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Driver (PS1)
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Driver
Walkthrough for PlayStation
Game Name:
Driver
Format:
PlayStation
Submitted By:
many goats
DRIVER: THE WALKTHROUGH Hi everybody. This is a complete guide to the “Undercover” mode on Driver. MIAMI MISSION 1: The Bank Job A simple introduction into the art of getaway driving. Your target is a bank chock full of loot in North Downtown. The gang are inside frightening the hell out of little old ladies. You come flying through, pull up outside and pick ‘em up. NOTE: Wait until 15 seconds are left before reaching the bank, otherwise they call the cops. Once you’ve made the pick up, get to the lock-up in South Miami Beach, avoiding all the police on the way. They may not have radar, but if they see you they’ll be onto you in a flash. Pull up at the lock-up or the gang wont be able to clamber out of the car. Nice job! But it gets tougher after this. MISSION 2: Hide The Evidence Every bobby on the block is after your motor because some idiot swiped it from the City Mayor’s office, so it will need a hefty re-spraying to make it totally unrecognisable. To do this you’re going to have to meet a mechanic. Fortunately, there is one just around the corner from your position in North Bal Harbour. Actually, its on the other side of town, but hey. Do not take the Tuttle Causeway as it is too narrow and the police will be after you on first sight. Take the four-lane highway back into town and head for the docks. Try not to pick up any tails, as it is difficult to shake them off before the end. MISSION 3: Ticco’s Ride Ticco’s got a job on. Apparently some bloke owes him big money and needs a workout with a sledgehammer. Take the left-hand bridge out; the other way is far too long-winded. Once you find Ticco’s gaff, spin off towards Coral Gables, avoiding all cops. Ticco doesn’t like cops. MISSION 4: Case For a Key Tricky mission this one, coming in sections that are all dangerous to your gorgeous car. Try to complete the first section with as little damage as possible, then save your game. The next couple of sections are determined by how much damage you’ve taken, and how many coppers you catch the attention of. Put it this way, there will be a blockade on the bridge to Dodge Island and if your car is not ship shape you won’t make it through. Firstly, head for South Miami Beach to pick up the key, and then dash back across the bay to the second pick-up in the Marina. By this time, you’ll probably have a few cops to attend to. Avoid them as best you can; just weave between cars. Chase the boat by taking the narrow route out to Dodge Island, passing any policemen cautiously. Hug civilian cars quite tightly, as this seems to work. It seems they won’t hit you if it involves hurting innocent people; how touching. Speed away to the island and pick up your elusive contract. MISSION 5: The Clean Up The main problem here is that you really must avoid the police. It may sound obvious, but this time around some twit has left a car outside the Police Commissioner’s house, and you have to get it back safe and sound. Use the four-lane highway to get back to a small garage, east of Miami central. Just try not to pick up a tail, as they are hard to lose when there are so many on patrols. MISSION 6: Tanner Meets Rufus Dead easy this one. Just blast up the McArthur Causeway and make the connection with Rufus in the far east of Miami Beach. Be careful not to pick up a tail though, as Rufus will not be happy if you turn up with half of the Miami Police Force. Plus, if they’re still on your back when you reach the target, you’ll more than likely have less time to lose them. Not easy in this area of town. MISSION 7: Bust Out Jean-Paul It could take you some time to crack this mission, as it isn’t easy. The target is in a paddy wagon on the way to jail. Ram the car off the road and whisk him to safety. The problem is that these drivers are pretty sharp, so you’ll have to be damn quick at the outset to keep up. Floor your car to get a quick ram in straight away. That’ll stun them, so keep up the pressure and don’t let them get out of range. It is possible, and definitely preferable, to smash them off the road within a block. That way you will have a nice clear run up and over to the Safe house in Bal Harbour. If you can chase him over the McArthur Causeway, you can predict the way he’ll turn on the two sharp corners and so make good contact with him. Don’t pick up a tail on the way otherwise the remainder of the mission will not be easy. MISSION 8: Payback Ok, to start with, this mission looks longer than it is. Blast around the city crashing up five cafes that belong to Alec Bomperini, who appears to think he doesn’t need your “help” anymore. The restaurants are easily located if you keep your eye on the radar. There are a couple in the centre of town, one in the Downtown area, another in Coral Gables and in the final one is in Coconut Grove. Once you’ve made your first impact, wheel around smashing up tables for an extra time bonus. Obviously, such uncalled-for destruction will attract the cops, and after a couple of attacks they’ll be right on your tail. Fortunately, they aren’t very quick at this stage and aren’t very tough either. When you reach the area marked by the radar, slow down and keep your eyes peeled, as the red arrows that indicate a target are sometimes difficult to spot. MISSION 9: Superfly Drive Tough mission this one, especially if you pick the wrong route. Fight the temptation to take the quicker route across the Tuttle Causeway as roadblocks and loads of bobbies block it, and take the wider route. You will stand a much better chance of success, but try not to crash your car as you have to take a slightly longer route through the city to find the target. MISSION 10: A Shipment’s Coming A quite simple mission, although there is the trouble of negotiating the narrow causeway to Dodge Island. Thankfully the coppers won’t bother you too much, so floor the car and get onto the causeway before you attract any attention. That way, fewer roadblocks will hamper your progress. When you reach the island, blast through the crates piled on the roundabout, as you have no time to muck about. Make the connection and blast back the way you came, following the reverse signs that you followed in. Drive back to the lock-up as fast as possible. MISSION 11: Bait For A Trap Extremely tight timing is required here. For starters, you have to get as far as Bal Harbour as quickly as possible, and this isn’t easy. Use the McArthur Causeway once again – it may be a longer route but it prevents you being caught in nasty traffic jams of the police variety. Ram into the back of the black car and force him to chase you down the freeway to Miami Beach. Don’t get too far ahead or the poor fellow wont be able to keep up. Once you reach Miami Beach, the poor bloke will be on the end of a nasty looking baseball bat. MISSION 12: Take Out Di’Angio’s Car The simple task of ramming an opponent to death returns with this mission. The thing is, this guy is a little more skilful than your average bloke. When you get to the corners, attack him at an angle, but make sure you deal big damage, or he’ll escape. MISSION 13: The Informant Spin right out of the lock-up and bear right as if you were heading for the bridge across the bay. You’ll spot the train here, so follow it along the route until it bears sharply left. After a couple more sharp turns it’ll pull to a halt and a red arrow shows where the pick up should be made. You’ll only have 3 seconds though, so stick your foot down and fly underneath the track of the train. It’ll save a few short moments, unless you crash of course. SAN FRANSISCO MISSION 14: The Casino Job A simple mission to get you used to the route out of your lock-up in Chinatown. Peg it down to the Casino south of Nob Hill, pick up some things and head for the warehouse in South Downtown. One thing to watch out for are the corners, as they are more congested than Miami’s and, thanks to the tram system, loads of dead ends. It’s a long way to the warehouse and you’ll see the red arrow quite easily. How to get there is another question. The entrance is tucked around the South Side. Blast through the boxes and drive clockwise around the building until you reach the connection point. MISSION 15: The Briefcase There are 3 places to locate before meeting your man. First up is Levy’s, which is in the Downtown area. Don’t worry there is loads of time. Next, hurry to the liquor store in Nob Hill and blast through to Russian Hill for the last part. Do not stop at any of the red markers, just shoot through and on to the next using the radar as a guide. You’ll find Maupin’s by Presidio, which is handy for the next stage of the mission. Dash across the Golden Gate Bridge to the exchange point, which is in the mountain block on the other side of the bay. Avoid the cops, as you can’t afford to ruin your car. MISSION 16: Guns In The Truck This is another simple pick-up mission. Head down to the Fisherman’s Wharf and pick up the stash of shotguns in the boot, then ferry them back for Jimmy. Avoid the police, as ever, as they are not likely to be pleased that there is a car full of weapons sauntering around town. The time limit isn’t a problem on either part of this mission, so use this to take the longer routes, avoiding the boys in blue. MISSION 17: Visit To The Mall Head off for the mall for a quick smash ‘n’ grab raid, then dash off to safety. Careful timing is necessary on the way out – drive flat out and you should be fine. Then you’ll be in for a long haul home, but don’t suffer too much damage, as it is quite a distance. The police will be with you most of the way, so use the tramlines to your advantage. Duck in and out of moving trams and with a bit of luck the coppers will hit them. That will keep them at bay for a little while. MISSION 18: Taxi! This has got to be the easiest mission on the game. There is a bloke in your motor, and all you’ve got to do is throw yourself around town until you scare him to death. A few 360’s often do the trick. Crash the car by all means; just don’t smash it up completely. MISSION 19: In the Pickup There is a crate in the back of your car that is full of explosives, and if you mess about a little too much it will blow. Caution is good, so drive carefully up the warehouse. Watch out for the police kamikaze missions! MISSION 20: Cosy To The Chopper Picking up Cosy is not a problem at all. It may be quite tightly timed, but it isn’t too difficult. The next part on the other hand, is trickier. It is quite a way to the helipad, and as the roads are wet, you should take a bit more care when going round corners. The police aren’t a problem until nearer the end; use your brilliant driving skills to avoid them if you have to. MISSION 21: The Chinatown Pick-Up The opening pick-up is easy. It is an emergency though, so you better put your foot down and quickly get yourself to North Downtown. Pick up outside the Porn Shop, the floor the car all the way back to Russian Hill and Chinatown. You’ll have to duck down to the South to make it safely, just drive very carefully and avoid the police force at all costs. MISSION 22: The Mercy Mission Mojo’s got himself into a spot of bother, so you’re here to help him. You’ll have 3 phone boxes to hit, and the timing is tight for all of them. First, spin off to the North end of Downtown and make the call, the second one is South of Downtown, which is a long way but at least it is fairly straight. Finally, head across to Nob Hill and pick up Mojo. Maintaining speed is important, so drive carefully but quickly, and try not to crash. MISSION 23: The Setup The weather is a problem here, and you will spin around more than normal. Get yourself to the multi-storey car park in Downtown and shoot straight upstairs. Take care around the tight corners. When you reach your target, you’ll realise it’s a trap, and you’ve got to get back to the lock-up (somehow). It isn’t easy when most of the city is after you. MISSION 24: The Hyde Street Pick-Up Similar jobs to the sky train one in Miami, just pick this guy up as he steps off the tram in Hyde Street. Obviously the police are looking out for anything odd happening, so be careful. Once you’ve picked him up, race towards Embarcadero and to the Safe House as quickly as possible. The clock is ticking so try not to crash on the long and quick straight. MISSION 25: Tanner and Slater Another chase mission then, this time with Mr Slater driving the opposing car. This fellow is a good driver, so you might want some pursuit practise in the sub game before you give the real level a crack. Keep tight to him, but allow him to spin off onto the pavement; you can stay on the road. Eventually he will have to cut back and into a load of traffic, where he gets slowed down significantly, and you can get in the 5 or 6 decent hits that should complete the mission. LOS ANGELES MISSION 26: Steal A Cop Car You’ve got yourself a cop car! All you’ve got to do here is get it back to the lock-up. This being the first mission in LA, it can be challenging to familiarise yourself with the size of the city. The best method here is to boot it up the freeway. Check out the siren too, it’s a lot of fun scaring the other road users. Disturb the rozzers, though, and they will be following you like footsteps. MISSION 27: Lucky To The Doc’s There’s a little bit of a problem here. One of your dudes has got to be rushed to hospital, after taking a bullet in the leg. Race up towards the East End and you’ll find your gang in a back alley on the right. The timing is tight here, so you’ve got to make sure you crash as little as possible and avoid the cops as best you can. Once Lucky is in the car, shoot off down to the hospital. You can take this bit a little easier than before, but the Doctor is on the other side of the city, so don’t push your luck with the time. Make sure you lose all cops. The nurse doesn’t like her ward crawling with coppers. MISSION 28: The Chase The standard hot pursuit situation has arisen again. Don’t lose contact with the target (obviously) or the Masked Mafioso will be a bit put out. The advantage of this level is that you know which direction Duvel is heading. Check out LA on the big map. See that nice little freeway down towards the airport? Just about perfect for a lovely attacking run, wouldn’t you say? MISSION 29: Maya A mission straight from the termination of Pulp Fiction here. Maya has OD’d, so get her to the hospital quickly. The first section is really cool, just go as quickly as you can without crashing or picking up a tail, and you will buy yourself a few extra seconds for the next section. With Maya in the back seat, scoot off down to the hospital in the South part of town. Don not stop for any lights and dodge any crashes that you see; you have got to be FAST. If you manage all this without picking up any tails, you might just make it through safely. Since you only get an extra 60 seconds on the clock this is one hard mission. MISSION 30: The Maddox Hit A fiddly trail through the alleys of LA. First up, you’ve got to get your men. It may seem a long way away, but stick to the straight, big roads and you will get there in good time. As you get closer to the car park, keep to the main road until you have seen the target, then turn left into the multi-storey and head for the roof. If you have got the time, arrange yourself so that you can shoot straight back out, as time is short on the next bit. Avoid crashing or you will never make it through the level. You’re heading for Sunset Boulevard and the theatre there. After the shoot-out, the final part involves a long-winded drive to safety. The car is likely to be damaged, so pick the straightest route South and stick to it. Then, hit the freeway and find the lock-up. MISSION 31: Lucky To The Crib Lucky’s in some bother, and you are up for the rescue job. You’ve got to pick up a squad of hit men initially, though, so head across town to the pick-up point. It shouldn’t take too long, but even if you crash, you have plenty of time, so don’t worry about it. Unfortunately, now you’ve got your squad, you only have a minute to get across town to make contact with the man before he takes a bullet. Do not stop for anything, but at the same time be careful of coppers, as you wont have time to lose them. If you crash, you’d be better to restart the level. It is at the start of the second stage when you should work out which is your best route across town, and keep checking the map as you go; you’ll go faster in the long run. MISSION 32: The Beverley Hills Getaway Thanks to the trappings of the rich and famed in Beverley Hills, any unlawful activity is frowned upon there. You are obviously up to no good and you’ve got coppers on your back almost from the moment you arrive. For the first section, any slight traffic infringement will result in a tail, so take it very easy on the way out. You’ve also got some damn tight timing to live with. After the heist you will have a department’s worth of policemen to steer clear of on your way back. Most of the time cops border the drop off point in Santa Monica by the time you get there, requiring a trip right across town to the safe house in the far east of Downtown. The chances are that your car will have taken some knocks, so take care. MISSION 33: The Test Run A simple mission to end the game with. Drive from one end of town to the other as fast as you can. That’s about it really. Take whichever route you want; this might be a time to explore some more interesting parts of the city. NEW YORK MISSION 34: Grand Central Station Switch The timer carries on for the first two sections, so don’t hang about too much on the first part. Unfortunately, the third section will have you running from both police and bad guys. Nasty MISSION 35: Luther’s Heap ‘o’ Junk There isn’t a time limit here, so just cruise your way to the end. Shame the cars so hopeless MISSION 36: The Accident Another chase mission. Use your most expert driving skills (that you have obviously been developing over the course of the game) to escape. MISSION 37: The Rescue Make sure you don’t get a tail on the first part, as it is very hard to lose them in this area. Just take your time; there is plenty of it. MISSION 38: Take A Cab Take it easy here, as there isn’t really room for errors with such high damage. At the end, you can either go over the Brooklyn Bridge or go through the Brooklyn-Battery tunnel. You’re much less likely to damage your car going through the tunnel, but it is further to go. There isn’t a time limit, so make up your own mind. I would suggest the tunnel, as it doesn’t matter how slow you go. MISSION 39: Trash Granger’s Wheels You’ve got to give Granger’s car three or four good hits. The cops are everywhere, so you might need to hit it once, drive round the block, then hit it again. MISSION 40: Take Out Granger’s Boys Make sure you keep moving, as the cops will hammer you if you slow down too much. MISSION 41: The Negatives What do you mean there aren’t enough car chases? MISSION 42: Rite of Passage Four minutes looks like a long time, but you have a LONG way to go. Be careful with the car; you can’t afford to crash too much. It’s raining too, which doesn’t help. MISSION 43: The Ali Situation Easy this one. Just don’t make any silly driving errors. MISSION 44: The President’s Run The last mission, and it isn’t easy. Just drive as fast as you can and whatever happens DO NOT crash as the cops will have you; they ain’t happy at the mo. After all, you’ve got their President! Unfortunately, their cars are quicker than your bus. Just do your best. THE END I hope my walkthrough helped you guys out! Thanks go to Playstation Power Magazine and to Pocket PowerStation Magazine for help with this guide! Cheers to them!
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