.
Step onto it, or appear at the
wheel. Start it up, and swing
around to the left.

PATH VARIATION #1:


INT. TANNER'S APARTMENT—DAY SNEAKING WITH THE SURF CRAFT
TANNER AND JONES ARE TOGETHER. AT THE START, WE ARE LOOKING AT Instead of heading to the far
PROJECTION-SCREEN PHOTOS OF GATOR, TAKEN BY COVERT MIAMI P.D. Stiltsville building and wreaking
OFFICERS ON OR NEAR HIS YACHT. havoc with the ne'er-do-wells
living there, follow Calita's
TANNER (V.O.): THIS IS GATOR; CALITA USES HIM FOR ANYTHING SHE
advice and take one of the Surf
NEEDS ON THE ISLANDS. BUT HE SCREWED HER ON THE LAST DEAL. THIS
Craft from Gator's yacht. Head
SUPER YACHT IS HIS. SHE WANTS ME TO PUT A HOLE IN IT—EVEN THINGS
out from your apartment wharf
UP BEFORE SHE THINKS OF USING HIM AGAIN.
to the southeast.
CUT AWAY TO TANNER AT THE END OF HIS VOICEOVER, AND THE TWO OF
Round the corner of Fisher
THEM IN THE ROOM.
Island until you spot Gator's
JONES: SHE USES HIM FOR REPO WORK? gigantic boat. Approach it with
care; there's a good chance
TANNER: SHE HAS TO—THEY'RE GONNA SHIP 20–30 CARS TO EUROPE. you're spotted if you land to the
YOU NEED A LOT OF MANPOWER TO BRING THAT NUMBER IN. rear of the vessel. Head to the
JONES: BUT WE DON'T KNOW WHO WANTS THEM? boat's left and around its front.

TANNER: WE'VE GOTTA LET THEM GO TO FIND OUT.


PRIMAGAMES. COM

JONES: SO CALITA PUT THE DEAL TOGETHER?

TANNER: NO—IT'S WAY TOO BIG FOR SOUTH BEACH. THEY DON'T HAVE
THOSE KIND OF CONTACTS. THEY'RE WORKING FOR SOMEONE WHO DOES.

12
2
Mission #6: Gator's Yacht
Hop onto the deck and run
up the stairs leading to the
upper balcony. There's a
doorway ahead on your right.
Push it open, but remain on the
deck side (unless you're under
fire). Two thugs wait around the
Stop the engine as you reach this side of the vessel. Hop out, left door.
dive into the water, and then locate the ladder in the center of the Sidestep right, through the
yacht. Quickly climb up and onto the main deck of the boat door into the room, and empty
(Waypoint #1), turn right, and run to the far end. a clip into both of these guys
There's a winch mechanism button here, off the deck, next to before they react. If you're
the docked Surf Craft. Waste anyone who attempts to stop you. Press winged, check the health packs
the button to automatically lower the Surf Craft into the water. in the far left corner. Then head
You're automatically moved to the shelf and pick up the first
to the Surf Craft, which roars to C4 explosive.
life. Scoot over to Stiltsville,
following the C4 location infor-
mation shown here. If you're
riding on the Surf Craft, don't
remove a weapon from your
holster. You can grab the C4
without firing a shot!

PATH VARIATION #2: TOP GUN AND RUN Turn around and find the door in the middle of the wall, to the left
of the poster and "we will have to kill" graffiti. Push it open. Inside is a
thug accompanied by a "special lady." She ducks, allowing you to blast
the thug, although you can spray both of them with bullets.
Enter the room and check the table with the television on
it, and the head of the bed. The final two C4 explosive
devices are here. Gather both, and then head back
out of the doorway to the outside deck.

If pretending to be a Gator goon doesn't sit well with you, the


alternate Stiltsville infiltration involves you, a plethora of firearms,
and a deadly aim. Instead of heading to the yacht to secure a Surf
Craft, pilot your own Top Gun powerboat directly toward the four
floating buildings.
Part #2:
Shots ring out from all buildings, but the arrow points to the one Raid on Gator's Yacht
to infiltrate. If you want to avoid zinging gunfire, make a wide arc
around the buildings, heading south around Stiltsville, then quickly
dock at the appropriate building and seek cover.

You can also stop at extreme range near each of the three
buildings you aren't entering, and take down the two to three
goons on each of the exterior decks. That way you won't
be injured when you infiltrate the building.
E
NOT Jump off into the water and you appear by the steering wheel of your
powerboat. Head off to the southeast, around the right side of Fisher
After running your boat into Island. Gator's yacht looms in the distance. Full throttle ahead!
the appropriate building's deck,
approach heading east, use the You can enter the boat by hitting the arrow mark at the rear, or by
powerboat's bulk to shield you swinging around the side and using the ladder. Either way, enemies
from incoming fire, and tag four assault you. Drop onto the deck, and head to the long side decks on
enemies on the outside deck. the main level. From the rear, these decks are up one flight
3
of stairs. 12

As you reach Return to the main corridor,


the relative cover of turn the corner to the right, and
the long deck, you should open the door leading to the
have taken two or three goons captain's cabin. At the controls
down. At the front end of the are two thugs. From the
deck are two more goons on doorway, take out the thug
either side. Waste them, and standing ahead. Step around
continue to run around the the door, facing left, and
exterior of the main deck until remove the remaining goon.
no more bad guys are left.
The first C4 placement point is
You need to plan your C4 explosive planting. Check the Gator's by the ship's left dashboard and
yacht map to see where to plant each detonator. The boat will radar area, near the controls.
blow when you affix the final one, so put the third explosive
Fit the C4 onto the yellow
in the area that affords you the quickest escape. This is
cursor point, and then return
usually the main deck interior. Go to the other two
through the upper rooms the
locations first, in either order.

TIP
way you came. Be ready for a
couple of possible
reinforcements outside.
Start up the stairs to the second
upper deck. Head up the right
side staircase, plugging anyone
in the upper deck area, and
then check either of the long
upper decks for health packs at
the far ends.

Enter the doorway to the steps' Descend to the engine room in the boat's hull, or head up the
right, leading to the roof deck. main double steps to the roof deck. Pop your head out as you near
Inside is a lounge area, where the top, and you see four thugs waiting to mow you down. Pop
three thugs are relaxing. Not for them from this partial cover. Then take the extra Uzi and two
long—shoot the one near the health packs at the far end of the roof deck.
support wall pillar on the right, Descend to the main deck, dealing with any newcomers that have
then strafe left and bring down appeared, and then take the door to the left of the stairs. This
the remaining two. gets you to the engine room. Descend quickly, because you come
under heavy fire.
Quickly inspect this room. The
only item of interest is a health
As you reach the bottom of the
pack on the table. Pick it up,
stairs, turn right and blast the
and move along the left side
goon standing near the piping
corridor. Do this slowly, and
on the right wall. Then continue
don't open either of the doors to
forward, around to the console
the right. Instead, continue until
at the far left side of the
a thug pops out from around the
chamber. Bring the second thug
right corner at the far end. Bring
to his knees, and grab the
him down.
health pack.
Time to check these two rooms.
Run to the engine room's
The door on the left leads to a
opposite end. Look for a gap in
small guest bedroom with two
the far right corner, under the
health packs. The door on the
stairs. Plug another goon who
PRIMAGAMES. COM

right leads to the Gator's


steps out to fight you. The
pimped-out master suite, with
second C4 placement point is
the finest bed linen, artifacts,
directly beneath the stairs.
and pottery—and two punks to
Place the detonator here.
bring down.
12
4
Mission #6: Gator's Yacht
PATH VARIATION: THROUGH THE FRONT
The siren starts to wail, and
there's nothing you can do to Push the door open near the
stop it except finish the job! rear of the boat, right of the
Head up the engine room stairs, main steps up, and enter
deal with any new threats, then another lounge room. Two thugs
make a plan to hit the final C4 are in front and left of you,
point, which is in the main deck near the grand piano. When the
level's far interior room. There room is secure, grab the health
are two ways in. pack on the table.

PATH VARIATION: AROUND THE BACK Head through the door on the
opposite wall to reach the other
The first way in involves a dining room entrance. Shoot at
minimum of fighting. Instead of the two thugs to your front and
opening the door to the center left. The final C4 placement
steps' right, head around to the point is here, too. Plant it!
vessel's rear, near where you
took the Surf Craft. A door in
the middle of the wall leads to
the ship's interior.
Open the door, and
immediately down the thug to
your left. Enter the room and
take down the second thug
Gator Outta Here!
ahead and to the right, on the The third C4 placement triggers
dining table's other side. Then the countdown! You have 30
check the far right corner; the seconds to flee the yacht. Run out
final placement point is there, onto the main deck, jump down
above a health pack. the stairs to the rear of the vessel
(or head down the ladder to the
side), appear on your powerboat,
and rev that engine!
If you're on the boat when it
blows, your mission fails, so turn
your speedboat around and get
away from the yacht area. The
entire yacht explodes in a trio of
fireballs. Gator will think twice
before dealing with Calita again!

5
12

t:
n Star e
Missio , Coconut Grov
M all
Mortain h:
n Finis iver
Missio rth of Miami R ):
cks, n o nate
Old do Finish (alter ta's motel
n li
Missio ls, north of Ca
oir poo
Reserv

Overview
You take the wheel of a luxury motor, and
maneuver your way through a shopping mall
with the cops in hot pursuit. Plan your next turn
ahead of time, ignore the pedestrian cops, and
improve your precision-driving techniques so you
don't slam into walls on the way out.
Then it's a quick dash to Calita's motel, using a
variety of techniques to shake the cops on your tail. Start
For the last part of the mission, ditch the car in water.
Finish
No problem!
Police Car
Start Route #1 to Freeway
1F Racing Line Route #2 to Freeway
Police Officer Route #1 from Freeway to Motel
Route #2 from Freeway to Motel
Route #1 to ditch car in water (Goal #1)
Route #2 to ditch car in water (Goal #2)

2F
Weapons De
tail:
HIGH-POWERED
AUTO 9MM
SERVICE-ISSUE
9MM AUTO
SILENCED SERV
ICE-ISSUE 9MM
PRIMAGAMES. COM

9MM MACHIN AUTO


E PISTOL
Mod
es of Transport
PATRIARCH TY
COON (MALL
INTERIOR)
ation:
Objectives:
1. ESCAPE TH
E MALL WITH
2. LOSE THE MINIMAL CA
COPS AND RE R DAMAGE.
3. DISPOSE O TU RN TO CALITA
F THE ESCAPE 'S MOTEL.
VEHICLE.
12
6
Miami Mission #7: Trapped
There's only one main path through the mall with very few
detours; if you get confused, just look for the big green
exit arrows on the walls.

TIP
EXT. GATOR'S YACHT—DUSK.

THE GATOR'S YACHT EXPLODES IN A FIERY MULTIMILLION-DOLLAR MASS OF


FLOTSAM AND JETSAM.

INT. POLICE HEADQUARTERS—DAY.

TWO DAYS LATER.

THE GATOR WALKS INTO POLICE H.Q. AND DROPS OFF A PACKAGE.
Option 1: Drive quickly but carefully through the first few turns to
JONES (V.O.): NOW, WHAT THE GATOR LEFT IN THAT PACKAGE WAS ENOUGH outrun the cops.
INFORMATION, A TIME AND LOCATION, TO SET UP THE WHOLE OF SOUTH
BEACH—ONLY THE BOYS ON THE GROUND DIDN'T KNOW TANNER WAS WITH Option 2: Shoot the cops so they can't pursue you through the mall.
THE GOOD GUYS.
It's almost impossible to negotiate the tight turns of the mall
EXT. STREET IN MIAMI NEAR THE MALL. corridors with the aggressive police cruiser smashing into the back
INSIDE A VAN WE SEE POLICE OFFICERS WATCHING CCTV CAMERAS SHOWING of your car. You can block off the police cruiser, then get out of
TANNER STEALING A CAR, AND CALITA, LOMAZ AND BAD HAND NEAR A TRUCK, your car and blast the cops, or you can outrun the cruiser by driving
WAITING FOR HIM TO DELIVER IT TO THEM. quickly and carefully through the first few turns.

CAPTAIN (OFF SET): … JUST SEE A FANCY-LOOKING AUTOMOBILE AND TAKE IT.
Exiting the car is risky, as the cops might run you
MOVEMENT ON THE CCTV ATTRACTS THE CAPTAIN'S ATTENTION TO THE SCREEN.
down with their vehicle, rather than get
CAPTAIN (INTO HEADSET): LIKE THE LONG ARM OF THE LAW AIN'T EVER GONNA out and shoot it out with you.
TION
CAU
BE AROUND THE NEXT CORNER RIGHT THERE TO SLAP 'EM.

SLAP 'EM S'HARD, SO THEY NEVER GET UP…

CALITA ENTERS THE MONITORS' SCREENS. The first section of the mall is
CAPTAIN (INTO HEADSET): DAMN, I'LL BUST HER ASS JUST FOR LOOKING GOOD. straightforward. Two sharp
rights and a sharp left bring you
ALL RIGHT.
to a small food court guarded by
ELEMENTARY SCHOOL DROPOUT FOR SURE. one cop on foot.
WE WATCH THE SURVEILLANCE CAMERAS AS TWO POLICE CARS GET READY TO
MOVE INTO POSITION.

CAPTAIN (INTO HEADSET): UNIT 35—CHECK. UNIT 40—CHECK…PREPARE


TO INTERCEPT. SUSPECTS ARE ARMED—REPEAT, ARMED. YOU'RE CLEARED FOR You can plow through storefront windows with minimal
USE OF FIREARMS.
damage to your car. This helps round off the sharp 90-degree
turns, and it makes it tough for the stationary police officers
WE WATCH THE SURVEILLANCE CAMERAS AS TANNER IS SEEN APPROACHING THE to draw a bead on your vehicle and shoot it.

TIP
AWAITING TRUCK.

CAPTAIN (INTO HEADSET): OKAY, LET'S MOVE, MOVE, MOVE!

You can either run down the cop


or speed past him as you make a
Part 1: Escaping left turn and continue down the
hall. Stick to the inside of the
the Mall turn to smash through a clothing
store, or take a wider turn to
speed down the tile floor. Watch
The mission begins as you smash out for the cop on foot just past
through the parking garage the clothing store.
doors and enter the Mortain
Mall with the police in hot Two cops on foot wait for you with guns drawn as you round the
pursuit. You must escape the next right turn. Make a sharp right turn just before them and drive
mall with your vehicle intact. through the Café Lyon.

7
12

At the other end Now, make the sharp left at the


of the Café Lyon is a corridor's end and crash through
wide-open area guarded by the glass doors printed with Ms.
another cop on foot. Drive over Beware of the sharp right turn
the benches and planters (and immediately after the doors.
the cop) if you like. Continue
straight.

If you decided to drive between the two cops, you appear in To negotiate through this final tricky turn, crash through the
an elevated part of the same area, left of your previous clothing store, smash through the M doors at a 45-degree
location. Turn left at the end of the hallway. angle, and slip around the final corner without
E
NOT
clipping your bumper's right corner.

TIP
Option 1: Go around the red- Part 2: To the Freeway
and-yellow coffee hut.
Drive between the cop cars to
escape a collision, then turn
right or left.

Option 2: Fly off the stairs and After crashing through the final
over the hut. set of mall doors, drive straight
down the hall and between the
two cop cars roaring toward you
as you approach the exit. Drive between them, then turn either
Make a wide U-turn around right or left; head to the freeway that takes you back to your hotel.
the red-and-yellow coffee hut on Both pathways are described here.
the raised platform at the
hallway's end. You can also jump Drive past the cop cars first, then turn right or left.
off the stairs leading up to the hut, but maintain control when you Turning before you're past the cops results in

ON
land—if your car flips upside down, you fail the mission. A couple a head-on collision that damages your
more foot cops blast you to bits if you stay still too long. car and costs you momentum.
TI
CAU
PATH VARIATION #1: RIGHT TURN
FROM THE MALL
Option 1: Drive down the tiled
hallway and make the sharp left After turning right from the
at the end. mall exit, take the first left. You
soon see a three-pronged fork in
the road (you can make a sharp
left, a slight left, or go straight);
take the slight left. Stay on this
road until you reach the point
at which the two pathways from
Option 2: Crash through the the mall merge (see "Merged
clothing store to the left. Paths" below).

You're almost out of the


PRIMAGAMES. COM

mall. Drive down the tiled


hallway with the single foot cop
at the end, or smash through the
clothing store on the left to
avoid his bullets.
12
8
Miami Mission #7: Trapped
PATH VARIATION #2: LEFT TURN FROM PATH VARIATION #1: GO WITH THE FLOW
THE MALL After cutting across the field,
If you turn left after exiting the drive onto the right side of the
mall, drive to the street's end freeway and merge with traffic.
and hang a right. Another police This is the most predictable
cruiser intercepts you after you route. It virtually guarantees that
make the right turn. Get out of you still have cops following you,
the car and shoot the cops, or but it's also the safest.
remain in the car and try to Take the first exit on the
lose them. right side of the freeway to
Shortly after the police approach the hotel. Turn left at
cruiser shows up, the right and the end of the exit.
left paths from the mall merge into one street that
leads to the freeway. Continue with the
"Merged Paths" section.

Merged Paths
Immediately after the junction Option 1: Go under the overpass to reach the hotel.
of the two paths from the mall,
Option 2: Go past the overpass and take the first right to reach the hotel.
turn left onto the S-shaped road
leading to the freeway. Watch There are two ways to reach the hotel from the exit ramp. After
out for the palm trees in the turning left, you head toward the freeway overpass. Turn right under
median—hitting one damages the overpass and crash through the fence to reach the hotel (and a
your car and stops you. police roadblock), or go past the overpass and take the first right.
Either way, you must get
rid of any police still on your
If you're a skilled getaway driver, you can slalom between the tail by exiting the car and
palm trees—try tricking the cops into hitting them. shooting them, or by using the

TIP
evasive techniques covered in
the "Driving Games" section.
After you're no longer being
followed, head for the hotel to
complete this part of the
To save some time (and avoid a mission (it's marked with a
cop waiting at the freeway giant orange arrow).
entrance), cut across the park on
the inside of the right turn onto
the freeway.
PATH VARIATION #2:
ONCOMING TRAFFIC
Part 3: From the
Freeway to the Hotel
There are two ways to reach the hotel from the freeway. The first is
for those who want to play it safe, and the second is for advanced
drivers.
A far riskier maneuver is to enter the freeway on the left side, against
oncoming traffic. This makes a critical head-on collision more likely,
Instead of taking the freeway, you can take the smaller roads
that run beside and below the freeway. Follow them to but the pursuing cops face the same risk.
the freeway exit ramps and continue with the Take the first exit ramp from the freeway. This is the most
drivethrough from there.
E dangerous part of this route, as the ramp is much narrower than
NOT the freeway.

9
12

At the foot of the exit ramp, drive PATH VARIATION #1: GOING SOUTH
straight through a narrow carport to enter a
To reach the river to the south,
labyrinth of corridors and fences that lead to the hotel.
leave the hotel parking lot and
backtrack toward the freeway
overpass.
Before you reach the
freeway, however, take a quick
right and head down an
unmarked alley to an industrial
yard surrounded by fences.
From the carport, turn right through a gate and take the next
left. At this point, you must lose any cops that are still tailing you When you reach this point,
before you can reach the hotel and complete the mission. you can see the river on your
Either exit your car and shoot the cops, or use the techniques minimap—it's directly in front
covered in the "Driving Games" section to throw them off. of you. Drive through the
industrial yard until you reach
After you've dealt with your pursuers, turn right down an alley
the river, and then drive the
littered with metal drums. Turn left at the alley's end and crash
car straight into it to complete
through a fence. The hotel is directly in front of you,
the mission.
marked with a big orange arrow. If you have no
pursuers, go straight toward the hotel to
complete this part of the mission.

PATH VARIATION #2: GOING NORTH


Part 4: Ditch the Car To reach the pond to the north,
leave the hotel and follow the
After you reach the hotel safely, everyone gets out. Calita tells you street that runs parallel to the
to ditch the car in a body of water to destroy the evidence. Any freeway overpass to the north.
body of water will do—there's one to the As you cross under the freeway,
south and another to the north. you see the pond in the upper-
left part of your minimap.
After crossing underneath a
second overpass, follow the road
as it curves left. There's road
construction that can lead to
some fantastic jumping opportu-
nities; just don't flip and wreck,
lest you fail the mission.

After the construction, go


off-road to the left and crash
through the gate in the
You must submerge the
concrete wall.
vehicle to complete the
mission. If you don't, it's Turn left after crashing through the gate to see
evidence for the police the pond under the overpass. Drive the car
to find and causes into the pond to complete the mission.
mission failure.

TION
CAU
PRIMAGAMES. COM

13
0
7
6
5
t:
n Star st
Missio l (off East–We
mote
Calita'ssway
Expr es
h: 8
n Finis nd)
Missio an Marino Isla
ou se (S
Wareh
1
4

2
3

Start
Finish
Route #1
Route #2
Route #3
Drawbridge switch
Gator’s Henchman/Vehicle
Healthpack
# Waypoint

Overview Part 1: An Audience


What seems like a car pick-up job turns into an assault on Gator's
main forces in Dodge Island's maze of containers, warehouses, and With Gator
dockside debris. You need to head to Gator's warehouse with the
money, extricating yourself from any police tails.
After Gator double-crosses you, flee his henchman-heavy
facilities as rapidly and professionally as your dexterity and trigger
finger allow. Once out of the island, dash to Calita's safe house area
to report on this double-crossing soon-to-be-tagged scumbag.

Weapons De CALITA'S GOT A JOB FOR YOU.


GATOR IS RE-EVALUATING HIS WORKING
tail: RELATIONSHIP WITH SOUTH BEACH, AND CALITA WANTS YOU TO TEST HIS
HIGH-POWERED LOYALTY. THERE'S A CAR TO PICK UP AFTER A VISIT TO HIS DODGE ISLAND
AUTO 9MM
SERVICE-ISSUE WAREHOUSE.
9MM AUTO
SILENCED SERV
ICE-ISSUE 9MM
MP SILENCED AUTO
9MM MACHIN
E PISTOL
M od es of Trans
'69 BRUISER portation:
(CALITA'S MO
HUNTER 313T TEL PARKING
(GATOR'S WAR LO T)
GRANDE SPED EHOUSE, DO
IZIONE 76 (V DGE ISLAND)
SCOUT CARG AR IOUS PL ACES
O VAN (VARIO , DODGE ISLA
US PL ACES , D ND)
PACKER TRAN O DGE ISLAND)
SPORT TRUCK
SURF CRAFT (VARIOUS PL
(UNDER DRA ACES , DODGE
WBRIDGE, D ISLAND) Reverse out of the motel parking lot, taking care not to ram any of
Objectives: ODGE ISLAND
) the palm trees. Gun the engine, roar under the freeway, and take a
1. MEET GATO left at the corner parking lot, heading northeast through
R INSIDE HIS downtown—the route you took when chasing Baccus.
MERCHANDIS WAREHOUSE
E. TO CHECK TH
E MOTOR
2. ESCAPE DO Instead of making a right on the 1, turn left and head north to the
DGE ISLAND
3. FLEE TO CA AF TER THE DOU junction with the Freedom Towers on your left and the arena
LITA'S WAREH BLE-CROSS .
OUSE AND SA ahead to the right. Scoot down here, obeying traffic 1
FETY.
laws so you don't get a cop on your tail. 13

There are two


Part 2: Dodging
possible entrances to
Dodge Island and both need a
Dodge Island
clear felony rating, so deal with
the cops before you reach
Waypoint #1, a tunnel between
two warehouse buildings to the
dock. Take this.

That two-bit punk Gator may have a car for your collection, but he's
also put a price on your head. His squad of henchmen intends to
ensure you don't make it off Dodge Island alive! The door you used
to enter this building locked behind you. There's no exit!
As the action starts, tag all eight goons standing atop the balconies,
four on either side of you. Take each down before moving to the
At the other side of the tunnel, swing left, heading east across the next, and keep moving so incoming bullets don't wing you.
docks through a chain-link fence, and to Gator's warehouse entrance.
Follow the arrow and park your Bruiser on the ramp near the door
with the peeling paint. This is one way of entering the facility. THE WHEELMAN PLAN
The other is to continue to Waypoint #4, a gate guarded by goons.
Don't resort to gunfire yet—Gator may be on the level. Instead, exit the This gunfight takes accurate
vehicle and press the barrier button to open the gate. Drive through, shooting, and you'll be wounded.
make a right, and head to the arrow and an audience with Gator. The easiest plan is to hotfoot it
to the Hunter (that gleaming
sports car), and stomp on the
gas. See that large plate glass
window ahead? You're going
through that!

Ignore the bullets zinging


around you and put that pedal
INT. SHACK CABIN INSIDE WAREHOUSE—DAY to the metal. Your car functions
well enough to launch through
TANNER WALKS INTO GATOR'S OFFICE. TANNER IS CARRYING A CASE. the window, over a narrow
TANNER: I'M HERE FOR COLLECTION. concrete water inlet, and land
in the container docks on the
GATOR: I GOT EARS AT THE DOCKS SAY LOMAZ IS MOVING HARDWARE AND other side. Accelerate forward.
YOU'RE LEAVING.

TANNER HANDS OVER THE CASE. GATOR OPENS THE CASE.

INTERCUT: ACTIVITY IN THE WAREHOUSE—SHORT SHARP SHOTS ,


MOVEMENT OF PEOPLE ON THE GANTRIES. For a less impressive method of
GATOR: GOOD….DID YOU COME ALONE? leaving Gator's hideout, trot up
the ramp on foot, blow out the
TANNER: I BROUGHT ONE OF THESE.
window with your weapon, and
TANNER MOVES HIS JACKET TO ONE SIDE TO REVEAL A GUN HANDLE leap to the container dock. You
STICKING FROM THE TOP OF HIS PANTS. fall short, into the water, but
there's a ladder to the right to
GATOR: NO, NO, I JUST MEAN….LOOK, CALITA AND ME ARE COOL,
climb up.
RIGHT? IT'S BACK TO HOW IT WAS , YEAH?
If you made the jump in the car
PRIMAGAMES. COM

TANNER: IF I CAME HERE TO KILL YOU, YOU'D BE DEAD. KEYS?


Calita had you pick up, you need
GATOR: ON THE DASH. to make a decision: There's a
container dropping ahead, and it
looks like it could land on your
vehicle! Do you accelerate
13
2 forward, or stop?
Miami Mission #8: Dodge Island
Calita isn't getting this car. If you
don't delay, you can drive the
car beneath the container before
it drops. When you achieve this,
swing the car right into a punk,
and bail out.

There's a punk to challenge you, too! You see him through the
doorway, so pick up any health you need, drop down the steps into
the lower interior chamber, and take out this thug. He's either
If you pause, ease off the behind the trailer or to the right, near the wall.
gas, clip a wall, or slow, you
don't make the stunt, and Drop down and into the bay opening, but only after you look out
Tanner expires in a fiery and to the left, to see two punks running in. Shoot them before they
sports car with a container take up defensive positions behind the garbage can and the barrels
on top of him! to the left and in front of you.

TION
CAU
When you finish these punks,
you can't get into the
building. If you're desperate
If you decided to walk to this for any remaining health
area, or to stop before reaching packs, shoot a barrel with
the container, continue on foot your pistol until it rolls to
down the path between the the foot of the bay opening.
stacks of containers. Bring your Leap up on that and into
Uzi out as you reach the hazard the building, and claim
signs in the middle of the path— your health.
an enemy pokes out of a gap
along the right side.
TIP
Plug him, advance to this gap (it
is the way around the fallen
container), and make an
immediate left turn. Tag the
incoming enemy before he seeks
cover behind the crane support
structure. Continue forward, turn
right, walk around the gap, and
face left. Turn southeast, approach the left corner of the container ahead,
step out, and tag the thug to the right, one of two guarding a health
pack. If you miss him, he runs to a defensive position on the right.
You're past the fallen container. Step out and tag the other thug before you run for the health.
The way to the left is blocked. Continue into the narrow gap, blasting the thug who steps out from
Shoot the left punk as you step the right side. Instead of moving to where he came from, continue
into the open area, then swing down this path and take out another punk who pops out from the
right and blast the guy near the right side.
green container at the foot of
the steps. This is the thug you
ran into if you took the car. Sidestep out facing southeast
and tackle the last two thugs you
meet on foot. They guard the
Train your weapon at the maze's exit. Blast them (the
doorway ahead. Blast the thug second runs and hides to the
appearing there. Run to the right of the exit container, near
steps, vault up them to the another health pack), and step
doorway, and make a left. You're into the open.
inside a small warehouse with
two health packs to claim.

3
13

and a Packer Transport truck rumbles in from the left. Get out of
Gator's forces your vehicle, deal with the driver violently, and enter the truck.
mean business! A car You've got the perfect escape vehicle!
and a van screech to a halt
ahead. Run at the car as it stops,
and gun down both punks ROUTE VARIATION #1: DOCKSIDE
before they step out. Now you RAMPAGE
can either enter this vehicle, or
For best results, take the Packer truck down this route.
crouch and use it for cover.
The van's occupants step out, TIP
and two more punks wait at the
construction hut ahead and to
the right. You don't want to be
overwhelmed, and you have two
vehicles to choose from for this
getaway. Blast the van's
occupants (crouch and shoot
their feet out from underneath
the van). Race out of the crane container dock, then screech left in a wide arc,
around the end of the docks (Waypoint #3), and head northwest along
the dock area's right side, away from the containers. As you go, either
THE WHEELMAN PLAN avoid or slam into three cars and a van. If your vehicle is damaged, you
can hijack these vehicles after removing their occupants.
Now comes a crazy obstacle course! Continue along until you reach
a gap between two yellow containers. A van blocks the gap, forcing you
to head up and over a hump. If you turn right, you drop into the water!
(This isn't such a bad plan; see "The Wheelman Plan: Swim for It.")

If you're on the docks, weave


between two yellow containers,
and slam a van out of the way at
the half-constructed house with
Which vehicle do you pick? the thug outside. If you're in a
There's the Grand Spedizione car, drive up the house ramp
(car) or the Scout Cargo Van, and out the other side.
and farther along in your escape
is a Packer Transport truck. Opt
for the truck. It powers through Head between the orange
any road blocks, and you take containers and slam another van
less damage when fired upon. out of the way before reaching a
Despite its large size, if you're final set of containers. A Packer
adept at driving through narrow Transport truck appears from
spaces, it's great to fit through the remaining dock obstacles! the left. If you're driving a car,
swerve right, around it. If you're
in a truck, ram it out of the way!

Gator's men block the entrance


ahead with a truck. Turn left
here and go to Waypoint #4, the
barrier.

For the moment, hop into the car or van and drive southeast toward
PRIMAGAMES. COM

the long dock under the cranes. The exit gate is locked. As you pass
the thugs at the hut, look ahead to the yellow container. Swerve to
the right around it. If you move left, a van crashes into you,
blocking your path.
Swerve around the containers, avoiding incoming vehicles until
13 you reach the long orange one. Move to the left of this,
4
Miami Mission #8: Dodge Island
ROUTE VARIATION #2: STRAIGHT SHOT
You don't need to reach
Take the car down this route. Dodge Island. If you reach

TIP
Waypoint #3, ditch the vehicle
you're in, dive off the dock's
north edge, swim for Star
Island (Waypoint #8),
commandeer a vehicle, and
finish the mission.

As you emerge from the crane unloading area (at Waypoint #3),
Part 3: A Bridge Too Far
instead of heading around the dock's edge, make a sharp left, over a
sand pile and between a yellow and a white container. Do this before When you reach the barrier, a
two cars and a van pile into you. Head north and continue forward. group of thugs waits to open
Although it doesn't look like it, there's a gap between the green fire. Head through the chain-link
and yellow containers ahead and on your right. Skid right, then fence around the far side of the
power through the gap (don't use a Packer truck). At the end of the island and through that tunnel
yellow container, skid left around it, then swerve left around the you used at the mission's
stack of orange containers. beginning.

You're heading northwest.


Accelerate down the long paved
dock area, then continue past
the last yellow container and
through the gate behind it.
You're on the road. Head for the
barrier gates!

Floor it! Head for the drawbridge, but watch out: It's raising. If you're
in the car, accelerate, slam into the bridge, and drive up and over it
THE WHEELMAN PLAN: SWIM FOR IT in a ramped jump! You land right side up on the northwest side.
If you're in the Packer, it's more dicey. Accelerate up the bridge. If
you're fast enough, you can make it to the top, but the weight
You can bypass the container forces the truck either back down or into the gap in the middle,
maze without being shot. As where it plunges into the water. That's OK. Swim for it!
Part 2 begins, drive the
Hunter out of Gator's
warehouse and drop it into the
If you stop at the bridge, blast
concrete water inlet. Exit the
the thug on the right and any
vehicle, then swim south, out
others you see, then enter the
of the inlet.
small bridge control room on
the left. Turn right, dispatch the
Turn right, and swim bridge operator, and press the
northwest. Ten minutes later, button. This lowers the bridge,
you reach the Dodge Island securing your freedom!
drawbridge and the Surf Craft
moored under it. Escape to
victory! Now you can flee to Calita's
warehouse. You can drive to the
northwest side and take a
shortcut via the arena exterior
steps (Waypoints #5, #6, or #7),
then drive onto the MacArthur
Causeway to freedom!
5
13

Or, you can


head down the steps
winding around the
drawbridge control room to the
water, where there is a Surf Craft.
Turn it around and head north
under the bridge, make a right,
and run aground south of the
As you continue to Calita's, three vehicles containing the remnants
warehouse, near Waypoint #8. of Gator's gang confront you. To rid yourself of them, get to the
warehouse, park near cover, and blast each vehicle's occupants in
quick succession.
Crouch near your car and shoot your foes until you see a sign letting
you know you lost your tails. The warehouse's double garage doors
open, allowing you to drive or walk in and explain to Calita how
much of a scaly scumbag Gator is.

t:
n Star ar
Missio Boulevard, n.e
Port Island
On therrier, Dodge
the ba
h:
n Finis g
Missio iltsville buildin
es t St
Northw

Start
Start Boathouse Invasion
Finish

GATOR

Overview
Gator is now a threat to Calita and Lomaz. Take a
vehicle from Calita's stock, and disable Gator's
bodyguard vehicle as you chase him around
downtown—to his boathouse on the bridge's south side. Here, keep Lomaz alive and
deal with Gator's remaining forces while quickening your pace.
PRIMAGAMES. COM

When Gator leaves the boathouse, secure a chase boat, leaving Lomaz to mop up,
and speed to Stiltsville. Follow Gator through one of these floating huts, and get
revenge. If your gunfire is accurate, and you hang back when under attack to gauge
where the fire came from, Gator falls.
Finish
13 Healthpack
6 Thugs
Miami Mission #9: Retribution
Weapons De
tail:
HIGH-POWERED
AUTO 9MM
SERVICE-ISSUE
9MM AUTO
SILENCED SERV
ICE-ISSUE 9MM
12-GAUGE ASSA AUTO
ULT SHOTGUN
MP SILENCED (PICK UP)
9MM MACHIN
E PISTOL
Mod es of Transport
EL TORO GT50 It doesn't take you long (over the drawbridge's north side) to disable
0 (AS MISSIO
N BEGINS)
ation:
CIGARETTE TO that vehicle. As it crashes into a wall, turn your attention to Gator's
P GUN (BOAT
HOUSE MOO car. It takes the corner by the Freedom Tower, heading left. Follow
Objectives: RING)
him as closely as possible.
1. REMOVE GA
TOR'S BODYGU Gator winds through downtown, attempting to shake you. Stay close
2. CHASE GATO ARD VEHICLE
R TO HIS DES FROM THE EQ to him, but don't ram him—his car is specially reinforced. Shooting at
TI NATION. UATION.
3. REMOVE GA him only scratches the vehicle, so concentrate on steering. After accel-
TOR'S FORCES
4. CHASE GATO FR OM THE BOAT erating south for a block, he may swing into oncoming traffic for
R TO STILTSVI HOUSE.
LLE AND TAKE another block before making a sharp right turn near a large gray
HIM OUT TH
ERE. hotel. Power slide around to the right after him. He’s going to turn
shortly, so watch out for when and where.
INT. WAREHOUSE—EVENING
Watch out! He usually makes a sharp left half a block up, into a
CALITA MAKES A CALL, WITH TANNER, narrow alley. Follow him down, then immediately skid left as Gator
BAD HAND, AND LOMAZ LOOKING ON. turns and heads east.
SHE RINGS GATOR—IN HIS
PORTACABIN OFFICE.

CALITA: YOU KNOW WHO THIS IS.

GATOR: YEAH, I KNOW WHO THIS IS. YOUR DRIVER CAME TO COLLECT THE
CAR—EVERYTHING OKAY?

CALITA: (PAUSE) OK, FORGET THE CARS.

GATOR: WHAT DO YOU MEAN, FORGET THE CARS?

CALITA: YOU'RE NO GOOD TO ME NOW, GATOR—YOU'RE A DEAD MAN. Almost immediately, Gator swings south around the parking lot.
Continue after him, preparing to turn left as you both reach the main
SHE HANGS UP.
street. Gator then winds his way back, returning to Highway 1.
LOMAZ READIES HIS GUN AND EQUIPS HIMSELF. TANNER IS ALREADY READY.
Gator continues south under the monorail, then drives through
CALITA LOOKS AT THEM—WE SEE TANNER AND LOMAZ READY TO LEAVE.
the chain-link fence and into the large parking lot. He exits by
smashing a fence, then steams through the intersection north of the
bridge, skidding left and over the bridge.Follow him across the bridge;
Part 1: Downtown Chase Gator makes a sharp left turn as he heads between two skyscrapers to
his boathouse hideaway. You automatically follow him in. Prepare for
The following chase (Downtown Chase) involves pursuing your combat with Gator's goons!
enemy around the city in a random route; your foe usually
changes course a number of times, even if you replay this part
of the mission. Therefore, the route described here, and the
elements to watch for are general tips, and may not specif-
Part 2: Boathouse Fracas
ically apply to your chase. However, your final ending location
is the same, no matter what route you take. Gator exits his vehicle, runs into
E
NOT
the boathouse, and assembles his
remaining boathouse forces.
As the action begins, you and You exit the vehicle, and the
Lomaz are in hot pursuit of Gator gunfire begins!
and his bodyguard car. Head
northwest over the drawbridge
and off Dodge Island.
Your primary objective is to Remember that Lomaz is helping out, but he's more of a
remove the bodyguard car. If you hindrance; the mission fails if he's taken out. He moves slowly
don't, it stops or sideswipes you and can't cope with more than a couple of punks at a time.
while Gator makes his escape. Ensure his safety outside, then leave him to follow you.
E
NOT 137
Quickly aim and shoot at its rear.

As the
gunfight begins,
target and tag the punk in
the boathouse garage doorway,
then swing right and tackle the
two thugs behind cover in the
open area. This ensures Lomaz's
survival. Immediately head into
Instead, concentrate on hitting Gator's boat as you run aground on
the boathouse garage.
the Stiltsville deck. Quickly take out the three waiting goons—
There's a second thug at the Gator has disappeared up the building's steps. Take the first punk
boathouse entrance. Beat Lomaz out on the jetty.
into the garage and tag the thug,
Look up at the building's deck, where a guy in the near corner is
then race to the central boxes
taking potshots at you. He's difficult to spot, but quickly take him out
and bring down the guy running
because he does severe damage. Then plug the thug on the deck on
in from the deck. Work your way
the building's other side. Look under the structure to spot him.
around the boxes' right side.
Climb the steps, enter the building, and swing quickly to the left.
Three thugs barge in, one Bring down the thug blasting you. Walk into the tight confines of the
from the left and two from the interior, and stop by the wall with "no parking" scrawled on it.
right of the deck garage door. Tag the left one, then sweep right
with an Uzi clip to bring down the other two. Head to the water
deck, turning right as you go.
There's a thug at the deck's far
right end. Bring him down, then
run to the door on the right wall
and push it open. Use the door as
cover, and blast the thug ahead of
you. Enter the storage room. Grab
the health pack on the right. A goon pops from the corridor's right side. Blast him, then blast the
Exit via the door in the wooden door to the right of the "no parking" graffiti. Behind it is
opposite wall, and enter the another thug, waiting to ambush you. Tag him, then check this
bedroom. There's health to the left.
office. Immediately swing right and shoot another henchman, near
some shelves. Between the shelves is another health pack. You still Work your way slowly down the left corridor, training your
haven't found Gator, so speed this gunfight up! weapon on the far corner. Stop halfway, and bring down another
thug at the far end. Then look for another wooden door on the
Head out the door in the left wall to a small storage area, then head
right wall. Stop before you pass it.
out of that area up the steps and to the left. Swing left as you
emerge; there's another punk by This is an ambush area. Blast the
the moorings. Run forward as door and the thug lying in wait
you drop him. in the second rudimentary
bedroom. Take the second
Gator's in a Top Gun health pack if you need it, then
powerboat, heading into the return to the main corridor and
Atlantic. Take the identical boat work your way right, around the
and quickly chase him before you far corner, and open the door.
lose sight of him. As you race
after him, produce your gun. Gator is below, at the end of
the jetty, about to make his final
stand. Three thugs are nearby (two in front of him, and one on the
same deck as you, to the right). Either plug Gator immediately, or
Part 3: Gator's turn and take down the punk to your right.

Final Stand You can prolong Gator's agony


by descending to the outer deck
PRIMAGAMES. COM

Follow Gator east across the ocean, until you spot the wooden steps and bringing your weapon
structures of Stiltsville. Gator has moored his boat at the northwest to bear on this once-powerful
building (left, as you enter from the west). Firing at Gator on the gangster. A quick burst from
way in has little effect. your machine gun finishes him
off, and he falls back into the
13 water. See ya later, Gator!
8
t: ce
n Star a Pala
Missio , east of Regin
ouse
Safe h h:
n Finis Regina Palace
Missio t of
eas
ouse,
Safe h

Safe House

1F

2F
1
Finishes at Car
2

Start Enemy Gunman


Finish Enemy Driver
Weapons De # Waypoint
tail: Route to Calita
HIGH-POWERED Route to Bad Hand’s Van
AUTO 9MM
SERVICE-ISSUE Bad Hand’s Route Back to Safe House
9MM AUTO
SILENCED SERV
ICE-ISSUE 9MM
12-GAUGE ASSA AUTO
ULT SHOTGUN
MP SILENCED
9MM RAPID-FI
RE MACHINE PI
9MM MACHINE STOL (PICK UP
PISTOL )
Modes of T
LE COMPACT
XS (BOT TOM
ransportatio
LASTWAGON OF RAMP OU
TS ID
n:
KASTEN (OLD E SA FE HOUSE)
TOWN MARKE
Objectives: T PLACE, DRIV
EN BY BAD H
AND)
1. MEET UP W
ITH CALITA IN
2. PROTECT H THE OLD TOW
ER FROM ENEM N.
3. KEEP THE Y GUNFIRE AS
PURSUING VE YOU RUN TO
HICLES AT BA BAD HAND'S
Y FROM THE VAN.
BACK OF THE
VAN. INT. CHARLES DE GAULLE AIRPORT—DAY.
TANNER IN TRANSIT.
Overview TANNER GREETS THE FRENCH BOSS AND THE FRENCH AGENT AT THE
Your arrival in Nice is a surprise to the local repo gangsters, who AIRPORT. WE CUT IN AS THE INTRODUCTIONS ARE TAKING PLACE—BUT,
rendezvous with Calita, then decide that she's not muscling in on THOUGH WE SEE THEIR MOUTHS MOVE, WE DON'T HEAR WHAT THEY SAY.
their territory. After agreeing to meet her in the middle of the Old WE ONLY HEAR THE MUSIC .
Town, you need to take that poor excuse for a motor and head to SUBTITLE: NICE, FRANCE.
her location; quicken the pace when she radios for help.
THE FRAME STOPS AS THE CHARACTERS ARE INTRODUCED.
When you reach her, prevent her from being hurt as you
JONES (V.O.): HENRI VAUBAN. DEPARTMENT DEAD LIAISING ON
chaperone her toward Bad Hand's waiting van. Fend off attacks
9
from enemy vehicles as you zigzag to home base.
INTERNATIONAL CRIME. LOST TWO FINGERS WORKING
UNDERCOVER IN HIS 30S , AND NO ONE KNOWS HOW.
13

JONES (V.O.): DIDIER DUBOIS. VAUBAN'S Take the third right turn you
PROTÉGÉ.HAS A CAREER STATISTIC OF THREE DEATHS come to after the roundabout.
PER CASE—AND IT'S ON THE RISE. At this point, your cell phone
rings: It's Calita, warning you
THE THREE WALK OUT OF THE AIRPORT TOGETHER.
that the locals have turned
ESTABLISHING SHOT OF ROOFTOP ARGUMENT. hostile. She needs you to get to
JONES (V.O.): VAUBAN AND DUBOIS WANNA HAUL THE CARS IN—PICK her in a hurry and get her to a
'EM UP RIGHT OFF THE SHIP. NO WAY TANNER'S GOING FOR THAT. HE safe house.
WANTS TO KNOW WHO WANTS THE CARS—THAT'S NON-NEGOTIABLE. TO
TANNER THEY GOT NOTHING ELSE TO DISCUSS.
TANNER LEAVES. Time is of the essence. Calita's health bar appears in the
screen's center. If it reaches zero, the mission is a
failure. Get to her to draw fire away from

Part 1: Meeting Up
her and eliminate her assailants.
TION
With Calita CAU
Upon arriving in Nice, you get a
call from Calita, who asks you to
meet her in the Old Town
section of the city. When the
introductory cutscene ends, it's
time to leave the villa and pick
up Calita. Take the second left and head down the narrow side street. At the
street's end, go across traffic and under an overpass.
As you speed under the overpass, turn right and head into an
To leave the villa, walk down the
extremely narrow street beyond the overpass.
nearby stairs to reach the
ground floor, then exit via the
blue door at the hall's end.
Get out of the car when you
reach the cement barricade on
the street's left side—Calita is
beyond the barricade, but you
can't drive through it.

If you've made good time,


Calita has 90 percent of her
health left. Get to her to make
sure she doesn't lose more. A
gunman hides behind a crate
A light-colored Le Compact XS is outside of the villa. Hop in it and take on the left side of the alley
one of the two right turns off the driveway to enter Nice's streets. beyond the cement barricade;
eliminate him.
Turn left onto the street that runs parallel to the villa driveway and
follow it under a highway overpass. Go straight onto the grass as the
road curves left. Bust through the shrubbery ahead of you to take a Run straight down the alley
shortcut that shaves a few seconds off your time. toward the big orange arrow that
indicates Calita's position. When
you are able to target them,
After tearing through the shoot at the three thugs closing
shrubs, you land in the middle in on her. Not only do you take
PRIMAGAMES. COM

of a roundabout, missing the out some of your enemies from a


obelisk in the center. Head distance, but you also draw their
straight, picking up the road as fire away from Calita.
it curves left.

14
0
Nice Mission #10: Welcome to Nice
Part 2: To Bad After you eliminate the last four
Hand's Van gunmen, Bad Hand's van pulls
up to the rendezvous point,
marked with a big orange arrow.
After you deal with this first Follow Calita to the van. You
wave of gunmen, Calita tells don't have to worry about
you to take her to Bad Hand's fighting off any more gunmen at
van. She says that Bad Hand this point.
will take her to a safe house,
but it's up to you to make sure
she gets there.
Part 3: Take Out Tail Cars
Bad Hand's van offers more
Follow Calita as she leads you through the Old Town, but be
protection from the gun-toting
careful. You can shoot her accidentally if your aim is sloppy, so
thugs on Calita's tail, but you
stay in front of her during gunfights. And watch your
still have to get to the safe
back, because if you don't, Calita might pump
a few rounds into you by mistake.
TION house. In the final part of this
mission, you have to aim your

CAU crosshairs at the pursuing enemy


vehicles and shoot them in their
vulnerable points. Fortunately,
Bad Hand has stocked the van
with plenty of ammunition.

Calita leads you down the alley you came through. Get in front of her
toward the alley's end and shoot the two gunmen who rush toward you.
Turn left at the alley's end and shoot at the dark-colored Conquest
Motors Dominance that screeches to a halt in the middle of an outdoor
café. It contains two gunmen. Waste both of them before continuing. Aiming from the back of a swerving van isn't easy, so don't count on
being able to fire with precision. Start off with the Mac-10, as it has
the highest rate of fire. When you run out of ammo, switch to the
Uzi. Use the shotgun if the Uzi runs dry, and use your pistols as an
absolute last resort.
Each pursuing Dominance has three vulnerable points:
ENGINE: The engine is easiest to hit—you have to fire repeatedly into the
hood. However, the engine can also absorb the most damage.
TIRES: Tires are small targets, but a couple of successful shots will
Calita leads you past the ruined café tables and down the alley beyond. disable the vehicle and shake it off your tail.
Shoot the three gunmen who rush toward you from the alley's end.
DRIVER: No matter how fast a vehicle is, it's useless without a driver.
Run through the alley and turn left. A black Dominance halts in The driver's head is another small target, but if you can hit it, you
front of you, and two gunmen get out. Two more gunmen run lose the tail.
toward you from the distance. Shoot them to prevent Calita from
suffering mission-ending injuries. You have to deal with as many
as 10 Dominances in the course
of the wild three-minute drive,
Cross the street and head down and you have to keep them from
it, turning into the first alley on smashing Bad Hand's van into
the street's left side. Another oblivion, as well. If the van's
pair of black Dominances pull damage meter (in the screen's
up, with two gunmen in each. center) reaches zero, the van is
Shoot all four gunmen. wrecked and the mission is
a failure. 411

To complete the mission, you have to When you reach the safe house,
make sure that Bad Hand's van survives for Bad Hand pulls up to the door
three minutes. No matter how many enemy cars and everyone leaps out of the
you destroy, more appear until you reach the van, running up the steps to
safe house.
E
NOT
safety (and a successful mission
completion).

t:
n Star
Missio est of Chateau
rd, w
Barnya i
Grimald
h:
n Finis an
Missio ast of Fort Alb
se, e
ou
Safe h

4
3

Start
Finish (compound; mission failure if Bad Hand
reaches it before all three cars are delivered)
1 2 Ideal Route to Cars and Truck
Route to Bad Hand’s Truck Route
1 Car #1
2 Ideal Drop Point for Car #1
3 Car #2
4 Ideal Drop Point for Car #2
5 Car #3
6 Ideal Drop Point for Car #3

Overview Weapons De
HIGH-POWERED
ta il:
After getting Calita to the safe house in one piece, it's time for AUTO 9MM
SERVICE-ISSUE
Tanner to further prove his worth. Bad Hand will drive a 9MM AUTO
SILENCED SERV
transport truck from Chateau Grimaldi's base to the safe house ICE-ISSUE 9MM
12-GAUGE ASSA AUTO
east of Fort Alban. Tanner's job is to steal three cars from ULT SHOTGUN
MP SILENCED
various locations around Nice and drive them into the back of 9MM RAPID-F
Bad Hand's truck before he reaches the compound. IRE MACHINE
9MM MACHIN PISTOL
E PISTOL
Failing to deliver all three cars before Bad Hand reaches the SUN RUNNER
M od
es of Trans
compound results in mission failure, as does smashing any of BIKE (AT BARN portation:
DAGGER TYPE YA RD WEST OF THE
the cars. Shooting Bad Hand to get him to slow down is a no-no. -T (THREE LO CHATEAU)
CATION POIN
Objectives: TS AT MISSIO
N; TO BE STO
LEN)
PRIMAGAMES. COM

1. DELIVER TH
E FIRST CAR
COMPOUND. TO BAD HAN
D BEFORE HE
2. DELIVER TH ENTERS THE
E SECOND CA
THE COMPOU R TO BAD HAN
N D. D BEFORE HE
3. DELIVER TH ENTERS
E THIRD CAR
14 THE COMPOU TO BAD HAN
2 N D. D BEFORE HE
ENTERS
Nice Mission #11: Smash & Run
Part 1: First Car Drive up behind Bad Hand's truck
(point #2), which has the ramp
A short cutscene at the mission's lowered. Line up the car with the
start shows Bad Hand climbing truck and stomp on the gas when
into his big rig and Tanner you're both on a straightaway to
hopping onto a lightning-fast drive the car up into the truck.
Sun Runner. One down, two to go.

Although you can use any vehicle you like to reach the three Bad Hand's route is indicated on the map at this section's
cars, motorcycles are your best bet. Although they are tricky beginning, as are the locations of all three cars. Tanner's ideal
to handle, they have blistering acceleration and a high top route is also labeled on the map, but this only applies if
speed, allowing you to quickly reach the cars. Speed is the you're doing the mission perfectly, with no delays or crashes.
name of the game in this mission. Your route to Bad Hand's truck might vary if you take
E
NOT
longer to steal each car.
E
NOT
Part 2: Second Car
When you deliver the first car to
Bad Hand's truck, you reappear
on the street without a vehicle.
Your first priority is to grab a
new set of wheels. A motorcycle
Continue straight down the street you start the mission on, and turn
is best, but if there is none in
left onto the first eastbound highway to which you come.
your immediate vicinity, take a
Take the first highway exit on the road's right side. The location of fast car instead.
the first car is on your minimap.

Don't waste time looking for the perfect ride. Even a slow van
At the bottom of the exit, is better than spending 30 seconds looking for a fast bike.
execute a left hairpin turn and
drive under the overpass. Follow
this road along its long curve to TIP
the right. Catch up to Bad Hand's truck by
following the road you're on and
blast past him at top speed. You
After you are due north of the want to be 10 seconds ahead of
first car's position, hang a sharp Bad Hand by the time you reach
right and drive down into the the second car.
parking garage. The first Dagger
Type-T is inside the parking
garage (point #1 on the map at
this section's beginning).

Hop off the bike, jump into the


car, and drive out of the parking
garage the same way you drove
in. If you followed the correct
route and avoided any accidents,
Bad Hand will be driving by the When the road ends in a T-intersection, go through the narrow park
parking garage as you exit. entrance in front of you.
Zip down the park path to the garage with the big red arrow over it,
startling French citizens as you go. Drive up to the left side of the
garage and get off the bike.
3
14

Open the door on the left


side of the garage to find the
second car, another Dagger
Type-T, inside (point #3 on the
map at this section's beginning).
Continue on this street until you reach the car dealership on the left
side of it. The third car, a final Dagger Type-T, is in the middle of
the showroom (point #5 on the map at this section's beginning).
Crash through the showroom's plate glass window, jump in the car,
and peel out. If you've run a perfect mission so far, Bad Hand will
be more than a mile from the compound, which is more than
enough time to reach him.

If Bad Hand is less than half a mile from the

ON
Run into the garage and press the button on the wall in front of the compound, you won't reach him in time.
car to open the garage door. Hop in the car while you wait for the Restart the mission.
TI
door to open.
When the door is open, drive out of the garage and back down the
CAU
park path. Hitting benches and pedestrians won't slow you or damage
the vehicle too much. Hitting lampposts or walls stops you and could
beat up the vehicle badly enough to result in mission failure. Drive south to get onto the road
and head toward Bad Hand's
truck. Stay on long stretches of
If you follow the route and straight road, as this allows you
waste no time, Bad Hand will be to get your car up to top speed.
driving by the park as you're
leaving it (point #4). Get behind
him and drive the second car Take the third left after leaving
into the back of the trailer. Two the showroom to catch up to
down, one to go. Bad Hand with a mile left to go
before he reaches the
compound.

Part 3: Third Car


After the second car is secure,
you reappear on the street
behind Bad Hand's truck. A
motorcycle is your best choice The road you turned onto ends
for a new set of wheels if there's in three blocks. Turn right when
one nearby. it does to come up on Bad
Hand's tail. If you've been
driving expertly up until this
Head along the street that runs point, he comes into view in a
north from the park, and take few seconds.
the right after you cross the tram Drive down this road. You've
line. The third car's location is got a while before it twists into
on your minimap after turning. a sharp hairpin turn, and you
PRIMAGAMES. COM

catch up to Bad Hand before


then. Drive the third car up
into the trailer to complete
the mission.

14
4
Nice Mission #12: 18-Wheeler
JONES (V.O.): SO TANNER'S BACK WITH THE WHOLE CREW, READY TO
OVERSEE GETTING THE CARS CLEAR OF CUSTOMS. HE STILL THINKS HE'S
RUNNING THE SHOW.

DUBOIS MAKES HIS WAY INTO THE YARD. WE SEE SEVERAL TRUCKS LEAVE
THE AREA, ONE AFTER THE OTHER.

JONES (V.O.): BUT VAUBAN AND DUBOIS ARE GONNA DO IT THEIR WAY.
THEY GO STRAIGHT FOR THE CARS. GOES LIKE THIS: THERE'S A MONKEY
PUTS ITS HAND IN A JAR OF NUTS—GETS IT STUCK ON THE WAY OUT.
MONKEY PULLS HARDER AND JAMS HIS WHOLE HAND IN THERE. TIGER
SHOWS UP AND MONKEY'S STILL GOT HIS HAND IN THAT JAR. THE STORY
GOES , SMART MONKEY LETS THE NUT GO, AND LIVES.
EXT. DOCKS—DAY. WE SEE CALITA WATCHING CCTV MONITORING THE TRUCKS. SHE REACTS
DUBOIS WATCHES AS TANNER ARRIVES , WITH CALITA—LOMAZ AND BAD TO SEEING DUBOIS. HER PHONE RINGS.
HAND ARE THERE.
Start
Finish (Customs Yard)
Route #1 to Compound
Route #2 to Compound
Route #1 to Customs Yard
Route #2 to Customs Yard
Gunman
Police Blockade
1 Customs Yard

t:
n Star Alban 1
Missio , east of Fort
ouse
Weapons De Safe h h:
tail: n Finis near Rauba
HIGH-POWERED Missio ock, d
AUTO 9MM s yard
SERVICE-ISSUE CustomBay
9MM AUTO Capeu
SILENCED SERV
ICE-ISSUE 9MM
12-GAUGE ASSA AUTO
ULT SHOTGUN
MP SILENCED
9MM MACHINE Overview
PISTOL
9MM RAPID-FI Take one jalopy, drive it under the cover of darkness to the
RE MACHINE PI
ASSAULT RIFLE STOL Transport Compound at the Nice peninsula's far southeast, and
(PICK UP)
Modes of T commandeer the containers from 10 armed guards. After you load a
LE COMPACT
XS (SAFE HOU ransportatio
PACKER BIG DA SE EAST OF FO
RT ALBAN)
n: container onto the trailer, hook up to the big rig and haul it to the
DDY (TRANSP customs yard.
ORT COMPOUN
Objectives: D, NORTH OF
SAINT HOSPI
CE) The only problem is the Nice police force blocking your route
1. DRIVE AND along the way. It's not a problem as long as you don't accidentally
ASSAULT THE
2. LOCATE AN TRANSPORT CO
D MANEUVER MPOUND. jackknife or unhook your trailer, though: This big rig can slam
HOOK IT TO TH E CONTAINER through anything!
THE BIG RIG. ONTO THE TR
3. DRIVE THE AILER, THEN
BIG RIG TO TH
E CUSTOMS YA 5
RD. 14

You can either stay on this


road until the customs yard
INT. CONTAINER—NIGHT. comes into view, or you can cut
WE SEE THE SLIGHTLY OPEN DOORS across the grassy area to the
OF THE CONTAINER. WE HEAR THE east to make an off-road
SOUND OF SOMETHING BEING beeline for the Transport
DRAGGED ALONG THE FLOOR OF THE Compound. Continue with the
CONTAINER. WE SEE NOTHING OF THE "Compound" section of this
EXTERIOR EXCEPT FOR THE DOORS. walkthrough.
THE CAMERA CUTS INSIDE. WE SEE
THE BAGMAN DRAGGING TWO BAGS.

CALITA (V.O.): ON THE CAP-FERRAT


PENINSULA THERE'S A HIGH SECURITY PATH VARIATION #2
YARD. FIND A WAY IN, THEN ATTACH
A CAB TO A CONTAINER. THERE'S
SOMEONE INSIDE. MAKE NO CONTACT
WITH HIM OR WHAT HE'S CARRYING.
YOU DELIVER THE CONTAINER TO THE
DOCKS , AND DON'T GET STOPPED.

THE BAGMAN REACHES A SIDE OF


THE TRAILER AND STOPS. THERE IS A
SNEAKER SPILLING OUT OF ONE OF The other way to reach the compound involves turning left from your
THE BAGS , AND HE PUTS IT BACK IN. NOW WE SEE HIS FACE IN SOME starting position and heading due east until you come to the main road.
DETAIL. THE CAMERA CUTS TO BLACK AND WE HEAR THE SOUND OF THE When the main road forks, take either the right or left fork. The
TRAILER DOORS LOCKING. paths join up after a short distance.

To reach the compound, stay


Part 1: To the on this road. As with route #1, you
can go off-road to the east to drive
Transport Compound to the compound, or you can stay
on the asphalt and reach it.

Your mission is to infiltrate the


compound, steal the container
containing the corpse, and bring
it to the docks, where its
gruesome cargo can be
disposed of. There are two
routes to the compound from
Part 2: Compounding
your starting point. the Problems
At the Transport Compound, you need to eliminate the 6 gunmen
PATH VARIATION #1: guarding the container, use an 18-wheeler to steal the container,
and head out of the compound toward the customs yard docks.

From your starting point, drive


through the gate and head PATH VARIATIONS: ENTRANCES
straight down the south narrow There are three ways to enter the compound:
road. At the end of it, hang a
sharp left and follow the main
road to the southeast for a while. Entrance #1:
West Gate
PRIMAGAMES. COM

At the compound's west end is a


chain-link gate through which
you can fire. You can smash it
open with a vehicle, granting you
access to the compound.
14 However, busting through the
6 gate attracts all six guards.
Nice Mission #12: 18-Wheeler
Entrance #2: East Gate Gate to Garage
There's another gate on the east
side of the compound. Like the
west gate, you can fire through
the chain link, and you can
smash the gate open with a car.
Doing so draws all six of the
gunmen and results in a
firefight.

Drive through the western gate at full speed and head into the large
empty warehouse in front of you, running down the three gunmen
Entrance #3: Underwater Tunnel in it as you do.
If you run into the water and
Hit the emergency brake, stop, and get out of the car. Use it as
around the compound's
cover and shoot the gunmen as they rush in to take you out.
northeast side, there is a tunnel
through which you can swim. A
ladder at the other end of it
brings you up into the middle Although this tactic results
of the compound. This is the in you taking more bullets than
stealthiest method of entry, but any other method, there's a
if you use it, you're without a handy health pack in a corner
vehicle's protection. of the garage.

Part 2: Entering the Shotgun and Health


Compound
After you clear out the guards
How you choose to enter the compound is up to you. Several
in the compound, enter the
suggestions follow; choose the tactics that suit your strengths.
small shack next to the garage
to find an assault shotgun and a
Sniping Through Gates health pack.
You can pick off two of the
gunmen by standing outside the
west and east gates and shooting
the gunmen through the gates.
Use this tactic no matter how If you use the underwater entrance, sneak to this shack
you enter the compound, first and pick up the shotgun, which is an excellent close-
because it cuts your foes' quarters weapon.
numbers by a third.
TIP
Gate to Gate
There's another health pack
behind the stacked containers in
the corner. You can grab this
before, after, or during your
fight with the gunmen,
depending on how you're faring
in the firefight.

Approach the compound from the east. Smash through the eastern
gate and drive straight through the yard and out through the
western gate, running down any gunmen who get in your way.
This raises an alarm and sends the gunmen running out the
western gate after you. Use the compound's outside walls or your 7
vehicle as cover and take the gunmen out as they approach. 14

Drive the truck out through the


Part 3: Stealing western gate and up the ramp to
the main road. As you reach the
the Container ramp's top, a cutscene plays,
showing the truck on the road,
accelerating to speed.
Climb the ladder near the
stacked containers to reach the
crane control hut. From here,
you can load the blue container
onto the nearby flatbed trailer. Part 4: To the Custom
Yard Docks
The crane controls appear at the
bottom of the screen as you step There are two routes to the docks. Each has its own challenges
into the control booth. The and advantages. But before you go, there are a few things you
container you want is the blue should know:
one, under a gray container in
The truck can plow through any vehicle, even at low speeds, but trees
the stacks. Use the crane to lift and lampposts can stop it.
the gray container off the blue
container. Don't pull any tight turns or fancy moves.
If you press the emergency brake button, you disconnect the trailer and
fail the mission. Don't do this!
If the truck is wrecked or immobilized and police capture it, you fail
the mission.
Regardless of which route you take, you have to bust through five police
roadblocks. Look for a gap in the cars and plow through them.

Route #1
Consult the map at
this section's beginning to
Move the crane away from the blue container and set down the gray see route #1 to the docks. It's
a more direct route than
container. You can now pick up the blue container with the crane.
route #2, with fewer sharp
Lift the blue container with the crane, position the crane over the turns. However, the first half
flatbed trailer, then lower the blue container onto the flatbed of the route is uphill, which
trailer. Move the crane away from the trailer before climbing down means it's harder to work up
a head of steam. When you're
from it.
traveling at a slower rate, the
police are able to hit you with
more shots, and it's harder to
Attach the truck to the trailer smash through roadblocks.
and haul the container out of
Here's where the police
the compound. You find the roadblocks are (consult the
truck in a nearby garage. Enter it map for specific locations):
as you would any other vehicle.

Roadblock #1
Attaching the truck to the
trailer is tricky, but there's no
hurry. Back the truck up into
the trailer's front until it
PRIMAGAMES. COM

hitches. You'll know when it's


done, because a new mission
objective—get to the docks—
appears at the bottom of
the screen.
14 Roadblock #2 Roadblock #3
8
Nice Mission #12: 18-Wheeler
Entering the Customs
Yard Docks
There are two ways to enter the
docks. If you're traveling at a
safe rate of speed, make a tight
Roadblock #4 Roadblock #5 left turn into the entrance,
proceed down the ramp, and
park the truck under the large
Before roadblock #3 is a
orange arrow to complete
tunnel to the right. Take
the mission.
this shortcut to maintain
your speed, rather than
slow to negotiate the
corner right before If you're going too fast to pull
the roadblock. this off, or if you're not as

TIP
confident in your ability to turn
an 18-wheeler, there is a
turnaround past the dock
entrance. Use this to make a
Route #2 wide U-turn and enter the docks.
The second route is less
direct, and you have to deal
with more cornering and
traffic, but it is also a more
level route, which allows you
to maintain speed and smash
through anything that gets in
your way.
Like the first route, five
police roadblocks are along
the second route. See the
map at this section's
beginning for their precise
locations:

Roadblock #1

Roadblock #2 Roadblock #3

Roadblock #4 Roadblock #5
9
14

t:
n Star
Missio ads south of
ain ro
Mount an
lb
Fort A h:
n Finis lban
Missio east of Fort A
ouse ,
Safe h
1
Overview
By taking control of a
carjacking operation, you open
several paths to your hillside
destination, and each has its
own merits. Whatever you do
to reach the car collection
point, be sure stray rounds
don't damage the car you're appropriating. Drive it to your
starting point, either inside the truck or on the roadways,
taking care not to let the vehicle's Start
damage get above the damage rating's Finish (Safe House)
segmented line. Transport Truck Route
Route to Safe House
Weapons De Route #1 to Truck Intercept
tail: Route #2 to Truck Intercept
HIGH-POWERED
AUTO 9MM Enemy Gunman Truck
SERVICE-ISSUE
9MM AUTO 1 Target Car
SILENCED SERV
ICE-ISSUE 9MM
12-GAUGE ASSA AUTO
ULT SHOTGUN
MP SILENCED
9MM MACHINE INT. RESTAURANT—DAY.
PISTOL
9MM RAPID-FI THE SOUND FADES IN. THE GANG IS EATING. CALITA IS QUIET, IN
RE MACHINE PI
ASSAULT RIFLE STOL
THOUGHT.
Modes of T
LE COMPACT
XS (STARTING ransportatio BAD HAND: SO WHO WAS HE?
SUN RUNNER PO INT) n:
(START OF SN LOMAZ: I DIDN'T SEE HIS FACE. I JUST HEARD THEY CALL HIM THE BAGMAN.
DOLVA 8M8 TR AKING CURVES
UCK (HIJACKED )
PRONTEZZA BR EN ROUTE TO …HE DID A JOB HERE YEARS AGO WITH A SUSPECT COP EVERYONE CALLED
EZZA (CAR CO CAR COLLECTI
LLECTION PO ON POINT) CARNOT. THE BAGMAN GIVES HIM ONE CHANCE TO PROVE HIS INNOCENCE.
Object ives: INT)
WITH HIS BLADE, THE BAGMAN TAKES CARNOT'S FINGER—CLEAN OFF….
1. ARRIVE AT CARNOT LOOKS HIM IN THE EYES, GRABS THE BLADE, AND HE TAKES
CAR COLLECTI
2. LOCATE CA ON POINT. ANOTHER FINGER OFF HIS OWN HAND.
R, AND RETU
RN IT TO THE
SAFE HOUSE. BAD HAND: SO WAS CARNOT A COP?

CALITA: I GOT THE ORDER—WE'RE LEAVING SOON. TWO MORE CARS—


THEN WE HIT THE 40 WE NEED, THEN WE'RE GONE. ONE PICK UP FOR ME,
ONE FOR THE DRIVER.

LOMAZ: I STILL NEED HIM TO PICK UP THE CLIPS FROM ZEEGO.


CALITA HOLDS UP THE TRACKING DEVICE.

CALITA: YOU KNOW WHAT I HAVE HERE?


PRIMAGAMES. COM

LOMAZ: IT'S STANDARD SURVEILLANCE TRACKING….

CALITA: I KNOW WHAT IT IS! WHAT IT'S DOING HERE?

FACES AND REACTIONS AROUND THE ROOM. NO ONE SAYS ANYTHING. SHE
LEAVES THE DEVICE ON THE TABLE. EVERYONE WATCHES HER GO.
15
0
Nice Mission #13: Hijack
Hijacking for Fun To bring your car to a sudden stop, hit the traffic light
near the intersection. This allows you to get out
and Profit of the car more quickly.

Your mission is to steal a specific


TIP
car parked in a courtyard and Pull out your M16 or other
surrounded by armed guards. heavy weapon and shoot at
After you steal it, you need to the driver of the truck as he
bring it to Calita in near-perfect comes down the hill after you.
condition. You kill the driver, and the
transport truck rolls to a stop.
The only catch is, you need
to follow an enemy transport
truck to find the car, because Get in the truck and drive to
you don't know where it's being held…unless you take a look at the the target car, following the
map! The location of the target car and the route of the transport transport truck route
indicated on the map at the
truck never change.
beginning of this section. If
you show up driving the
If you didn't have this map, you'd have to follow the transport truck, the armed
transport truck to its destination. guards around the target car
E
NOT
don't shoot you, because they
assume that you are the
legitimate transporter.
Although it's not the only way to complete the mission, the best
way is to hijack the transport truck, drive it to the target car, and
use the truck to haul the car back to Calita. Walk around the transport
truck's side, and use the
action button to press the
Even though you don't need to use the transport truck "Deploy Ramp" switch and
to complete the mission, the mission fails if you lower a ramp from the back of

ON
allow the transport truck to be the truck.
destroyed.
TI
CAU
Hijack Scenario #1: The Sneaky Way Get into the target car,
drive it into the transport
If you follow the road truck, and press the "Deploy
you start on, you trail the Ramp" switch to close the
transport truck, but your path transport truck.
is blocked by another truck
full of gunmen who do their
best to stop you. Instead of
following that road, turn off it
to the right and drive across
the grass to find a ramp.
Follow the route back to
Calita as shown on the map at
the beginning of this section.
Not only does the transport
truck let you take the target
car right out from under the
guards' noses, it also protects
the car and preserves it in
pristine condition.

Drive off the ramp, jump a small retaining wall, and land If the target car is significantly damaged, it's no
ON
on the road in front of the transport truck. You might flip good to Calita, and the mission is a failure.
your car and wreck it, but because you're only five seconds
TI
CAU
into the mission, restarting isn't a big deal.
Speed down the road ahead of the transport truck and get
out of the car at the T-intersection at the end of the road. You
1
should be at least five seconds ahead of the transport truck. 15

Hijack Scenario #2: Making Life More Difficult


High-Speed Switchbacks You can have a
shootout with the thugs in
If you like more
the truck at the beginning of
danger in your hijackings,
the mission, take their truck,
here's an alternate method of
and drive it to the target car.
reaching the transport truck.
Their truck looks like the
From the start of the mission,
transport truck, so there
go straight and bear left at
won’t be any trouble, right?
the fork in the road (the truck
full of gunmen is to the right).
Wrong. Somehow, the
guards can tell the difference,
and you have to shoot it out
Here, a Sun Runner motor- with them if you want to take
cycle is at the top of a steep the car. The danger isn't the
winding series of switchbacks. possibility of being killed—it's
Get out of your car, jump on the target car being damaged
the motorcycle, and head beyond usefulness, resulting
down the winding road. in mission failure.

If you want to take the


target car without using the
transport truck, plan for a
Watch out for oncoming shootout with the car's six
traffic on the narrow road. armed guards. To draw fire
Although you want to reach away from the target car,
the bottom of the hill before approach the courtyard from
the transport truck passes the west. If you come in
you, you're only going to through the east entrance,
lose time if you keep getting the guards shoot through the
in wrecks. car and damage it.

When you're behind the


Several shortcuts cut wheel of the target car,
through the switchbacks— use you're not out of the woods
them to more quickly round yet. You have to drive as
the corners. Keep a sharp eye carefully as possible back to
out for them; they're Calita's yard, and you face
indicated on the map at the enemy roadblocks all the way.
beginning of this section. Remember, if anything worse
than a light fender-bender
happens to the car, it's considered too damaged for Calita's
purposes and the mission is a failure.
After you reach the Make life easier on yourself. Use the transport truck.
bottom of the hill, zip out in
front of the transport truck,
jettison the bike, and shoot
the truck's driver, as you
would have done in the first
hijack scenario. Pick up the
target car and bring it back
to Calita to complete the
mission.
PRIMAGAMES. COM

15
2
Start (Airport)
t:
n Star
Finish (Arms Drop Point)
ice-
Missio Aeroport de N Route to Mall
ouse,
Safe h'Azur. Route to Arms Drop Point
Côte d
h: Enemy
n Finis Old
Missio ideout, in the 1 Mall/Arms
ne'sh
Fabien lley.
Town a

Start (Mall Entrance)


Overview Finish (Arms Truck))
This mission is one of the first to reward careful driving. Route through Mall
The initial part of the plan is to drive to the mall. Then Enemy Gunman
you must either head through the mall interior or around Health Pack
the sides to defeat a number of heavily armed goons.
Start up the underpowered pickup with the
explosives in the back, which have shifted around during
transit, and drive to the drop-off point, avoiding bumps.

Weapons De
tail:
HIGH-POWERED
AUTO 9MM
SERVICE-ISSUE
9MM AUTO
SILENCED SERV
ICE-ISSUE 9MM
MP SILENCED AUTO
12-GAUGE ASSA
ULT SHOTGUN
9MM MACHINE
PISTOL
9MM RAPID-FI
RE MACHINE PI
ASSAULT RIFLE STOL
Modes of T
LE COMPACT
XS (AIRPORT ransportatio
LE CHARIOT TR SAFE HOUSE) n: EXT. COURTYARD—DAY.
ANSPORT 6 (S
HOPPING MAL
Objectiv L ALLEY) INTRODUCTION TO FABIENNE, AND THE FACT THAT IT WAS A CAR
es: BELONGING TO HER THAT TANNER TOOK IN THE HIJACK MISSION.
1. HEAD TO TH
E MALL FOR TH IN FABIENNE'S DEN. DIALOG FRENCH WITH SUBTITLES.
2. TAKE THE E WEAPONRY IN
VEHICLE CON .
RENDEZVOUS TAINING THE FABIENNE'S BADDY: FABIENNE—ON A PERDU LA CAISSE.
POINT. EXPLOSIVES TO
THE
SUBTITLE: FABIENNE—WE LOST THE CAR.

FABIENNE: ON AURAIT DÛ LA TUER QUAND ON A EU L'OCCASE.

SUBTITLE: WE SHOULD HAVE KILLED HER WHEN WE HAD THE CHANCE.

FABIENNE'S BADDY: NON—C'ÉTAIT LE CONDUCTEUR.

SUBTITLE: NO—IT WAS THE DRIVER.


3
15

FABIENNE: ILS METTENT LEUR NEZ


DANS NOS AFFAIRES. JAMAIS MON PÈRE N'AURAIT
Follow the unfinished hall until
LAISSÉ FAIRE ÇA. DEMAIN MATIN À 11 HEURES , ZEEGO DOIT
you come to a small set of stairs
VENDRE DES ARMES AUX AMÉRICAINS. MAIS IL NE SERA PAS LÀ DEMAIN.
leading up to a loading dock.
SUBTITLE: THEY'RE MOVING IN ON OUR BUSINESS.
MY FATHER WOULD Before you go up those stairs,
NEVER LET THIS HAPPEN. TOMORROW MORNING AT 11 O'CLOCK, ZEEGO IS be aware that there are two
SELLING ARMS TO THE AMERICANS. BUT ZEEGO WON'T BE THERE gunmen to the right of them.
TOMORROW. Blast them.
FABIENNE KILLS ZEEGO.
TANNER AND LOMAZ READY THEIR GUNS.

Part 1: Getting the


Hardware
Your mission is to pick up a shipment of volatile weapons that Move slowly and carefully up the stairs, and use the corner of the
Zeego was supposed to sell to you and Lomaz. Fabienne has killed wall as cover to shoot the gunmen.
Zeego and replaced him with her own men, so it's not going to be
easy getting out of the deal with the arms (and your skin) intact. There are two more gunmen outside the loading dock, beyond the
first two gunmen you shot. You have to leave cover to hit them, so
be quick.
Your first objective is to pick up
some "hardware" from a gun
dealer at the nearby mall. From Chances are, you took a few
your airport starting point, drive rounds during the gunfight.
northeast a short distance to Fortunately, there's a health
reach the mall. Use your in- pack in a corner of the loading
game minimap or the map at dock (see the map). Pick it up
this section's beginning to find before continuing.
the mall.
As you approach the mall, a You've disposed of four of the
cutscene begins. You pull up to eight gunmen guarding the arms
the curb, and Lomaz gets out of shipment. Exit the loading dock
the car. He goes into the gun and turn to the right to see the
shop in the mall and returns fifth gunman hiding behind a
with weaponry. Now that you're car. Use the doorway's edge for
armed (check your inventory for cover and shoot him.
the goodies), it's time to pick up the arms.

Part 2: Stealing the


Arms Crate
The easiest way to reach the
arms crate is to go through the
mall to reach it, although this
isn't the only way to do it (see To the loading dock exit's left is the Le Chariot Transport 6, with the
the sidebar). From the mall explosive crate on the back. The last three gunmen are hiding
PRIMAGAMES. COM

entrance, go straight down the around the corner of the loading dock.
hall and turn right at the end.
Continue past the three orange Sneak up to the corner of the loading dock and pop out to shoot
safety cones into the unfinished the gunmen, ducking back after killing each one to avoid being
part of the mall. outgunned.

15
4
Nice Mission #14: Arms Deal
THE WHEELMAN PLAN: RECKLESS SUPERHERO
COWBOY STYLE And Fabienne's goons aren't
going to let you get away easily.
As mentioned here, you don't Six cars full of thugs move to
need to sneak through the mall intercept you as you drive to the
to reach the arms truck, but drop point (see the map).
any other method is suicide.
You can drive up to the back of
the mall and get into a shootout
with the eight guards, but you
are outgunned. You can out drive the
gunmen, but their vehicles
You can also drive down the are faster than your pickup.
alley leading to the last three And because every swerve or
gunmen and the arms crate, collision brings the arms that
using your vehicle as a weapon. much closer to detonating,
Even if you take out three or now is not the time for fancy
four of the gunmen with your wheelwork. Instead, jump
car, the remaining guards out of the truck and gun
outmatch you. Unless you're them down when they get
using an invincibility cheat, too close.
don't use any other method
except sneaking through the
TIP
mall; it's not worth it.
When the road you're on ends
in a T-intersection, turn left,
Part 3: Disposing of then take your first right. These
are the sharpest turns you need
the Arms Crate to make during the trip to the
drop point.

After you kill all eight gunmen, Watch out for the left bus as you
get in the pickup. You need to make the turn!
TION
CAU
bring the pickup and the arms
crate it carries to the
prearranged drop point.

Stay on this road until it ends,


and again take a left, then your
Drive down the alley and hang a first right into an alley. You're
sharp U-turn through the outdoor almost home free!
café and onto the main road.
Follow this road northeast until
it ends. The drop zone is in the small
alley courtyard ahead to the left.
Pull into it and come to a stop
Be careful! In the screen's middle under the large orange arrow to
is an arms crate meter. Every complete the mission.
sharp turn registers on the
meter, which fills a little. If you
crash into anything (or if anyone
crashes into you), it fills a lot. If
it completely fills, the arms
explode, resulting in mission
failure.

5
15

t:
n Star
Start Missio poleon III ba
on Na . de Ru
Finish (Fabienne’s Hideout) North ard, near Pt
Boulev h:
Route to Beach n Finis Town
Route to Fabienne’s Missioyard, north Old
ne's
White Pickup (Lomaz’s Rescuer) Fabien

Overview
Tanner foiled Fabienne's attempt to kill him during the arms deal,
but she's not out of tricks. Tanner and Lomaz go out for a drive and
find that their car has been booby-trapped to explode if its speed
drops below 50 mph. Tanner must take Lomaz to the beach, where a
pickup truck pulls up next to them and gives Lomaz a chance to
jump out. After that, it's time for revenge. Tanner drives the booby-
trapped car to Fabienne's hideout and jumps out of it before it
blows the place sky-high.

Weapons De
tail:
HIGH-POWERED INT. CELLAR—DAY.
AUTO 9MM
SERVICE-ISSUE
9MM AUTO TANNER IS BEING USHERED THROUGH INTO AN ADJOINING ROOM BY LOMAZ.
SILENCED SERV
ICE-ISSUE 9MM
MP SILENCED AUTO LOMAZ: I NEVER TOLD YOU HOW THE STORY WITH THE BLADE AND THE
12-GAUGE ASSA FINGERS ENDS.
ULT SHOTGUN
9MM MACHINE
PISTOL TANNER: YEAH, HOW'S IT END?
9MM RAPID-FI
RE MACHINE PI
ASSAULT RIFLE STOL LOMAZ: CARNOT DISAPPEARED THE NEXT DAY—I THINK IT MEANS HE WAS
Modes of T A COP.WHAT DO YOU THINK?
DAGGER TYPE
-T (AVAILABLE
ransportatio
AS MISSION BE n: LOMAZ OPENS THE DOOR. TANNER HESITATES FOR A MOMENT AND LOOKS
Objectives: GINS)
ATLOMAZ. LOMAZ DOES NOTHING. TANNER ENTERS.
PRIMAGAMES. COM

1. DRIVE TO IMMEDIATELY TANNER IS VIOLENTLY KNOCKED IN THE STOMACH. HE


THE BEACH, KE REELS
2. HELP LOM EPING YOUR
AZ JUMP OUT SPEED ABOVE TO THE GROUND AND IS PICKED UP AGAIN. SOMEONE ELSE STRIKES HIM IN
OF 50 MPH.
3. DRIVE THE THE CAR. THE FACE AND HE IS KNOCKED DOWN. THEN HE IS KICKED IN THE STOMACH
BOOBY-TRAP
PED CAR TO AS HE IS ON THE GROUND.
FABIENNE'S H
IDEOUT.
CALITA TAKES TANNER'S GUN FROM HIM.
15
6 DUBOIS IS HANGING UPSIDE DOWN FROM THE CEILING.
Nice Mission #15: Booby Trap
CALITA: THIS IS THE GUY WHO'S GONNA GET YOU KILLED.

TANNER GETS PISTOL-WHIPPED.


Part 2: Jump,
CALITA (MEANING TANNER): BRING HIM HERE. Lomaz, Jump!
(TO TANNER): IF YOU'RE A COP YOU WON'T SHOOT HIM.

CALITA HANDS TANNER HIS GUN. HE LIFTS HIS HEAD, MARKED AND
BRUISED. HE DOESN'T TAKE THE GUN—HE LOOKS AT IT.

DUBOIS LOOKS AT TANNER.


TANNER LOOKS BACK.

QUICK CUTS BETWEEN TANNER AND DUBOIS AS CALITA TALKS AND


TENSION BUILDS.
As you approach the beach, your target starts to come into view. It's
TANNER TAKES THE GUN AND FIRES. THE CHAMBER IS EMPTY. a white Le Chariot Transport 6 and it's racing along the beach. Drive
TANNER REMOVES THE EMPTY CLIP FROM HIS GUN, CHECKS IT AND THROWS
down onto the beach and pull up next to it.
IT TO THE GROUND. When you get close enough to the pickup, make Lomaz jump into it
CALITA: HERE! by pressing the button displayed on the screen. Lomaz only jumps if
you're right next to the pickup and going the same speed. You've
CALITA THROWS HIM A NEW CLIP. WE SEE THIS CLIP CLOSE UP AND got plenty of beach and few obstacles, and Lomaz will not jump out
IN DETAIL. of the car if he can't land in the pickup.
CALITA: START CLEARING OUT. I GOTTA MAKE MY PICKUP.

CALITA WALKS OUT. BAD HAND STANDS BY THE DOORWAY SHE PASSES The route on the map at this section's beginning assumes
THROUGH. AS SOON AS SHE LEAVES THE ROOM, BAD HAND LOOKS AT that you are able to get Lomaz into the pickup truck quickly.
TANNER AND FOLLOWS AFTER HER.
If it takes longer, you wind up farther west, but the
strategy is the same.
E
TANNER WATCHES.
NOT
Part 3: Return to Sender
Part 1: To the Beach
After Lomaz is safe, it's time for
payback. Lomaz tells you to
As Tanner and Lomaz drive off,
drive the booby-trapped car to
Lomaz's cell phone rings. It's
Fabienne's base of operations
Fabienne, who reveals that their
and blow it to smithereens.
car has been fitted with a bomb
that will explode if their speed
drops below 50 mph.

The bomb won't explode


immediately if your speed dips
below 50 mph. When you're
moving too slowly, a meter in
the middle of the screen starts
to fill up. If you get your speed
Hang a sharp U-turn to the right and get up onto the coastal road.
above 50 mph, the meter starts
Here's how to do it.
going down. If the meter fills,
you blow up and the mission is Drive along the beach until the bomb meter in the middle of the
a failure. screen is empty and your speed approaches 80 mph. Make a wide,
gradual right turn without braking or power sliding.

Follow the route labeled on the If you don't jerk the wheel or
map to reach the beach. On the touch the brakes, you preserve
way, do not hit anything, as any your momentum as you drift up
loss of speed brings you close to onto the coastal road. When
detonating the bomb and failing your tires touch asphalt, gun the
the mission. engine and get your speed up to
50 mph before the bomb
goes off. 7
15

Getting up to the road without blowing


up is tricky and may take several tries to
master. But if you blow it here, you restart from the
beginning of this part of the mission.
E
NOT
After you're on the road, the rest
of the mission is a walk in the Watch your minimap and be aware of the location of Fabienne's
park. Fabienne's hideout is hideout as you approach it. Make a sharp right into the compound
northeast of your position; how and turn left.
far northeast depends upon Drive toward the tractor-trailer truck at the end of the compound.
where you dropped off Lomaz. When the words "Get out" appear on the screen, do it! Dive out of
the car, or you're blown up with it.
The booby-trapped car collides
with the truck, blowing them
The best route to Febienne's is on the map at this section's both to shreds, as well as any of
beginning. Stay on long straightaways to keep your speed up Fabienne's henchmen who were
and turn only at major intersections, so you don't have to unlucky enough to be standing
slow while turning. near the explosion. Provided
TIP that you jumped out, you survive
the explosion and complete the
mission.

Start (Airport)
Direct Route to Calita
Fabienne’s Thugs’ Route to Calita
Calita

t:
n Star
Missio eroport de
use, A
Safeho te d'Azur
e-Cô
Nic
n Fin ish:
Missio
Varies
PRIMAGAMES. COM

Overview
Calita's been kidnapped again, and it's in your best interest to help these gangsters out. Commandeer the
roadster and quickly drive it to the center of Old Town for a shootout on the main building's balcony in the
center of Fabienne's alleyway. After the thugs are downed, Fabienne attempts to escape, leading you throughout
15 Nice's streets until she bails from her car and tries shooting her way out of trouble. Bring her down!
8
Nice Mission #16: Calita in Trouble
Weapons De There's also a truck full of Fabienne's thugs heading toward Calita's
tail: location. Either eliminate them and destroy their truck, or race
HIGH-POWERED
AUTO 9MM straight to Calita. These thugs are Fabienne's reinforcements, and
SERVICE-ISSUE
9MM AUTO Calita is not safe until you have eliminated them and all of
SILENCED SERV
ICE-ISSUE 9MM Fabienne's gunmen.
MP SILENCED AUTO
12-GAUGE ASSA
ULT SHOTGUN
9MM MACHIN If the truck's route looks familiar, that's because it's the
E PISTOL
9MM RAPID-F route you took in "Arms Deal."
IRE MACHINE
E
NOT
ASSAULT RIFLE PISTOL
GRENADE LAU
NCHER Mo
DOLCH SCHU
d
es of Trans
B (AIRPORT SA portation: Your car is much faster than their truck, so get to Calita, kill
PRONTEZZA FEHOUSE)
FREDDO (OU as many of the gunmen around her as possible, and then
TSIDE FABIEN
Objectives: NE'S HIDEOU
T)
waste the truck thugs when they roll up.

1. RACE TO CA
LITA'S AID, TA
SHE EXPIRES. KING OUT H
TIP
ER CAPTORS
2. CHASE DO BEFORE
WN THE FLEE Calita is in the same alley where
ING FABIENN
E, AND TAKE you dropped off the arms crate
HER DOWN.
in "Arms Deal." Pull into the
alley and use Lomaz to shoot the
two gunmen near the orange
arrow before leaving the car.
After the gunmen are dead,
run up the stairs in front of the
orange arrow. These lead to a balcony overlooking a courtyard with
five armed thugs. Shoot them from the balcony; use the retaining
EXT. COURTYARD—NIGHT wall as cover between shots.
CALITA TURNS UP TO STEAL THE CAR—FABIENNE IS WAITING. CALITA
SHOOTSFABIENNE, THEN ROLLS OVER THE CAR TO TAKE COVER—THEN A If you didn't waste the truck
SHOOTOUT OCCURS. thugs earlier, shoot them when
CALITA WALKS TOWARDS THE CAR SHE WANTS IN THE COURTYARD. SHE they approach the courtyard. If
TOUCHES IT. FABIENNE SURPRISES HER. AS FABIENNE IS TALKING, CALITA you're quick, you can kill the
IS REACHING FOR A GUN. gunmen in the courtyard, hop
back in the car with Lomaz, and
FABIENNE: YOU OWE ME ONE CAR ALREADY. THEN THERE'S THE MEN YOU
use Lomaz to destroy the truck's
AND YOUR DRIVER GUNNED DOWN FIRST DAY YOU CAME TO NICE, AND THE
gunmen when they arrive.
MEN AT ZEEGO'S. THIS TIME YOUR DRIVER ISN'T GOING TO SHOW.
After you've killed the gunmen in the truck, the two gunmen at
CALITA SEES SOMEONE JUST BEHIND HER AND SHOOTS HIM DEAD. A the courtyard entrance, and the five gunmen in the courtyard,
SHOOTOUT ENSUES , FABIENNE DUCKING DOWN BEHIND A CAR.
Calita is safe, and Fabienne makes a break for it. This begins the
second half of the mission: Kill Fabienne.

Part 1: Rescue Calita


Part 2: Tailing the
Fiendish Fabienne
The following chase (Tailing the Fiendish Fabienne) involves
pursuing your enemy around the city in a random route; your
foe usually changes course a number of times, even if you
replay this part of the mission. Therefore, the route described
In the cutscene that begins the mission, Lomaz pulls up in a Dagger here, and the elements to watch for are general tips, and
Type-T and tells you (as Tanner) to get in. Tanner drives, and Lomaz may not specifically apply to your chase. However, your final
rides shotgun. ending location is the same, no matter what route
you take.
E
As in the first Nice mission, Calita is under attack by heavily
armed enemies and needs you to rescue her. If her health bar NOT
reaches zero, Calita has been killed and you fail the mission. 9
15

Fabienne
is one hell of a
Obstacle #5:
driver. She tears through Yellow Convertible
the narrowest streets of Nice at If you went around the tree's
blinding speeds. You must match left side in the park's center, you
her turn for turn and stay within will collide head-on with a
a block of her during the high- yellow convertible in the inter-
speed chase. You must react section ahead, ending the
quickly to obstacles to succeed mission. Go around the car's
in the mission. (Obstacle right side.
locations are numbered on the map at the section's beginning.)

Obstacle #1: Obstacle #6:


Oncoming Traffic Thread the Needle
Watch for oncoming traffic as Halfway through the chase,
you exit alleys like this one. Fabienne may make a quick left
Either turn wide to avoid the turn in front of an 18-wheeler.
cars or ride the sidewalk on the Follow her exactly, threading the
street's left side. needle between the building
to your left and the truck to
your right.

Obstacle #2: Roundabout Obstacle #7:


Fabienne sometimes cuts
Power Line Towers
through the middle of this Before Fabienne gives up all
roundabout. Follow her. Steer hope of outracing you, she can
slightly to the right of the take a shortcut through a group
obelisk in the roundabout's of power line towers, which are
center to preserve a fast tricky to see at dusk. Watch her
racing line. movements carefully and follow
them exactly to avoid crashing
into the towers and losing
Fabienne.
Obstacle #3:
Truck at Intersection Fabienne's Final Stand
Past the roundabout, watch out
for a truck barreling through an After nearly two minutes of
intersection. Braking isn't an trying to lose you, Fabienne gives
option here—stick to the left up and halts. Because she can't
side of the street to zip right outdrive you, she gets out of the
behind it. car and tries to gun you down.

Obstacle #4: Park To complete the mission, kill Fabienne—a much easier task
than trying to follow her through Nice.
If Fabienne cuts through a park,
follow her, and stay to the Get out of the car and shoot
middle tree's right to avoid Fabienne with your weapon of
PRIMAGAMES. COM

hitting the yellow car in the next choice. She's not a good shot,
intersection (Obstacle #5). and it doesn't take much to kill
her. Use available cover
(including your car), and shoot
her until her health bar is
16 empty. This successfully
0 completes the mission.
t:
n Star hurch
Missio of Old Town C
east
Alleys h:
Start n Finis
Missio
Route #1 to Restaurant (Suicidal!)
Route #2 to Restaurant (Southern Approach) Varies
Overview Route #3 to Restaurant (Western Approach)
Gunman
Rescuing Dubois isn't going to be easy. You have multiple
Restaurant
methods of announcing your arrival at the restaurant.
Dubois’ Kidnappers
After using the available cover inside the eatery, you
discover that Dubois has been whisked away. Dash to the
building's rear, dive into a roadster, and pursue the fleeing captors
(who have Dubois with them); pepper their vehicle with bullets until
they're downed.
Weapons De
tail:
HIGH-POWERED
AUTO 9MM
SERVICE-ISSUE
9MM AUTO
SILENCED SERV
ICE-ISSUE 9MM
MP SILENCED AUTO
12-GAUGE ASSA
ULT SHOTGUN
9MM MACHIN
E PISTOL
9MM RAPID-F
IRE MACHINE
ASSAULT RIFLE PISTOL
Mod
es of Trans
LE COMPACT portation:
XS (AT STARTI
PRONTEZZA N G PO IN T)
BREZZA (REA
R OF RESTAU
Obje RANT)
ctives:
1. LOCATE TH
E RESTAURAN
2. GAIN ENTR T ENTRANCE
Y, AND FIND .
3. PURSUE D D UBOIS .
UBOIS'S CAPT
ORS THROUGH
NICE AND TA
KE THEM OU
T.

Part 1: Table for One


Dubois is being held somewhere
in the restaurant. You must find
and rescue him. While Vauban
guards the back, you must enter
EXT. NICE STREET—NIGHT through the restaurant's heavily
TANNER APPROACHES , QUICK, INTENSE, AND ANGRY. WE SEE A MAN WITH fortified front entrance. Simply
TWO FINGERS MISSING FROM HIS LEFT HAND. IT IS VAUBAN. running in with guns ablaze is
suicide—this job requires finesse.
TANNER: START TALKING. NOW.
VAUBAN: WE HAVE TO GET HIM OUT, YOU KNOW THAT, DON'T YOU? Route #1: The Suicidal Route
TANNER (SHOUTING): DID THE ORDER COME FROM YOU? If you want to give the direct
VAUBAN (SHOUTING): YES! approach a shot, go for it.
This route is indicated on the
(CALMER): THIS IS OVER. THEY'LL KILL HIM. map as "Route #1 to
Restaurant (Suicidal!)." From
TANNER: I CAME TO FIND WHO WANTS THE CARS—THAT'S WHAT I'M HERE
your starting position, head
TO DO….TO FINISH THIS.
west. Turn south at the first
VAUBAN (SHOUTING): WE GET DUBOIS OUT, AND YOU QUIT THIS CASE. opportunity, and crash
AFFAIRE CLASSEE! through the tables of
1
TANNER TURNS AND LEAVES.
the outdoor
16

café Route #3: Western Approach


café as you weave south and west,
taking the most direct route to the The third way to
restaurant (indicated on your in-game map). enter the restaurant
A concrete barricade cuts your car off from the allows you to drive over the
restaurant. There are also five heavily armed thugs are on gunmen in front of the
the barricade's other side. You have two choices: Stay in the restaurant. Head west along
car and get shot to pieces by gunmen you can't reach, or get the main road north of your
out of the car and get shot to pieces by gunmen that you starting position; follow it to
probably can't reach before being killed. the west end of the
restaurant's street. Either
If by some miracle you do drive down the street and run
take out all five gunmen, over the bad guys, or run
congratulations! You're either toward them and snipe them from a distance, taking cover
an amazing player, or you're wherever possible.
cheating. Now run up the
restaurant's front steps and When all five gunmen are dead, either jump a car off the
blast open its façade. This alley ramp and into the restaurant's front window, or shoot
allows you access to the out the window and run in, guns blazing.
restaurant lobby, where there
are more gunmen waiting for
you inside. Continue from the
"In the Restaurant" section of the drivethrough. Part 2:
Restaurant Butchery
Route #2: Southern Approach
The southern
approach is probably
the safest and easiest way
to enter the restaurant. Take
the same path you'd use for
route #1, but instead of
driving up to the concrete
barricade and getting out of
the car, hang a left before
the restaurant and turn right
at the street's end. This puts
you next to an alley that leads to the restaurant.
If you drive down the left side of the alley at top speed, Start (Restaurant Window)
you launch off a ramp, soar over the street with the five Finish (Back Door)
gunmen, and smash into the Route Through Restaurant
restaurant. Gunman
However, if you don't kill
the five gunmen before The restaurant is crawling with
smashing into the restaurant,
gunmen. The two in the lobby
you're overwhelmed by gun-
toting thugs. start firing at you when you
crash through the window.
To prevent this, get out of There's one behind the bar and
the car, walk down the alley,
one standing next to him at the
and shoot the gunmen from a
distance. When all five are
end of the bar.
dead, get back in the car and fly off the ramp to make your After killing the two gunmen
entrance. Continue from the "In the Restaurant" section of the in the lobby, run to the only
drivethrough.
door in the lobby. Keep your
crosshairs trained on the door, because two more thugs run through
it as you approach. Shoot them before they have a chance to fire.
PRIMAGAMES. COM

You can't open any of the restaurant's doors until all the
enemies in the room are dead.
E
16
NOT
2
Nice Mission #17: Rescue Dubois
Run through the door and shoot tail and shoot from point-blank range for accuracy. Their car has
the two gunmen on the room's better acceleration, but yours has a higher top speed.
left side. When they're both
If you follow the kidnappers
dead, go through the door
long enough, they eventually
behind the second gunman.
crash into a lamppost, or halt
Keep your finger on the just across from the Acropolis
trigger as you open the door, (see the map at the beginning of
because another thug is on the this section); pick them off as
other side. they exit the vehicle. It's much
easier to take them out with
Two more gunmen are in the
well-placed and relentless
room. Shoot them both, using
gunfire long before they wreck
the room's square pillars as
themselves. When the kidnappers' vehicle is destroyed, Dubois is
cover. When all of the gunmen
safe and the mission is successfully completed.
are dead, approach the closed
door in the room's corner.
This triggers a cutscene, in The Mean Streets of Nice
which we see Dubois being
Dubois's
abducted. You jump in a car with kidnappers don't make
Vauban and commence pursuit. his recovery easy. Here are
some of the most challenging
parts of town they lead you
Part 3: Rescuing Dubois through:
Tight left turns.
The following chase (Rescuing Dubois) involves pursuing your There are many types of
enemy around the city in a random route; your foe usually turns like the 90-degree turn
changes course a number of times, even if you replay this coming off a straightaway.
part of the mission. Therefore, the route described here, and It's easy to miscalculate the
the elements to watch for are general tips, and may not angle and smash into one of
specifically apply to your chase. However, your final ending the corner buildings. Make
location is the same, no matter what route you take. good use of your powerslide.
E
NOT Narrow alley.
The first alley that the
When the cutscene ends, get in
kidnappers lead you down
the car with Vauban. To rescue
involves sharp turns onto a
Dubois and successfully narrow street. Watch out for
complete the mission, you must the rubbish bins and other
follow Dubois's abductors closely obstacles on the sides.
and shoot their vehicle until its
Hairpin turn.
health bar is depleted. If the
kidnappers' car gets more than a After a long straightaway
block away from you, you lose across wide-open areas, the
their trail and fail the mission. kidnappers may make a sharp
left, followed by a right
hairpin turn. Don't try to
You cannot shoot the kidnappers' vehicle while on foot at the power through this one; throw
beginning of this stage—you will accidentally kill Dubois on that emergency brake and
and fail the mission. You must pursue the keep control.
kidnappers in your own vehicle and shoot
theirs until it's disabled.
TION Narrow path.

CAU
The kidnappers can smash
through a couple of sawhorses
and head down a path that
Although Vauban is riding barely accommodates a car.
shotgun, you must control both It's fairly straight, but be
prepared for the sharp right
the car and Vauban's weapon,
at the end of it.
which is no mean feat.
The kidnappers lead you
through the streets of Nice, 3
trying to shake you. Stay on their 16

Muse d'Art Moderne.


Curving sidestreet.
If you make it through
Possibly the most
this curved alley, the lead car
challenging area in the entire
sometimes makes a sharp
chase, this curving sidestreet
right, cuts across the end of
is barely wide enough for two
the underground tunnel ramp
cars—and there's on-coming
and around the Theatre
traffic! If the kidnappers head
Garibaldi, and then scoots
down here, they won't slip
through the gardens to the north of the Muse d'Art Moderne.
up, so you can't either. Follow their exact path as they weave
The gap is horribly small to speed through, so don't follow
through traffic. If your hood flies up and obscures your view,
directly. Just skid around to the right, heading counter-
switch to first-person view! Slow down a little so you don't
clockwise around the gardens and then head north.
wreck your chances at catching them.

Overview
After rescuing Dubois,
Tanner takes him to a
warehouse in Nice,
where Dubois shows
Tanner a laptop
t:
computer containing damaging evidence. n Star st of
Unfortunately, Jericho and Calita show up Missio dam, northea
River ar
to crash the party. They kill Dubois, but Le Var aurent Du V
Saint L
h:
Tanner escapes into another section of the n Finis rtyard
warehouse. There, the weaponless Tanner Missio mountain, icou
it of ald
must find some guns and shoot his way Summhateau Grim
near C
out. He must get to Vauban in the grounds
of the Chateau Grimaldi in Cagnes Sur Mer Start
before Jericho's thugs get to him.
Finish (Vaupan)
Route to Boathouse
Weapons De Route to Vaupan
tail: Boathouse
HIGH-POWERED Enemy Vehicle
AUTO 9MM (PIC
SERVICE-ISSUE K UP) Enemy Roadblock
9MM AUTO (PIC
MP SILENCED K UP)
(PICK UP)
12-GAUGE ASSA
ULT SHOTGUN
9MM MACHINE
9MM RAPID-FI
(PICK UP)
PISTOL (PICK UP
RE MACHINE PI
) Part 1: To the
ASSAULT RIFLE
(PICK UP)
STOL (PICK UP
)
Modes of T
Warehouse
CIGARETTE 42
TIGER (LE VAR
ransportatio
LTS V-8 (OUTSI RIVER DAM) n: At the mission's start, pilot the
DE GROUNDS Tiger powerboat down the
OF WAREHOU
Objectives: SE) river. Follow the river as it
PRIMAGAMES. COM

1. BRING DU
curves through Nice, watching
BOIS TO THE your minimap to anticipate
2. SHOOT YO WAREHOUSE.
UR WAY OUT corners. Avoid hitting rocks
3. REACH VAUB OF THE WAREH
AN. OUSE AND ST and piers and don't run
EAL A VEHICLE
.
aground on the shallow
riverbanks.
16
4
Nice Mission #18: Hunted
DUBOIS: NO ONE.

TANNER LOOKS AROUND THE CORNER OF THE DOOR.

HE IS SUDDENLY ATTACKED AND KNOCKED IN THE FACE, AND HIS GUN SKIDS
ACROSS THE FLOOR.

TANNER SEES IT AND IS GOING TO MAKE A MOVE FOR IT WHEN ANOTHER


FIGURE PICKS IT UP.

TANNER'S EYES FOLLOW FROM THE FLOOR UP TO THIS PERSON'S FACE.

After you enter the open sea, turn right around the cluster of rocks IT IS JERICHO.
to your right. CALITA WALKS INTO THE ROOM THAT DUBOIS IS IN. SHE POINTS HER GUN AT
HIM. HE FREEZES.
As you finish the turn, you see the warehouse in the distance; a
large red arrow is over it. Steer toward the warehouse and dock in it JERICHO: REMEMBER ME? I REMEMBER YOU. YOU'RE A COP AND I'M THE GUY
WHO SAID I'D FIND YOU.
to begin the cutscene leading into the mission's second part.
JERICHO TAKES THE CLIP OUT OF TANNER'S GUN.

JERICHO: THERE'S A TRACKER IN THE CLIP.


Part 2: Escaping AS JERICHO IS TALKING, DUBOIS MOVES A HAND TO THE LAPTOP.

the Warehouse JERICHO SHOWS TANNER THE CLIP, THEN REINSERTS IT INTO THE GUN.

JERICHO LOOKS AT DUBOIS.


Start
Finish (Steal Car) JERICHO SHOOTS AND KILLS DUBOIS, DEVASTATING THE LAPTOP, TOO. CALITA
Route through Boathouse
AND LOMAZ JOIN IN.
Enemy Car AT THIS MOMENT TANNER LEAPS PAST LOMAZ INTO THE ADJOINING ROOM,
Enemy Gunman BULLETS FLYING AT HIM. THIS SEGUES DIRECTLY INTO THE NEXT MISSION.
Weapons
Health Pack

You're on the other side of a heavy corrugated steel door, but


Jericho's henchmen are sawing through it. Worse yet, you're
weaponless!
The first thing to do is get some hardware. The problem is, it's on
the other side of the broken catwalk behind you. You need to
bridge the gap in the catwalk, so jump into the nearby forklift and
use it to lift a crate.

To lift a crate, push it


against a wall before raising
the fork.

INT. WAREHOUSE—EVENING.
DUBOIS AND TANNER ARE IN THE WAREHOUSE. DUBOIS TAKES OUT A LAPTOP.
HE HANDS IT TO TANNER, AND HE CLICKS THROUGH IMAGES (UNSEEN—THE
BACK OF THE LAPTOP IS TO THE CAMERA). TIP
TANNER: HOW'D YOU GET THIS?
While raising the crate, move
DUBOIS: YOU DIDN'T KNOW THE GUN WAS EMPTY, DID YOU? the forklift into position under
TANNER LOOKS AT HIM. HE DOESN'T ANSWER. the gap in the catwalk. When
the crate is raised, it creates a
TANNER: YOU THINK THIS IS WHERE THEY MAKE THE DROP?
steppingstone across the
DUBOIS: NO. IT'S THE CITY WHERE THE DEAL HAPPENS. catwalk.
TANNER LOOKS UP—HE'S SEEN SOMETHING GO PAST THE WINDOW.
5
TANNER: ANYONE ELSE USING THIS PLACE?
16

When the inside of the


warehouse is secure, switch to
Jump out of the forklift
your shotgun (picked up near the
and climb the ladder to the
exit) and approach the door in
catwalk—Jericho's gunmen are
front of you. As you walk to it, a
almost through the door!
gunman bursts into the
warehouse. Shoot him, the two
other gunmen outside the door,
Leap the gap in the catwalk by
and gunmen in each of the two
jumping onto the crate, then
cars near the warehouse. Use the doorframe as cover, and duck in
jumping from the crate to the
and out of the warehouse as necessary.
other side of the catwalk.

Hug the wall as you run down Don't walk around the warehouse's left side! There's another
the left side of the catwalk gunman there and two more in a boat offshore, and they shoot at
and leap at the last possible you if you give them a chance. Avoid them.
second to jump over the gap
without needing to set up
Don't miss the health pack to
the forklift and crate first. the warehouse door's right. You
need it!

TIP Another two cars containing


three gunmen pull up at the
warehouse entrance after you
come out shooting. Eliminate
these goons by using one of the
nearby cars for cover.
Jump into one of the abandoned
LTS V-8s and make a break for it,
The pistols are at the end of the catwalk. Dash over to them, following the route on the map
because Jericho's goons are coming through the door. Expect to take at this section's beginning that
a bullet or two. leads to Vauban and a successful
mission completion.
Climb down the ladder next to the weapons to reach the
warehouse's other side. Use the health pack at the bottom of the
ladder if you were shot on the catwalk.

Part 3: To Vauban
The gunmen have a hard time
hitting you from the warehouse's
other side, so use their
inaccuracy to your advantage
and pick off all four of them
before proceeding.
PRIMAGAMES. COM

Conserve your ammo. You don't have any extra bullets for From the warehouse, drive north along the road leading to the main
any of the weapons you picked up. Use the pistol to road. There's an enemy roadblock along the way. Drive around it.
shoot the thugs who busted in, as it's a reliable
When you reach the main road, head due north. Enemy vehicles may
16 long-range weapon.
6
TIP
pursue you. Don't worry about them for now—keep going north.
Nice Mission #18: Hunted
Go around the hill past the
second barricade. Take the
second right turn—a wide
cobblestone path leading to the
top of the hill (and Vauban).

When the road ends, hang a sharp left followed by a sharp right. Ignore the gunmen at the top of
This puts you on the spiraling road leading uphill to Vauban. the hill. Drive into the area
Jericho's goons blocked off several of the usual roads leading up the below the large red arrow to
hill, so you need an unconventional way to get up there. When the meet Vauban and complete
road forks, take a right, followed by a tight left. the mission.

Sneak around the right end of


the barricades to your right. It's
not going to do your paint job
any favors, but it gets you up the
hill. The enemy car beyond the
barricades is unoccupied. Jump
into it or, if your car is in good
shape, push it out of the way.

Take the next hairpin left at the


ramp's top and follow the road
as it rounds the hill. Work up
speed, but do not hit the
buildings on either side of the
narrow street.

INT. SAFE HOUSE—EVENING.


Hopefully, you approach the
enemy roadblock with a good JERICHO KICKS AT THE DEBRIS OF DUBOIS'S LAPTOP.

head of steam and can bust right CALITA: YOU WANT ME TO BACK UP LOMAZ?
through it. If not, hit as many
gunmen as possible and push JERICHO: NO. THE COP'S GOT NOWHERE TO GO.

your way through the roadblock. JERICHO PUTS TANNER'S GUN DOWN. HE AND
CALITA START TO WALK OUT OF THE BUILDING,
STEPPING OVER THE DEAD BODY OF DUBOIS.

JERICHO: YOU EVER BEEN TO TURKEY?


CALITA: LET'S SEE, YOU HAVE, RIGHT? THAT
WOULDN'T BE YOU WHO PUT DRAINAGE IN
NAZ'S SKULL…?

JERICHO: A MISUNDERSTANDING OVER DINNER….


DID YOU KNOW IT'S AN INSULT NOT TO EAT SHEEP
EYES? YOU EVER EAT A SHEEP EYE?

CALITA: NO. WHAT'S A SHEEP EYE TASTE LIKE?

JERICHO: I DON'T KNOW. I DIDN'T EAT IT.

Continue past the roadblock to a ramp leading up the hill to your


right. Take this right turn and keep climbing.
Go straight at the ramp's top and stomp on the gas. You have to
plow through another enemy roadblock—make sure you're moving
when you hit it.
7
16

t:
n Star
t
lu Wes
Missio htclub, Beyog
ca nig
Sopa In h:
n Finis api southwest
Missio T k
l,op
's hote
Tanner

Start
Finish (Tanner’s Hotel)
Jericho’s Route to Warehouse
Route to Safehouse
Warehouse
Enemy Vehicle

Weapons De
tail: Overview
HIGH-POWERED
AUTO 9MM
SERVICE-ISSUE Tanner's first Istanbul mission has you locating the elusive Jericho
9MM AUTO
SILENCED SERV and tailing him through the north city without getting too close and
ICE-ISSUE 9MM
MP SILENCED AUTO blowing your cover. After Jericho enters the warehouse facility, you
12-GAUGE ASSA need to find an alternate entrance, infiltrate the place until you're
ULT SHOTGUN
9MM MACHINE within earshot of a deal going down, then leave without being
PISTOL
9MM RAPID-FI tagged. After you're out of the warehouse, you need to return to
RE MACHINE PI
ASSAULT RIFLE STOL your hotel while being pursued by thugs in Jericho's service.
Modes of T
'71 PICKUP (N
IGHTCLUB, AN
ransportatio
'54 CLASSIC (O D AT CONSTRU n:
UTSIDE WAREH CT ION TOWER BA
MOPED (OUT
SIDE WAREHOU
OU
SE)
SE) SE )
Part 1: Tailing Jericho
Objectives:
The first Istanbul mission begins
1. TAIL JERICH with a cutscene of Jericho
O TO HIS HID
PRIMAGAMES. COM

2. INFILTRATE EOUT POINT. leaving the nightclub and getting


THE WAREHOU
3. ESCAPE TH SE WITHOUT into a car. Tanner, behind the
E WAREHOUSE BEING SEEN.
4. FLEE TO H . wheel of a gray '71 pickup,
OTEL.
follows him at a safe distance.

16
8
Istanbul Mission #19: Surveillance
When the cutscene ends, you
You can be detected in one
must follow Jericho closely
of two ways: You can be
enough so that you don't lose
spotted by one of Jericho's
him, but not so close that you
henchmen and fail to kill him
arouse his suspicion. A meter in
before he sounds the alarm,
the screen's center indicates or you can fire unsilenced
how close you are to your rounds that can be heard
quarry. If the meter is almost throughout the complex. If
empty, you're too far away. If it's you are detected, Jericho runs out the front

ON
nearly full, you're too close. If door and drives off, leaving you with a
the meter is ever completely failed mission. TI
empty or completely full, you're
too far or to close, and the CAU
mission is a failure. First Floor
This isn't a car chase. Jericho's
not trying to get away from you,
so you don't have to mash down
on the accelerator. Go easy on
the gas—this is a drive through
town, not a street race. Use your
minimap radar to keep tabs on
Jericho from a safe distance.
Jericho pulls up to the front When you enter, target the head of the guard standing in front of
entrance of the Gulala Tower you and fire one silenced shot to kill him. If your aim is off, pump a
warehouse and gets out. Find few more silenced bullets into him before he sounds the alarm.
another way into the warehouse
and reach Jericho without being To your left is a set of stairs leading to the second floor. Ignore
detected by anyone who can raise an alarm. them for now. Instead, walk forward past the dead guard until you
come to a metal catwalk. Do not go up the catwalk! You're
discovered if you do.

Part #2: Into Gulala Instead, hang a left and head


down the hall until you come to
Tower Warehouse a room with a guard ogling a
poster of a swimsuit model.
3F Shoot him in the head with your
2F
silenced Beretta to put him
1F down, then pick up the four
A
A health packs in the room's
B B
corners.
D D

If you don't need these health packs now, return to them


C C
later if you get wounded.

Start
TIP
Finish (Warehouse Roof) There's nothing else to do on the
Route through Warehouse first floor that won't get you
Gunman noticed, so backtrack to the
Health Pack warehouse entrance and ascend
the stairs to the second floor.
To enter the Gulala Tower
warehouse undetected, stroll
north and enter through the
basement door on the other side
of a brick wall. Equip your silenced
Beretta, because using any other
weapon in the warehouse
guarantees your detection and
results in mission failure. 9
16

Second Floor
There's another
armed guard on the second
floor landing. Fortunately, he's
looking away from you. Plug him
in the back of the head with a
silenced round and continue up
the stairs to the third floor. As Tanner eavesdrops, a gunman walks up to the door of the room
he's in and fires. You now know what Jericho's up to. All you have
to do is escape with the information.
When the action starts, shoot the gunman in the doorway. Because
As you start up the stairs, a new objective flashes in the there's no need for stealth, pull out your biggest baddest gun and
screen's lower-left corner: Find the meeting. get ready to fight your way out of the warehouse.
E
NOT Run out of the door and take
Third Floor cover behind the giant cement
pillar. Five gunmen shoot at you
from the catwalk you saw
earlier. You can't reach them
from your current position, but
you have to shoot them all to
make it through the warehouse
in one piece.

Duck behind the pillar for cover, pop out, and shoot at the
After you reach the third floor, turn left and cap the crook who gunmen. Continue to apply this technique until they fall.
ducked out for a smoke break. When he's no longer a threat, Their heads are the best targets.
continue down the hall. TIP
At the end of the hall, turn left and shoot the next guard, who also After you kill all five gunmen,
is not looking in your direction. run to the set of stairs leading
up to the third floor. Don't rush
up them yet, as there's an armed
thug who rushes out to the
Second Floor landing and shoots. Instead,
The guard you aced was standing wait for him at the bottom of
over a huge hole in the floor. A the stairs with your
series of three descending crosshairs trained
platforms leads to a previously on the landing.
inaccessible area of the second Plug him when he
floor. At the base is another shows his face.
guard. Shoot him, then hop
down the platforms to reach the
second floor.

As you descend the platforms, switch to your MAC-10 or


another powerful weapon. The stealth portion of your
mission is about to come to an abrupt end.

When you reach the second floor,


TIP Go up stairs until you
reach the warehouse
door. Be on guard for
walk to the giant orange arrow
the thug who busts
and wait for Jericho's arrival.
PRIMAGAMES. COM

through the door as you


Tanner overhears Jericho and an
approach. Train your
underworld gangster discussing
crosshairs on the door's
payment arrangements for the
center, and you won't
fleet of stolen cars.
have any trouble blasting
17 him when it opens.
0
Istanbul Mission #19: Surveillance
Run down the stairs to the
Part 3: Escaping the second rooftop and duck behind

Warehouse one of the large metal tanks.


Two more gunmen hide behind
Across the Rooftops these tanks, and they pop out
(and try to pop you) when you
reach the second rooftop. Use
the tanks as cover while you
eliminate the gunmen.

After shooting the gunman who barged through the warehouse roof
door, stand inside of the doorway and use it for cover as you pick
off the two other gunmen on the roof.
No matter how good you are, you probably took a couple of slugs
during that gunfight, so pick up the health pack next to the doorway Run past the tanks to find an additional gunman hiding behind a
before heading onto the roof. short wall ahead of you. Shoot him, as well as the three gunmen
who run up the stairs at the roof's far corner.

Two other gunmen are on this After wasting Jericho's goons on the second roof, proceed to the
roof, and they run out from stairs leading down to the third roof. From the top of the stairs, you
behind large concrete chimneys should be able to pick off at least one of two gunmen standing on
as you step onto the roof. Duck the top floor of the building under construction in the distance.
into the doorway and use it as
cover as you take them out.
There is only one other gunman Under Construction
behind the chimneys. Shoot him.
After you eliminate both of those
goons, proceed across the third
With all six gunmen dead, this roof to the top floor of the
area of the warehouse roof is building under construction.
secure. If you're low on health, From here, fight your way to
run around the back of the street level. It's close-quarters
stairwell to find a health pack. combat all the way, so rapid-fire
weapons are a must.

A steep ramp leads down from


the top floor—so steep, in fact,
that you might mistake it for a
sheer drop. Move down the ramp.

At the ramp's bottom, turn right


and try to pick off the three
From the door to the rooftop, run past the chimneys to the sixth thugs who run from right to left
gunman's corpse. A set of stairs leads down to the next roof, which and hide behind pallets of
also has two gunmen standing in the open. Stand a few feet back lumber. Use the doorway as
from the ledge and use it as cover as you plug them. cover as you shoot them.

A third gunman stands at the far end of the second roof, but you
must shoot carefully with the M16 or other long-range weapon to
hit him.

1
17

The third
gunman might be
reluctant to follow the
other two. If he doesn't poke
his head out, run to the
pallets to lure him out, and
use the pallets as cover
while you blast him. Drop through an unfinished staircase to the street level. When you
touch the ground floor, the action gets more hectic!
TIP Two cars full of thugs pull up right in front of the building under
construction, and you're given a new mission objective: Get to a
safe house.

Part 4: To the Hotel

Run past the area where the last three gunmen came from to find
another ramp leading to a lower level of the half-finished building.
Carefully descend.
Turn right at the end of the stairs and shoot the thug running from
right to left before he ducks out of range behind a wall. If you don't
hit him, it's not the end of the world. You have a few options for accomplishing this task. There's a trusty
rusty '71 pickup in the construction site that you can jump into and
If you need health, there's a drive off in, but you have company in the form of bloodthirsty
health pack on a small balcony gunmen who pursue you all the way.
overlooking the street. You can
Take out the four gunmen who just arrived. Not only does this keep
make a mad dash for it, but be
them from pursuing you, but it also gives you access to one of their
aware that there are several
'54 Classics, which are faster than the pickup.
gunmen on the other side of the
left wall, as well as a few gunmen
on the street level who will fire Watch out for the one
up at you if they see you. remaining gunman on your
side of the street. He's
hidden behind a wall in front
Stand next to the railing to the of you and will shoot you
right of the balcony with the from behind as you cross the
health pack and blast the street. Take out the newly
gunmen on the street. You have arrived thugs from a
to eliminate them sooner or distance, then run out of the
building and turn around to find and
later, and doing it now helps
keep you from being
eliminate the gunman.
TION
CAU
overwhelmed when you reach
street level.
You Must Be Joking
Use the wall you saw the There's also an
gunman dash behind as cover Istanbul moped you can
and eliminate the two gunmen hijack and take to the safe
in the next area of the floor house. Considering its
PRIMAGAMES. COM

you're on (three gunmen if you twitchy handling and lack of


missed the first one). protection from gunfire,
you're better off with
something more substantial.

17
2
Istanbul Mission #20: Tanner Escapes
Continue across the bridge and
bear right at your first oppor-
tunity (Waypoint #3), onto the
bus route, which appears as a
blue road on your minimap. Stay
on this road, and don't veer to
the right or left exits when they
appear, or you wind up on an
The route to the hotel is uncomplicated. From the construction site, unfinished exit ramp with
head south (downhill) and take your first right, then your first left, enemies lying in wait.
then your first right again (Waypoint #1).
Proceed northwest to the highway bridge (Waypoint #2). To save
time, you can cut through the grassy park on the road's left side.

As you approach the safe house hotel, you have to lose any cars
tailing you. You can either get out of your vehicle and gun down
your pursuers, or you can shake them with the techniques described
in the "Driving Games" or "Training" sections of this guide.
Halfway across the highway bridge, a gang of thugs heading in the
opposite direction skids across the median and tries to smash into After you're no longer pursued, run or drive up to the large orange
you. Evade them, then either get out of the car and shoot them, or arrow that marks the entrance to the safe house and the end of
out drive them. the mission.
A second car of thugs appears after the first and tries to use the
same cross-median maneuver against you. Avoid them and either
shoot or outrun them.
t:
n Star usset
Missio ce station, Eb
ul poli int
Istanb, Seraglio Po
Stree t :
h
n Finis d,
Missio tel, Millet Roa
er 's ho t
Tann i Distric
Topkap

Start
Cargo Van Ditch Point
Finish

3
17

Overview TANNER DOESN'T RESPOND.

When Tanner and Jones realize Vauban isn't going to TURKISH BOSS: I SAID, ARE YOU ARMED?

play nice, they leave the Istanbul police station and "appropriate" VAUBAN: YOU ARE ON THE NEXT FLIGHT BACK TO MIAMI.
a Cargo Van. While Jones drives, you must fend off the police with
TANNER HANDS OVER HIS GUN AS HE TALKS.
whatever weapons are at hand in the back of the van. Fortunately
there's a Mac-10 and grenade launcher to play with. TANNER: WE KNOW WHERE THEY'RE SHIPPING THE CARS.

After you halt a few dozen cop cars, Jones ditches the van in the VAUBAN: INTERNAL AFFAIRS ARE COMING DOWN ON YOU AND I'M NOT
water, and you split up. You pilot a boat to a safe entry point, and GOING TO STOP THEM.
hijack a car to take you the rest of the way to your hotel, with the TURKISH BOSS: BU ODADAN ÇIKMASINI ISTEMIYORUM!
cops on your tail. You need good aim for the first part of the
mission, and extreme driving skills to reach the hotel. SUBTITLE: I DON'T WANT HIM LEAVING THIS ROOM!

Weapons De VAUBAN: YOU WALK OUT OF HERE AND YOU'VE CROSSED THE LINE.
tail:
9MM RAPID-F TANNER LEAVES THE ROOM. THE DOOR CLOSES BEHIND HIM. VAUBAN
IRE MACHINE TURKISH BOSS.
GRENADE LAU PISTOL TURNS TO THE
NCHER
Modes of Transportati VAUBAN (TO TURKISH BOSS): I WANT HIM STOPPED.
CARGO VAN (P
OLICE STATION
PARKING LOT)
on:
ST. MICHAEL M
ARINER (SEA OF
MARMARA)
Objectives: Part 1: Get in the Back
1. ESCAPE FROM
2. FEND OFF IS
THE POLICE ST
ATION IN A ST
of the Van!
TANBUL POLICE OLEN CARGO
W VAN.
3. DITCH THE ITH MORE TH
TRUCK, AV OID AN HARSH WOR
THE POLICE, AN DS . Tanner escapes from the Istanbul
D FLEE TO HO police station, with Jones taking
TEL.
the Cargo Van's driver's seat. With
Jones lurching around corners,
you have no control over where
you're going. Your job is to
prevent the police from ramming
the van and crippling it.

EXT. SKY—DUSK. The van is wrecked when the


PLANE IN TRANSIT TO TURKEY. damage gauge is empty, and the
mission fails. Follow the plan of
TANNER: GATOR'S STILL ALIVE. HE'S BEEN SIGHTED DOWN AT COCONUT action here to reach this stage's
WALK. GET TO HIM BEFORE JERICHO. THEY'RE GOING TO TAKE HIM OUT. second part with more than two-
JONES: WHAT DOES GATOR KNOW? thirds of van damage remaining!
TANNER: HE KNOWS WHO JERICHO'S SELLING THE CARS TO. HE KNOWS
WHERE THEY'RE GOING.

EXT. ISTANBUL AIRPORT—DAY.


JONES GET OUT OF THE PLANE AND GETS INTO TANNER'S CAR.

This is possible through judicious use of the grenade launcher and


the Mac-10, two exceptional weapons to keep the police at bay. The
PRIMAGAMES. COM

INT. ISTANBUL POLICE STATION—DAY. plan is this: As soon as the chase starts, punt a grenade at the
TANNER IS WAITING AS VAUBAN AND THE TURKISH POLICE BOSS STORM IN. nearest police car. If the blast catches it, keep the launcher
equipped.
VAUBAN: DUBOIS IS IN A BODY BAG AND THE BULLETS ARE YOURS.
If the police car gets within 20 feet, any grenades you fire either
TANNER: YOU KNOW IT WASN'T ME! I CAME TO TALK ABOUT JERICHO.
17 bounce over it and out of range, or explode next to your truck,
4 TURKISH BOSS: ARE YOU ARMED? demolishing both vehicles and causing you to fail your mission.
Istanbul Mission #20: Tanner Escapes
It's possible to use the grenade
launcher 90 percent of the time, Part 2: Bolting for
however. Fire a grenade out of
your truck once every couple of Home Base
seconds when you don't see
enemies (in case one appears
from a side street).
When an enemy police car
appears, time your grenade
launch so the ordnance
explodes to the side or behind
it. The force throws the car off
its path, slamming or rolling it, After surfacing, you appear on a St. Michael Mariner vessel. Check
or launching it high into the the map to see where you need to get. It isn't near the water. But it
sky! Attempt this for every isn't wise to head for land as the cops pursue you with vicious
car you see. determination. Instead, stay off land as long as you can.
The most cunning plan is to turn your boat left and head west,
By "every car," we also mean
along the southern stretch of Kennedy Road, in the Marmara Sea.
innocent drivers! Tanner's
Police patrol boats give chase, but don't hassle you as severely as
felony rating is at maximum
the cars. Continue westward.
anyway, so it doesn't matter
if a few victims fly off in
crumpling cars. This has the
added benefit of adding Go until you reach the last road
wreckage that cop cars heading north before the
can't drive through. seashore winds south. This is

TIP
Mustafa Kemal Road. Leap out of
the car, bound up the seafront
steps, and appropriate a car.
Accelerate north.
Continue until you reach the
tramway of Millet Road running
east to west. Swerve and try to
enter the tramway area. If the
cops follow you, waylay them by
If a car breaks through your grenade lobbing, quickly switch to the winding in and out of this area
Mac-10 and blast the car's engine and hood. Also refer to Mission as you accelerate west.
#10 ("Welcome to Nice") for other places to aim. Nothing is more
effective than peppering the hood with bullets, though!
When the close cop car veers off, switch to the grenade launcher
and plug grenades out before another cop car gets close. If you
keep using the Mac-10, you always have cops near you, and their
ramming does more damage to the van.
Save the grenades for cop cars,
not your own vehicle. It is
possible (usually when turning a
corner) to ricochet a grenade off
a wall or car and into your van. Drive until the cops lose you, which happens before you reach
That's an instant mission failure. Millet Road. Then keep an eye on your radar for any white fanning
Keep this pineapple punishment blips indicating a nearby police vehicle. Make sure the fan points
up all the way through the city away from you.
as Jones winds south, eventually There's usually a cop around as you near your hotel. Slow down and
driving off Kennedy Road and let it pass, or reverse and head around a block to keep it from
into the water. Jones is going to spotting you. Hiding behind the hotel also works. When the coast is
be OK—he's taking a different clear, zoom up to the hotel's front.
route to his hiding place while
the cops hone in on you.
5
17

Park your car in


the open garage area to
the right of the main door, get
out, and enter the foyer of this
grimy establishment. The
mission ends inside. But what if
the police have spotted you? When you reach the hotel, ditch the car and bring out the
Then the door remains closed, Mac-10 or the grenade launcher. Scan the radar for the cops'
and you have to deal with the cops! locations. Then plant a grenade so it bounces into each squad car.
Do this quickly.
As the police react to the explosions, switch to the Mac-10
THE WHEELMAN PLAN: COPING WITH COPS and pick them off one by one. If any of them drops a shotgun,
switch to that if you prefer it.
Are the police constantly You must defeat four squad
ramming into you? Have you cars—reinforcements arrive!
exhausted all opportunities to Take out any vigilantes
waylay them? Have you read up who take you on, and continue
all the police avoidance plans in until you defeat all cops. The
the "Training" and "Driving radar flashes white, and the
Games" sections? Then drive to hotel door unlocks. Run inside
the hotel, and prepare for a before more police arrive!
last stand!

Start
Finish (Grand Bazaar)

t:
n Star rd,
Missio xit of train yra
outh e secto
Near s est Beyazit
sou thw
h:
n Finis r,
Missioe Grand Baczeanatral
th he
Insidestall near t
at a pped area
ste

Overview
When it seems the plan to bust Jericho has fallen apart, Tanner and Jones come up with a
strategy to track arms dealers in Istanbul, betting that one of them will have information leading
to Lomaz, who will lead them to Jericho. They tail an arms dealer into Istanbul's Grand Bazaar
PRIMAGAMES. COM

and get into a huge firefight with the locals. After killing a football team's worth of goons,
Tanner doesn't have any trouble getting Lomaz's location from the petrified arms dealer.

17
6
Istanbul Mission #21: Another Lead
Weapons De
tail:
HIGH-POWERED
AUTO 9MM
SERVICE-ISSUE
9MM AUTO
SILENCED SERV
ICE-ISSUE 9MM
MP SILENCED AUTO
12-GAUGE ASSA
ULT SHOTGUN
9MM MACHIN
E PISTOL
9MM RAPID-F
IRE MACHINE The arms dealer is unaware that he's being tailed, so he doesn't try
ASSAULT RIFLE PISTOL
Modes of T to lose you. He takes a winding road which is difficult to follow, so
LE CHARIOT
A1 (AT TRAIN ransportatio always look where your foe is about to turn, and react early.
YARD, START n:
Objectives: OF MISSION)
That doesn't mean you should drive recklessly, however. Having
1. TAIL THE headlights while driving through Istanbul at night is a big help. Your
ARMS DEALE headlights are one of the first things to go if you suffer a frontal
2. SHOOT YO R TO THE GR
UR WAY THRO AND BAZAAR
UGH THE BA . collision, so ease off the gas and keep your vehicle in good shape.
LOCATION FR ZAAR AND GE
OM THE ARM T LOMAZ'S
S DEALER.

Part 2: Grand Bazaar


Shootout
Start (Bazaar Entrance)
Finish (Arms Dealer)
Route to Arms Dealer
EXT. STREET/HOSPITAL/SIDE STREET—NIGHT Gunman
Health Pack
THE BAGMAN (IN FRANCE) WALKS ROUND THE SIDE OF HIS CAR AND OPENS
THE TRUNK.THE FRAME FREEZES ON HIS FACE. HE REACHES FOR A SMALL
BAG AND WE CUT. A POST-MORTEM MEDIC WITH A MASK ON THEN OPENS
THE BAG—PICKS UP A SMALLER BAG AND LOOKS AT IT. When you reach the Grand
Bazaar, the arms dealer notices
JONES (V.O.): WHAT GATOR KNEW WAS THIS—JERICHO WAS PUTTING A
he's been followed and runs into
DEAL TOGETHER WITH THE BAGMAN. THE BAGMAN'S A FRENCH PRO, NOW
the bazaar. The mission heats
RUNS MONEY FOR RUSSIAN GANGSTERS. THEY SAY HIS NAME DON'T COME
up. Several dozen gunmen inside
FROM THE MONEY HE MOVES , IT COMES FROM THE BAG HE'LL PUT YOUR
and around the bazaar don't
BODY IN IF YOU GET IN HIS WAY. HIS LAST VICTIM ENDED UP IN 17 BAGS
take kindly to lawmen such as
SPREAD ALL OVER THE CITY. ONE FOR EVERY THOUSAND DOLLARS THE
yourself, and they're determined
BAGMAN WAS RUMORED TO BE CARRYING. IF THE BAGMAN'S IN TOWN WE
to make sure that you don't
KNOW IT MEANS THE CARS ARE GOING TO RUSSIA AND HE'S HERE WITH THE
catch the arms dealer.
MONEY TO MAKE THE EXCHANGE.

LOMAZ IN CONVERSATION WITH A COUPLE OF ARMS DEALERS.

LONG SHOT, UNDER AN ARCH, SILHOUETTED.

JONES (V.O.): WHEN AND WHERE IS WHAT WE DON'T KNOW, BUT IF WE


CAN TRACK ARMS DEALERS IN THIS CITY, THEY'LL LEAD US STRAIGHT TO
LOMAZ AND THE NEXT DEAL HE'S PUTTING TOGETHER.

Jones and Tanner exit the car at


Part 1: Tail the the start of the second part of

Arms Dealer the mission. Jones stays outside


the bazaar and provides cover fire for you. Shoot the lone gunman
who comes out of the bazaar, and then enter the bazaar.
At the mission's start, hang a U-
turn and tail the arms dealer's
car. Follow him on his short trip The locations of the gunmen do not appear on

ON
to the Grand Bazaar, which is a your minimap radar. Use the previous map
convoluted romp around to pinpoint their locations.
TI
Istanbul on the map at this
section's beginning. CAU
7
17

Move slowly into the Two health packs are in the


bazaar and shoot the gunman main hall and one is in the hall
who comes rolling into the leading to the right. Consult the
entrance hall from the right. map at the beginning of this
Proceed forward carefully. section to see their locations, as
There's a health pack to your well as the locations of the
left if you need it. gunmen around them. Blast
gunmen, pick up health packs,
and repeat to make your way
Don't rush through the bazaar. Although you only travel a down the hall.
short distance through it, you must shoot more than a
dozen gunmen as you go. Use walls, corners, and
doorways as cover. Make sure you're at full health
TIP (or as close to it as possible)
before moving farther down the
Turn right to find a health pack main hall. Two gunmen pop out
in an alcove on the left side of of the side hall to the right, and
the hall. Watch out for the another pair of gunmen runs at
gunman hiding in the alcove just you from either side of the
beyond the health pack. Shoot gazebo in the bazaar's center.
him first, then take the health Shoot them, starting with the
pack. If you don't need the three on the hall's right.
health pack now, save it for later.

When all the gunmen in the


Reload your weapon. There's nothing worse than rounding a main hall have been disposed of,
corner, lining up a shot, squeezing off two bullets, then walk into the last hallway to the
having to change the clip. After killing each enemy, right at the end of the main hall

ON
manually reload to ensure that you're ready to find the arms dealer. After
for the next one.
TI seeing you take on 15 gunmen, he won't trouble you . He begs you
CAU not to kill him and promises to reveal Lomaz's location in exchange
for his life. This successfully completes the mission.

Do not shoot the arms


dealer! If you target him,
your crosshairs turn blue,
indicating that he is not a
threat. If you kill the arms
dealer, you never find out
where Lomaz is holed up,
Poke your head around the next corner and shoot the two gunmen and you instantly fail
in the distance, as well as the one who comes tumbling out of the the mission.
left side of the hallway. Keep ducking back behind the corner to
reload. If you need it (and haven't grabbed it already), use the
TION
health pack behind you.
If you need a third health pack, go down the main hall and take your
CAU
first left. There are two gunmen at the end of this section of the
bazaar. Shoot them both, then pick up the health pack in the alcove at
the end of the hall. Return to the main bazaar hall when you have it.
Proceed down the main bazaar
hall and shoot the gunmen in
PRIMAGAMES. COM

the side halls to the right and


left. The best way is to walk
down the hall, hugging a wall
and aiming at the opposite wall.
As soon as you can target a
gunman, shoot him.
17
8
t:
n Star
Missio ortheast of
g lot n
ParkinStadium
Inonu h:
n Finis f
Missio gym (south o
o use
Safe h i Palace)
Overview Topkap

As Tanner stays behind to chase Calita, Jones pursues the Bagman


through Istanbul's narrow streets. The Bagman drives by a
warehouse and his thugs box Jones in the alley outside of it when
he tries to follow. Jones fights through the dilapidated warehouse
and steals a car inside. Busting out through an alternate exit, Jones
drives to the safe house gym.

Weapons De
tail:
HIGH-POWERED
AUTO 9MM
SERVICE-ISSUE
9MM AUTO
SILENCED SERV
ICE-ISSUE 9MM
MP SILENCED AUTO
12-GAUGE ASSA
ULT SHOTGUN
9MM MACHIN
E PISTOL
9MM RAPID-F
IRE MACHINE
ASSAULT RIFLE PISTOL

SANTUN TTZ
Mod es of Trans
(PARKING LO portation:
CARGO VAN T O F STADIUM)
(PARKING LO
'54 CL ASSIC T OF STADIU
(PARKING LO M)
'73 CL ASSIC T OF STADIUM
(PARKING LO )
'54 CL ASSIC (B T OF STADIU
M) Start
ASEMENT OF
WAREHOUSE Finish
Objectives: OFF TOMTOM
KAPTAN STRE
ET) Route to Safe House Gym
1. TAIL THE Enemy Gunman
BAGMAN TO
THUGS TRAP THE WAREHO Enemy Vehicle
YOU. USE ALLEY, W
HERE HIS
2. FIGHT THRO Enemy Blockade
UGH THE WAR
3. BUST OUT EHOUSE AND Warehouse
OF THE ALLE STEAL THE CA
SAFE HOUSE Y TRAP AND R INSIDE.
GYM. D RI VE TO THE

LOMAZ GOES TO DRAW HIS GUN.

TANNER: SO, INSTEAD, I THOUGHT YOU AND ME WOULD TALK.

LOMAZ GOES TO MAKE A MOVE. JONES HITS HIM—SURPRISING LOMAZ.


EXT. NIGHTCLUB—NIGHT. TANNER AND JONES GO TO WORK ON LOMAZ—RETURNING THE FAVOR
LOMAZ GAVE TO TANNER WHEN THE TWO FIRST MET.
LOMAZ HAS HIS BACK TURNED, HAVING JUST FINISHED A MEETING WITH A
GANG OF ARMS DEALERS. JONES TAKES HIM OUT OF ONE EXIT.

TANNER AND JONES ENTER THE OFFICE, UNSEEN. JONES: I'LL GET HIM TO THE DOCKS—YOU HOLD THEM OFF.
9
TANNER: YOU GOTTA FACE FACTS—THIS DEAL JUST AIN'T WORKING OUT. TANNER IS LEFT STANDING IN THE ROOM, HIS GUN READY. 17

INT. STADIUM—DAY.
JONES WAITS JUST INSIDE THE STADIUM AS THE
BAGMAN, WITH A BAG, WAITS, UNAWARE OF JONES'S
PRESENCE. TANNER IS IN THE CAR.

JONES (V.O.): WE TELL HIM IT'S JERICHO, NOT CALITA, WE WANT, SO


LOMAZ TALKS DROP SITE AND WE CUT HIM A DEAL.

TANNER SEES CALITA ARRIVE. SHE BEGINS WALKING TOWARD THE


INTERIOR. THEN SHE STOPS. At the end of his run, the Bagman usually makes turns into narrow
alleys. Don't scrape the walls or hit an obstacle.
JONES (V.O.): CALITA. SHE JUST KNEW…. IN A SECOND SHE KNEW. SHE
BREATHED IN AND IT SMELT BAD. SHE JUST TURNED AROUND AND WENT. The Bagman zips through alleys. When he comes out of the other
end of the one pictured here, two tractor-trailer trucks block off
either end, and two gunmen come out of each truck. You are

Part 1: trapped.

Tailing the Bagman Get out of your car and run into
the alcove out of which the truck
The following chase (Tailing the Bagman) involves pursuing
in front of you drove. Using the
your enemy around the city in a random route; your foe
changes course a number of times, even if you replay this truck as cover, shoot the two
part of the mission. Therefore, the route described here, and gunmen on your end of the alley.
the elements to watch for are general tips, and may not
specifically apply to your chase. However, your final ending
location is the same, no matter what route you take.
E
NOT
At the mission's start, you have
your choice of several cars you
can use to pursue the Bagman.
Choose the brown Santun TTZ.
It's the smallest and fastest car
on the lot, which comes in
handy when the Bagman leads Walk into the alley and pick off the two gunmen at the other end of
you through Istanbul's it from a distance. Use the nearby steps as cover.
narrowest alleys. After you secure the alley, enter the door marked by the giant
orange arrow to begin this mission's warehouse part.

Part 2: Warfare
in the Warehouse
Start (Warehouse Entrance)
1F Finish (Warehouse Exit)
Don't peel out and head north to intercept the Bagman if he takes Route through Warehouse
this direction. Follow him as the road curves to the southwest, and Car
stay on his tail! If the Bagman gets more than a block or two ahead Gun
of you, you lose his trail and fail the mission. C
Enemy Gunman
Fortunately, the Bagman chose a slow and clumsy vehicle, the '73 Health Pack
Classic. Pay attention to his route by keeping an eye on his car and 2F 3F
the arrow sign; you won't have trouble following him.
C
PRIMAGAMES. COM

Don't waste time knocking the Bagman off the road or


disabling his vehicle. The Bagman escapes in this A
mission no matter what you do. Just follow B
him until you reach the trap in the
alleyway. TION A

CAU
B

18
0
Istanbul Mission #22: Alleyway

This decrepit warehouse has seen better days, and its condition is Go through the door and up the stairs beyond it. When you reach
going to get worse, given the number of bullets that are about to the door at the top of the stairs, shoot the gunman who runs toward
start flying around in it. When you enter, shoot the gunman who you when it opens.
runs at you from the stairwell's left side, as well as the gunman at
Another gunman is in the room at the top of the stairs. He's in the
the top of the stairs above you.
far corner. Advance on him, using the room's support pillars as
You might need health after your recent firefights. A health pack is cover, and fill him full of lead.
behind the door you came through. Pick it up if you need it; save it
for later if you don't.
Climb either set of stairs and go
through the door at the top. It
opens to the warehouse's main
part, a three-story open area
with catwalks around the
perimeter. Three gunmen are in
this area. One is across from you
on the same level. The other two In the safe near the second gunman's original position is another
are on catwalks above you. Use health pack. If you need it, take it. Leave it where it is if you don't.
the doorway as cover while picking them off.
Open the door near the safe containing the health pack and head
down the stairs beyond it. They lead to a small room containing
Look on the map at this section's beginning to pinpoint the another gunman.
locations of the gunmen. One is on the 2F section of
the map. The other two are on the 3F section.

TIP

The gunman is hiding in the room's near corner. Run out from the
doorway and turn right to see him. Shoot him before he has a
Another health pack is at the left end of the 2F catwalk. Take out all chance to do much damage.
three gunmen before getting it, or you leave yourself exposed.
This room has two additional weapons, both machine pistols. Pick
A large pipe hangs above the area. Shoot the chain it hangs from to them both up, then go through the only other door in the room.
send it crashing to the floor. You see why in a little while….

Do not fall off the 2F or 3F catwalks! Doing so The stairs beyond the door
means instant death and mission failure.
TION lead to the warehouse's first

CAU
floor. After you reach the
bottom of them, a gunman runs
out from behind a wall in the
When all three gunmen on the distance. Pick him off before he
2F and 3F catwalks are no longer runs back.
a problem, head to the door on
the west side of the 2F catwalk
and shoot the gunman who runs
out of it as you approach.

1
18

Two more gunmen Although you can follow the


are at the bottom of the 1F coastal highway to the gym,
open area (see the map). Deal there's a sneakier way to get
with all three before proceeding. there that draws less attention
from your adversaries. Take a
shortcut through the Seraglio
Remember that huge pipe you Point mosque instead. It's not
dropped when you shot its labeled on the in-game map, so
support chain? You can now use use the one at this section's
it as cover, or you can shoot it to beginning.
roll it toward the gunmen and
knock them over. The pipe does
not kill them—it just knocks It's easy to damage your car
them off balance. while driving through the
mosque grounds. But you don't
need to finish the mission in
Get in the car in the middle of the car you stole from the
the 1F open area, and use it to warehouse. If that one gets
smash through the alternate exit damaged too badly, take
from the warehouse. It's time to another one.
head back to the safe house gym
south of the bridges.
After you exit the mosque
grounds, your goal is within
range of your minimap radar.
Head south toward it.

Shake any enemy vehicles


Part 3: A Real Workout chasing you before you complete
the mission. Lose them in the
nearby side streets, or get out of
the car and waste them.

After there are no more enemy


vehicles tailing you, open the
doors underneath the big red
arrow at the safe house gym to
It's a long way to the safe haven of the gym, but at least you're in a end the mission.
vehicle. After busting out of the warehouse, hang a left and drive
southwest to the bridge.
Enemy cars try to intercept you. Watch your minimap radar to
anticipate and avoid them. Don't get out of the car to shoot them.

Cross the bridge and head east


along the coastal highway. Watch
for any enemy vehicles that try
to hit you head-on from
the highway's other side.
PRIMAGAMES. COM

18
2
1
t:
n Star nu
Missio rtheast of Ino
ad no
Ring rom
Stadiu h:
n Finis d,
Missio in Turkeli Roa 3
ouse ctor 4 2
Warehh Beyazit se
Overview sout

As Jones chases down the Bagman, Tanner goes after a different


quarry: Calita. She leads him on a chase all over Istanbul. Follow
her long enough, and she performs a death-defying leap across an
opening drawbridge, leaving Tanner to find 5
another way around. From there, it's a high-
speed game of motorcycle cat and mouse, which 6 Start
Tanner must bring to an end either by knocking Finish
Calita off her bike or by emerging victorious from 7 # Area of Interest (see text)
8
a shootout with her goons at the end of her run. 8 Begin Alt. River Crossing
Weapons De 9 End Alt. River Crossing
tail:
HIGH-POWERED 9 10
AUTO 9MM
SERVICE-ISSUE
9MM AUTO
SILENCED SERV 13
ICE-ISSUE 9MM
MP SILENCED AUTO 12
12-GAUGE ASSA
ULT SHOTGUN
9MM MACHIN
E PISTOL
9MM RAPID-F
IRE MACHINE
ASSAULT RIFLE PISTOL
Mod es of Transportat 11
LE CHARIOT
A1 (STARTIN ion:
ST. MICHAEL G PO IN T)
MARINER (UN
BEAST (PAVIL DER BRIDGE 16
ION STARTIN )
G POINT)
Objectives: 15

1. STAY IN A 14
CAR CHASE W
THE DRAWBR ITH CALITA U
IDGE. NTIL SHE LEAP
2. FIND ANO S ACROSS
THER WAY AC
3. START A M
HER OFF HER
RO
OTORCYCLE CH
SS THE RIVER.
ASE WITH CA
Part 1: Tailing Calita
BIKE OR FOLL LITA AND EITH
KILL HER HEN OW HER UNTI ER KNOCK The following chase (Tailing Calita) involves pursuing your
CHMEN. L SHE STOPS
, THEN enemy around the city in a random route; your foe changes
course a number of times, even if you replay this part of the
mission. Therefore, the route described in here, and the
elements to watch for are general tips, and may not specif-
ically apply to your chase. However, your final ending location
is the same, no matter what route you take.
E
NOT
At the mission's start, Calita
blows past you and doesn't slow
down. You're facing the opposite
direction, so you need to turn
around! Hold down the
emergency brake, steer left,
INT. STADIUM—DAY and gun the motor to perform
JONES WAITS INSIDE THE STADIUM AS THE BAGMAN, WITH A BAG, WAITS , a tight U-turn.
UNAWARE OF JONES'S PRESENCE. TANNER IS IN THE CAR. THIS TIME WE
3
WATCH TANNER AS HE BEGINS TO GIVE CHASE TO CALITA. 18

Calita's in the race of her life, and


she doesn't hesitate to pull some of the
Point #6: Off-Roading
sneakiest maneuvers seen yet in the game. Be prepared As she approaches the
for the following points of interest (labeled on the map): drawbridge, Calita usually goes
off the road's left side and
takes a grassy shortcut to the
Point #1: Crossing Traffic bridge. You have to follow her
to avoid losing her, so do not
At the chase's start, Calita leads
wreck by wrapping your ride
you across a busy intersection.
around a tree.
Watch out for the red vehicle
coming from your left. Steer
around it, but don't wreck Point #7: Bridge Up
yourself on the lampposts in
the median.

Point #2: Sharp Right Turns


When Calita makes her first sharp
right turn, don't run into her and
T-bone her. This takes out some
of Calita's health (as shown in the Calita crosses the drawbridge
health bar in the middle of the and leaps the gap. There's no
screen), but it stops you while she way you can follow her. You
keeps going. If you hit her and must find another way across the
don't recover, you lose her and river and resume the chase.
fail the mission.

Point #3: Sharp Left Turns Part 2:


Calita can make sequences of
sharp left after sharp right turns,
Golden Horn Crossing
threading her way between a A glance at the map shows that
city block and an oncoming taxi. there's only one other way to
Square off your turn so you cross the river: by boat. However,
don't run into oncoming traffic. you can also get out of your
vehicle, move to the right, enter
the bridge control hut, lower the
bridge, then drive out it. Head to
Point #4: Park Power Slide the other bridge, though, and
you'll lose Calita. For sea-borne
If Calita zips around a tiny park
transportation, leave your car,
with a single tree, power slide
head left across to the far bridge
around this corner—taking out
support, run down the stairs to
the park fence, but avoiding the
the base, and turn to face north.
tree—to narrow the gap
There's a boat moored nearby.
between you and Calita by a
Appropriate it!
fraction of a second.
After you pull the boat away
from its dock under the bridge,
Point #5: Coastal Road turn and head directly toward
the radar blip showing Calita's
The coastal road Calita can lead new location. Be speedy, and
you onto is challenging to race avoid the other ships in this
PRIMAGAMES. COM

along. The lampposts and trees crowded waterway.


on either side of the road stop
you if you hit them, so the road Cruise up to Altin Destekle via
is narrower to negotiate than you the dock behind it, searching for
might think. The long right turn the red arrow to disembark near.
past the coastline is easy Run the craft into the dock, step
18 away from the steering wheel,
4 to misjudge.
and clamber ashore.
Istanbul Mission #23: The Chase
Part 3: Calita's Way Out Point #14: Sideswipe
Calita makes a sharp right turn
This motorcycle chase is more after a long straightaway toward
challenging than the previous car the end of her run, nearly
chase. To complete the mission, sideswiping a car. She slows,
you must capture Calita alive. allowing you a chance to hit her
Either hit Calita at full speed to and take her out.
knock her off her motorcycle, or
follow her to the end of her run
and kill her goons. There are
several areas to which you should Point #15:
pay special attention.
Intersection Slowdown
Calita slows down for an inter-
Point #10: Beginning section near the end of her run.
the Chase If you hit her hard enough here,
you can knock her off her bike
One of the trickiest parts of the and complete the mission.
chase comes in the first five Otherwise, you have to survive
seconds. You have to peel out of the upcoming gunfight.
the garage, speed across the
street, and hang a sharp left to
follow Calita. If you don't, you
smash into cross traffic. Gunfight at Point #16
If you haven't
Calita is almost out of your range.
E taken out Calita by this

NOT point, prepare for a gunfight.


Calita pulls into a courtyard
Point #11: Ducking Into guarded by half a dozen
thugs. Take out the one near
the Mosque the car at the courtyard
entrance, and get behind his
After a minute or so of racing, car for cover.
Calita hangs a sharp left into a
mosque's grounds. There is no
road where she's going. If you're
close enough, you can cut her
off as she's making the turn and
hit her to knock her off her bike
and complete the mission.

Point #12: Leaving Using the car as cover, shoot the next three gunmen in
the Mosque front of you. Advance up the ramp, using the cement
structure as cover, if you can't see them all.
To take Calita out of the chase, There are three more gunmen on the catwalk above the
hit her, or force her into a wall, concrete ramp. Getting a clear shot at them is tough and is
and you complete the mission. best done from the ramp's top; use the corrugated steel
trailers as cover.

Point #13:
Calita's Accident
Calita loses her cool right after
she gets onto the asphalt after
cutting through the mosque
grounds. She clips a car bumper
and swerves out of control for a Another gunman hides behind the steel trailers. Use them
second or two. Do not hit the car as cover and shoot him on sight.
Calita nailed. After the gunmen are dead, walk to Calita to 5
capture her and complete the mission. 18

t:
n Star d,
Missio n Sofular Roa
ouse o
Wareh i area
Topkap
h:
n Finis k
Missio of bomb truc
ction
Destru

Overview
This penultimate mission puts Tanner and Jones in charge of
stopping one of Jericho's henchmen from escaping Istanbul by Start
weaving recklessly through the city in a truck, tossing explosive Finish
barrels out of the back. To complete this mission you must shoot (Bomb Truck Escapes)
the bomb truck until it's no longer functional, but that's easier said
than done. If you take longer than 2 minutes and 30 seconds, or if CUT AWAY TO SHOTS OF THE TRUCKS

the bomb truck gets more than a block or 2 ahead of you, you lose CROSSING A BRIDGE, THEN OF THE
CARS REVERSING OUT OF THE BACK.
the bomb truck and fail the mission.
CALITA: THEY MOVED TWO DAYS
Weapons De
tail: AGO—BY NOW THEY'RE WITH NEW
9MM RAPID-F RUSSIAN OWNERS. YOU SPENT TOO
IRE MACHINE
PISTOL LONG LOOKING FOR A DROP SITE,
Modes of Tra WHEN ALL YOU HAD TO DO WAS
JAGER (WAREH
OUSE
nsportation: TRACK THE CARS.
YARD, AT MIS
SION START)
Objectives: TANNER HAS BEEN CHECKING HIS WATCH.

1. FOLLOW BO JONES: SO THE BAGMAN ALREADY SWITCHED THE MONEY AND LEFT?
MB TRUCK AN
D SHOOT IT UN
TIL IT STOPS. CALITA: NO. THE BAGMAN AND JERICHO ARE STILL HERE. I KNOW THE
PLACE, AND I KNOW THE TIME OF THE DROP.
VAUBAN: THEN JERICHO WILL CHANGE IT—HE KNOWS YOU COULD HAVE
TALKED TO US.

CALITA: THINK ABOUT THAT. THE DROP HAS TO HAPPEN TODAY. HE


DOESN'T HAVE ANY CHOICE—HE'S ALREADY HANDED OVER THE CARS.

VAUBAN: HERE'S WHAT WE DO….

CUT AWAY TO SHOTS OF MEN AND MATERIALS ARRIVING AT THE AREA.

VAUBAN: …WE COVER THAT PLACE WITH CAMERAS AND COPS. WE PUT
CAMERAS ON EVERY CORNER OF EVERY POSSIBLE EXIT. WE DRAGNET THE
AREA—WE LET EVERYTHING IN, AND LET EVERYTHING WE DON'T WANT JUST
FILTER BACK OUT.

TANNER IS LOOKING AT HIS WATCH.


EXT. STREET NEAR RAILWAY STATION—NIGHT.
JONES (V.O.): WE WAITED, AND KEPT ON WAITING.
CALITA IS IN AN INTERROGATION ROOM.
WE CUT INTO THE ACTION AND SEE A TRUCK (MATCHING A TRUCK IN-GAME)
JONES (V.O.): WITH CALITA IN A CELL AT INTERNAL AFFAIRS TO COOL OFF, APPEAR. THE TRUCK BRAKES AND STOPS.
TANNER IS BACK WORKING WITH VAUBAN. CALITA WON'T TALK TILL WE
EXPLAIN WHY CAINE AIN'T RETURNING CALLS. WE SEE THE BAGMAN GET INTO A CAR.
PRIMAGAMES. COM

RAPID INTERCUT (FLASHBACK ): JERICHO KILLS CAINE. JONES (V.O.): THEN THEY SHOWED. FIRST JERICHO, THEN THE BAGMAN.

JONES (V.O.): SHE STARTS FIGURING JERICHO'S GONNA WHACK HER NEXT WE CUT BETWEEN THE CCTV VIEW THE CHARACTERS ARE WATCHING, AND
FOR SCREWING UP. SHE KNOWS WE'RE THE ONLY PEOPLE WHO CAN PROTECT THE SCENE BETWEEN THE BAGMAN AND JERICHO.
HER NOW. THE BAGMAN AND JERICHO'S VEHICLES ARE NOSE TO NOSE, AND THE TWO
18 CALITA: THE CARS ARE ALREADY GONE. ARE MEETING BETWEEN THEM.
6
Istanbul Mission #24: Bomb Truck
THE BAGMAN: THE CARS ARRIVED YESTERDAY. MY EMPLOYERS SEND THEIR
COMPLIMENTS.
If you can get behind the bomb
THE BAGMAN HANDS OVER THE MONEY, IN A CASE. truck, the bombs fly over your
JERICHO LOOKS INSIDE. THE MONEY IS THERE. head. Also, when you're riding
that close to the truck, it's an
JERICHO: IT'S HALF.
impossible target to miss. Do not
THE BAGMAN: THE SECOND INSTALLMENT COMES AFTER THEY COMPLETE shoot the bombs as they fly out!
THEIR CHECKS ON THE MERCHANDISE—YOU UNDERSTAND.

JERICHO SHOOTS AND KILLS THE BAGMAN.


To approach the bomb truck,
JERICHO APPEARS TO GET IN THE VAN, BUT DOESN'T. INSTEAD, BAD HAND, drive on the road's opposite side.
WHO WAS HIDING, DRESSED IN A BLACK COAT, SITS UP, MAKING IT APPEAR That way, you're in no danger of
THAT JERICHO IS DRIVING. being hit by a bomb and can
TANNER AND JONES LEAVE THE ROOM AND THE DOOR CLOSES BEHIND THEM. veer behind the bomb truck after
it drops its deadly cargo.

Follow that Truck


As Jericho's henchman makes his
escape, a second truck blocks
the Turkish police from
following him. Tanner and Jones
hop in their Jager and pursue.
They're the only hope of
Istanbul's commuters now.

The truck's bombs don't have to


hit you to ruin your day. A near There's nothing more to taking out the bomb
miss can send you careering into truck than getting behind it and filling its
a lamppost or oncoming traffic, caboose with lead. A meter at the screen's top
which slows you long enough for represents the truck's health. When it's
the bomb truck to make its empty, the bomb truck is finished, and
getaway. so is the mission.
Other than good driving and careful
aim, the only other technique you need
You can shoot the bombs as they to keep in mind is knowing when to
fly out of the back of the truck shoot. Although Jones's ammo is
to detonate them prematurely, limitless, you don't want to find
but be careful when and how yourself in a position where you've got
you do this. Don't blow up a perfect shot at the bomb truck but
bombs at point-blank range or can only fire three bullets before
you will get caught in the having to reload. Reload while
explosion. rounding corners, or when you don't
have a good shot, and fill the bomb
truck full of holes when you're lined
The bomb truck drops a bomb up with it.
every two to three seconds.
Bombs explode when you shoot
them, when they hit your
vehicle, or a second or two after
being dropped.

7
18

t:
n Star
Missio ay Station,
i Railw Point 1
Sirkec ast Seraglio
rthe
no h:
n Finis
Missio y, southwest
nd alle zit
Dead-e Road, Beya
Turke li
2

3
Start
Finish (Dead End Alley)
# Waypoint
Route to Train Yard 4
Route to Jericho
Route Variation

Overview
Jericho has killed without mercy for the last time! He boards a train
and escapes, leaving Bad Hand with nothing but a bullet. You need
to accelerate across the train tracks to catch the locomotive
Jericho's riding. Once past this speeding train, you need to remain EXT. ISTANBUL STREET—DAY.
on the same track, avoiding any obstacles or slopes in your path. TANNER AND JONES ARE IN THE VAN, THE SLUMPED-OVER BODY OF BAD
After you cross a bridge ahead of the train, you must chase HAND NEXT TO THEM. JONES FORCES HIS WAY PAST TANNER TO SEE.
Jericho. You need to be in prime combat condition for a final TANNER GETS OUT HIS PHONE.
lengthy shootout on foot in Istanbul's streets. TANNER: THEY MADE THE SWITCH—THERE'S NO MONEY, AND NO JERICHO.

CUT TO:
Weapons De
tail: EXT. RAILWAY STATION—DAY.
HIGH-POWERED
AUTO 9MM
SERVICE-ISSUE
9MM AUTO
SILENCED SERV
ICE-ISSUE 9MM
MP SILENCED AUTO
12-GAUGE ASSA
ULT SHOTGUN
9MM MACHIN
E PISTOL
9MM RAPID-F
IRE MACHINE
ASSAULT RIFLE PISTOL
Mod es of Transport CUT TO ACTION OF JERICHO GETTING ON A TRAIN AT A STATION. PICK UP
JAGER (DRIVI
NG AT TRAIN
STATION) ation: JERICHO'S SHOES MOVING THROUGH THE TRAIN STATION, BUT NEVER SEE
Objectives: THE OWNER OF THE FEET—WE SEE THIS AS WE HEAR TANNER AND
VAUBAN TALK IN VOICE-OVER.
1. MANEUVE
R AHEAD OF
2. CONTINUE THE TRAIN JE VAUBAN (O.S. PHONE FX): WE HAVE ROADBLOCKS AND MEN
AHEAD OF TH RICHO BOAR
E TRAIN TO AV DED. EVERYWHERE—HE DID NOT GET OUT UNSEEN. HE MUST STILL BE IN THE
3. PURSUE AN OID A BRIDGE
D BRING DO COLL APSE. DROP ZONE.
WN JERICHO
.
TANNER (O.S. PHONE FX): HE'LL BE OUT OF THERE BY NOW.
PRIMAGAMES. COM

VAUBAN (O.S. PHONE FX): THE ONLY WAY OUT OF THERE ON FOOT IS THE
TRAIN STATION—AND WE HAVE MEN THERE TOO.

A SHOT SHOWING THE BODY OF A POLICE OFFICER, KILLED AT THE TRAIN


STATION—THE TANNER/VAUBAN CONVERSATION COMES OUT OF THEIR
18 WALKIE-TALKIES, AS JERICHO'S FEET WALK PAST ON THE RAILWAY PLATFORM.
8
Istanbul Mission #25: Chase the Train
TANNER (O.S. PHONE FX): THEN THAT'S WHERE HE WENT. GET A TEAM,
AND TRACK THE TRAIN. The gap is at Waypoint #4.
Don't lose control at the clump
JONES (V.O. PHONE FX):THEN WE SPLIT UP—I GO AFTER THE TRAIN AND of trees and obstacles ahead.
HOOK UP WITH VAUBAN. TANNER TRIES TO HEAD IT OFF BEFORE IT LEAVES Squeeze past them, then move
THE STATION.
up and onto the track. It's a
matter of keeping at top speed,
staying on the tracks, and not

Part 1: Staying on Track hitting any scenery.

There are many methods of heading around the train's front.


The two routes on the map are the easiest, although both
Without using the road, you can
require precise driving techniques.
E get ahead of the train before the
NOT first bridge! As the long right
corner sharpens, stay either left
or right of the right tracks—
there's an oncoming train.

If you don't get out of the


Accelerate down the train station platform. Stay on the platform until train's way in time, the result
the end, then drop onto the tracks. The train is in the distance. is one of the worst crashes
ever seen!
You have a choice to make as you pass a long sharp hill to your left and
E
NOT
can see the Kennedy Road: Either stay on the tracks and jostle with the
train on the grass, or move onto the tarmac and use the better traction
to get ahead before finding an opening later in the chase. After the oncoming train passes,
continue at top speed around to
the train's left side. That's
The choice occurs at Waypoint Jericho on the back, firing his
#1. To stay on the track, ignore weapon at you. Ignore him and
the opening in the sturdy fence continue around so you're
to your left, opposite the between the sturdy wall on the
north entrance to the Topkapi left near the road, and the train
Palace park. on the right.

You pass a tunnel on your


THE WHEELMAN PLAN right (Waypoint #2). Don't
enter it, because a rock fall
has blocked it, and you will
lose the train. The space is
too narrow for you to
squeeze between the train
and the right side of the
track. If you try, you suffer a

ION
nasty crash. Watch out!

UT
CA
To use the road, gradually slow, point your car through the gap on Once on this grass divider, travel
the diagonal (not even scraping the sides on the fence posts), then at top speed until the grass
accelerate. Slow too much, and the train moves away from you. curves right. Approach a group
Heading through the gap is possible, but not easy! of buildings (Waypoint #3). One
has a jutting side that you hit if
Follow the curved path of the Kennedy Road, using the you don't slow. If you slow too
better grip afforded by the road and sidewalk. Hug the right side much, you won't beat the train
of the road on all turns to get ahead of the train. Locate the first
available gap.
to the first bridge!
1 89

The remainder of the mission is


Ease off the gas,
a straightforward shootout
scrape against the
between dozens of Jericho's gang
building wall, then accelerate.
and the Istanbul police. Take
Don't scrape against the train, as
your time, gun down enemies
the carriage's jutting parts cause
from long range, and watch for
your vehicle to fishtail.
friendly fire and explosions!

TIP

The screens here show you swerving in front of the train before the
Tag the two guys in the train yard field, then run to the burned-out
first bridge, and being too slow. There's not enough room for you
cars. Don't shoot the police or Jones! Get ahead of Jones, and then
and the train, so you come off second best. Don't let this happen!
start a slow sweep of enemies up the road. Your preferred weapon
is the assault rifle.
You have other opportunities A slow sweep means running from vehicle to vehicle while scanning
(three more bridges are ahead the street ahead from left to right for incoming enemies or foes
before the last one) to ease past behind cover. When you spot one, focus on him, and bring him
the train. The main plan is the down. Watch for enemies flanking you. Don't be afraid to back up.
same, but only passing the train
at the first bridge affords you
the extra time after you head
Continue up the road, tagging six
past the train to take it easy!
henchmen. As you reach the
intersection, stay to the right and
Once past the train, don't let tackle the punks behind the
your hard work go to waste. Stay burned-out cars. There's a police
on the track and don't lark barricade on your left at the inter-
about heading up and down the section. Don't shoot the cops!
hills. Move between the points
(the square metal arches) and
don't hit them. Head straight
under the small bridge before
you reach the yard.

Part 2: Time to Go,


Jericho! Seek cover by ducking behind cars. Do this while you're
reloading to minimize the risk of being struck. In the open,
Did you beat the train to the roll across the street to give the enemies less to aim at.
yard? If you didn't, Jericho End your roll behind cover.
escapes and you're stopped
short. If you're successful,
TIP
Jericho leaps from the carriage,
PRIMAGAMES. COM

heads around the main train Turn right at the intersection


warehouse, guns down a cop, and go up a street packed with
and runs to the streets north of six of Jericho's soldiers. Make
the station. Tanner is in pursuit. sure you aren't under attack
from any direction except right
19 in front of you. Use the cars as
0 cover when reloading.
Istanbul Mission #25: Chase the Train
TANNER APPROACHES JERICHO AND TURNS AWAY. JERICHO REACHES FOR A
SECOND GUN AND SHOOTS TANNER.
JERICHO: MISTAKE.
INT. HOSPITAL—EVENING.

When you near two parked police cars on either side of the street, a
squad of three more cars blocks the way ahead, forcing Jericho into
a dead-end street.
Six bodyguards come out of the alley all at once! They haven't
produced weapons, so use a full clip to drop them, with help from
the police.

Enter the alley, and watch your


step. Three or four garbage cans
THIS IS WHERE WE PICK UP WITH TANNER FLAT LINING. MEDICS ACT. THEY
ahead have a couple of guards
DEFIBRILATE HIM. WE CUT TO BLACK ON THE FIRST PULSE, AND LEAVE THE
around them. Take your time
STORY HANGING ON THE EDGE.
(this alley doesn't have an exit),
and make sure you have a full TANNER IS ATTENDED TO BY MEDICS AND NURSES.
clip before advancing on Jericho.
MEDIC 2: KANAMA VAR—SIDDETLI ABDOMINAL TRAVMA! HEMEN
HORTUMU TAKIN!TANSIYON 50 VE HIZLA DÜSÜYOR….
Combat with Jericho is straight- SUBTITLE: WE GOT A BLEEDER—SEVERE ABDOMINAL TRAUMA! GET THAT
forward, but intense. Your TUBE IN! BP 50 AND FALLING FAST….
assault rifle is the weapon to THE CARDIAC MONITOR REGISTERS TANNER'S FLAT LINE.
use, and it takes two clips to
down Jericho. Hide behind the MEDIC 2: NABIZ ATMIYOR! HEMEN ELEKTROSOK CIHAZINI VERIN, HADI!
garbage can if Jericho fires, and SUBTITLE: LOST THE PULSE! OK, PADDLES—PADDLES , NOW!
peek out when he reloads.
THE PADDLES ARE READIED, PEOPLE STAND BACK AS MEDIC 2
GRASPS THEM.

While he's reloading, pump lead MEDIC 2: HERKES AÇILSIN! ÇEKILIN!


into him, then roll into your
SUBTITLE: EVERYBODY! CLEAR!
hiding place. You can fire at
STAND BACK!
range, so don't close in on
him—it makes you easier to hit. WE HEAR THE NOISE OF THE
After a second load of lead, DEFIBRILLATOR AS THE PADDLES
Jericho staggers and falls. It's LAND, AND AT THAT MOMENT
over! Isn't it? WE CUT OUT TO BLACK.

PAUSE.
EXT. STREET—DAY. THE CREDITS ROLL OVER
THE BLACK SCREEN.

1
19

Game Type #3:


Trail Blazer
What Do I Do?
Knock down 100 cones before the time runs out. Each cone adds a
Welcome to Driv3r's second to your available time, and the more time you have at the
end, the better. Note that you don't need to hit the cone
Driving Games squarely—clipping it with the corner, side, or flapping door of
your car will do.
There are six driving games to choose from in each city, and each
helps you hone a particular driving talent. The games are Quick
What Skills Do I Improve?
Chase, Quick Getaway, Trail Blazer, Survival, Checkpoint Race, and Car handling, reaction timing.
Gate Race. Below is a brief explanation of each game:

Driving Games Game Type #4: Survival


Game Type Subgames per City Total (x3 for all cities)
Quick Chase 2 6 What Do I Do?
Quick Getaway 3 9
Survive the onslaught of four police cars chasing you, fleeing from
Trail Blazer 2 6
them in as short a time as possible.
Survival 1 3
Checkpoint Race 3 9
Gate Race 2 6
What Skills Do I Improve?
Total 13 39 Handling your car, knowing how police intelligence works, tactical
thinking.

Three secret driving games aren't part of this gameplay


option. Read about them later in this guide. Game Type #5:
E Checkpoint Race
NOT What Do I Do?
Drive to a series of checkpoints dotted around town before time
Game Type #1: runs out. The more time remaining when you reach the final
Quick Chase checkpoint, the better.

What Do I Do? What Skills Do I Improve?


Chase an enemy car, and attempt to destroy it within two minutes. Spatial awareness, tactical thinking.
The more time remaining after you destroy it, the better.

Game Type #6: Gate Race


What Skills Do I Improve?
Aiming from a vehicle, handling your car, reaction timing.
What Do I Do?
Drive between 200 cones in sets of two within the shortest amount
of time. You get one second for each gate you pass through
without knocking a cone over with the front of your vehicle
Game Type #2: Quick (there's no penalty for hitting a cone with the back of your car).
The more time remaining, the better.
Getaway
What Skills Do I Improve?
PRIMAGAMES. COM

What Do I Do?
Flee from the police as quickly as possible. Car handling, reaction timing.

What Skills Do I Improve?


19 Spatial awareness and learning how police intelligence works.
2
Driving Games: Miami
Driving Games: Miami

F1

S1

3 4

S3
This guy's fast, and he doesn't
1
wait around for you. Let rip with
3
your machine gun as soon as
possible, and watch for scenic
F2 obstacles around every corner.
2 2

F2
1 2
4 3
S2

S2 S1 2
F3 S2
1
1

F2

2
If you keep on his tail, this punk
usually makes a mistake. This can
Quick Chase Start
be at a junction, as above, or he
3 F1 Quick Getaway Start
may ram into another vehicle.
Trail Blazer Route
Survival Start
F1
Checkpoint Race Route
1
S1 Gate Race Route.

Quick Chase #1 If you want an opportunity to finish


this thug off within a minute, use
Starting Location: Southeast corner of Ocean Drive, near any means to take him down. If he
South Pointe loses control, ram him and try to
Vehicle: El Toro GT500 flip his vehicle. Then he's yours!
Enemy: Unknown
Enemy Vehicle: Adams Liberty
Time limit: 2:00
Difficulty: ★★★ This guy's a crazy lane-changing
You start facing northeast, and your demon! As in real life, if you follow
enemy is around the building site too closely you won't have time to
corner. His route is random, so stop, and he may crash into a car,
watch where he scoots off to. so you're shunted and he can escape!

3
19

The further you pursue this When chasing this guy on the
punk, the more erratic his straight, he's apt to try erratic
driving becomes, and he makes maneuvers, like the one shown
mistakes. Take advantage of above. Stay far enough away to
this botched cornering, and follow him if he turns suddenly,
strike with a ram and gunfire. but close enough to blast him.

Quick Chase #2 Quick Getaway #1


Starting Location: East of the Pepper Fountain, in the Starting Location: Outside Cocowalk Mall in Coconut Grove
downtown park
Vehicle: '69 Bruiser
Vehicle: Hunter 313 T
Number of Police Cars: 1
Enemy: Unknown
Difficulty: ★★
Enemy Vehicle: V-8
Time limit: 2:00
Difficulty: ★★
When the police begin their
harassment, you're facing
Here's your starting location for south, looking at the distant
a confrontation with the evil- construction crane. There are a
doer in the white V-8. He few ways of losing this tail.
usually heads south, allowing
you to take a shortcut left,
through the hedge, and over
the grass. One is to head into the
construction site and drive up
and over the ramp. It's difficult,
but you can land in the back
As you reach the mesh fence of garden on the other side,
the large parking lot, break leaving the cop stranded as you
through and save time. Catch finish in under 20 seconds!
the punk early by heading
straight for the bridge.

Other plans of attack involve


backing up and ramming the
This idiot sometimes strikes one squad car as it flips around,
of the posts at the junction to then hastily leaving. Or park
the bridge. Back up so you near a post, wait for the cop to
don't lose visual contact with crash, then flee.
him, and pile on the pressure
with a ram and shooting.
PRIMAGAMES. COM

19
4
Driving Games: Miami

Quick Getaway #2 Want a 15-second victory? Try


reversing as soon as you start,
Starting Location: Alton Road, one block north of Tanner's then turn and then accelerate
apartment forward, heading north around
Vehicle: Patriarch Tycoon the island. The cop gets confused,
and you rule!
Number of Police Cars: 1
Difficulty: ★★

The sky's cloudy and gray, and the


boy in blue is on your tail. Start This plan takes about 40 seconds
this wobbly vehicle from near the longer. Head onto San Marco
tenement block to your right. Try a Island, locate the hotel, leave a
quick getaway by e-braking a stranded car at the underground
180 south. parking entrance, then head under
and out the other side!

Heading south, look for the


entrance to Tanner's road, pass by
Trail Blazer #1
his house, and leap over the sturdy
fence near the water's edge. The Starting Location: Front yard southwest of golf course in
cop car gets tangled here in 25 Miami Beach
seconds. Finishing Location: Poolside at the Fontainebleu Hotel
Vehicle: Dart Retaliator
Difficulty (to finish): ★★
This doesn't work all the time, but Difficulty (to finish with score of 100): ★★★
you can peel out, skid 180 degrees,
and head south down Alton Road.
The cop has trouble keeping up. A Your cone collection begins on the
15-second victory! north side of the humped bridge
near the golf course. Don't
accelerate too much, because you
need to be on the ground to collect
those cones!

Quick Getaway #3
As you head down Washington
Starting Location: Middle of San Marino Island
Avenue, the cones weave through
Vehicle: 80 Redline V-8 both lanes, and there's heavy
Number of Police Cars: 1 traffic. Slow to avoid a crash and
claim a cone.
Difficulty: ★★

This is a perfect vehicle to give


the police the slip! Shred those
tires while facing west on San
Marino Island.

5
19

After a block heading south, Make sure you watch for this
there's a turn east. After alley, which isn't on your
another block, you head south ingame map. This is the left
again, then east, and then up turn to prepare for. Stay right
the alley. After another turn in the alley, and don't scrape
eastward to the ocean, you take the telephone pole or the
a sharp left around some garbage can.
warehouses.

On the beach, you must react


Continue north until you reach
more quickly than usual to
the Osso gas station. Brake
turns because your traction is
here, because you need to
poor. It doesn't help that the
attempt a tight 180 turn around
cones aren't in an easy-to-hit
the gas pumps. There's a wavy
pattern, either!
line of cones south of Coral
Gables City Hall.

Head below the raised deck. Although you're up on the


Look for the bush on the left sidewalk and headed into
before you enter. Slam through oncoming traffic, the route is
the fence, but not the palm easy until the entrance to the
tree, and head clockwise around Biltmore Hotel. Pass between
the pool to finish. the palm trees; line yourself
up early!

Trail Blazer #2 After a sharp right turn, the


final cone is a few meters away
Starting Location: Parking lot in the southwest row of shops, from the sloping entrance to
near stadium the water facility. Accelerate all
the way to the end without any
Finishing Location: Secret entrance to water treatment problems.
facility, Coral Gables
Vehicle: '69 Bruiser
Difficulty (to finish): ★★
Difficulty (to finish with score of 100): ★★★
Survival Game
Your next bout of cone carnage Starting Location: East of the park in Coconut Grove
commences near the shadow of
Vehicle: Patriarch Tycoon
the Orange Bowl football
stadium. Head diagonally out Number of Police Cars: 4
the parking lot, onto the East- Difficulty: ★★
West Expressway, and wind
through traffic.
You begin your police invasion
PRIMAGAMES. COM

sitting by the hospital building


and parking lot, with the park
on your right. As police
converge, there are two main
plans to try.
19
6
Driving Games: Miami

The first is to flee into the opening


on your left, winding northwest
Checkpoint #2: This is due south of
between the two hospital buildings,
the bridge. Accelerate down the
skidding north, then skidding in a
road, then cut southwest.
180 out onto the road and zipping
Maneuver between the fence and
away. The police are snarled up,
traffic lights at each junction.
and you're done in 20 seconds!

Checkpoint #3: This is at the


The other, slightly more insane
corner of the shopping mall and
plan is to commence a wide
the road heading south. Accelerate
clockwise 180 around and into the
strongly if the police are following
park. Continue this huge turn until
you, and follow the route shown
you're moving south near the
on our map.
playground.

Checkpoint #4: The checkpoint


Continue south and aim your
before the finish is in the middle of
vehicle at the trees and bushes over
the "square" of roads, and is
the rise. This gets you airborne.
almost a straight shot from
Land (after perhaps hitting the
Checkpoint #3. Alternatively, head
palm tree), then flee southward.
through the archways of the
The police crash into the trees.
building on the corner before you
Done in 25 seconds!
reach here.

Checkpoint Race #1 Finish: The police may be


hampering your progress, so keep
to the city streets, heading east
Starting Location: East of the Pepper Fountain, facing south on until you can reach the park. Then
Highway 395. cut across the basketball courts and
Finishing Location: Beachfront forecourt near the large marina onto the road to the finish.
Vehicle: Adams Liberty
Difficulty: ★★★

Checkpoint Race #2
Beginning near the park, take off
from your location and travel Starting Location: Underground parking lot in high-rise condo,
southward on either side of the South Pointe
monorail support pillars. On
your way, crash through the
Finishing Location: Southernmost block of alley in Art Deco
district
park fencing.
Vehicle: Police Prowler
Difficulty: ★★

This checkpoint race is a doozy!


Checkpoint #1: The first checkpoint You begin underground. Rev up
is at the north side of the bridge. your Prowler, exit, and make a
When you're using the parking lot sharp 180 to the right. Follow
as a shortcut, remember to avoid Alton Road north.
hitting those lamps!
7
19

Checkpoint #1: A couple of


Checkpoint Race #3
blocks north of Tanner's home,
stay on the road and don't cut Starting Location: The west end of San Marino Island
through the open ground near Finishing Location: Small car park in downtown Miami
the tenement blocks. You could
flip your ride. Vehicle: El Toro GT500
Difficulty: ★★★

This race is no picnic, and it


Checkpoint #2: Head up a block
starts off badly if you head
and a half, negotiate the
onto the curb at the toll bridge.
lamppost and severe right
Avoid it and head across the
corner, go east two blocks, and
causeway into downtown.
cut across the grass. The arrow
Squeeze past oncoming traffic
is near the park.
after you're off the bridge.

Checkpoint #1: Over a block


Checkpoint #3: Head onto the north of the Freedom Tower,
park, hugging the right wall if reach this checkpoint by
you can. The third checkpoint is weaving through the lanes.
a straight shot eastward, Continue south for another
through the alley that isn't on block after you reach the
the ingame map. checkpoint.

Checkpoint #2: This is in the


Checkpoint #4: To reach this middle of the open stalls. Cut
checkpoint, head east another through the edge of the arena
block, swerve north, and then steps, head toward Dodge
head up three blocks to the Island, then swerve south, past
Loews Hotel. Turn right to the large shark and through the
secure this checkpoint. stalls.

Checkpoint #3: Head out of the


stalls, around the building, and
Finish: At Checkpoint #4, skid out onto the grass, moving to
so you're facing the alley south, the right of the bushes. Aim for
then accelerate to the final the paved alley in the
block of this alley, where this downtown area ahead. The
game comes to an end. checkpoint is at the far end.

Checkpoint #4: Make a left,


head south a block, and skid
PRIMAGAMES. COM

right, moving west until you


reach the east alley around the
courthouse. The checkpoint is
in the corner near the shopping
buildings.
19
8
Driving Games: Miami

Finish: Before you hit


Gate Race #2
Checkpoint #4, 180 to the
south, retrace your steps south, Starting Location: West of the courthouse, downtown
west a block, then south two Finishing Location: Around the modern art plaza, downtown
more before skidding east and
locating the parking area. Don't Vehicle: Dart Retaliator
hit the barrier mechanism on Difficulty (to finish): ★★
the way in! Difficulty (to finish with score of 100): ★★★

Gate Race #1 You begin near the courthouse


and must wind through the city
streets, under the monorail,
Starting Location: Parking lot near monolith sculptures, and across the large open
Coconut Grove Park parking lot to reach the park
Finishing Location: North harbor area, on the grass area, where traction is a
problem.
Vehicle: V-8
Difficulty (to finish): ★★
Difficulty (to finish with score of 100): ★★★
One set of cones that's almost
always missed is by the Pepper
Fountain. Swerve right to
Take the raw power of this V-8 claim these, and then continue
and gingerly apply it to pass into downtown for the
between the cones. You begin remaining gates.
your run facing northwest, and
the trail leads through most of
Coral Gables.
You finish at the modern art
plaza near a monorail station,
moving around three sides of
the building. Only the annoying
The cones in this winding road traffic prevents you claiming a
become difficult to avoid striking perfect score!
when you head into the large
container and parking lot. Take
it slow as you turn to face south.

After you head north around


the scaffolding, watch for the
tight chicane into the dockside
drive. Head up here, slowing to
take a medium right turn onto
the grass, and finish.

9
19

Driving Games: Nice


Quick Chase Start
Quick Getaway Start
Trail Blazer Route
Survival Start F2
Checkpoint Race Route
S2 1
Gate Race Route.
2 S2
1 3

1 3
3 F1 4 4
F2
F1 Follow at a greater distance
than Tanner and Jones, as
2
1
shown above. Fabienne lurches
S2
S2 all over the road, and you might
2 S1 4 S3
S1 2 hit obstacles trying to keep up
15
1 F3
1 with her if you're too close.
3
14

She makes very sudden sharp


Quick Chase #1 turns down side streets. Be sure
you can squeeze between
obstacles, such as other cars
Starting Location: Promenade, southwest of Hotel Negresco
and posts.
Vehicle: Dolch Schub
Fabienne sometimes doubles
Enemy: Fabienne back to the promenade, where
Enemy Vehicle: LTS V-8 she's usually slammed by cross-
traffic. Ram her, but keep her
Time limit: 2:00
in your sights.
Difficulty: ★★

Sometimes Fabienne tries to


The chase is on! Fabienne lead you into deep water by
makes a run for it along the launching onto the beach. Slow
Old Town main streets, and down as you drop onto the sand
usually makes a quick left turn so you don't hit the water.
almost immediately. Accelerate
and fire away!

Quick Chase #2
Sometimes she doesn't make it
around the first corner, Starting Location: Boulevard de Gaulie, facing east, on Saint
smashing into a lamppost. Slam Jean Cap-Ferrat
into her and continue shooting.
Vehicle: Prontezza Brezza
Enemy: Fabienne
PRIMAGAMES. COM

Enemy Vehicle: Benissimo '74 Turbo


Time limit: 2:00
Difficulty: ★★★

20
0
Driving Games: Nice
This chase game begins in a private
driveway facing away from the bay. Quick Getaway #2
Fabienne is heading south on the
Boulevard de Gaulie. Don't head Starting Location: Pont de Var (Napoleon III) facing east
out at top speed or you catch air
and can't turn left as quickly. Vehicle: Benissimo '74 Turbo
Fabienne usually turns left, Number of Police Cars: 1
heads down the long curved road, Difficulty: ★
and then makes a sharp left north.
Don't get too close or hit any of
the other cars; your firing
opportunities happen later.
Your vehicle is turbo powered, and
there are only two ways to flee on
this freeway. Each involves maneu-
It's usually harder to avoid incoming
vering in a different direction.
traffic than fire at Fabienne, so
concentrate on keeping up. When
she heads north on Napoleon III,
start to aim properly. Watch her if
The first plan is to head forward,
she skids left here.
wind through the lamps, make a
She reappears, usually on sharp right, and then lose the cop
Napoleon; finish her with gunfire in the airport. One of the stunt
(in less than a minute) or knock her ramps works well, but this plan can
off the road's left side. Don't let her take 40 seconds to complete.
turn the tables and slam you off.
Now for a 12-second victory.
Reverse into the lamppost, wait for
the cop to hit you, then peel out in
Quick Getaway #1 a 180 left, heading west. The cop
can't catch you!

Starting Location: North edge of Vielle Ville facing southeast


Vehicle: Prontezza Freddo
Number of Police Cars: 1
Quick Getaway #3
Difficulty: ★ Starting Location: Old Town Church, in downtown Nice
Your first chance to challenge the Vehicle: Dagger Type-T
cops starts in this large square
north of the Vielle Ville hill. There Number of Police Cars: 1
are two ways to quickly circumvent Difficulty: ★★
the police threat.
You begin right of the Old Town
Reverse so the cop passes you, Church courtyard, with the cop
turn to face southwest, and coming in from the promenade
accelerate into the underground behind you.
car tunnel. If you're quick, you can
This plan fools him almost all the
outrun the cop in under 18 seconds.
time: Reverse into the cop, then try
a sharp 180 turn, and race onto the
promenade where the cop came
You can also reverse or 180 around from. He's gone 12 seconds later!
and head up the Theatre Garibaldi's
front steps. Stop at the raised edge,
and the cop falls off it chasing you.
Flee in the opposite direction. It's a This plan takes 18 seconds. Make
35-second victory, but it works. the first turn, and then quickly
accelerate clockwise around the
alley, back to your starting point.

1
20

Your cone slamming starts at the


Trail Blazer #1 south end of a narrow alley with
steps on each side. Accelerate
Starting Location: Outbuilding near Pt. Pilone and watch for a right turn as
you merge onto a main street.
Finishing Location: End of Avant Port concrete pier
Although the corners are
Vehicle: Benissimo '74 Turbo sharp, there are no blind
Difficulty (to finish): ★★ turns until you reach this
Difficulty (to finish with score of 100): ★★★ point, where you must make
a tight right corner near the
You begin your Nice cone tiny obelisk.
collection near a stone
outbuilding. As you emerge, When you double back and hit
turn left around the conifer the market stalls, squint to see
trees to keep your cone total the cones ahead and keep your
rising. line through the flying debris.
Make a slight left turn after the
When you reach the grass market is dismantled.
area heading north, glance the
cones with the corner of your At the start of the sewers,
car's hood. slam up and down, around a
low wall. Slow down as you hit
Subdue your vertigo as you pass the sloping wall, then quickly
between the gap and the turn right.
lamppost; position your car so
you don't hit the post or lose
traction on the left and fall. As you reach the sewer's end,
Almost immediately after, cones appear on the north wall;
watch for the sharp left turn you need extra speed to hit
and slope down to the beach. them all. Strike the cones with
Don't go at top speed or the the left side of the hood so you
suspension may bounce you out aren't too far up the slope.
of control.

Follow the rest of the cones


around the beachfront (avoiding Survival Game
top speed over bumps so you
don't lose control) and carefully Starting Location: Parking lot in middle of town, facing west
work your way to the bay's end.
Vehicle: LTS V-8
Number of Police Cars: 3
Difficulty: ★★
The police are coming straight

Trail Blazer #2 for you, so turn right slightly


and weave between the middle
and right cars. This is the only
Starting Location: South of Calita's holding house, in alley way to avoid a pileup!

Finishing Location: East end of sewer overflow, north of town This plan sometimes works:
Skid left and head down the
Vehicle: Prontezza Brezza
road with the gardens, then
Difficulty (to finish): ★★
PRIMAGAMES. COM

turn left. Now use the ramps on


Difficulty (to finish with score of 100): ★★★ the open-air parking lot and
escape in around 40 seconds.

20
2
Driving Games: Nice
When you lose the cops in the
parking lot, head south and make Checkpoint Race #2
the first left. Go down a block to
the alley entrance on your right. Starting Location: Grounds of the Saint Nicholas church,
Enter this at speed. facing east
The alley is wide; it's important Finishing Location: Upper park in Vielle Ville, overlooking bay
to keep your speed up. If you do,
Vehicle: Dolch Schub
the police can't handle the corner.
You're gone in 20 seconds! Difficulty: ★★★
This frantic race starts in the
cathedral grounds. Head out,
Checkpoint Race #1 making the first right, then left
under the freeway to reach the
front of the train station. Other
Starting Location: Airport entrance routes, such as the underground
Finishing Location: Summit of mountain, next to Chateau walkway, take too long.
Grimaldi Checkpoint #1: This is at the
Vehicle: Benissimo '74 Turbo station's front. Swerve around to
tag the checkpoint, then head out,
Difficulty: ★★★
taking care not to ride up on the
This checkpoint race is pretty curb and lose control.
difficult, especially in your
Checkpoint #2: Locate the alley
overpowered sports car. Accelerate
heading north to south, drive down
up and out of the airport, then
to the middle, turning east, and
keep north under the freeways.
line up for the small ramp. Take it
Checkpoint #1: Go left and head very slowly to avoid flipping.
along the path west, south of the
Checkpoint #3: This is located
freeway, to the wooden ramp over
near the monument. Approach in a
the river. Ease off the gas as you
large curved racing line around the
reach the ramp because there's a
structure's left, so you can quickly
slight drop before the ramp.
keep going to Checkpoint #4.
Checkpoint #2: Sail over the river,
Checkpoint #4: Don't miss this
landing on the grass of the buttress
small alley as you reach the
rock. Continue northwest under the
customs yard bay and lighthouse
freeway, to the west road and
area. You don't need to slow down,
Checkpoint #2.
as the turn is slight.
Checkpoint #3: Make a sharp
Finish: Continue to the tight
right skid, using the grass to cut the
narrow switchback between the
corner, and travel through the next
two buildings and ride it up north,
intersection; head up the narrow
then south, slowing at the top and
hedge wall to the checkpoint near
turning left so you don't shoot past
the ramped road on the right.
the finish.
Checkpoint #4: Travel clockwise
around the mountain, slowly
ascending until you reach another
junction. Shift right slightly to the Checkpoint Race #3
upper road with the checkpoint at
the top. Starting Location: End of promenade at Anse de St. Jean
Finish: Continue around, and Finishing Location: Lookout tower in middle of
drive up the bank just south of Saint Jean Cap-Ferrat
the scaffold, then over the gap
Vehicle: Le Chariot Transport 6
between the forecourt shops and
the château. Keep it slow and be precise so you don't overshoot the Difficulty: ★★
finish near the lookout balcony.
3
20

Difficulty (to finish): ★★


Difficulty (to finish with score
This race is slightly less frantic of 100): ★★★
than the previous two races. Start Begin your gate check here.
by working your way around Weave around this southern
the bay counterclockwise, peninsula (beware the
heading through the transport crosstown traffic). The turns
compound gates. aren't very sharp.
Checkpoint #1: This is between Don't drop into the bay on the
the two warehouses in the right. Ignore everything except
transport compound. Make a the cones and immovable posts.
quick flick right, so the back of
your truck catches the arrow,
then continue southeast through
The winding gates continue to
the other doors.
the residential streets at the
Checkpoint #2: Wind up to the area's southwest edge. The gates
road, turn right, and steam are closer together, so watch
through the small shops to the your speed and cornering.
sloping mud bank. Climb around
its smoother right side. The
checkpoint is at the top.
Checkpoint #3: To reach this,
turn left at #2, head through the
trellis arches, and beware of
traffic at the intersection. Skid
Gate Race #2
right, into the checkpoint.
Starting Location: Bus stop on Avenue de la Californie.
Checkpoint #4: You must drop
into the drainage ditch. Head
Finishing Location: Under the freeway, near the L'Arenas
Parc Phoenix.
north under the wooden bridge,
smash into the tunnel (slow a Vehicle: Dagger Type-T
little), then head left to the Difficulty (to finish): ★★★
shopping court and Checkpoint #4.
Difficulty (to finish with score
Finish: To reach the lookout of 100): ★★★
tower's south side, head onto
As you begin, traffic may impede
the off-road path. Make a left,
your progress; react to it as best
then a right, and continue up
you can (the turns aren't severe).
the middle of this area.
Slowing is better than missing
a gate.

Gate Race #1 Once past the Parc Phoenix,


the ride is frantic. You travel
under the freeway, circle the
Starting Location: Brick courtyard near drainage bridge, brick shopping courtyard, and
Saint Jean Cap-Ferrat then head into a parking lot.
Finishing Location: Southwest residential street, Saint Jean
Cap-Ferrat
As you emerge from the lot, don't
Vehicle: Prontezza Brezza speed up or you overshoot the
final few gates. Instead, take a
slight right turn and finish up.
PRIMAGAMES. COM

Not bad, but can you achieve 100?

20
4
Driving Games: Istanbul
Driving Games: Istanbul
S1
S3 F1

Quick Chase Start


Quick Getaway Start
Trail Blazer Route
2 S1
Survival Start
1
Checkpoint Race Route
Gate Race Route. 3
S3
Although the route Jericho takes
4
1 is random, he always turns left,
3 between the two park areas.
4 S1 Then he makes a branching path
2 left or right. Follow, shooting
when you can target him.
F3
F1

F
S2

F2
S2

F2 S2

Follow him, but not too fast as


2
the roads are narrow, the
F2
S1
3 lampposts are sturdy, and the
1 S2 bouncing suspension of your car
4
can make you lose control
S2 on bumps.

Quick Chase #1 Whatever direction Jericho takes,


follow him. Ease off the accel-
Starting Location: Corner of Sazildere Street and Taksim Road, eration when approaching a corner
facing south so you can react when he makes a
Vehicle: Jager sharp turn.
Enemy: Jericho
Enemy Vehicle: Santun TTZ
Time limit: 2:00
Difficulty: ★★★

Slam into the back of Jericho's car,


sending him out of control. This
inflicts damage, and slows him
This chase starts at dawn; Jericho down. He can crash, further
isn't going down without a fight! damaging his car.
Accelerate and shoot Jericho while
he's in Jones's sights.

5
20

A few times, Jericho loses Bashing Jericho in the rear


control, so watch for these causes him to lose control, but
stops. Ram Jericho into a dead- don't overcompensate in the
end street: Your finish time will crash, because this car
be under a minute! oversteers and can flip! Finish
the job in around a minute.

Quick Chase #2 Quick Getaway #1


Starting Location: Ordu Road, between the gardens and the
Starting Location: The corner of Ordu and Airbedar Roads, Blue Mosque
near Haghia Sophia
Vehicle: Le Chariot A1
Vehicle: Jager
Number of Police Cars: 1
Enemy: Jericho
Difficulty: ★★
Enemy Vehicle: Santun TTZ
Time limit: 2:00
Difficulty: ★★★
Your first Istanbul Quick
Getaway commences near a
park and a mosque. For
The second of the Istanbul outrunning the cops, this is an
chases occurs with the huge excellent getaway spot! You
Haghia Sophia building on your have two choices.
left. Jericho's off to a flying
start, and he makes a right
turn, down one of the two
long roads.

The first is to drive erratically


around the left park. Head
around the monuments, weave
Jericho weaves between traffic. around the trees until the cop
Make life harder for him by (the red radar blip) becomes
following right behind him, and stuck. Then accelerate to
knocking him into hapless victory!
motorists, as shown.

For a quicker sweeter victory,


race along Ordo Road, and
make a sharp right into the
Blue Mosque's side entrance,
Make the most of every mistake then race around the grounds.
Jericho makes, such as If the police car gets stuck,
slamming into a building's expect victory in 16 seconds.
corner. Back up though, so you
PRIMAGAMES. COM

can shoot at him as he reverses.

20
6
Driving Games: Istanbul

Quick Getaway #2 The last getaway puts you in the


driving seat of a slow truck with a
Starting Location: Road south of the Blue Mosque, horrible turning circle. You start at
heading north. the soccer stadium with the cop
Vehicle: '54 Classic heading at you!
Number of Police Cars: 1
Difficulty: ★★

He'll catch you if you head


The second of the Quick Getaway southeast around the stadium.
missions begins close to the first, Head north after a long 180 turn.
but on the other side of the Blue The cop can receive damage
Mosque. Option one is to accelerate from this.
forward at speed.

However, your less-than-impressive Head to the stepped undulating


vehicle can't outrun the cops. Try a ground southwest of the stadium
180 turn, weaving between the bus pedestrian entrance and launch off
stop and lampposts along the the steps onto the rocky ground,
buttress slope. The cop can avoiding the trees. The cop can't
hang up here, giving you a cope with this. You're free!
15-second victory.

For a longer (30-second) chase, Trail Blazer #1


drive around the Blue Mosque to
one of the arched entrances (this is
Starting Location: Warehouse building on Yenikarsi Street
the southern one) and drive
through it, then into the gardens. Finishing Location: Northern gate entrance to Inonu Stadium
The cop gets stopped at the Vehicle: Le Chariot A1
archway.
Difficulty (to finish): ★
Difficulty (to finish with score of 100): ★★★

Quick Getaway #3
You begin your cone takedown
Starting Location: Kadigalar Street, Inonu Stadium north inside the parking lot of a small
parking lot warehouse facility, facing north. As
you exit, turn 180 left to slam into
Vehicle: Packer Transport the semicircle of cones.
Number of Police Cars: 1
Difficulty: ★★★

7
20

The twists and turns are easy to


Trail Blazer #2
negotiate until you head onto
Istiktal Street, the main road Starting Location: Suleymaniye Street, south of the university
heading northeast. Watch your entrance
skidding—there are trees to Finishing Location: Northwest of the west palace entrance, on
slam into if you're not careful. Ebusset Street
Vehicle: Jager
Difficulty (to finish): ★★
Difficulty (to finish with score of 100): ★★★

The right turn into the alley off


Istiktal Street is both narrow and
sharp. Be on your guard, and
watch you don't oversteer and
crash into either of the The fun begins outside the
building walls. university, at the ceremonial
gardens. Follow the cones right
of the fountain, and onto the
road before heading right, into
the university grounds.

When you're flying down onto


the park area, don't speed up
too much, or you float over one
of the cones. The same warning
applies at the steps on the As you reach the monument in
way out. front of the university, keep
your speed in check, lest you
bounce out of control as you
emerge from this area and make
a sharp left.

The finish is the edge of the


parking lot and soccer stadium
after driving around the
perimeter road. Accelerate here,
as you're about to complete The next few dozen cones are
the game. spread out along a road. You
have a couple of sharp left turns
and oncoming cars to worry
about. Watch this turn, because
the alley you're driving into is
narrow.

Turning onto the main Ebusset


Street involves skidding around
on cobblestones and making a
swerving right. Play with your
PRIMAGAMES. COM

braking so you keep up the


pace, and slide into the cones
on the corner.

20
8
Driving Games: Istanbul

At the penultimate cone, be sure As you continue around the


your vehicle is headed left for palace grounds, the police stop
the final cone. It's positioned as they try to head through the
more to the left than you may narrow gaps. Keep this up, and
be expecting. you lose them in record time!

Survival Game Checkpoint Race #1


Starting Location: Courtyard of the Haghia Sophia Starting Location: North end of the Ataturk Bridge
Vehicle: '54 Taxi Finishing Location: Rajip Road, off Ataturk Bridge's south end
Number of Police Cars: 4 Vehicle: '73 Classic
Difficulty: ★★ Difficulty: ★

Here's where you start your


taxing police chase! Four cops
As the sun sets, you begin your
vie for your taxi. Want to know
checkpoint check-in at the
how to beat them in around 30
bridge's north end. Choose our
seconds?
route to Checkpoint #1, or make
one of your own!

You can lose them anywhere,


but skidding left and heading for
Checkpoint #1: This is before
the south entrance of the
the small turn on Retik Saydam
Topkapi Palace is a preferred
Road. To reach Checkpoint #2
plan. Ignore the ramming from
without hassle, take the next
behind.
right, down Sair Ziya Street.

Once inside, stay on the cobble-


stones and either drive at speed
to the turret gate (shown here), Checkpoint #2: Zooming down
or turn left and head through Retik Saydam Road, miss the
the west entrance. Keep your lamppost at the end as you make
speed up, and turn as many a sharp left on Voyvoda Road.
sharp corners as you can. The checkpoint is ahead.

9
20

Checkpoint #1: This is on the


road heading northeast, on the
Checkpoint #3: Make an
Blue Mosque's southern tip.
immediate left, then left again,
Follow the road round, take the
traveling up and heading to your
first left, and stay to the right
original road, Retik Saydam. The
side to avoid oncoming traffic.
checkpoint is before you
reach it.

Checkpoint #4: This one's easy. Checkpoint #2: Follow the road
Take an immediate left, and around the mosque's side, then
head down toward the sunset, take the road parallel to the
return to your starting location, formal gardens. Checkpoint #2
and continue onto the bridge. is near the cobblestone
courtyard in front of Haghia
Sophia.

Finish: Speed up as you cross the


Checkpoint #3: Continue down
bridge, then head into the
the road to Isha Pasa Street,
oncoming traffic, make an
turn right at the southern palace
impressive powerslide, and
entrance (but don't enter it),
head for the final arrow on
and zoom down to the safe
Rajip Road.
house gym.

Checkpoint Race #2
Checkpoint #4: This checkpoint
Starting Location: Side street off Kennedy Road is in a patch of rough concrete
ground surrounded on three
Finishing Location: Southeast area of Kennedy Road, near sides by a tenement block.
train tracks Execute a 180 as you pass
Vehicle: Santun TTZ through this so you're facing
Difficulty: ★★ northeast.

The checkpoint race begins near


the train bridge and the outer Finish: Complete this checkpoint
Kennedy Road, with your car race by weaving down toward
facing north. Take the zigzagging Kennedy Road, taking the turn
streets north until you reach wide to avoid oncoming traffic.
PRIMAGAMES. COM

Checkpoint #1. Finish at the arrow.

21
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Driving Games: Istanbul
Checkpoint #3: Make a sharp
Checkpoint Race #3 left, head along the curved
perimeter road (Tarlabasi Road),
Starting Location: Parking garage in middle of Beyoglu West and continue until you spot this
easily accessible checkpoint.
Finishing Location: Building near northern entrance Approach at speed.
to Galata Bridge
Vehicle: Jager
Difficulty: ★★★

Starting with the crumbling Checkpoint #4: When you reach


parking garage behind you, your #3, take the road left, head to
first checkpoint is in the middle the next junction and over the
of an open area. Turn left. main road, then swing right at
the next junction, down
Yenicarsi Street.

Checkpoint #1: Take the next


left road, and follow it up to the
industrial park area on your Finish: Zoom to the last road
right. You can access the before the water's edge
entrance from this direction. (Negatibey Road), and follow it
Drive to the end, and turn right southwest to the finish. Watch
to spot the arrow. for oncoming traffic!

Checkpoint #2: Head around the


perimeter of the industrial park,
exit the way you came in, then
turn right and accelerate across
Istiktal Street to the next
checkpoint. Not too fast, or
you'll hit a bump.

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Gate Race #1 Gate Race #2


Starting Location: Road west of the Yeni Mosque Starting Location: Tanner's hotel
Finishing Location: Off-ramp at the Aksaray Interchange Finishing Location: Inside tram tracks on Millet Road
Vehicle: Santun TTZ Vehicle: '53 Taxi
Difficulty (to finish): ★★ Difficulty (to finish): ★★
Difficulty (to finish with score of 100): ★★★ Difficulty (to finish with score of 100): ★★★

This area is familiar; Tanner's


hotel is on the left. As you
Begin your cone avoidance near
accelerate along Akdenz Road,
the Yeni Mosque, turning right to
you weave left and right, then
drop. Pass through as many
onto the freeway intersection.
cones as you can as you head
north over the Galata Bridge.

Once off the section, there's a


sharp right onto Fevsi Pasa
Follow the cones northwest
Road. There are few problems
along the riverside road to the
until you reach the Aksaray
Ataturk Bridge, where the cones
Interchange. Slow so you pass
are positioned to the left. Watch
through all the cones as you
out for this sharp curve.
swing right.

The rest of the way across the


The corners get tighter as you
bridge, and down Haydar Road
lurch around the alleys before
is a straight shot, with only
heading onto the main streets.
crosstown traffic to worry about.
Your final right turn to the finish
Take the left before the off-ramp
lines up between the two
to ensure you don't miss
tram walls.
any gates.
PRIMAGAMES. COM

21
2
Secrets of the Wheelman

Each time you defeat a Timmy (with an automatic weapon or


from range, behind cover, and aiming at the head), your progress is
automatically saved. When you find and tag all 10 Timmies in a city,
you can access the city's armory.
Other methods of tackling Timmy include circling around him
Cool Cars, Tagging (he turns slowly), backing in and out of cover to shoot him as he
reloads, taking his assault rifle to use on other Timmies, or coaxing
Timmies, and Arming him into water (Timmy can only float, so emerge and finish him off).

Yourself to the Teeth Legend


Timmies Cars Armories
Welcome to the secrets section! Here you find hints on where to find
the secrets in the game. There are four types of secrets: Timmies,
the armory, secret cars, and secret minigames.
The Armories
Each city has a hidden
ON
Don't read any further if you don't want to
area leading to a locked
learn this game's secrets!
TI armory, where you find
CAU guns, grenades, and
ammo stashes. You also
Initial Unlockables can heal your wounds
When you begin Driv3r, you're missing some key cars to use in Free with a plentiful supply of
Ride mode, some guns, and two cities (Nice and Istanbul). Refer to health packs. Defeat the
the Inventory and Ordnance section to learn how to unlock the 10th Timmy in each city to
game's weapons without the use of an armory. If you unlock a unlock the armory. Find
weapon in Undercover mode, it becomes available in Free Ride mode. it, stock up, and run amok!

Nice and Istanbul are available to drive around when you begin
your first mission there. In some missions, you must steal cars. Secret Cars
When you finish these missions, the cars appear as selections in Each city has three more
your Free Ride inventory. The unlockable cars are listed here: secrets: garages that open
or areas hiding a vehicle
you haven't been able to
Hidden Undercover Cars drive. You get an on-
Mission to Complete Unlocked Car screen prompt when you
find one, and it is
Miami Mission #4: Rooftops V-8 automatically added to
the available cars in Free
Miami Mission #7: Trapped Patriarch Tycoon Ride mode. The vehicles
tucked away in remote areas are well worth finding!
Miami Mission #8: Dodge Island Hunter 313 T

Nice Mission #11: Smash 'n' Run Dagger Type-T Secret Minigames
Each city has its own
Nice Mission #13: Hijack Prontezza Brezza secret minigame type to
unlock. These minigames
automatically start when
you scramble into your
Tackling Timmy city's armory. Each city
Vermicelli has only one minigame
type, detailed here.
These Hawaiian-shirted mobsters may have made a few
shady deals in 1980s Miami, but now they're all washed
up. They can't swim (hence the inflatable swimming
armbands), but they do let rip with assault rifles when spotted. Each
3
21
city has 10 Timmy Vermicellis to find and dispatch.

Miami Secrets Timmy #3 Planning his next set of swimming lessons on a


balcony in a boathouse known as Dirty Dick's.

Miami
Beach

Little Havana In an open garage at an alley's end, in the


Timmy #4 southwest area of downtown, near the river.

South Pointe Park


Coral Gables

Coconut
Grove
Miami
Inside a garage marked "A1" on the upper area of
Timmy #5 a building in Coral Gables.

Tagging Timmies
Pulling weeds in the backyard of the house
Timmy #1 opposite Tanner's apartment.

Looking over the construction yard of Tico's


Timmy #6 site, on a half-built home's upper level.

Timmy #2 Hiding in the northeast floating home's


planked-off section in Stiltsville.

Guarding the gate switch to access the water


Timmy #7 treatment facility's secret Go-kart track.
PRIMAGAMES. COM

21
4
Secrets of the Wheelman
On the grass outside a house south of the
Timmy #8 running track, near the road under construction.
opposite the water tower. Inspect the backyard: behind the
shrubbery is a bunker entrance. Open the door and climb down into
the lair of a gun nut, where you can steal ammunition, posters of
babes firing assault rifles, and much more!

Minigame Mayhem:
18-Wheel Anarchy Mode!
Emerge from the bunker
Sipping on a delicious energy drink near an to discover that all the
Timmy #9 upturned vending machine in the Orange Bowl cops' Prowlers have been
alcove under the upper stands, accessed via the exchanged for large and
tunnel and main access path. tough big rigs. The fun
continues as normal,
except when you're being
chased. Expect much more
of a buffeting from these
huge vehicles, and don't
forget to steal one for yourself.

Secret Cars
In the elevator at the top of the Gold Coast
Timmy #10 Hotel that leads to the underground parking Car A: Go-Kart
lot, accessed via the roof.

Press the switch inside the water treatment facility (Timmy #7 is


guarding it) and follow the map to the Go-kart track. The vehicle is
Gunning for the Armory parked at the pits.

Car B: Velocity Turbo

In an alley between two


warehouse buildings
overlooking the river (and boat
moorings) is the Velocity Turbo
roadster, a sweet soft-top ride
with exceptional handling.
After you tag your 10th Timmy,
head to Coral Gables. Look for
the ranch house on the map
5
21
near the corner of the road
heading to the Biltmore Hotel,

Find him next to the rocky outcrop on the


Car C: TT Cuatro SuperPower Timmy #2 river’s north bank, to the airport’s north.

On Star Island, follow the road to the luxury home at the end, and
wait for the garage door to open. Get out of your present vehicle,
and get to grips with the insanely powerful TT Cuatro SuperPower, a
Timmy #3 Find him at the very top of the airport tower.
Use the ladder to reach him, and prepare for
car without equal. Watch its width, though! fierce combat!

Nice Secrets
Nice

Find him lurking near the southeast entrance


Villefranche-Sur-Mer
Cagnes
Sur Mer
Timmy #4 of the Saint Nicholas Cathedrale Russe, outside
the steps.
Fort du
Mont Alban
Rade De
Saint Baies Des Anges Villefranche-Sur-Mer
Agustine Mont
Saint Boron
Laurent
Du Var

Nice Airport

Find him on the lower mezzanine floor of the


Timmy #5 set of buildings you can drive across. Either
drop in from the roof, using a vehicle, or open
Tagging Timmies the door from the street.
Find him in an open warehouse off Rue des
Timmy #1 Vespins, on an upstairs gantry, accessed via an
open gate.

Find him on a bandstand at the top of the Vielle


Timmy #6 Ville park hill. He is easily attacked from behind.
PRIMAGAMES. COM

21
6
Secrets of the Wheelman
Find him watching the boats from the Rauba
Timmy #7 Capeu lighthouse. Climb the ladder to reach
him, and use the light as cover.

When the 10th Timmy croaks,


find the mountain road to Fort
Alban, follow it to the fortress,
Find him standing below the west dirt ramp at
and head up the steps at the
Timmy #8 the stunt land quarry, in the large dip. front of the castle. Inside is a
medieval greatroom with a much more modern collection of
firearms. Tool up, and head out!

Minigame Mayhem:
Fugitive Mode
Grabbing armaments from
the armory and exiting
Find him checking for hidden doubloons inside the the castle instantly gives
Timmy #9 cave near Pt. Pilone. Use a boat, beckon Timmy every pedestrian in town
into the water until he floats, then finish him. a weapon that they will
use on you if you exhibit
violent tendencies toward
them. You're essentially a
fugitive, to be hunted
down by not only the
police, but by every innocent you "accidentally" rammed, scraped,
or shot earlier in your missions, plus everyone else! How long can
you survive? Use the previous strategies in the book to help you!

Timmy #10 Find him inside the Transport Compound, hiding in


a box by the corner hut in the southeast corner.
Secret Cars
Car A: Camper Van

Find this in a garage at the peak


of the hill that Chateau
Gunning for the Armory Grimaldi sits on, near the
large overhanging ramp.

7
21

Car B: Dolch Schub Tagging Timmies


Find him in the left corner as you enter via the
Timmy #1 fire escape, in the upstairs section of the
bomb truck warehouse.

Find this inside the left garage at the fire station located at
the Nice Airport.

Car C: Forklift Truck Timmy #2 Find him overlooking the disco in the
manager's office, at the nightclub.

Find this inside the right garage on the flat grounds of the Chapel
de St. Hospice.

Istanbul Secrets

Beyoglu
Istanbul West

Find him inside the deserted signal box in the


Timmy #3 decaying train yard. Head up the adjoining steps.

Sehzedabasi

Beyazit

Find him around a set of houses, at the far


end of a grassy, dead-end alleyway. Back up to
Timmy #4 avoid being trapped.
PRIMAGAMES. COM

21
8
Secrets of the Wheelman
Find him inside the hookah room in the
Timmy #5 basement of the Turkish baths. Head to the
orange-tiled area.

Timmy #8

Timmy #6
Find him in the far corner of the
subterranean cistern. Enter via the
outdoor restrooms on Yerebatan
Street, then follow the steps down,
and the platforms across to Timmy.

Find him at the Halic River docks, head to the


Timmy #9 dry-dock area near the ramp, and around the
Find him on the third floor of the containers. Head to the small raised box hut, up
safehouse gym, inside a hidden the adjacent steps and open the door. Timmy is
room. Enter the living room area, inside this tiny hut.
head into the kitchenette, shoot the
shelving on the left wall, open the
door behind it, and enter the hidden
passage. Timmy is around the corner.

3F

Find him on a large flat roof of a building near a


Timmy #10 large dock crane adjacent to some breakable
scaffolding, at the river warehouses of Negatibey
Road. Attack from the ground below, or climb
the steps and gun down Timmy from the roof.

Find him standing directly under the bridge, in


Timmy #7 the second blue shopfront passage south of the
bridge entrance. Approach from the land, get
out at the bridge supports, use the steps down,
and locate him.

9
21

Gunning for Find this in the main train warehouse shed, behind a container in
the second open garage from the left.
the Armory
Car B: Roadster (Bugatti)

Find this inside a red cargo container that's facing the large red-
brick building marked "Kamsa" at the docks.

Car C: Racer GT

Follow the directions as shown


on the map. You're looking for a
stone house with a brown door
to the right of a small open area;
the door has a large cow skull
above it. It is the only one that
opens. Step inside, and investigate a real psychotic's living quarters, Find this behind the triple-sized garage door of the middle building
complete with peeling wallpaper, refuse-strewn carpeting, and a at the old industrial park.
"dungeon" area that doesn't really bear thinking about. Your
armaments are in here for the taking.

Minigame Mayhem: Infinite


Wheelman Madness:
Mass Mode Cheat Codes
Activate these cheats from the initial menu. Input the following
As soon as you extricate yourself
button combinations quickly, and in the right order, and you'll hear
from the psycho's house of
a "success" sound. Now inspect the Cheats menu under Options and
horrors, find the nearest vehicle.
you'll see the code is available to turn off or on during the game.
Thanks to unknown forces at
work, each vehicle you drive is
completely invincible, with
Cheat Codes
CODE DESCRIPTION BUTTON COMBO (PS2) BUTTON COMBO (XBOX)
infinite mass. This means you
can crash into other vehicles without suffering damage, and you can All Weapons R,l,p,o,R,r,l 7,7,3,4,4,8,8]]
run from the police without being struck by bullets. Invincibility p,p,L,R,l,r,r 3,4,7,8,7,8,8]]
You can't demolish walls you weren't able to destroy before, and Unlock All Missions L,R,L,l,p,p,o 3,3,4,4,8,8,7
you can still fall off bikes, but the destruction and madcap jumping is
even more spectacular if you can continue driving the car afterward! Unlock All Vehicles L,L,p,o,L,R,o 3,3,4,4,7,8,7

ALL WEAPONS: This gives Tanner every weapon in the game to use on foot.
Secret Cars INVINCIBILITY: Tanner is impervious to harm. Try sitting in an exploding
Car A: Speedster car! (This code will not work in undercover mode.)
UNLOCK ALL MISSIONS: Every Undercover mission becomes accessible.
UNLOCK ALL VEHICLES: Every car, bike, bus, truck, and boat from each city
PRIMAGAMES. COM

is available, including the secret ones!

If you're having trouble inputting these codes, need more


information, or want to learn all the latest Driv3r news, be
sure to check primagames.com, or atari.com/driv3r for all
22 the latest cheats, codes, and other information.
E
0
NOT

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