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Sam

Cheats and help....

3 posts in this topic

Basic Cheats:

(PS2)

While playing, tap in the following.

All weapons:

R2 R2 L1 R2 left down right up left down right up

Full Health:

R2 R2 L1 R1 left down right up left down right up

Full Armour:

R2 R2 L1 L2 left down right up left down right up

More Money:

R2 R2 L1 L1 left down right up left down right up

Lower Wanted Level:

R2 R2 L1 R2 up down up down up down

Okay, this is a piece of info i found, its intresting, adn you should read it....

Taken from a guide:

There has been a lot of talk on the internet about the "ghost town"

or "ghost island". Some people think it is made up and not real. Others

are believers. And others have even seen the Ghost Town themselves. I

personally have gotten to the Ghost Town many times.

Ah yes, the ghost town. It is in no way "Carser" or "Carson City".

"Carser/Carson City" does NOT exist. It is said that if you get 100% in

the game, it will be available. Don't waste your time. And don't waste

my time by e-mailing me about it either. It simply and truthfully, does

NOT exist in gta3. Ok, with that said I can go on.

The ghost town is a secret island behind Shoreside Vale that was

used in making the first part of the opening cinema of the game. Cool

huh? O well. Anyway... (Only the bank scenes from the opening cinema

are from the Ghost town, the rest with the bridge and everything was

done at like, the real Staunton Island.)

You can't walk around or really even land on it because almost all

of it is not solid. Aw man. That means, if you tried to land, you would

just go through the ground. A couple of small pieces of it are solid

though, but no one has ever landed on them yet because the pieces are

too small. I do think that sometime someone will really land there, but

as of yet, there hasn't been anyone to give any real proof of landing

there.

One little weird thing about the ghost town is that it is just

floating in the air, just above the water.

Remember where you, along with your accomplices, robbed a bank in

the opening cinema? Well the ghost town is where that bank is located.

The 'Liberty City Bank', along with the two securicars and other cars

from the opening cinema, are visible there. There are about four cars

that I can remember and all of them are parked and are not solid. There

are two securicars, a triad truck, and an Esperanto-type car. The ghost

town is not really a whole big 'town'. It is really just one city

street.

That's just a short description of the ghost town. Go there and see

for yourself.

Directions to this place:

Here are directions on how to get to the Ghost Town. Click your heels

three times and repeat, "There's no place like the ghost town." Uhh...

sorry, I couldn't resist. Here's really how to get there=

Remember, when you can't land on it, so don't try unless you want to

risk the chance of drowning. Drowning is a bad thing. I will try to

explain as clearly as possible with the use of pictures too.

From the airport runway at Shoreside Vale, facing away from Staunton

Island, fly out to the ocean. Turn right (the opposite of left) and fly

along the shoreline of Shoreside Vale. Make sure you take that right as

soon as possible after taking off from the runway, because if you go

out to sea too far, you and the Dodo will disappear and you will crash.

Follow the shoreline around to the right, behind Shoreside Vale. You

should always be flying over water. The ghost town should start to

appear as you get closer to it. It will pop up like a pop-up picture

book. Behind Shoreside Vale, you should see the ghost town right in

front of you, hovering just above the water. This is behind Shoreside

Vale and things like the Observatory and the Dam.

And that my friend, is how to get to the ghost town.

Be careful behind Shoreside Vale, because if you go too far out to

sea, the game will freeze and you will have to reset the game. And that

won't be a good thing.

Keep in mind, the ghost town cannot be landed on, so stop trying...

Actually, go ahead and try all you want. Sometimes it's fun to try but

here's warning, it can get frustrating.

That was just the main way of getting to the ghost town. There are

other ways of getting to it, like flying through the hallow mountains

that stretch all the way from Shoreside Vale past Portland, but that

might be for people who have already gotten there.

Anothjer problem for people who play GTA3 is the dodo, as it is real hard to fly....

Never fear though:

When I give directions to press, I will be talking about using the

D-pad. The controls on the Analog Stick for latitude (up and down) are opposite

the D-pad. Therefore, if I say press down, you would press up on the Analog

Stick. Right and left directions are the same for both.

There are two main places to take off from the airport. There is the

runway that the 767s use and the one that is not used. I, personally, like to

use the one the 767s use as the other runway is more difficult to take off from

due to the wind directions. Do not worry about crashing into the other planes

as they take-off/land as you will go straight through them.

AcidicFish has found a view that can make taking off with the Dodo easier.

Get on the runway, and start backing up. When the camera starts to go behind

the plane, hold R2 and L2. This should give you a view that is slightly lower

than the regular view.

Follow these steps for easy take-off:

(a.) Face the Dodo towards Staunton Island. Hold R1 so that the engine

will be revved up and ready to go.

(b.) When you are ready, release R1 and immediately hold DOWN. The Dodo

will gradually gain speed.

(c.) As you are gaining speed, there will be two key signals that tell you

that the Dodo is ready to fly. You will see sparks coming from the bottom of

the Dodo and you will hear it scraping the ground. (If you are having trouble

seeing the sparks, switch to the side view) Whenever you see or hear this,

release down. DO NOT PRESS UP. The Dodo will begin to gain altitude.

(d.) AS SOON AS YOU RELEASE DOWN, hold L2 or R2 so that you get the side

view. Continuously TAP down so that the nose of the Dodo is level with the

ground (or ocean.) DO NOT HOLD DOWN, for this will cause you to do a nose-dive

straight into the ground. Not too much fun. If you wait too long to tap down

after leaving the ground, you will not be able to fly the Dodo for an extended

amount of time. Remember, as soon as you stop pressing down to lift-off, you

must begin to level out.

You should now be flying relatively parallel to the earth heading for

Staunton Island.

(e.) I have had many letters because people get confused with the D

section above. This is an alternate way to level out the Dodo:

Make sure that the view is in the second outside view. Not the one that

is far away or the one that is close up; the one in the middle. Whenever you

see the red part of the nose come into view, tap down until you cannot see it

anymore. Repeat until the nose does not come up anymore.

You should now be flying relatively parallel to the earth heading for

Staunton Island.

Now that you have all the basics of Dodo flying down, you will want to be

able to fly higher so that you can explore. You should only try the techniques

in this section if you have mastered the ones above. Trying to do this too

early in your Dodo flying lessons can cause you to crash. I have divided this

section up into two different parts: The easy way to gain altitude and the more

difficult way to gain altitude.

EASY WAY:

The easiest way to gain altitude is to fly around the coast of the

islands. As you are flying, the Dodo will constantly be gaining altitude on it

has own. Let the Dodo gain altitude for a couple of seconds and then tap down

to level it out. It will eventually fly at its highest; this is where you do

not have to worry about losing altitude during turning. This height is roughly

the same height as the top of the Callahan Bridge.

DIFFICULT WAY:

The more difficult way of gaining altitude is what I call IAG (Immediate

Altitude Gain.) This way comes into play when you have to gain enough altitude

in order to avoid a building or other tall structure. In order to do this you

must do a two-second up tap. The Dodo's nose will fly up into the air and will

gain altitude immediately. You cannot let the Dodo gain too much altitude for

too long of a time. You should not let the Dodo gain altitude for more than two

seconds consecutively. As soon as these two seconds are up, press down to level

the Dodo. This technique can only be used to gain about 30 feet instantly. If

you try to gain more than the Dodo is capable of doing, you WILL stall out.

When you stall out, you will lose all the altitude you had gained and you will

lose about 30 more feet from your original altitude.

That covers the dodo, but, i think there is one more bird i can hit before you should ask for help.

Packages:

PORTLAND PACKAGES

1: Drive north to the end of the path on Harwood.

2: Harwood, roof of Head Radio Station. Get there by jumping off the tracks.

3: St. Mark's, on top of the Amco gas station.

4: St. Mark's, inside EASY CREDIT AUTOS.

5: Portland Beach, at Salvatore's Mansion.

6: On a ledge below Salvatore's Mansion.

7: Behind the building of Hepburn Heights Towers.

8: In parking lot near El Burro phone in Hepburn Heights.

9: Between trees in Hepburn Heights.

10: One block south from Amco gas station in a small parking lot in St. Mark's.

11: Building facing large potholes in St. Mark's.

12: Park in St. Mark's.

13: Roof of building next to Luigi's Sex Club 7 in Red Light District.

14: Roof of Luigi's Sex Club 7.

15: Roof opposite Luigi's Sex Club.

16: Subway in Chinatown in the bathrooms.

17: Rush Construction Company in Red Light District.

18: Long alleyway in St. Mark's.

19: Tramp Tunnel in St. Mark's.

20: Roof of Supa Save in Portland View.

21: Alley behind Hong Hung Inc. in Chinatown.

22: Chinatown roof.

23: Alley behind Roast Peking Duck in Chinatown.

24: Inside the gates of the Bitch 'N' Dog Food Factory in Trenton.

25: Roof of Liberty Pharmaceutical in Trenton.

26: Roof of Portland Docks.

27: In a yard in Trenton.

28: Front of Joey's Garage in Trenton.

29: Power Plant in Callahan Point.

30: Roof of sawmill in Trenton.

31: Behind Turtle Head Fish Co. in Callahan Point.

32: At the end of the pier in Atlantic Quays.

33: Island just south of Portland (accessible by boat).

STAUNTON ISLAND PACKAGES

34: Army Surplus store.

35: Coliseum.

36: Top of hospital.

37: Stadium.

38: East side of University.

39: Construction site.

40: On top of small bridge where there are girders.

41: In Colombian Garage.

42: Construction site.

43: Connecting alley to 8-Ball's.

44: Car park.

45: Alley south of Coliseum.

46: Jump off of curvy bridge onto rooftop.

47: Under road tunnel.

48: Basketball court.

49: Stadium-Shoreside bridge.

50: Under Park bridge.

51: End of South dock.

52: Alley near Callahan bridge in Newport.

53: Museum.

54: Pier, south of Callahan Bridge.

55: Behind Police Station.

56: Newport, path to Police Station.

57: Behind Church.

58: End of an alley that's shaped weird.

59: Underground Amco parking.

60: Top of Amco roof.

61: Bedford Point in a glass-breakable building.

62: Doorway, facing an intersection.

63: On roof in the "projects."

64: Behind rocks on pavement near the Pier.

65: Behind a building in the "projects."

66: Underground car park.

67: On top of a pedestrian only walkway.

68: Behind "star statue" logo.

69: On top of Casino.

SHORESIDE VALE PACKAGES

70: West Dam.

71: East Dam.

72: Tower 1, Dam.

73: "Exchange" helipad in the lower dam.

74: Behind boulder, corner of dam.

75: Behind the furthest Swank house.

76: Front porch, third Swank house.

77: Front porch, fourth Swank house.

78: Colombian mansion.

79: Picnic tables.

80: Fudge Packing Factory.

81: Cedar Grove, in overpass

82: Roof of Police Station.

83: Pike Creek, behind drums.

84: Behind hideout.

85: Wichita Gardens, apartment entrance.

86: Wichita Gardens, in between apartments.

87: Pike Creek, on blue container.

88: Behind hospital.

89: Roof of a large building with a weird awning.

90: Pike Creek, between Turtle Head Storage.

91: Wichita Gardens, under wooden bridge.

92: Airport, parking lot.

93: Airport, under wing in hangar.

94: Airport, on ground next to dome.

95: Airport, under a plane.

96: In front of airport.

97: Subway.

98: Airport, helipad.

99: Airport runway.

100: Airport, end of runway.

That covers the packages....

So, feel free to ask me about anything, if ya need help etc.

And, by the way, i think this should be a sticky. Just a thought chris.

Edited by Sam

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Just a question, why did they have to put the Ghost Town in the game?

Did they had to put it in the game or else the

opening sequence didn't work or something?

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