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		<id>https://kb.speeddemosarchive.com/Grand_Theft_Auto:_San_Andreas/Missions</id>
		<title>Grand Theft Auto: San Andreas/Missions</title>
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				<updated>2015-01-30T22:24:46Z</updated>
		
		<summary type="html">&lt;p&gt;Joshimuz: /* Amphibious Assault */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page should contain facts about missions, how specific missions work, but not necessarily how to do them in a certain category. Questions like &amp;quot;What triggers X?&amp;quot; or &amp;quot;Is Y on a timer?&amp;quot; should be answered here.&lt;br /&gt;
&lt;br /&gt;
=Los Santos=&lt;br /&gt;
&lt;br /&gt;
==Big Smoke==&lt;br /&gt;
You don't have to stay on the bike, but you have to stay close to the others so they keep moving. The first cutscene is triggered by Sweet, the mission end is triggered by Ryder (of course you have to be there as well).&lt;br /&gt;
&lt;br /&gt;
==Ryder==&lt;br /&gt;
 Why did you blow up Ryder's car?&lt;br /&gt;
&lt;br /&gt;
Failing the mission makes 30s worth of cutscene in front of the pizza place that is the tutorial for eating skippable. Since you can easily blow up Ryder's car, this mission can be failed easily.&lt;br /&gt;
&lt;br /&gt;
==Drive-Thru==&lt;br /&gt;
Killing the passenger of the Drive-By car makes the driver get out.&lt;br /&gt;
&lt;br /&gt;
==Drive-By==&lt;br /&gt;
* To make sure that the second group of enemies spawns, you should look away from it after killing the first group.&lt;br /&gt;
* It seems that the Pay&amp;amp;Spray is completely scripted and is needed for the Mission End Marker to appear. After you were in the Pay&amp;amp;Spray, you can even get police stars again and still finish the mission.&lt;br /&gt;
&lt;br /&gt;
==Sweet's Girl==&lt;br /&gt;
{{GTASAAiAim}}&lt;br /&gt;
&lt;br /&gt;
==Life's A Beach==&lt;br /&gt;
You can skip the dancing by getting a homie into the locked van and then shooting him, so he falls out and leaves the door open for you to get in.&lt;br /&gt;
&lt;br /&gt;
The homie seems to immediately leave the car after he gets in if:&lt;br /&gt;
* You have more than one gangmember recruited at this time&lt;br /&gt;
* You have told the gangmember to follow you after recruiting him (e.g. using the G button)&lt;br /&gt;
&lt;br /&gt;
The getting out of the homie apparently can be delayed by a few seconds by disbanding the gang once the gangmember is starting to get into the van. Disbanding the gang makes the gangmember get out after a few seconds (even if he was in there for a while already), which apparently somehow overrides his usual getting out (or something :D).&lt;br /&gt;
&lt;br /&gt;
''Careful: Aiming at the party or shooting near the party fails the mission, so make sure you only aim and shoot at a safe position.''&lt;br /&gt;
&lt;br /&gt;
===Skip with disbanding the gang===&lt;br /&gt;
[[File:GTASA LifesABeach route.jpg|thumb|right|Taking this route may make Grove member spawns more consistent]]&lt;br /&gt;
[[File:GTASA_Lifes_A_Beach_Shooting_position.jpg|thumb|right|Safe shooting position (but don't aim at the party)]]&lt;br /&gt;
# Find a Grove Street gangmember, recruit him and get him to the locked van&lt;br /&gt;
# Try to get into the locked van (doesn't matter on which side)&lt;br /&gt;
# CJ won't be able to get in, but if you keep trying, the homie will eventually open the passenger side door and get in&lt;br /&gt;
# Once the homie shows any sign of opening the door, hold down either of the gang buttons (G or H by default) until CJ says &amp;quot;See you later homie.&amp;quot; which means the gang is disbanded&lt;br /&gt;
#* Make sure you actually hold down the button, don't just press it shortly, it may seem like it takes a long time for CJ to react&lt;br /&gt;
#* For some the G button seems to work better, for others the H button&lt;br /&gt;
# While disbanding the gang, you move towards the water behind the parked car there and headshot the homie in the van, which should make him fall out leaving the door open&lt;br /&gt;
#* The homie will get out of the van after a few seconds, then get back in switching to the driver side. If the getting out animation has already started when you kill him, he will get out of the van, close the door and then die, so you won't get in. If you are not sure you can make it, wait for him to get back in and then shoot him when he is sitting on the driver side.&lt;br /&gt;
&lt;br /&gt;
* Video: [https://www.youtube.com/watch?v=btn4IdZM34M Dance Skip Tutorial]&lt;br /&gt;
&lt;br /&gt;
===Skip without disbanding the gang===&lt;br /&gt;
# Recruit one Grove Street gangmember (and only one), don't press any gang related key after recruiting him&lt;br /&gt;
# Get him to the locked van&lt;br /&gt;
# Try to get into the driver side of the locked van, keep trying to get in until the homie is sitting in the passenger seat and closed his door&lt;br /&gt;
# Now go to the trunk of the car that is parked towards the beach and headshot the homie from there, don't aim towards the party&lt;br /&gt;
&lt;br /&gt;
==OG Loc==&lt;br /&gt;
# Follow Freddy through the alleys, if you keep close he drives faster&lt;br /&gt;
# Turn left to the quick shot spot and wait for him there, shooting your SMG as he passes to set his bike on fire&lt;br /&gt;
#* If you fail the first spot, you can go to the backup spot&lt;br /&gt;
#* There are different positions to wait at the quick shot spot (on the road, on the sidewalk), important is that you face the right direction and can shoot Freddy quickly&lt;br /&gt;
#*Sometimes cars around the corner you wait get spooked and ram into you, making it harder for you to shoot Freddy&lt;br /&gt;
# After setting his bike on fire, start driving towards your next destination&lt;br /&gt;
#* Unfortunately you loose your bike after the cutscene, so you'll have to find a vehicle on the road, but drive with the bike as far as you can&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Gtasa ogloc map.jpg|thumb|Player route and positions]]&lt;br /&gt;
|[[File:Gtasa ogloc position.jpg|thumb|Position]]&lt;br /&gt;
|[[File:Gtasa ogloc backup position.jpg|thumb|Backup position]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* The mission sets your SMG ammo to 78 once you get on the bike (so it doesn't add an amount to what you had before, it sets it to 78). If you had more than 78 ammo before, it doesn't change it. If you already had a Tec-9, it doesn't replace it.&lt;br /&gt;
* Pushing Freddy off his bike (which you can do when you wait at the quick shot spot) crashes the game.&lt;br /&gt;
&lt;br /&gt;
==Just Business==&lt;br /&gt;
* Once you enter the building with Smoke, the game gives you a Micro-SMG (replacing any previous weapon in that slot) and adds 120 ammo to it (adding to ammo you might have had before). After the autoscroller, the game always gives you a Micro-SMG with 80 ammo (replacing any other weapon in that slot you may have picked up during the mission).&lt;br /&gt;
&lt;br /&gt;
==Doberman==&lt;br /&gt;
&lt;br /&gt;
===Safe Parking===&lt;br /&gt;
* ''Mission start:'' There is a small despawn area beside the marker (towards the road), but it should be safe to park in the half of the marker towards the door. Parking too close towards the door may be dangerous though. You can also get on the bike during the fadeout (press key as soon as the red marker disappears), which will prevent despawning (and is also a bit faster).&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|[[File:GTASA Doberman Despawn Area.jpg|thumb|Mission Start Despawn Areas]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Burning Desire==&lt;br /&gt;
{{GTASAAiAim|Driving a car to the house will cause the Vagos defending it to be affected by the bug. If a bike is taken however it is possible to simply ignore all the enemies and live.}}&lt;br /&gt;
* You need to pick up the Molotovs in this mission to make the house vulnerable to fire, picking them up prior to the mission does not help.&lt;br /&gt;
* In the house, you have to pick up the Fire Extinguisher to trigger the cutscene with Denise after which she follows you. If you go up without there is a cutscene that tells you to get it, but even if you enter her room (you can jump over the fire), she just stands there and it doesn't trigger the cutscene after which she follows you.&lt;br /&gt;
* After getting the Fire Extinguisher, you can jump over the fire in her room and trigger the cutscene, but she won't follow you unless you put out the fires in her way. If you let her stay in her room and go out the front door, it still tells you to go back in and get the girl.&lt;br /&gt;
** However, if you manage to push her through the first fire in front of ther room, she will follow you through the other fires.&lt;br /&gt;
* After triggering the cutscene in Denise's room (after which she follows you), the fires disappear when you go out and back into the house. But since you still have to go back up and guide the girl out of the house, it's probably not very useful.&lt;br /&gt;
&lt;br /&gt;
===Safe Parking===&lt;br /&gt;
* ''Mission start:'' You shouldn't park directly in the marker (and possibly where the police car will spawn), but if you park a few meters away, it should be fine. The despawn area isn't as big as in Grey Imports. ([https://forum.speeddemosarchive.com/post/gta_san_andreas_official_thread__484.html#gta_san_andreas_official_thread__484 Forum])&lt;br /&gt;
&lt;br /&gt;
==Grey Imports==&lt;br /&gt;
===Safe Parking===&lt;br /&gt;
* ''Mission start:'' The despawn area is pretty big. Parking on the middle of the road to the east of the marker should be fine though (on the double-line in the center).&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|[[File:GTASA GreyImports Despawn Area.jpg|thumb|Mission Start Despawn Area]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Home Invasion==&lt;br /&gt;
This mission has a special walking animation that makes you move slower. However, if you hold certain weapons, you don't get this slower walking. Most importantly this also affects walking speed when you carry a crate (which is the only time you would be walking anyway, since moving crouched is faster), even though CJ isn't actually holding the weapon in his hands.&lt;br /&gt;
&lt;br /&gt;
Weapons that seem to work for this are weapons you can't sprint with, including: Baseball Bat, Shotgun, Combat Shotgun, Rifle, M4, AK, Sniper Rifle, Flame Thrower, Rocket Launchers&lt;br /&gt;
&lt;br /&gt;
With the Shotgun in particular (and maybe other weapons like the M4 or AK, but not the Baseball Bat) there's another strange behaviour where the noise-meter doesn't fill as fast. Normally if you just run, it fills almost instantly, but while holding the shotgun (again, also when carrying a crate) you can run for about a second before the noise-meter reacts. It fills about 2/3 when you run too long and fills completely after about 0.5 seconds. Important is that you don't press the walk button at all when doing this. Changing between walking and running seems to trigger the noise-meter a lot faster. Just run normally by pressing the move forward button, let go of it after a second, then run again.&lt;br /&gt;
&lt;br /&gt;
This allows you to take one of the further away crates as the last one and just run back to the door all the way. This fills the noise-meter, but you get out before the cutscene plays (it would play when you go back in, but you won't have to after the last crate). Without the delayed noise-meter, the cutscene would play before you get out if you run all the way.&lt;br /&gt;
&lt;br /&gt;
Even with the delayed noise-meter while having the shotgun selected, the noise-meter seems to fill faster if it is already filled a bit, so be careful with that.&lt;br /&gt;
&lt;br /&gt;
Also sliding to the further away crates saves about 1 second for each crate.&lt;br /&gt;
&lt;br /&gt;
* [http://www.youtube.com/watch?v=lHkqIWX48Ms Video: Comparison between different moving speeds in this mission]&lt;br /&gt;
* [http://www.youtube.com/watch?v=YJ5RB7kzWt0 Video: Demonstration of running with the shotgun]&lt;br /&gt;
&lt;br /&gt;
==The Green Sabre==&lt;br /&gt;
Enemies you kill before driving into the marker where you have to save Sweet, just respawn. The first van spawns once you killed 3 enemies, the second van once you killed 6 enemies and the car once you killed 9 enemies. The mission is completed once you killed all enemies.&lt;br /&gt;
&lt;br /&gt;
===Safe Parking===&lt;br /&gt;
* ''Mission start:'' Vehicles seem to despawn when you park them in the marker. CJ can also sometimes get blocked by a vehicle and has to run around it before answering the phonecall, although it doesn't seem to affect the time, the cutscene always seems to be about 7.6 seconds long. Parking where the Greenwood spawns can prevent that from spawning though.&lt;br /&gt;
&lt;br /&gt;
=Badlands=&lt;br /&gt;
==Against All Odds==&lt;br /&gt;
After leaving the Betting Shop, your Wanted Level will usually be decreased after a short time, leaving you with 3 stars. This doesn't appear to happen when you run a police officer over on the way (or something like that). You can use the two bribe stars in Blueberry to get rid of two more stars, leaving you with only one that should disappear 10 seconds after picking up the last bribe. If you don't loose a star to begin with (leaving you with the initial 4), you can wait a bit after picking up the first bribe, so that another star disappears on it's own before picking up the second bribe.&lt;br /&gt;
&lt;br /&gt;
As opposed to some other missions, you can't finish the mission if you regain a wanted level after loosing it. The marker is only there if you don't have a wanted level at all.&lt;br /&gt;
&lt;br /&gt;
=San Fierro=&lt;br /&gt;
&lt;br /&gt;
==Photo Opportunity==&lt;br /&gt;
&lt;br /&gt;
* Video: [http://www.youtube.com/watch?v=w6yR4xS4SfU Safe spot to do the drop]&lt;br /&gt;
&lt;br /&gt;
==Jizzy (Cutscene)==&lt;br /&gt;
===Safe Parking===&lt;br /&gt;
* ''Cutscene:'' It appears there is not set despawn zone, so it should be safe to park anywhere reasonable.&lt;br /&gt;
&lt;br /&gt;
==Outrider==&lt;br /&gt;
&lt;br /&gt;
The Van starts driving after you get on the Sanchez the mission gives you and arrives at the destination about 4:15 later (if you destroy the roadblocks, it might take longer if it's obstructed in some way).&lt;br /&gt;
&lt;br /&gt;
The enemies at the roadblocks don't attack you (even if you get really close) unless you shoot near them.&lt;br /&gt;
&lt;br /&gt;
===Safe Parking===&lt;br /&gt;
* ''Mission start:'' There is a huge despawn area when you start the mission, so the best way to keep a vehicle is probably in the garage.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| [[File:GTASA Outrider Despawn Area.jpg|thumb|Despawn Area]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Snail Trail==&lt;br /&gt;
''See [[Grand Theft Auto: San Andreas/Missions/Snail Trail]]''&lt;br /&gt;
&lt;br /&gt;
==Ice Cold Killah==&lt;br /&gt;
===Safe Parking===&lt;br /&gt;
* ''Mission start'': The mission start doesn't seem to have a despawn area, you should be safe to just park it anywhere reasonable&lt;br /&gt;
&lt;br /&gt;
==Amphibious Assault==&lt;br /&gt;
{{GTASAAiAim|Using a boat in this mission will trigger this bug in this mission, it is possible to avoid this by only swimming instead of stealing a boat}}&lt;br /&gt;
&lt;br /&gt;
After going into the marker near the water and spawning in the water channel between the rocks, you can just climb/jump out of there, walk over the rocks to the water and swim to the ship.&lt;br /&gt;
&lt;br /&gt;
* Video: [http://www.youtube.com/watch?v=3jwN9A3EX50 Swimming strats]&lt;br /&gt;
* Video: [https://www.youtube.com/watch?v=2cqpgkJdHP8 Dingy strats]&lt;br /&gt;
&lt;br /&gt;
===Safe Parking===&lt;br /&gt;
* ''Mission start'': The mission start doesn't seem to have a set despawn area, you should be safe to just park anywhere resonable (although it seems if you park it directly against the wall of the house it despawns, so just park it in the marker or something)&lt;br /&gt;
* ''During the mission'': There is a huge area where vehicles are despawned, but there might also be other effects that make certain position unsafe for parking vehicles during all of the mission (picture with safe area needed)&lt;br /&gt;
&lt;br /&gt;
==Pier 69==&lt;br /&gt;
{{GTASAAiAim|Using a car to drive to T-Bone after the Sniping section will trigger this effect. This isn't run ending, however it can add to the difficulty if T-Bone is not killed quickly. Stealing a bike instead or simply running to T-Bone is the way around this.}}&lt;br /&gt;
&lt;br /&gt;
===Safe Parking===&lt;br /&gt;
* ''Mission start'': If you park the bike a few meters away from the mission start marker, it should be fine (kind of on the half of the sidewalk towards the road)&lt;br /&gt;
* ''After sniping the enemies on the roof'': Pier 69 has a huge despawn area, but there is a specific spot on the roof where you can park a bike so it won't despawn (picture needed)&lt;br /&gt;
** Video: [http://www.youtube.com/watch?v=Ic7bO9QruOY Parking Position]&lt;br /&gt;
&lt;br /&gt;
==Toreno's Last Flight==&lt;br /&gt;
{{GTASAAiAim|Using a bike which is stored inside the San Fierro Garage to get to the helipad is a common way to get around this}}&lt;br /&gt;
&lt;br /&gt;
===Homing Rockets Strategy===&lt;br /&gt;
You need to get Homing Rockets before the mission, then while standing where you spawn after the cutscene, you acquire the helicopter as target and shoot it down.&lt;br /&gt;
&lt;br /&gt;
===Normal Rockets Strategy===&lt;br /&gt;
If you use normal rockets to shoot down the helicopter (either by having some before or taking the ones on the helipad), you can get on the parked bike quickly and drive to where the helicopter turns left towards the highway. If you are fast, you have a few seconds to shoot it there. If you miss, you can also do a backup strat from that position, if you have plenty of rockets: Rockets always seem to explode at the same distance, as long as they don't hit anything before. So if you spam them in the direction of the helicopter's path, they will eventually damage it, even if you don't hit it directly.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|[[File:TorenosLastFlight.jpg|thumb|Shooting position]]&lt;br /&gt;
|[[File:TorenosLastFlightBackup.jpg|thumb|Backup Strategy]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Safe Parking===&lt;br /&gt;
* ''Mission start'': The mission start doesn't seem to have a set despawn area, you should be safe to just park anywhere resonable. Also it doesn't seem to matter at all when you obstruct CJ for the cutscene. Whether you don't obstruct him at all, park a bike where he spawns or even a car where he is supposed to go, the cutscene seems always skipable after 4.6 seconds.&lt;br /&gt;
&lt;br /&gt;
=Las Venturas=&lt;br /&gt;
==Fender Ketchup==&lt;br /&gt;
You have to scare the guy by driving around. The fastest way appears to be doing left handbrake turns. You need to reach a certain speed, then press the handbrake and turn left (turning right doesn't work for some reason). You can do this on the parking lot where the mission starts/ends and just do handbrake U-Turns. If you use the whole space, you just gain enough speed for it.&lt;br /&gt;
&lt;br /&gt;
You can also do the same strat on the street and not do full U-Turns, but instead only turn enough so it triggers, but then keep going straight so you can retain more speed and do the next turn earlier.&lt;br /&gt;
&lt;br /&gt;
* [http://www.youtube.com/watch?v=bjjZx6pCdL0 Video: On the Parking Lot]&lt;br /&gt;
* [http://www.youtube.com/watch?v=mUcYsdKRaRw Video: On the Road]&lt;br /&gt;
&lt;br /&gt;
==Explosive Situation==&lt;br /&gt;
Be careful not to let the Dumper explode, it will fail the mission even after you got all the Dynamite. This can easily happen when you park the Dumper too close to the Forklift that can explode because you have to hit it go get the Dynamite.&lt;br /&gt;
&lt;br /&gt;
==You've Had Your Chips==&lt;br /&gt;
Climb over the fence to the south and walk into the entrance of the factory building to do the &amp;quot;stealth&amp;quot;-approach. If you walk in through the area's main entrance or shoot the car in front of the factory, additional enemies spawn inside the factory.&lt;br /&gt;
&lt;br /&gt;
Once you are inside the factory, it's all about destroying the machines:&lt;br /&gt;
* Once 3 machines are destroyed 3 enemies spawn outside, 2 running into the factory and 1 enemy with an automatic shotgun that can be very dangerous&lt;br /&gt;
* Once 6 machines are destroyed a car with several enemies with SMGs spawns outside and start driving towards the factory entrance&lt;br /&gt;
* Once 9 machines are destroyed you are done and have to head back to the Casino&lt;br /&gt;
&lt;br /&gt;
However there is a way to skip the spawning of the 3 enemies outside. If you destroy the 3rd and 4th machine at exactly the same time (probably the same frame or something) the internal counter probably isn't checked when it is at 3, but only when it is at 4, so the spawn isn't triggered (this also works when you destroy more than 2 machines at once, just make sure the 3rd machine isn't destroyed by itself). The order of the machines doesn't matter, &amp;quot;the 3rd machine&amp;quot; only refers to the number of destroyed machines.&lt;br /&gt;
&lt;br /&gt;
The car is actually technicially spawned when more than 5 machines are destroyed, instead of exactly 6, so the spawning of the car can't be prevented with the same technique.&lt;br /&gt;
&lt;br /&gt;
To destroy several machines at exactly the same time, explosions are probably the only way (fire a rocket between machines that are near together or plant satchel charges).&lt;br /&gt;
&lt;br /&gt;
* [http://www.youtube.com/watch?v=x-BcmcKGoB0 Video: Demonstration of spawning/not spawning enemies (and also of a specific strat for this mission)]&lt;br /&gt;
* [http://www.youtube.com/watch?v=TP0UlZqokMk Video: Demonstration of the spawning car]&lt;br /&gt;
* [http://www.youtube.com/watch?v=CKJmiwssjsI Video: Explanation of a specific strat for this mission]&lt;br /&gt;
* [http://www.youtube.com/watch?v=pjPNRsbOJ7A Video: Possible safer Rocket Strat for the beginning]&lt;br /&gt;
&lt;br /&gt;
==Don Peyote==&lt;br /&gt;
At the snake farm, you need to kill all four farmers, or else they come after you once you activate the marker at the casino, which triggers a cutscene and apparently has a chance to softlock the game.&lt;br /&gt;
&lt;br /&gt;
==Misappropriation==&lt;br /&gt;
&lt;br /&gt;
===If you fail to kill him before he escapes===&lt;br /&gt;
Please note that these are very rough numbers. If the target gets into his heli, the chase takes about 2:00-2:30 (depending on how close you keep to him apparently) to the helipad where he lands and you can shoot him. From there it takes about 35s to landing in front of Caligula's Casino with the helicopter. So given the any% route, it takes about 3 minutes. If you manage to kill him before he escapes, it takes about 1:45 to landing in front of Caligula's Casino, so that is about 1:15 faster. If you die, it takes about 1 minute back to the mission start marker, with trip skip you get to the mission pretty fast, but you still need some time to actually kill the target (also you need to get a weapon for that).&lt;br /&gt;
&lt;br /&gt;
==Black Project==&lt;br /&gt;
* [http://www.youtube.com/watch?v=Axjx-IvALkA Video: Black Project Tutorial]&lt;br /&gt;
&lt;br /&gt;
==Green Goo==&lt;br /&gt;
{{GTASAAiAim|It is common to arrive at the start of the mission in a Buffalo, meaning the AIs will be very accurate with their M4s. There is however a PCJ Spawn and the end of the runway which can be used to reset the AI PRIOR to starting the mission. Because you cannot exit the Jetpack during the mission it must be done before.}}&lt;br /&gt;
&lt;br /&gt;
==A Home in the Hills==&lt;br /&gt;
{{GTASAAiAim|Taking a car to the building will result in this bug, making the mission extremely difficult. To avoid this either steal a bike or simply run instead.}}&lt;br /&gt;
&lt;br /&gt;
=Return to Los Santos=&lt;br /&gt;
==Vertical Bird==&lt;br /&gt;
If you drive the boat into the back of the ship, then the enemies will have higher accuracy than when you jump out beforehand and swim in.&lt;br /&gt;
&lt;br /&gt;
* Video: [http://www.youtube.com/watch?v=QmfOtvrvQy0 End of the mission]&lt;br /&gt;
&lt;br /&gt;
==Beat Down on BDup==&lt;br /&gt;
{{GTASAAiAim}}&lt;br /&gt;
&lt;br /&gt;
==Cut Throat Business==&lt;br /&gt;
===Safe Parking===&lt;br /&gt;
* ''Mission start:'' This mission seems to have a huge despawn area (400 units radius), so there doesn't seem to be a practical way of keeping a vehicle.&lt;br /&gt;
&lt;br /&gt;
==Los Desperados==&lt;br /&gt;
If you take the territory closest to the train station, then Grove Street gangmembers spawn at the train station, if you approach it through Grove territory. During the mission, the gangmembers required to make the marker appear can be recruited directly at the train station, instead of having to get them into the car and driving them there.&lt;br /&gt;
* Video: [http://www.youtube.com/watch?v=Pl4UXO4BsPM Strategy Explanation]&lt;br /&gt;
* Video: [http://www.youtube.com/watch?v=IwjGNXT6o0A Strategy Comparison]&lt;br /&gt;
&lt;br /&gt;
==End of the Line==&lt;br /&gt;
This mission has Checkpoint Technology: If you die after killing Big Smoke, you start again at the point after killing him if you restart the mission (without loading a save, like trip skip). This is a bit dangerous though (see next paragraph). If you fail the mission during the car section, you start again at the beginning of the car section.&lt;br /&gt;
&lt;br /&gt;
{{GTASAAiAim|When you use Checkpoint Technology and restart the mission from the point after killing Smoke and were in a car before, getting on a bike resets the AI to normal. If you already got to the car part and have to restart the mission there, this doesn't matter because you don't get shot anymore (and are in a car anyway).}}&lt;br /&gt;
&lt;br /&gt;
* Video: [http://www.youtube.com/watch?v=kBb8c7FXmIY AI Accuracy Comparison]&lt;br /&gt;
* Video: [http://www.youtube.com/watch?v=89T-11IBWzc Minigun Slide Demonstration]&lt;/div&gt;</summary>
		<author><name>Joshimuz</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Grand_Theft_Auto:_San_Andreas/Missions</id>
		<title>Grand Theft Auto: San Andreas/Missions</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Grand_Theft_Auto:_San_Andreas/Missions"/>
				<updated>2015-01-30T22:23:12Z</updated>
		
		<summary type="html">&lt;p&gt;Joshimuz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page should contain facts about missions, how specific missions work, but not necessarily how to do them in a certain category. Questions like &amp;quot;What triggers X?&amp;quot; or &amp;quot;Is Y on a timer?&amp;quot; should be answered here.&lt;br /&gt;
&lt;br /&gt;
=Los Santos=&lt;br /&gt;
&lt;br /&gt;
==Big Smoke==&lt;br /&gt;
You don't have to stay on the bike, but you have to stay close to the others so they keep moving. The first cutscene is triggered by Sweet, the mission end is triggered by Ryder (of course you have to be there as well).&lt;br /&gt;
&lt;br /&gt;
==Ryder==&lt;br /&gt;
 Why did you blow up Ryder's car?&lt;br /&gt;
&lt;br /&gt;
Failing the mission makes 30s worth of cutscene in front of the pizza place that is the tutorial for eating skippable. Since you can easily blow up Ryder's car, this mission can be failed easily.&lt;br /&gt;
&lt;br /&gt;
==Drive-Thru==&lt;br /&gt;
Killing the passenger of the Drive-By car makes the driver get out.&lt;br /&gt;
&lt;br /&gt;
==Drive-By==&lt;br /&gt;
* To make sure that the second group of enemies spawns, you should look away from it after killing the first group.&lt;br /&gt;
* It seems that the Pay&amp;amp;Spray is completely scripted and is needed for the Mission End Marker to appear. After you were in the Pay&amp;amp;Spray, you can even get police stars again and still finish the mission.&lt;br /&gt;
&lt;br /&gt;
==Sweet's Girl==&lt;br /&gt;
{{GTASAAiAim}}&lt;br /&gt;
&lt;br /&gt;
==Life's A Beach==&lt;br /&gt;
You can skip the dancing by getting a homie into the locked van and then shooting him, so he falls out and leaves the door open for you to get in.&lt;br /&gt;
&lt;br /&gt;
The homie seems to immediately leave the car after he gets in if:&lt;br /&gt;
* You have more than one gangmember recruited at this time&lt;br /&gt;
* You have told the gangmember to follow you after recruiting him (e.g. using the G button)&lt;br /&gt;
&lt;br /&gt;
The getting out of the homie apparently can be delayed by a few seconds by disbanding the gang once the gangmember is starting to get into the van. Disbanding the gang makes the gangmember get out after a few seconds (even if he was in there for a while already), which apparently somehow overrides his usual getting out (or something :D).&lt;br /&gt;
&lt;br /&gt;
''Careful: Aiming at the party or shooting near the party fails the mission, so make sure you only aim and shoot at a safe position.''&lt;br /&gt;
&lt;br /&gt;
===Skip with disbanding the gang===&lt;br /&gt;
[[File:GTASA LifesABeach route.jpg|thumb|right|Taking this route may make Grove member spawns more consistent]]&lt;br /&gt;
[[File:GTASA_Lifes_A_Beach_Shooting_position.jpg|thumb|right|Safe shooting position (but don't aim at the party)]]&lt;br /&gt;
# Find a Grove Street gangmember, recruit him and get him to the locked van&lt;br /&gt;
# Try to get into the locked van (doesn't matter on which side)&lt;br /&gt;
# CJ won't be able to get in, but if you keep trying, the homie will eventually open the passenger side door and get in&lt;br /&gt;
# Once the homie shows any sign of opening the door, hold down either of the gang buttons (G or H by default) until CJ says &amp;quot;See you later homie.&amp;quot; which means the gang is disbanded&lt;br /&gt;
#* Make sure you actually hold down the button, don't just press it shortly, it may seem like it takes a long time for CJ to react&lt;br /&gt;
#* For some the G button seems to work better, for others the H button&lt;br /&gt;
# While disbanding the gang, you move towards the water behind the parked car there and headshot the homie in the van, which should make him fall out leaving the door open&lt;br /&gt;
#* The homie will get out of the van after a few seconds, then get back in switching to the driver side. If the getting out animation has already started when you kill him, he will get out of the van, close the door and then die, so you won't get in. If you are not sure you can make it, wait for him to get back in and then shoot him when he is sitting on the driver side.&lt;br /&gt;
&lt;br /&gt;
* Video: [https://www.youtube.com/watch?v=btn4IdZM34M Dance Skip Tutorial]&lt;br /&gt;
&lt;br /&gt;
===Skip without disbanding the gang===&lt;br /&gt;
# Recruit one Grove Street gangmember (and only one), don't press any gang related key after recruiting him&lt;br /&gt;
# Get him to the locked van&lt;br /&gt;
# Try to get into the driver side of the locked van, keep trying to get in until the homie is sitting in the passenger seat and closed his door&lt;br /&gt;
# Now go to the trunk of the car that is parked towards the beach and headshot the homie from there, don't aim towards the party&lt;br /&gt;
&lt;br /&gt;
==OG Loc==&lt;br /&gt;
# Follow Freddy through the alleys, if you keep close he drives faster&lt;br /&gt;
# Turn left to the quick shot spot and wait for him there, shooting your SMG as he passes to set his bike on fire&lt;br /&gt;
#* If you fail the first spot, you can go to the backup spot&lt;br /&gt;
#* There are different positions to wait at the quick shot spot (on the road, on the sidewalk), important is that you face the right direction and can shoot Freddy quickly&lt;br /&gt;
#*Sometimes cars around the corner you wait get spooked and ram into you, making it harder for you to shoot Freddy&lt;br /&gt;
# After setting his bike on fire, start driving towards your next destination&lt;br /&gt;
#* Unfortunately you loose your bike after the cutscene, so you'll have to find a vehicle on the road, but drive with the bike as far as you can&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Gtasa ogloc map.jpg|thumb|Player route and positions]]&lt;br /&gt;
|[[File:Gtasa ogloc position.jpg|thumb|Position]]&lt;br /&gt;
|[[File:Gtasa ogloc backup position.jpg|thumb|Backup position]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* The mission sets your SMG ammo to 78 once you get on the bike (so it doesn't add an amount to what you had before, it sets it to 78). If you had more than 78 ammo before, it doesn't change it. If you already had a Tec-9, it doesn't replace it.&lt;br /&gt;
* Pushing Freddy off his bike (which you can do when you wait at the quick shot spot) crashes the game.&lt;br /&gt;
&lt;br /&gt;
==Just Business==&lt;br /&gt;
* Once you enter the building with Smoke, the game gives you a Micro-SMG (replacing any previous weapon in that slot) and adds 120 ammo to it (adding to ammo you might have had before). After the autoscroller, the game always gives you a Micro-SMG with 80 ammo (replacing any other weapon in that slot you may have picked up during the mission).&lt;br /&gt;
&lt;br /&gt;
==Doberman==&lt;br /&gt;
&lt;br /&gt;
===Safe Parking===&lt;br /&gt;
* ''Mission start:'' There is a small despawn area beside the marker (towards the road), but it should be safe to park in the half of the marker towards the door. Parking too close towards the door may be dangerous though. You can also get on the bike during the fadeout (press key as soon as the red marker disappears), which will prevent despawning (and is also a bit faster).&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|[[File:GTASA Doberman Despawn Area.jpg|thumb|Mission Start Despawn Areas]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Burning Desire==&lt;br /&gt;
{{GTASAAiAim|Driving a car to the house will cause the Vagos defending it to be affected by the bug. If a bike is taken however it is possible to simply ignore all the enemies and live.}}&lt;br /&gt;
* You need to pick up the Molotovs in this mission to make the house vulnerable to fire, picking them up prior to the mission does not help.&lt;br /&gt;
* In the house, you have to pick up the Fire Extinguisher to trigger the cutscene with Denise after which she follows you. If you go up without there is a cutscene that tells you to get it, but even if you enter her room (you can jump over the fire), she just stands there and it doesn't trigger the cutscene after which she follows you.&lt;br /&gt;
* After getting the Fire Extinguisher, you can jump over the fire in her room and trigger the cutscene, but she won't follow you unless you put out the fires in her way. If you let her stay in her room and go out the front door, it still tells you to go back in and get the girl.&lt;br /&gt;
** However, if you manage to push her through the first fire in front of ther room, she will follow you through the other fires.&lt;br /&gt;
* After triggering the cutscene in Denise's room (after which she follows you), the fires disappear when you go out and back into the house. But since you still have to go back up and guide the girl out of the house, it's probably not very useful.&lt;br /&gt;
&lt;br /&gt;
===Safe Parking===&lt;br /&gt;
* ''Mission start:'' You shouldn't park directly in the marker (and possibly where the police car will spawn), but if you park a few meters away, it should be fine. The despawn area isn't as big as in Grey Imports. ([https://forum.speeddemosarchive.com/post/gta_san_andreas_official_thread__484.html#gta_san_andreas_official_thread__484 Forum])&lt;br /&gt;
&lt;br /&gt;
==Grey Imports==&lt;br /&gt;
===Safe Parking===&lt;br /&gt;
* ''Mission start:'' The despawn area is pretty big. Parking on the middle of the road to the east of the marker should be fine though (on the double-line in the center).&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|[[File:GTASA GreyImports Despawn Area.jpg|thumb|Mission Start Despawn Area]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Home Invasion==&lt;br /&gt;
This mission has a special walking animation that makes you move slower. However, if you hold certain weapons, you don't get this slower walking. Most importantly this also affects walking speed when you carry a crate (which is the only time you would be walking anyway, since moving crouched is faster), even though CJ isn't actually holding the weapon in his hands.&lt;br /&gt;
&lt;br /&gt;
Weapons that seem to work for this are weapons you can't sprint with, including: Baseball Bat, Shotgun, Combat Shotgun, Rifle, M4, AK, Sniper Rifle, Flame Thrower, Rocket Launchers&lt;br /&gt;
&lt;br /&gt;
With the Shotgun in particular (and maybe other weapons like the M4 or AK, but not the Baseball Bat) there's another strange behaviour where the noise-meter doesn't fill as fast. Normally if you just run, it fills almost instantly, but while holding the shotgun (again, also when carrying a crate) you can run for about a second before the noise-meter reacts. It fills about 2/3 when you run too long and fills completely after about 0.5 seconds. Important is that you don't press the walk button at all when doing this. Changing between walking and running seems to trigger the noise-meter a lot faster. Just run normally by pressing the move forward button, let go of it after a second, then run again.&lt;br /&gt;
&lt;br /&gt;
This allows you to take one of the further away crates as the last one and just run back to the door all the way. This fills the noise-meter, but you get out before the cutscene plays (it would play when you go back in, but you won't have to after the last crate). Without the delayed noise-meter, the cutscene would play before you get out if you run all the way.&lt;br /&gt;
&lt;br /&gt;
Even with the delayed noise-meter while having the shotgun selected, the noise-meter seems to fill faster if it is already filled a bit, so be careful with that.&lt;br /&gt;
&lt;br /&gt;
Also sliding to the further away crates saves about 1 second for each crate.&lt;br /&gt;
&lt;br /&gt;
* [http://www.youtube.com/watch?v=lHkqIWX48Ms Video: Comparison between different moving speeds in this mission]&lt;br /&gt;
* [http://www.youtube.com/watch?v=YJ5RB7kzWt0 Video: Demonstration of running with the shotgun]&lt;br /&gt;
&lt;br /&gt;
==The Green Sabre==&lt;br /&gt;
Enemies you kill before driving into the marker where you have to save Sweet, just respawn. The first van spawns once you killed 3 enemies, the second van once you killed 6 enemies and the car once you killed 9 enemies. The mission is completed once you killed all enemies.&lt;br /&gt;
&lt;br /&gt;
===Safe Parking===&lt;br /&gt;
* ''Mission start:'' Vehicles seem to despawn when you park them in the marker. CJ can also sometimes get blocked by a vehicle and has to run around it before answering the phonecall, although it doesn't seem to affect the time, the cutscene always seems to be about 7.6 seconds long. Parking where the Greenwood spawns can prevent that from spawning though.&lt;br /&gt;
&lt;br /&gt;
=Badlands=&lt;br /&gt;
==Against All Odds==&lt;br /&gt;
After leaving the Betting Shop, your Wanted Level will usually be decreased after a short time, leaving you with 3 stars. This doesn't appear to happen when you run a police officer over on the way (or something like that). You can use the two bribe stars in Blueberry to get rid of two more stars, leaving you with only one that should disappear 10 seconds after picking up the last bribe. If you don't loose a star to begin with (leaving you with the initial 4), you can wait a bit after picking up the first bribe, so that another star disappears on it's own before picking up the second bribe.&lt;br /&gt;
&lt;br /&gt;
As opposed to some other missions, you can't finish the mission if you regain a wanted level after loosing it. The marker is only there if you don't have a wanted level at all.&lt;br /&gt;
&lt;br /&gt;
=San Fierro=&lt;br /&gt;
&lt;br /&gt;
==Photo Opportunity==&lt;br /&gt;
&lt;br /&gt;
* Video: [http://www.youtube.com/watch?v=w6yR4xS4SfU Safe spot to do the drop]&lt;br /&gt;
&lt;br /&gt;
==Jizzy (Cutscene)==&lt;br /&gt;
===Safe Parking===&lt;br /&gt;
* ''Cutscene:'' It appears there is not set despawn zone, so it should be safe to park anywhere reasonable.&lt;br /&gt;
&lt;br /&gt;
==Outrider==&lt;br /&gt;
&lt;br /&gt;
The Van starts driving after you get on the Sanchez the mission gives you and arrives at the destination about 4:15 later (if you destroy the roadblocks, it might take longer if it's obstructed in some way).&lt;br /&gt;
&lt;br /&gt;
The enemies at the roadblocks don't attack you (even if you get really close) unless you shoot near them.&lt;br /&gt;
&lt;br /&gt;
===Safe Parking===&lt;br /&gt;
* ''Mission start:'' There is a huge despawn area when you start the mission, so the best way to keep a vehicle is probably in the garage.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| [[File:GTASA Outrider Despawn Area.jpg|thumb|Despawn Area]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Snail Trail==&lt;br /&gt;
''See [[Grand Theft Auto: San Andreas/Missions/Snail Trail]]''&lt;br /&gt;
&lt;br /&gt;
==Ice Cold Killah==&lt;br /&gt;
===Safe Parking===&lt;br /&gt;
* ''Mission start'': The mission start doesn't seem to have a despawn area, you should be safe to just park it anywhere reasonable&lt;br /&gt;
&lt;br /&gt;
==Amphibious Assault==&lt;br /&gt;
{{GTASAAiAim|Using a boat in this mission will trigger this bug in this mission, it is possible to avoid this by only swimming instead of stealing a boat}}&lt;br /&gt;
&lt;br /&gt;
After going into the marker near the water and spawning in the water channel between the rocks, you can just climb/jump out of there, walk over the rocks to the water and swim to the ship.&lt;br /&gt;
&lt;br /&gt;
* Video: [http://www.youtube.com/watch?v=3jwN9A3EX50 Swimming strats]&lt;br /&gt;
&lt;br /&gt;
===Safe Parking===&lt;br /&gt;
* ''Mission start'': The mission start doesn't seem to have a set despawn area, you should be safe to just park anywhere resonable (although it seems if you park it directly against the wall of the house it despawns, so just park it in the marker or something)&lt;br /&gt;
* ''During the mission'': There is a huge area where vehicles are despawned, but there might also be other effects that make certain position unsafe for parking vehicles during all of the mission (picture with safe area needed)&lt;br /&gt;
&lt;br /&gt;
==Pier 69==&lt;br /&gt;
{{GTASAAiAim|Using a car to drive to T-Bone after the Sniping section will trigger this effect. This isn't run ending, however it can add to the difficulty if T-Bone is not killed quickly. Stealing a bike instead or simply running to T-Bone is the way around this.}}&lt;br /&gt;
&lt;br /&gt;
===Safe Parking===&lt;br /&gt;
* ''Mission start'': If you park the bike a few meters away from the mission start marker, it should be fine (kind of on the half of the sidewalk towards the road)&lt;br /&gt;
* ''After sniping the enemies on the roof'': Pier 69 has a huge despawn area, but there is a specific spot on the roof where you can park a bike so it won't despawn (picture needed)&lt;br /&gt;
** Video: [http://www.youtube.com/watch?v=Ic7bO9QruOY Parking Position]&lt;br /&gt;
&lt;br /&gt;
==Toreno's Last Flight==&lt;br /&gt;
{{GTASAAiAim|Using a bike which is stored inside the San Fierro Garage to get to the helipad is a common way to get around this}}&lt;br /&gt;
&lt;br /&gt;
===Homing Rockets Strategy===&lt;br /&gt;
You need to get Homing Rockets before the mission, then while standing where you spawn after the cutscene, you acquire the helicopter as target and shoot it down.&lt;br /&gt;
&lt;br /&gt;
===Normal Rockets Strategy===&lt;br /&gt;
If you use normal rockets to shoot down the helicopter (either by having some before or taking the ones on the helipad), you can get on the parked bike quickly and drive to where the helicopter turns left towards the highway. If you are fast, you have a few seconds to shoot it there. If you miss, you can also do a backup strat from that position, if you have plenty of rockets: Rockets always seem to explode at the same distance, as long as they don't hit anything before. So if you spam them in the direction of the helicopter's path, they will eventually damage it, even if you don't hit it directly.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|[[File:TorenosLastFlight.jpg|thumb|Shooting position]]&lt;br /&gt;
|[[File:TorenosLastFlightBackup.jpg|thumb|Backup Strategy]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Safe Parking===&lt;br /&gt;
* ''Mission start'': The mission start doesn't seem to have a set despawn area, you should be safe to just park anywhere resonable. Also it doesn't seem to matter at all when you obstruct CJ for the cutscene. Whether you don't obstruct him at all, park a bike where he spawns or even a car where he is supposed to go, the cutscene seems always skipable after 4.6 seconds.&lt;br /&gt;
&lt;br /&gt;
=Las Venturas=&lt;br /&gt;
==Fender Ketchup==&lt;br /&gt;
You have to scare the guy by driving around. The fastest way appears to be doing left handbrake turns. You need to reach a certain speed, then press the handbrake and turn left (turning right doesn't work for some reason). You can do this on the parking lot where the mission starts/ends and just do handbrake U-Turns. If you use the whole space, you just gain enough speed for it.&lt;br /&gt;
&lt;br /&gt;
You can also do the same strat on the street and not do full U-Turns, but instead only turn enough so it triggers, but then keep going straight so you can retain more speed and do the next turn earlier.&lt;br /&gt;
&lt;br /&gt;
* [http://www.youtube.com/watch?v=bjjZx6pCdL0 Video: On the Parking Lot]&lt;br /&gt;
* [http://www.youtube.com/watch?v=mUcYsdKRaRw Video: On the Road]&lt;br /&gt;
&lt;br /&gt;
==Explosive Situation==&lt;br /&gt;
Be careful not to let the Dumper explode, it will fail the mission even after you got all the Dynamite. This can easily happen when you park the Dumper too close to the Forklift that can explode because you have to hit it go get the Dynamite.&lt;br /&gt;
&lt;br /&gt;
==You've Had Your Chips==&lt;br /&gt;
Climb over the fence to the south and walk into the entrance of the factory building to do the &amp;quot;stealth&amp;quot;-approach. If you walk in through the area's main entrance or shoot the car in front of the factory, additional enemies spawn inside the factory.&lt;br /&gt;
&lt;br /&gt;
Once you are inside the factory, it's all about destroying the machines:&lt;br /&gt;
* Once 3 machines are destroyed 3 enemies spawn outside, 2 running into the factory and 1 enemy with an automatic shotgun that can be very dangerous&lt;br /&gt;
* Once 6 machines are destroyed a car with several enemies with SMGs spawns outside and start driving towards the factory entrance&lt;br /&gt;
* Once 9 machines are destroyed you are done and have to head back to the Casino&lt;br /&gt;
&lt;br /&gt;
However there is a way to skip the spawning of the 3 enemies outside. If you destroy the 3rd and 4th machine at exactly the same time (probably the same frame or something) the internal counter probably isn't checked when it is at 3, but only when it is at 4, so the spawn isn't triggered (this also works when you destroy more than 2 machines at once, just make sure the 3rd machine isn't destroyed by itself). The order of the machines doesn't matter, &amp;quot;the 3rd machine&amp;quot; only refers to the number of destroyed machines.&lt;br /&gt;
&lt;br /&gt;
The car is actually technicially spawned when more than 5 machines are destroyed, instead of exactly 6, so the spawning of the car can't be prevented with the same technique.&lt;br /&gt;
&lt;br /&gt;
To destroy several machines at exactly the same time, explosions are probably the only way (fire a rocket between machines that are near together or plant satchel charges).&lt;br /&gt;
&lt;br /&gt;
* [http://www.youtube.com/watch?v=x-BcmcKGoB0 Video: Demonstration of spawning/not spawning enemies (and also of a specific strat for this mission)]&lt;br /&gt;
* [http://www.youtube.com/watch?v=TP0UlZqokMk Video: Demonstration of the spawning car]&lt;br /&gt;
* [http://www.youtube.com/watch?v=CKJmiwssjsI Video: Explanation of a specific strat for this mission]&lt;br /&gt;
* [http://www.youtube.com/watch?v=pjPNRsbOJ7A Video: Possible safer Rocket Strat for the beginning]&lt;br /&gt;
&lt;br /&gt;
==Don Peyote==&lt;br /&gt;
At the snake farm, you need to kill all four farmers, or else they come after you once you activate the marker at the casino, which triggers a cutscene and apparently has a chance to softlock the game.&lt;br /&gt;
&lt;br /&gt;
==Misappropriation==&lt;br /&gt;
&lt;br /&gt;
===If you fail to kill him before he escapes===&lt;br /&gt;
Please note that these are very rough numbers. If the target gets into his heli, the chase takes about 2:00-2:30 (depending on how close you keep to him apparently) to the helipad where he lands and you can shoot him. From there it takes about 35s to landing in front of Caligula's Casino with the helicopter. So given the any% route, it takes about 3 minutes. If you manage to kill him before he escapes, it takes about 1:45 to landing in front of Caligula's Casino, so that is about 1:15 faster. If you die, it takes about 1 minute back to the mission start marker, with trip skip you get to the mission pretty fast, but you still need some time to actually kill the target (also you need to get a weapon for that).&lt;br /&gt;
&lt;br /&gt;
==Black Project==&lt;br /&gt;
* [http://www.youtube.com/watch?v=Axjx-IvALkA Video: Black Project Tutorial]&lt;br /&gt;
&lt;br /&gt;
==Green Goo==&lt;br /&gt;
{{GTASAAiAim|It is common to arrive at the start of the mission in a Buffalo, meaning the AIs will be very accurate with their M4s. There is however a PCJ Spawn and the end of the runway which can be used to reset the AI PRIOR to starting the mission. Because you cannot exit the Jetpack during the mission it must be done before.}}&lt;br /&gt;
&lt;br /&gt;
==A Home in the Hills==&lt;br /&gt;
{{GTASAAiAim|Taking a car to the building will result in this bug, making the mission extremely difficult. To avoid this either steal a bike or simply run instead.}}&lt;br /&gt;
&lt;br /&gt;
=Return to Los Santos=&lt;br /&gt;
==Vertical Bird==&lt;br /&gt;
If you drive the boat into the back of the ship, then the enemies will have higher accuracy than when you jump out beforehand and swim in.&lt;br /&gt;
&lt;br /&gt;
* Video: [http://www.youtube.com/watch?v=QmfOtvrvQy0 End of the mission]&lt;br /&gt;
&lt;br /&gt;
==Beat Down on BDup==&lt;br /&gt;
{{GTASAAiAim}}&lt;br /&gt;
&lt;br /&gt;
==Cut Throat Business==&lt;br /&gt;
===Safe Parking===&lt;br /&gt;
* ''Mission start:'' This mission seems to have a huge despawn area (400 units radius), so there doesn't seem to be a practical way of keeping a vehicle.&lt;br /&gt;
&lt;br /&gt;
==Los Desperados==&lt;br /&gt;
If you take the territory closest to the train station, then Grove Street gangmembers spawn at the train station, if you approach it through Grove territory. During the mission, the gangmembers required to make the marker appear can be recruited directly at the train station, instead of having to get them into the car and driving them there.&lt;br /&gt;
* Video: [http://www.youtube.com/watch?v=Pl4UXO4BsPM Strategy Explanation]&lt;br /&gt;
* Video: [http://www.youtube.com/watch?v=IwjGNXT6o0A Strategy Comparison]&lt;br /&gt;
&lt;br /&gt;
==End of the Line==&lt;br /&gt;
This mission has Checkpoint Technology: If you die after killing Big Smoke, you start again at the point after killing him if you restart the mission (without loading a save, like trip skip). This is a bit dangerous though (see next paragraph). If you fail the mission during the car section, you start again at the beginning of the car section.&lt;br /&gt;
&lt;br /&gt;
{{GTASAAiAim|When you use Checkpoint Technology and restart the mission from the point after killing Smoke and were in a car before, getting on a bike resets the AI to normal. If you already got to the car part and have to restart the mission there, this doesn't matter because you don't get shot anymore (and are in a car anyway).}}&lt;br /&gt;
&lt;br /&gt;
* Video: [http://www.youtube.com/watch?v=kBb8c7FXmIY AI Accuracy Comparison]&lt;br /&gt;
* Video: [http://www.youtube.com/watch?v=89T-11IBWzc Minigun Slide Demonstration]&lt;/div&gt;</summary>
		<author><name>Joshimuz</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Grand_Theft_Auto:_San_Andreas/Missions</id>
		<title>Grand Theft Auto: San Andreas/Missions</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Grand_Theft_Auto:_San_Andreas/Missions"/>
				<updated>2014-07-23T17:06:37Z</updated>
		
		<summary type="html">&lt;p&gt;Joshimuz: /* Amphibious Assault */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page should contain facts about missions, how specific missions work, but not necessarily how to do them in a certain category. Questions like &amp;quot;What triggers X?&amp;quot; or &amp;quot;Is Y on a timer?&amp;quot; should be answered here.&lt;br /&gt;
&lt;br /&gt;
=Los Santos=&lt;br /&gt;
&lt;br /&gt;
==Big Smoke==&lt;br /&gt;
You don't have to stay on the bike, but you have to stay close to the others so they keep moving. The first cutscene is triggered by Sweet, the mission end is triggered by Ryder (of course you have to be there as well).&lt;br /&gt;
&lt;br /&gt;
==Ryder==&lt;br /&gt;
 Why did you blow up Ryder's car?&lt;br /&gt;
&lt;br /&gt;
Failing the mission makes 30s worth of cutscene in front of the pizza place that is the tutorial for eating skippable. Since you can easily blow up Ryder's car, this mission can be failed easily.&lt;br /&gt;
&lt;br /&gt;
==Drive-Thru==&lt;br /&gt;
Killing the passenger of the Drive-By car makes the driver get out.&lt;br /&gt;
&lt;br /&gt;
==Drive-By==&lt;br /&gt;
* To make sure that the second group of enemies spawns, you should look away from it after killing the first group.&lt;br /&gt;
* It seems that the Pay&amp;amp;Spray is completely scripted and is needed for the Mission End Marker to appear. After you were in the Pay&amp;amp;Spray, you can even get police stars again and still finish the mission.&lt;br /&gt;
&lt;br /&gt;
==Sweet's Girl==&lt;br /&gt;
{{GTASAAiAim}}&lt;br /&gt;
&lt;br /&gt;
==Life's A Beach==&lt;br /&gt;
You can skip the dancing:&lt;br /&gt;
# Find a Grove Street gangmember, recruit him and get him to the locked van&lt;br /&gt;
# Try to get into the locked van (doesn't matter on which side)&lt;br /&gt;
# CJ won't be able to get in, but if you keep trying, the homie will eventually open the passenger side door and get in&lt;br /&gt;
# Once the homie shows any sign of opening the door, hold down either of the gang buttons (G or H by default) until CJ says &amp;quot;See you later homie.&amp;quot; which means the gang is disbanded&lt;br /&gt;
#* Make sure you actually hold down the button, don't just press it shortly, it may seem like it takes a long time for CJ to react&lt;br /&gt;
#* For some the G button seems to work better, for others the H button&lt;br /&gt;
# While disbanding the gang, you move towards the water behind the parked car there and headshot the homie in the van, which should make him fall out leaving the door open&lt;br /&gt;
#* The homie will get out of the van after a few seconds, then get back in switching to the driver side. If the getting out animation has already started when you kill him, he will get out of the van, close the door and then die, so you won't get in. If you are not sure you can make it, wait for him to get back in and then shoot him when he is sitting on the driver side.&lt;br /&gt;
#* Careful: Shooting and aiming at the party can fail the mission, so make sure you are far enough away and have practiced a shooting position that works.&lt;br /&gt;
&lt;br /&gt;
* Video: [http://www.youtube.com/btn4IdZM34M Dance Skip Tutorial]&lt;br /&gt;
&lt;br /&gt;
==OG Loc==&lt;br /&gt;
# Follow Freddy through the alleys, if you keep close he drives faster&lt;br /&gt;
# Turn left to the quick shot spot and wait for him there, shooting your SMG as he passes to set his bike on fire&lt;br /&gt;
#* If you fail the first spot, you can go to the backup spot&lt;br /&gt;
#* There are different positions to wait at the quick shot spot (on the road, on the sidewalk), important is that you face the right direction and can shoot Freddy quickly&lt;br /&gt;
#*Sometimes cars around the corner you wait get spooked and ram into you, making it harder for you to shoot Freddy&lt;br /&gt;
# After setting his bike on fire, start driving towards your next destination&lt;br /&gt;
#* Unfortunately you loose your bike after the cutscene, so you'll have to find a vehicle on the road, but drive with the bike as far as you can&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Gtasa ogloc map.jpg|thumb|Player route and positions]]&lt;br /&gt;
|[[File:Gtasa ogloc position.jpg|thumb|Position]]&lt;br /&gt;
|[[File:Gtasa ogloc backup position.jpg|thumb|Backup position]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* The mission sets your SMG ammo to 78 once you get on the bike (so it doesn't add an amount to what you had before, it sets it to 78). If you had more than 78 ammo before, it doesn't change it. If you already had a Tec-9, it doesn't replace it.&lt;br /&gt;
* Pushing Freddy off his bike (which you can do when you wait at the quick shot spot) crashes the game.&lt;br /&gt;
&lt;br /&gt;
==Just Business==&lt;br /&gt;
* Once you enter the building with Smoke, the game gives you a Micro-SMG (replacing any previous weapon in that slot) and adds 120 ammo to it (adding to ammo you might have had before). After the autoscroller, the game always gives you a Micro-SMG with 80 ammo (replacing any other weapon in that slot you may have picked up during the mission).&lt;br /&gt;
&lt;br /&gt;
==Doberman==&lt;br /&gt;
&lt;br /&gt;
===Safe Parking===&lt;br /&gt;
* ''Mission start:'' There is a small despawn area beside the marker (towards the road), but it should be safe to park in the half of the marker towards the door. Parking too close towards the door may be dangerous though. You can also get on the bike during the fadeout (press key as soon as the red marker disappears), which will prevent despawning (and is also a bit faster).&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|[[File:GTASA Doberman Despawn Area.jpg|thumb|Mission Start Despawn Areas]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Burning Desire==&lt;br /&gt;
{{GTASAAiAim|Driving a car to the house will cause the Vagos defending it to be affected by the bug. If a bike is taken however it is possible to simply ignore all the enemies and live.}}&lt;br /&gt;
* You need to pick up the Molotovs in this mission to make the house vulnerable to fire, picking them up prior to the mission does not help.&lt;br /&gt;
* In the house, you have to pick up the Fire Extinguisher to trigger the cutscene with Denise after which she follows you. If you go up without there is a cutscene that tells you to get it, but even if you enter her room (you can jump over the fire), she just stands there and it doesn't trigger the cutscene after which she follows you.&lt;br /&gt;
* After getting the Fire Extinguisher, you can jump over the fire in her room and trigger the cutscene, but she won't follow you unless you put out the fires in her way. If you let her stay in her room and go out the front door, it still tells you to go back in and get the girl.&lt;br /&gt;
** However, if you manage to push her through the first fire in front of ther room, she will follow you through the other fires.&lt;br /&gt;
* After triggering the cutscene in Denise's room (after which she follows you), the fires disappear when you go out and back into the house. But since you still have to go back up and guide the girl out of the house, it's probably not very useful.&lt;br /&gt;
&lt;br /&gt;
===Safe Parking===&lt;br /&gt;
* ''Mission start:'' You shouldn't park directly in the marker (and possibly where the police car will spawn), but if you park a few meters away, it should be fine. The despawn area isn't as big as in Grey Imports. ([https://forum.speeddemosarchive.com/post/gta_san_andreas_official_thread__484.html#gta_san_andreas_official_thread__484 Forum])&lt;br /&gt;
&lt;br /&gt;
==Grey Imports==&lt;br /&gt;
===Safe Parking===&lt;br /&gt;
* ''Mission start:'' The despawn area is pretty big. Parking on the middle of the road to the east of the marker should be fine though (on the double-line in the center).&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|[[File:GTASA GreyImports Despawn Area.jpg|thumb|Mission Start Despawn Area]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Home Invasion==&lt;br /&gt;
This mission has a special walking animation that makes you move slower. However, if you hold certain weapons, you don't get this slower walking. Most importantly this also affects walking speed when you carry a crate (which is the only time you would be walking anyway, since moving crouched is faster), even though CJ isn't actually holding the weapon in his hands.&lt;br /&gt;
&lt;br /&gt;
Weapons that seem to work for this are weapons you can't sprint with, including: Baseball Bat, Shotgun, Combat Shotgun, Rifle, M4, AK, Sniper Rifle, Flame Thrower, Rocket Launchers&lt;br /&gt;
&lt;br /&gt;
With the Shotgun in particular (and maybe other weapons like the M4 or AK, but not the Baseball Bat) there's another strange behaviour where the noise-meter doesn't fill as fast. Normally if you just run, it fills almost instantly, but while holding the shotgun (again, also when carrying a crate) you can run for about a second before the noise-meter reacts. It fills about 2/3 when you run too long and fills completely after about 0.5 seconds. Important is that you don't press the walk button at all when doing this. Changing between walking and running seems to trigger the noise-meter a lot faster. Just run normally by pressing the move forward button, let go of it after a second, then run again.&lt;br /&gt;
&lt;br /&gt;
This allows you to take one of the further away crates as the last one and just run back to the door all the way. This fills the noise-meter, but you get out before the cutscene plays (it would play when you go back in, but you won't have to after the last crate). Without the delayed noise-meter, the cutscene would play before you get out if you run all the way.&lt;br /&gt;
&lt;br /&gt;
Even with the delayed noise-meter while having the shotgun selected, the noise-meter seems to fill faster if it is already filled a bit, so be careful with that.&lt;br /&gt;
&lt;br /&gt;
Also sliding to the further away crates saves about 1 second for each crate.&lt;br /&gt;
&lt;br /&gt;
* [http://www.youtube.com/watch?v=lHkqIWX48Ms Video: Comparison between different moving speeds in this mission]&lt;br /&gt;
* [http://www.youtube.com/watch?v=YJ5RB7kzWt0 Video: Demonstration of running with the shotgun]&lt;br /&gt;
&lt;br /&gt;
==The Green Sabre==&lt;br /&gt;
Enemies you kill before driving into the marker where you have to save Sweet, just respawn. The first van spawns once you killed 3 enemies, the second van once you killed 6 enemies and the car once you killed 9 enemies. The mission is completed once you killed all enemies.&lt;br /&gt;
&lt;br /&gt;
===Safe Parking===&lt;br /&gt;
* ''Mission start:'' Vehicles seem to despawn when you park them in the marker. CJ can also sometimes get blocked by a vehicle and has to run around it before answering the phonecall, although it doesn't seem to affect the time, the cutscene always seems to be about 7.6 seconds long. Parking where the Greenwood spawns can prevent that from spawning though.&lt;br /&gt;
&lt;br /&gt;
=Badlands=&lt;br /&gt;
==Against All Odds==&lt;br /&gt;
After leaving the Betting Shop, your Wanted Level will usually be decreased after a short time, leaving you with 3 stars. This doesn't appear to happen when you run a police officer over on the way (or something like that). You can use the two bribe stars in Blueberry to get rid of two more stars, leaving you with only one that should disappear 10 seconds after picking up the last bribe. If you don't loose a star to begin with (leaving you with the initial 4), you can wait a bit after picking up the first bribe, so that another star disappears on it's own before picking up the second bribe.&lt;br /&gt;
&lt;br /&gt;
As opposed to some other missions, you can't finish the mission if you regain a wanted level after loosing it. The marker is only there if you don't have a wanted level at all.&lt;br /&gt;
&lt;br /&gt;
=San Fierro=&lt;br /&gt;
&lt;br /&gt;
==Photo Opportunity==&lt;br /&gt;
&lt;br /&gt;
* Video: [http://www.youtube.com/watch?v=w6yR4xS4SfU Safe spot to do the drop]&lt;br /&gt;
&lt;br /&gt;
==Jizzy (Cutscene)==&lt;br /&gt;
===Safe Parking===&lt;br /&gt;
* ''Cutscene:'' It appears there is not set despawn zone, so it should be safe to park anywhere reasonable.&lt;br /&gt;
&lt;br /&gt;
==Outrider==&lt;br /&gt;
&lt;br /&gt;
The Van starts driving after you get on the Sanchez the mission gives you and arrives at the destination about 4:15 later (if you destroy the roadblocks, it might take longer if it's obstructed in some way).&lt;br /&gt;
&lt;br /&gt;
The enemies at the roadblocks don't attack you (even if you get really close) unless you shoot near them.&lt;br /&gt;
&lt;br /&gt;
===Safe Parking===&lt;br /&gt;
* ''Mission start:'' There is a huge despawn area when you start the mission, so the best way to keep a vehicle is probably in the garage.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| [[File:GTASA Outrider Despawn Area.jpg|thumb|Despawn Area]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Snail Trail==&lt;br /&gt;
''See [[Grand Theft Auto: San Andreas/Missions/Snail Trail]]''&lt;br /&gt;
&lt;br /&gt;
==Ice Cold Killah==&lt;br /&gt;
===Safe Parking===&lt;br /&gt;
* ''Mission start'': The mission start doesn't seem to have a despawn area, you should be safe to just park it anywhere reasonable&lt;br /&gt;
&lt;br /&gt;
==Amphibious Assault==&lt;br /&gt;
{{GTASAAiAim|Using a boat in this mission will trigger this bug in this mission, it is possible to avoid this by only swimming instead of stealing a boat}}&lt;br /&gt;
&lt;br /&gt;
After going into the marker near the water and spawning in the water channel between the rocks, you can just climb/jump out of there, walk over the rocks to the water and swim to the ship.&lt;br /&gt;
&lt;br /&gt;
* Video: [http://www.youtube.com/watch?v=3jwN9A3EX50 Swimming strats]&lt;br /&gt;
&lt;br /&gt;
===Safe Parking===&lt;br /&gt;
* ''Mission start'': The mission start doesn't seem to have a set despawn area, you should be safe to just park anywhere resonable (although it seems if you park it directly against the wall of the house it despawns, so just park it in the marker or something)&lt;br /&gt;
* ''During the mission'': There is a huge area where vehicles are despawned, but there might also be other effects that make certain position unsafe for parking vehicles during all of the mission (picture with safe area needed)&lt;br /&gt;
&lt;br /&gt;
==Pier 69==&lt;br /&gt;
{{GTASAAiAim|Using a car to drive to T-Bone after the Sniping section will trigger this effect. This isn't run ending, however it can add to the difficulty if T-Bone is not killed quickly. Stealing a bike instead or simply running to T-Bone is the way around this.}}&lt;br /&gt;
&lt;br /&gt;
===Safe Parking===&lt;br /&gt;
* ''Mission start'': If you park the bike a few meters away from the mission start marker, it should be fine (kind of on the half of the sidewalk towards the road)&lt;br /&gt;
* ''After sniping the enemies on the roof'': Pier 69 has a huge despawn area, but there is a specific spot on the roof where you can park a bike so it won't despawn (picture needed)&lt;br /&gt;
** Video: [http://www.youtube.com/watch?v=Ic7bO9QruOY Parking Position]&lt;br /&gt;
&lt;br /&gt;
==Toreno's Last Flight==&lt;br /&gt;
{{GTASAAiAim|Using a bike which is stored inside the San Fierro Garage to get to the helipad is a common way to get around this}}&lt;br /&gt;
&lt;br /&gt;
===Homing Rockets Strategy===&lt;br /&gt;
You need to get Homing Rockets before the mission, then while standing where you spawn after the cutscene, you acquire the helicopter as target and shoot it down.&lt;br /&gt;
&lt;br /&gt;
===Normal Rockets Strategy===&lt;br /&gt;
If you use normal rockets to shoot down the helicopter (either by having some before or taking the ones on the helipad), you can get on the parked bike quickly and drive to where the helicopter turns left towards the highway. If you are fast, you have a few seconds to shoot it there. If you miss, you can also do a backup strat from that position, if you have plenty of rockets: Rockets always seem to explode at the same distance, as long as they don't hit anything before. So if you spam them in the direction of the helicopter's path, they will eventually damage it, even if you don't hit it directly.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|[[File:TorenosLastFlight.jpg|thumb|Shooting position]]&lt;br /&gt;
|[[File:TorenosLastFlightBackup.jpg|thumb|Backup Strategy]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Safe Parking===&lt;br /&gt;
* ''Mission start'': The mission start doesn't seem to have a set despawn area, you should be safe to just park anywhere resonable. Also it doesn't seem to matter at all when you obstruct CJ for the cutscene. Whether you don't obstruct him at all, park a bike where he spawns or even a car where he is supposed to go, the cutscene seems always skipable after 4.6 seconds.&lt;br /&gt;
&lt;br /&gt;
=Las Venturas=&lt;br /&gt;
==Fender Ketchup==&lt;br /&gt;
You have to scare the guy by driving around. The fastest way appears to be doing left handbrake turns. You need to reach a certain speed, then press the handbrake and turn left (turning right doesn't work for some reason). You can do this on the parking lot where the mission starts/ends and just do handbrake U-Turns. If you use the whole space, you just gain enough speed for it.&lt;br /&gt;
&lt;br /&gt;
You can also do the same strat on the street and not do full U-Turns, but instead only turn enough so it triggers, but then keep going straight so you can retain more speed and do the next turn earlier.&lt;br /&gt;
&lt;br /&gt;
* [http://www.youtube.com/watch?v=bjjZx6pCdL0 Video: On the Parking Lot]&lt;br /&gt;
* [http://www.youtube.com/watch?v=mUcYsdKRaRw Video: On the Road]&lt;br /&gt;
&lt;br /&gt;
==Explosive Situation==&lt;br /&gt;
Be careful not to let the Dumper explode, it will fail the mission even after you got all the Dynamite. This can easily happen when you park the Dumper too close to the Forklift that can explode because you have to hit it go get the Dynamite.&lt;br /&gt;
&lt;br /&gt;
==You've Had Your Chips==&lt;br /&gt;
Climb over the fence to the south and walk into the entrance of the factory building to do the &amp;quot;stealth&amp;quot;-approach. If you walk in through the area's main entrance or shoot the car in front of the factory, additional enemies spawn inside the factory.&lt;br /&gt;
&lt;br /&gt;
Once you are inside the factory, it's all about destroying the machines:&lt;br /&gt;
* Once 3 machines are destroyed 3 enemies spawn outside, 2 running into the factory and 1 enemy with an automatic shotgun that can be very dangerous&lt;br /&gt;
* Once 6 machines are destroyed a car with several enemies with SMGs spawns outside and start driving towards the factory entrance&lt;br /&gt;
* Once 9 machines are destroyed you are done and have to head back to the Casino&lt;br /&gt;
&lt;br /&gt;
However there is a way to skip the spawning of the 3 enemies outside. If you destroy the 3rd and 4th machine at exactly the same time (probably the same frame or something) the internal counter probably isn't checked when it is at 3, but only when it is at 4, so the spawn isn't triggered (this also works when you destroy more than 2 machines at once, just make sure the 3rd machine isn't destroyed by itself). The order of the machines doesn't matter, &amp;quot;the 3rd machine&amp;quot; only refers to the number of destroyed machines.&lt;br /&gt;
&lt;br /&gt;
The car is actually technicially spawned when more than 5 machines are destroyed, instead of exactly 6, so the spawning of the car can't be prevented with the same technique.&lt;br /&gt;
&lt;br /&gt;
To destroy several machines at exactly the same time, explosions are probably the only way (fire a rocket between machines that are near together or plant satchel charges).&lt;br /&gt;
&lt;br /&gt;
* [http://www.youtube.com/watch?v=x-BcmcKGoB0 Video: Demonstration of spawning/not spawning enemies (and also of a specific strat for this mission)]&lt;br /&gt;
* [http://www.youtube.com/watch?v=TP0UlZqokMk Video: Demonstration of the spawning car]&lt;br /&gt;
* [http://www.youtube.com/watch?v=CKJmiwssjsI Video: Explanation of a specific strat for this mission]&lt;br /&gt;
* [http://www.youtube.com/watch?v=pjPNRsbOJ7A Video: Possible safer Rocket Strat for the beginning]&lt;br /&gt;
&lt;br /&gt;
==Don Peyote==&lt;br /&gt;
At the snake farm, you need to kill all four farmers, or else they come after you once you activate the marker at the casino, which triggers a cutscene and apparently has a chance to softlock the game.&lt;br /&gt;
&lt;br /&gt;
==Misappropriation==&lt;br /&gt;
&lt;br /&gt;
===If you fail to kill him before he escapes===&lt;br /&gt;
Please note that these are very rough numbers. If the target gets into his heli, the chase takes about 2:00-2:30 (depending on how close you keep to him apparently) to the helipad where he lands and you can shoot him. From there it takes about 35s to landing in front of Caligula's Casino with the helicopter. So given the any% route, it takes about 3 minutes. If you manage to kill him before he escapes, it takes about 1:45 to landing in front of Caligula's Casino, so that is about 1:15 faster. If you die, it takes about 1 minute back to the mission start marker, with trip skip you get to the mission pretty fast, but you still need some time to actually kill the target (also you need to get a weapon for that).&lt;br /&gt;
&lt;br /&gt;
==Black Project==&lt;br /&gt;
* [http://www.youtube.com/watch?v=Axjx-IvALkA Video: Black Project Tutorial]&lt;br /&gt;
&lt;br /&gt;
==Green Goo==&lt;br /&gt;
{{GTASAAiAim|It is common to arrive at the start of the mission in a Buffalo, meaning the AIs will be very accurate with their M4s. There is however a PCJ Spawn and the end of the runway which can be used to reset the AI PRIOR to starting the mission. Because you cannot exit the Jetpack during the mission it must be done before.}}&lt;br /&gt;
&lt;br /&gt;
==A Home in the Hills==&lt;br /&gt;
{{GTASAAiAim|Taking a car to the building will result in this bug, making the mission extremely difficult. To avoid this either steal a bike or simply run instead.}}&lt;br /&gt;
&lt;br /&gt;
=Return to Los Santos=&lt;br /&gt;
==Vertical Bird==&lt;br /&gt;
If you drive the boat into the back of the ship, then the enemies will have higher accuracy than when you jump out beforehand and swim in.&lt;br /&gt;
&lt;br /&gt;
* Video: [http://www.youtube.com/watch?v=QmfOtvrvQy0 End of the mission]&lt;br /&gt;
&lt;br /&gt;
==Beat Down on BDup==&lt;br /&gt;
{{GTASAAiAim}}&lt;br /&gt;
&lt;br /&gt;
==Cut Throat Business==&lt;br /&gt;
===Safe Parking===&lt;br /&gt;
* ''Mission start:'' This mission seems to have a huge despawn area (400 units radius), so there doesn't seem to be a practical way of keeping a vehicle.&lt;br /&gt;
&lt;br /&gt;
==Los Desperados==&lt;br /&gt;
If you take the territory closest to the train station, then Grove Street gangmembers spawn at the train station, if you approach it through Grove territory. During the mission, the gangmembers required to make the marker appear can be recruited directly at the train station, instead of having to get them into the car and driving them there.&lt;br /&gt;
* Video: [http://www.youtube.com/watch?v=Pl4UXO4BsPM Strategy Explanation]&lt;br /&gt;
* Video: [http://www.youtube.com/watch?v=IwjGNXT6o0A Strategy Comparison]&lt;br /&gt;
&lt;br /&gt;
==End of the Line==&lt;br /&gt;
This mission has Checkpoint Technology: If you die after killing Big Smoke, you start again at the point after killing him if you restart the mission (without loading a save, like trip skip). This is a bit dangerous though (see next paragraph). If you fail the mission during the car section, you start again at the beginning of the car section.&lt;br /&gt;
&lt;br /&gt;
{{GTASAAiAim|When you use Checkpoint Technology and restart the mission from the point after killing Smoke and were in a car before, getting on a bike resets the AI to normal. If you already got to the car part and have to restart the mission there, this doesn't matter because you don't get shot anymore (and are in a car anyway).}}&lt;br /&gt;
&lt;br /&gt;
* Video: [http://www.youtube.com/watch?v=kBb8c7FXmIY AI Accuracy Comparison]&lt;br /&gt;
* Video: [http://www.youtube.com/watch?v=89T-11IBWzc Minigun Slide Demonstration]&lt;/div&gt;</summary>
		<author><name>Joshimuz</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Grand_Theft_Auto:_San_Andreas/Missions</id>
		<title>Grand Theft Auto: San Andreas/Missions</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Grand_Theft_Auto:_San_Andreas/Missions"/>
				<updated>2014-07-23T17:02:43Z</updated>
		
		<summary type="html">&lt;p&gt;Joshimuz: /* Los Desperados */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page should contain facts about missions, how specific missions work, but not necessarily how to do them in a certain category. Questions like &amp;quot;What triggers X?&amp;quot; or &amp;quot;Is Y on a timer?&amp;quot; should be answered here.&lt;br /&gt;
&lt;br /&gt;
=Los Santos=&lt;br /&gt;
&lt;br /&gt;
==Big Smoke==&lt;br /&gt;
You don't have to stay on the bike, but you have to stay close to the others so they keep moving. The first cutscene is triggered by Sweet, the mission end is triggered by Ryder (of course you have to be there as well).&lt;br /&gt;
&lt;br /&gt;
==Ryder==&lt;br /&gt;
 Why did you blow up Ryder's car?&lt;br /&gt;
&lt;br /&gt;
Failing the mission makes 30s worth of cutscene in front of the pizza place that is the tutorial for eating skippable. Since you can easily blow up Ryder's car, this mission can be failed easily.&lt;br /&gt;
&lt;br /&gt;
==Drive-Thru==&lt;br /&gt;
Killing the passenger of the Drive-By car makes the driver get out.&lt;br /&gt;
&lt;br /&gt;
==Drive-By==&lt;br /&gt;
* To make sure that the second group of enemies spawns, you should look away from it after killing the first group.&lt;br /&gt;
* It seems that the Pay&amp;amp;Spray is completely scripted and is needed for the Mission End Marker to appear. After you were in the Pay&amp;amp;Spray, you can even get police stars again and still finish the mission.&lt;br /&gt;
&lt;br /&gt;
==Sweet's Girl==&lt;br /&gt;
{{GTASAAiAim}}&lt;br /&gt;
&lt;br /&gt;
==Life's A Beach==&lt;br /&gt;
You can skip the dancing:&lt;br /&gt;
# Find a Grove Street gangmember, recruit him and get him to the locked van&lt;br /&gt;
# Try to get into the locked van (doesn't matter on which side)&lt;br /&gt;
# CJ won't be able to get in, but if you keep trying, the homie will eventually open the passenger side door and get in&lt;br /&gt;
# Once the homie shows any sign of opening the door, hold down either of the gang buttons (G or H by default) until CJ says &amp;quot;See you later homie.&amp;quot; which means the gang is disbanded&lt;br /&gt;
#* Make sure you actually hold down the button, don't just press it shortly, it may seem like it takes a long time for CJ to react&lt;br /&gt;
#* For some the G button seems to work better, for others the H button&lt;br /&gt;
# While disbanding the gang, you move towards the water behind the parked car there and headshot the homie in the van, which should make him fall out leaving the door open&lt;br /&gt;
#* The homie will get out of the van after a few seconds, then get back in switching to the driver side. If the getting out animation has already started when you kill him, he will get out of the van, close the door and then die, so you won't get in. If you are not sure you can make it, wait for him to get back in and then shoot him when he is sitting on the driver side.&lt;br /&gt;
#* Careful: Shooting and aiming at the party can fail the mission, so make sure you are far enough away and have practiced a shooting position that works.&lt;br /&gt;
&lt;br /&gt;
* Video: [http://www.youtube.com/btn4IdZM34M Dance Skip Tutorial]&lt;br /&gt;
&lt;br /&gt;
==OG Loc==&lt;br /&gt;
# Follow Freddy through the alleys, if you keep close he drives faster&lt;br /&gt;
# Turn left to the quick shot spot and wait for him there, shooting your SMG as he passes to set his bike on fire&lt;br /&gt;
#* If you fail the first spot, you can go to the backup spot&lt;br /&gt;
#* There are different positions to wait at the quick shot spot (on the road, on the sidewalk), important is that you face the right direction and can shoot Freddy quickly&lt;br /&gt;
#*Sometimes cars around the corner you wait get spooked and ram into you, making it harder for you to shoot Freddy&lt;br /&gt;
# After setting his bike on fire, start driving towards your next destination&lt;br /&gt;
#* Unfortunately you loose your bike after the cutscene, so you'll have to find a vehicle on the road, but drive with the bike as far as you can&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Gtasa ogloc map.jpg|thumb|Player route and positions]]&lt;br /&gt;
|[[File:Gtasa ogloc position.jpg|thumb|Position]]&lt;br /&gt;
|[[File:Gtasa ogloc backup position.jpg|thumb|Backup position]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* The mission sets your SMG ammo to 78 once you get on the bike (so it doesn't add an amount to what you had before, it sets it to 78). If you had more than 78 ammo before, it doesn't change it. If you already had a Tec-9, it doesn't replace it.&lt;br /&gt;
* Pushing Freddy off his bike (which you can do when you wait at the quick shot spot) crashes the game.&lt;br /&gt;
&lt;br /&gt;
==Just Business==&lt;br /&gt;
* Once you enter the building with Smoke, the game gives you a Micro-SMG (replacing any previous weapon in that slot) and adds 120 ammo to it (adding to ammo you might have had before). After the autoscroller, the game always gives you a Micro-SMG with 80 ammo (replacing any other weapon in that slot you may have picked up during the mission).&lt;br /&gt;
&lt;br /&gt;
==Doberman==&lt;br /&gt;
&lt;br /&gt;
===Safe Parking===&lt;br /&gt;
* ''Mission start:'' There is a small despawn area beside the marker (towards the road), but it should be safe to park in the half of the marker towards the door. Parking too close towards the door may be dangerous though. You can also get on the bike during the fadeout (press key as soon as the red marker disappears), which will prevent despawning (and is also a bit faster).&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|[[File:GTASA Doberman Despawn Area.jpg|thumb|Mission Start Despawn Areas]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Burning Desire==&lt;br /&gt;
{{GTASAAiAim|Driving a car to the house will cause the Vagos defending it to be affected by the bug. If a bike is taken however it is possible to simply ignore all the enemies and live.}}&lt;br /&gt;
* You need to pick up the Molotovs in this mission to make the house vulnerable to fire, picking them up prior to the mission does not help.&lt;br /&gt;
* In the house, you have to pick up the Fire Extinguisher to trigger the cutscene with Denise after which she follows you. If you go up without there is a cutscene that tells you to get it, but even if you enter her room (you can jump over the fire), she just stands there and it doesn't trigger the cutscene after which she follows you.&lt;br /&gt;
* After getting the Fire Extinguisher, you can jump over the fire in her room and trigger the cutscene, but she won't follow you unless you put out the fires in her way. If you let her stay in her room and go out the front door, it still tells you to go back in and get the girl.&lt;br /&gt;
** However, if you manage to push her through the first fire in front of ther room, she will follow you through the other fires.&lt;br /&gt;
* After triggering the cutscene in Denise's room (after which she follows you), the fires disappear when you go out and back into the house. But since you still have to go back up and guide the girl out of the house, it's probably not very useful.&lt;br /&gt;
&lt;br /&gt;
===Safe Parking===&lt;br /&gt;
* ''Mission start:'' You shouldn't park directly in the marker (and possibly where the police car will spawn), but if you park a few meters away, it should be fine. The despawn area isn't as big as in Grey Imports. ([https://forum.speeddemosarchive.com/post/gta_san_andreas_official_thread__484.html#gta_san_andreas_official_thread__484 Forum])&lt;br /&gt;
&lt;br /&gt;
==Grey Imports==&lt;br /&gt;
===Safe Parking===&lt;br /&gt;
* ''Mission start:'' The despawn area is pretty big. Parking on the middle of the road to the east of the marker should be fine though (on the double-line in the center).&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|[[File:GTASA GreyImports Despawn Area.jpg|thumb|Mission Start Despawn Area]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Home Invasion==&lt;br /&gt;
This mission has a special walking animation that makes you move slower. However, if you hold certain weapons, you don't get this slower walking. Most importantly this also affects walking speed when you carry a crate (which is the only time you would be walking anyway, since moving crouched is faster), even though CJ isn't actually holding the weapon in his hands.&lt;br /&gt;
&lt;br /&gt;
Weapons that seem to work for this are weapons you can't sprint with, including: Baseball Bat, Shotgun, Combat Shotgun, Rifle, M4, AK, Sniper Rifle, Flame Thrower, Rocket Launchers&lt;br /&gt;
&lt;br /&gt;
With the Shotgun in particular (and maybe other weapons like the M4 or AK, but not the Baseball Bat) there's another strange behaviour where the noise-meter doesn't fill as fast. Normally if you just run, it fills almost instantly, but while holding the shotgun (again, also when carrying a crate) you can run for about a second before the noise-meter reacts. It fills about 2/3 when you run too long and fills completely after about 0.5 seconds. Important is that you don't press the walk button at all when doing this. Changing between walking and running seems to trigger the noise-meter a lot faster. Just run normally by pressing the move forward button, let go of it after a second, then run again.&lt;br /&gt;
&lt;br /&gt;
This allows you to take one of the further away crates as the last one and just run back to the door all the way. This fills the noise-meter, but you get out before the cutscene plays (it would play when you go back in, but you won't have to after the last crate). Without the delayed noise-meter, the cutscene would play before you get out if you run all the way.&lt;br /&gt;
&lt;br /&gt;
Even with the delayed noise-meter while having the shotgun selected, the noise-meter seems to fill faster if it is already filled a bit, so be careful with that.&lt;br /&gt;
&lt;br /&gt;
Also sliding to the further away crates saves about 1 second for each crate.&lt;br /&gt;
&lt;br /&gt;
* [http://www.youtube.com/watch?v=lHkqIWX48Ms Video: Comparison between different moving speeds in this mission]&lt;br /&gt;
* [http://www.youtube.com/watch?v=YJ5RB7kzWt0 Video: Demonstration of running with the shotgun]&lt;br /&gt;
&lt;br /&gt;
==The Green Sabre==&lt;br /&gt;
Enemies you kill before driving into the marker where you have to save Sweet, just respawn. The first van spawns once you killed 3 enemies, the second van once you killed 6 enemies and the car once you killed 9 enemies. The mission is completed once you killed all enemies.&lt;br /&gt;
&lt;br /&gt;
===Safe Parking===&lt;br /&gt;
* ''Mission start:'' Vehicles seem to despawn when you park them in the marker. CJ can also sometimes get blocked by a vehicle and has to run around it before answering the phonecall, although it doesn't seem to affect the time, the cutscene always seems to be about 7.6 seconds long. Parking where the Greenwood spawns can prevent that from spawning though.&lt;br /&gt;
&lt;br /&gt;
=Badlands=&lt;br /&gt;
==Against All Odds==&lt;br /&gt;
After leaving the Betting Shop, your Wanted Level will usually be decreased after a short time, leaving you with 3 stars. This doesn't appear to happen when you run a police officer over on the way (or something like that). You can use the two bribe stars in Blueberry to get rid of two more stars, leaving you with only one that should disappear 10 seconds after picking up the last bribe. If you don't loose a star to begin with (leaving you with the initial 4), you can wait a bit after picking up the first bribe, so that another star disappears on it's own before picking up the second bribe.&lt;br /&gt;
&lt;br /&gt;
As opposed to some other missions, you can't finish the mission if you regain a wanted level after loosing it. The marker is only there if you don't have a wanted level at all.&lt;br /&gt;
&lt;br /&gt;
=San Fierro=&lt;br /&gt;
&lt;br /&gt;
==Photo Opportunity==&lt;br /&gt;
&lt;br /&gt;
* Video: [http://www.youtube.com/watch?v=w6yR4xS4SfU Safe spot to do the drop]&lt;br /&gt;
&lt;br /&gt;
==Jizzy (Cutscene)==&lt;br /&gt;
===Safe Parking===&lt;br /&gt;
* ''Cutscene:'' It appears there is not set despawn zone, so it should be safe to park anywhere reasonable.&lt;br /&gt;
&lt;br /&gt;
==Outrider==&lt;br /&gt;
&lt;br /&gt;
The Van starts driving after you get on the Sanchez the mission gives you and arrives at the destination about 4:15 later (if you destroy the roadblocks, it might take longer if it's obstructed in some way).&lt;br /&gt;
&lt;br /&gt;
The enemies at the roadblocks don't attack you (even if you get really close) unless you shoot near them.&lt;br /&gt;
&lt;br /&gt;
===Safe Parking===&lt;br /&gt;
* ''Mission start:'' There is a huge despawn area when you start the mission, so the best way to keep a vehicle is probably in the garage.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| [[File:GTASA Outrider Despawn Area.jpg|thumb|Despawn Area]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Snail Trail==&lt;br /&gt;
''See [[Grand Theft Auto: San Andreas/Missions/Snail Trail]]''&lt;br /&gt;
&lt;br /&gt;
==Ice Cold Killah==&lt;br /&gt;
===Safe Parking===&lt;br /&gt;
* ''Mission start'': The mission start doesn't seem to have a despawn area, you should be safe to just park it anywhere reasonable&lt;br /&gt;
&lt;br /&gt;
==Amphibious Assault==&lt;br /&gt;
After going into the marker near the water and spawning in the water channel between the rocks, you can just climb/jump out of there, walk over the rocks to the water and swim to the ship.&lt;br /&gt;
&lt;br /&gt;
This mission also seems to have [[Grand_Theft_Auto:_San_Andreas/Game_Mechanics_and_Glitches#Harder_AI_after_having_been_in_a_car|more dangerous AI]] when you were in a car before, getting on a bike resets the AI to normal. A boat also seems to affect it the same as a car, so be careful with enemies after having been in a boat.&lt;br /&gt;
&lt;br /&gt;
* Video: [http://www.youtube.com/watch?v=3jwN9A3EX50 Swimming strats]&lt;br /&gt;
&lt;br /&gt;
===Safe Parking===&lt;br /&gt;
* ''Mission start'': The mission start doesn't seem to have a set despawn area, you should be safe to just park anywhere resonable (although it seems if you park it directly against the wall of the house it despawns, so just park it in the marker or something)&lt;br /&gt;
* ''During the mission'': There is a huge area where vehicles are despawned, but there might also be other effects that make certain position unsafe for parking vehicles during all of the mission (picture with safe area needed)&lt;br /&gt;
&lt;br /&gt;
==Pier 69==&lt;br /&gt;
{{GTASAAiAim|Using a car to drive to T-Bone after the Sniping section will trigger this effect. This isn't run ending, however it can add to the difficulty if T-Bone is not killed quickly. Stealing a bike instead or simply running to T-Bone is the way around this.}}&lt;br /&gt;
&lt;br /&gt;
===Safe Parking===&lt;br /&gt;
* ''Mission start'': If you park the bike a few meters away from the mission start marker, it should be fine (kind of on the half of the sidewalk towards the road)&lt;br /&gt;
* ''After sniping the enemies on the roof'': Pier 69 has a huge despawn area, but there is a specific spot on the roof where you can park a bike so it won't despawn (picture needed)&lt;br /&gt;
** Video: [http://www.youtube.com/watch?v=Ic7bO9QruOY Parking Position]&lt;br /&gt;
&lt;br /&gt;
==Toreno's Last Flight==&lt;br /&gt;
{{GTASAAiAim|Using a bike which is stored inside the San Fierro Garage to get to the helipad is a common way to get around this}}&lt;br /&gt;
&lt;br /&gt;
===Homing Rockets Strategy===&lt;br /&gt;
You need to get Homing Rockets before the mission, then while standing where you spawn after the cutscene, you acquire the helicopter as target and shoot it down.&lt;br /&gt;
&lt;br /&gt;
===Normal Rockets Strategy===&lt;br /&gt;
If you use normal rockets to shoot down the helicopter (either by having some before or taking the ones on the helipad), you can get on the parked bike quickly and drive to where the helicopter turns left towards the highway. If you are fast, you have a few seconds to shoot it there. If you miss, you can also do a backup strat from that position, if you have plenty of rockets: Rockets always seem to explode at the same distance, as long as they don't hit anything before. So if you spam them in the direction of the helicopter's path, they will eventually damage it, even if you don't hit it directly.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|[[File:TorenosLastFlight.jpg|thumb|Shooting position]]&lt;br /&gt;
|[[File:TorenosLastFlightBackup.jpg|thumb|Backup Strategy]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Safe Parking===&lt;br /&gt;
* ''Mission start'': The mission start doesn't seem to have a set despawn area, you should be safe to just park anywhere resonable. Also it doesn't seem to matter at all when you obstruct CJ for the cutscene. Whether you don't obstruct him at all, park a bike where he spawns or even a car where he is supposed to go, the cutscene seems always skipable after 4.6 seconds.&lt;br /&gt;
&lt;br /&gt;
=Las Venturas=&lt;br /&gt;
==Fender Ketchup==&lt;br /&gt;
You have to scare the guy by driving around. The fastest way appears to be doing left handbrake turns. You need to reach a certain speed, then press the handbrake and turn left (turning right doesn't work for some reason). You can do this on the parking lot where the mission starts/ends and just do handbrake U-Turns. If you use the whole space, you just gain enough speed for it.&lt;br /&gt;
&lt;br /&gt;
You can also do the same strat on the street and not do full U-Turns, but instead only turn enough so it triggers, but then keep going straight so you can retain more speed and do the next turn earlier.&lt;br /&gt;
&lt;br /&gt;
* [http://www.youtube.com/watch?v=bjjZx6pCdL0 Video: On the Parking Lot]&lt;br /&gt;
* [http://www.youtube.com/watch?v=mUcYsdKRaRw Video: On the Road]&lt;br /&gt;
&lt;br /&gt;
==Explosive Situation==&lt;br /&gt;
Be careful not to let the Dumper explode, it will fail the mission even after you got all the Dynamite. This can easily happen when you park the Dumper too close to the Forklift that can explode because you have to hit it go get the Dynamite.&lt;br /&gt;
&lt;br /&gt;
==You've Had Your Chips==&lt;br /&gt;
Climb over the fence to the south and walk into the entrance of the factory building to do the &amp;quot;stealth&amp;quot;-approach. If you walk in through the area's main entrance or shoot the car in front of the factory, additional enemies spawn inside the factory.&lt;br /&gt;
&lt;br /&gt;
Once you are inside the factory, it's all about destroying the machines:&lt;br /&gt;
* Once 3 machines are destroyed 3 enemies spawn outside, 2 running into the factory and 1 enemy with an automatic shotgun that can be very dangerous&lt;br /&gt;
* Once 6 machines are destroyed a car with several enemies with SMGs spawns outside and start driving towards the factory entrance&lt;br /&gt;
* Once 9 machines are destroyed you are done and have to head back to the Casino&lt;br /&gt;
&lt;br /&gt;
However there is a way to skip the spawning of the 3 enemies outside. If you destroy the 3rd and 4th machine at exactly the same time (probably the same frame or something) the internal counter probably isn't checked when it is at 3, but only when it is at 4, so the spawn isn't triggered (this also works when you destroy more than 2 machines at once, just make sure the 3rd machine isn't destroyed by itself). The order of the machines doesn't matter, &amp;quot;the 3rd machine&amp;quot; only refers to the number of destroyed machines.&lt;br /&gt;
&lt;br /&gt;
The car is actually technicially spawned when more than 5 machines are destroyed, instead of exactly 6, so the spawning of the car can't be prevented with the same technique.&lt;br /&gt;
&lt;br /&gt;
To destroy several machines at exactly the same time, explosions are probably the only way (fire a rocket between machines that are near together or plant satchel charges).&lt;br /&gt;
&lt;br /&gt;
* [http://www.youtube.com/watch?v=x-BcmcKGoB0 Video: Demonstration of spawning/not spawning enemies (and also of a specific strat for this mission)]&lt;br /&gt;
* [http://www.youtube.com/watch?v=TP0UlZqokMk Video: Demonstration of the spawning car]&lt;br /&gt;
* [http://www.youtube.com/watch?v=CKJmiwssjsI Video: Explanation of a specific strat for this mission]&lt;br /&gt;
* [http://www.youtube.com/watch?v=pjPNRsbOJ7A Video: Possible safer Rocket Strat for the beginning]&lt;br /&gt;
&lt;br /&gt;
==Don Peyote==&lt;br /&gt;
At the snake farm, you need to kill all four farmers, or else they come after you once you activate the marker at the casino, which triggers a cutscene and apparently has a chance to softlock the game.&lt;br /&gt;
&lt;br /&gt;
==Misappropriation==&lt;br /&gt;
&lt;br /&gt;
===If you fail to kill him before he escapes===&lt;br /&gt;
Please note that these are very rough numbers. If the target gets into his heli, the chase takes about 2:00-2:30 (depending on how close you keep to him apparently) to the helipad where he lands and you can shoot him. From there it takes about 35s to landing in front of Caligula's Casino with the helicopter. So given the any% route, it takes about 3 minutes. If you manage to kill him before he escapes, it takes about 1:45 to landing in front of Caligula's Casino, so that is about 1:15 faster. If you die, it takes about 1 minute back to the mission start marker, with trip skip you get to the mission pretty fast, but you still need some time to actually kill the target (also you need to get a weapon for that).&lt;br /&gt;
&lt;br /&gt;
==Black Project==&lt;br /&gt;
* [http://www.youtube.com/watch?v=Axjx-IvALkA Video: Black Project Tutorial]&lt;br /&gt;
&lt;br /&gt;
==Green Goo==&lt;br /&gt;
{{GTASAAiAim|It is common to arrive at the start of the mission in a Buffalo, meaning the AIs will be very accurate with their M4s. There is however a PCJ Spawn and the end of the runway which can be used to reset the AI PRIOR to starting the mission. Because you cannot exit the Jetpack during the mission it must be done before.}}&lt;br /&gt;
&lt;br /&gt;
==A Home in the Hills==&lt;br /&gt;
{{GTASAAiAim|Taking a car to the building will result in this bug, making the mission extremely difficult. To avoid this either steal a bike or simply run instead.}}&lt;br /&gt;
&lt;br /&gt;
=Return to Los Santos=&lt;br /&gt;
==Vertical Bird==&lt;br /&gt;
If you drive the boat into the back of the ship, then the enemies will have higher accuracy than when you jump out beforehand and swim in.&lt;br /&gt;
&lt;br /&gt;
* Video: [http://www.youtube.com/watch?v=QmfOtvrvQy0 End of the mission]&lt;br /&gt;
&lt;br /&gt;
==Beat Down on BDup==&lt;br /&gt;
{{GTASAAiAim}}&lt;br /&gt;
&lt;br /&gt;
==Cut Throat Business==&lt;br /&gt;
===Safe Parking===&lt;br /&gt;
* ''Mission start:'' This mission seems to have a huge despawn area (400 units radius), so there doesn't seem to be a practical way of keeping a vehicle.&lt;br /&gt;
&lt;br /&gt;
==Los Desperados==&lt;br /&gt;
If you take the territory closest to the train station, then Grove Street gangmembers spawn at the train station, if you approach it through Grove territory. During the mission, the gangmembers required to make the marker appear can be recruited directly at the train station, instead of having to get them into the car and driving them there.&lt;br /&gt;
* Video: [http://www.youtube.com/watch?v=Pl4UXO4BsPM Strategy Explanation]&lt;br /&gt;
* Video: [http://www.youtube.com/watch?v=IwjGNXT6o0A Strategy Comparison]&lt;br /&gt;
&lt;br /&gt;
==End of the Line==&lt;br /&gt;
This mission has Checkpoint Technology: If you die after killing Big Smoke, you start again at the point after killing him if you restart the mission (without loading a save, like trip skip). This is a bit dangerous though (see next paragraph). If you fail the mission during the car section, you start again at the beginning of the car section.&lt;br /&gt;
&lt;br /&gt;
{{GTASAAiAim|When you use Checkpoint Technology and restart the mission from the point after killing Smoke and were in a car before, getting on a bike resets the AI to normal. If you already got to the car part and have to restart the mission there, this doesn't matter because you don't get shot anymore (and are in a car anyway).}}&lt;br /&gt;
&lt;br /&gt;
* Video: [http://www.youtube.com/watch?v=kBb8c7FXmIY AI Accuracy Comparison]&lt;br /&gt;
* Video: [http://www.youtube.com/watch?v=89T-11IBWzc Minigun Slide Demonstration]&lt;/div&gt;</summary>
		<author><name>Joshimuz</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Grand_Theft_Auto:_San_Andreas/Missions</id>
		<title>Grand Theft Auto: San Andreas/Missions</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Grand_Theft_Auto:_San_Andreas/Missions"/>
				<updated>2014-07-23T17:02:13Z</updated>
		
		<summary type="html">&lt;p&gt;Joshimuz: /* Amphibious Assault */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page should contain facts about missions, how specific missions work, but not necessarily how to do them in a certain category. Questions like &amp;quot;What triggers X?&amp;quot; or &amp;quot;Is Y on a timer?&amp;quot; should be answered here.&lt;br /&gt;
&lt;br /&gt;
=Los Santos=&lt;br /&gt;
&lt;br /&gt;
==Big Smoke==&lt;br /&gt;
You don't have to stay on the bike, but you have to stay close to the others so they keep moving. The first cutscene is triggered by Sweet, the mission end is triggered by Ryder (of course you have to be there as well).&lt;br /&gt;
&lt;br /&gt;
==Ryder==&lt;br /&gt;
 Why did you blow up Ryder's car?&lt;br /&gt;
&lt;br /&gt;
Failing the mission makes 30s worth of cutscene in front of the pizza place that is the tutorial for eating skippable. Since you can easily blow up Ryder's car, this mission can be failed easily.&lt;br /&gt;
&lt;br /&gt;
==Drive-Thru==&lt;br /&gt;
Killing the passenger of the Drive-By car makes the driver get out.&lt;br /&gt;
&lt;br /&gt;
==Drive-By==&lt;br /&gt;
* To make sure that the second group of enemies spawns, you should look away from it after killing the first group.&lt;br /&gt;
* It seems that the Pay&amp;amp;Spray is completely scripted and is needed for the Mission End Marker to appear. After you were in the Pay&amp;amp;Spray, you can even get police stars again and still finish the mission.&lt;br /&gt;
&lt;br /&gt;
==Sweet's Girl==&lt;br /&gt;
{{GTASAAiAim}}&lt;br /&gt;
&lt;br /&gt;
==Life's A Beach==&lt;br /&gt;
You can skip the dancing:&lt;br /&gt;
# Find a Grove Street gangmember, recruit him and get him to the locked van&lt;br /&gt;
# Try to get into the locked van (doesn't matter on which side)&lt;br /&gt;
# CJ won't be able to get in, but if you keep trying, the homie will eventually open the passenger side door and get in&lt;br /&gt;
# Once the homie shows any sign of opening the door, hold down either of the gang buttons (G or H by default) until CJ says &amp;quot;See you later homie.&amp;quot; which means the gang is disbanded&lt;br /&gt;
#* Make sure you actually hold down the button, don't just press it shortly, it may seem like it takes a long time for CJ to react&lt;br /&gt;
#* For some the G button seems to work better, for others the H button&lt;br /&gt;
# While disbanding the gang, you move towards the water behind the parked car there and headshot the homie in the van, which should make him fall out leaving the door open&lt;br /&gt;
#* The homie will get out of the van after a few seconds, then get back in switching to the driver side. If the getting out animation has already started when you kill him, he will get out of the van, close the door and then die, so you won't get in. If you are not sure you can make it, wait for him to get back in and then shoot him when he is sitting on the driver side.&lt;br /&gt;
#* Careful: Shooting and aiming at the party can fail the mission, so make sure you are far enough away and have practiced a shooting position that works.&lt;br /&gt;
&lt;br /&gt;
* Video: [http://www.youtube.com/btn4IdZM34M Dance Skip Tutorial]&lt;br /&gt;
&lt;br /&gt;
==OG Loc==&lt;br /&gt;
# Follow Freddy through the alleys, if you keep close he drives faster&lt;br /&gt;
# Turn left to the quick shot spot and wait for him there, shooting your SMG as he passes to set his bike on fire&lt;br /&gt;
#* If you fail the first spot, you can go to the backup spot&lt;br /&gt;
#* There are different positions to wait at the quick shot spot (on the road, on the sidewalk), important is that you face the right direction and can shoot Freddy quickly&lt;br /&gt;
#*Sometimes cars around the corner you wait get spooked and ram into you, making it harder for you to shoot Freddy&lt;br /&gt;
# After setting his bike on fire, start driving towards your next destination&lt;br /&gt;
#* Unfortunately you loose your bike after the cutscene, so you'll have to find a vehicle on the road, but drive with the bike as far as you can&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Gtasa ogloc map.jpg|thumb|Player route and positions]]&lt;br /&gt;
|[[File:Gtasa ogloc position.jpg|thumb|Position]]&lt;br /&gt;
|[[File:Gtasa ogloc backup position.jpg|thumb|Backup position]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* The mission sets your SMG ammo to 78 once you get on the bike (so it doesn't add an amount to what you had before, it sets it to 78). If you had more than 78 ammo before, it doesn't change it. If you already had a Tec-9, it doesn't replace it.&lt;br /&gt;
* Pushing Freddy off his bike (which you can do when you wait at the quick shot spot) crashes the game.&lt;br /&gt;
&lt;br /&gt;
==Just Business==&lt;br /&gt;
* Once you enter the building with Smoke, the game gives you a Micro-SMG (replacing any previous weapon in that slot) and adds 120 ammo to it (adding to ammo you might have had before). After the autoscroller, the game always gives you a Micro-SMG with 80 ammo (replacing any other weapon in that slot you may have picked up during the mission).&lt;br /&gt;
&lt;br /&gt;
==Doberman==&lt;br /&gt;
&lt;br /&gt;
===Safe Parking===&lt;br /&gt;
* ''Mission start:'' There is a small despawn area beside the marker (towards the road), but it should be safe to park in the half of the marker towards the door. Parking too close towards the door may be dangerous though. You can also get on the bike during the fadeout (press key as soon as the red marker disappears), which will prevent despawning (and is also a bit faster).&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|[[File:GTASA Doberman Despawn Area.jpg|thumb|Mission Start Despawn Areas]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Burning Desire==&lt;br /&gt;
{{GTASAAiAim|Driving a car to the house will cause the Vagos defending it to be affected by the bug. If a bike is taken however it is possible to simply ignore all the enemies and live.}}&lt;br /&gt;
* You need to pick up the Molotovs in this mission to make the house vulnerable to fire, picking them up prior to the mission does not help.&lt;br /&gt;
* In the house, you have to pick up the Fire Extinguisher to trigger the cutscene with Denise after which she follows you. If you go up without there is a cutscene that tells you to get it, but even if you enter her room (you can jump over the fire), she just stands there and it doesn't trigger the cutscene after which she follows you.&lt;br /&gt;
* After getting the Fire Extinguisher, you can jump over the fire in her room and trigger the cutscene, but she won't follow you unless you put out the fires in her way. If you let her stay in her room and go out the front door, it still tells you to go back in and get the girl.&lt;br /&gt;
** However, if you manage to push her through the first fire in front of ther room, she will follow you through the other fires.&lt;br /&gt;
* After triggering the cutscene in Denise's room (after which she follows you), the fires disappear when you go out and back into the house. But since you still have to go back up and guide the girl out of the house, it's probably not very useful.&lt;br /&gt;
&lt;br /&gt;
===Safe Parking===&lt;br /&gt;
* ''Mission start:'' You shouldn't park directly in the marker (and possibly where the police car will spawn), but if you park a few meters away, it should be fine. The despawn area isn't as big as in Grey Imports. ([https://forum.speeddemosarchive.com/post/gta_san_andreas_official_thread__484.html#gta_san_andreas_official_thread__484 Forum])&lt;br /&gt;
&lt;br /&gt;
==Grey Imports==&lt;br /&gt;
===Safe Parking===&lt;br /&gt;
* ''Mission start:'' The despawn area is pretty big. Parking on the middle of the road to the east of the marker should be fine though (on the double-line in the center).&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|[[File:GTASA GreyImports Despawn Area.jpg|thumb|Mission Start Despawn Area]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Home Invasion==&lt;br /&gt;
This mission has a special walking animation that makes you move slower. However, if you hold certain weapons, you don't get this slower walking. Most importantly this also affects walking speed when you carry a crate (which is the only time you would be walking anyway, since moving crouched is faster), even though CJ isn't actually holding the weapon in his hands.&lt;br /&gt;
&lt;br /&gt;
Weapons that seem to work for this are weapons you can't sprint with, including: Baseball Bat, Shotgun, Combat Shotgun, Rifle, M4, AK, Sniper Rifle, Flame Thrower, Rocket Launchers&lt;br /&gt;
&lt;br /&gt;
With the Shotgun in particular (and maybe other weapons like the M4 or AK, but not the Baseball Bat) there's another strange behaviour where the noise-meter doesn't fill as fast. Normally if you just run, it fills almost instantly, but while holding the shotgun (again, also when carrying a crate) you can run for about a second before the noise-meter reacts. It fills about 2/3 when you run too long and fills completely after about 0.5 seconds. Important is that you don't press the walk button at all when doing this. Changing between walking and running seems to trigger the noise-meter a lot faster. Just run normally by pressing the move forward button, let go of it after a second, then run again.&lt;br /&gt;
&lt;br /&gt;
This allows you to take one of the further away crates as the last one and just run back to the door all the way. This fills the noise-meter, but you get out before the cutscene plays (it would play when you go back in, but you won't have to after the last crate). Without the delayed noise-meter, the cutscene would play before you get out if you run all the way.&lt;br /&gt;
&lt;br /&gt;
Even with the delayed noise-meter while having the shotgun selected, the noise-meter seems to fill faster if it is already filled a bit, so be careful with that.&lt;br /&gt;
&lt;br /&gt;
Also sliding to the further away crates saves about 1 second for each crate.&lt;br /&gt;
&lt;br /&gt;
* [http://www.youtube.com/watch?v=lHkqIWX48Ms Video: Comparison between different moving speeds in this mission]&lt;br /&gt;
* [http://www.youtube.com/watch?v=YJ5RB7kzWt0 Video: Demonstration of running with the shotgun]&lt;br /&gt;
&lt;br /&gt;
==The Green Sabre==&lt;br /&gt;
Enemies you kill before driving into the marker where you have to save Sweet, just respawn. The first van spawns once you killed 3 enemies, the second van once you killed 6 enemies and the car once you killed 9 enemies. The mission is completed once you killed all enemies.&lt;br /&gt;
&lt;br /&gt;
===Safe Parking===&lt;br /&gt;
* ''Mission start:'' Vehicles seem to despawn when you park them in the marker. CJ can also sometimes get blocked by a vehicle and has to run around it before answering the phonecall, although it doesn't seem to affect the time, the cutscene always seems to be about 7.6 seconds long. Parking where the Greenwood spawns can prevent that from spawning though.&lt;br /&gt;
&lt;br /&gt;
=Badlands=&lt;br /&gt;
==Against All Odds==&lt;br /&gt;
After leaving the Betting Shop, your Wanted Level will usually be decreased after a short time, leaving you with 3 stars. This doesn't appear to happen when you run a police officer over on the way (or something like that). You can use the two bribe stars in Blueberry to get rid of two more stars, leaving you with only one that should disappear 10 seconds after picking up the last bribe. If you don't loose a star to begin with (leaving you with the initial 4), you can wait a bit after picking up the first bribe, so that another star disappears on it's own before picking up the second bribe.&lt;br /&gt;
&lt;br /&gt;
As opposed to some other missions, you can't finish the mission if you regain a wanted level after loosing it. The marker is only there if you don't have a wanted level at all.&lt;br /&gt;
&lt;br /&gt;
=San Fierro=&lt;br /&gt;
&lt;br /&gt;
==Photo Opportunity==&lt;br /&gt;
&lt;br /&gt;
* Video: [http://www.youtube.com/watch?v=w6yR4xS4SfU Safe spot to do the drop]&lt;br /&gt;
&lt;br /&gt;
==Jizzy (Cutscene)==&lt;br /&gt;
===Safe Parking===&lt;br /&gt;
* ''Cutscene:'' It appears there is not set despawn zone, so it should be safe to park anywhere reasonable.&lt;br /&gt;
&lt;br /&gt;
==Outrider==&lt;br /&gt;
&lt;br /&gt;
The Van starts driving after you get on the Sanchez the mission gives you and arrives at the destination about 4:15 later (if you destroy the roadblocks, it might take longer if it's obstructed in some way).&lt;br /&gt;
&lt;br /&gt;
The enemies at the roadblocks don't attack you (even if you get really close) unless you shoot near them.&lt;br /&gt;
&lt;br /&gt;
===Safe Parking===&lt;br /&gt;
* ''Mission start:'' There is a huge despawn area when you start the mission, so the best way to keep a vehicle is probably in the garage.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| [[File:GTASA Outrider Despawn Area.jpg|thumb|Despawn Area]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Snail Trail==&lt;br /&gt;
''See [[Grand Theft Auto: San Andreas/Missions/Snail Trail]]''&lt;br /&gt;
&lt;br /&gt;
==Ice Cold Killah==&lt;br /&gt;
===Safe Parking===&lt;br /&gt;
* ''Mission start'': The mission start doesn't seem to have a despawn area, you should be safe to just park it anywhere reasonable&lt;br /&gt;
&lt;br /&gt;
==Amphibious Assault==&lt;br /&gt;
After going into the marker near the water and spawning in the water channel between the rocks, you can just climb/jump out of there, walk over the rocks to the water and swim to the ship.&lt;br /&gt;
&lt;br /&gt;
This mission also seems to have [[Grand_Theft_Auto:_San_Andreas/Game_Mechanics_and_Glitches#Harder_AI_after_having_been_in_a_car|more dangerous AI]] when you were in a car before, getting on a bike resets the AI to normal. A boat also seems to affect it the same as a car, so be careful with enemies after having been in a boat.&lt;br /&gt;
&lt;br /&gt;
* Video: [http://www.youtube.com/watch?v=3jwN9A3EX50 Swimming strats]&lt;br /&gt;
&lt;br /&gt;
===Safe Parking===&lt;br /&gt;
* ''Mission start'': The mission start doesn't seem to have a set despawn area, you should be safe to just park anywhere resonable (although it seems if you park it directly against the wall of the house it despawns, so just park it in the marker or something)&lt;br /&gt;
* ''During the mission'': There is a huge area where vehicles are despawned, but there might also be other effects that make certain position unsafe for parking vehicles during all of the mission (picture with safe area needed)&lt;br /&gt;
&lt;br /&gt;
==Pier 69==&lt;br /&gt;
{{GTASAAiAim|Using a car to drive to T-Bone after the Sniping section will trigger this effect. This isn't run ending, however it can add to the difficulty if T-Bone is not killed quickly. Stealing a bike instead or simply running to T-Bone is the way around this.}}&lt;br /&gt;
&lt;br /&gt;
===Safe Parking===&lt;br /&gt;
* ''Mission start'': If you park the bike a few meters away from the mission start marker, it should be fine (kind of on the half of the sidewalk towards the road)&lt;br /&gt;
* ''After sniping the enemies on the roof'': Pier 69 has a huge despawn area, but there is a specific spot on the roof where you can park a bike so it won't despawn (picture needed)&lt;br /&gt;
** Video: [http://www.youtube.com/watch?v=Ic7bO9QruOY Parking Position]&lt;br /&gt;
&lt;br /&gt;
==Toreno's Last Flight==&lt;br /&gt;
{{GTASAAiAim|Using a bike which is stored inside the San Fierro Garage to get to the helipad is a common way to get around this}}&lt;br /&gt;
&lt;br /&gt;
===Homing Rockets Strategy===&lt;br /&gt;
You need to get Homing Rockets before the mission, then while standing where you spawn after the cutscene, you acquire the helicopter as target and shoot it down.&lt;br /&gt;
&lt;br /&gt;
===Normal Rockets Strategy===&lt;br /&gt;
If you use normal rockets to shoot down the helicopter (either by having some before or taking the ones on the helipad), you can get on the parked bike quickly and drive to where the helicopter turns left towards the highway. If you are fast, you have a few seconds to shoot it there. If you miss, you can also do a backup strat from that position, if you have plenty of rockets: Rockets always seem to explode at the same distance, as long as they don't hit anything before. So if you spam them in the direction of the helicopter's path, they will eventually damage it, even if you don't hit it directly.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|[[File:TorenosLastFlight.jpg|thumb|Shooting position]]&lt;br /&gt;
|[[File:TorenosLastFlightBackup.jpg|thumb|Backup Strategy]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Safe Parking===&lt;br /&gt;
* ''Mission start'': The mission start doesn't seem to have a set despawn area, you should be safe to just park anywhere resonable. Also it doesn't seem to matter at all when you obstruct CJ for the cutscene. Whether you don't obstruct him at all, park a bike where he spawns or even a car where he is supposed to go, the cutscene seems always skipable after 4.6 seconds.&lt;br /&gt;
&lt;br /&gt;
=Las Venturas=&lt;br /&gt;
==Fender Ketchup==&lt;br /&gt;
You have to scare the guy by driving around. The fastest way appears to be doing left handbrake turns. You need to reach a certain speed, then press the handbrake and turn left (turning right doesn't work for some reason). You can do this on the parking lot where the mission starts/ends and just do handbrake U-Turns. If you use the whole space, you just gain enough speed for it.&lt;br /&gt;
&lt;br /&gt;
You can also do the same strat on the street and not do full U-Turns, but instead only turn enough so it triggers, but then keep going straight so you can retain more speed and do the next turn earlier.&lt;br /&gt;
&lt;br /&gt;
* [http://www.youtube.com/watch?v=bjjZx6pCdL0 Video: On the Parking Lot]&lt;br /&gt;
* [http://www.youtube.com/watch?v=mUcYsdKRaRw Video: On the Road]&lt;br /&gt;
&lt;br /&gt;
==Explosive Situation==&lt;br /&gt;
Be careful not to let the Dumper explode, it will fail the mission even after you got all the Dynamite. This can easily happen when you park the Dumper too close to the Forklift that can explode because you have to hit it go get the Dynamite.&lt;br /&gt;
&lt;br /&gt;
==You've Had Your Chips==&lt;br /&gt;
Climb over the fence to the south and walk into the entrance of the factory building to do the &amp;quot;stealth&amp;quot;-approach. If you walk in through the area's main entrance or shoot the car in front of the factory, additional enemies spawn inside the factory.&lt;br /&gt;
&lt;br /&gt;
Once you are inside the factory, it's all about destroying the machines:&lt;br /&gt;
* Once 3 machines are destroyed 3 enemies spawn outside, 2 running into the factory and 1 enemy with an automatic shotgun that can be very dangerous&lt;br /&gt;
* Once 6 machines are destroyed a car with several enemies with SMGs spawns outside and start driving towards the factory entrance&lt;br /&gt;
* Once 9 machines are destroyed you are done and have to head back to the Casino&lt;br /&gt;
&lt;br /&gt;
However there is a way to skip the spawning of the 3 enemies outside. If you destroy the 3rd and 4th machine at exactly the same time (probably the same frame or something) the internal counter probably isn't checked when it is at 3, but only when it is at 4, so the spawn isn't triggered (this also works when you destroy more than 2 machines at once, just make sure the 3rd machine isn't destroyed by itself). The order of the machines doesn't matter, &amp;quot;the 3rd machine&amp;quot; only refers to the number of destroyed machines.&lt;br /&gt;
&lt;br /&gt;
The car is actually technicially spawned when more than 5 machines are destroyed, instead of exactly 6, so the spawning of the car can't be prevented with the same technique.&lt;br /&gt;
&lt;br /&gt;
To destroy several machines at exactly the same time, explosions are probably the only way (fire a rocket between machines that are near together or plant satchel charges).&lt;br /&gt;
&lt;br /&gt;
* [http://www.youtube.com/watch?v=x-BcmcKGoB0 Video: Demonstration of spawning/not spawning enemies (and also of a specific strat for this mission)]&lt;br /&gt;
* [http://www.youtube.com/watch?v=TP0UlZqokMk Video: Demonstration of the spawning car]&lt;br /&gt;
* [http://www.youtube.com/watch?v=CKJmiwssjsI Video: Explanation of a specific strat for this mission]&lt;br /&gt;
* [http://www.youtube.com/watch?v=pjPNRsbOJ7A Video: Possible safer Rocket Strat for the beginning]&lt;br /&gt;
&lt;br /&gt;
==Don Peyote==&lt;br /&gt;
At the snake farm, you need to kill all four farmers, or else they come after you once you activate the marker at the casino, which triggers a cutscene and apparently has a chance to softlock the game.&lt;br /&gt;
&lt;br /&gt;
==Misappropriation==&lt;br /&gt;
&lt;br /&gt;
===If you fail to kill him before he escapes===&lt;br /&gt;
Please note that these are very rough numbers. If the target gets into his heli, the chase takes about 2:00-2:30 (depending on how close you keep to him apparently) to the helipad where he lands and you can shoot him. From there it takes about 35s to landing in front of Caligula's Casino with the helicopter. So given the any% route, it takes about 3 minutes. If you manage to kill him before he escapes, it takes about 1:45 to landing in front of Caligula's Casino, so that is about 1:15 faster. If you die, it takes about 1 minute back to the mission start marker, with trip skip you get to the mission pretty fast, but you still need some time to actually kill the target (also you need to get a weapon for that).&lt;br /&gt;
&lt;br /&gt;
==Black Project==&lt;br /&gt;
* [http://www.youtube.com/watch?v=Axjx-IvALkA Video: Black Project Tutorial]&lt;br /&gt;
&lt;br /&gt;
==Green Goo==&lt;br /&gt;
{{GTASAAiAim|It is common to arrive at the start of the mission in a Buffalo, meaning the AIs will be very accurate with their M4s. There is however a PCJ Spawn and the end of the runway which can be used to reset the AI PRIOR to starting the mission. Because you cannot exit the Jetpack during the mission it must be done before.}}&lt;br /&gt;
&lt;br /&gt;
==A Home in the Hills==&lt;br /&gt;
{{GTASAAiAim|Taking a car to the building will result in this bug, making the mission extremely difficult. To avoid this either steal a bike or simply run instead.}}&lt;br /&gt;
&lt;br /&gt;
=Return to Los Santos=&lt;br /&gt;
==Vertical Bird==&lt;br /&gt;
If you drive the boat into the back of the ship, then the enemies will have higher accuracy than when you jump out beforehand and swim in.&lt;br /&gt;
&lt;br /&gt;
* Video: [http://www.youtube.com/watch?v=QmfOtvrvQy0 End of the mission]&lt;br /&gt;
&lt;br /&gt;
==Beat Down on BDup==&lt;br /&gt;
{{GTASAAiAim}}&lt;br /&gt;
&lt;br /&gt;
==Cut Throat Business==&lt;br /&gt;
===Safe Parking===&lt;br /&gt;
* ''Mission start:'' This mission seems to have a huge despawn area (400 units radius), so there doesn't seem to be a practical way of keeping a vehicle.&lt;br /&gt;
&lt;br /&gt;
==Los Desperados==&lt;br /&gt;
If you take the territory closest to the train station, then Grove Street gangmembers spawn at the train station, if you approach it through Grove territory. During the mission, the gangmembers required to make the marker appear can be recruited directly at the train station, instead of having to get them into the car and driving them there.&lt;br /&gt;
* Video: [https://www.youtube.com/watch?v=Pl4UXO4BsPM Strategy Explanation]&lt;br /&gt;
* Video: [https://www.youtube.com/watch?v=IwjGNXT6o0A Strategy Comparison]&lt;br /&gt;
&lt;br /&gt;
==End of the Line==&lt;br /&gt;
This mission has Checkpoint Technology: If you die after killing Big Smoke, you start again at the point after killing him if you restart the mission (without loading a save, like trip skip). This is a bit dangerous though (see next paragraph). If you fail the mission during the car section, you start again at the beginning of the car section.&lt;br /&gt;
&lt;br /&gt;
{{GTASAAiAim|When you use Checkpoint Technology and restart the mission from the point after killing Smoke and were in a car before, getting on a bike resets the AI to normal. If you already got to the car part and have to restart the mission there, this doesn't matter because you don't get shot anymore (and are in a car anyway).}}&lt;br /&gt;
&lt;br /&gt;
* Video: [http://www.youtube.com/watch?v=kBb8c7FXmIY AI Accuracy Comparison]&lt;br /&gt;
* Video: [http://www.youtube.com/watch?v=89T-11IBWzc Minigun Slide Demonstration]&lt;/div&gt;</summary>
		<author><name>Joshimuz</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Grand_Theft_Auto:_San_Andreas/Missions</id>
		<title>Grand Theft Auto: San Andreas/Missions</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Grand_Theft_Auto:_San_Andreas/Missions"/>
				<updated>2014-07-23T17:01:45Z</updated>
		
		<summary type="html">&lt;p&gt;Joshimuz: /* Life's A Beach */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page should contain facts about missions, how specific missions work, but not necessarily how to do them in a certain category. Questions like &amp;quot;What triggers X?&amp;quot; or &amp;quot;Is Y on a timer?&amp;quot; should be answered here.&lt;br /&gt;
&lt;br /&gt;
=Los Santos=&lt;br /&gt;
&lt;br /&gt;
==Big Smoke==&lt;br /&gt;
You don't have to stay on the bike, but you have to stay close to the others so they keep moving. The first cutscene is triggered by Sweet, the mission end is triggered by Ryder (of course you have to be there as well).&lt;br /&gt;
&lt;br /&gt;
==Ryder==&lt;br /&gt;
 Why did you blow up Ryder's car?&lt;br /&gt;
&lt;br /&gt;
Failing the mission makes 30s worth of cutscene in front of the pizza place that is the tutorial for eating skippable. Since you can easily blow up Ryder's car, this mission can be failed easily.&lt;br /&gt;
&lt;br /&gt;
==Drive-Thru==&lt;br /&gt;
Killing the passenger of the Drive-By car makes the driver get out.&lt;br /&gt;
&lt;br /&gt;
==Drive-By==&lt;br /&gt;
* To make sure that the second group of enemies spawns, you should look away from it after killing the first group.&lt;br /&gt;
* It seems that the Pay&amp;amp;Spray is completely scripted and is needed for the Mission End Marker to appear. After you were in the Pay&amp;amp;Spray, you can even get police stars again and still finish the mission.&lt;br /&gt;
&lt;br /&gt;
==Sweet's Girl==&lt;br /&gt;
{{GTASAAiAim}}&lt;br /&gt;
&lt;br /&gt;
==Life's A Beach==&lt;br /&gt;
You can skip the dancing:&lt;br /&gt;
# Find a Grove Street gangmember, recruit him and get him to the locked van&lt;br /&gt;
# Try to get into the locked van (doesn't matter on which side)&lt;br /&gt;
# CJ won't be able to get in, but if you keep trying, the homie will eventually open the passenger side door and get in&lt;br /&gt;
# Once the homie shows any sign of opening the door, hold down either of the gang buttons (G or H by default) until CJ says &amp;quot;See you later homie.&amp;quot; which means the gang is disbanded&lt;br /&gt;
#* Make sure you actually hold down the button, don't just press it shortly, it may seem like it takes a long time for CJ to react&lt;br /&gt;
#* For some the G button seems to work better, for others the H button&lt;br /&gt;
# While disbanding the gang, you move towards the water behind the parked car there and headshot the homie in the van, which should make him fall out leaving the door open&lt;br /&gt;
#* The homie will get out of the van after a few seconds, then get back in switching to the driver side. If the getting out animation has already started when you kill him, he will get out of the van, close the door and then die, so you won't get in. If you are not sure you can make it, wait for him to get back in and then shoot him when he is sitting on the driver side.&lt;br /&gt;
#* Careful: Shooting and aiming at the party can fail the mission, so make sure you are far enough away and have practiced a shooting position that works.&lt;br /&gt;
&lt;br /&gt;
* Video: [http://www.youtube.com/btn4IdZM34M Dance Skip Tutorial]&lt;br /&gt;
&lt;br /&gt;
==OG Loc==&lt;br /&gt;
# Follow Freddy through the alleys, if you keep close he drives faster&lt;br /&gt;
# Turn left to the quick shot spot and wait for him there, shooting your SMG as he passes to set his bike on fire&lt;br /&gt;
#* If you fail the first spot, you can go to the backup spot&lt;br /&gt;
#* There are different positions to wait at the quick shot spot (on the road, on the sidewalk), important is that you face the right direction and can shoot Freddy quickly&lt;br /&gt;
#*Sometimes cars around the corner you wait get spooked and ram into you, making it harder for you to shoot Freddy&lt;br /&gt;
# After setting his bike on fire, start driving towards your next destination&lt;br /&gt;
#* Unfortunately you loose your bike after the cutscene, so you'll have to find a vehicle on the road, but drive with the bike as far as you can&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Gtasa ogloc map.jpg|thumb|Player route and positions]]&lt;br /&gt;
|[[File:Gtasa ogloc position.jpg|thumb|Position]]&lt;br /&gt;
|[[File:Gtasa ogloc backup position.jpg|thumb|Backup position]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* The mission sets your SMG ammo to 78 once you get on the bike (so it doesn't add an amount to what you had before, it sets it to 78). If you had more than 78 ammo before, it doesn't change it. If you already had a Tec-9, it doesn't replace it.&lt;br /&gt;
* Pushing Freddy off his bike (which you can do when you wait at the quick shot spot) crashes the game.&lt;br /&gt;
&lt;br /&gt;
==Just Business==&lt;br /&gt;
* Once you enter the building with Smoke, the game gives you a Micro-SMG (replacing any previous weapon in that slot) and adds 120 ammo to it (adding to ammo you might have had before). After the autoscroller, the game always gives you a Micro-SMG with 80 ammo (replacing any other weapon in that slot you may have picked up during the mission).&lt;br /&gt;
&lt;br /&gt;
==Doberman==&lt;br /&gt;
&lt;br /&gt;
===Safe Parking===&lt;br /&gt;
* ''Mission start:'' There is a small despawn area beside the marker (towards the road), but it should be safe to park in the half of the marker towards the door. Parking too close towards the door may be dangerous though. You can also get on the bike during the fadeout (press key as soon as the red marker disappears), which will prevent despawning (and is also a bit faster).&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|[[File:GTASA Doberman Despawn Area.jpg|thumb|Mission Start Despawn Areas]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Burning Desire==&lt;br /&gt;
{{GTASAAiAim|Driving a car to the house will cause the Vagos defending it to be affected by the bug. If a bike is taken however it is possible to simply ignore all the enemies and live.}}&lt;br /&gt;
* You need to pick up the Molotovs in this mission to make the house vulnerable to fire, picking them up prior to the mission does not help.&lt;br /&gt;
* In the house, you have to pick up the Fire Extinguisher to trigger the cutscene with Denise after which she follows you. If you go up without there is a cutscene that tells you to get it, but even if you enter her room (you can jump over the fire), she just stands there and it doesn't trigger the cutscene after which she follows you.&lt;br /&gt;
* After getting the Fire Extinguisher, you can jump over the fire in her room and trigger the cutscene, but she won't follow you unless you put out the fires in her way. If you let her stay in her room and go out the front door, it still tells you to go back in and get the girl.&lt;br /&gt;
** However, if you manage to push her through the first fire in front of ther room, she will follow you through the other fires.&lt;br /&gt;
* After triggering the cutscene in Denise's room (after which she follows you), the fires disappear when you go out and back into the house. But since you still have to go back up and guide the girl out of the house, it's probably not very useful.&lt;br /&gt;
&lt;br /&gt;
===Safe Parking===&lt;br /&gt;
* ''Mission start:'' You shouldn't park directly in the marker (and possibly where the police car will spawn), but if you park a few meters away, it should be fine. The despawn area isn't as big as in Grey Imports. ([https://forum.speeddemosarchive.com/post/gta_san_andreas_official_thread__484.html#gta_san_andreas_official_thread__484 Forum])&lt;br /&gt;
&lt;br /&gt;
==Grey Imports==&lt;br /&gt;
===Safe Parking===&lt;br /&gt;
* ''Mission start:'' The despawn area is pretty big. Parking on the middle of the road to the east of the marker should be fine though (on the double-line in the center).&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|[[File:GTASA GreyImports Despawn Area.jpg|thumb|Mission Start Despawn Area]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Home Invasion==&lt;br /&gt;
This mission has a special walking animation that makes you move slower. However, if you hold certain weapons, you don't get this slower walking. Most importantly this also affects walking speed when you carry a crate (which is the only time you would be walking anyway, since moving crouched is faster), even though CJ isn't actually holding the weapon in his hands.&lt;br /&gt;
&lt;br /&gt;
Weapons that seem to work for this are weapons you can't sprint with, including: Baseball Bat, Shotgun, Combat Shotgun, Rifle, M4, AK, Sniper Rifle, Flame Thrower, Rocket Launchers&lt;br /&gt;
&lt;br /&gt;
With the Shotgun in particular (and maybe other weapons like the M4 or AK, but not the Baseball Bat) there's another strange behaviour where the noise-meter doesn't fill as fast. Normally if you just run, it fills almost instantly, but while holding the shotgun (again, also when carrying a crate) you can run for about a second before the noise-meter reacts. It fills about 2/3 when you run too long and fills completely after about 0.5 seconds. Important is that you don't press the walk button at all when doing this. Changing between walking and running seems to trigger the noise-meter a lot faster. Just run normally by pressing the move forward button, let go of it after a second, then run again.&lt;br /&gt;
&lt;br /&gt;
This allows you to take one of the further away crates as the last one and just run back to the door all the way. This fills the noise-meter, but you get out before the cutscene plays (it would play when you go back in, but you won't have to after the last crate). Without the delayed noise-meter, the cutscene would play before you get out if you run all the way.&lt;br /&gt;
&lt;br /&gt;
Even with the delayed noise-meter while having the shotgun selected, the noise-meter seems to fill faster if it is already filled a bit, so be careful with that.&lt;br /&gt;
&lt;br /&gt;
Also sliding to the further away crates saves about 1 second for each crate.&lt;br /&gt;
&lt;br /&gt;
* [http://www.youtube.com/watch?v=lHkqIWX48Ms Video: Comparison between different moving speeds in this mission]&lt;br /&gt;
* [http://www.youtube.com/watch?v=YJ5RB7kzWt0 Video: Demonstration of running with the shotgun]&lt;br /&gt;
&lt;br /&gt;
==The Green Sabre==&lt;br /&gt;
Enemies you kill before driving into the marker where you have to save Sweet, just respawn. The first van spawns once you killed 3 enemies, the second van once you killed 6 enemies and the car once you killed 9 enemies. The mission is completed once you killed all enemies.&lt;br /&gt;
&lt;br /&gt;
===Safe Parking===&lt;br /&gt;
* ''Mission start:'' Vehicles seem to despawn when you park them in the marker. CJ can also sometimes get blocked by a vehicle and has to run around it before answering the phonecall, although it doesn't seem to affect the time, the cutscene always seems to be about 7.6 seconds long. Parking where the Greenwood spawns can prevent that from spawning though.&lt;br /&gt;
&lt;br /&gt;
=Badlands=&lt;br /&gt;
==Against All Odds==&lt;br /&gt;
After leaving the Betting Shop, your Wanted Level will usually be decreased after a short time, leaving you with 3 stars. This doesn't appear to happen when you run a police officer over on the way (or something like that). You can use the two bribe stars in Blueberry to get rid of two more stars, leaving you with only one that should disappear 10 seconds after picking up the last bribe. If you don't loose a star to begin with (leaving you with the initial 4), you can wait a bit after picking up the first bribe, so that another star disappears on it's own before picking up the second bribe.&lt;br /&gt;
&lt;br /&gt;
As opposed to some other missions, you can't finish the mission if you regain a wanted level after loosing it. The marker is only there if you don't have a wanted level at all.&lt;br /&gt;
&lt;br /&gt;
=San Fierro=&lt;br /&gt;
&lt;br /&gt;
==Photo Opportunity==&lt;br /&gt;
&lt;br /&gt;
* Video: [http://www.youtube.com/watch?v=w6yR4xS4SfU Safe spot to do the drop]&lt;br /&gt;
&lt;br /&gt;
==Jizzy (Cutscene)==&lt;br /&gt;
===Safe Parking===&lt;br /&gt;
* ''Cutscene:'' It appears there is not set despawn zone, so it should be safe to park anywhere reasonable.&lt;br /&gt;
&lt;br /&gt;
==Outrider==&lt;br /&gt;
&lt;br /&gt;
The Van starts driving after you get on the Sanchez the mission gives you and arrives at the destination about 4:15 later (if you destroy the roadblocks, it might take longer if it's obstructed in some way).&lt;br /&gt;
&lt;br /&gt;
The enemies at the roadblocks don't attack you (even if you get really close) unless you shoot near them.&lt;br /&gt;
&lt;br /&gt;
===Safe Parking===&lt;br /&gt;
* ''Mission start:'' There is a huge despawn area when you start the mission, so the best way to keep a vehicle is probably in the garage.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| [[File:GTASA Outrider Despawn Area.jpg|thumb|Despawn Area]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Snail Trail==&lt;br /&gt;
''See [[Grand Theft Auto: San Andreas/Missions/Snail Trail]]''&lt;br /&gt;
&lt;br /&gt;
==Ice Cold Killah==&lt;br /&gt;
===Safe Parking===&lt;br /&gt;
* ''Mission start'': The mission start doesn't seem to have a despawn area, you should be safe to just park it anywhere reasonable&lt;br /&gt;
&lt;br /&gt;
==Amphibious Assault==&lt;br /&gt;
After going into the marker near the water and spawning in the water channel between the rocks, you can just climb/jump out of there, walk over the rocks to the water and swim to the ship.&lt;br /&gt;
&lt;br /&gt;
This mission also seems to have [[Grand_Theft_Auto:_San_Andreas/Game_Mechanics_and_Glitches#Harder_AI_after_having_been_in_a_car|more dangerous AI]] when you were in a car before, getting on a bike resets the AI to normal. A boat also seems to affect it the same as a car, so be careful with enemies after having been in a boat.&lt;br /&gt;
&lt;br /&gt;
* Video: [https://www.youtube.com/watch?v=3jwN9A3EX50 Swimming strats]&lt;br /&gt;
&lt;br /&gt;
===Safe Parking===&lt;br /&gt;
* ''Mission start'': The mission start doesn't seem to have a set despawn area, you should be safe to just park anywhere resonable (although it seems if you park it directly against the wall of the house it despawns, so just park it in the marker or something)&lt;br /&gt;
* ''During the mission'': There is a huge area where vehicles are despawned, but there might also be other effects that make certain position unsafe for parking vehicles during all of the mission (picture with safe area needed)&lt;br /&gt;
&lt;br /&gt;
==Pier 69==&lt;br /&gt;
{{GTASAAiAim|Using a car to drive to T-Bone after the Sniping section will trigger this effect. This isn't run ending, however it can add to the difficulty if T-Bone is not killed quickly. Stealing a bike instead or simply running to T-Bone is the way around this.}}&lt;br /&gt;
&lt;br /&gt;
===Safe Parking===&lt;br /&gt;
* ''Mission start'': If you park the bike a few meters away from the mission start marker, it should be fine (kind of on the half of the sidewalk towards the road)&lt;br /&gt;
* ''After sniping the enemies on the roof'': Pier 69 has a huge despawn area, but there is a specific spot on the roof where you can park a bike so it won't despawn (picture needed)&lt;br /&gt;
** Video: [http://www.youtube.com/watch?v=Ic7bO9QruOY Parking Position]&lt;br /&gt;
&lt;br /&gt;
==Toreno's Last Flight==&lt;br /&gt;
{{GTASAAiAim|Using a bike which is stored inside the San Fierro Garage to get to the helipad is a common way to get around this}}&lt;br /&gt;
&lt;br /&gt;
===Homing Rockets Strategy===&lt;br /&gt;
You need to get Homing Rockets before the mission, then while standing where you spawn after the cutscene, you acquire the helicopter as target and shoot it down.&lt;br /&gt;
&lt;br /&gt;
===Normal Rockets Strategy===&lt;br /&gt;
If you use normal rockets to shoot down the helicopter (either by having some before or taking the ones on the helipad), you can get on the parked bike quickly and drive to where the helicopter turns left towards the highway. If you are fast, you have a few seconds to shoot it there. If you miss, you can also do a backup strat from that position, if you have plenty of rockets: Rockets always seem to explode at the same distance, as long as they don't hit anything before. So if you spam them in the direction of the helicopter's path, they will eventually damage it, even if you don't hit it directly.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|[[File:TorenosLastFlight.jpg|thumb|Shooting position]]&lt;br /&gt;
|[[File:TorenosLastFlightBackup.jpg|thumb|Backup Strategy]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Safe Parking===&lt;br /&gt;
* ''Mission start'': The mission start doesn't seem to have a set despawn area, you should be safe to just park anywhere resonable. Also it doesn't seem to matter at all when you obstruct CJ for the cutscene. Whether you don't obstruct him at all, park a bike where he spawns or even a car where he is supposed to go, the cutscene seems always skipable after 4.6 seconds.&lt;br /&gt;
&lt;br /&gt;
=Las Venturas=&lt;br /&gt;
==Fender Ketchup==&lt;br /&gt;
You have to scare the guy by driving around. The fastest way appears to be doing left handbrake turns. You need to reach a certain speed, then press the handbrake and turn left (turning right doesn't work for some reason). You can do this on the parking lot where the mission starts/ends and just do handbrake U-Turns. If you use the whole space, you just gain enough speed for it.&lt;br /&gt;
&lt;br /&gt;
You can also do the same strat on the street and not do full U-Turns, but instead only turn enough so it triggers, but then keep going straight so you can retain more speed and do the next turn earlier.&lt;br /&gt;
&lt;br /&gt;
* [http://www.youtube.com/watch?v=bjjZx6pCdL0 Video: On the Parking Lot]&lt;br /&gt;
* [http://www.youtube.com/watch?v=mUcYsdKRaRw Video: On the Road]&lt;br /&gt;
&lt;br /&gt;
==Explosive Situation==&lt;br /&gt;
Be careful not to let the Dumper explode, it will fail the mission even after you got all the Dynamite. This can easily happen when you park the Dumper too close to the Forklift that can explode because you have to hit it go get the Dynamite.&lt;br /&gt;
&lt;br /&gt;
==You've Had Your Chips==&lt;br /&gt;
Climb over the fence to the south and walk into the entrance of the factory building to do the &amp;quot;stealth&amp;quot;-approach. If you walk in through the area's main entrance or shoot the car in front of the factory, additional enemies spawn inside the factory.&lt;br /&gt;
&lt;br /&gt;
Once you are inside the factory, it's all about destroying the machines:&lt;br /&gt;
* Once 3 machines are destroyed 3 enemies spawn outside, 2 running into the factory and 1 enemy with an automatic shotgun that can be very dangerous&lt;br /&gt;
* Once 6 machines are destroyed a car with several enemies with SMGs spawns outside and start driving towards the factory entrance&lt;br /&gt;
* Once 9 machines are destroyed you are done and have to head back to the Casino&lt;br /&gt;
&lt;br /&gt;
However there is a way to skip the spawning of the 3 enemies outside. If you destroy the 3rd and 4th machine at exactly the same time (probably the same frame or something) the internal counter probably isn't checked when it is at 3, but only when it is at 4, so the spawn isn't triggered (this also works when you destroy more than 2 machines at once, just make sure the 3rd machine isn't destroyed by itself). The order of the machines doesn't matter, &amp;quot;the 3rd machine&amp;quot; only refers to the number of destroyed machines.&lt;br /&gt;
&lt;br /&gt;
The car is actually technicially spawned when more than 5 machines are destroyed, instead of exactly 6, so the spawning of the car can't be prevented with the same technique.&lt;br /&gt;
&lt;br /&gt;
To destroy several machines at exactly the same time, explosions are probably the only way (fire a rocket between machines that are near together or plant satchel charges).&lt;br /&gt;
&lt;br /&gt;
* [http://www.youtube.com/watch?v=x-BcmcKGoB0 Video: Demonstration of spawning/not spawning enemies (and also of a specific strat for this mission)]&lt;br /&gt;
* [http://www.youtube.com/watch?v=TP0UlZqokMk Video: Demonstration of the spawning car]&lt;br /&gt;
* [http://www.youtube.com/watch?v=CKJmiwssjsI Video: Explanation of a specific strat for this mission]&lt;br /&gt;
* [http://www.youtube.com/watch?v=pjPNRsbOJ7A Video: Possible safer Rocket Strat for the beginning]&lt;br /&gt;
&lt;br /&gt;
==Don Peyote==&lt;br /&gt;
At the snake farm, you need to kill all four farmers, or else they come after you once you activate the marker at the casino, which triggers a cutscene and apparently has a chance to softlock the game.&lt;br /&gt;
&lt;br /&gt;
==Misappropriation==&lt;br /&gt;
&lt;br /&gt;
===If you fail to kill him before he escapes===&lt;br /&gt;
Please note that these are very rough numbers. If the target gets into his heli, the chase takes about 2:00-2:30 (depending on how close you keep to him apparently) to the helipad where he lands and you can shoot him. From there it takes about 35s to landing in front of Caligula's Casino with the helicopter. So given the any% route, it takes about 3 minutes. If you manage to kill him before he escapes, it takes about 1:45 to landing in front of Caligula's Casino, so that is about 1:15 faster. If you die, it takes about 1 minute back to the mission start marker, with trip skip you get to the mission pretty fast, but you still need some time to actually kill the target (also you need to get a weapon for that).&lt;br /&gt;
&lt;br /&gt;
==Black Project==&lt;br /&gt;
* [http://www.youtube.com/watch?v=Axjx-IvALkA Video: Black Project Tutorial]&lt;br /&gt;
&lt;br /&gt;
==Green Goo==&lt;br /&gt;
{{GTASAAiAim|It is common to arrive at the start of the mission in a Buffalo, meaning the AIs will be very accurate with their M4s. There is however a PCJ Spawn and the end of the runway which can be used to reset the AI PRIOR to starting the mission. Because you cannot exit the Jetpack during the mission it must be done before.}}&lt;br /&gt;
&lt;br /&gt;
==A Home in the Hills==&lt;br /&gt;
{{GTASAAiAim|Taking a car to the building will result in this bug, making the mission extremely difficult. To avoid this either steal a bike or simply run instead.}}&lt;br /&gt;
&lt;br /&gt;
=Return to Los Santos=&lt;br /&gt;
==Vertical Bird==&lt;br /&gt;
If you drive the boat into the back of the ship, then the enemies will have higher accuracy than when you jump out beforehand and swim in.&lt;br /&gt;
&lt;br /&gt;
* Video: [http://www.youtube.com/watch?v=QmfOtvrvQy0 End of the mission]&lt;br /&gt;
&lt;br /&gt;
==Beat Down on BDup==&lt;br /&gt;
{{GTASAAiAim}}&lt;br /&gt;
&lt;br /&gt;
==Cut Throat Business==&lt;br /&gt;
===Safe Parking===&lt;br /&gt;
* ''Mission start:'' This mission seems to have a huge despawn area (400 units radius), so there doesn't seem to be a practical way of keeping a vehicle.&lt;br /&gt;
&lt;br /&gt;
==Los Desperados==&lt;br /&gt;
If you take the territory closest to the train station, then Grove Street gangmembers spawn at the train station, if you approach it through Grove territory. During the mission, the gangmembers required to make the marker appear can be recruited directly at the train station, instead of having to get them into the car and driving them there.&lt;br /&gt;
* Video: [https://www.youtube.com/watch?v=Pl4UXO4BsPM Strategy Explanation]&lt;br /&gt;
* Video: [https://www.youtube.com/watch?v=IwjGNXT6o0A Strategy Comparison]&lt;br /&gt;
&lt;br /&gt;
==End of the Line==&lt;br /&gt;
This mission has Checkpoint Technology: If you die after killing Big Smoke, you start again at the point after killing him if you restart the mission (without loading a save, like trip skip). This is a bit dangerous though (see next paragraph). If you fail the mission during the car section, you start again at the beginning of the car section.&lt;br /&gt;
&lt;br /&gt;
{{GTASAAiAim|When you use Checkpoint Technology and restart the mission from the point after killing Smoke and were in a car before, getting on a bike resets the AI to normal. If you already got to the car part and have to restart the mission there, this doesn't matter because you don't get shot anymore (and are in a car anyway).}}&lt;br /&gt;
&lt;br /&gt;
* Video: [http://www.youtube.com/watch?v=kBb8c7FXmIY AI Accuracy Comparison]&lt;br /&gt;
* Video: [http://www.youtube.com/watch?v=89T-11IBWzc Minigun Slide Demonstration]&lt;/div&gt;</summary>
		<author><name>Joshimuz</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Grand_Theft_Auto:_San_Andreas/Missions</id>
		<title>Grand Theft Auto: San Andreas/Missions</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Grand_Theft_Auto:_San_Andreas/Missions"/>
				<updated>2014-07-23T17:01:14Z</updated>
		
		<summary type="html">&lt;p&gt;Joshimuz: /* Safe Parking */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page should contain facts about missions, how specific missions work, but not necessarily how to do them in a certain category. Questions like &amp;quot;What triggers X?&amp;quot; or &amp;quot;Is Y on a timer?&amp;quot; should be answered here.&lt;br /&gt;
&lt;br /&gt;
=Los Santos=&lt;br /&gt;
&lt;br /&gt;
==Big Smoke==&lt;br /&gt;
You don't have to stay on the bike, but you have to stay close to the others so they keep moving. The first cutscene is triggered by Sweet, the mission end is triggered by Ryder (of course you have to be there as well).&lt;br /&gt;
&lt;br /&gt;
==Ryder==&lt;br /&gt;
 Why did you blow up Ryder's car?&lt;br /&gt;
&lt;br /&gt;
Failing the mission makes 30s worth of cutscene in front of the pizza place that is the tutorial for eating skippable. Since you can easily blow up Ryder's car, this mission can be failed easily.&lt;br /&gt;
&lt;br /&gt;
==Drive-Thru==&lt;br /&gt;
Killing the passenger of the Drive-By car makes the driver get out.&lt;br /&gt;
&lt;br /&gt;
==Drive-By==&lt;br /&gt;
* To make sure that the second group of enemies spawns, you should look away from it after killing the first group.&lt;br /&gt;
* It seems that the Pay&amp;amp;Spray is completely scripted and is needed for the Mission End Marker to appear. After you were in the Pay&amp;amp;Spray, you can even get police stars again and still finish the mission.&lt;br /&gt;
&lt;br /&gt;
==Sweet's Girl==&lt;br /&gt;
{{GTASAAiAim}}&lt;br /&gt;
&lt;br /&gt;
==Life's A Beach==&lt;br /&gt;
You can skip the dancing:&lt;br /&gt;
# Find a Grove Street gangmember, recruit him and get him to the locked van&lt;br /&gt;
# Try to get into the locked van (doesn't matter on which side)&lt;br /&gt;
# CJ won't be able to get in, but if you keep trying, the homie will eventually open the passenger side door and get in&lt;br /&gt;
# Once the homie shows any sign of opening the door, hold down either of the gang buttons (G or H by default) until CJ says &amp;quot;See you later homie.&amp;quot; which means the gang is disbanded&lt;br /&gt;
#* Make sure you actually hold down the button, don't just press it shortly, it may seem like it takes a long time for CJ to react&lt;br /&gt;
#* For some the G button seems to work better, for others the H button&lt;br /&gt;
# While disbanding the gang, you move towards the water behind the parked car there and headshot the homie in the van, which should make him fall out leaving the door open&lt;br /&gt;
#* The homie will get out of the van after a few seconds, then get back in switching to the driver side. If the getting out animation has already started when you kill him, he will get out of the van, close the door and then die, so you won't get in. If you are not sure you can make it, wait for him to get back in and then shoot him when he is sitting on the driver side.&lt;br /&gt;
#* Careful: Shooting and aiming at the party can fail the mission, so make sure you are far enough away and have practiced a shooting position that works.&lt;br /&gt;
&lt;br /&gt;
* Video: [http://youtu.be/btn4IdZM34M Dance Skip Tutorial]&lt;br /&gt;
&lt;br /&gt;
==OG Loc==&lt;br /&gt;
# Follow Freddy through the alleys, if you keep close he drives faster&lt;br /&gt;
# Turn left to the quick shot spot and wait for him there, shooting your SMG as he passes to set his bike on fire&lt;br /&gt;
#* If you fail the first spot, you can go to the backup spot&lt;br /&gt;
#* There are different positions to wait at the quick shot spot (on the road, on the sidewalk), important is that you face the right direction and can shoot Freddy quickly&lt;br /&gt;
#*Sometimes cars around the corner you wait get spooked and ram into you, making it harder for you to shoot Freddy&lt;br /&gt;
# After setting his bike on fire, start driving towards your next destination&lt;br /&gt;
#* Unfortunately you loose your bike after the cutscene, so you'll have to find a vehicle on the road, but drive with the bike as far as you can&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Gtasa ogloc map.jpg|thumb|Player route and positions]]&lt;br /&gt;
|[[File:Gtasa ogloc position.jpg|thumb|Position]]&lt;br /&gt;
|[[File:Gtasa ogloc backup position.jpg|thumb|Backup position]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* The mission sets your SMG ammo to 78 once you get on the bike (so it doesn't add an amount to what you had before, it sets it to 78). If you had more than 78 ammo before, it doesn't change it. If you already had a Tec-9, it doesn't replace it.&lt;br /&gt;
* Pushing Freddy off his bike (which you can do when you wait at the quick shot spot) crashes the game.&lt;br /&gt;
&lt;br /&gt;
==Just Business==&lt;br /&gt;
* Once you enter the building with Smoke, the game gives you a Micro-SMG (replacing any previous weapon in that slot) and adds 120 ammo to it (adding to ammo you might have had before). After the autoscroller, the game always gives you a Micro-SMG with 80 ammo (replacing any other weapon in that slot you may have picked up during the mission).&lt;br /&gt;
&lt;br /&gt;
==Doberman==&lt;br /&gt;
&lt;br /&gt;
===Safe Parking===&lt;br /&gt;
* ''Mission start:'' There is a small despawn area beside the marker (towards the road), but it should be safe to park in the half of the marker towards the door. Parking too close towards the door may be dangerous though. You can also get on the bike during the fadeout (press key as soon as the red marker disappears), which will prevent despawning (and is also a bit faster).&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|[[File:GTASA Doberman Despawn Area.jpg|thumb|Mission Start Despawn Areas]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Burning Desire==&lt;br /&gt;
{{GTASAAiAim|Driving a car to the house will cause the Vagos defending it to be affected by the bug. If a bike is taken however it is possible to simply ignore all the enemies and live.}}&lt;br /&gt;
* You need to pick up the Molotovs in this mission to make the house vulnerable to fire, picking them up prior to the mission does not help.&lt;br /&gt;
* In the house, you have to pick up the Fire Extinguisher to trigger the cutscene with Denise after which she follows you. If you go up without there is a cutscene that tells you to get it, but even if you enter her room (you can jump over the fire), she just stands there and it doesn't trigger the cutscene after which she follows you.&lt;br /&gt;
* After getting the Fire Extinguisher, you can jump over the fire in her room and trigger the cutscene, but she won't follow you unless you put out the fires in her way. If you let her stay in her room and go out the front door, it still tells you to go back in and get the girl.&lt;br /&gt;
** However, if you manage to push her through the first fire in front of ther room, she will follow you through the other fires.&lt;br /&gt;
* After triggering the cutscene in Denise's room (after which she follows you), the fires disappear when you go out and back into the house. But since you still have to go back up and guide the girl out of the house, it's probably not very useful.&lt;br /&gt;
&lt;br /&gt;
===Safe Parking===&lt;br /&gt;
* ''Mission start:'' You shouldn't park directly in the marker (and possibly where the police car will spawn), but if you park a few meters away, it should be fine. The despawn area isn't as big as in Grey Imports. ([https://forum.speeddemosarchive.com/post/gta_san_andreas_official_thread__484.html#gta_san_andreas_official_thread__484 Forum])&lt;br /&gt;
&lt;br /&gt;
==Grey Imports==&lt;br /&gt;
===Safe Parking===&lt;br /&gt;
* ''Mission start:'' The despawn area is pretty big. Parking on the middle of the road to the east of the marker should be fine though (on the double-line in the center).&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|[[File:GTASA GreyImports Despawn Area.jpg|thumb|Mission Start Despawn Area]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Home Invasion==&lt;br /&gt;
This mission has a special walking animation that makes you move slower. However, if you hold certain weapons, you don't get this slower walking. Most importantly this also affects walking speed when you carry a crate (which is the only time you would be walking anyway, since moving crouched is faster), even though CJ isn't actually holding the weapon in his hands.&lt;br /&gt;
&lt;br /&gt;
Weapons that seem to work for this are weapons you can't sprint with, including: Baseball Bat, Shotgun, Combat Shotgun, Rifle, M4, AK, Sniper Rifle, Flame Thrower, Rocket Launchers&lt;br /&gt;
&lt;br /&gt;
With the Shotgun in particular (and maybe other weapons like the M4 or AK, but not the Baseball Bat) there's another strange behaviour where the noise-meter doesn't fill as fast. Normally if you just run, it fills almost instantly, but while holding the shotgun (again, also when carrying a crate) you can run for about a second before the noise-meter reacts. It fills about 2/3 when you run too long and fills completely after about 0.5 seconds. Important is that you don't press the walk button at all when doing this. Changing between walking and running seems to trigger the noise-meter a lot faster. Just run normally by pressing the move forward button, let go of it after a second, then run again.&lt;br /&gt;
&lt;br /&gt;
This allows you to take one of the further away crates as the last one and just run back to the door all the way. This fills the noise-meter, but you get out before the cutscene plays (it would play when you go back in, but you won't have to after the last crate). Without the delayed noise-meter, the cutscene would play before you get out if you run all the way.&lt;br /&gt;
&lt;br /&gt;
Even with the delayed noise-meter while having the shotgun selected, the noise-meter seems to fill faster if it is already filled a bit, so be careful with that.&lt;br /&gt;
&lt;br /&gt;
Also sliding to the further away crates saves about 1 second for each crate.&lt;br /&gt;
&lt;br /&gt;
* [http://www.youtube.com/watch?v=lHkqIWX48Ms Video: Comparison between different moving speeds in this mission]&lt;br /&gt;
* [http://www.youtube.com/watch?v=YJ5RB7kzWt0 Video: Demonstration of running with the shotgun]&lt;br /&gt;
&lt;br /&gt;
==The Green Sabre==&lt;br /&gt;
Enemies you kill before driving into the marker where you have to save Sweet, just respawn. The first van spawns once you killed 3 enemies, the second van once you killed 6 enemies and the car once you killed 9 enemies. The mission is completed once you killed all enemies.&lt;br /&gt;
&lt;br /&gt;
===Safe Parking===&lt;br /&gt;
* ''Mission start:'' Vehicles seem to despawn when you park them in the marker. CJ can also sometimes get blocked by a vehicle and has to run around it before answering the phonecall, although it doesn't seem to affect the time, the cutscene always seems to be about 7.6 seconds long. Parking where the Greenwood spawns can prevent that from spawning though.&lt;br /&gt;
&lt;br /&gt;
=Badlands=&lt;br /&gt;
==Against All Odds==&lt;br /&gt;
After leaving the Betting Shop, your Wanted Level will usually be decreased after a short time, leaving you with 3 stars. This doesn't appear to happen when you run a police officer over on the way (or something like that). You can use the two bribe stars in Blueberry to get rid of two more stars, leaving you with only one that should disappear 10 seconds after picking up the last bribe. If you don't loose a star to begin with (leaving you with the initial 4), you can wait a bit after picking up the first bribe, so that another star disappears on it's own before picking up the second bribe.&lt;br /&gt;
&lt;br /&gt;
As opposed to some other missions, you can't finish the mission if you regain a wanted level after loosing it. The marker is only there if you don't have a wanted level at all.&lt;br /&gt;
&lt;br /&gt;
=San Fierro=&lt;br /&gt;
&lt;br /&gt;
==Photo Opportunity==&lt;br /&gt;
&lt;br /&gt;
* Video: [http://www.youtube.com/watch?v=w6yR4xS4SfU Safe spot to do the drop]&lt;br /&gt;
&lt;br /&gt;
==Jizzy (Cutscene)==&lt;br /&gt;
===Safe Parking===&lt;br /&gt;
* ''Cutscene:'' It appears there is not set despawn zone, so it should be safe to park anywhere reasonable.&lt;br /&gt;
&lt;br /&gt;
==Outrider==&lt;br /&gt;
&lt;br /&gt;
The Van starts driving after you get on the Sanchez the mission gives you and arrives at the destination about 4:15 later (if you destroy the roadblocks, it might take longer if it's obstructed in some way).&lt;br /&gt;
&lt;br /&gt;
The enemies at the roadblocks don't attack you (even if you get really close) unless you shoot near them.&lt;br /&gt;
&lt;br /&gt;
===Safe Parking===&lt;br /&gt;
* ''Mission start:'' There is a huge despawn area when you start the mission, so the best way to keep a vehicle is probably in the garage.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| [[File:GTASA Outrider Despawn Area.jpg|thumb|Despawn Area]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Snail Trail==&lt;br /&gt;
''See [[Grand Theft Auto: San Andreas/Missions/Snail Trail]]''&lt;br /&gt;
&lt;br /&gt;
==Ice Cold Killah==&lt;br /&gt;
===Safe Parking===&lt;br /&gt;
* ''Mission start'': The mission start doesn't seem to have a despawn area, you should be safe to just park it anywhere reasonable&lt;br /&gt;
&lt;br /&gt;
==Amphibious Assault==&lt;br /&gt;
After going into the marker near the water and spawning in the water channel between the rocks, you can just climb/jump out of there, walk over the rocks to the water and swim to the ship.&lt;br /&gt;
&lt;br /&gt;
This mission also seems to have [[Grand_Theft_Auto:_San_Andreas/Game_Mechanics_and_Glitches#Harder_AI_after_having_been_in_a_car|more dangerous AI]] when you were in a car before, getting on a bike resets the AI to normal. A boat also seems to affect it the same as a car, so be careful with enemies after having been in a boat.&lt;br /&gt;
&lt;br /&gt;
* Video: [https://www.youtube.com/watch?v=3jwN9A3EX50 Swimming strats]&lt;br /&gt;
&lt;br /&gt;
===Safe Parking===&lt;br /&gt;
* ''Mission start'': The mission start doesn't seem to have a set despawn area, you should be safe to just park anywhere resonable (although it seems if you park it directly against the wall of the house it despawns, so just park it in the marker or something)&lt;br /&gt;
* ''During the mission'': There is a huge area where vehicles are despawned, but there might also be other effects that make certain position unsafe for parking vehicles during all of the mission (picture with safe area needed)&lt;br /&gt;
&lt;br /&gt;
==Pier 69==&lt;br /&gt;
{{GTASAAiAim|Using a car to drive to T-Bone after the Sniping section will trigger this effect. This isn't run ending, however it can add to the difficulty if T-Bone is not killed quickly. Stealing a bike instead or simply running to T-Bone is the way around this.}}&lt;br /&gt;
&lt;br /&gt;
===Safe Parking===&lt;br /&gt;
* ''Mission start'': If you park the bike a few meters away from the mission start marker, it should be fine (kind of on the half of the sidewalk towards the road)&lt;br /&gt;
* ''After sniping the enemies on the roof'': Pier 69 has a huge despawn area, but there is a specific spot on the roof where you can park a bike so it won't despawn (picture needed)&lt;br /&gt;
** Video: [http://www.youtube.com/watch?v=Ic7bO9QruOY Parking Position]&lt;br /&gt;
&lt;br /&gt;
==Toreno's Last Flight==&lt;br /&gt;
{{GTASAAiAim|Using a bike which is stored inside the San Fierro Garage to get to the helipad is a common way to get around this}}&lt;br /&gt;
&lt;br /&gt;
===Homing Rockets Strategy===&lt;br /&gt;
You need to get Homing Rockets before the mission, then while standing where you spawn after the cutscene, you acquire the helicopter as target and shoot it down.&lt;br /&gt;
&lt;br /&gt;
===Normal Rockets Strategy===&lt;br /&gt;
If you use normal rockets to shoot down the helicopter (either by having some before or taking the ones on the helipad), you can get on the parked bike quickly and drive to where the helicopter turns left towards the highway. If you are fast, you have a few seconds to shoot it there. If you miss, you can also do a backup strat from that position, if you have plenty of rockets: Rockets always seem to explode at the same distance, as long as they don't hit anything before. So if you spam them in the direction of the helicopter's path, they will eventually damage it, even if you don't hit it directly.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|[[File:TorenosLastFlight.jpg|thumb|Shooting position]]&lt;br /&gt;
|[[File:TorenosLastFlightBackup.jpg|thumb|Backup Strategy]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Safe Parking===&lt;br /&gt;
* ''Mission start'': The mission start doesn't seem to have a set despawn area, you should be safe to just park anywhere resonable. Also it doesn't seem to matter at all when you obstruct CJ for the cutscene. Whether you don't obstruct him at all, park a bike where he spawns or even a car where he is supposed to go, the cutscene seems always skipable after 4.6 seconds.&lt;br /&gt;
&lt;br /&gt;
=Las Venturas=&lt;br /&gt;
==Fender Ketchup==&lt;br /&gt;
You have to scare the guy by driving around. The fastest way appears to be doing left handbrake turns. You need to reach a certain speed, then press the handbrake and turn left (turning right doesn't work for some reason). You can do this on the parking lot where the mission starts/ends and just do handbrake U-Turns. If you use the whole space, you just gain enough speed for it.&lt;br /&gt;
&lt;br /&gt;
You can also do the same strat on the street and not do full U-Turns, but instead only turn enough so it triggers, but then keep going straight so you can retain more speed and do the next turn earlier.&lt;br /&gt;
&lt;br /&gt;
* [http://www.youtube.com/watch?v=bjjZx6pCdL0 Video: On the Parking Lot]&lt;br /&gt;
* [http://www.youtube.com/watch?v=mUcYsdKRaRw Video: On the Road]&lt;br /&gt;
&lt;br /&gt;
==Explosive Situation==&lt;br /&gt;
Be careful not to let the Dumper explode, it will fail the mission even after you got all the Dynamite. This can easily happen when you park the Dumper too close to the Forklift that can explode because you have to hit it go get the Dynamite.&lt;br /&gt;
&lt;br /&gt;
==You've Had Your Chips==&lt;br /&gt;
Climb over the fence to the south and walk into the entrance of the factory building to do the &amp;quot;stealth&amp;quot;-approach. If you walk in through the area's main entrance or shoot the car in front of the factory, additional enemies spawn inside the factory.&lt;br /&gt;
&lt;br /&gt;
Once you are inside the factory, it's all about destroying the machines:&lt;br /&gt;
* Once 3 machines are destroyed 3 enemies spawn outside, 2 running into the factory and 1 enemy with an automatic shotgun that can be very dangerous&lt;br /&gt;
* Once 6 machines are destroyed a car with several enemies with SMGs spawns outside and start driving towards the factory entrance&lt;br /&gt;
* Once 9 machines are destroyed you are done and have to head back to the Casino&lt;br /&gt;
&lt;br /&gt;
However there is a way to skip the spawning of the 3 enemies outside. If you destroy the 3rd and 4th machine at exactly the same time (probably the same frame or something) the internal counter probably isn't checked when it is at 3, but only when it is at 4, so the spawn isn't triggered (this also works when you destroy more than 2 machines at once, just make sure the 3rd machine isn't destroyed by itself). The order of the machines doesn't matter, &amp;quot;the 3rd machine&amp;quot; only refers to the number of destroyed machines.&lt;br /&gt;
&lt;br /&gt;
The car is actually technicially spawned when more than 5 machines are destroyed, instead of exactly 6, so the spawning of the car can't be prevented with the same technique.&lt;br /&gt;
&lt;br /&gt;
To destroy several machines at exactly the same time, explosions are probably the only way (fire a rocket between machines that are near together or plant satchel charges).&lt;br /&gt;
&lt;br /&gt;
* [http://www.youtube.com/watch?v=x-BcmcKGoB0 Video: Demonstration of spawning/not spawning enemies (and also of a specific strat for this mission)]&lt;br /&gt;
* [http://www.youtube.com/watch?v=TP0UlZqokMk Video: Demonstration of the spawning car]&lt;br /&gt;
* [http://www.youtube.com/watch?v=CKJmiwssjsI Video: Explanation of a specific strat for this mission]&lt;br /&gt;
* [http://www.youtube.com/watch?v=pjPNRsbOJ7A Video: Possible safer Rocket Strat for the beginning]&lt;br /&gt;
&lt;br /&gt;
==Don Peyote==&lt;br /&gt;
At the snake farm, you need to kill all four farmers, or else they come after you once you activate the marker at the casino, which triggers a cutscene and apparently has a chance to softlock the game.&lt;br /&gt;
&lt;br /&gt;
==Misappropriation==&lt;br /&gt;
&lt;br /&gt;
===If you fail to kill him before he escapes===&lt;br /&gt;
Please note that these are very rough numbers. If the target gets into his heli, the chase takes about 2:00-2:30 (depending on how close you keep to him apparently) to the helipad where he lands and you can shoot him. From there it takes about 35s to landing in front of Caligula's Casino with the helicopter. So given the any% route, it takes about 3 minutes. If you manage to kill him before he escapes, it takes about 1:45 to landing in front of Caligula's Casino, so that is about 1:15 faster. If you die, it takes about 1 minute back to the mission start marker, with trip skip you get to the mission pretty fast, but you still need some time to actually kill the target (also you need to get a weapon for that).&lt;br /&gt;
&lt;br /&gt;
==Black Project==&lt;br /&gt;
* [http://www.youtube.com/watch?v=Axjx-IvALkA Video: Black Project Tutorial]&lt;br /&gt;
&lt;br /&gt;
==Green Goo==&lt;br /&gt;
{{GTASAAiAim|It is common to arrive at the start of the mission in a Buffalo, meaning the AIs will be very accurate with their M4s. There is however a PCJ Spawn and the end of the runway which can be used to reset the AI PRIOR to starting the mission. Because you cannot exit the Jetpack during the mission it must be done before.}}&lt;br /&gt;
&lt;br /&gt;
==A Home in the Hills==&lt;br /&gt;
{{GTASAAiAim|Taking a car to the building will result in this bug, making the mission extremely difficult. To avoid this either steal a bike or simply run instead.}}&lt;br /&gt;
&lt;br /&gt;
=Return to Los Santos=&lt;br /&gt;
==Vertical Bird==&lt;br /&gt;
If you drive the boat into the back of the ship, then the enemies will have higher accuracy than when you jump out beforehand and swim in.&lt;br /&gt;
&lt;br /&gt;
* Video: [http://www.youtube.com/watch?v=QmfOtvrvQy0 End of the mission]&lt;br /&gt;
&lt;br /&gt;
==Beat Down on BDup==&lt;br /&gt;
{{GTASAAiAim}}&lt;br /&gt;
&lt;br /&gt;
==Cut Throat Business==&lt;br /&gt;
===Safe Parking===&lt;br /&gt;
* ''Mission start:'' This mission seems to have a huge despawn area (400 units radius), so there doesn't seem to be a practical way of keeping a vehicle.&lt;br /&gt;
&lt;br /&gt;
==Los Desperados==&lt;br /&gt;
If you take the territory closest to the train station, then Grove Street gangmembers spawn at the train station, if you approach it through Grove territory. During the mission, the gangmembers required to make the marker appear can be recruited directly at the train station, instead of having to get them into the car and driving them there.&lt;br /&gt;
* Video: [https://www.youtube.com/watch?v=Pl4UXO4BsPM Strategy Explanation]&lt;br /&gt;
* Video: [https://www.youtube.com/watch?v=IwjGNXT6o0A Strategy Comparison]&lt;br /&gt;
&lt;br /&gt;
==End of the Line==&lt;br /&gt;
This mission has Checkpoint Technology: If you die after killing Big Smoke, you start again at the point after killing him if you restart the mission (without loading a save, like trip skip). This is a bit dangerous though (see next paragraph). If you fail the mission during the car section, you start again at the beginning of the car section.&lt;br /&gt;
&lt;br /&gt;
{{GTASAAiAim|When you use Checkpoint Technology and restart the mission from the point after killing Smoke and were in a car before, getting on a bike resets the AI to normal. If you already got to the car part and have to restart the mission there, this doesn't matter because you don't get shot anymore (and are in a car anyway).}}&lt;br /&gt;
&lt;br /&gt;
* Video: [http://www.youtube.com/watch?v=kBb8c7FXmIY AI Accuracy Comparison]&lt;br /&gt;
* Video: [http://www.youtube.com/watch?v=89T-11IBWzc Minigun Slide Demonstration]&lt;/div&gt;</summary>
		<author><name>Joshimuz</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Grand_Theft_Auto:_San_Andreas/Missions</id>
		<title>Grand Theft Auto: San Andreas/Missions</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Grand_Theft_Auto:_San_Andreas/Missions"/>
				<updated>2014-07-23T17:00:52Z</updated>
		
		<summary type="html">&lt;p&gt;Joshimuz: /* Black Project */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page should contain facts about missions, how specific missions work, but not necessarily how to do them in a certain category. Questions like &amp;quot;What triggers X?&amp;quot; or &amp;quot;Is Y on a timer?&amp;quot; should be answered here.&lt;br /&gt;
&lt;br /&gt;
=Los Santos=&lt;br /&gt;
&lt;br /&gt;
==Big Smoke==&lt;br /&gt;
You don't have to stay on the bike, but you have to stay close to the others so they keep moving. The first cutscene is triggered by Sweet, the mission end is triggered by Ryder (of course you have to be there as well).&lt;br /&gt;
&lt;br /&gt;
==Ryder==&lt;br /&gt;
 Why did you blow up Ryder's car?&lt;br /&gt;
&lt;br /&gt;
Failing the mission makes 30s worth of cutscene in front of the pizza place that is the tutorial for eating skippable. Since you can easily blow up Ryder's car, this mission can be failed easily.&lt;br /&gt;
&lt;br /&gt;
==Drive-Thru==&lt;br /&gt;
Killing the passenger of the Drive-By car makes the driver get out.&lt;br /&gt;
&lt;br /&gt;
==Drive-By==&lt;br /&gt;
* To make sure that the second group of enemies spawns, you should look away from it after killing the first group.&lt;br /&gt;
* It seems that the Pay&amp;amp;Spray is completely scripted and is needed for the Mission End Marker to appear. After you were in the Pay&amp;amp;Spray, you can even get police stars again and still finish the mission.&lt;br /&gt;
&lt;br /&gt;
==Sweet's Girl==&lt;br /&gt;
{{GTASAAiAim}}&lt;br /&gt;
&lt;br /&gt;
==Life's A Beach==&lt;br /&gt;
You can skip the dancing:&lt;br /&gt;
# Find a Grove Street gangmember, recruit him and get him to the locked van&lt;br /&gt;
# Try to get into the locked van (doesn't matter on which side)&lt;br /&gt;
# CJ won't be able to get in, but if you keep trying, the homie will eventually open the passenger side door and get in&lt;br /&gt;
# Once the homie shows any sign of opening the door, hold down either of the gang buttons (G or H by default) until CJ says &amp;quot;See you later homie.&amp;quot; which means the gang is disbanded&lt;br /&gt;
#* Make sure you actually hold down the button, don't just press it shortly, it may seem like it takes a long time for CJ to react&lt;br /&gt;
#* For some the G button seems to work better, for others the H button&lt;br /&gt;
# While disbanding the gang, you move towards the water behind the parked car there and headshot the homie in the van, which should make him fall out leaving the door open&lt;br /&gt;
#* The homie will get out of the van after a few seconds, then get back in switching to the driver side. If the getting out animation has already started when you kill him, he will get out of the van, close the door and then die, so you won't get in. If you are not sure you can make it, wait for him to get back in and then shoot him when he is sitting on the driver side.&lt;br /&gt;
#* Careful: Shooting and aiming at the party can fail the mission, so make sure you are far enough away and have practiced a shooting position that works.&lt;br /&gt;
&lt;br /&gt;
* Video: [http://youtu.be/btn4IdZM34M Dance Skip Tutorial]&lt;br /&gt;
&lt;br /&gt;
==OG Loc==&lt;br /&gt;
# Follow Freddy through the alleys, if you keep close he drives faster&lt;br /&gt;
# Turn left to the quick shot spot and wait for him there, shooting your SMG as he passes to set his bike on fire&lt;br /&gt;
#* If you fail the first spot, you can go to the backup spot&lt;br /&gt;
#* There are different positions to wait at the quick shot spot (on the road, on the sidewalk), important is that you face the right direction and can shoot Freddy quickly&lt;br /&gt;
#*Sometimes cars around the corner you wait get spooked and ram into you, making it harder for you to shoot Freddy&lt;br /&gt;
# After setting his bike on fire, start driving towards your next destination&lt;br /&gt;
#* Unfortunately you loose your bike after the cutscene, so you'll have to find a vehicle on the road, but drive with the bike as far as you can&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Gtasa ogloc map.jpg|thumb|Player route and positions]]&lt;br /&gt;
|[[File:Gtasa ogloc position.jpg|thumb|Position]]&lt;br /&gt;
|[[File:Gtasa ogloc backup position.jpg|thumb|Backup position]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* The mission sets your SMG ammo to 78 once you get on the bike (so it doesn't add an amount to what you had before, it sets it to 78). If you had more than 78 ammo before, it doesn't change it. If you already had a Tec-9, it doesn't replace it.&lt;br /&gt;
* Pushing Freddy off his bike (which you can do when you wait at the quick shot spot) crashes the game.&lt;br /&gt;
&lt;br /&gt;
==Just Business==&lt;br /&gt;
* Once you enter the building with Smoke, the game gives you a Micro-SMG (replacing any previous weapon in that slot) and adds 120 ammo to it (adding to ammo you might have had before). After the autoscroller, the game always gives you a Micro-SMG with 80 ammo (replacing any other weapon in that slot you may have picked up during the mission).&lt;br /&gt;
&lt;br /&gt;
==Doberman==&lt;br /&gt;
&lt;br /&gt;
===Safe Parking===&lt;br /&gt;
* ''Mission start:'' There is a small despawn area beside the marker (towards the road), but it should be safe to park in the half of the marker towards the door. Parking too close towards the door may be dangerous though. You can also get on the bike during the fadeout (press key as soon as the red marker disappears), which will prevent despawning (and is also a bit faster).&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|[[File:GTASA Doberman Despawn Area.jpg|thumb|Mission Start Despawn Areas]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Burning Desire==&lt;br /&gt;
{{GTASAAiAim|Driving a car to the house will cause the Vagos defending it to be affected by the bug. If a bike is taken however it is possible to simply ignore all the enemies and live.}}&lt;br /&gt;
* You need to pick up the Molotovs in this mission to make the house vulnerable to fire, picking them up prior to the mission does not help.&lt;br /&gt;
* In the house, you have to pick up the Fire Extinguisher to trigger the cutscene with Denise after which she follows you. If you go up without there is a cutscene that tells you to get it, but even if you enter her room (you can jump over the fire), she just stands there and it doesn't trigger the cutscene after which she follows you.&lt;br /&gt;
* After getting the Fire Extinguisher, you can jump over the fire in her room and trigger the cutscene, but she won't follow you unless you put out the fires in her way. If you let her stay in her room and go out the front door, it still tells you to go back in and get the girl.&lt;br /&gt;
** However, if you manage to push her through the first fire in front of ther room, she will follow you through the other fires.&lt;br /&gt;
* After triggering the cutscene in Denise's room (after which she follows you), the fires disappear when you go out and back into the house. But since you still have to go back up and guide the girl out of the house, it's probably not very useful.&lt;br /&gt;
&lt;br /&gt;
===Safe Parking===&lt;br /&gt;
* ''Mission start:'' You shouldn't park directly in the marker (and possibly where the police car will spawn), but if you park a few meters away, it should be fine. The despawn area isn't as big as in Grey Imports. ([https://forum.speeddemosarchive.com/post/gta_san_andreas_official_thread__484.html#gta_san_andreas_official_thread__484 Forum])&lt;br /&gt;
&lt;br /&gt;
==Grey Imports==&lt;br /&gt;
===Safe Parking===&lt;br /&gt;
* ''Mission start:'' The despawn area is pretty big. Parking on the middle of the road to the east of the marker should be fine though (on the double-line in the center).&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|[[File:GTASA GreyImports Despawn Area.jpg|thumb|Mission Start Despawn Area]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Home Invasion==&lt;br /&gt;
This mission has a special walking animation that makes you move slower. However, if you hold certain weapons, you don't get this slower walking. Most importantly this also affects walking speed when you carry a crate (which is the only time you would be walking anyway, since moving crouched is faster), even though CJ isn't actually holding the weapon in his hands.&lt;br /&gt;
&lt;br /&gt;
Weapons that seem to work for this are weapons you can't sprint with, including: Baseball Bat, Shotgun, Combat Shotgun, Rifle, M4, AK, Sniper Rifle, Flame Thrower, Rocket Launchers&lt;br /&gt;
&lt;br /&gt;
With the Shotgun in particular (and maybe other weapons like the M4 or AK, but not the Baseball Bat) there's another strange behaviour where the noise-meter doesn't fill as fast. Normally if you just run, it fills almost instantly, but while holding the shotgun (again, also when carrying a crate) you can run for about a second before the noise-meter reacts. It fills about 2/3 when you run too long and fills completely after about 0.5 seconds. Important is that you don't press the walk button at all when doing this. Changing between walking and running seems to trigger the noise-meter a lot faster. Just run normally by pressing the move forward button, let go of it after a second, then run again.&lt;br /&gt;
&lt;br /&gt;
This allows you to take one of the further away crates as the last one and just run back to the door all the way. This fills the noise-meter, but you get out before the cutscene plays (it would play when you go back in, but you won't have to after the last crate). Without the delayed noise-meter, the cutscene would play before you get out if you run all the way.&lt;br /&gt;
&lt;br /&gt;
Even with the delayed noise-meter while having the shotgun selected, the noise-meter seems to fill faster if it is already filled a bit, so be careful with that.&lt;br /&gt;
&lt;br /&gt;
Also sliding to the further away crates saves about 1 second for each crate.&lt;br /&gt;
&lt;br /&gt;
* [http://www.youtube.com/watch?v=lHkqIWX48Ms Video: Comparison between different moving speeds in this mission]&lt;br /&gt;
* [http://www.youtube.com/watch?v=YJ5RB7kzWt0 Video: Demonstration of running with the shotgun]&lt;br /&gt;
&lt;br /&gt;
==The Green Sabre==&lt;br /&gt;
Enemies you kill before driving into the marker where you have to save Sweet, just respawn. The first van spawns once you killed 3 enemies, the second van once you killed 6 enemies and the car once you killed 9 enemies. The mission is completed once you killed all enemies.&lt;br /&gt;
&lt;br /&gt;
===Safe Parking===&lt;br /&gt;
* ''Mission start:'' Vehicles seem to despawn when you park them in the marker. CJ can also sometimes get blocked by a vehicle and has to run around it before answering the phonecall, although it doesn't seem to affect the time, the cutscene always seems to be about 7.6 seconds long. Parking where the Greenwood spawns can prevent that from spawning though.&lt;br /&gt;
&lt;br /&gt;
=Badlands=&lt;br /&gt;
==Against All Odds==&lt;br /&gt;
After leaving the Betting Shop, your Wanted Level will usually be decreased after a short time, leaving you with 3 stars. This doesn't appear to happen when you run a police officer over on the way (or something like that). You can use the two bribe stars in Blueberry to get rid of two more stars, leaving you with only one that should disappear 10 seconds after picking up the last bribe. If you don't loose a star to begin with (leaving you with the initial 4), you can wait a bit after picking up the first bribe, so that another star disappears on it's own before picking up the second bribe.&lt;br /&gt;
&lt;br /&gt;
As opposed to some other missions, you can't finish the mission if you regain a wanted level after loosing it. The marker is only there if you don't have a wanted level at all.&lt;br /&gt;
&lt;br /&gt;
=San Fierro=&lt;br /&gt;
&lt;br /&gt;
==Photo Opportunity==&lt;br /&gt;
&lt;br /&gt;
* Video: [http://www.youtube.com/watch?v=w6yR4xS4SfU Safe spot to do the drop]&lt;br /&gt;
&lt;br /&gt;
==Jizzy (Cutscene)==&lt;br /&gt;
===Safe Parking===&lt;br /&gt;
* ''Cutscene:'' It appears there is not set despawn zone, so it should be safe to park anywhere reasonable.&lt;br /&gt;
&lt;br /&gt;
==Outrider==&lt;br /&gt;
&lt;br /&gt;
The Van starts driving after you get on the Sanchez the mission gives you and arrives at the destination about 4:15 later (if you destroy the roadblocks, it might take longer if it's obstructed in some way).&lt;br /&gt;
&lt;br /&gt;
The enemies at the roadblocks don't attack you (even if you get really close) unless you shoot near them.&lt;br /&gt;
&lt;br /&gt;
===Safe Parking===&lt;br /&gt;
* ''Mission start:'' There is a huge despawn area when you start the mission, so the best way to keep a vehicle is probably in the garage.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| [[File:GTASA Outrider Despawn Area.jpg|thumb|Despawn Area]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Snail Trail==&lt;br /&gt;
''See [[Grand Theft Auto: San Andreas/Missions/Snail Trail]]''&lt;br /&gt;
&lt;br /&gt;
==Ice Cold Killah==&lt;br /&gt;
===Safe Parking===&lt;br /&gt;
* ''Mission start'': The mission start doesn't seem to have a despawn area, you should be safe to just park it anywhere reasonable&lt;br /&gt;
&lt;br /&gt;
==Amphibious Assault==&lt;br /&gt;
After going into the marker near the water and spawning in the water channel between the rocks, you can just climb/jump out of there, walk over the rocks to the water and swim to the ship.&lt;br /&gt;
&lt;br /&gt;
This mission also seems to have [[Grand_Theft_Auto:_San_Andreas/Game_Mechanics_and_Glitches#Harder_AI_after_having_been_in_a_car|more dangerous AI]] when you were in a car before, getting on a bike resets the AI to normal. A boat also seems to affect it the same as a car, so be careful with enemies after having been in a boat.&lt;br /&gt;
&lt;br /&gt;
* Video: [https://www.youtube.com/watch?v=3jwN9A3EX50 Swimming strats]&lt;br /&gt;
&lt;br /&gt;
===Safe Parking===&lt;br /&gt;
* ''Mission start'': The mission start doesn't seem to have a set despawn area, you should be safe to just park anywhere resonable (although it seems if you park it directly against the wall of the house it despawns, so just park it in the marker or something)&lt;br /&gt;
* ''During the mission'': There is a huge area where vehicles are despawned, but there might also be other effects that make certain position unsafe for parking vehicles during all of the mission (picture with safe area needed)&lt;br /&gt;
&lt;br /&gt;
==Pier 69==&lt;br /&gt;
{{GTASAAiAim|Using a car to drive to T-Bone after the Sniping section will trigger this effect. This isn't run ending, however it can add to the difficulty if T-Bone is not killed quickly. Stealing a bike instead or simply running to T-Bone is the way around this.}}&lt;br /&gt;
&lt;br /&gt;
===Safe Parking===&lt;br /&gt;
* ''Mission start'': If you park the bike a few meters away from the mission start marker, it should be fine (kind of on the half of the sidewalk towards the road)&lt;br /&gt;
* ''After sniping the enemies on the roof'': Pier 69 has a huge despawn area, but there is a specific spot on the roof where you can park a bike so it won't despawn (picture needed)&lt;br /&gt;
** Video: [https://www.youtube.com/watch?v=Ic7bO9QruOY Parking Position]&lt;br /&gt;
&lt;br /&gt;
==Toreno's Last Flight==&lt;br /&gt;
{{GTASAAiAim|Using a bike which is stored inside the San Fierro Garage to get to the helipad is a common way to get around this}}&lt;br /&gt;
&lt;br /&gt;
===Homing Rockets Strategy===&lt;br /&gt;
You need to get Homing Rockets before the mission, then while standing where you spawn after the cutscene, you acquire the helicopter as target and shoot it down.&lt;br /&gt;
&lt;br /&gt;
===Normal Rockets Strategy===&lt;br /&gt;
If you use normal rockets to shoot down the helicopter (either by having some before or taking the ones on the helipad), you can get on the parked bike quickly and drive to where the helicopter turns left towards the highway. If you are fast, you have a few seconds to shoot it there. If you miss, you can also do a backup strat from that position, if you have plenty of rockets: Rockets always seem to explode at the same distance, as long as they don't hit anything before. So if you spam them in the direction of the helicopter's path, they will eventually damage it, even if you don't hit it directly.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|[[File:TorenosLastFlight.jpg|thumb|Shooting position]]&lt;br /&gt;
|[[File:TorenosLastFlightBackup.jpg|thumb|Backup Strategy]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Safe Parking===&lt;br /&gt;
* ''Mission start'': The mission start doesn't seem to have a set despawn area, you should be safe to just park anywhere resonable. Also it doesn't seem to matter at all when you obstruct CJ for the cutscene. Whether you don't obstruct him at all, park a bike where he spawns or even a car where he is supposed to go, the cutscene seems always skipable after 4.6 seconds.&lt;br /&gt;
&lt;br /&gt;
=Las Venturas=&lt;br /&gt;
==Fender Ketchup==&lt;br /&gt;
You have to scare the guy by driving around. The fastest way appears to be doing left handbrake turns. You need to reach a certain speed, then press the handbrake and turn left (turning right doesn't work for some reason). You can do this on the parking lot where the mission starts/ends and just do handbrake U-Turns. If you use the whole space, you just gain enough speed for it.&lt;br /&gt;
&lt;br /&gt;
You can also do the same strat on the street and not do full U-Turns, but instead only turn enough so it triggers, but then keep going straight so you can retain more speed and do the next turn earlier.&lt;br /&gt;
&lt;br /&gt;
* [http://www.youtube.com/watch?v=bjjZx6pCdL0 Video: On the Parking Lot]&lt;br /&gt;
* [http://www.youtube.com/watch?v=mUcYsdKRaRw Video: On the Road]&lt;br /&gt;
&lt;br /&gt;
==Explosive Situation==&lt;br /&gt;
Be careful not to let the Dumper explode, it will fail the mission even after you got all the Dynamite. This can easily happen when you park the Dumper too close to the Forklift that can explode because you have to hit it go get the Dynamite.&lt;br /&gt;
&lt;br /&gt;
==You've Had Your Chips==&lt;br /&gt;
Climb over the fence to the south and walk into the entrance of the factory building to do the &amp;quot;stealth&amp;quot;-approach. If you walk in through the area's main entrance or shoot the car in front of the factory, additional enemies spawn inside the factory.&lt;br /&gt;
&lt;br /&gt;
Once you are inside the factory, it's all about destroying the machines:&lt;br /&gt;
* Once 3 machines are destroyed 3 enemies spawn outside, 2 running into the factory and 1 enemy with an automatic shotgun that can be very dangerous&lt;br /&gt;
* Once 6 machines are destroyed a car with several enemies with SMGs spawns outside and start driving towards the factory entrance&lt;br /&gt;
* Once 9 machines are destroyed you are done and have to head back to the Casino&lt;br /&gt;
&lt;br /&gt;
However there is a way to skip the spawning of the 3 enemies outside. If you destroy the 3rd and 4th machine at exactly the same time (probably the same frame or something) the internal counter probably isn't checked when it is at 3, but only when it is at 4, so the spawn isn't triggered (this also works when you destroy more than 2 machines at once, just make sure the 3rd machine isn't destroyed by itself). The order of the machines doesn't matter, &amp;quot;the 3rd machine&amp;quot; only refers to the number of destroyed machines.&lt;br /&gt;
&lt;br /&gt;
The car is actually technicially spawned when more than 5 machines are destroyed, instead of exactly 6, so the spawning of the car can't be prevented with the same technique.&lt;br /&gt;
&lt;br /&gt;
To destroy several machines at exactly the same time, explosions are probably the only way (fire a rocket between machines that are near together or plant satchel charges).&lt;br /&gt;
&lt;br /&gt;
* [http://www.youtube.com/watch?v=x-BcmcKGoB0 Video: Demonstration of spawning/not spawning enemies (and also of a specific strat for this mission)]&lt;br /&gt;
* [http://www.youtube.com/watch?v=TP0UlZqokMk Video: Demonstration of the spawning car]&lt;br /&gt;
* [http://www.youtube.com/watch?v=CKJmiwssjsI Video: Explanation of a specific strat for this mission]&lt;br /&gt;
* [http://www.youtube.com/watch?v=pjPNRsbOJ7A Video: Possible safer Rocket Strat for the beginning]&lt;br /&gt;
&lt;br /&gt;
==Don Peyote==&lt;br /&gt;
At the snake farm, you need to kill all four farmers, or else they come after you once you activate the marker at the casino, which triggers a cutscene and apparently has a chance to softlock the game.&lt;br /&gt;
&lt;br /&gt;
==Misappropriation==&lt;br /&gt;
&lt;br /&gt;
===If you fail to kill him before he escapes===&lt;br /&gt;
Please note that these are very rough numbers. If the target gets into his heli, the chase takes about 2:00-2:30 (depending on how close you keep to him apparently) to the helipad where he lands and you can shoot him. From there it takes about 35s to landing in front of Caligula's Casino with the helicopter. So given the any% route, it takes about 3 minutes. If you manage to kill him before he escapes, it takes about 1:45 to landing in front of Caligula's Casino, so that is about 1:15 faster. If you die, it takes about 1 minute back to the mission start marker, with trip skip you get to the mission pretty fast, but you still need some time to actually kill the target (also you need to get a weapon for that).&lt;br /&gt;
&lt;br /&gt;
==Black Project==&lt;br /&gt;
* [http://www.youtube.com/watch?v=Axjx-IvALkA Video: Black Project Tutorial]&lt;br /&gt;
&lt;br /&gt;
==Green Goo==&lt;br /&gt;
{{GTASAAiAim|It is common to arrive at the start of the mission in a Buffalo, meaning the AIs will be very accurate with their M4s. There is however a PCJ Spawn and the end of the runway which can be used to reset the AI PRIOR to starting the mission. Because you cannot exit the Jetpack during the mission it must be done before.}}&lt;br /&gt;
&lt;br /&gt;
==A Home in the Hills==&lt;br /&gt;
{{GTASAAiAim|Taking a car to the building will result in this bug, making the mission extremely difficult. To avoid this either steal a bike or simply run instead.}}&lt;br /&gt;
&lt;br /&gt;
=Return to Los Santos=&lt;br /&gt;
==Vertical Bird==&lt;br /&gt;
If you drive the boat into the back of the ship, then the enemies will have higher accuracy than when you jump out beforehand and swim in.&lt;br /&gt;
&lt;br /&gt;
* Video: [http://www.youtube.com/watch?v=QmfOtvrvQy0 End of the mission]&lt;br /&gt;
&lt;br /&gt;
==Beat Down on BDup==&lt;br /&gt;
{{GTASAAiAim}}&lt;br /&gt;
&lt;br /&gt;
==Cut Throat Business==&lt;br /&gt;
===Safe Parking===&lt;br /&gt;
* ''Mission start:'' This mission seems to have a huge despawn area (400 units radius), so there doesn't seem to be a practical way of keeping a vehicle.&lt;br /&gt;
&lt;br /&gt;
==Los Desperados==&lt;br /&gt;
If you take the territory closest to the train station, then Grove Street gangmembers spawn at the train station, if you approach it through Grove territory. During the mission, the gangmembers required to make the marker appear can be recruited directly at the train station, instead of having to get them into the car and driving them there.&lt;br /&gt;
* Video: [https://www.youtube.com/watch?v=Pl4UXO4BsPM Strategy Explanation]&lt;br /&gt;
* Video: [https://www.youtube.com/watch?v=IwjGNXT6o0A Strategy Comparison]&lt;br /&gt;
&lt;br /&gt;
==End of the Line==&lt;br /&gt;
This mission has Checkpoint Technology: If you die after killing Big Smoke, you start again at the point after killing him if you restart the mission (without loading a save, like trip skip). This is a bit dangerous though (see next paragraph). If you fail the mission during the car section, you start again at the beginning of the car section.&lt;br /&gt;
&lt;br /&gt;
{{GTASAAiAim|When you use Checkpoint Technology and restart the mission from the point after killing Smoke and were in a car before, getting on a bike resets the AI to normal. If you already got to the car part and have to restart the mission there, this doesn't matter because you don't get shot anymore (and are in a car anyway).}}&lt;br /&gt;
&lt;br /&gt;
* Video: [http://www.youtube.com/watch?v=kBb8c7FXmIY AI Accuracy Comparison]&lt;br /&gt;
* Video: [http://www.youtube.com/watch?v=89T-11IBWzc Minigun Slide Demonstration]&lt;/div&gt;</summary>
		<author><name>Joshimuz</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Grand_Theft_Auto:_San_Andreas/Missions</id>
		<title>Grand Theft Auto: San Andreas/Missions</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Grand_Theft_Auto:_San_Andreas/Missions"/>
				<updated>2014-07-23T16:59:14Z</updated>
		
		<summary type="html">&lt;p&gt;Joshimuz: /* Black Project */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page should contain facts about missions, how specific missions work, but not necessarily how to do them in a certain category. Questions like &amp;quot;What triggers X?&amp;quot; or &amp;quot;Is Y on a timer?&amp;quot; should be answered here.&lt;br /&gt;
&lt;br /&gt;
=Los Santos=&lt;br /&gt;
&lt;br /&gt;
==Big Smoke==&lt;br /&gt;
You don't have to stay on the bike, but you have to stay close to the others so they keep moving. The first cutscene is triggered by Sweet, the mission end is triggered by Ryder (of course you have to be there as well).&lt;br /&gt;
&lt;br /&gt;
==Ryder==&lt;br /&gt;
 Why did you blow up Ryder's car?&lt;br /&gt;
&lt;br /&gt;
Failing the mission makes 30s worth of cutscene in front of the pizza place that is the tutorial for eating skippable. Since you can easily blow up Ryder's car, this mission can be failed easily.&lt;br /&gt;
&lt;br /&gt;
==Drive-Thru==&lt;br /&gt;
Killing the passenger of the Drive-By car makes the driver get out.&lt;br /&gt;
&lt;br /&gt;
==Drive-By==&lt;br /&gt;
* To make sure that the second group of enemies spawns, you should look away from it after killing the first group.&lt;br /&gt;
* It seems that the Pay&amp;amp;Spray is completely scripted and is needed for the Mission End Marker to appear. After you were in the Pay&amp;amp;Spray, you can even get police stars again and still finish the mission.&lt;br /&gt;
&lt;br /&gt;
==Sweet's Girl==&lt;br /&gt;
{{GTASAAiAim}}&lt;br /&gt;
&lt;br /&gt;
==Life's A Beach==&lt;br /&gt;
You can skip the dancing:&lt;br /&gt;
# Find a Grove Street gangmember, recruit him and get him to the locked van&lt;br /&gt;
# Try to get into the locked van (doesn't matter on which side)&lt;br /&gt;
# CJ won't be able to get in, but if you keep trying, the homie will eventually open the passenger side door and get in&lt;br /&gt;
# Once the homie shows any sign of opening the door, hold down either of the gang buttons (G or H by default) until CJ says &amp;quot;See you later homie.&amp;quot; which means the gang is disbanded&lt;br /&gt;
#* Make sure you actually hold down the button, don't just press it shortly, it may seem like it takes a long time for CJ to react&lt;br /&gt;
#* For some the G button seems to work better, for others the H button&lt;br /&gt;
# While disbanding the gang, you move towards the water behind the parked car there and headshot the homie in the van, which should make him fall out leaving the door open&lt;br /&gt;
#* The homie will get out of the van after a few seconds, then get back in switching to the driver side. If the getting out animation has already started when you kill him, he will get out of the van, close the door and then die, so you won't get in. If you are not sure you can make it, wait for him to get back in and then shoot him when he is sitting on the driver side.&lt;br /&gt;
#* Careful: Shooting and aiming at the party can fail the mission, so make sure you are far enough away and have practiced a shooting position that works.&lt;br /&gt;
&lt;br /&gt;
* Video: [http://youtu.be/btn4IdZM34M Dance Skip Tutorial]&lt;br /&gt;
&lt;br /&gt;
==OG Loc==&lt;br /&gt;
# Follow Freddy through the alleys, if you keep close he drives faster&lt;br /&gt;
# Turn left to the quick shot spot and wait for him there, shooting your SMG as he passes to set his bike on fire&lt;br /&gt;
#* If you fail the first spot, you can go to the backup spot&lt;br /&gt;
#* There are different positions to wait at the quick shot spot (on the road, on the sidewalk), important is that you face the right direction and can shoot Freddy quickly&lt;br /&gt;
#*Sometimes cars around the corner you wait get spooked and ram into you, making it harder for you to shoot Freddy&lt;br /&gt;
# After setting his bike on fire, start driving towards your next destination&lt;br /&gt;
#* Unfortunately you loose your bike after the cutscene, so you'll have to find a vehicle on the road, but drive with the bike as far as you can&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Gtasa ogloc map.jpg|thumb|Player route and positions]]&lt;br /&gt;
|[[File:Gtasa ogloc position.jpg|thumb|Position]]&lt;br /&gt;
|[[File:Gtasa ogloc backup position.jpg|thumb|Backup position]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* The mission sets your SMG ammo to 78 once you get on the bike (so it doesn't add an amount to what you had before, it sets it to 78). If you had more than 78 ammo before, it doesn't change it. If you already had a Tec-9, it doesn't replace it.&lt;br /&gt;
* Pushing Freddy off his bike (which you can do when you wait at the quick shot spot) crashes the game.&lt;br /&gt;
&lt;br /&gt;
==Just Business==&lt;br /&gt;
* Once you enter the building with Smoke, the game gives you a Micro-SMG (replacing any previous weapon in that slot) and adds 120 ammo to it (adding to ammo you might have had before). After the autoscroller, the game always gives you a Micro-SMG with 80 ammo (replacing any other weapon in that slot you may have picked up during the mission).&lt;br /&gt;
&lt;br /&gt;
==Doberman==&lt;br /&gt;
&lt;br /&gt;
===Safe Parking===&lt;br /&gt;
* ''Mission start:'' There is a small despawn area beside the marker (towards the road), but it should be safe to park in the half of the marker towards the door. Parking too close towards the door may be dangerous though. You can also get on the bike during the fadeout (press key as soon as the red marker disappears), which will prevent despawning (and is also a bit faster).&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|[[File:GTASA Doberman Despawn Area.jpg|thumb|Mission Start Despawn Areas]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Burning Desire==&lt;br /&gt;
{{GTASAAiAim|Driving a car to the house will cause the Vagos defending it to be affected by the bug. If a bike is taken however it is possible to simply ignore all the enemies and live.}}&lt;br /&gt;
* You need to pick up the Molotovs in this mission to make the house vulnerable to fire, picking them up prior to the mission does not help.&lt;br /&gt;
* In the house, you have to pick up the Fire Extinguisher to trigger the cutscene with Denise after which she follows you. If you go up without there is a cutscene that tells you to get it, but even if you enter her room (you can jump over the fire), she just stands there and it doesn't trigger the cutscene after which she follows you.&lt;br /&gt;
* After getting the Fire Extinguisher, you can jump over the fire in her room and trigger the cutscene, but she won't follow you unless you put out the fires in her way. If you let her stay in her room and go out the front door, it still tells you to go back in and get the girl.&lt;br /&gt;
** However, if you manage to push her through the first fire in front of ther room, she will follow you through the other fires.&lt;br /&gt;
* After triggering the cutscene in Denise's room (after which she follows you), the fires disappear when you go out and back into the house. But since you still have to go back up and guide the girl out of the house, it's probably not very useful.&lt;br /&gt;
&lt;br /&gt;
===Safe Parking===&lt;br /&gt;
* ''Mission start:'' You shouldn't park directly in the marker (and possibly where the police car will spawn), but if you park a few meters away, it should be fine. The despawn area isn't as big as in Grey Imports. ([https://forum.speeddemosarchive.com/post/gta_san_andreas_official_thread__484.html#gta_san_andreas_official_thread__484 Forum])&lt;br /&gt;
&lt;br /&gt;
==Grey Imports==&lt;br /&gt;
===Safe Parking===&lt;br /&gt;
* ''Mission start:'' The despawn area is pretty big. Parking on the middle of the road to the east of the marker should be fine though (on the double-line in the center).&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|[[File:GTASA GreyImports Despawn Area.jpg|thumb|Mission Start Despawn Area]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Home Invasion==&lt;br /&gt;
This mission has a special walking animation that makes you move slower. However, if you hold certain weapons, you don't get this slower walking. Most importantly this also affects walking speed when you carry a crate (which is the only time you would be walking anyway, since moving crouched is faster), even though CJ isn't actually holding the weapon in his hands.&lt;br /&gt;
&lt;br /&gt;
Weapons that seem to work for this are weapons you can't sprint with, including: Baseball Bat, Shotgun, Combat Shotgun, Rifle, M4, AK, Sniper Rifle, Flame Thrower, Rocket Launchers&lt;br /&gt;
&lt;br /&gt;
With the Shotgun in particular (and maybe other weapons like the M4 or AK, but not the Baseball Bat) there's another strange behaviour where the noise-meter doesn't fill as fast. Normally if you just run, it fills almost instantly, but while holding the shotgun (again, also when carrying a crate) you can run for about a second before the noise-meter reacts. It fills about 2/3 when you run too long and fills completely after about 0.5 seconds. Important is that you don't press the walk button at all when doing this. Changing between walking and running seems to trigger the noise-meter a lot faster. Just run normally by pressing the move forward button, let go of it after a second, then run again.&lt;br /&gt;
&lt;br /&gt;
This allows you to take one of the further away crates as the last one and just run back to the door all the way. This fills the noise-meter, but you get out before the cutscene plays (it would play when you go back in, but you won't have to after the last crate). Without the delayed noise-meter, the cutscene would play before you get out if you run all the way.&lt;br /&gt;
&lt;br /&gt;
Even with the delayed noise-meter while having the shotgun selected, the noise-meter seems to fill faster if it is already filled a bit, so be careful with that.&lt;br /&gt;
&lt;br /&gt;
Also sliding to the further away crates saves about 1 second for each crate.&lt;br /&gt;
&lt;br /&gt;
* [http://www.youtube.com/watch?v=lHkqIWX48Ms Video: Comparison between different moving speeds in this mission]&lt;br /&gt;
* [http://www.youtube.com/watch?v=YJ5RB7kzWt0 Video: Demonstration of running with the shotgun]&lt;br /&gt;
&lt;br /&gt;
==The Green Sabre==&lt;br /&gt;
Enemies you kill before driving into the marker where you have to save Sweet, just respawn. The first van spawns once you killed 3 enemies, the second van once you killed 6 enemies and the car once you killed 9 enemies. The mission is completed once you killed all enemies.&lt;br /&gt;
&lt;br /&gt;
===Safe Parking===&lt;br /&gt;
* ''Mission start:'' Vehicles seem to despawn when you park them in the marker. CJ can also sometimes get blocked by a vehicle and has to run around it before answering the phonecall, although it doesn't seem to affect the time, the cutscene always seems to be about 7.6 seconds long. Parking where the Greenwood spawns can prevent that from spawning though.&lt;br /&gt;
&lt;br /&gt;
=Badlands=&lt;br /&gt;
==Against All Odds==&lt;br /&gt;
After leaving the Betting Shop, your Wanted Level will usually be decreased after a short time, leaving you with 3 stars. This doesn't appear to happen when you run a police officer over on the way (or something like that). You can use the two bribe stars in Blueberry to get rid of two more stars, leaving you with only one that should disappear 10 seconds after picking up the last bribe. If you don't loose a star to begin with (leaving you with the initial 4), you can wait a bit after picking up the first bribe, so that another star disappears on it's own before picking up the second bribe.&lt;br /&gt;
&lt;br /&gt;
As opposed to some other missions, you can't finish the mission if you regain a wanted level after loosing it. The marker is only there if you don't have a wanted level at all.&lt;br /&gt;
&lt;br /&gt;
=San Fierro=&lt;br /&gt;
&lt;br /&gt;
==Photo Opportunity==&lt;br /&gt;
&lt;br /&gt;
* Video: [http://www.youtube.com/watch?v=w6yR4xS4SfU Safe spot to do the drop]&lt;br /&gt;
&lt;br /&gt;
==Jizzy (Cutscene)==&lt;br /&gt;
===Safe Parking===&lt;br /&gt;
* ''Cutscene:'' It appears there is not set despawn zone, so it should be safe to park anywhere reasonable.&lt;br /&gt;
&lt;br /&gt;
==Outrider==&lt;br /&gt;
&lt;br /&gt;
The Van starts driving after you get on the Sanchez the mission gives you and arrives at the destination about 4:15 later (if you destroy the roadblocks, it might take longer if it's obstructed in some way).&lt;br /&gt;
&lt;br /&gt;
The enemies at the roadblocks don't attack you (even if you get really close) unless you shoot near them.&lt;br /&gt;
&lt;br /&gt;
===Safe Parking===&lt;br /&gt;
* ''Mission start:'' There is a huge despawn area when you start the mission, so the best way to keep a vehicle is probably in the garage.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| [[File:GTASA Outrider Despawn Area.jpg|thumb|Despawn Area]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Snail Trail==&lt;br /&gt;
''See [[Grand Theft Auto: San Andreas/Missions/Snail Trail]]''&lt;br /&gt;
&lt;br /&gt;
==Ice Cold Killah==&lt;br /&gt;
===Safe Parking===&lt;br /&gt;
* ''Mission start'': The mission start doesn't seem to have a despawn area, you should be safe to just park it anywhere reasonable&lt;br /&gt;
&lt;br /&gt;
==Amphibious Assault==&lt;br /&gt;
After going into the marker near the water and spawning in the water channel between the rocks, you can just climb/jump out of there, walk over the rocks to the water and swim to the ship.&lt;br /&gt;
&lt;br /&gt;
This mission also seems to have [[Grand_Theft_Auto:_San_Andreas/Game_Mechanics_and_Glitches#Harder_AI_after_having_been_in_a_car|more dangerous AI]] when you were in a car before, getting on a bike resets the AI to normal. A boat also seems to affect it the same as a car, so be careful with enemies after having been in a boat.&lt;br /&gt;
&lt;br /&gt;
* Video: [https://www.youtube.com/watch?v=3jwN9A3EX50 Swimming strats]&lt;br /&gt;
&lt;br /&gt;
===Safe Parking===&lt;br /&gt;
* ''Mission start'': The mission start doesn't seem to have a set despawn area, you should be safe to just park anywhere resonable (although it seems if you park it directly against the wall of the house it despawns, so just park it in the marker or something)&lt;br /&gt;
* ''During the mission'': There is a huge area where vehicles are despawned, but there might also be other effects that make certain position unsafe for parking vehicles during all of the mission (picture with safe area needed)&lt;br /&gt;
&lt;br /&gt;
==Pier 69==&lt;br /&gt;
{{GTASAAiAim|Using a car to drive to T-Bone after the Sniping section will trigger this effect. This isn't run ending, however it can add to the difficulty if T-Bone is not killed quickly. Stealing a bike instead or simply running to T-Bone is the way around this.}}&lt;br /&gt;
&lt;br /&gt;
===Safe Parking===&lt;br /&gt;
* ''Mission start'': If you park the bike a few meters away from the mission start marker, it should be fine (kind of on the half of the sidewalk towards the road)&lt;br /&gt;
* ''After sniping the enemies on the roof'': Pier 69 has a huge despawn area, but there is a specific spot on the roof where you can park a bike so it won't despawn (picture needed)&lt;br /&gt;
** Video: [https://www.youtube.com/watch?v=Ic7bO9QruOY Parking Position]&lt;br /&gt;
&lt;br /&gt;
==Toreno's Last Flight==&lt;br /&gt;
{{GTASAAiAim|Using a bike which is stored inside the San Fierro Garage to get to the helipad is a common way to get around this}}&lt;br /&gt;
&lt;br /&gt;
===Homing Rockets Strategy===&lt;br /&gt;
You need to get Homing Rockets before the mission, then while standing where you spawn after the cutscene, you acquire the helicopter as target and shoot it down.&lt;br /&gt;
&lt;br /&gt;
===Normal Rockets Strategy===&lt;br /&gt;
If you use normal rockets to shoot down the helicopter (either by having some before or taking the ones on the helipad), you can get on the parked bike quickly and drive to where the helicopter turns left towards the highway. If you are fast, you have a few seconds to shoot it there. If you miss, you can also do a backup strat from that position, if you have plenty of rockets: Rockets always seem to explode at the same distance, as long as they don't hit anything before. So if you spam them in the direction of the helicopter's path, they will eventually damage it, even if you don't hit it directly.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|[[File:TorenosLastFlight.jpg|thumb|Shooting position]]&lt;br /&gt;
|[[File:TorenosLastFlightBackup.jpg|thumb|Backup Strategy]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Safe Parking===&lt;br /&gt;
* ''Mission start'': The mission start doesn't seem to have a set despawn area, you should be safe to just park anywhere resonable. Also it doesn't seem to matter at all when you obstruct CJ for the cutscene. Whether you don't obstruct him at all, park a bike where he spawns or even a car where he is supposed to go, the cutscene seems always skipable after 4.6 seconds.&lt;br /&gt;
&lt;br /&gt;
=Las Venturas=&lt;br /&gt;
==Fender Ketchup==&lt;br /&gt;
You have to scare the guy by driving around. The fastest way appears to be doing left handbrake turns. You need to reach a certain speed, then press the handbrake and turn left (turning right doesn't work for some reason). You can do this on the parking lot where the mission starts/ends and just do handbrake U-Turns. If you use the whole space, you just gain enough speed for it.&lt;br /&gt;
&lt;br /&gt;
You can also do the same strat on the street and not do full U-Turns, but instead only turn enough so it triggers, but then keep going straight so you can retain more speed and do the next turn earlier.&lt;br /&gt;
&lt;br /&gt;
* [http://www.youtube.com/watch?v=bjjZx6pCdL0 Video: On the Parking Lot]&lt;br /&gt;
* [http://www.youtube.com/watch?v=mUcYsdKRaRw Video: On the Road]&lt;br /&gt;
&lt;br /&gt;
==Explosive Situation==&lt;br /&gt;
Be careful not to let the Dumper explode, it will fail the mission even after you got all the Dynamite. This can easily happen when you park the Dumper too close to the Forklift that can explode because you have to hit it go get the Dynamite.&lt;br /&gt;
&lt;br /&gt;
==You've Had Your Chips==&lt;br /&gt;
Climb over the fence to the south and walk into the entrance of the factory building to do the &amp;quot;stealth&amp;quot;-approach. If you walk in through the area's main entrance or shoot the car in front of the factory, additional enemies spawn inside the factory.&lt;br /&gt;
&lt;br /&gt;
Once you are inside the factory, it's all about destroying the machines:&lt;br /&gt;
* Once 3 machines are destroyed 3 enemies spawn outside, 2 running into the factory and 1 enemy with an automatic shotgun that can be very dangerous&lt;br /&gt;
* Once 6 machines are destroyed a car with several enemies with SMGs spawns outside and start driving towards the factory entrance&lt;br /&gt;
* Once 9 machines are destroyed you are done and have to head back to the Casino&lt;br /&gt;
&lt;br /&gt;
However there is a way to skip the spawning of the 3 enemies outside. If you destroy the 3rd and 4th machine at exactly the same time (probably the same frame or something) the internal counter probably isn't checked when it is at 3, but only when it is at 4, so the spawn isn't triggered (this also works when you destroy more than 2 machines at once, just make sure the 3rd machine isn't destroyed by itself). The order of the machines doesn't matter, &amp;quot;the 3rd machine&amp;quot; only refers to the number of destroyed machines.&lt;br /&gt;
&lt;br /&gt;
The car is actually technicially spawned when more than 5 machines are destroyed, instead of exactly 6, so the spawning of the car can't be prevented with the same technique.&lt;br /&gt;
&lt;br /&gt;
To destroy several machines at exactly the same time, explosions are probably the only way (fire a rocket between machines that are near together or plant satchel charges).&lt;br /&gt;
&lt;br /&gt;
* [http://www.youtube.com/watch?v=x-BcmcKGoB0 Video: Demonstration of spawning/not spawning enemies (and also of a specific strat for this mission)]&lt;br /&gt;
* [http://www.youtube.com/watch?v=TP0UlZqokMk Video: Demonstration of the spawning car]&lt;br /&gt;
* [http://www.youtube.com/watch?v=CKJmiwssjsI Video: Explanation of a specific strat for this mission]&lt;br /&gt;
* [http://www.youtube.com/watch?v=pjPNRsbOJ7A Video: Possible safer Rocket Strat for the beginning]&lt;br /&gt;
&lt;br /&gt;
==Don Peyote==&lt;br /&gt;
At the snake farm, you need to kill all four farmers, or else they come after you once you activate the marker at the casino, which triggers a cutscene and apparently has a chance to softlock the game.&lt;br /&gt;
&lt;br /&gt;
==Misappropriation==&lt;br /&gt;
&lt;br /&gt;
===If you fail to kill him before he escapes===&lt;br /&gt;
Please note that these are very rough numbers. If the target gets into his heli, the chase takes about 2:00-2:30 (depending on how close you keep to him apparently) to the helipad where he lands and you can shoot him. From there it takes about 35s to landing in front of Caligula's Casino with the helicopter. So given the any% route, it takes about 3 minutes. If you manage to kill him before he escapes, it takes about 1:45 to landing in front of Caligula's Casino, so that is about 1:15 faster. If you die, it takes about 1 minute back to the mission start marker, with trip skip you get to the mission pretty fast, but you still need some time to actually kill the target (also you need to get a weapon for that).&lt;br /&gt;
&lt;br /&gt;
==Black Project==&lt;br /&gt;
* [https://www.youtube.com/watch?v=Axjx-IvALkA Video: Black Project Tutorial]&lt;br /&gt;
&lt;br /&gt;
==Green Goo==&lt;br /&gt;
{{GTASAAiAim|It is common to arrive at the start of the mission in a Buffalo, meaning the AIs will be very accurate with their M4s. There is however a PCJ Spawn and the end of the runway which can be used to reset the AI PRIOR to starting the mission. Because you cannot exit the Jetpack during the mission it must be done before.}}&lt;br /&gt;
&lt;br /&gt;
==A Home in the Hills==&lt;br /&gt;
{{GTASAAiAim|Taking a car to the building will result in this bug, making the mission extremely difficult. To avoid this either steal a bike or simply run instead.}}&lt;br /&gt;
&lt;br /&gt;
=Return to Los Santos=&lt;br /&gt;
==Vertical Bird==&lt;br /&gt;
If you drive the boat into the back of the ship, then the enemies will have higher accuracy than when you jump out beforehand and swim in.&lt;br /&gt;
&lt;br /&gt;
* Video: [http://www.youtube.com/watch?v=QmfOtvrvQy0 End of the mission]&lt;br /&gt;
&lt;br /&gt;
==Beat Down on BDup==&lt;br /&gt;
{{GTASAAiAim}}&lt;br /&gt;
&lt;br /&gt;
==Cut Throat Business==&lt;br /&gt;
===Safe Parking===&lt;br /&gt;
* ''Mission start:'' This mission seems to have a huge despawn area (400 units radius), so there doesn't seem to be a practical way of keeping a vehicle.&lt;br /&gt;
&lt;br /&gt;
==Los Desperados==&lt;br /&gt;
If you take the territory closest to the train station, then Grove Street gangmembers spawn at the train station, if you approach it through Grove territory. During the mission, the gangmembers required to make the marker appear can be recruited directly at the train station, instead of having to get them into the car and driving them there.&lt;br /&gt;
* Video: [https://www.youtube.com/watch?v=Pl4UXO4BsPM Strategy Explanation]&lt;br /&gt;
* Video: [https://www.youtube.com/watch?v=IwjGNXT6o0A Strategy Comparison]&lt;br /&gt;
&lt;br /&gt;
==End of the Line==&lt;br /&gt;
This mission has Checkpoint Technology: If you die after killing Big Smoke, you start again at the point after killing him if you restart the mission (without loading a save, like trip skip). This is a bit dangerous though (see next paragraph). If you fail the mission during the car section, you start again at the beginning of the car section.&lt;br /&gt;
&lt;br /&gt;
{{GTASAAiAim|When you use Checkpoint Technology and restart the mission from the point after killing Smoke and were in a car before, getting on a bike resets the AI to normal. If you already got to the car part and have to restart the mission there, this doesn't matter because you don't get shot anymore (and are in a car anyway).}}&lt;br /&gt;
&lt;br /&gt;
* Video: [http://www.youtube.com/watch?v=kBb8c7FXmIY AI Accuracy Comparison]&lt;br /&gt;
* Video: [http://www.youtube.com/watch?v=89T-11IBWzc Minigun Slide Demonstration]&lt;/div&gt;</summary>
		<author><name>Joshimuz</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Grand_Theft_Auto:_San_Andreas/Missions</id>
		<title>Grand Theft Auto: San Andreas/Missions</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Grand_Theft_Auto:_San_Andreas/Missions"/>
				<updated>2014-07-23T12:25:23Z</updated>
		
		<summary type="html">&lt;p&gt;Joshimuz: /* Black Project */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page should contain facts about missions, how specific missions work, but not necessarily how to do them in a certain category. Questions like &amp;quot;What triggers X?&amp;quot; or &amp;quot;Is Y on a timer?&amp;quot; should be answered here.&lt;br /&gt;
&lt;br /&gt;
=Los Santos=&lt;br /&gt;
&lt;br /&gt;
==Big Smoke==&lt;br /&gt;
You don't have to stay on the bike, but you have to stay close to the others so they keep moving. The first cutscene is triggered by Sweet, the mission end is triggered by Ryder (of course you have to be there as well).&lt;br /&gt;
&lt;br /&gt;
==Ryder==&lt;br /&gt;
 Why did you blow up Ryder's car?&lt;br /&gt;
&lt;br /&gt;
Failing the mission makes 30s worth of cutscene in front of the pizza place that is the tutorial for eating skippable. Since you can easily blow up Ryder's car, this mission can be failed easily.&lt;br /&gt;
&lt;br /&gt;
==Drive-Thru==&lt;br /&gt;
Killing the passenger of the Drive-By car makes the driver get out.&lt;br /&gt;
&lt;br /&gt;
==Drive-By==&lt;br /&gt;
* To make sure that the second group of enemies spawns, you should look away from it after killing the first group.&lt;br /&gt;
* It seems that the Pay&amp;amp;Spray is completely scripted and is needed for the Mission End Marker to appear. After you were in the Pay&amp;amp;Spray, you can even get police stars again and still finish the mission.&lt;br /&gt;
&lt;br /&gt;
==Sweet's Girl==&lt;br /&gt;
{{GTASAAiAim}}&lt;br /&gt;
&lt;br /&gt;
==Life's A Beach==&lt;br /&gt;
You can skip the dancing:&lt;br /&gt;
# Find a Grove Street gangmember, recruit him and get him to the locked van&lt;br /&gt;
# Try to get into the locked van (doesn't matter on which side)&lt;br /&gt;
# CJ won't be able to get in, but if you keep trying, the homie will eventually open the passenger side door and get in&lt;br /&gt;
# Once the homie shows any sign of opening the door, hold down either of the gang buttons (G or H by default) until CJ says &amp;quot;See you later homie.&amp;quot; which means the gang is disbanded&lt;br /&gt;
#* Make sure you actually hold down the button, don't just press it shortly, it may seem like it takes a long time for CJ to react&lt;br /&gt;
#* For some the G button seems to work better, for others the H button&lt;br /&gt;
# While disbanding the gang, you move towards the water behind the parked car there and headshot the homie in the van, which should make him fall out leaving the door open&lt;br /&gt;
#* The homie will get out of the van after a few seconds, then get back in switching to the driver side. If the getting out animation has already started when you kill him, he will get out of the van, close the door and then die, so you won't get in. If you are not sure you can make it, wait for him to get back in and then shoot him when he is sitting on the driver side.&lt;br /&gt;
#* Careful: Shooting and aiming at the party can fail the mission, so make sure you are far enough away and have practiced a shooting position that works.&lt;br /&gt;
&lt;br /&gt;
* Video: [http://youtu.be/btn4IdZM34M Dance Skip Tutorial]&lt;br /&gt;
&lt;br /&gt;
==OG Loc==&lt;br /&gt;
# Follow Freddy through the alleys, if you keep close he drives faster&lt;br /&gt;
# Turn left to the quick shot spot and wait for him there, shooting your SMG as he passes to set his bike on fire&lt;br /&gt;
#* If you fail the first spot, you can go to the backup spot&lt;br /&gt;
#* There are different positions to wait at the quick shot spot (on the road, on the sidewalk), important is that you face the right direction and can shoot Freddy quickly&lt;br /&gt;
#*Sometimes cars around the corner you wait get spooked and ram into you, making it harder for you to shoot Freddy&lt;br /&gt;
# After setting his bike on fire, start driving towards your next destination&lt;br /&gt;
#* Unfortunately you loose your bike after the cutscene, so you'll have to find a vehicle on the road, but drive with the bike as far as you can&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Gtasa ogloc map.jpg|thumb|Player route and positions]]&lt;br /&gt;
|[[File:Gtasa ogloc position.jpg|thumb|Position]]&lt;br /&gt;
|[[File:Gtasa ogloc backup position.jpg|thumb|Backup position]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* The mission sets your SMG ammo to 78 once you get on the bike (so it doesn't add an amount to what you had before, it sets it to 78). If you had more than 78 ammo before, it doesn't change it. If you already had a Tec-9, it doesn't replace it.&lt;br /&gt;
* Pushing Freddy off his bike (which you can do when you wait at the quick shot spot) crashes the game.&lt;br /&gt;
&lt;br /&gt;
==Just Business==&lt;br /&gt;
* Once you enter the building with Smoke, the game gives you a Micro-SMG (replacing any previous weapon in that slot) and adds 120 ammo to it (adding to ammo you might have had before). After the autoscroller, the game always gives you a Micro-SMG with 80 ammo (replacing any other weapon in that slot you may have picked up during the mission).&lt;br /&gt;
&lt;br /&gt;
==Doberman==&lt;br /&gt;
&lt;br /&gt;
===Safe Parking===&lt;br /&gt;
* ''Mission start:'' There is a small despawn area beside the marker (towards the road), but it should be safe to park in the half of the marker towards the door. Parking too close towards the door may be dangerous though. You can also get on the bike during the fadeout (press key as soon as the red marker disappears), which will prevent despawning (and is also a bit faster).&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|[[File:GTASA Doberman Despawn Area.jpg|thumb|Mission Start Despawn Areas]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Burning Desire==&lt;br /&gt;
{{GTASAAiAim|Driving a car to the house will cause the Vagos defending it to be affected by the bug. If a bike is taken however it is possible to simply ignore all the enemies and live.}}&lt;br /&gt;
* You need to pick up the Molotovs in this mission to make the house vulnerable to fire, picking them up prior to the mission does not help.&lt;br /&gt;
* In the house, you have to pick up the Fire Extinguisher to trigger the cutscene with Denise after which she follows you. If you go up without there is a cutscene that tells you to get it, but even if you enter her room (you can jump over the fire), she just stands there and it doesn't trigger the cutscene after which she follows you.&lt;br /&gt;
* After getting the Fire Extinguisher, you can jump over the fire in her room and trigger the cutscene, but she won't follow you unless you put out the fires in her way. If you let her stay in her room and go out the front door, it still tells you to go back in and get the girl.&lt;br /&gt;
** However, if you manage to push her through the first fire in front of ther room, she will follow you through the other fires.&lt;br /&gt;
* After triggering the cutscene in Denise's room (after which she follows you), the fires disappear when you go out and back into the house. But since you still have to go back up and guide the girl out of the house, it's probably not very useful.&lt;br /&gt;
&lt;br /&gt;
===Safe Parking===&lt;br /&gt;
* ''Mission start:'' You shouldn't park directly in the marker (and possibly where the police car will spawn), but if you park a few meters away, it should be fine. The despawn area isn't as big as in Grey Imports. ([https://forum.speeddemosarchive.com/post/gta_san_andreas_official_thread__484.html#gta_san_andreas_official_thread__484 Forum])&lt;br /&gt;
&lt;br /&gt;
==Grey Imports==&lt;br /&gt;
===Safe Parking===&lt;br /&gt;
* ''Mission start:'' The despawn area is pretty big. Parking on the middle of the road to the east of the marker should be fine though (on the double-line in the center).&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|[[File:GTASA GreyImports Despawn Area.jpg|thumb|Mission Start Despawn Area]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Home Invasion==&lt;br /&gt;
This mission has a special walking animation that makes you move slower. However, if you hold certain weapons, you don't get this slower walking. Most importantly this also affects walking speed when you carry a crate (which is the only time you would be walking anyway, since moving crouched is faster), even though CJ isn't actually holding the weapon in his hands.&lt;br /&gt;
&lt;br /&gt;
Weapons that seem to work for this are weapons you can't sprint with, including: Baseball Bat, Shotgun, Combat Shotgun, Rifle, M4, AK, Sniper Rifle, Flame Thrower, Rocket Launchers&lt;br /&gt;
&lt;br /&gt;
With the Shotgun in particular (and maybe other weapons like the M4 or AK, but not the Baseball Bat) there's another strange behaviour where the noise-meter doesn't fill as fast. Normally if you just run, it fills almost instantly, but while holding the shotgun (again, also when carrying a crate) you can run for about a second before the noise-meter reacts. It fills about 2/3 when you run too long and fills completely after about 0.5 seconds. Important is that you don't press the walk button at all when doing this. Changing between walking and running seems to trigger the noise-meter a lot faster. Just run normally by pressing the move forward button, let go of it after a second, then run again.&lt;br /&gt;
&lt;br /&gt;
This allows you to take one of the further away crates as the last one and just run back to the door all the way. This fills the noise-meter, but you get out before the cutscene plays (it would play when you go back in, but you won't have to after the last crate). Without the delayed noise-meter, the cutscene would play before you get out if you run all the way.&lt;br /&gt;
&lt;br /&gt;
Even with the delayed noise-meter while having the shotgun selected, the noise-meter seems to fill faster if it is already filled a bit, so be careful with that.&lt;br /&gt;
&lt;br /&gt;
Also sliding to the further away crates saves about 1 second for each crate.&lt;br /&gt;
&lt;br /&gt;
* [http://www.youtube.com/watch?v=lHkqIWX48Ms Video: Comparison between different moving speeds in this mission]&lt;br /&gt;
* [http://www.youtube.com/watch?v=YJ5RB7kzWt0 Video: Demonstration of running with the shotgun]&lt;br /&gt;
&lt;br /&gt;
==The Green Sabre==&lt;br /&gt;
Enemies you kill before driving into the marker where you have to save Sweet, just respawn. The first van spawns once you killed 3 enemies, the second van once you killed 6 enemies and the car once you killed 9 enemies. The mission is completed once you killed all enemies.&lt;br /&gt;
&lt;br /&gt;
===Safe Parking===&lt;br /&gt;
* ''Mission start:'' Vehicles seem to despawn when you park them in the marker. CJ can also sometimes get blocked by a vehicle and has to run around it before answering the phonecall, although it doesn't seem to affect the time, the cutscene always seems to be about 7.6 seconds long. Parking where the Greenwood spawns can prevent that from spawning though.&lt;br /&gt;
&lt;br /&gt;
=Badlands=&lt;br /&gt;
==Against All Odds==&lt;br /&gt;
After leaving the Betting Shop, your Wanted Level will usually be decreased after a short time, leaving you with 3 stars. This doesn't appear to happen when you run a police officer over on the way (or something like that). You can use the two bribe stars in Blueberry to get rid of two more stars, leaving you with only one that should disappear 10 seconds after picking up the last bribe. If you don't loose a star to begin with (leaving you with the initial 4), you can wait a bit after picking up the first bribe, so that another star disappears on it's own before picking up the second bribe.&lt;br /&gt;
&lt;br /&gt;
As opposed to some other missions, you can't finish the mission if you regain a wanted level after loosing it. The marker is only there if you don't have a wanted level at all.&lt;br /&gt;
&lt;br /&gt;
=San Fierro=&lt;br /&gt;
&lt;br /&gt;
==Photo Opportunity==&lt;br /&gt;
&lt;br /&gt;
* Video: [http://www.youtube.com/watch?v=w6yR4xS4SfU Safe spot to do the drop]&lt;br /&gt;
&lt;br /&gt;
==Jizzy (Cutscene)==&lt;br /&gt;
===Safe Parking===&lt;br /&gt;
* ''Cutscene:'' It appears there is not set despawn zone, so it should be safe to park anywhere reasonable.&lt;br /&gt;
&lt;br /&gt;
==Outrider==&lt;br /&gt;
&lt;br /&gt;
The Van starts driving after you get on the Sanchez the mission gives you and arrives at the destination about 4:15 later (if you destroy the roadblocks, it might take longer if it's obstructed in some way).&lt;br /&gt;
&lt;br /&gt;
The enemies at the roadblocks don't attack you (even if you get really close) unless you shoot near them.&lt;br /&gt;
&lt;br /&gt;
===Safe Parking===&lt;br /&gt;
* ''Mission start:'' There is a huge despawn area when you start the mission, so the best way to keep a vehicle is probably in the garage.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| [[File:GTASA Outrider Despawn Area.jpg|thumb|Despawn Area]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Snail Trail==&lt;br /&gt;
''See [[Grand Theft Auto: San Andreas/Missions/Snail Trail]]''&lt;br /&gt;
&lt;br /&gt;
==Ice Cold Killah==&lt;br /&gt;
===Safe Parking===&lt;br /&gt;
* ''Mission start'': The mission start doesn't seem to have a despawn area, you should be safe to just park it anywhere reasonable&lt;br /&gt;
&lt;br /&gt;
==Amphibious Assault==&lt;br /&gt;
After going into the marker near the water and spawning in the water channel between the rocks, you can just climb/jump out of there, walk over the rocks to the water and swim to the ship.&lt;br /&gt;
&lt;br /&gt;
This mission also seems to have [[Grand_Theft_Auto:_San_Andreas/Game_Mechanics_and_Glitches#Harder_AI_after_having_been_in_a_car|more dangerous AI]] when you were in a car before, getting on a bike resets the AI to normal. A boat also seems to affect it the same as a car, so be careful with enemies after having been in a boat.&lt;br /&gt;
&lt;br /&gt;
* Video: [https://www.youtube.com/watch?v=3jwN9A3EX50 Swimming strats]&lt;br /&gt;
&lt;br /&gt;
===Safe Parking===&lt;br /&gt;
* ''Mission start'': The mission start doesn't seem to have a set despawn area, you should be safe to just park anywhere resonable (although it seems if you park it directly against the wall of the house it despawns, so just park it in the marker or something)&lt;br /&gt;
* ''During the mission'': There is a huge area where vehicles are despawned, but there might also be other effects that make certain position unsafe for parking vehicles during all of the mission (picture with safe area needed)&lt;br /&gt;
&lt;br /&gt;
==Pier 69==&lt;br /&gt;
{{GTASAAiAim|Using a car to drive to T-Bone after the Sniping section will trigger this effect. This isn't run ending, however it can add to the difficulty if T-Bone is not killed quickly. Stealing a bike instead or simply running to T-Bone is the way around this.}}&lt;br /&gt;
&lt;br /&gt;
===Safe Parking===&lt;br /&gt;
* ''Mission start'': If you park the bike a few meters away from the mission start marker, it should be fine (kind of on the half of the sidewalk towards the road)&lt;br /&gt;
* ''After sniping the enemies on the roof'': Pier 69 has a huge despawn area, but there is a specific spot on the roof where you can park a bike so it won't despawn (picture needed)&lt;br /&gt;
** Video: [https://www.youtube.com/watch?v=Ic7bO9QruOY Parking Position]&lt;br /&gt;
&lt;br /&gt;
==Toreno's Last Flight==&lt;br /&gt;
{{GTASAAiAim|Using a bike which is stored inside the San Fierro Garage to get to the helipad is a common way to get around this}}&lt;br /&gt;
&lt;br /&gt;
===Homing Rockets Strategy===&lt;br /&gt;
You need to get Homing Rockets before the mission, then while standing where you spawn after the cutscene, you acquire the helicopter as target and shoot it down.&lt;br /&gt;
&lt;br /&gt;
===Normal Rockets Strategy===&lt;br /&gt;
If you use normal rockets to shoot down the helicopter (either by having some before or taking the ones on the helipad), you can get on the parked bike quickly and drive to where the helicopter turns left towards the highway. If you are fast, you have a few seconds to shoot it there. If you miss, you can also do a backup strat from that position, if you have plenty of rockets: Rockets always seem to explode at the same distance, as long as they don't hit anything before. So if you spam them in the direction of the helicopter's path, they will eventually damage it, even if you don't hit it directly.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|[[File:TorenosLastFlight.jpg|thumb|Shooting position]]&lt;br /&gt;
|[[File:TorenosLastFlightBackup.jpg|thumb|Backup Strategy]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Safe Parking===&lt;br /&gt;
* ''Mission start'': The mission start doesn't seem to have a set despawn area, you should be safe to just park anywhere resonable. Also it doesn't seem to matter at all when you obstruct CJ for the cutscene. Whether you don't obstruct him at all, park a bike where he spawns or even a car where he is supposed to go, the cutscene seems always skipable after 4.6 seconds.&lt;br /&gt;
&lt;br /&gt;
=Las Venturas=&lt;br /&gt;
==Fender Ketchup==&lt;br /&gt;
You have to scare the guy by driving around. The fastest way appears to be doing left handbrake turns. You need to reach a certain speed, then press the handbrake and turn left (turning right doesn't work for some reason). You can do this on the parking lot where the mission starts/ends and just do handbrake U-Turns. If you use the whole space, you just gain enough speed for it.&lt;br /&gt;
&lt;br /&gt;
You can also do the same strat on the street and not do full U-Turns, but instead only turn enough so it triggers, but then keep going straight so you can retain more speed and do the next turn earlier.&lt;br /&gt;
&lt;br /&gt;
* [http://www.youtube.com/watch?v=bjjZx6pCdL0 Video: On the Parking Lot]&lt;br /&gt;
* [http://www.youtube.com/watch?v=mUcYsdKRaRw Video: On the Road]&lt;br /&gt;
&lt;br /&gt;
==Explosive Situation==&lt;br /&gt;
Be careful not to let the Dumper explode, it will fail the mission even after you got all the Dynamite. This can easily happen when you park the Dumper too close to the Forklift that can explode because you have to hit it go get the Dynamite.&lt;br /&gt;
&lt;br /&gt;
==You've Had Your Chips==&lt;br /&gt;
Climb over the fence to the south and walk into the entrance of the factory building to do the &amp;quot;stealth&amp;quot;-approach. If you walk in through the area's main entrance or shoot the car in front of the factory, additional enemies spawn inside the factory.&lt;br /&gt;
&lt;br /&gt;
Once you are inside the factory, it's all about destroying the machines:&lt;br /&gt;
* Once 3 machines are destroyed 3 enemies spawn outside, 2 running into the factory and 1 enemy with an automatic shotgun that can be very dangerous&lt;br /&gt;
* Once 6 machines are destroyed a car with several enemies with SMGs spawns outside and start driving towards the factory entrance&lt;br /&gt;
* Once 9 machines are destroyed you are done and have to head back to the Casino&lt;br /&gt;
&lt;br /&gt;
However there is a way to skip the spawning of the 3 enemies outside. If you destroy the 3rd and 4th machine at exactly the same time (probably the same frame or something) the internal counter probably isn't checked when it is at 3, but only when it is at 4, so the spawn isn't triggered (this also works when you destroy more than 2 machines at once, just make sure the 3rd machine isn't destroyed by itself). The order of the machines doesn't matter, &amp;quot;the 3rd machine&amp;quot; only refers to the number of destroyed machines.&lt;br /&gt;
&lt;br /&gt;
The car is actually technicially spawned when more than 5 machines are destroyed, instead of exactly 6, so the spawning of the car can't be prevented with the same technique.&lt;br /&gt;
&lt;br /&gt;
To destroy several machines at exactly the same time, explosions are probably the only way (fire a rocket between machines that are near together or plant satchel charges).&lt;br /&gt;
&lt;br /&gt;
* [http://www.youtube.com/watch?v=x-BcmcKGoB0 Video: Demonstration of spawning/not spawning enemies (and also of a specific strat for this mission)]&lt;br /&gt;
* [http://www.youtube.com/watch?v=TP0UlZqokMk Video: Demonstration of the spawning car]&lt;br /&gt;
* [http://www.youtube.com/watch?v=CKJmiwssjsI Video: Explanation of a specific strat for this mission]&lt;br /&gt;
* [http://www.youtube.com/watch?v=pjPNRsbOJ7A Video: Possible safer Rocket Strat for the beginning]&lt;br /&gt;
&lt;br /&gt;
==Don Peyote==&lt;br /&gt;
At the snake farm, you need to kill all four farmers, or else they come after you once you activate the marker at the casino, which triggers a cutscene and apparently has a chance to softlock the game.&lt;br /&gt;
&lt;br /&gt;
==Misappropriation==&lt;br /&gt;
&lt;br /&gt;
===If you fail to kill him before he escapes===&lt;br /&gt;
Please note that these are very rough numbers. If the target gets into his heli, the chase takes about 2:00-2:30 (depending on how close you keep to him apparently) to the helipad where he lands and you can shoot him. From there it takes about 35s to landing in front of Caligula's Casino with the helicopter. So given the any% route, it takes about 3 minutes. If you manage to kill him before he escapes, it takes about 1:45 to landing in front of Caligula's Casino, so that is about 1:15 faster. If you die, it takes about 1 minute back to the mission start marker, with trip skip you get to the mission pretty fast, but you still need some time to actually kill the target (also you need to get a weapon for that).&lt;br /&gt;
&lt;br /&gt;
==Black Project==&lt;br /&gt;
 *insert black project comparison videos and tutorial here*&lt;br /&gt;
&lt;br /&gt;
==Green Goo==&lt;br /&gt;
{{GTASAAiAim|It is common to arrive at the start of the mission in a Buffalo, meaning the AIs will be very accurate with their M4s. There is however a PCJ Spawn and the end of the runway which can be used to reset the AI PRIOR to starting the mission. Because you cannot exit the Jetpack during the mission it must be done before.}}&lt;br /&gt;
&lt;br /&gt;
==A Home in the Hills==&lt;br /&gt;
{{GTASAAiAim|Taking a car to the building will result in this bug, making the mission extremely difficult. To avoid this either steal a bike or simply run instead.}}&lt;br /&gt;
&lt;br /&gt;
=Return to Los Santos=&lt;br /&gt;
==Vertical Bird==&lt;br /&gt;
If you drive the boat into the back of the ship, then the enemies will have higher accuracy than when you jump out beforehand and swim in.&lt;br /&gt;
&lt;br /&gt;
* Video: [http://www.youtube.com/watch?v=QmfOtvrvQy0 End of the mission]&lt;br /&gt;
&lt;br /&gt;
==Beat Down on BDup==&lt;br /&gt;
{{GTASAAiAim}}&lt;br /&gt;
&lt;br /&gt;
==Cut Throat Business==&lt;br /&gt;
===Safe Parking===&lt;br /&gt;
* ''Mission start:'' This mission seems to have a huge despawn area (400 units radius), so there doesn't seem to be a practical way of keeping a vehicle.&lt;br /&gt;
&lt;br /&gt;
==Los Desperados==&lt;br /&gt;
If you take the territory closest to the train station, then Grove Street gangmembers spawn at the train station, if you approach it through Grove territory. During the mission, the gangmembers required to make the marker appear can be recruited directly at the train station, instead of having to get them into the car and driving them there.&lt;br /&gt;
* Video: [https://www.youtube.com/watch?v=Pl4UXO4BsPM Strategy Explanation]&lt;br /&gt;
* Video: [https://www.youtube.com/watch?v=IwjGNXT6o0A Strategy Comparison]&lt;br /&gt;
&lt;br /&gt;
==End of the Line==&lt;br /&gt;
This mission has Checkpoint Technology: If you die after killing Big Smoke, you start again at the point after killing him if you restart the mission (without loading a save, like trip skip). This is a bit dangerous though (see next paragraph). If you fail the mission during the car section, you start again at the beginning of the car section.&lt;br /&gt;
&lt;br /&gt;
{{GTASAAiAim|When you use Checkpoint Technology and restart the mission from the point after killing Smoke and were in a car before, getting on a bike resets the AI to normal. If you already got to the car part and have to restart the mission there, this doesn't matter because you don't get shot anymore (and are in a car anyway).}}&lt;br /&gt;
&lt;br /&gt;
* Video: [http://www.youtube.com/watch?v=kBb8c7FXmIY AI Accuracy Comparison]&lt;br /&gt;
* Video: [http://www.youtube.com/watch?v=89T-11IBWzc Minigun Slide Demonstration]&lt;/div&gt;</summary>
		<author><name>Joshimuz</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Grand_Theft_Auto:_San_Andreas/Missions</id>
		<title>Grand Theft Auto: San Andreas/Missions</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Grand_Theft_Auto:_San_Andreas/Missions"/>
				<updated>2014-07-23T12:25:08Z</updated>
		
		<summary type="html">&lt;p&gt;Joshimuz: /* Las Venturas */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page should contain facts about missions, how specific missions work, but not necessarily how to do them in a certain category. Questions like &amp;quot;What triggers X?&amp;quot; or &amp;quot;Is Y on a timer?&amp;quot; should be answered here.&lt;br /&gt;
&lt;br /&gt;
=Los Santos=&lt;br /&gt;
&lt;br /&gt;
==Big Smoke==&lt;br /&gt;
You don't have to stay on the bike, but you have to stay close to the others so they keep moving. The first cutscene is triggered by Sweet, the mission end is triggered by Ryder (of course you have to be there as well).&lt;br /&gt;
&lt;br /&gt;
==Ryder==&lt;br /&gt;
 Why did you blow up Ryder's car?&lt;br /&gt;
&lt;br /&gt;
Failing the mission makes 30s worth of cutscene in front of the pizza place that is the tutorial for eating skippable. Since you can easily blow up Ryder's car, this mission can be failed easily.&lt;br /&gt;
&lt;br /&gt;
==Drive-Thru==&lt;br /&gt;
Killing the passenger of the Drive-By car makes the driver get out.&lt;br /&gt;
&lt;br /&gt;
==Drive-By==&lt;br /&gt;
* To make sure that the second group of enemies spawns, you should look away from it after killing the first group.&lt;br /&gt;
* It seems that the Pay&amp;amp;Spray is completely scripted and is needed for the Mission End Marker to appear. After you were in the Pay&amp;amp;Spray, you can even get police stars again and still finish the mission.&lt;br /&gt;
&lt;br /&gt;
==Sweet's Girl==&lt;br /&gt;
{{GTASAAiAim}}&lt;br /&gt;
&lt;br /&gt;
==Life's A Beach==&lt;br /&gt;
You can skip the dancing:&lt;br /&gt;
# Find a Grove Street gangmember, recruit him and get him to the locked van&lt;br /&gt;
# Try to get into the locked van (doesn't matter on which side)&lt;br /&gt;
# CJ won't be able to get in, but if you keep trying, the homie will eventually open the passenger side door and get in&lt;br /&gt;
# Once the homie shows any sign of opening the door, hold down either of the gang buttons (G or H by default) until CJ says &amp;quot;See you later homie.&amp;quot; which means the gang is disbanded&lt;br /&gt;
#* Make sure you actually hold down the button, don't just press it shortly, it may seem like it takes a long time for CJ to react&lt;br /&gt;
#* For some the G button seems to work better, for others the H button&lt;br /&gt;
# While disbanding the gang, you move towards the water behind the parked car there and headshot the homie in the van, which should make him fall out leaving the door open&lt;br /&gt;
#* The homie will get out of the van after a few seconds, then get back in switching to the driver side. If the getting out animation has already started when you kill him, he will get out of the van, close the door and then die, so you won't get in. If you are not sure you can make it, wait for him to get back in and then shoot him when he is sitting on the driver side.&lt;br /&gt;
#* Careful: Shooting and aiming at the party can fail the mission, so make sure you are far enough away and have practiced a shooting position that works.&lt;br /&gt;
&lt;br /&gt;
* Video: [http://youtu.be/btn4IdZM34M Dance Skip Tutorial]&lt;br /&gt;
&lt;br /&gt;
==OG Loc==&lt;br /&gt;
# Follow Freddy through the alleys, if you keep close he drives faster&lt;br /&gt;
# Turn left to the quick shot spot and wait for him there, shooting your SMG as he passes to set his bike on fire&lt;br /&gt;
#* If you fail the first spot, you can go to the backup spot&lt;br /&gt;
#* There are different positions to wait at the quick shot spot (on the road, on the sidewalk), important is that you face the right direction and can shoot Freddy quickly&lt;br /&gt;
#*Sometimes cars around the corner you wait get spooked and ram into you, making it harder for you to shoot Freddy&lt;br /&gt;
# After setting his bike on fire, start driving towards your next destination&lt;br /&gt;
#* Unfortunately you loose your bike after the cutscene, so you'll have to find a vehicle on the road, but drive with the bike as far as you can&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Gtasa ogloc map.jpg|thumb|Player route and positions]]&lt;br /&gt;
|[[File:Gtasa ogloc position.jpg|thumb|Position]]&lt;br /&gt;
|[[File:Gtasa ogloc backup position.jpg|thumb|Backup position]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* The mission sets your SMG ammo to 78 once you get on the bike (so it doesn't add an amount to what you had before, it sets it to 78). If you had more than 78 ammo before, it doesn't change it. If you already had a Tec-9, it doesn't replace it.&lt;br /&gt;
* Pushing Freddy off his bike (which you can do when you wait at the quick shot spot) crashes the game.&lt;br /&gt;
&lt;br /&gt;
==Just Business==&lt;br /&gt;
* Once you enter the building with Smoke, the game gives you a Micro-SMG (replacing any previous weapon in that slot) and adds 120 ammo to it (adding to ammo you might have had before). After the autoscroller, the game always gives you a Micro-SMG with 80 ammo (replacing any other weapon in that slot you may have picked up during the mission).&lt;br /&gt;
&lt;br /&gt;
==Doberman==&lt;br /&gt;
&lt;br /&gt;
===Safe Parking===&lt;br /&gt;
* ''Mission start:'' There is a small despawn area beside the marker (towards the road), but it should be safe to park in the half of the marker towards the door. Parking too close towards the door may be dangerous though. You can also get on the bike during the fadeout (press key as soon as the red marker disappears), which will prevent despawning (and is also a bit faster).&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|[[File:GTASA Doberman Despawn Area.jpg|thumb|Mission Start Despawn Areas]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Burning Desire==&lt;br /&gt;
{{GTASAAiAim|Driving a car to the house will cause the Vagos defending it to be affected by the bug. If a bike is taken however it is possible to simply ignore all the enemies and live.}}&lt;br /&gt;
* You need to pick up the Molotovs in this mission to make the house vulnerable to fire, picking them up prior to the mission does not help.&lt;br /&gt;
* In the house, you have to pick up the Fire Extinguisher to trigger the cutscene with Denise after which she follows you. If you go up without there is a cutscene that tells you to get it, but even if you enter her room (you can jump over the fire), she just stands there and it doesn't trigger the cutscene after which she follows you.&lt;br /&gt;
* After getting the Fire Extinguisher, you can jump over the fire in her room and trigger the cutscene, but she won't follow you unless you put out the fires in her way. If you let her stay in her room and go out the front door, it still tells you to go back in and get the girl.&lt;br /&gt;
** However, if you manage to push her through the first fire in front of ther room, she will follow you through the other fires.&lt;br /&gt;
* After triggering the cutscene in Denise's room (after which she follows you), the fires disappear when you go out and back into the house. But since you still have to go back up and guide the girl out of the house, it's probably not very useful.&lt;br /&gt;
&lt;br /&gt;
===Safe Parking===&lt;br /&gt;
* ''Mission start:'' You shouldn't park directly in the marker (and possibly where the police car will spawn), but if you park a few meters away, it should be fine. The despawn area isn't as big as in Grey Imports. ([https://forum.speeddemosarchive.com/post/gta_san_andreas_official_thread__484.html#gta_san_andreas_official_thread__484 Forum])&lt;br /&gt;
&lt;br /&gt;
==Grey Imports==&lt;br /&gt;
===Safe Parking===&lt;br /&gt;
* ''Mission start:'' The despawn area is pretty big. Parking on the middle of the road to the east of the marker should be fine though (on the double-line in the center).&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|[[File:GTASA GreyImports Despawn Area.jpg|thumb|Mission Start Despawn Area]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Home Invasion==&lt;br /&gt;
This mission has a special walking animation that makes you move slower. However, if you hold certain weapons, you don't get this slower walking. Most importantly this also affects walking speed when you carry a crate (which is the only time you would be walking anyway, since moving crouched is faster), even though CJ isn't actually holding the weapon in his hands.&lt;br /&gt;
&lt;br /&gt;
Weapons that seem to work for this are weapons you can't sprint with, including: Baseball Bat, Shotgun, Combat Shotgun, Rifle, M4, AK, Sniper Rifle, Flame Thrower, Rocket Launchers&lt;br /&gt;
&lt;br /&gt;
With the Shotgun in particular (and maybe other weapons like the M4 or AK, but not the Baseball Bat) there's another strange behaviour where the noise-meter doesn't fill as fast. Normally if you just run, it fills almost instantly, but while holding the shotgun (again, also when carrying a crate) you can run for about a second before the noise-meter reacts. It fills about 2/3 when you run too long and fills completely after about 0.5 seconds. Important is that you don't press the walk button at all when doing this. Changing between walking and running seems to trigger the noise-meter a lot faster. Just run normally by pressing the move forward button, let go of it after a second, then run again.&lt;br /&gt;
&lt;br /&gt;
This allows you to take one of the further away crates as the last one and just run back to the door all the way. This fills the noise-meter, but you get out before the cutscene plays (it would play when you go back in, but you won't have to after the last crate). Without the delayed noise-meter, the cutscene would play before you get out if you run all the way.&lt;br /&gt;
&lt;br /&gt;
Even with the delayed noise-meter while having the shotgun selected, the noise-meter seems to fill faster if it is already filled a bit, so be careful with that.&lt;br /&gt;
&lt;br /&gt;
Also sliding to the further away crates saves about 1 second for each crate.&lt;br /&gt;
&lt;br /&gt;
* [http://www.youtube.com/watch?v=lHkqIWX48Ms Video: Comparison between different moving speeds in this mission]&lt;br /&gt;
* [http://www.youtube.com/watch?v=YJ5RB7kzWt0 Video: Demonstration of running with the shotgun]&lt;br /&gt;
&lt;br /&gt;
==The Green Sabre==&lt;br /&gt;
Enemies you kill before driving into the marker where you have to save Sweet, just respawn. The first van spawns once you killed 3 enemies, the second van once you killed 6 enemies and the car once you killed 9 enemies. The mission is completed once you killed all enemies.&lt;br /&gt;
&lt;br /&gt;
===Safe Parking===&lt;br /&gt;
* ''Mission start:'' Vehicles seem to despawn when you park them in the marker. CJ can also sometimes get blocked by a vehicle and has to run around it before answering the phonecall, although it doesn't seem to affect the time, the cutscene always seems to be about 7.6 seconds long. Parking where the Greenwood spawns can prevent that from spawning though.&lt;br /&gt;
&lt;br /&gt;
=Badlands=&lt;br /&gt;
==Against All Odds==&lt;br /&gt;
After leaving the Betting Shop, your Wanted Level will usually be decreased after a short time, leaving you with 3 stars. This doesn't appear to happen when you run a police officer over on the way (or something like that). You can use the two bribe stars in Blueberry to get rid of two more stars, leaving you with only one that should disappear 10 seconds after picking up the last bribe. If you don't loose a star to begin with (leaving you with the initial 4), you can wait a bit after picking up the first bribe, so that another star disappears on it's own before picking up the second bribe.&lt;br /&gt;
&lt;br /&gt;
As opposed to some other missions, you can't finish the mission if you regain a wanted level after loosing it. The marker is only there if you don't have a wanted level at all.&lt;br /&gt;
&lt;br /&gt;
=San Fierro=&lt;br /&gt;
&lt;br /&gt;
==Photo Opportunity==&lt;br /&gt;
&lt;br /&gt;
* Video: [http://www.youtube.com/watch?v=w6yR4xS4SfU Safe spot to do the drop]&lt;br /&gt;
&lt;br /&gt;
==Jizzy (Cutscene)==&lt;br /&gt;
===Safe Parking===&lt;br /&gt;
* ''Cutscene:'' It appears there is not set despawn zone, so it should be safe to park anywhere reasonable.&lt;br /&gt;
&lt;br /&gt;
==Outrider==&lt;br /&gt;
&lt;br /&gt;
The Van starts driving after you get on the Sanchez the mission gives you and arrives at the destination about 4:15 later (if you destroy the roadblocks, it might take longer if it's obstructed in some way).&lt;br /&gt;
&lt;br /&gt;
The enemies at the roadblocks don't attack you (even if you get really close) unless you shoot near them.&lt;br /&gt;
&lt;br /&gt;
===Safe Parking===&lt;br /&gt;
* ''Mission start:'' There is a huge despawn area when you start the mission, so the best way to keep a vehicle is probably in the garage.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| [[File:GTASA Outrider Despawn Area.jpg|thumb|Despawn Area]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Snail Trail==&lt;br /&gt;
''See [[Grand Theft Auto: San Andreas/Missions/Snail Trail]]''&lt;br /&gt;
&lt;br /&gt;
==Ice Cold Killah==&lt;br /&gt;
===Safe Parking===&lt;br /&gt;
* ''Mission start'': The mission start doesn't seem to have a despawn area, you should be safe to just park it anywhere reasonable&lt;br /&gt;
&lt;br /&gt;
==Amphibious Assault==&lt;br /&gt;
After going into the marker near the water and spawning in the water channel between the rocks, you can just climb/jump out of there, walk over the rocks to the water and swim to the ship.&lt;br /&gt;
&lt;br /&gt;
This mission also seems to have [[Grand_Theft_Auto:_San_Andreas/Game_Mechanics_and_Glitches#Harder_AI_after_having_been_in_a_car|more dangerous AI]] when you were in a car before, getting on a bike resets the AI to normal. A boat also seems to affect it the same as a car, so be careful with enemies after having been in a boat.&lt;br /&gt;
&lt;br /&gt;
* Video: [https://www.youtube.com/watch?v=3jwN9A3EX50 Swimming strats]&lt;br /&gt;
&lt;br /&gt;
===Safe Parking===&lt;br /&gt;
* ''Mission start'': The mission start doesn't seem to have a set despawn area, you should be safe to just park anywhere resonable (although it seems if you park it directly against the wall of the house it despawns, so just park it in the marker or something)&lt;br /&gt;
* ''During the mission'': There is a huge area where vehicles are despawned, but there might also be other effects that make certain position unsafe for parking vehicles during all of the mission (picture with safe area needed)&lt;br /&gt;
&lt;br /&gt;
==Pier 69==&lt;br /&gt;
{{GTASAAiAim|Using a car to drive to T-Bone after the Sniping section will trigger this effect. This isn't run ending, however it can add to the difficulty if T-Bone is not killed quickly. Stealing a bike instead or simply running to T-Bone is the way around this.}}&lt;br /&gt;
&lt;br /&gt;
===Safe Parking===&lt;br /&gt;
* ''Mission start'': If you park the bike a few meters away from the mission start marker, it should be fine (kind of on the half of the sidewalk towards the road)&lt;br /&gt;
* ''After sniping the enemies on the roof'': Pier 69 has a huge despawn area, but there is a specific spot on the roof where you can park a bike so it won't despawn (picture needed)&lt;br /&gt;
** Video: [https://www.youtube.com/watch?v=Ic7bO9QruOY Parking Position]&lt;br /&gt;
&lt;br /&gt;
==Toreno's Last Flight==&lt;br /&gt;
{{GTASAAiAim|Using a bike which is stored inside the San Fierro Garage to get to the helipad is a common way to get around this}}&lt;br /&gt;
&lt;br /&gt;
===Homing Rockets Strategy===&lt;br /&gt;
You need to get Homing Rockets before the mission, then while standing where you spawn after the cutscene, you acquire the helicopter as target and shoot it down.&lt;br /&gt;
&lt;br /&gt;
===Normal Rockets Strategy===&lt;br /&gt;
If you use normal rockets to shoot down the helicopter (either by having some before or taking the ones on the helipad), you can get on the parked bike quickly and drive to where the helicopter turns left towards the highway. If you are fast, you have a few seconds to shoot it there. If you miss, you can also do a backup strat from that position, if you have plenty of rockets: Rockets always seem to explode at the same distance, as long as they don't hit anything before. So if you spam them in the direction of the helicopter's path, they will eventually damage it, even if you don't hit it directly.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|[[File:TorenosLastFlight.jpg|thumb|Shooting position]]&lt;br /&gt;
|[[File:TorenosLastFlightBackup.jpg|thumb|Backup Strategy]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Safe Parking===&lt;br /&gt;
* ''Mission start'': The mission start doesn't seem to have a set despawn area, you should be safe to just park anywhere resonable. Also it doesn't seem to matter at all when you obstruct CJ for the cutscene. Whether you don't obstruct him at all, park a bike where he spawns or even a car where he is supposed to go, the cutscene seems always skipable after 4.6 seconds.&lt;br /&gt;
&lt;br /&gt;
=Las Venturas=&lt;br /&gt;
==Fender Ketchup==&lt;br /&gt;
You have to scare the guy by driving around. The fastest way appears to be doing left handbrake turns. You need to reach a certain speed, then press the handbrake and turn left (turning right doesn't work for some reason). You can do this on the parking lot where the mission starts/ends and just do handbrake U-Turns. If you use the whole space, you just gain enough speed for it.&lt;br /&gt;
&lt;br /&gt;
You can also do the same strat on the street and not do full U-Turns, but instead only turn enough so it triggers, but then keep going straight so you can retain more speed and do the next turn earlier.&lt;br /&gt;
&lt;br /&gt;
* [http://www.youtube.com/watch?v=bjjZx6pCdL0 Video: On the Parking Lot]&lt;br /&gt;
* [http://www.youtube.com/watch?v=mUcYsdKRaRw Video: On the Road]&lt;br /&gt;
&lt;br /&gt;
==Explosive Situation==&lt;br /&gt;
Be careful not to let the Dumper explode, it will fail the mission even after you got all the Dynamite. This can easily happen when you park the Dumper too close to the Forklift that can explode because you have to hit it go get the Dynamite.&lt;br /&gt;
&lt;br /&gt;
==You've Had Your Chips==&lt;br /&gt;
Climb over the fence to the south and walk into the entrance of the factory building to do the &amp;quot;stealth&amp;quot;-approach. If you walk in through the area's main entrance or shoot the car in front of the factory, additional enemies spawn inside the factory.&lt;br /&gt;
&lt;br /&gt;
Once you are inside the factory, it's all about destroying the machines:&lt;br /&gt;
* Once 3 machines are destroyed 3 enemies spawn outside, 2 running into the factory and 1 enemy with an automatic shotgun that can be very dangerous&lt;br /&gt;
* Once 6 machines are destroyed a car with several enemies with SMGs spawns outside and start driving towards the factory entrance&lt;br /&gt;
* Once 9 machines are destroyed you are done and have to head back to the Casino&lt;br /&gt;
&lt;br /&gt;
However there is a way to skip the spawning of the 3 enemies outside. If you destroy the 3rd and 4th machine at exactly the same time (probably the same frame or something) the internal counter probably isn't checked when it is at 3, but only when it is at 4, so the spawn isn't triggered (this also works when you destroy more than 2 machines at once, just make sure the 3rd machine isn't destroyed by itself). The order of the machines doesn't matter, &amp;quot;the 3rd machine&amp;quot; only refers to the number of destroyed machines.&lt;br /&gt;
&lt;br /&gt;
The car is actually technicially spawned when more than 5 machines are destroyed, instead of exactly 6, so the spawning of the car can't be prevented with the same technique.&lt;br /&gt;
&lt;br /&gt;
To destroy several machines at exactly the same time, explosions are probably the only way (fire a rocket between machines that are near together or plant satchel charges).&lt;br /&gt;
&lt;br /&gt;
* [http://www.youtube.com/watch?v=x-BcmcKGoB0 Video: Demonstration of spawning/not spawning enemies (and also of a specific strat for this mission)]&lt;br /&gt;
* [http://www.youtube.com/watch?v=TP0UlZqokMk Video: Demonstration of the spawning car]&lt;br /&gt;
* [http://www.youtube.com/watch?v=CKJmiwssjsI Video: Explanation of a specific strat for this mission]&lt;br /&gt;
* [http://www.youtube.com/watch?v=pjPNRsbOJ7A Video: Possible safer Rocket Strat for the beginning]&lt;br /&gt;
&lt;br /&gt;
==Don Peyote==&lt;br /&gt;
At the snake farm, you need to kill all four farmers, or else they come after you once you activate the marker at the casino, which triggers a cutscene and apparently has a chance to softlock the game.&lt;br /&gt;
&lt;br /&gt;
==Misappropriation==&lt;br /&gt;
&lt;br /&gt;
===If you fail to kill him before he escapes===&lt;br /&gt;
Please note that these are very rough numbers. If the target gets into his heli, the chase takes about 2:00-2:30 (depending on how close you keep to him apparently) to the helipad where he lands and you can shoot him. From there it takes about 35s to landing in front of Caligula's Casino with the helicopter. So given the any% route, it takes about 3 minutes. If you manage to kill him before he escapes, it takes about 1:45 to landing in front of Caligula's Casino, so that is about 1:15 faster. If you die, it takes about 1 minute back to the mission start marker, with trip skip you get to the mission pretty fast, but you still need some time to actually kill the target (also you need to get a weapon for that).&lt;br /&gt;
&lt;br /&gt;
==Black Project==&lt;br /&gt;
*insert black project comparison videos and tutorial here*&lt;br /&gt;
&lt;br /&gt;
==Green Goo==&lt;br /&gt;
{{GTASAAiAim|It is common to arrive at the start of the mission in a Buffalo, meaning the AIs will be very accurate with their M4s. There is however a PCJ Spawn and the end of the runway which can be used to reset the AI PRIOR to starting the mission. Because you cannot exit the Jetpack during the mission it must be done before.}}&lt;br /&gt;
&lt;br /&gt;
==A Home in the Hills==&lt;br /&gt;
{{GTASAAiAim|Taking a car to the building will result in this bug, making the mission extremely difficult. To avoid this either steal a bike or simply run instead.}}&lt;br /&gt;
&lt;br /&gt;
=Return to Los Santos=&lt;br /&gt;
==Vertical Bird==&lt;br /&gt;
If you drive the boat into the back of the ship, then the enemies will have higher accuracy than when you jump out beforehand and swim in.&lt;br /&gt;
&lt;br /&gt;
* Video: [http://www.youtube.com/watch?v=QmfOtvrvQy0 End of the mission]&lt;br /&gt;
&lt;br /&gt;
==Beat Down on BDup==&lt;br /&gt;
{{GTASAAiAim}}&lt;br /&gt;
&lt;br /&gt;
==Cut Throat Business==&lt;br /&gt;
===Safe Parking===&lt;br /&gt;
* ''Mission start:'' This mission seems to have a huge despawn area (400 units radius), so there doesn't seem to be a practical way of keeping a vehicle.&lt;br /&gt;
&lt;br /&gt;
==Los Desperados==&lt;br /&gt;
If you take the territory closest to the train station, then Grove Street gangmembers spawn at the train station, if you approach it through Grove territory. During the mission, the gangmembers required to make the marker appear can be recruited directly at the train station, instead of having to get them into the car and driving them there.&lt;br /&gt;
* Video: [https://www.youtube.com/watch?v=Pl4UXO4BsPM Strategy Explanation]&lt;br /&gt;
* Video: [https://www.youtube.com/watch?v=IwjGNXT6o0A Strategy Comparison]&lt;br /&gt;
&lt;br /&gt;
==End of the Line==&lt;br /&gt;
This mission has Checkpoint Technology: If you die after killing Big Smoke, you start again at the point after killing him if you restart the mission (without loading a save, like trip skip). This is a bit dangerous though (see next paragraph). If you fail the mission during the car section, you start again at the beginning of the car section.&lt;br /&gt;
&lt;br /&gt;
{{GTASAAiAim|When you use Checkpoint Technology and restart the mission from the point after killing Smoke and were in a car before, getting on a bike resets the AI to normal. If you already got to the car part and have to restart the mission there, this doesn't matter because you don't get shot anymore (and are in a car anyway).}}&lt;br /&gt;
&lt;br /&gt;
* Video: [http://www.youtube.com/watch?v=kBb8c7FXmIY AI Accuracy Comparison]&lt;br /&gt;
* Video: [http://www.youtube.com/watch?v=89T-11IBWzc Minigun Slide Demonstration]&lt;/div&gt;</summary>
		<author><name>Joshimuz</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Grand_Theft_Auto:_San_Andreas/Game_Mechanics_and_Glitches</id>
		<title>Grand Theft Auto: San Andreas/Game Mechanics and Glitches</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Grand_Theft_Auto:_San_Andreas/Game_Mechanics_and_Glitches"/>
				<updated>2014-07-23T11:52:16Z</updated>
		
		<summary type="html">&lt;p&gt;Joshimuz: /* Frame Limiter / FPS Dependency */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Game Mechanics=&lt;br /&gt;
==Movement on Foot==&lt;br /&gt;
There is running, where you just press the forward key. Jumping is about 13% faster than running, sprinting is a lot faster. Tap the sprint key repeatedly to sprint faster.&lt;br /&gt;
&lt;br /&gt;
==Vehicles==&lt;br /&gt;
When you enter an occupied car, CJ beats up the occupant. If there's not passenger it's usually faster to get in through the passenger door, because CJ just pushes the driver out. If both seats are occupied it's often faster to shoot the driver.&lt;br /&gt;
&lt;br /&gt;
===Leaving the door open===&lt;br /&gt;
While entering a vehicle, keep JUMP or SPRINT pressed to prevent CJ from closing the door. If you do this when entering a car from the passenger side and push the NPC driver out, the NPC dies.&lt;br /&gt;
&lt;br /&gt;
Getting in through the passenger seat door and leaving it open can be useful when a NPC enters the car after CJ, the NPC can get in instantly.&lt;br /&gt;
&lt;br /&gt;
When getting out of a car, you leave the door open by moving away from it instantly. Open doors don't have collision (CJ just walks through them) but are affected by gravity. If you park the car on a slope or even just partly on a sidewalk, the door swings open/closes accordingly. Open doors also swing when you accelerate/brake.&lt;br /&gt;
&lt;br /&gt;
===Leaning on bikes===&lt;br /&gt;
Tap the lean forward key repeatedly to lean forward on the bike, which makes driving the bike a lot faster. This doesn't work when a passenger is on the bike with you though.&lt;br /&gt;
&lt;br /&gt;
===Despawning===&lt;br /&gt;
Vehicles are often despawned by missions, which can have areas that are set to despawn during a cutscene. Vehicles also can despawn if you get too far away from them. Please see the [[Grand Theft Auto: San Andreas/Missions|Missions List]] for Safe Parking during specific missions.&lt;br /&gt;
&lt;br /&gt;
* The savepoint at the garage in San Fierro can despawn vehicles that are parked where CJ will spawn after saving (in front of the savepoint towards the road). This might also apply to other savepoints that are outside.&lt;br /&gt;
&lt;br /&gt;
===Links===&lt;br /&gt;
* [http://www.ign.com/faqs/2005/grand-theft-auto-san-andreas-vehicle-speeds-faq-597978 Vehicle Speeds Comparison]&lt;br /&gt;
&lt;br /&gt;
==Bustedwarp/Deathwarp==&lt;br /&gt;
When CJ gets busted or dies he is teleported to the nearest Police Station/Hospital. The idea behind a Bustedwarp/Deathwarp is to use this to reduce travel time. One important factor though is that CJ looses all weapons when doing this, so it is only useful on occasions where this doesn't matter.&lt;br /&gt;
&lt;br /&gt;
* [https://forum.speeddemosarchive.com/post/gta_san_andreas_any_official_thread__104.html Forum Post with Maps]&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
===Lung Capacity===&lt;br /&gt;
CJ trains Lung Capacity when he is underwater, what counts is the time underwater, not the breath that is used. Swimming around underwater drains the breath faster, swimming around on the surface makes it regenerate slower, so this should be avoided if possible.&lt;br /&gt;
&lt;br /&gt;
===Weapon Skills===&lt;br /&gt;
Some weapons have a weapon skill that is increased when you hit something that takes damage. So just shooting in the air or shooting walls doesn't work. There are basicially 3 skill-level: Poor, Gangster and Hitman. Poor starts at skill 0, Hitman is reached at 1000. Gangster is different for different weapons. In between levels there are info displays that tell you to keep practicing to reach the next level.&lt;br /&gt;
&lt;br /&gt;
The following table shows at which number of skill points gangster level is reached, how many points one shot (approximately) increases the level and at what points an info appears:&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
! Weapon&lt;br /&gt;
! Points per Shot&lt;br /&gt;
! Gangster&lt;br /&gt;
! Infos&lt;br /&gt;
|-&lt;br /&gt;
| Pistol || align=&amp;quot;center&amp;quot; | ~0.5-1 || 40 || 200, 400, 600, 800&lt;br /&gt;
|-&lt;br /&gt;
| Tec9 / Micro-SMG || align=&amp;quot;center&amp;quot; | ~0.5 || 50 || 200, 400, 600, 800 || Tec9 and Micro-SMG share the same skill&lt;br /&gt;
|-&lt;br /&gt;
| M4 || align=&amp;quot;center&amp;quot; | 2 || 200 || 400, 600, 800&lt;br /&gt;
|-&lt;br /&gt;
| AK || align=&amp;quot;center&amp;quot; | 3 || 200 || 400, 600, 800&lt;br /&gt;
|-&lt;br /&gt;
| Desert Eagle || align=&amp;quot;center&amp;quot; | 3 || 200 || 400, 600, 800&lt;br /&gt;
|-&lt;br /&gt;
| Shotgun || align=&amp;quot;center&amp;quot; | ~4-9 || 200 || 400, 600, 800&lt;br /&gt;
|-&lt;br /&gt;
| Combat Shotgun || align=&amp;quot;center&amp;quot; | ~3-5 || 200 || 400, 600, 800&lt;br /&gt;
|-&lt;br /&gt;
| Sawn-off Shotgun || align=&amp;quot;center&amp;quot; | ~3-7 || 200 || 400, 600, 800&lt;br /&gt;
|-&lt;br /&gt;
| SMG || align=&amp;quot;center&amp;quot; | 1-3 || 250 || 400, 600, 800&lt;br /&gt;
|-&lt;br /&gt;
| Silenced Pistol || align=&amp;quot;center&amp;quot; | 5 || 500 || 200, 400, 600&lt;br /&gt;
|}&lt;br /&gt;
The numbers are based on the display in the stats menu when you hold a weapon that has a skill level. How much one shot increases the skill is a bit difficult to say, especially with the shotguns, so don't take those numbers too literally.&lt;br /&gt;
&lt;br /&gt;
* [http://gta.wikia.com/Weapons_in_GTA_San_Andreas#Weapon_Skill Weapon Skills (what is increased at Gangster/Hitman level)]&lt;br /&gt;
&lt;br /&gt;
==Frame Limiter / FPS Dependency==&lt;br /&gt;
On the PC Version there is the Option to disable the Framelimiter (which normally limits the FPS to 25). However in this game the FPS affect many game mechanics, which is why it was agreed on to speedrun on 25-30 fps (anything other than 25 fps needs something like Dxtory or Fraps to limit the FPS).&lt;br /&gt;
&lt;br /&gt;
Higher FPS change a few things, including:&lt;br /&gt;
* Driving physics are different, vehicles seem to have more traction however push bikes seem slower to accelerate (for both the player and AIs)&lt;br /&gt;
* CJ can sometimes randomly die when climbing things&lt;br /&gt;
* Swimming/Diving is a lot slower up to impossible on higher fps (e.g. swimming 28.8s [25fps] vs. 33.9s [30fps], [https://www.youtube.com/watch?v=s7w2JnZQ2HM Comparison Video])&lt;br /&gt;
* You move further while freefalling&lt;br /&gt;
* The Sliding Glitch is a lot harder to perform&lt;br /&gt;
* Spraying Tags is faster&lt;br /&gt;
* Grab detection seems to be fps-dependant, making some hard jumps easier/possible (like the Tagging up the Turf jump)&lt;br /&gt;
* Loading times may also be slightly different ([http://www.speedrunrecords.com/Grand_Theft_Auto_San_Andreas/thread/7n5hq Forum Post])&lt;br /&gt;
* Weapons apparently shoot faster on 30 fps compared to 25 fps. Test performed shooting one clip, starting with the frame when ammo changes max -&amp;gt; max-1, ending with the frame when ammo 1 -&amp;gt; 0, both recorded with 30 fps (may be 1 or 2 frames off):&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! 25 fps&lt;br /&gt;
! 30 fps&lt;br /&gt;
|-&lt;br /&gt;
! MicroSMG 50 Bullets&lt;br /&gt;
| 236 frames / 7.8s&lt;br /&gt;
| 196 frames / 6.5s&lt;br /&gt;
|-&lt;br /&gt;
! AK 30 Bullets&lt;br /&gt;
| 139 frames / 4.6s&lt;br /&gt;
| 117 frames / 3.9s&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Harder AI after having been in a car==&lt;br /&gt;
Getting into a car apparently makes the AI aim better to offset the increased protection the player has. Some missions are a lot harder, because the mission enemies' AI doesn't get reset, even if the mission is on foot. Getting on a bike lowers the accuracy again.&lt;br /&gt;
&lt;br /&gt;
Missions that are known to cause problems because of this:&lt;br /&gt;
* [[Grand_Theft_Auto:_San_Andreas/Missions#Sweet.27s_Girl|''Sweet's Girl'']] (You don't necessarily have a bike for this, but if one spawns, it's safer to take it.)&lt;br /&gt;
* ''A Home in the Hills'' (Gets very difficult if you use a car to drive to the house instead of parachuting/running there.)&lt;br /&gt;
* ''Green Goo'' (Gets a lot more difficult if you use a car ''before'' starting the mission. You can get on the bike near the safehouse before starting the mission to reset the AI.)&lt;br /&gt;
* [[Grand_Theft_Auto:_San_Andreas/Missions#Toreno.27s_Last_Flight|''Toreno's Last Flight'']] (Has a bike in front of it that you can use to reset the AI if you had to drive there in a car.)&lt;br /&gt;
* ''Pier 69''&lt;br /&gt;
* ''Vertical Bird'' (If you drive the boat into the back of the ship the soldiers have better accuracy.)&lt;br /&gt;
* ''Beat Down on BDup'' (The enemies in front of the house you kill at the end of the mission are a lot more accurate when you were in a car instead of a bike before.)&lt;br /&gt;
* ''End of the Line'' (Only if you die after killing Big Smoke and respawn to that checkpoint when restarting the mission.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* [https://forum.speeddemosarchive.com/post/gta_san_andreas_official_thread__313.html#gta_san_andreas_official_thread__313 Forum: This and following posts]&lt;br /&gt;
* [https://forum.speeddemosarchive.com/post/gta_san_andreas_official_thread__313.html#gta_san_andreas_official_thread__313 Forum: This and following posts]&lt;br /&gt;
&lt;br /&gt;
==Gangwars==&lt;br /&gt;
* Every territory gives the same percentage, it doesn't depend on the size (you need 35% to start the last mission, which usually are 19 territories).&lt;br /&gt;
* Waves always spawn where you don't look, so you can manipulate spawns by pointing the camera where you don't want them to spawn.&lt;br /&gt;
* Waves spawn at a fixed(?) distance, at least they always spawn at a similiar distance, so that's another way to manipulate spawns. If there is only one spot they could spawn in, they all spawn in one bunch and are easier to kill.&lt;br /&gt;
* If you think you might not be able to spawn them in one spot, try to stand in intersections so you don't have to move to kill them.&lt;br /&gt;
* There are about 10 seconds between every wave, use that time to get armor or move to the next spot.&lt;br /&gt;
* About 20 seconds after you get the message to get back into the war zone, the gangwar is canceled. If you are at the last gangwar for this section, you can already drive towards your next target after the 2nd/1st wave (depending whether you have to take the full territory/use the Half Territory Skip), then let the 3rd/2nd wave spawn further away of the warzone and kill it there. This way, you can save some driving time.&lt;br /&gt;
* When you have to start a gangwar, don't only look out for gangmembers on foot, but also gangmembers in cars, which are always in the same car type depending on the gang.&lt;br /&gt;
&lt;br /&gt;
==Wanted Stars / Bribes==&lt;br /&gt;
If you pick up a Police Bribe, the wanted level seems to be usually reduced a second time after about 10 seconds (maybe longer). This can be used on [[Grand_Theft_Auto:_San_Andreas/Missions#Against All Odds|Against All Odds]] to get rid of the wanted stars using bribes.&lt;br /&gt;
&lt;br /&gt;
In general, wanted levels seem to be reduced better if you keep moving.&lt;br /&gt;
&lt;br /&gt;
==Weather==&lt;br /&gt;
The weather changes based on the playing time, so it will always be the same weather after playing the same amount of time after &amp;quot;New Game&amp;quot;. If you save and advance the ingame time, this doesn't change the weather.&lt;br /&gt;
&lt;br /&gt;
==Traffic Lights==&lt;br /&gt;
Traffic lights are green for 10s and red for about 20.8s (+2s for the switch to red). The cycle seems to be based on the playing time, similiar to the weather. If you start a New Game or start from the same savegame, it will always switch at the same ingame time.&lt;br /&gt;
&lt;br /&gt;
=Glitches=&lt;br /&gt;
==Sliding==&lt;br /&gt;
Sliding is a form of movement that allows you to move faster than normal running or jumping (but slower than sprinting).&lt;br /&gt;
&lt;br /&gt;
To start the slide, you have to start aiming in the transition between crouching and standing up while moving. So you have to crouch, move, stand up and aim. You can stand up by pressing crouch again or by pressing sprint. Sprint also gives you an extra boost, so that the way to go, so:&lt;br /&gt;
&lt;br /&gt;
 Crouch, Move, Sprint, Aim&lt;br /&gt;
&lt;br /&gt;
You have to keep aiming and moving for the slide to keep going. If you stop the slide is interrupted.&lt;br /&gt;
&lt;br /&gt;
===Suitable Weapons===&lt;br /&gt;
Any weapon that slows CJ down while aiming can be used for Sliding. This excludes all melee weapons and explosives because you can't aim them. See the table of [[#Speed|sliding speeds]] for a list of weapons that can be used.&lt;br /&gt;
&lt;br /&gt;
===Shooting===&lt;br /&gt;
You can fire weapons without interrupting the slide, if the weapon can be fired without CJ stopping.&lt;br /&gt;
* Weapons that can be fired without stopping: Minigun, Fire Extuingisher, Spraycan, Flame Thrower&lt;br /&gt;
* Weapons that can be fired without stopping once you reach Hitman Skill Level: AK47, M4, SMG, Combat Shotgun, Pump-Action Shotgun, Desert Eagle, Silenced Pistol&lt;br /&gt;
&lt;br /&gt;
===Speed===&lt;br /&gt;
The sliding speed depends on how you start the slide as well as the strafe speed of the weapon you slide with, so different weapons have slightly different sliding speeds.&lt;br /&gt;
&lt;br /&gt;
When you aim, CJ slows down to strafe speed. Sliding apparently kind of combines the strafe speed and the speed you have when starting the slide. Starting the slide while not moving means you slide with strafe speed, starting while moving but without using sprint is a bit faster and using sprint when starting the slide is the fastest.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Table of Sliding speeds in comparison to running speed. Note that the percentages might not be exact, even one second timing error can change the percentag by 1-2 percentage points.&lt;br /&gt;
{|&lt;br /&gt;
! Weapon&lt;br /&gt;
! No Skill&lt;br /&gt;
! Hitman Level&lt;br /&gt;
|-&lt;br /&gt;
| Running || 0%&lt;br /&gt;
|-&lt;br /&gt;
| Jumping || 13%&lt;br /&gt;
|- &lt;br /&gt;
| Silenced Pistol || 23% || 49%&lt;br /&gt;
|-&lt;br /&gt;
| Desert Eagle || 23% || 51%&lt;br /&gt;
|-&lt;br /&gt;
| Pump-Action Shotgun || 25% || 45%&lt;br /&gt;
|-&lt;br /&gt;
| SMG || 29% || 51%&lt;br /&gt;
|-&lt;br /&gt;
| AK-47 || 18% || 33%&lt;br /&gt;
|-&lt;br /&gt;
| M4 || 18% || 33%&lt;br /&gt;
|-&lt;br /&gt;
| Sniper Rifle || 23%&lt;br /&gt;
|-&lt;br /&gt;
| Rifle || 38%&lt;br /&gt;
|-&lt;br /&gt;
| Flamethrower || 25%&lt;br /&gt;
|-&lt;br /&gt;
| Rocket Launcher || 22%&lt;br /&gt;
|-&lt;br /&gt;
| Heat-Seaking RL || 22%&lt;br /&gt;
|-&lt;br /&gt;
| Minigun || 25%&lt;br /&gt;
|-&lt;br /&gt;
| Fire Extinguisher || 23%&lt;br /&gt;
|-&lt;br /&gt;
| Spray Can || 23%&lt;br /&gt;
|-&lt;br /&gt;
| Camera || 23%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Links===&lt;br /&gt;
* [https://www.youtube.com/watch?v=WXVSs0uQU9U Video: Sliding Glitch Tutorial]&lt;br /&gt;
&lt;br /&gt;
==Half-Territory Skip==&lt;br /&gt;
To do this during gangwars, you need a vehicle that allows you to start a sidemission, for example a police bike (which is probably most convenient).&lt;br /&gt;
&lt;br /&gt;
# Start a gangwar and kill wave number 1 and 2 normally&lt;br /&gt;
# Wait for the 3rd wave to spawn, then while being on the bike, start and cancel the side-mission, which will cancel the gangwar&lt;br /&gt;
# Use the enemies that spawned for the 3rd wave to start the next gangwar while standing in the next territory&lt;br /&gt;
&lt;br /&gt;
Even though you cancel the gangwar after killing the 2nd wave, the territory still counts to the percentage you need for the last mission.&lt;br /&gt;
&lt;br /&gt;
This doesn't work during missions where you have to take over gang territories (Grove 4 Life, Beat Down on Bdup, Doberman) because you can't start any sidemissions and the mission probably checks if you have actually fully taken the territory.&lt;/div&gt;</summary>
		<author><name>Joshimuz</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Grand_Theft_Auto:_San_Andreas/Missions</id>
		<title>Grand Theft Auto: San Andreas/Missions</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Grand_Theft_Auto:_San_Andreas/Missions"/>
				<updated>2014-07-23T11:49:12Z</updated>
		
		<summary type="html">&lt;p&gt;Joshimuz: /* Las Venturas */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page should contain facts about missions, how specific missions work, but not necessarily how to do them in a certain category. Questions like &amp;quot;What triggers X?&amp;quot; or &amp;quot;Is Y on a timer?&amp;quot; should be answered here.&lt;br /&gt;
&lt;br /&gt;
=Los Santos=&lt;br /&gt;
&lt;br /&gt;
==Big Smoke==&lt;br /&gt;
You don't have to stay on the bike, but you have to stay close to the others so they keep moving. The first cutscene is triggered by Sweet, the mission end is triggered by Ryder (of course you have to be there as well).&lt;br /&gt;
&lt;br /&gt;
==Ryder==&lt;br /&gt;
 Why did you blow up Ryder's car?&lt;br /&gt;
&lt;br /&gt;
Failing the mission makes 30s worth of cutscene in front of the pizza place that is the tutorial for eating skippable. Since you can easily blow up Ryder's car, this mission can be failed easily.&lt;br /&gt;
&lt;br /&gt;
==Drive-Thru==&lt;br /&gt;
Killing the passenger of the Drive-By car makes the driver get out.&lt;br /&gt;
&lt;br /&gt;
==Drive-By==&lt;br /&gt;
* To make sure that the second group of enemies spawns, you should look away from it after killing the first group.&lt;br /&gt;
* It seems that the Pay&amp;amp;Spray is completely scripted and is needed for the Mission End Marker to appear. After you were in the Pay&amp;amp;Spray, you can even get police stars again and still finish the mission.&lt;br /&gt;
&lt;br /&gt;
==Sweet's Girl==&lt;br /&gt;
{{GTASAAiAim}}&lt;br /&gt;
&lt;br /&gt;
==Life's A Beach==&lt;br /&gt;
You can skip the dancing:&lt;br /&gt;
# Find a Grove Street gangmember, recruit him and get him to the locked van&lt;br /&gt;
# Try to get into the locked van (doesn't matter on which side)&lt;br /&gt;
# CJ won't be able to get in, but if you keep trying, the homie will eventually open the passenger side door and get in&lt;br /&gt;
# Once the homie shows any sign of opening the door, hold down either of the gang buttons (G or H by default) until CJ says &amp;quot;See you later homie.&amp;quot; which means the gang is disbanded&lt;br /&gt;
#* Make sure you actually hold down the button, don't just press it shortly, it may seem like it takes a long time for CJ to react&lt;br /&gt;
#* For some the G button seems to work better, for others the H button&lt;br /&gt;
# While disbanding the gang, you move towards the water behind the parked car there and headshot the homie in the van, which should make him fall out leaving the door open&lt;br /&gt;
#* The homie will get out of the van after a few seconds, then get back in switching to the driver side. If the getting out animation has already started when you kill him, he will get out of the van, close the door and then die, so you won't get in. If you are not sure you can make it, wait for him to get back in and then shoot him when he is sitting on the driver side.&lt;br /&gt;
#* Careful: Shooting and aiming at the party can fail the mission, so make sure you are far enough away and have practiced a shooting position that works.&lt;br /&gt;
&lt;br /&gt;
* Video: [http://youtu.be/btn4IdZM34M Dance Skip Tutorial]&lt;br /&gt;
&lt;br /&gt;
==OG Loc==&lt;br /&gt;
# Follow Freddy through the alleys, if you keep close he drives faster&lt;br /&gt;
# Turn left to the quick shot spot and wait for him there, shooting your SMG as he passes to set his bike on fire&lt;br /&gt;
#* If you fail the first spot, you can go to the backup spot&lt;br /&gt;
#* There are different positions to wait at the quick shot spot (on the road, on the sidewalk), important is that you face the right direction and can shoot Freddy quickly&lt;br /&gt;
#*Sometimes cars around the corner you wait get spooked and ram into you, making it harder for you to shoot Freddy&lt;br /&gt;
# After setting his bike on fire, start driving towards your next destination&lt;br /&gt;
#* Unfortunately you loose your bike after the cutscene, so you'll have to find a vehicle on the road, but drive with the bike as far as you can&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Gtasa ogloc map.jpg|thumb|Player route and positions]]&lt;br /&gt;
|[[File:Gtasa ogloc position.jpg|thumb|Position]]&lt;br /&gt;
|[[File:Gtasa ogloc backup position.jpg|thumb|Backup position]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* The mission sets your SMG ammo to 78 once you get on the bike (so it doesn't add an amount to what you had before, it sets it to 78). If you had more than 78 ammo before, it doesn't change it. If you already had a Tec-9, it doesn't replace it.&lt;br /&gt;
* Pushing Freddy off his bike (which you can do when you wait at the quick shot spot) crashes the game.&lt;br /&gt;
&lt;br /&gt;
==Just Business==&lt;br /&gt;
* Once you enter the building with Smoke, the game gives you a Micro-SMG (replacing any previous weapon in that slot) and adds 120 ammo to it (adding to ammo you might have had before). After the autoscroller, the game always gives you a Micro-SMG with 80 ammo (replacing any other weapon in that slot you may have picked up during the mission).&lt;br /&gt;
&lt;br /&gt;
==Doberman==&lt;br /&gt;
&lt;br /&gt;
===Safe Parking===&lt;br /&gt;
* ''Mission start:'' There is a small despawn area beside the marker (towards the road), but it should be safe to park in the half of the marker towards the door. Parking too close towards the door may be dangerous though. You can also get on the bike during the fadeout (press key as soon as the red marker disappears), which will prevent despawning (and is also a bit faster).&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|[[File:GTASA Doberman Despawn Area.jpg|thumb|Mission Start Despawn Areas]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Burning Desire==&lt;br /&gt;
{{GTASAAiAim|Driving a car to the house will cause the Vagos defending it to be affected by the bug. If a bike is taken however it is possible to simply ignore all the enemies and live.}}&lt;br /&gt;
* You need to pick up the Molotovs in this mission to make the house vulnerable to fire, picking them up prior to the mission does not help.&lt;br /&gt;
* In the house, you have to pick up the Fire Extinguisher to trigger the cutscene with Denise after which she follows you. If you go up without there is a cutscene that tells you to get it, but even if you enter her room (you can jump over the fire), she just stands there and it doesn't trigger the cutscene after which she follows you.&lt;br /&gt;
* After getting the Fire Extinguisher, you can jump over the fire in her room and trigger the cutscene, but she won't follow you unless you put out the fires in her way. If you let her stay in her room and go out the front door, it still tells you to go back in and get the girl.&lt;br /&gt;
** However, if you manage to push her through the first fire in front of ther room, she will follow you through the other fires.&lt;br /&gt;
* After triggering the cutscene in Denise's room (after which she follows you), the fires disappear when you go out and back into the house. But since you still have to go back up and guide the girl out of the house, it's probably not very useful.&lt;br /&gt;
&lt;br /&gt;
===Safe Parking===&lt;br /&gt;
* ''Mission start:'' You shouldn't park directly in the marker (and possibly where the police car will spawn), but if you park a few meters away, it should be fine. The despawn area isn't as big as in Grey Imports. ([https://forum.speeddemosarchive.com/post/gta_san_andreas_official_thread__484.html#gta_san_andreas_official_thread__484 Forum])&lt;br /&gt;
&lt;br /&gt;
==Grey Imports==&lt;br /&gt;
===Safe Parking===&lt;br /&gt;
* ''Mission start:'' The despawn area is pretty big. Parking on the middle of the road to the east of the marker should be fine though (on the double-line in the center).&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|[[File:GTASA GreyImports Despawn Area.jpg|thumb|Mission Start Despawn Area]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Home Invasion==&lt;br /&gt;
This mission has a special walking animation that makes you move slower. However, if you hold certain weapons, you don't get this slower walking. Most importantly this also affects walking speed when you carry a crate (which is the only time you would be walking anyway, since moving crouched is faster), even though CJ isn't actually holding the weapon in his hands.&lt;br /&gt;
&lt;br /&gt;
Weapons that seem to work for this are weapons you can't sprint with, including: Baseball Bat, Shotgun, Combat Shotgun, Rifle, M4, AK, Sniper Rifle, Flame Thrower, Rocket Launchers&lt;br /&gt;
&lt;br /&gt;
With the Shotgun in particular (and maybe other weapons like the M4 or AK, but not the Baseball Bat) there's another strange behaviour where the noise-meter doesn't fill as fast. Normally if you just run, it fills almost instantly, but while holding the shotgun (again, also when carrying a crate) you can run for about a second before the noise-meter reacts. It fills about 2/3 when you run too long and fills completely after about 0.5 seconds. Important is that you don't press the walk button at all when doing this. Changing between walking and running seems to trigger the noise-meter a lot faster. Just run normally by pressing the move forward button, let go of it after a second, then run again.&lt;br /&gt;
&lt;br /&gt;
This allows you to take one of the further away crates as the last one and just run back to the door all the way. This fills the noise-meter, but you get out before the cutscene plays (it would play when you go back in, but you won't have to after the last crate). Without the delayed noise-meter, the cutscene would play before you get out if you run all the way.&lt;br /&gt;
&lt;br /&gt;
Even with the delayed noise-meter while having the shotgun selected, the noise-meter seems to fill faster if it is already filled a bit, so be careful with that.&lt;br /&gt;
&lt;br /&gt;
Also sliding to the further away crates saves about 1 second for each crate.&lt;br /&gt;
&lt;br /&gt;
* [http://www.youtube.com/watch?v=lHkqIWX48Ms Video: Comparison between different moving speeds in this mission]&lt;br /&gt;
* [http://www.youtube.com/watch?v=YJ5RB7kzWt0 Video: Demonstration of running with the shotgun]&lt;br /&gt;
&lt;br /&gt;
==The Green Sabre==&lt;br /&gt;
Enemies you kill before driving into the marker where you have to save Sweet, just respawn. The first van spawns once you killed 3 enemies, the second van once you killed 6 enemies and the car once you killed 9 enemies. The mission is completed once you killed all enemies.&lt;br /&gt;
&lt;br /&gt;
===Safe Parking===&lt;br /&gt;
* ''Mission start:'' Vehicles seem to despawn when you park them in the marker. CJ can also sometimes get blocked by a vehicle and has to run around it before answering the phonecall, although it doesn't seem to affect the time, the cutscene always seems to be about 7.6 seconds long. Parking where the Greenwood spawns can prevent that from spawning though.&lt;br /&gt;
&lt;br /&gt;
=Badlands=&lt;br /&gt;
==Against All Odds==&lt;br /&gt;
After leaving the Betting Shop, your Wanted Level will usually be decreased after a short time, leaving you with 3 stars. This doesn't appear to happen when you run a police officer over on the way (or something like that). You can use the two bribe stars in Blueberry to get rid of two more stars, leaving you with only one that should disappear 10 seconds after picking up the last bribe. If you don't loose a star to begin with (leaving you with the initial 4), you can wait a bit after picking up the first bribe, so that another star disappears on it's own before picking up the second bribe.&lt;br /&gt;
&lt;br /&gt;
As opposed to some other missions, you can't finish the mission if you regain a wanted level after loosing it. The marker is only there if you don't have a wanted level at all.&lt;br /&gt;
&lt;br /&gt;
=San Fierro=&lt;br /&gt;
&lt;br /&gt;
==Photo Opportunity==&lt;br /&gt;
&lt;br /&gt;
* Video: [http://www.youtube.com/watch?v=w6yR4xS4SfU Safe spot to do the drop]&lt;br /&gt;
&lt;br /&gt;
==Jizzy (Cutscene)==&lt;br /&gt;
===Safe Parking===&lt;br /&gt;
* ''Cutscene:'' It appears there is not set despawn zone, so it should be safe to park anywhere reasonable.&lt;br /&gt;
&lt;br /&gt;
==Outrider==&lt;br /&gt;
&lt;br /&gt;
The Van starts driving after you get on the Sanchez the mission gives you and arrives at the destination about 4:15 later (if you destroy the roadblocks, it might take longer if it's obstructed in some way).&lt;br /&gt;
&lt;br /&gt;
The enemies at the roadblocks don't attack you (even if you get really close) unless you shoot near them.&lt;br /&gt;
&lt;br /&gt;
===Safe Parking===&lt;br /&gt;
* ''Mission start:'' There is a huge despawn area when you start the mission, so the best way to keep a vehicle is probably in the garage.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| [[File:GTASA Outrider Despawn Area.jpg|thumb|Despawn Area]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Snail Trail==&lt;br /&gt;
''See [[Grand Theft Auto: San Andreas/Missions/Snail Trail]]''&lt;br /&gt;
&lt;br /&gt;
==Ice Cold Killah==&lt;br /&gt;
===Safe Parking===&lt;br /&gt;
* ''Mission start'': The mission start doesn't seem to have a despawn area, you should be safe to just park it anywhere reasonable&lt;br /&gt;
&lt;br /&gt;
==Amphibious Assault==&lt;br /&gt;
After going into the marker near the water and spawning in the water channel between the rocks, you can just climb/jump out of there, walk over the rocks to the water and swim to the ship.&lt;br /&gt;
&lt;br /&gt;
This mission also seems to have [[Grand_Theft_Auto:_San_Andreas/Game_Mechanics_and_Glitches#Harder_AI_after_having_been_in_a_car|more dangerous AI]] when you were in a car before, getting on a bike resets the AI to normal. A boat also seems to affect it the same as a car, so be careful with enemies after having been in a boat.&lt;br /&gt;
&lt;br /&gt;
* Video: [https://www.youtube.com/watch?v=3jwN9A3EX50 Swimming strats]&lt;br /&gt;
&lt;br /&gt;
===Safe Parking===&lt;br /&gt;
* ''Mission start'': The mission start doesn't seem to have a set despawn area, you should be safe to just park anywhere resonable (although it seems if you park it directly against the wall of the house it despawns, so just park it in the marker or something)&lt;br /&gt;
* ''During the mission'': There is a huge area where vehicles are despawned, but there might also be other effects that make certain position unsafe for parking vehicles during all of the mission (picture with safe area needed)&lt;br /&gt;
&lt;br /&gt;
==Pier 69==&lt;br /&gt;
{{GTASAAiAim|Using a car to drive to T-Bone after the Sniping section will trigger this effect. This isn't run ending, however it can add to the difficulty if T-Bone is not killed quickly. Stealing a bike instead or simply running to T-Bone is the way around this.}}&lt;br /&gt;
&lt;br /&gt;
===Safe Parking===&lt;br /&gt;
* ''Mission start'': If you park the bike a few meters away from the mission start marker, it should be fine (kind of on the half of the sidewalk towards the road)&lt;br /&gt;
* ''After sniping the enemies on the roof'': Pier 69 has a huge despawn area, but there is a specific spot on the roof where you can park a bike so it won't despawn (picture needed)&lt;br /&gt;
** Video: [https://www.youtube.com/watch?v=Ic7bO9QruOY Parking Position]&lt;br /&gt;
&lt;br /&gt;
==Toreno's Last Flight==&lt;br /&gt;
{{GTASAAiAim|Using a bike which is stored inside the San Fierro Garage to get to the helipad is a common way to get around this}}&lt;br /&gt;
&lt;br /&gt;
===Homing Rockets Strategy===&lt;br /&gt;
You need to get Homing Rockets before the mission, then while standing where you spawn after the cutscene, you acquire the helicopter as target and shoot it down.&lt;br /&gt;
&lt;br /&gt;
===Normal Rockets Strategy===&lt;br /&gt;
If you use normal rockets to shoot down the helicopter (either by having some before or taking the ones on the helipad), you can get on the parked bike quickly and drive to where the helicopter turns left towards the highway. If you are fast, you have a few seconds to shoot it there. If you miss, you can also do a backup strat from that position, if you have plenty of rockets: Rockets always seem to explode at the same distance, as long as they don't hit anything before. So if you spam them in the direction of the helicopter's path, they will eventually damage it, even if you don't hit it directly.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|[[File:TorenosLastFlight.jpg|thumb|Shooting position]]&lt;br /&gt;
|[[File:TorenosLastFlightBackup.jpg|thumb|Backup Strategy]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Safe Parking===&lt;br /&gt;
* ''Mission start'': The mission start doesn't seem to have a set despawn area, you should be safe to just park anywhere resonable. Also it doesn't seem to matter at all when you obstruct CJ for the cutscene. Whether you don't obstruct him at all, park a bike where he spawns or even a car where he is supposed to go, the cutscene seems always skipable after 4.6 seconds.&lt;br /&gt;
&lt;br /&gt;
=Las Venturas=&lt;br /&gt;
==Fender Ketchup==&lt;br /&gt;
You have to scare the guy by driving around. The fastest way appears to be doing left handbrake turns. You need to reach a certain speed, then press the handbrake and turn left (turning right doesn't work for some reason). You can do this on the parking lot where the mission starts/ends and just do handbrake U-Turns. If you use the whole space, you just gain enough speed for it.&lt;br /&gt;
&lt;br /&gt;
You can also do the same strat on the street and not do full U-Turns, but instead only turn enough so it triggers, but then keep going straight so you can retain more speed and do the next turn earlier.&lt;br /&gt;
&lt;br /&gt;
* [http://www.youtube.com/watch?v=bjjZx6pCdL0 Video: On the Parking Lot]&lt;br /&gt;
* [http://www.youtube.com/watch?v=mUcYsdKRaRw Video: On the Road]&lt;br /&gt;
&lt;br /&gt;
==Explosive Situation==&lt;br /&gt;
Be careful not to let the Dumper explode, it will fail the mission even after you got all the Dynamite. This can easily happen when you park the Dumper too close to the Forklift that can explode because you have to hit it go get the Dynamite.&lt;br /&gt;
&lt;br /&gt;
==You've Had Your Chips==&lt;br /&gt;
Climb over the fence to the south and walk into the entrance of the factory building to do the &amp;quot;stealth&amp;quot;-approach. If you walk in through the area's main entrance or shoot the car in front of the factory, additional enemies spawn inside the factory.&lt;br /&gt;
&lt;br /&gt;
Once you are inside the factory, it's all about destroying the machines:&lt;br /&gt;
* Once 3 machines are destroyed 3 enemies spawn outside, 2 running into the factory and 1 enemy with an automatic shotgun that can be very dangerous&lt;br /&gt;
* Once 6 machines are destroyed a car with several enemies with SMGs spawns outside and start driving towards the factory entrance&lt;br /&gt;
* Once 9 machines are destroyed you are done and have to head back to the Casino&lt;br /&gt;
&lt;br /&gt;
However there is a way to skip the spawning of the 3 enemies outside. If you destroy the 3rd and 4th machine at exactly the same time (probably the same frame or something) the internal counter probably isn't checked when it is at 3, but only when it is at 4, so the spawn isn't triggered (this also works when you destroy more than 2 machines at once, just make sure the 3rd machine isn't destroyed by itself). The order of the machines doesn't matter, &amp;quot;the 3rd machine&amp;quot; only refers to the number of destroyed machines.&lt;br /&gt;
&lt;br /&gt;
The car is actually technicially spawned when more than 5 machines are destroyed, instead of exactly 6, so the spawning of the car can't be prevented with the same technique.&lt;br /&gt;
&lt;br /&gt;
To destroy several machines at exactly the same time, explosions are probably the only way (fire a rocket between machines that are near together or plant satchel charges).&lt;br /&gt;
&lt;br /&gt;
* [http://www.youtube.com/watch?v=x-BcmcKGoB0 Video: Demonstration of spawning/not spawning enemies (and also of a specific strat for this mission)]&lt;br /&gt;
* [http://www.youtube.com/watch?v=TP0UlZqokMk Video: Demonstration of the spawning car]&lt;br /&gt;
* [http://www.youtube.com/watch?v=CKJmiwssjsI Video: Explanation of a specific strat for this mission]&lt;br /&gt;
* [http://www.youtube.com/watch?v=pjPNRsbOJ7A Video: Possible safer Rocket Strat for the beginning]&lt;br /&gt;
&lt;br /&gt;
==Don Peyote==&lt;br /&gt;
At the snake farm, you need to kill all four farmers, or else they come after you once you activate the marker at the casino, which triggers a cutscene and apparently has a chance to softlock the game.&lt;br /&gt;
&lt;br /&gt;
==Misappropriation==&lt;br /&gt;
&lt;br /&gt;
===If you fail to kill him before he escapes===&lt;br /&gt;
Please note that these are very rough numbers. If the target gets into his heli, the chase takes about 2:00-2:30 (depending on how close you keep to him apparently) to the helipad where he lands and you can shoot him. From there it takes about 35s to landing in front of Caligula's Casino with the helicopter. So given the any% route, it takes about 3 minutes. If you manage to kill him before he escapes, it takes about 1:45 to landing in front of Caligula's Casino, so that is about 1:15 faster. If you die, it takes about 1 minute back to the mission start marker, with trip skip you get to the mission pretty fast, but you still need some time to actually kill the target (also you need to get a weapon for that).&lt;br /&gt;
&lt;br /&gt;
==Green Goo==&lt;br /&gt;
{{GTASAAiAim|It is common to arrive at the start of the mission in a Buffalo, meaning the AIs will be very accurate with their M4s. There is however a PCJ Spawn and the end of the runway which can be used to reset the AI PRIOR to starting the mission. Because you cannot exit the Jetpack during the mission it must be done before.}}&lt;br /&gt;
&lt;br /&gt;
==A Home in the Hills==&lt;br /&gt;
{{GTASAAiAim|Taking a car to the building will result in this bug, making the mission extremely difficult. To avoid this either steal a bike or simply run instead.}}&lt;br /&gt;
&lt;br /&gt;
=Return to Los Santos=&lt;br /&gt;
==Vertical Bird==&lt;br /&gt;
If you drive the boat into the back of the ship, then the enemies will have higher accuracy than when you jump out beforehand and swim in.&lt;br /&gt;
&lt;br /&gt;
* Video: [http://www.youtube.com/watch?v=QmfOtvrvQy0 End of the mission]&lt;br /&gt;
&lt;br /&gt;
==Beat Down on BDup==&lt;br /&gt;
{{GTASAAiAim}}&lt;br /&gt;
&lt;br /&gt;
==Cut Throat Business==&lt;br /&gt;
===Safe Parking===&lt;br /&gt;
* ''Mission start:'' This mission seems to have a huge despawn area (400 units radius), so there doesn't seem to be a practical way of keeping a vehicle.&lt;br /&gt;
&lt;br /&gt;
==Los Desperados==&lt;br /&gt;
If you take the territory closest to the train station, then Grove Street gangmembers spawn at the train station, if you approach it through Grove territory. During the mission, the gangmembers required to make the marker appear can be recruited directly at the train station, instead of having to get them into the car and driving them there.&lt;br /&gt;
* Video: [https://www.youtube.com/watch?v=Pl4UXO4BsPM Strategy Explanation]&lt;br /&gt;
* Video: [https://www.youtube.com/watch?v=IwjGNXT6o0A Strategy Comparison]&lt;br /&gt;
&lt;br /&gt;
==End of the Line==&lt;br /&gt;
This mission has Checkpoint Technology: If you die after killing Big Smoke, you start again at the point after killing him if you restart the mission (without loading a save, like trip skip). This is a bit dangerous though (see next paragraph). If you fail the mission during the car section, you start again at the beginning of the car section.&lt;br /&gt;
&lt;br /&gt;
{{GTASAAiAim|When you use Checkpoint Technology and restart the mission from the point after killing Smoke and were in a car before, getting on a bike resets the AI to normal. If you already got to the car part and have to restart the mission there, this doesn't matter because you don't get shot anymore (and are in a car anyway).}}&lt;br /&gt;
&lt;br /&gt;
* Video: [http://www.youtube.com/watch?v=kBb8c7FXmIY AI Accuracy Comparison]&lt;br /&gt;
* Video: [http://www.youtube.com/watch?v=89T-11IBWzc Minigun Slide Demonstration]&lt;/div&gt;</summary>
		<author><name>Joshimuz</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Template:GTASAAiAim</id>
		<title>Template:GTASAAiAim</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Template:GTASAAiAim"/>
				<updated>2014-07-23T11:47:41Z</updated>
		
		<summary type="html">&lt;p&gt;Joshimuz: &lt;/p&gt;
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|-&lt;br /&gt;
|[[Image:Gtasa_No_Car_Sign.png|50px|link=Grand Theft Auto: San Andreas/Game Mechanics and Glitches#Harder AI after having been in a car]]&lt;br /&gt;
|style=&amp;quot;padding:5px;&amp;quot;|'''This mission is affected by the [[Grand_Theft_Auto:_San_Andreas/Game_Mechanics_and_Glitches#Harder_AI_after_having_been_in_a_car|Increased AI Accuracy Bug]]'''&amp;lt;br /&amp;gt; {{#if:{{{1|}}}|{{{1|}}}|}}&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Joshimuz</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Template:GTASAAiAim</id>
		<title>Template:GTASAAiAim</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Template:GTASAAiAim"/>
				<updated>2014-07-23T11:46:19Z</updated>
		
		<summary type="html">&lt;p&gt;Joshimuz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| style=&amp;quot;border: 2px solid #FFF; width:100%; margin: 0.5em; padding: 2px; background-color: #666666;&amp;quot; class=&amp;quot;plainlinks&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Gtasa_No_Car_Sign.png|50px]]&lt;br /&gt;
|style=&amp;quot;padding:5px;&amp;quot;|'''This mission is affected by the [[Grand_Theft_Auto:_San_Andreas/Game_Mechanics_and_Glitches#Harder_AI_after_having_been_in_a_car|Increased AI Accuracy Bug]]'''&amp;lt;br /&amp;gt; {{#if:{{{1|}}}|{{{1|}}}|}}&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Joshimuz</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/File:Gtasa_No_Car_Sign.png</id>
		<title>File:Gtasa No Car Sign.png</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/File:Gtasa_No_Car_Sign.png"/>
				<updated>2014-07-23T11:43:32Z</updated>
		
		<summary type="html">&lt;p&gt;Joshimuz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Joshimuz</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Grand_Theft_Auto:_San_Andreas/Missions</id>
		<title>Grand Theft Auto: San Andreas/Missions</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Grand_Theft_Auto:_San_Andreas/Missions"/>
				<updated>2014-07-23T11:40:26Z</updated>
		
		<summary type="html">&lt;p&gt;Joshimuz: /* Burning Desire */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page should contain facts about missions, how specific missions work, but not necessarily how to do them in a certain category. Questions like &amp;quot;What triggers X?&amp;quot; or &amp;quot;Is Y on a timer?&amp;quot; should be answered here.&lt;br /&gt;
&lt;br /&gt;
=Los Santos=&lt;br /&gt;
&lt;br /&gt;
==Big Smoke==&lt;br /&gt;
You don't have to stay on the bike, but you have to stay close to the others so they keep moving. The first cutscene is triggered by Sweet, the mission end is triggered by Ryder (of course you have to be there as well).&lt;br /&gt;
&lt;br /&gt;
==Ryder==&lt;br /&gt;
 Why did you blow up Ryder's car?&lt;br /&gt;
&lt;br /&gt;
Failing the mission makes 30s worth of cutscene in front of the pizza place that is the tutorial for eating skippable. Since you can easily blow up Ryder's car, this mission can be failed easily.&lt;br /&gt;
&lt;br /&gt;
==Drive-Thru==&lt;br /&gt;
Killing the passenger of the Drive-By car makes the driver get out.&lt;br /&gt;
&lt;br /&gt;
==Drive-By==&lt;br /&gt;
* To make sure that the second group of enemies spawns, you should look away from it after killing the first group.&lt;br /&gt;
* It seems that the Pay&amp;amp;Spray is completely scripted and is needed for the Mission End Marker to appear. After you were in the Pay&amp;amp;Spray, you can even get police stars again and still finish the mission.&lt;br /&gt;
&lt;br /&gt;
==Sweet's Girl==&lt;br /&gt;
{{GTASAAiAim}}&lt;br /&gt;
&lt;br /&gt;
==Life's A Beach==&lt;br /&gt;
You can skip the dancing:&lt;br /&gt;
# Find a Grove Street gangmember, recruit him and get him to the locked van&lt;br /&gt;
# Try to get into the locked van (doesn't matter on which side)&lt;br /&gt;
# CJ won't be able to get in, but if you keep trying, the homie will eventually open the passenger side door and get in&lt;br /&gt;
# Once the homie shows any sign of opening the door, hold down either of the gang buttons (G or H by default) until CJ says &amp;quot;See you later homie.&amp;quot; which means the gang is disbanded&lt;br /&gt;
#* Make sure you actually hold down the button, don't just press it shortly, it may seem like it takes a long time for CJ to react&lt;br /&gt;
#* For some the G button seems to work better, for others the H button&lt;br /&gt;
# While disbanding the gang, you move towards the water behind the parked car there and headshot the homie in the van, which should make him fall out leaving the door open&lt;br /&gt;
#* The homie will get out of the van after a few seconds, then get back in switching to the driver side. If the getting out animation has already started when you kill him, he will get out of the van, close the door and then die, so you won't get in. If you are not sure you can make it, wait for him to get back in and then shoot him when he is sitting on the driver side.&lt;br /&gt;
#* Careful: Shooting and aiming at the party can fail the mission, so make sure you are far enough away and have practiced a shooting position that works.&lt;br /&gt;
&lt;br /&gt;
* Video: [http://youtu.be/btn4IdZM34M Dance Skip Tutorial]&lt;br /&gt;
&lt;br /&gt;
==OG Loc==&lt;br /&gt;
# Follow Freddy through the alleys, if you keep close he drives faster&lt;br /&gt;
# Turn left to the quick shot spot and wait for him there, shooting your SMG as he passes to set his bike on fire&lt;br /&gt;
#* If you fail the first spot, you can go to the backup spot&lt;br /&gt;
#* There are different positions to wait at the quick shot spot (on the road, on the sidewalk), important is that you face the right direction and can shoot Freddy quickly&lt;br /&gt;
#*Sometimes cars around the corner you wait get spooked and ram into you, making it harder for you to shoot Freddy&lt;br /&gt;
# After setting his bike on fire, start driving towards your next destination&lt;br /&gt;
#* Unfortunately you loose your bike after the cutscene, so you'll have to find a vehicle on the road, but drive with the bike as far as you can&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Gtasa ogloc map.jpg|thumb|Player route and positions]]&lt;br /&gt;
|[[File:Gtasa ogloc position.jpg|thumb|Position]]&lt;br /&gt;
|[[File:Gtasa ogloc backup position.jpg|thumb|Backup position]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* The mission sets your SMG ammo to 78 once you get on the bike (so it doesn't add an amount to what you had before, it sets it to 78). If you had more than 78 ammo before, it doesn't change it. If you already had a Tec-9, it doesn't replace it.&lt;br /&gt;
* Pushing Freddy off his bike (which you can do when you wait at the quick shot spot) crashes the game.&lt;br /&gt;
&lt;br /&gt;
==Just Business==&lt;br /&gt;
* Once you enter the building with Smoke, the game gives you a Micro-SMG (replacing any previous weapon in that slot) and adds 120 ammo to it (adding to ammo you might have had before). After the autoscroller, the game always gives you a Micro-SMG with 80 ammo (replacing any other weapon in that slot you may have picked up during the mission).&lt;br /&gt;
&lt;br /&gt;
==Doberman==&lt;br /&gt;
&lt;br /&gt;
===Safe Parking===&lt;br /&gt;
* ''Mission start:'' There is a small despawn area beside the marker (towards the road), but it should be safe to park in the half of the marker towards the door. Parking too close towards the door may be dangerous though. You can also get on the bike during the fadeout (press key as soon as the red marker disappears), which will prevent despawning (and is also a bit faster).&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|[[File:GTASA Doberman Despawn Area.jpg|thumb|Mission Start Despawn Areas]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Burning Desire==&lt;br /&gt;
{{GTASAAiAim|Driving a car to the house will cause the Vagos defending it to be affected by the bug. If a bike is taken however it is possible to simply ignore all the enemies and live.}}&lt;br /&gt;
* You need to pick up the Molotovs in this mission to make the house vulnerable to fire, picking them up prior to the mission does not help.&lt;br /&gt;
* In the house, you have to pick up the Fire Extinguisher to trigger the cutscene with Denise after which she follows you. If you go up without there is a cutscene that tells you to get it, but even if you enter her room (you can jump over the fire), she just stands there and it doesn't trigger the cutscene after which she follows you.&lt;br /&gt;
* After getting the Fire Extinguisher, you can jump over the fire in her room and trigger the cutscene, but she won't follow you unless you put out the fires in her way. If you let her stay in her room and go out the front door, it still tells you to go back in and get the girl.&lt;br /&gt;
** However, if you manage to push her through the first fire in front of ther room, she will follow you through the other fires.&lt;br /&gt;
* After triggering the cutscene in Denise's room (after which she follows you), the fires disappear when you go out and back into the house. But since you still have to go back up and guide the girl out of the house, it's probably not very useful.&lt;br /&gt;
&lt;br /&gt;
===Safe Parking===&lt;br /&gt;
* ''Mission start:'' You shouldn't park directly in the marker (and possibly where the police car will spawn), but if you park a few meters away, it should be fine. The despawn area isn't as big as in Grey Imports. ([https://forum.speeddemosarchive.com/post/gta_san_andreas_official_thread__484.html#gta_san_andreas_official_thread__484 Forum])&lt;br /&gt;
&lt;br /&gt;
==Grey Imports==&lt;br /&gt;
===Safe Parking===&lt;br /&gt;
* ''Mission start:'' The despawn area is pretty big. Parking on the middle of the road to the east of the marker should be fine though (on the double-line in the center).&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|[[File:GTASA GreyImports Despawn Area.jpg|thumb|Mission Start Despawn Area]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Home Invasion==&lt;br /&gt;
This mission has a special walking animation that makes you move slower. However, if you hold certain weapons, you don't get this slower walking. Most importantly this also affects walking speed when you carry a crate (which is the only time you would be walking anyway, since moving crouched is faster), even though CJ isn't actually holding the weapon in his hands.&lt;br /&gt;
&lt;br /&gt;
Weapons that seem to work for this are weapons you can't sprint with, including: Baseball Bat, Shotgun, Combat Shotgun, Rifle, M4, AK, Sniper Rifle, Flame Thrower, Rocket Launchers&lt;br /&gt;
&lt;br /&gt;
With the Shotgun in particular (and maybe other weapons like the M4 or AK, but not the Baseball Bat) there's another strange behaviour where the noise-meter doesn't fill as fast. Normally if you just run, it fills almost instantly, but while holding the shotgun (again, also when carrying a crate) you can run for about a second before the noise-meter reacts. It fills about 2/3 when you run too long and fills completely after about 0.5 seconds. Important is that you don't press the walk button at all when doing this. Changing between walking and running seems to trigger the noise-meter a lot faster. Just run normally by pressing the move forward button, let go of it after a second, then run again.&lt;br /&gt;
&lt;br /&gt;
This allows you to take one of the further away crates as the last one and just run back to the door all the way. This fills the noise-meter, but you get out before the cutscene plays (it would play when you go back in, but you won't have to after the last crate). Without the delayed noise-meter, the cutscene would play before you get out if you run all the way.&lt;br /&gt;
&lt;br /&gt;
Even with the delayed noise-meter while having the shotgun selected, the noise-meter seems to fill faster if it is already filled a bit, so be careful with that.&lt;br /&gt;
&lt;br /&gt;
Also sliding to the further away crates saves about 1 second for each crate.&lt;br /&gt;
&lt;br /&gt;
* [http://www.youtube.com/watch?v=lHkqIWX48Ms Video: Comparison between different moving speeds in this mission]&lt;br /&gt;
* [http://www.youtube.com/watch?v=YJ5RB7kzWt0 Video: Demonstration of running with the shotgun]&lt;br /&gt;
&lt;br /&gt;
==The Green Sabre==&lt;br /&gt;
Enemies you kill before driving into the marker where you have to save Sweet, just respawn. The first van spawns once you killed 3 enemies, the second van once you killed 6 enemies and the car once you killed 9 enemies. The mission is completed once you killed all enemies.&lt;br /&gt;
&lt;br /&gt;
===Safe Parking===&lt;br /&gt;
* ''Mission start:'' Vehicles seem to despawn when you park them in the marker. CJ can also sometimes get blocked by a vehicle and has to run around it before answering the phonecall, although it doesn't seem to affect the time, the cutscene always seems to be about 7.6 seconds long. Parking where the Greenwood spawns can prevent that from spawning though.&lt;br /&gt;
&lt;br /&gt;
=Badlands=&lt;br /&gt;
==Against All Odds==&lt;br /&gt;
After leaving the Betting Shop, your Wanted Level will usually be decreased after a short time, leaving you with 3 stars. This doesn't appear to happen when you run a police officer over on the way (or something like that). You can use the two bribe stars in Blueberry to get rid of two more stars, leaving you with only one that should disappear 10 seconds after picking up the last bribe. If you don't loose a star to begin with (leaving you with the initial 4), you can wait a bit after picking up the first bribe, so that another star disappears on it's own before picking up the second bribe.&lt;br /&gt;
&lt;br /&gt;
As opposed to some other missions, you can't finish the mission if you regain a wanted level after loosing it. The marker is only there if you don't have a wanted level at all.&lt;br /&gt;
&lt;br /&gt;
=San Fierro=&lt;br /&gt;
&lt;br /&gt;
==Photo Opportunity==&lt;br /&gt;
&lt;br /&gt;
* Video: [http://www.youtube.com/watch?v=w6yR4xS4SfU Safe spot to do the drop]&lt;br /&gt;
&lt;br /&gt;
==Jizzy (Cutscene)==&lt;br /&gt;
===Safe Parking===&lt;br /&gt;
* ''Cutscene:'' It appears there is not set despawn zone, so it should be safe to park anywhere reasonable.&lt;br /&gt;
&lt;br /&gt;
==Outrider==&lt;br /&gt;
&lt;br /&gt;
The Van starts driving after you get on the Sanchez the mission gives you and arrives at the destination about 4:15 later (if you destroy the roadblocks, it might take longer if it's obstructed in some way).&lt;br /&gt;
&lt;br /&gt;
The enemies at the roadblocks don't attack you (even if you get really close) unless you shoot near them.&lt;br /&gt;
&lt;br /&gt;
===Safe Parking===&lt;br /&gt;
* ''Mission start:'' There is a huge despawn area when you start the mission, so the best way to keep a vehicle is probably in the garage.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| [[File:GTASA Outrider Despawn Area.jpg|thumb|Despawn Area]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Snail Trail==&lt;br /&gt;
''See [[Grand Theft Auto: San Andreas/Missions/Snail Trail]]''&lt;br /&gt;
&lt;br /&gt;
==Ice Cold Killah==&lt;br /&gt;
===Safe Parking===&lt;br /&gt;
* ''Mission start'': The mission start doesn't seem to have a despawn area, you should be safe to just park it anywhere reasonable&lt;br /&gt;
&lt;br /&gt;
==Amphibious Assault==&lt;br /&gt;
After going into the marker near the water and spawning in the water channel between the rocks, you can just climb/jump out of there, walk over the rocks to the water and swim to the ship.&lt;br /&gt;
&lt;br /&gt;
This mission also seems to have [[Grand_Theft_Auto:_San_Andreas/Game_Mechanics_and_Glitches#Harder_AI_after_having_been_in_a_car|more dangerous AI]] when you were in a car before, getting on a bike resets the AI to normal. A boat also seems to affect it the same as a car, so be careful with enemies after having been in a boat.&lt;br /&gt;
&lt;br /&gt;
* Video: [https://www.youtube.com/watch?v=3jwN9A3EX50 Swimming strats]&lt;br /&gt;
&lt;br /&gt;
===Safe Parking===&lt;br /&gt;
* ''Mission start'': The mission start doesn't seem to have a set despawn area, you should be safe to just park anywhere resonable (although it seems if you park it directly against the wall of the house it despawns, so just park it in the marker or something)&lt;br /&gt;
* ''During the mission'': There is a huge area where vehicles are despawned, but there might also be other effects that make certain position unsafe for parking vehicles during all of the mission (picture with safe area needed)&lt;br /&gt;
&lt;br /&gt;
==Pier 69==&lt;br /&gt;
{{GTASAAiAim|Using a car to drive to T-Bone after the Sniping section will trigger this effect. This isn't run ending, however it can add to the difficulty if T-Bone is not killed quickly. Stealing a bike instead or simply running to T-Bone is the way around this.}}&lt;br /&gt;
&lt;br /&gt;
===Safe Parking===&lt;br /&gt;
* ''Mission start'': If you park the bike a few meters away from the mission start marker, it should be fine (kind of on the half of the sidewalk towards the road)&lt;br /&gt;
* ''After sniping the enemies on the roof'': Pier 69 has a huge despawn area, but there is a specific spot on the roof where you can park a bike so it won't despawn (picture needed)&lt;br /&gt;
** Video: [https://www.youtube.com/watch?v=Ic7bO9QruOY Parking Position]&lt;br /&gt;
&lt;br /&gt;
==Toreno's Last Flight==&lt;br /&gt;
{{GTASAAiAim|Using a bike which is stored inside the San Fierro Garage to get to the helipad is a common way to get around this}}&lt;br /&gt;
&lt;br /&gt;
===Homing Rockets Strategy===&lt;br /&gt;
You need to get Homing Rockets before the mission, then while standing where you spawn after the cutscene, you acquire the helicopter as target and shoot it down.&lt;br /&gt;
&lt;br /&gt;
===Normal Rockets Strategy===&lt;br /&gt;
If you use normal rockets to shoot down the helicopter (either by having some before or taking the ones on the helipad), you can get on the parked bike quickly and drive to where the helicopter turns left towards the highway. If you are fast, you have a few seconds to shoot it there. If you miss, you can also do a backup strat from that position, if you have plenty of rockets: Rockets always seem to explode at the same distance, as long as they don't hit anything before. So if you spam them in the direction of the helicopter's path, they will eventually damage it, even if you don't hit it directly.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|[[File:TorenosLastFlight.jpg|thumb|Shooting position]]&lt;br /&gt;
|[[File:TorenosLastFlightBackup.jpg|thumb|Backup Strategy]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Safe Parking===&lt;br /&gt;
* ''Mission start'': The mission start doesn't seem to have a set despawn area, you should be safe to just park anywhere resonable. Also it doesn't seem to matter at all when you obstruct CJ for the cutscene. Whether you don't obstruct him at all, park a bike where he spawns or even a car where he is supposed to go, the cutscene seems always skipable after 4.6 seconds.&lt;br /&gt;
&lt;br /&gt;
=Las Venturas=&lt;br /&gt;
==Fender Ketchup==&lt;br /&gt;
You have to scare the guy by driving around. The fastest way appears to be doing left handbrake turns. You need to reach a certain speed, then press the handbrake and turn left (turning right doesn't work for some reason). You can do this on the parking lot where the mission starts/ends and just do handbrake U-Turns. If you use the whole space, you just gain enough speed for it.&lt;br /&gt;
&lt;br /&gt;
You can also do the same strat on the street and not do full U-Turns, but instead only turn enough so it triggers, but then keep going straight so you can retain more speed and do the next turn earlier.&lt;br /&gt;
&lt;br /&gt;
* [http://www.youtube.com/watch?v=bjjZx6pCdL0 Video: On the Parking Lot]&lt;br /&gt;
* [http://www.youtube.com/watch?v=mUcYsdKRaRw Video: On the Road]&lt;br /&gt;
&lt;br /&gt;
==Explosive Situation==&lt;br /&gt;
Be careful not to let the Dumper explode, it will fail the mission even after you got all the Dynamite. This can easily happen when you park the Dumper too close to the Forklift that can explode because you have to hit it go get the Dynamite.&lt;br /&gt;
&lt;br /&gt;
==You've Had Your Chips==&lt;br /&gt;
Climb over the fence to the south and walk into the entrance of the factory building to do the &amp;quot;stealth&amp;quot;-approach. If you walk in through the area's main entrance or shoot the car in front of the factory, additional enemies spawn inside the factory.&lt;br /&gt;
&lt;br /&gt;
Once you are inside the factory, it's all about destroying the machines:&lt;br /&gt;
* Once 3 machines are destroyed 3 enemies spawn outside, 2 running into the factory and 1 enemy with an automatic shotgun that can be very dangerous&lt;br /&gt;
* Once 6 machines are destroyed a car with several enemies with SMGs spawns outside and start driving towards the factory entrance&lt;br /&gt;
* Once 9 machines are destroyed you are done and have to head back to the Casino&lt;br /&gt;
&lt;br /&gt;
However there is a way to skip the spawning of the 3 enemies outside. If you destroy the 3rd and 4th machine at exactly the same time (probably the same frame or something) the internal counter probably isn't checked when it is at 3, but only when it is at 4, so the spawn isn't triggered (this also works when you destroy more than 2 machines at once, just make sure the 3rd machine isn't destroyed by itself). The order of the machines doesn't matter, &amp;quot;the 3rd machine&amp;quot; only refers to the number of destroyed machines.&lt;br /&gt;
&lt;br /&gt;
The car is actually technicially spawned when more than 5 machines are destroyed, instead of exactly 6, so the spawning of the car can't be prevented with the same technique.&lt;br /&gt;
&lt;br /&gt;
To destroy several machines at exactly the same time, explosions are probably the only way (fire a rocket between machines that are near together or plant satchel charges).&lt;br /&gt;
&lt;br /&gt;
* [http://www.youtube.com/watch?v=x-BcmcKGoB0 Video: Demonstration of spawning/not spawning enemies (and also of a specific strat for this mission)]&lt;br /&gt;
* [http://www.youtube.com/watch?v=TP0UlZqokMk Video: Demonstration of the spawning car]&lt;br /&gt;
* [http://www.youtube.com/watch?v=CKJmiwssjsI Video: Explanation of a specific strat for this mission]&lt;br /&gt;
* [http://www.youtube.com/watch?v=pjPNRsbOJ7A Video: Possible safer Rocket Strat for the beginning]&lt;br /&gt;
&lt;br /&gt;
==Don Peyote==&lt;br /&gt;
At the snake farm, you need to kill all four farmers, or else they come after you once you activate the marker at the casino, which triggers a cutscene and apparently has a chance to softlock the game.&lt;br /&gt;
&lt;br /&gt;
==Misappropriation==&lt;br /&gt;
&lt;br /&gt;
===If you fail to kill him before he escapes===&lt;br /&gt;
Please note that these are very rough numbers. If the target gets into his heli, the chase takes about 2:00-2:30 (depending on how close you keep to him apparently) to the helipad where he lands and you can shoot him. From there it takes about 35s to landing in front of Caligula's Casino with the helicopter. So given the any% route, it takes about 3 minutes. If you manage to kill him before he escapes, it takes about 1:45 to landing in front of Caligula's Casino, so that is about 1:15 faster. If you die, it takes about 1 minute back to the mission start marker, with trip skip you get to the mission pretty fast, but you still need some time to actually kill the target (also you need to get a weapon for that).&lt;br /&gt;
&lt;br /&gt;
==Green Goo==&lt;br /&gt;
{{GTASAAiAim|It is common to arrive at the start of the mission in a Buffalo, meaning the AIs will be very accurate with their M4s. There is however a PCJ Spawn and the end of the runway which can be used to reset the AI PRIOR to starting the mission. Because you cannot exit the Jetpack during the mission it must be done before.}}&lt;br /&gt;
&lt;br /&gt;
=Return to Los Santos=&lt;br /&gt;
==Vertical Bird==&lt;br /&gt;
If you drive the boat into the back of the ship, then the enemies will have higher accuracy than when you jump out beforehand and swim in.&lt;br /&gt;
&lt;br /&gt;
* Video: [http://www.youtube.com/watch?v=QmfOtvrvQy0 End of the mission]&lt;br /&gt;
&lt;br /&gt;
==Beat Down on BDup==&lt;br /&gt;
{{GTASAAiAim}}&lt;br /&gt;
&lt;br /&gt;
==Cut Throat Business==&lt;br /&gt;
===Safe Parking===&lt;br /&gt;
* ''Mission start:'' This mission seems to have a huge despawn area (400 units radius), so there doesn't seem to be a practical way of keeping a vehicle.&lt;br /&gt;
&lt;br /&gt;
==Los Desperados==&lt;br /&gt;
If you take the territory closest to the train station, then Grove Street gangmembers spawn at the train station, if you approach it through Grove territory. During the mission, the gangmembers required to make the marker appear can be recruited directly at the train station, instead of having to get them into the car and driving them there.&lt;br /&gt;
* Video: [https://www.youtube.com/watch?v=Pl4UXO4BsPM Strategy Explanation]&lt;br /&gt;
* Video: [https://www.youtube.com/watch?v=IwjGNXT6o0A Strategy Comparison]&lt;br /&gt;
&lt;br /&gt;
==End of the Line==&lt;br /&gt;
This mission has Checkpoint Technology: If you die after killing Big Smoke, you start again at the point after killing him if you restart the mission (without loading a save, like trip skip). This is a bit dangerous though (see next paragraph). If you fail the mission during the car section, you start again at the beginning of the car section.&lt;br /&gt;
&lt;br /&gt;
{{GTASAAiAim|When you use Checkpoint Technology and restart the mission from the point after killing Smoke and were in a car before, getting on a bike resets the AI to normal. If you already got to the car part and have to restart the mission there, this doesn't matter because you don't get shot anymore (and are in a car anyway).}}&lt;br /&gt;
&lt;br /&gt;
* Video: [http://www.youtube.com/watch?v=kBb8c7FXmIY AI Accuracy Comparison]&lt;br /&gt;
* Video: [http://www.youtube.com/watch?v=89T-11IBWzc Minigun Slide Demonstration]&lt;/div&gt;</summary>
		<author><name>Joshimuz</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Grand_Theft_Auto:_San_Andreas/Missions</id>
		<title>Grand Theft Auto: San Andreas/Missions</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Grand_Theft_Auto:_San_Andreas/Missions"/>
				<updated>2014-07-23T11:38:04Z</updated>
		
		<summary type="html">&lt;p&gt;Joshimuz: /* Pier 69 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page should contain facts about missions, how specific missions work, but not necessarily how to do them in a certain category. Questions like &amp;quot;What triggers X?&amp;quot; or &amp;quot;Is Y on a timer?&amp;quot; should be answered here.&lt;br /&gt;
&lt;br /&gt;
=Los Santos=&lt;br /&gt;
&lt;br /&gt;
==Big Smoke==&lt;br /&gt;
You don't have to stay on the bike, but you have to stay close to the others so they keep moving. The first cutscene is triggered by Sweet, the mission end is triggered by Ryder (of course you have to be there as well).&lt;br /&gt;
&lt;br /&gt;
==Ryder==&lt;br /&gt;
 Why did you blow up Ryder's car?&lt;br /&gt;
&lt;br /&gt;
Failing the mission makes 30s worth of cutscene in front of the pizza place that is the tutorial for eating skippable. Since you can easily blow up Ryder's car, this mission can be failed easily.&lt;br /&gt;
&lt;br /&gt;
==Drive-Thru==&lt;br /&gt;
Killing the passenger of the Drive-By car makes the driver get out.&lt;br /&gt;
&lt;br /&gt;
==Drive-By==&lt;br /&gt;
* To make sure that the second group of enemies spawns, you should look away from it after killing the first group.&lt;br /&gt;
* It seems that the Pay&amp;amp;Spray is completely scripted and is needed for the Mission End Marker to appear. After you were in the Pay&amp;amp;Spray, you can even get police stars again and still finish the mission.&lt;br /&gt;
&lt;br /&gt;
==Sweet's Girl==&lt;br /&gt;
{{GTASAAiAim}}&lt;br /&gt;
&lt;br /&gt;
==Life's A Beach==&lt;br /&gt;
You can skip the dancing:&lt;br /&gt;
# Find a Grove Street gangmember, recruit him and get him to the locked van&lt;br /&gt;
# Try to get into the locked van (doesn't matter on which side)&lt;br /&gt;
# CJ won't be able to get in, but if you keep trying, the homie will eventually open the passenger side door and get in&lt;br /&gt;
# Once the homie shows any sign of opening the door, hold down either of the gang buttons (G or H by default) until CJ says &amp;quot;See you later homie.&amp;quot; which means the gang is disbanded&lt;br /&gt;
#* Make sure you actually hold down the button, don't just press it shortly, it may seem like it takes a long time for CJ to react&lt;br /&gt;
#* For some the G button seems to work better, for others the H button&lt;br /&gt;
# While disbanding the gang, you move towards the water behind the parked car there and headshot the homie in the van, which should make him fall out leaving the door open&lt;br /&gt;
#* The homie will get out of the van after a few seconds, then get back in switching to the driver side. If the getting out animation has already started when you kill him, he will get out of the van, close the door and then die, so you won't get in. If you are not sure you can make it, wait for him to get back in and then shoot him when he is sitting on the driver side.&lt;br /&gt;
#* Careful: Shooting and aiming at the party can fail the mission, so make sure you are far enough away and have practiced a shooting position that works.&lt;br /&gt;
&lt;br /&gt;
* Video: [http://youtu.be/btn4IdZM34M Dance Skip Tutorial]&lt;br /&gt;
&lt;br /&gt;
==OG Loc==&lt;br /&gt;
# Follow Freddy through the alleys, if you keep close he drives faster&lt;br /&gt;
# Turn left to the quick shot spot and wait for him there, shooting your SMG as he passes to set his bike on fire&lt;br /&gt;
#* If you fail the first spot, you can go to the backup spot&lt;br /&gt;
#* There are different positions to wait at the quick shot spot (on the road, on the sidewalk), important is that you face the right direction and can shoot Freddy quickly&lt;br /&gt;
#*Sometimes cars around the corner you wait get spooked and ram into you, making it harder for you to shoot Freddy&lt;br /&gt;
# After setting his bike on fire, start driving towards your next destination&lt;br /&gt;
#* Unfortunately you loose your bike after the cutscene, so you'll have to find a vehicle on the road, but drive with the bike as far as you can&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Gtasa ogloc map.jpg|thumb|Player route and positions]]&lt;br /&gt;
|[[File:Gtasa ogloc position.jpg|thumb|Position]]&lt;br /&gt;
|[[File:Gtasa ogloc backup position.jpg|thumb|Backup position]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* The mission sets your SMG ammo to 78 once you get on the bike (so it doesn't add an amount to what you had before, it sets it to 78). If you had more than 78 ammo before, it doesn't change it. If you already had a Tec-9, it doesn't replace it.&lt;br /&gt;
* Pushing Freddy off his bike (which you can do when you wait at the quick shot spot) crashes the game.&lt;br /&gt;
&lt;br /&gt;
==Just Business==&lt;br /&gt;
* Once you enter the building with Smoke, the game gives you a Micro-SMG (replacing any previous weapon in that slot) and adds 120 ammo to it (adding to ammo you might have had before). After the autoscroller, the game always gives you a Micro-SMG with 80 ammo (replacing any other weapon in that slot you may have picked up during the mission).&lt;br /&gt;
&lt;br /&gt;
==Doberman==&lt;br /&gt;
&lt;br /&gt;
===Safe Parking===&lt;br /&gt;
* ''Mission start:'' There is a small despawn area beside the marker (towards the road), but it should be safe to park in the half of the marker towards the door. Parking too close towards the door may be dangerous though. You can also get on the bike during the fadeout (press key as soon as the red marker disappears), which will prevent despawning (and is also a bit faster).&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|[[File:GTASA Doberman Despawn Area.jpg|thumb|Mission Start Despawn Areas]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Burning Desire==&lt;br /&gt;
{{GTASAAiAim}}&lt;br /&gt;
* You need to pick up the Molotovs in this mission to make the house vulnerable to fire, picking them up prior to the mission does not help.&lt;br /&gt;
* In the house, you have to pickup the Fire Extuingisher to trigger the cutscene with Denise after which she follows you. If you go up without there is a cutscene that tells you to get it, but even if you enter her room (you can jump over the fire), she just stands there and it doesn't trigger the cutscene after which she follows you.&lt;br /&gt;
* After getting the Fire Extuingisher, you can jump over the fire in her room and trigger the cutscene, but she won't follow you unless you put out the fires in her way. If you let her stay in her room and go out the front door, it still tells you to go back in and get the girl.&lt;br /&gt;
** However, if you manage to push her through the first fire in front of ther room, she will follow you through the other fires.&lt;br /&gt;
* After triggering the cutscene in Denise's room (after which she follows you), the fires disappear when you go out and back into the house. But since you still have to go back up and guide the girl out of the house, it's probably not very useful.&lt;br /&gt;
&lt;br /&gt;
===Safe Parking===&lt;br /&gt;
* ''Mission start:'' You shouldn't park directly in the marker (and possibly where the police car will spawn), but if you park a few meters away, it should be fine. The despawn area isn't as big as in Grey Imports. ([https://forum.speeddemosarchive.com/post/gta_san_andreas_official_thread__484.html#gta_san_andreas_official_thread__484 Forum])&lt;br /&gt;
&lt;br /&gt;
==Grey Imports==&lt;br /&gt;
===Safe Parking===&lt;br /&gt;
* ''Mission start:'' The despawn area is pretty big. Parking on the middle of the road to the east of the marker should be fine though (on the double-line in the center).&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|[[File:GTASA GreyImports Despawn Area.jpg|thumb|Mission Start Despawn Area]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Home Invasion==&lt;br /&gt;
This mission has a special walking animation that makes you move slower. However, if you hold certain weapons, you don't get this slower walking. Most importantly this also affects walking speed when you carry a crate (which is the only time you would be walking anyway, since moving crouched is faster), even though CJ isn't actually holding the weapon in his hands.&lt;br /&gt;
&lt;br /&gt;
Weapons that seem to work for this are weapons you can't sprint with, including: Baseball Bat, Shotgun, Combat Shotgun, Rifle, M4, AK, Sniper Rifle, Flame Thrower, Rocket Launchers&lt;br /&gt;
&lt;br /&gt;
With the Shotgun in particular (and maybe other weapons like the M4 or AK, but not the Baseball Bat) there's another strange behaviour where the noise-meter doesn't fill as fast. Normally if you just run, it fills almost instantly, but while holding the shotgun (again, also when carrying a crate) you can run for about a second before the noise-meter reacts. It fills about 2/3 when you run too long and fills completely after about 0.5 seconds. Important is that you don't press the walk button at all when doing this. Changing between walking and running seems to trigger the noise-meter a lot faster. Just run normally by pressing the move forward button, let go of it after a second, then run again.&lt;br /&gt;
&lt;br /&gt;
This allows you to take one of the further away crates as the last one and just run back to the door all the way. This fills the noise-meter, but you get out before the cutscene plays (it would play when you go back in, but you won't have to after the last crate). Without the delayed noise-meter, the cutscene would play before you get out if you run all the way.&lt;br /&gt;
&lt;br /&gt;
Even with the delayed noise-meter while having the shotgun selected, the noise-meter seems to fill faster if it is already filled a bit, so be careful with that.&lt;br /&gt;
&lt;br /&gt;
Also sliding to the further away crates saves about 1 second for each crate.&lt;br /&gt;
&lt;br /&gt;
* [http://www.youtube.com/watch?v=lHkqIWX48Ms Video: Comparison between different moving speeds in this mission]&lt;br /&gt;
* [http://www.youtube.com/watch?v=YJ5RB7kzWt0 Video: Demonstration of running with the shotgun]&lt;br /&gt;
&lt;br /&gt;
==The Green Sabre==&lt;br /&gt;
Enemies you kill before driving into the marker where you have to save Sweet, just respawn. The first van spawns once you killed 3 enemies, the second van once you killed 6 enemies and the car once you killed 9 enemies. The mission is completed once you killed all enemies.&lt;br /&gt;
&lt;br /&gt;
===Safe Parking===&lt;br /&gt;
* ''Mission start:'' Vehicles seem to despawn when you park them in the marker. CJ can also sometimes get blocked by a vehicle and has to run around it before answering the phonecall, although it doesn't seem to affect the time, the cutscene always seems to be about 7.6 seconds long. Parking where the Greenwood spawns can prevent that from spawning though.&lt;br /&gt;
&lt;br /&gt;
=Badlands=&lt;br /&gt;
==Against All Odds==&lt;br /&gt;
After leaving the Betting Shop, your Wanted Level will usually be decreased after a short time, leaving you with 3 stars. This doesn't appear to happen when you run a police officer over on the way (or something like that). You can use the two bribe stars in Blueberry to get rid of two more stars, leaving you with only one that should disappear 10 seconds after picking up the last bribe. If you don't loose a star to begin with (leaving you with the initial 4), you can wait a bit after picking up the first bribe, so that another star disappears on it's own before picking up the second bribe.&lt;br /&gt;
&lt;br /&gt;
As opposed to some other missions, you can't finish the mission if you regain a wanted level after loosing it. The marker is only there if you don't have a wanted level at all.&lt;br /&gt;
&lt;br /&gt;
=San Fierro=&lt;br /&gt;
&lt;br /&gt;
==Photo Opportunity==&lt;br /&gt;
&lt;br /&gt;
* Video: [http://www.youtube.com/watch?v=w6yR4xS4SfU Safe spot to do the drop]&lt;br /&gt;
&lt;br /&gt;
==Jizzy (Cutscene)==&lt;br /&gt;
===Safe Parking===&lt;br /&gt;
* ''Cutscene:'' It appears there is not set despawn zone, so it should be safe to park anywhere reasonable.&lt;br /&gt;
&lt;br /&gt;
==Outrider==&lt;br /&gt;
&lt;br /&gt;
The Van starts driving after you get on the Sanchez the mission gives you and arrives at the destination about 4:15 later (if you destroy the roadblocks, it might take longer if it's obstructed in some way).&lt;br /&gt;
&lt;br /&gt;
The enemies at the roadblocks don't attack you (even if you get really close) unless you shoot near them.&lt;br /&gt;
&lt;br /&gt;
===Safe Parking===&lt;br /&gt;
* ''Mission start:'' There is a huge despawn area when you start the mission, so the best way to keep a vehicle is probably in the garage.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| [[File:GTASA Outrider Despawn Area.jpg|thumb|Despawn Area]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Snail Trail==&lt;br /&gt;
''See [[Grand Theft Auto: San Andreas/Missions/Snail Trail]]''&lt;br /&gt;
&lt;br /&gt;
==Ice Cold Killah==&lt;br /&gt;
===Safe Parking===&lt;br /&gt;
* ''Mission start'': The mission start doesn't seem to have a despawn area, you should be safe to just park it anywhere reasonable&lt;br /&gt;
&lt;br /&gt;
==Amphibious Assault==&lt;br /&gt;
After going into the marker near the water and spawning in the water channel between the rocks, you can just climb/jump out of there, walk over the rocks to the water and swim to the ship.&lt;br /&gt;
&lt;br /&gt;
This mission also seems to have [[Grand_Theft_Auto:_San_Andreas/Game_Mechanics_and_Glitches#Harder_AI_after_having_been_in_a_car|more dangerous AI]] when you were in a car before, getting on a bike resets the AI to normal. A boat also seems to affect it the same as a car, so be careful with enemies after having been in a boat.&lt;br /&gt;
&lt;br /&gt;
* Video: [https://www.youtube.com/watch?v=3jwN9A3EX50 Swimming strats]&lt;br /&gt;
&lt;br /&gt;
===Safe Parking===&lt;br /&gt;
* ''Mission start'': The mission start doesn't seem to have a set despawn area, you should be safe to just park anywhere resonable (although it seems if you park it directly against the wall of the house it despawns, so just park it in the marker or something)&lt;br /&gt;
* ''During the mission'': There is a huge area where vehicles are despawned, but there might also be other effects that make certain position unsafe for parking vehicles during all of the mission (picture with safe area needed)&lt;br /&gt;
&lt;br /&gt;
==Pier 69==&lt;br /&gt;
{{GTASAAiAim|Using a car to drive to T-Bone after the Sniping section will trigger this effect. This isn't run ending, however it can add to the difficulty if T-Bone is not killed quickly. Stealing a bike instead or simply running to T-Bone is the way around this.}}&lt;br /&gt;
&lt;br /&gt;
===Safe Parking===&lt;br /&gt;
* ''Mission start'': If you park the bike a few meters away from the mission start marker, it should be fine (kind of on the half of the sidewalk towards the road)&lt;br /&gt;
* ''After sniping the enemies on the roof'': Pier 69 has a huge despawn area, but there is a specific spot on the roof where you can park a bike so it won't despawn (picture needed)&lt;br /&gt;
** Video: [https://www.youtube.com/watch?v=Ic7bO9QruOY Parking Position]&lt;br /&gt;
&lt;br /&gt;
==Toreno's Last Flight==&lt;br /&gt;
{{GTASAAiAim|Using a bike which is stored inside the San Fierro Garage to get to the helipad is a common way to get around this}}&lt;br /&gt;
&lt;br /&gt;
===Homing Rockets Strategy===&lt;br /&gt;
You need to get Homing Rockets before the mission, then while standing where you spawn after the cutscene, you acquire the helicopter as target and shoot it down.&lt;br /&gt;
&lt;br /&gt;
===Normal Rockets Strategy===&lt;br /&gt;
If you use normal rockets to shoot down the helicopter (either by having some before or taking the ones on the helipad), you can get on the parked bike quickly and drive to where the helicopter turns left towards the highway. If you are fast, you have a few seconds to shoot it there. If you miss, you can also do a backup strat from that position, if you have plenty of rockets: Rockets always seem to explode at the same distance, as long as they don't hit anything before. So if you spam them in the direction of the helicopter's path, they will eventually damage it, even if you don't hit it directly.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|[[File:TorenosLastFlight.jpg|thumb|Shooting position]]&lt;br /&gt;
|[[File:TorenosLastFlightBackup.jpg|thumb|Backup Strategy]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Safe Parking===&lt;br /&gt;
* ''Mission start'': The mission start doesn't seem to have a set despawn area, you should be safe to just park anywhere resonable. Also it doesn't seem to matter at all when you obstruct CJ for the cutscene. Whether you don't obstruct him at all, park a bike where he spawns or even a car where he is supposed to go, the cutscene seems always skipable after 4.6 seconds.&lt;br /&gt;
&lt;br /&gt;
=Las Venturas=&lt;br /&gt;
==Fender Ketchup==&lt;br /&gt;
You have to scare the guy by driving around. The fastest way appears to be doing left handbrake turns. You need to reach a certain speed, then press the handbrake and turn left (turning right doesn't work for some reason). You can do this on the parking lot where the mission starts/ends and just do handbrake U-Turns. If you use the whole space, you just gain enough speed for it.&lt;br /&gt;
&lt;br /&gt;
You can also do the same strat on the street and not do full U-Turns, but instead only turn enough so it triggers, but then keep going straight so you can retain more speed and do the next turn earlier.&lt;br /&gt;
&lt;br /&gt;
* [http://www.youtube.com/watch?v=bjjZx6pCdL0 Video: On the Parking Lot]&lt;br /&gt;
* [http://www.youtube.com/watch?v=mUcYsdKRaRw Video: On the Road]&lt;br /&gt;
&lt;br /&gt;
==Explosive Situation==&lt;br /&gt;
Be careful not to let the Dumper explode, it will fail the mission even after you got all the Dynamite. This can easily happen when you park the Dumper too close to the Forklift that can explode because you have to hit it go get the Dynamite.&lt;br /&gt;
&lt;br /&gt;
==You've Had Your Chips==&lt;br /&gt;
Climb over the fence to the south and walk into the entrance of the factory building to do the &amp;quot;stealth&amp;quot;-approach. If you walk in through the area's main entrance or shoot the car in front of the factory, additional enemies spawn inside the factory.&lt;br /&gt;
&lt;br /&gt;
Once you are inside the factory, it's all about destroying the machines:&lt;br /&gt;
* Once 3 machines are destroyed 3 enemies spawn outside, 2 running into the factory and 1 enemy with an automatic shotgun that can be very dangerous&lt;br /&gt;
* Once 6 machines are destroyed a car with several enemies with SMGs spawns outside and start driving towards the factory entrance&lt;br /&gt;
* Once 9 machines are destroyed you are done and have to head back to the Casino&lt;br /&gt;
&lt;br /&gt;
However there is a way to skip the spawning of the 3 enemies outside. If you destroy the 3rd and 4th machine at exactly the same time (probably the same frame or something) the internal counter probably isn't checked when it is at 3, but only when it is at 4, so the spawn isn't triggered (this also works when you destroy more than 2 machines at once, just make sure the 3rd machine isn't destroyed by itself). The order of the machines doesn't matter, &amp;quot;the 3rd machine&amp;quot; only refers to the number of destroyed machines.&lt;br /&gt;
&lt;br /&gt;
The car is actually technicially spawned when more than 5 machines are destroyed, instead of exactly 6, so the spawning of the car can't be prevented with the same technique.&lt;br /&gt;
&lt;br /&gt;
To destroy several machines at exactly the same time, explosions are probably the only way (fire a rocket between machines that are near together or plant satchel charges).&lt;br /&gt;
&lt;br /&gt;
* [http://www.youtube.com/watch?v=x-BcmcKGoB0 Video: Demonstration of spawning/not spawning enemies (and also of a specific strat for this mission)]&lt;br /&gt;
* [http://www.youtube.com/watch?v=TP0UlZqokMk Video: Demonstration of the spawning car]&lt;br /&gt;
* [http://www.youtube.com/watch?v=CKJmiwssjsI Video: Explanation of a specific strat for this mission]&lt;br /&gt;
* [http://www.youtube.com/watch?v=pjPNRsbOJ7A Video: Possible safer Rocket Strat for the beginning]&lt;br /&gt;
&lt;br /&gt;
==Don Peyote==&lt;br /&gt;
At the snake farm, you need to kill all four farmers, or else they come after you once you activate the marker at the casino, which triggers a cutscene and apparently has a chance to softlock the game.&lt;br /&gt;
&lt;br /&gt;
==Misappropriation==&lt;br /&gt;
&lt;br /&gt;
===If you fail to kill him before he escapes===&lt;br /&gt;
Please note that these are very rough numbers. If the target gets into his heli, the chase takes about 2:00-2:30 (depending on how close you keep to him apparently) to the helipad where he lands and you can shoot him. From there it takes about 35s to landing in front of Caligula's Casino with the helicopter. So given the any% route, it takes about 3 minutes. If you manage to kill him before he escapes, it takes about 1:45 to landing in front of Caligula's Casino, so that is about 1:15 faster. If you die, it takes about 1 minute back to the mission start marker, with trip skip you get to the mission pretty fast, but you still need some time to actually kill the target (also you need to get a weapon for that).&lt;br /&gt;
&lt;br /&gt;
==Green Goo==&lt;br /&gt;
{{GTASAAiAim|It is common to arrive at the start of the mission in a Buffalo, meaning the AIs will be very accurate with their M4s. There is however a PCJ Spawn and the end of the runway which can be used to reset the AI PRIOR to starting the mission. Because you cannot exit the Jetpack during the mission it must be done before.}}&lt;br /&gt;
&lt;br /&gt;
=Return to Los Santos=&lt;br /&gt;
==Vertical Bird==&lt;br /&gt;
If you drive the boat into the back of the ship, then the enemies will have higher accuracy than when you jump out beforehand and swim in.&lt;br /&gt;
&lt;br /&gt;
* Video: [http://www.youtube.com/watch?v=QmfOtvrvQy0 End of the mission]&lt;br /&gt;
&lt;br /&gt;
==Beat Down on BDup==&lt;br /&gt;
{{GTASAAiAim}}&lt;br /&gt;
&lt;br /&gt;
==Cut Throat Business==&lt;br /&gt;
===Safe Parking===&lt;br /&gt;
* ''Mission start:'' This mission seems to have a huge despawn area (400 units radius), so there doesn't seem to be a practical way of keeping a vehicle.&lt;br /&gt;
&lt;br /&gt;
==Los Desperados==&lt;br /&gt;
If you take the territory closest to the train station, then Grove Street gangmembers spawn at the train station, if you approach it through Grove territory. During the mission, the gangmembers required to make the marker appear can be recruited directly at the train station, instead of having to get them into the car and driving them there.&lt;br /&gt;
* Video: [https://www.youtube.com/watch?v=Pl4UXO4BsPM Strategy Explanation]&lt;br /&gt;
* Video: [https://www.youtube.com/watch?v=IwjGNXT6o0A Strategy Comparison]&lt;br /&gt;
&lt;br /&gt;
==End of the Line==&lt;br /&gt;
This mission has Checkpoint Technology: If you die after killing Big Smoke, you start again at the point after killing him if you restart the mission (without loading a save, like trip skip). This is a bit dangerous though (see next paragraph). If you fail the mission during the car section, you start again at the beginning of the car section.&lt;br /&gt;
&lt;br /&gt;
{{GTASAAiAim|When you use Checkpoint Technology and restart the mission from the point after killing Smoke and were in a car before, getting on a bike resets the AI to normal. If you already got to the car part and have to restart the mission there, this doesn't matter because you don't get shot anymore (and are in a car anyway).}}&lt;br /&gt;
&lt;br /&gt;
* Video: [http://www.youtube.com/watch?v=kBb8c7FXmIY AI Accuracy Comparison]&lt;br /&gt;
* Video: [http://www.youtube.com/watch?v=89T-11IBWzc Minigun Slide Demonstration]&lt;/div&gt;</summary>
		<author><name>Joshimuz</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Grand_Theft_Auto:_San_Andreas/Missions</id>
		<title>Grand Theft Auto: San Andreas/Missions</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Grand_Theft_Auto:_San_Andreas/Missions"/>
				<updated>2014-07-23T11:37:36Z</updated>
		
		<summary type="html">&lt;p&gt;Joshimuz: /* Pier 69 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page should contain facts about missions, how specific missions work, but not necessarily how to do them in a certain category. Questions like &amp;quot;What triggers X?&amp;quot; or &amp;quot;Is Y on a timer?&amp;quot; should be answered here.&lt;br /&gt;
&lt;br /&gt;
=Los Santos=&lt;br /&gt;
&lt;br /&gt;
==Big Smoke==&lt;br /&gt;
You don't have to stay on the bike, but you have to stay close to the others so they keep moving. The first cutscene is triggered by Sweet, the mission end is triggered by Ryder (of course you have to be there as well).&lt;br /&gt;
&lt;br /&gt;
==Ryder==&lt;br /&gt;
 Why did you blow up Ryder's car?&lt;br /&gt;
&lt;br /&gt;
Failing the mission makes 30s worth of cutscene in front of the pizza place that is the tutorial for eating skippable. Since you can easily blow up Ryder's car, this mission can be failed easily.&lt;br /&gt;
&lt;br /&gt;
==Drive-Thru==&lt;br /&gt;
Killing the passenger of the Drive-By car makes the driver get out.&lt;br /&gt;
&lt;br /&gt;
==Drive-By==&lt;br /&gt;
* To make sure that the second group of enemies spawns, you should look away from it after killing the first group.&lt;br /&gt;
* It seems that the Pay&amp;amp;Spray is completely scripted and is needed for the Mission End Marker to appear. After you were in the Pay&amp;amp;Spray, you can even get police stars again and still finish the mission.&lt;br /&gt;
&lt;br /&gt;
==Sweet's Girl==&lt;br /&gt;
{{GTASAAiAim}}&lt;br /&gt;
&lt;br /&gt;
==Life's A Beach==&lt;br /&gt;
You can skip the dancing:&lt;br /&gt;
# Find a Grove Street gangmember, recruit him and get him to the locked van&lt;br /&gt;
# Try to get into the locked van (doesn't matter on which side)&lt;br /&gt;
# CJ won't be able to get in, but if you keep trying, the homie will eventually open the passenger side door and get in&lt;br /&gt;
# Once the homie shows any sign of opening the door, hold down either of the gang buttons (G or H by default) until CJ says &amp;quot;See you later homie.&amp;quot; which means the gang is disbanded&lt;br /&gt;
#* Make sure you actually hold down the button, don't just press it shortly, it may seem like it takes a long time for CJ to react&lt;br /&gt;
#* For some the G button seems to work better, for others the H button&lt;br /&gt;
# While disbanding the gang, you move towards the water behind the parked car there and headshot the homie in the van, which should make him fall out leaving the door open&lt;br /&gt;
#* The homie will get out of the van after a few seconds, then get back in switching to the driver side. If the getting out animation has already started when you kill him, he will get out of the van, close the door and then die, so you won't get in. If you are not sure you can make it, wait for him to get back in and then shoot him when he is sitting on the driver side.&lt;br /&gt;
#* Careful: Shooting and aiming at the party can fail the mission, so make sure you are far enough away and have practiced a shooting position that works.&lt;br /&gt;
&lt;br /&gt;
* Video: [http://youtu.be/btn4IdZM34M Dance Skip Tutorial]&lt;br /&gt;
&lt;br /&gt;
==OG Loc==&lt;br /&gt;
# Follow Freddy through the alleys, if you keep close he drives faster&lt;br /&gt;
# Turn left to the quick shot spot and wait for him there, shooting your SMG as he passes to set his bike on fire&lt;br /&gt;
#* If you fail the first spot, you can go to the backup spot&lt;br /&gt;
#* There are different positions to wait at the quick shot spot (on the road, on the sidewalk), important is that you face the right direction and can shoot Freddy quickly&lt;br /&gt;
#*Sometimes cars around the corner you wait get spooked and ram into you, making it harder for you to shoot Freddy&lt;br /&gt;
# After setting his bike on fire, start driving towards your next destination&lt;br /&gt;
#* Unfortunately you loose your bike after the cutscene, so you'll have to find a vehicle on the road, but drive with the bike as far as you can&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Gtasa ogloc map.jpg|thumb|Player route and positions]]&lt;br /&gt;
|[[File:Gtasa ogloc position.jpg|thumb|Position]]&lt;br /&gt;
|[[File:Gtasa ogloc backup position.jpg|thumb|Backup position]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* The mission sets your SMG ammo to 78 once you get on the bike (so it doesn't add an amount to what you had before, it sets it to 78). If you had more than 78 ammo before, it doesn't change it. If you already had a Tec-9, it doesn't replace it.&lt;br /&gt;
* Pushing Freddy off his bike (which you can do when you wait at the quick shot spot) crashes the game.&lt;br /&gt;
&lt;br /&gt;
==Just Business==&lt;br /&gt;
* Once you enter the building with Smoke, the game gives you a Micro-SMG (replacing any previous weapon in that slot) and adds 120 ammo to it (adding to ammo you might have had before). After the autoscroller, the game always gives you a Micro-SMG with 80 ammo (replacing any other weapon in that slot you may have picked up during the mission).&lt;br /&gt;
&lt;br /&gt;
==Doberman==&lt;br /&gt;
&lt;br /&gt;
===Safe Parking===&lt;br /&gt;
* ''Mission start:'' There is a small despawn area beside the marker (towards the road), but it should be safe to park in the half of the marker towards the door. Parking too close towards the door may be dangerous though. You can also get on the bike during the fadeout (press key as soon as the red marker disappears), which will prevent despawning (and is also a bit faster).&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|[[File:GTASA Doberman Despawn Area.jpg|thumb|Mission Start Despawn Areas]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Burning Desire==&lt;br /&gt;
{{GTASAAiAim}}&lt;br /&gt;
* You need to pick up the Molotovs in this mission to make the house vulnerable to fire, picking them up prior to the mission does not help.&lt;br /&gt;
* In the house, you have to pickup the Fire Extuingisher to trigger the cutscene with Denise after which she follows you. If you go up without there is a cutscene that tells you to get it, but even if you enter her room (you can jump over the fire), she just stands there and it doesn't trigger the cutscene after which she follows you.&lt;br /&gt;
* After getting the Fire Extuingisher, you can jump over the fire in her room and trigger the cutscene, but she won't follow you unless you put out the fires in her way. If you let her stay in her room and go out the front door, it still tells you to go back in and get the girl.&lt;br /&gt;
** However, if you manage to push her through the first fire in front of ther room, she will follow you through the other fires.&lt;br /&gt;
* After triggering the cutscene in Denise's room (after which she follows you), the fires disappear when you go out and back into the house. But since you still have to go back up and guide the girl out of the house, it's probably not very useful.&lt;br /&gt;
&lt;br /&gt;
===Safe Parking===&lt;br /&gt;
* ''Mission start:'' You shouldn't park directly in the marker (and possibly where the police car will spawn), but if you park a few meters away, it should be fine. The despawn area isn't as big as in Grey Imports. ([https://forum.speeddemosarchive.com/post/gta_san_andreas_official_thread__484.html#gta_san_andreas_official_thread__484 Forum])&lt;br /&gt;
&lt;br /&gt;
==Grey Imports==&lt;br /&gt;
===Safe Parking===&lt;br /&gt;
* ''Mission start:'' The despawn area is pretty big. Parking on the middle of the road to the east of the marker should be fine though (on the double-line in the center).&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|[[File:GTASA GreyImports Despawn Area.jpg|thumb|Mission Start Despawn Area]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Home Invasion==&lt;br /&gt;
This mission has a special walking animation that makes you move slower. However, if you hold certain weapons, you don't get this slower walking. Most importantly this also affects walking speed when you carry a crate (which is the only time you would be walking anyway, since moving crouched is faster), even though CJ isn't actually holding the weapon in his hands.&lt;br /&gt;
&lt;br /&gt;
Weapons that seem to work for this are weapons you can't sprint with, including: Baseball Bat, Shotgun, Combat Shotgun, Rifle, M4, AK, Sniper Rifle, Flame Thrower, Rocket Launchers&lt;br /&gt;
&lt;br /&gt;
With the Shotgun in particular (and maybe other weapons like the M4 or AK, but not the Baseball Bat) there's another strange behaviour where the noise-meter doesn't fill as fast. Normally if you just run, it fills almost instantly, but while holding the shotgun (again, also when carrying a crate) you can run for about a second before the noise-meter reacts. It fills about 2/3 when you run too long and fills completely after about 0.5 seconds. Important is that you don't press the walk button at all when doing this. Changing between walking and running seems to trigger the noise-meter a lot faster. Just run normally by pressing the move forward button, let go of it after a second, then run again.&lt;br /&gt;
&lt;br /&gt;
This allows you to take one of the further away crates as the last one and just run back to the door all the way. This fills the noise-meter, but you get out before the cutscene plays (it would play when you go back in, but you won't have to after the last crate). Without the delayed noise-meter, the cutscene would play before you get out if you run all the way.&lt;br /&gt;
&lt;br /&gt;
Even with the delayed noise-meter while having the shotgun selected, the noise-meter seems to fill faster if it is already filled a bit, so be careful with that.&lt;br /&gt;
&lt;br /&gt;
Also sliding to the further away crates saves about 1 second for each crate.&lt;br /&gt;
&lt;br /&gt;
* [http://www.youtube.com/watch?v=lHkqIWX48Ms Video: Comparison between different moving speeds in this mission]&lt;br /&gt;
* [http://www.youtube.com/watch?v=YJ5RB7kzWt0 Video: Demonstration of running with the shotgun]&lt;br /&gt;
&lt;br /&gt;
==The Green Sabre==&lt;br /&gt;
Enemies you kill before driving into the marker where you have to save Sweet, just respawn. The first van spawns once you killed 3 enemies, the second van once you killed 6 enemies and the car once you killed 9 enemies. The mission is completed once you killed all enemies.&lt;br /&gt;
&lt;br /&gt;
===Safe Parking===&lt;br /&gt;
* ''Mission start:'' Vehicles seem to despawn when you park them in the marker. CJ can also sometimes get blocked by a vehicle and has to run around it before answering the phonecall, although it doesn't seem to affect the time, the cutscene always seems to be about 7.6 seconds long. Parking where the Greenwood spawns can prevent that from spawning though.&lt;br /&gt;
&lt;br /&gt;
=Badlands=&lt;br /&gt;
==Against All Odds==&lt;br /&gt;
After leaving the Betting Shop, your Wanted Level will usually be decreased after a short time, leaving you with 3 stars. This doesn't appear to happen when you run a police officer over on the way (or something like that). You can use the two bribe stars in Blueberry to get rid of two more stars, leaving you with only one that should disappear 10 seconds after picking up the last bribe. If you don't loose a star to begin with (leaving you with the initial 4), you can wait a bit after picking up the first bribe, so that another star disappears on it's own before picking up the second bribe.&lt;br /&gt;
&lt;br /&gt;
As opposed to some other missions, you can't finish the mission if you regain a wanted level after loosing it. The marker is only there if you don't have a wanted level at all.&lt;br /&gt;
&lt;br /&gt;
=San Fierro=&lt;br /&gt;
&lt;br /&gt;
==Photo Opportunity==&lt;br /&gt;
&lt;br /&gt;
* Video: [http://www.youtube.com/watch?v=w6yR4xS4SfU Safe spot to do the drop]&lt;br /&gt;
&lt;br /&gt;
==Jizzy (Cutscene)==&lt;br /&gt;
===Safe Parking===&lt;br /&gt;
* ''Cutscene:'' It appears there is not set despawn zone, so it should be safe to park anywhere reasonable.&lt;br /&gt;
&lt;br /&gt;
==Outrider==&lt;br /&gt;
&lt;br /&gt;
The Van starts driving after you get on the Sanchez the mission gives you and arrives at the destination about 4:15 later (if you destroy the roadblocks, it might take longer if it's obstructed in some way).&lt;br /&gt;
&lt;br /&gt;
The enemies at the roadblocks don't attack you (even if you get really close) unless you shoot near them.&lt;br /&gt;
&lt;br /&gt;
===Safe Parking===&lt;br /&gt;
* ''Mission start:'' There is a huge despawn area when you start the mission, so the best way to keep a vehicle is probably in the garage.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| [[File:GTASA Outrider Despawn Area.jpg|thumb|Despawn Area]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Snail Trail==&lt;br /&gt;
''See [[Grand Theft Auto: San Andreas/Missions/Snail Trail]]''&lt;br /&gt;
&lt;br /&gt;
==Ice Cold Killah==&lt;br /&gt;
===Safe Parking===&lt;br /&gt;
* ''Mission start'': The mission start doesn't seem to have a despawn area, you should be safe to just park it anywhere reasonable&lt;br /&gt;
&lt;br /&gt;
==Amphibious Assault==&lt;br /&gt;
After going into the marker near the water and spawning in the water channel between the rocks, you can just climb/jump out of there, walk over the rocks to the water and swim to the ship.&lt;br /&gt;
&lt;br /&gt;
This mission also seems to have [[Grand_Theft_Auto:_San_Andreas/Game_Mechanics_and_Glitches#Harder_AI_after_having_been_in_a_car|more dangerous AI]] when you were in a car before, getting on a bike resets the AI to normal. A boat also seems to affect it the same as a car, so be careful with enemies after having been in a boat.&lt;br /&gt;
&lt;br /&gt;
* Video: [https://www.youtube.com/watch?v=3jwN9A3EX50 Swimming strats]&lt;br /&gt;
&lt;br /&gt;
===Safe Parking===&lt;br /&gt;
* ''Mission start'': The mission start doesn't seem to have a set despawn area, you should be safe to just park anywhere resonable (although it seems if you park it directly against the wall of the house it despawns, so just park it in the marker or something)&lt;br /&gt;
* ''During the mission'': There is a huge area where vehicles are despawned, but there might also be other effects that make certain position unsafe for parking vehicles during all of the mission (picture with safe area needed)&lt;br /&gt;
&lt;br /&gt;
==Pier 69==&lt;br /&gt;
{{GTASAAiAim|Using a car to drive to T-Bone after the Sniping section will trigger this effect. This isn't run ending however it can add to the difficulty if T-Bone is not killed quickly. Stealing a bike instead or simply running to T-Bone are ways around this.}}&lt;br /&gt;
&lt;br /&gt;
===Safe Parking===&lt;br /&gt;
* ''Mission start'': If you park the bike a few meters away from the mission start marker, it should be fine (kind of on the half of the sidewalk towards the road)&lt;br /&gt;
* ''After sniping the enemies on the roof'': Pier 69 has a huge despawn area, but there is a specific spot on the roof where you can park a bike so it won't despawn (picture needed)&lt;br /&gt;
** Video: [https://www.youtube.com/watch?v=Ic7bO9QruOY Parking Position]&lt;br /&gt;
&lt;br /&gt;
==Toreno's Last Flight==&lt;br /&gt;
{{GTASAAiAim|Using a bike which is stored inside the San Fierro Garage to get to the helipad is a common way to get around this}}&lt;br /&gt;
&lt;br /&gt;
===Homing Rockets Strategy===&lt;br /&gt;
You need to get Homing Rockets before the mission, then while standing where you spawn after the cutscene, you acquire the helicopter as target and shoot it down.&lt;br /&gt;
&lt;br /&gt;
===Normal Rockets Strategy===&lt;br /&gt;
If you use normal rockets to shoot down the helicopter (either by having some before or taking the ones on the helipad), you can get on the parked bike quickly and drive to where the helicopter turns left towards the highway. If you are fast, you have a few seconds to shoot it there. If you miss, you can also do a backup strat from that position, if you have plenty of rockets: Rockets always seem to explode at the same distance, as long as they don't hit anything before. So if you spam them in the direction of the helicopter's path, they will eventually damage it, even if you don't hit it directly.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|[[File:TorenosLastFlight.jpg|thumb|Shooting position]]&lt;br /&gt;
|[[File:TorenosLastFlightBackup.jpg|thumb|Backup Strategy]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Safe Parking===&lt;br /&gt;
* ''Mission start'': The mission start doesn't seem to have a set despawn area, you should be safe to just park anywhere resonable. Also it doesn't seem to matter at all when you obstruct CJ for the cutscene. Whether you don't obstruct him at all, park a bike where he spawns or even a car where he is supposed to go, the cutscene seems always skipable after 4.6 seconds.&lt;br /&gt;
&lt;br /&gt;
=Las Venturas=&lt;br /&gt;
==Fender Ketchup==&lt;br /&gt;
You have to scare the guy by driving around. The fastest way appears to be doing left handbrake turns. You need to reach a certain speed, then press the handbrake and turn left (turning right doesn't work for some reason). You can do this on the parking lot where the mission starts/ends and just do handbrake U-Turns. If you use the whole space, you just gain enough speed for it.&lt;br /&gt;
&lt;br /&gt;
You can also do the same strat on the street and not do full U-Turns, but instead only turn enough so it triggers, but then keep going straight so you can retain more speed and do the next turn earlier.&lt;br /&gt;
&lt;br /&gt;
* [http://www.youtube.com/watch?v=bjjZx6pCdL0 Video: On the Parking Lot]&lt;br /&gt;
* [http://www.youtube.com/watch?v=mUcYsdKRaRw Video: On the Road]&lt;br /&gt;
&lt;br /&gt;
==Explosive Situation==&lt;br /&gt;
Be careful not to let the Dumper explode, it will fail the mission even after you got all the Dynamite. This can easily happen when you park the Dumper too close to the Forklift that can explode because you have to hit it go get the Dynamite.&lt;br /&gt;
&lt;br /&gt;
==You've Had Your Chips==&lt;br /&gt;
Climb over the fence to the south and walk into the entrance of the factory building to do the &amp;quot;stealth&amp;quot;-approach. If you walk in through the area's main entrance or shoot the car in front of the factory, additional enemies spawn inside the factory.&lt;br /&gt;
&lt;br /&gt;
Once you are inside the factory, it's all about destroying the machines:&lt;br /&gt;
* Once 3 machines are destroyed 3 enemies spawn outside, 2 running into the factory and 1 enemy with an automatic shotgun that can be very dangerous&lt;br /&gt;
* Once 6 machines are destroyed a car with several enemies with SMGs spawns outside and start driving towards the factory entrance&lt;br /&gt;
* Once 9 machines are destroyed you are done and have to head back to the Casino&lt;br /&gt;
&lt;br /&gt;
However there is a way to skip the spawning of the 3 enemies outside. If you destroy the 3rd and 4th machine at exactly the same time (probably the same frame or something) the internal counter probably isn't checked when it is at 3, but only when it is at 4, so the spawn isn't triggered (this also works when you destroy more than 2 machines at once, just make sure the 3rd machine isn't destroyed by itself). The order of the machines doesn't matter, &amp;quot;the 3rd machine&amp;quot; only refers to the number of destroyed machines.&lt;br /&gt;
&lt;br /&gt;
The car is actually technicially spawned when more than 5 machines are destroyed, instead of exactly 6, so the spawning of the car can't be prevented with the same technique.&lt;br /&gt;
&lt;br /&gt;
To destroy several machines at exactly the same time, explosions are probably the only way (fire a rocket between machines that are near together or plant satchel charges).&lt;br /&gt;
&lt;br /&gt;
* [http://www.youtube.com/watch?v=x-BcmcKGoB0 Video: Demonstration of spawning/not spawning enemies (and also of a specific strat for this mission)]&lt;br /&gt;
* [http://www.youtube.com/watch?v=TP0UlZqokMk Video: Demonstration of the spawning car]&lt;br /&gt;
* [http://www.youtube.com/watch?v=CKJmiwssjsI Video: Explanation of a specific strat for this mission]&lt;br /&gt;
* [http://www.youtube.com/watch?v=pjPNRsbOJ7A Video: Possible safer Rocket Strat for the beginning]&lt;br /&gt;
&lt;br /&gt;
==Don Peyote==&lt;br /&gt;
At the snake farm, you need to kill all four farmers, or else they come after you once you activate the marker at the casino, which triggers a cutscene and apparently has a chance to softlock the game.&lt;br /&gt;
&lt;br /&gt;
==Misappropriation==&lt;br /&gt;
&lt;br /&gt;
===If you fail to kill him before he escapes===&lt;br /&gt;
Please note that these are very rough numbers. If the target gets into his heli, the chase takes about 2:00-2:30 (depending on how close you keep to him apparently) to the helipad where he lands and you can shoot him. From there it takes about 35s to landing in front of Caligula's Casino with the helicopter. So given the any% route, it takes about 3 minutes. If you manage to kill him before he escapes, it takes about 1:45 to landing in front of Caligula's Casino, so that is about 1:15 faster. If you die, it takes about 1 minute back to the mission start marker, with trip skip you get to the mission pretty fast, but you still need some time to actually kill the target (also you need to get a weapon for that).&lt;br /&gt;
&lt;br /&gt;
==Green Goo==&lt;br /&gt;
{{GTASAAiAim|It is common to arrive at the start of the mission in a Buffalo, meaning the AIs will be very accurate with their M4s. There is however a PCJ Spawn and the end of the runway which can be used to reset the AI PRIOR to starting the mission. Because you cannot exit the Jetpack during the mission it must be done before.}}&lt;br /&gt;
&lt;br /&gt;
=Return to Los Santos=&lt;br /&gt;
==Vertical Bird==&lt;br /&gt;
If you drive the boat into the back of the ship, then the enemies will have higher accuracy than when you jump out beforehand and swim in.&lt;br /&gt;
&lt;br /&gt;
* Video: [http://www.youtube.com/watch?v=QmfOtvrvQy0 End of the mission]&lt;br /&gt;
&lt;br /&gt;
==Beat Down on BDup==&lt;br /&gt;
{{GTASAAiAim}}&lt;br /&gt;
&lt;br /&gt;
==Cut Throat Business==&lt;br /&gt;
===Safe Parking===&lt;br /&gt;
* ''Mission start:'' This mission seems to have a huge despawn area (400 units radius), so there doesn't seem to be a practical way of keeping a vehicle.&lt;br /&gt;
&lt;br /&gt;
==Los Desperados==&lt;br /&gt;
If you take the territory closest to the train station, then Grove Street gangmembers spawn at the train station, if you approach it through Grove territory. During the mission, the gangmembers required to make the marker appear can be recruited directly at the train station, instead of having to get them into the car and driving them there.&lt;br /&gt;
* Video: [https://www.youtube.com/watch?v=Pl4UXO4BsPM Strategy Explanation]&lt;br /&gt;
* Video: [https://www.youtube.com/watch?v=IwjGNXT6o0A Strategy Comparison]&lt;br /&gt;
&lt;br /&gt;
==End of the Line==&lt;br /&gt;
This mission has Checkpoint Technology: If you die after killing Big Smoke, you start again at the point after killing him if you restart the mission (without loading a save, like trip skip). This is a bit dangerous though (see next paragraph). If you fail the mission during the car section, you start again at the beginning of the car section.&lt;br /&gt;
&lt;br /&gt;
{{GTASAAiAim|When you use Checkpoint Technology and restart the mission from the point after killing Smoke and were in a car before, getting on a bike resets the AI to normal. If you already got to the car part and have to restart the mission there, this doesn't matter because you don't get shot anymore (and are in a car anyway).}}&lt;br /&gt;
&lt;br /&gt;
* Video: [http://www.youtube.com/watch?v=kBb8c7FXmIY AI Accuracy Comparison]&lt;br /&gt;
* Video: [http://www.youtube.com/watch?v=89T-11IBWzc Minigun Slide Demonstration]&lt;/div&gt;</summary>
		<author><name>Joshimuz</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Grand_Theft_Auto:_San_Andreas/Missions</id>
		<title>Grand Theft Auto: San Andreas/Missions</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Grand_Theft_Auto:_San_Andreas/Missions"/>
				<updated>2014-07-23T11:34:48Z</updated>
		
		<summary type="html">&lt;p&gt;Joshimuz: /* Toreno's Last Flight */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page should contain facts about missions, how specific missions work, but not necessarily how to do them in a certain category. Questions like &amp;quot;What triggers X?&amp;quot; or &amp;quot;Is Y on a timer?&amp;quot; should be answered here.&lt;br /&gt;
&lt;br /&gt;
=Los Santos=&lt;br /&gt;
&lt;br /&gt;
==Big Smoke==&lt;br /&gt;
You don't have to stay on the bike, but you have to stay close to the others so they keep moving. The first cutscene is triggered by Sweet, the mission end is triggered by Ryder (of course you have to be there as well).&lt;br /&gt;
&lt;br /&gt;
==Ryder==&lt;br /&gt;
 Why did you blow up Ryder's car?&lt;br /&gt;
&lt;br /&gt;
Failing the mission makes 30s worth of cutscene in front of the pizza place that is the tutorial for eating skippable. Since you can easily blow up Ryder's car, this mission can be failed easily.&lt;br /&gt;
&lt;br /&gt;
==Drive-Thru==&lt;br /&gt;
Killing the passenger of the Drive-By car makes the driver get out.&lt;br /&gt;
&lt;br /&gt;
==Drive-By==&lt;br /&gt;
* To make sure that the second group of enemies spawns, you should look away from it after killing the first group.&lt;br /&gt;
* It seems that the Pay&amp;amp;Spray is completely scripted and is needed for the Mission End Marker to appear. After you were in the Pay&amp;amp;Spray, you can even get police stars again and still finish the mission.&lt;br /&gt;
&lt;br /&gt;
==Sweet's Girl==&lt;br /&gt;
{{GTASAAiAim}}&lt;br /&gt;
&lt;br /&gt;
==Life's A Beach==&lt;br /&gt;
You can skip the dancing:&lt;br /&gt;
# Find a Grove Street gangmember, recruit him and get him to the locked van&lt;br /&gt;
# Try to get into the locked van (doesn't matter on which side)&lt;br /&gt;
# CJ won't be able to get in, but if you keep trying, the homie will eventually open the passenger side door and get in&lt;br /&gt;
# Once the homie shows any sign of opening the door, hold down either of the gang buttons (G or H by default) until CJ says &amp;quot;See you later homie.&amp;quot; which means the gang is disbanded&lt;br /&gt;
#* Make sure you actually hold down the button, don't just press it shortly, it may seem like it takes a long time for CJ to react&lt;br /&gt;
#* For some the G button seems to work better, for others the H button&lt;br /&gt;
# While disbanding the gang, you move towards the water behind the parked car there and headshot the homie in the van, which should make him fall out leaving the door open&lt;br /&gt;
#* The homie will get out of the van after a few seconds, then get back in switching to the driver side. If the getting out animation has already started when you kill him, he will get out of the van, close the door and then die, so you won't get in. If you are not sure you can make it, wait for him to get back in and then shoot him when he is sitting on the driver side.&lt;br /&gt;
#* Careful: Shooting and aiming at the party can fail the mission, so make sure you are far enough away and have practiced a shooting position that works.&lt;br /&gt;
&lt;br /&gt;
* Video: [http://youtu.be/btn4IdZM34M Dance Skip Tutorial]&lt;br /&gt;
&lt;br /&gt;
==OG Loc==&lt;br /&gt;
# Follow Freddy through the alleys, if you keep close he drives faster&lt;br /&gt;
# Turn left to the quick shot spot and wait for him there, shooting your SMG as he passes to set his bike on fire&lt;br /&gt;
#* If you fail the first spot, you can go to the backup spot&lt;br /&gt;
#* There are different positions to wait at the quick shot spot (on the road, on the sidewalk), important is that you face the right direction and can shoot Freddy quickly&lt;br /&gt;
#*Sometimes cars around the corner you wait get spooked and ram into you, making it harder for you to shoot Freddy&lt;br /&gt;
# After setting his bike on fire, start driving towards your next destination&lt;br /&gt;
#* Unfortunately you loose your bike after the cutscene, so you'll have to find a vehicle on the road, but drive with the bike as far as you can&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Gtasa ogloc map.jpg|thumb|Player route and positions]]&lt;br /&gt;
|[[File:Gtasa ogloc position.jpg|thumb|Position]]&lt;br /&gt;
|[[File:Gtasa ogloc backup position.jpg|thumb|Backup position]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* The mission sets your SMG ammo to 78 once you get on the bike (so it doesn't add an amount to what you had before, it sets it to 78). If you had more than 78 ammo before, it doesn't change it. If you already had a Tec-9, it doesn't replace it.&lt;br /&gt;
* Pushing Freddy off his bike (which you can do when you wait at the quick shot spot) crashes the game.&lt;br /&gt;
&lt;br /&gt;
==Just Business==&lt;br /&gt;
* Once you enter the building with Smoke, the game gives you a Micro-SMG (replacing any previous weapon in that slot) and adds 120 ammo to it (adding to ammo you might have had before). After the autoscroller, the game always gives you a Micro-SMG with 80 ammo (replacing any other weapon in that slot you may have picked up during the mission).&lt;br /&gt;
&lt;br /&gt;
==Doberman==&lt;br /&gt;
&lt;br /&gt;
===Safe Parking===&lt;br /&gt;
* ''Mission start:'' There is a small despawn area beside the marker (towards the road), but it should be safe to park in the half of the marker towards the door. Parking too close towards the door may be dangerous though. You can also get on the bike during the fadeout (press key as soon as the red marker disappears), which will prevent despawning (and is also a bit faster).&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|[[File:GTASA Doberman Despawn Area.jpg|thumb|Mission Start Despawn Areas]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Burning Desire==&lt;br /&gt;
{{GTASAAiAim}}&lt;br /&gt;
* You need to pick up the Molotovs in this mission to make the house vulnerable to fire, picking them up prior to the mission does not help.&lt;br /&gt;
* In the house, you have to pickup the Fire Extuingisher to trigger the cutscene with Denise after which she follows you. If you go up without there is a cutscene that tells you to get it, but even if you enter her room (you can jump over the fire), she just stands there and it doesn't trigger the cutscene after which she follows you.&lt;br /&gt;
* After getting the Fire Extuingisher, you can jump over the fire in her room and trigger the cutscene, but she won't follow you unless you put out the fires in her way. If you let her stay in her room and go out the front door, it still tells you to go back in and get the girl.&lt;br /&gt;
** However, if you manage to push her through the first fire in front of ther room, she will follow you through the other fires.&lt;br /&gt;
* After triggering the cutscene in Denise's room (after which she follows you), the fires disappear when you go out and back into the house. But since you still have to go back up and guide the girl out of the house, it's probably not very useful.&lt;br /&gt;
&lt;br /&gt;
===Safe Parking===&lt;br /&gt;
* ''Mission start:'' You shouldn't park directly in the marker (and possibly where the police car will spawn), but if you park a few meters away, it should be fine. The despawn area isn't as big as in Grey Imports. ([https://forum.speeddemosarchive.com/post/gta_san_andreas_official_thread__484.html#gta_san_andreas_official_thread__484 Forum])&lt;br /&gt;
&lt;br /&gt;
==Grey Imports==&lt;br /&gt;
===Safe Parking===&lt;br /&gt;
* ''Mission start:'' The despawn area is pretty big. Parking on the middle of the road to the east of the marker should be fine though (on the double-line in the center).&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|[[File:GTASA GreyImports Despawn Area.jpg|thumb|Mission Start Despawn Area]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Home Invasion==&lt;br /&gt;
This mission has a special walking animation that makes you move slower. However, if you hold certain weapons, you don't get this slower walking. Most importantly this also affects walking speed when you carry a crate (which is the only time you would be walking anyway, since moving crouched is faster), even though CJ isn't actually holding the weapon in his hands.&lt;br /&gt;
&lt;br /&gt;
Weapons that seem to work for this are weapons you can't sprint with, including: Baseball Bat, Shotgun, Combat Shotgun, Rifle, M4, AK, Sniper Rifle, Flame Thrower, Rocket Launchers&lt;br /&gt;
&lt;br /&gt;
With the Shotgun in particular (and maybe other weapons like the M4 or AK, but not the Baseball Bat) there's another strange behaviour where the noise-meter doesn't fill as fast. Normally if you just run, it fills almost instantly, but while holding the shotgun (again, also when carrying a crate) you can run for about a second before the noise-meter reacts. It fills about 2/3 when you run too long and fills completely after about 0.5 seconds. Important is that you don't press the walk button at all when doing this. Changing between walking and running seems to trigger the noise-meter a lot faster. Just run normally by pressing the move forward button, let go of it after a second, then run again.&lt;br /&gt;
&lt;br /&gt;
This allows you to take one of the further away crates as the last one and just run back to the door all the way. This fills the noise-meter, but you get out before the cutscene plays (it would play when you go back in, but you won't have to after the last crate). Without the delayed noise-meter, the cutscene would play before you get out if you run all the way.&lt;br /&gt;
&lt;br /&gt;
Even with the delayed noise-meter while having the shotgun selected, the noise-meter seems to fill faster if it is already filled a bit, so be careful with that.&lt;br /&gt;
&lt;br /&gt;
Also sliding to the further away crates saves about 1 second for each crate.&lt;br /&gt;
&lt;br /&gt;
* [http://www.youtube.com/watch?v=lHkqIWX48Ms Video: Comparison between different moving speeds in this mission]&lt;br /&gt;
* [http://www.youtube.com/watch?v=YJ5RB7kzWt0 Video: Demonstration of running with the shotgun]&lt;br /&gt;
&lt;br /&gt;
==The Green Sabre==&lt;br /&gt;
Enemies you kill before driving into the marker where you have to save Sweet, just respawn. The first van spawns once you killed 3 enemies, the second van once you killed 6 enemies and the car once you killed 9 enemies. The mission is completed once you killed all enemies.&lt;br /&gt;
&lt;br /&gt;
===Safe Parking===&lt;br /&gt;
* ''Mission start:'' Vehicles seem to despawn when you park them in the marker. CJ can also sometimes get blocked by a vehicle and has to run around it before answering the phonecall, although it doesn't seem to affect the time, the cutscene always seems to be about 7.6 seconds long. Parking where the Greenwood spawns can prevent that from spawning though.&lt;br /&gt;
&lt;br /&gt;
=Badlands=&lt;br /&gt;
==Against All Odds==&lt;br /&gt;
After leaving the Betting Shop, your Wanted Level will usually be decreased after a short time, leaving you with 3 stars. This doesn't appear to happen when you run a police officer over on the way (or something like that). You can use the two bribe stars in Blueberry to get rid of two more stars, leaving you with only one that should disappear 10 seconds after picking up the last bribe. If you don't loose a star to begin with (leaving you with the initial 4), you can wait a bit after picking up the first bribe, so that another star disappears on it's own before picking up the second bribe.&lt;br /&gt;
&lt;br /&gt;
As opposed to some other missions, you can't finish the mission if you regain a wanted level after loosing it. The marker is only there if you don't have a wanted level at all.&lt;br /&gt;
&lt;br /&gt;
=San Fierro=&lt;br /&gt;
&lt;br /&gt;
==Photo Opportunity==&lt;br /&gt;
&lt;br /&gt;
* Video: [http://www.youtube.com/watch?v=w6yR4xS4SfU Safe spot to do the drop]&lt;br /&gt;
&lt;br /&gt;
==Jizzy (Cutscene)==&lt;br /&gt;
===Safe Parking===&lt;br /&gt;
* ''Cutscene:'' It appears there is not set despawn zone, so it should be safe to park anywhere reasonable.&lt;br /&gt;
&lt;br /&gt;
==Outrider==&lt;br /&gt;
&lt;br /&gt;
The Van starts driving after you get on the Sanchez the mission gives you and arrives at the destination about 4:15 later (if you destroy the roadblocks, it might take longer if it's obstructed in some way).&lt;br /&gt;
&lt;br /&gt;
The enemies at the roadblocks don't attack you (even if you get really close) unless you shoot near them.&lt;br /&gt;
&lt;br /&gt;
===Safe Parking===&lt;br /&gt;
* ''Mission start:'' There is a huge despawn area when you start the mission, so the best way to keep a vehicle is probably in the garage.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| [[File:GTASA Outrider Despawn Area.jpg|thumb|Despawn Area]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Snail Trail==&lt;br /&gt;
''See [[Grand Theft Auto: San Andreas/Missions/Snail Trail]]''&lt;br /&gt;
&lt;br /&gt;
==Ice Cold Killah==&lt;br /&gt;
===Safe Parking===&lt;br /&gt;
* ''Mission start'': The mission start doesn't seem to have a despawn area, you should be safe to just park it anywhere reasonable&lt;br /&gt;
&lt;br /&gt;
==Amphibious Assault==&lt;br /&gt;
After going into the marker near the water and spawning in the water channel between the rocks, you can just climb/jump out of there, walk over the rocks to the water and swim to the ship.&lt;br /&gt;
&lt;br /&gt;
This mission also seems to have [[Grand_Theft_Auto:_San_Andreas/Game_Mechanics_and_Glitches#Harder_AI_after_having_been_in_a_car|more dangerous AI]] when you were in a car before, getting on a bike resets the AI to normal. A boat also seems to affect it the same as a car, so be careful with enemies after having been in a boat.&lt;br /&gt;
&lt;br /&gt;
* Video: [https://www.youtube.com/watch?v=3jwN9A3EX50 Swimming strats]&lt;br /&gt;
&lt;br /&gt;
===Safe Parking===&lt;br /&gt;
* ''Mission start'': The mission start doesn't seem to have a set despawn area, you should be safe to just park anywhere resonable (although it seems if you park it directly against the wall of the house it despawns, so just park it in the marker or something)&lt;br /&gt;
* ''During the mission'': There is a huge area where vehicles are despawned, but there might also be other effects that make certain position unsafe for parking vehicles during all of the mission (picture with safe area needed)&lt;br /&gt;
&lt;br /&gt;
==Pier 69==&lt;br /&gt;
{{GTASAAiAim}}&lt;br /&gt;
&lt;br /&gt;
===Safe Parking===&lt;br /&gt;
* ''Mission start'': If you park the bike a few meters away from the mission start marker, it should be fine (kind of on the half of the sidewalk towards the road)&lt;br /&gt;
* ''After sniping the enemies on the roof'': Pier 69 has a huge despawn area, but there is a specific spot on the roof where you can park a bike so it won't despawn (picture needed)&lt;br /&gt;
** Video: [https://www.youtube.com/watch?v=Ic7bO9QruOY Parking Position]&lt;br /&gt;
&lt;br /&gt;
==Toreno's Last Flight==&lt;br /&gt;
{{GTASAAiAim|Using a bike which is stored inside the San Fierro Garage to get to the helipad is a common way to get around this}}&lt;br /&gt;
&lt;br /&gt;
===Homing Rockets Strategy===&lt;br /&gt;
You need to get Homing Rockets before the mission, then while standing where you spawn after the cutscene, you acquire the helicopter as target and shoot it down.&lt;br /&gt;
&lt;br /&gt;
===Normal Rockets Strategy===&lt;br /&gt;
If you use normal rockets to shoot down the helicopter (either by having some before or taking the ones on the helipad), you can get on the parked bike quickly and drive to where the helicopter turns left towards the highway. If you are fast, you have a few seconds to shoot it there. If you miss, you can also do a backup strat from that position, if you have plenty of rockets: Rockets always seem to explode at the same distance, as long as they don't hit anything before. So if you spam them in the direction of the helicopter's path, they will eventually damage it, even if you don't hit it directly.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|[[File:TorenosLastFlight.jpg|thumb|Shooting position]]&lt;br /&gt;
|[[File:TorenosLastFlightBackup.jpg|thumb|Backup Strategy]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Safe Parking===&lt;br /&gt;
* ''Mission start'': The mission start doesn't seem to have a set despawn area, you should be safe to just park anywhere resonable. Also it doesn't seem to matter at all when you obstruct CJ for the cutscene. Whether you don't obstruct him at all, park a bike where he spawns or even a car where he is supposed to go, the cutscene seems always skipable after 4.6 seconds.&lt;br /&gt;
&lt;br /&gt;
=Las Venturas=&lt;br /&gt;
==Fender Ketchup==&lt;br /&gt;
You have to scare the guy by driving around. The fastest way appears to be doing left handbrake turns. You need to reach a certain speed, then press the handbrake and turn left (turning right doesn't work for some reason). You can do this on the parking lot where the mission starts/ends and just do handbrake U-Turns. If you use the whole space, you just gain enough speed for it.&lt;br /&gt;
&lt;br /&gt;
You can also do the same strat on the street and not do full U-Turns, but instead only turn enough so it triggers, but then keep going straight so you can retain more speed and do the next turn earlier.&lt;br /&gt;
&lt;br /&gt;
* [http://www.youtube.com/watch?v=bjjZx6pCdL0 Video: On the Parking Lot]&lt;br /&gt;
* [http://www.youtube.com/watch?v=mUcYsdKRaRw Video: On the Road]&lt;br /&gt;
&lt;br /&gt;
==Explosive Situation==&lt;br /&gt;
Be careful not to let the Dumper explode, it will fail the mission even after you got all the Dynamite. This can easily happen when you park the Dumper too close to the Forklift that can explode because you have to hit it go get the Dynamite.&lt;br /&gt;
&lt;br /&gt;
==You've Had Your Chips==&lt;br /&gt;
Climb over the fence to the south and walk into the entrance of the factory building to do the &amp;quot;stealth&amp;quot;-approach. If you walk in through the area's main entrance or shoot the car in front of the factory, additional enemies spawn inside the factory.&lt;br /&gt;
&lt;br /&gt;
Once you are inside the factory, it's all about destroying the machines:&lt;br /&gt;
* Once 3 machines are destroyed 3 enemies spawn outside, 2 running into the factory and 1 enemy with an automatic shotgun that can be very dangerous&lt;br /&gt;
* Once 6 machines are destroyed a car with several enemies with SMGs spawns outside and start driving towards the factory entrance&lt;br /&gt;
* Once 9 machines are destroyed you are done and have to head back to the Casino&lt;br /&gt;
&lt;br /&gt;
However there is a way to skip the spawning of the 3 enemies outside. If you destroy the 3rd and 4th machine at exactly the same time (probably the same frame or something) the internal counter probably isn't checked when it is at 3, but only when it is at 4, so the spawn isn't triggered (this also works when you destroy more than 2 machines at once, just make sure the 3rd machine isn't destroyed by itself). The order of the machines doesn't matter, &amp;quot;the 3rd machine&amp;quot; only refers to the number of destroyed machines.&lt;br /&gt;
&lt;br /&gt;
The car is actually technicially spawned when more than 5 machines are destroyed, instead of exactly 6, so the spawning of the car can't be prevented with the same technique.&lt;br /&gt;
&lt;br /&gt;
To destroy several machines at exactly the same time, explosions are probably the only way (fire a rocket between machines that are near together or plant satchel charges).&lt;br /&gt;
&lt;br /&gt;
* [http://www.youtube.com/watch?v=x-BcmcKGoB0 Video: Demonstration of spawning/not spawning enemies (and also of a specific strat for this mission)]&lt;br /&gt;
* [http://www.youtube.com/watch?v=TP0UlZqokMk Video: Demonstration of the spawning car]&lt;br /&gt;
* [http://www.youtube.com/watch?v=CKJmiwssjsI Video: Explanation of a specific strat for this mission]&lt;br /&gt;
* [http://www.youtube.com/watch?v=pjPNRsbOJ7A Video: Possible safer Rocket Strat for the beginning]&lt;br /&gt;
&lt;br /&gt;
==Don Peyote==&lt;br /&gt;
At the snake farm, you need to kill all four farmers, or else they come after you once you activate the marker at the casino, which triggers a cutscene and apparently has a chance to softlock the game.&lt;br /&gt;
&lt;br /&gt;
==Misappropriation==&lt;br /&gt;
&lt;br /&gt;
===If you fail to kill him before he escapes===&lt;br /&gt;
Please note that these are very rough numbers. If the target gets into his heli, the chase takes about 2:00-2:30 (depending on how close you keep to him apparently) to the helipad where he lands and you can shoot him. From there it takes about 35s to landing in front of Caligula's Casino with the helicopter. So given the any% route, it takes about 3 minutes. If you manage to kill him before he escapes, it takes about 1:45 to landing in front of Caligula's Casino, so that is about 1:15 faster. If you die, it takes about 1 minute back to the mission start marker, with trip skip you get to the mission pretty fast, but you still need some time to actually kill the target (also you need to get a weapon for that).&lt;br /&gt;
&lt;br /&gt;
==Green Goo==&lt;br /&gt;
{{GTASAAiAim|It is common to arrive at the start of the mission in a Buffalo, meaning the AIs will be very accurate with their M4s. There is however a PCJ Spawn and the end of the runway which can be used to reset the AI PRIOR to starting the mission. Because you cannot exit the Jetpack during the mission it must be done before.}}&lt;br /&gt;
&lt;br /&gt;
=Return to Los Santos=&lt;br /&gt;
==Vertical Bird==&lt;br /&gt;
If you drive the boat into the back of the ship, then the enemies will have higher accuracy than when you jump out beforehand and swim in.&lt;br /&gt;
&lt;br /&gt;
* Video: [http://www.youtube.com/watch?v=QmfOtvrvQy0 End of the mission]&lt;br /&gt;
&lt;br /&gt;
==Beat Down on BDup==&lt;br /&gt;
{{GTASAAiAim}}&lt;br /&gt;
&lt;br /&gt;
==Cut Throat Business==&lt;br /&gt;
===Safe Parking===&lt;br /&gt;
* ''Mission start:'' This mission seems to have a huge despawn area (400 units radius), so there doesn't seem to be a practical way of keeping a vehicle.&lt;br /&gt;
&lt;br /&gt;
==Los Desperados==&lt;br /&gt;
If you take the territory closest to the train station, then Grove Street gangmembers spawn at the train station, if you approach it through Grove territory. During the mission, the gangmembers required to make the marker appear can be recruited directly at the train station, instead of having to get them into the car and driving them there.&lt;br /&gt;
* Video: [https://www.youtube.com/watch?v=Pl4UXO4BsPM Strategy Explanation]&lt;br /&gt;
* Video: [https://www.youtube.com/watch?v=IwjGNXT6o0A Strategy Comparison]&lt;br /&gt;
&lt;br /&gt;
==End of the Line==&lt;br /&gt;
This mission has Checkpoint Technology: If you die after killing Big Smoke, you start again at the point after killing him if you restart the mission (without loading a save, like trip skip). This is a bit dangerous though (see next paragraph). If you fail the mission during the car section, you start again at the beginning of the car section.&lt;br /&gt;
&lt;br /&gt;
{{GTASAAiAim|When you use Checkpoint Technology and restart the mission from the point after killing Smoke and were in a car before, getting on a bike resets the AI to normal. If you already got to the car part and have to restart the mission there, this doesn't matter because you don't get shot anymore (and are in a car anyway).}}&lt;br /&gt;
&lt;br /&gt;
* Video: [http://www.youtube.com/watch?v=kBb8c7FXmIY AI Accuracy Comparison]&lt;br /&gt;
* Video: [http://www.youtube.com/watch?v=89T-11IBWzc Minigun Slide Demonstration]&lt;/div&gt;</summary>
		<author><name>Joshimuz</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Grand_Theft_Auto:_San_Andreas/Missions</id>
		<title>Grand Theft Auto: San Andreas/Missions</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Grand_Theft_Auto:_San_Andreas/Missions"/>
				<updated>2014-07-23T11:33:58Z</updated>
		
		<summary type="html">&lt;p&gt;Joshimuz: /* Toreno's Last Flight */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page should contain facts about missions, how specific missions work, but not necessarily how to do them in a certain category. Questions like &amp;quot;What triggers X?&amp;quot; or &amp;quot;Is Y on a timer?&amp;quot; should be answered here.&lt;br /&gt;
&lt;br /&gt;
=Los Santos=&lt;br /&gt;
&lt;br /&gt;
==Big Smoke==&lt;br /&gt;
You don't have to stay on the bike, but you have to stay close to the others so they keep moving. The first cutscene is triggered by Sweet, the mission end is triggered by Ryder (of course you have to be there as well).&lt;br /&gt;
&lt;br /&gt;
==Ryder==&lt;br /&gt;
 Why did you blow up Ryder's car?&lt;br /&gt;
&lt;br /&gt;
Failing the mission makes 30s worth of cutscene in front of the pizza place that is the tutorial for eating skippable. Since you can easily blow up Ryder's car, this mission can be failed easily.&lt;br /&gt;
&lt;br /&gt;
==Drive-Thru==&lt;br /&gt;
Killing the passenger of the Drive-By car makes the driver get out.&lt;br /&gt;
&lt;br /&gt;
==Drive-By==&lt;br /&gt;
* To make sure that the second group of enemies spawns, you should look away from it after killing the first group.&lt;br /&gt;
* It seems that the Pay&amp;amp;Spray is completely scripted and is needed for the Mission End Marker to appear. After you were in the Pay&amp;amp;Spray, you can even get police stars again and still finish the mission.&lt;br /&gt;
&lt;br /&gt;
==Sweet's Girl==&lt;br /&gt;
{{GTASAAiAim}}&lt;br /&gt;
&lt;br /&gt;
==Life's A Beach==&lt;br /&gt;
You can skip the dancing:&lt;br /&gt;
# Find a Grove Street gangmember, recruit him and get him to the locked van&lt;br /&gt;
# Try to get into the locked van (doesn't matter on which side)&lt;br /&gt;
# CJ won't be able to get in, but if you keep trying, the homie will eventually open the passenger side door and get in&lt;br /&gt;
# Once the homie shows any sign of opening the door, hold down either of the gang buttons (G or H by default) until CJ says &amp;quot;See you later homie.&amp;quot; which means the gang is disbanded&lt;br /&gt;
#* Make sure you actually hold down the button, don't just press it shortly, it may seem like it takes a long time for CJ to react&lt;br /&gt;
#* For some the G button seems to work better, for others the H button&lt;br /&gt;
# While disbanding the gang, you move towards the water behind the parked car there and headshot the homie in the van, which should make him fall out leaving the door open&lt;br /&gt;
#* The homie will get out of the van after a few seconds, then get back in switching to the driver side. If the getting out animation has already started when you kill him, he will get out of the van, close the door and then die, so you won't get in. If you are not sure you can make it, wait for him to get back in and then shoot him when he is sitting on the driver side.&lt;br /&gt;
#* Careful: Shooting and aiming at the party can fail the mission, so make sure you are far enough away and have practiced a shooting position that works.&lt;br /&gt;
&lt;br /&gt;
* Video: [http://youtu.be/btn4IdZM34M Dance Skip Tutorial]&lt;br /&gt;
&lt;br /&gt;
==OG Loc==&lt;br /&gt;
# Follow Freddy through the alleys, if you keep close he drives faster&lt;br /&gt;
# Turn left to the quick shot spot and wait for him there, shooting your SMG as he passes to set his bike on fire&lt;br /&gt;
#* If you fail the first spot, you can go to the backup spot&lt;br /&gt;
#* There are different positions to wait at the quick shot spot (on the road, on the sidewalk), important is that you face the right direction and can shoot Freddy quickly&lt;br /&gt;
#*Sometimes cars around the corner you wait get spooked and ram into you, making it harder for you to shoot Freddy&lt;br /&gt;
# After setting his bike on fire, start driving towards your next destination&lt;br /&gt;
#* Unfortunately you loose your bike after the cutscene, so you'll have to find a vehicle on the road, but drive with the bike as far as you can&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Gtasa ogloc map.jpg|thumb|Player route and positions]]&lt;br /&gt;
|[[File:Gtasa ogloc position.jpg|thumb|Position]]&lt;br /&gt;
|[[File:Gtasa ogloc backup position.jpg|thumb|Backup position]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* The mission sets your SMG ammo to 78 once you get on the bike (so it doesn't add an amount to what you had before, it sets it to 78). If you had more than 78 ammo before, it doesn't change it. If you already had a Tec-9, it doesn't replace it.&lt;br /&gt;
* Pushing Freddy off his bike (which you can do when you wait at the quick shot spot) crashes the game.&lt;br /&gt;
&lt;br /&gt;
==Just Business==&lt;br /&gt;
* Once you enter the building with Smoke, the game gives you a Micro-SMG (replacing any previous weapon in that slot) and adds 120 ammo to it (adding to ammo you might have had before). After the autoscroller, the game always gives you a Micro-SMG with 80 ammo (replacing any other weapon in that slot you may have picked up during the mission).&lt;br /&gt;
&lt;br /&gt;
==Doberman==&lt;br /&gt;
&lt;br /&gt;
===Safe Parking===&lt;br /&gt;
* ''Mission start:'' There is a small despawn area beside the marker (towards the road), but it should be safe to park in the half of the marker towards the door. Parking too close towards the door may be dangerous though. You can also get on the bike during the fadeout (press key as soon as the red marker disappears), which will prevent despawning (and is also a bit faster).&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|[[File:GTASA Doberman Despawn Area.jpg|thumb|Mission Start Despawn Areas]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Burning Desire==&lt;br /&gt;
{{GTASAAiAim}}&lt;br /&gt;
* You need to pick up the Molotovs in this mission to make the house vulnerable to fire, picking them up prior to the mission does not help.&lt;br /&gt;
* In the house, you have to pickup the Fire Extuingisher to trigger the cutscene with Denise after which she follows you. If you go up without there is a cutscene that tells you to get it, but even if you enter her room (you can jump over the fire), she just stands there and it doesn't trigger the cutscene after which she follows you.&lt;br /&gt;
* After getting the Fire Extuingisher, you can jump over the fire in her room and trigger the cutscene, but she won't follow you unless you put out the fires in her way. If you let her stay in her room and go out the front door, it still tells you to go back in and get the girl.&lt;br /&gt;
** However, if you manage to push her through the first fire in front of ther room, she will follow you through the other fires.&lt;br /&gt;
* After triggering the cutscene in Denise's room (after which she follows you), the fires disappear when you go out and back into the house. But since you still have to go back up and guide the girl out of the house, it's probably not very useful.&lt;br /&gt;
&lt;br /&gt;
===Safe Parking===&lt;br /&gt;
* ''Mission start:'' You shouldn't park directly in the marker (and possibly where the police car will spawn), but if you park a few meters away, it should be fine. The despawn area isn't as big as in Grey Imports. ([https://forum.speeddemosarchive.com/post/gta_san_andreas_official_thread__484.html#gta_san_andreas_official_thread__484 Forum])&lt;br /&gt;
&lt;br /&gt;
==Grey Imports==&lt;br /&gt;
===Safe Parking===&lt;br /&gt;
* ''Mission start:'' The despawn area is pretty big. Parking on the middle of the road to the east of the marker should be fine though (on the double-line in the center).&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|[[File:GTASA GreyImports Despawn Area.jpg|thumb|Mission Start Despawn Area]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Home Invasion==&lt;br /&gt;
This mission has a special walking animation that makes you move slower. However, if you hold certain weapons, you don't get this slower walking. Most importantly this also affects walking speed when you carry a crate (which is the only time you would be walking anyway, since moving crouched is faster), even though CJ isn't actually holding the weapon in his hands.&lt;br /&gt;
&lt;br /&gt;
Weapons that seem to work for this are weapons you can't sprint with, including: Baseball Bat, Shotgun, Combat Shotgun, Rifle, M4, AK, Sniper Rifle, Flame Thrower, Rocket Launchers&lt;br /&gt;
&lt;br /&gt;
With the Shotgun in particular (and maybe other weapons like the M4 or AK, but not the Baseball Bat) there's another strange behaviour where the noise-meter doesn't fill as fast. Normally if you just run, it fills almost instantly, but while holding the shotgun (again, also when carrying a crate) you can run for about a second before the noise-meter reacts. It fills about 2/3 when you run too long and fills completely after about 0.5 seconds. Important is that you don't press the walk button at all when doing this. Changing between walking and running seems to trigger the noise-meter a lot faster. Just run normally by pressing the move forward button, let go of it after a second, then run again.&lt;br /&gt;
&lt;br /&gt;
This allows you to take one of the further away crates as the last one and just run back to the door all the way. This fills the noise-meter, but you get out before the cutscene plays (it would play when you go back in, but you won't have to after the last crate). Without the delayed noise-meter, the cutscene would play before you get out if you run all the way.&lt;br /&gt;
&lt;br /&gt;
Even with the delayed noise-meter while having the shotgun selected, the noise-meter seems to fill faster if it is already filled a bit, so be careful with that.&lt;br /&gt;
&lt;br /&gt;
Also sliding to the further away crates saves about 1 second for each crate.&lt;br /&gt;
&lt;br /&gt;
* [http://www.youtube.com/watch?v=lHkqIWX48Ms Video: Comparison between different moving speeds in this mission]&lt;br /&gt;
* [http://www.youtube.com/watch?v=YJ5RB7kzWt0 Video: Demonstration of running with the shotgun]&lt;br /&gt;
&lt;br /&gt;
==The Green Sabre==&lt;br /&gt;
Enemies you kill before driving into the marker where you have to save Sweet, just respawn. The first van spawns once you killed 3 enemies, the second van once you killed 6 enemies and the car once you killed 9 enemies. The mission is completed once you killed all enemies.&lt;br /&gt;
&lt;br /&gt;
===Safe Parking===&lt;br /&gt;
* ''Mission start:'' Vehicles seem to despawn when you park them in the marker. CJ can also sometimes get blocked by a vehicle and has to run around it before answering the phonecall, although it doesn't seem to affect the time, the cutscene always seems to be about 7.6 seconds long. Parking where the Greenwood spawns can prevent that from spawning though.&lt;br /&gt;
&lt;br /&gt;
=Badlands=&lt;br /&gt;
==Against All Odds==&lt;br /&gt;
After leaving the Betting Shop, your Wanted Level will usually be decreased after a short time, leaving you with 3 stars. This doesn't appear to happen when you run a police officer over on the way (or something like that). You can use the two bribe stars in Blueberry to get rid of two more stars, leaving you with only one that should disappear 10 seconds after picking up the last bribe. If you don't loose a star to begin with (leaving you with the initial 4), you can wait a bit after picking up the first bribe, so that another star disappears on it's own before picking up the second bribe.&lt;br /&gt;
&lt;br /&gt;
As opposed to some other missions, you can't finish the mission if you regain a wanted level after loosing it. The marker is only there if you don't have a wanted level at all.&lt;br /&gt;
&lt;br /&gt;
=San Fierro=&lt;br /&gt;
&lt;br /&gt;
==Photo Opportunity==&lt;br /&gt;
&lt;br /&gt;
* Video: [http://www.youtube.com/watch?v=w6yR4xS4SfU Safe spot to do the drop]&lt;br /&gt;
&lt;br /&gt;
==Jizzy (Cutscene)==&lt;br /&gt;
===Safe Parking===&lt;br /&gt;
* ''Cutscene:'' It appears there is not set despawn zone, so it should be safe to park anywhere reasonable.&lt;br /&gt;
&lt;br /&gt;
==Outrider==&lt;br /&gt;
&lt;br /&gt;
The Van starts driving after you get on the Sanchez the mission gives you and arrives at the destination about 4:15 later (if you destroy the roadblocks, it might take longer if it's obstructed in some way).&lt;br /&gt;
&lt;br /&gt;
The enemies at the roadblocks don't attack you (even if you get really close) unless you shoot near them.&lt;br /&gt;
&lt;br /&gt;
===Safe Parking===&lt;br /&gt;
* ''Mission start:'' There is a huge despawn area when you start the mission, so the best way to keep a vehicle is probably in the garage.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| [[File:GTASA Outrider Despawn Area.jpg|thumb|Despawn Area]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Snail Trail==&lt;br /&gt;
''See [[Grand Theft Auto: San Andreas/Missions/Snail Trail]]''&lt;br /&gt;
&lt;br /&gt;
==Ice Cold Killah==&lt;br /&gt;
===Safe Parking===&lt;br /&gt;
* ''Mission start'': The mission start doesn't seem to have a despawn area, you should be safe to just park it anywhere reasonable&lt;br /&gt;
&lt;br /&gt;
==Amphibious Assault==&lt;br /&gt;
After going into the marker near the water and spawning in the water channel between the rocks, you can just climb/jump out of there, walk over the rocks to the water and swim to the ship.&lt;br /&gt;
&lt;br /&gt;
This mission also seems to have [[Grand_Theft_Auto:_San_Andreas/Game_Mechanics_and_Glitches#Harder_AI_after_having_been_in_a_car|more dangerous AI]] when you were in a car before, getting on a bike resets the AI to normal. A boat also seems to affect it the same as a car, so be careful with enemies after having been in a boat.&lt;br /&gt;
&lt;br /&gt;
* Video: [https://www.youtube.com/watch?v=3jwN9A3EX50 Swimming strats]&lt;br /&gt;
&lt;br /&gt;
===Safe Parking===&lt;br /&gt;
* ''Mission start'': The mission start doesn't seem to have a set despawn area, you should be safe to just park anywhere resonable (although it seems if you park it directly against the wall of the house it despawns, so just park it in the marker or something)&lt;br /&gt;
* ''During the mission'': There is a huge area where vehicles are despawned, but there might also be other effects that make certain position unsafe for parking vehicles during all of the mission (picture with safe area needed)&lt;br /&gt;
&lt;br /&gt;
==Pier 69==&lt;br /&gt;
{{GTASAAiAim}}&lt;br /&gt;
&lt;br /&gt;
===Safe Parking===&lt;br /&gt;
* ''Mission start'': If you park the bike a few meters away from the mission start marker, it should be fine (kind of on the half of the sidewalk towards the road)&lt;br /&gt;
* ''After sniping the enemies on the roof'': Pier 69 has a huge despawn area, but there is a specific spot on the roof where you can park a bike so it won't despawn (picture needed)&lt;br /&gt;
** Video: [https://www.youtube.com/watch?v=Ic7bO9QruOY Parking Position]&lt;br /&gt;
&lt;br /&gt;
==Toreno's Last Flight==&lt;br /&gt;
{{GTASAAiAim|Driving a bike which is stored inside the San Fierro Garage is a common way to get around this}}&lt;br /&gt;
&lt;br /&gt;
===Homing Rockets Strategy===&lt;br /&gt;
You need to get Homing Rockets before the mission, then while standing where you spawn after the cutscene, you acquire the helicopter as target and shoot it down.&lt;br /&gt;
&lt;br /&gt;
===Normal Rockets Strategy===&lt;br /&gt;
If you use normal rockets to shoot down the helicopter (either by having some before or taking the ones on the helipad), you can get on the parked bike quickly and drive to where the helicopter turns left towards the highway. If you are fast, you have a few seconds to shoot it there. If you miss, you can also do a backup strat from that position, if you have plenty of rockets: Rockets always seem to explode at the same distance, as long as they don't hit anything before. So if you spam them in the direction of the helicopter's path, they will eventually damage it, even if you don't hit it directly.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|[[File:TorenosLastFlight.jpg|thumb|Shooting position]]&lt;br /&gt;
|[[File:TorenosLastFlightBackup.jpg|thumb|Backup Strategy]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Safe Parking===&lt;br /&gt;
* ''Mission start'': The mission start doesn't seem to have a set despawn area, you should be safe to just park anywhere resonable. Also it doesn't seem to matter at all when you obstruct CJ for the cutscene. Whether you don't obstruct him at all, park a bike where he spawns or even a car where he is supposed to go, the cutscene seems always skipable after 4.6 seconds.&lt;br /&gt;
&lt;br /&gt;
=Las Venturas=&lt;br /&gt;
==Fender Ketchup==&lt;br /&gt;
You have to scare the guy by driving around. The fastest way appears to be doing left handbrake turns. You need to reach a certain speed, then press the handbrake and turn left (turning right doesn't work for some reason). You can do this on the parking lot where the mission starts/ends and just do handbrake U-Turns. If you use the whole space, you just gain enough speed for it.&lt;br /&gt;
&lt;br /&gt;
You can also do the same strat on the street and not do full U-Turns, but instead only turn enough so it triggers, but then keep going straight so you can retain more speed and do the next turn earlier.&lt;br /&gt;
&lt;br /&gt;
* [http://www.youtube.com/watch?v=bjjZx6pCdL0 Video: On the Parking Lot]&lt;br /&gt;
* [http://www.youtube.com/watch?v=mUcYsdKRaRw Video: On the Road]&lt;br /&gt;
&lt;br /&gt;
==Explosive Situation==&lt;br /&gt;
Be careful not to let the Dumper explode, it will fail the mission even after you got all the Dynamite. This can easily happen when you park the Dumper too close to the Forklift that can explode because you have to hit it go get the Dynamite.&lt;br /&gt;
&lt;br /&gt;
==You've Had Your Chips==&lt;br /&gt;
Climb over the fence to the south and walk into the entrance of the factory building to do the &amp;quot;stealth&amp;quot;-approach. If you walk in through the area's main entrance or shoot the car in front of the factory, additional enemies spawn inside the factory.&lt;br /&gt;
&lt;br /&gt;
Once you are inside the factory, it's all about destroying the machines:&lt;br /&gt;
* Once 3 machines are destroyed 3 enemies spawn outside, 2 running into the factory and 1 enemy with an automatic shotgun that can be very dangerous&lt;br /&gt;
* Once 6 machines are destroyed a car with several enemies with SMGs spawns outside and start driving towards the factory entrance&lt;br /&gt;
* Once 9 machines are destroyed you are done and have to head back to the Casino&lt;br /&gt;
&lt;br /&gt;
However there is a way to skip the spawning of the 3 enemies outside. If you destroy the 3rd and 4th machine at exactly the same time (probably the same frame or something) the internal counter probably isn't checked when it is at 3, but only when it is at 4, so the spawn isn't triggered (this also works when you destroy more than 2 machines at once, just make sure the 3rd machine isn't destroyed by itself). The order of the machines doesn't matter, &amp;quot;the 3rd machine&amp;quot; only refers to the number of destroyed machines.&lt;br /&gt;
&lt;br /&gt;
The car is actually technicially spawned when more than 5 machines are destroyed, instead of exactly 6, so the spawning of the car can't be prevented with the same technique.&lt;br /&gt;
&lt;br /&gt;
To destroy several machines at exactly the same time, explosions are probably the only way (fire a rocket between machines that are near together or plant satchel charges).&lt;br /&gt;
&lt;br /&gt;
* [http://www.youtube.com/watch?v=x-BcmcKGoB0 Video: Demonstration of spawning/not spawning enemies (and also of a specific strat for this mission)]&lt;br /&gt;
* [http://www.youtube.com/watch?v=TP0UlZqokMk Video: Demonstration of the spawning car]&lt;br /&gt;
* [http://www.youtube.com/watch?v=CKJmiwssjsI Video: Explanation of a specific strat for this mission]&lt;br /&gt;
* [http://www.youtube.com/watch?v=pjPNRsbOJ7A Video: Possible safer Rocket Strat for the beginning]&lt;br /&gt;
&lt;br /&gt;
==Don Peyote==&lt;br /&gt;
At the snake farm, you need to kill all four farmers, or else they come after you once you activate the marker at the casino, which triggers a cutscene and apparently has a chance to softlock the game.&lt;br /&gt;
&lt;br /&gt;
==Misappropriation==&lt;br /&gt;
&lt;br /&gt;
===If you fail to kill him before he escapes===&lt;br /&gt;
Please note that these are very rough numbers. If the target gets into his heli, the chase takes about 2:00-2:30 (depending on how close you keep to him apparently) to the helipad where he lands and you can shoot him. From there it takes about 35s to landing in front of Caligula's Casino with the helicopter. So given the any% route, it takes about 3 minutes. If you manage to kill him before he escapes, it takes about 1:45 to landing in front of Caligula's Casino, so that is about 1:15 faster. If you die, it takes about 1 minute back to the mission start marker, with trip skip you get to the mission pretty fast, but you still need some time to actually kill the target (also you need to get a weapon for that).&lt;br /&gt;
&lt;br /&gt;
==Green Goo==&lt;br /&gt;
{{GTASAAiAim|It is common to arrive at the start of the mission in a Buffalo, meaning the AIs will be very accurate with their M4s. There is however a PCJ Spawn and the end of the runway which can be used to reset the AI PRIOR to starting the mission. Because you cannot exit the Jetpack during the mission it must be done before.}}&lt;br /&gt;
&lt;br /&gt;
=Return to Los Santos=&lt;br /&gt;
==Vertical Bird==&lt;br /&gt;
If you drive the boat into the back of the ship, then the enemies will have higher accuracy than when you jump out beforehand and swim in.&lt;br /&gt;
&lt;br /&gt;
* Video: [http://www.youtube.com/watch?v=QmfOtvrvQy0 End of the mission]&lt;br /&gt;
&lt;br /&gt;
==Beat Down on BDup==&lt;br /&gt;
{{GTASAAiAim}}&lt;br /&gt;
&lt;br /&gt;
==Cut Throat Business==&lt;br /&gt;
===Safe Parking===&lt;br /&gt;
* ''Mission start:'' This mission seems to have a huge despawn area (400 units radius), so there doesn't seem to be a practical way of keeping a vehicle.&lt;br /&gt;
&lt;br /&gt;
==Los Desperados==&lt;br /&gt;
If you take the territory closest to the train station, then Grove Street gangmembers spawn at the train station, if you approach it through Grove territory. During the mission, the gangmembers required to make the marker appear can be recruited directly at the train station, instead of having to get them into the car and driving them there.&lt;br /&gt;
* Video: [https://www.youtube.com/watch?v=Pl4UXO4BsPM Strategy Explanation]&lt;br /&gt;
* Video: [https://www.youtube.com/watch?v=IwjGNXT6o0A Strategy Comparison]&lt;br /&gt;
&lt;br /&gt;
==End of the Line==&lt;br /&gt;
This mission has Checkpoint Technology: If you die after killing Big Smoke, you start again at the point after killing him if you restart the mission (without loading a save, like trip skip). This is a bit dangerous though (see next paragraph). If you fail the mission during the car section, you start again at the beginning of the car section.&lt;br /&gt;
&lt;br /&gt;
{{GTASAAiAim|When you use Checkpoint Technology and restart the mission from the point after killing Smoke and were in a car before, getting on a bike resets the AI to normal. If you already got to the car part and have to restart the mission there, this doesn't matter because you don't get shot anymore (and are in a car anyway).}}&lt;br /&gt;
&lt;br /&gt;
* Video: [http://www.youtube.com/watch?v=kBb8c7FXmIY AI Accuracy Comparison]&lt;br /&gt;
* Video: [http://www.youtube.com/watch?v=89T-11IBWzc Minigun Slide Demonstration]&lt;/div&gt;</summary>
		<author><name>Joshimuz</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Grand_Theft_Auto:_San_Andreas/Missions</id>
		<title>Grand Theft Auto: San Andreas/Missions</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Grand_Theft_Auto:_San_Andreas/Missions"/>
				<updated>2014-07-23T11:20:21Z</updated>
		
		<summary type="html">&lt;p&gt;Joshimuz: /* End of the Line */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page should contain facts about missions, how specific missions work, but not necessarily how to do them in a certain category. Questions like &amp;quot;What triggers X?&amp;quot; or &amp;quot;Is Y on a timer?&amp;quot; should be answered here.&lt;br /&gt;
&lt;br /&gt;
=Los Santos=&lt;br /&gt;
&lt;br /&gt;
==Big Smoke==&lt;br /&gt;
You don't have to stay on the bike, but you have to stay close to the others so they keep moving. The first cutscene is triggered by Sweet, the mission end is triggered by Ryder (of course you have to be there as well).&lt;br /&gt;
&lt;br /&gt;
==Ryder==&lt;br /&gt;
 Why did you blow up Ryder's car?&lt;br /&gt;
&lt;br /&gt;
Failing the mission makes 30s worth of cutscene in front of the pizza place that is the tutorial for eating skippable. Since you can easily blow up Ryder's car, this mission can be failed easily.&lt;br /&gt;
&lt;br /&gt;
==Drive-Thru==&lt;br /&gt;
Killing the passenger of the Drive-By car makes the driver get out.&lt;br /&gt;
&lt;br /&gt;
==Drive-By==&lt;br /&gt;
* To make sure that the second group of enemies spawns, you should look away from it after killing the first group.&lt;br /&gt;
* It seems that the Pay&amp;amp;Spray is completely scripted and is needed for the Mission End Marker to appear. After you were in the Pay&amp;amp;Spray, you can even get police stars again and still finish the mission.&lt;br /&gt;
&lt;br /&gt;
==Sweet's Girl==&lt;br /&gt;
{{GTASAAiAim}}&lt;br /&gt;
&lt;br /&gt;
==Life's A Beach==&lt;br /&gt;
You can skip the dancing:&lt;br /&gt;
# Find a Grove Street gangmember, recruit him and get him to the locked van&lt;br /&gt;
# Try to get into the locked van (doesn't matter on which side)&lt;br /&gt;
# CJ won't be able to get in, but if you keep trying, the homie will eventually open the passenger side door and get in&lt;br /&gt;
# Once the homie shows any sign of opening the door, hold down either of the gang buttons (G or H by default) until CJ says &amp;quot;See you later homie.&amp;quot; which means the gang is disbanded&lt;br /&gt;
#* Make sure you actually hold down the button, don't just press it shortly, it may seem like it takes a long time for CJ to react&lt;br /&gt;
#* For some the G button seems to work better, for others the H button&lt;br /&gt;
# While disbanding the gang, you move towards the water behind the parked car there and headshot the homie in the van, which should make him fall out leaving the door open&lt;br /&gt;
#* The homie will get out of the van after a few seconds, then get back in switching to the driver side. If the getting out animation has already started when you kill him, he will get out of the van, close the door and then die, so you won't get in. If you are not sure you can make it, wait for him to get back in and then shoot him when he is sitting on the driver side.&lt;br /&gt;
#* Careful: Shooting and aiming at the party can fail the mission, so make sure you are far enough away and have practiced a shooting position that works.&lt;br /&gt;
&lt;br /&gt;
* Video: [http://youtu.be/btn4IdZM34M Dance Skip Tutorial]&lt;br /&gt;
&lt;br /&gt;
==OG Loc==&lt;br /&gt;
# Follow Freddy through the alleys, if you keep close he drives faster&lt;br /&gt;
# Turn left to the quick shot spot and wait for him there, shooting your SMG as he passes to set his bike on fire&lt;br /&gt;
#* If you fail the first spot, you can go to the backup spot&lt;br /&gt;
#* There are different positions to wait at the quick shot spot (on the road, on the sidewalk), important is that you face the right direction and can shoot Freddy quickly&lt;br /&gt;
#*Sometimes cars around the corner you wait get spooked and ram into you, making it harder for you to shoot Freddy&lt;br /&gt;
# After setting his bike on fire, start driving towards your next destination&lt;br /&gt;
#* Unfortunately you loose your bike after the cutscene, so you'll have to find a vehicle on the road, but drive with the bike as far as you can&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Gtasa ogloc map.jpg|thumb|Player route and positions]]&lt;br /&gt;
|[[File:Gtasa ogloc position.jpg|thumb|Position]]&lt;br /&gt;
|[[File:Gtasa ogloc backup position.jpg|thumb|Backup position]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* The mission sets your SMG ammo to 78 once you get on the bike (so it doesn't add an amount to what you had before, it sets it to 78). If you had more than 78 ammo before, it doesn't change it. If you already had a Tec-9, it doesn't replace it.&lt;br /&gt;
* Pushing Freddy off his bike (which you can do when you wait at the quick shot spot) crashes the game.&lt;br /&gt;
&lt;br /&gt;
==Just Business==&lt;br /&gt;
* Once you enter the building with Smoke, the game gives you a Micro-SMG (replacing any previous weapon in that slot) and adds 120 ammo to it (adding to ammo you might have had before). After the autoscroller, the game always gives you a Micro-SMG with 80 ammo (replacing any other weapon in that slot you may have picked up during the mission).&lt;br /&gt;
&lt;br /&gt;
==Doberman==&lt;br /&gt;
&lt;br /&gt;
===Safe Parking===&lt;br /&gt;
* ''Mission start:'' There is a small despawn area beside the marker (towards the road), but it should be safe to park in the half of the marker towards the door. Parking too close towards the door may be dangerous though. You can also get on the bike during the fadeout (press key as soon as the red marker disappears), which will prevent despawning (and is also a bit faster).&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|[[File:GTASA Doberman Despawn Area.jpg|thumb|Mission Start Despawn Areas]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Burning Desire==&lt;br /&gt;
{{GTASAAiAim}}&lt;br /&gt;
* You need to pick up the Molotovs in this mission to make the house vulnerable to fire, picking them up prior to the mission does not help.&lt;br /&gt;
* In the house, you have to pickup the Fire Extuingisher to trigger the cutscene with Denise after which she follows you. If you go up without there is a cutscene that tells you to get it, but even if you enter her room (you can jump over the fire), she just stands there and it doesn't trigger the cutscene after which she follows you.&lt;br /&gt;
* After getting the Fire Extuingisher, you can jump over the fire in her room and trigger the cutscene, but she won't follow you unless you put out the fires in her way. If you let her stay in her room and go out the front door, it still tells you to go back in and get the girl.&lt;br /&gt;
** However, if you manage to push her through the first fire in front of ther room, she will follow you through the other fires.&lt;br /&gt;
* After triggering the cutscene in Denise's room (after which she follows you), the fires disappear when you go out and back into the house. But since you still have to go back up and guide the girl out of the house, it's probably not very useful.&lt;br /&gt;
&lt;br /&gt;
===Safe Parking===&lt;br /&gt;
* ''Mission start:'' You shouldn't park directly in the marker (and possibly where the police car will spawn), but if you park a few meters away, it should be fine. The despawn area isn't as big as in Grey Imports. ([https://forum.speeddemosarchive.com/post/gta_san_andreas_official_thread__484.html#gta_san_andreas_official_thread__484 Forum])&lt;br /&gt;
&lt;br /&gt;
==Grey Imports==&lt;br /&gt;
===Safe Parking===&lt;br /&gt;
* ''Mission start:'' The despawn area is pretty big. Parking on the middle of the road to the east of the marker should be fine though (on the double-line in the center).&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|[[File:GTASA GreyImports Despawn Area.jpg|thumb|Mission Start Despawn Area]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Home Invasion==&lt;br /&gt;
This mission has a special walking animation that makes you move slower. However, if you hold certain weapons, you don't get this slower walking. Most importantly this also affects walking speed when you carry a crate (which is the only time you would be walking anyway, since moving crouched is faster), even though CJ isn't actually holding the weapon in his hands.&lt;br /&gt;
&lt;br /&gt;
Weapons that seem to work for this are weapons you can't sprint with, including: Baseball Bat, Shotgun, Combat Shotgun, Rifle, M4, AK, Sniper Rifle, Flame Thrower, Rocket Launchers&lt;br /&gt;
&lt;br /&gt;
With the Shotgun in particular (and maybe other weapons like the M4 or AK, but not the Baseball Bat) there's another strange behaviour where the noise-meter doesn't fill as fast. Normally if you just run, it fills almost instantly, but while holding the shotgun (again, also when carrying a crate) you can run for about a second before the noise-meter reacts. It fills about 2/3 when you run too long and fills completely after about 0.5 seconds. Important is that you don't press the walk button at all when doing this. Changing between walking and running seems to trigger the noise-meter a lot faster. Just run normally by pressing the move forward button, let go of it after a second, then run again.&lt;br /&gt;
&lt;br /&gt;
This allows you to take one of the further away crates as the last one and just run back to the door all the way. This fills the noise-meter, but you get out before the cutscene plays (it would play when you go back in, but you won't have to after the last crate). Without the delayed noise-meter, the cutscene would play before you get out if you run all the way.&lt;br /&gt;
&lt;br /&gt;
Even with the delayed noise-meter while having the shotgun selected, the noise-meter seems to fill faster if it is already filled a bit, so be careful with that.&lt;br /&gt;
&lt;br /&gt;
Also sliding to the further away crates saves about 1 second for each crate.&lt;br /&gt;
&lt;br /&gt;
* [http://www.youtube.com/watch?v=lHkqIWX48Ms Video: Comparison between different moving speeds in this mission]&lt;br /&gt;
* [http://www.youtube.com/watch?v=YJ5RB7kzWt0 Video: Demonstration of running with the shotgun]&lt;br /&gt;
&lt;br /&gt;
==The Green Sabre==&lt;br /&gt;
Enemies you kill before driving into the marker where you have to save Sweet, just respawn. The first van spawns once you killed 3 enemies, the second van once you killed 6 enemies and the car once you killed 9 enemies. The mission is completed once you killed all enemies.&lt;br /&gt;
&lt;br /&gt;
===Safe Parking===&lt;br /&gt;
* ''Mission start:'' Vehicles seem to despawn when you park them in the marker. CJ can also sometimes get blocked by a vehicle and has to run around it before answering the phonecall, although it doesn't seem to affect the time, the cutscene always seems to be about 7.6 seconds long. Parking where the Greenwood spawns can prevent that from spawning though.&lt;br /&gt;
&lt;br /&gt;
=Badlands=&lt;br /&gt;
==Against All Odds==&lt;br /&gt;
After leaving the Betting Shop, your Wanted Level will usually be decreased after a short time, leaving you with 3 stars. This doesn't appear to happen when you run a police officer over on the way (or something like that). You can use the two bribe stars in Blueberry to get rid of two more stars, leaving you with only one that should disappear 10 seconds after picking up the last bribe. If you don't loose a star to begin with (leaving you with the initial 4), you can wait a bit after picking up the first bribe, so that another star disappears on it's own before picking up the second bribe.&lt;br /&gt;
&lt;br /&gt;
As opposed to some other missions, you can't finish the mission if you regain a wanted level after loosing it. The marker is only there if you don't have a wanted level at all.&lt;br /&gt;
&lt;br /&gt;
=San Fierro=&lt;br /&gt;
&lt;br /&gt;
==Photo Opportunity==&lt;br /&gt;
&lt;br /&gt;
* Video: [http://www.youtube.com/watch?v=w6yR4xS4SfU Safe spot to do the drop]&lt;br /&gt;
&lt;br /&gt;
==Jizzy (Cutscene)==&lt;br /&gt;
===Safe Parking===&lt;br /&gt;
* ''Cutscene:'' It appears there is not set despawn zone, so it should be safe to park anywhere reasonable.&lt;br /&gt;
&lt;br /&gt;
==Outrider==&lt;br /&gt;
&lt;br /&gt;
The Van starts driving after you get on the Sanchez the mission gives you and arrives at the destination about 4:15 later (if you destroy the roadblocks, it might take longer if it's obstructed in some way).&lt;br /&gt;
&lt;br /&gt;
The enemies at the roadblocks don't attack you (even if you get really close) unless you shoot near them.&lt;br /&gt;
&lt;br /&gt;
===Safe Parking===&lt;br /&gt;
* ''Mission start:'' There is a huge despawn area when you start the mission, so the best way to keep a vehicle is probably in the garage.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| [[File:GTASA Outrider Despawn Area.jpg|thumb|Despawn Area]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Snail Trail==&lt;br /&gt;
''See [[Grand Theft Auto: San Andreas/Missions/Snail Trail]]''&lt;br /&gt;
&lt;br /&gt;
==Ice Cold Killah==&lt;br /&gt;
===Safe Parking===&lt;br /&gt;
* ''Mission start'': The mission start doesn't seem to have a despawn area, you should be safe to just park it anywhere reasonable&lt;br /&gt;
&lt;br /&gt;
==Amphibious Assault==&lt;br /&gt;
After going into the marker near the water and spawning in the water channel between the rocks, you can just climb/jump out of there, walk over the rocks to the water and swim to the ship.&lt;br /&gt;
&lt;br /&gt;
This mission also seems to have [[Grand_Theft_Auto:_San_Andreas/Game_Mechanics_and_Glitches#Harder_AI_after_having_been_in_a_car|more dangerous AI]] when you were in a car before, getting on a bike resets the AI to normal. A boat also seems to affect it the same as a car, so be careful with enemies after having been in a boat.&lt;br /&gt;
&lt;br /&gt;
* Video: [https://www.youtube.com/watch?v=3jwN9A3EX50 Swimming strats]&lt;br /&gt;
&lt;br /&gt;
===Safe Parking===&lt;br /&gt;
* ''Mission start'': The mission start doesn't seem to have a set despawn area, you should be safe to just park anywhere resonable (although it seems if you park it directly against the wall of the house it despawns, so just park it in the marker or something)&lt;br /&gt;
* ''During the mission'': There is a huge area where vehicles are despawned, but there might also be other effects that make certain position unsafe for parking vehicles during all of the mission (picture with safe area needed)&lt;br /&gt;
&lt;br /&gt;
==Pier 69==&lt;br /&gt;
{{GTASAAiAim}}&lt;br /&gt;
&lt;br /&gt;
===Safe Parking===&lt;br /&gt;
* ''Mission start'': If you park the bike a few meters away from the mission start marker, it should be fine (kind of on the half of the sidewalk towards the road)&lt;br /&gt;
* ''After sniping the enemies on the roof'': Pier 69 has a huge despawn area, but there is a specific spot on the roof where you can park a bike so it won't despawn (picture needed)&lt;br /&gt;
** Video: [https://www.youtube.com/watch?v=Ic7bO9QruOY Parking Position]&lt;br /&gt;
&lt;br /&gt;
==Toreno's Last Flight==&lt;br /&gt;
{{GTASAAiAim}}&lt;br /&gt;
&lt;br /&gt;
===Homing Rockets Strategy===&lt;br /&gt;
You need to get Homing Rockets before the mission, then while standing where you spawn after the cutscene, you acquire the helicopter as target and shoot it down.&lt;br /&gt;
&lt;br /&gt;
===Normal Rockets Strategy===&lt;br /&gt;
If you use normal rockets to shoot down the helicopter (either by having some before or taking the ones on the helipad), you can get on the parked bike quickly and drive to where the helicopter turns left towards the highway. If you are fast, you have a few seconds to shoot it there. If you miss, you can also do a backup strat from that position, if you have plenty of rockets: Rockets always seem to explode at the same distance, as long as they don't hit anything before. So if you spam them in the direction of the helicopter's path, they will eventually damage it, even if you don't hit it directly.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|[[File:TorenosLastFlight.jpg|thumb|Shooting position]]&lt;br /&gt;
|[[File:TorenosLastFlightBackup.jpg|thumb|Backup Strategy]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Safe Parking===&lt;br /&gt;
* ''Mission start'': The mission start doesn't seem to have a set despawn area, you should be safe to just park anywhere resonable. Also it doesn't seem to matter at all when you obstruct CJ for the cutscene. Whether you don't obstruct him at all, park a bike where he spawns or even a car where he is supposed to go, the cutscene seems always skipable after 4.6 seconds.&lt;br /&gt;
&lt;br /&gt;
=Las Venturas=&lt;br /&gt;
==Fender Ketchup==&lt;br /&gt;
You have to scare the guy by driving around. The fastest way appears to be doing left handbrake turns. You need to reach a certain speed, then press the handbrake and turn left (turning right doesn't work for some reason). You can do this on the parking lot where the mission starts/ends and just do handbrake U-Turns. If you use the whole space, you just gain enough speed for it.&lt;br /&gt;
&lt;br /&gt;
You can also do the same strat on the street and not do full U-Turns, but instead only turn enough so it triggers, but then keep going straight so you can retain more speed and do the next turn earlier.&lt;br /&gt;
&lt;br /&gt;
* [http://www.youtube.com/watch?v=bjjZx6pCdL0 Video: On the Parking Lot]&lt;br /&gt;
* [http://www.youtube.com/watch?v=mUcYsdKRaRw Video: On the Road]&lt;br /&gt;
&lt;br /&gt;
==Explosive Situation==&lt;br /&gt;
Be careful not to let the Dumper explode, it will fail the mission even after you got all the Dynamite. This can easily happen when you park the Dumper too close to the Forklift that can explode because you have to hit it go get the Dynamite.&lt;br /&gt;
&lt;br /&gt;
==You've Had Your Chips==&lt;br /&gt;
Climb over the fence to the south and walk into the entrance of the factory building to do the &amp;quot;stealth&amp;quot;-approach. If you walk in through the area's main entrance or shoot the car in front of the factory, additional enemies spawn inside the factory.&lt;br /&gt;
&lt;br /&gt;
Once you are inside the factory, it's all about destroying the machines:&lt;br /&gt;
* Once 3 machines are destroyed 3 enemies spawn outside, 2 running into the factory and 1 enemy with an automatic shotgun that can be very dangerous&lt;br /&gt;
* Once 6 machines are destroyed a car with several enemies with SMGs spawns outside and start driving towards the factory entrance&lt;br /&gt;
* Once 9 machines are destroyed you are done and have to head back to the Casino&lt;br /&gt;
&lt;br /&gt;
However there is a way to skip the spawning of the 3 enemies outside. If you destroy the 3rd and 4th machine at exactly the same time (probably the same frame or something) the internal counter probably isn't checked when it is at 3, but only when it is at 4, so the spawn isn't triggered (this also works when you destroy more than 2 machines at once, just make sure the 3rd machine isn't destroyed by itself). The order of the machines doesn't matter, &amp;quot;the 3rd machine&amp;quot; only refers to the number of destroyed machines.&lt;br /&gt;
&lt;br /&gt;
The car is actually technicially spawned when more than 5 machines are destroyed, instead of exactly 6, so the spawning of the car can't be prevented with the same technique.&lt;br /&gt;
&lt;br /&gt;
To destroy several machines at exactly the same time, explosions are probably the only way (fire a rocket between machines that are near together or plant satchel charges).&lt;br /&gt;
&lt;br /&gt;
* [http://www.youtube.com/watch?v=x-BcmcKGoB0 Video: Demonstration of spawning/not spawning enemies (and also of a specific strat for this mission)]&lt;br /&gt;
* [http://www.youtube.com/watch?v=TP0UlZqokMk Video: Demonstration of the spawning car]&lt;br /&gt;
* [http://www.youtube.com/watch?v=CKJmiwssjsI Video: Explanation of a specific strat for this mission]&lt;br /&gt;
* [http://www.youtube.com/watch?v=pjPNRsbOJ7A Video: Possible safer Rocket Strat for the beginning]&lt;br /&gt;
&lt;br /&gt;
==Don Peyote==&lt;br /&gt;
At the snake farm, you need to kill all four farmers, or else they come after you once you activate the marker at the casino, which triggers a cutscene and apparently has a chance to softlock the game.&lt;br /&gt;
&lt;br /&gt;
==Misappropriation==&lt;br /&gt;
&lt;br /&gt;
===If you fail to kill him before he escapes===&lt;br /&gt;
Please note that these are very rough numbers. If the target gets into his heli, the chase takes about 2:00-2:30 (depending on how close you keep to him apparently) to the helipad where he lands and you can shoot him. From there it takes about 35s to landing in front of Caligula's Casino with the helicopter. So given the any% route, it takes about 3 minutes. If you manage to kill him before he escapes, it takes about 1:45 to landing in front of Caligula's Casino, so that is about 1:15 faster. If you die, it takes about 1 minute back to the mission start marker, with trip skip you get to the mission pretty fast, but you still need some time to actually kill the target (also you need to get a weapon for that).&lt;br /&gt;
&lt;br /&gt;
==Green Goo==&lt;br /&gt;
{{GTASAAiAim|It is common to arrive at the start of the mission in a Buffalo, meaning the AIs will be very accurate with their M4s. There is however a PCJ Spawn and the end of the runway which can be used to reset the AI PRIOR to starting the mission. Because you cannot exit the Jetpack during the mission it must be done before.}}&lt;br /&gt;
&lt;br /&gt;
=Return to Los Santos=&lt;br /&gt;
==Vertical Bird==&lt;br /&gt;
If you drive the boat into the back of the ship, then the enemies will have higher accuracy than when you jump out beforehand and swim in.&lt;br /&gt;
&lt;br /&gt;
* Video: [http://www.youtube.com/watch?v=QmfOtvrvQy0 End of the mission]&lt;br /&gt;
&lt;br /&gt;
==Beat Down on BDup==&lt;br /&gt;
{{GTASAAiAim}}&lt;br /&gt;
&lt;br /&gt;
==Cut Throat Business==&lt;br /&gt;
===Safe Parking===&lt;br /&gt;
* ''Mission start:'' This mission seems to have a huge despawn area (400 units radius), so there doesn't seem to be a practical way of keeping a vehicle.&lt;br /&gt;
&lt;br /&gt;
==Los Desperados==&lt;br /&gt;
If you take the territory closest to the train station, then Grove Street gangmembers spawn at the train station, if you approach it through Grove territory. During the mission, the gangmembers required to make the marker appear can be recruited directly at the train station, instead of having to get them into the car and driving them there.&lt;br /&gt;
* Video: [https://www.youtube.com/watch?v=Pl4UXO4BsPM Strategy Explanation]&lt;br /&gt;
* Video: [https://www.youtube.com/watch?v=IwjGNXT6o0A Strategy Comparison]&lt;br /&gt;
&lt;br /&gt;
==End of the Line==&lt;br /&gt;
This mission has Checkpoint Technology: If you die after killing Big Smoke, you start again at the point after killing him if you restart the mission (without loading a save, like trip skip). This is a bit dangerous though (see next paragraph). If you fail the mission during the car section, you start again at the beginning of the car section.&lt;br /&gt;
&lt;br /&gt;
{{GTASAAiAim|When you use Checkpoint Technology and restart the mission from the point after killing Smoke and were in a car before, getting on a bike resets the AI to normal. If you already got to the car part and have to restart the mission there, this doesn't matter because you don't get shot anymore (and are in a car anyway).}}&lt;br /&gt;
&lt;br /&gt;
* Video: [http://www.youtube.com/watch?v=kBb8c7FXmIY AI Accuracy Comparison]&lt;br /&gt;
* Video: [http://www.youtube.com/watch?v=89T-11IBWzc Minigun Slide Demonstration]&lt;/div&gt;</summary>
		<author><name>Joshimuz</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Grand_Theft_Auto:_San_Andreas/Missions</id>
		<title>Grand Theft Auto: San Andreas/Missions</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Grand_Theft_Auto:_San_Andreas/Missions"/>
				<updated>2014-07-23T11:19:52Z</updated>
		
		<summary type="html">&lt;p&gt;Joshimuz: /* Green Goo */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page should contain facts about missions, how specific missions work, but not necessarily how to do them in a certain category. Questions like &amp;quot;What triggers X?&amp;quot; or &amp;quot;Is Y on a timer?&amp;quot; should be answered here.&lt;br /&gt;
&lt;br /&gt;
=Los Santos=&lt;br /&gt;
&lt;br /&gt;
==Big Smoke==&lt;br /&gt;
You don't have to stay on the bike, but you have to stay close to the others so they keep moving. The first cutscene is triggered by Sweet, the mission end is triggered by Ryder (of course you have to be there as well).&lt;br /&gt;
&lt;br /&gt;
==Ryder==&lt;br /&gt;
 Why did you blow up Ryder's car?&lt;br /&gt;
&lt;br /&gt;
Failing the mission makes 30s worth of cutscene in front of the pizza place that is the tutorial for eating skippable. Since you can easily blow up Ryder's car, this mission can be failed easily.&lt;br /&gt;
&lt;br /&gt;
==Drive-Thru==&lt;br /&gt;
Killing the passenger of the Drive-By car makes the driver get out.&lt;br /&gt;
&lt;br /&gt;
==Drive-By==&lt;br /&gt;
* To make sure that the second group of enemies spawns, you should look away from it after killing the first group.&lt;br /&gt;
* It seems that the Pay&amp;amp;Spray is completely scripted and is needed for the Mission End Marker to appear. After you were in the Pay&amp;amp;Spray, you can even get police stars again and still finish the mission.&lt;br /&gt;
&lt;br /&gt;
==Sweet's Girl==&lt;br /&gt;
{{GTASAAiAim}}&lt;br /&gt;
&lt;br /&gt;
==Life's A Beach==&lt;br /&gt;
You can skip the dancing:&lt;br /&gt;
# Find a Grove Street gangmember, recruit him and get him to the locked van&lt;br /&gt;
# Try to get into the locked van (doesn't matter on which side)&lt;br /&gt;
# CJ won't be able to get in, but if you keep trying, the homie will eventually open the passenger side door and get in&lt;br /&gt;
# Once the homie shows any sign of opening the door, hold down either of the gang buttons (G or H by default) until CJ says &amp;quot;See you later homie.&amp;quot; which means the gang is disbanded&lt;br /&gt;
#* Make sure you actually hold down the button, don't just press it shortly, it may seem like it takes a long time for CJ to react&lt;br /&gt;
#* For some the G button seems to work better, for others the H button&lt;br /&gt;
# While disbanding the gang, you move towards the water behind the parked car there and headshot the homie in the van, which should make him fall out leaving the door open&lt;br /&gt;
#* The homie will get out of the van after a few seconds, then get back in switching to the driver side. If the getting out animation has already started when you kill him, he will get out of the van, close the door and then die, so you won't get in. If you are not sure you can make it, wait for him to get back in and then shoot him when he is sitting on the driver side.&lt;br /&gt;
#* Careful: Shooting and aiming at the party can fail the mission, so make sure you are far enough away and have practiced a shooting position that works.&lt;br /&gt;
&lt;br /&gt;
* Video: [http://youtu.be/btn4IdZM34M Dance Skip Tutorial]&lt;br /&gt;
&lt;br /&gt;
==OG Loc==&lt;br /&gt;
# Follow Freddy through the alleys, if you keep close he drives faster&lt;br /&gt;
# Turn left to the quick shot spot and wait for him there, shooting your SMG as he passes to set his bike on fire&lt;br /&gt;
#* If you fail the first spot, you can go to the backup spot&lt;br /&gt;
#* There are different positions to wait at the quick shot spot (on the road, on the sidewalk), important is that you face the right direction and can shoot Freddy quickly&lt;br /&gt;
#*Sometimes cars around the corner you wait get spooked and ram into you, making it harder for you to shoot Freddy&lt;br /&gt;
# After setting his bike on fire, start driving towards your next destination&lt;br /&gt;
#* Unfortunately you loose your bike after the cutscene, so you'll have to find a vehicle on the road, but drive with the bike as far as you can&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Gtasa ogloc map.jpg|thumb|Player route and positions]]&lt;br /&gt;
|[[File:Gtasa ogloc position.jpg|thumb|Position]]&lt;br /&gt;
|[[File:Gtasa ogloc backup position.jpg|thumb|Backup position]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* The mission sets your SMG ammo to 78 once you get on the bike (so it doesn't add an amount to what you had before, it sets it to 78). If you had more than 78 ammo before, it doesn't change it. If you already had a Tec-9, it doesn't replace it.&lt;br /&gt;
* Pushing Freddy off his bike (which you can do when you wait at the quick shot spot) crashes the game.&lt;br /&gt;
&lt;br /&gt;
==Just Business==&lt;br /&gt;
* Once you enter the building with Smoke, the game gives you a Micro-SMG (replacing any previous weapon in that slot) and adds 120 ammo to it (adding to ammo you might have had before). After the autoscroller, the game always gives you a Micro-SMG with 80 ammo (replacing any other weapon in that slot you may have picked up during the mission).&lt;br /&gt;
&lt;br /&gt;
==Doberman==&lt;br /&gt;
&lt;br /&gt;
===Safe Parking===&lt;br /&gt;
* ''Mission start:'' There is a small despawn area beside the marker (towards the road), but it should be safe to park in the half of the marker towards the door. Parking too close towards the door may be dangerous though. You can also get on the bike during the fadeout (press key as soon as the red marker disappears), which will prevent despawning (and is also a bit faster).&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|[[File:GTASA Doberman Despawn Area.jpg|thumb|Mission Start Despawn Areas]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Burning Desire==&lt;br /&gt;
{{GTASAAiAim}}&lt;br /&gt;
* You need to pick up the Molotovs in this mission to make the house vulnerable to fire, picking them up prior to the mission does not help.&lt;br /&gt;
* In the house, you have to pickup the Fire Extuingisher to trigger the cutscene with Denise after which she follows you. If you go up without there is a cutscene that tells you to get it, but even if you enter her room (you can jump over the fire), she just stands there and it doesn't trigger the cutscene after which she follows you.&lt;br /&gt;
* After getting the Fire Extuingisher, you can jump over the fire in her room and trigger the cutscene, but she won't follow you unless you put out the fires in her way. If you let her stay in her room and go out the front door, it still tells you to go back in and get the girl.&lt;br /&gt;
** However, if you manage to push her through the first fire in front of ther room, she will follow you through the other fires.&lt;br /&gt;
* After triggering the cutscene in Denise's room (after which she follows you), the fires disappear when you go out and back into the house. But since you still have to go back up and guide the girl out of the house, it's probably not very useful.&lt;br /&gt;
&lt;br /&gt;
===Safe Parking===&lt;br /&gt;
* ''Mission start:'' You shouldn't park directly in the marker (and possibly where the police car will spawn), but if you park a few meters away, it should be fine. The despawn area isn't as big as in Grey Imports. ([https://forum.speeddemosarchive.com/post/gta_san_andreas_official_thread__484.html#gta_san_andreas_official_thread__484 Forum])&lt;br /&gt;
&lt;br /&gt;
==Grey Imports==&lt;br /&gt;
===Safe Parking===&lt;br /&gt;
* ''Mission start:'' The despawn area is pretty big. Parking on the middle of the road to the east of the marker should be fine though (on the double-line in the center).&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|[[File:GTASA GreyImports Despawn Area.jpg|thumb|Mission Start Despawn Area]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Home Invasion==&lt;br /&gt;
This mission has a special walking animation that makes you move slower. However, if you hold certain weapons, you don't get this slower walking. Most importantly this also affects walking speed when you carry a crate (which is the only time you would be walking anyway, since moving crouched is faster), even though CJ isn't actually holding the weapon in his hands.&lt;br /&gt;
&lt;br /&gt;
Weapons that seem to work for this are weapons you can't sprint with, including: Baseball Bat, Shotgun, Combat Shotgun, Rifle, M4, AK, Sniper Rifle, Flame Thrower, Rocket Launchers&lt;br /&gt;
&lt;br /&gt;
With the Shotgun in particular (and maybe other weapons like the M4 or AK, but not the Baseball Bat) there's another strange behaviour where the noise-meter doesn't fill as fast. Normally if you just run, it fills almost instantly, but while holding the shotgun (again, also when carrying a crate) you can run for about a second before the noise-meter reacts. It fills about 2/3 when you run too long and fills completely after about 0.5 seconds. Important is that you don't press the walk button at all when doing this. Changing between walking and running seems to trigger the noise-meter a lot faster. Just run normally by pressing the move forward button, let go of it after a second, then run again.&lt;br /&gt;
&lt;br /&gt;
This allows you to take one of the further away crates as the last one and just run back to the door all the way. This fills the noise-meter, but you get out before the cutscene plays (it would play when you go back in, but you won't have to after the last crate). Without the delayed noise-meter, the cutscene would play before you get out if you run all the way.&lt;br /&gt;
&lt;br /&gt;
Even with the delayed noise-meter while having the shotgun selected, the noise-meter seems to fill faster if it is already filled a bit, so be careful with that.&lt;br /&gt;
&lt;br /&gt;
Also sliding to the further away crates saves about 1 second for each crate.&lt;br /&gt;
&lt;br /&gt;
* [http://www.youtube.com/watch?v=lHkqIWX48Ms Video: Comparison between different moving speeds in this mission]&lt;br /&gt;
* [http://www.youtube.com/watch?v=YJ5RB7kzWt0 Video: Demonstration of running with the shotgun]&lt;br /&gt;
&lt;br /&gt;
==The Green Sabre==&lt;br /&gt;
Enemies you kill before driving into the marker where you have to save Sweet, just respawn. The first van spawns once you killed 3 enemies, the second van once you killed 6 enemies and the car once you killed 9 enemies. The mission is completed once you killed all enemies.&lt;br /&gt;
&lt;br /&gt;
===Safe Parking===&lt;br /&gt;
* ''Mission start:'' Vehicles seem to despawn when you park them in the marker. CJ can also sometimes get blocked by a vehicle and has to run around it before answering the phonecall, although it doesn't seem to affect the time, the cutscene always seems to be about 7.6 seconds long. Parking where the Greenwood spawns can prevent that from spawning though.&lt;br /&gt;
&lt;br /&gt;
=Badlands=&lt;br /&gt;
==Against All Odds==&lt;br /&gt;
After leaving the Betting Shop, your Wanted Level will usually be decreased after a short time, leaving you with 3 stars. This doesn't appear to happen when you run a police officer over on the way (or something like that). You can use the two bribe stars in Blueberry to get rid of two more stars, leaving you with only one that should disappear 10 seconds after picking up the last bribe. If you don't loose a star to begin with (leaving you with the initial 4), you can wait a bit after picking up the first bribe, so that another star disappears on it's own before picking up the second bribe.&lt;br /&gt;
&lt;br /&gt;
As opposed to some other missions, you can't finish the mission if you regain a wanted level after loosing it. The marker is only there if you don't have a wanted level at all.&lt;br /&gt;
&lt;br /&gt;
=San Fierro=&lt;br /&gt;
&lt;br /&gt;
==Photo Opportunity==&lt;br /&gt;
&lt;br /&gt;
* Video: [http://www.youtube.com/watch?v=w6yR4xS4SfU Safe spot to do the drop]&lt;br /&gt;
&lt;br /&gt;
==Jizzy (Cutscene)==&lt;br /&gt;
===Safe Parking===&lt;br /&gt;
* ''Cutscene:'' It appears there is not set despawn zone, so it should be safe to park anywhere reasonable.&lt;br /&gt;
&lt;br /&gt;
==Outrider==&lt;br /&gt;
&lt;br /&gt;
The Van starts driving after you get on the Sanchez the mission gives you and arrives at the destination about 4:15 later (if you destroy the roadblocks, it might take longer if it's obstructed in some way).&lt;br /&gt;
&lt;br /&gt;
The enemies at the roadblocks don't attack you (even if you get really close) unless you shoot near them.&lt;br /&gt;
&lt;br /&gt;
===Safe Parking===&lt;br /&gt;
* ''Mission start:'' There is a huge despawn area when you start the mission, so the best way to keep a vehicle is probably in the garage.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| [[File:GTASA Outrider Despawn Area.jpg|thumb|Despawn Area]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Snail Trail==&lt;br /&gt;
''See [[Grand Theft Auto: San Andreas/Missions/Snail Trail]]''&lt;br /&gt;
&lt;br /&gt;
==Ice Cold Killah==&lt;br /&gt;
===Safe Parking===&lt;br /&gt;
* ''Mission start'': The mission start doesn't seem to have a despawn area, you should be safe to just park it anywhere reasonable&lt;br /&gt;
&lt;br /&gt;
==Amphibious Assault==&lt;br /&gt;
After going into the marker near the water and spawning in the water channel between the rocks, you can just climb/jump out of there, walk over the rocks to the water and swim to the ship.&lt;br /&gt;
&lt;br /&gt;
This mission also seems to have [[Grand_Theft_Auto:_San_Andreas/Game_Mechanics_and_Glitches#Harder_AI_after_having_been_in_a_car|more dangerous AI]] when you were in a car before, getting on a bike resets the AI to normal. A boat also seems to affect it the same as a car, so be careful with enemies after having been in a boat.&lt;br /&gt;
&lt;br /&gt;
* Video: [https://www.youtube.com/watch?v=3jwN9A3EX50 Swimming strats]&lt;br /&gt;
&lt;br /&gt;
===Safe Parking===&lt;br /&gt;
* ''Mission start'': The mission start doesn't seem to have a set despawn area, you should be safe to just park anywhere resonable (although it seems if you park it directly against the wall of the house it despawns, so just park it in the marker or something)&lt;br /&gt;
* ''During the mission'': There is a huge area where vehicles are despawned, but there might also be other effects that make certain position unsafe for parking vehicles during all of the mission (picture with safe area needed)&lt;br /&gt;
&lt;br /&gt;
==Pier 69==&lt;br /&gt;
{{GTASAAiAim}}&lt;br /&gt;
&lt;br /&gt;
===Safe Parking===&lt;br /&gt;
* ''Mission start'': If you park the bike a few meters away from the mission start marker, it should be fine (kind of on the half of the sidewalk towards the road)&lt;br /&gt;
* ''After sniping the enemies on the roof'': Pier 69 has a huge despawn area, but there is a specific spot on the roof where you can park a bike so it won't despawn (picture needed)&lt;br /&gt;
** Video: [https://www.youtube.com/watch?v=Ic7bO9QruOY Parking Position]&lt;br /&gt;
&lt;br /&gt;
==Toreno's Last Flight==&lt;br /&gt;
{{GTASAAiAim}}&lt;br /&gt;
&lt;br /&gt;
===Homing Rockets Strategy===&lt;br /&gt;
You need to get Homing Rockets before the mission, then while standing where you spawn after the cutscene, you acquire the helicopter as target and shoot it down.&lt;br /&gt;
&lt;br /&gt;
===Normal Rockets Strategy===&lt;br /&gt;
If you use normal rockets to shoot down the helicopter (either by having some before or taking the ones on the helipad), you can get on the parked bike quickly and drive to where the helicopter turns left towards the highway. If you are fast, you have a few seconds to shoot it there. If you miss, you can also do a backup strat from that position, if you have plenty of rockets: Rockets always seem to explode at the same distance, as long as they don't hit anything before. So if you spam them in the direction of the helicopter's path, they will eventually damage it, even if you don't hit it directly.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|[[File:TorenosLastFlight.jpg|thumb|Shooting position]]&lt;br /&gt;
|[[File:TorenosLastFlightBackup.jpg|thumb|Backup Strategy]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Safe Parking===&lt;br /&gt;
* ''Mission start'': The mission start doesn't seem to have a set despawn area, you should be safe to just park anywhere resonable. Also it doesn't seem to matter at all when you obstruct CJ for the cutscene. Whether you don't obstruct him at all, park a bike where he spawns or even a car where he is supposed to go, the cutscene seems always skipable after 4.6 seconds.&lt;br /&gt;
&lt;br /&gt;
=Las Venturas=&lt;br /&gt;
==Fender Ketchup==&lt;br /&gt;
You have to scare the guy by driving around. The fastest way appears to be doing left handbrake turns. You need to reach a certain speed, then press the handbrake and turn left (turning right doesn't work for some reason). You can do this on the parking lot where the mission starts/ends and just do handbrake U-Turns. If you use the whole space, you just gain enough speed for it.&lt;br /&gt;
&lt;br /&gt;
You can also do the same strat on the street and not do full U-Turns, but instead only turn enough so it triggers, but then keep going straight so you can retain more speed and do the next turn earlier.&lt;br /&gt;
&lt;br /&gt;
* [http://www.youtube.com/watch?v=bjjZx6pCdL0 Video: On the Parking Lot]&lt;br /&gt;
* [http://www.youtube.com/watch?v=mUcYsdKRaRw Video: On the Road]&lt;br /&gt;
&lt;br /&gt;
==Explosive Situation==&lt;br /&gt;
Be careful not to let the Dumper explode, it will fail the mission even after you got all the Dynamite. This can easily happen when you park the Dumper too close to the Forklift that can explode because you have to hit it go get the Dynamite.&lt;br /&gt;
&lt;br /&gt;
==You've Had Your Chips==&lt;br /&gt;
Climb over the fence to the south and walk into the entrance of the factory building to do the &amp;quot;stealth&amp;quot;-approach. If you walk in through the area's main entrance or shoot the car in front of the factory, additional enemies spawn inside the factory.&lt;br /&gt;
&lt;br /&gt;
Once you are inside the factory, it's all about destroying the machines:&lt;br /&gt;
* Once 3 machines are destroyed 3 enemies spawn outside, 2 running into the factory and 1 enemy with an automatic shotgun that can be very dangerous&lt;br /&gt;
* Once 6 machines are destroyed a car with several enemies with SMGs spawns outside and start driving towards the factory entrance&lt;br /&gt;
* Once 9 machines are destroyed you are done and have to head back to the Casino&lt;br /&gt;
&lt;br /&gt;
However there is a way to skip the spawning of the 3 enemies outside. If you destroy the 3rd and 4th machine at exactly the same time (probably the same frame or something) the internal counter probably isn't checked when it is at 3, but only when it is at 4, so the spawn isn't triggered (this also works when you destroy more than 2 machines at once, just make sure the 3rd machine isn't destroyed by itself). The order of the machines doesn't matter, &amp;quot;the 3rd machine&amp;quot; only refers to the number of destroyed machines.&lt;br /&gt;
&lt;br /&gt;
The car is actually technicially spawned when more than 5 machines are destroyed, instead of exactly 6, so the spawning of the car can't be prevented with the same technique.&lt;br /&gt;
&lt;br /&gt;
To destroy several machines at exactly the same time, explosions are probably the only way (fire a rocket between machines that are near together or plant satchel charges).&lt;br /&gt;
&lt;br /&gt;
* [http://www.youtube.com/watch?v=x-BcmcKGoB0 Video: Demonstration of spawning/not spawning enemies (and also of a specific strat for this mission)]&lt;br /&gt;
* [http://www.youtube.com/watch?v=TP0UlZqokMk Video: Demonstration of the spawning car]&lt;br /&gt;
* [http://www.youtube.com/watch?v=CKJmiwssjsI Video: Explanation of a specific strat for this mission]&lt;br /&gt;
* [http://www.youtube.com/watch?v=pjPNRsbOJ7A Video: Possible safer Rocket Strat for the beginning]&lt;br /&gt;
&lt;br /&gt;
==Don Peyote==&lt;br /&gt;
At the snake farm, you need to kill all four farmers, or else they come after you once you activate the marker at the casino, which triggers a cutscene and apparently has a chance to softlock the game.&lt;br /&gt;
&lt;br /&gt;
==Misappropriation==&lt;br /&gt;
&lt;br /&gt;
===If you fail to kill him before he escapes===&lt;br /&gt;
Please note that these are very rough numbers. If the target gets into his heli, the chase takes about 2:00-2:30 (depending on how close you keep to him apparently) to the helipad where he lands and you can shoot him. From there it takes about 35s to landing in front of Caligula's Casino with the helicopter. So given the any% route, it takes about 3 minutes. If you manage to kill him before he escapes, it takes about 1:45 to landing in front of Caligula's Casino, so that is about 1:15 faster. If you die, it takes about 1 minute back to the mission start marker, with trip skip you get to the mission pretty fast, but you still need some time to actually kill the target (also you need to get a weapon for that).&lt;br /&gt;
&lt;br /&gt;
==Green Goo==&lt;br /&gt;
{{GTASAAiAim|It is common to arrive at the start of the mission in a Buffalo, meaning the AIs will be very accurate with their M4s. There is however a PCJ Spawn and the end of the runway which can be used to reset the AI PRIOR to starting the mission. Because you cannot exit the Jetpack during the mission it must be done before.}}&lt;br /&gt;
&lt;br /&gt;
=Return to Los Santos=&lt;br /&gt;
==Vertical Bird==&lt;br /&gt;
If you drive the boat into the back of the ship, then the enemies will have higher accuracy than when you jump out beforehand and swim in.&lt;br /&gt;
&lt;br /&gt;
* Video: [http://www.youtube.com/watch?v=QmfOtvrvQy0 End of the mission]&lt;br /&gt;
&lt;br /&gt;
==Beat Down on BDup==&lt;br /&gt;
{{GTASAAiAim}}&lt;br /&gt;
&lt;br /&gt;
==Cut Throat Business==&lt;br /&gt;
===Safe Parking===&lt;br /&gt;
* ''Mission start:'' This mission seems to have a huge despawn area (400 units radius), so there doesn't seem to be a practical way of keeping a vehicle.&lt;br /&gt;
&lt;br /&gt;
==Los Desperados==&lt;br /&gt;
If you take the territory closest to the train station, then Grove Street gangmembers spawn at the train station, if you approach it through Grove territory. During the mission, the gangmembers required to make the marker appear can be recruited directly at the train station, instead of having to get them into the car and driving them there.&lt;br /&gt;
* Video: [https://www.youtube.com/watch?v=Pl4UXO4BsPM Strategy Explanation]&lt;br /&gt;
* Video: [https://www.youtube.com/watch?v=IwjGNXT6o0A Strategy Comparison]&lt;br /&gt;
&lt;br /&gt;
==End of the Line==&lt;br /&gt;
This mission has Checkpoint Technology: If you die after killing Big Smoke, you start again at the point after killing him if you restart the mission (without loading a save, like trip skip). This is a bit dangerous though (see next paragraph). If you fail the mission during the car section, you start again at the beginning of the car section.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{GTASAAiAim|When you use Checkpoint Technology and restart the mission from the point after killing Smoke and were in a car before, getting on a bike resets the AI to normal. If you already got to the car part and have to restart the mission there, this doesn't matter because you don't get shot anymore (and are in a car anyway).}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Video: [http://www.youtube.com/watch?v=kBb8c7FXmIY AI Accuracy Comparison]&lt;br /&gt;
* Video: [http://www.youtube.com/watch?v=89T-11IBWzc Minigun Slide Demonstration]&lt;/div&gt;</summary>
		<author><name>Joshimuz</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Grand_Theft_Auto:_San_Andreas/Missions</id>
		<title>Grand Theft Auto: San Andreas/Missions</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Grand_Theft_Auto:_San_Andreas/Missions"/>
				<updated>2014-07-23T11:15:55Z</updated>
		
		<summary type="html">&lt;p&gt;Joshimuz: /* End of the Line */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page should contain facts about missions, how specific missions work, but not necessarily how to do them in a certain category. Questions like &amp;quot;What triggers X?&amp;quot; or &amp;quot;Is Y on a timer?&amp;quot; should be answered here.&lt;br /&gt;
&lt;br /&gt;
=Los Santos=&lt;br /&gt;
&lt;br /&gt;
==Big Smoke==&lt;br /&gt;
You don't have to stay on the bike, but you have to stay close to the others so they keep moving. The first cutscene is triggered by Sweet, the mission end is triggered by Ryder (of course you have to be there as well).&lt;br /&gt;
&lt;br /&gt;
==Ryder==&lt;br /&gt;
 Why did you blow up Ryder's car?&lt;br /&gt;
&lt;br /&gt;
Failing the mission makes 30s worth of cutscene in front of the pizza place that is the tutorial for eating skippable. Since you can easily blow up Ryder's car, this mission can be failed easily.&lt;br /&gt;
&lt;br /&gt;
==Drive-Thru==&lt;br /&gt;
Killing the passenger of the Drive-By car makes the driver get out.&lt;br /&gt;
&lt;br /&gt;
==Drive-By==&lt;br /&gt;
* To make sure that the second group of enemies spawns, you should look away from it after killing the first group.&lt;br /&gt;
* It seems that the Pay&amp;amp;Spray is completely scripted and is needed for the Mission End Marker to appear. After you were in the Pay&amp;amp;Spray, you can even get police stars again and still finish the mission.&lt;br /&gt;
&lt;br /&gt;
==Sweet's Girl==&lt;br /&gt;
{{GTASAAiAim}}&lt;br /&gt;
&lt;br /&gt;
==Life's A Beach==&lt;br /&gt;
You can skip the dancing:&lt;br /&gt;
# Find a Grove Street gangmember, recruit him and get him to the locked van&lt;br /&gt;
# Try to get into the locked van (doesn't matter on which side)&lt;br /&gt;
# CJ won't be able to get in, but if you keep trying, the homie will eventually open the passenger side door and get in&lt;br /&gt;
# Once the homie shows any sign of opening the door, hold down either of the gang buttons (G or H by default) until CJ says &amp;quot;See you later homie.&amp;quot; which means the gang is disbanded&lt;br /&gt;
#* Make sure you actually hold down the button, don't just press it shortly, it may seem like it takes a long time for CJ to react&lt;br /&gt;
#* For some the G button seems to work better, for others the H button&lt;br /&gt;
# While disbanding the gang, you move towards the water behind the parked car there and headshot the homie in the van, which should make him fall out leaving the door open&lt;br /&gt;
#* The homie will get out of the van after a few seconds, then get back in switching to the driver side. If the getting out animation has already started when you kill him, he will get out of the van, close the door and then die, so you won't get in. If you are not sure you can make it, wait for him to get back in and then shoot him when he is sitting on the driver side.&lt;br /&gt;
#* Careful: Shooting and aiming at the party can fail the mission, so make sure you are far enough away and have practiced a shooting position that works.&lt;br /&gt;
&lt;br /&gt;
* Video: [http://youtu.be/btn4IdZM34M Dance Skip Tutorial]&lt;br /&gt;
&lt;br /&gt;
==OG Loc==&lt;br /&gt;
# Follow Freddy through the alleys, if you keep close he drives faster&lt;br /&gt;
# Turn left to the quick shot spot and wait for him there, shooting your SMG as he passes to set his bike on fire&lt;br /&gt;
#* If you fail the first spot, you can go to the backup spot&lt;br /&gt;
#* There are different positions to wait at the quick shot spot (on the road, on the sidewalk), important is that you face the right direction and can shoot Freddy quickly&lt;br /&gt;
#*Sometimes cars around the corner you wait get spooked and ram into you, making it harder for you to shoot Freddy&lt;br /&gt;
# After setting his bike on fire, start driving towards your next destination&lt;br /&gt;
#* Unfortunately you loose your bike after the cutscene, so you'll have to find a vehicle on the road, but drive with the bike as far as you can&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Gtasa ogloc map.jpg|thumb|Player route and positions]]&lt;br /&gt;
|[[File:Gtasa ogloc position.jpg|thumb|Position]]&lt;br /&gt;
|[[File:Gtasa ogloc backup position.jpg|thumb|Backup position]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* The mission sets your SMG ammo to 78 once you get on the bike (so it doesn't add an amount to what you had before, it sets it to 78). If you had more than 78 ammo before, it doesn't change it. If you already had a Tec-9, it doesn't replace it.&lt;br /&gt;
* Pushing Freddy off his bike (which you can do when you wait at the quick shot spot) crashes the game.&lt;br /&gt;
&lt;br /&gt;
==Just Business==&lt;br /&gt;
* Once you enter the building with Smoke, the game gives you a Micro-SMG (replacing any previous weapon in that slot) and adds 120 ammo to it (adding to ammo you might have had before). After the autoscroller, the game always gives you a Micro-SMG with 80 ammo (replacing any other weapon in that slot you may have picked up during the mission).&lt;br /&gt;
&lt;br /&gt;
==Doberman==&lt;br /&gt;
&lt;br /&gt;
===Safe Parking===&lt;br /&gt;
* ''Mission start:'' There is a small despawn area beside the marker (towards the road), but it should be safe to park in the half of the marker towards the door. Parking too close towards the door may be dangerous though. You can also get on the bike during the fadeout (press key as soon as the red marker disappears), which will prevent despawning (and is also a bit faster).&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|[[File:GTASA Doberman Despawn Area.jpg|thumb|Mission Start Despawn Areas]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Burning Desire==&lt;br /&gt;
{{GTASAAiAim}}&lt;br /&gt;
* You need to pick up the Molotovs in this mission to make the house vulnerable to fire, picking them up prior to the mission does not help.&lt;br /&gt;
* In the house, you have to pickup the Fire Extuingisher to trigger the cutscene with Denise after which she follows you. If you go up without there is a cutscene that tells you to get it, but even if you enter her room (you can jump over the fire), she just stands there and it doesn't trigger the cutscene after which she follows you.&lt;br /&gt;
* After getting the Fire Extuingisher, you can jump over the fire in her room and trigger the cutscene, but she won't follow you unless you put out the fires in her way. If you let her stay in her room and go out the front door, it still tells you to go back in and get the girl.&lt;br /&gt;
** However, if you manage to push her through the first fire in front of ther room, she will follow you through the other fires.&lt;br /&gt;
* After triggering the cutscene in Denise's room (after which she follows you), the fires disappear when you go out and back into the house. But since you still have to go back up and guide the girl out of the house, it's probably not very useful.&lt;br /&gt;
&lt;br /&gt;
===Safe Parking===&lt;br /&gt;
* ''Mission start:'' You shouldn't park directly in the marker (and possibly where the police car will spawn), but if you park a few meters away, it should be fine. The despawn area isn't as big as in Grey Imports. ([https://forum.speeddemosarchive.com/post/gta_san_andreas_official_thread__484.html#gta_san_andreas_official_thread__484 Forum])&lt;br /&gt;
&lt;br /&gt;
==Grey Imports==&lt;br /&gt;
===Safe Parking===&lt;br /&gt;
* ''Mission start:'' The despawn area is pretty big. Parking on the middle of the road to the east of the marker should be fine though (on the double-line in the center).&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|[[File:GTASA GreyImports Despawn Area.jpg|thumb|Mission Start Despawn Area]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Home Invasion==&lt;br /&gt;
This mission has a special walking animation that makes you move slower. However, if you hold certain weapons, you don't get this slower walking. Most importantly this also affects walking speed when you carry a crate (which is the only time you would be walking anyway, since moving crouched is faster), even though CJ isn't actually holding the weapon in his hands.&lt;br /&gt;
&lt;br /&gt;
Weapons that seem to work for this are weapons you can't sprint with, including: Baseball Bat, Shotgun, Combat Shotgun, Rifle, M4, AK, Sniper Rifle, Flame Thrower, Rocket Launchers&lt;br /&gt;
&lt;br /&gt;
With the Shotgun in particular (and maybe other weapons like the M4 or AK, but not the Baseball Bat) there's another strange behaviour where the noise-meter doesn't fill as fast. Normally if you just run, it fills almost instantly, but while holding the shotgun (again, also when carrying a crate) you can run for about a second before the noise-meter reacts. It fills about 2/3 when you run too long and fills completely after about 0.5 seconds. Important is that you don't press the walk button at all when doing this. Changing between walking and running seems to trigger the noise-meter a lot faster. Just run normally by pressing the move forward button, let go of it after a second, then run again.&lt;br /&gt;
&lt;br /&gt;
This allows you to take one of the further away crates as the last one and just run back to the door all the way. This fills the noise-meter, but you get out before the cutscene plays (it would play when you go back in, but you won't have to after the last crate). Without the delayed noise-meter, the cutscene would play before you get out if you run all the way.&lt;br /&gt;
&lt;br /&gt;
Even with the delayed noise-meter while having the shotgun selected, the noise-meter seems to fill faster if it is already filled a bit, so be careful with that.&lt;br /&gt;
&lt;br /&gt;
Also sliding to the further away crates saves about 1 second for each crate.&lt;br /&gt;
&lt;br /&gt;
* [http://www.youtube.com/watch?v=lHkqIWX48Ms Video: Comparison between different moving speeds in this mission]&lt;br /&gt;
* [http://www.youtube.com/watch?v=YJ5RB7kzWt0 Video: Demonstration of running with the shotgun]&lt;br /&gt;
&lt;br /&gt;
==The Green Sabre==&lt;br /&gt;
Enemies you kill before driving into the marker where you have to save Sweet, just respawn. The first van spawns once you killed 3 enemies, the second van once you killed 6 enemies and the car once you killed 9 enemies. The mission is completed once you killed all enemies.&lt;br /&gt;
&lt;br /&gt;
===Safe Parking===&lt;br /&gt;
* ''Mission start:'' Vehicles seem to despawn when you park them in the marker. CJ can also sometimes get blocked by a vehicle and has to run around it before answering the phonecall, although it doesn't seem to affect the time, the cutscene always seems to be about 7.6 seconds long. Parking where the Greenwood spawns can prevent that from spawning though.&lt;br /&gt;
&lt;br /&gt;
=Badlands=&lt;br /&gt;
==Against All Odds==&lt;br /&gt;
After leaving the Betting Shop, your Wanted Level will usually be decreased after a short time, leaving you with 3 stars. This doesn't appear to happen when you run a police officer over on the way (or something like that). You can use the two bribe stars in Blueberry to get rid of two more stars, leaving you with only one that should disappear 10 seconds after picking up the last bribe. If you don't loose a star to begin with (leaving you with the initial 4), you can wait a bit after picking up the first bribe, so that another star disappears on it's own before picking up the second bribe.&lt;br /&gt;
&lt;br /&gt;
As opposed to some other missions, you can't finish the mission if you regain a wanted level after loosing it. The marker is only there if you don't have a wanted level at all.&lt;br /&gt;
&lt;br /&gt;
=San Fierro=&lt;br /&gt;
&lt;br /&gt;
==Photo Opportunity==&lt;br /&gt;
&lt;br /&gt;
* Video: [http://www.youtube.com/watch?v=w6yR4xS4SfU Safe spot to do the drop]&lt;br /&gt;
&lt;br /&gt;
==Jizzy (Cutscene)==&lt;br /&gt;
===Safe Parking===&lt;br /&gt;
* ''Cutscene:'' It appears there is not set despawn zone, so it should be safe to park anywhere reasonable.&lt;br /&gt;
&lt;br /&gt;
==Outrider==&lt;br /&gt;
&lt;br /&gt;
The Van starts driving after you get on the Sanchez the mission gives you and arrives at the destination about 4:15 later (if you destroy the roadblocks, it might take longer if it's obstructed in some way).&lt;br /&gt;
&lt;br /&gt;
The enemies at the roadblocks don't attack you (even if you get really close) unless you shoot near them.&lt;br /&gt;
&lt;br /&gt;
===Safe Parking===&lt;br /&gt;
* ''Mission start:'' There is a huge despawn area when you start the mission, so the best way to keep a vehicle is probably in the garage.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| [[File:GTASA Outrider Despawn Area.jpg|thumb|Despawn Area]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Snail Trail==&lt;br /&gt;
''See [[Grand Theft Auto: San Andreas/Missions/Snail Trail]]''&lt;br /&gt;
&lt;br /&gt;
==Ice Cold Killah==&lt;br /&gt;
===Safe Parking===&lt;br /&gt;
* ''Mission start'': The mission start doesn't seem to have a despawn area, you should be safe to just park it anywhere reasonable&lt;br /&gt;
&lt;br /&gt;
==Amphibious Assault==&lt;br /&gt;
After going into the marker near the water and spawning in the water channel between the rocks, you can just climb/jump out of there, walk over the rocks to the water and swim to the ship.&lt;br /&gt;
&lt;br /&gt;
This mission also seems to have [[Grand_Theft_Auto:_San_Andreas/Game_Mechanics_and_Glitches#Harder_AI_after_having_been_in_a_car|more dangerous AI]] when you were in a car before, getting on a bike resets the AI to normal. A boat also seems to affect it the same as a car, so be careful with enemies after having been in a boat.&lt;br /&gt;
&lt;br /&gt;
* Video: [https://www.youtube.com/watch?v=3jwN9A3EX50 Swimming strats]&lt;br /&gt;
&lt;br /&gt;
===Safe Parking===&lt;br /&gt;
* ''Mission start'': The mission start doesn't seem to have a set despawn area, you should be safe to just park anywhere resonable (although it seems if you park it directly against the wall of the house it despawns, so just park it in the marker or something)&lt;br /&gt;
* ''During the mission'': There is a huge area where vehicles are despawned, but there might also be other effects that make certain position unsafe for parking vehicles during all of the mission (picture with safe area needed)&lt;br /&gt;
&lt;br /&gt;
==Pier 69==&lt;br /&gt;
{{GTASAAiAim}}&lt;br /&gt;
&lt;br /&gt;
===Safe Parking===&lt;br /&gt;
* ''Mission start'': If you park the bike a few meters away from the mission start marker, it should be fine (kind of on the half of the sidewalk towards the road)&lt;br /&gt;
* ''After sniping the enemies on the roof'': Pier 69 has a huge despawn area, but there is a specific spot on the roof where you can park a bike so it won't despawn (picture needed)&lt;br /&gt;
** Video: [https://www.youtube.com/watch?v=Ic7bO9QruOY Parking Position]&lt;br /&gt;
&lt;br /&gt;
==Toreno's Last Flight==&lt;br /&gt;
{{GTASAAiAim}}&lt;br /&gt;
&lt;br /&gt;
===Homing Rockets Strategy===&lt;br /&gt;
You need to get Homing Rockets before the mission, then while standing where you spawn after the cutscene, you acquire the helicopter as target and shoot it down.&lt;br /&gt;
&lt;br /&gt;
===Normal Rockets Strategy===&lt;br /&gt;
If you use normal rockets to shoot down the helicopter (either by having some before or taking the ones on the helipad), you can get on the parked bike quickly and drive to where the helicopter turns left towards the highway. If you are fast, you have a few seconds to shoot it there. If you miss, you can also do a backup strat from that position, if you have plenty of rockets: Rockets always seem to explode at the same distance, as long as they don't hit anything before. So if you spam them in the direction of the helicopter's path, they will eventually damage it, even if you don't hit it directly.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|[[File:TorenosLastFlight.jpg|thumb|Shooting position]]&lt;br /&gt;
|[[File:TorenosLastFlightBackup.jpg|thumb|Backup Strategy]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Safe Parking===&lt;br /&gt;
* ''Mission start'': The mission start doesn't seem to have a set despawn area, you should be safe to just park anywhere resonable. Also it doesn't seem to matter at all when you obstruct CJ for the cutscene. Whether you don't obstruct him at all, park a bike where he spawns or even a car where he is supposed to go, the cutscene seems always skipable after 4.6 seconds.&lt;br /&gt;
&lt;br /&gt;
=Las Venturas=&lt;br /&gt;
==Fender Ketchup==&lt;br /&gt;
You have to scare the guy by driving around. The fastest way appears to be doing left handbrake turns. You need to reach a certain speed, then press the handbrake and turn left (turning right doesn't work for some reason). You can do this on the parking lot where the mission starts/ends and just do handbrake U-Turns. If you use the whole space, you just gain enough speed for it.&lt;br /&gt;
&lt;br /&gt;
You can also do the same strat on the street and not do full U-Turns, but instead only turn enough so it triggers, but then keep going straight so you can retain more speed and do the next turn earlier.&lt;br /&gt;
&lt;br /&gt;
* [http://www.youtube.com/watch?v=bjjZx6pCdL0 Video: On the Parking Lot]&lt;br /&gt;
* [http://www.youtube.com/watch?v=mUcYsdKRaRw Video: On the Road]&lt;br /&gt;
&lt;br /&gt;
==Explosive Situation==&lt;br /&gt;
Be careful not to let the Dumper explode, it will fail the mission even after you got all the Dynamite. This can easily happen when you park the Dumper too close to the Forklift that can explode because you have to hit it go get the Dynamite.&lt;br /&gt;
&lt;br /&gt;
==You've Had Your Chips==&lt;br /&gt;
Climb over the fence to the south and walk into the entrance of the factory building to do the &amp;quot;stealth&amp;quot;-approach. If you walk in through the area's main entrance or shoot the car in front of the factory, additional enemies spawn inside the factory.&lt;br /&gt;
&lt;br /&gt;
Once you are inside the factory, it's all about destroying the machines:&lt;br /&gt;
* Once 3 machines are destroyed 3 enemies spawn outside, 2 running into the factory and 1 enemy with an automatic shotgun that can be very dangerous&lt;br /&gt;
* Once 6 machines are destroyed a car with several enemies with SMGs spawns outside and start driving towards the factory entrance&lt;br /&gt;
* Once 9 machines are destroyed you are done and have to head back to the Casino&lt;br /&gt;
&lt;br /&gt;
However there is a way to skip the spawning of the 3 enemies outside. If you destroy the 3rd and 4th machine at exactly the same time (probably the same frame or something) the internal counter probably isn't checked when it is at 3, but only when it is at 4, so the spawn isn't triggered (this also works when you destroy more than 2 machines at once, just make sure the 3rd machine isn't destroyed by itself). The order of the machines doesn't matter, &amp;quot;the 3rd machine&amp;quot; only refers to the number of destroyed machines.&lt;br /&gt;
&lt;br /&gt;
The car is actually technicially spawned when more than 5 machines are destroyed, instead of exactly 6, so the spawning of the car can't be prevented with the same technique.&lt;br /&gt;
&lt;br /&gt;
To destroy several machines at exactly the same time, explosions are probably the only way (fire a rocket between machines that are near together or plant satchel charges).&lt;br /&gt;
&lt;br /&gt;
* [http://www.youtube.com/watch?v=x-BcmcKGoB0 Video: Demonstration of spawning/not spawning enemies (and also of a specific strat for this mission)]&lt;br /&gt;
* [http://www.youtube.com/watch?v=TP0UlZqokMk Video: Demonstration of the spawning car]&lt;br /&gt;
* [http://www.youtube.com/watch?v=CKJmiwssjsI Video: Explanation of a specific strat for this mission]&lt;br /&gt;
* [http://www.youtube.com/watch?v=pjPNRsbOJ7A Video: Possible safer Rocket Strat for the beginning]&lt;br /&gt;
&lt;br /&gt;
==Don Peyote==&lt;br /&gt;
At the snake farm, you need to kill all four farmers, or else they come after you once you activate the marker at the casino, which triggers a cutscene and apparently has a chance to softlock the game.&lt;br /&gt;
&lt;br /&gt;
==Misappropriation==&lt;br /&gt;
&lt;br /&gt;
===If you fail to kill him before he escapes===&lt;br /&gt;
Please note that these are very rough numbers. If the target gets into his heli, the chase takes about 2:00-2:30 (depending on how close you keep to him apparently) to the helipad where he lands and you can shoot him. From there it takes about 35s to landing in front of Caligula's Casino with the helicopter. So given the any% route, it takes about 3 minutes. If you manage to kill him before he escapes, it takes about 1:45 to landing in front of Caligula's Casino, so that is about 1:15 faster. If you die, it takes about 1 minute back to the mission start marker, with trip skip you get to the mission pretty fast, but you still need some time to actually kill the target (also you need to get a weapon for that).&lt;br /&gt;
&lt;br /&gt;
==Green Goo==&lt;br /&gt;
{{GTASAAiAim}}&lt;br /&gt;
&lt;br /&gt;
=Return to Los Santos=&lt;br /&gt;
==Vertical Bird==&lt;br /&gt;
If you drive the boat into the back of the ship, then the enemies will have higher accuracy than when you jump out beforehand and swim in.&lt;br /&gt;
&lt;br /&gt;
* Video: [http://www.youtube.com/watch?v=QmfOtvrvQy0 End of the mission]&lt;br /&gt;
&lt;br /&gt;
==Beat Down on BDup==&lt;br /&gt;
{{GTASAAiAim}}&lt;br /&gt;
&lt;br /&gt;
==Cut Throat Business==&lt;br /&gt;
===Safe Parking===&lt;br /&gt;
* ''Mission start:'' This mission seems to have a huge despawn area (400 units radius), so there doesn't seem to be a practical way of keeping a vehicle.&lt;br /&gt;
&lt;br /&gt;
==Los Desperados==&lt;br /&gt;
If you take the territory closest to the train station, then Grove Street gangmembers spawn at the train station, if you approach it through Grove territory. During the mission, the gangmembers required to make the marker appear can be recruited directly at the train station, instead of having to get them into the car and driving them there.&lt;br /&gt;
* Video: [https://www.youtube.com/watch?v=Pl4UXO4BsPM Strategy Explanation]&lt;br /&gt;
* Video: [https://www.youtube.com/watch?v=IwjGNXT6o0A Strategy Comparison]&lt;br /&gt;
&lt;br /&gt;
==End of the Line==&lt;br /&gt;
This mission has Checkpoint Technology: If you die after killing Big Smoke, you start again at the point after killing him if you restart the mission (without loading a save, like trip skip). This is a bit dangerous though (see next paragraph). If you fail the mission during the car section, you start again at the beginning of the car section.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{GTASAAiAim|When you use Checkpoint Technology and restart the mission from the point after killing Smoke and were in a car before, getting on a bike resets the AI to normal. If you already got to the car part and have to restart the mission there, this doesn't matter because you don't get shot anymore (and are in a car anyway).}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Video: [http://www.youtube.com/watch?v=kBb8c7FXmIY AI Accuracy Comparison]&lt;br /&gt;
* Video: [http://www.youtube.com/watch?v=89T-11IBWzc Minigun Slide Demonstration]&lt;/div&gt;</summary>
		<author><name>Joshimuz</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Grand_Theft_Auto:_San_Andreas/Missions</id>
		<title>Grand Theft Auto: San Andreas/Missions</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Grand_Theft_Auto:_San_Andreas/Missions"/>
				<updated>2014-07-23T09:27:00Z</updated>
		
		<summary type="html">&lt;p&gt;Joshimuz: /* End of the Line */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page should contain facts about missions, how specific missions work, but not necessarily how to do them in a certain category. Questions like &amp;quot;What triggers X?&amp;quot; or &amp;quot;Is Y on a timer?&amp;quot; should be answered here.&lt;br /&gt;
&lt;br /&gt;
=Los Santos=&lt;br /&gt;
&lt;br /&gt;
==Big Smoke==&lt;br /&gt;
You don't have to stay on the bike, but you have to stay close to the others so they keep moving. The first cutscene is triggered by Sweet, the mission end is triggered by Ryder (of course you have to be there as well).&lt;br /&gt;
&lt;br /&gt;
==Ryder==&lt;br /&gt;
 Why did you blow up Ryder's car?&lt;br /&gt;
&lt;br /&gt;
Failing the mission makes 30s worth of cutscene in front of the pizza place that is the tutorial for eating skippable. Since you can easily blow up Ryder's car, this mission can be failed easily.&lt;br /&gt;
&lt;br /&gt;
==Drive-Thru==&lt;br /&gt;
Killing the passenger of the Drive-By car makes the driver get out.&lt;br /&gt;
&lt;br /&gt;
==Drive-By==&lt;br /&gt;
* To make sure that the second group of enemies spawns, you should look away from it after killing the first group.&lt;br /&gt;
* It seems that the Pay&amp;amp;Spray is completely scripted and is needed for the Mission End Marker to appear. After you were in the Pay&amp;amp;Spray, you can even get police stars again and still finish the mission.&lt;br /&gt;
&lt;br /&gt;
==Sweet's Girl==&lt;br /&gt;
{{GTASAAiAim}}&lt;br /&gt;
&lt;br /&gt;
==Life's A Beach==&lt;br /&gt;
You can skip the dancing:&lt;br /&gt;
# Find a Grove Street gangmember, recruit him and get him to the locked van&lt;br /&gt;
# Try to get into the locked van (doesn't matter on which side)&lt;br /&gt;
# CJ won't be able to get in, but if you keep trying, the homie will eventually open the passenger side door and get in&lt;br /&gt;
# Once the homie shows any sign of opening the door, hold down either of the gang buttons (G or H by default) until CJ says &amp;quot;See you later homie.&amp;quot; which means the gang is disbanded&lt;br /&gt;
#* Make sure you actually hold down the button, don't just press it shortly, it may seem like it takes a long time for CJ to react&lt;br /&gt;
#* For some the G button seems to work better, for others the H button&lt;br /&gt;
# While disbanding the gang, you move towards the water behind the parked car there and headshot the homie in the van, which should make him fall out leaving the door open&lt;br /&gt;
#* The homie will get out of the van after a few seconds, then get back in switching to the driver side. If the getting out animation has already started when you kill him, he will get out of the van, close the door and then die, so you won't get in. If you are not sure you can make it, wait for him to get back in and then shoot him when he is sitting on the driver side.&lt;br /&gt;
#* Careful: Shooting and aiming at the party can fail the mission, so make sure you are far enough away and have practiced a shooting position that works.&lt;br /&gt;
&lt;br /&gt;
* Video: [http://youtu.be/btn4IdZM34M Dance Skip Tutorial]&lt;br /&gt;
&lt;br /&gt;
==OG Loc==&lt;br /&gt;
# Follow Freddy through the alleys, if you keep close he drives faster&lt;br /&gt;
# Turn left to the quick shot spot and wait for him there, shooting your SMG as he passes to set his bike on fire&lt;br /&gt;
#* If you fail the first spot, you can go to the backup spot&lt;br /&gt;
#* There are different positions to wait at the quick shot spot (on the road, on the sidewalk), important is that you face the right direction and can shoot Freddy quickly&lt;br /&gt;
#*Sometimes cars around the corner you wait get spooked and ram into you, making it harder for you to shoot Freddy&lt;br /&gt;
# After setting his bike on fire, start driving towards your next destination&lt;br /&gt;
#* Unfortunately you loose your bike after the cutscene, so you'll have to find a vehicle on the road, but drive with the bike as far as you can&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Gtasa ogloc map.jpg|thumb|Player route and positions]]&lt;br /&gt;
|[[File:Gtasa ogloc position.jpg|thumb|Position]]&lt;br /&gt;
|[[File:Gtasa ogloc backup position.jpg|thumb|Backup position]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* The mission sets your SMG ammo to 78 once you get on the bike (so it doesn't add an amount to what you had before, it sets it to 78). If you had more than 78 ammo before, it doesn't change it. If you already had a Tec-9, it doesn't replace it.&lt;br /&gt;
* Pushing Freddy off his bike (which you can do when you wait at the quick shot spot) crashes the game.&lt;br /&gt;
&lt;br /&gt;
==Just Business==&lt;br /&gt;
* Once you enter the building with Smoke, the game gives you a Micro-SMG (replacing any previous weapon in that slot) and adds 120 ammo to it (adding to ammo you might have had before). After the autoscroller, the game always gives you a Micro-SMG with 80 ammo (replacing any other weapon in that slot you may have picked up during the mission).&lt;br /&gt;
&lt;br /&gt;
==Doberman==&lt;br /&gt;
&lt;br /&gt;
===Safe Parking===&lt;br /&gt;
* ''Mission start:'' There is a small despawn area beside the marker (towards the road), but it should be safe to park in the half of the marker towards the door. Parking too close towards the door may be dangerous though. You can also get on the bike during the fadeout (press key as soon as the red marker disappears), which will prevent despawning (and is also a bit faster).&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|[[File:GTASA Doberman Despawn Area.jpg|thumb|Mission Start Despawn Areas]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Burning Desire==&lt;br /&gt;
{{GTASAAiAim}}&lt;br /&gt;
* You need to pick up the Molotovs in this mission to make the house vulnerable to fire, picking them up prior to the mission does not help.&lt;br /&gt;
* In the house, you have to pickup the Fire Extuingisher to trigger the cutscene with Denise after which she follows you. If you go up without there is a cutscene that tells you to get it, but even if you enter her room (you can jump over the fire), she just stands there and it doesn't trigger the cutscene after which she follows you.&lt;br /&gt;
* After getting the Fire Extuingisher, you can jump over the fire in her room and trigger the cutscene, but she won't follow you unless you put out the fires in her way. If you let her stay in her room and go out the front door, it still tells you to go back in and get the girl.&lt;br /&gt;
** However, if you manage to push her through the first fire in front of ther room, she will follow you through the other fires.&lt;br /&gt;
* After triggering the cutscene in Denise's room (after which she follows you), the fires disappear when you go out and back into the house. But since you still have to go back up and guide the girl out of the house, it's probably not very useful.&lt;br /&gt;
&lt;br /&gt;
===Safe Parking===&lt;br /&gt;
* ''Mission start:'' You shouldn't park directly in the marker (and possibly where the police car will spawn), but if you park a few meters away, it should be fine. The despawn area isn't as big as in Grey Imports. ([https://forum.speeddemosarchive.com/post/gta_san_andreas_official_thread__484.html#gta_san_andreas_official_thread__484 Forum])&lt;br /&gt;
&lt;br /&gt;
==Grey Imports==&lt;br /&gt;
===Safe Parking===&lt;br /&gt;
* ''Mission start:'' The despawn area is pretty big. Parking on the middle of the road to the east of the marker should be fine though (on the double-line in the center).&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|[[File:GTASA GreyImports Despawn Area.jpg|thumb|Mission Start Despawn Area]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Home Invasion==&lt;br /&gt;
This mission has a special walking animation that makes you move slower. However, if you hold certain weapons, you don't get this slower walking. Most importantly this also affects walking speed when you carry a crate (which is the only time you would be walking anyway, since moving crouched is faster), even though CJ isn't actually holding the weapon in his hands.&lt;br /&gt;
&lt;br /&gt;
Weapons that seem to work for this are weapons you can't sprint with, including: Baseball Bat, Shotgun, Combat Shotgun, Rifle, M4, AK, Sniper Rifle, Flame Thrower, Rocket Launchers&lt;br /&gt;
&lt;br /&gt;
With the Shotgun in particular (and maybe other weapons like the M4 or AK, but not the Baseball Bat) there's another strange behaviour where the noise-meter doesn't fill as fast. Normally if you just run, it fills almost instantly, but while holding the shotgun (again, also when carrying a crate) you can run for about a second before the noise-meter reacts. It fills about 2/3 when you run too long and fills completely after about 0.5 seconds. Important is that you don't press the walk button at all when doing this. Changing between walking and running seems to trigger the noise-meter a lot faster. Just run normally by pressing the move forward button, let go of it after a second, then run again.&lt;br /&gt;
&lt;br /&gt;
This allows you to take one of the further away crates as the last one and just run back to the door all the way. This fills the noise-meter, but you get out before the cutscene plays (it would play when you go back in, but you won't have to after the last crate). Without the delayed noise-meter, the cutscene would play before you get out if you run all the way.&lt;br /&gt;
&lt;br /&gt;
Even with the delayed noise-meter while having the shotgun selected, the noise-meter seems to fill faster if it is already filled a bit, so be careful with that.&lt;br /&gt;
&lt;br /&gt;
Also sliding to the further away crates saves about 1 second for each crate.&lt;br /&gt;
&lt;br /&gt;
* [http://www.youtube.com/watch?v=lHkqIWX48Ms Video: Comparison between different moving speeds in this mission]&lt;br /&gt;
* [http://www.youtube.com/watch?v=YJ5RB7kzWt0 Video: Demonstration of running with the shotgun]&lt;br /&gt;
&lt;br /&gt;
==The Green Sabre==&lt;br /&gt;
Enemies you kill before driving into the marker where you have to save Sweet, just respawn. The first van spawns once you killed 3 enemies, the second van once you killed 6 enemies and the car once you killed 9 enemies. The mission is completed once you killed all enemies.&lt;br /&gt;
&lt;br /&gt;
===Safe Parking===&lt;br /&gt;
* ''Mission start:'' Vehicles seem to despawn when you park them in the marker. CJ can also sometimes get blocked by a vehicle and has to run around it before answering the phonecall, although it doesn't seem to affect the time, the cutscene always seems to be about 7.6 seconds long. Parking where the Greenwood spawns can prevent that from spawning though.&lt;br /&gt;
&lt;br /&gt;
=Badlands=&lt;br /&gt;
==Against All Odds==&lt;br /&gt;
After leaving the Betting Shop, your Wanted Level will usually be decreased after a short time, leaving you with 3 stars. This doesn't appear to happen when you run a police officer over on the way (or something like that). You can use the two bribe stars in Blueberry to get rid of two more stars, leaving you with only one that should disappear 10 seconds after picking up the last bribe. If you don't loose a star to begin with (leaving you with the initial 4), you can wait a bit after picking up the first bribe, so that another star disappears on it's own before picking up the second bribe.&lt;br /&gt;
&lt;br /&gt;
As opposed to some other missions, you can't finish the mission if you regain a wanted level after loosing it. The marker is only there if you don't have a wanted level at all.&lt;br /&gt;
&lt;br /&gt;
=San Fierro=&lt;br /&gt;
&lt;br /&gt;
==Photo Opportunity==&lt;br /&gt;
&lt;br /&gt;
* Video: [http://www.youtube.com/watch?v=w6yR4xS4SfU Safe spot to do the drop]&lt;br /&gt;
&lt;br /&gt;
==Jizzy (Cutscene)==&lt;br /&gt;
===Safe Parking===&lt;br /&gt;
* ''Cutscene:'' It appears there is not set despawn zone, so it should be safe to park anywhere reasonable.&lt;br /&gt;
&lt;br /&gt;
==Outrider==&lt;br /&gt;
&lt;br /&gt;
The Van starts driving after you get on the Sanchez the mission gives you and arrives at the destination about 4:15 later (if you destroy the roadblocks, it might take longer if it's obstructed in some way).&lt;br /&gt;
&lt;br /&gt;
The enemies at the roadblocks don't attack you (even if you get really close) unless you shoot near them.&lt;br /&gt;
&lt;br /&gt;
===Safe Parking===&lt;br /&gt;
* ''Mission start:'' There is a huge despawn area when you start the mission, so the best way to keep a vehicle is probably in the garage.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| [[File:GTASA Outrider Despawn Area.jpg|thumb|Despawn Area]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Snail Trail==&lt;br /&gt;
''See [[Grand Theft Auto: San Andreas/Missions/Snail Trail]]''&lt;br /&gt;
&lt;br /&gt;
==Ice Cold Killah==&lt;br /&gt;
===Safe Parking===&lt;br /&gt;
* ''Mission start'': The mission start doesn't seem to have a despawn area, you should be safe to just park it anywhere reasonable&lt;br /&gt;
&lt;br /&gt;
==Amphibious Assault==&lt;br /&gt;
After going into the marker near the water and spawning in the water channel between the rocks, you can just climb/jump out of there, walk over the rocks to the water and swim to the ship.&lt;br /&gt;
&lt;br /&gt;
This mission also seems to have [[Grand_Theft_Auto:_San_Andreas/Game_Mechanics_and_Glitches#Harder_AI_after_having_been_in_a_car|more dangerous AI]] when you were in a car before, getting on a bike resets the AI to normal. A boat also seems to affect it the same as a car, so be careful with enemies after having been in a boat.&lt;br /&gt;
&lt;br /&gt;
* Video: [https://www.youtube.com/watch?v=3jwN9A3EX50 Swimming strats]&lt;br /&gt;
&lt;br /&gt;
===Safe Parking===&lt;br /&gt;
* ''Mission start'': The mission start doesn't seem to have a set despawn area, you should be safe to just park anywhere resonable (although it seems if you park it directly against the wall of the house it despawns, so just park it in the marker or something)&lt;br /&gt;
* ''During the mission'': There is a huge area where vehicles are despawned, but there might also be other effects that make certain position unsafe for parking vehicles during all of the mission (picture with safe area needed)&lt;br /&gt;
&lt;br /&gt;
==Pier 69==&lt;br /&gt;
{{GTASAAiAim}}&lt;br /&gt;
&lt;br /&gt;
===Safe Parking===&lt;br /&gt;
* ''Mission start'': If you park the bike a few meters away from the mission start marker, it should be fine (kind of on the half of the sidewalk towards the road)&lt;br /&gt;
* ''After sniping the enemies on the roof'': Pier 69 has a huge despawn area, but there is a specific spot on the roof where you can park a bike so it won't despawn (picture needed)&lt;br /&gt;
** Video: [https://www.youtube.com/watch?v=Ic7bO9QruOY Parking Position]&lt;br /&gt;
&lt;br /&gt;
==Toreno's Last Flight==&lt;br /&gt;
{{GTASAAiAim}}&lt;br /&gt;
&lt;br /&gt;
===Homing Rockets Strategy===&lt;br /&gt;
You need to get Homing Rockets before the mission, then while standing where you spawn after the cutscene, you acquire the helicopter as target and shoot it down.&lt;br /&gt;
&lt;br /&gt;
===Normal Rockets Strategy===&lt;br /&gt;
If you use normal rockets to shoot down the helicopter (either by having some before or taking the ones on the helipad), you can get on the parked bike quickly and drive to where the helicopter turns left towards the highway. If you are fast, you have a few seconds to shoot it there. If you miss, you can also do a backup strat from that position, if you have plenty of rockets: Rockets always seem to explode at the same distance, as long as they don't hit anything before. So if you spam them in the direction of the helicopter's path, they will eventually damage it, even if you don't hit it directly.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|[[File:TorenosLastFlight.jpg|thumb|Shooting position]]&lt;br /&gt;
|[[File:TorenosLastFlightBackup.jpg|thumb|Backup Strategy]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Safe Parking===&lt;br /&gt;
* ''Mission start'': The mission start doesn't seem to have a set despawn area, you should be safe to just park anywhere resonable. Also it doesn't seem to matter at all when you obstruct CJ for the cutscene. Whether you don't obstruct him at all, park a bike where he spawns or even a car where he is supposed to go, the cutscene seems always skipable after 4.6 seconds.&lt;br /&gt;
&lt;br /&gt;
=Las Venturas=&lt;br /&gt;
==Fender Ketchup==&lt;br /&gt;
You have to scare the guy by driving around. The fastest way appears to be doing left handbrake turns. You need to reach a certain speed, then press the handbrake and turn left (turning right doesn't work for some reason). You can do this on the parking lot where the mission starts/ends and just do handbrake U-Turns. If you use the whole space, you just gain enough speed for it.&lt;br /&gt;
&lt;br /&gt;
You can also do the same strat on the street and not do full U-Turns, but instead only turn enough so it triggers, but then keep going straight so you can retain more speed and do the next turn earlier.&lt;br /&gt;
&lt;br /&gt;
* [http://www.youtube.com/watch?v=bjjZx6pCdL0 Video: On the Parking Lot]&lt;br /&gt;
* [http://www.youtube.com/watch?v=mUcYsdKRaRw Video: On the Road]&lt;br /&gt;
&lt;br /&gt;
==Explosive Situation==&lt;br /&gt;
Be careful not to let the Dumper explode, it will fail the mission even after you got all the Dynamite. This can easily happen when you park the Dumper too close to the Forklift that can explode because you have to hit it go get the Dynamite.&lt;br /&gt;
&lt;br /&gt;
==You've Had Your Chips==&lt;br /&gt;
Climb over the fence to the south and walk into the entrance of the factory building to do the &amp;quot;stealth&amp;quot;-approach. If you walk in through the area's main entrance or shoot the car in front of the factory, additional enemies spawn inside the factory.&lt;br /&gt;
&lt;br /&gt;
Once you are inside the factory, it's all about destroying the machines:&lt;br /&gt;
* Once 3 machines are destroyed 3 enemies spawn outside, 2 running into the factory and 1 enemy with an automatic shotgun that can be very dangerous&lt;br /&gt;
* Once 6 machines are destroyed a car with several enemies with SMGs spawns outside and start driving towards the factory entrance&lt;br /&gt;
* Once 9 machines are destroyed you are done and have to head back to the Casino&lt;br /&gt;
&lt;br /&gt;
However there is a way to skip the spawning of the 3 enemies outside. If you destroy the 3rd and 4th machine at exactly the same time (probably the same frame or something) the internal counter probably isn't checked when it is at 3, but only when it is at 4, so the spawn isn't triggered (this also works when you destroy more than 2 machines at once, just make sure the 3rd machine isn't destroyed by itself). The order of the machines doesn't matter, &amp;quot;the 3rd machine&amp;quot; only refers to the number of destroyed machines.&lt;br /&gt;
&lt;br /&gt;
The car is actually technicially spawned when more than 5 machines are destroyed, instead of exactly 6, so the spawning of the car can't be prevented with the same technique.&lt;br /&gt;
&lt;br /&gt;
To destroy several machines at exactly the same time, explosions are probably the only way (fire a rocket between machines that are near together or plant satchel charges).&lt;br /&gt;
&lt;br /&gt;
* [http://www.youtube.com/watch?v=x-BcmcKGoB0 Video: Demonstration of spawning/not spawning enemies (and also of a specific strat for this mission)]&lt;br /&gt;
* [http://www.youtube.com/watch?v=TP0UlZqokMk Video: Demonstration of the spawning car]&lt;br /&gt;
* [http://www.youtube.com/watch?v=CKJmiwssjsI Video: Explanation of a specific strat for this mission]&lt;br /&gt;
* [http://www.youtube.com/watch?v=pjPNRsbOJ7A Video: Possible safer Rocket Strat for the beginning]&lt;br /&gt;
&lt;br /&gt;
==Don Peyote==&lt;br /&gt;
At the snake farm, you need to kill all four farmers, or else they come after you once you activate the marker at the casino, which triggers a cutscene and apparently has a chance to softlock the game.&lt;br /&gt;
&lt;br /&gt;
==Misappropriation==&lt;br /&gt;
&lt;br /&gt;
===If you fail to kill him before he escapes===&lt;br /&gt;
Please note that these are very rough numbers. If the target gets into his heli, the chase takes about 2:00-2:30 (depending on how close you keep to him apparently) to the helipad where he lands and you can shoot him. From there it takes about 35s to landing in front of Caligula's Casino with the helicopter. So given the any% route, it takes about 3 minutes. If you manage to kill him before he escapes, it takes about 1:45 to landing in front of Caligula's Casino, so that is about 1:15 faster. If you die, it takes about 1 minute back to the mission start marker, with trip skip you get to the mission pretty fast, but you still need some time to actually kill the target (also you need to get a weapon for that).&lt;br /&gt;
&lt;br /&gt;
==Green Goo==&lt;br /&gt;
{{GTASAAiAim}}&lt;br /&gt;
&lt;br /&gt;
=Return to Los Santos=&lt;br /&gt;
==Vertical Bird==&lt;br /&gt;
If you drive the boat into the back of the ship, then the enemies will have higher accuracy than when you jump out beforehand and swim in.&lt;br /&gt;
&lt;br /&gt;
* Video: [http://www.youtube.com/watch?v=QmfOtvrvQy0 End of the mission]&lt;br /&gt;
&lt;br /&gt;
==Beat Down on BDup==&lt;br /&gt;
{{GTASAAiAim}}&lt;br /&gt;
&lt;br /&gt;
==Cut Throat Business==&lt;br /&gt;
===Safe Parking===&lt;br /&gt;
* ''Mission start:'' This mission seems to have a huge despawn area (400 units radius), so there doesn't seem to be a practical way of keeping a vehicle.&lt;br /&gt;
&lt;br /&gt;
==Los Desperados==&lt;br /&gt;
If you take the territory closest to the train station, then Grove Street gangmembers spawn at the train station, if you approach it through Grove territory. During the mission, the gangmembers required to make the marker appear can be recruited directly at the train station, instead of having to get them into the car and driving them there.&lt;br /&gt;
* Video: [https://www.youtube.com/watch?v=Pl4UXO4BsPM Strategy Explanation]&lt;br /&gt;
* Video: [https://www.youtube.com/watch?v=IwjGNXT6o0A Strategy Comparison]&lt;br /&gt;
&lt;br /&gt;
==End of the Line==&lt;br /&gt;
This mission has Checkpoint Technology: If you die after killing Big Smoke, you start again at the point after killing him if you restart the mission (without loading a save, like trip skip). This is a bit dangerous though (see next paragraph). If you fail the mission during the car section, you start again at the beginning of the car section.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{GTASAAiAim}}&lt;br /&gt;
When you use Checkpoint Technology and restart the mission from the point after killing Smoke and were in a car before, getting on a bike resets the AI to normal. If you already got to the car part and have to restart the mission there, this doesn't matter because you don't get shot anymore (and are in a car anyway).&lt;br /&gt;
&lt;br /&gt;
* Video: [http://www.youtube.com/watch?v=kBb8c7FXmIY AI Accuracy Comparison]&lt;br /&gt;
* Video: [http://www.youtube.com/watch?v=89T-11IBWzc Minigun Slide Demonstration]&lt;/div&gt;</summary>
		<author><name>Joshimuz</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Grand_Theft_Auto:_San_Andreas/Missions</id>
		<title>Grand Theft Auto: San Andreas/Missions</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Grand_Theft_Auto:_San_Andreas/Missions"/>
				<updated>2014-07-23T09:24:13Z</updated>
		
		<summary type="html">&lt;p&gt;Joshimuz: /* Beat Down on BDup */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page should contain facts about missions, how specific missions work, but not necessarily how to do them in a certain category. Questions like &amp;quot;What triggers X?&amp;quot; or &amp;quot;Is Y on a timer?&amp;quot; should be answered here.&lt;br /&gt;
&lt;br /&gt;
=Los Santos=&lt;br /&gt;
&lt;br /&gt;
==Big Smoke==&lt;br /&gt;
You don't have to stay on the bike, but you have to stay close to the others so they keep moving. The first cutscene is triggered by Sweet, the mission end is triggered by Ryder (of course you have to be there as well).&lt;br /&gt;
&lt;br /&gt;
==Ryder==&lt;br /&gt;
 Why did you blow up Ryder's car?&lt;br /&gt;
&lt;br /&gt;
Failing the mission makes 30s worth of cutscene in front of the pizza place that is the tutorial for eating skippable. Since you can easily blow up Ryder's car, this mission can be failed easily.&lt;br /&gt;
&lt;br /&gt;
==Drive-Thru==&lt;br /&gt;
Killing the passenger of the Drive-By car makes the driver get out.&lt;br /&gt;
&lt;br /&gt;
==Drive-By==&lt;br /&gt;
* To make sure that the second group of enemies spawns, you should look away from it after killing the first group.&lt;br /&gt;
* It seems that the Pay&amp;amp;Spray is completely scripted and is needed for the Mission End Marker to appear. After you were in the Pay&amp;amp;Spray, you can even get police stars again and still finish the mission.&lt;br /&gt;
&lt;br /&gt;
==Sweet's Girl==&lt;br /&gt;
{{GTASAAiAim}}&lt;br /&gt;
&lt;br /&gt;
==Life's A Beach==&lt;br /&gt;
You can skip the dancing:&lt;br /&gt;
# Find a Grove Street gangmember, recruit him and get him to the locked van&lt;br /&gt;
# Try to get into the locked van (doesn't matter on which side)&lt;br /&gt;
# CJ won't be able to get in, but if you keep trying, the homie will eventually open the passenger side door and get in&lt;br /&gt;
# Once the homie shows any sign of opening the door, hold down either of the gang buttons (G or H by default) until CJ says &amp;quot;See you later homie.&amp;quot; which means the gang is disbanded&lt;br /&gt;
#* Make sure you actually hold down the button, don't just press it shortly, it may seem like it takes a long time for CJ to react&lt;br /&gt;
#* For some the G button seems to work better, for others the H button&lt;br /&gt;
# While disbanding the gang, you move towards the water behind the parked car there and headshot the homie in the van, which should make him fall out leaving the door open&lt;br /&gt;
#* The homie will get out of the van after a few seconds, then get back in switching to the driver side. If the getting out animation has already started when you kill him, he will get out of the van, close the door and then die, so you won't get in. If you are not sure you can make it, wait for him to get back in and then shoot him when he is sitting on the driver side.&lt;br /&gt;
#* Careful: Shooting and aiming at the party can fail the mission, so make sure you are far enough away and have practiced a shooting position that works.&lt;br /&gt;
&lt;br /&gt;
* Video: [http://youtu.be/btn4IdZM34M Dance Skip Tutorial]&lt;br /&gt;
&lt;br /&gt;
==OG Loc==&lt;br /&gt;
# Follow Freddy through the alleys, if you keep close he drives faster&lt;br /&gt;
# Turn left to the quick shot spot and wait for him there, shooting your SMG as he passes to set his bike on fire&lt;br /&gt;
#* If you fail the first spot, you can go to the backup spot&lt;br /&gt;
#* There are different positions to wait at the quick shot spot (on the road, on the sidewalk), important is that you face the right direction and can shoot Freddy quickly&lt;br /&gt;
#*Sometimes cars around the corner you wait get spooked and ram into you, making it harder for you to shoot Freddy&lt;br /&gt;
# After setting his bike on fire, start driving towards your next destination&lt;br /&gt;
#* Unfortunately you loose your bike after the cutscene, so you'll have to find a vehicle on the road, but drive with the bike as far as you can&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Gtasa ogloc map.jpg|thumb|Player route and positions]]&lt;br /&gt;
|[[File:Gtasa ogloc position.jpg|thumb|Position]]&lt;br /&gt;
|[[File:Gtasa ogloc backup position.jpg|thumb|Backup position]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* The mission sets your SMG ammo to 78 once you get on the bike (so it doesn't add an amount to what you had before, it sets it to 78). If you had more than 78 ammo before, it doesn't change it. If you already had a Tec-9, it doesn't replace it.&lt;br /&gt;
* Pushing Freddy off his bike (which you can do when you wait at the quick shot spot) crashes the game.&lt;br /&gt;
&lt;br /&gt;
==Just Business==&lt;br /&gt;
* Once you enter the building with Smoke, the game gives you a Micro-SMG (replacing any previous weapon in that slot) and adds 120 ammo to it (adding to ammo you might have had before). After the autoscroller, the game always gives you a Micro-SMG with 80 ammo (replacing any other weapon in that slot you may have picked up during the mission).&lt;br /&gt;
&lt;br /&gt;
==Doberman==&lt;br /&gt;
&lt;br /&gt;
===Safe Parking===&lt;br /&gt;
* ''Mission start:'' There is a small despawn area beside the marker (towards the road), but it should be safe to park in the half of the marker towards the door. Parking too close towards the door may be dangerous though. You can also get on the bike during the fadeout (press key as soon as the red marker disappears), which will prevent despawning (and is also a bit faster).&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|[[File:GTASA Doberman Despawn Area.jpg|thumb|Mission Start Despawn Areas]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Burning Desire==&lt;br /&gt;
{{GTASAAiAim}}&lt;br /&gt;
* You need to pick up the Molotovs in this mission to make the house vulnerable to fire, picking them up prior to the mission does not help.&lt;br /&gt;
* In the house, you have to pickup the Fire Extuingisher to trigger the cutscene with Denise after which she follows you. If you go up without there is a cutscene that tells you to get it, but even if you enter her room (you can jump over the fire), she just stands there and it doesn't trigger the cutscene after which she follows you.&lt;br /&gt;
* After getting the Fire Extuingisher, you can jump over the fire in her room and trigger the cutscene, but she won't follow you unless you put out the fires in her way. If you let her stay in her room and go out the front door, it still tells you to go back in and get the girl.&lt;br /&gt;
** However, if you manage to push her through the first fire in front of ther room, she will follow you through the other fires.&lt;br /&gt;
* After triggering the cutscene in Denise's room (after which she follows you), the fires disappear when you go out and back into the house. But since you still have to go back up and guide the girl out of the house, it's probably not very useful.&lt;br /&gt;
&lt;br /&gt;
===Safe Parking===&lt;br /&gt;
* ''Mission start:'' You shouldn't park directly in the marker (and possibly where the police car will spawn), but if you park a few meters away, it should be fine. The despawn area isn't as big as in Grey Imports. ([https://forum.speeddemosarchive.com/post/gta_san_andreas_official_thread__484.html#gta_san_andreas_official_thread__484 Forum])&lt;br /&gt;
&lt;br /&gt;
==Grey Imports==&lt;br /&gt;
===Safe Parking===&lt;br /&gt;
* ''Mission start:'' The despawn area is pretty big. Parking on the middle of the road to the east of the marker should be fine though (on the double-line in the center).&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|[[File:GTASA GreyImports Despawn Area.jpg|thumb|Mission Start Despawn Area]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Home Invasion==&lt;br /&gt;
This mission has a special walking animation that makes you move slower. However, if you hold certain weapons, you don't get this slower walking. Most importantly this also affects walking speed when you carry a crate (which is the only time you would be walking anyway, since moving crouched is faster), even though CJ isn't actually holding the weapon in his hands.&lt;br /&gt;
&lt;br /&gt;
Weapons that seem to work for this are weapons you can't sprint with, including: Baseball Bat, Shotgun, Combat Shotgun, Rifle, M4, AK, Sniper Rifle, Flame Thrower, Rocket Launchers&lt;br /&gt;
&lt;br /&gt;
With the Shotgun in particular (and maybe other weapons like the M4 or AK, but not the Baseball Bat) there's another strange behaviour where the noise-meter doesn't fill as fast. Normally if you just run, it fills almost instantly, but while holding the shotgun (again, also when carrying a crate) you can run for about a second before the noise-meter reacts. It fills about 2/3 when you run too long and fills completely after about 0.5 seconds. Important is that you don't press the walk button at all when doing this. Changing between walking and running seems to trigger the noise-meter a lot faster. Just run normally by pressing the move forward button, let go of it after a second, then run again.&lt;br /&gt;
&lt;br /&gt;
This allows you to take one of the further away crates as the last one and just run back to the door all the way. This fills the noise-meter, but you get out before the cutscene plays (it would play when you go back in, but you won't have to after the last crate). Without the delayed noise-meter, the cutscene would play before you get out if you run all the way.&lt;br /&gt;
&lt;br /&gt;
Even with the delayed noise-meter while having the shotgun selected, the noise-meter seems to fill faster if it is already filled a bit, so be careful with that.&lt;br /&gt;
&lt;br /&gt;
Also sliding to the further away crates saves about 1 second for each crate.&lt;br /&gt;
&lt;br /&gt;
* [http://www.youtube.com/watch?v=lHkqIWX48Ms Video: Comparison between different moving speeds in this mission]&lt;br /&gt;
* [http://www.youtube.com/watch?v=YJ5RB7kzWt0 Video: Demonstration of running with the shotgun]&lt;br /&gt;
&lt;br /&gt;
==The Green Sabre==&lt;br /&gt;
Enemies you kill before driving into the marker where you have to save Sweet, just respawn. The first van spawns once you killed 3 enemies, the second van once you killed 6 enemies and the car once you killed 9 enemies. The mission is completed once you killed all enemies.&lt;br /&gt;
&lt;br /&gt;
===Safe Parking===&lt;br /&gt;
* ''Mission start:'' Vehicles seem to despawn when you park them in the marker. CJ can also sometimes get blocked by a vehicle and has to run around it before answering the phonecall, although it doesn't seem to affect the time, the cutscene always seems to be about 7.6 seconds long. Parking where the Greenwood spawns can prevent that from spawning though.&lt;br /&gt;
&lt;br /&gt;
=Badlands=&lt;br /&gt;
==Against All Odds==&lt;br /&gt;
After leaving the Betting Shop, your Wanted Level will usually be decreased after a short time, leaving you with 3 stars. This doesn't appear to happen when you run a police officer over on the way (or something like that). You can use the two bribe stars in Blueberry to get rid of two more stars, leaving you with only one that should disappear 10 seconds after picking up the last bribe. If you don't loose a star to begin with (leaving you with the initial 4), you can wait a bit after picking up the first bribe, so that another star disappears on it's own before picking up the second bribe.&lt;br /&gt;
&lt;br /&gt;
As opposed to some other missions, you can't finish the mission if you regain a wanted level after loosing it. The marker is only there if you don't have a wanted level at all.&lt;br /&gt;
&lt;br /&gt;
=San Fierro=&lt;br /&gt;
&lt;br /&gt;
==Photo Opportunity==&lt;br /&gt;
&lt;br /&gt;
* Video: [http://www.youtube.com/watch?v=w6yR4xS4SfU Safe spot to do the drop]&lt;br /&gt;
&lt;br /&gt;
==Jizzy (Cutscene)==&lt;br /&gt;
===Safe Parking===&lt;br /&gt;
* ''Cutscene:'' It appears there is not set despawn zone, so it should be safe to park anywhere reasonable.&lt;br /&gt;
&lt;br /&gt;
==Outrider==&lt;br /&gt;
&lt;br /&gt;
The Van starts driving after you get on the Sanchez the mission gives you and arrives at the destination about 4:15 later (if you destroy the roadblocks, it might take longer if it's obstructed in some way).&lt;br /&gt;
&lt;br /&gt;
The enemies at the roadblocks don't attack you (even if you get really close) unless you shoot near them.&lt;br /&gt;
&lt;br /&gt;
===Safe Parking===&lt;br /&gt;
* ''Mission start:'' There is a huge despawn area when you start the mission, so the best way to keep a vehicle is probably in the garage.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| [[File:GTASA Outrider Despawn Area.jpg|thumb|Despawn Area]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Snail Trail==&lt;br /&gt;
''See [[Grand Theft Auto: San Andreas/Missions/Snail Trail]]''&lt;br /&gt;
&lt;br /&gt;
==Ice Cold Killah==&lt;br /&gt;
===Safe Parking===&lt;br /&gt;
* ''Mission start'': The mission start doesn't seem to have a despawn area, you should be safe to just park it anywhere reasonable&lt;br /&gt;
&lt;br /&gt;
==Amphibious Assault==&lt;br /&gt;
After going into the marker near the water and spawning in the water channel between the rocks, you can just climb/jump out of there, walk over the rocks to the water and swim to the ship.&lt;br /&gt;
&lt;br /&gt;
This mission also seems to have [[Grand_Theft_Auto:_San_Andreas/Game_Mechanics_and_Glitches#Harder_AI_after_having_been_in_a_car|more dangerous AI]] when you were in a car before, getting on a bike resets the AI to normal. A boat also seems to affect it the same as a car, so be careful with enemies after having been in a boat.&lt;br /&gt;
&lt;br /&gt;
* Video: [https://www.youtube.com/watch?v=3jwN9A3EX50 Swimming strats]&lt;br /&gt;
&lt;br /&gt;
===Safe Parking===&lt;br /&gt;
* ''Mission start'': The mission start doesn't seem to have a set despawn area, you should be safe to just park anywhere resonable (although it seems if you park it directly against the wall of the house it despawns, so just park it in the marker or something)&lt;br /&gt;
* ''During the mission'': There is a huge area where vehicles are despawned, but there might also be other effects that make certain position unsafe for parking vehicles during all of the mission (picture with safe area needed)&lt;br /&gt;
&lt;br /&gt;
==Pier 69==&lt;br /&gt;
{{GTASAAiAim}}&lt;br /&gt;
&lt;br /&gt;
===Safe Parking===&lt;br /&gt;
* ''Mission start'': If you park the bike a few meters away from the mission start marker, it should be fine (kind of on the half of the sidewalk towards the road)&lt;br /&gt;
* ''After sniping the enemies on the roof'': Pier 69 has a huge despawn area, but there is a specific spot on the roof where you can park a bike so it won't despawn (picture needed)&lt;br /&gt;
** Video: [https://www.youtube.com/watch?v=Ic7bO9QruOY Parking Position]&lt;br /&gt;
&lt;br /&gt;
==Toreno's Last Flight==&lt;br /&gt;
{{GTASAAiAim}}&lt;br /&gt;
&lt;br /&gt;
===Homing Rockets Strategy===&lt;br /&gt;
You need to get Homing Rockets before the mission, then while standing where you spawn after the cutscene, you acquire the helicopter as target and shoot it down.&lt;br /&gt;
&lt;br /&gt;
===Normal Rockets Strategy===&lt;br /&gt;
If you use normal rockets to shoot down the helicopter (either by having some before or taking the ones on the helipad), you can get on the parked bike quickly and drive to where the helicopter turns left towards the highway. If you are fast, you have a few seconds to shoot it there. If you miss, you can also do a backup strat from that position, if you have plenty of rockets: Rockets always seem to explode at the same distance, as long as they don't hit anything before. So if you spam them in the direction of the helicopter's path, they will eventually damage it, even if you don't hit it directly.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|[[File:TorenosLastFlight.jpg|thumb|Shooting position]]&lt;br /&gt;
|[[File:TorenosLastFlightBackup.jpg|thumb|Backup Strategy]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Safe Parking===&lt;br /&gt;
* ''Mission start'': The mission start doesn't seem to have a set despawn area, you should be safe to just park anywhere resonable. Also it doesn't seem to matter at all when you obstruct CJ for the cutscene. Whether you don't obstruct him at all, park a bike where he spawns or even a car where he is supposed to go, the cutscene seems always skipable after 4.6 seconds.&lt;br /&gt;
&lt;br /&gt;
=Las Venturas=&lt;br /&gt;
==Fender Ketchup==&lt;br /&gt;
You have to scare the guy by driving around. The fastest way appears to be doing left handbrake turns. You need to reach a certain speed, then press the handbrake and turn left (turning right doesn't work for some reason). You can do this on the parking lot where the mission starts/ends and just do handbrake U-Turns. If you use the whole space, you just gain enough speed for it.&lt;br /&gt;
&lt;br /&gt;
You can also do the same strat on the street and not do full U-Turns, but instead only turn enough so it triggers, but then keep going straight so you can retain more speed and do the next turn earlier.&lt;br /&gt;
&lt;br /&gt;
* [http://www.youtube.com/watch?v=bjjZx6pCdL0 Video: On the Parking Lot]&lt;br /&gt;
* [http://www.youtube.com/watch?v=mUcYsdKRaRw Video: On the Road]&lt;br /&gt;
&lt;br /&gt;
==Explosive Situation==&lt;br /&gt;
Be careful not to let the Dumper explode, it will fail the mission even after you got all the Dynamite. This can easily happen when you park the Dumper too close to the Forklift that can explode because you have to hit it go get the Dynamite.&lt;br /&gt;
&lt;br /&gt;
==You've Had Your Chips==&lt;br /&gt;
Climb over the fence to the south and walk into the entrance of the factory building to do the &amp;quot;stealth&amp;quot;-approach. If you walk in through the area's main entrance or shoot the car in front of the factory, additional enemies spawn inside the factory.&lt;br /&gt;
&lt;br /&gt;
Once you are inside the factory, it's all about destroying the machines:&lt;br /&gt;
* Once 3 machines are destroyed 3 enemies spawn outside, 2 running into the factory and 1 enemy with an automatic shotgun that can be very dangerous&lt;br /&gt;
* Once 6 machines are destroyed a car with several enemies with SMGs spawns outside and start driving towards the factory entrance&lt;br /&gt;
* Once 9 machines are destroyed you are done and have to head back to the Casino&lt;br /&gt;
&lt;br /&gt;
However there is a way to skip the spawning of the 3 enemies outside. If you destroy the 3rd and 4th machine at exactly the same time (probably the same frame or something) the internal counter probably isn't checked when it is at 3, but only when it is at 4, so the spawn isn't triggered (this also works when you destroy more than 2 machines at once, just make sure the 3rd machine isn't destroyed by itself). The order of the machines doesn't matter, &amp;quot;the 3rd machine&amp;quot; only refers to the number of destroyed machines.&lt;br /&gt;
&lt;br /&gt;
The car is actually technicially spawned when more than 5 machines are destroyed, instead of exactly 6, so the spawning of the car can't be prevented with the same technique.&lt;br /&gt;
&lt;br /&gt;
To destroy several machines at exactly the same time, explosions are probably the only way (fire a rocket between machines that are near together or plant satchel charges).&lt;br /&gt;
&lt;br /&gt;
* [http://www.youtube.com/watch?v=x-BcmcKGoB0 Video: Demonstration of spawning/not spawning enemies (and also of a specific strat for this mission)]&lt;br /&gt;
* [http://www.youtube.com/watch?v=TP0UlZqokMk Video: Demonstration of the spawning car]&lt;br /&gt;
* [http://www.youtube.com/watch?v=CKJmiwssjsI Video: Explanation of a specific strat for this mission]&lt;br /&gt;
* [http://www.youtube.com/watch?v=pjPNRsbOJ7A Video: Possible safer Rocket Strat for the beginning]&lt;br /&gt;
&lt;br /&gt;
==Don Peyote==&lt;br /&gt;
At the snake farm, you need to kill all four farmers, or else they come after you once you activate the marker at the casino, which triggers a cutscene and apparently has a chance to softlock the game.&lt;br /&gt;
&lt;br /&gt;
==Misappropriation==&lt;br /&gt;
&lt;br /&gt;
===If you fail to kill him before he escapes===&lt;br /&gt;
Please note that these are very rough numbers. If the target gets into his heli, the chase takes about 2:00-2:30 (depending on how close you keep to him apparently) to the helipad where he lands and you can shoot him. From there it takes about 35s to landing in front of Caligula's Casino with the helicopter. So given the any% route, it takes about 3 minutes. If you manage to kill him before he escapes, it takes about 1:45 to landing in front of Caligula's Casino, so that is about 1:15 faster. If you die, it takes about 1 minute back to the mission start marker, with trip skip you get to the mission pretty fast, but you still need some time to actually kill the target (also you need to get a weapon for that).&lt;br /&gt;
&lt;br /&gt;
==Green Goo==&lt;br /&gt;
{{GTASAAiAim}}&lt;br /&gt;
&lt;br /&gt;
=Return to Los Santos=&lt;br /&gt;
==Vertical Bird==&lt;br /&gt;
If you drive the boat into the back of the ship, then the enemies will have higher accuracy than when you jump out beforehand and swim in.&lt;br /&gt;
&lt;br /&gt;
* Video: [http://www.youtube.com/watch?v=QmfOtvrvQy0 End of the mission]&lt;br /&gt;
&lt;br /&gt;
==Beat Down on BDup==&lt;br /&gt;
{{GTASAAiAim}}&lt;br /&gt;
&lt;br /&gt;
==Cut Throat Business==&lt;br /&gt;
===Safe Parking===&lt;br /&gt;
* ''Mission start:'' This mission seems to have a huge despawn area (400 units radius), so there doesn't seem to be a practical way of keeping a vehicle.&lt;br /&gt;
&lt;br /&gt;
==Los Desperados==&lt;br /&gt;
If you take the territory closest to the train station, then Grove Street gangmembers spawn at the train station, if you approach it through Grove territory. During the mission, the gangmembers required to make the marker appear can be recruited directly at the train station, instead of having to get them into the car and driving them there.&lt;br /&gt;
* Video: [https://www.youtube.com/watch?v=Pl4UXO4BsPM Strategy Explanation]&lt;br /&gt;
* Video: [https://www.youtube.com/watch?v=IwjGNXT6o0A Strategy Comparison]&lt;br /&gt;
&lt;br /&gt;
==End of the Line==&lt;br /&gt;
This mission has Checkpoint Technology: If you die after killing Big Smoke, you start again at the point after killing him if you restart the mission (without loading a save, like trip skip). This is a bit dangerous though (see next paragraph). If you fail the mission during the car section, you start again at the beginning of the car section.&lt;br /&gt;
&lt;br /&gt;
This mission has [[Grand_Theft_Auto:_San_Andreas/Game_Mechanics_and_Glitches#Harder_AI_after_having_been_in_a_car|more dangerous AI]] when you use Checkpoint Technology and restart the mission from the point after killing Smoke and were in a car before, getting on a bike resets the AI to normal. If you already got to the car part and have to restart the mission there, this doesn't matter because you don't get shot anymore (and are in a car anyway).&lt;br /&gt;
&lt;br /&gt;
* Video: [http://www.youtube.com/watch?v=kBb8c7FXmIY AI Accuracy Comparison]&lt;br /&gt;
* Video: [http://www.youtube.com/watch?v=89T-11IBWzc Minigun Slide Demonstration]&lt;/div&gt;</summary>
		<author><name>Joshimuz</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Grand_Theft_Auto:_San_Andreas/Missions</id>
		<title>Grand Theft Auto: San Andreas/Missions</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Grand_Theft_Auto:_San_Andreas/Missions"/>
				<updated>2014-07-23T09:23:32Z</updated>
		
		<summary type="html">&lt;p&gt;Joshimuz: /* Las Venturas */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page should contain facts about missions, how specific missions work, but not necessarily how to do them in a certain category. Questions like &amp;quot;What triggers X?&amp;quot; or &amp;quot;Is Y on a timer?&amp;quot; should be answered here.&lt;br /&gt;
&lt;br /&gt;
=Los Santos=&lt;br /&gt;
&lt;br /&gt;
==Big Smoke==&lt;br /&gt;
You don't have to stay on the bike, but you have to stay close to the others so they keep moving. The first cutscene is triggered by Sweet, the mission end is triggered by Ryder (of course you have to be there as well).&lt;br /&gt;
&lt;br /&gt;
==Ryder==&lt;br /&gt;
 Why did you blow up Ryder's car?&lt;br /&gt;
&lt;br /&gt;
Failing the mission makes 30s worth of cutscene in front of the pizza place that is the tutorial for eating skippable. Since you can easily blow up Ryder's car, this mission can be failed easily.&lt;br /&gt;
&lt;br /&gt;
==Drive-Thru==&lt;br /&gt;
Killing the passenger of the Drive-By car makes the driver get out.&lt;br /&gt;
&lt;br /&gt;
==Drive-By==&lt;br /&gt;
* To make sure that the second group of enemies spawns, you should look away from it after killing the first group.&lt;br /&gt;
* It seems that the Pay&amp;amp;Spray is completely scripted and is needed for the Mission End Marker to appear. After you were in the Pay&amp;amp;Spray, you can even get police stars again and still finish the mission.&lt;br /&gt;
&lt;br /&gt;
==Sweet's Girl==&lt;br /&gt;
{{GTASAAiAim}}&lt;br /&gt;
&lt;br /&gt;
==Life's A Beach==&lt;br /&gt;
You can skip the dancing:&lt;br /&gt;
# Find a Grove Street gangmember, recruit him and get him to the locked van&lt;br /&gt;
# Try to get into the locked van (doesn't matter on which side)&lt;br /&gt;
# CJ won't be able to get in, but if you keep trying, the homie will eventually open the passenger side door and get in&lt;br /&gt;
# Once the homie shows any sign of opening the door, hold down either of the gang buttons (G or H by default) until CJ says &amp;quot;See you later homie.&amp;quot; which means the gang is disbanded&lt;br /&gt;
#* Make sure you actually hold down the button, don't just press it shortly, it may seem like it takes a long time for CJ to react&lt;br /&gt;
#* For some the G button seems to work better, for others the H button&lt;br /&gt;
# While disbanding the gang, you move towards the water behind the parked car there and headshot the homie in the van, which should make him fall out leaving the door open&lt;br /&gt;
#* The homie will get out of the van after a few seconds, then get back in switching to the driver side. If the getting out animation has already started when you kill him, he will get out of the van, close the door and then die, so you won't get in. If you are not sure you can make it, wait for him to get back in and then shoot him when he is sitting on the driver side.&lt;br /&gt;
#* Careful: Shooting and aiming at the party can fail the mission, so make sure you are far enough away and have practiced a shooting position that works.&lt;br /&gt;
&lt;br /&gt;
* Video: [http://youtu.be/btn4IdZM34M Dance Skip Tutorial]&lt;br /&gt;
&lt;br /&gt;
==OG Loc==&lt;br /&gt;
# Follow Freddy through the alleys, if you keep close he drives faster&lt;br /&gt;
# Turn left to the quick shot spot and wait for him there, shooting your SMG as he passes to set his bike on fire&lt;br /&gt;
#* If you fail the first spot, you can go to the backup spot&lt;br /&gt;
#* There are different positions to wait at the quick shot spot (on the road, on the sidewalk), important is that you face the right direction and can shoot Freddy quickly&lt;br /&gt;
#*Sometimes cars around the corner you wait get spooked and ram into you, making it harder for you to shoot Freddy&lt;br /&gt;
# After setting his bike on fire, start driving towards your next destination&lt;br /&gt;
#* Unfortunately you loose your bike after the cutscene, so you'll have to find a vehicle on the road, but drive with the bike as far as you can&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Gtasa ogloc map.jpg|thumb|Player route and positions]]&lt;br /&gt;
|[[File:Gtasa ogloc position.jpg|thumb|Position]]&lt;br /&gt;
|[[File:Gtasa ogloc backup position.jpg|thumb|Backup position]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* The mission sets your SMG ammo to 78 once you get on the bike (so it doesn't add an amount to what you had before, it sets it to 78). If you had more than 78 ammo before, it doesn't change it. If you already had a Tec-9, it doesn't replace it.&lt;br /&gt;
* Pushing Freddy off his bike (which you can do when you wait at the quick shot spot) crashes the game.&lt;br /&gt;
&lt;br /&gt;
==Just Business==&lt;br /&gt;
* Once you enter the building with Smoke, the game gives you a Micro-SMG (replacing any previous weapon in that slot) and adds 120 ammo to it (adding to ammo you might have had before). After the autoscroller, the game always gives you a Micro-SMG with 80 ammo (replacing any other weapon in that slot you may have picked up during the mission).&lt;br /&gt;
&lt;br /&gt;
==Doberman==&lt;br /&gt;
&lt;br /&gt;
===Safe Parking===&lt;br /&gt;
* ''Mission start:'' There is a small despawn area beside the marker (towards the road), but it should be safe to park in the half of the marker towards the door. Parking too close towards the door may be dangerous though. You can also get on the bike during the fadeout (press key as soon as the red marker disappears), which will prevent despawning (and is also a bit faster).&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|[[File:GTASA Doberman Despawn Area.jpg|thumb|Mission Start Despawn Areas]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Burning Desire==&lt;br /&gt;
{{GTASAAiAim}}&lt;br /&gt;
* You need to pick up the Molotovs in this mission to make the house vulnerable to fire, picking them up prior to the mission does not help.&lt;br /&gt;
* In the house, you have to pickup the Fire Extuingisher to trigger the cutscene with Denise after which she follows you. If you go up without there is a cutscene that tells you to get it, but even if you enter her room (you can jump over the fire), she just stands there and it doesn't trigger the cutscene after which she follows you.&lt;br /&gt;
* After getting the Fire Extuingisher, you can jump over the fire in her room and trigger the cutscene, but she won't follow you unless you put out the fires in her way. If you let her stay in her room and go out the front door, it still tells you to go back in and get the girl.&lt;br /&gt;
** However, if you manage to push her through the first fire in front of ther room, she will follow you through the other fires.&lt;br /&gt;
* After triggering the cutscene in Denise's room (after which she follows you), the fires disappear when you go out and back into the house. But since you still have to go back up and guide the girl out of the house, it's probably not very useful.&lt;br /&gt;
&lt;br /&gt;
===Safe Parking===&lt;br /&gt;
* ''Mission start:'' You shouldn't park directly in the marker (and possibly where the police car will spawn), but if you park a few meters away, it should be fine. The despawn area isn't as big as in Grey Imports. ([https://forum.speeddemosarchive.com/post/gta_san_andreas_official_thread__484.html#gta_san_andreas_official_thread__484 Forum])&lt;br /&gt;
&lt;br /&gt;
==Grey Imports==&lt;br /&gt;
===Safe Parking===&lt;br /&gt;
* ''Mission start:'' The despawn area is pretty big. Parking on the middle of the road to the east of the marker should be fine though (on the double-line in the center).&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|[[File:GTASA GreyImports Despawn Area.jpg|thumb|Mission Start Despawn Area]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Home Invasion==&lt;br /&gt;
This mission has a special walking animation that makes you move slower. However, if you hold certain weapons, you don't get this slower walking. Most importantly this also affects walking speed when you carry a crate (which is the only time you would be walking anyway, since moving crouched is faster), even though CJ isn't actually holding the weapon in his hands.&lt;br /&gt;
&lt;br /&gt;
Weapons that seem to work for this are weapons you can't sprint with, including: Baseball Bat, Shotgun, Combat Shotgun, Rifle, M4, AK, Sniper Rifle, Flame Thrower, Rocket Launchers&lt;br /&gt;
&lt;br /&gt;
With the Shotgun in particular (and maybe other weapons like the M4 or AK, but not the Baseball Bat) there's another strange behaviour where the noise-meter doesn't fill as fast. Normally if you just run, it fills almost instantly, but while holding the shotgun (again, also when carrying a crate) you can run for about a second before the noise-meter reacts. It fills about 2/3 when you run too long and fills completely after about 0.5 seconds. Important is that you don't press the walk button at all when doing this. Changing between walking and running seems to trigger the noise-meter a lot faster. Just run normally by pressing the move forward button, let go of it after a second, then run again.&lt;br /&gt;
&lt;br /&gt;
This allows you to take one of the further away crates as the last one and just run back to the door all the way. This fills the noise-meter, but you get out before the cutscene plays (it would play when you go back in, but you won't have to after the last crate). Without the delayed noise-meter, the cutscene would play before you get out if you run all the way.&lt;br /&gt;
&lt;br /&gt;
Even with the delayed noise-meter while having the shotgun selected, the noise-meter seems to fill faster if it is already filled a bit, so be careful with that.&lt;br /&gt;
&lt;br /&gt;
Also sliding to the further away crates saves about 1 second for each crate.&lt;br /&gt;
&lt;br /&gt;
* [http://www.youtube.com/watch?v=lHkqIWX48Ms Video: Comparison between different moving speeds in this mission]&lt;br /&gt;
* [http://www.youtube.com/watch?v=YJ5RB7kzWt0 Video: Demonstration of running with the shotgun]&lt;br /&gt;
&lt;br /&gt;
==The Green Sabre==&lt;br /&gt;
Enemies you kill before driving into the marker where you have to save Sweet, just respawn. The first van spawns once you killed 3 enemies, the second van once you killed 6 enemies and the car once you killed 9 enemies. The mission is completed once you killed all enemies.&lt;br /&gt;
&lt;br /&gt;
===Safe Parking===&lt;br /&gt;
* ''Mission start:'' Vehicles seem to despawn when you park them in the marker. CJ can also sometimes get blocked by a vehicle and has to run around it before answering the phonecall, although it doesn't seem to affect the time, the cutscene always seems to be about 7.6 seconds long. Parking where the Greenwood spawns can prevent that from spawning though.&lt;br /&gt;
&lt;br /&gt;
=Badlands=&lt;br /&gt;
==Against All Odds==&lt;br /&gt;
After leaving the Betting Shop, your Wanted Level will usually be decreased after a short time, leaving you with 3 stars. This doesn't appear to happen when you run a police officer over on the way (or something like that). You can use the two bribe stars in Blueberry to get rid of two more stars, leaving you with only one that should disappear 10 seconds after picking up the last bribe. If you don't loose a star to begin with (leaving you with the initial 4), you can wait a bit after picking up the first bribe, so that another star disappears on it's own before picking up the second bribe.&lt;br /&gt;
&lt;br /&gt;
As opposed to some other missions, you can't finish the mission if you regain a wanted level after loosing it. The marker is only there if you don't have a wanted level at all.&lt;br /&gt;
&lt;br /&gt;
=San Fierro=&lt;br /&gt;
&lt;br /&gt;
==Photo Opportunity==&lt;br /&gt;
&lt;br /&gt;
* Video: [http://www.youtube.com/watch?v=w6yR4xS4SfU Safe spot to do the drop]&lt;br /&gt;
&lt;br /&gt;
==Jizzy (Cutscene)==&lt;br /&gt;
===Safe Parking===&lt;br /&gt;
* ''Cutscene:'' It appears there is not set despawn zone, so it should be safe to park anywhere reasonable.&lt;br /&gt;
&lt;br /&gt;
==Outrider==&lt;br /&gt;
&lt;br /&gt;
The Van starts driving after you get on the Sanchez the mission gives you and arrives at the destination about 4:15 later (if you destroy the roadblocks, it might take longer if it's obstructed in some way).&lt;br /&gt;
&lt;br /&gt;
The enemies at the roadblocks don't attack you (even if you get really close) unless you shoot near them.&lt;br /&gt;
&lt;br /&gt;
===Safe Parking===&lt;br /&gt;
* ''Mission start:'' There is a huge despawn area when you start the mission, so the best way to keep a vehicle is probably in the garage.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| [[File:GTASA Outrider Despawn Area.jpg|thumb|Despawn Area]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Snail Trail==&lt;br /&gt;
''See [[Grand Theft Auto: San Andreas/Missions/Snail Trail]]''&lt;br /&gt;
&lt;br /&gt;
==Ice Cold Killah==&lt;br /&gt;
===Safe Parking===&lt;br /&gt;
* ''Mission start'': The mission start doesn't seem to have a despawn area, you should be safe to just park it anywhere reasonable&lt;br /&gt;
&lt;br /&gt;
==Amphibious Assault==&lt;br /&gt;
After going into the marker near the water and spawning in the water channel between the rocks, you can just climb/jump out of there, walk over the rocks to the water and swim to the ship.&lt;br /&gt;
&lt;br /&gt;
This mission also seems to have [[Grand_Theft_Auto:_San_Andreas/Game_Mechanics_and_Glitches#Harder_AI_after_having_been_in_a_car|more dangerous AI]] when you were in a car before, getting on a bike resets the AI to normal. A boat also seems to affect it the same as a car, so be careful with enemies after having been in a boat.&lt;br /&gt;
&lt;br /&gt;
* Video: [https://www.youtube.com/watch?v=3jwN9A3EX50 Swimming strats]&lt;br /&gt;
&lt;br /&gt;
===Safe Parking===&lt;br /&gt;
* ''Mission start'': The mission start doesn't seem to have a set despawn area, you should be safe to just park anywhere resonable (although it seems if you park it directly against the wall of the house it despawns, so just park it in the marker or something)&lt;br /&gt;
* ''During the mission'': There is a huge area where vehicles are despawned, but there might also be other effects that make certain position unsafe for parking vehicles during all of the mission (picture with safe area needed)&lt;br /&gt;
&lt;br /&gt;
==Pier 69==&lt;br /&gt;
{{GTASAAiAim}}&lt;br /&gt;
&lt;br /&gt;
===Safe Parking===&lt;br /&gt;
* ''Mission start'': If you park the bike a few meters away from the mission start marker, it should be fine (kind of on the half of the sidewalk towards the road)&lt;br /&gt;
* ''After sniping the enemies on the roof'': Pier 69 has a huge despawn area, but there is a specific spot on the roof where you can park a bike so it won't despawn (picture needed)&lt;br /&gt;
** Video: [https://www.youtube.com/watch?v=Ic7bO9QruOY Parking Position]&lt;br /&gt;
&lt;br /&gt;
==Toreno's Last Flight==&lt;br /&gt;
{{GTASAAiAim}}&lt;br /&gt;
&lt;br /&gt;
===Homing Rockets Strategy===&lt;br /&gt;
You need to get Homing Rockets before the mission, then while standing where you spawn after the cutscene, you acquire the helicopter as target and shoot it down.&lt;br /&gt;
&lt;br /&gt;
===Normal Rockets Strategy===&lt;br /&gt;
If you use normal rockets to shoot down the helicopter (either by having some before or taking the ones on the helipad), you can get on the parked bike quickly and drive to where the helicopter turns left towards the highway. If you are fast, you have a few seconds to shoot it there. If you miss, you can also do a backup strat from that position, if you have plenty of rockets: Rockets always seem to explode at the same distance, as long as they don't hit anything before. So if you spam them in the direction of the helicopter's path, they will eventually damage it, even if you don't hit it directly.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|[[File:TorenosLastFlight.jpg|thumb|Shooting position]]&lt;br /&gt;
|[[File:TorenosLastFlightBackup.jpg|thumb|Backup Strategy]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Safe Parking===&lt;br /&gt;
* ''Mission start'': The mission start doesn't seem to have a set despawn area, you should be safe to just park anywhere resonable. Also it doesn't seem to matter at all when you obstruct CJ for the cutscene. Whether you don't obstruct him at all, park a bike where he spawns or even a car where he is supposed to go, the cutscene seems always skipable after 4.6 seconds.&lt;br /&gt;
&lt;br /&gt;
=Las Venturas=&lt;br /&gt;
==Fender Ketchup==&lt;br /&gt;
You have to scare the guy by driving around. The fastest way appears to be doing left handbrake turns. You need to reach a certain speed, then press the handbrake and turn left (turning right doesn't work for some reason). You can do this on the parking lot where the mission starts/ends and just do handbrake U-Turns. If you use the whole space, you just gain enough speed for it.&lt;br /&gt;
&lt;br /&gt;
You can also do the same strat on the street and not do full U-Turns, but instead only turn enough so it triggers, but then keep going straight so you can retain more speed and do the next turn earlier.&lt;br /&gt;
&lt;br /&gt;
* [http://www.youtube.com/watch?v=bjjZx6pCdL0 Video: On the Parking Lot]&lt;br /&gt;
* [http://www.youtube.com/watch?v=mUcYsdKRaRw Video: On the Road]&lt;br /&gt;
&lt;br /&gt;
==Explosive Situation==&lt;br /&gt;
Be careful not to let the Dumper explode, it will fail the mission even after you got all the Dynamite. This can easily happen when you park the Dumper too close to the Forklift that can explode because you have to hit it go get the Dynamite.&lt;br /&gt;
&lt;br /&gt;
==You've Had Your Chips==&lt;br /&gt;
Climb over the fence to the south and walk into the entrance of the factory building to do the &amp;quot;stealth&amp;quot;-approach. If you walk in through the area's main entrance or shoot the car in front of the factory, additional enemies spawn inside the factory.&lt;br /&gt;
&lt;br /&gt;
Once you are inside the factory, it's all about destroying the machines:&lt;br /&gt;
* Once 3 machines are destroyed 3 enemies spawn outside, 2 running into the factory and 1 enemy with an automatic shotgun that can be very dangerous&lt;br /&gt;
* Once 6 machines are destroyed a car with several enemies with SMGs spawns outside and start driving towards the factory entrance&lt;br /&gt;
* Once 9 machines are destroyed you are done and have to head back to the Casino&lt;br /&gt;
&lt;br /&gt;
However there is a way to skip the spawning of the 3 enemies outside. If you destroy the 3rd and 4th machine at exactly the same time (probably the same frame or something) the internal counter probably isn't checked when it is at 3, but only when it is at 4, so the spawn isn't triggered (this also works when you destroy more than 2 machines at once, just make sure the 3rd machine isn't destroyed by itself). The order of the machines doesn't matter, &amp;quot;the 3rd machine&amp;quot; only refers to the number of destroyed machines.&lt;br /&gt;
&lt;br /&gt;
The car is actually technicially spawned when more than 5 machines are destroyed, instead of exactly 6, so the spawning of the car can't be prevented with the same technique.&lt;br /&gt;
&lt;br /&gt;
To destroy several machines at exactly the same time, explosions are probably the only way (fire a rocket between machines that are near together or plant satchel charges).&lt;br /&gt;
&lt;br /&gt;
* [http://www.youtube.com/watch?v=x-BcmcKGoB0 Video: Demonstration of spawning/not spawning enemies (and also of a specific strat for this mission)]&lt;br /&gt;
* [http://www.youtube.com/watch?v=TP0UlZqokMk Video: Demonstration of the spawning car]&lt;br /&gt;
* [http://www.youtube.com/watch?v=CKJmiwssjsI Video: Explanation of a specific strat for this mission]&lt;br /&gt;
* [http://www.youtube.com/watch?v=pjPNRsbOJ7A Video: Possible safer Rocket Strat for the beginning]&lt;br /&gt;
&lt;br /&gt;
==Don Peyote==&lt;br /&gt;
At the snake farm, you need to kill all four farmers, or else they come after you once you activate the marker at the casino, which triggers a cutscene and apparently has a chance to softlock the game.&lt;br /&gt;
&lt;br /&gt;
==Misappropriation==&lt;br /&gt;
&lt;br /&gt;
===If you fail to kill him before he escapes===&lt;br /&gt;
Please note that these are very rough numbers. If the target gets into his heli, the chase takes about 2:00-2:30 (depending on how close you keep to him apparently) to the helipad where he lands and you can shoot him. From there it takes about 35s to landing in front of Caligula's Casino with the helicopter. So given the any% route, it takes about 3 minutes. If you manage to kill him before he escapes, it takes about 1:45 to landing in front of Caligula's Casino, so that is about 1:15 faster. If you die, it takes about 1 minute back to the mission start marker, with trip skip you get to the mission pretty fast, but you still need some time to actually kill the target (also you need to get a weapon for that).&lt;br /&gt;
&lt;br /&gt;
==Green Goo==&lt;br /&gt;
{{GTASAAiAim}}&lt;br /&gt;
&lt;br /&gt;
=Return to Los Santos=&lt;br /&gt;
==Vertical Bird==&lt;br /&gt;
If you drive the boat into the back of the ship, then the enemies will have higher accuracy than when you jump out beforehand and swim in.&lt;br /&gt;
&lt;br /&gt;
* Video: [http://www.youtube.com/watch?v=QmfOtvrvQy0 End of the mission]&lt;br /&gt;
&lt;br /&gt;
==Beat Down on BDup==&lt;br /&gt;
This mission has [[Grand_Theft_Auto:_San_Andreas/Game_Mechanics_and_Glitches#Harder_AI_after_having_been_in_a_car|more dangerous AI]] when you were in a car before, getting on a bike resets the AI to normal.&lt;br /&gt;
&lt;br /&gt;
==Cut Throat Business==&lt;br /&gt;
===Safe Parking===&lt;br /&gt;
* ''Mission start:'' This mission seems to have a huge despawn area (400 units radius), so there doesn't seem to be a practical way of keeping a vehicle.&lt;br /&gt;
&lt;br /&gt;
==Los Desperados==&lt;br /&gt;
If you take the territory closest to the train station, then Grove Street gangmembers spawn at the train station, if you approach it through Grove territory. During the mission, the gangmembers required to make the marker appear can be recruited directly at the train station, instead of having to get them into the car and driving them there.&lt;br /&gt;
* Video: [https://www.youtube.com/watch?v=Pl4UXO4BsPM Strategy Explanation]&lt;br /&gt;
* Video: [https://www.youtube.com/watch?v=IwjGNXT6o0A Strategy Comparison]&lt;br /&gt;
&lt;br /&gt;
==End of the Line==&lt;br /&gt;
This mission has Checkpoint Technology: If you die after killing Big Smoke, you start again at the point after killing him if you restart the mission (without loading a save, like trip skip). This is a bit dangerous though (see next paragraph). If you fail the mission during the car section, you start again at the beginning of the car section.&lt;br /&gt;
&lt;br /&gt;
This mission has [[Grand_Theft_Auto:_San_Andreas/Game_Mechanics_and_Glitches#Harder_AI_after_having_been_in_a_car|more dangerous AI]] when you use Checkpoint Technology and restart the mission from the point after killing Smoke and were in a car before, getting on a bike resets the AI to normal. If you already got to the car part and have to restart the mission there, this doesn't matter because you don't get shot anymore (and are in a car anyway).&lt;br /&gt;
&lt;br /&gt;
* Video: [http://www.youtube.com/watch?v=kBb8c7FXmIY AI Accuracy Comparison]&lt;br /&gt;
* Video: [http://www.youtube.com/watch?v=89T-11IBWzc Minigun Slide Demonstration]&lt;/div&gt;</summary>
		<author><name>Joshimuz</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Grand_Theft_Auto:_San_Andreas/Missions</id>
		<title>Grand Theft Auto: San Andreas/Missions</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Grand_Theft_Auto:_San_Andreas/Missions"/>
				<updated>2014-07-23T09:22:20Z</updated>
		
		<summary type="html">&lt;p&gt;Joshimuz: /* Toreno's Last Flight */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page should contain facts about missions, how specific missions work, but not necessarily how to do them in a certain category. Questions like &amp;quot;What triggers X?&amp;quot; or &amp;quot;Is Y on a timer?&amp;quot; should be answered here.&lt;br /&gt;
&lt;br /&gt;
=Los Santos=&lt;br /&gt;
&lt;br /&gt;
==Big Smoke==&lt;br /&gt;
You don't have to stay on the bike, but you have to stay close to the others so they keep moving. The first cutscene is triggered by Sweet, the mission end is triggered by Ryder (of course you have to be there as well).&lt;br /&gt;
&lt;br /&gt;
==Ryder==&lt;br /&gt;
 Why did you blow up Ryder's car?&lt;br /&gt;
&lt;br /&gt;
Failing the mission makes 30s worth of cutscene in front of the pizza place that is the tutorial for eating skippable. Since you can easily blow up Ryder's car, this mission can be failed easily.&lt;br /&gt;
&lt;br /&gt;
==Drive-Thru==&lt;br /&gt;
Killing the passenger of the Drive-By car makes the driver get out.&lt;br /&gt;
&lt;br /&gt;
==Drive-By==&lt;br /&gt;
* To make sure that the second group of enemies spawns, you should look away from it after killing the first group.&lt;br /&gt;
* It seems that the Pay&amp;amp;Spray is completely scripted and is needed for the Mission End Marker to appear. After you were in the Pay&amp;amp;Spray, you can even get police stars again and still finish the mission.&lt;br /&gt;
&lt;br /&gt;
==Sweet's Girl==&lt;br /&gt;
{{GTASAAiAim}}&lt;br /&gt;
&lt;br /&gt;
==Life's A Beach==&lt;br /&gt;
You can skip the dancing:&lt;br /&gt;
# Find a Grove Street gangmember, recruit him and get him to the locked van&lt;br /&gt;
# Try to get into the locked van (doesn't matter on which side)&lt;br /&gt;
# CJ won't be able to get in, but if you keep trying, the homie will eventually open the passenger side door and get in&lt;br /&gt;
# Once the homie shows any sign of opening the door, hold down either of the gang buttons (G or H by default) until CJ says &amp;quot;See you later homie.&amp;quot; which means the gang is disbanded&lt;br /&gt;
#* Make sure you actually hold down the button, don't just press it shortly, it may seem like it takes a long time for CJ to react&lt;br /&gt;
#* For some the G button seems to work better, for others the H button&lt;br /&gt;
# While disbanding the gang, you move towards the water behind the parked car there and headshot the homie in the van, which should make him fall out leaving the door open&lt;br /&gt;
#* The homie will get out of the van after a few seconds, then get back in switching to the driver side. If the getting out animation has already started when you kill him, he will get out of the van, close the door and then die, so you won't get in. If you are not sure you can make it, wait for him to get back in and then shoot him when he is sitting on the driver side.&lt;br /&gt;
#* Careful: Shooting and aiming at the party can fail the mission, so make sure you are far enough away and have practiced a shooting position that works.&lt;br /&gt;
&lt;br /&gt;
* Video: [http://youtu.be/btn4IdZM34M Dance Skip Tutorial]&lt;br /&gt;
&lt;br /&gt;
==OG Loc==&lt;br /&gt;
# Follow Freddy through the alleys, if you keep close he drives faster&lt;br /&gt;
# Turn left to the quick shot spot and wait for him there, shooting your SMG as he passes to set his bike on fire&lt;br /&gt;
#* If you fail the first spot, you can go to the backup spot&lt;br /&gt;
#* There are different positions to wait at the quick shot spot (on the road, on the sidewalk), important is that you face the right direction and can shoot Freddy quickly&lt;br /&gt;
#*Sometimes cars around the corner you wait get spooked and ram into you, making it harder for you to shoot Freddy&lt;br /&gt;
# After setting his bike on fire, start driving towards your next destination&lt;br /&gt;
#* Unfortunately you loose your bike after the cutscene, so you'll have to find a vehicle on the road, but drive with the bike as far as you can&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Gtasa ogloc map.jpg|thumb|Player route and positions]]&lt;br /&gt;
|[[File:Gtasa ogloc position.jpg|thumb|Position]]&lt;br /&gt;
|[[File:Gtasa ogloc backup position.jpg|thumb|Backup position]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* The mission sets your SMG ammo to 78 once you get on the bike (so it doesn't add an amount to what you had before, it sets it to 78). If you had more than 78 ammo before, it doesn't change it. If you already had a Tec-9, it doesn't replace it.&lt;br /&gt;
* Pushing Freddy off his bike (which you can do when you wait at the quick shot spot) crashes the game.&lt;br /&gt;
&lt;br /&gt;
==Just Business==&lt;br /&gt;
* Once you enter the building with Smoke, the game gives you a Micro-SMG (replacing any previous weapon in that slot) and adds 120 ammo to it (adding to ammo you might have had before). After the autoscroller, the game always gives you a Micro-SMG with 80 ammo (replacing any other weapon in that slot you may have picked up during the mission).&lt;br /&gt;
&lt;br /&gt;
==Doberman==&lt;br /&gt;
&lt;br /&gt;
===Safe Parking===&lt;br /&gt;
* ''Mission start:'' There is a small despawn area beside the marker (towards the road), but it should be safe to park in the half of the marker towards the door. Parking too close towards the door may be dangerous though. You can also get on the bike during the fadeout (press key as soon as the red marker disappears), which will prevent despawning (and is also a bit faster).&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|[[File:GTASA Doberman Despawn Area.jpg|thumb|Mission Start Despawn Areas]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Burning Desire==&lt;br /&gt;
{{GTASAAiAim}}&lt;br /&gt;
* You need to pick up the Molotovs in this mission to make the house vulnerable to fire, picking them up prior to the mission does not help.&lt;br /&gt;
* In the house, you have to pickup the Fire Extuingisher to trigger the cutscene with Denise after which she follows you. If you go up without there is a cutscene that tells you to get it, but even if you enter her room (you can jump over the fire), she just stands there and it doesn't trigger the cutscene after which she follows you.&lt;br /&gt;
* After getting the Fire Extuingisher, you can jump over the fire in her room and trigger the cutscene, but she won't follow you unless you put out the fires in her way. If you let her stay in her room and go out the front door, it still tells you to go back in and get the girl.&lt;br /&gt;
** However, if you manage to push her through the first fire in front of ther room, she will follow you through the other fires.&lt;br /&gt;
* After triggering the cutscene in Denise's room (after which she follows you), the fires disappear when you go out and back into the house. But since you still have to go back up and guide the girl out of the house, it's probably not very useful.&lt;br /&gt;
&lt;br /&gt;
===Safe Parking===&lt;br /&gt;
* ''Mission start:'' You shouldn't park directly in the marker (and possibly where the police car will spawn), but if you park a few meters away, it should be fine. The despawn area isn't as big as in Grey Imports. ([https://forum.speeddemosarchive.com/post/gta_san_andreas_official_thread__484.html#gta_san_andreas_official_thread__484 Forum])&lt;br /&gt;
&lt;br /&gt;
==Grey Imports==&lt;br /&gt;
===Safe Parking===&lt;br /&gt;
* ''Mission start:'' The despawn area is pretty big. Parking on the middle of the road to the east of the marker should be fine though (on the double-line in the center).&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|[[File:GTASA GreyImports Despawn Area.jpg|thumb|Mission Start Despawn Area]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Home Invasion==&lt;br /&gt;
This mission has a special walking animation that makes you move slower. However, if you hold certain weapons, you don't get this slower walking. Most importantly this also affects walking speed when you carry a crate (which is the only time you would be walking anyway, since moving crouched is faster), even though CJ isn't actually holding the weapon in his hands.&lt;br /&gt;
&lt;br /&gt;
Weapons that seem to work for this are weapons you can't sprint with, including: Baseball Bat, Shotgun, Combat Shotgun, Rifle, M4, AK, Sniper Rifle, Flame Thrower, Rocket Launchers&lt;br /&gt;
&lt;br /&gt;
With the Shotgun in particular (and maybe other weapons like the M4 or AK, but not the Baseball Bat) there's another strange behaviour where the noise-meter doesn't fill as fast. Normally if you just run, it fills almost instantly, but while holding the shotgun (again, also when carrying a crate) you can run for about a second before the noise-meter reacts. It fills about 2/3 when you run too long and fills completely after about 0.5 seconds. Important is that you don't press the walk button at all when doing this. Changing between walking and running seems to trigger the noise-meter a lot faster. Just run normally by pressing the move forward button, let go of it after a second, then run again.&lt;br /&gt;
&lt;br /&gt;
This allows you to take one of the further away crates as the last one and just run back to the door all the way. This fills the noise-meter, but you get out before the cutscene plays (it would play when you go back in, but you won't have to after the last crate). Without the delayed noise-meter, the cutscene would play before you get out if you run all the way.&lt;br /&gt;
&lt;br /&gt;
Even with the delayed noise-meter while having the shotgun selected, the noise-meter seems to fill faster if it is already filled a bit, so be careful with that.&lt;br /&gt;
&lt;br /&gt;
Also sliding to the further away crates saves about 1 second for each crate.&lt;br /&gt;
&lt;br /&gt;
* [http://www.youtube.com/watch?v=lHkqIWX48Ms Video: Comparison between different moving speeds in this mission]&lt;br /&gt;
* [http://www.youtube.com/watch?v=YJ5RB7kzWt0 Video: Demonstration of running with the shotgun]&lt;br /&gt;
&lt;br /&gt;
==The Green Sabre==&lt;br /&gt;
Enemies you kill before driving into the marker where you have to save Sweet, just respawn. The first van spawns once you killed 3 enemies, the second van once you killed 6 enemies and the car once you killed 9 enemies. The mission is completed once you killed all enemies.&lt;br /&gt;
&lt;br /&gt;
===Safe Parking===&lt;br /&gt;
* ''Mission start:'' Vehicles seem to despawn when you park them in the marker. CJ can also sometimes get blocked by a vehicle and has to run around it before answering the phonecall, although it doesn't seem to affect the time, the cutscene always seems to be about 7.6 seconds long. Parking where the Greenwood spawns can prevent that from spawning though.&lt;br /&gt;
&lt;br /&gt;
=Badlands=&lt;br /&gt;
==Against All Odds==&lt;br /&gt;
After leaving the Betting Shop, your Wanted Level will usually be decreased after a short time, leaving you with 3 stars. This doesn't appear to happen when you run a police officer over on the way (or something like that). You can use the two bribe stars in Blueberry to get rid of two more stars, leaving you with only one that should disappear 10 seconds after picking up the last bribe. If you don't loose a star to begin with (leaving you with the initial 4), you can wait a bit after picking up the first bribe, so that another star disappears on it's own before picking up the second bribe.&lt;br /&gt;
&lt;br /&gt;
As opposed to some other missions, you can't finish the mission if you regain a wanted level after loosing it. The marker is only there if you don't have a wanted level at all.&lt;br /&gt;
&lt;br /&gt;
=San Fierro=&lt;br /&gt;
&lt;br /&gt;
==Photo Opportunity==&lt;br /&gt;
&lt;br /&gt;
* Video: [http://www.youtube.com/watch?v=w6yR4xS4SfU Safe spot to do the drop]&lt;br /&gt;
&lt;br /&gt;
==Jizzy (Cutscene)==&lt;br /&gt;
===Safe Parking===&lt;br /&gt;
* ''Cutscene:'' It appears there is not set despawn zone, so it should be safe to park anywhere reasonable.&lt;br /&gt;
&lt;br /&gt;
==Outrider==&lt;br /&gt;
&lt;br /&gt;
The Van starts driving after you get on the Sanchez the mission gives you and arrives at the destination about 4:15 later (if you destroy the roadblocks, it might take longer if it's obstructed in some way).&lt;br /&gt;
&lt;br /&gt;
The enemies at the roadblocks don't attack you (even if you get really close) unless you shoot near them.&lt;br /&gt;
&lt;br /&gt;
===Safe Parking===&lt;br /&gt;
* ''Mission start:'' There is a huge despawn area when you start the mission, so the best way to keep a vehicle is probably in the garage.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| [[File:GTASA Outrider Despawn Area.jpg|thumb|Despawn Area]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Snail Trail==&lt;br /&gt;
''See [[Grand Theft Auto: San Andreas/Missions/Snail Trail]]''&lt;br /&gt;
&lt;br /&gt;
==Ice Cold Killah==&lt;br /&gt;
===Safe Parking===&lt;br /&gt;
* ''Mission start'': The mission start doesn't seem to have a despawn area, you should be safe to just park it anywhere reasonable&lt;br /&gt;
&lt;br /&gt;
==Amphibious Assault==&lt;br /&gt;
After going into the marker near the water and spawning in the water channel between the rocks, you can just climb/jump out of there, walk over the rocks to the water and swim to the ship.&lt;br /&gt;
&lt;br /&gt;
This mission also seems to have [[Grand_Theft_Auto:_San_Andreas/Game_Mechanics_and_Glitches#Harder_AI_after_having_been_in_a_car|more dangerous AI]] when you were in a car before, getting on a bike resets the AI to normal. A boat also seems to affect it the same as a car, so be careful with enemies after having been in a boat.&lt;br /&gt;
&lt;br /&gt;
* Video: [https://www.youtube.com/watch?v=3jwN9A3EX50 Swimming strats]&lt;br /&gt;
&lt;br /&gt;
===Safe Parking===&lt;br /&gt;
* ''Mission start'': The mission start doesn't seem to have a set despawn area, you should be safe to just park anywhere resonable (although it seems if you park it directly against the wall of the house it despawns, so just park it in the marker or something)&lt;br /&gt;
* ''During the mission'': There is a huge area where vehicles are despawned, but there might also be other effects that make certain position unsafe for parking vehicles during all of the mission (picture with safe area needed)&lt;br /&gt;
&lt;br /&gt;
==Pier 69==&lt;br /&gt;
{{GTASAAiAim}}&lt;br /&gt;
&lt;br /&gt;
===Safe Parking===&lt;br /&gt;
* ''Mission start'': If you park the bike a few meters away from the mission start marker, it should be fine (kind of on the half of the sidewalk towards the road)&lt;br /&gt;
* ''After sniping the enemies on the roof'': Pier 69 has a huge despawn area, but there is a specific spot on the roof where you can park a bike so it won't despawn (picture needed)&lt;br /&gt;
** Video: [https://www.youtube.com/watch?v=Ic7bO9QruOY Parking Position]&lt;br /&gt;
&lt;br /&gt;
==Toreno's Last Flight==&lt;br /&gt;
{{GTASAAiAim}}&lt;br /&gt;
&lt;br /&gt;
===Homing Rockets Strategy===&lt;br /&gt;
You need to get Homing Rockets before the mission, then while standing where you spawn after the cutscene, you acquire the helicopter as target and shoot it down.&lt;br /&gt;
&lt;br /&gt;
===Normal Rockets Strategy===&lt;br /&gt;
If you use normal rockets to shoot down the helicopter (either by having some before or taking the ones on the helipad), you can get on the parked bike quickly and drive to where the helicopter turns left towards the highway. If you are fast, you have a few seconds to shoot it there. If you miss, you can also do a backup strat from that position, if you have plenty of rockets: Rockets always seem to explode at the same distance, as long as they don't hit anything before. So if you spam them in the direction of the helicopter's path, they will eventually damage it, even if you don't hit it directly.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|[[File:TorenosLastFlight.jpg|thumb|Shooting position]]&lt;br /&gt;
|[[File:TorenosLastFlightBackup.jpg|thumb|Backup Strategy]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Safe Parking===&lt;br /&gt;
* ''Mission start'': The mission start doesn't seem to have a set despawn area, you should be safe to just park anywhere resonable. Also it doesn't seem to matter at all when you obstruct CJ for the cutscene. Whether you don't obstruct him at all, park a bike where he spawns or even a car where he is supposed to go, the cutscene seems always skipable after 4.6 seconds.&lt;br /&gt;
&lt;br /&gt;
=Las Venturas=&lt;br /&gt;
==Fender Ketchup==&lt;br /&gt;
You have to scare the guy by driving around. The fastest way appears to be doing left handbrake turns. You need to reach a certain speed, then press the handbrake and turn left (turning right doesn't work for some reason). You can do this on the parking lot where the mission starts/ends and just do handbrake U-Turns. If you use the whole space, you just gain enough speed for it.&lt;br /&gt;
&lt;br /&gt;
You can also do the same strat on the street and not do full U-Turns, but instead only turn enough so it triggers, but then keep going straight so you can retain more speed and do the next turn earlier.&lt;br /&gt;
&lt;br /&gt;
* [http://www.youtube.com/watch?v=bjjZx6pCdL0 Video: On the Parking Lot]&lt;br /&gt;
* [http://www.youtube.com/watch?v=mUcYsdKRaRw Video: On the Road]&lt;br /&gt;
&lt;br /&gt;
==Explosive Situation==&lt;br /&gt;
Be careful not to let the Dumper explode, it will fail the mission even after you got all the Dynamite. This can easily happen when you park the Dumper too close to the Forklift that can explode because you have to hit it go get the Dynamite.&lt;br /&gt;
&lt;br /&gt;
==You've Had Your Chips==&lt;br /&gt;
Climb over the fence to the south and walk into the entrance of the factory building to do the &amp;quot;stealth&amp;quot;-approach. If you walk in through the area's main entrance or shoot the car in front of the factory, additional enemies spawn inside the factory.&lt;br /&gt;
&lt;br /&gt;
Once you are inside the factory, it's all about destroying the machines:&lt;br /&gt;
* Once 3 machines are destroyed 3 enemies spawn outside, 2 running into the factory and 1 enemy with an automatic shotgun that can be very dangerous&lt;br /&gt;
* Once 6 machines are destroyed a car with several enemies with SMGs spawns outside and start driving towards the factory entrance&lt;br /&gt;
* Once 9 machines are destroyed you are done and have to head back to the Casino&lt;br /&gt;
&lt;br /&gt;
However there is a way to skip the spawning of the 3 enemies outside. If you destroy the 3rd and 4th machine at exactly the same time (probably the same frame or something) the internal counter probably isn't checked when it is at 3, but only when it is at 4, so the spawn isn't triggered (this also works when you destroy more than 2 machines at once, just make sure the 3rd machine isn't destroyed by itself). The order of the machines doesn't matter, &amp;quot;the 3rd machine&amp;quot; only refers to the number of destroyed machines.&lt;br /&gt;
&lt;br /&gt;
The car is actually technicially spawned when more than 5 machines are destroyed, instead of exactly 6, so the spawning of the car can't be prevented with the same technique.&lt;br /&gt;
&lt;br /&gt;
To destroy several machines at exactly the same time, explosions are probably the only way (fire a rocket between machines that are near together or plant satchel charges).&lt;br /&gt;
&lt;br /&gt;
* [http://www.youtube.com/watch?v=x-BcmcKGoB0 Video: Demonstration of spawning/not spawning enemies (and also of a specific strat for this mission)]&lt;br /&gt;
* [http://www.youtube.com/watch?v=TP0UlZqokMk Video: Demonstration of the spawning car]&lt;br /&gt;
* [http://www.youtube.com/watch?v=CKJmiwssjsI Video: Explanation of a specific strat for this mission]&lt;br /&gt;
* [http://www.youtube.com/watch?v=pjPNRsbOJ7A Video: Possible safer Rocket Strat for the beginning]&lt;br /&gt;
&lt;br /&gt;
==Don Peyote==&lt;br /&gt;
At the snake farm, you need to kill all four farmers, or else they come after you once you activate the marker at the casino, which triggers a cutscene and apparently has a chance to softlock the game.&lt;br /&gt;
&lt;br /&gt;
==Misappropriation==&lt;br /&gt;
&lt;br /&gt;
===If you fail to kill him before he escapes===&lt;br /&gt;
Please note that these are very rough numbers. If the target gets into his heli, the chase takes about 2:00-2:30 (depending on how close you keep to him apparently) to the helipad where he lands and you can shoot him. From there it takes about 35s to landing in front of Caligula's Casino with the helicopter. So given the any% route, it takes about 3 minutes. If you manage to kill him before he escapes, it takes about 1:45 to landing in front of Caligula's Casino, so that is about 1:15 faster. If you die, it takes about 1 minute back to the mission start marker, with trip skip you get to the mission pretty fast, but you still need some time to actually kill the target (also you need to get a weapon for that).&lt;br /&gt;
&lt;br /&gt;
=Return to Los Santos=&lt;br /&gt;
==Vertical Bird==&lt;br /&gt;
If you drive the boat into the back of the ship, then the enemies will have higher accuracy than when you jump out beforehand and swim in.&lt;br /&gt;
&lt;br /&gt;
* Video: [http://www.youtube.com/watch?v=QmfOtvrvQy0 End of the mission]&lt;br /&gt;
&lt;br /&gt;
==Beat Down on BDup==&lt;br /&gt;
This mission has [[Grand_Theft_Auto:_San_Andreas/Game_Mechanics_and_Glitches#Harder_AI_after_having_been_in_a_car|more dangerous AI]] when you were in a car before, getting on a bike resets the AI to normal.&lt;br /&gt;
&lt;br /&gt;
==Cut Throat Business==&lt;br /&gt;
===Safe Parking===&lt;br /&gt;
* ''Mission start:'' This mission seems to have a huge despawn area (400 units radius), so there doesn't seem to be a practical way of keeping a vehicle.&lt;br /&gt;
&lt;br /&gt;
==Los Desperados==&lt;br /&gt;
If you take the territory closest to the train station, then Grove Street gangmembers spawn at the train station, if you approach it through Grove territory. During the mission, the gangmembers required to make the marker appear can be recruited directly at the train station, instead of having to get them into the car and driving them there.&lt;br /&gt;
* Video: [https://www.youtube.com/watch?v=Pl4UXO4BsPM Strategy Explanation]&lt;br /&gt;
* Video: [https://www.youtube.com/watch?v=IwjGNXT6o0A Strategy Comparison]&lt;br /&gt;
&lt;br /&gt;
==End of the Line==&lt;br /&gt;
This mission has Checkpoint Technology: If you die after killing Big Smoke, you start again at the point after killing him if you restart the mission (without loading a save, like trip skip). This is a bit dangerous though (see next paragraph). If you fail the mission during the car section, you start again at the beginning of the car section.&lt;br /&gt;
&lt;br /&gt;
This mission has [[Grand_Theft_Auto:_San_Andreas/Game_Mechanics_and_Glitches#Harder_AI_after_having_been_in_a_car|more dangerous AI]] when you use Checkpoint Technology and restart the mission from the point after killing Smoke and were in a car before, getting on a bike resets the AI to normal. If you already got to the car part and have to restart the mission there, this doesn't matter because you don't get shot anymore (and are in a car anyway).&lt;br /&gt;
&lt;br /&gt;
* Video: [http://www.youtube.com/watch?v=kBb8c7FXmIY AI Accuracy Comparison]&lt;br /&gt;
* Video: [http://www.youtube.com/watch?v=89T-11IBWzc Minigun Slide Demonstration]&lt;/div&gt;</summary>
		<author><name>Joshimuz</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Grand_Theft_Auto:_San_Andreas/Missions</id>
		<title>Grand Theft Auto: San Andreas/Missions</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Grand_Theft_Auto:_San_Andreas/Missions"/>
				<updated>2014-07-23T09:22:04Z</updated>
		
		<summary type="html">&lt;p&gt;Joshimuz: /* Pier 69 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page should contain facts about missions, how specific missions work, but not necessarily how to do them in a certain category. Questions like &amp;quot;What triggers X?&amp;quot; or &amp;quot;Is Y on a timer?&amp;quot; should be answered here.&lt;br /&gt;
&lt;br /&gt;
=Los Santos=&lt;br /&gt;
&lt;br /&gt;
==Big Smoke==&lt;br /&gt;
You don't have to stay on the bike, but you have to stay close to the others so they keep moving. The first cutscene is triggered by Sweet, the mission end is triggered by Ryder (of course you have to be there as well).&lt;br /&gt;
&lt;br /&gt;
==Ryder==&lt;br /&gt;
 Why did you blow up Ryder's car?&lt;br /&gt;
&lt;br /&gt;
Failing the mission makes 30s worth of cutscene in front of the pizza place that is the tutorial for eating skippable. Since you can easily blow up Ryder's car, this mission can be failed easily.&lt;br /&gt;
&lt;br /&gt;
==Drive-Thru==&lt;br /&gt;
Killing the passenger of the Drive-By car makes the driver get out.&lt;br /&gt;
&lt;br /&gt;
==Drive-By==&lt;br /&gt;
* To make sure that the second group of enemies spawns, you should look away from it after killing the first group.&lt;br /&gt;
* It seems that the Pay&amp;amp;Spray is completely scripted and is needed for the Mission End Marker to appear. After you were in the Pay&amp;amp;Spray, you can even get police stars again and still finish the mission.&lt;br /&gt;
&lt;br /&gt;
==Sweet's Girl==&lt;br /&gt;
{{GTASAAiAim}}&lt;br /&gt;
&lt;br /&gt;
==Life's A Beach==&lt;br /&gt;
You can skip the dancing:&lt;br /&gt;
# Find a Grove Street gangmember, recruit him and get him to the locked van&lt;br /&gt;
# Try to get into the locked van (doesn't matter on which side)&lt;br /&gt;
# CJ won't be able to get in, but if you keep trying, the homie will eventually open the passenger side door and get in&lt;br /&gt;
# Once the homie shows any sign of opening the door, hold down either of the gang buttons (G or H by default) until CJ says &amp;quot;See you later homie.&amp;quot; which means the gang is disbanded&lt;br /&gt;
#* Make sure you actually hold down the button, don't just press it shortly, it may seem like it takes a long time for CJ to react&lt;br /&gt;
#* For some the G button seems to work better, for others the H button&lt;br /&gt;
# While disbanding the gang, you move towards the water behind the parked car there and headshot the homie in the van, which should make him fall out leaving the door open&lt;br /&gt;
#* The homie will get out of the van after a few seconds, then get back in switching to the driver side. If the getting out animation has already started when you kill him, he will get out of the van, close the door and then die, so you won't get in. If you are not sure you can make it, wait for him to get back in and then shoot him when he is sitting on the driver side.&lt;br /&gt;
#* Careful: Shooting and aiming at the party can fail the mission, so make sure you are far enough away and have practiced a shooting position that works.&lt;br /&gt;
&lt;br /&gt;
* Video: [http://youtu.be/btn4IdZM34M Dance Skip Tutorial]&lt;br /&gt;
&lt;br /&gt;
==OG Loc==&lt;br /&gt;
# Follow Freddy through the alleys, if you keep close he drives faster&lt;br /&gt;
# Turn left to the quick shot spot and wait for him there, shooting your SMG as he passes to set his bike on fire&lt;br /&gt;
#* If you fail the first spot, you can go to the backup spot&lt;br /&gt;
#* There are different positions to wait at the quick shot spot (on the road, on the sidewalk), important is that you face the right direction and can shoot Freddy quickly&lt;br /&gt;
#*Sometimes cars around the corner you wait get spooked and ram into you, making it harder for you to shoot Freddy&lt;br /&gt;
# After setting his bike on fire, start driving towards your next destination&lt;br /&gt;
#* Unfortunately you loose your bike after the cutscene, so you'll have to find a vehicle on the road, but drive with the bike as far as you can&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Gtasa ogloc map.jpg|thumb|Player route and positions]]&lt;br /&gt;
|[[File:Gtasa ogloc position.jpg|thumb|Position]]&lt;br /&gt;
|[[File:Gtasa ogloc backup position.jpg|thumb|Backup position]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* The mission sets your SMG ammo to 78 once you get on the bike (so it doesn't add an amount to what you had before, it sets it to 78). If you had more than 78 ammo before, it doesn't change it. If you already had a Tec-9, it doesn't replace it.&lt;br /&gt;
* Pushing Freddy off his bike (which you can do when you wait at the quick shot spot) crashes the game.&lt;br /&gt;
&lt;br /&gt;
==Just Business==&lt;br /&gt;
* Once you enter the building with Smoke, the game gives you a Micro-SMG (replacing any previous weapon in that slot) and adds 120 ammo to it (adding to ammo you might have had before). After the autoscroller, the game always gives you a Micro-SMG with 80 ammo (replacing any other weapon in that slot you may have picked up during the mission).&lt;br /&gt;
&lt;br /&gt;
==Doberman==&lt;br /&gt;
&lt;br /&gt;
===Safe Parking===&lt;br /&gt;
* ''Mission start:'' There is a small despawn area beside the marker (towards the road), but it should be safe to park in the half of the marker towards the door. Parking too close towards the door may be dangerous though. You can also get on the bike during the fadeout (press key as soon as the red marker disappears), which will prevent despawning (and is also a bit faster).&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|[[File:GTASA Doberman Despawn Area.jpg|thumb|Mission Start Despawn Areas]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Burning Desire==&lt;br /&gt;
{{GTASAAiAim}}&lt;br /&gt;
* You need to pick up the Molotovs in this mission to make the house vulnerable to fire, picking them up prior to the mission does not help.&lt;br /&gt;
* In the house, you have to pickup the Fire Extuingisher to trigger the cutscene with Denise after which she follows you. If you go up without there is a cutscene that tells you to get it, but even if you enter her room (you can jump over the fire), she just stands there and it doesn't trigger the cutscene after which she follows you.&lt;br /&gt;
* After getting the Fire Extuingisher, you can jump over the fire in her room and trigger the cutscene, but she won't follow you unless you put out the fires in her way. If you let her stay in her room and go out the front door, it still tells you to go back in and get the girl.&lt;br /&gt;
** However, if you manage to push her through the first fire in front of ther room, she will follow you through the other fires.&lt;br /&gt;
* After triggering the cutscene in Denise's room (after which she follows you), the fires disappear when you go out and back into the house. But since you still have to go back up and guide the girl out of the house, it's probably not very useful.&lt;br /&gt;
&lt;br /&gt;
===Safe Parking===&lt;br /&gt;
* ''Mission start:'' You shouldn't park directly in the marker (and possibly where the police car will spawn), but if you park a few meters away, it should be fine. The despawn area isn't as big as in Grey Imports. ([https://forum.speeddemosarchive.com/post/gta_san_andreas_official_thread__484.html#gta_san_andreas_official_thread__484 Forum])&lt;br /&gt;
&lt;br /&gt;
==Grey Imports==&lt;br /&gt;
===Safe Parking===&lt;br /&gt;
* ''Mission start:'' The despawn area is pretty big. Parking on the middle of the road to the east of the marker should be fine though (on the double-line in the center).&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|[[File:GTASA GreyImports Despawn Area.jpg|thumb|Mission Start Despawn Area]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Home Invasion==&lt;br /&gt;
This mission has a special walking animation that makes you move slower. However, if you hold certain weapons, you don't get this slower walking. Most importantly this also affects walking speed when you carry a crate (which is the only time you would be walking anyway, since moving crouched is faster), even though CJ isn't actually holding the weapon in his hands.&lt;br /&gt;
&lt;br /&gt;
Weapons that seem to work for this are weapons you can't sprint with, including: Baseball Bat, Shotgun, Combat Shotgun, Rifle, M4, AK, Sniper Rifle, Flame Thrower, Rocket Launchers&lt;br /&gt;
&lt;br /&gt;
With the Shotgun in particular (and maybe other weapons like the M4 or AK, but not the Baseball Bat) there's another strange behaviour where the noise-meter doesn't fill as fast. Normally if you just run, it fills almost instantly, but while holding the shotgun (again, also when carrying a crate) you can run for about a second before the noise-meter reacts. It fills about 2/3 when you run too long and fills completely after about 0.5 seconds. Important is that you don't press the walk button at all when doing this. Changing between walking and running seems to trigger the noise-meter a lot faster. Just run normally by pressing the move forward button, let go of it after a second, then run again.&lt;br /&gt;
&lt;br /&gt;
This allows you to take one of the further away crates as the last one and just run back to the door all the way. This fills the noise-meter, but you get out before the cutscene plays (it would play when you go back in, but you won't have to after the last crate). Without the delayed noise-meter, the cutscene would play before you get out if you run all the way.&lt;br /&gt;
&lt;br /&gt;
Even with the delayed noise-meter while having the shotgun selected, the noise-meter seems to fill faster if it is already filled a bit, so be careful with that.&lt;br /&gt;
&lt;br /&gt;
Also sliding to the further away crates saves about 1 second for each crate.&lt;br /&gt;
&lt;br /&gt;
* [http://www.youtube.com/watch?v=lHkqIWX48Ms Video: Comparison between different moving speeds in this mission]&lt;br /&gt;
* [http://www.youtube.com/watch?v=YJ5RB7kzWt0 Video: Demonstration of running with the shotgun]&lt;br /&gt;
&lt;br /&gt;
==The Green Sabre==&lt;br /&gt;
Enemies you kill before driving into the marker where you have to save Sweet, just respawn. The first van spawns once you killed 3 enemies, the second van once you killed 6 enemies and the car once you killed 9 enemies. The mission is completed once you killed all enemies.&lt;br /&gt;
&lt;br /&gt;
===Safe Parking===&lt;br /&gt;
* ''Mission start:'' Vehicles seem to despawn when you park them in the marker. CJ can also sometimes get blocked by a vehicle and has to run around it before answering the phonecall, although it doesn't seem to affect the time, the cutscene always seems to be about 7.6 seconds long. Parking where the Greenwood spawns can prevent that from spawning though.&lt;br /&gt;
&lt;br /&gt;
=Badlands=&lt;br /&gt;
==Against All Odds==&lt;br /&gt;
After leaving the Betting Shop, your Wanted Level will usually be decreased after a short time, leaving you with 3 stars. This doesn't appear to happen when you run a police officer over on the way (or something like that). You can use the two bribe stars in Blueberry to get rid of two more stars, leaving you with only one that should disappear 10 seconds after picking up the last bribe. If you don't loose a star to begin with (leaving you with the initial 4), you can wait a bit after picking up the first bribe, so that another star disappears on it's own before picking up the second bribe.&lt;br /&gt;
&lt;br /&gt;
As opposed to some other missions, you can't finish the mission if you regain a wanted level after loosing it. The marker is only there if you don't have a wanted level at all.&lt;br /&gt;
&lt;br /&gt;
=San Fierro=&lt;br /&gt;
&lt;br /&gt;
==Photo Opportunity==&lt;br /&gt;
&lt;br /&gt;
* Video: [http://www.youtube.com/watch?v=w6yR4xS4SfU Safe spot to do the drop]&lt;br /&gt;
&lt;br /&gt;
==Jizzy (Cutscene)==&lt;br /&gt;
===Safe Parking===&lt;br /&gt;
* ''Cutscene:'' It appears there is not set despawn zone, so it should be safe to park anywhere reasonable.&lt;br /&gt;
&lt;br /&gt;
==Outrider==&lt;br /&gt;
&lt;br /&gt;
The Van starts driving after you get on the Sanchez the mission gives you and arrives at the destination about 4:15 later (if you destroy the roadblocks, it might take longer if it's obstructed in some way).&lt;br /&gt;
&lt;br /&gt;
The enemies at the roadblocks don't attack you (even if you get really close) unless you shoot near them.&lt;br /&gt;
&lt;br /&gt;
===Safe Parking===&lt;br /&gt;
* ''Mission start:'' There is a huge despawn area when you start the mission, so the best way to keep a vehicle is probably in the garage.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| [[File:GTASA Outrider Despawn Area.jpg|thumb|Despawn Area]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Snail Trail==&lt;br /&gt;
''See [[Grand Theft Auto: San Andreas/Missions/Snail Trail]]''&lt;br /&gt;
&lt;br /&gt;
==Ice Cold Killah==&lt;br /&gt;
===Safe Parking===&lt;br /&gt;
* ''Mission start'': The mission start doesn't seem to have a despawn area, you should be safe to just park it anywhere reasonable&lt;br /&gt;
&lt;br /&gt;
==Amphibious Assault==&lt;br /&gt;
After going into the marker near the water and spawning in the water channel between the rocks, you can just climb/jump out of there, walk over the rocks to the water and swim to the ship.&lt;br /&gt;
&lt;br /&gt;
This mission also seems to have [[Grand_Theft_Auto:_San_Andreas/Game_Mechanics_and_Glitches#Harder_AI_after_having_been_in_a_car|more dangerous AI]] when you were in a car before, getting on a bike resets the AI to normal. A boat also seems to affect it the same as a car, so be careful with enemies after having been in a boat.&lt;br /&gt;
&lt;br /&gt;
* Video: [https://www.youtube.com/watch?v=3jwN9A3EX50 Swimming strats]&lt;br /&gt;
&lt;br /&gt;
===Safe Parking===&lt;br /&gt;
* ''Mission start'': The mission start doesn't seem to have a set despawn area, you should be safe to just park anywhere resonable (although it seems if you park it directly against the wall of the house it despawns, so just park it in the marker or something)&lt;br /&gt;
* ''During the mission'': There is a huge area where vehicles are despawned, but there might also be other effects that make certain position unsafe for parking vehicles during all of the mission (picture with safe area needed)&lt;br /&gt;
&lt;br /&gt;
==Pier 69==&lt;br /&gt;
{{GTASAAiAim}}&lt;br /&gt;
&lt;br /&gt;
===Safe Parking===&lt;br /&gt;
* ''Mission start'': If you park the bike a few meters away from the mission start marker, it should be fine (kind of on the half of the sidewalk towards the road)&lt;br /&gt;
* ''After sniping the enemies on the roof'': Pier 69 has a huge despawn area, but there is a specific spot on the roof where you can park a bike so it won't despawn (picture needed)&lt;br /&gt;
** Video: [https://www.youtube.com/watch?v=Ic7bO9QruOY Parking Position]&lt;br /&gt;
&lt;br /&gt;
==Toreno's Last Flight==&lt;br /&gt;
This mission has [[Grand_Theft_Auto:_San_Andreas/Game_Mechanics_and_Glitches#Harder_AI_after_having_been_in_a_car|more dangerous AI]] when you were in a car before, getting on a bike resets the AI to normal.&lt;br /&gt;
&lt;br /&gt;
===Homing Rockets Strategy===&lt;br /&gt;
You need to get Homing Rockets before the mission, then while standing where you spawn after the cutscene, you acquire the helicopter as target and shoot it down.&lt;br /&gt;
&lt;br /&gt;
===Normal Rockets Strategy===&lt;br /&gt;
If you use normal rockets to shoot down the helicopter (either by having some before or taking the ones on the helipad), you can get on the parked bike quickly and drive to where the helicopter turns left towards the highway. If you are fast, you have a few seconds to shoot it there. If you miss, you can also do a backup strat from that position, if you have plenty of rockets: Rockets always seem to explode at the same distance, as long as they don't hit anything before. So if you spam them in the direction of the helicopter's path, they will eventually damage it, even if you don't hit it directly.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|[[File:TorenosLastFlight.jpg|thumb|Shooting position]]&lt;br /&gt;
|[[File:TorenosLastFlightBackup.jpg|thumb|Backup Strategy]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Safe Parking===&lt;br /&gt;
* ''Mission start'': The mission start doesn't seem to have a set despawn area, you should be safe to just park anywhere resonable. Also it doesn't seem to matter at all when you obstruct CJ for the cutscene. Whether you don't obstruct him at all, park a bike where he spawns or even a car where he is supposed to go, the cutscene seems always skipable after 4.6 seconds.&lt;br /&gt;
&lt;br /&gt;
=Las Venturas=&lt;br /&gt;
==Fender Ketchup==&lt;br /&gt;
You have to scare the guy by driving around. The fastest way appears to be doing left handbrake turns. You need to reach a certain speed, then press the handbrake and turn left (turning right doesn't work for some reason). You can do this on the parking lot where the mission starts/ends and just do handbrake U-Turns. If you use the whole space, you just gain enough speed for it.&lt;br /&gt;
&lt;br /&gt;
You can also do the same strat on the street and not do full U-Turns, but instead only turn enough so it triggers, but then keep going straight so you can retain more speed and do the next turn earlier.&lt;br /&gt;
&lt;br /&gt;
* [http://www.youtube.com/watch?v=bjjZx6pCdL0 Video: On the Parking Lot]&lt;br /&gt;
* [http://www.youtube.com/watch?v=mUcYsdKRaRw Video: On the Road]&lt;br /&gt;
&lt;br /&gt;
==Explosive Situation==&lt;br /&gt;
Be careful not to let the Dumper explode, it will fail the mission even after you got all the Dynamite. This can easily happen when you park the Dumper too close to the Forklift that can explode because you have to hit it go get the Dynamite.&lt;br /&gt;
&lt;br /&gt;
==You've Had Your Chips==&lt;br /&gt;
Climb over the fence to the south and walk into the entrance of the factory building to do the &amp;quot;stealth&amp;quot;-approach. If you walk in through the area's main entrance or shoot the car in front of the factory, additional enemies spawn inside the factory.&lt;br /&gt;
&lt;br /&gt;
Once you are inside the factory, it's all about destroying the machines:&lt;br /&gt;
* Once 3 machines are destroyed 3 enemies spawn outside, 2 running into the factory and 1 enemy with an automatic shotgun that can be very dangerous&lt;br /&gt;
* Once 6 machines are destroyed a car with several enemies with SMGs spawns outside and start driving towards the factory entrance&lt;br /&gt;
* Once 9 machines are destroyed you are done and have to head back to the Casino&lt;br /&gt;
&lt;br /&gt;
However there is a way to skip the spawning of the 3 enemies outside. If you destroy the 3rd and 4th machine at exactly the same time (probably the same frame or something) the internal counter probably isn't checked when it is at 3, but only when it is at 4, so the spawn isn't triggered (this also works when you destroy more than 2 machines at once, just make sure the 3rd machine isn't destroyed by itself). The order of the machines doesn't matter, &amp;quot;the 3rd machine&amp;quot; only refers to the number of destroyed machines.&lt;br /&gt;
&lt;br /&gt;
The car is actually technicially spawned when more than 5 machines are destroyed, instead of exactly 6, so the spawning of the car can't be prevented with the same technique.&lt;br /&gt;
&lt;br /&gt;
To destroy several machines at exactly the same time, explosions are probably the only way (fire a rocket between machines that are near together or plant satchel charges).&lt;br /&gt;
&lt;br /&gt;
* [http://www.youtube.com/watch?v=x-BcmcKGoB0 Video: Demonstration of spawning/not spawning enemies (and also of a specific strat for this mission)]&lt;br /&gt;
* [http://www.youtube.com/watch?v=TP0UlZqokMk Video: Demonstration of the spawning car]&lt;br /&gt;
* [http://www.youtube.com/watch?v=CKJmiwssjsI Video: Explanation of a specific strat for this mission]&lt;br /&gt;
* [http://www.youtube.com/watch?v=pjPNRsbOJ7A Video: Possible safer Rocket Strat for the beginning]&lt;br /&gt;
&lt;br /&gt;
==Don Peyote==&lt;br /&gt;
At the snake farm, you need to kill all four farmers, or else they come after you once you activate the marker at the casino, which triggers a cutscene and apparently has a chance to softlock the game.&lt;br /&gt;
&lt;br /&gt;
==Misappropriation==&lt;br /&gt;
&lt;br /&gt;
===If you fail to kill him before he escapes===&lt;br /&gt;
Please note that these are very rough numbers. If the target gets into his heli, the chase takes about 2:00-2:30 (depending on how close you keep to him apparently) to the helipad where he lands and you can shoot him. From there it takes about 35s to landing in front of Caligula's Casino with the helicopter. So given the any% route, it takes about 3 minutes. If you manage to kill him before he escapes, it takes about 1:45 to landing in front of Caligula's Casino, so that is about 1:15 faster. If you die, it takes about 1 minute back to the mission start marker, with trip skip you get to the mission pretty fast, but you still need some time to actually kill the target (also you need to get a weapon for that).&lt;br /&gt;
&lt;br /&gt;
=Return to Los Santos=&lt;br /&gt;
==Vertical Bird==&lt;br /&gt;
If you drive the boat into the back of the ship, then the enemies will have higher accuracy than when you jump out beforehand and swim in.&lt;br /&gt;
&lt;br /&gt;
* Video: [http://www.youtube.com/watch?v=QmfOtvrvQy0 End of the mission]&lt;br /&gt;
&lt;br /&gt;
==Beat Down on BDup==&lt;br /&gt;
This mission has [[Grand_Theft_Auto:_San_Andreas/Game_Mechanics_and_Glitches#Harder_AI_after_having_been_in_a_car|more dangerous AI]] when you were in a car before, getting on a bike resets the AI to normal.&lt;br /&gt;
&lt;br /&gt;
==Cut Throat Business==&lt;br /&gt;
===Safe Parking===&lt;br /&gt;
* ''Mission start:'' This mission seems to have a huge despawn area (400 units radius), so there doesn't seem to be a practical way of keeping a vehicle.&lt;br /&gt;
&lt;br /&gt;
==Los Desperados==&lt;br /&gt;
If you take the territory closest to the train station, then Grove Street gangmembers spawn at the train station, if you approach it through Grove territory. During the mission, the gangmembers required to make the marker appear can be recruited directly at the train station, instead of having to get them into the car and driving them there.&lt;br /&gt;
* Video: [https://www.youtube.com/watch?v=Pl4UXO4BsPM Strategy Explanation]&lt;br /&gt;
* Video: [https://www.youtube.com/watch?v=IwjGNXT6o0A Strategy Comparison]&lt;br /&gt;
&lt;br /&gt;
==End of the Line==&lt;br /&gt;
This mission has Checkpoint Technology: If you die after killing Big Smoke, you start again at the point after killing him if you restart the mission (without loading a save, like trip skip). This is a bit dangerous though (see next paragraph). If you fail the mission during the car section, you start again at the beginning of the car section.&lt;br /&gt;
&lt;br /&gt;
This mission has [[Grand_Theft_Auto:_San_Andreas/Game_Mechanics_and_Glitches#Harder_AI_after_having_been_in_a_car|more dangerous AI]] when you use Checkpoint Technology and restart the mission from the point after killing Smoke and were in a car before, getting on a bike resets the AI to normal. If you already got to the car part and have to restart the mission there, this doesn't matter because you don't get shot anymore (and are in a car anyway).&lt;br /&gt;
&lt;br /&gt;
* Video: [http://www.youtube.com/watch?v=kBb8c7FXmIY AI Accuracy Comparison]&lt;br /&gt;
* Video: [http://www.youtube.com/watch?v=89T-11IBWzc Minigun Slide Demonstration]&lt;/div&gt;</summary>
		<author><name>Joshimuz</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Template:GTASAAiAim</id>
		<title>Template:GTASAAiAim</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Template:GTASAAiAim"/>
				<updated>2014-07-23T09:20:41Z</updated>
		
		<summary type="html">&lt;p&gt;Joshimuz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| style=&amp;quot;border: 2px solid #FFF; width:100%; margin: 0.5em; padding: 2px; background-color: #666666;&amp;quot; class=&amp;quot;plainlinks&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:5px;&amp;quot;|'''This mission is affected by the [[Grand_Theft_Auto:_San_Andreas/Game_Mechanics_and_Glitches#Harder_AI_after_having_been_in_a_car|Increased AI Accuracy Bug]]'''&amp;lt;br /&amp;gt; {{#if:{{{1|}}}|{{{1|}}}|}}&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Joshimuz</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Template:GTASAAiAim</id>
		<title>Template:GTASAAiAim</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Template:GTASAAiAim"/>
				<updated>2014-07-23T09:19:58Z</updated>
		
		<summary type="html">&lt;p&gt;Joshimuz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| style=&amp;quot;border: 2px solid #A38; width:100%; margin: 0.5em; padding: 2px; background-color: #666666;&amp;quot; class=&amp;quot;plainlinks&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:5px;&amp;quot;|'''This mission is affected by the [[Grand_Theft_Auto:_San_Andreas/Game_Mechanics_and_Glitches#Harder_AI_after_having_been_in_a_car|Increased AI Accuracy Bug]]'''&amp;lt;br /&amp;gt; {{#if:{{{1|}}}|{{{1|}}}|}}&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Joshimuz</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Template:GTASAAiAim</id>
		<title>Template:GTASAAiAim</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Template:GTASAAiAim"/>
				<updated>2014-07-23T09:19:31Z</updated>
		
		<summary type="html">&lt;p&gt;Joshimuz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| style=&amp;quot;border: 2px solid #A38; width:100%; margin: 0.5em; padding: 2px; background-color: #666666;&amp;quot; class=&amp;quot;plainlinks&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:5px;&amp;quot;|'''This mission is affected by the [[Grand_Theft_Auto:_San_Andreas/Game_Mechanics_and_Glitches#Harder_AI_after_having_been_in_a_car|AI Accuracy Bug]]'''&amp;lt;br /&amp;gt; {{#if:{{{1|}}}|{{{1|}}}|}}&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Joshimuz</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Grand_Theft_Auto:_San_Andreas/Missions</id>
		<title>Grand Theft Auto: San Andreas/Missions</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Grand_Theft_Auto:_San_Andreas/Missions"/>
				<updated>2014-07-23T09:18:31Z</updated>
		
		<summary type="html">&lt;p&gt;Joshimuz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page should contain facts about missions, how specific missions work, but not necessarily how to do them in a certain category. Questions like &amp;quot;What triggers X?&amp;quot; or &amp;quot;Is Y on a timer?&amp;quot; should be answered here.&lt;br /&gt;
&lt;br /&gt;
=Los Santos=&lt;br /&gt;
&lt;br /&gt;
==Big Smoke==&lt;br /&gt;
You don't have to stay on the bike, but you have to stay close to the others so they keep moving. The first cutscene is triggered by Sweet, the mission end is triggered by Ryder (of course you have to be there as well).&lt;br /&gt;
&lt;br /&gt;
==Ryder==&lt;br /&gt;
 Why did you blow up Ryder's car?&lt;br /&gt;
&lt;br /&gt;
Failing the mission makes 30s worth of cutscene in front of the pizza place that is the tutorial for eating skippable. Since you can easily blow up Ryder's car, this mission can be failed easily.&lt;br /&gt;
&lt;br /&gt;
==Drive-Thru==&lt;br /&gt;
Killing the passenger of the Drive-By car makes the driver get out.&lt;br /&gt;
&lt;br /&gt;
==Drive-By==&lt;br /&gt;
* To make sure that the second group of enemies spawns, you should look away from it after killing the first group.&lt;br /&gt;
* It seems that the Pay&amp;amp;Spray is completely scripted and is needed for the Mission End Marker to appear. After you were in the Pay&amp;amp;Spray, you can even get police stars again and still finish the mission.&lt;br /&gt;
&lt;br /&gt;
==Sweet's Girl==&lt;br /&gt;
{{GTASAAiAim}}&lt;br /&gt;
&lt;br /&gt;
==Life's A Beach==&lt;br /&gt;
You can skip the dancing:&lt;br /&gt;
# Find a Grove Street gangmember, recruit him and get him to the locked van&lt;br /&gt;
# Try to get into the locked van (doesn't matter on which side)&lt;br /&gt;
# CJ won't be able to get in, but if you keep trying, the homie will eventually open the passenger side door and get in&lt;br /&gt;
# Once the homie shows any sign of opening the door, hold down either of the gang buttons (G or H by default) until CJ says &amp;quot;See you later homie.&amp;quot; which means the gang is disbanded&lt;br /&gt;
#* Make sure you actually hold down the button, don't just press it shortly, it may seem like it takes a long time for CJ to react&lt;br /&gt;
#* For some the G button seems to work better, for others the H button&lt;br /&gt;
# While disbanding the gang, you move towards the water behind the parked car there and headshot the homie in the van, which should make him fall out leaving the door open&lt;br /&gt;
#* The homie will get out of the van after a few seconds, then get back in switching to the driver side. If the getting out animation has already started when you kill him, he will get out of the van, close the door and then die, so you won't get in. If you are not sure you can make it, wait for him to get back in and then shoot him when he is sitting on the driver side.&lt;br /&gt;
#* Careful: Shooting and aiming at the party can fail the mission, so make sure you are far enough away and have practiced a shooting position that works.&lt;br /&gt;
&lt;br /&gt;
* Video: [http://youtu.be/btn4IdZM34M Dance Skip Tutorial]&lt;br /&gt;
&lt;br /&gt;
==OG Loc==&lt;br /&gt;
# Follow Freddy through the alleys, if you keep close he drives faster&lt;br /&gt;
# Turn left to the quick shot spot and wait for him there, shooting your SMG as he passes to set his bike on fire&lt;br /&gt;
#* If you fail the first spot, you can go to the backup spot&lt;br /&gt;
#* There are different positions to wait at the quick shot spot (on the road, on the sidewalk), important is that you face the right direction and can shoot Freddy quickly&lt;br /&gt;
#*Sometimes cars around the corner you wait get spooked and ram into you, making it harder for you to shoot Freddy&lt;br /&gt;
# After setting his bike on fire, start driving towards your next destination&lt;br /&gt;
#* Unfortunately you loose your bike after the cutscene, so you'll have to find a vehicle on the road, but drive with the bike as far as you can&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Gtasa ogloc map.jpg|thumb|Player route and positions]]&lt;br /&gt;
|[[File:Gtasa ogloc position.jpg|thumb|Position]]&lt;br /&gt;
|[[File:Gtasa ogloc backup position.jpg|thumb|Backup position]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* The mission sets your SMG ammo to 78 once you get on the bike (so it doesn't add an amount to what you had before, it sets it to 78). If you had more than 78 ammo before, it doesn't change it. If you already had a Tec-9, it doesn't replace it.&lt;br /&gt;
* Pushing Freddy off his bike (which you can do when you wait at the quick shot spot) crashes the game.&lt;br /&gt;
&lt;br /&gt;
==Just Business==&lt;br /&gt;
* Once you enter the building with Smoke, the game gives you a Micro-SMG (replacing any previous weapon in that slot) and adds 120 ammo to it (adding to ammo you might have had before). After the autoscroller, the game always gives you a Micro-SMG with 80 ammo (replacing any other weapon in that slot you may have picked up during the mission).&lt;br /&gt;
&lt;br /&gt;
==Doberman==&lt;br /&gt;
&lt;br /&gt;
===Safe Parking===&lt;br /&gt;
* ''Mission start:'' There is a small despawn area beside the marker (towards the road), but it should be safe to park in the half of the marker towards the door. Parking too close towards the door may be dangerous though. You can also get on the bike during the fadeout (press key as soon as the red marker disappears), which will prevent despawning (and is also a bit faster).&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|[[File:GTASA Doberman Despawn Area.jpg|thumb|Mission Start Despawn Areas]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Burning Desire==&lt;br /&gt;
{{GTASAAiAim}}&lt;br /&gt;
* You need to pick up the Molotovs in this mission to make the house vulnerable to fire, picking them up prior to the mission does not help.&lt;br /&gt;
* In the house, you have to pickup the Fire Extuingisher to trigger the cutscene with Denise after which she follows you. If you go up without there is a cutscene that tells you to get it, but even if you enter her room (you can jump over the fire), she just stands there and it doesn't trigger the cutscene after which she follows you.&lt;br /&gt;
* After getting the Fire Extuingisher, you can jump over the fire in her room and trigger the cutscene, but she won't follow you unless you put out the fires in her way. If you let her stay in her room and go out the front door, it still tells you to go back in and get the girl.&lt;br /&gt;
** However, if you manage to push her through the first fire in front of ther room, she will follow you through the other fires.&lt;br /&gt;
* After triggering the cutscene in Denise's room (after which she follows you), the fires disappear when you go out and back into the house. But since you still have to go back up and guide the girl out of the house, it's probably not very useful.&lt;br /&gt;
&lt;br /&gt;
===Safe Parking===&lt;br /&gt;
* ''Mission start:'' You shouldn't park directly in the marker (and possibly where the police car will spawn), but if you park a few meters away, it should be fine. The despawn area isn't as big as in Grey Imports. ([https://forum.speeddemosarchive.com/post/gta_san_andreas_official_thread__484.html#gta_san_andreas_official_thread__484 Forum])&lt;br /&gt;
&lt;br /&gt;
==Grey Imports==&lt;br /&gt;
===Safe Parking===&lt;br /&gt;
* ''Mission start:'' The despawn area is pretty big. Parking on the middle of the road to the east of the marker should be fine though (on the double-line in the center).&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|[[File:GTASA GreyImports Despawn Area.jpg|thumb|Mission Start Despawn Area]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Home Invasion==&lt;br /&gt;
This mission has a special walking animation that makes you move slower. However, if you hold certain weapons, you don't get this slower walking. Most importantly this also affects walking speed when you carry a crate (which is the only time you would be walking anyway, since moving crouched is faster), even though CJ isn't actually holding the weapon in his hands.&lt;br /&gt;
&lt;br /&gt;
Weapons that seem to work for this are weapons you can't sprint with, including: Baseball Bat, Shotgun, Combat Shotgun, Rifle, M4, AK, Sniper Rifle, Flame Thrower, Rocket Launchers&lt;br /&gt;
&lt;br /&gt;
With the Shotgun in particular (and maybe other weapons like the M4 or AK, but not the Baseball Bat) there's another strange behaviour where the noise-meter doesn't fill as fast. Normally if you just run, it fills almost instantly, but while holding the shotgun (again, also when carrying a crate) you can run for about a second before the noise-meter reacts. It fills about 2/3 when you run too long and fills completely after about 0.5 seconds. Important is that you don't press the walk button at all when doing this. Changing between walking and running seems to trigger the noise-meter a lot faster. Just run normally by pressing the move forward button, let go of it after a second, then run again.&lt;br /&gt;
&lt;br /&gt;
This allows you to take one of the further away crates as the last one and just run back to the door all the way. This fills the noise-meter, but you get out before the cutscene plays (it would play when you go back in, but you won't have to after the last crate). Without the delayed noise-meter, the cutscene would play before you get out if you run all the way.&lt;br /&gt;
&lt;br /&gt;
Even with the delayed noise-meter while having the shotgun selected, the noise-meter seems to fill faster if it is already filled a bit, so be careful with that.&lt;br /&gt;
&lt;br /&gt;
Also sliding to the further away crates saves about 1 second for each crate.&lt;br /&gt;
&lt;br /&gt;
* [http://www.youtube.com/watch?v=lHkqIWX48Ms Video: Comparison between different moving speeds in this mission]&lt;br /&gt;
* [http://www.youtube.com/watch?v=YJ5RB7kzWt0 Video: Demonstration of running with the shotgun]&lt;br /&gt;
&lt;br /&gt;
==The Green Sabre==&lt;br /&gt;
Enemies you kill before driving into the marker where you have to save Sweet, just respawn. The first van spawns once you killed 3 enemies, the second van once you killed 6 enemies and the car once you killed 9 enemies. The mission is completed once you killed all enemies.&lt;br /&gt;
&lt;br /&gt;
===Safe Parking===&lt;br /&gt;
* ''Mission start:'' Vehicles seem to despawn when you park them in the marker. CJ can also sometimes get blocked by a vehicle and has to run around it before answering the phonecall, although it doesn't seem to affect the time, the cutscene always seems to be about 7.6 seconds long. Parking where the Greenwood spawns can prevent that from spawning though.&lt;br /&gt;
&lt;br /&gt;
=Badlands=&lt;br /&gt;
==Against All Odds==&lt;br /&gt;
After leaving the Betting Shop, your Wanted Level will usually be decreased after a short time, leaving you with 3 stars. This doesn't appear to happen when you run a police officer over on the way (or something like that). You can use the two bribe stars in Blueberry to get rid of two more stars, leaving you with only one that should disappear 10 seconds after picking up the last bribe. If you don't loose a star to begin with (leaving you with the initial 4), you can wait a bit after picking up the first bribe, so that another star disappears on it's own before picking up the second bribe.&lt;br /&gt;
&lt;br /&gt;
As opposed to some other missions, you can't finish the mission if you regain a wanted level after loosing it. The marker is only there if you don't have a wanted level at all.&lt;br /&gt;
&lt;br /&gt;
=San Fierro=&lt;br /&gt;
&lt;br /&gt;
==Photo Opportunity==&lt;br /&gt;
&lt;br /&gt;
* Video: [http://www.youtube.com/watch?v=w6yR4xS4SfU Safe spot to do the drop]&lt;br /&gt;
&lt;br /&gt;
==Jizzy (Cutscene)==&lt;br /&gt;
===Safe Parking===&lt;br /&gt;
* ''Cutscene:'' It appears there is not set despawn zone, so it should be safe to park anywhere reasonable.&lt;br /&gt;
&lt;br /&gt;
==Outrider==&lt;br /&gt;
&lt;br /&gt;
The Van starts driving after you get on the Sanchez the mission gives you and arrives at the destination about 4:15 later (if you destroy the roadblocks, it might take longer if it's obstructed in some way).&lt;br /&gt;
&lt;br /&gt;
The enemies at the roadblocks don't attack you (even if you get really close) unless you shoot near them.&lt;br /&gt;
&lt;br /&gt;
===Safe Parking===&lt;br /&gt;
* ''Mission start:'' There is a huge despawn area when you start the mission, so the best way to keep a vehicle is probably in the garage.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| [[File:GTASA Outrider Despawn Area.jpg|thumb|Despawn Area]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Snail Trail==&lt;br /&gt;
''See [[Grand Theft Auto: San Andreas/Missions/Snail Trail]]''&lt;br /&gt;
&lt;br /&gt;
==Ice Cold Killah==&lt;br /&gt;
===Safe Parking===&lt;br /&gt;
* ''Mission start'': The mission start doesn't seem to have a despawn area, you should be safe to just park it anywhere reasonable&lt;br /&gt;
&lt;br /&gt;
==Amphibious Assault==&lt;br /&gt;
After going into the marker near the water and spawning in the water channel between the rocks, you can just climb/jump out of there, walk over the rocks to the water and swim to the ship.&lt;br /&gt;
&lt;br /&gt;
This mission also seems to have [[Grand_Theft_Auto:_San_Andreas/Game_Mechanics_and_Glitches#Harder_AI_after_having_been_in_a_car|more dangerous AI]] when you were in a car before, getting on a bike resets the AI to normal. A boat also seems to affect it the same as a car, so be careful with enemies after having been in a boat.&lt;br /&gt;
&lt;br /&gt;
* Video: [https://www.youtube.com/watch?v=3jwN9A3EX50 Swimming strats]&lt;br /&gt;
&lt;br /&gt;
===Safe Parking===&lt;br /&gt;
* ''Mission start'': The mission start doesn't seem to have a set despawn area, you should be safe to just park anywhere resonable (although it seems if you park it directly against the wall of the house it despawns, so just park it in the marker or something)&lt;br /&gt;
* ''During the mission'': There is a huge area where vehicles are despawned, but there might also be other effects that make certain position unsafe for parking vehicles during all of the mission (picture with safe area needed)&lt;br /&gt;
&lt;br /&gt;
==Pier 69==&lt;br /&gt;
This mission has [[Grand_Theft_Auto:_San_Andreas/Game_Mechanics_and_Glitches#Harder_AI_after_having_been_in_a_car|more dangerous AI]] when you were in a car before, getting on a bike resets the AI to normal.&lt;br /&gt;
&lt;br /&gt;
===Safe Parking===&lt;br /&gt;
* ''Mission start'': If you park the bike a few meters away from the mission start marker, it should be fine (kind of on the half of the sidewalk towards the road)&lt;br /&gt;
* ''After sniping the enemies on the roof'': Pier 69 has a huge despawn area, but there is a specific spot on the roof where you can park a bike so it won't despawn (picture needed)&lt;br /&gt;
** Video: [https://www.youtube.com/watch?v=Ic7bO9QruOY Parking Position]&lt;br /&gt;
&lt;br /&gt;
==Toreno's Last Flight==&lt;br /&gt;
This mission has [[Grand_Theft_Auto:_San_Andreas/Game_Mechanics_and_Glitches#Harder_AI_after_having_been_in_a_car|more dangerous AI]] when you were in a car before, getting on a bike resets the AI to normal.&lt;br /&gt;
&lt;br /&gt;
===Homing Rockets Strategy===&lt;br /&gt;
You need to get Homing Rockets before the mission, then while standing where you spawn after the cutscene, you acquire the helicopter as target and shoot it down.&lt;br /&gt;
&lt;br /&gt;
===Normal Rockets Strategy===&lt;br /&gt;
If you use normal rockets to shoot down the helicopter (either by having some before or taking the ones on the helipad), you can get on the parked bike quickly and drive to where the helicopter turns left towards the highway. If you are fast, you have a few seconds to shoot it there. If you miss, you can also do a backup strat from that position, if you have plenty of rockets: Rockets always seem to explode at the same distance, as long as they don't hit anything before. So if you spam them in the direction of the helicopter's path, they will eventually damage it, even if you don't hit it directly.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|[[File:TorenosLastFlight.jpg|thumb|Shooting position]]&lt;br /&gt;
|[[File:TorenosLastFlightBackup.jpg|thumb|Backup Strategy]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Safe Parking===&lt;br /&gt;
* ''Mission start'': The mission start doesn't seem to have a set despawn area, you should be safe to just park anywhere resonable. Also it doesn't seem to matter at all when you obstruct CJ for the cutscene. Whether you don't obstruct him at all, park a bike where he spawns or even a car where he is supposed to go, the cutscene seems always skipable after 4.6 seconds.&lt;br /&gt;
&lt;br /&gt;
=Las Venturas=&lt;br /&gt;
==Fender Ketchup==&lt;br /&gt;
You have to scare the guy by driving around. The fastest way appears to be doing left handbrake turns. You need to reach a certain speed, then press the handbrake and turn left (turning right doesn't work for some reason). You can do this on the parking lot where the mission starts/ends and just do handbrake U-Turns. If you use the whole space, you just gain enough speed for it.&lt;br /&gt;
&lt;br /&gt;
You can also do the same strat on the street and not do full U-Turns, but instead only turn enough so it triggers, but then keep going straight so you can retain more speed and do the next turn earlier.&lt;br /&gt;
&lt;br /&gt;
* [http://www.youtube.com/watch?v=bjjZx6pCdL0 Video: On the Parking Lot]&lt;br /&gt;
* [http://www.youtube.com/watch?v=mUcYsdKRaRw Video: On the Road]&lt;br /&gt;
&lt;br /&gt;
==Explosive Situation==&lt;br /&gt;
Be careful not to let the Dumper explode, it will fail the mission even after you got all the Dynamite. This can easily happen when you park the Dumper too close to the Forklift that can explode because you have to hit it go get the Dynamite.&lt;br /&gt;
&lt;br /&gt;
==You've Had Your Chips==&lt;br /&gt;
Climb over the fence to the south and walk into the entrance of the factory building to do the &amp;quot;stealth&amp;quot;-approach. If you walk in through the area's main entrance or shoot the car in front of the factory, additional enemies spawn inside the factory.&lt;br /&gt;
&lt;br /&gt;
Once you are inside the factory, it's all about destroying the machines:&lt;br /&gt;
* Once 3 machines are destroyed 3 enemies spawn outside, 2 running into the factory and 1 enemy with an automatic shotgun that can be very dangerous&lt;br /&gt;
* Once 6 machines are destroyed a car with several enemies with SMGs spawns outside and start driving towards the factory entrance&lt;br /&gt;
* Once 9 machines are destroyed you are done and have to head back to the Casino&lt;br /&gt;
&lt;br /&gt;
However there is a way to skip the spawning of the 3 enemies outside. If you destroy the 3rd and 4th machine at exactly the same time (probably the same frame or something) the internal counter probably isn't checked when it is at 3, but only when it is at 4, so the spawn isn't triggered (this also works when you destroy more than 2 machines at once, just make sure the 3rd machine isn't destroyed by itself). The order of the machines doesn't matter, &amp;quot;the 3rd machine&amp;quot; only refers to the number of destroyed machines.&lt;br /&gt;
&lt;br /&gt;
The car is actually technicially spawned when more than 5 machines are destroyed, instead of exactly 6, so the spawning of the car can't be prevented with the same technique.&lt;br /&gt;
&lt;br /&gt;
To destroy several machines at exactly the same time, explosions are probably the only way (fire a rocket between machines that are near together or plant satchel charges).&lt;br /&gt;
&lt;br /&gt;
* [http://www.youtube.com/watch?v=x-BcmcKGoB0 Video: Demonstration of spawning/not spawning enemies (and also of a specific strat for this mission)]&lt;br /&gt;
* [http://www.youtube.com/watch?v=TP0UlZqokMk Video: Demonstration of the spawning car]&lt;br /&gt;
* [http://www.youtube.com/watch?v=CKJmiwssjsI Video: Explanation of a specific strat for this mission]&lt;br /&gt;
* [http://www.youtube.com/watch?v=pjPNRsbOJ7A Video: Possible safer Rocket Strat for the beginning]&lt;br /&gt;
&lt;br /&gt;
==Don Peyote==&lt;br /&gt;
At the snake farm, you need to kill all four farmers, or else they come after you once you activate the marker at the casino, which triggers a cutscene and apparently has a chance to softlock the game.&lt;br /&gt;
&lt;br /&gt;
==Misappropriation==&lt;br /&gt;
&lt;br /&gt;
===If you fail to kill him before he escapes===&lt;br /&gt;
Please note that these are very rough numbers. If the target gets into his heli, the chase takes about 2:00-2:30 (depending on how close you keep to him apparently) to the helipad where he lands and you can shoot him. From there it takes about 35s to landing in front of Caligula's Casino with the helicopter. So given the any% route, it takes about 3 minutes. If you manage to kill him before he escapes, it takes about 1:45 to landing in front of Caligula's Casino, so that is about 1:15 faster. If you die, it takes about 1 minute back to the mission start marker, with trip skip you get to the mission pretty fast, but you still need some time to actually kill the target (also you need to get a weapon for that).&lt;br /&gt;
&lt;br /&gt;
=Return to Los Santos=&lt;br /&gt;
==Vertical Bird==&lt;br /&gt;
If you drive the boat into the back of the ship, then the enemies will have higher accuracy than when you jump out beforehand and swim in.&lt;br /&gt;
&lt;br /&gt;
* Video: [http://www.youtube.com/watch?v=QmfOtvrvQy0 End of the mission]&lt;br /&gt;
&lt;br /&gt;
==Beat Down on BDup==&lt;br /&gt;
This mission has [[Grand_Theft_Auto:_San_Andreas/Game_Mechanics_and_Glitches#Harder_AI_after_having_been_in_a_car|more dangerous AI]] when you were in a car before, getting on a bike resets the AI to normal.&lt;br /&gt;
&lt;br /&gt;
==Cut Throat Business==&lt;br /&gt;
===Safe Parking===&lt;br /&gt;
* ''Mission start:'' This mission seems to have a huge despawn area (400 units radius), so there doesn't seem to be a practical way of keeping a vehicle.&lt;br /&gt;
&lt;br /&gt;
==Los Desperados==&lt;br /&gt;
If you take the territory closest to the train station, then Grove Street gangmembers spawn at the train station, if you approach it through Grove territory. During the mission, the gangmembers required to make the marker appear can be recruited directly at the train station, instead of having to get them into the car and driving them there.&lt;br /&gt;
* Video: [https://www.youtube.com/watch?v=Pl4UXO4BsPM Strategy Explanation]&lt;br /&gt;
* Video: [https://www.youtube.com/watch?v=IwjGNXT6o0A Strategy Comparison]&lt;br /&gt;
&lt;br /&gt;
==End of the Line==&lt;br /&gt;
This mission has Checkpoint Technology: If you die after killing Big Smoke, you start again at the point after killing him if you restart the mission (without loading a save, like trip skip). This is a bit dangerous though (see next paragraph). If you fail the mission during the car section, you start again at the beginning of the car section.&lt;br /&gt;
&lt;br /&gt;
This mission has [[Grand_Theft_Auto:_San_Andreas/Game_Mechanics_and_Glitches#Harder_AI_after_having_been_in_a_car|more dangerous AI]] when you use Checkpoint Technology and restart the mission from the point after killing Smoke and were in a car before, getting on a bike resets the AI to normal. If you already got to the car part and have to restart the mission there, this doesn't matter because you don't get shot anymore (and are in a car anyway).&lt;br /&gt;
&lt;br /&gt;
* Video: [http://www.youtube.com/watch?v=kBb8c7FXmIY AI Accuracy Comparison]&lt;br /&gt;
* Video: [http://www.youtube.com/watch?v=89T-11IBWzc Minigun Slide Demonstration]&lt;/div&gt;</summary>
		<author><name>Joshimuz</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Template:GTASAAiAim</id>
		<title>Template:GTASAAiAim</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Template:GTASAAiAim"/>
				<updated>2014-07-23T09:18:20Z</updated>
		
		<summary type="html">&lt;p&gt;Joshimuz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| style=&amp;quot;border: 2px solid #A38; width:100%; margin: 0.5em; padding: 2px; background-color: #FFF;&amp;quot; class=&amp;quot;plainlinks&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:5px;&amp;quot;|'''This mission is affected by the [[Grand_Theft_Auto:_San_Andreas/Game_Mechanics_and_Glitches#Harder_AI_after_having_been_in_a_car|AI Accuracy Bug]]'''&amp;lt;br /&amp;gt; {{#if:{{{1|}}}|{{{1|}}}|}}&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Joshimuz</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Template:GTASAAiAim</id>
		<title>Template:GTASAAiAim</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Template:GTASAAiAim"/>
				<updated>2014-07-23T09:17:04Z</updated>
		
		<summary type="html">&lt;p&gt;Joshimuz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| style=&amp;quot;border: 2px solid #A38; width:100%; margin: 0.5em; padding: 2px; background-color: #FFF;&amp;quot; class=&amp;quot;plainlinks&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:5px;&amp;quot;|'''This mission is effected by the [[Grand_Theft_Auto:_San_Andreas/Game_Mechanics_and_Glitches#Harder_AI_after_having_been_in_a_car|AI Accuracy Bug]]'''&amp;lt;br /&amp;gt; {{#if:{{{1|}}}|{{{1|}}}|}}&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Joshimuz</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Template:GTASAAiAim</id>
		<title>Template:GTASAAiAim</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Template:GTASAAiAim"/>
				<updated>2014-07-23T09:12:47Z</updated>
		
		<summary type="html">&lt;p&gt;Joshimuz: Created page with &amp;quot;Hello world&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hello world&lt;/div&gt;</summary>
		<author><name>Joshimuz</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Grand_Theft_Auto:_San_Andreas/Missions</id>
		<title>Grand Theft Auto: San Andreas/Missions</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Grand_Theft_Auto:_San_Andreas/Missions"/>
				<updated>2014-07-23T08:09:32Z</updated>
		
		<summary type="html">&lt;p&gt;Joshimuz: /* Life's A Beach */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page should contain facts about missions, how specific missions work, but not necessarily how to do them in a certain category. Questions like &amp;quot;What triggers X?&amp;quot; or &amp;quot;Is Y on a timer?&amp;quot; should be answered here.&lt;br /&gt;
&lt;br /&gt;
=Los Santos=&lt;br /&gt;
&lt;br /&gt;
==Big Smoke==&lt;br /&gt;
You don't have to stay on the bike, but you have to stay close to the others so they keep moving. The first cutscene is triggered by Sweet, the mission end is triggered by Ryder (of course you have to be there as well).&lt;br /&gt;
&lt;br /&gt;
==Ryder==&lt;br /&gt;
 Why did you blow up Ryder's car?&lt;br /&gt;
&lt;br /&gt;
Failing the mission makes 30s worth of cutscene in front of the pizza place that is the tutorial for eating skippable. Since you can easily blow up Ryder's car, this mission can be failed easily.&lt;br /&gt;
&lt;br /&gt;
==Drive-Thru==&lt;br /&gt;
Killing the passenger of the Drive-By car makes the driver get out.&lt;br /&gt;
&lt;br /&gt;
==Drive-By==&lt;br /&gt;
* To make sure that the second group of enemies spawns, you should look away from it after killing the first group.&lt;br /&gt;
* It seems that the Pay&amp;amp;Spray is completely scripted and is needed for the Mission End Marker to appear. After you were in the Pay&amp;amp;Spray, you can even get police stars again and still finish the mission.&lt;br /&gt;
&lt;br /&gt;
==Sweet's Girl==&lt;br /&gt;
This mission has [[Grand_Theft_Auto:_San_Andreas/Game_Mechanics_and_Glitches#Harder_AI_after_having_been_in_a_car|more dangerous AI]] when you were in a car before, getting on a bike resets the AI to normal.&lt;br /&gt;
&lt;br /&gt;
==Life's A Beach==&lt;br /&gt;
You can skip the dancing:&lt;br /&gt;
# Find a Grove Street gangmember, recruit him and get him to the locked van&lt;br /&gt;
# Try to get into the locked van (doesn't matter on which side)&lt;br /&gt;
# CJ won't be able to get in, but if you keep trying, the homie will eventually open the passenger side door and get in&lt;br /&gt;
# Once the homie shows any sign of opening the door, hold down either of the gang buttons (G or H by default) until CJ says &amp;quot;See you later homie.&amp;quot; which means the gang is disbanded&lt;br /&gt;
#* Make sure you actually hold down the button, don't just press it shortly, it may seem like it takes a long time for CJ to react&lt;br /&gt;
#* For some the G button seems to work better, for others the H button&lt;br /&gt;
# While disbanding the gang, you move towards the water behind the parked car there and headshot the homie in the van, which should make him fall out leaving the door open&lt;br /&gt;
#* The homie will get out of the van after a few seconds, then get back in switching to the driver side. If the getting out animation has already started when you kill him, he will get out of the van, close the door and then die, so you won't get in. If you are not sure you can make it, wait for him to get back in and then shoot him when he is sitting on the driver side.&lt;br /&gt;
#* Careful: Shooting and aiming at the party can fail the mission, so make sure you are far enough away and have practiced a shooting position that works.&lt;br /&gt;
&lt;br /&gt;
* Video: [http://youtu.be/btn4IdZM34M Dance Skip Tutorial]&lt;br /&gt;
&lt;br /&gt;
==OG Loc==&lt;br /&gt;
# Follow Freddy through the alleys, if you keep close he drives faster&lt;br /&gt;
# Turn left to the quick shot spot and wait for him there, shooting your SMG as he passes to set his bike on fire&lt;br /&gt;
#* If you fail the first spot, you can go to the backup spot&lt;br /&gt;
#* There are different positions to wait at the quick shot spot (on the road, on the sidewalk), important is that you face the right direction and can shoot Freddy quickly&lt;br /&gt;
#*Sometimes cars around the corner you wait get spooked and ram into you, making it harder for you to shoot Freddy&lt;br /&gt;
# After setting his bike on fire, start driving towards your next destination&lt;br /&gt;
#* Unfortunately you loose your bike after the cutscene, so you'll have to find a vehicle on the road, but drive with the bike as far as you can&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Gtasa ogloc map.jpg|thumb|Player route and positions]]&lt;br /&gt;
|[[File:Gtasa ogloc position.jpg|thumb|Position]]&lt;br /&gt;
|[[File:Gtasa ogloc backup position.jpg|thumb|Backup position]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* The mission sets your SMG ammo to 78 once you get on the bike (so it doesn't add an amount to what you had before, it sets it to 78). If you had more than 78 ammo before, it doesn't change it. If you already had a Tec-9, it doesn't replace it.&lt;br /&gt;
* Pushing Freddy off his bike (which you can do when you wait at the quick shot spot) crashes the game.&lt;br /&gt;
&lt;br /&gt;
==Just Business==&lt;br /&gt;
* Once you enter the building with Smoke, the game gives you a Micro-SMG (replacing any previous weapon in that slot) and adds 120 ammo to it (adding to ammo you might have had before). After the autoscroller, the game always gives you a Micro-SMG with 80 ammo (replacing any other weapon in that slot you may have picked up during the mission).&lt;br /&gt;
&lt;br /&gt;
==Doberman==&lt;br /&gt;
&lt;br /&gt;
===Safe Parking===&lt;br /&gt;
* ''Mission start:'' There is a small despawn area beside the marker (towards the road), but it should be safe to park in the half of the marker towards the door. Parking too close towards the door may be dangerous though. You can also get on the bike during the fadeout (press key as soon as the red marker disappears), which will prevent despawning (and is also a bit faster).&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|[[File:GTASA Doberman Despawn Area.jpg|thumb|Mission Start Despawn Areas]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Burning Desire==&lt;br /&gt;
* You need to pick up the Molotovs in this mission to make the house vulnerable to fire, picking them up prior to the mission does not help.&lt;br /&gt;
* In the house, you have to pickup the Fire Extuingisher to trigger the cutscene with Denise after which she follows you. If you go up without there is a cutscene that tells you to get it, but even if you enter her room (you can jump over the fire), she just stands there and it doesn't trigger the cutscene after which she follows you.&lt;br /&gt;
* After getting the Fire Extuingisher, you can jump over the fire in her room and trigger the cutscene, but she won't follow you unless you put out the fires in her way. If you let her stay in her room and go out the front door, it still tells you to go back in and get the girl.&lt;br /&gt;
** However, if you manage to push her through the first fire in front of ther room, she will follow you through the other fires.&lt;br /&gt;
* After triggering the cutscene in Denise's room (after which she follows you), the fires disappear when you go out and back into the house. But since you still have to go back up and guide the girl out of the house, it's probably not very useful.&lt;br /&gt;
&lt;br /&gt;
===Safe Parking===&lt;br /&gt;
* ''Mission start:'' You shouldn't park directly in the marker (and possibly where the police car will spawn), but if you park a few meters away, it should be fine. The despawn area isn't as big as in Grey Imports. ([https://forum.speeddemosarchive.com/post/gta_san_andreas_official_thread__484.html#gta_san_andreas_official_thread__484 Forum])&lt;br /&gt;
&lt;br /&gt;
==Grey Imports==&lt;br /&gt;
===Safe Parking===&lt;br /&gt;
* ''Mission start:'' The despawn area is pretty big. Parking on the middle of the road to the east of the marker should be fine though (on the double-line in the center).&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|[[File:GTASA GreyImports Despawn Area.jpg|thumb|Mission Start Despawn Area]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Home Invasion==&lt;br /&gt;
This mission has a special walking animation that makes you move slower. However, if you hold certain weapons, you don't get this slower walking. Most importantly this also affects walking speed when you carry a crate (which is the only time you would be walking anyway, since moving crouched is faster), even though CJ isn't actually holding the weapon in his hands.&lt;br /&gt;
&lt;br /&gt;
Weapons that seem to work for this are weapons you can't sprint with, including: Baseball Bat, Shotgun, Combat Shotgun, Rifle, M4, AK, Sniper Rifle, Flame Thrower, Rocket Launchers&lt;br /&gt;
&lt;br /&gt;
With the Shotgun in particular (and maybe other weapons like the M4 or AK, but not the Baseball Bat) there's another strange behaviour where the noise-meter doesn't fill as fast. Normally if you just run, it fills almost instantly, but while holding the shotgun (again, also when carrying a crate) you can run for about a second before the noise-meter reacts. It fills about 2/3 when you run too long and fills completely after about 0.5 seconds. Important is that you don't press the walk button at all when doing this. Changing between walking and running seems to trigger the noise-meter a lot faster. Just run normally by pressing the move forward button, let go of it after a second, then run again.&lt;br /&gt;
&lt;br /&gt;
This allows you to take one of the further away crates as the last one and just run back to the door all the way. This fills the noise-meter, but you get out before the cutscene plays (it would play when you go back in, but you won't have to after the last crate). Without the delayed noise-meter, the cutscene would play before you get out if you run all the way.&lt;br /&gt;
&lt;br /&gt;
Even with the delayed noise-meter while having the shotgun selected, the noise-meter seems to fill faster if it is already filled a bit, so be careful with that.&lt;br /&gt;
&lt;br /&gt;
Also sliding to the further away crates saves about 1 second for each crate.&lt;br /&gt;
&lt;br /&gt;
* [http://www.youtube.com/watch?v=lHkqIWX48Ms Video: Comparison between different moving speeds in this mission]&lt;br /&gt;
* [http://www.youtube.com/watch?v=YJ5RB7kzWt0 Video: Demonstration of running with the shotgun]&lt;br /&gt;
&lt;br /&gt;
==The Green Sabre==&lt;br /&gt;
Enemies you kill before driving into the marker where you have to save Sweet, just respawn. The first van spawns once you killed 3 enemies, the second van once you killed 6 enemies and the car once you killed 9 enemies. The mission is completed once you killed all enemies.&lt;br /&gt;
&lt;br /&gt;
===Safe Parking===&lt;br /&gt;
* ''Mission start:'' Vehicles seem to despawn when you park them in the marker. CJ can also sometimes get blocked by a vehicle and has to run around it before answering the phonecall, although it doesn't seem to affect the time, the cutscene always seems to be about 7.6 seconds long. Parking where the Greenwood spawns can prevent that from spawning though.&lt;br /&gt;
&lt;br /&gt;
=Badlands=&lt;br /&gt;
==Against All Odds==&lt;br /&gt;
After leaving the Betting Shop, your Wanted Level will usually be decreased after a short time, leaving you with 3 stars. This doesn't appear to happen when you run a police officer over on the way (or something like that). You can use the two bribe stars in Blueberry to get rid of two more stars, leaving you with only one that should disappear 10 seconds after picking up the last bribe. If you don't loose a star to begin with (leaving you with the initial 4), you can wait a bit after picking up the first bribe, so that another star disappears on it's own before picking up the second bribe.&lt;br /&gt;
&lt;br /&gt;
As opposed to some other missions, you can't finish the mission if you regain a wanted level after loosing it. The marker is only there if you don't have a wanted level at all.&lt;br /&gt;
&lt;br /&gt;
=San Fierro=&lt;br /&gt;
&lt;br /&gt;
==Photo Opportunity==&lt;br /&gt;
&lt;br /&gt;
* Video: [http://www.youtube.com/watch?v=w6yR4xS4SfU Safe spot to do the drop]&lt;br /&gt;
&lt;br /&gt;
==Jizzy (Cutscene)==&lt;br /&gt;
===Safe Parking===&lt;br /&gt;
* ''Cutscene:'' It appears there is not set despawn zone, so it should be safe to park anywhere reasonable.&lt;br /&gt;
&lt;br /&gt;
==Outrider==&lt;br /&gt;
&lt;br /&gt;
The Van starts driving after you get on the Sanchez the mission gives you and arrives at the destination about 4:15 later (if you destroy the roadblocks, it might take longer if it's obstructed in some way).&lt;br /&gt;
&lt;br /&gt;
The enemies at the roadblocks don't attack you (even if you get really close) unless you shoot near them.&lt;br /&gt;
&lt;br /&gt;
===Safe Parking===&lt;br /&gt;
* ''Mission start:'' There is a huge despawn area when you start the mission, so the best way to keep a vehicle is probably in the garage.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| [[File:GTASA Outrider Despawn Area.jpg|thumb|Despawn Area]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Snail Trail==&lt;br /&gt;
''See [[Grand Theft Auto: San Andreas/Missions/Snail Trail]]''&lt;br /&gt;
&lt;br /&gt;
==Ice Cold Killah==&lt;br /&gt;
===Safe Parking===&lt;br /&gt;
* ''Mission start'': The mission start doesn't seem to have a despawn area, you should be safe to just park it anywhere reasonable&lt;br /&gt;
&lt;br /&gt;
==Amphibious Assault==&lt;br /&gt;
After going into the marker near the water and spawning in the water channel between the rocks, you can just climb/jump out of there, walk over the rocks to the water and swim to the ship.&lt;br /&gt;
&lt;br /&gt;
This mission also seems to have [[Grand_Theft_Auto:_San_Andreas/Game_Mechanics_and_Glitches#Harder_AI_after_having_been_in_a_car|more dangerous AI]] when you were in a car before, getting on a bike resets the AI to normal. A boat also seems to affect it the same as a car, so be careful with enemies after having been in a boat.&lt;br /&gt;
&lt;br /&gt;
* Video: [https://www.youtube.com/watch?v=3jwN9A3EX50 Swimming strats]&lt;br /&gt;
&lt;br /&gt;
===Safe Parking===&lt;br /&gt;
* ''Mission start'': The mission start doesn't seem to have a set despawn area, you should be safe to just park anywhere resonable (although it seems if you park it directly against the wall of the house it despawns, so just park it in the marker or something)&lt;br /&gt;
* ''During the mission'': There is a huge area where vehicles are despawned, but there might also be other effects that make certain position unsafe for parking vehicles during all of the mission (picture with safe area needed)&lt;br /&gt;
&lt;br /&gt;
==Pier 69==&lt;br /&gt;
This mission has [[Grand_Theft_Auto:_San_Andreas/Game_Mechanics_and_Glitches#Harder_AI_after_having_been_in_a_car|more dangerous AI]] when you were in a car before, getting on a bike resets the AI to normal.&lt;br /&gt;
&lt;br /&gt;
===Safe Parking===&lt;br /&gt;
* ''Mission start'': If you park the bike a few meters away from the mission start marker, it should be fine (kind of on the half of the sidewalk towards the road)&lt;br /&gt;
* ''After sniping the enemies on the roof'': Pier 69 has a huge despawn area, but there is a specific spot on the roof where you can park a bike so it won't despawn (picture needed)&lt;br /&gt;
** Video: [https://www.youtube.com/watch?v=Ic7bO9QruOY Parking Position]&lt;br /&gt;
&lt;br /&gt;
==Toreno's Last Flight==&lt;br /&gt;
This mission has [[Grand_Theft_Auto:_San_Andreas/Game_Mechanics_and_Glitches#Harder_AI_after_having_been_in_a_car|more dangerous AI]] when you were in a car before, getting on a bike resets the AI to normal.&lt;br /&gt;
&lt;br /&gt;
===Homing Rockets Strategy===&lt;br /&gt;
You need to get Homing Rockets before the mission, then while standing where you spawn after the cutscene, you acquire the helicopter as target and shoot it down.&lt;br /&gt;
&lt;br /&gt;
===Normal Rockets Strategy===&lt;br /&gt;
If you use normal rockets to shoot down the helicopter (either by having some before or taking the ones on the helipad), you can get on the parked bike quickly and drive to where the helicopter turns left towards the highway. If you are fast, you have a few seconds to shoot it there. If you miss, you can also do a backup strat from that position, if you have plenty of rockets: Rockets always seem to explode at the same distance, as long as they don't hit anything before. So if you spam them in the direction of the helicopter's path, they will eventually damage it, even if you don't hit it directly.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|[[File:TorenosLastFlight.jpg|thumb|Shooting position]]&lt;br /&gt;
|[[File:TorenosLastFlightBackup.jpg|thumb|Backup Strategy]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Safe Parking===&lt;br /&gt;
* ''Mission start'': The mission start doesn't seem to have a set despawn area, you should be safe to just park anywhere resonable. Also it doesn't seem to matter at all when you obstruct CJ for the cutscene. Whether you don't obstruct him at all, park a bike where he spawns or even a car where he is supposed to go, the cutscene seems always skipable after 4.6 seconds.&lt;br /&gt;
&lt;br /&gt;
=Las Venturas=&lt;br /&gt;
==Fender Ketchup==&lt;br /&gt;
You have to scare the guy by driving around. The fastest way appears to be doing left handbrake turns. You need to reach a certain speed, then press the handbrake and turn left (turning right doesn't work for some reason). You can do this on the parking lot where the mission starts/ends and just do handbrake U-Turns. If you use the whole space, you just gain enough speed for it.&lt;br /&gt;
&lt;br /&gt;
You can also do the same strat on the street and not do full U-Turns, but instead only turn enough so it triggers, but then keep going straight so you can retain more speed and do the next turn earlier.&lt;br /&gt;
&lt;br /&gt;
* [http://www.youtube.com/watch?v=bjjZx6pCdL0 Video: On the Parking Lot]&lt;br /&gt;
* [http://www.youtube.com/watch?v=mUcYsdKRaRw Video: On the Road]&lt;br /&gt;
&lt;br /&gt;
==Explosive Situation==&lt;br /&gt;
Be careful not to let the Dumper explode, it will fail the mission even after you got all the Dynamite. This can easily happen when you park the Dumper too close to the Forklift that can explode because you have to hit it go get the Dynamite.&lt;br /&gt;
&lt;br /&gt;
==You've Had Your Chips==&lt;br /&gt;
Climb over the fence to the south and walk into the entrance of the factory building to do the &amp;quot;stealth&amp;quot;-approach. If you walk in through the area's main entrance or shoot the car in front of the factory, additional enemies spawn inside the factory.&lt;br /&gt;
&lt;br /&gt;
Once you are inside the factory, it's all about destroying the machines:&lt;br /&gt;
* Once 3 machines are destroyed 3 enemies spawn outside, 2 running into the factory and 1 enemy with an automatic shotgun that can be very dangerous&lt;br /&gt;
* Once 6 machines are destroyed a car with several enemies with SMGs spawns outside and start driving towards the factory entrance&lt;br /&gt;
* Once 9 machines are destroyed you are done and have to head back to the Casino&lt;br /&gt;
&lt;br /&gt;
However there is a way to skip the spawning of the 3 enemies outside. If you destroy the 3rd and 4th machine at exactly the same time (probably the same frame or something) the internal counter probably isn't checked when it is at 3, but only when it is at 4, so the spawn isn't triggered (this also works when you destroy more than 2 machines at once, just make sure the 3rd machine isn't destroyed by itself). The order of the machines doesn't matter, &amp;quot;the 3rd machine&amp;quot; only refers to the number of destroyed machines.&lt;br /&gt;
&lt;br /&gt;
The car is actually technicially spawned when more than 5 machines are destroyed, instead of exactly 6, so the spawning of the car can't be prevented with the same technique.&lt;br /&gt;
&lt;br /&gt;
To destroy several machines at exactly the same time, explosions are probably the only way (fire a rocket between machines that are near together or plant satchel charges).&lt;br /&gt;
&lt;br /&gt;
* [http://www.youtube.com/watch?v=x-BcmcKGoB0 Video: Demonstration of spawning/not spawning enemies (and also of a specific strat for this mission)]&lt;br /&gt;
* [http://www.youtube.com/watch?v=TP0UlZqokMk Video: Demonstration of the spawning car]&lt;br /&gt;
* [http://www.youtube.com/watch?v=CKJmiwssjsI Video: Explanation of a specific strat for this mission]&lt;br /&gt;
* [http://www.youtube.com/watch?v=pjPNRsbOJ7A Video: Possible safer Rocket Strat for the beginning]&lt;br /&gt;
&lt;br /&gt;
==Don Peyote==&lt;br /&gt;
At the snake farm, you need to kill all four farmers, or else they come after you once you activate the marker at the casino, which triggers a cutscene and apparently has a chance to softlock the game.&lt;br /&gt;
&lt;br /&gt;
==Misappropriation==&lt;br /&gt;
&lt;br /&gt;
===If you fail to kill him before he escapes===&lt;br /&gt;
Please note that these are very rough numbers. If the target gets into his heli, the chase takes about 2:00-2:30 (depending on how close you keep to him apparently) to the helipad where he lands and you can shoot him. From there it takes about 35s to landing in front of Caligula's Casino with the helicopter. So given the any% route, it takes about 3 minutes. If you manage to kill him before he escapes, it takes about 1:45 to landing in front of Caligula's Casino, so that is about 1:15 faster. If you die, it takes about 1 minute back to the mission start marker, with trip skip you get to the mission pretty fast, but you still need some time to actually kill the target (also you need to get a weapon for that).&lt;br /&gt;
&lt;br /&gt;
=Return to Los Santos=&lt;br /&gt;
==Vertical Bird==&lt;br /&gt;
If you drive the boat into the back of the ship, then the enemies will have higher accuracy than when you jump out beforehand and swim in.&lt;br /&gt;
&lt;br /&gt;
* Video: [http://www.youtube.com/watch?v=QmfOtvrvQy0 End of the mission]&lt;br /&gt;
&lt;br /&gt;
==Beat Down on BDup==&lt;br /&gt;
This mission has [[Grand_Theft_Auto:_San_Andreas/Game_Mechanics_and_Glitches#Harder_AI_after_having_been_in_a_car|more dangerous AI]] when you were in a car before, getting on a bike resets the AI to normal.&lt;br /&gt;
&lt;br /&gt;
==Cut Throat Business==&lt;br /&gt;
===Safe Parking===&lt;br /&gt;
* ''Mission start:'' This mission seems to have a huge despawn area (400 units radius), so there doesn't seem to be a practical way of keeping a vehicle.&lt;br /&gt;
&lt;br /&gt;
==Los Desperados==&lt;br /&gt;
If you take the territory closest to the train station, then Grove Street gangmembers spawn at the train station, if you approach it through Grove territory. During the mission, the gangmembers required to make the marker appear can be recruited directly at the train station, instead of having to get them into the car and driving them there.&lt;br /&gt;
* Video: [https://www.youtube.com/watch?v=Pl4UXO4BsPM Strategy Explanation]&lt;br /&gt;
* Video: [https://www.youtube.com/watch?v=IwjGNXT6o0A Strategy Comparison]&lt;br /&gt;
&lt;br /&gt;
==End of the Line==&lt;br /&gt;
This mission has Checkpoint Technology: If you die after killing Big Smoke, you start again at the point after killing him if you restart the mission (without loading a save, like trip skip). This is a bit dangerous though (see next paragraph). If you fail the mission during the car section, you start again at the beginning of the car section.&lt;br /&gt;
&lt;br /&gt;
This mission has [[Grand_Theft_Auto:_San_Andreas/Game_Mechanics_and_Glitches#Harder_AI_after_having_been_in_a_car|more dangerous AI]] when you use Checkpoint Technology and restart the mission from the point after killing Smoke and were in a car before, getting on a bike resets the AI to normal. If you already got to the car part and have to restart the mission there, this doesn't matter because you don't get shot anymore (and are in a car anyway).&lt;br /&gt;
&lt;br /&gt;
* Video: [http://www.youtube.com/watch?v=kBb8c7FXmIY AI Accuracy Comparison]&lt;br /&gt;
* Video: [http://www.youtube.com/watch?v=89T-11IBWzc Minigun Slide Demonstration]&lt;/div&gt;</summary>
		<author><name>Joshimuz</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Grand_Theft_Auto:_San_Andreas/Missions</id>
		<title>Grand Theft Auto: San Andreas/Missions</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Grand_Theft_Auto:_San_Andreas/Missions"/>
				<updated>2014-07-22T09:49:36Z</updated>
		
		<summary type="html">&lt;p&gt;Joshimuz: /* Life's A Beach */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page should contain facts about missions, how specific missions work, but not necessarily how to do them in a certain category. Questions like &amp;quot;What triggers X?&amp;quot; or &amp;quot;Is Y on a timer?&amp;quot; should be answered here.&lt;br /&gt;
&lt;br /&gt;
=Los Santos=&lt;br /&gt;
&lt;br /&gt;
==Big Smoke==&lt;br /&gt;
You don't have to stay on the bike, but you have to stay close to the others so they keep moving. The first cutscene is triggered by Sweet, the mission end is triggered by Ryder (of course you have to be there as well).&lt;br /&gt;
&lt;br /&gt;
==Ryder==&lt;br /&gt;
 Why did you blow up Ryder's car?&lt;br /&gt;
&lt;br /&gt;
Failing the mission makes 30s worth of cutscene in front of the pizza place that is the tutorial for eating skippable. Since you can easily blow up Ryder's car, this mission can be failed easily.&lt;br /&gt;
&lt;br /&gt;
==Drive-Thru==&lt;br /&gt;
Killing the passenger of the Drive-By car makes the driver get out.&lt;br /&gt;
&lt;br /&gt;
==Drive-By==&lt;br /&gt;
* To make sure that the second group of enemies spawns, you should look away from it after killing the first group.&lt;br /&gt;
* It seems that the Pay&amp;amp;Spray is completely scripted and is needed for the Mission End Marker to appear. After you were in the Pay&amp;amp;Spray, you can even get police stars again and still finish the mission.&lt;br /&gt;
&lt;br /&gt;
==Sweet's Girl==&lt;br /&gt;
This mission has [[Grand_Theft_Auto:_San_Andreas/Game_Mechanics_and_Glitches#Harder_AI_after_having_been_in_a_car|more dangerous AI]] when you were in a car before, getting on a bike resets the AI to normal.&lt;br /&gt;
&lt;br /&gt;
==Life's A Beach==&lt;br /&gt;
You can skip the dancing:&lt;br /&gt;
# Find a Grove Street gangmember, recruit him and get him to the locked van&lt;br /&gt;
# Try to get into the locked van (doesn't matter on which side)&lt;br /&gt;
# CJ won't be able to get in, but if you keep trying, the homie will eventually open the passenger side door and get in&lt;br /&gt;
# Once the homie shows any sign of opening the door, hold down either of the gang buttons (G or H by default) until CJ says &amp;quot;See you later homie.&amp;quot; which means the gang is disbanded&lt;br /&gt;
#* Make sure you actually hold down the button, don't just press it shortly, it may seem like it takes a long time for CJ to react&lt;br /&gt;
#* For some the G button seems to work better, for others the H button&lt;br /&gt;
# While disbanding the gang, you move towards the water behind the parked car there and headshot the homie in the van, which should make him fall out leaving the door open&lt;br /&gt;
#* The homie will get out of the van after a few seconds, then get back in switching to the driver side. If the getting out animation has already started when you kill him, he will get out of the van, close the door and then die, so you won't get in. If you are not sure you can make it, wait for him to get back in and then shoot him when he is sitting on the driver side.&lt;br /&gt;
#* Careful: Shooting and aiming at the party can fail the mission, so make sure you are far enough away and have practiced a shooting position that works.&lt;br /&gt;
&lt;br /&gt;
* Video: [http://youtu.be/btn4IdZM34M Dance Skip Demonstration]&lt;br /&gt;
&lt;br /&gt;
==OG Loc==&lt;br /&gt;
# Follow Freddy through the alleys, if you keep close he drives faster&lt;br /&gt;
# Turn left to the quick shot spot and wait for him there, shooting your SMG as he passes to set his bike on fire&lt;br /&gt;
#* If you fail the first spot, you can go to the backup spot&lt;br /&gt;
#* There are different positions to wait at the quick shot spot (on the road, on the sidewalk), important is that you face the right direction and can shoot Freddy quickly&lt;br /&gt;
#*Sometimes cars around the corner you wait get spooked and ram into you, making it harder for you to shoot Freddy&lt;br /&gt;
# After setting his bike on fire, start driving towards your next destination&lt;br /&gt;
#* Unfortunately you loose your bike after the cutscene, so you'll have to find a vehicle on the road, but drive with the bike as far as you can&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Gtasa ogloc map.jpg|thumb|Player route and positions]]&lt;br /&gt;
|[[File:Gtasa ogloc position.jpg|thumb|Position]]&lt;br /&gt;
|[[File:Gtasa ogloc backup position.jpg|thumb|Backup position]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* The mission sets your SMG ammo to 78 once you get on the bike (so it doesn't add an amount to what you had before, it sets it to 78). If you had more than 78 ammo before, it doesn't change it. If you already had a Tec-9, it doesn't replace it.&lt;br /&gt;
* Pushing Freddy off his bike (which you can do when you wait at the quick shot spot) crashes the game.&lt;br /&gt;
&lt;br /&gt;
==Just Business==&lt;br /&gt;
* Once you enter the building with Smoke, the game gives you a Micro-SMG (replacing any previous weapon in that slot) and adds 120 ammo to it (adding to ammo you might have had before). After the autoscroller, the game always gives you a Micro-SMG with 80 ammo (replacing any other weapon in that slot you may have picked up during the mission).&lt;br /&gt;
&lt;br /&gt;
==Doberman==&lt;br /&gt;
&lt;br /&gt;
===Safe Parking===&lt;br /&gt;
* ''Mission start:'' There is a small despawn area beside the marker (towards the road), but it should be safe to park in the half of the marker towards the door. Parking too close towards the door may be dangerous though. You can also get on the bike during the fadeout (press key as soon as the red marker disappears), which will prevent despawning (and is also a bit faster).&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|[[File:GTASA Doberman Despawn Area.jpg|thumb|Mission Start Despawn Areas]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Burning Desire==&lt;br /&gt;
* You need to pick up the Molotovs in this mission to make the house vulnerable to fire, picking them up prior to the mission does not help.&lt;br /&gt;
* In the house, you have to pickup the Fire Extuingisher to trigger the cutscene with Denise after which she follows you. If you go up without there is a cutscene that tells you to get it, but even if you enter her room (you can jump over the fire), she just stands there and it doesn't trigger the cutscene after which she follows you.&lt;br /&gt;
* After getting the Fire Extuingisher, you can jump over the fire in her room and trigger the cutscene, but she won't follow you unless you put out the fires in her way. If you let her stay in her room and go out the front door, it still tells you to go back in and get the girl.&lt;br /&gt;
** However, if you manage to push her through the first fire in front of ther room, she will follow you through the other fires.&lt;br /&gt;
* After triggering the cutscene in Denise's room (after which she follows you), the fires disappear when you go out and back into the house. But since you still have to go back up and guide the girl out of the house, it's probably not very useful.&lt;br /&gt;
&lt;br /&gt;
===Safe Parking===&lt;br /&gt;
* ''Mission start:'' You shouldn't park directly in the marker (and possibly where the police car will spawn), but if you park a few meters away, it should be fine. The despawn area isn't as big as in Grey Imports. ([https://forum.speeddemosarchive.com/post/gta_san_andreas_official_thread__484.html#gta_san_andreas_official_thread__484 Forum])&lt;br /&gt;
&lt;br /&gt;
==Grey Imports==&lt;br /&gt;
===Safe Parking===&lt;br /&gt;
* ''Mission start:'' The despawn area is pretty big. Parking on the middle of the road to the east of the marker should be fine though (on the double-line in the center).&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|[[File:GTASA GreyImports Despawn Area.jpg|thumb|Mission Start Despawn Area]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Home Invasion==&lt;br /&gt;
This mission has a special walking animation that makes you move slower. However, if you hold certain weapons, you don't get this slower walking. Most importantly this also affects walking speed when you carry a crate (which is the only time you would be walking anyway, since moving crouched is faster), even though CJ isn't actually holding the weapon in his hands.&lt;br /&gt;
&lt;br /&gt;
Weapons that seem to work for this are weapons you can't sprint with, including: Baseball Bat, Shotgun, Combat Shotgun, Rifle, M4, AK, Sniper Rifle, Flame Thrower, Rocket Launchers&lt;br /&gt;
&lt;br /&gt;
With the Shotgun in particular (and maybe other weapons like the M4 or AK, but not the Baseball Bat) there's another strange behaviour where the noise-meter doesn't fill as fast. Normally if you just run, it fills almost instantly, but while holding the shotgun (again, also when carrying a crate) you can run for about a second before the noise-meter reacts. It fills about 2/3 when you run too long and fills completely after about 0.5 seconds. Important is that you don't press the walk button at all when doing this. Changing between walking and running seems to trigger the noise-meter a lot faster. Just run normally by pressing the move forward button, let go of it after a second, then run again.&lt;br /&gt;
&lt;br /&gt;
This allows you to take one of the further away crates as the last one and just run back to the door all the way. This fills the noise-meter, but you get out before the cutscene plays (it would play when you go back in, but you won't have to after the last crate). Without the delayed noise-meter, the cutscene would play before you get out if you run all the way.&lt;br /&gt;
&lt;br /&gt;
Even with the delayed noise-meter while having the shotgun selected, the noise-meter seems to fill faster if it is already filled a bit, so be careful with that.&lt;br /&gt;
&lt;br /&gt;
Also sliding to the further away crates saves about 1 second for each crate.&lt;br /&gt;
&lt;br /&gt;
* [http://www.youtube.com/watch?v=lHkqIWX48Ms Video: Comparison between different moving speeds in this mission]&lt;br /&gt;
* [http://www.youtube.com/watch?v=YJ5RB7kzWt0 Video: Demonstration of running with the shotgun]&lt;br /&gt;
&lt;br /&gt;
==The Green Sabre==&lt;br /&gt;
Enemies you kill before driving into the marker where you have to save Sweet, just respawn. The first van spawns once you killed 3 enemies, the second van once you killed 6 enemies and the car once you killed 9 enemies. The mission is completed once you killed all enemies.&lt;br /&gt;
&lt;br /&gt;
===Safe Parking===&lt;br /&gt;
* ''Mission start:'' Vehicles seem to despawn when you park them in the marker. CJ can also sometimes get blocked by a vehicle and has to run around it before answering the phonecall, although it doesn't seem to affect the time, the cutscene always seems to be about 7.6 seconds long. Parking where the Greenwood spawns can prevent that from spawning though.&lt;br /&gt;
&lt;br /&gt;
=Badlands=&lt;br /&gt;
==Against All Odds==&lt;br /&gt;
After leaving the Betting Shop, your Wanted Level will usually be decreased after a short time, leaving you with 3 stars. This doesn't appear to happen when you run a police officer over on the way (or something like that). You can use the two bribe stars in Blueberry to get rid of two more stars, leaving you with only one that should disappear 10 seconds after picking up the last bribe. If you don't loose a star to begin with (leaving you with the initial 4), you can wait a bit after picking up the first bribe, so that another star disappears on it's own before picking up the second bribe.&lt;br /&gt;
&lt;br /&gt;
As opposed to some other missions, you can't finish the mission if you regain a wanted level after loosing it. The marker is only there if you don't have a wanted level at all.&lt;br /&gt;
&lt;br /&gt;
=San Fierro=&lt;br /&gt;
&lt;br /&gt;
==Photo Opportunity==&lt;br /&gt;
&lt;br /&gt;
* Video: [http://www.youtube.com/watch?v=w6yR4xS4SfU Safe spot to do the drop]&lt;br /&gt;
&lt;br /&gt;
==Jizzy (Cutscene)==&lt;br /&gt;
===Safe Parking===&lt;br /&gt;
* ''Cutscene:'' It appears there is not set despawn zone, so it should be safe to park anywhere reasonable.&lt;br /&gt;
&lt;br /&gt;
==Outrider==&lt;br /&gt;
&lt;br /&gt;
The Van starts driving after you get on the Sanchez the mission gives you and arrives at the destination about 4:15 later (if you destroy the roadblocks, it might take longer if it's obstructed in some way).&lt;br /&gt;
&lt;br /&gt;
The enemies at the roadblocks don't attack you (even if you get really close) unless you shoot near them.&lt;br /&gt;
&lt;br /&gt;
===Safe Parking===&lt;br /&gt;
* ''Mission start:'' There is a huge despawn area when you start the mission, so the best way to keep a vehicle is probably in the garage.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| [[File:GTASA Outrider Despawn Area.jpg|thumb|Despawn Area]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Snail Trail==&lt;br /&gt;
''See [[Grand Theft Auto: San Andreas/Missions/Snail Trail]]''&lt;br /&gt;
&lt;br /&gt;
==Ice Cold Killah==&lt;br /&gt;
===Safe Parking===&lt;br /&gt;
* ''Mission start'': The mission start doesn't seem to have a despawn area, you should be safe to just park it anywhere reasonable&lt;br /&gt;
&lt;br /&gt;
==Amphibious Assault==&lt;br /&gt;
After going into the marker near the water and spawning in the water channel between the rocks, you can just climb/jump out of there, walk over the rocks to the water and swim to the ship.&lt;br /&gt;
&lt;br /&gt;
This mission also seems to have [[Grand_Theft_Auto:_San_Andreas/Game_Mechanics_and_Glitches#Harder_AI_after_having_been_in_a_car|more dangerous AI]] when you were in a car before, getting on a bike resets the AI to normal. A boat also seems to affect it the same as a car, so be careful with enemies after having been in a boat.&lt;br /&gt;
&lt;br /&gt;
* Video: [https://www.youtube.com/watch?v=3jwN9A3EX50 Swimming strats]&lt;br /&gt;
&lt;br /&gt;
===Safe Parking===&lt;br /&gt;
* ''Mission start'': The mission start doesn't seem to have a set despawn area, you should be safe to just park anywhere resonable (although it seems if you park it directly against the wall of the house it despawns, so just park it in the marker or something)&lt;br /&gt;
* ''During the mission'': There is a huge area where vehicles are despawned, but there might also be other effects that make certain position unsafe for parking vehicles during all of the mission (picture with safe area needed)&lt;br /&gt;
&lt;br /&gt;
==Pier 69==&lt;br /&gt;
This mission has [[Grand_Theft_Auto:_San_Andreas/Game_Mechanics_and_Glitches#Harder_AI_after_having_been_in_a_car|more dangerous AI]] when you were in a car before, getting on a bike resets the AI to normal.&lt;br /&gt;
&lt;br /&gt;
===Safe Parking===&lt;br /&gt;
* ''Mission start'': If you park the bike a few meters away from the mission start marker, it should be fine (kind of on the half of the sidewalk towards the road)&lt;br /&gt;
* ''After sniping the enemies on the roof'': Pier 69 has a huge despawn area, but there is a specific spot on the roof where you can park a bike so it won't despawn (picture needed)&lt;br /&gt;
** Video: [https://www.youtube.com/watch?v=Ic7bO9QruOY Parking Position]&lt;br /&gt;
&lt;br /&gt;
==Toreno's Last Flight==&lt;br /&gt;
This mission has [[Grand_Theft_Auto:_San_Andreas/Game_Mechanics_and_Glitches#Harder_AI_after_having_been_in_a_car|more dangerous AI]] when you were in a car before, getting on a bike resets the AI to normal.&lt;br /&gt;
&lt;br /&gt;
===Homing Rockets Strategy===&lt;br /&gt;
You need to get Homing Rockets before the mission, then while standing where you spawn after the cutscene, you acquire the helicopter as target and shoot it down.&lt;br /&gt;
&lt;br /&gt;
===Normal Rockets Strategy===&lt;br /&gt;
If you use normal rockets to shoot down the helicopter (either by having some before or taking the ones on the helipad), you can get on the parked bike quickly and drive to where the helicopter turns left towards the highway. If you are fast, you have a few seconds to shoot it there. If you miss, you can also do a backup strat from that position, if you have plenty of rockets: Rockets always seem to explode at the same distance, as long as they don't hit anything before. So if you spam them in the direction of the helicopter's path, they will eventually damage it, even if you don't hit it directly.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|[[File:TorenosLastFlight.jpg|thumb|Shooting position]]&lt;br /&gt;
|[[File:TorenosLastFlightBackup.jpg|thumb|Backup Strategy]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Safe Parking===&lt;br /&gt;
* ''Mission start'': The mission start doesn't seem to have a set despawn area, you should be safe to just park anywhere resonable. Also it doesn't seem to matter at all when you obstruct CJ for the cutscene. Whether you don't obstruct him at all, park a bike where he spawns or even a car where he is supposed to go, the cutscene seems always skipable after 4.6 seconds.&lt;br /&gt;
&lt;br /&gt;
=Las Venturas=&lt;br /&gt;
==Fender Ketchup==&lt;br /&gt;
You have to scare the guy by driving around. The fastest way appears to be doing left handbrake turns. You need to reach a certain speed, then press the handbrake and turn left (turning right doesn't work for some reason). You can do this on the parking lot where the mission starts/ends and just do handbrake U-Turns. If you use the whole space, you just gain enough speed for it.&lt;br /&gt;
&lt;br /&gt;
You can also do the same strat on the street and not do full U-Turns, but instead only turn enough so it triggers, but then keep going straight so you can retain more speed and do the next turn earlier.&lt;br /&gt;
&lt;br /&gt;
* [http://www.youtube.com/watch?v=bjjZx6pCdL0 Video: On the Parking Lot]&lt;br /&gt;
* [http://www.youtube.com/watch?v=mUcYsdKRaRw Video: On the Road]&lt;br /&gt;
&lt;br /&gt;
==Explosive Situation==&lt;br /&gt;
Be careful not to let the Dumper explode, it will fail the mission even after you got all the Dynamite. This can easily happen when you park the Dumper too close to the Forklift that can explode because you have to hit it go get the Dynamite.&lt;br /&gt;
&lt;br /&gt;
==You've Had Your Chips==&lt;br /&gt;
Climb over the fence to the south and walk into the entrance of the factory building to do the &amp;quot;stealth&amp;quot;-approach. If you walk in through the area's main entrance or shoot the car in front of the factory, additional enemies spawn inside the factory.&lt;br /&gt;
&lt;br /&gt;
Once you are inside the factory, it's all about destroying the machines:&lt;br /&gt;
* Once 3 machines are destroyed 3 enemies spawn outside, 2 running into the factory and 1 enemy with an automatic shotgun that can be very dangerous&lt;br /&gt;
* Once 6 machines are destroyed a car with several enemies with SMGs spawns outside and start driving towards the factory entrance&lt;br /&gt;
* Once 9 machines are destroyed you are done and have to head back to the Casino&lt;br /&gt;
&lt;br /&gt;
However there is a way to skip the spawning of the 3 enemies outside. If you destroy the 3rd and 4th machine at exactly the same time (probably the same frame or something) the internal counter probably isn't checked when it is at 3, but only when it is at 4, so the spawn isn't triggered (this also works when you destroy more than 2 machines at once, just make sure the 3rd machine isn't destroyed by itself). The order of the machines doesn't matter, &amp;quot;the 3rd machine&amp;quot; only refers to the number of destroyed machines.&lt;br /&gt;
&lt;br /&gt;
The car is actually technicially spawned when more than 5 machines are destroyed, instead of exactly 6, so the spawning of the car can't be prevented with the same technique.&lt;br /&gt;
&lt;br /&gt;
To destroy several machines at exactly the same time, explosions are probably the only way (fire a rocket between machines that are near together or plant satchel charges).&lt;br /&gt;
&lt;br /&gt;
* [http://www.youtube.com/watch?v=x-BcmcKGoB0 Video: Demonstration of spawning/not spawning enemies (and also of a specific strat for this mission)]&lt;br /&gt;
* [http://www.youtube.com/watch?v=TP0UlZqokMk Video: Demonstration of the spawning car]&lt;br /&gt;
* [http://www.youtube.com/watch?v=CKJmiwssjsI Video: Explanation of a specific strat for this mission]&lt;br /&gt;
* [http://www.youtube.com/watch?v=pjPNRsbOJ7A Video: Possible safer Rocket Strat for the beginning]&lt;br /&gt;
&lt;br /&gt;
==Don Peyote==&lt;br /&gt;
At the snake farm, you need to kill all four farmers, or else they come after you once you activate the marker at the casino, which triggers a cutscene and apparently has a chance to softlock the game.&lt;br /&gt;
&lt;br /&gt;
==Misappropriation==&lt;br /&gt;
&lt;br /&gt;
===If you fail to kill him before he escapes===&lt;br /&gt;
Please note that these are very rough numbers. If the target gets into his heli, the chase takes about 2:00-2:30 (depending on how close you keep to him apparently) to the helipad where he lands and you can shoot him. From there it takes about 35s to landing in front of Caligula's Casino with the helicopter. So given the any% route, it takes about 3 minutes. If you manage to kill him before he escapes, it takes about 1:45 to landing in front of Caligula's Casino, so that is about 1:15 faster. If you die, it takes about 1 minute back to the mission start marker, with trip skip you get to the mission pretty fast, but you still need some time to actually kill the target (also you need to get a weapon for that).&lt;br /&gt;
&lt;br /&gt;
=Return to Los Santos=&lt;br /&gt;
==Vertical Bird==&lt;br /&gt;
If you drive the boat into the back of the ship, then the enemies will have higher accuracy than when you jump out beforehand and swim in.&lt;br /&gt;
&lt;br /&gt;
* Video: [http://www.youtube.com/watch?v=QmfOtvrvQy0 End of the mission]&lt;br /&gt;
&lt;br /&gt;
==Beat Down on BDup==&lt;br /&gt;
This mission has [[Grand_Theft_Auto:_San_Andreas/Game_Mechanics_and_Glitches#Harder_AI_after_having_been_in_a_car|more dangerous AI]] when you were in a car before, getting on a bike resets the AI to normal.&lt;br /&gt;
&lt;br /&gt;
==Cut Throat Business==&lt;br /&gt;
===Safe Parking===&lt;br /&gt;
* ''Mission start:'' This mission seems to have a huge despawn area (400 units radius), so there doesn't seem to be a practical way of keeping a vehicle.&lt;br /&gt;
&lt;br /&gt;
==Los Desperados==&lt;br /&gt;
If you take the territory closest to the train station, then Grove Street gangmembers spawn at the train station, if you approach it through Grove territory. During the mission, the gangmembers required to make the marker appear can be recruited directly at the train station, instead of having to get them into the car and driving them there.&lt;br /&gt;
* Video: [https://www.youtube.com/watch?v=Pl4UXO4BsPM Strategy Explanation]&lt;br /&gt;
* Video: [https://www.youtube.com/watch?v=IwjGNXT6o0A Strategy Comparison]&lt;br /&gt;
&lt;br /&gt;
==End of the Line==&lt;br /&gt;
This mission has Checkpoint Technology: If you die after killing Big Smoke, you start again at the point after killing him if you restart the mission (without loading a save, like trip skip). This is a bit dangerous though (see next paragraph). If you fail the mission during the car section, you start again at the beginning of the car section.&lt;br /&gt;
&lt;br /&gt;
This mission has [[Grand_Theft_Auto:_San_Andreas/Game_Mechanics_and_Glitches#Harder_AI_after_having_been_in_a_car|more dangerous AI]] when you use Checkpoint Technology and restart the mission from the point after killing Smoke and were in a car before, getting on a bike resets the AI to normal. If you already got to the car part and have to restart the mission there, this doesn't matter because you don't get shot anymore (and are in a car anyway).&lt;br /&gt;
&lt;br /&gt;
* Video: [http://www.youtube.com/watch?v=kBb8c7FXmIY AI Accuracy Comparison]&lt;br /&gt;
* Video: [http://www.youtube.com/watch?v=89T-11IBWzc Minigun Slide Demonstration]&lt;/div&gt;</summary>
		<author><name>Joshimuz</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Grand_Theft_Auto:_San_Andreas/Missions</id>
		<title>Grand Theft Auto: San Andreas/Missions</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Grand_Theft_Auto:_San_Andreas/Missions"/>
				<updated>2014-07-21T17:38:24Z</updated>
		
		<summary type="html">&lt;p&gt;Joshimuz: /* OG Loc */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page should contain facts about missions, how specific missions work, but not necessarily how to do them in a certain category. Questions like &amp;quot;What triggers X?&amp;quot; or &amp;quot;Is Y on a timer?&amp;quot; should be answered here.&lt;br /&gt;
&lt;br /&gt;
=Los Santos=&lt;br /&gt;
&lt;br /&gt;
==Big Smoke==&lt;br /&gt;
You don't have to stay on the bike, but you have to stay close to the others so they keep moving. The first cutscene is triggered by Sweet, the mission end is triggered by Ryder (of course you have to be there as well).&lt;br /&gt;
&lt;br /&gt;
==Ryder==&lt;br /&gt;
 Why did you blow up Ryder's car?&lt;br /&gt;
&lt;br /&gt;
Failing the mission makes 30s worth of cutscene in front of the pizza place that is the tutorial for eating skippable. Since you can easily blow up Ryder's car, this mission can be failed easily.&lt;br /&gt;
&lt;br /&gt;
==Drive-Thru==&lt;br /&gt;
Killing the passenger of the Drive-By car makes the driver get out.&lt;br /&gt;
&lt;br /&gt;
==Drive-By==&lt;br /&gt;
* To make sure that the second group of enemies spawns, you should look away from it after killing the first group.&lt;br /&gt;
* It seems that the Pay&amp;amp;Spray is completely scripted and is needed for the Mission End Marker to appear. After you were in the Pay&amp;amp;Spray, you can even get police stars again and still finish the mission.&lt;br /&gt;
&lt;br /&gt;
==Sweet's Girl==&lt;br /&gt;
This mission has [[Grand_Theft_Auto:_San_Andreas/Game_Mechanics_and_Glitches#Harder_AI_after_having_been_in_a_car|more dangerous AI]] when you were in a car before, getting on a bike resets the AI to normal.&lt;br /&gt;
&lt;br /&gt;
==Life's A Beach==&lt;br /&gt;
You can skip the dancing:&lt;br /&gt;
# Find a Grove Street gangmember, recruit him and get him to the locked van&lt;br /&gt;
# Try to get into the locked van (doesn't matter on which side)&lt;br /&gt;
# CJ won't be able to get in, but if you keep trying, the homie will eventually open the passenger side door and get in&lt;br /&gt;
# Once the homie shows any sign of opening the door, hold down either of the gang buttons (G or H by default) until CJ says &amp;quot;See you later homie.&amp;quot; which means the gang is disbanded&lt;br /&gt;
#* Make sure you actually hold down the button, don't just press it shortly, it may seem like it takes a long time for CJ to react&lt;br /&gt;
#* For some the G button seems to work better, for others the H button&lt;br /&gt;
# While disbanding the gang, you move towards the water behind the parked car there and headshot the homie in the van, which should make him fall out leaving the door open&lt;br /&gt;
#* The homie will get out of the van after a few seconds, then get back in switching to the driver side. If the getting out animation has already started when you kill him, he will get out of the van, close the door and then die, so you won't get in. If you are not sure you can make it, wait for him to get back in and then shoot him when he is sitting on the driver side.&lt;br /&gt;
#* Careful: Shooting and aiming at the party can fail the mission, so make sure you are far enough away and have practiced a shooting position that works.&lt;br /&gt;
&lt;br /&gt;
* Video: [http://www.youtube.com/watch?v=GU4JHyZpivQ Dance Skip Demonstration]&lt;br /&gt;
&lt;br /&gt;
==OG Loc==&lt;br /&gt;
# Follow Freddy through the alleys, if you keep close he drives faster&lt;br /&gt;
# Turn left to the quick shot spot and wait for him there, shooting your SMG as he passes to set his bike on fire&lt;br /&gt;
#* If you fail the first spot, you can go to the backup spot&lt;br /&gt;
#* There are different positions to wait at the quick shot spot (on the road, on the sidewalk), important is that you face the right direction and can shoot Freddy quickly&lt;br /&gt;
#*Sometimes cars around the corner you wait get spooked and ram into you, making it harder for you to shoot Freddy&lt;br /&gt;
# After setting his bike on fire, start driving towards your next destination&lt;br /&gt;
#* Unfortunately you loose your bike after the cutscene, so you'll have to find a vehicle on the road, but drive with the bike as far as you can&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Gtasa ogloc map.jpg|thumb|Player route and positions]]&lt;br /&gt;
|[[File:Gtasa ogloc position.jpg|thumb|Position]]&lt;br /&gt;
|[[File:Gtasa ogloc backup position.jpg|thumb|Backup position]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* The mission sets your SMG ammo to 78 once you get on the bike (so it doesn't add an amount to what you had before, it sets it to 78). If you had more than 78 ammo before, it doesn't change it. If you already had a Tec-9, it doesn't replace it.&lt;br /&gt;
* Pushing Freddy off his bike (which you can do when you wait at the quick shot spot) crashes the game.&lt;br /&gt;
&lt;br /&gt;
==Just Business==&lt;br /&gt;
* Once you enter the building with Smoke, the game gives you a Micro-SMG (replacing any previous weapon in that slot) and adds 120 ammo to it (adding to ammo you might have had before). After the autoscroller, the game always gives you a Micro-SMG with 80 ammo (replacing any other weapon in that slot you may have picked up during the mission).&lt;br /&gt;
&lt;br /&gt;
==Doberman==&lt;br /&gt;
&lt;br /&gt;
===Safe Parking===&lt;br /&gt;
* ''Mission start:'' There is a small despawn area beside the marker (towards the road), but it should be safe to park in the half of the marker towards the door. Parking too close towards the door may be dangerous though. You can also get on the bike during the fadeout (press key as soon as the red marker disappears), which will prevent despawning (and is also a bit faster).&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|[[File:GTASA Doberman Despawn Area.jpg|thumb|Mission Start Despawn Areas]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Burning Desire==&lt;br /&gt;
* You need to pick up the Molotovs in this mission to make the house vulnerable to fire, picking them up prior to the mission does not help.&lt;br /&gt;
* In the house, you have to pickup the Fire Extuingisher to trigger the cutscene with Denise after which she follows you. If you go up without there is a cutscene that tells you to get it, but even if you enter her room (you can jump over the fire), she just stands there and it doesn't trigger the cutscene after which she follows you.&lt;br /&gt;
* After getting the Fire Extuingisher, you can jump over the fire in her room and trigger the cutscene, but she won't follow you unless you put out the fires in her way. If you let her stay in her room and go out the front door, it still tells you to go back in and get the girl.&lt;br /&gt;
** However, if you manage to push her through the first fire in front of ther room, she will follow you through the other fires.&lt;br /&gt;
* After triggering the cutscene in Denise's room (after which she follows you), the fires disappear when you go out and back into the house. But since you still have to go back up and guide the girl out of the house, it's probably not very useful.&lt;br /&gt;
&lt;br /&gt;
===Safe Parking===&lt;br /&gt;
* ''Mission start:'' You shouldn't park directly in the marker (and possibly where the police car will spawn), but if you park a few meters away, it should be fine. The despawn area isn't as big as in Grey Imports. ([https://forum.speeddemosarchive.com/post/gta_san_andreas_official_thread__484.html#gta_san_andreas_official_thread__484 Forum])&lt;br /&gt;
&lt;br /&gt;
==Grey Imports==&lt;br /&gt;
===Safe Parking===&lt;br /&gt;
* ''Mission start:'' The despawn area is pretty big. Parking on the middle of the road to the east of the marker should be fine though (on the double-line in the center).&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|[[File:GTASA GreyImports Despawn Area.jpg|thumb|Mission Start Despawn Area]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Home Invasion==&lt;br /&gt;
This mission has a special walking animation that makes you move slower. However, if you hold certain weapons, you don't get this slower walking. Most importantly this also affects walking speed when you carry a crate (which is the only time you would be walking anyway, since moving crouched is faster), even though CJ isn't actually holding the weapon in his hands.&lt;br /&gt;
&lt;br /&gt;
Weapons that seem to work for this are weapons you can't sprint with, including: Baseball Bat, Shotgun, Combat Shotgun, Rifle, M4, AK, Sniper Rifle, Flame Thrower, Rocket Launchers&lt;br /&gt;
&lt;br /&gt;
With the Shotgun in particular (and maybe other weapons like the M4 or AK, but not the Baseball Bat) there's another strange behaviour where the noise-meter doesn't fill as fast. Normally if you just run, it fills almost instantly, but while holding the shotgun (again, also when carrying a crate) you can run for about a second before the noise-meter reacts. It fills about 2/3 when you run too long and fills completely after about 0.5 seconds. Important is that you don't press the walk button at all when doing this. Changing between walking and running seems to trigger the noise-meter a lot faster. Just run normally by pressing the move forward button, let go of it after a second, then run again.&lt;br /&gt;
&lt;br /&gt;
This allows you to take one of the further away crates as the last one and just run back to the door all the way. This fills the noise-meter, but you get out before the cutscene plays (it would play when you go back in, but you won't have to after the last crate). Without the delayed noise-meter, the cutscene would play before you get out if you run all the way.&lt;br /&gt;
&lt;br /&gt;
Even with the delayed noise-meter while having the shotgun selected, the noise-meter seems to fill faster if it is already filled a bit, so be careful with that.&lt;br /&gt;
&lt;br /&gt;
Also sliding to the further away crates saves about 1 second for each crate.&lt;br /&gt;
&lt;br /&gt;
* [http://www.youtube.com/watch?v=lHkqIWX48Ms Video: Comparison between different moving speeds in this mission]&lt;br /&gt;
* [http://www.youtube.com/watch?v=YJ5RB7kzWt0 Video: Demonstration of running with the shotgun]&lt;br /&gt;
&lt;br /&gt;
==The Green Sabre==&lt;br /&gt;
Enemies you kill before driving into the marker where you have to save Sweet, just respawn. The first van spawns once you killed 3 enemies, the second van once you killed 6 enemies and the car once you killed 9 enemies. The mission is completed once you killed all enemies.&lt;br /&gt;
&lt;br /&gt;
===Safe Parking===&lt;br /&gt;
* ''Mission start:'' Vehicles seem to despawn when you park them in the marker. CJ can also sometimes get blocked by a vehicle and has to run around it before answering the phonecall, although it doesn't seem to affect the time, the cutscene always seems to be about 7.6 seconds long. Parking where the Greenwood spawns can prevent that from spawning though.&lt;br /&gt;
&lt;br /&gt;
=Badlands=&lt;br /&gt;
==Against All Odds==&lt;br /&gt;
After leaving the Betting Shop, your Wanted Level will usually be decreased after a short time, leaving you with 3 stars. This doesn't appear to happen when you run a police officer over on the way (or something like that). You can use the two bribe stars in Blueberry to get rid of two more stars, leaving you with only one that should disappear 10 seconds after picking up the last bribe. If you don't loose a star to begin with (leaving you with the initial 4), you can wait a bit after picking up the first bribe, so that another star disappears on it's own before picking up the second bribe.&lt;br /&gt;
&lt;br /&gt;
As opposed to some other missions, you can't finish the mission if you regain a wanted level after loosing it. The marker is only there if you don't have a wanted level at all.&lt;br /&gt;
&lt;br /&gt;
=San Fierro=&lt;br /&gt;
&lt;br /&gt;
==Photo Opportunity==&lt;br /&gt;
&lt;br /&gt;
* Video: [http://www.youtube.com/watch?v=w6yR4xS4SfU Safe spot to do the drop]&lt;br /&gt;
&lt;br /&gt;
==Jizzy (Cutscene)==&lt;br /&gt;
===Safe Parking===&lt;br /&gt;
* ''Cutscene:'' It appears there is not set despawn zone, so it should be safe to park anywhere reasonable.&lt;br /&gt;
&lt;br /&gt;
==Outrider==&lt;br /&gt;
&lt;br /&gt;
The Van starts driving after you get on the Sanchez the mission gives you and arrives at the destination about 4:15 later (if you destroy the roadblocks, it might take longer if it's obstructed in some way).&lt;br /&gt;
&lt;br /&gt;
The enemies at the roadblocks don't attack you (even if you get really close) unless you shoot near them.&lt;br /&gt;
&lt;br /&gt;
===Safe Parking===&lt;br /&gt;
* ''Mission start:'' There is a huge despawn area when you start the mission, so the best way to keep a vehicle is probably in the garage.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| [[File:GTASA Outrider Despawn Area.jpg|thumb|Despawn Area]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Snail Trail==&lt;br /&gt;
''See [[Grand Theft Auto: San Andreas/Missions/Snail Trail]]''&lt;br /&gt;
&lt;br /&gt;
==Ice Cold Killah==&lt;br /&gt;
===Safe Parking===&lt;br /&gt;
* ''Mission start'': The mission start doesn't seem to have a despawn area, you should be safe to just park it anywhere reasonable&lt;br /&gt;
&lt;br /&gt;
==Amphibious Assault==&lt;br /&gt;
After going into the marker near the water and spawning in the water channel between the rocks, you can just climb/jump out of there, walk over the rocks to the water and swim to the ship.&lt;br /&gt;
&lt;br /&gt;
This mission also seems to have [[Grand_Theft_Auto:_San_Andreas/Game_Mechanics_and_Glitches#Harder_AI_after_having_been_in_a_car|more dangerous AI]] when you were in a car before, getting on a bike resets the AI to normal. A boat also seems to affect it the same as a car, so be careful with enemies after having been in a boat.&lt;br /&gt;
&lt;br /&gt;
* Video: [https://www.youtube.com/watch?v=3jwN9A3EX50 Swimming strats]&lt;br /&gt;
&lt;br /&gt;
===Safe Parking===&lt;br /&gt;
* ''Mission start'': The mission start doesn't seem to have a set despawn area, you should be safe to just park anywhere resonable (although it seems if you park it directly against the wall of the house it despawns, so just park it in the marker or something)&lt;br /&gt;
* ''During the mission'': There is a huge area where vehicles are despawned, but there might also be other effects that make certain position unsafe for parking vehicles during all of the mission (picture with safe area needed)&lt;br /&gt;
&lt;br /&gt;
==Pier 69==&lt;br /&gt;
This mission has [[Grand_Theft_Auto:_San_Andreas/Game_Mechanics_and_Glitches#Harder_AI_after_having_been_in_a_car|more dangerous AI]] when you were in a car before, getting on a bike resets the AI to normal.&lt;br /&gt;
&lt;br /&gt;
===Safe Parking===&lt;br /&gt;
* ''Mission start'': If you park the bike a few meters away from the mission start marker, it should be fine (kind of on the half of the sidewalk towards the road)&lt;br /&gt;
* ''After sniping the enemies on the roof'': Pier 69 has a huge despawn area, but there is a specific spot on the roof where you can park a bike so it won't despawn (picture needed)&lt;br /&gt;
** Video: [https://www.youtube.com/watch?v=Ic7bO9QruOY Parking Position]&lt;br /&gt;
&lt;br /&gt;
==Toreno's Last Flight==&lt;br /&gt;
This mission has [[Grand_Theft_Auto:_San_Andreas/Game_Mechanics_and_Glitches#Harder_AI_after_having_been_in_a_car|more dangerous AI]] when you were in a car before, getting on a bike resets the AI to normal.&lt;br /&gt;
&lt;br /&gt;
===Homing Rockets Strategy===&lt;br /&gt;
You need to get Homing Rockets before the mission, then while standing where you spawn after the cutscene, you acquire the helicopter as target and shoot it down.&lt;br /&gt;
&lt;br /&gt;
===Normal Rockets Strategy===&lt;br /&gt;
If you use normal rockets to shoot down the helicopter (either by having some before or taking the ones on the helipad), you can get on the parked bike quickly and drive to where the helicopter turns left towards the highway. If you are fast, you have a few seconds to shoot it there. If you miss, you can also do a backup strat from that position, if you have plenty of rockets: Rockets always seem to explode at the same distance, as long as they don't hit anything before. So if you spam them in the direction of the helicopter's path, they will eventually damage it, even if you don't hit it directly.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|[[File:TorenosLastFlight.jpg|thumb|Shooting position]]&lt;br /&gt;
|[[File:TorenosLastFlightBackup.jpg|thumb|Backup Strategy]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Safe Parking===&lt;br /&gt;
* ''Mission start'': The mission start doesn't seem to have a set despawn area, you should be safe to just park anywhere resonable. Also it doesn't seem to matter at all when you obstruct CJ for the cutscene. Whether you don't obstruct him at all, park a bike where he spawns or even a car where he is supposed to go, the cutscene seems always skipable after 4.6 seconds.&lt;br /&gt;
&lt;br /&gt;
=Las Venturas=&lt;br /&gt;
==Fender Ketchup==&lt;br /&gt;
You have to scare the guy by driving around. The fastest way appears to be doing left handbrake turns. You need to reach a certain speed, then press the handbrake and turn left (turning right doesn't work for some reason). You can do this on the parking lot where the mission starts/ends and just do handbrake U-Turns. If you use the whole space, you just gain enough speed for it.&lt;br /&gt;
&lt;br /&gt;
You can also do the same strat on the street and not do full U-Turns, but instead only turn enough so it triggers, but then keep going straight so you can retain more speed and do the next turn earlier.&lt;br /&gt;
&lt;br /&gt;
* [http://www.youtube.com/watch?v=bjjZx6pCdL0 Video: On the Parking Lot]&lt;br /&gt;
* [http://www.youtube.com/watch?v=mUcYsdKRaRw Video: On the Road]&lt;br /&gt;
&lt;br /&gt;
==Explosive Situation==&lt;br /&gt;
Be careful not to let the Dumper explode, it will fail the mission even after you got all the Dynamite. This can easily happen when you park the Dumper too close to the Forklift that can explode because you have to hit it go get the Dynamite.&lt;br /&gt;
&lt;br /&gt;
==You've Had Your Chips==&lt;br /&gt;
Climb over the fence to the south and walk into the entrance of the factory building to do the &amp;quot;stealth&amp;quot;-approach. If you walk in through the area's main entrance or shoot the car in front of the factory, additional enemies spawn inside the factory.&lt;br /&gt;
&lt;br /&gt;
Once you are inside the factory, it's all about destroying the machines:&lt;br /&gt;
* Once 3 machines are destroyed 3 enemies spawn outside, 2 running into the factory and 1 enemy with an automatic shotgun that can be very dangerous&lt;br /&gt;
* Once 6 machines are destroyed a car with several enemies with SMGs spawns outside and start driving towards the factory entrance&lt;br /&gt;
* Once 9 machines are destroyed you are done and have to head back to the Casino&lt;br /&gt;
&lt;br /&gt;
However there is a way to skip the spawning of the 3 enemies outside. If you destroy the 3rd and 4th machine at exactly the same time (probably the same frame or something) the internal counter probably isn't checked when it is at 3, but only when it is at 4, so the spawn isn't triggered (this also works when you destroy more than 2 machines at once, just make sure the 3rd machine isn't destroyed by itself). The order of the machines doesn't matter, &amp;quot;the 3rd machine&amp;quot; only refers to the number of destroyed machines.&lt;br /&gt;
&lt;br /&gt;
The car is actually technicially spawned when more than 5 machines are destroyed, instead of exactly 6, so the spawning of the car can't be prevented with the same technique.&lt;br /&gt;
&lt;br /&gt;
To destroy several machines at exactly the same time, explosions are probably the only way (fire a rocket between machines that are near together or plant satchel charges).&lt;br /&gt;
&lt;br /&gt;
* [http://www.youtube.com/watch?v=x-BcmcKGoB0 Video: Demonstration of spawning/not spawning enemies (and also of a specific strat for this mission)]&lt;br /&gt;
* [http://www.youtube.com/watch?v=TP0UlZqokMk Video: Demonstration of the spawning car]&lt;br /&gt;
* [http://www.youtube.com/watch?v=CKJmiwssjsI Video: Explanation of a specific strat for this mission]&lt;br /&gt;
* [http://www.youtube.com/watch?v=pjPNRsbOJ7A Video: Possible safer Rocket Strat for the beginning]&lt;br /&gt;
&lt;br /&gt;
==Don Peyote==&lt;br /&gt;
At the snake farm, you need to kill all four farmers, or else they come after you once you activate the marker at the casino, which triggers a cutscene and apparently has a chance to softlock the game.&lt;br /&gt;
&lt;br /&gt;
==Misappropriation==&lt;br /&gt;
&lt;br /&gt;
===If you fail to kill him before he escapes===&lt;br /&gt;
Please note that these are very rough numbers. If the target gets into his heli, the chase takes about 2:00-2:30 (depending on how close you keep to him apparently) to the helipad where he lands and you can shoot him. From there it takes about 35s to landing in front of Caligula's Casino with the helicopter. So given the any% route, it takes about 3 minutes. If you manage to kill him before he escapes, it takes about 1:45 to landing in front of Caligula's Casino, so that is about 1:15 faster. If you die, it takes about 1 minute back to the mission start marker, with trip skip you get to the mission pretty fast, but you still need some time to actually kill the target (also you need to get a weapon for that).&lt;br /&gt;
&lt;br /&gt;
=Return to Los Santos=&lt;br /&gt;
==Vertical Bird==&lt;br /&gt;
If you drive the boat into the back of the ship, then the enemies will have higher accuracy than when you jump out beforehand and swim in.&lt;br /&gt;
&lt;br /&gt;
* Video: [http://www.youtube.com/watch?v=QmfOtvrvQy0 End of the mission]&lt;br /&gt;
&lt;br /&gt;
==Beat Down on BDup==&lt;br /&gt;
This mission has [[Grand_Theft_Auto:_San_Andreas/Game_Mechanics_and_Glitches#Harder_AI_after_having_been_in_a_car|more dangerous AI]] when you were in a car before, getting on a bike resets the AI to normal.&lt;br /&gt;
&lt;br /&gt;
==Cut Throat Business==&lt;br /&gt;
===Safe Parking===&lt;br /&gt;
* ''Mission start:'' This mission seems to have a huge despawn area (400 units radius), so there doesn't seem to be a practical way of keeping a vehicle.&lt;br /&gt;
&lt;br /&gt;
==Los Desperados==&lt;br /&gt;
If you take the territory closest to the train station, then Grove Street gangmembers spawn at the train station, if you approach it through Grove territory. During the mission, the gangmembers required to make the marker appear can be recruited directly at the train station, instead of having to get them into the car and driving them there.&lt;br /&gt;
* Video: [https://www.youtube.com/watch?v=Pl4UXO4BsPM Strategy Explanation]&lt;br /&gt;
* Video: [https://www.youtube.com/watch?v=IwjGNXT6o0A Strategy Comparison]&lt;br /&gt;
&lt;br /&gt;
==End of the Line==&lt;br /&gt;
This mission has Checkpoint Technology: If you die after killing Big Smoke, you start again at the point after killing him if you restart the mission (without loading a save, like trip skip). This is a bit dangerous though (see next paragraph). If you fail the mission during the car section, you start again at the beginning of the car section.&lt;br /&gt;
&lt;br /&gt;
This mission has [[Grand_Theft_Auto:_San_Andreas/Game_Mechanics_and_Glitches#Harder_AI_after_having_been_in_a_car|more dangerous AI]] when you use Checkpoint Technology and restart the mission from the point after killing Smoke and were in a car before, getting on a bike resets the AI to normal. If you already got to the car part and have to restart the mission there, this doesn't matter because you don't get shot anymore (and are in a car anyway).&lt;br /&gt;
&lt;br /&gt;
* Video: [http://www.youtube.com/watch?v=kBb8c7FXmIY AI Accuracy Comparison]&lt;br /&gt;
* Video: [http://www.youtube.com/watch?v=89T-11IBWzc Minigun Slide Demonstration]&lt;/div&gt;</summary>
		<author><name>Joshimuz</name></author>	</entry>

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