Las Venturas Countryside
Toreno
Monster
Your first mission for the enigmatic voice is a simple race against time. You’ll
have to maneuver the monster truck through 35 checkpoints in less than six minutes
and thirty seconds, but you shouldn’t have a problem meeting this time if you take
it nice and slow. The main problem here is flipping the truck; there are plenty of
bumps in the path, and the truck itself is rather springy, so you’ll likely wind up
upside down once or twice. Do your best to right yourself quickly, so as to not sink
too much time into flailing about. The 35th checkpoint is the end of the race, so
keep yourself paced with that in mind.
Highjack
You and Cesar are going to have to get all Indiana Jones on a semi if you want to
stay in Tereno’s good graces. To begin with, head northwest from Toreno’s place on
the bike until you get onto the gray suspension bridge leading back to San Fierro;
the tanker’s going to be on the road heading south, so you’ll need to come up
alongside it and hover there until Cesar can jump over. This can be pretty difficult
to manage, as contact with the truck will often send you careening off to the left,
but you should be able to manage it eventually.
After Cesar eliminates the driver of the tanker, bring it back to the garage in San
Fierro to complete the mission. You’ll need to wait for Tereno to call you before
you can pick up another mission.
Interdiction
There aren’t any simple wait-behind-the-plane-and-pick-up-the-packages missions in
San Andreas; instead, you’ll have to get to Toreno’s checkpoint, ride your vehicle
up to the top of a nearby hill, use a rocket launcher to protect the chopper as it
drops its package, retrieve the package, return it to another checkpoint, then
finally return to Toreno to get your paycheck. Although you cover a lot of ground
here, you’re not on a timer for any of these steps, so there's no need to rush. Of
particular note is the fact that there’s a Seasparrow heliboat near the point where
the package lands, so you can use it to deliver the package and then fly back to
Toreno’s location, if you wish.
Verdant Meadows
There’s nothing to this one; just return to the airport that you passed by during
the last mission and purchase it. Despite Toreno’s intimations, you won’t actually
be able to buy it for a dollar; you’ll have to pay a cool $80,000. If you don’t have
the scratch, you’ll need to raise it in whatever manner you see fit: exporting cars,
collecting cash from your assets back in San Fierro, etc. After you get the
airstrip, you’ll have to learn to fly before you can take any more missions from
Toreno.
Learning To Fly
If you thought the driving missions were tough, then you should be unpleasantly
surprised by the airplane and helicopter training sessions; these things are hard!
The tutorials are explained fairly well, so it comes down to a matter of practice
and repetition before you get past them, and get past them you must; you have to
complete all the tests before you can move on with the core missions of the game.
For the plane, try to keep adjustments to a minimum while you’re in the air. In the
banking missions, make soft turns after each corona and wait for your plane to level
itself off; the fewer adjustments you have to do as you approach a corona, the
better. The helicopter missions are generally easier than the planes, although using
the weapons will take some getting used to. You can expect to spend at least half an
hour trying to get through all of these, so get to it.
N.O.E.
N.O.E. (which stands for Nap Of the Earth, meaning to fly really, really low) will
see you taking up an airplane and, well, flying really, really low. You’ve got way
more time than you need for this mission, so don’t feel pressured on that count.
After you take off, avoid making a hard left; Fort Carlson is restricted airspace,
and they will shoot you down with SAM’s if you fly too close. The main caveat for
the rest of your flight is the fact that you have to fly no more than a couple
hundred feet off the ground; if you stay above radar level for too long, the Air
Force will scramble out someone to check the area. This isn’t an auto-fail, though,
so just get back below radar level and stay there until the heat’s off.
The drop-off point, as you’ll discover, is surrounded by trees. You might just want
to stay safely above them and accept the radar lock before diving through the corona
and losing the Air Force by flying low over the water beyond. Beyond that, it’s a
simple delivery and return, although it is going to take multiple tries to do it
correctly, just because the plane is so fragile and easy to damage while you're
flying along. All it takes is one telephone pole popping up in your path to end your
mission right quick. When you get back to the airport. don’t screw up the landing;
you have to get your plane back in one piece to beat the mission.
Stowaway
Although this takes place at the airport, there’s no flying involved, unless you
count the kind of flying that involves jumping out of a perfectly good airplane.
Granted, it’s not in great condition by the time you jump out...
You’re going to have to repeat the whole bike-chase sequence at the beginning a
number of times before you get it right. The "trick," assuming there is such a
thing, is to keep going straight on your bike, following along the plane on its
right side, until you’re near the ramp and going fast enough to hit it. This’ll
occur towards the end of the runway. (Don't forget that you can tilt your left
analog stick forward to get a little extra speed on bikes; you'll notice Carl tilt
his body downwards. If he starts to lean all the way over the handlebars, then
you're pushing too far.) When your screen is shaking from the speed, wait for one
last load of barrels to drop out of the plane’s rear, then veer onto the ramp before
the plane takes off. It’s difficult, but it can be done.
Thankfully, the interior segment of the mission is a bit simpler. If you fire a
weapon on board, the plane will explode and you’ll fail the mission, but you can
still ease your way through the feds with your fists or any other melee weapon. You
will have to avoid the rolling barrels in the central aisle here, but even if they
hit you they won't do a significant amount of damage, although they will knock you
down for a second or two. The last guy on board has a parachute, so kill him and
grab it, then lay down a satchel charge and jump out the back for the win.
The Truth
Black Project
You won’t be able to pick up Black Project until you complete Toreno’s missions at
the airport, at which point The Truth will drop by and convince you to see what the
heck the government has going on at Area 69. Area 69, get it?
Fourteen-year-old humor aside, this is a pretty cool mission if you like wandering
into heavily secured army bases. The soldiers here, and there are plenty of them,
all pack M4’s, so you’ll want to kill off the one by the gate, then turn his weapon
on his friends. The M4 can either be auto-aimed or manually aimed, so click your R1
key periodically to see if there’s anyone within auto-aim range.
You have two options so far as penetrating the underground lab goes: you can either
play it stealthy by avoiding the searchlights and making it to the control tower to
unlock the blast doors, or you can just go hogwild and kill everyone you see, taking
all of their ammo before proceeding to the grate on the far side of the base and
dropping through. The latter is the better option, as you'll be able to pick up a
boatload of M4 ammo, and it's not too difficult to kill off the soldiers from a
distance. There’s a set of body armor near the control tower, and a health recharge
at the bottom of the vent itself, so try to clear out a path between the two before
recharging yourself completely and dropping down to the interior of the base.
After you reach the base, the time limit is no longer relevant; feel free to stick
around past 5:30 if you wish, since the mission won’t automatically end at the
point. The close quarters here make it a bit more difficult to take out the guards,
so try to get their attention and lure them back out to chokepoints before killing
them at a distance; they’re deadly with their M1’s at short range. Luckily, there
are no fewer than four suits of armor scattered around in the base, so you should be
set on those.
In order to reach the Black Project, you’ll have to reach the bottom of a missile
silo, but before you head there, search around and find the control room to disable
the SAM sites. The missile silo’s stairs are overrun with guards, making it a
difficult place to penetrate; we found it helpful to crouch-and-roll down the
stairs, keeping our guns pointed towards the middle of the silo, and locking on to
enemies when we heard them firing at us. Before you pick up the item at the bottom
of the silo, though, return to the upper levels and find a fresh set of armor.
After you grab the jetpack, bust out of the silo and head for the nearest wall of
the army base. If you disengaged the SAM’s in the control room, you shouldn’t have
any trouble making it to the rendezvous with The Truth.
Now that you have a jetpack, you can use it to pick up a minigun, if you wish.
There's a minigun floating above a gray bracing on the railroad bridge on the
northeastern side of San Fierro. Getting it repeatedly will involve a lot of long
trips to a save point, but you should be able to get a bunch of ammo for it if
you're willing to put a little time into it.
Green Goo
The last mission before you can acquire the airstrip as an asset sees CJ hijacking a
train while using the jetpack. The train itself is uncovered, so you’ll be able to
fire on the soldiers aboard from midair, but they, of course, will be firing back,
and there’s a lot of them, so bring along a suit of armor if possible. After you
eliminate the soldiers, shoot the crates until you find the jar of green goo, then
return it to The Truth to get your cash.
You've made it to the Last and Final City.