Driver 3 Prima Official Eguide
Driver 3 Prima Official Eguide
® SECRET CARS
ALL TIMMIES TAGGED
DETAILED CITY MAPS
Visit us online at primagames.com
PRIMA GAMES
A DIVISION OF RANDOM HOUSE, INC.
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.
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
™
EXT. MIAMI—DAWN
HELICOPTER SHOTS OF THE CITY AS
OPENING CREDITS AND MUSIC PLAY.
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
™
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.
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
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
™
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
™
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
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:
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
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.
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:
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
™
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
16
Wheelman in Training
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
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
™
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
™
22
Wheelman in Training
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
27
™
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
™
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
™
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
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
™
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
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
CORAL GABLES
2
4 COCONUT GROVE
PRIMAGAMES. COM
42
Taking a Free Ride: Tanner's Tour of Duty
WASHINGTON AVE
SAN MARINO
OCEAN DRIVE
ISLAND
22
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
15
E
RIV
HD
7 19
8 Freedom Tower Gold Coast Hotel
N
20
PA
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)
entered. Or enter the parking lot from the sand pile ramp on the street side.
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.
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
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
™
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
™
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
™
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.
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
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
59
™
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
Underground
10 parking or tunnel
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.
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.
63
™
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
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
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
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
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.
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)
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
™
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,
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
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
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.
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
™
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 #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.
3
3
SEHZADEBASI
Haliç Rd.
l St.
Fe
mbo
ad
vs
Ro
iP
C
Ista
nz
as
1 2
de
t.
aR
rS
2 Ak d.
d.
ila
rR
hc
ila
Mi
c
ali
li
H
sa
ni
TOPKAPI
Ma
1
d.
r Rd.
8
tR
Aksaray
lle
7
Sofula
d.
Interchange
Mi
6
R
or
5
rh
Beledlye
Ho
Palace
St.
Mustafa Kamal Rd.
Uyg
ar S lm
il E
8 t.
CERRAHPASA
Kiz
Gurab
a Has Vatan
Mill tenes R d.
et R i St.
d.
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
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
alar S
Stadium
Mir Bey St
t.
alay .
In
ön
ü
Sefi
TAKSIM
St
3
.
k
KURTULUS BYOGLU WEST
2
d. St.
iR ü
bas ön
rla In
Ta
BYOGLU EAST
St.
al
Om
ik h
er H
I st
Rd.
Yen
ayy
iler
içar
am
selv
si S
St.
Sira
t.
d.
yR
ibe
gat
tom
St.
Ne
Tom an St.
al
Kapt
Ku
ikh
Rd.
m
HA
Ist
ba
GO am
ra
ik S
EN Ref
St
.
HO
St.
RN
iya
rZ
4
Sai
.
Rd
e y
.
Te tib Rd
rs ga ke
s
an Voy Ne n
UR
AT E
AT RIDG
K
eR
d. vo da
Rd. Ke
ma Istanbul Landmarks
B Karakö 1 Suzer Plaza
Squarey 2 Night Club
3 Dolmbahçe Palace
4 Galata Tower
5 Tanner's Hotel
BR LATA
E
IDG
uz
Sel
im Ahi Çelebi 7 Sirkeci Railway Station
Rd.
Mosque
.
Rd
Rajip R
yd
d. 9 Turkish Baths
Ha
Yeni Raj
ip R
10 Safehouse Gym
d.
Ho
Suleymaniye Mosque
ca
Roman Mosque
ça
kir
Aqueduct Ke
7 n
Rd
ne
dy
.
Saraçhane
d
Rd
ar
Park .
ev
Ho
ul
Bo
ca
k
Sehzado
ür
an
Istanbul
at
Mosque
i
At
University Eb
St.
us
se
tS
MERCAN . t.
Rd.
Rd
be ttin
SERAGLIO POINT
Yaglicilar
sem
Ak
Ye
d.
re
R
6 Al
ba
ara
Ordu Rd. me
ta
.
Rd
da
Ank
rR
St
du
d.
.
BEYAZIT
Or
Mithatpasa St.
Hagia
Lalel St.
Ishak Pas
Gedikpasa Rd.
i St.
a St.
rlot
Piye
Tür 10
kel
i Rd
. Blue
Mosque
Limani Rd. 9
SULTANHAMET
d.
yR
Kennedy Rd.
Ke
nn
ed 79
™
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.
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
™
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.
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
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
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.
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.
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.
Hole Down
E
to 2F
2F
3F
Store Meeting Room
(Hole up to 3F)
Stairs Up Room Rooms Under
to Balcony Entrance Construction
89
™
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.
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
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
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
97
™
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
Firearms
Training
Area
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
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.
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
™
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
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.
TV COMMERCIAL—IRREGULARITY
FIBERMAX PLUS….
GOT YOU DOWN? TRY EXTRA Part 1: Building Yard
Brutality
STRENGTH
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
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!
™
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
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
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.
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,
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.
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.
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
™
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
(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.
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.
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.
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.
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
™
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
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
TIP
EXT. GATOR'S YACHT—DUSK.
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.
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.
TIP
AWAITING TRUCK.
7
12
™
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).
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.
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
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!
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.")
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.
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
™
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.
GATOR: YEAH, I KNOW WHO THIS IS. YOUR DRIVER CAME TO COLLECT THE
CAR—EVERYTHING OKAY?
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.
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
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.
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
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).
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.
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
™
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.
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
™
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
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?
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.
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
™
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
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.
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.
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
CALITA HANDS TANNER HIS GUN. HE LIFTS HIS HEAD, MARKED AND
BRUISED. HE DOESN'T TAKE THE GUN—HE LOOKS AT IT.
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.
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
™
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.
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 #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.
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
™
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.
HE IS SUDDENLY ATTACKED AND KNOCKED IN THE FACE, AND HIS GUN SKIDS
ACROSS THE FLOOR.
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.
the Warehouse JERICHO SHOWS TANNER THE CLIP, THEN REINSERTS IT INTO THE GUN.
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
™
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!
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.
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.
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
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.
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.
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 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.
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
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
™
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.
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
™
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.
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
™
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.
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
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.
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
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
™
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
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
™
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.
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.
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.
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.
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
™
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.
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.
PAUSE.
EXT. STREET—DAY. THE CREDITS ROLL OVER
THE BLACK SCREEN.
1
19
™
What Do I Do?
Flee from the police as quickly as possible. Car handling, reaction timing.
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.
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.
19
4
Driving Games: Miami
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: ★★
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.
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: ★★
9
19
™
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
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
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!
1
20
™
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
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
™
20
4
Driving Games: Istanbul
Driving Games: Istanbul
S1
S3 F1
F
S2
F2
S2
F2 S2
5
20
™
20
6
Driving Games: Istanbul
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
™
20
8
Driving Games: Istanbul
9
20
™
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.
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.
21
0
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: ★★★
1
21
™
21
2
Secrets of the Wheelman
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
Beach
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.
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.
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
Nice Airport
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.
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!
7
21
™
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
Sehzedabasi
Beyazit
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.
3F
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
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