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!
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.
SAN FRANCISCO
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.
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 tricky 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 first, 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 famous in Beverley
Hills, any criminal 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 violation 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 surround 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.
THE END
I hope my walkthrough helped you guys out! Thanks go to
Playstation Power Magazine for help with this guide! Cheers to
them!
by Dan Wood