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		<id>https://kb.speeddemosarchive.com/Grand_Theft_Auto:_San_Andreas/Missions/Dupes</id>
		<title>Grand Theft Auto: San Andreas/Missions/Dupes</title>
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				<updated>2017-11-10T21:25:16Z</updated>
		
		<summary type="html">&lt;p&gt;Tduva: /* Los Desperados */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{GTASA Duping PC}}&lt;br /&gt;
&lt;br /&gt;
This page has notes on how duping specific missions works and affects the game. For general information on how duping works, refer to the [[Grand_Theft_Auto:_San_Andreas/Game_Mechanics_and_Glitches/Duping|Duping Page]].&lt;br /&gt;
&lt;br /&gt;
==T-Bone Mendez==&lt;br /&gt;
After Photo Opportunity or after Jizzy:&lt;br /&gt;
# Setup (Blood Bowl)&lt;br /&gt;
#* You should have a high-priority call from Zero or Jethro (15s delay), see [[Grand Theft Auto: San Andreas/Game Mechanics and Glitches/Duping#Phonecall Management|Phonecall Management]].&lt;br /&gt;
#* {{GTASA Duping Setup|trucking|Blood Bowl}}&lt;br /&gt;
#* There are two possible routes for this setup:&lt;br /&gt;
#*# Setup at Blood Bowl directly ''after Photo Opportunity'', which requires you to carry the call through Jizzy (Cutscene) and Jizzy:&lt;br /&gt;
#*#* After Blood Bowl, go to Jizzy (Cutscene).&lt;br /&gt;
#*#** Enter the marker on the side of the building, so CJ will walk out of the marker during the fade when he walks towards the building (what we usually want to avoid for duping, however this mission isn't going to be duped), then let got of the held $OM=0 call once the cutscene comes up, wait at least 15s so the call can come in again. Then start holding the call, skip the cutscene and the phone should ring once CJ is placed outside, just moments before the mission will pass and set $OM=0 again.&lt;br /&gt;
#*#** Simply holding the call through the Jizzy (Cutscene) will not work, because CJ will answer the phone once you skip the cutscene.&lt;br /&gt;
#*#* Hold the $OM=0 call until Jizzy&lt;br /&gt;
#*#** Start the mission and skip the cutscene while still holding the call. The call will be cancelled automatically, you can let go of holding it once the cutscene showing the Pimpmobile comes up.&lt;br /&gt;
#*#** At the end of Jizzy, drive ahead of the Limo as you normally would, get out preparing to attack the Limo, start holding the call, getting out of the Pimpmobile will cause the phone to ring (make sure you don't have a wanted level), then kill the enemies. '''You can't use a Rocket Launcher to destroy the Limo''', since aiming with the Rocket Launcher while holding a call will cause CJ to answer the call. You can either use your SMG (that the mission gives you) to shoot the driver of the Limo and then kill the other enemies or place down Satchels. Either way requires a bit of practice and traffic can troll you quite a bit.&lt;br /&gt;
#*# Setup at Blood Bowl ''after finishing Jizzy'', which is a bit longer drive, but you can simply drive to T-Bone Mendez directly after the Setup.&lt;br /&gt;
# Duping&lt;br /&gt;
#* Having the $OM=0 call held, walk into the marker, then let go of the call once the cutscene comes up. Entering the marker away from the door may be safer, because CJ may walk towards the door a bit, possibly walking out of the marker.&lt;br /&gt;
#* {{GTASA Duping Cutscene Interior}}&lt;br /&gt;
#* Once you started the second instance you can skip the cutscene.&lt;br /&gt;
# Mission&lt;br /&gt;
#* Duping in the cutscene means you get no traffic on the roads for the mission and you get interior lighting.&lt;br /&gt;
# Result&lt;br /&gt;
#* Skips Mike Toreno.&lt;br /&gt;
&lt;br /&gt;
===More Information===&lt;br /&gt;
* [https://youtu.be/7fsSjHyxw2s Video: T-Bone Mendez Duping (using Blood Bowl, Setup after Photo Opportunity)]&lt;br /&gt;
* [https://youtu.be/kFWN-szUywA Video: T-Bone Mendez Duping (using Blood Bowl, Setup after Jizzy)]&lt;br /&gt;
&lt;br /&gt;
==Ran Fa Li==&lt;br /&gt;
After Snail Trail:&lt;br /&gt;
&lt;br /&gt;
[[File:GTASA Trucking Despawn Zone.jpg|thumb|right|Despawn Zone at Trucking]]&lt;br /&gt;
# Setup (Trucking)&lt;br /&gt;
#* You should have a high-priority call from Zero or Jethro (15s delay), see [[Grand Theft Auto: San Andreas/Game Mechanics and Glitches/Duping#Phonecall Management|Phonecall Management]].&lt;br /&gt;
#* {{GTASA Duping Setup|trucking|Trucking}}&lt;br /&gt;
#* Attach a Satchel to the Truck, which cancels the call setting $OM=0, drive to the mission, get and hold a call and then explode the Satchel to fail Trucking and get $OM=0 call.&lt;br /&gt;
#* Using a Satchel means you have no traffic on the way to the mission, because starting Trucking without ever getting into the truck prevents traffic from spawning. You should still have Satchels from Badlands. If you don't have a Satchel you can also hold the call and blow up the Truck, but then you'll have traffic.&lt;br /&gt;
#* There is a despawn zone around Trucking, so park your vehicle on the bridge to keep it&lt;br /&gt;
# Duping&lt;br /&gt;
#* Having the $OM=0 call held, walk into the marker, then let go of the call once the cutscene comes up.&lt;br /&gt;
#* {{GTASA Duping Cutscene Interior}}&lt;br /&gt;
#* Once you started the second instance you can skip the cutscene.&lt;br /&gt;
# Mission&lt;br /&gt;
#* Duping in the cutscene means you get no traffic on the roads until you enter the car in the parking garage.&lt;br /&gt;
#* There will be two mission cars spawned in the parking garage inside of eachother, which may cause the car you get into to roll and land on its roof. To prevent getting stuck laying on the roof and eventually exploding, you have to hold both &amp;quot;Sprint&amp;quot; and &amp;quot;Move Left&amp;quot; (usually A) once you enter the car. That way you skip the cutscene (so you can actually control the car soon enough again) and then roll the car around fully and back onto its wheels again.&lt;br /&gt;
# Result&lt;br /&gt;
#* Skips Lure&lt;br /&gt;
&lt;br /&gt;
===More Information===&lt;br /&gt;
* [https://youtu.be/kRvHmjCRrwA Video: Ran Fa Li Dupe (using Trucking)]&lt;br /&gt;
&lt;br /&gt;
==Amphibious Assault==&lt;br /&gt;
After Ran Fa Li or Ice Cold Killa:&lt;br /&gt;
[[File:GTASA_IceColdKilla_Load_trigger.jpg|thumb|right|Load trigger during Ice Cold Killa which sets $ONMISSION=1]]&lt;br /&gt;
# Setup (Blood Bowl)&lt;br /&gt;
#* You should have a high-priority call from Zero, Jethro or Woozie (15s delay), see [[Grand Theft Auto: San Andreas/Game Mechanics and Glitches/Duping#Phonecall Management|Phonecall Management]].&lt;br /&gt;
#* {{GTASA Duping Setup|trucking|Blood Bowl}}&lt;br /&gt;
#* There are two possible routes for this setup:&lt;br /&gt;
#*# Setup at Blood Bowl directly ''after Ran Fa Li'', which requires you to carry the call through Ice Cold Killa:&lt;br /&gt;
#*#* After Blood Bowl start Ice Cold Killa.&lt;br /&gt;
#*#** Hold the call until you skip the cutscene. This will cancel the call, setting $ONMISSION=0 while on the mission. Don't start the mission again, just complete the one instance of the mission. The setup is merely done to be able to receive phonecalls during the mission, so you can get another $ONMISSION=0 call at the end of the mission that is then used to dupe Amphibious Assault.&lt;br /&gt;
#*#** Once you get to the club, do the normal strats of shooting Jizzys car 6 times with the Sniper Rifle. The phone will ring, but the shooting will cancel the call.&lt;br /&gt;
#*#** Go up to the roof. Jump down onto the roof ''after'' the phone starting ringing again, then enter the building through the skylight. Entering the building will cancel the call.&lt;br /&gt;
#*#*** There is a trigger on the roof that will set $ONMISSION=1 again. Entering that trigger only while the phone is ringing makes that have no adverse effects. ([https://youtu.be/1G74RMHqpeo Video: Trigger Issue])&lt;br /&gt;
#*#** Now either wait about 3-4 seconds before jumping down or don't skip one of the cutscenes for about 3-4 seconds. This is done because the phone needs another 15 seconds to ring again and otherwise it wouldn't ring before Jizzy starts driving away.&lt;br /&gt;
#*#** Skip the cutscenes and sprint to the door. After doing outside, during the cutscene (where Jizzy gets in the car), starting holding the call and keep holding it once it rings. If you got the timing right it should ring before the cutscene ends.&lt;br /&gt;
#*#** While holding the call, shoot the car to set it on fire and Jizzy jumps out. As opposed to regular strats, you can't use the Sniper Rifle or Rocket launcher, since this would make CJ answer the call you are holding. You can use an AK or Silenced Pistol. You can crouch to get better accuracy, since holding the call means you shoot continuously while aiming.&lt;br /&gt;
#*#** Kill Jizzy, get the phone and finishing the mission while holding the call. Try to not pick up his SMG ammo if you plan on using a bike while holding the call.&lt;br /&gt;
#*#* After Ice Cold Killa, drive to Amphibious Assault while holding the call to do the dupe.&lt;br /&gt;
#*# Setup at Blood Bowl ''after finishing Ice Cold Killa'', which is a bit longer drive, but you can simply drive to Amphibious Assault directly after the Setup.&lt;br /&gt;
# Duping&lt;br /&gt;
#* Having the $OM=0 call held, walk into the marker, then let go of the call once the cutscene comes up.&lt;br /&gt;
#* {{GTASA Duping Cutscene Interior}}&lt;br /&gt;
#* Once you started the second instance you can skip the cutscene.&lt;br /&gt;
# Mission&lt;br /&gt;
#* Duping in the cutscene means you get no traffic on the roads and interior lighting.&lt;br /&gt;
#* Twice the number of patrol boats will spawn, on top of eachother. Sometimes they blow eachother up and activate the enemies, the same as if you got into the open water (which triggers the cutscene and activates the enemies).&lt;br /&gt;
#* Sometimes the enemies on the patrol boats can get quite dangerous, even using the Dhingy. Make sure the Dhingy doesn't end up too close to the Patrol boat when it's drifting to the front of the ship.&lt;br /&gt;
#* On the ship, some more enemies than usual can spawn, some apparently inside of eachother. To be able to plant the bug and advance the mission, you have to kill all enemies that are running around on the ship.&lt;br /&gt;
#* After the Setup with Blood Bowl you won't have an Uzi anymore, so you can either sprint and stop to shoot the enemies with a Shotgun or slide with the AK.&lt;br /&gt;
# Result&lt;br /&gt;
#* Skips The Da Nang Thang (which aside from saved time also means you can keep your weapons)&lt;br /&gt;
&lt;br /&gt;
===More Information===&lt;br /&gt;
* [[Grand_Theft_Auto:_San_Andreas/Missions#Amphibious Assault|Amphibious Assault]]&lt;br /&gt;
* [https://youtu.be/CR6ffuZfiX8 Video: Verdant Meadows Duping (using Blood Bowl)] - shows the Setup&lt;br /&gt;
* {{GTASA Duping Fail|restart}}&lt;br /&gt;
&lt;br /&gt;
==Highjack==&lt;br /&gt;
After Monster:&lt;br /&gt;
# Setup (Bike School)&lt;br /&gt;
#* You should have a Catalina call (60s delay), see [[Grand Theft Auto: San Andreas/Game Mechanics and Glitches/Duping#Phonecall Management|Phonecall Management]]. Make sure the call is ready when you enter the Bike School marker. Since it has a 1000ms check delay, pause buffering is advised to get the call consistently during the 500ms fade until the mission sets $OM=1.&lt;br /&gt;
#* Get a bike: Answer the call to unlock Highjack, then start Highjack, kill Cesar to fail the mission and use the spawned bike.&lt;br /&gt;
#* {{GTASA Duping Setup|quarry|Bike School}}&lt;br /&gt;
#* The call will be ready 60s after you failed Highjack, so make sure you don't fall off the bike when the call is ready, so you don't have to wait once you get to Bike School.&lt;br /&gt;
# Duping&lt;br /&gt;
#* Having the $OM=0 call held, walk into the marker, then let go of the call once the cutscene comes up.&lt;br /&gt;
#* Since the cutscene is outside (not an interior), CJ will answer the phone once you let go of holding the call, so you have to also hold F (or whatever hangs up the phone) for a bit. Because of this, it can take a few seconds for the second instance to be started.&lt;br /&gt;
#* Once you started the second instance you can skip the cutscene.&lt;br /&gt;
# Mission&lt;br /&gt;
#* Duping this mission in the cutscene will remove all traffic for the mission.&lt;br /&gt;
# Result&lt;br /&gt;
#* Skips Interdiction.&lt;br /&gt;
#** You can get Rockets and AK which you would normally pick up during Interdiction from the Helipad after [[Grand Theft Auto: San Andreas/Missions#Toreno's Last Flight|Toreno's Last Flight]]. If you also duped Amphibious Assault and skipped The Da Nang Thang, you can pick them up directly after passing Toreno's Last Flight or otherwise during Yay-Ka-Boom-Boom.&lt;br /&gt;
#* You'll still get the phonecall that unlocks Interdiction, which is actually used to dupe Verdant Meadows.&lt;br /&gt;
&lt;br /&gt;
===More Information===&lt;br /&gt;
* [https://youtu.be/Q4WxwTpCHpU?t=1m8s Video: Highjack Duping (using Bike School)]&lt;br /&gt;
&lt;br /&gt;
==Verdant Meadows==&lt;br /&gt;
After Highjack:&lt;br /&gt;
# Setup (Blood Bowl)&lt;br /&gt;
#* You should have the call that would normally unlock Interdiction (since you skipped Interdiction by duping Highjack you don't need it for that), see [[Grand Theft Auto: San Andreas/Game Mechanics and Glitches/Duping#Phonecall Management|Phonecall Management]].&lt;br /&gt;
#* {{GTASA Duping Setup|trucking|Blood Bowl}}&lt;br /&gt;
#* Since you skipped Interdiction, the Verdant Meadows mission marker will be invisible, but it will still work.&lt;br /&gt;
# Duping&lt;br /&gt;
#* Since this mission only consists of a cutscene, you have to dupe it in the cutscene.&lt;br /&gt;
#* Having the $OM=0 call held, walk into the marker, then let go of the call once the cutscene comes up.&lt;br /&gt;
#* Since the cutscene is outside (not an interior), CJ will answer the phone once you let go of holding the call, so you have to also hold F (or whatever hangs up the phone) for a bit. Because of this, it can take a few seconds for the second instance to be started.&lt;br /&gt;
# Result&lt;br /&gt;
#* Skips N.O.E.&lt;br /&gt;
#* Sets &amp;lt;code&amp;gt;$TORENO_TOTAL_PASSED_MISSIONS to 5&amp;lt;/code&amp;gt;, like after Flight School. However, there is a separate variable that tracks if you passed Flight School, which is required to start the following missions. Luckily Flight School starts if &amp;lt;code&amp;gt;$TORENO_TOTAL_PASSED_MISSIONS &amp;gt; 3&amp;lt;/code&amp;gt; not &amp;lt;code&amp;gt;$TORENO_TOTAL_PASSED_MISSIONS == 4&amp;lt;/code&amp;gt;, otherwise duping Verdant Meadows would basicially softlock the game. Flight School itself increases the mission chain variable as well, setting &amp;lt;code&amp;gt;$TORENO_TOTAL_PASSED_MISSIONS to 6&amp;lt;/code&amp;gt;, so you skip the next mission instead (N.O.E.).&lt;br /&gt;
&lt;br /&gt;
===More Information===&lt;br /&gt;
* [https://youtu.be/CR6ffuZfiX8 Video: Verdant Meadows Duping (using Blood Bowl)]&lt;br /&gt;
&lt;br /&gt;
==Fish in a Barrel==&lt;br /&gt;
After The Meat Business:&lt;br /&gt;
# Setup (Bike School or Quarry)&lt;br /&gt;
#* You should have a Catalina call (60s recall delay). One of those is unlocked after The Meat Business. Make sure the call is ready when you enter the Quarry/Bike School marker by getting out of your vehicle. Since it has a 1000ms check delay, pause buffering is advised to get the call consistently during the 500ms fade until the mission sets $OM=1.&lt;br /&gt;
#* {{GTASA Duping Setup|quarry|Bike School or Quarry|pb}}&lt;br /&gt;
#* Bike School requires a bike to drive into the building and get off into the marker. Since you're probably going to use a bike on the way to the Casino, having SMG ammo makes you shoot all the time.&lt;br /&gt;
#* Using Quarry you can hold the call, then blow up the truck to get $OM=0 call and drive back (having SMG ammo when holding the call on a bike makes you shoot all the time) or use a Satchel to blow the truck up remotely from the Casino, to get an $OM=0 call there (you may get shot up by the guards in the casino a bit). Since the Casino is an interior, you have to hold the call before entering the casino either way.&lt;br /&gt;
# Duping&lt;br /&gt;
#* Since this mission only consists of a cutscene, you ''have'' to dupe it in the cutscene.&lt;br /&gt;
#* Having the $OM=0 call held, walk into the marker from the stairs, without sprinting, then let go of the call once the cutscene comes up.&lt;br /&gt;
#* CJ walks a bit towards the door, so make sure you enter the marker from the stairs, so CJ is still in the marker when you set $OM=0 after starting the first instance. CJ will sprint on the stairs if you sprinted on the previous stairs, you can switch to a weapon you can't sprint with to prevent that or don't actively press sprint on the previous stairs. Wait for the marker to appear before entering it in case you blow up the Satchel shortly before it, to make sure you actually hit the edge away from the door.&lt;br /&gt;
#* Once you started the second instance you can skip the cutscene.&lt;br /&gt;
# Result&lt;br /&gt;
#* Skips Freefall.&lt;br /&gt;
#* You'll still get the Freefall phonecall, which will add the mission marker when answered, but it has no effect.&lt;br /&gt;
&lt;br /&gt;
===More Information===&lt;br /&gt;
* [https://youtu.be/hAiQhMwFHo0 Video: Fish in a Barrel Duping (using Quarry)]&lt;br /&gt;
* [https://youtu.be/-Dmipyr7CPA Video: Fish in a Barrel Duping (using Quarry, without Satchel)]&lt;br /&gt;
* [https://youtu.be/Q4WxwTpCHpU?t=1m8s Video: Highjack Duping (using Bike School)] - Showing the Bike School Setup&lt;br /&gt;
&lt;br /&gt;
==Black Project==&lt;br /&gt;
After Stowaway:&lt;br /&gt;
# Setup (Quarry)&lt;br /&gt;
#* You should have the high-priority call that unlocks High Noon, which is available once you finished both Freefall (or skipped it by duping) and Misappropriation, so just don't answer any phonecalls after finishing Misappropriation.&lt;br /&gt;
#* Phonecall start Quarry by exiting your vehicle into the marker while having a call ready. You don't hold the call for this dupe.&lt;br /&gt;
#* Skip or answer the phonecall after starting Quarry. As opposed to other dupes, we don't want an ONMISSION=0 call, but instead Quarry running with ONMISSION=0, so Black Project can be started while Quarry is running.&lt;br /&gt;
#* You can sprint to the Cropduster north of the Quarry while answering phonecalls if you have any left.&lt;br /&gt;
# Duping&lt;br /&gt;
#* Start Black Project with Quarry running, which turns the Quarry instance into another Black Project instance.&lt;br /&gt;
#* Skip the cutscene with the Mothership as soon as it is possible, otherwise the mission can softlock (no triggers inside the facility). There appears to be a 1000ms grace period after the cutscene becomes skippable, so the skipping doesn't have to be ultra precise. Skipping with Sprint should work.&lt;br /&gt;
# Mission&lt;br /&gt;
#* There appear to be double the Armor pickups and more blips on the map, however the enemies seem to be at least similiar.&lt;br /&gt;
# Result&lt;br /&gt;
#* Skips Green Goo.&lt;br /&gt;
&lt;br /&gt;
Under some circumstances starting Black Project with Quarry can apparently crash the game (frozen at &amp;quot;Black Project&amp;quot; text). This doesn't appear to be a problem unless you had started Black Project before doing the dupe without restarting the game (e.g. trying the dupe several times loading from save). This seems to have to do with the Nightvision Goggles already being loaded in memory.&lt;br /&gt;
&lt;br /&gt;
===More Information===&lt;br /&gt;
* [https://www.youtube.com/watch?v=IJ5bL4zCvco Video: Comparison of route with and without Black Project dupe] - Also shows the dupe itself, however not to be taken as a proper tutorial&lt;br /&gt;
* [http://www.speedrun.com/post/01sl4 Info on softlock/crashing]&lt;br /&gt;
&lt;br /&gt;
==Beat Down on BDup (Home Coming)==&lt;br /&gt;
After Vertical Bird:&lt;br /&gt;
&lt;br /&gt;
# Setup (Trucking)&lt;br /&gt;
#* You should still have the Vertical Bird call (if you didn't answer it and started Vertical Bird with the invisible marker) and possibly two calls from LV (Woozie, Leone). Basicially you shouldn't answer calls after Saint Mark's Bistro.&lt;br /&gt;
#* Phonecall start Trucking (or Bike School) to get an ONMISSION=0 call. You can either attach a satchel to the truck and fail Trucking remotely after receiving and holding a call again, or fail Trucking immediately and hold the ONMISSION=0 call while flying (you need to test that your flying controls don't interfere with holding the calls, depending on your keyboard).&lt;br /&gt;
# Home Coming Dupe&lt;br /&gt;
#* Walk into the marker while holding the ONMISSION=0 call, cancel the cutscene, answer the call and then start the mission again.&lt;br /&gt;
#* You can also let go of the call during the fade to black (when the mission name is shown), then you'll answer the call after skipping the cutscene hands-free and &amp;quot;take&amp;quot; it by just hanging up.&lt;br /&gt;
#* Don't dupe the mission in the cutscene, since then there would be no spawns, and spawns are required to finish the gang war during the mission.&lt;br /&gt;
#* After completing Home Coming once instance of the mission will keep running and then dupe Beat Down on BDup. ''Careful:'' Since one instance of the mission is still running, saving the game and then loading that save will crash the game. You can only load saves that you created after finishing Beat Down on BDup (just saving is fine though, for example to get health back).&lt;br /&gt;
# Beat Down on BDup Dupe&lt;br /&gt;
#* After finishing Home Coming duped, simply walk into the Beat Down on BDup mission marker and it will dupe.&lt;br /&gt;
#* Two Sweets will spawn, while only one of them will work for the mission. You can take both with you, but if you're taking a bike you have to kill the wrong Sweet, because he will get on the bike first. Directly after spawning, the wrong Sweet will always be the one that's a bit further away from CJ. He takes quite a lot of damage, so even with the Minigun it can take a few seconds to kill him.&lt;br /&gt;
#* Play normally through the mission until you enter the house at the end. The cutscene directly after entering the house must have been duped before you can skip it, otherwise you fail one instance of the mission. So basicially you need to get &amp;quot;Say something!&amp;quot; twice, then you can skip it.&lt;br /&gt;
# Result&lt;br /&gt;
#* Duping Beat Down on BDup skips Grove4Life.&lt;br /&gt;
#* Skipping Grove4Life and thus not getting the territory near the train station means you won't be able to do the [https://www.youtube.com/watch?v=Pl4UXO4BsPM strat in Los Desperados] where you recruit the gangmembers at the train station, so you'll have to deal with them possibly jumping out of the car.&lt;br /&gt;
&lt;br /&gt;
===More Information===&lt;br /&gt;
* [https://www.youtube.com/watch?v=S3Z_B2gBaGw Video: Beat Down on BDup Dupe]&lt;br /&gt;
&lt;br /&gt;
==Los Desperados==&lt;br /&gt;
''Note:'' Los Desperados isn't really duped in the usual sense (because a consistent way to finish two instances at once hasn't been found yet), instead it is done twice in a row.&lt;br /&gt;
&lt;br /&gt;
After Riot:&lt;br /&gt;
# Setup (8-Track)&lt;br /&gt;
#* You should still have at least one of the following high-priority calls: Vertical Bird, Woozie (LV) or Leone (LV). You should also still have 1-2 Catalina calls (one of them unlocks after Home Coming).&lt;br /&gt;
#* Phonecall start 8-Track to get an ONMISSION=0 call. You need at least 200 Driving Skill to start 8-Track and you also need to hold the call through the entire mission.&lt;br /&gt;
# First Instance&lt;br /&gt;
#* With the ONMISSION=0 call held, enter the marker and skip the cutscene while holding the call.&lt;br /&gt;
#** This will sometimes cause CJ to answer the call, although you regain control, meaning you just hear the call. Pressing F will complete the call (so it's gone then), unless you shoot first. Shooting will invalidate the call (as if you never took it) and then you can press F (e.g. get in a car).&lt;br /&gt;
#** If you still have another call (even a Catalina one), it doesn't really matter if the call is used up.&lt;br /&gt;
#* You don't want to dupe this mission, you merely want to start it with the call, so that cancelling the call will set ONMISSION=0. You need to be on the mission while still being able to receive phonecalls.&lt;br /&gt;
#* Play normally through the mission, until the very last wave of enemies (Rocketlauncher on roof). Kill everyone except the guy walking to the fence on the right and then attach a Satchel to that enemy. Make sure it's attached to him, because he will move around.&lt;br /&gt;
#* Drive to CJs house.&lt;br /&gt;
# Second Instance&lt;br /&gt;
## In front of CJs house, wait for a call and hold it.&lt;br /&gt;
## Blow up the Satchel that is attached to the last enemy.&lt;br /&gt;
## Immediately enter CJs house (this prevents you from being teleported to the cutscene).&lt;br /&gt;
## Once you see that the cutscene has started, let go of holding the call. This makes you regain control and you can leave CJs house again.&lt;br /&gt;
## Pretty exactly 3 seconds after the last subtitle of the cutscene disappears (&amp;quot;.. good luck my friend.&amp;quot;) you need to enter the invisible Los Desperados mission marker.&lt;br /&gt;
##* Enter it too early and the first mission instance will not be completed when you start the second instance, and the first instance will fail.&lt;br /&gt;
##* Enter it too late and the first mission instance will pass before you start the second instance, and you won't be able to start it anymore.&lt;br /&gt;
##* There is some randomness involved, because triggering the mission is on a 250ms cycle, so it can vary a bit.&lt;br /&gt;
##* You can tell that you did it correctly if you started Los Desperados again and there is also no visible mission marker (so the first instance didn't fail and set ONMISSION=0 again).&lt;br /&gt;
## Normally play through and complete the mission.&lt;br /&gt;
# Result&lt;br /&gt;
#* Skips Gang Territories and End of the Line Part 1.&lt;br /&gt;
#* Once you complete the second Los Desperados instance, you will immediately teleport into the second part of End of the Line.&lt;br /&gt;
#** You can play through it normally, except that the bottom floor won't be loaded and CJ will fall through the map and spawn in front of the building, where you then have to trigger the cutscene from the outside.&lt;br /&gt;
#** You may also receive a phonecall during the black screen before the Firetruck chase, making the black screen last a lot longer unless you cancel the call. You can cancel it by spamming your Answer/Hold call and putting the phone down keys (F). This can always happen, although it is much more likely when skipping Gang Territories, since you never answer the Gang Territories call after Los Desperados (the more call threads still have an active call the more likely a call sneaks in during the fraction of a second in between mission parts where ONMISSION=0).&lt;br /&gt;
&lt;br /&gt;
===More Information===&lt;br /&gt;
* [https://www.youtube.com/watch?v=VKUkiY6Vhjk Video: Los Desperados &amp;quot;Dupe&amp;quot;]&lt;/div&gt;</summary>
		<author><name>Tduva</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Grand_Theft_Auto:_San_Andreas/any%25/Woozie_Skip_B</id>
		<title>Grand Theft Auto: San Andreas/any%/Woozie Skip B</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Grand_Theft_Auto:_San_Andreas/any%25/Woozie_Skip_B"/>
				<updated>2017-11-03T17:55:42Z</updated>
		
		<summary type="html">&lt;p&gt;Tduva: Created page with &amp;quot;===San Fierro=== # Wear Flowers in Your Hair # 555-We-Tip # Deconstruction # Photo Opportunity # ''Duping Setup (B...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===San Fierro===&lt;br /&gt;
# Wear Flowers in Your Hair&lt;br /&gt;
# 555-We-Tip&lt;br /&gt;
# Deconstruction&lt;br /&gt;
# [[Grand Theft Auto: San Andreas/Missions#Photo Opportunity|Photo Opportunity]]&lt;br /&gt;
# ''Duping Setup (Blood Bowl)''&lt;br /&gt;
# [[Grand Theft Auto: San Andreas/Missions#Jizzy (Cutscene)|Jizzy (Cutscene)]] ''OM0''&lt;br /&gt;
# Jizzy ''OM0''&lt;br /&gt;
# T-Bone Mendez ([[Grand Theft Auto: San Andreas/Missions/Dupes#T-Bone Mendez|2x]]) → ''skips Mike Toreno''&lt;br /&gt;
# [[Grand Theft Auto: San Andreas/Missions#Outrider|Outrider]] (get some AK, extra NRG)&lt;br /&gt;
# [[Grand Theft Auto: San Andreas/Missions/Snail Trail|Snail Trail]]&lt;br /&gt;
# ''Duping Setup (Trucking)'' (on the route back from Snail Trail)&lt;br /&gt;
# [[Grand Theft Auto: San Andreas/Missions#Ice Cold Killa|Ice Cold Killa]] @20-6 ''OM0''&lt;br /&gt;
# [[Grand Theft Auto: San Andreas/Missions#Pier 69|Pier 69]] ''OM0''&lt;br /&gt;
# [[Grand Theft Auto: San Andreas/Missions#Toreno's Last Flight|Toreno's Last Flight]] (2x) → ''skips Yay Ka-Boom-Boom (Woozie Skip)''&lt;br /&gt;
#* Requires at least one rocket left from Outrider&lt;br /&gt;
#* Pick up 60 rockets/AK from the helipad after the mission (for use in Las Venturas)&lt;br /&gt;
# Monster&lt;br /&gt;
# ''Deathwarp to San Fierro''&lt;br /&gt;
# ''Buy Zero'' (*after* answering the Highjack call)&lt;br /&gt;
# ''Duping Setup (Blood Bowl)''&lt;br /&gt;
# Driving School (2-3 Golds) ''holding OM0 call''&lt;br /&gt;
# Highjack ([[Grand Theft Auto: San Andreas/Missions/Dupes#Highjack|2x]]) → ''skips Interdiction''&lt;br /&gt;
# ''Duping Setup (Blood Bowl)'' (from the garage after Highjack)&lt;br /&gt;
# ''0* Glitch'' (requires Police Vehicle, maybe store in garage during SF missions)&lt;br /&gt;
# ''Fly from Los Santos to Verdant Meadows''&lt;br /&gt;
# Verdant Meadows ([[Grand Theft Auto: San Andreas/Missions/Dupes#Verdant Meadows|2x]]) → ''skips N.O.E.''&lt;/div&gt;</summary>
		<author><name>Tduva</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>2017-02-21T11:56:58Z</updated>
		
		<summary type="html">&lt;p&gt;Tduva: /* 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;
===Skills/Stats Progress/Exp===&lt;br /&gt;
Some Skills/Stats have some sort of progress or Exp in between upgrades, which is increased by performing related actions (e.g. Lung Capacity Exp is increased by being underwater). These Exp Points are not visible to the player. At a certain number of Exp Points the associated Skill/Stat is upgraded and the Exp Points reset to 0.&lt;br /&gt;
&lt;br /&gt;
Exp Points are normally reset to 0 when you start a new game through the menu or load a save, which means all progress to the next Skill/Stat upgrade is lost when you save and then load that save. However Lung Capacity, Max Health and Bicycle Exp doesn't get reset, it just stays in memory as it is and isn't touched by the game when you start a new game through the menu or load a save. Only restarting the game will reset those values.&lt;br /&gt;
&lt;br /&gt;
* [https://youtu.be/K7cR4U5KJ00 Video: Skills/Stats Progress Explanation] (especially regarding some values not resetting properly)&lt;br /&gt;
* [[Grand_Theft_Auto:_San_Andreas/Additional_Resources/Memory_Addresses#Skills.2FStats|Related Memory Addresses]]&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 fps (Framelimiter enabled).&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;
==Dealing with Police==&lt;br /&gt;
* If you only have one wanted star, then the cops will only shoot you when you are holding a gun. So it often makes sense to put your gun away.&lt;br /&gt;
* Honking your horn makes cops stop for a second. Simply honking continuously will make cops approach you a lot slower, reducing the chance of getting arrested in a car. This also works in helicopters, even though the honk key doesn't actually honk.&lt;br /&gt;
&lt;br /&gt;
===Wanted Level / Bribes===&lt;br /&gt;
The game internally has some sort of wanted points which increase when you do something illegal and cause the different wanted levels:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Wanted Level&lt;br /&gt;
! Required Points (at least)&lt;br /&gt;
! After picking up a bribe&lt;br /&gt;
|-&lt;br /&gt;
| 1 star&lt;br /&gt;
| 50&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| 2 stars&lt;br /&gt;
| 180&lt;br /&gt;
| 70&lt;br /&gt;
|-&lt;br /&gt;
| 3 stars&lt;br /&gt;
| 550&lt;br /&gt;
| 200&lt;br /&gt;
|-&lt;br /&gt;
| 4 stars&lt;br /&gt;
| 1200&lt;br /&gt;
| 570&lt;br /&gt;
|-&lt;br /&gt;
| 5 stars&lt;br /&gt;
| 2400&lt;br /&gt;
| 1220&lt;br /&gt;
|-&lt;br /&gt;
| 6 stars&lt;br /&gt;
| 4600&lt;br /&gt;
| 2420&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
As long as the wanted level is restriced to 5 stars, the points are capped to 3500.&lt;br /&gt;
&lt;br /&gt;
There are different ways of decreasing the points:&lt;br /&gt;
* They can decrease on their own (if you are not in a police vehicle or currently directly chased by cops):&lt;br /&gt;
** In cities by 1 every second, but only if you have no more than 1 star&lt;br /&gt;
** In rural/more isolated areas by 2 every second&lt;br /&gt;
* Picking up a bribe will reduce the points to 0 (1 star) or to 20 over the next lower level, which means the wanted level will decrease again after 10-20 seconds depending on the area&lt;br /&gt;
* Finishing a mission usually removes the wanted level&lt;br /&gt;
&lt;br /&gt;
The wanted points decrease in rural areas is used during [[Grand_Theft_Auto:_San_Andreas/Missions#Against All Odds|Against All Odds]] to get rid of the wanted level using bribes. The wanted points are set to 1220 after leaving the Betting Shop, so the first wanted star goes away on the drive to the two bribes, which reduce the wanted level to 1, which then disappears after about 10 seconds.&lt;br /&gt;
&lt;br /&gt;
==Weather==&lt;br /&gt;
The weather changes based on the playing time, so it will probably 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 necessarily change the weather as if it was 6 minutes later.&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;
==Phonecalls==&lt;br /&gt;
Information on phonecalls is on an [[Grand Theft Auto: San Andreas/Game Mechanics and Glitches/Phonecalls|extra phonecalls page]].&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;br /&gt;
&lt;br /&gt;
==Duping==&lt;br /&gt;
* The explanation/resources for this are on a seperate [[Grand Theft Auto: San Andreas/Game Mechanics and Glitches/Duping|Duping Page]]&lt;/div&gt;</summary>
		<author><name>Tduva</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Grand_Theft_Auto:_San_Andreas/Missions/Chains</id>
		<title>Grand Theft Auto: San Andreas/Missions/Chains</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Grand_Theft_Auto:_San_Andreas/Missions/Chains"/>
				<updated>2017-02-13T14:22:02Z</updated>
		
		<summary type="html">&lt;p&gt;Tduva: /* Desert &amp;amp; Las Venturas */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Which variables there are to track mission progress and by which missions they are increased. These variables are frequently used in the main.scm (game script) to decide which mission to start, which phonecall to trigger and so on.&lt;br /&gt;
&lt;br /&gt;
This page only lists which missions increase the variables, there may be other requirements than that for actually starting the following missions.&lt;br /&gt;
&lt;br /&gt;
The variables names are taken from the decompiled SCM commonly available. Memory addresses for these variables are documented on the [[Grand_Theft_Auto:_San_Andreas/Additional_Resources/Memory_Addresses#Game_Progress|Memory Addresses page]].&lt;br /&gt;
&lt;br /&gt;
==Los Santos==&lt;br /&gt;
$INTRO_TOTAL_PASSED_MISSIONS&lt;br /&gt;
# Big Smoke&lt;br /&gt;
# Ryder&lt;br /&gt;
&lt;br /&gt;
$SWEET_TOTAL_PASSED_MISSIONS&lt;br /&gt;
# Tagging up Turf&lt;br /&gt;
# Cleaning the Hood&lt;br /&gt;
# Drive-Thru&lt;br /&gt;
# Nines and AKs&lt;br /&gt;
# Drive-By&lt;br /&gt;
# Sweet's Girl&lt;br /&gt;
# Cesar Vialpando&lt;br /&gt;
# Doberman&lt;br /&gt;
# Los Sepulcros&lt;br /&gt;
&lt;br /&gt;
$OG_LOC_TOTAL_PASSED_MISSIONS&lt;br /&gt;
# Life's a Beach&lt;br /&gt;
# Madd Dogg's Rhymes&lt;br /&gt;
# Management Issues&lt;br /&gt;
# House Party (Cutscene)&lt;br /&gt;
# House Party&lt;br /&gt;
&lt;br /&gt;
$CRASH_LS_TOTAL_PASSED_MISSIONS&lt;br /&gt;
# Burning Desire&lt;br /&gt;
# Gray Imports&lt;br /&gt;
&lt;br /&gt;
$RYDER_TOTAL_PASSED_MISSIONS&lt;br /&gt;
# Home Invasion&lt;br /&gt;
# Catalyst&lt;br /&gt;
# Robbing Uncle Sam&lt;br /&gt;
&lt;br /&gt;
$SMOKE_TOTAL_PASSED_MISSIONS&lt;br /&gt;
# OG Loc&lt;br /&gt;
# Running Dog&lt;br /&gt;
# Wrong Side of the Tracks&lt;br /&gt;
# Just Business&lt;br /&gt;
&lt;br /&gt;
$LS_FINAL_TOTAL_PASSED_MISSIONS&lt;br /&gt;
# Reunting the Families&lt;br /&gt;
# The Green Sabre&lt;br /&gt;
&lt;br /&gt;
$MISSION_LOWRIDER_PASSED&lt;br /&gt;
# High Stakes Lowrider? (is checked to be equal to 1 for starting Reuniting the Families)&lt;br /&gt;
&lt;br /&gt;
==Badlands==&lt;br /&gt;
&lt;br /&gt;
$MISSION_BADLANDS_PASSED&lt;br /&gt;
# Badlands&lt;br /&gt;
&lt;br /&gt;
$TRUTH_TOTAL_PASSED_MISSIONS&lt;br /&gt;
# Body Harvest&lt;br /&gt;
# Are you going to San Fierro?&lt;br /&gt;
&lt;br /&gt;
$CESAR_TOTAL_PASSED_MISSIONS&lt;br /&gt;
* Wu Zi Mu -&amp;gt; 5&lt;br /&gt;
* Farewell my Love -&amp;gt; 10&lt;br /&gt;
&lt;br /&gt;
==San Fierro==&lt;br /&gt;
$GARAGE_TOTAL_PASSED_MISSIONS&lt;br /&gt;
# Wear Flowers in your Hair&lt;br /&gt;
# Deconstruction&lt;br /&gt;
&lt;br /&gt;
$CRASH_SF_TOTAL_PASSED_MISSIONS&lt;br /&gt;
# 555 WE TIP&lt;br /&gt;
# Snail Trail&lt;br /&gt;
&lt;br /&gt;
$SYNDICATE_TOTAL_PASSED_MISSIONS&lt;br /&gt;
# Photo Opportunity&lt;br /&gt;
# Jizzy (Cutscene)&lt;br /&gt;
# Jizzy&lt;br /&gt;
# T-Bone Mendez&lt;br /&gt;
# Mike Toreno&lt;br /&gt;
# Outrider&lt;br /&gt;
# Ice Cold Killa&lt;br /&gt;
# Pier 69&lt;br /&gt;
# Toreno's Last Flight&lt;br /&gt;
# Yay Ka-Boom-Boom&lt;br /&gt;
&lt;br /&gt;
$WUZIMU_TOTAL_PASSED_MISSIONS&lt;br /&gt;
# Mountain Cloud Boys&lt;br /&gt;
# Ran Fa Li&lt;br /&gt;
# Lure&lt;br /&gt;
# Amphibious Assault&lt;br /&gt;
# The Da Nang Thang&lt;br /&gt;
&lt;br /&gt;
==Desert &amp;amp; Las Venturas==&lt;br /&gt;
$TORENO_TOTAL_PASSED_MISSIONS&lt;br /&gt;
# Monster&lt;br /&gt;
# Highjack&lt;br /&gt;
# Interdiction&lt;br /&gt;
# Verdant Meadows&lt;br /&gt;
# Learning to Fly&lt;br /&gt;
# N.O.E.&lt;br /&gt;
# Stowaway&lt;br /&gt;
# Black Project&lt;br /&gt;
# Green Goo&lt;br /&gt;
&lt;br /&gt;
$CASINO_TOTAL_PASSED_MISSIONS&lt;br /&gt;
# Fender Ketchup&lt;br /&gt;
# Explosive Situation&lt;br /&gt;
# You've had your Chips&lt;br /&gt;
# Don Peyote&lt;br /&gt;
# Intensive Care&lt;br /&gt;
# The Meat Business&lt;br /&gt;
# Fish in a Barrel&lt;br /&gt;
# Freefall&lt;br /&gt;
# Saint Mark's Bistro&lt;br /&gt;
&lt;br /&gt;
$598 (CRASH_LV_TOTAL_PASSED_MISSIONS)&lt;br /&gt;
# Misappropriation&lt;br /&gt;
# High Noon&lt;br /&gt;
&lt;br /&gt;
$599 (Madd Dogg)&lt;br /&gt;
# Madd Dogg&lt;br /&gt;
&lt;br /&gt;
$HEIST_TOTAL_PASSED_MISSIONS&lt;br /&gt;
# Architectural Espionage&lt;br /&gt;
# Key to her Heart&lt;br /&gt;
# Dam and Blast&lt;br /&gt;
# Cop Wheels&lt;br /&gt;
# Up, Up and Away!&lt;br /&gt;
# Breaking the Bank at Caligula's&lt;br /&gt;
&lt;br /&gt;
==Return to Los Santos==&lt;br /&gt;
$MANSION_TOTAL_PASSED_MISSIONS&lt;br /&gt;
# A Home in the Hills&lt;br /&gt;
# Vertical Bird&lt;br /&gt;
# Home Coming (create_thread @GROVE)&lt;br /&gt;
# Cut Throat Business&lt;br /&gt;
&lt;br /&gt;
$GROVE_TOTAL_PASSED_MISSIONS&lt;br /&gt;
# Beat Down on Bdup&lt;br /&gt;
# Grove 4 Life&lt;br /&gt;
&lt;br /&gt;
$RIOT_TOTAL_PASSED_MISSIONS&lt;br /&gt;
# Riot&lt;br /&gt;
# Los Desperados&lt;br /&gt;
# End of the Line Part 1&lt;br /&gt;
# End of the Line Part 2&lt;br /&gt;
# End of the Line Part 3&lt;/div&gt;</summary>
		<author><name>Tduva</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Grand_Theft_Auto:_San_Andreas/Missions/Dupes</id>
		<title>Grand Theft Auto: San Andreas/Missions/Dupes</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Grand_Theft_Auto:_San_Andreas/Missions/Dupes"/>
				<updated>2016-09-25T20:28:38Z</updated>
		
		<summary type="html">&lt;p&gt;Tduva: /* More Information */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{GTASA Duping PC}}&lt;br /&gt;
&lt;br /&gt;
This page has notes on how duping specific missions works and affects the game. For general information on how duping works, refer to the [[Grand_Theft_Auto:_San_Andreas/Game_Mechanics_and_Glitches/Duping|Duping Page]].&lt;br /&gt;
&lt;br /&gt;
==T-Bone Mendez==&lt;br /&gt;
After Photo Opportunity or after Jizzy:&lt;br /&gt;
# Setup (Blood Bowl)&lt;br /&gt;
#* You should have a high-priority call from Zero or Jethro (15s delay), see [[Grand Theft Auto: San Andreas/Game Mechanics and Glitches/Duping#Phonecall Management|Phonecall Management]].&lt;br /&gt;
#* {{GTASA Duping Setup|trucking|Blood Bowl}}&lt;br /&gt;
#* There are two possible routes for this setup:&lt;br /&gt;
#*# Setup at Blood Bowl directly ''after Photo Opportunity'', which requires you to carry the call through Jizzy (Cutscene) and Jizzy:&lt;br /&gt;
#*#* After Blood Bowl, go to Jizzy (Cutscene).&lt;br /&gt;
#*#** Enter the marker on the side of the building, so CJ will walk out of the marker during the fade when he walks towards the building (what we usually want to avoid for duping, however this mission isn't going to be duped), then let got of the held $OM=0 call once the cutscene comes up, wait at least 15s so the call can come in again. Then start holding the call, skip the cutscene and the phone should ring once CJ is placed outside, just moments before the mission will pass and set $OM=0 again.&lt;br /&gt;
#*#** Simply holding the call through the Jizzy (Cutscene) will not work, because CJ will answer the phone once you skip the cutscene.&lt;br /&gt;
#*#* Hold the $OM=0 call until Jizzy&lt;br /&gt;
#*#** Start the mission and skip the cutscene while still holding the call. The call will be cancelled automatically, you can let go of holding it once the cutscene showing the Pimpmobile comes up.&lt;br /&gt;
#*#** At the end of Jizzy, drive ahead of the Limo as you normally would, get out preparing to attack the Limo, start holding the call, getting out of the Pimpmobile will cause the phone to ring (make sure you don't have a wanted level), then kill the enemies. '''You can't use a Rocket Launcher to destroy the Limo''', since aiming with the Rocket Launcher while holding a call will cause CJ to answer the call. You can either use your SMG (that the mission gives you) to shoot the driver of the Limo and then kill the other enemies or place down Satchels. Either way requires a bit of practice and traffic can troll you quite a bit.&lt;br /&gt;
#*# Setup at Blood Bowl ''after finishing Jizzy'', which is a bit longer drive, but you can simply drive to T-Bone Mendez directly after the Setup.&lt;br /&gt;
# Duping&lt;br /&gt;
#* Having the $OM=0 call held, walk into the marker, then let go of the call once the cutscene comes up. Entering the marker away from the door may be safer, because CJ may walk towards the door a bit, possibly walking out of the marker.&lt;br /&gt;
#* {{GTASA Duping Cutscene Interior}}&lt;br /&gt;
#* Once you started the second instance you can skip the cutscene.&lt;br /&gt;
# Mission&lt;br /&gt;
#* Duping in the cutscene means you get no traffic on the roads for the mission and you get interior lighting.&lt;br /&gt;
# Result&lt;br /&gt;
#* Skips Mike Toreno.&lt;br /&gt;
&lt;br /&gt;
===More Information===&lt;br /&gt;
* [https://youtu.be/7fsSjHyxw2s Video: T-Bone Mendez Duping (using Blood Bowl, Setup after Photo Opportunity)]&lt;br /&gt;
* [https://youtu.be/kFWN-szUywA Video: T-Bone Mendez Duping (using Blood Bowl, Setup after Jizzy)]&lt;br /&gt;
&lt;br /&gt;
==Ran Fa Li==&lt;br /&gt;
After Snail Trail:&lt;br /&gt;
&lt;br /&gt;
[[File:GTASA Trucking Despawn Zone.jpg|thumb|right|Despawn Zone at Trucking]]&lt;br /&gt;
# Setup (Trucking)&lt;br /&gt;
#* You should have a high-priority call from Zero or Jethro (15s delay), see [[Grand Theft Auto: San Andreas/Game Mechanics and Glitches/Duping#Phonecall Management|Phonecall Management]].&lt;br /&gt;
#* {{GTASA Duping Setup|trucking|Trucking}}&lt;br /&gt;
#* Attach a Satchel to the Truck, which cancels the call setting $OM=0, drive to the mission, get and hold a call and then explode the Satchel to fail Trucking and get $OM=0 call.&lt;br /&gt;
#* Using a Satchel means you have no traffic on the way to the mission, because starting Trucking without ever getting into the truck prevents traffic from spawning. You should still have Satchels from Badlands. If you don't have a Satchel you can also hold the call and blow up the Truck, but then you'll have traffic.&lt;br /&gt;
#* There is a despawn zone around Trucking, so park your vehicle on the bridge to keep it&lt;br /&gt;
# Duping&lt;br /&gt;
#* Having the $OM=0 call held, walk into the marker, then let go of the call once the cutscene comes up.&lt;br /&gt;
#* {{GTASA Duping Cutscene Interior}}&lt;br /&gt;
#* Once you started the second instance you can skip the cutscene.&lt;br /&gt;
# Mission&lt;br /&gt;
#* Duping in the cutscene means you get no traffic on the roads until you enter the car in the parking garage.&lt;br /&gt;
#* There will be two mission cars spawned in the parking garage inside of eachother, which may cause the car you get into to roll and land on its roof. To prevent getting stuck laying on the roof and eventually exploding, you have to hold both &amp;quot;Sprint&amp;quot; and &amp;quot;Move Left&amp;quot; (usually A) once you enter the car. That way you skip the cutscene (so you can actually control the car soon enough again) and then roll the car around fully and back onto its wheels again.&lt;br /&gt;
# Result&lt;br /&gt;
#* Skips Lure&lt;br /&gt;
&lt;br /&gt;
===More Information===&lt;br /&gt;
* [https://youtu.be/kRvHmjCRrwA Video: Ran Fa Li Dupe (using Trucking)]&lt;br /&gt;
&lt;br /&gt;
==Amphibious Assault==&lt;br /&gt;
After Ran Fa Li or Ice Cold Killa:&lt;br /&gt;
[[File:GTASA_IceColdKilla_Load_trigger.jpg|thumb|right|Load trigger during Ice Cold Killa which sets $ONMISSION=1]]&lt;br /&gt;
# Setup (Blood Bowl)&lt;br /&gt;
#* You should have a high-priority call from Zero, Jethro or Woozie (15s delay), see [[Grand Theft Auto: San Andreas/Game Mechanics and Glitches/Duping#Phonecall Management|Phonecall Management]].&lt;br /&gt;
#* {{GTASA Duping Setup|trucking|Blood Bowl}}&lt;br /&gt;
#* There are two possible routes for this setup:&lt;br /&gt;
#*# Setup at Blood Bowl directly ''after Ran Fa Li'', which requires you to carry the call through Ice Cold Killa:&lt;br /&gt;
#*#* After Blood Bowl start Ice Cold Killa.&lt;br /&gt;
#*#** Hold the call until you skip the cutscene. This will cancel the call, setting $ONMISSION=0 while on the mission. Don't start the mission again, just complete the one instance of the mission. The setup is merely done to be able to receive phonecalls during the mission, so you can get another $ONMISSION=0 call at the end of the mission that is then used to dupe Amphibious Assault.&lt;br /&gt;
#*#** Once you get to the club, do the normal strats of shooting Jizzys car 6 times with the Sniper Rifle. The phone will ring, but the shooting will cancel the call.&lt;br /&gt;
#*#** Go up to the roof. Jump down onto the roof ''after'' the phone starting ringing again, then enter the building through the skylight. Entering the building will cancel the call.&lt;br /&gt;
#*#*** There is a trigger on the roof that will set $ONMISSION=1 again. Entering that trigger only while the phone is ringing makes that have no adverse effects. ([https://youtu.be/1G74RMHqpeo Video: Trigger Issue])&lt;br /&gt;
#*#** Now either wait about 3-4 seconds before jumping down or don't skip one of the cutscenes for about 3-4 seconds. This is done because the phone needs another 15 seconds to ring again and otherwise it wouldn't ring before Jizzy starts driving away.&lt;br /&gt;
#*#** Skip the cutscenes and sprint to the door. After doing outside, during the cutscene (where Jizzy gets in the car), starting holding the call and keep holding it once it rings. If you got the timing right it should ring before the cutscene ends.&lt;br /&gt;
#*#** While holding the call, shoot the car to set it on fire and Jizzy jumps out. As opposed to regular strats, you can't use the Sniper Rifle or Rocket launcher, since this would make CJ answer the call you are holding. You can use an AK or Silenced Pistol. You can crouch to get better accuracy, since holding the call means you shoot continuously while aiming.&lt;br /&gt;
#*#** Kill Jizzy, get the phone and finishing the mission while holding the call. Try to not pick up his SMG ammo if you plan on using a bike while holding the call.&lt;br /&gt;
#*#* After Ice Cold Killa, drive to Amphibious Assault while holding the call to do the dupe.&lt;br /&gt;
#*# Setup at Blood Bowl ''after finishing Ice Cold Killa'', which is a bit longer drive, but you can simply drive to Amphibious Assault directly after the Setup.&lt;br /&gt;
# Duping&lt;br /&gt;
#* Having the $OM=0 call held, walk into the marker, then let go of the call once the cutscene comes up.&lt;br /&gt;
#* {{GTASA Duping Cutscene Interior}}&lt;br /&gt;
#* Once you started the second instance you can skip the cutscene.&lt;br /&gt;
# Mission&lt;br /&gt;
#* Duping in the cutscene means you get no traffic on the roads and interior lighting.&lt;br /&gt;
#* Twice the number of patrol boats will spawn, on top of eachother. Sometimes they blow eachother up and activate the enemies, the same as if you got into the open water (which triggers the cutscene and activates the enemies).&lt;br /&gt;
#* Sometimes the enemies on the patrol boats can get quite dangerous, even using the Dhingy. Make sure the Dhingy doesn't end up too close to the Patrol boat when it's drifting to the front of the ship.&lt;br /&gt;
#* On the ship, some more enemies than usual can spawn, some apparently inside of eachother. To be able to plant the bug and advance the mission, you have to kill all enemies that are running around on the ship.&lt;br /&gt;
#* After the Setup with Blood Bowl you won't have an Uzi anymore, so you can either sprint and stop to shoot the enemies with a Shotgun or slide with the AK.&lt;br /&gt;
# Result&lt;br /&gt;
#* Skips The Da Nang Thang (which aside from saved time also means you can keep your weapons)&lt;br /&gt;
&lt;br /&gt;
===More Information===&lt;br /&gt;
* [[Grand_Theft_Auto:_San_Andreas/Missions#Amphibious Assault|Amphibious Assault]]&lt;br /&gt;
* [https://youtu.be/CR6ffuZfiX8 Video: Verdant Meadows Duping (using Blood Bowl)] - shows the Setup&lt;br /&gt;
* {{GTASA Duping Fail|restart}}&lt;br /&gt;
&lt;br /&gt;
==Highjack==&lt;br /&gt;
After Monster:&lt;br /&gt;
# Setup (Bike School)&lt;br /&gt;
#* You should have a Catalina call (60s delay), see [[Grand Theft Auto: San Andreas/Game Mechanics and Glitches/Duping#Phonecall Management|Phonecall Management]]. Make sure the call is ready when you enter the Bike School marker. Since it has a 1000ms check delay, pause buffering is advised to get the call consistently during the 500ms fade until the mission sets $OM=1.&lt;br /&gt;
#* Get a bike: Answer the call to unlock Highjack, then start Highjack, kill Cesar to fail the mission and use the spawned bike.&lt;br /&gt;
#* {{GTASA Duping Setup|quarry|Bike School}}&lt;br /&gt;
#* The call will be ready 60s after you failed Highjack, so make sure you don't fall off the bike when the call is ready, so you don't have to wait once you get to Bike School.&lt;br /&gt;
# Duping&lt;br /&gt;
#* Having the $OM=0 call held, walk into the marker, then let go of the call once the cutscene comes up.&lt;br /&gt;
#* Since the cutscene is outside (not an interior), CJ will answer the phone once you let go of holding the call, so you have to also hold F (or whatever hangs up the phone) for a bit. Because of this, it can take a few seconds for the second instance to be started.&lt;br /&gt;
#* Once you started the second instance you can skip the cutscene.&lt;br /&gt;
# Mission&lt;br /&gt;
#* Duping this mission in the cutscene will remove all traffic for the mission.&lt;br /&gt;
# Result&lt;br /&gt;
#* Skips Interdiction.&lt;br /&gt;
#** You can get Rockets and AK which you would normally pick up during Interdiction from the Helipad after [[Grand Theft Auto: San Andreas/Missions#Toreno's Last Flight|Toreno's Last Flight]]. If you also duped Amphibious Assault and skipped The Da Nang Thang, you can pick them up directly after passing Toreno's Last Flight or otherwise during Yay-Ka-Boom-Boom.&lt;br /&gt;
#* You'll still get the phonecall that unlocks Interdiction, which is actually used to dupe Verdant Meadows.&lt;br /&gt;
&lt;br /&gt;
===More Information===&lt;br /&gt;
* [https://youtu.be/Q4WxwTpCHpU?t=1m8s Video: Highjack Duping (using Bike School)]&lt;br /&gt;
&lt;br /&gt;
==Verdant Meadows==&lt;br /&gt;
After Highjack:&lt;br /&gt;
# Setup (Blood Bowl)&lt;br /&gt;
#* You should have the call that would normally unlock Interdiction (since you skipped Interdiction by duping Highjack you don't need it for that), see [[Grand Theft Auto: San Andreas/Game Mechanics and Glitches/Duping#Phonecall Management|Phonecall Management]].&lt;br /&gt;
#* {{GTASA Duping Setup|trucking|Blood Bowl}}&lt;br /&gt;
#* Since you skipped Interdiction, the Verdant Meadows mission marker will be invisible, but it will still work.&lt;br /&gt;
# Duping&lt;br /&gt;
#* Since this mission only consists of a cutscene, you have to dupe it in the cutscene.&lt;br /&gt;
#* Having the $OM=0 call held, walk into the marker, then let go of the call once the cutscene comes up.&lt;br /&gt;
#* Since the cutscene is outside (not an interior), CJ will answer the phone once you let go of holding the call, so you have to also hold F (or whatever hangs up the phone) for a bit. Because of this, it can take a few seconds for the second instance to be started.&lt;br /&gt;
# Result&lt;br /&gt;
#* Skips N.O.E.&lt;br /&gt;
#* Sets &amp;lt;code&amp;gt;$TORENO_TOTAL_PASSED_MISSIONS to 5&amp;lt;/code&amp;gt;, like after Flight School. However, there is a separate variable that tracks if you passed Flight School, which is required to start the following missions. Luckily Flight School starts if &amp;lt;code&amp;gt;$TORENO_TOTAL_PASSED_MISSIONS &amp;gt; 3&amp;lt;/code&amp;gt; not &amp;lt;code&amp;gt;$TORENO_TOTAL_PASSED_MISSIONS == 4&amp;lt;/code&amp;gt;, otherwise duping Verdant Meadows would basicially softlock the game. Flight School itself increases the mission chain variable as well, setting &amp;lt;code&amp;gt;$TORENO_TOTAL_PASSED_MISSIONS to 6&amp;lt;/code&amp;gt;, so you skip the next mission instead (N.O.E.).&lt;br /&gt;
&lt;br /&gt;
===More Information===&lt;br /&gt;
* [https://youtu.be/CR6ffuZfiX8 Video: Verdant Meadows Duping (using Blood Bowl)]&lt;br /&gt;
&lt;br /&gt;
==Fish in a Barrel==&lt;br /&gt;
After The Meat Business:&lt;br /&gt;
# Setup (Bike School or Quarry)&lt;br /&gt;
#* You should have a Catalina call (60s recall delay). One of those is unlocked after The Meat Business. Make sure the call is ready when you enter the Quarry/Bike School marker by getting out of your vehicle. Since it has a 1000ms check delay, pause buffering is advised to get the call consistently during the 500ms fade until the mission sets $OM=1.&lt;br /&gt;
#* {{GTASA Duping Setup|quarry|Bike School or Quarry|pb}}&lt;br /&gt;
#* Bike School requires a bike to drive into the building and get off into the marker. Since you're probably going to use a bike on the way to the Casino, having SMG ammo makes you shoot all the time.&lt;br /&gt;
#* Using Quarry you can hold the call, then blow up the truck to get $OM=0 call and drive back (having SMG ammo when holding the call on a bike makes you shoot all the time) or use a Satchel to blow the truck up remotely from the Casino, to get an $OM=0 call there (you may get shot up by the guards in the casino a bit). Since the Casino is an interior, you have to hold the call before entering the casino either way.&lt;br /&gt;
# Duping&lt;br /&gt;
#* Since this mission only consists of a cutscene, you ''have'' to dupe it in the cutscene.&lt;br /&gt;
#* Having the $OM=0 call held, walk into the marker from the stairs, without sprinting, then let go of the call once the cutscene comes up.&lt;br /&gt;
#* CJ walks a bit towards the door, so make sure you enter the marker from the stairs, so CJ is still in the marker when you set $OM=0 after starting the first instance. CJ will sprint on the stairs if you sprinted on the previous stairs, you can switch to a weapon you can't sprint with to prevent that or don't actively press sprint on the previous stairs. Wait for the marker to appear before entering it in case you blow up the Satchel shortly before it, to make sure you actually hit the edge away from the door.&lt;br /&gt;
#* Once you started the second instance you can skip the cutscene.&lt;br /&gt;
# Result&lt;br /&gt;
#* Skips Freefall.&lt;br /&gt;
#* You'll still get the Freefall phonecall, which will add the mission marker when answered, but it has no effect.&lt;br /&gt;
&lt;br /&gt;
===More Information===&lt;br /&gt;
* [https://youtu.be/hAiQhMwFHo0 Video: Fish in a Barrel Duping (using Quarry)]&lt;br /&gt;
* [https://youtu.be/-Dmipyr7CPA Video: Fish in a Barrel Duping (using Quarry, without Satchel)]&lt;br /&gt;
* [https://youtu.be/Q4WxwTpCHpU?t=1m8s Video: Highjack Duping (using Bike School)] - Showing the Bike School Setup&lt;br /&gt;
&lt;br /&gt;
==Black Project==&lt;br /&gt;
After Stowaway:&lt;br /&gt;
# Setup (Quarry)&lt;br /&gt;
#* You should have the high-priority call that unlocks High Noon, which is available once you finished both Freefall (or skipped it by duping) and Misappropriation, so just don't answer any phonecalls after finishing Misappropriation.&lt;br /&gt;
#* Phonecall start Quarry by exiting your vehicle into the marker while having a call ready. You don't hold the call for this dupe.&lt;br /&gt;
#* Skip or answer the phonecall after starting Quarry. As opposed to other dupes, we don't want an ONMISSION=0 call, but instead Quarry running with ONMISSION=0, so Black Project can be started while Quarry is running.&lt;br /&gt;
#* You can sprint to the Cropduster north of the Quarry while answering phonecalls if you have any left.&lt;br /&gt;
# Duping&lt;br /&gt;
#* Start Black Project with Quarry running, which turns the Quarry instance into another Black Project instance.&lt;br /&gt;
#* Skip the cutscene with the Mothership as soon as it is possible, otherwise the mission can softlock (no triggers inside the facility). There appears to be a 1000ms grace period after the cutscene becomes skippable, so the skipping doesn't have to be ultra precise. Skipping with Sprint should work.&lt;br /&gt;
# Mission&lt;br /&gt;
#* There appear to be double the Armor pickups and more blips on the map, however the enemies seem to be at least similiar.&lt;br /&gt;
# Result&lt;br /&gt;
#* Skips Green Goo.&lt;br /&gt;
&lt;br /&gt;
Under some circumstances starting Black Project with Quarry can apparently crash the game (frozen at &amp;quot;Black Project&amp;quot; text). This doesn't appear to be a problem unless you had started Black Project before doing the dupe without restarting the game (e.g. trying the dupe several times loading from save). This seems to have to do with the Nightvision Goggles already being loaded in memory.&lt;br /&gt;
&lt;br /&gt;
===More Information===&lt;br /&gt;
* [https://www.youtube.com/watch?v=IJ5bL4zCvco Video: Comparison of route with and without Black Project dupe] - Also shows the dupe itself, however not to be taken as a proper tutorial&lt;br /&gt;
* [http://www.speedrun.com/post/01sl4 Info on softlock/crashing]&lt;br /&gt;
&lt;br /&gt;
==Beat Down on BDup (Home Coming)==&lt;br /&gt;
After Vertical Bird:&lt;br /&gt;
&lt;br /&gt;
# Setup (Trucking)&lt;br /&gt;
#* You should still have the Vertical Bird call (if you didn't answer it and started Vertical Bird with the invisible marker) and possibly two calls from LV (Woozie, Leone). Basicially you shouldn't answer calls after Saint Mark's Bistro.&lt;br /&gt;
#* Phonecall start Trucking (or Bike School) to get an ONMISSION=0 call. You can either attach a satchel to the truck and fail Trucking remotely after receiving and holding a call again, or fail Trucking immediately and hold the ONMISSION=0 call while flying (you need to test that your flying controls don't interfere with holding the calls, depending on your keyboard).&lt;br /&gt;
# Home Coming Dupe&lt;br /&gt;
#* Walk into the marker while holding the ONMISSION=0 call, cancel the cutscene, answer the call and then start the mission again.&lt;br /&gt;
#* You can also let go of the call during the fade to black (when the mission name is shown), then you'll answer the call after skipping the cutscene hands-free and &amp;quot;take&amp;quot; it by just hanging up.&lt;br /&gt;
#* Don't dupe the mission in the cutscene, since then there would be no spawns, and spawns are required to finish the gang war during the mission.&lt;br /&gt;
#* After completing Home Coming once instance of the mission will keep running and then dupe Beat Down on BDup. ''Careful:'' Since one instance of the mission is still running, saving the game and then loading that save will crash the game. You can only load saves that you created after finishing Beat Down on BDup (just saving is fine though, for example to get health back).&lt;br /&gt;
# Beat Down on BDup Dupe&lt;br /&gt;
#* After finishing Home Coming duped, simply walk into the Beat Down on BDup mission marker and it will dupe.&lt;br /&gt;
#* Two Sweets will spawn, while only one of them will work for the mission. You can take both with you, but if you're taking a bike you have to kill the wrong Sweet, because he will get on the bike first. Directly after spawning, the wrong Sweet will always be the one that's a bit further away from CJ. He takes quite a lot of damage, so even with the Minigun it can take a few seconds to kill him.&lt;br /&gt;
#* Play normally through the mission until you enter the house at the end. The cutscene directly after entering the house must have been duped before you can skip it, otherwise you fail one instance of the mission. So basicially you need to get &amp;quot;Say something!&amp;quot; twice, then you can skip it.&lt;br /&gt;
# Result&lt;br /&gt;
#* Duping Beat Down on BDup skips Grove4Life.&lt;br /&gt;
#* Skipping Grove4Life and thus not getting the territory near the train station means you won't be able to do the [https://www.youtube.com/watch?v=Pl4UXO4BsPM strat in Los Desperados] where you recruit the gangmembers at the train station, so you'll have to deal with them possibly jumping out of the car.&lt;br /&gt;
&lt;br /&gt;
===More Information===&lt;br /&gt;
* [https://www.youtube.com/watch?v=S3Z_B2gBaGw Video: Beat Down on BDup Dupe]&lt;br /&gt;
&lt;br /&gt;
==Los Desperados==&lt;br /&gt;
''Note:'' Los Desperados isn't really duped in the usual sense (because a consistent way to finish two instances at once hasn't been found yet), instead it is done twice in a row.&lt;br /&gt;
&lt;br /&gt;
After Riot:&lt;br /&gt;
# Setup (8-Track)&lt;br /&gt;
#* You should still have at least one of the following high-priority calls: Vertical Bird, Woozie (LV) or Leone (LV). You should also still have 1-2 Catalina calls (one of them unlocks after Home Coming).&lt;br /&gt;
#* Phonecall start 8-Track to get an ONMISSION=0 call. You need enough Driving Skill to start 8-Track and you also need to hold the call through the entire mission.&lt;br /&gt;
# First Instance&lt;br /&gt;
#* With the ONMISSION=0 call held, enter the marker and skip the cutscene while holding the call.&lt;br /&gt;
#** This will sometimes cause CJ to answer the call, although you regain control, meaning you just hear the call. Pressing F will complete the call (so it's gone then), unless you shoot first. Shooting will invalidate the call (as if you never took it) and then you can press F (e.g. get in a car).&lt;br /&gt;
#** If you still have another call (even a Catalina one), it doesn't really matter if the call is used up.&lt;br /&gt;
#* You don't want to dupe this mission, you merely want to start it with the call, so that cancelling the call will set ONMISSION=0. You need to be on the mission while still being able to receive phonecalls.&lt;br /&gt;
#* Play normally through the mission, until the very last wave of enemies (Rocketlauncher on roof). Kill everyone except the guy walking to the fence on the right and then attach a Satchel to that enemy. Make sure it's attached to him, because he will move around.&lt;br /&gt;
#* Drive to CJs house.&lt;br /&gt;
# Second Instance&lt;br /&gt;
## In front of CJs house, wait for a call and hold it.&lt;br /&gt;
## Blow up the Satchel that is attached to the last enemy.&lt;br /&gt;
## Immediately enter CJs house (this prevents you from being teleported to the cutscene).&lt;br /&gt;
## Once you see that the cutscene has started, let go of holding the call. This makes you regain control and you can leave CJs house again.&lt;br /&gt;
## Pretty exactly 3 seconds after the last subtitle of the cutscene disappears (&amp;quot;.. good luck my friend.&amp;quot;) you need to enter the invisible Los Desperados mission marker.&lt;br /&gt;
##* Enter it too early and the first mission instance will not be completed when you start the second instance, and the first instance will fail.&lt;br /&gt;
##* Enter it too late and the first mission instance will pass before you start the second instance, and you won't be able to start it anymore.&lt;br /&gt;
##* There is some randomness involved, because triggering the mission is on a 250ms cycle, so it can vary a bit.&lt;br /&gt;
##* You can tell that you did it correctly if you started Los Desperados again and there is also no visible mission marker (so the first instance didn't fail and set ONMISSION=0 again).&lt;br /&gt;
## Normally play through and complete the mission.&lt;br /&gt;
# Result&lt;br /&gt;
#* Skips Gang Territories and End of the Line Part 1.&lt;br /&gt;
#* Once you complete the second Los Desperados instance, you will immediately teleport into the second part of End of the Line.&lt;br /&gt;
#** You can play through it normally, except that the bottom floor won't be loaded and CJ will fall through the map and spawn in front of the building, where you then have to trigger the cutscene from the outside.&lt;br /&gt;
#** You may also receive a phonecall during the black screen before the Firetruck chase, making the black screen last a lot longer unless you cancel the call. You can cancel it by spamming your Answer/Hold call and putting the phone down keys (F). This can always happen, although it is much more likely when skipping Gang Territories, since you never answer the Gang Territories call after Los Desperados (the more call threads still have an active call the more likely a call sneaks in during the fraction of a second in between mission parts where ONMISSION=0).&lt;br /&gt;
&lt;br /&gt;
===More Information===&lt;br /&gt;
* [https://www.youtube.com/watch?v=VKUkiY6Vhjk Video: Los Desperados &amp;quot;Dupe&amp;quot;]&lt;/div&gt;</summary>
		<author><name>Tduva</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Template:GTASA_Duping_Fail</id>
		<title>Template:GTASA Duping Fail</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Template:GTASA_Duping_Fail"/>
				<updated>2016-09-25T20:27:50Z</updated>
		
		<summary type="html">&lt;p&gt;Tduva: Created page with &amp;quot;If you fail the duped mission, one instance of the mission will keep running,...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;If you fail the duped mission, [[Grand_Theft_Auto:_San_Andreas/Game_Mechanics_and_Glitches/Duping#Remaining_Mission_Instances|one instance of the mission will keep running]], making the game crash if you start another mission or save and reload that save. {{#switch: {{{1}}} | restart = Simply starting the mission again (without setup) may work to still complete the dupe. | abc = hmmm}}&lt;/div&gt;</summary>
		<author><name>Tduva</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Grand_Theft_Auto:_San_Andreas/Game_Mechanics_and_Glitches/Duping</id>
		<title>Grand Theft Auto: San Andreas/Game Mechanics and Glitches/Duping</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Grand_Theft_Auto:_San_Andreas/Game_Mechanics_and_Glitches/Duping"/>
				<updated>2016-09-25T20:18:00Z</updated>
		
		<summary type="html">&lt;p&gt;Tduva: /* Addendum */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{GTASA Duping PC}}&lt;br /&gt;
&lt;br /&gt;
Duping is the duplication of missions, which means starting several instances of the same mission on top of eachother.&lt;br /&gt;
&lt;br /&gt;
Related interesting pages:&lt;br /&gt;
&lt;br /&gt;
* [[Grand Theft Auto: San Andreas/Missions/Dupes|Information on specific mission dupes]]&lt;br /&gt;
* [[Grand_Theft_Auto:_San_Andreas/Game_Mechanics_and_Glitches/Phonecalls|Phonecalls]]&lt;br /&gt;
* [[Grand_Theft_Auto:_San_Andreas/Missions/Chains|Mission Chains]]&lt;br /&gt;
* [https://docs.google.com/spreadsheets/d/1tCgCoyY9e88apJbbmQKIb2GiQdlIoBFkgcDhYqMj63o/edit#gid=883216134 Some results of Duping Tests]&lt;br /&gt;
&lt;br /&gt;
==How Duping works==&lt;br /&gt;
===Basic principle===&lt;br /&gt;
The game uses a variable called $ONMISSION (or short $OM) to track whether the player is currently on a mission or just freeroaming. When a mission is started it is set to the value '''1''' (true) and when the player leaves a mission (e.g. passes/fails) it is set to the value '''0''' (false). As long as $OM=1 then the game will not allow you to start another mission. Missions include not only story missions, but also side missions like Quarry, Trucking, Races, Vigilante and so on.&lt;br /&gt;
&lt;br /&gt;
While all missions check if $OM=0 before they start, not all are the same when it comes to setting $OM=1 when they are started. Some missions (e.g. Trucking and Quarry) have a bit of a delay between starting the mission and setting $OM=1, allowing for a very short window of opportunity (as in under a second) to start another mission. Of course when starting Trucking, it's kind of hard to start e.g. a story mission at the same time since it's on the other side of the map.&lt;br /&gt;
&lt;br /&gt;
As opposed to e.g. GTA:VC there is no way to remotely start a mission through replays, but luckily phonecalls also count as small missions, with the same restraints as well as effects: You can only receive phonecalls when $OM=0, once the phone rings it will set $OM=1 (sort of like a mission starting) and when it is cancelled (or taken and put down again) it will set $OM=0.&lt;br /&gt;
&lt;br /&gt;
Phonecalls are on a fixed timer, so it's possible to know when you will receive one. So you can walk into e.g. the Trucking mission marker just at the right time, Trucking will start, still $OM=0 (because of the delay until $OM=1 unique to some missions), the phone will ring, now $OM=1, but with both the mission still starting and the phonecall still active. So now you have a ringing phone and a mission started at the same time, on $OM=1. Now if you cancel the phonecall, this will set $OM=0 and you are free to start another mission, even though you are still on the Trucking mission.&lt;br /&gt;
&lt;br /&gt;
Duping Trucking isn't very useful (at least in any%), what you really want to do is dupe story missions. So having done the above, you are on the Trucking mission with $OM=0, able to start missions. You might think about starting Story Mission A, then failing Trucking somehow, which sets $OM=0 and starting Story Mission A again. However starting most missions together with Trucking will make the game crash, but luckily again phonecalls come to the rescue. Being on $OM=0 you are able to receive phonecalls, so you can go to Story Mission A, wait for your phone to ring (setting $OM=1), fail Trucking (setting $OM=0 with the phone ringing), start Story Mission A, cancel the phonecall (setting $OM=0) and then starting Story Mission A again. Another way would be holding the phonecall and failing Trucking immediately (setting $OM=0), which means you have a ringing phone while also being able to start missions.&lt;br /&gt;
&lt;br /&gt;
So the overall process is:&lt;br /&gt;
&lt;br /&gt;
# Phonecall start setup mission (with delayed $OM=1), so the phone is ringing during the setup mission&lt;br /&gt;
# Set $OM=0 while the phone is ringing, to be able to start a mission despite the phonecall:&lt;br /&gt;
#* Hold phonecall and fail setup mission immediately, then drive to the mission to dupe while holding the phonecall&lt;br /&gt;
#* Or drive to the mission to dupe, then hold phonecall and fail setup mission remotely/on a timer&lt;br /&gt;
# Start mission to dupe&lt;br /&gt;
# Cancel phonecall to set $OM=0 (if phonecall held let go/take it)&lt;br /&gt;
# Start mission to dupe again&lt;br /&gt;
&lt;br /&gt;
===Phonecall starting Setup Mission===&lt;br /&gt;
As mentioned before, some missions don't set ONMISSION=1 immediately when started, allowing for a phonecall to be received after starting the mission. These missions include:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Mission&lt;br /&gt;
! Delay&lt;br /&gt;
! Remote Fail&lt;br /&gt;
! Comments&lt;br /&gt;
|-&lt;br /&gt;
| Quarry&lt;br /&gt;
| 0ms&lt;br /&gt;
| 2:30 Timer or Satchel&lt;br /&gt;
| Huge Despawn Zone (radius 1000) making it impossible to keep a vehicle.&lt;br /&gt;
|-&lt;br /&gt;
| Trucking&lt;br /&gt;
| 250ms&lt;br /&gt;
| 1:00 Timer after getting out of cab or disconnecting trailer or Satchel&lt;br /&gt;
| Medium Despawn Zone (about 10s sprinting). Remote failing can be useful because never getting into the truck prevents traffic from spawning.&lt;br /&gt;
|-&lt;br /&gt;
| Bike School&lt;br /&gt;
| 0ms&lt;br /&gt;
| ''Not possible, you have to hold the call before exiting the mission''&lt;br /&gt;
| Not an interior, but in a room only accessible through a small doorway, so only bikes are suitable for parking next to the marker.&lt;br /&gt;
|-&lt;br /&gt;
| Blood Bowl&lt;br /&gt;
| 250ms&lt;br /&gt;
| ''Not possible, you have to hold the call before exiting the mission''&lt;br /&gt;
| Have to wait 30s inside the mission for it to fail, failing it by dying doesn't seem to work. Gives SMG, setting ammo after the timer runs out to what you had before (but only the SMG ammo you had before, so if you had e.g. Uzi you are left with no ammo, just an empty SMG, which is actually good if you use a bike while holding the phonecall).&lt;br /&gt;
|-&lt;br /&gt;
| 8-Track&lt;br /&gt;
| 250ms&lt;br /&gt;
| ''Not possible, you have to hold the call through the entire mission''&lt;br /&gt;
| Requires at least 200 (or 20%) Driving Skill. In a usual run getting 3 gold medals in Driving School should be sufficient (in addition to the skill you get by just normal driving in the run). You have to hold the call through the entire mission, meaning as soon as the phone rings and you stop Pause Buffering, you have to immediately start holding the call (basicially switch from pressing ESC to pressing TAB, or whatever key you use, unpause if necessary, but don't pause while already holding the call). You can blow up the car to fail the mission faster.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The delay refers to how often a check is performed as to whether the mission should be started. When a mission or group of missions becomes available (e.g. Bike School is unlocked), the script starts a new thread that continuosly checks in an endless loop if the player is in the marker and if other requirements for starting the mission are satisfied. Some of these loops have a small delay in between checks, while others have a delay of 0 (which probably means it's checked on every frame).&lt;br /&gt;
&lt;br /&gt;
That delay can be relevant for phonecall starting the mission:&lt;br /&gt;
&lt;br /&gt;
* '''Quarry-style''' has a check delay of '''0ms''', which means the mission triggers immediately as you enter the marker. So if you are parked next to the Quarry marker, with a call ready to ring as you exit the car, the mission will trigger as soon as you are on foot, with the call taking a bit longer and ringing a few milliseconds after during the fade. So the only thing you have to be careful about is that the call is already ready as you leave your car into the Quarry marker.&lt;br /&gt;
** An exception where additional care is required are low-priority calls (Catalina), which have a 1000ms check delay, so they can take longer than the fade to trigger, so Pausebuffering is advised (see explanation below).&lt;br /&gt;
* '''Trucking-style''' has a '''250ms''' check delay, with phonecalls having a check delay ranging between 90ms and 1000ms (depending on which call thread it is part of), which means if you were to exit a vehicle directly into the marker with a call ready, there is a good chance that the phone will ring before the mission is triggered, the ringing setting ONMISSION=1, thus preventing you from starting the mission (in which case you would have to cancel the call and try again). With this type of mission, you have to time it so that you enter the marker ''before'' the call is ready, so you receive it just after triggering the mission. Pausebuffering can make the timing a bit easier (see explanation below).&lt;br /&gt;
** Low-priority phonecalls (e.g. Catalina calls) have a 1000ms check delay, which means there is a decent chance that you can do Quarry-style phonecall starting even with Trucking or similiar missions, however this should only be used as a backup (e.g. if you know that you can't make it in time anymore and would have to wait 60s otherwise), since there is no guarantee that it will work.&lt;br /&gt;
&lt;br /&gt;
The check delay of Phonecalls (and other interesting stuff) is documented on the [[Grand_Theft_Auto:_San_Andreas/Game_Mechanics_and_Glitches/Phonecalls|Phonecalls page]].&lt;br /&gt;
&lt;br /&gt;
====Pause Buffering====&lt;br /&gt;
Pausebuffering can help with receiving the phonecall on time after entering the setup mission marker. Pausing/unpausing apparently injects frames and advances the timer that triggers the call, so you basicially make it ring faster (as far as the game is concerned, not in real time).&lt;br /&gt;
&lt;br /&gt;
For example if the window of opportunity for the phone to ring during the fade of the Setup Mission is 500ms long, but you enter the marker 1 second before the phone will ring, then usually it wouldn't ring in time. However you can pausebuffer to make the phone timer advance faster, so the phone will ring earlier than it should be. To know when to stop Pausebuffering, pay attention to either the ringing sound or the info popup that tells you how to answer the phone.&lt;br /&gt;
&lt;br /&gt;
Pausebuffering is especially useful for Trucking-style setup so you don't have to time the call exactly, but is also necessary for Quarry-style setup when using low-priority calls, which have a check delay of 1000ms and may not ring in time during the short fade-out.&lt;br /&gt;
&lt;br /&gt;
* [https://youtu.be/7fsSjHyxw2s?t=41s Video: Example of Pausebuffering]&lt;br /&gt;
* [https://youtu.be/iPkeRbdkqZA Video: Example of long Pausebuffering]&lt;br /&gt;
&lt;br /&gt;
====Note on Blood Bowl &amp;amp; Bike School====&lt;br /&gt;
After you phonecall started the mission, you are inside the mission and can't freely move around. For Blood Bowl you are in an interior and Bike School in the menu, so you can only fail the mission immediately. Hold the call before exiting the mission to get an ONMISSION=0 call you can dupe with.&lt;br /&gt;
&lt;br /&gt;
Blood bowl is interesting in that regard because when you call start the mission, you are put inside an interior, which cancels the call, setting ONMISSION=0 while inside the Stadium. After waiting for the mission timer to run out and the mission to fail, the next high-priority call will already be ready again, but not ringing yet, because you're in an interior. Once the mission fails, it puts you outside, the phone rings and then a fraction of a second later the mission will finish cleaning up and set ONMISSION=0 again, with the phone still ringing, now being an ONMISSION=0 call you can dupe with.&lt;br /&gt;
&lt;br /&gt;
Another side effect of the Blood Bowl duping setup is that you get to '''keep your weapons when dying once''' after that. The mission lets your keep your weapons when you die inside the mission, however doing the duping setup doesn't properly clear up that &amp;quot;keep your weapons when dying&amp;quot; flag, which means you can die once after Blood Bowl and still keep all your weapons (but you still get warped to a hospital as usual). ''Important:'' If you die and keep your weapons while having a parachute, that parachute will not actually work despite still being equipped (the parachute doesn't load properly and you will die when hitting the ground). You can save/reload (no need to restart the game) to fix the parachute. Simply picking up another parachute doesn't appear to work, the parachute still doesn't open properly. This is especially important for [[Grand Theft Auto: San Andreas/Missions#Stowaway|Stowaway]] where you require a working parachute.&lt;br /&gt;
&lt;br /&gt;
===Phonecall timing===&lt;br /&gt;
Phonecalls are on a fixed recall delay, so you'll know when to expect a call. Read the [[Grand_Theft_Auto:_San_Andreas/Game_Mechanics_and_Glitches/Phonecalls|page about Phonecalls]] for information on the specific recall and check delays and what calls there are.&lt;br /&gt;
&lt;br /&gt;
For the Quarry-style setup you just have to know that the phone is ready to ring when you get out your vehicle into the marker. For the Trucking-style setup, you would get out of your vehicle a bit early, let the phone ring, cancel it, make a note of the time and calculate when it will ring again and then make your way to the setup mission marker, entering it at the right time. This way you don't have to wait the whole recall delay in front of the marker. Another way, if you get the call earlier than you would want to cancel it, is hold the call in your vehicle while driving to the setup mission and then let go of holding at a point from where you can make it to the setup mission marker in time. This way you can get nice timing without having to get out/in your vehicle again, in case you already received the phonecall before anyway (e.g. if you fell of your bike).&lt;br /&gt;
&lt;br /&gt;
===Holding phonecalls===&lt;br /&gt;
Unless you're going to wait for the timer of the setup mission to run out, you're going to need to hold the phonecall in order to not cancel it when failing the setup mission. Holding a call means sort of keeping it in a state of answering it, but note quite answering it yet. This way it can persist through you using most weapons, cutscenes, missions fails and entering a vehicle. This is in particulary necessary for missions like Bike School, where you have to quit the mission immediately and can't remote fail it. So you have to phonecall start the mission, then hold the call and quit out of it, holding the call all the way to the marker of the mission to dupe.&lt;br /&gt;
&lt;br /&gt;
* [[Grand_Theft_Auto:_San_Andreas/Game_Mechanics_and_Glitches/Phonecalls#Holding Calls|Explanation on holding phonecalls]]&lt;br /&gt;
&lt;br /&gt;
===Duping with $OM=0 phonecall===&lt;br /&gt;
Once you failed the setup mission and now have the phone ringing with $OM=0 (either failing the setup mission immediately and holding call all the way, or remote failing the setup mission in front of the mission marker), you can do the actual dupe.&lt;br /&gt;
&lt;br /&gt;
Usually you want to start the mission, wait for the cutscene (don't skip it) and then let go of holding the call. This will:&lt;br /&gt;
&lt;br /&gt;
* Cancel the call immediately for cutscenes that take place in an interior (because you can't take calls in interiors, just like you can't take calls in vehicles and letting go of holding a call will just cancel it immediately)&lt;br /&gt;
* Take the call for cutscenes that take place outside, in which case you have to also spam F (or whatever the appropriate key is) to put down the call&lt;br /&gt;
&lt;br /&gt;
Duping the mission while inside a cutscene is ''required'' for missions that are nothing more than a cutscene (e.g. Verdant Meadows, where skipping the cutscene would immediately complete the mission and not allow you to start it again) and usually ''recommended'' for other missions, because it starts the mission in the context of the cutscene, which means no traffic on the roads (and if the cutscene takes place in an interior, funky interior sky).&lt;br /&gt;
&lt;br /&gt;
In order to successfully dupe inside cutscenes, it's important to note that CJ has to be standing inside the mission marker during the cutscene. So make sure you don't sprint into and thus accidentally past the marker when starting the mission for the first time. In addition, some missions will make CJ walk a bit during the fade (usually towards the door of where the cutscene takes place), which can make him walk out of the marker. So make sure to enter the marker carefully from the other side of where CJ will walk towards, so that he stays in the marker and you can start the mission again while in the cutscene. This is especially important for missions like Fish in a Barrel, that only consist of a cutscene.&lt;br /&gt;
&lt;br /&gt;
You can usually also dupe outside of cutscenes, however besides that you still get traffic, it can apparently sometimes cause issues if you skip the cutscene to quickly.&lt;br /&gt;
&lt;br /&gt;
When you have to take the call to dupe (either because the cutscene is outside or because you let go of holding the call outside the cutscene), you actually do take the call, which means it's not available anymore, as opposed to the other way, where the call is merely cancelled and still available later.&lt;br /&gt;
&lt;br /&gt;
==Why is duping useful?==&lt;br /&gt;
Duping a mission can have different results, depending on the mission:&lt;br /&gt;
&lt;br /&gt;
* The duped mission crashes the game at some point&lt;br /&gt;
* Only one instance of the mission passes, while the other keeps running, crashing the game when a different mission is started&lt;br /&gt;
* One instance of the mission passes, but the other one fails (for example when a mission character who has to survive is destroyed by the cleanup of one instance passing, the other instance can fail)&lt;br /&gt;
* Both instances of the mission pass, with the same results as if you had done it twice (if that were possible otherwise)&lt;br /&gt;
&lt;br /&gt;
In the last case, where the mission basicially passes twice, there are two different ways this can affect the game, again depending on the mission:&lt;br /&gt;
&lt;br /&gt;
* If this mission starts another thread of missions when passed, that thread is started twice, which causes all the following missions in that thread to be started twice. Depending on how the missions in the thread can be duped, this will possibly crash the game eventually.&lt;br /&gt;
* The mission simply passes twice, increasing the counters of the chain of missions it is part of&lt;br /&gt;
&lt;br /&gt;
As you can probably tell by now, not all dupes are actually useful. The last one, both instances pass and the mission simply passes twice increasing some counters, is the most common dupe.&lt;br /&gt;
&lt;br /&gt;
===Mission Chains===&lt;br /&gt;
&lt;br /&gt;
:''See also: [[Grand_Theft_Auto:_San_Andreas/Missions/Chains|Mission Chains]]''&lt;br /&gt;
&lt;br /&gt;
What makes passing the same mission twice useful is how the game decides which mission to start. As soon as a group of missions is unlocked the game starts a separate thread that continuously checks if the player is in the mission marker. If there is only one mission available for that marker, like in the [[#Mission Starter Thread Example|Mission Starter Thread Example]] below for Bike School, it simply starts that mission. However most missions are part of a longer chain of missions, so it has to decide which of those missions to start. To track progress, the game has different variables for each chain, where it simply counts how many missions of that chain have already been completed.&lt;br /&gt;
&lt;br /&gt;
For example the Woozie missions in San Fierro have the variable &amp;lt;code&amp;gt;$WUZIMU_TOTAL_PASSED_MISSIONS&amp;lt;/code&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
# Mountain Cloud Boys&lt;br /&gt;
# Ran Fa Li&lt;br /&gt;
# Lure&lt;br /&gt;
# Amphibious Assault&lt;br /&gt;
# The Da Nang Thang&lt;br /&gt;
&lt;br /&gt;
So at first the variable is 0, then increases to 1 by passing Mountain Cloud Boys, which the game then uses to determine that the next mission must be Ran Fa Li, which then increases it to 2, making the next mission Lure and so on.&lt;br /&gt;
&lt;br /&gt;
Duping and finishing Ran Fa Li makes that mission pass twice, which also increases the counter twice, so &amp;lt;code&amp;gt;$WUZIMU_TOTAL_PASSED_MISSIONS&amp;lt;/code&amp;gt; would now be at 3 after Ran Fa Li, instead of 2 as it should be. When you now start the next Woozie mission, the game will check the variable (which looks like it would after passing Lure) and start Amphibious Assault, skipping Lure.&lt;br /&gt;
&lt;br /&gt;
Some missions may have additional requirements than that to be started, for example the missions after Learning to Fly specifically require Flightschool to be passed, which is an addtional separate variable. So in that case duping Verdant Meadows doesn't skip Flightschool, even though it is the next mission. It instead skips N.O.E. because passing Flightschool also increases the progress variable, in addition to the variable that sets Flightschool as being completed.&lt;br /&gt;
&lt;br /&gt;
==Phonecall Management==&lt;br /&gt;
===San Fierro===&lt;br /&gt;
:''This includes the dupes until Verdant Meadows because calls unlocked in San Fierro are relevant until then''&lt;br /&gt;
&lt;br /&gt;
The Zero call is unlocked after &amp;quot;Wear Flowers In Your Hair&amp;quot; and the Jethro (Driving School) call after &amp;quot;Deconstruction&amp;quot;. Both of these calls you don't have to answer until the Monster mission, so they can be used for duping. At first, you shouldn't answer any calls in San Fierro, except for the one that unlocks the Woozie missions, which gets unlocked after finishing &amp;quot;Jizzy&amp;quot;. None of the dupes in San Fierro (if done correctly) use up phonecalls, but it's just safer to have 2 calls and it shouldn't make any difference time-wise.&lt;br /&gt;
&lt;br /&gt;
[[File:GTASA Call Blips TLF.jpg|thumb|right|Blips indicating whether you took Zero/Jethro calls]]You can start answering calls after the dupes, so after Amphibious Assault. There is a chance right before Pier 69, before Toreno's Last Flight and before Yay-Ka-Boom-Boom. You have to answer all high-priority calls before you can take the call that unlocks Monster.&lt;br /&gt;
&lt;br /&gt;
You have to make sure not to answer the Catalina call, which is required to dupe Highjack. You can tell if you answered the Zero and Jethro calls already by looking at the blips on the minimap (outside missions/calls of course). If you did answer both already, you shouldn't answer any other calls until after Yay-Ka-Boom-Boom, where you take one call to unlock Monster.&lt;br /&gt;
&lt;br /&gt;
If you want to make ''really'' sure to not answer the Catalina call, you shouldn't answer any call when it's been more than 60s since the last call/mission. For one, this ensures that you don't accidentally answer another call after already answering all high-priority ones, but there is also the (very low) chance that the Catalina call will ring even if you still do have high-priority (15s) calls (''if'' the phone timer is at more than 60s). The Catalina call unlocks after completing Ran Fa Li. On the way to Monster taking the boat automatically gives you an opportunity to answer the Monster call way before 60s have passed since finishing Yay Ka-Boom-Boom.&lt;br /&gt;
&lt;br /&gt;
There is also the Truth call from &amp;quot;Are You Going To San Fierro?&amp;quot;, which you can choose to skip and start the mission anyway. However you don't really need it and since it's in another thread it's kind of random when you get it. So it probably makes more sense to just get it out of the way and take it before the mission, as intended.&lt;br /&gt;
&lt;br /&gt;
For duping Highjack the Catalina call is used. For duping Verdant Meadows the call for Interdiction is used, which doesn't need to be taken because Interdiction is skipped. The mission marker for Verdant Meadows will be invisible when you skipped Interdiction and didn't answer the call, but you can still start the mission.&lt;br /&gt;
&lt;br /&gt;
So the recommended approach is:&lt;br /&gt;
&lt;br /&gt;
# Remember if you answered the Truth call before &amp;quot;Are You Going To San Fierro?&amp;quot;&lt;br /&gt;
#* It probably makes sense to answer it, because it's kind of random when you will get it between the other calls&lt;br /&gt;
# Don't answer any calls, except one after Jizzy to unlock Woozie missions&lt;br /&gt;
#* Never answer any calls after Ran Fa Li more than 60s after the last mission to keep the Catalina call&lt;br /&gt;
#* Usually the Woozie call is answered right before where the Woozie mission will appear&lt;br /&gt;
# Start answering calls after the dupes, don't answer the Catalina call&lt;br /&gt;
#* Check the blips on the minimap to double-check which ones you already answered&lt;br /&gt;
# Answer one call after Yay-Ka-Boom-Boom to unlock Monster&lt;br /&gt;
# Answer one call after Monster to unlock Highjack&lt;br /&gt;
# Don't answer any more calls until after the Verdant Meadows dupe&lt;br /&gt;
&lt;br /&gt;
==Addendum==&lt;br /&gt;
===Remaining Mission Instances===&lt;br /&gt;
In some cases one instance of a duped mission will still be running in the background if you fail the mission, and with other missions even when you complete it (for example Home Coming).&lt;br /&gt;
&lt;br /&gt;
A running mission instance has the following effects:&lt;br /&gt;
&lt;br /&gt;
* Starting another mission will most likely crash the game&lt;br /&gt;
* Saving and reloading that save will crash the game&lt;br /&gt;
&lt;br /&gt;
It is possible that simply starting the failed mission again will allow you to complete it duped, this may depend on the mission and how far you already advanced in the mission.&lt;br /&gt;
&lt;br /&gt;
===Mission Starter Thread Example===&lt;br /&gt;
The following is an example of a thread in the mission script that is responsible for starting missions, in this case the Bike School mission. It checks a few prerequisites like if the player is on a mission and is in the mission marker, and then starts the mission. This is a rather simple example, other threads can e.g. decide which of several different missions of the same group to start. In addition, some threads will stop when all missions they can start are completed, however in this example it will run indefinitely, since Bike School can be repeated how often the player wants.&lt;br /&gt;
&lt;br /&gt;
Notable about this one in particular is that it goes into a fade and starts the mission without setting $OM=1 (which is then done in the actual mission script). This provides a small gap where you can take a phonecall, with the mission already on track to be started without further checks. Other missions set $OM=1 before the fade, right after the script decided that it is going to start the mission.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;:BIKES&lt;br /&gt;
thread 'BIKES' &lt;br /&gt;
&lt;br /&gt;
:BIKES_11&lt;br /&gt;
wait 0 &lt;br /&gt;
if &lt;br /&gt;
  $ONMISSION == 0 &lt;br /&gt;
else_jump @BIKES_125 # Skip over starting the mission if $OM=1&lt;br /&gt;
if &lt;br /&gt;
   Player.Defined($PLAYER_CHAR)&lt;br /&gt;
else_jump @BIKES_125&lt;br /&gt;
if &lt;br /&gt;
00FF:   actor $PLAYER_ACTOR sphere 1 in_sphere $2370 $2371 $2372 radius 1.0 1.0 1.5 on_foot &lt;br /&gt;
else_jump @BIKES_125 # Skip over starting the mission if player not in marker on foot&lt;br /&gt;
if &lt;br /&gt;
   Player.Controllable($PLAYER_CHAR)&lt;br /&gt;
else_jump @BIKES_125 &lt;br /&gt;
Player.CanMove($PLAYER_CHAR) = False&lt;br /&gt;
gosub @LITCAS_267 # Fade&lt;br /&gt;
start_mission 120  // Bike School&lt;br /&gt;
&lt;br /&gt;
:BIKES_125&lt;br /&gt;
jump @BIKES_11 # Jump to the start&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>Tduva</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Grand_Theft_Auto:_San_Andreas/any%25</id>
		<title>Grand Theft Auto: San Andreas/any%</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Grand_Theft_Auto:_San_Andreas/any%25"/>
				<updated>2016-09-18T18:56:10Z</updated>
		
		<summary type="html">&lt;p&gt;Tduva: /* Return to Los Santos */ Update with dupes&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
==Route==&lt;br /&gt;
This is just a quick overview, with notes that are relevant to the overall route (e.g. &amp;quot;Pick up X for use in mission Y&amp;quot;) that might not be obvious. How to do stuff in detail is probably best learned from recent runs. Notes on individual missions can be found when clicking on the mission name (read that for some of the stuff not so obvious from watching runs).&lt;br /&gt;
&lt;br /&gt;
Missions that can only be started at certain times are indicated by e.g. ''@20-6'', which means the mission can only be started between 8pm and 6am.&lt;br /&gt;
&lt;br /&gt;
[[Grand_Theft_Auto:_San_Andreas/Game_Mechanics_and_Glitches/Duping|Duping]] is indicated by ''(2x)'' behind the mission name, which you can also click to get more information on that specific dupe.&lt;br /&gt;
&lt;br /&gt;
===Los Santos===&lt;br /&gt;
A big problem with routing in Los Santos are the missions you can only start at a certain time. Especially OG Loc's missions, that are far away from CJ's house (so you can't save to correct the time).&lt;br /&gt;
# [[Grand_Theft_Auto:_San_Andreas/Missions#Big Smoke|Big Smoke]]&lt;br /&gt;
#* Get a handgun for use in Cleaning The Hood&lt;br /&gt;
#* Get a Police Bike for RTLS if possible&lt;br /&gt;
# [[Grand_Theft_Auto:_San_Andreas/Missions#Ryder|Ryder]]&lt;br /&gt;
# Tagging up the Turf&lt;br /&gt;
# Cleaning The Hood&lt;br /&gt;
#* Use the gun picked up during ''Big Smoke'' to kill the Drugdealers.&lt;br /&gt;
#* Get a Police Bike for RTLS if possible&lt;br /&gt;
# [[Grand_Theft_Auto:_San_Andreas/Missions#Drive-Thru|Drive-Thru]]&lt;br /&gt;
# Nines And AK's&lt;br /&gt;
# [[Grand_Theft_Auto:_San_Andreas/Missions#OG Loc|OG Loc]]&lt;br /&gt;
# [[Grand_Theft_Auto:_San_Andreas/Missions#Life.27s_A_Beach|Life's a Beach]] @22-6&lt;br /&gt;
# Running Dog&lt;br /&gt;
# Drive-by&lt;br /&gt;
# Sweet's Girl&lt;br /&gt;
#* Pick up the MicroSMG ammo so you have enough for Wrong Side of the Tracks&lt;br /&gt;
# Cesar Vialpando&lt;br /&gt;
# High Stakes Low-Rider&lt;br /&gt;
# Madd Dogg's Ryhmes&lt;br /&gt;
# Management Issues&lt;br /&gt;
# House Party (Cutscene)&lt;br /&gt;
# Burning Desire&lt;br /&gt;
#* At the start of the mission, enter the police car to get a Shotgun for sliding in Home Invasion&lt;br /&gt;
# Wrong Side of the Tracks&lt;br /&gt;
#* You need at least 50 SMG ammo, more is safer (''Backup Strat:'' There is an SMG at the train station behind some walls to the right of the marker)&lt;br /&gt;
# Just Business&lt;br /&gt;
#* After the mission go north to the carpark and get the NRG on the 2nd floor as well as the grenades on the 3rd floor&lt;br /&gt;
# Doberman&lt;br /&gt;
# Gray Imports&lt;br /&gt;
#* After the mission, park the NRG (or other bike if tire was popped) in the garage&lt;br /&gt;
# [[Grand_Theft_Auto:_San_Andreas/Missions#Home_Invasion|Home Invasion]] @12-20&lt;br /&gt;
# House Party @20-6&lt;br /&gt;
# Catalyst&lt;br /&gt;
# Robbing Uncle Sam&lt;br /&gt;
#* After the mission, get the spraycan if you want to use it for Reuniting the Families&lt;br /&gt;
# Los Sepulcros @9-17&lt;br /&gt;
# Reuniting the Families&lt;br /&gt;
#*During the autoscroller get your AK skill to Hitman level (for use in Black Project/Stowaway)&lt;br /&gt;
# [[Grand_Theft_Auto:_San_Andreas/Missions#The Green Sabre|The Green Sabre]]&lt;br /&gt;
&lt;br /&gt;
===Badlands===&lt;br /&gt;
# Badlands&lt;br /&gt;
# ''Bustedwarp to Dillimore''&lt;br /&gt;
# Tanker Commander&lt;br /&gt;
#* If you did the Bustedwarp, you won't have any weapons to kill yourself for the Deathwarp after this mission. While you wait for Catalina to finish talking, you can look out for a cop to run over or if there is none quickly get the gun from the Police Station.&lt;br /&gt;
# ''Deathwarp to Angel Pine''&lt;br /&gt;
# Body Harvest&lt;br /&gt;
#* If you did the Deathwarp, you won't have any weapons to kill yourself for the Deathwarp after this mission, so get a rifle from the farm you steal the Combine Harvester from.&lt;br /&gt;
# ''Deathwarp to Angel Pine''&lt;br /&gt;
# King in Exile (Cutscene)&lt;br /&gt;
# ''Bustedwarp to Dillimore''&lt;br /&gt;
# Small Town Bank&lt;br /&gt;
#* Go to Ammunation to buy Rifle-Ammo to be used in ''Local Liquor Store'' (Micro-SMG ammo might be useful as backup, and maybe Armor)&lt;br /&gt;
# Local Liquor Store&lt;br /&gt;
# Against all Odds&lt;br /&gt;
#* Pick up the 15 additional Satchel charges in the alley to the right of the entrance of the Betting Shop. Can be used for ''Are You Going To San Fierro?'' and for stuff until LV when duping&lt;br /&gt;
# Wu Zi Mu&lt;br /&gt;
# Farewell My Love...&lt;br /&gt;
# Are You Going To San Fierro?&lt;br /&gt;
#* Use the Satchel Charges picked up during ''Against All Odds'' to burn the weed.&lt;br /&gt;
&lt;br /&gt;
===San Fierro===&lt;br /&gt;
# Wear Flowers in Your Hair&lt;br /&gt;
# 555-We-Tip&lt;br /&gt;
# Deconstruction&lt;br /&gt;
# [[Grand Theft Auto: San Andreas/Missions#Photo Opportunity|Photo Opportunity]]&lt;br /&gt;
# ''Duping Setup (Blood Bowl)'' [T-Bone Mendez Dupe Route '''A'''] &lt;br /&gt;
# [[Grand Theft Auto: San Andreas/Missions#Jizzy (Cutscene)|Jizzy (Cutscene)]]&lt;br /&gt;
# Jizzy&lt;br /&gt;
# ''Duping Setup (Blood Bowl)'' [T-Bone Mendez Dupe Route '''B'''] &lt;br /&gt;
# T-Bone Mendez ([[Grand Theft Auto: San Andreas/Missions/Dupes#T-Bone Mendez|2x]]) → ''skips Mike Toreno''&lt;br /&gt;
# Mountain Cloud Boys&lt;br /&gt;
# [[Grand Theft Auto: San Andreas/Missions#Outrider|Outrider]]&lt;br /&gt;
# [[Grand Theft Auto: San Andreas/Missions/Snail Trail|Snail Trail]]&lt;br /&gt;
# ''Duping Setup (Trucking)'' (on the route back from Snail Trail)&lt;br /&gt;
# Ran Fa Li ([[Grand Theft Auto: San Andreas/Missions/Dupes#Ran Fa Li|2x]]) → ''skips Lure''&lt;br /&gt;
# ''Duping Setup (Blood Bowl)'' [You can also do the Setup after Ice Cold Killa if you don't want to carry the call through it]&lt;br /&gt;
#* If necessary, save before the setup to be able to start Ice Cold Killa&lt;br /&gt;
# [[Grand Theft Auto: San Andreas/Missions#Ice Cold Killa|Ice Cold Killa]] @20-6&lt;br /&gt;
#* Required for Pier 69, which is right next to Amphibious Assault&lt;br /&gt;
#* If later than 02:00, save to get to 20:00, so AA can still be started after the mission and duping setup&lt;br /&gt;
# [[Grand Theft Auto: San Andreas/Missions#Amphibious Assault|Amphibious Assault]] @20-6 ([[Grand Theft Auto: San Andreas/Missions/Dupes#Amphibious Assault|2x]]) → ''skips The Da Nang Thang''&lt;br /&gt;
# [[Grand Theft Auto: San Andreas/Missions#Pier 69|Pier 69]]&lt;br /&gt;
# [[Grand Theft Auto: San Andreas/Missions#Toreno's Last Flight|Toreno's Last Flight]]&lt;br /&gt;
#* Requires at least one rocket left from Outrider&lt;br /&gt;
#* Pick up 60 rockets/AK from the helipad after the mission (for use in Las Venturas)&lt;br /&gt;
# Yay Ka-Boom-Boom&lt;br /&gt;
# Monster&lt;br /&gt;
#* Get rid of all your SMG ammo by drive-by shooting at convenient spots (straight, not traffic) during the mission, so you don't have to shoot it during the duping setup on the bike&lt;br /&gt;
# ''Duping Setup (Bike School)'' (start&amp;amp;fail Highjack to get bike for drive)&lt;br /&gt;
# Highjack ([[Grand Theft Auto: San Andreas/Missions/Dupes#Highjack|2x]]) → ''skips Interdiction''&lt;br /&gt;
# ''Duping Setup (Blood Bowl)'' (from the garage after Highjack)&lt;br /&gt;
# Verdant Meadows ([[Grand Theft Auto: San Andreas/Missions/Dupes#Verdant Meadows|2x]]) → ''skips N.O.E.''&lt;br /&gt;
&lt;br /&gt;
===Las Venturas===&lt;br /&gt;
# Learning To Fly&lt;br /&gt;
#* ''N.O.E. skipped by duping Verdant Meadows''&lt;br /&gt;
# ''Rustler to Maverick'' [only if duping Black Project, otherwise [[Grand Theft Auto: San Andreas/Missions#Stowaway|Stowaway]]]&lt;br /&gt;
#* Jumping out at the Helipad should give you parachute for Stowaway later&lt;br /&gt;
# [[Grand Theft Auto: San Andreas/Missions#Fender Ketchup|Fender Ketchup]]&lt;br /&gt;
# [[Grand Theft Auto: San Andreas/Missions#Explosive Situation|Explosive Situation]]&lt;br /&gt;
# [[Grand Theft Auto: San Andreas/Missions#You've Had Your Chips|You've Had Your Chips]]&lt;br /&gt;
# [[Grand Theft Auto: San Andreas/Missions#Don Peyote|Don Peyote]]&lt;br /&gt;
# [[Grand Theft Auto: San Andreas/Missions#Intensive Care|Intensive Care]]&lt;br /&gt;
# [[Grand Theft Auto: San Andreas/Missions#The Meat Business|The Meat Business]]&lt;br /&gt;
# ''Duping Setup Quarry or Bike School''&lt;br /&gt;
# Fish in a Barrel ([[Grand Theft Auto: San Andreas/Missions/Dupes#Fish in a Barrel|2x]]) → ''skips Freefall''&lt;br /&gt;
#* After the mission, save to set time to 12-20 [with Black Project dupe] or 15-23 [without], to get the timing right for Black Project. This is with decent execution (and some margin of error), substract 1 from both numbers in the range if you expect to be 1 minute slower. If necessary, you can also save at the airfield, however that is a fair bit slower.&lt;br /&gt;
# Madd Dogg&lt;br /&gt;
# [[Grand Theft Auto: San Andreas/Missions#Misappropriation|Misappropriation]]&lt;br /&gt;
# [[Grand Theft Auto: San Andreas/Missions#Stowaway|Stowaway]] [only if duping Black Project, otherwise directly after Learning To Fly]&lt;br /&gt;
# ''Duping Setup (Quarry)''&lt;br /&gt;
# [[Grand Theft Auto: San Andreas/Missions#Black Project|Black Project]] @20-6 ([[Grand Theft Auto: San Andreas/Missions/Dupes#Black Project|2x]]) → ''skips Green Goo''&lt;br /&gt;
# [[Grand Theft Auto: San Andreas/Missions#High Noon|High Noon]]&lt;br /&gt;
# [[Grand Theft Auto: San Andreas/Missions#Saint Mark's Bistro|Saint Mark's Bistro]]&lt;br /&gt;
# [[Grand Theft Auto: San Andreas/Missions#A Home in the Hills|A Home in the Hills]]&lt;br /&gt;
&lt;br /&gt;
===Return to Los Santos===&lt;br /&gt;
# Vertical Bird&lt;br /&gt;
# ''Get Minigun ammo''&lt;br /&gt;
# Home Coming ([[Grand Theft Auto: San Andreas/Missions/Dupes#Beat Down on BDup (Home Coming)|2x]]) → ''dupes Beat Down on BDup''&lt;br /&gt;
# Beat Down on BDup ([[Grand Theft Auto: San Andreas/Missions/Dupes#Beat Down on BDup (Home Coming)|2x]]) → ''skips Grove 4 Life''&lt;br /&gt;
# Cut Throat Business&lt;br /&gt;
# Riot&lt;br /&gt;
# Los Desperados ([[Grand Theft Auto: San Andreas/Missions/Dupes#Los Desperados|2x]]) → ''skips End of the Line Part 1, Gang Territories''&lt;br /&gt;
# End of the Line&lt;br /&gt;
&lt;br /&gt;
==Details==&lt;br /&gt;
===Badlands Bustedwarp===&lt;br /&gt;
On the route from Angel Pine to Catalina, which you have to do twice in Badlands, there is a chance for a [[Grand Theft Auto: San Andreas/Game Mechanics and Glitches#Bustedwarp/Deathwarp|Bustedwarp]]. It is possible because you don't have any weapons that you definately want to keep (since you loose all your weapons when being busted).&lt;br /&gt;
&lt;br /&gt;
You drive from Angel Pine to the small street that runs along the highway and get busted there, so you teleport to Dillimore.&lt;/div&gt;</summary>
		<author><name>Tduva</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Grand_Theft_Auto:_San_Andreas/Missions/Dupes</id>
		<title>Grand Theft Auto: San Andreas/Missions/Dupes</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Grand_Theft_Auto:_San_Andreas/Missions/Dupes"/>
				<updated>2016-08-04T20:43:07Z</updated>
		
		<summary type="html">&lt;p&gt;Tduva: /* Beat Down on BDup (Home Coming) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{GTASA Duping PC}}&lt;br /&gt;
&lt;br /&gt;
This page has notes on how duping specific missions works and affects the game. For general information on how duping works, refer to the [[Grand_Theft_Auto:_San_Andreas/Game_Mechanics_and_Glitches/Duping|Duping Page]].&lt;br /&gt;
&lt;br /&gt;
==T-Bone Mendez==&lt;br /&gt;
After Photo Opportunity or after Jizzy:&lt;br /&gt;
# Setup (Blood Bowl)&lt;br /&gt;
#* You should have a high-priority call from Zero or Jethro (15s delay), see [[Grand Theft Auto: San Andreas/Game Mechanics and Glitches/Duping#Phonecall Management|Phonecall Management]].&lt;br /&gt;
#* {{GTASA Duping Setup|trucking|Blood Bowl}}&lt;br /&gt;
#* There are two possible routes for this setup:&lt;br /&gt;
#*# Setup at Blood Bowl directly ''after Photo Opportunity'', which requires you to carry the call through Jizzy (Cutscene) and Jizzy:&lt;br /&gt;
#*#* After Blood Bowl, go to Jizzy (Cutscene).&lt;br /&gt;
#*#** Enter the marker on the side of the building, so CJ will walk out of the marker during the fade when he walks towards the building (what we usually want to avoid for duping, however this mission isn't going to be duped), then let got of the held $OM=0 call once the cutscene comes up, wait at least 15s so the call can come in again. Then start holding the call, skip the cutscene and the phone should ring once CJ is placed outside, just moments before the mission will pass and set $OM=0 again.&lt;br /&gt;
#*#** Simply holding the call through the Jizzy (Cutscene) will not work, because CJ will answer the phone once you skip the cutscene.&lt;br /&gt;
#*#* Hold the $OM=0 call until Jizzy&lt;br /&gt;
#*#** Start the mission and skip the cutscene while still holding the call. The call will be cancelled automatically, you can let go of holding it once the cutscene showing the Pimpmobile comes up.&lt;br /&gt;
#*#** At the end of Jizzy, drive ahead of the Limo as you normally would, get out preparing to attack the Limo, start holding the call, getting out of the Pimpmobile will cause the phone to ring (make sure you don't have a wanted level), then kill the enemies. '''You can't use a Rocket Launcher to destroy the Limo''', since aiming with the Rocket Launcher while holding a call will cause CJ to answer the call. You can either use your SMG (that the mission gives you) to shoot the driver of the Limo and then kill the other enemies or place down Satchels. Either way requires a bit of practice and traffic can troll you quite a bit.&lt;br /&gt;
#*# Setup at Blood Bowl ''after finishing Jizzy'', which is a bit longer drive, but you can simply drive to T-Bone Mendez directly after the Setup.&lt;br /&gt;
# Duping&lt;br /&gt;
#* Having the $OM=0 call held, walk into the marker, then let go of the call once the cutscene comes up. Entering the marker away from the door may be safer, because CJ may walk towards the door a bit, possibly walking out of the marker.&lt;br /&gt;
#* {{GTASA Duping Cutscene Interior}}&lt;br /&gt;
#* Once you started the second instance you can skip the cutscene.&lt;br /&gt;
# Mission&lt;br /&gt;
#* Duping in the cutscene means you get no traffic on the roads for the mission and you get interior lighting.&lt;br /&gt;
# Result&lt;br /&gt;
#* Skips Mike Toreno.&lt;br /&gt;
&lt;br /&gt;
===More Information===&lt;br /&gt;
* [https://youtu.be/7fsSjHyxw2s Video: T-Bone Mendez Duping (using Blood Bowl, Setup after Photo Opportunity)]&lt;br /&gt;
* [https://youtu.be/kFWN-szUywA Video: T-Bone Mendez Duping (using Blood Bowl, Setup after Jizzy)]&lt;br /&gt;
&lt;br /&gt;
==Ran Fa Li==&lt;br /&gt;
After Snail Trail:&lt;br /&gt;
&lt;br /&gt;
[[File:GTASA Trucking Despawn Zone.jpg|thumb|right|Despawn Zone at Trucking]]&lt;br /&gt;
# Setup (Trucking)&lt;br /&gt;
#* You should have a high-priority call from Zero or Jethro (15s delay), see [[Grand Theft Auto: San Andreas/Game Mechanics and Glitches/Duping#Phonecall Management|Phonecall Management]].&lt;br /&gt;
#* {{GTASA Duping Setup|trucking|Trucking}}&lt;br /&gt;
#* Attach a Satchel to the Truck, which cancels the call setting $OM=0, drive to the mission, get and hold a call and then explode the Satchel to fail Trucking and get $OM=0 call.&lt;br /&gt;
#* Using a Satchel means you have no traffic on the way to the mission, because starting Trucking without ever getting into the truck prevents traffic from spawning. You should still have Satchels from Badlands. If you don't have a Satchel you can also hold the call and blow up the Truck, but then you'll have traffic.&lt;br /&gt;
#* There is a despawn zone around Trucking, so park your vehicle on the bridge to keep it&lt;br /&gt;
# Duping&lt;br /&gt;
#* Having the $OM=0 call held, walk into the marker, then let go of the call once the cutscene comes up.&lt;br /&gt;
#* {{GTASA Duping Cutscene Interior}}&lt;br /&gt;
#* Once you started the second instance you can skip the cutscene.&lt;br /&gt;
# Mission&lt;br /&gt;
#* Duping in the cutscene means you get no traffic on the roads until you enter the car in the parking garage.&lt;br /&gt;
#* There will be two mission cars spawned in the parking garage inside of eachother, which may cause the car you get into to roll and land on its roof. To prevent getting stuck laying on the roof and eventually exploding, you have to hold both &amp;quot;Sprint&amp;quot; and &amp;quot;Move Left&amp;quot; (usually A) once you enter the car. That way you skip the cutscene (so you can actually control the car soon enough again) and then roll the car around fully and back onto its wheels again.&lt;br /&gt;
# Result&lt;br /&gt;
#* Skips Lure&lt;br /&gt;
&lt;br /&gt;
===More Information===&lt;br /&gt;
* [https://youtu.be/kRvHmjCRrwA Video: Ran Fa Li Dupe (using Trucking)]&lt;br /&gt;
&lt;br /&gt;
==Amphibious Assault==&lt;br /&gt;
After Ran Fa Li or Ice Cold Killa:&lt;br /&gt;
[[File:GTASA_IceColdKilla_Load_trigger.jpg|thumb|right|Load trigger during Ice Cold Killa which sets $ONMISSION=1]]&lt;br /&gt;
# Setup (Blood Bowl)&lt;br /&gt;
#* You should have a high-priority call from Zero, Jethro or Woozie (15s delay), see [[Grand Theft Auto: San Andreas/Game Mechanics and Glitches/Duping#Phonecall Management|Phonecall Management]].&lt;br /&gt;
#* {{GTASA Duping Setup|trucking|Blood Bowl}}&lt;br /&gt;
#* There are two possible routes for this setup:&lt;br /&gt;
#*# Setup at Blood Bowl directly ''after Ran Fa Li'', which requires you to carry the call through Ice Cold Killa:&lt;br /&gt;
#*#* After Blood Bowl start Ice Cold Killa.&lt;br /&gt;
#*#** Hold the call until you skip the cutscene. This will cancel the call, setting $ONMISSION=0 while on the mission. Don't start the mission again, just complete the one instance of the mission. The setup is merely done to be able to receive phonecalls during the mission, so you can get another $ONMISSION=0 call at the end of the mission that is then used to dupe Amphibious Assault.&lt;br /&gt;
#*#** Once you get to the club, do the normal strats of shooting Jizzys car 6 times with the Sniper Rifle. The phone will ring, but the shooting will cancel the call.&lt;br /&gt;
#*#** Go up to the roof. Jump down onto the roof ''after'' the phone starting ringing again, then enter the building through the skylight. Entering the building will cancel the call.&lt;br /&gt;
#*#*** There is a trigger on the roof that will set $ONMISSION=1 again. Entering that trigger only while the phone is ringing makes that have no adverse effects. ([https://youtu.be/1G74RMHqpeo Video: Trigger Issue])&lt;br /&gt;
#*#** Now either wait about 3-4 seconds before jumping down or don't skip one of the cutscenes for about 3-4 seconds. This is done because the phone needs another 15 seconds to ring again and otherwise it wouldn't ring before Jizzy starts driving away.&lt;br /&gt;
#*#** Skip the cutscenes and sprint to the door. After doing outside, during the cutscene (where Jizzy gets in the car), starting holding the call and keep holding it once it rings. If you got the timing right it should ring before the cutscene ends.&lt;br /&gt;
#*#** While holding the call, shoot the car to set it on fire and Jizzy jumps out. As opposed to regular strats, you can't use the Sniper Rifle or Rocket launcher, since this would make CJ answer the call you are holding. You can use an AK or Silenced Pistol. You can crouch to get better accuracy, since holding the call means you shoot continuously while aiming.&lt;br /&gt;
#*#** Kill Jizzy, get the phone and finishing the mission while holding the call. Try to not pick up his SMG ammo if you plan on using a bike while holding the call.&lt;br /&gt;
#*#* After Ice Cold Killa, drive to Amphibious Assault while holding the call to do the dupe.&lt;br /&gt;
#*# Setup at Blood Bowl ''after finishing Ice Cold Killa'', which is a bit longer drive, but you can simply drive to Amphibious Assault directly after the Setup.&lt;br /&gt;
# Duping&lt;br /&gt;
#* Having the $OM=0 call held, walk into the marker, then let go of the call once the cutscene comes up.&lt;br /&gt;
#* {{GTASA Duping Cutscene Interior}}&lt;br /&gt;
#* Once you started the second instance you can skip the cutscene.&lt;br /&gt;
# Mission&lt;br /&gt;
#* Duping in the cutscene means you get no traffic on the roads and interior lighting.&lt;br /&gt;
#* Twice the number of patrol boats will spawn, on top of eachother. Sometimes they blow eachother up and activate the enemies, the same as if you got into the open water (which triggers the cutscene and activates the enemies).&lt;br /&gt;
#* Sometimes the enemies on the patrol boats can get quite dangerous, even using the Dhingy. Make sure the Dhingy doesn't end up too close to the Patrol boat when it's drifting to the front of the ship.&lt;br /&gt;
#* On the ship, some more enemies than usual can spawn, some apparently inside of eachother. To be able to plant the bug and advance the mission, you have to kill all enemies that are running around on the ship.&lt;br /&gt;
#* After the Setup with Blood Bowl you won't have an Uzi anymore, so you can either sprint and stop to shoot the enemies with a Shotgun or slide with the AK.&lt;br /&gt;
# Result&lt;br /&gt;
#* Skips The Da Nang Thang (which aside from saved time also means you can keep your weapons)&lt;br /&gt;
&lt;br /&gt;
===More Information===&lt;br /&gt;
* [[Grand_Theft_Auto:_San_Andreas/Missions#Amphibious Assault|Amphibious Assault]]&lt;br /&gt;
* [https://youtu.be/CR6ffuZfiX8 Video: Verdant Meadows Duping (using Blood Bowl)] - shows the Setup&lt;br /&gt;
&lt;br /&gt;
==Highjack==&lt;br /&gt;
After Monster:&lt;br /&gt;
# Setup (Bike School)&lt;br /&gt;
#* You should have a Catalina call (60s delay), see [[Grand Theft Auto: San Andreas/Game Mechanics and Glitches/Duping#Phonecall Management|Phonecall Management]]. Make sure the call is ready when you enter the Bike School marker. Since it has a 1000ms check delay, pause buffering is advised to get the call consistently during the 500ms fade until the mission sets $OM=1.&lt;br /&gt;
#* Get a bike: Answer the call to unlock Highjack, then start Highjack, kill Cesar to fail the mission and use the spawned bike.&lt;br /&gt;
#* {{GTASA Duping Setup|quarry|Bike School}}&lt;br /&gt;
#* The call will be ready 60s after you failed Highjack, so make sure you don't fall off the bike when the call is ready, so you don't have to wait once you get to Bike School.&lt;br /&gt;
# Duping&lt;br /&gt;
#* Having the $OM=0 call held, walk into the marker, then let go of the call once the cutscene comes up.&lt;br /&gt;
#* Since the cutscene is outside (not an interior), CJ will answer the phone once you let go of holding the call, so you have to also hold F (or whatever hangs up the phone) for a bit. Because of this, it can take a few seconds for the second instance to be started.&lt;br /&gt;
#* Once you started the second instance you can skip the cutscene.&lt;br /&gt;
# Mission&lt;br /&gt;
#* Duping this mission in the cutscene will remove all traffic for the mission.&lt;br /&gt;
# Result&lt;br /&gt;
#* Skips Interdiction.&lt;br /&gt;
#** You can get Rockets and AK which you would normally pick up during Interdiction from the Helipad after [[Grand Theft Auto: San Andreas/Missions#Toreno's Last Flight|Toreno's Last Flight]]. If you also duped Amphibious Assault and skipped The Da Nang Thang, you can pick them up directly after passing Toreno's Last Flight or otherwise during Yay-Ka-Boom-Boom.&lt;br /&gt;
#* You'll still get the phonecall that unlocks Interdiction, which is actually used to dupe Verdant Meadows.&lt;br /&gt;
&lt;br /&gt;
===More Information===&lt;br /&gt;
* [https://youtu.be/Q4WxwTpCHpU?t=1m8s Video: Highjack Duping (using Bike School)]&lt;br /&gt;
&lt;br /&gt;
==Verdant Meadows==&lt;br /&gt;
After Highjack:&lt;br /&gt;
# Setup (Blood Bowl)&lt;br /&gt;
#* You should have the call that would normally unlock Interdiction (since you skipped Interdiction by duping Highjack you don't need it for that), see [[Grand Theft Auto: San Andreas/Game Mechanics and Glitches/Duping#Phonecall Management|Phonecall Management]].&lt;br /&gt;
#* {{GTASA Duping Setup|trucking|Blood Bowl}}&lt;br /&gt;
#* Since you skipped Interdiction, the Verdant Meadows mission marker will be invisible, but it will still work.&lt;br /&gt;
# Duping&lt;br /&gt;
#* Since this mission only consists of a cutscene, you have to dupe it in the cutscene.&lt;br /&gt;
#* Having the $OM=0 call held, walk into the marker, then let go of the call once the cutscene comes up.&lt;br /&gt;
#* Since the cutscene is outside (not an interior), CJ will answer the phone once you let go of holding the call, so you have to also hold F (or whatever hangs up the phone) for a bit. Because of this, it can take a few seconds for the second instance to be started.&lt;br /&gt;
# Result&lt;br /&gt;
#* Skips N.O.E.&lt;br /&gt;
#* Sets &amp;lt;code&amp;gt;$TORENO_TOTAL_PASSED_MISSIONS to 5&amp;lt;/code&amp;gt;, like after Flight School. However, there is a separate variable that tracks if you passed Flight School, which is required to start the following missions. Luckily Flight School starts if &amp;lt;code&amp;gt;$TORENO_TOTAL_PASSED_MISSIONS &amp;gt; 3&amp;lt;/code&amp;gt; not &amp;lt;code&amp;gt;$TORENO_TOTAL_PASSED_MISSIONS == 4&amp;lt;/code&amp;gt;, otherwise duping Verdant Meadows would basicially softlock the game. Flight School itself increases the mission chain variable as well, setting &amp;lt;code&amp;gt;$TORENO_TOTAL_PASSED_MISSIONS to 6&amp;lt;/code&amp;gt;, so you skip the next mission instead (N.O.E.).&lt;br /&gt;
&lt;br /&gt;
===More Information===&lt;br /&gt;
* [https://youtu.be/CR6ffuZfiX8 Video: Verdant Meadows Duping (using Blood Bowl)]&lt;br /&gt;
&lt;br /&gt;
==Fish in a Barrel==&lt;br /&gt;
After The Meat Business:&lt;br /&gt;
# Setup (Bike School or Quarry)&lt;br /&gt;
#* You should have a Catalina call (60s recall delay). One of those is unlocked after The Meat Business. Make sure the call is ready when you enter the Quarry/Bike School marker by getting out of your vehicle. Since it has a 1000ms check delay, pause buffering is advised to get the call consistently during the 500ms fade until the mission sets $OM=1.&lt;br /&gt;
#* {{GTASA Duping Setup|quarry|Bike School or Quarry|pb}}&lt;br /&gt;
#* Bike School requires a bike to drive into the building and get off into the marker. Since you're probably going to use a bike on the way to the Casino, having SMG ammo makes you shoot all the time.&lt;br /&gt;
#* Using Quarry you can hold the call, then blow up the truck to get $OM=0 call and drive back (having SMG ammo when holding the call on a bike makes you shoot all the time) or use a Satchel to blow the truck up remotely from the Casino, to get an $OM=0 call there (you may get shot up by the guards in the casino a bit). Since the Casino is an interior, you have to hold the call before entering the casino either way.&lt;br /&gt;
# Duping&lt;br /&gt;
#* Since this mission only consists of a cutscene, you ''have'' to dupe it in the cutscene.&lt;br /&gt;
#* Having the $OM=0 call held, walk into the marker from the stairs, without sprinting, then let go of the call once the cutscene comes up.&lt;br /&gt;
#* CJ walks a bit towards the door, so make sure you enter the marker from the stairs, so CJ is still in the marker when you set $OM=0 after starting the first instance. CJ will sprint on the stairs if you sprinted on the previous stairs, you can switch to a weapon you can't sprint with to prevent that or don't actively press sprint on the previous stairs. Wait for the marker to appear before entering it in case you blow up the Satchel shortly before it, to make sure you actually hit the edge away from the door.&lt;br /&gt;
#* Once you started the second instance you can skip the cutscene.&lt;br /&gt;
# Result&lt;br /&gt;
#* Skips Freefall.&lt;br /&gt;
#* You'll still get the Freefall phonecall, which will add the mission marker when answered, but it has no effect.&lt;br /&gt;
&lt;br /&gt;
===More Information===&lt;br /&gt;
* [https://youtu.be/hAiQhMwFHo0 Video: Fish in a Barrel Duping (using Quarry)]&lt;br /&gt;
* [https://youtu.be/-Dmipyr7CPA Video: Fish in a Barrel Duping (using Quarry, without Satchel)]&lt;br /&gt;
* [https://youtu.be/Q4WxwTpCHpU?t=1m8s Video: Highjack Duping (using Bike School)] - Showing the Bike School Setup&lt;br /&gt;
&lt;br /&gt;
==Black Project==&lt;br /&gt;
After Stowaway:&lt;br /&gt;
# Setup (Quarry)&lt;br /&gt;
#* You should have the high-priority call that unlocks High Noon, which is available once you finished both Freefall (or skipped it by duping) and Misappropriation, so just don't answer any phonecalls after finishing Misappropriation.&lt;br /&gt;
#* Phonecall start Quarry by exiting your vehicle into the marker while having a call ready. You don't hold the call for this dupe.&lt;br /&gt;
#* Skip or answer the phonecall after starting Quarry. As opposed to other dupes, we don't want an ONMISSION=0 call, but instead Quarry running with ONMISSION=0, so Black Project can be started while Quarry is running.&lt;br /&gt;
#* You can sprint to the Cropduster north of the Quarry while answering phonecalls if you have any left.&lt;br /&gt;
# Duping&lt;br /&gt;
#* Start Black Project with Quarry running, which turns the Quarry instance into another Black Project instance.&lt;br /&gt;
#* Skip the cutscene with the Mothership as soon as it is possible, otherwise the mission can softlock (no triggers inside the facility). There appears to be a 1000ms grace period after the cutscene becomes skippable, so the skipping doesn't have to be ultra precise. Skipping with Sprint should work.&lt;br /&gt;
# Mission&lt;br /&gt;
#* There appear to be double the Armor pickups and more blips on the map, however the enemies seem to be at least similiar.&lt;br /&gt;
# Result&lt;br /&gt;
#* Skips Green Goo.&lt;br /&gt;
&lt;br /&gt;
Under some circumstances starting Black Project with Quarry can apparently crash the game (frozen at &amp;quot;Black Project&amp;quot; text). This doesn't appear to be a problem unless you had started Black Project before doing the dupe without restarting the game (e.g. trying the dupe several times loading from save). This seems to have to do with the Nightvision Goggles already being loaded in memory.&lt;br /&gt;
&lt;br /&gt;
===More Information===&lt;br /&gt;
* [https://www.youtube.com/watch?v=IJ5bL4zCvco Video: Comparison of route with and without Black Project dupe] - Also shows the dupe itself, however not to be taken as a proper tutorial&lt;br /&gt;
* [http://www.speedrun.com/post/01sl4 Info on softlock/crashing]&lt;br /&gt;
&lt;br /&gt;
==Beat Down on BDup (Home Coming)==&lt;br /&gt;
After Vertical Bird:&lt;br /&gt;
&lt;br /&gt;
# Setup (Trucking)&lt;br /&gt;
#* You should still have the Vertical Bird call (if you didn't answer it and started Vertical Bird with the invisible marker) and possibly two calls from LV (Woozie, Leone). Basicially you shouldn't answer calls after Saint Mark's Bistro.&lt;br /&gt;
#* Phonecall start Trucking (or Bike School) to get an ONMISSION=0 call. You can either attach a satchel to the truck and fail Trucking remotely after receiving and holding a call again, or fail Trucking immediately and hold the ONMISSION=0 call while flying (you need to test that your flying controls don't interfere with holding the calls, depending on your keyboard).&lt;br /&gt;
# Home Coming Dupe&lt;br /&gt;
#* Walk into the marker while holding the ONMISSION=0 call, cancel the cutscene, answer the call and then start the mission again.&lt;br /&gt;
#* You can also let go of the call during the fade to black (when the mission name is shown), then you'll answer the call after skipping the cutscene hands-free and &amp;quot;take&amp;quot; it by just hanging up.&lt;br /&gt;
#* Don't dupe the mission in the cutscene, since then there would be no spawns, and spawns are required to finish the gang war during the mission.&lt;br /&gt;
#* After completing Home Coming once instance of the mission will keep running and then dupe Beat Down on BDup. ''Careful:'' Since one instance of the mission is still running, saving the game and then loading that save will crash the game. You can only load saves that you created after finishing Beat Down on BDup (just saving is fine though, for example to get health back).&lt;br /&gt;
# Beat Down on BDup Dupe&lt;br /&gt;
#* After finishing Home Coming duped, simply walk into the Beat Down on BDup mission marker and it will dupe.&lt;br /&gt;
#* Two Sweets will spawn, while only one of them will work for the mission. You can take both with you, but if you're taking a bike you have to kill the wrong Sweet, because he will get on the bike first. Directly after spawning, the wrong Sweet will always be the one that's a bit further away from CJ. He takes quite a lot of damage, so even with the Minigun it can take a few seconds to kill him.&lt;br /&gt;
#* Play normally through the mission until you enter the house at the end. The cutscene directly after entering the house must have been duped before you can skip it, otherwise you fail one instance of the mission. So basicially you need to get &amp;quot;Say something!&amp;quot; twice, then you can skip it.&lt;br /&gt;
# Result&lt;br /&gt;
#* Duping Beat Down on BDup skips Grove4Life.&lt;br /&gt;
#* Skipping Grove4Life and thus not getting the territory near the train station means you won't be able to do the [https://www.youtube.com/watch?v=Pl4UXO4BsPM strat in Los Desperados] where you recruit the gangmembers at the train station, so you'll have to deal with them possibly jumping out of the car.&lt;br /&gt;
&lt;br /&gt;
===More Information===&lt;br /&gt;
* [https://www.youtube.com/watch?v=S3Z_B2gBaGw Video: Beat Down on BDup Dupe]&lt;br /&gt;
&lt;br /&gt;
==Los Desperados==&lt;br /&gt;
''Note:'' Los Desperados isn't really duped in the usual sense (because a consistent way to finish two instances at once hasn't been found yet), instead it is done twice in a row.&lt;br /&gt;
&lt;br /&gt;
After Riot:&lt;br /&gt;
# Setup (8-Track)&lt;br /&gt;
#* You should still have at least one of the following high-priority calls: Vertical Bird, Woozie (LV) or Leone (LV). You should also still have 1-2 Catalina calls (one of them unlocks after Home Coming).&lt;br /&gt;
#* Phonecall start 8-Track to get an ONMISSION=0 call. You need enough Driving Skill to start 8-Track and you also need to hold the call through the entire mission.&lt;br /&gt;
# First Instance&lt;br /&gt;
#* With the ONMISSION=0 call held, enter the marker and skip the cutscene while holding the call.&lt;br /&gt;
#** This will sometimes cause CJ to answer the call, although you regain control, meaning you just hear the call. Pressing F will complete the call (so it's gone then), unless you shoot first. Shooting will invalidate the call (as if you never took it) and then you can press F (e.g. get in a car).&lt;br /&gt;
#** If you still have another call (even a Catalina one), it doesn't really matter if the call is used up.&lt;br /&gt;
#* You don't want to dupe this mission, you merely want to start it with the call, so that cancelling the call will set ONMISSION=0. You need to be on the mission while still being able to receive phonecalls.&lt;br /&gt;
#* Play normally through the mission, until the very last wave of enemies (Rocketlauncher on roof). Kill everyone except the guy walking to the fence on the right and then attach a Satchel to that enemy. Make sure it's attached to him, because he will move around.&lt;br /&gt;
#* Drive to CJs house.&lt;br /&gt;
# Second Instance&lt;br /&gt;
## In front of CJs house, wait for a call and hold it.&lt;br /&gt;
## Blow up the Satchel that is attached to the last enemy.&lt;br /&gt;
## Immediately enter CJs house (this prevents you from being teleported to the cutscene).&lt;br /&gt;
## Once you see that the cutscene has started, let go of holding the call. This makes you regain control and you can leave CJs house again.&lt;br /&gt;
## Pretty exactly 3 seconds after the last subtitle of the cutscene disappears (&amp;quot;.. good luck my friend.&amp;quot;) you need to enter the invisible Los Desperados mission marker.&lt;br /&gt;
##* Enter it too early and the first mission instance will not be completed when you start the second instance, and the first instance will fail.&lt;br /&gt;
##* Enter it too late and the first mission instance will pass before you start the second instance, and you won't be able to start it anymore.&lt;br /&gt;
##* There is some randomness involved, because triggering the mission is on a 250ms cycle, so it can vary a bit.&lt;br /&gt;
##* You can tell that you did it correctly if you started Los Desperados again and there is also no visible mission marker (so the first instance didn't fail and set ONMISSION=0 again).&lt;br /&gt;
## Normally play through and complete the mission.&lt;br /&gt;
# Result&lt;br /&gt;
#* Skips Gang Territories and End of the Line Part 1.&lt;br /&gt;
#* Once you complete the second Los Desperados instance, you will immediately teleport into the second part of End of the Line.&lt;br /&gt;
#** You can play through it normally, except that the bottom floor won't be loaded and CJ will fall through the map and spawn in front of the building, where you then have to trigger the cutscene from the outside.&lt;br /&gt;
#** You may also receive a phonecall during the black screen before the Firetruck chase, making the black screen last a lot longer unless you cancel the call. You can cancel it by spamming your Answer/Hold call and putting the phone down keys (F). This can always happen, although it is much more likely when skipping Gang Territories, since you never answer the Gang Territories call after Los Desperados (the more call threads still have an active call the more likely a call sneaks in during the fraction of a second in between mission parts where ONMISSION=0).&lt;br /&gt;
&lt;br /&gt;
===More Information===&lt;br /&gt;
* [https://www.youtube.com/watch?v=VKUkiY6Vhjk Video: Los Desperados &amp;quot;Dupe&amp;quot;]&lt;/div&gt;</summary>
		<author><name>Tduva</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Grand_Theft_Auto:_San_Andreas/Missions/Dupes</id>
		<title>Grand Theft Auto: San Andreas/Missions/Dupes</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Grand_Theft_Auto:_San_Andreas/Missions/Dupes"/>
				<updated>2016-08-04T20:37:04Z</updated>
		
		<summary type="html">&lt;p&gt;Tduva: /* Beat Down on BDup (Home Coming) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{GTASA Duping PC}}&lt;br /&gt;
&lt;br /&gt;
This page has notes on how duping specific missions works and affects the game. For general information on how duping works, refer to the [[Grand_Theft_Auto:_San_Andreas/Game_Mechanics_and_Glitches/Duping|Duping Page]].&lt;br /&gt;
&lt;br /&gt;
==T-Bone Mendez==&lt;br /&gt;
After Photo Opportunity or after Jizzy:&lt;br /&gt;
# Setup (Blood Bowl)&lt;br /&gt;
#* You should have a high-priority call from Zero or Jethro (15s delay), see [[Grand Theft Auto: San Andreas/Game Mechanics and Glitches/Duping#Phonecall Management|Phonecall Management]].&lt;br /&gt;
#* {{GTASA Duping Setup|trucking|Blood Bowl}}&lt;br /&gt;
#* There are two possible routes for this setup:&lt;br /&gt;
#*# Setup at Blood Bowl directly ''after Photo Opportunity'', which requires you to carry the call through Jizzy (Cutscene) and Jizzy:&lt;br /&gt;
#*#* After Blood Bowl, go to Jizzy (Cutscene).&lt;br /&gt;
#*#** Enter the marker on the side of the building, so CJ will walk out of the marker during the fade when he walks towards the building (what we usually want to avoid for duping, however this mission isn't going to be duped), then let got of the held $OM=0 call once the cutscene comes up, wait at least 15s so the call can come in again. Then start holding the call, skip the cutscene and the phone should ring once CJ is placed outside, just moments before the mission will pass and set $OM=0 again.&lt;br /&gt;
#*#** Simply holding the call through the Jizzy (Cutscene) will not work, because CJ will answer the phone once you skip the cutscene.&lt;br /&gt;
#*#* Hold the $OM=0 call until Jizzy&lt;br /&gt;
#*#** Start the mission and skip the cutscene while still holding the call. The call will be cancelled automatically, you can let go of holding it once the cutscene showing the Pimpmobile comes up.&lt;br /&gt;
#*#** At the end of Jizzy, drive ahead of the Limo as you normally would, get out preparing to attack the Limo, start holding the call, getting out of the Pimpmobile will cause the phone to ring (make sure you don't have a wanted level), then kill the enemies. '''You can't use a Rocket Launcher to destroy the Limo''', since aiming with the Rocket Launcher while holding a call will cause CJ to answer the call. You can either use your SMG (that the mission gives you) to shoot the driver of the Limo and then kill the other enemies or place down Satchels. Either way requires a bit of practice and traffic can troll you quite a bit.&lt;br /&gt;
#*# Setup at Blood Bowl ''after finishing Jizzy'', which is a bit longer drive, but you can simply drive to T-Bone Mendez directly after the Setup.&lt;br /&gt;
# Duping&lt;br /&gt;
#* Having the $OM=0 call held, walk into the marker, then let go of the call once the cutscene comes up. Entering the marker away from the door may be safer, because CJ may walk towards the door a bit, possibly walking out of the marker.&lt;br /&gt;
#* {{GTASA Duping Cutscene Interior}}&lt;br /&gt;
#* Once you started the second instance you can skip the cutscene.&lt;br /&gt;
# Mission&lt;br /&gt;
#* Duping in the cutscene means you get no traffic on the roads for the mission and you get interior lighting.&lt;br /&gt;
# Result&lt;br /&gt;
#* Skips Mike Toreno.&lt;br /&gt;
&lt;br /&gt;
===More Information===&lt;br /&gt;
* [https://youtu.be/7fsSjHyxw2s Video: T-Bone Mendez Duping (using Blood Bowl, Setup after Photo Opportunity)]&lt;br /&gt;
* [https://youtu.be/kFWN-szUywA Video: T-Bone Mendez Duping (using Blood Bowl, Setup after Jizzy)]&lt;br /&gt;
&lt;br /&gt;
==Ran Fa Li==&lt;br /&gt;
After Snail Trail:&lt;br /&gt;
&lt;br /&gt;
[[File:GTASA Trucking Despawn Zone.jpg|thumb|right|Despawn Zone at Trucking]]&lt;br /&gt;
# Setup (Trucking)&lt;br /&gt;
#* You should have a high-priority call from Zero or Jethro (15s delay), see [[Grand Theft Auto: San Andreas/Game Mechanics and Glitches/Duping#Phonecall Management|Phonecall Management]].&lt;br /&gt;
#* {{GTASA Duping Setup|trucking|Trucking}}&lt;br /&gt;
#* Attach a Satchel to the Truck, which cancels the call setting $OM=0, drive to the mission, get and hold a call and then explode the Satchel to fail Trucking and get $OM=0 call.&lt;br /&gt;
#* Using a Satchel means you have no traffic on the way to the mission, because starting Trucking without ever getting into the truck prevents traffic from spawning. You should still have Satchels from Badlands. If you don't have a Satchel you can also hold the call and blow up the Truck, but then you'll have traffic.&lt;br /&gt;
#* There is a despawn zone around Trucking, so park your vehicle on the bridge to keep it&lt;br /&gt;
# Duping&lt;br /&gt;
#* Having the $OM=0 call held, walk into the marker, then let go of the call once the cutscene comes up.&lt;br /&gt;
#* {{GTASA Duping Cutscene Interior}}&lt;br /&gt;
#* Once you started the second instance you can skip the cutscene.&lt;br /&gt;
# Mission&lt;br /&gt;
#* Duping in the cutscene means you get no traffic on the roads until you enter the car in the parking garage.&lt;br /&gt;
#* There will be two mission cars spawned in the parking garage inside of eachother, which may cause the car you get into to roll and land on its roof. To prevent getting stuck laying on the roof and eventually exploding, you have to hold both &amp;quot;Sprint&amp;quot; and &amp;quot;Move Left&amp;quot; (usually A) once you enter the car. That way you skip the cutscene (so you can actually control the car soon enough again) and then roll the car around fully and back onto its wheels again.&lt;br /&gt;
# Result&lt;br /&gt;
#* Skips Lure&lt;br /&gt;
&lt;br /&gt;
===More Information===&lt;br /&gt;
* [https://youtu.be/kRvHmjCRrwA Video: Ran Fa Li Dupe (using Trucking)]&lt;br /&gt;
&lt;br /&gt;
==Amphibious Assault==&lt;br /&gt;
After Ran Fa Li or Ice Cold Killa:&lt;br /&gt;
[[File:GTASA_IceColdKilla_Load_trigger.jpg|thumb|right|Load trigger during Ice Cold Killa which sets $ONMISSION=1]]&lt;br /&gt;
# Setup (Blood Bowl)&lt;br /&gt;
#* You should have a high-priority call from Zero, Jethro or Woozie (15s delay), see [[Grand Theft Auto: San Andreas/Game Mechanics and Glitches/Duping#Phonecall Management|Phonecall Management]].&lt;br /&gt;
#* {{GTASA Duping Setup|trucking|Blood Bowl}}&lt;br /&gt;
#* There are two possible routes for this setup:&lt;br /&gt;
#*# Setup at Blood Bowl directly ''after Ran Fa Li'', which requires you to carry the call through Ice Cold Killa:&lt;br /&gt;
#*#* After Blood Bowl start Ice Cold Killa.&lt;br /&gt;
#*#** Hold the call until you skip the cutscene. This will cancel the call, setting $ONMISSION=0 while on the mission. Don't start the mission again, just complete the one instance of the mission. The setup is merely done to be able to receive phonecalls during the mission, so you can get another $ONMISSION=0 call at the end of the mission that is then used to dupe Amphibious Assault.&lt;br /&gt;
#*#** Once you get to the club, do the normal strats of shooting Jizzys car 6 times with the Sniper Rifle. The phone will ring, but the shooting will cancel the call.&lt;br /&gt;
#*#** Go up to the roof. Jump down onto the roof ''after'' the phone starting ringing again, then enter the building through the skylight. Entering the building will cancel the call.&lt;br /&gt;
#*#*** There is a trigger on the roof that will set $ONMISSION=1 again. Entering that trigger only while the phone is ringing makes that have no adverse effects. ([https://youtu.be/1G74RMHqpeo Video: Trigger Issue])&lt;br /&gt;
#*#** Now either wait about 3-4 seconds before jumping down or don't skip one of the cutscenes for about 3-4 seconds. This is done because the phone needs another 15 seconds to ring again and otherwise it wouldn't ring before Jizzy starts driving away.&lt;br /&gt;
#*#** Skip the cutscenes and sprint to the door. After doing outside, during the cutscene (where Jizzy gets in the car), starting holding the call and keep holding it once it rings. If you got the timing right it should ring before the cutscene ends.&lt;br /&gt;
#*#** While holding the call, shoot the car to set it on fire and Jizzy jumps out. As opposed to regular strats, you can't use the Sniper Rifle or Rocket launcher, since this would make CJ answer the call you are holding. You can use an AK or Silenced Pistol. You can crouch to get better accuracy, since holding the call means you shoot continuously while aiming.&lt;br /&gt;
#*#** Kill Jizzy, get the phone and finishing the mission while holding the call. Try to not pick up his SMG ammo if you plan on using a bike while holding the call.&lt;br /&gt;
#*#* After Ice Cold Killa, drive to Amphibious Assault while holding the call to do the dupe.&lt;br /&gt;
#*# Setup at Blood Bowl ''after finishing Ice Cold Killa'', which is a bit longer drive, but you can simply drive to Amphibious Assault directly after the Setup.&lt;br /&gt;
# Duping&lt;br /&gt;
#* Having the $OM=0 call held, walk into the marker, then let go of the call once the cutscene comes up.&lt;br /&gt;
#* {{GTASA Duping Cutscene Interior}}&lt;br /&gt;
#* Once you started the second instance you can skip the cutscene.&lt;br /&gt;
# Mission&lt;br /&gt;
#* Duping in the cutscene means you get no traffic on the roads and interior lighting.&lt;br /&gt;
#* Twice the number of patrol boats will spawn, on top of eachother. Sometimes they blow eachother up and activate the enemies, the same as if you got into the open water (which triggers the cutscene and activates the enemies).&lt;br /&gt;
#* Sometimes the enemies on the patrol boats can get quite dangerous, even using the Dhingy. Make sure the Dhingy doesn't end up too close to the Patrol boat when it's drifting to the front of the ship.&lt;br /&gt;
#* On the ship, some more enemies than usual can spawn, some apparently inside of eachother. To be able to plant the bug and advance the mission, you have to kill all enemies that are running around on the ship.&lt;br /&gt;
#* After the Setup with Blood Bowl you won't have an Uzi anymore, so you can either sprint and stop to shoot the enemies with a Shotgun or slide with the AK.&lt;br /&gt;
# Result&lt;br /&gt;
#* Skips The Da Nang Thang (which aside from saved time also means you can keep your weapons)&lt;br /&gt;
&lt;br /&gt;
===More Information===&lt;br /&gt;
* [[Grand_Theft_Auto:_San_Andreas/Missions#Amphibious Assault|Amphibious Assault]]&lt;br /&gt;
* [https://youtu.be/CR6ffuZfiX8 Video: Verdant Meadows Duping (using Blood Bowl)] - shows the Setup&lt;br /&gt;
&lt;br /&gt;
==Highjack==&lt;br /&gt;
After Monster:&lt;br /&gt;
# Setup (Bike School)&lt;br /&gt;
#* You should have a Catalina call (60s delay), see [[Grand Theft Auto: San Andreas/Game Mechanics and Glitches/Duping#Phonecall Management|Phonecall Management]]. Make sure the call is ready when you enter the Bike School marker. Since it has a 1000ms check delay, pause buffering is advised to get the call consistently during the 500ms fade until the mission sets $OM=1.&lt;br /&gt;
#* Get a bike: Answer the call to unlock Highjack, then start Highjack, kill Cesar to fail the mission and use the spawned bike.&lt;br /&gt;
#* {{GTASA Duping Setup|quarry|Bike School}}&lt;br /&gt;
#* The call will be ready 60s after you failed Highjack, so make sure you don't fall off the bike when the call is ready, so you don't have to wait once you get to Bike School.&lt;br /&gt;
# Duping&lt;br /&gt;
#* Having the $OM=0 call held, walk into the marker, then let go of the call once the cutscene comes up.&lt;br /&gt;
#* Since the cutscene is outside (not an interior), CJ will answer the phone once you let go of holding the call, so you have to also hold F (or whatever hangs up the phone) for a bit. Because of this, it can take a few seconds for the second instance to be started.&lt;br /&gt;
#* Once you started the second instance you can skip the cutscene.&lt;br /&gt;
# Mission&lt;br /&gt;
#* Duping this mission in the cutscene will remove all traffic for the mission.&lt;br /&gt;
# Result&lt;br /&gt;
#* Skips Interdiction.&lt;br /&gt;
#** You can get Rockets and AK which you would normally pick up during Interdiction from the Helipad after [[Grand Theft Auto: San Andreas/Missions#Toreno's Last Flight|Toreno's Last Flight]]. If you also duped Amphibious Assault and skipped The Da Nang Thang, you can pick them up directly after passing Toreno's Last Flight or otherwise during Yay-Ka-Boom-Boom.&lt;br /&gt;
#* You'll still get the phonecall that unlocks Interdiction, which is actually used to dupe Verdant Meadows.&lt;br /&gt;
&lt;br /&gt;
===More Information===&lt;br /&gt;
* [https://youtu.be/Q4WxwTpCHpU?t=1m8s Video: Highjack Duping (using Bike School)]&lt;br /&gt;
&lt;br /&gt;
==Verdant Meadows==&lt;br /&gt;
After Highjack:&lt;br /&gt;
# Setup (Blood Bowl)&lt;br /&gt;
#* You should have the call that would normally unlock Interdiction (since you skipped Interdiction by duping Highjack you don't need it for that), see [[Grand Theft Auto: San Andreas/Game Mechanics and Glitches/Duping#Phonecall Management|Phonecall Management]].&lt;br /&gt;
#* {{GTASA Duping Setup|trucking|Blood Bowl}}&lt;br /&gt;
#* Since you skipped Interdiction, the Verdant Meadows mission marker will be invisible, but it will still work.&lt;br /&gt;
# Duping&lt;br /&gt;
#* Since this mission only consists of a cutscene, you have to dupe it in the cutscene.&lt;br /&gt;
#* Having the $OM=0 call held, walk into the marker, then let go of the call once the cutscene comes up.&lt;br /&gt;
#* Since the cutscene is outside (not an interior), CJ will answer the phone once you let go of holding the call, so you have to also hold F (or whatever hangs up the phone) for a bit. Because of this, it can take a few seconds for the second instance to be started.&lt;br /&gt;
# Result&lt;br /&gt;
#* Skips N.O.E.&lt;br /&gt;
#* Sets &amp;lt;code&amp;gt;$TORENO_TOTAL_PASSED_MISSIONS to 5&amp;lt;/code&amp;gt;, like after Flight School. However, there is a separate variable that tracks if you passed Flight School, which is required to start the following missions. Luckily Flight School starts if &amp;lt;code&amp;gt;$TORENO_TOTAL_PASSED_MISSIONS &amp;gt; 3&amp;lt;/code&amp;gt; not &amp;lt;code&amp;gt;$TORENO_TOTAL_PASSED_MISSIONS == 4&amp;lt;/code&amp;gt;, otherwise duping Verdant Meadows would basicially softlock the game. Flight School itself increases the mission chain variable as well, setting &amp;lt;code&amp;gt;$TORENO_TOTAL_PASSED_MISSIONS to 6&amp;lt;/code&amp;gt;, so you skip the next mission instead (N.O.E.).&lt;br /&gt;
&lt;br /&gt;
===More Information===&lt;br /&gt;
* [https://youtu.be/CR6ffuZfiX8 Video: Verdant Meadows Duping (using Blood Bowl)]&lt;br /&gt;
&lt;br /&gt;
==Fish in a Barrel==&lt;br /&gt;
After The Meat Business:&lt;br /&gt;
# Setup (Bike School or Quarry)&lt;br /&gt;
#* You should have a Catalina call (60s recall delay). One of those is unlocked after The Meat Business. Make sure the call is ready when you enter the Quarry/Bike School marker by getting out of your vehicle. Since it has a 1000ms check delay, pause buffering is advised to get the call consistently during the 500ms fade until the mission sets $OM=1.&lt;br /&gt;
#* {{GTASA Duping Setup|quarry|Bike School or Quarry|pb}}&lt;br /&gt;
#* Bike School requires a bike to drive into the building and get off into the marker. Since you're probably going to use a bike on the way to the Casino, having SMG ammo makes you shoot all the time.&lt;br /&gt;
#* Using Quarry you can hold the call, then blow up the truck to get $OM=0 call and drive back (having SMG ammo when holding the call on a bike makes you shoot all the time) or use a Satchel to blow the truck up remotely from the Casino, to get an $OM=0 call there (you may get shot up by the guards in the casino a bit). Since the Casino is an interior, you have to hold the call before entering the casino either way.&lt;br /&gt;
# Duping&lt;br /&gt;
#* Since this mission only consists of a cutscene, you ''have'' to dupe it in the cutscene.&lt;br /&gt;
#* Having the $OM=0 call held, walk into the marker from the stairs, without sprinting, then let go of the call once the cutscene comes up.&lt;br /&gt;
#* CJ walks a bit towards the door, so make sure you enter the marker from the stairs, so CJ is still in the marker when you set $OM=0 after starting the first instance. CJ will sprint on the stairs if you sprinted on the previous stairs, you can switch to a weapon you can't sprint with to prevent that or don't actively press sprint on the previous stairs. Wait for the marker to appear before entering it in case you blow up the Satchel shortly before it, to make sure you actually hit the edge away from the door.&lt;br /&gt;
#* Once you started the second instance you can skip the cutscene.&lt;br /&gt;
# Result&lt;br /&gt;
#* Skips Freefall.&lt;br /&gt;
#* You'll still get the Freefall phonecall, which will add the mission marker when answered, but it has no effect.&lt;br /&gt;
&lt;br /&gt;
===More Information===&lt;br /&gt;
* [https://youtu.be/hAiQhMwFHo0 Video: Fish in a Barrel Duping (using Quarry)]&lt;br /&gt;
* [https://youtu.be/-Dmipyr7CPA Video: Fish in a Barrel Duping (using Quarry, without Satchel)]&lt;br /&gt;
* [https://youtu.be/Q4WxwTpCHpU?t=1m8s Video: Highjack Duping (using Bike School)] - Showing the Bike School Setup&lt;br /&gt;
&lt;br /&gt;
==Black Project==&lt;br /&gt;
After Stowaway:&lt;br /&gt;
# Setup (Quarry)&lt;br /&gt;
#* You should have the high-priority call that unlocks High Noon, which is available once you finished both Freefall (or skipped it by duping) and Misappropriation, so just don't answer any phonecalls after finishing Misappropriation.&lt;br /&gt;
#* Phonecall start Quarry by exiting your vehicle into the marker while having a call ready. You don't hold the call for this dupe.&lt;br /&gt;
#* Skip or answer the phonecall after starting Quarry. As opposed to other dupes, we don't want an ONMISSION=0 call, but instead Quarry running with ONMISSION=0, so Black Project can be started while Quarry is running.&lt;br /&gt;
#* You can sprint to the Cropduster north of the Quarry while answering phonecalls if you have any left.&lt;br /&gt;
# Duping&lt;br /&gt;
#* Start Black Project with Quarry running, which turns the Quarry instance into another Black Project instance.&lt;br /&gt;
#* Skip the cutscene with the Mothership as soon as it is possible, otherwise the mission can softlock (no triggers inside the facility). There appears to be a 1000ms grace period after the cutscene becomes skippable, so the skipping doesn't have to be ultra precise. Skipping with Sprint should work.&lt;br /&gt;
# Mission&lt;br /&gt;
#* There appear to be double the Armor pickups and more blips on the map, however the enemies seem to be at least similiar.&lt;br /&gt;
# Result&lt;br /&gt;
#* Skips Green Goo.&lt;br /&gt;
&lt;br /&gt;
Under some circumstances starting Black Project with Quarry can apparently crash the game (frozen at &amp;quot;Black Project&amp;quot; text). This doesn't appear to be a problem unless you had started Black Project before doing the dupe without restarting the game (e.g. trying the dupe several times loading from save). This seems to have to do with the Nightvision Goggles already being loaded in memory.&lt;br /&gt;
&lt;br /&gt;
===More Information===&lt;br /&gt;
* [https://www.youtube.com/watch?v=IJ5bL4zCvco Video: Comparison of route with and without Black Project dupe] - Also shows the dupe itself, however not to be taken as a proper tutorial&lt;br /&gt;
* [http://www.speedrun.com/post/01sl4 Info on softlock/crashing]&lt;br /&gt;
&lt;br /&gt;
==Beat Down on BDup (Home Coming)==&lt;br /&gt;
After Vertical Bird:&lt;br /&gt;
&lt;br /&gt;
# Setup (Trucking)&lt;br /&gt;
#* You should still have the Vertical Bird call (if you didn't answer it and started Vertical Bird with the invisible marker) and possibly two calls from LV (Woozie, Leone). Basicially you shouldn't answer calls after Saint Mark's Bistro.&lt;br /&gt;
#* Phonecall start Trucking (or Bike School) to get an ONMISSION=0 call. You can either attach a satchel to the truck and fail Trucking remotely after receiving and holding a call again, or fail Trucking immediately and hold the ONMISSION=0 call while flying (you need to test that your flying controls don't interfere with holding the calls, depending on your keyboard).&lt;br /&gt;
# Home Coming Dupe&lt;br /&gt;
#* Walk into the marker while holding the ONMISSION=0 call, cancel the cutscene, answer the call and then start the mission again.&lt;br /&gt;
#* You can also let go of the call during the fade to black (when the mission name is shown), then you'll answer the call after skipping the cutscene hands-free and &amp;quot;take&amp;quot; it by just hanging up.&lt;br /&gt;
#* Don't dupe the mission in the cutscene, since then there would be no spawns, and spawns are required to finish the gang war during the mission.&lt;br /&gt;
#* After completing Home Coming once instance of the mission will keep running and then dupe Beat Down on BDup. ''Careful:'' Since one instance of the mission is still running, saving the game and then loading that save will crash the game. You can only load saves that you created after finishing Beat Down on BDup (just saving is fine though, for example to get health back).&lt;br /&gt;
# Beat Down on BDup Dupe&lt;br /&gt;
#* After finishing Home Coming duped, simply walk into the Beat Down on BDup mission marker and it will dupe.&lt;br /&gt;
#* Two Sweets will spawn, while only one of them will work for the mission. You can take both with you, but if you're taking a bike you have to kill the wrong Sweet, because he will get on the bike first. Directly after spawning, the wrong Sweet will always be the one that's a bit further away from CJ. He takes quite a lot of damage, so even with the Minigun it can take a few seconds to kill him.&lt;br /&gt;
#* Play normally through the mission until you enter the house at the end. The cutscene directly after entering the house must have been duped before you can skip it, otherwise you fail one instance of the mission. So basicially you need to get &amp;quot;Say something!&amp;quot; twice, then you can skip it.&lt;br /&gt;
# Result&lt;br /&gt;
#* Duping Beat Down on BDup skips Grove4Life.&lt;br /&gt;
&lt;br /&gt;
===More Information===&lt;br /&gt;
* [https://www.youtube.com/watch?v=S3Z_B2gBaGw Video: Beat Down on BDup Dupe]&lt;br /&gt;
&lt;br /&gt;
==Los Desperados==&lt;br /&gt;
''Note:'' Los Desperados isn't really duped in the usual sense (because a consistent way to finish two instances at once hasn't been found yet), instead it is done twice in a row.&lt;br /&gt;
&lt;br /&gt;
After Riot:&lt;br /&gt;
# Setup (8-Track)&lt;br /&gt;
#* You should still have at least one of the following high-priority calls: Vertical Bird, Woozie (LV) or Leone (LV). You should also still have 1-2 Catalina calls (one of them unlocks after Home Coming).&lt;br /&gt;
#* Phonecall start 8-Track to get an ONMISSION=0 call. You need enough Driving Skill to start 8-Track and you also need to hold the call through the entire mission.&lt;br /&gt;
# First Instance&lt;br /&gt;
#* With the ONMISSION=0 call held, enter the marker and skip the cutscene while holding the call.&lt;br /&gt;
#** This will sometimes cause CJ to answer the call, although you regain control, meaning you just hear the call. Pressing F will complete the call (so it's gone then), unless you shoot first. Shooting will invalidate the call (as if you never took it) and then you can press F (e.g. get in a car).&lt;br /&gt;
#** If you still have another call (even a Catalina one), it doesn't really matter if the call is used up.&lt;br /&gt;
#* You don't want to dupe this mission, you merely want to start it with the call, so that cancelling the call will set ONMISSION=0. You need to be on the mission while still being able to receive phonecalls.&lt;br /&gt;
#* Play normally through the mission, until the very last wave of enemies (Rocketlauncher on roof). Kill everyone except the guy walking to the fence on the right and then attach a Satchel to that enemy. Make sure it's attached to him, because he will move around.&lt;br /&gt;
#* Drive to CJs house.&lt;br /&gt;
# Second Instance&lt;br /&gt;
## In front of CJs house, wait for a call and hold it.&lt;br /&gt;
## Blow up the Satchel that is attached to the last enemy.&lt;br /&gt;
## Immediately enter CJs house (this prevents you from being teleported to the cutscene).&lt;br /&gt;
## Once you see that the cutscene has started, let go of holding the call. This makes you regain control and you can leave CJs house again.&lt;br /&gt;
## Pretty exactly 3 seconds after the last subtitle of the cutscene disappears (&amp;quot;.. good luck my friend.&amp;quot;) you need to enter the invisible Los Desperados mission marker.&lt;br /&gt;
##* Enter it too early and the first mission instance will not be completed when you start the second instance, and the first instance will fail.&lt;br /&gt;
##* Enter it too late and the first mission instance will pass before you start the second instance, and you won't be able to start it anymore.&lt;br /&gt;
##* There is some randomness involved, because triggering the mission is on a 250ms cycle, so it can vary a bit.&lt;br /&gt;
##* You can tell that you did it correctly if you started Los Desperados again and there is also no visible mission marker (so the first instance didn't fail and set ONMISSION=0 again).&lt;br /&gt;
## Normally play through and complete the mission.&lt;br /&gt;
# Result&lt;br /&gt;
#* Skips Gang Territories and End of the Line Part 1.&lt;br /&gt;
#* Once you complete the second Los Desperados instance, you will immediately teleport into the second part of End of the Line.&lt;br /&gt;
#** You can play through it normally, except that the bottom floor won't be loaded and CJ will fall through the map and spawn in front of the building, where you then have to trigger the cutscene from the outside.&lt;br /&gt;
#** You may also receive a phonecall during the black screen before the Firetruck chase, making the black screen last a lot longer unless you cancel the call. You can cancel it by spamming your Answer/Hold call and putting the phone down keys (F). This can always happen, although it is much more likely when skipping Gang Territories, since you never answer the Gang Territories call after Los Desperados (the more call threads still have an active call the more likely a call sneaks in during the fraction of a second in between mission parts where ONMISSION=0).&lt;br /&gt;
&lt;br /&gt;
===More Information===&lt;br /&gt;
* [https://www.youtube.com/watch?v=VKUkiY6Vhjk Video: Los Desperados &amp;quot;Dupe&amp;quot;]&lt;/div&gt;</summary>
		<author><name>Tduva</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Grand_Theft_Auto:_San_Andreas/Missions/Dupes</id>
		<title>Grand Theft Auto: San Andreas/Missions/Dupes</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Grand_Theft_Auto:_San_Andreas/Missions/Dupes"/>
				<updated>2016-08-04T19:13:53Z</updated>
		
		<summary type="html">&lt;p&gt;Tduva: /* Beat Down on BDup (Home Coming) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{GTASA Duping PC}}&lt;br /&gt;
&lt;br /&gt;
This page has notes on how duping specific missions works and affects the game. For general information on how duping works, refer to the [[Grand_Theft_Auto:_San_Andreas/Game_Mechanics_and_Glitches/Duping|Duping Page]].&lt;br /&gt;
&lt;br /&gt;
==T-Bone Mendez==&lt;br /&gt;
After Photo Opportunity or after Jizzy:&lt;br /&gt;
# Setup (Blood Bowl)&lt;br /&gt;
#* You should have a high-priority call from Zero or Jethro (15s delay), see [[Grand Theft Auto: San Andreas/Game Mechanics and Glitches/Duping#Phonecall Management|Phonecall Management]].&lt;br /&gt;
#* {{GTASA Duping Setup|trucking|Blood Bowl}}&lt;br /&gt;
#* There are two possible routes for this setup:&lt;br /&gt;
#*# Setup at Blood Bowl directly ''after Photo Opportunity'', which requires you to carry the call through Jizzy (Cutscene) and Jizzy:&lt;br /&gt;
#*#* After Blood Bowl, go to Jizzy (Cutscene).&lt;br /&gt;
#*#** Enter the marker on the side of the building, so CJ will walk out of the marker during the fade when he walks towards the building (what we usually want to avoid for duping, however this mission isn't going to be duped), then let got of the held $OM=0 call once the cutscene comes up, wait at least 15s so the call can come in again. Then start holding the call, skip the cutscene and the phone should ring once CJ is placed outside, just moments before the mission will pass and set $OM=0 again.&lt;br /&gt;
#*#** Simply holding the call through the Jizzy (Cutscene) will not work, because CJ will answer the phone once you skip the cutscene.&lt;br /&gt;
#*#* Hold the $OM=0 call until Jizzy&lt;br /&gt;
#*#** Start the mission and skip the cutscene while still holding the call. The call will be cancelled automatically, you can let go of holding it once the cutscene showing the Pimpmobile comes up.&lt;br /&gt;
#*#** At the end of Jizzy, drive ahead of the Limo as you normally would, get out preparing to attack the Limo, start holding the call, getting out of the Pimpmobile will cause the phone to ring (make sure you don't have a wanted level), then kill the enemies. '''You can't use a Rocket Launcher to destroy the Limo''', since aiming with the Rocket Launcher while holding a call will cause CJ to answer the call. You can either use your SMG (that the mission gives you) to shoot the driver of the Limo and then kill the other enemies or place down Satchels. Either way requires a bit of practice and traffic can troll you quite a bit.&lt;br /&gt;
#*# Setup at Blood Bowl ''after finishing Jizzy'', which is a bit longer drive, but you can simply drive to T-Bone Mendez directly after the Setup.&lt;br /&gt;
# Duping&lt;br /&gt;
#* Having the $OM=0 call held, walk into the marker, then let go of the call once the cutscene comes up. Entering the marker away from the door may be safer, because CJ may walk towards the door a bit, possibly walking out of the marker.&lt;br /&gt;
#* {{GTASA Duping Cutscene Interior}}&lt;br /&gt;
#* Once you started the second instance you can skip the cutscene.&lt;br /&gt;
# Mission&lt;br /&gt;
#* Duping in the cutscene means you get no traffic on the roads for the mission and you get interior lighting.&lt;br /&gt;
# Result&lt;br /&gt;
#* Skips Mike Toreno.&lt;br /&gt;
&lt;br /&gt;
===More Information===&lt;br /&gt;
* [https://youtu.be/7fsSjHyxw2s Video: T-Bone Mendez Duping (using Blood Bowl, Setup after Photo Opportunity)]&lt;br /&gt;
* [https://youtu.be/kFWN-szUywA Video: T-Bone Mendez Duping (using Blood Bowl, Setup after Jizzy)]&lt;br /&gt;
&lt;br /&gt;
==Ran Fa Li==&lt;br /&gt;
After Snail Trail:&lt;br /&gt;
&lt;br /&gt;
[[File:GTASA Trucking Despawn Zone.jpg|thumb|right|Despawn Zone at Trucking]]&lt;br /&gt;
# Setup (Trucking)&lt;br /&gt;
#* You should have a high-priority call from Zero or Jethro (15s delay), see [[Grand Theft Auto: San Andreas/Game Mechanics and Glitches/Duping#Phonecall Management|Phonecall Management]].&lt;br /&gt;
#* {{GTASA Duping Setup|trucking|Trucking}}&lt;br /&gt;
#* Attach a Satchel to the Truck, which cancels the call setting $OM=0, drive to the mission, get and hold a call and then explode the Satchel to fail Trucking and get $OM=0 call.&lt;br /&gt;
#* Using a Satchel means you have no traffic on the way to the mission, because starting Trucking without ever getting into the truck prevents traffic from spawning. You should still have Satchels from Badlands. If you don't have a Satchel you can also hold the call and blow up the Truck, but then you'll have traffic.&lt;br /&gt;
#* There is a despawn zone around Trucking, so park your vehicle on the bridge to keep it&lt;br /&gt;
# Duping&lt;br /&gt;
#* Having the $OM=0 call held, walk into the marker, then let go of the call once the cutscene comes up.&lt;br /&gt;
#* {{GTASA Duping Cutscene Interior}}&lt;br /&gt;
#* Once you started the second instance you can skip the cutscene.&lt;br /&gt;
# Mission&lt;br /&gt;
#* Duping in the cutscene means you get no traffic on the roads until you enter the car in the parking garage.&lt;br /&gt;
#* There will be two mission cars spawned in the parking garage inside of eachother, which may cause the car you get into to roll and land on its roof. To prevent getting stuck laying on the roof and eventually exploding, you have to hold both &amp;quot;Sprint&amp;quot; and &amp;quot;Move Left&amp;quot; (usually A) once you enter the car. That way you skip the cutscene (so you can actually control the car soon enough again) and then roll the car around fully and back onto its wheels again.&lt;br /&gt;
# Result&lt;br /&gt;
#* Skips Lure&lt;br /&gt;
&lt;br /&gt;
===More Information===&lt;br /&gt;
* [https://youtu.be/kRvHmjCRrwA Video: Ran Fa Li Dupe (using Trucking)]&lt;br /&gt;
&lt;br /&gt;
==Amphibious Assault==&lt;br /&gt;
After Ran Fa Li or Ice Cold Killa:&lt;br /&gt;
[[File:GTASA_IceColdKilla_Load_trigger.jpg|thumb|right|Load trigger during Ice Cold Killa which sets $ONMISSION=1]]&lt;br /&gt;
# Setup (Blood Bowl)&lt;br /&gt;
#* You should have a high-priority call from Zero, Jethro or Woozie (15s delay), see [[Grand Theft Auto: San Andreas/Game Mechanics and Glitches/Duping#Phonecall Management|Phonecall Management]].&lt;br /&gt;
#* {{GTASA Duping Setup|trucking|Blood Bowl}}&lt;br /&gt;
#* There are two possible routes for this setup:&lt;br /&gt;
#*# Setup at Blood Bowl directly ''after Ran Fa Li'', which requires you to carry the call through Ice Cold Killa:&lt;br /&gt;
#*#* After Blood Bowl start Ice Cold Killa.&lt;br /&gt;
#*#** Hold the call until you skip the cutscene. This will cancel the call, setting $ONMISSION=0 while on the mission. Don't start the mission again, just complete the one instance of the mission. The setup is merely done to be able to receive phonecalls during the mission, so you can get another $ONMISSION=0 call at the end of the mission that is then used to dupe Amphibious Assault.&lt;br /&gt;
#*#** Once you get to the club, do the normal strats of shooting Jizzys car 6 times with the Sniper Rifle. The phone will ring, but the shooting will cancel the call.&lt;br /&gt;
#*#** Go up to the roof. Jump down onto the roof ''after'' the phone starting ringing again, then enter the building through the skylight. Entering the building will cancel the call.&lt;br /&gt;
#*#*** There is a trigger on the roof that will set $ONMISSION=1 again. Entering that trigger only while the phone is ringing makes that have no adverse effects. ([https://youtu.be/1G74RMHqpeo Video: Trigger Issue])&lt;br /&gt;
#*#** Now either wait about 3-4 seconds before jumping down or don't skip one of the cutscenes for about 3-4 seconds. This is done because the phone needs another 15 seconds to ring again and otherwise it wouldn't ring before Jizzy starts driving away.&lt;br /&gt;
#*#** Skip the cutscenes and sprint to the door. After doing outside, during the cutscene (where Jizzy gets in the car), starting holding the call and keep holding it once it rings. If you got the timing right it should ring before the cutscene ends.&lt;br /&gt;
#*#** While holding the call, shoot the car to set it on fire and Jizzy jumps out. As opposed to regular strats, you can't use the Sniper Rifle or Rocket launcher, since this would make CJ answer the call you are holding. You can use an AK or Silenced Pistol. You can crouch to get better accuracy, since holding the call means you shoot continuously while aiming.&lt;br /&gt;
#*#** Kill Jizzy, get the phone and finishing the mission while holding the call. Try to not pick up his SMG ammo if you plan on using a bike while holding the call.&lt;br /&gt;
#*#* After Ice Cold Killa, drive to Amphibious Assault while holding the call to do the dupe.&lt;br /&gt;
#*# Setup at Blood Bowl ''after finishing Ice Cold Killa'', which is a bit longer drive, but you can simply drive to Amphibious Assault directly after the Setup.&lt;br /&gt;
# Duping&lt;br /&gt;
#* Having the $OM=0 call held, walk into the marker, then let go of the call once the cutscene comes up.&lt;br /&gt;
#* {{GTASA Duping Cutscene Interior}}&lt;br /&gt;
#* Once you started the second instance you can skip the cutscene.&lt;br /&gt;
# Mission&lt;br /&gt;
#* Duping in the cutscene means you get no traffic on the roads and interior lighting.&lt;br /&gt;
#* Twice the number of patrol boats will spawn, on top of eachother. Sometimes they blow eachother up and activate the enemies, the same as if you got into the open water (which triggers the cutscene and activates the enemies).&lt;br /&gt;
#* Sometimes the enemies on the patrol boats can get quite dangerous, even using the Dhingy. Make sure the Dhingy doesn't end up too close to the Patrol boat when it's drifting to the front of the ship.&lt;br /&gt;
#* On the ship, some more enemies than usual can spawn, some apparently inside of eachother. To be able to plant the bug and advance the mission, you have to kill all enemies that are running around on the ship.&lt;br /&gt;
#* After the Setup with Blood Bowl you won't have an Uzi anymore, so you can either sprint and stop to shoot the enemies with a Shotgun or slide with the AK.&lt;br /&gt;
# Result&lt;br /&gt;
#* Skips The Da Nang Thang (which aside from saved time also means you can keep your weapons)&lt;br /&gt;
&lt;br /&gt;
===More Information===&lt;br /&gt;
* [[Grand_Theft_Auto:_San_Andreas/Missions#Amphibious Assault|Amphibious Assault]]&lt;br /&gt;
* [https://youtu.be/CR6ffuZfiX8 Video: Verdant Meadows Duping (using Blood Bowl)] - shows the Setup&lt;br /&gt;
&lt;br /&gt;
==Highjack==&lt;br /&gt;
After Monster:&lt;br /&gt;
# Setup (Bike School)&lt;br /&gt;
#* You should have a Catalina call (60s delay), see [[Grand Theft Auto: San Andreas/Game Mechanics and Glitches/Duping#Phonecall Management|Phonecall Management]]. Make sure the call is ready when you enter the Bike School marker. Since it has a 1000ms check delay, pause buffering is advised to get the call consistently during the 500ms fade until the mission sets $OM=1.&lt;br /&gt;
#* Get a bike: Answer the call to unlock Highjack, then start Highjack, kill Cesar to fail the mission and use the spawned bike.&lt;br /&gt;
#* {{GTASA Duping Setup|quarry|Bike School}}&lt;br /&gt;
#* The call will be ready 60s after you failed Highjack, so make sure you don't fall off the bike when the call is ready, so you don't have to wait once you get to Bike School.&lt;br /&gt;
# Duping&lt;br /&gt;
#* Having the $OM=0 call held, walk into the marker, then let go of the call once the cutscene comes up.&lt;br /&gt;
#* Since the cutscene is outside (not an interior), CJ will answer the phone once you let go of holding the call, so you have to also hold F (or whatever hangs up the phone) for a bit. Because of this, it can take a few seconds for the second instance to be started.&lt;br /&gt;
#* Once you started the second instance you can skip the cutscene.&lt;br /&gt;
# Mission&lt;br /&gt;
#* Duping this mission in the cutscene will remove all traffic for the mission.&lt;br /&gt;
# Result&lt;br /&gt;
#* Skips Interdiction.&lt;br /&gt;
#** You can get Rockets and AK which you would normally pick up during Interdiction from the Helipad after [[Grand Theft Auto: San Andreas/Missions#Toreno's Last Flight|Toreno's Last Flight]]. If you also duped Amphibious Assault and skipped The Da Nang Thang, you can pick them up directly after passing Toreno's Last Flight or otherwise during Yay-Ka-Boom-Boom.&lt;br /&gt;
#* You'll still get the phonecall that unlocks Interdiction, which is actually used to dupe Verdant Meadows.&lt;br /&gt;
&lt;br /&gt;
===More Information===&lt;br /&gt;
* [https://youtu.be/Q4WxwTpCHpU?t=1m8s Video: Highjack Duping (using Bike School)]&lt;br /&gt;
&lt;br /&gt;
==Verdant Meadows==&lt;br /&gt;
After Highjack:&lt;br /&gt;
# Setup (Blood Bowl)&lt;br /&gt;
#* You should have the call that would normally unlock Interdiction (since you skipped Interdiction by duping Highjack you don't need it for that), see [[Grand Theft Auto: San Andreas/Game Mechanics and Glitches/Duping#Phonecall Management|Phonecall Management]].&lt;br /&gt;
#* {{GTASA Duping Setup|trucking|Blood Bowl}}&lt;br /&gt;
#* Since you skipped Interdiction, the Verdant Meadows mission marker will be invisible, but it will still work.&lt;br /&gt;
# Duping&lt;br /&gt;
#* Since this mission only consists of a cutscene, you have to dupe it in the cutscene.&lt;br /&gt;
#* Having the $OM=0 call held, walk into the marker, then let go of the call once the cutscene comes up.&lt;br /&gt;
#* Since the cutscene is outside (not an interior), CJ will answer the phone once you let go of holding the call, so you have to also hold F (or whatever hangs up the phone) for a bit. Because of this, it can take a few seconds for the second instance to be started.&lt;br /&gt;
# Result&lt;br /&gt;
#* Skips N.O.E.&lt;br /&gt;
#* Sets &amp;lt;code&amp;gt;$TORENO_TOTAL_PASSED_MISSIONS to 5&amp;lt;/code&amp;gt;, like after Flight School. However, there is a separate variable that tracks if you passed Flight School, which is required to start the following missions. Luckily Flight School starts if &amp;lt;code&amp;gt;$TORENO_TOTAL_PASSED_MISSIONS &amp;gt; 3&amp;lt;/code&amp;gt; not &amp;lt;code&amp;gt;$TORENO_TOTAL_PASSED_MISSIONS == 4&amp;lt;/code&amp;gt;, otherwise duping Verdant Meadows would basicially softlock the game. Flight School itself increases the mission chain variable as well, setting &amp;lt;code&amp;gt;$TORENO_TOTAL_PASSED_MISSIONS to 6&amp;lt;/code&amp;gt;, so you skip the next mission instead (N.O.E.).&lt;br /&gt;
&lt;br /&gt;
===More Information===&lt;br /&gt;
* [https://youtu.be/CR6ffuZfiX8 Video: Verdant Meadows Duping (using Blood Bowl)]&lt;br /&gt;
&lt;br /&gt;
==Fish in a Barrel==&lt;br /&gt;
After The Meat Business:&lt;br /&gt;
# Setup (Bike School or Quarry)&lt;br /&gt;
#* You should have a Catalina call (60s recall delay). One of those is unlocked after The Meat Business. Make sure the call is ready when you enter the Quarry/Bike School marker by getting out of your vehicle. Since it has a 1000ms check delay, pause buffering is advised to get the call consistently during the 500ms fade until the mission sets $OM=1.&lt;br /&gt;
#* {{GTASA Duping Setup|quarry|Bike School or Quarry|pb}}&lt;br /&gt;
#* Bike School requires a bike to drive into the building and get off into the marker. Since you're probably going to use a bike on the way to the Casino, having SMG ammo makes you shoot all the time.&lt;br /&gt;
#* Using Quarry you can hold the call, then blow up the truck to get $OM=0 call and drive back (having SMG ammo when holding the call on a bike makes you shoot all the time) or use a Satchel to blow the truck up remotely from the Casino, to get an $OM=0 call there (you may get shot up by the guards in the casino a bit). Since the Casino is an interior, you have to hold the call before entering the casino either way.&lt;br /&gt;
# Duping&lt;br /&gt;
#* Since this mission only consists of a cutscene, you ''have'' to dupe it in the cutscene.&lt;br /&gt;
#* Having the $OM=0 call held, walk into the marker from the stairs, without sprinting, then let go of the call once the cutscene comes up.&lt;br /&gt;
#* CJ walks a bit towards the door, so make sure you enter the marker from the stairs, so CJ is still in the marker when you set $OM=0 after starting the first instance. CJ will sprint on the stairs if you sprinted on the previous stairs, you can switch to a weapon you can't sprint with to prevent that or don't actively press sprint on the previous stairs. Wait for the marker to appear before entering it in case you blow up the Satchel shortly before it, to make sure you actually hit the edge away from the door.&lt;br /&gt;
#* Once you started the second instance you can skip the cutscene.&lt;br /&gt;
# Result&lt;br /&gt;
#* Skips Freefall.&lt;br /&gt;
#* You'll still get the Freefall phonecall, which will add the mission marker when answered, but it has no effect.&lt;br /&gt;
&lt;br /&gt;
===More Information===&lt;br /&gt;
* [https://youtu.be/hAiQhMwFHo0 Video: Fish in a Barrel Duping (using Quarry)]&lt;br /&gt;
* [https://youtu.be/-Dmipyr7CPA Video: Fish in a Barrel Duping (using Quarry, without Satchel)]&lt;br /&gt;
* [https://youtu.be/Q4WxwTpCHpU?t=1m8s Video: Highjack Duping (using Bike School)] - Showing the Bike School Setup&lt;br /&gt;
&lt;br /&gt;
==Black Project==&lt;br /&gt;
After Stowaway:&lt;br /&gt;
# Setup (Quarry)&lt;br /&gt;
#* You should have the high-priority call that unlocks High Noon, which is available once you finished both Freefall (or skipped it by duping) and Misappropriation, so just don't answer any phonecalls after finishing Misappropriation.&lt;br /&gt;
#* Phonecall start Quarry by exiting your vehicle into the marker while having a call ready. You don't hold the call for this dupe.&lt;br /&gt;
#* Skip or answer the phonecall after starting Quarry. As opposed to other dupes, we don't want an ONMISSION=0 call, but instead Quarry running with ONMISSION=0, so Black Project can be started while Quarry is running.&lt;br /&gt;
#* You can sprint to the Cropduster north of the Quarry while answering phonecalls if you have any left.&lt;br /&gt;
# Duping&lt;br /&gt;
#* Start Black Project with Quarry running, which turns the Quarry instance into another Black Project instance.&lt;br /&gt;
#* Skip the cutscene with the Mothership as soon as it is possible, otherwise the mission can softlock (no triggers inside the facility). There appears to be a 1000ms grace period after the cutscene becomes skippable, so the skipping doesn't have to be ultra precise. Skipping with Sprint should work.&lt;br /&gt;
# Mission&lt;br /&gt;
#* There appear to be double the Armor pickups and more blips on the map, however the enemies seem to be at least similiar.&lt;br /&gt;
# Result&lt;br /&gt;
#* Skips Green Goo.&lt;br /&gt;
&lt;br /&gt;
Under some circumstances starting Black Project with Quarry can apparently crash the game (frozen at &amp;quot;Black Project&amp;quot; text). This doesn't appear to be a problem unless you had started Black Project before doing the dupe without restarting the game (e.g. trying the dupe several times loading from save). This seems to have to do with the Nightvision Goggles already being loaded in memory.&lt;br /&gt;
&lt;br /&gt;
===More Information===&lt;br /&gt;
* [https://www.youtube.com/watch?v=IJ5bL4zCvco Video: Comparison of route with and without Black Project dupe] - Also shows the dupe itself, however not to be taken as a proper tutorial&lt;br /&gt;
* [http://www.speedrun.com/post/01sl4 Info on softlock/crashing]&lt;br /&gt;
&lt;br /&gt;
==Beat Down on BDup (Home Coming)==&lt;br /&gt;
After Vertical Bird:&lt;br /&gt;
&lt;br /&gt;
# Setup (Trucking)&lt;br /&gt;
#* You should still have the Vertical Bird call (if you didn't answer it and started Vertical Bird with the invisible marker) and possibly two calls from LV (Woozie, Leone). Basicially you shouldn't answer calls after Saint Mark's Bistro.&lt;br /&gt;
#* Phonecall start Trucking (or Bike School) to get an ONMISSION=0 call. You can either attach a satchel to the truck and fail Trucking remotely after receiving and holding a call again, or fail Trucking immediately and hold the ONMISSION=0 call while flying (you need to test that your flying controls don't interfere with holding the calls, depending on your keyboard).&lt;br /&gt;
# Home Coming Dupe&lt;br /&gt;
#* Walk into the marker while holding the ONMISSION=0 call, cancel the cutscene, answer the call and then start the mission again.&lt;br /&gt;
#* You can also let go of the call during the fade to black (when the mission name is shown), then you'll answer the call after skipping the cutscene hands-free and &amp;quot;take&amp;quot; it by just hanging up.&lt;br /&gt;
#* Don't dupe the mission in the cutscene, since then there would be no spawns, and spawns are required to finish the gang war during the mission.&lt;br /&gt;
#* After completing Home Coming once instance of the mission will keep running and then dupe Beat Down on BDup. ''Careful:'' Since one instance of the mission is still running, saving the game and then loading that save will crash the game. You can only load saves that you created after finishing Beat Down on BDup (just saving is fine though, for example to get health back).&lt;br /&gt;
# Beat Down on BDup Dupe&lt;br /&gt;
#* After finishing Home Coming duped, simply walk into the Beat Down on BDup mission marker and it will dupe.&lt;br /&gt;
#* Two Sweets will spawn, while only one of them will work for the mission. You can take both with you, but if you're taking a bike you have to kill the wrong Sweet, because he will get on the bike first. Directly after spawning, the wrong Sweet will always be the one that's a bit further away from CJ. He takes quite a lot of damage, so even with the Minigun it can take a few seconds to kill him.&lt;br /&gt;
#* Play normally through the mission until you enter the house at the end. The cutscene directly after entering the house must have been duped before you can skip it, otherwise you fail one instance of the mission. So basicially you need to get &amp;quot;Say something!&amp;quot; twice, then you can skip it.&lt;br /&gt;
# Result&lt;br /&gt;
#* Duping Beat Down on BDup skips Grove4Life.&lt;br /&gt;
&lt;br /&gt;
==Los Desperados==&lt;br /&gt;
''Note:'' Los Desperados isn't really duped in the usual sense (because a consistent way to finish two instances at once hasn't been found yet), instead it is done twice in a row.&lt;br /&gt;
&lt;br /&gt;
After Riot:&lt;br /&gt;
# Setup (8-Track)&lt;br /&gt;
#* You should still have at least one of the following high-priority calls: Vertical Bird, Woozie (LV) or Leone (LV). You should also still have 1-2 Catalina calls (one of them unlocks after Home Coming).&lt;br /&gt;
#* Phonecall start 8-Track to get an ONMISSION=0 call. You need enough Driving Skill to start 8-Track and you also need to hold the call through the entire mission.&lt;br /&gt;
# First Instance&lt;br /&gt;
#* With the ONMISSION=0 call held, enter the marker and skip the cutscene while holding the call.&lt;br /&gt;
#** This will sometimes cause CJ to answer the call, although you regain control, meaning you just hear the call. Pressing F will complete the call (so it's gone then), unless you shoot first. Shooting will invalidate the call (as if you never took it) and then you can press F (e.g. get in a car).&lt;br /&gt;
#** If you still have another call (even a Catalina one), it doesn't really matter if the call is used up.&lt;br /&gt;
#* You don't want to dupe this mission, you merely want to start it with the call, so that cancelling the call will set ONMISSION=0. You need to be on the mission while still being able to receive phonecalls.&lt;br /&gt;
#* Play normally through the mission, until the very last wave of enemies (Rocketlauncher on roof). Kill everyone except the guy walking to the fence on the right and then attach a Satchel to that enemy. Make sure it's attached to him, because he will move around.&lt;br /&gt;
#* Drive to CJs house.&lt;br /&gt;
# Second Instance&lt;br /&gt;
## In front of CJs house, wait for a call and hold it.&lt;br /&gt;
## Blow up the Satchel that is attached to the last enemy.&lt;br /&gt;
## Immediately enter CJs house (this prevents you from being teleported to the cutscene).&lt;br /&gt;
## Once you see that the cutscene has started, let go of holding the call. This makes you regain control and you can leave CJs house again.&lt;br /&gt;
## Pretty exactly 3 seconds after the last subtitle of the cutscene disappears (&amp;quot;.. good luck my friend.&amp;quot;) you need to enter the invisible Los Desperados mission marker.&lt;br /&gt;
##* Enter it too early and the first mission instance will not be completed when you start the second instance, and the first instance will fail.&lt;br /&gt;
##* Enter it too late and the first mission instance will pass before you start the second instance, and you won't be able to start it anymore.&lt;br /&gt;
##* There is some randomness involved, because triggering the mission is on a 250ms cycle, so it can vary a bit.&lt;br /&gt;
##* You can tell that you did it correctly if you started Los Desperados again and there is also no visible mission marker (so the first instance didn't fail and set ONMISSION=0 again).&lt;br /&gt;
## Normally play through and complete the mission.&lt;br /&gt;
# Result&lt;br /&gt;
#* Skips Gang Territories and End of the Line Part 1.&lt;br /&gt;
#* Once you complete the second Los Desperados instance, you will immediately teleport into the second part of End of the Line.&lt;br /&gt;
#** You can play through it normally, except that the bottom floor won't be loaded and CJ will fall through the map and spawn in front of the building, where you then have to trigger the cutscene from the outside.&lt;br /&gt;
#** You may also receive a phonecall during the black screen before the Firetruck chase, making the black screen last a lot longer unless you cancel the call. You can cancel it by spamming your Answer/Hold call and putting the phone down keys (F). This can always happen, although it is much more likely when skipping Gang Territories, since you never answer the Gang Territories call after Los Desperados (the more call threads still have an active call the more likely a call sneaks in during the fraction of a second in between mission parts where ONMISSION=0).&lt;br /&gt;
&lt;br /&gt;
===More Information===&lt;br /&gt;
* [https://www.youtube.com/watch?v=VKUkiY6Vhjk Video: Los Desperados &amp;quot;Dupe&amp;quot;]&lt;/div&gt;</summary>
		<author><name>Tduva</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Grand_Theft_Auto:_San_Andreas/Missions/Dupes</id>
		<title>Grand Theft Auto: San Andreas/Missions/Dupes</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Grand_Theft_Auto:_San_Andreas/Missions/Dupes"/>
				<updated>2016-08-04T19:09:09Z</updated>
		
		<summary type="html">&lt;p&gt;Tduva: Added Beat Down on BDup Dupe&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{GTASA Duping PC}}&lt;br /&gt;
&lt;br /&gt;
This page has notes on how duping specific missions works and affects the game. For general information on how duping works, refer to the [[Grand_Theft_Auto:_San_Andreas/Game_Mechanics_and_Glitches/Duping|Duping Page]].&lt;br /&gt;
&lt;br /&gt;
==T-Bone Mendez==&lt;br /&gt;
After Photo Opportunity or after Jizzy:&lt;br /&gt;
# Setup (Blood Bowl)&lt;br /&gt;
#* You should have a high-priority call from Zero or Jethro (15s delay), see [[Grand Theft Auto: San Andreas/Game Mechanics and Glitches/Duping#Phonecall Management|Phonecall Management]].&lt;br /&gt;
#* {{GTASA Duping Setup|trucking|Blood Bowl}}&lt;br /&gt;
#* There are two possible routes for this setup:&lt;br /&gt;
#*# Setup at Blood Bowl directly ''after Photo Opportunity'', which requires you to carry the call through Jizzy (Cutscene) and Jizzy:&lt;br /&gt;
#*#* After Blood Bowl, go to Jizzy (Cutscene).&lt;br /&gt;
#*#** Enter the marker on the side of the building, so CJ will walk out of the marker during the fade when he walks towards the building (what we usually want to avoid for duping, however this mission isn't going to be duped), then let got of the held $OM=0 call once the cutscene comes up, wait at least 15s so the call can come in again. Then start holding the call, skip the cutscene and the phone should ring once CJ is placed outside, just moments before the mission will pass and set $OM=0 again.&lt;br /&gt;
#*#** Simply holding the call through the Jizzy (Cutscene) will not work, because CJ will answer the phone once you skip the cutscene.&lt;br /&gt;
#*#* Hold the $OM=0 call until Jizzy&lt;br /&gt;
#*#** Start the mission and skip the cutscene while still holding the call. The call will be cancelled automatically, you can let go of holding it once the cutscene showing the Pimpmobile comes up.&lt;br /&gt;
#*#** At the end of Jizzy, drive ahead of the Limo as you normally would, get out preparing to attack the Limo, start holding the call, getting out of the Pimpmobile will cause the phone to ring (make sure you don't have a wanted level), then kill the enemies. '''You can't use a Rocket Launcher to destroy the Limo''', since aiming with the Rocket Launcher while holding a call will cause CJ to answer the call. You can either use your SMG (that the mission gives you) to shoot the driver of the Limo and then kill the other enemies or place down Satchels. Either way requires a bit of practice and traffic can troll you quite a bit.&lt;br /&gt;
#*# Setup at Blood Bowl ''after finishing Jizzy'', which is a bit longer drive, but you can simply drive to T-Bone Mendez directly after the Setup.&lt;br /&gt;
# Duping&lt;br /&gt;
#* Having the $OM=0 call held, walk into the marker, then let go of the call once the cutscene comes up. Entering the marker away from the door may be safer, because CJ may walk towards the door a bit, possibly walking out of the marker.&lt;br /&gt;
#* {{GTASA Duping Cutscene Interior}}&lt;br /&gt;
#* Once you started the second instance you can skip the cutscene.&lt;br /&gt;
# Mission&lt;br /&gt;
#* Duping in the cutscene means you get no traffic on the roads for the mission and you get interior lighting.&lt;br /&gt;
# Result&lt;br /&gt;
#* Skips Mike Toreno.&lt;br /&gt;
&lt;br /&gt;
===More Information===&lt;br /&gt;
* [https://youtu.be/7fsSjHyxw2s Video: T-Bone Mendez Duping (using Blood Bowl, Setup after Photo Opportunity)]&lt;br /&gt;
* [https://youtu.be/kFWN-szUywA Video: T-Bone Mendez Duping (using Blood Bowl, Setup after Jizzy)]&lt;br /&gt;
&lt;br /&gt;
==Ran Fa Li==&lt;br /&gt;
After Snail Trail:&lt;br /&gt;
&lt;br /&gt;
[[File:GTASA Trucking Despawn Zone.jpg|thumb|right|Despawn Zone at Trucking]]&lt;br /&gt;
# Setup (Trucking)&lt;br /&gt;
#* You should have a high-priority call from Zero or Jethro (15s delay), see [[Grand Theft Auto: San Andreas/Game Mechanics and Glitches/Duping#Phonecall Management|Phonecall Management]].&lt;br /&gt;
#* {{GTASA Duping Setup|trucking|Trucking}}&lt;br /&gt;
#* Attach a Satchel to the Truck, which cancels the call setting $OM=0, drive to the mission, get and hold a call and then explode the Satchel to fail Trucking and get $OM=0 call.&lt;br /&gt;
#* Using a Satchel means you have no traffic on the way to the mission, because starting Trucking without ever getting into the truck prevents traffic from spawning. You should still have Satchels from Badlands. If you don't have a Satchel you can also hold the call and blow up the Truck, but then you'll have traffic.&lt;br /&gt;
#* There is a despawn zone around Trucking, so park your vehicle on the bridge to keep it&lt;br /&gt;
# Duping&lt;br /&gt;
#* Having the $OM=0 call held, walk into the marker, then let go of the call once the cutscene comes up.&lt;br /&gt;
#* {{GTASA Duping Cutscene Interior}}&lt;br /&gt;
#* Once you started the second instance you can skip the cutscene.&lt;br /&gt;
# Mission&lt;br /&gt;
#* Duping in the cutscene means you get no traffic on the roads until you enter the car in the parking garage.&lt;br /&gt;
#* There will be two mission cars spawned in the parking garage inside of eachother, which may cause the car you get into to roll and land on its roof. To prevent getting stuck laying on the roof and eventually exploding, you have to hold both &amp;quot;Sprint&amp;quot; and &amp;quot;Move Left&amp;quot; (usually A) once you enter the car. That way you skip the cutscene (so you can actually control the car soon enough again) and then roll the car around fully and back onto its wheels again.&lt;br /&gt;
# Result&lt;br /&gt;
#* Skips Lure&lt;br /&gt;
&lt;br /&gt;
===More Information===&lt;br /&gt;
* [https://youtu.be/kRvHmjCRrwA Video: Ran Fa Li Dupe (using Trucking)]&lt;br /&gt;
&lt;br /&gt;
==Amphibious Assault==&lt;br /&gt;
After Ran Fa Li or Ice Cold Killa:&lt;br /&gt;
[[File:GTASA_IceColdKilla_Load_trigger.jpg|thumb|right|Load trigger during Ice Cold Killa which sets $ONMISSION=1]]&lt;br /&gt;
# Setup (Blood Bowl)&lt;br /&gt;
#* You should have a high-priority call from Zero, Jethro or Woozie (15s delay), see [[Grand Theft Auto: San Andreas/Game Mechanics and Glitches/Duping#Phonecall Management|Phonecall Management]].&lt;br /&gt;
#* {{GTASA Duping Setup|trucking|Blood Bowl}}&lt;br /&gt;
#* There are two possible routes for this setup:&lt;br /&gt;
#*# Setup at Blood Bowl directly ''after Ran Fa Li'', which requires you to carry the call through Ice Cold Killa:&lt;br /&gt;
#*#* After Blood Bowl start Ice Cold Killa.&lt;br /&gt;
#*#** Hold the call until you skip the cutscene. This will cancel the call, setting $ONMISSION=0 while on the mission. Don't start the mission again, just complete the one instance of the mission. The setup is merely done to be able to receive phonecalls during the mission, so you can get another $ONMISSION=0 call at the end of the mission that is then used to dupe Amphibious Assault.&lt;br /&gt;
#*#** Once you get to the club, do the normal strats of shooting Jizzys car 6 times with the Sniper Rifle. The phone will ring, but the shooting will cancel the call.&lt;br /&gt;
#*#** Go up to the roof. Jump down onto the roof ''after'' the phone starting ringing again, then enter the building through the skylight. Entering the building will cancel the call.&lt;br /&gt;
#*#*** There is a trigger on the roof that will set $ONMISSION=1 again. Entering that trigger only while the phone is ringing makes that have no adverse effects. ([https://youtu.be/1G74RMHqpeo Video: Trigger Issue])&lt;br /&gt;
#*#** Now either wait about 3-4 seconds before jumping down or don't skip one of the cutscenes for about 3-4 seconds. This is done because the phone needs another 15 seconds to ring again and otherwise it wouldn't ring before Jizzy starts driving away.&lt;br /&gt;
#*#** Skip the cutscenes and sprint to the door. After doing outside, during the cutscene (where Jizzy gets in the car), starting holding the call and keep holding it once it rings. If you got the timing right it should ring before the cutscene ends.&lt;br /&gt;
#*#** While holding the call, shoot the car to set it on fire and Jizzy jumps out. As opposed to regular strats, you can't use the Sniper Rifle or Rocket launcher, since this would make CJ answer the call you are holding. You can use an AK or Silenced Pistol. You can crouch to get better accuracy, since holding the call means you shoot continuously while aiming.&lt;br /&gt;
#*#** Kill Jizzy, get the phone and finishing the mission while holding the call. Try to not pick up his SMG ammo if you plan on using a bike while holding the call.&lt;br /&gt;
#*#* After Ice Cold Killa, drive to Amphibious Assault while holding the call to do the dupe.&lt;br /&gt;
#*# Setup at Blood Bowl ''after finishing Ice Cold Killa'', which is a bit longer drive, but you can simply drive to Amphibious Assault directly after the Setup.&lt;br /&gt;
# Duping&lt;br /&gt;
#* Having the $OM=0 call held, walk into the marker, then let go of the call once the cutscene comes up.&lt;br /&gt;
#* {{GTASA Duping Cutscene Interior}}&lt;br /&gt;
#* Once you started the second instance you can skip the cutscene.&lt;br /&gt;
# Mission&lt;br /&gt;
#* Duping in the cutscene means you get no traffic on the roads and interior lighting.&lt;br /&gt;
#* Twice the number of patrol boats will spawn, on top of eachother. Sometimes they blow eachother up and activate the enemies, the same as if you got into the open water (which triggers the cutscene and activates the enemies).&lt;br /&gt;
#* Sometimes the enemies on the patrol boats can get quite dangerous, even using the Dhingy. Make sure the Dhingy doesn't end up too close to the Patrol boat when it's drifting to the front of the ship.&lt;br /&gt;
#* On the ship, some more enemies than usual can spawn, some apparently inside of eachother. To be able to plant the bug and advance the mission, you have to kill all enemies that are running around on the ship.&lt;br /&gt;
#* After the Setup with Blood Bowl you won't have an Uzi anymore, so you can either sprint and stop to shoot the enemies with a Shotgun or slide with the AK.&lt;br /&gt;
# Result&lt;br /&gt;
#* Skips The Da Nang Thang (which aside from saved time also means you can keep your weapons)&lt;br /&gt;
&lt;br /&gt;
===More Information===&lt;br /&gt;
* [[Grand_Theft_Auto:_San_Andreas/Missions#Amphibious Assault|Amphibious Assault]]&lt;br /&gt;
* [https://youtu.be/CR6ffuZfiX8 Video: Verdant Meadows Duping (using Blood Bowl)] - shows the Setup&lt;br /&gt;
&lt;br /&gt;
==Highjack==&lt;br /&gt;
After Monster:&lt;br /&gt;
# Setup (Bike School)&lt;br /&gt;
#* You should have a Catalina call (60s delay), see [[Grand Theft Auto: San Andreas/Game Mechanics and Glitches/Duping#Phonecall Management|Phonecall Management]]. Make sure the call is ready when you enter the Bike School marker. Since it has a 1000ms check delay, pause buffering is advised to get the call consistently during the 500ms fade until the mission sets $OM=1.&lt;br /&gt;
#* Get a bike: Answer the call to unlock Highjack, then start Highjack, kill Cesar to fail the mission and use the spawned bike.&lt;br /&gt;
#* {{GTASA Duping Setup|quarry|Bike School}}&lt;br /&gt;
#* The call will be ready 60s after you failed Highjack, so make sure you don't fall off the bike when the call is ready, so you don't have to wait once you get to Bike School.&lt;br /&gt;
# Duping&lt;br /&gt;
#* Having the $OM=0 call held, walk into the marker, then let go of the call once the cutscene comes up.&lt;br /&gt;
#* Since the cutscene is outside (not an interior), CJ will answer the phone once you let go of holding the call, so you have to also hold F (or whatever hangs up the phone) for a bit. Because of this, it can take a few seconds for the second instance to be started.&lt;br /&gt;
#* Once you started the second instance you can skip the cutscene.&lt;br /&gt;
# Mission&lt;br /&gt;
#* Duping this mission in the cutscene will remove all traffic for the mission.&lt;br /&gt;
# Result&lt;br /&gt;
#* Skips Interdiction.&lt;br /&gt;
#** You can get Rockets and AK which you would normally pick up during Interdiction from the Helipad after [[Grand Theft Auto: San Andreas/Missions#Toreno's Last Flight|Toreno's Last Flight]]. If you also duped Amphibious Assault and skipped The Da Nang Thang, you can pick them up directly after passing Toreno's Last Flight or otherwise during Yay-Ka-Boom-Boom.&lt;br /&gt;
#* You'll still get the phonecall that unlocks Interdiction, which is actually used to dupe Verdant Meadows.&lt;br /&gt;
&lt;br /&gt;
===More Information===&lt;br /&gt;
* [https://youtu.be/Q4WxwTpCHpU?t=1m8s Video: Highjack Duping (using Bike School)]&lt;br /&gt;
&lt;br /&gt;
==Verdant Meadows==&lt;br /&gt;
After Highjack:&lt;br /&gt;
# Setup (Blood Bowl)&lt;br /&gt;
#* You should have the call that would normally unlock Interdiction (since you skipped Interdiction by duping Highjack you don't need it for that), see [[Grand Theft Auto: San Andreas/Game Mechanics and Glitches/Duping#Phonecall Management|Phonecall Management]].&lt;br /&gt;
#* {{GTASA Duping Setup|trucking|Blood Bowl}}&lt;br /&gt;
#* Since you skipped Interdiction, the Verdant Meadows mission marker will be invisible, but it will still work.&lt;br /&gt;
# Duping&lt;br /&gt;
#* Since this mission only consists of a cutscene, you have to dupe it in the cutscene.&lt;br /&gt;
#* Having the $OM=0 call held, walk into the marker, then let go of the call once the cutscene comes up.&lt;br /&gt;
#* Since the cutscene is outside (not an interior), CJ will answer the phone once you let go of holding the call, so you have to also hold F (or whatever hangs up the phone) for a bit. Because of this, it can take a few seconds for the second instance to be started.&lt;br /&gt;
# Result&lt;br /&gt;
#* Skips N.O.E.&lt;br /&gt;
#* Sets &amp;lt;code&amp;gt;$TORENO_TOTAL_PASSED_MISSIONS to 5&amp;lt;/code&amp;gt;, like after Flight School. However, there is a separate variable that tracks if you passed Flight School, which is required to start the following missions. Luckily Flight School starts if &amp;lt;code&amp;gt;$TORENO_TOTAL_PASSED_MISSIONS &amp;gt; 3&amp;lt;/code&amp;gt; not &amp;lt;code&amp;gt;$TORENO_TOTAL_PASSED_MISSIONS == 4&amp;lt;/code&amp;gt;, otherwise duping Verdant Meadows would basicially softlock the game. Flight School itself increases the mission chain variable as well, setting &amp;lt;code&amp;gt;$TORENO_TOTAL_PASSED_MISSIONS to 6&amp;lt;/code&amp;gt;, so you skip the next mission instead (N.O.E.).&lt;br /&gt;
&lt;br /&gt;
===More Information===&lt;br /&gt;
* [https://youtu.be/CR6ffuZfiX8 Video: Verdant Meadows Duping (using Blood Bowl)]&lt;br /&gt;
&lt;br /&gt;
==Fish in a Barrel==&lt;br /&gt;
After The Meat Business:&lt;br /&gt;
# Setup (Bike School or Quarry)&lt;br /&gt;
#* You should have a Catalina call (60s recall delay). One of those is unlocked after The Meat Business. Make sure the call is ready when you enter the Quarry/Bike School marker by getting out of your vehicle. Since it has a 1000ms check delay, pause buffering is advised to get the call consistently during the 500ms fade until the mission sets $OM=1.&lt;br /&gt;
#* {{GTASA Duping Setup|quarry|Bike School or Quarry|pb}}&lt;br /&gt;
#* Bike School requires a bike to drive into the building and get off into the marker. Since you're probably going to use a bike on the way to the Casino, having SMG ammo makes you shoot all the time.&lt;br /&gt;
#* Using Quarry you can hold the call, then blow up the truck to get $OM=0 call and drive back (having SMG ammo when holding the call on a bike makes you shoot all the time) or use a Satchel to blow the truck up remotely from the Casino, to get an $OM=0 call there (you may get shot up by the guards in the casino a bit). Since the Casino is an interior, you have to hold the call before entering the casino either way.&lt;br /&gt;
# Duping&lt;br /&gt;
#* Since this mission only consists of a cutscene, you ''have'' to dupe it in the cutscene.&lt;br /&gt;
#* Having the $OM=0 call held, walk into the marker from the stairs, without sprinting, then let go of the call once the cutscene comes up.&lt;br /&gt;
#* CJ walks a bit towards the door, so make sure you enter the marker from the stairs, so CJ is still in the marker when you set $OM=0 after starting the first instance. CJ will sprint on the stairs if you sprinted on the previous stairs, you can switch to a weapon you can't sprint with to prevent that or don't actively press sprint on the previous stairs. Wait for the marker to appear before entering it in case you blow up the Satchel shortly before it, to make sure you actually hit the edge away from the door.&lt;br /&gt;
#* Once you started the second instance you can skip the cutscene.&lt;br /&gt;
# Result&lt;br /&gt;
#* Skips Freefall.&lt;br /&gt;
#* You'll still get the Freefall phonecall, which will add the mission marker when answered, but it has no effect.&lt;br /&gt;
&lt;br /&gt;
===More Information===&lt;br /&gt;
* [https://youtu.be/hAiQhMwFHo0 Video: Fish in a Barrel Duping (using Quarry)]&lt;br /&gt;
* [https://youtu.be/-Dmipyr7CPA Video: Fish in a Barrel Duping (using Quarry, without Satchel)]&lt;br /&gt;
* [https://youtu.be/Q4WxwTpCHpU?t=1m8s Video: Highjack Duping (using Bike School)] - Showing the Bike School Setup&lt;br /&gt;
&lt;br /&gt;
==Black Project==&lt;br /&gt;
After Stowaway:&lt;br /&gt;
# Setup (Quarry)&lt;br /&gt;
#* You should have the high-priority call that unlocks High Noon, which is available once you finished both Freefall (or skipped it by duping) and Misappropriation, so just don't answer any phonecalls after finishing Misappropriation.&lt;br /&gt;
#* Phonecall start Quarry by exiting your vehicle into the marker while having a call ready. You don't hold the call for this dupe.&lt;br /&gt;
#* Skip or answer the phonecall after starting Quarry. As opposed to other dupes, we don't want an ONMISSION=0 call, but instead Quarry running with ONMISSION=0, so Black Project can be started while Quarry is running.&lt;br /&gt;
#* You can sprint to the Cropduster north of the Quarry while answering phonecalls if you have any left.&lt;br /&gt;
# Duping&lt;br /&gt;
#* Start Black Project with Quarry running, which turns the Quarry instance into another Black Project instance.&lt;br /&gt;
#* Skip the cutscene with the Mothership as soon as it is possible, otherwise the mission can softlock (no triggers inside the facility). There appears to be a 1000ms grace period after the cutscene becomes skippable, so the skipping doesn't have to be ultra precise. Skipping with Sprint should work.&lt;br /&gt;
# Mission&lt;br /&gt;
#* There appear to be double the Armor pickups and more blips on the map, however the enemies seem to be at least similiar.&lt;br /&gt;
# Result&lt;br /&gt;
#* Skips Green Goo.&lt;br /&gt;
&lt;br /&gt;
Under some circumstances starting Black Project with Quarry can apparently crash the game (frozen at &amp;quot;Black Project&amp;quot; text). This doesn't appear to be a problem unless you had started Black Project before doing the dupe without restarting the game (e.g. trying the dupe several times loading from save). This seems to have to do with the Nightvision Goggles already being loaded in memory.&lt;br /&gt;
&lt;br /&gt;
===More Information===&lt;br /&gt;
* [https://www.youtube.com/watch?v=IJ5bL4zCvco Video: Comparison of route with and without Black Project dupe] - Also shows the dupe itself, however not to be taken as a proper tutorial&lt;br /&gt;
* [http://www.speedrun.com/post/01sl4 Info on softlock/crashing]&lt;br /&gt;
&lt;br /&gt;
==Beat Down on BDup (Home Coming)==&lt;br /&gt;
After Vertical Bird:&lt;br /&gt;
&lt;br /&gt;
# Setup (Trucking)&lt;br /&gt;
#* You should still have the Vertical Bird call (if you didn't answer it and started Vertical Bird with the invisible marker) and possibly two calls from LV (Woozie, Leone). Basicially you shouldn't answer calls after Saint Mark's Bistro.&lt;br /&gt;
#* Phonecall start Trucking (or Bike School) to get an ONMISSION=0 call. You can either attach a satchel to the truck and fail Trucking remotely after receiving and holding a call again, or fail Trucking immediately and hold the ONMISSION=0 call while flying (you need to test that your flying controls don't interfere with holding the calls, depending on your keyboard).&lt;br /&gt;
# Home Coming Dupe&lt;br /&gt;
#* Walk into the marker while holding the ONMISSION=0 call, cancel the cutscene, answer the call and then start the mission again.&lt;br /&gt;
#* You can also let go of the call during the fade to black (when the mission name is shown), then you'll answer the call after skipping the cutscene hands-free and &amp;quot;take&amp;quot; it by just hanging up.&lt;br /&gt;
#* Don't dupe the mission in the cutscene, since then there would be no spawns, and spawns are required to finish the gang war during the mission.&lt;br /&gt;
#* After completing Home Coming once instance of the mission will keep running and then dupe Beat Down on BDup. ''Careful:'' Since one instance of the mission is still running, saving the game and then loading that save will crash the game. You can only load saves that you created after finishing Beat Down on BDup (just saving is fine though, for example to get health back).&lt;br /&gt;
# Beat Down on BDup Dupe&lt;br /&gt;
#* After finishing Home Coming duped, simply walk into the Beat Down on BDup mission marker and it will dupe.&lt;br /&gt;
#* Two Sweets will spawn, while only one of them will work for the mission. You can take both with you, but if you're taking a bike you have to kill the wrong Sweet, because he will get on the bike first. Directly after spawning, the wrong Sweet will always be the one that's a bit further away from CJ. He takes quite a lot of damage, so even with the Minigun it can take a few seconds to kill him.&lt;br /&gt;
#* Play normally through the mission until you enter the house at the end. The cutscene directly after entering the house (&amp;quot;Say something!&amp;quot;) must appear twice before you can skip it, otherwise you fail one instance of the mission. So just wait until the cutscene is duped, then you can skip it.&lt;br /&gt;
# Result&lt;br /&gt;
#* Duping Beat Down on BDup skips Grove4Life.&lt;br /&gt;
&lt;br /&gt;
==Los Desperados==&lt;br /&gt;
''Note:'' Los Desperados isn't really duped in the usual sense (because a consistent way to finish two instances at once hasn't been found yet), instead it is done twice in a row.&lt;br /&gt;
&lt;br /&gt;
After Riot:&lt;br /&gt;
# Setup (8-Track)&lt;br /&gt;
#* You should still have at least one of the following high-priority calls: Vertical Bird, Woozie (LV) or Leone (LV). You should also still have 1-2 Catalina calls (one of them unlocks after Home Coming).&lt;br /&gt;
#* Phonecall start 8-Track to get an ONMISSION=0 call. You need enough Driving Skill to start 8-Track and you also need to hold the call through the entire mission.&lt;br /&gt;
# First Instance&lt;br /&gt;
#* With the ONMISSION=0 call held, enter the marker and skip the cutscene while holding the call.&lt;br /&gt;
#** This will sometimes cause CJ to answer the call, although you regain control, meaning you just hear the call. Pressing F will complete the call (so it's gone then), unless you shoot first. Shooting will invalidate the call (as if you never took it) and then you can press F (e.g. get in a car).&lt;br /&gt;
#** If you still have another call (even a Catalina one), it doesn't really matter if the call is used up.&lt;br /&gt;
#* You don't want to dupe this mission, you merely want to start it with the call, so that cancelling the call will set ONMISSION=0. You need to be on the mission while still being able to receive phonecalls.&lt;br /&gt;
#* Play normally through the mission, until the very last wave of enemies (Rocketlauncher on roof). Kill everyone except the guy walking to the fence on the right and then attach a Satchel to that enemy. Make sure it's attached to him, because he will move around.&lt;br /&gt;
#* Drive to CJs house.&lt;br /&gt;
# Second Instance&lt;br /&gt;
## In front of CJs house, wait for a call and hold it.&lt;br /&gt;
## Blow up the Satchel that is attached to the last enemy.&lt;br /&gt;
## Immediately enter CJs house (this prevents you from being teleported to the cutscene).&lt;br /&gt;
## Once you see that the cutscene has started, let go of holding the call. This makes you regain control and you can leave CJs house again.&lt;br /&gt;
## Pretty exactly 3 seconds after the last subtitle of the cutscene disappears (&amp;quot;.. good luck my friend.&amp;quot;) you need to enter the invisible Los Desperados mission marker.&lt;br /&gt;
##* Enter it too early and the first mission instance will not be completed when you start the second instance, and the first instance will fail.&lt;br /&gt;
##* Enter it too late and the first mission instance will pass before you start the second instance, and you won't be able to start it anymore.&lt;br /&gt;
##* There is some randomness involved, because triggering the mission is on a 250ms cycle, so it can vary a bit.&lt;br /&gt;
##* You can tell that you did it correctly if you started Los Desperados again and there is also no visible mission marker (so the first instance didn't fail and set ONMISSION=0 again).&lt;br /&gt;
## Normally play through and complete the mission.&lt;br /&gt;
# Result&lt;br /&gt;
#* Skips Gang Territories and End of the Line Part 1.&lt;br /&gt;
#* Once you complete the second Los Desperados instance, you will immediately teleport into the second part of End of the Line.&lt;br /&gt;
#** You can play through it normally, except that the bottom floor won't be loaded and CJ will fall through the map and spawn in front of the building, where you then have to trigger the cutscene from the outside.&lt;br /&gt;
#** You may also receive a phonecall during the black screen before the Firetruck chase, making the black screen last a lot longer unless you cancel the call. You can cancel it by spamming your Answer/Hold call and putting the phone down keys (F). This can always happen, although it is much more likely when skipping Gang Territories, since you never answer the Gang Territories call after Los Desperados (the more call threads still have an active call the more likely a call sneaks in during the fraction of a second in between mission parts where ONMISSION=0).&lt;br /&gt;
&lt;br /&gt;
===More Information===&lt;br /&gt;
* [https://www.youtube.com/watch?v=VKUkiY6Vhjk Video: Los Desperados &amp;quot;Dupe&amp;quot;]&lt;/div&gt;</summary>
		<author><name>Tduva</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Grand_Theft_Auto:_San_Andreas/Missions/Dupes</id>
		<title>Grand Theft Auto: San Andreas/Missions/Dupes</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Grand_Theft_Auto:_San_Andreas/Missions/Dupes"/>
				<updated>2016-08-03T11:16:15Z</updated>
		
		<summary type="html">&lt;p&gt;Tduva: /* Los Desperados */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{GTASA Duping PC}}&lt;br /&gt;
&lt;br /&gt;
This page has notes on how duping specific missions works and affects the game. For general information on how duping works, refer to the [[Grand_Theft_Auto:_San_Andreas/Game_Mechanics_and_Glitches/Duping|Duping Page]].&lt;br /&gt;
&lt;br /&gt;
==T-Bone Mendez==&lt;br /&gt;
After Photo Opportunity or after Jizzy:&lt;br /&gt;
# Setup (Blood Bowl)&lt;br /&gt;
#* You should have a high-priority call from Zero or Jethro (15s delay), see [[Grand Theft Auto: San Andreas/Game Mechanics and Glitches/Duping#Phonecall Management|Phonecall Management]].&lt;br /&gt;
#* {{GTASA Duping Setup|trucking|Blood Bowl}}&lt;br /&gt;
#* There are two possible routes for this setup:&lt;br /&gt;
#*# Setup at Blood Bowl directly ''after Photo Opportunity'', which requires you to carry the call through Jizzy (Cutscene) and Jizzy:&lt;br /&gt;
#*#* After Blood Bowl, go to Jizzy (Cutscene).&lt;br /&gt;
#*#** Enter the marker on the side of the building, so CJ will walk out of the marker during the fade when he walks towards the building (what we usually want to avoid for duping, however this mission isn't going to be duped), then let got of the held $OM=0 call once the cutscene comes up, wait at least 15s so the call can come in again. Then start holding the call, skip the cutscene and the phone should ring once CJ is placed outside, just moments before the mission will pass and set $OM=0 again.&lt;br /&gt;
#*#** Simply holding the call through the Jizzy (Cutscene) will not work, because CJ will answer the phone once you skip the cutscene.&lt;br /&gt;
#*#* Hold the $OM=0 call until Jizzy&lt;br /&gt;
#*#** Start the mission and skip the cutscene while still holding the call. The call will be cancelled automatically, you can let go of holding it once the cutscene showing the Pimpmobile comes up.&lt;br /&gt;
#*#** At the end of Jizzy, drive ahead of the Limo as you normally would, get out preparing to attack the Limo, start holding the call, getting out of the Pimpmobile will cause the phone to ring (make sure you don't have a wanted level), then kill the enemies. '''You can't use a Rocket Launcher to destroy the Limo''', since aiming with the Rocket Launcher while holding a call will cause CJ to answer the call. You can either use your SMG (that the mission gives you) to shoot the driver of the Limo and then kill the other enemies or place down Satchels. Either way requires a bit of practice and traffic can troll you quite a bit.&lt;br /&gt;
#*# Setup at Blood Bowl ''after finishing Jizzy'', which is a bit longer drive, but you can simply drive to T-Bone Mendez directly after the Setup.&lt;br /&gt;
# Duping&lt;br /&gt;
#* Having the $OM=0 call held, walk into the marker, then let go of the call once the cutscene comes up. Entering the marker away from the door may be safer, because CJ may walk towards the door a bit, possibly walking out of the marker.&lt;br /&gt;
#* {{GTASA Duping Cutscene Interior}}&lt;br /&gt;
#* Once you started the second instance you can skip the cutscene.&lt;br /&gt;
# Mission&lt;br /&gt;
#* Duping in the cutscene means you get no traffic on the roads for the mission and you get interior lighting.&lt;br /&gt;
# Result&lt;br /&gt;
#* Skips Mike Toreno.&lt;br /&gt;
&lt;br /&gt;
===More Information===&lt;br /&gt;
* [https://youtu.be/7fsSjHyxw2s Video: T-Bone Mendez Duping (using Blood Bowl, Setup after Photo Opportunity)]&lt;br /&gt;
* [https://youtu.be/kFWN-szUywA Video: T-Bone Mendez Duping (using Blood Bowl, Setup after Jizzy)]&lt;br /&gt;
&lt;br /&gt;
==Ran Fa Li==&lt;br /&gt;
After Snail Trail:&lt;br /&gt;
&lt;br /&gt;
[[File:GTASA Trucking Despawn Zone.jpg|thumb|right|Despawn Zone at Trucking]]&lt;br /&gt;
# Setup (Trucking)&lt;br /&gt;
#* You should have a high-priority call from Zero or Jethro (15s delay), see [[Grand Theft Auto: San Andreas/Game Mechanics and Glitches/Duping#Phonecall Management|Phonecall Management]].&lt;br /&gt;
#* {{GTASA Duping Setup|trucking|Trucking}}&lt;br /&gt;
#* Attach a Satchel to the Truck, which cancels the call setting $OM=0, drive to the mission, get and hold a call and then explode the Satchel to fail Trucking and get $OM=0 call.&lt;br /&gt;
#* Using a Satchel means you have no traffic on the way to the mission, because starting Trucking without ever getting into the truck prevents traffic from spawning. You should still have Satchels from Badlands. If you don't have a Satchel you can also hold the call and blow up the Truck, but then you'll have traffic.&lt;br /&gt;
#* There is a despawn zone around Trucking, so park your vehicle on the bridge to keep it&lt;br /&gt;
# Duping&lt;br /&gt;
#* Having the $OM=0 call held, walk into the marker, then let go of the call once the cutscene comes up.&lt;br /&gt;
#* {{GTASA Duping Cutscene Interior}}&lt;br /&gt;
#* Once you started the second instance you can skip the cutscene.&lt;br /&gt;
# Mission&lt;br /&gt;
#* Duping in the cutscene means you get no traffic on the roads until you enter the car in the parking garage.&lt;br /&gt;
#* There will be two mission cars spawned in the parking garage inside of eachother, which may cause the car you get into to roll and land on its roof. To prevent getting stuck laying on the roof and eventually exploding, you have to hold both &amp;quot;Sprint&amp;quot; and &amp;quot;Move Left&amp;quot; (usually A) once you enter the car. That way you skip the cutscene (so you can actually control the car soon enough again) and then roll the car around fully and back onto its wheels again.&lt;br /&gt;
# Result&lt;br /&gt;
#* Skips Lure&lt;br /&gt;
&lt;br /&gt;
===More Information===&lt;br /&gt;
* [https://youtu.be/kRvHmjCRrwA Video: Ran Fa Li Dupe (using Trucking)]&lt;br /&gt;
&lt;br /&gt;
==Amphibious Assault==&lt;br /&gt;
After Ran Fa Li or Ice Cold Killa:&lt;br /&gt;
[[File:GTASA_IceColdKilla_Load_trigger.jpg|thumb|right|Load trigger during Ice Cold Killa which sets $ONMISSION=1]]&lt;br /&gt;
# Setup (Blood Bowl)&lt;br /&gt;
#* You should have a high-priority call from Zero, Jethro or Woozie (15s delay), see [[Grand Theft Auto: San Andreas/Game Mechanics and Glitches/Duping#Phonecall Management|Phonecall Management]].&lt;br /&gt;
#* {{GTASA Duping Setup|trucking|Blood Bowl}}&lt;br /&gt;
#* There are two possible routes for this setup:&lt;br /&gt;
#*# Setup at Blood Bowl directly ''after Ran Fa Li'', which requires you to carry the call through Ice Cold Killa:&lt;br /&gt;
#*#* After Blood Bowl start Ice Cold Killa.&lt;br /&gt;
#*#** Hold the call until you skip the cutscene. This will cancel the call, setting $ONMISSION=0 while on the mission. Don't start the mission again, just complete the one instance of the mission. The setup is merely done to be able to receive phonecalls during the mission, so you can get another $ONMISSION=0 call at the end of the mission that is then used to dupe Amphibious Assault.&lt;br /&gt;
#*#** Once you get to the club, do the normal strats of shooting Jizzys car 6 times with the Sniper Rifle. The phone will ring, but the shooting will cancel the call.&lt;br /&gt;
#*#** Go up to the roof. Jump down onto the roof ''after'' the phone starting ringing again, then enter the building through the skylight. Entering the building will cancel the call.&lt;br /&gt;
#*#*** There is a trigger on the roof that will set $ONMISSION=1 again. Entering that trigger only while the phone is ringing makes that have no adverse effects. ([https://youtu.be/1G74RMHqpeo Video: Trigger Issue])&lt;br /&gt;
#*#** Now either wait about 3-4 seconds before jumping down or don't skip one of the cutscenes for about 3-4 seconds. This is done because the phone needs another 15 seconds to ring again and otherwise it wouldn't ring before Jizzy starts driving away.&lt;br /&gt;
#*#** Skip the cutscenes and sprint to the door. After doing outside, during the cutscene (where Jizzy gets in the car), starting holding the call and keep holding it once it rings. If you got the timing right it should ring before the cutscene ends.&lt;br /&gt;
#*#** While holding the call, shoot the car to set it on fire and Jizzy jumps out. As opposed to regular strats, you can't use the Sniper Rifle or Rocket launcher, since this would make CJ answer the call you are holding. You can use an AK or Silenced Pistol. You can crouch to get better accuracy, since holding the call means you shoot continuously while aiming.&lt;br /&gt;
#*#** Kill Jizzy, get the phone and finishing the mission while holding the call. Try to not pick up his SMG ammo if you plan on using a bike while holding the call.&lt;br /&gt;
#*#* After Ice Cold Killa, drive to Amphibious Assault while holding the call to do the dupe.&lt;br /&gt;
#*# Setup at Blood Bowl ''after finishing Ice Cold Killa'', which is a bit longer drive, but you can simply drive to Amphibious Assault directly after the Setup.&lt;br /&gt;
# Duping&lt;br /&gt;
#* Having the $OM=0 call held, walk into the marker, then let go of the call once the cutscene comes up.&lt;br /&gt;
#* {{GTASA Duping Cutscene Interior}}&lt;br /&gt;
#* Once you started the second instance you can skip the cutscene.&lt;br /&gt;
# Mission&lt;br /&gt;
#* Duping in the cutscene means you get no traffic on the roads and interior lighting.&lt;br /&gt;
#* Twice the number of patrol boats will spawn, on top of eachother. Sometimes they blow eachother up and activate the enemies, the same as if you got into the open water (which triggers the cutscene and activates the enemies).&lt;br /&gt;
#* Sometimes the enemies on the patrol boats can get quite dangerous, even using the Dhingy. Make sure the Dhingy doesn't end up too close to the Patrol boat when it's drifting to the front of the ship.&lt;br /&gt;
#* On the ship, some more enemies than usual can spawn, some apparently inside of eachother. To be able to plant the bug and advance the mission, you have to kill all enemies that are running around on the ship.&lt;br /&gt;
#* After the Setup with Blood Bowl you won't have an Uzi anymore, so you can either sprint and stop to shoot the enemies with a Shotgun or slide with the AK.&lt;br /&gt;
# Result&lt;br /&gt;
#* Skips The Da Nang Thang (which aside from saved time also means you can keep your weapons)&lt;br /&gt;
&lt;br /&gt;
===More Information===&lt;br /&gt;
* [[Grand_Theft_Auto:_San_Andreas/Missions#Amphibious Assault|Amphibious Assault]]&lt;br /&gt;
* [https://youtu.be/CR6ffuZfiX8 Video: Verdant Meadows Duping (using Blood Bowl)] - shows the Setup&lt;br /&gt;
&lt;br /&gt;
==Highjack==&lt;br /&gt;
After Monster:&lt;br /&gt;
# Setup (Bike School)&lt;br /&gt;
#* You should have a Catalina call (60s delay), see [[Grand Theft Auto: San Andreas/Game Mechanics and Glitches/Duping#Phonecall Management|Phonecall Management]]. Make sure the call is ready when you enter the Bike School marker. Since it has a 1000ms check delay, pause buffering is advised to get the call consistently during the 500ms fade until the mission sets $OM=1.&lt;br /&gt;
#* Get a bike: Answer the call to unlock Highjack, then start Highjack, kill Cesar to fail the mission and use the spawned bike.&lt;br /&gt;
#* {{GTASA Duping Setup|quarry|Bike School}}&lt;br /&gt;
#* The call will be ready 60s after you failed Highjack, so make sure you don't fall off the bike when the call is ready, so you don't have to wait once you get to Bike School.&lt;br /&gt;
# Duping&lt;br /&gt;
#* Having the $OM=0 call held, walk into the marker, then let go of the call once the cutscene comes up.&lt;br /&gt;
#* Since the cutscene is outside (not an interior), CJ will answer the phone once you let go of holding the call, so you have to also hold F (or whatever hangs up the phone) for a bit. Because of this, it can take a few seconds for the second instance to be started.&lt;br /&gt;
#* Once you started the second instance you can skip the cutscene.&lt;br /&gt;
# Mission&lt;br /&gt;
#* Duping this mission in the cutscene will remove all traffic for the mission.&lt;br /&gt;
# Result&lt;br /&gt;
#* Skips Interdiction.&lt;br /&gt;
#** You can get Rockets and AK which you would normally pick up during Interdiction from the Helipad after [[Grand Theft Auto: San Andreas/Missions#Toreno's Last Flight|Toreno's Last Flight]]. If you also duped Amphibious Assault and skipped The Da Nang Thang, you can pick them up directly after passing Toreno's Last Flight or otherwise during Yay-Ka-Boom-Boom.&lt;br /&gt;
#* You'll still get the phonecall that unlocks Interdiction, which is actually used to dupe Verdant Meadows.&lt;br /&gt;
&lt;br /&gt;
===More Information===&lt;br /&gt;
* [https://youtu.be/Q4WxwTpCHpU?t=1m8s Video: Highjack Duping (using Bike School)]&lt;br /&gt;
&lt;br /&gt;
==Verdant Meadows==&lt;br /&gt;
After Highjack:&lt;br /&gt;
# Setup (Blood Bowl)&lt;br /&gt;
#* You should have the call that would normally unlock Interdiction (since you skipped Interdiction by duping Highjack you don't need it for that), see [[Grand Theft Auto: San Andreas/Game Mechanics and Glitches/Duping#Phonecall Management|Phonecall Management]].&lt;br /&gt;
#* {{GTASA Duping Setup|trucking|Blood Bowl}}&lt;br /&gt;
#* Since you skipped Interdiction, the Verdant Meadows mission marker will be invisible, but it will still work.&lt;br /&gt;
# Duping&lt;br /&gt;
#* Since this mission only consists of a cutscene, you have to dupe it in the cutscene.&lt;br /&gt;
#* Having the $OM=0 call held, walk into the marker, then let go of the call once the cutscene comes up.&lt;br /&gt;
#* Since the cutscene is outside (not an interior), CJ will answer the phone once you let go of holding the call, so you have to also hold F (or whatever hangs up the phone) for a bit. Because of this, it can take a few seconds for the second instance to be started.&lt;br /&gt;
# Result&lt;br /&gt;
#* Skips N.O.E.&lt;br /&gt;
#* Sets &amp;lt;code&amp;gt;$TORENO_TOTAL_PASSED_MISSIONS to 5&amp;lt;/code&amp;gt;, like after Flight School. However, there is a separate variable that tracks if you passed Flight School, which is required to start the following missions. Luckily Flight School starts if &amp;lt;code&amp;gt;$TORENO_TOTAL_PASSED_MISSIONS &amp;gt; 3&amp;lt;/code&amp;gt; not &amp;lt;code&amp;gt;$TORENO_TOTAL_PASSED_MISSIONS == 4&amp;lt;/code&amp;gt;, otherwise duping Verdant Meadows would basicially softlock the game. Flight School itself increases the mission chain variable as well, setting &amp;lt;code&amp;gt;$TORENO_TOTAL_PASSED_MISSIONS to 6&amp;lt;/code&amp;gt;, so you skip the next mission instead (N.O.E.).&lt;br /&gt;
&lt;br /&gt;
===More Information===&lt;br /&gt;
* [https://youtu.be/CR6ffuZfiX8 Video: Verdant Meadows Duping (using Blood Bowl)]&lt;br /&gt;
&lt;br /&gt;
==Fish in a Barrel==&lt;br /&gt;
After The Meat Business:&lt;br /&gt;
# Setup (Bike School or Quarry)&lt;br /&gt;
#* You should have a Catalina call (60s recall delay). One of those is unlocked after The Meat Business. Make sure the call is ready when you enter the Quarry/Bike School marker by getting out of your vehicle. Since it has a 1000ms check delay, pause buffering is advised to get the call consistently during the 500ms fade until the mission sets $OM=1.&lt;br /&gt;
#* {{GTASA Duping Setup|quarry|Bike School or Quarry|pb}}&lt;br /&gt;
#* Bike School requires a bike to drive into the building and get off into the marker. Since you're probably going to use a bike on the way to the Casino, having SMG ammo makes you shoot all the time.&lt;br /&gt;
#* Using Quarry you can hold the call, then blow up the truck to get $OM=0 call and drive back (having SMG ammo when holding the call on a bike makes you shoot all the time) or use a Satchel to blow the truck up remotely from the Casino, to get an $OM=0 call there (you may get shot up by the guards in the casino a bit). Since the Casino is an interior, you have to hold the call before entering the casino either way.&lt;br /&gt;
# Duping&lt;br /&gt;
#* Since this mission only consists of a cutscene, you ''have'' to dupe it in the cutscene.&lt;br /&gt;
#* Having the $OM=0 call held, walk into the marker from the stairs, without sprinting, then let go of the call once the cutscene comes up.&lt;br /&gt;
#* CJ walks a bit towards the door, so make sure you enter the marker from the stairs, so CJ is still in the marker when you set $OM=0 after starting the first instance. CJ will sprint on the stairs if you sprinted on the previous stairs, you can switch to a weapon you can't sprint with to prevent that or don't actively press sprint on the previous stairs. Wait for the marker to appear before entering it in case you blow up the Satchel shortly before it, to make sure you actually hit the edge away from the door.&lt;br /&gt;
#* Once you started the second instance you can skip the cutscene.&lt;br /&gt;
# Result&lt;br /&gt;
#* Skips Freefall.&lt;br /&gt;
#* You'll still get the Freefall phonecall, which will add the mission marker when answered, but it has no effect.&lt;br /&gt;
&lt;br /&gt;
===More Information===&lt;br /&gt;
* [https://youtu.be/hAiQhMwFHo0 Video: Fish in a Barrel Duping (using Quarry)]&lt;br /&gt;
* [https://youtu.be/-Dmipyr7CPA Video: Fish in a Barrel Duping (using Quarry, without Satchel)]&lt;br /&gt;
* [https://youtu.be/Q4WxwTpCHpU?t=1m8s Video: Highjack Duping (using Bike School)] - Showing the Bike School Setup&lt;br /&gt;
&lt;br /&gt;
==Black Project==&lt;br /&gt;
After Stowaway:&lt;br /&gt;
# Setup (Quarry)&lt;br /&gt;
#* You should have the high-priority call that unlocks High Noon, which is available once you finished both Freefall (or skipped it by duping) and Misappropriation, so just don't answer any phonecalls after finishing Misappropriation.&lt;br /&gt;
#* Phonecall start Quarry by exiting your vehicle into the marker while having a call ready. You don't hold the call for this dupe.&lt;br /&gt;
#* Skip or answer the phonecall after starting Quarry. As opposed to other dupes, we don't want an ONMISSION=0 call, but instead Quarry running with ONMISSION=0, so Black Project can be started while Quarry is running.&lt;br /&gt;
#* You can sprint to the Cropduster north of the Quarry while answering phonecalls if you have any left.&lt;br /&gt;
# Duping&lt;br /&gt;
#* Start Black Project with Quarry running, which turns the Quarry instance into another Black Project instance.&lt;br /&gt;
#* Skip the cutscene with the Mothership as soon as it is possible, otherwise the mission can softlock (no triggers inside the facility). There appears to be a 1000ms grace period after the cutscene becomes skippable, so the skipping doesn't have to be ultra precise. Skipping with Sprint should work.&lt;br /&gt;
# Mission&lt;br /&gt;
#* There appear to be double the Armor pickups and more blips on the map, however the enemies seem to be at least similiar.&lt;br /&gt;
# Result&lt;br /&gt;
#* Skips Green Goo.&lt;br /&gt;
&lt;br /&gt;
Under some circumstances starting Black Project with Quarry can apparently crash the game (frozen at &amp;quot;Black Project&amp;quot; text). This doesn't appear to be a problem unless you had started Black Project before doing the dupe without restarting the game (e.g. trying the dupe several times loading from save). This seems to have to do with the Nightvision Goggles already being loaded in memory.&lt;br /&gt;
&lt;br /&gt;
===More Information===&lt;br /&gt;
* [https://www.youtube.com/watch?v=IJ5bL4zCvco Video: Comparison of route with and without Black Project dupe] - Also shows the dupe itself, however not to be taken as a proper tutorial&lt;br /&gt;
* [http://www.speedrun.com/post/01sl4 Info on softlock/crashing]&lt;br /&gt;
&lt;br /&gt;
==Los Desperados==&lt;br /&gt;
''Note:'' Los Desperados isn't really duped in the usual sense (because a consistent way to finish two instances at once hasn't been found yet), instead it is done twice in a row.&lt;br /&gt;
&lt;br /&gt;
After Riot:&lt;br /&gt;
# Setup (8-Track)&lt;br /&gt;
#* You should still have at least one of the following high-priority calls: Vertical Bird, Woozie (LV) or Leone (LV). You should also still have 1-2 Catalina calls (one of them unlocks after Home Coming).&lt;br /&gt;
#* Phonecall start 8-Track to get an ONMISSION=0 call. You need enough Driving Skill to start 8-Track and you also need to hold the call through the entire mission.&lt;br /&gt;
# First Instance&lt;br /&gt;
#* With the ONMISSION=0 call held, enter the marker and skip the cutscene while holding the call.&lt;br /&gt;
#** This will sometimes cause CJ to answer the call, although you regain control, meaning you just hear the call. Pressing F will complete the call (so it's gone then), unless you shoot first. Shooting will invalidate the call (as if you never took it) and then you can press F (e.g. get in a car).&lt;br /&gt;
#** If you still have another call (even a Catalina one), it doesn't really matter if the call is used up.&lt;br /&gt;
#* You don't want to dupe this mission, you merely want to start it with the call, so that cancelling the call will set ONMISSION=0. You need to be on the mission while still being able to receive phonecalls.&lt;br /&gt;
#* Play normally through the mission, until the very last wave of enemies (Rocketlauncher on roof). Kill everyone except the guy walking to the fence on the right and then attach a Satchel to that enemy. Make sure it's attached to him, because he will move around.&lt;br /&gt;
#* Drive to CJs house.&lt;br /&gt;
# Second Instance&lt;br /&gt;
## In front of CJs house, wait for a call and hold it.&lt;br /&gt;
## Blow up the Satchel that is attached to the last enemy.&lt;br /&gt;
## Immediately enter CJs house (this prevents you from being teleported to the cutscene).&lt;br /&gt;
## Once you see that the cutscene has started, let go of holding the call. This makes you regain control and you can leave CJs house again.&lt;br /&gt;
## Pretty exactly 3 seconds after the last subtitle of the cutscene disappears (&amp;quot;.. good luck my friend.&amp;quot;) you need to enter the invisible Los Desperados mission marker.&lt;br /&gt;
##* Enter it too early and the first mission instance will not be completed when you start the second instance, and the first instance will fail.&lt;br /&gt;
##* Enter it too late and the first mission instance will pass before you start the second instance, and you won't be able to start it anymore.&lt;br /&gt;
##* There is some randomness involved, because triggering the mission is on a 250ms cycle, so it can vary a bit.&lt;br /&gt;
##* You can tell that you did it correctly if you started Los Desperados again and there is also no visible mission marker (so the first instance didn't fail and set ONMISSION=0 again).&lt;br /&gt;
## Normally play through and complete the mission.&lt;br /&gt;
# Result&lt;br /&gt;
#* Skips Gang Territories and End of the Line Part 1.&lt;br /&gt;
#* Once you complete the second Los Desperados instance, you will immediately teleport into the second part of End of the Line.&lt;br /&gt;
#** You can play through it normally, except that the bottom floor won't be loaded and CJ will fall through the map and spawn in front of the building, where you then have to trigger the cutscene from the outside.&lt;br /&gt;
#** You may also receive a phonecall during the black screen before the Firetruck chase, making the black screen last a lot longer unless you cancel the call. You can cancel it by spamming your Answer/Hold call and putting the phone down keys (F). This can always happen, although it is much more likely when skipping Gang Territories, since you never answer the Gang Territories call after Los Desperados (the more call threads still have an active call the more likely a call sneaks in during the fraction of a second in between mission parts where ONMISSION=0).&lt;br /&gt;
&lt;br /&gt;
===More Information===&lt;br /&gt;
* [https://www.youtube.com/watch?v=VKUkiY6Vhjk Video: Los Desperados &amp;quot;Dupe&amp;quot;]&lt;/div&gt;</summary>
		<author><name>Tduva</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Grand_Theft_Auto:_San_Andreas/Missions/Dupes</id>
		<title>Grand Theft Auto: San Andreas/Missions/Dupes</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Grand_Theft_Auto:_San_Andreas/Missions/Dupes"/>
				<updated>2016-08-03T11:15:34Z</updated>
		
		<summary type="html">&lt;p&gt;Tduva: /* Los Desperados */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{GTASA Duping PC}}&lt;br /&gt;
&lt;br /&gt;
This page has notes on how duping specific missions works and affects the game. For general information on how duping works, refer to the [[Grand_Theft_Auto:_San_Andreas/Game_Mechanics_and_Glitches/Duping|Duping Page]].&lt;br /&gt;
&lt;br /&gt;
==T-Bone Mendez==&lt;br /&gt;
After Photo Opportunity or after Jizzy:&lt;br /&gt;
# Setup (Blood Bowl)&lt;br /&gt;
#* You should have a high-priority call from Zero or Jethro (15s delay), see [[Grand Theft Auto: San Andreas/Game Mechanics and Glitches/Duping#Phonecall Management|Phonecall Management]].&lt;br /&gt;
#* {{GTASA Duping Setup|trucking|Blood Bowl}}&lt;br /&gt;
#* There are two possible routes for this setup:&lt;br /&gt;
#*# Setup at Blood Bowl directly ''after Photo Opportunity'', which requires you to carry the call through Jizzy (Cutscene) and Jizzy:&lt;br /&gt;
#*#* After Blood Bowl, go to Jizzy (Cutscene).&lt;br /&gt;
#*#** Enter the marker on the side of the building, so CJ will walk out of the marker during the fade when he walks towards the building (what we usually want to avoid for duping, however this mission isn't going to be duped), then let got of the held $OM=0 call once the cutscene comes up, wait at least 15s so the call can come in again. Then start holding the call, skip the cutscene and the phone should ring once CJ is placed outside, just moments before the mission will pass and set $OM=0 again.&lt;br /&gt;
#*#** Simply holding the call through the Jizzy (Cutscene) will not work, because CJ will answer the phone once you skip the cutscene.&lt;br /&gt;
#*#* Hold the $OM=0 call until Jizzy&lt;br /&gt;
#*#** Start the mission and skip the cutscene while still holding the call. The call will be cancelled automatically, you can let go of holding it once the cutscene showing the Pimpmobile comes up.&lt;br /&gt;
#*#** At the end of Jizzy, drive ahead of the Limo as you normally would, get out preparing to attack the Limo, start holding the call, getting out of the Pimpmobile will cause the phone to ring (make sure you don't have a wanted level), then kill the enemies. '''You can't use a Rocket Launcher to destroy the Limo''', since aiming with the Rocket Launcher while holding a call will cause CJ to answer the call. You can either use your SMG (that the mission gives you) to shoot the driver of the Limo and then kill the other enemies or place down Satchels. Either way requires a bit of practice and traffic can troll you quite a bit.&lt;br /&gt;
#*# Setup at Blood Bowl ''after finishing Jizzy'', which is a bit longer drive, but you can simply drive to T-Bone Mendez directly after the Setup.&lt;br /&gt;
# Duping&lt;br /&gt;
#* Having the $OM=0 call held, walk into the marker, then let go of the call once the cutscene comes up. Entering the marker away from the door may be safer, because CJ may walk towards the door a bit, possibly walking out of the marker.&lt;br /&gt;
#* {{GTASA Duping Cutscene Interior}}&lt;br /&gt;
#* Once you started the second instance you can skip the cutscene.&lt;br /&gt;
# Mission&lt;br /&gt;
#* Duping in the cutscene means you get no traffic on the roads for the mission and you get interior lighting.&lt;br /&gt;
# Result&lt;br /&gt;
#* Skips Mike Toreno.&lt;br /&gt;
&lt;br /&gt;
===More Information===&lt;br /&gt;
* [https://youtu.be/7fsSjHyxw2s Video: T-Bone Mendez Duping (using Blood Bowl, Setup after Photo Opportunity)]&lt;br /&gt;
* [https://youtu.be/kFWN-szUywA Video: T-Bone Mendez Duping (using Blood Bowl, Setup after Jizzy)]&lt;br /&gt;
&lt;br /&gt;
==Ran Fa Li==&lt;br /&gt;
After Snail Trail:&lt;br /&gt;
&lt;br /&gt;
[[File:GTASA Trucking Despawn Zone.jpg|thumb|right|Despawn Zone at Trucking]]&lt;br /&gt;
# Setup (Trucking)&lt;br /&gt;
#* You should have a high-priority call from Zero or Jethro (15s delay), see [[Grand Theft Auto: San Andreas/Game Mechanics and Glitches/Duping#Phonecall Management|Phonecall Management]].&lt;br /&gt;
#* {{GTASA Duping Setup|trucking|Trucking}}&lt;br /&gt;
#* Attach a Satchel to the Truck, which cancels the call setting $OM=0, drive to the mission, get and hold a call and then explode the Satchel to fail Trucking and get $OM=0 call.&lt;br /&gt;
#* Using a Satchel means you have no traffic on the way to the mission, because starting Trucking without ever getting into the truck prevents traffic from spawning. You should still have Satchels from Badlands. If you don't have a Satchel you can also hold the call and blow up the Truck, but then you'll have traffic.&lt;br /&gt;
#* There is a despawn zone around Trucking, so park your vehicle on the bridge to keep it&lt;br /&gt;
# Duping&lt;br /&gt;
#* Having the $OM=0 call held, walk into the marker, then let go of the call once the cutscene comes up.&lt;br /&gt;
#* {{GTASA Duping Cutscene Interior}}&lt;br /&gt;
#* Once you started the second instance you can skip the cutscene.&lt;br /&gt;
# Mission&lt;br /&gt;
#* Duping in the cutscene means you get no traffic on the roads until you enter the car in the parking garage.&lt;br /&gt;
#* There will be two mission cars spawned in the parking garage inside of eachother, which may cause the car you get into to roll and land on its roof. To prevent getting stuck laying on the roof and eventually exploding, you have to hold both &amp;quot;Sprint&amp;quot; and &amp;quot;Move Left&amp;quot; (usually A) once you enter the car. That way you skip the cutscene (so you can actually control the car soon enough again) and then roll the car around fully and back onto its wheels again.&lt;br /&gt;
# Result&lt;br /&gt;
#* Skips Lure&lt;br /&gt;
&lt;br /&gt;
===More Information===&lt;br /&gt;
* [https://youtu.be/kRvHmjCRrwA Video: Ran Fa Li Dupe (using Trucking)]&lt;br /&gt;
&lt;br /&gt;
==Amphibious Assault==&lt;br /&gt;
After Ran Fa Li or Ice Cold Killa:&lt;br /&gt;
[[File:GTASA_IceColdKilla_Load_trigger.jpg|thumb|right|Load trigger during Ice Cold Killa which sets $ONMISSION=1]]&lt;br /&gt;
# Setup (Blood Bowl)&lt;br /&gt;
#* You should have a high-priority call from Zero, Jethro or Woozie (15s delay), see [[Grand Theft Auto: San Andreas/Game Mechanics and Glitches/Duping#Phonecall Management|Phonecall Management]].&lt;br /&gt;
#* {{GTASA Duping Setup|trucking|Blood Bowl}}&lt;br /&gt;
#* There are two possible routes for this setup:&lt;br /&gt;
#*# Setup at Blood Bowl directly ''after Ran Fa Li'', which requires you to carry the call through Ice Cold Killa:&lt;br /&gt;
#*#* After Blood Bowl start Ice Cold Killa.&lt;br /&gt;
#*#** Hold the call until you skip the cutscene. This will cancel the call, setting $ONMISSION=0 while on the mission. Don't start the mission again, just complete the one instance of the mission. The setup is merely done to be able to receive phonecalls during the mission, so you can get another $ONMISSION=0 call at the end of the mission that is then used to dupe Amphibious Assault.&lt;br /&gt;
#*#** Once you get to the club, do the normal strats of shooting Jizzys car 6 times with the Sniper Rifle. The phone will ring, but the shooting will cancel the call.&lt;br /&gt;
#*#** Go up to the roof. Jump down onto the roof ''after'' the phone starting ringing again, then enter the building through the skylight. Entering the building will cancel the call.&lt;br /&gt;
#*#*** There is a trigger on the roof that will set $ONMISSION=1 again. Entering that trigger only while the phone is ringing makes that have no adverse effects. ([https://youtu.be/1G74RMHqpeo Video: Trigger Issue])&lt;br /&gt;
#*#** Now either wait about 3-4 seconds before jumping down or don't skip one of the cutscenes for about 3-4 seconds. This is done because the phone needs another 15 seconds to ring again and otherwise it wouldn't ring before Jizzy starts driving away.&lt;br /&gt;
#*#** Skip the cutscenes and sprint to the door. After doing outside, during the cutscene (where Jizzy gets in the car), starting holding the call and keep holding it once it rings. If you got the timing right it should ring before the cutscene ends.&lt;br /&gt;
#*#** While holding the call, shoot the car to set it on fire and Jizzy jumps out. As opposed to regular strats, you can't use the Sniper Rifle or Rocket launcher, since this would make CJ answer the call you are holding. You can use an AK or Silenced Pistol. You can crouch to get better accuracy, since holding the call means you shoot continuously while aiming.&lt;br /&gt;
#*#** Kill Jizzy, get the phone and finishing the mission while holding the call. Try to not pick up his SMG ammo if you plan on using a bike while holding the call.&lt;br /&gt;
#*#* After Ice Cold Killa, drive to Amphibious Assault while holding the call to do the dupe.&lt;br /&gt;
#*# Setup at Blood Bowl ''after finishing Ice Cold Killa'', which is a bit longer drive, but you can simply drive to Amphibious Assault directly after the Setup.&lt;br /&gt;
# Duping&lt;br /&gt;
#* Having the $OM=0 call held, walk into the marker, then let go of the call once the cutscene comes up.&lt;br /&gt;
#* {{GTASA Duping Cutscene Interior}}&lt;br /&gt;
#* Once you started the second instance you can skip the cutscene.&lt;br /&gt;
# Mission&lt;br /&gt;
#* Duping in the cutscene means you get no traffic on the roads and interior lighting.&lt;br /&gt;
#* Twice the number of patrol boats will spawn, on top of eachother. Sometimes they blow eachother up and activate the enemies, the same as if you got into the open water (which triggers the cutscene and activates the enemies).&lt;br /&gt;
#* Sometimes the enemies on the patrol boats can get quite dangerous, even using the Dhingy. Make sure the Dhingy doesn't end up too close to the Patrol boat when it's drifting to the front of the ship.&lt;br /&gt;
#* On the ship, some more enemies than usual can spawn, some apparently inside of eachother. To be able to plant the bug and advance the mission, you have to kill all enemies that are running around on the ship.&lt;br /&gt;
#* After the Setup with Blood Bowl you won't have an Uzi anymore, so you can either sprint and stop to shoot the enemies with a Shotgun or slide with the AK.&lt;br /&gt;
# Result&lt;br /&gt;
#* Skips The Da Nang Thang (which aside from saved time also means you can keep your weapons)&lt;br /&gt;
&lt;br /&gt;
===More Information===&lt;br /&gt;
* [[Grand_Theft_Auto:_San_Andreas/Missions#Amphibious Assault|Amphibious Assault]]&lt;br /&gt;
* [https://youtu.be/CR6ffuZfiX8 Video: Verdant Meadows Duping (using Blood Bowl)] - shows the Setup&lt;br /&gt;
&lt;br /&gt;
==Highjack==&lt;br /&gt;
After Monster:&lt;br /&gt;
# Setup (Bike School)&lt;br /&gt;
#* You should have a Catalina call (60s delay), see [[Grand Theft Auto: San Andreas/Game Mechanics and Glitches/Duping#Phonecall Management|Phonecall Management]]. Make sure the call is ready when you enter the Bike School marker. Since it has a 1000ms check delay, pause buffering is advised to get the call consistently during the 500ms fade until the mission sets $OM=1.&lt;br /&gt;
#* Get a bike: Answer the call to unlock Highjack, then start Highjack, kill Cesar to fail the mission and use the spawned bike.&lt;br /&gt;
#* {{GTASA Duping Setup|quarry|Bike School}}&lt;br /&gt;
#* The call will be ready 60s after you failed Highjack, so make sure you don't fall off the bike when the call is ready, so you don't have to wait once you get to Bike School.&lt;br /&gt;
# Duping&lt;br /&gt;
#* Having the $OM=0 call held, walk into the marker, then let go of the call once the cutscene comes up.&lt;br /&gt;
#* Since the cutscene is outside (not an interior), CJ will answer the phone once you let go of holding the call, so you have to also hold F (or whatever hangs up the phone) for a bit. Because of this, it can take a few seconds for the second instance to be started.&lt;br /&gt;
#* Once you started the second instance you can skip the cutscene.&lt;br /&gt;
# Mission&lt;br /&gt;
#* Duping this mission in the cutscene will remove all traffic for the mission.&lt;br /&gt;
# Result&lt;br /&gt;
#* Skips Interdiction.&lt;br /&gt;
#** You can get Rockets and AK which you would normally pick up during Interdiction from the Helipad after [[Grand Theft Auto: San Andreas/Missions#Toreno's Last Flight|Toreno's Last Flight]]. If you also duped Amphibious Assault and skipped The Da Nang Thang, you can pick them up directly after passing Toreno's Last Flight or otherwise during Yay-Ka-Boom-Boom.&lt;br /&gt;
#* You'll still get the phonecall that unlocks Interdiction, which is actually used to dupe Verdant Meadows.&lt;br /&gt;
&lt;br /&gt;
===More Information===&lt;br /&gt;
* [https://youtu.be/Q4WxwTpCHpU?t=1m8s Video: Highjack Duping (using Bike School)]&lt;br /&gt;
&lt;br /&gt;
==Verdant Meadows==&lt;br /&gt;
After Highjack:&lt;br /&gt;
# Setup (Blood Bowl)&lt;br /&gt;
#* You should have the call that would normally unlock Interdiction (since you skipped Interdiction by duping Highjack you don't need it for that), see [[Grand Theft Auto: San Andreas/Game Mechanics and Glitches/Duping#Phonecall Management|Phonecall Management]].&lt;br /&gt;
#* {{GTASA Duping Setup|trucking|Blood Bowl}}&lt;br /&gt;
#* Since you skipped Interdiction, the Verdant Meadows mission marker will be invisible, but it will still work.&lt;br /&gt;
# Duping&lt;br /&gt;
#* Since this mission only consists of a cutscene, you have to dupe it in the cutscene.&lt;br /&gt;
#* Having the $OM=0 call held, walk into the marker, then let go of the call once the cutscene comes up.&lt;br /&gt;
#* Since the cutscene is outside (not an interior), CJ will answer the phone once you let go of holding the call, so you have to also hold F (or whatever hangs up the phone) for a bit. Because of this, it can take a few seconds for the second instance to be started.&lt;br /&gt;
# Result&lt;br /&gt;
#* Skips N.O.E.&lt;br /&gt;
#* Sets &amp;lt;code&amp;gt;$TORENO_TOTAL_PASSED_MISSIONS to 5&amp;lt;/code&amp;gt;, like after Flight School. However, there is a separate variable that tracks if you passed Flight School, which is required to start the following missions. Luckily Flight School starts if &amp;lt;code&amp;gt;$TORENO_TOTAL_PASSED_MISSIONS &amp;gt; 3&amp;lt;/code&amp;gt; not &amp;lt;code&amp;gt;$TORENO_TOTAL_PASSED_MISSIONS == 4&amp;lt;/code&amp;gt;, otherwise duping Verdant Meadows would basicially softlock the game. Flight School itself increases the mission chain variable as well, setting &amp;lt;code&amp;gt;$TORENO_TOTAL_PASSED_MISSIONS to 6&amp;lt;/code&amp;gt;, so you skip the next mission instead (N.O.E.).&lt;br /&gt;
&lt;br /&gt;
===More Information===&lt;br /&gt;
* [https://youtu.be/CR6ffuZfiX8 Video: Verdant Meadows Duping (using Blood Bowl)]&lt;br /&gt;
&lt;br /&gt;
==Fish in a Barrel==&lt;br /&gt;
After The Meat Business:&lt;br /&gt;
# Setup (Bike School or Quarry)&lt;br /&gt;
#* You should have a Catalina call (60s recall delay). One of those is unlocked after The Meat Business. Make sure the call is ready when you enter the Quarry/Bike School marker by getting out of your vehicle. Since it has a 1000ms check delay, pause buffering is advised to get the call consistently during the 500ms fade until the mission sets $OM=1.&lt;br /&gt;
#* {{GTASA Duping Setup|quarry|Bike School or Quarry|pb}}&lt;br /&gt;
#* Bike School requires a bike to drive into the building and get off into the marker. Since you're probably going to use a bike on the way to the Casino, having SMG ammo makes you shoot all the time.&lt;br /&gt;
#* Using Quarry you can hold the call, then blow up the truck to get $OM=0 call and drive back (having SMG ammo when holding the call on a bike makes you shoot all the time) or use a Satchel to blow the truck up remotely from the Casino, to get an $OM=0 call there (you may get shot up by the guards in the casino a bit). Since the Casino is an interior, you have to hold the call before entering the casino either way.&lt;br /&gt;
# Duping&lt;br /&gt;
#* Since this mission only consists of a cutscene, you ''have'' to dupe it in the cutscene.&lt;br /&gt;
#* Having the $OM=0 call held, walk into the marker from the stairs, without sprinting, then let go of the call once the cutscene comes up.&lt;br /&gt;
#* CJ walks a bit towards the door, so make sure you enter the marker from the stairs, so CJ is still in the marker when you set $OM=0 after starting the first instance. CJ will sprint on the stairs if you sprinted on the previous stairs, you can switch to a weapon you can't sprint with to prevent that or don't actively press sprint on the previous stairs. Wait for the marker to appear before entering it in case you blow up the Satchel shortly before it, to make sure you actually hit the edge away from the door.&lt;br /&gt;
#* Once you started the second instance you can skip the cutscene.&lt;br /&gt;
# Result&lt;br /&gt;
#* Skips Freefall.&lt;br /&gt;
#* You'll still get the Freefall phonecall, which will add the mission marker when answered, but it has no effect.&lt;br /&gt;
&lt;br /&gt;
===More Information===&lt;br /&gt;
* [https://youtu.be/hAiQhMwFHo0 Video: Fish in a Barrel Duping (using Quarry)]&lt;br /&gt;
* [https://youtu.be/-Dmipyr7CPA Video: Fish in a Barrel Duping (using Quarry, without Satchel)]&lt;br /&gt;
* [https://youtu.be/Q4WxwTpCHpU?t=1m8s Video: Highjack Duping (using Bike School)] - Showing the Bike School Setup&lt;br /&gt;
&lt;br /&gt;
==Black Project==&lt;br /&gt;
After Stowaway:&lt;br /&gt;
# Setup (Quarry)&lt;br /&gt;
#* You should have the high-priority call that unlocks High Noon, which is available once you finished both Freefall (or skipped it by duping) and Misappropriation, so just don't answer any phonecalls after finishing Misappropriation.&lt;br /&gt;
#* Phonecall start Quarry by exiting your vehicle into the marker while having a call ready. You don't hold the call for this dupe.&lt;br /&gt;
#* Skip or answer the phonecall after starting Quarry. As opposed to other dupes, we don't want an ONMISSION=0 call, but instead Quarry running with ONMISSION=0, so Black Project can be started while Quarry is running.&lt;br /&gt;
#* You can sprint to the Cropduster north of the Quarry while answering phonecalls if you have any left.&lt;br /&gt;
# Duping&lt;br /&gt;
#* Start Black Project with Quarry running, which turns the Quarry instance into another Black Project instance.&lt;br /&gt;
#* Skip the cutscene with the Mothership as soon as it is possible, otherwise the mission can softlock (no triggers inside the facility). There appears to be a 1000ms grace period after the cutscene becomes skippable, so the skipping doesn't have to be ultra precise. Skipping with Sprint should work.&lt;br /&gt;
# Mission&lt;br /&gt;
#* There appear to be double the Armor pickups and more blips on the map, however the enemies seem to be at least similiar.&lt;br /&gt;
# Result&lt;br /&gt;
#* Skips Green Goo.&lt;br /&gt;
&lt;br /&gt;
Under some circumstances starting Black Project with Quarry can apparently crash the game (frozen at &amp;quot;Black Project&amp;quot; text). This doesn't appear to be a problem unless you had started Black Project before doing the dupe without restarting the game (e.g. trying the dupe several times loading from save). This seems to have to do with the Nightvision Goggles already being loaded in memory.&lt;br /&gt;
&lt;br /&gt;
===More Information===&lt;br /&gt;
* [https://www.youtube.com/watch?v=IJ5bL4zCvco Video: Comparison of route with and without Black Project dupe] - Also shows the dupe itself, however not to be taken as a proper tutorial&lt;br /&gt;
* [http://www.speedrun.com/post/01sl4 Info on softlock/crashing]&lt;br /&gt;
&lt;br /&gt;
==Los Desperados==&lt;br /&gt;
''Note:'' Los Desperados isn't really duped in the usual sense (because a consistent way to finish two instances at once hasn't been found yet), instead it is done twice in a row.&lt;br /&gt;
&lt;br /&gt;
After Riot:&lt;br /&gt;
# Setup (8-Track)&lt;br /&gt;
#* You should still have at least one of the following high-priority calls: Vertical Bird, Woozie (LV) or Leone (LV). You should also still have 1-2 Catalina calls (one of them unlocks after Home Coming).&lt;br /&gt;
#* Phonecall start 8-Track to get an ONMISSION=0 call. You need enough Driving Skill to start 8-Track and you also need to hold the call through the entire mission.&lt;br /&gt;
# First Instance&lt;br /&gt;
#* With the ONMISSION=0 call held, enter the marker and skip the cutscene while holding the call.&lt;br /&gt;
#** This will sometimes cause CJ to answer the call, although you regain control, meaning you just hear the call. Pressing F will complete the call (so it's gone then), unless you shoot first. Shooting will invalidate the call (as if you never took it) and then you can press F (e.g. get in a car).&lt;br /&gt;
#** If you still have another call (even a Catalina one), it doesn't really matter if the call is used up.&lt;br /&gt;
#* You don't want to dupe this mission, you merely want to start it with the call, so that cancelling the call will set ONMISSION=0. You need to be on the mission while still being able to receive phonecalls.&lt;br /&gt;
#* Play normally through the mission, until the very last wave of enemies (Rocketlauncher on roof). Kill everyone except the guy walking to the fence on the right and then attach a Satchel to that enemy. Make sure it's attached to him, because he will move around.&lt;br /&gt;
#* Drive to CJs house.&lt;br /&gt;
# Second Instance&lt;br /&gt;
## In front of CJs house, wait for a call and hold it.&lt;br /&gt;
## Blow up the Satchel that is attached to the last enemy.&lt;br /&gt;
## Immediately enter CJs house (this prevents you from being teleported to the cutscene).&lt;br /&gt;
## Once you see that the cutscene has started, let go of holding the call. This makes you regain control and you can leave CJs house again.&lt;br /&gt;
## Pretty exactly 3 seconds after the last subtitle of the cutscene disappears (&amp;quot;.. good luck my friend.&amp;quot;) you need to enter the invisible Los Desperados mission marker.&lt;br /&gt;
##* Enter it too early and the first mission instance will not be completed when you start the second instance, and the first instance will fail.&lt;br /&gt;
##* Enter it too late and the first mission instance will pass before you start the second instance, and you won't be able to start it anymore.&lt;br /&gt;
##* There is some randomness involved, because triggering the mission is on a 250ms cycle, so it can vary a bit.&lt;br /&gt;
##* You can tell that you did it correctly if you started Los Desperados again and there is also no visible mission marker (so the first instance didn't fail and set ONMISSION=0 again).&lt;br /&gt;
## Normally play through and complete the mission.&lt;br /&gt;
# Result&lt;br /&gt;
#* Skips Gang Territories and End of the Line Part 1.&lt;br /&gt;
#* Once you complete the second Los Desperados instance, you will immediately teleport into the second part of End of the Line.&lt;br /&gt;
#** You can play through it normally, except that the bottom floor won't be loaded and CJ will fall through the map and spawn in front of the building, where you then have to trigger the cutscene from the outside.&lt;br /&gt;
#** You may also receive a phonecall during the black screen before the Firetruck chase, making the black screen last a lot longer. You can cancel it by spamming your Answer/Hold call and putting the phone down keys (F). This can always happen, although it is much more likely when skipping Gang Territories, since you never answer the Gang Territories call after Los Desperados (the more call threads still have an active call the more likely a call sneaks in during the fraction of a second in between mission parts where ONMISSION=0).&lt;br /&gt;
&lt;br /&gt;
===More Information===&lt;br /&gt;
* [https://www.youtube.com/watch?v=VKUkiY6Vhjk Video: Los Desperados &amp;quot;Dupe&amp;quot;]&lt;/div&gt;</summary>
		<author><name>Tduva</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Grand_Theft_Auto:_San_Andreas/Missions/Dupes</id>
		<title>Grand Theft Auto: San Andreas/Missions/Dupes</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Grand_Theft_Auto:_San_Andreas/Missions/Dupes"/>
				<updated>2016-08-03T11:15:00Z</updated>
		
		<summary type="html">&lt;p&gt;Tduva: /* Los Desperados */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{GTASA Duping PC}}&lt;br /&gt;
&lt;br /&gt;
This page has notes on how duping specific missions works and affects the game. For general information on how duping works, refer to the [[Grand_Theft_Auto:_San_Andreas/Game_Mechanics_and_Glitches/Duping|Duping Page]].&lt;br /&gt;
&lt;br /&gt;
==T-Bone Mendez==&lt;br /&gt;
After Photo Opportunity or after Jizzy:&lt;br /&gt;
# Setup (Blood Bowl)&lt;br /&gt;
#* You should have a high-priority call from Zero or Jethro (15s delay), see [[Grand Theft Auto: San Andreas/Game Mechanics and Glitches/Duping#Phonecall Management|Phonecall Management]].&lt;br /&gt;
#* {{GTASA Duping Setup|trucking|Blood Bowl}}&lt;br /&gt;
#* There are two possible routes for this setup:&lt;br /&gt;
#*# Setup at Blood Bowl directly ''after Photo Opportunity'', which requires you to carry the call through Jizzy (Cutscene) and Jizzy:&lt;br /&gt;
#*#* After Blood Bowl, go to Jizzy (Cutscene).&lt;br /&gt;
#*#** Enter the marker on the side of the building, so CJ will walk out of the marker during the fade when he walks towards the building (what we usually want to avoid for duping, however this mission isn't going to be duped), then let got of the held $OM=0 call once the cutscene comes up, wait at least 15s so the call can come in again. Then start holding the call, skip the cutscene and the phone should ring once CJ is placed outside, just moments before the mission will pass and set $OM=0 again.&lt;br /&gt;
#*#** Simply holding the call through the Jizzy (Cutscene) will not work, because CJ will answer the phone once you skip the cutscene.&lt;br /&gt;
#*#* Hold the $OM=0 call until Jizzy&lt;br /&gt;
#*#** Start the mission and skip the cutscene while still holding the call. The call will be cancelled automatically, you can let go of holding it once the cutscene showing the Pimpmobile comes up.&lt;br /&gt;
#*#** At the end of Jizzy, drive ahead of the Limo as you normally would, get out preparing to attack the Limo, start holding the call, getting out of the Pimpmobile will cause the phone to ring (make sure you don't have a wanted level), then kill the enemies. '''You can't use a Rocket Launcher to destroy the Limo''', since aiming with the Rocket Launcher while holding a call will cause CJ to answer the call. You can either use your SMG (that the mission gives you) to shoot the driver of the Limo and then kill the other enemies or place down Satchels. Either way requires a bit of practice and traffic can troll you quite a bit.&lt;br /&gt;
#*# Setup at Blood Bowl ''after finishing Jizzy'', which is a bit longer drive, but you can simply drive to T-Bone Mendez directly after the Setup.&lt;br /&gt;
# Duping&lt;br /&gt;
#* Having the $OM=0 call held, walk into the marker, then let go of the call once the cutscene comes up. Entering the marker away from the door may be safer, because CJ may walk towards the door a bit, possibly walking out of the marker.&lt;br /&gt;
#* {{GTASA Duping Cutscene Interior}}&lt;br /&gt;
#* Once you started the second instance you can skip the cutscene.&lt;br /&gt;
# Mission&lt;br /&gt;
#* Duping in the cutscene means you get no traffic on the roads for the mission and you get interior lighting.&lt;br /&gt;
# Result&lt;br /&gt;
#* Skips Mike Toreno.&lt;br /&gt;
&lt;br /&gt;
===More Information===&lt;br /&gt;
* [https://youtu.be/7fsSjHyxw2s Video: T-Bone Mendez Duping (using Blood Bowl, Setup after Photo Opportunity)]&lt;br /&gt;
* [https://youtu.be/kFWN-szUywA Video: T-Bone Mendez Duping (using Blood Bowl, Setup after Jizzy)]&lt;br /&gt;
&lt;br /&gt;
==Ran Fa Li==&lt;br /&gt;
After Snail Trail:&lt;br /&gt;
&lt;br /&gt;
[[File:GTASA Trucking Despawn Zone.jpg|thumb|right|Despawn Zone at Trucking]]&lt;br /&gt;
# Setup (Trucking)&lt;br /&gt;
#* You should have a high-priority call from Zero or Jethro (15s delay), see [[Grand Theft Auto: San Andreas/Game Mechanics and Glitches/Duping#Phonecall Management|Phonecall Management]].&lt;br /&gt;
#* {{GTASA Duping Setup|trucking|Trucking}}&lt;br /&gt;
#* Attach a Satchel to the Truck, which cancels the call setting $OM=0, drive to the mission, get and hold a call and then explode the Satchel to fail Trucking and get $OM=0 call.&lt;br /&gt;
#* Using a Satchel means you have no traffic on the way to the mission, because starting Trucking without ever getting into the truck prevents traffic from spawning. You should still have Satchels from Badlands. If you don't have a Satchel you can also hold the call and blow up the Truck, but then you'll have traffic.&lt;br /&gt;
#* There is a despawn zone around Trucking, so park your vehicle on the bridge to keep it&lt;br /&gt;
# Duping&lt;br /&gt;
#* Having the $OM=0 call held, walk into the marker, then let go of the call once the cutscene comes up.&lt;br /&gt;
#* {{GTASA Duping Cutscene Interior}}&lt;br /&gt;
#* Once you started the second instance you can skip the cutscene.&lt;br /&gt;
# Mission&lt;br /&gt;
#* Duping in the cutscene means you get no traffic on the roads until you enter the car in the parking garage.&lt;br /&gt;
#* There will be two mission cars spawned in the parking garage inside of eachother, which may cause the car you get into to roll and land on its roof. To prevent getting stuck laying on the roof and eventually exploding, you have to hold both &amp;quot;Sprint&amp;quot; and &amp;quot;Move Left&amp;quot; (usually A) once you enter the car. That way you skip the cutscene (so you can actually control the car soon enough again) and then roll the car around fully and back onto its wheels again.&lt;br /&gt;
# Result&lt;br /&gt;
#* Skips Lure&lt;br /&gt;
&lt;br /&gt;
===More Information===&lt;br /&gt;
* [https://youtu.be/kRvHmjCRrwA Video: Ran Fa Li Dupe (using Trucking)]&lt;br /&gt;
&lt;br /&gt;
==Amphibious Assault==&lt;br /&gt;
After Ran Fa Li or Ice Cold Killa:&lt;br /&gt;
[[File:GTASA_IceColdKilla_Load_trigger.jpg|thumb|right|Load trigger during Ice Cold Killa which sets $ONMISSION=1]]&lt;br /&gt;
# Setup (Blood Bowl)&lt;br /&gt;
#* You should have a high-priority call from Zero, Jethro or Woozie (15s delay), see [[Grand Theft Auto: San Andreas/Game Mechanics and Glitches/Duping#Phonecall Management|Phonecall Management]].&lt;br /&gt;
#* {{GTASA Duping Setup|trucking|Blood Bowl}}&lt;br /&gt;
#* There are two possible routes for this setup:&lt;br /&gt;
#*# Setup at Blood Bowl directly ''after Ran Fa Li'', which requires you to carry the call through Ice Cold Killa:&lt;br /&gt;
#*#* After Blood Bowl start Ice Cold Killa.&lt;br /&gt;
#*#** Hold the call until you skip the cutscene. This will cancel the call, setting $ONMISSION=0 while on the mission. Don't start the mission again, just complete the one instance of the mission. The setup is merely done to be able to receive phonecalls during the mission, so you can get another $ONMISSION=0 call at the end of the mission that is then used to dupe Amphibious Assault.&lt;br /&gt;
#*#** Once you get to the club, do the normal strats of shooting Jizzys car 6 times with the Sniper Rifle. The phone will ring, but the shooting will cancel the call.&lt;br /&gt;
#*#** Go up to the roof. Jump down onto the roof ''after'' the phone starting ringing again, then enter the building through the skylight. Entering the building will cancel the call.&lt;br /&gt;
#*#*** There is a trigger on the roof that will set $ONMISSION=1 again. Entering that trigger only while the phone is ringing makes that have no adverse effects. ([https://youtu.be/1G74RMHqpeo Video: Trigger Issue])&lt;br /&gt;
#*#** Now either wait about 3-4 seconds before jumping down or don't skip one of the cutscenes for about 3-4 seconds. This is done because the phone needs another 15 seconds to ring again and otherwise it wouldn't ring before Jizzy starts driving away.&lt;br /&gt;
#*#** Skip the cutscenes and sprint to the door. After doing outside, during the cutscene (where Jizzy gets in the car), starting holding the call and keep holding it once it rings. If you got the timing right it should ring before the cutscene ends.&lt;br /&gt;
#*#** While holding the call, shoot the car to set it on fire and Jizzy jumps out. As opposed to regular strats, you can't use the Sniper Rifle or Rocket launcher, since this would make CJ answer the call you are holding. You can use an AK or Silenced Pistol. You can crouch to get better accuracy, since holding the call means you shoot continuously while aiming.&lt;br /&gt;
#*#** Kill Jizzy, get the phone and finishing the mission while holding the call. Try to not pick up his SMG ammo if you plan on using a bike while holding the call.&lt;br /&gt;
#*#* After Ice Cold Killa, drive to Amphibious Assault while holding the call to do the dupe.&lt;br /&gt;
#*# Setup at Blood Bowl ''after finishing Ice Cold Killa'', which is a bit longer drive, but you can simply drive to Amphibious Assault directly after the Setup.&lt;br /&gt;
# Duping&lt;br /&gt;
#* Having the $OM=0 call held, walk into the marker, then let go of the call once the cutscene comes up.&lt;br /&gt;
#* {{GTASA Duping Cutscene Interior}}&lt;br /&gt;
#* Once you started the second instance you can skip the cutscene.&lt;br /&gt;
# Mission&lt;br /&gt;
#* Duping in the cutscene means you get no traffic on the roads and interior lighting.&lt;br /&gt;
#* Twice the number of patrol boats will spawn, on top of eachother. Sometimes they blow eachother up and activate the enemies, the same as if you got into the open water (which triggers the cutscene and activates the enemies).&lt;br /&gt;
#* Sometimes the enemies on the patrol boats can get quite dangerous, even using the Dhingy. Make sure the Dhingy doesn't end up too close to the Patrol boat when it's drifting to the front of the ship.&lt;br /&gt;
#* On the ship, some more enemies than usual can spawn, some apparently inside of eachother. To be able to plant the bug and advance the mission, you have to kill all enemies that are running around on the ship.&lt;br /&gt;
#* After the Setup with Blood Bowl you won't have an Uzi anymore, so you can either sprint and stop to shoot the enemies with a Shotgun or slide with the AK.&lt;br /&gt;
# Result&lt;br /&gt;
#* Skips The Da Nang Thang (which aside from saved time also means you can keep your weapons)&lt;br /&gt;
&lt;br /&gt;
===More Information===&lt;br /&gt;
* [[Grand_Theft_Auto:_San_Andreas/Missions#Amphibious Assault|Amphibious Assault]]&lt;br /&gt;
* [https://youtu.be/CR6ffuZfiX8 Video: Verdant Meadows Duping (using Blood Bowl)] - shows the Setup&lt;br /&gt;
&lt;br /&gt;
==Highjack==&lt;br /&gt;
After Monster:&lt;br /&gt;
# Setup (Bike School)&lt;br /&gt;
#* You should have a Catalina call (60s delay), see [[Grand Theft Auto: San Andreas/Game Mechanics and Glitches/Duping#Phonecall Management|Phonecall Management]]. Make sure the call is ready when you enter the Bike School marker. Since it has a 1000ms check delay, pause buffering is advised to get the call consistently during the 500ms fade until the mission sets $OM=1.&lt;br /&gt;
#* Get a bike: Answer the call to unlock Highjack, then start Highjack, kill Cesar to fail the mission and use the spawned bike.&lt;br /&gt;
#* {{GTASA Duping Setup|quarry|Bike School}}&lt;br /&gt;
#* The call will be ready 60s after you failed Highjack, so make sure you don't fall off the bike when the call is ready, so you don't have to wait once you get to Bike School.&lt;br /&gt;
# Duping&lt;br /&gt;
#* Having the $OM=0 call held, walk into the marker, then let go of the call once the cutscene comes up.&lt;br /&gt;
#* Since the cutscene is outside (not an interior), CJ will answer the phone once you let go of holding the call, so you have to also hold F (or whatever hangs up the phone) for a bit. Because of this, it can take a few seconds for the second instance to be started.&lt;br /&gt;
#* Once you started the second instance you can skip the cutscene.&lt;br /&gt;
# Mission&lt;br /&gt;
#* Duping this mission in the cutscene will remove all traffic for the mission.&lt;br /&gt;
# Result&lt;br /&gt;
#* Skips Interdiction.&lt;br /&gt;
#** You can get Rockets and AK which you would normally pick up during Interdiction from the Helipad after [[Grand Theft Auto: San Andreas/Missions#Toreno's Last Flight|Toreno's Last Flight]]. If you also duped Amphibious Assault and skipped The Da Nang Thang, you can pick them up directly after passing Toreno's Last Flight or otherwise during Yay-Ka-Boom-Boom.&lt;br /&gt;
#* You'll still get the phonecall that unlocks Interdiction, which is actually used to dupe Verdant Meadows.&lt;br /&gt;
&lt;br /&gt;
===More Information===&lt;br /&gt;
* [https://youtu.be/Q4WxwTpCHpU?t=1m8s Video: Highjack Duping (using Bike School)]&lt;br /&gt;
&lt;br /&gt;
==Verdant Meadows==&lt;br /&gt;
After Highjack:&lt;br /&gt;
# Setup (Blood Bowl)&lt;br /&gt;
#* You should have the call that would normally unlock Interdiction (since you skipped Interdiction by duping Highjack you don't need it for that), see [[Grand Theft Auto: San Andreas/Game Mechanics and Glitches/Duping#Phonecall Management|Phonecall Management]].&lt;br /&gt;
#* {{GTASA Duping Setup|trucking|Blood Bowl}}&lt;br /&gt;
#* Since you skipped Interdiction, the Verdant Meadows mission marker will be invisible, but it will still work.&lt;br /&gt;
# Duping&lt;br /&gt;
#* Since this mission only consists of a cutscene, you have to dupe it in the cutscene.&lt;br /&gt;
#* Having the $OM=0 call held, walk into the marker, then let go of the call once the cutscene comes up.&lt;br /&gt;
#* Since the cutscene is outside (not an interior), CJ will answer the phone once you let go of holding the call, so you have to also hold F (or whatever hangs up the phone) for a bit. Because of this, it can take a few seconds for the second instance to be started.&lt;br /&gt;
# Result&lt;br /&gt;
#* Skips N.O.E.&lt;br /&gt;
#* Sets &amp;lt;code&amp;gt;$TORENO_TOTAL_PASSED_MISSIONS to 5&amp;lt;/code&amp;gt;, like after Flight School. However, there is a separate variable that tracks if you passed Flight School, which is required to start the following missions. Luckily Flight School starts if &amp;lt;code&amp;gt;$TORENO_TOTAL_PASSED_MISSIONS &amp;gt; 3&amp;lt;/code&amp;gt; not &amp;lt;code&amp;gt;$TORENO_TOTAL_PASSED_MISSIONS == 4&amp;lt;/code&amp;gt;, otherwise duping Verdant Meadows would basicially softlock the game. Flight School itself increases the mission chain variable as well, setting &amp;lt;code&amp;gt;$TORENO_TOTAL_PASSED_MISSIONS to 6&amp;lt;/code&amp;gt;, so you skip the next mission instead (N.O.E.).&lt;br /&gt;
&lt;br /&gt;
===More Information===&lt;br /&gt;
* [https://youtu.be/CR6ffuZfiX8 Video: Verdant Meadows Duping (using Blood Bowl)]&lt;br /&gt;
&lt;br /&gt;
==Fish in a Barrel==&lt;br /&gt;
After The Meat Business:&lt;br /&gt;
# Setup (Bike School or Quarry)&lt;br /&gt;
#* You should have a Catalina call (60s recall delay). One of those is unlocked after The Meat Business. Make sure the call is ready when you enter the Quarry/Bike School marker by getting out of your vehicle. Since it has a 1000ms check delay, pause buffering is advised to get the call consistently during the 500ms fade until the mission sets $OM=1.&lt;br /&gt;
#* {{GTASA Duping Setup|quarry|Bike School or Quarry|pb}}&lt;br /&gt;
#* Bike School requires a bike to drive into the building and get off into the marker. Since you're probably going to use a bike on the way to the Casino, having SMG ammo makes you shoot all the time.&lt;br /&gt;
#* Using Quarry you can hold the call, then blow up the truck to get $OM=0 call and drive back (having SMG ammo when holding the call on a bike makes you shoot all the time) or use a Satchel to blow the truck up remotely from the Casino, to get an $OM=0 call there (you may get shot up by the guards in the casino a bit). Since the Casino is an interior, you have to hold the call before entering the casino either way.&lt;br /&gt;
# Duping&lt;br /&gt;
#* Since this mission only consists of a cutscene, you ''have'' to dupe it in the cutscene.&lt;br /&gt;
#* Having the $OM=0 call held, walk into the marker from the stairs, without sprinting, then let go of the call once the cutscene comes up.&lt;br /&gt;
#* CJ walks a bit towards the door, so make sure you enter the marker from the stairs, so CJ is still in the marker when you set $OM=0 after starting the first instance. CJ will sprint on the stairs if you sprinted on the previous stairs, you can switch to a weapon you can't sprint with to prevent that or don't actively press sprint on the previous stairs. Wait for the marker to appear before entering it in case you blow up the Satchel shortly before it, to make sure you actually hit the edge away from the door.&lt;br /&gt;
#* Once you started the second instance you can skip the cutscene.&lt;br /&gt;
# Result&lt;br /&gt;
#* Skips Freefall.&lt;br /&gt;
#* You'll still get the Freefall phonecall, which will add the mission marker when answered, but it has no effect.&lt;br /&gt;
&lt;br /&gt;
===More Information===&lt;br /&gt;
* [https://youtu.be/hAiQhMwFHo0 Video: Fish in a Barrel Duping (using Quarry)]&lt;br /&gt;
* [https://youtu.be/-Dmipyr7CPA Video: Fish in a Barrel Duping (using Quarry, without Satchel)]&lt;br /&gt;
* [https://youtu.be/Q4WxwTpCHpU?t=1m8s Video: Highjack Duping (using Bike School)] - Showing the Bike School Setup&lt;br /&gt;
&lt;br /&gt;
==Black Project==&lt;br /&gt;
After Stowaway:&lt;br /&gt;
# Setup (Quarry)&lt;br /&gt;
#* You should have the high-priority call that unlocks High Noon, which is available once you finished both Freefall (or skipped it by duping) and Misappropriation, so just don't answer any phonecalls after finishing Misappropriation.&lt;br /&gt;
#* Phonecall start Quarry by exiting your vehicle into the marker while having a call ready. You don't hold the call for this dupe.&lt;br /&gt;
#* Skip or answer the phonecall after starting Quarry. As opposed to other dupes, we don't want an ONMISSION=0 call, but instead Quarry running with ONMISSION=0, so Black Project can be started while Quarry is running.&lt;br /&gt;
#* You can sprint to the Cropduster north of the Quarry while answering phonecalls if you have any left.&lt;br /&gt;
# Duping&lt;br /&gt;
#* Start Black Project with Quarry running, which turns the Quarry instance into another Black Project instance.&lt;br /&gt;
#* Skip the cutscene with the Mothership as soon as it is possible, otherwise the mission can softlock (no triggers inside the facility). There appears to be a 1000ms grace period after the cutscene becomes skippable, so the skipping doesn't have to be ultra precise. Skipping with Sprint should work.&lt;br /&gt;
# Mission&lt;br /&gt;
#* There appear to be double the Armor pickups and more blips on the map, however the enemies seem to be at least similiar.&lt;br /&gt;
# Result&lt;br /&gt;
#* Skips Green Goo.&lt;br /&gt;
&lt;br /&gt;
Under some circumstances starting Black Project with Quarry can apparently crash the game (frozen at &amp;quot;Black Project&amp;quot; text). This doesn't appear to be a problem unless you had started Black Project before doing the dupe without restarting the game (e.g. trying the dupe several times loading from save). This seems to have to do with the Nightvision Goggles already being loaded in memory.&lt;br /&gt;
&lt;br /&gt;
===More Information===&lt;br /&gt;
* [https://www.youtube.com/watch?v=IJ5bL4zCvco Video: Comparison of route with and without Black Project dupe] - Also shows the dupe itself, however not to be taken as a proper tutorial&lt;br /&gt;
* [http://www.speedrun.com/post/01sl4 Info on softlock/crashing]&lt;br /&gt;
&lt;br /&gt;
==Los Desperados==&lt;br /&gt;
''Note:'' Los Desperados isn't really duped in the usual sense (because a consistent way to finish two instances at once hasn't been found yet), instead it is done twice in a row.&lt;br /&gt;
&lt;br /&gt;
After Riot:&lt;br /&gt;
# Setup (8-Track)&lt;br /&gt;
#* You should still have at least one of the following high-priority calls: Vertical Bird, Woozie (LV) or Leone (LV). You should also still have 1-2 Catalina calls (one of them unlocks after Home Coming).&lt;br /&gt;
#* Phonecall start 8-Track to get an ONMISSION=0 call. You need enough Driving Skill to start 8-Track and you also need to hold the call through the entire mission.&lt;br /&gt;
# First Instance&lt;br /&gt;
#* With the ONMISSION=0 call held, enter the marker and skip the cutscene while holding the call.&lt;br /&gt;
#** This will sometimes cause CJ to answer the call, although you regain control, meaning you just hear the call. Pressing F will complete the call (so it's gone then), unless you shoot first. Shooting will invalidate the call (as if you never took it) and then you can press F (e.g. get in a car).&lt;br /&gt;
#** If you still have another call (even a Catalina one), it doesn't really matter if the call is used up.&lt;br /&gt;
#* You don't want to dupe this mission, you merely want to start it with the call, so that cancelling the call will set ONMISSION=0. You need to be on the mission while still being able to receive phonecalls.&lt;br /&gt;
#* Play normally through the mission, until the very last wave of enemies (Rocketlauncher on roof). Kill everyone except the guy walking to the fence on the right and then attach a Satchel to that enemy. Make sure it's attached to him, because he will move around.&lt;br /&gt;
#* Drive to CJs house.&lt;br /&gt;
# Second Instance&lt;br /&gt;
## In front of CJs house, wait for a call and hold it.&lt;br /&gt;
## Blow up the Satchel that is attached to the last enemy.&lt;br /&gt;
## Immediately enter CJs house (this prevents you from being teleported to the cutscene).&lt;br /&gt;
## Once you see that the cutscene has started, let go of holding the call. This makes you regain control and you can leave CJs house again.&lt;br /&gt;
## Pretty exactly 3 seconds after the last subtitle of the cutscene disappears (&amp;quot;.. good luck my friend.&amp;quot;) you need to enter the invisible Los Desperados mission marker.&lt;br /&gt;
##* Enter it too early and the first mission instance will not be completed when you start the second instance, and the first instance will fail.&lt;br /&gt;
##* Enter it too late and the first mission instance will pass before you start the second instance, and you won't be able to start it anymore.&lt;br /&gt;
##* There is some randomness involved, because triggering the mission is on a 250ms cycle, so it can vary a bit.&lt;br /&gt;
##* You can tell that you did it correctly if you started Los Desperados again and there is also no visible mission marker (so the first instance didn't fail and set ONMISSION=0 again).&lt;br /&gt;
## Normally play through and complete the mission.&lt;br /&gt;
# Result&lt;br /&gt;
#* Skips Gang Territories and End of the Line Part 1.&lt;br /&gt;
#* Once you complete the second Los Desperados instance, you will immediately teleport into the second part of End of the Line.&lt;br /&gt;
#** You can play through it normally, except that the bottom floor won't be loaded and CJ will fall through the map and spawn in front of the building, where you then have to trigger the cutscene from the outside.&lt;br /&gt;
#** You may also receive a phonecall during the black screen before the Firetruck chase. You can cancel it by spamming your Answer/Hold call and putting the phone down keys (F). This can always happen, although it is much more likely when skipping Gang Territories, since you never answer the Gang Territories call after Los Desperados (the more call threads still have an active call the more likely a call sneaks in during the fraction of a second in between mission parts where ONMISSION=0).&lt;br /&gt;
&lt;br /&gt;
===More Information===&lt;br /&gt;
* [https://www.youtube.com/watch?v=VKUkiY6Vhjk Video: Los Desperados &amp;quot;Dupe&amp;quot;]&lt;/div&gt;</summary>
		<author><name>Tduva</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Grand_Theft_Auto:_San_Andreas/Missions/Dupes</id>
		<title>Grand Theft Auto: San Andreas/Missions/Dupes</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Grand_Theft_Auto:_San_Andreas/Missions/Dupes"/>
				<updated>2016-08-03T11:10:26Z</updated>
		
		<summary type="html">&lt;p&gt;Tduva: /* Los Desperados */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{GTASA Duping PC}}&lt;br /&gt;
&lt;br /&gt;
This page has notes on how duping specific missions works and affects the game. For general information on how duping works, refer to the [[Grand_Theft_Auto:_San_Andreas/Game_Mechanics_and_Glitches/Duping|Duping Page]].&lt;br /&gt;
&lt;br /&gt;
==T-Bone Mendez==&lt;br /&gt;
After Photo Opportunity or after Jizzy:&lt;br /&gt;
# Setup (Blood Bowl)&lt;br /&gt;
#* You should have a high-priority call from Zero or Jethro (15s delay), see [[Grand Theft Auto: San Andreas/Game Mechanics and Glitches/Duping#Phonecall Management|Phonecall Management]].&lt;br /&gt;
#* {{GTASA Duping Setup|trucking|Blood Bowl}}&lt;br /&gt;
#* There are two possible routes for this setup:&lt;br /&gt;
#*# Setup at Blood Bowl directly ''after Photo Opportunity'', which requires you to carry the call through Jizzy (Cutscene) and Jizzy:&lt;br /&gt;
#*#* After Blood Bowl, go to Jizzy (Cutscene).&lt;br /&gt;
#*#** Enter the marker on the side of the building, so CJ will walk out of the marker during the fade when he walks towards the building (what we usually want to avoid for duping, however this mission isn't going to be duped), then let got of the held $OM=0 call once the cutscene comes up, wait at least 15s so the call can come in again. Then start holding the call, skip the cutscene and the phone should ring once CJ is placed outside, just moments before the mission will pass and set $OM=0 again.&lt;br /&gt;
#*#** Simply holding the call through the Jizzy (Cutscene) will not work, because CJ will answer the phone once you skip the cutscene.&lt;br /&gt;
#*#* Hold the $OM=0 call until Jizzy&lt;br /&gt;
#*#** Start the mission and skip the cutscene while still holding the call. The call will be cancelled automatically, you can let go of holding it once the cutscene showing the Pimpmobile comes up.&lt;br /&gt;
#*#** At the end of Jizzy, drive ahead of the Limo as you normally would, get out preparing to attack the Limo, start holding the call, getting out of the Pimpmobile will cause the phone to ring (make sure you don't have a wanted level), then kill the enemies. '''You can't use a Rocket Launcher to destroy the Limo''', since aiming with the Rocket Launcher while holding a call will cause CJ to answer the call. You can either use your SMG (that the mission gives you) to shoot the driver of the Limo and then kill the other enemies or place down Satchels. Either way requires a bit of practice and traffic can troll you quite a bit.&lt;br /&gt;
#*# Setup at Blood Bowl ''after finishing Jizzy'', which is a bit longer drive, but you can simply drive to T-Bone Mendez directly after the Setup.&lt;br /&gt;
# Duping&lt;br /&gt;
#* Having the $OM=0 call held, walk into the marker, then let go of the call once the cutscene comes up. Entering the marker away from the door may be safer, because CJ may walk towards the door a bit, possibly walking out of the marker.&lt;br /&gt;
#* {{GTASA Duping Cutscene Interior}}&lt;br /&gt;
#* Once you started the second instance you can skip the cutscene.&lt;br /&gt;
# Mission&lt;br /&gt;
#* Duping in the cutscene means you get no traffic on the roads for the mission and you get interior lighting.&lt;br /&gt;
# Result&lt;br /&gt;
#* Skips Mike Toreno.&lt;br /&gt;
&lt;br /&gt;
===More Information===&lt;br /&gt;
* [https://youtu.be/7fsSjHyxw2s Video: T-Bone Mendez Duping (using Blood Bowl, Setup after Photo Opportunity)]&lt;br /&gt;
* [https://youtu.be/kFWN-szUywA Video: T-Bone Mendez Duping (using Blood Bowl, Setup after Jizzy)]&lt;br /&gt;
&lt;br /&gt;
==Ran Fa Li==&lt;br /&gt;
After Snail Trail:&lt;br /&gt;
&lt;br /&gt;
[[File:GTASA Trucking Despawn Zone.jpg|thumb|right|Despawn Zone at Trucking]]&lt;br /&gt;
# Setup (Trucking)&lt;br /&gt;
#* You should have a high-priority call from Zero or Jethro (15s delay), see [[Grand Theft Auto: San Andreas/Game Mechanics and Glitches/Duping#Phonecall Management|Phonecall Management]].&lt;br /&gt;
#* {{GTASA Duping Setup|trucking|Trucking}}&lt;br /&gt;
#* Attach a Satchel to the Truck, which cancels the call setting $OM=0, drive to the mission, get and hold a call and then explode the Satchel to fail Trucking and get $OM=0 call.&lt;br /&gt;
#* Using a Satchel means you have no traffic on the way to the mission, because starting Trucking without ever getting into the truck prevents traffic from spawning. You should still have Satchels from Badlands. If you don't have a Satchel you can also hold the call and blow up the Truck, but then you'll have traffic.&lt;br /&gt;
#* There is a despawn zone around Trucking, so park your vehicle on the bridge to keep it&lt;br /&gt;
# Duping&lt;br /&gt;
#* Having the $OM=0 call held, walk into the marker, then let go of the call once the cutscene comes up.&lt;br /&gt;
#* {{GTASA Duping Cutscene Interior}}&lt;br /&gt;
#* Once you started the second instance you can skip the cutscene.&lt;br /&gt;
# Mission&lt;br /&gt;
#* Duping in the cutscene means you get no traffic on the roads until you enter the car in the parking garage.&lt;br /&gt;
#* There will be two mission cars spawned in the parking garage inside of eachother, which may cause the car you get into to roll and land on its roof. To prevent getting stuck laying on the roof and eventually exploding, you have to hold both &amp;quot;Sprint&amp;quot; and &amp;quot;Move Left&amp;quot; (usually A) once you enter the car. That way you skip the cutscene (so you can actually control the car soon enough again) and then roll the car around fully and back onto its wheels again.&lt;br /&gt;
# Result&lt;br /&gt;
#* Skips Lure&lt;br /&gt;
&lt;br /&gt;
===More Information===&lt;br /&gt;
* [https://youtu.be/kRvHmjCRrwA Video: Ran Fa Li Dupe (using Trucking)]&lt;br /&gt;
&lt;br /&gt;
==Amphibious Assault==&lt;br /&gt;
After Ran Fa Li or Ice Cold Killa:&lt;br /&gt;
[[File:GTASA_IceColdKilla_Load_trigger.jpg|thumb|right|Load trigger during Ice Cold Killa which sets $ONMISSION=1]]&lt;br /&gt;
# Setup (Blood Bowl)&lt;br /&gt;
#* You should have a high-priority call from Zero, Jethro or Woozie (15s delay), see [[Grand Theft Auto: San Andreas/Game Mechanics and Glitches/Duping#Phonecall Management|Phonecall Management]].&lt;br /&gt;
#* {{GTASA Duping Setup|trucking|Blood Bowl}}&lt;br /&gt;
#* There are two possible routes for this setup:&lt;br /&gt;
#*# Setup at Blood Bowl directly ''after Ran Fa Li'', which requires you to carry the call through Ice Cold Killa:&lt;br /&gt;
#*#* After Blood Bowl start Ice Cold Killa.&lt;br /&gt;
#*#** Hold the call until you skip the cutscene. This will cancel the call, setting $ONMISSION=0 while on the mission. Don't start the mission again, just complete the one instance of the mission. The setup is merely done to be able to receive phonecalls during the mission, so you can get another $ONMISSION=0 call at the end of the mission that is then used to dupe Amphibious Assault.&lt;br /&gt;
#*#** Once you get to the club, do the normal strats of shooting Jizzys car 6 times with the Sniper Rifle. The phone will ring, but the shooting will cancel the call.&lt;br /&gt;
#*#** Go up to the roof. Jump down onto the roof ''after'' the phone starting ringing again, then enter the building through the skylight. Entering the building will cancel the call.&lt;br /&gt;
#*#*** There is a trigger on the roof that will set $ONMISSION=1 again. Entering that trigger only while the phone is ringing makes that have no adverse effects. ([https://youtu.be/1G74RMHqpeo Video: Trigger Issue])&lt;br /&gt;
#*#** Now either wait about 3-4 seconds before jumping down or don't skip one of the cutscenes for about 3-4 seconds. This is done because the phone needs another 15 seconds to ring again and otherwise it wouldn't ring before Jizzy starts driving away.&lt;br /&gt;
#*#** Skip the cutscenes and sprint to the door. After doing outside, during the cutscene (where Jizzy gets in the car), starting holding the call and keep holding it once it rings. If you got the timing right it should ring before the cutscene ends.&lt;br /&gt;
#*#** While holding the call, shoot the car to set it on fire and Jizzy jumps out. As opposed to regular strats, you can't use the Sniper Rifle or Rocket launcher, since this would make CJ answer the call you are holding. You can use an AK or Silenced Pistol. You can crouch to get better accuracy, since holding the call means you shoot continuously while aiming.&lt;br /&gt;
#*#** Kill Jizzy, get the phone and finishing the mission while holding the call. Try to not pick up his SMG ammo if you plan on using a bike while holding the call.&lt;br /&gt;
#*#* After Ice Cold Killa, drive to Amphibious Assault while holding the call to do the dupe.&lt;br /&gt;
#*# Setup at Blood Bowl ''after finishing Ice Cold Killa'', which is a bit longer drive, but you can simply drive to Amphibious Assault directly after the Setup.&lt;br /&gt;
# Duping&lt;br /&gt;
#* Having the $OM=0 call held, walk into the marker, then let go of the call once the cutscene comes up.&lt;br /&gt;
#* {{GTASA Duping Cutscene Interior}}&lt;br /&gt;
#* Once you started the second instance you can skip the cutscene.&lt;br /&gt;
# Mission&lt;br /&gt;
#* Duping in the cutscene means you get no traffic on the roads and interior lighting.&lt;br /&gt;
#* Twice the number of patrol boats will spawn, on top of eachother. Sometimes they blow eachother up and activate the enemies, the same as if you got into the open water (which triggers the cutscene and activates the enemies).&lt;br /&gt;
#* Sometimes the enemies on the patrol boats can get quite dangerous, even using the Dhingy. Make sure the Dhingy doesn't end up too close to the Patrol boat when it's drifting to the front of the ship.&lt;br /&gt;
#* On the ship, some more enemies than usual can spawn, some apparently inside of eachother. To be able to plant the bug and advance the mission, you have to kill all enemies that are running around on the ship.&lt;br /&gt;
#* After the Setup with Blood Bowl you won't have an Uzi anymore, so you can either sprint and stop to shoot the enemies with a Shotgun or slide with the AK.&lt;br /&gt;
# Result&lt;br /&gt;
#* Skips The Da Nang Thang (which aside from saved time also means you can keep your weapons)&lt;br /&gt;
&lt;br /&gt;
===More Information===&lt;br /&gt;
* [[Grand_Theft_Auto:_San_Andreas/Missions#Amphibious Assault|Amphibious Assault]]&lt;br /&gt;
* [https://youtu.be/CR6ffuZfiX8 Video: Verdant Meadows Duping (using Blood Bowl)] - shows the Setup&lt;br /&gt;
&lt;br /&gt;
==Highjack==&lt;br /&gt;
After Monster:&lt;br /&gt;
# Setup (Bike School)&lt;br /&gt;
#* You should have a Catalina call (60s delay), see [[Grand Theft Auto: San Andreas/Game Mechanics and Glitches/Duping#Phonecall Management|Phonecall Management]]. Make sure the call is ready when you enter the Bike School marker. Since it has a 1000ms check delay, pause buffering is advised to get the call consistently during the 500ms fade until the mission sets $OM=1.&lt;br /&gt;
#* Get a bike: Answer the call to unlock Highjack, then start Highjack, kill Cesar to fail the mission and use the spawned bike.&lt;br /&gt;
#* {{GTASA Duping Setup|quarry|Bike School}}&lt;br /&gt;
#* The call will be ready 60s after you failed Highjack, so make sure you don't fall off the bike when the call is ready, so you don't have to wait once you get to Bike School.&lt;br /&gt;
# Duping&lt;br /&gt;
#* Having the $OM=0 call held, walk into the marker, then let go of the call once the cutscene comes up.&lt;br /&gt;
#* Since the cutscene is outside (not an interior), CJ will answer the phone once you let go of holding the call, so you have to also hold F (or whatever hangs up the phone) for a bit. Because of this, it can take a few seconds for the second instance to be started.&lt;br /&gt;
#* Once you started the second instance you can skip the cutscene.&lt;br /&gt;
# Mission&lt;br /&gt;
#* Duping this mission in the cutscene will remove all traffic for the mission.&lt;br /&gt;
# Result&lt;br /&gt;
#* Skips Interdiction.&lt;br /&gt;
#** You can get Rockets and AK which you would normally pick up during Interdiction from the Helipad after [[Grand Theft Auto: San Andreas/Missions#Toreno's Last Flight|Toreno's Last Flight]]. If you also duped Amphibious Assault and skipped The Da Nang Thang, you can pick them up directly after passing Toreno's Last Flight or otherwise during Yay-Ka-Boom-Boom.&lt;br /&gt;
#* You'll still get the phonecall that unlocks Interdiction, which is actually used to dupe Verdant Meadows.&lt;br /&gt;
&lt;br /&gt;
===More Information===&lt;br /&gt;
* [https://youtu.be/Q4WxwTpCHpU?t=1m8s Video: Highjack Duping (using Bike School)]&lt;br /&gt;
&lt;br /&gt;
==Verdant Meadows==&lt;br /&gt;
After Highjack:&lt;br /&gt;
# Setup (Blood Bowl)&lt;br /&gt;
#* You should have the call that would normally unlock Interdiction (since you skipped Interdiction by duping Highjack you don't need it for that), see [[Grand Theft Auto: San Andreas/Game Mechanics and Glitches/Duping#Phonecall Management|Phonecall Management]].&lt;br /&gt;
#* {{GTASA Duping Setup|trucking|Blood Bowl}}&lt;br /&gt;
#* Since you skipped Interdiction, the Verdant Meadows mission marker will be invisible, but it will still work.&lt;br /&gt;
# Duping&lt;br /&gt;
#* Since this mission only consists of a cutscene, you have to dupe it in the cutscene.&lt;br /&gt;
#* Having the $OM=0 call held, walk into the marker, then let go of the call once the cutscene comes up.&lt;br /&gt;
#* Since the cutscene is outside (not an interior), CJ will answer the phone once you let go of holding the call, so you have to also hold F (or whatever hangs up the phone) for a bit. Because of this, it can take a few seconds for the second instance to be started.&lt;br /&gt;
# Result&lt;br /&gt;
#* Skips N.O.E.&lt;br /&gt;
#* Sets &amp;lt;code&amp;gt;$TORENO_TOTAL_PASSED_MISSIONS to 5&amp;lt;/code&amp;gt;, like after Flight School. However, there is a separate variable that tracks if you passed Flight School, which is required to start the following missions. Luckily Flight School starts if &amp;lt;code&amp;gt;$TORENO_TOTAL_PASSED_MISSIONS &amp;gt; 3&amp;lt;/code&amp;gt; not &amp;lt;code&amp;gt;$TORENO_TOTAL_PASSED_MISSIONS == 4&amp;lt;/code&amp;gt;, otherwise duping Verdant Meadows would basicially softlock the game. Flight School itself increases the mission chain variable as well, setting &amp;lt;code&amp;gt;$TORENO_TOTAL_PASSED_MISSIONS to 6&amp;lt;/code&amp;gt;, so you skip the next mission instead (N.O.E.).&lt;br /&gt;
&lt;br /&gt;
===More Information===&lt;br /&gt;
* [https://youtu.be/CR6ffuZfiX8 Video: Verdant Meadows Duping (using Blood Bowl)]&lt;br /&gt;
&lt;br /&gt;
==Fish in a Barrel==&lt;br /&gt;
After The Meat Business:&lt;br /&gt;
# Setup (Bike School or Quarry)&lt;br /&gt;
#* You should have a Catalina call (60s recall delay). One of those is unlocked after The Meat Business. Make sure the call is ready when you enter the Quarry/Bike School marker by getting out of your vehicle. Since it has a 1000ms check delay, pause buffering is advised to get the call consistently during the 500ms fade until the mission sets $OM=1.&lt;br /&gt;
#* {{GTASA Duping Setup|quarry|Bike School or Quarry|pb}}&lt;br /&gt;
#* Bike School requires a bike to drive into the building and get off into the marker. Since you're probably going to use a bike on the way to the Casino, having SMG ammo makes you shoot all the time.&lt;br /&gt;
#* Using Quarry you can hold the call, then blow up the truck to get $OM=0 call and drive back (having SMG ammo when holding the call on a bike makes you shoot all the time) or use a Satchel to blow the truck up remotely from the Casino, to get an $OM=0 call there (you may get shot up by the guards in the casino a bit). Since the Casino is an interior, you have to hold the call before entering the casino either way.&lt;br /&gt;
# Duping&lt;br /&gt;
#* Since this mission only consists of a cutscene, you ''have'' to dupe it in the cutscene.&lt;br /&gt;
#* Having the $OM=0 call held, walk into the marker from the stairs, without sprinting, then let go of the call once the cutscene comes up.&lt;br /&gt;
#* CJ walks a bit towards the door, so make sure you enter the marker from the stairs, so CJ is still in the marker when you set $OM=0 after starting the first instance. CJ will sprint on the stairs if you sprinted on the previous stairs, you can switch to a weapon you can't sprint with to prevent that or don't actively press sprint on the previous stairs. Wait for the marker to appear before entering it in case you blow up the Satchel shortly before it, to make sure you actually hit the edge away from the door.&lt;br /&gt;
#* Once you started the second instance you can skip the cutscene.&lt;br /&gt;
# Result&lt;br /&gt;
#* Skips Freefall.&lt;br /&gt;
#* You'll still get the Freefall phonecall, which will add the mission marker when answered, but it has no effect.&lt;br /&gt;
&lt;br /&gt;
===More Information===&lt;br /&gt;
* [https://youtu.be/hAiQhMwFHo0 Video: Fish in a Barrel Duping (using Quarry)]&lt;br /&gt;
* [https://youtu.be/-Dmipyr7CPA Video: Fish in a Barrel Duping (using Quarry, without Satchel)]&lt;br /&gt;
* [https://youtu.be/Q4WxwTpCHpU?t=1m8s Video: Highjack Duping (using Bike School)] - Showing the Bike School Setup&lt;br /&gt;
&lt;br /&gt;
==Black Project==&lt;br /&gt;
After Stowaway:&lt;br /&gt;
# Setup (Quarry)&lt;br /&gt;
#* You should have the high-priority call that unlocks High Noon, which is available once you finished both Freefall (or skipped it by duping) and Misappropriation, so just don't answer any phonecalls after finishing Misappropriation.&lt;br /&gt;
#* Phonecall start Quarry by exiting your vehicle into the marker while having a call ready. You don't hold the call for this dupe.&lt;br /&gt;
#* Skip or answer the phonecall after starting Quarry. As opposed to other dupes, we don't want an ONMISSION=0 call, but instead Quarry running with ONMISSION=0, so Black Project can be started while Quarry is running.&lt;br /&gt;
#* You can sprint to the Cropduster north of the Quarry while answering phonecalls if you have any left.&lt;br /&gt;
# Duping&lt;br /&gt;
#* Start Black Project with Quarry running, which turns the Quarry instance into another Black Project instance.&lt;br /&gt;
#* Skip the cutscene with the Mothership as soon as it is possible, otherwise the mission can softlock (no triggers inside the facility). There appears to be a 1000ms grace period after the cutscene becomes skippable, so the skipping doesn't have to be ultra precise. Skipping with Sprint should work.&lt;br /&gt;
# Mission&lt;br /&gt;
#* There appear to be double the Armor pickups and more blips on the map, however the enemies seem to be at least similiar.&lt;br /&gt;
# Result&lt;br /&gt;
#* Skips Green Goo.&lt;br /&gt;
&lt;br /&gt;
Under some circumstances starting Black Project with Quarry can apparently crash the game (frozen at &amp;quot;Black Project&amp;quot; text). This doesn't appear to be a problem unless you had started Black Project before doing the dupe without restarting the game (e.g. trying the dupe several times loading from save). This seems to have to do with the Nightvision Goggles already being loaded in memory.&lt;br /&gt;
&lt;br /&gt;
===More Information===&lt;br /&gt;
* [https://www.youtube.com/watch?v=IJ5bL4zCvco Video: Comparison of route with and without Black Project dupe] - Also shows the dupe itself, however not to be taken as a proper tutorial&lt;br /&gt;
* [http://www.speedrun.com/post/01sl4 Info on softlock/crashing]&lt;br /&gt;
&lt;br /&gt;
==Los Desperados==&lt;br /&gt;
''Note:'' Los Desperados isn't really duped in the usual sense (because a consistent way to finish two instances at once hasn't been found yet), instead it is done twice in a row.&lt;br /&gt;
&lt;br /&gt;
After Riot:&lt;br /&gt;
# Setup (8-Track)&lt;br /&gt;
#* You should still have at least one of the following high-priority calls: Vertical Bird, Woozie (LV) or Leone (LV). You should also still have 1-2 Catalina calls (one of them unlocks after Home Coming).&lt;br /&gt;
#* Phonecall start 8-Track to get an ONMISSION=0 call. You need enough Driving Skill to start 8-Track and you also need to hold the call through the entire mission.&lt;br /&gt;
# First Instance&lt;br /&gt;
#* With the ONMISSION=0 call held, enter the marker and skip the cutscene while holding the call.&lt;br /&gt;
#** This will sometimes cause CJ to answer the call, although you regain control, meaning you just hear the call. Pressing F will complete the call (so it's gone then), unless you shoot first. Shooting will invalidate the call (as if you never took it) and then you can press F (e.g. get in a car).&lt;br /&gt;
#** If you still have another call (even a Catalina one), it doesn't really matter if the call is used up.&lt;br /&gt;
#* You don't want to dupe this mission, you merely want to start it with the call, so that cancelling the call will set ONMISSION=0. You need to be on the mission while still being able to receive phonecalls.&lt;br /&gt;
#* Play normally through the mission, until the very last wave of enemies (Rocketlauncher on roof). Kill everyone except the guy walking to the fence on the right and then attach a Satchel to that enemy. Make sure it's attached to him, because he will move around.&lt;br /&gt;
#* Drive to CJs house.&lt;br /&gt;
# Second Instance&lt;br /&gt;
## In front of CJs house, wait for a call and hold it.&lt;br /&gt;
## Blow up the Satchel that is attached to the last enemy.&lt;br /&gt;
## Immediately enter CJs house (this prevents you from being teleported to the cutscene).&lt;br /&gt;
## Once you see that the cutscene has started, let go of holding the call. This makes you regain control and you can leave CJs house again.&lt;br /&gt;
## Pretty exactly 3 seconds after the last subtitle of the cutscene disappears (&amp;quot;.. good luck my friend.&amp;quot;) you need to enter the invisible Los Desperados mission marker.&lt;br /&gt;
##* Enter it too early and the first mission instance will not be completed when you start the second instance, and the first instance will fail.&lt;br /&gt;
##* Enter it too late and the first mission instance will pass before you start the second instance, and you won't be able to start it anymore.&lt;br /&gt;
##* There is some randomness involved, because triggering the mission is on a 250ms cycle, so it can vary a bit.&lt;br /&gt;
##* You can tell that you did it correctly if you started Los Desperados again and there is also no visible mission marker (so the first instance didn't fail and set ONMISSION=0 again).&lt;br /&gt;
## Normally play through and complete the mission.&lt;br /&gt;
# Result&lt;br /&gt;
#* Skips Gang Territories and End of the Line Part 1.&lt;br /&gt;
#* Once you complete the second Los Desperados instance, you will immediately teleport into the second part of End of the Line.&lt;br /&gt;
#** You can play through it normally, except that the bottom floor won't be loaded and CJ will fall through the map and spawn in front of the building, where you then have to trigger the cutscene from the outside.&lt;br /&gt;
#** You may also receive a phonecall during the black screen before the Firetruck chase. You can cancel it by spamming your Answer/Hold call and putting the phone down keys (F). This can always happen, but due to not answering the Gang Territory call after Los Desperados, this is much more likely when skipping Gang Territories.&lt;br /&gt;
&lt;br /&gt;
===More Information===&lt;br /&gt;
* [https://www.youtube.com/watch?v=VKUkiY6Vhjk Video: Los Desperados &amp;quot;Dupe&amp;quot;]&lt;/div&gt;</summary>
		<author><name>Tduva</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Grand_Theft_Auto:_San_Andreas/Missions/Dupes</id>
		<title>Grand Theft Auto: San Andreas/Missions/Dupes</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Grand_Theft_Auto:_San_Andreas/Missions/Dupes"/>
				<updated>2016-08-02T16:15:50Z</updated>
		
		<summary type="html">&lt;p&gt;Tduva: /* Los Desperados */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{GTASA Duping PC}}&lt;br /&gt;
&lt;br /&gt;
This page has notes on how duping specific missions works and affects the game. For general information on how duping works, refer to the [[Grand_Theft_Auto:_San_Andreas/Game_Mechanics_and_Glitches/Duping|Duping Page]].&lt;br /&gt;
&lt;br /&gt;
==T-Bone Mendez==&lt;br /&gt;
After Photo Opportunity or after Jizzy:&lt;br /&gt;
# Setup (Blood Bowl)&lt;br /&gt;
#* You should have a high-priority call from Zero or Jethro (15s delay), see [[Grand Theft Auto: San Andreas/Game Mechanics and Glitches/Duping#Phonecall Management|Phonecall Management]].&lt;br /&gt;
#* {{GTASA Duping Setup|trucking|Blood Bowl}}&lt;br /&gt;
#* There are two possible routes for this setup:&lt;br /&gt;
#*# Setup at Blood Bowl directly ''after Photo Opportunity'', which requires you to carry the call through Jizzy (Cutscene) and Jizzy:&lt;br /&gt;
#*#* After Blood Bowl, go to Jizzy (Cutscene).&lt;br /&gt;
#*#** Enter the marker on the side of the building, so CJ will walk out of the marker during the fade when he walks towards the building (what we usually want to avoid for duping, however this mission isn't going to be duped), then let got of the held $OM=0 call once the cutscene comes up, wait at least 15s so the call can come in again. Then start holding the call, skip the cutscene and the phone should ring once CJ is placed outside, just moments before the mission will pass and set $OM=0 again.&lt;br /&gt;
#*#** Simply holding the call through the Jizzy (Cutscene) will not work, because CJ will answer the phone once you skip the cutscene.&lt;br /&gt;
#*#* Hold the $OM=0 call until Jizzy&lt;br /&gt;
#*#** Start the mission and skip the cutscene while still holding the call. The call will be cancelled automatically, you can let go of holding it once the cutscene showing the Pimpmobile comes up.&lt;br /&gt;
#*#** At the end of Jizzy, drive ahead of the Limo as you normally would, get out preparing to attack the Limo, start holding the call, getting out of the Pimpmobile will cause the phone to ring (make sure you don't have a wanted level), then kill the enemies. '''You can't use a Rocket Launcher to destroy the Limo''', since aiming with the Rocket Launcher while holding a call will cause CJ to answer the call. You can either use your SMG (that the mission gives you) to shoot the driver of the Limo and then kill the other enemies or place down Satchels. Either way requires a bit of practice and traffic can troll you quite a bit.&lt;br /&gt;
#*# Setup at Blood Bowl ''after finishing Jizzy'', which is a bit longer drive, but you can simply drive to T-Bone Mendez directly after the Setup.&lt;br /&gt;
# Duping&lt;br /&gt;
#* Having the $OM=0 call held, walk into the marker, then let go of the call once the cutscene comes up. Entering the marker away from the door may be safer, because CJ may walk towards the door a bit, possibly walking out of the marker.&lt;br /&gt;
#* {{GTASA Duping Cutscene Interior}}&lt;br /&gt;
#* Once you started the second instance you can skip the cutscene.&lt;br /&gt;
# Mission&lt;br /&gt;
#* Duping in the cutscene means you get no traffic on the roads for the mission and you get interior lighting.&lt;br /&gt;
# Result&lt;br /&gt;
#* Skips Mike Toreno.&lt;br /&gt;
&lt;br /&gt;
===More Information===&lt;br /&gt;
* [https://youtu.be/7fsSjHyxw2s Video: T-Bone Mendez Duping (using Blood Bowl, Setup after Photo Opportunity)]&lt;br /&gt;
* [https://youtu.be/kFWN-szUywA Video: T-Bone Mendez Duping (using Blood Bowl, Setup after Jizzy)]&lt;br /&gt;
&lt;br /&gt;
==Ran Fa Li==&lt;br /&gt;
After Snail Trail:&lt;br /&gt;
&lt;br /&gt;
[[File:GTASA Trucking Despawn Zone.jpg|thumb|right|Despawn Zone at Trucking]]&lt;br /&gt;
# Setup (Trucking)&lt;br /&gt;
#* You should have a high-priority call from Zero or Jethro (15s delay), see [[Grand Theft Auto: San Andreas/Game Mechanics and Glitches/Duping#Phonecall Management|Phonecall Management]].&lt;br /&gt;
#* {{GTASA Duping Setup|trucking|Trucking}}&lt;br /&gt;
#* Attach a Satchel to the Truck, which cancels the call setting $OM=0, drive to the mission, get and hold a call and then explode the Satchel to fail Trucking and get $OM=0 call.&lt;br /&gt;
#* Using a Satchel means you have no traffic on the way to the mission, because starting Trucking without ever getting into the truck prevents traffic from spawning. You should still have Satchels from Badlands. If you don't have a Satchel you can also hold the call and blow up the Truck, but then you'll have traffic.&lt;br /&gt;
#* There is a despawn zone around Trucking, so park your vehicle on the bridge to keep it&lt;br /&gt;
# Duping&lt;br /&gt;
#* Having the $OM=0 call held, walk into the marker, then let go of the call once the cutscene comes up.&lt;br /&gt;
#* {{GTASA Duping Cutscene Interior}}&lt;br /&gt;
#* Once you started the second instance you can skip the cutscene.&lt;br /&gt;
# Mission&lt;br /&gt;
#* Duping in the cutscene means you get no traffic on the roads until you enter the car in the parking garage.&lt;br /&gt;
#* There will be two mission cars spawned in the parking garage inside of eachother, which may cause the car you get into to roll and land on its roof. To prevent getting stuck laying on the roof and eventually exploding, you have to hold both &amp;quot;Sprint&amp;quot; and &amp;quot;Move Left&amp;quot; (usually A) once you enter the car. That way you skip the cutscene (so you can actually control the car soon enough again) and then roll the car around fully and back onto its wheels again.&lt;br /&gt;
# Result&lt;br /&gt;
#* Skips Lure&lt;br /&gt;
&lt;br /&gt;
===More Information===&lt;br /&gt;
* [https://youtu.be/kRvHmjCRrwA Video: Ran Fa Li Dupe (using Trucking)]&lt;br /&gt;
&lt;br /&gt;
==Amphibious Assault==&lt;br /&gt;
After Ran Fa Li or Ice Cold Killa:&lt;br /&gt;
[[File:GTASA_IceColdKilla_Load_trigger.jpg|thumb|right|Load trigger during Ice Cold Killa which sets $ONMISSION=1]]&lt;br /&gt;
# Setup (Blood Bowl)&lt;br /&gt;
#* You should have a high-priority call from Zero, Jethro or Woozie (15s delay), see [[Grand Theft Auto: San Andreas/Game Mechanics and Glitches/Duping#Phonecall Management|Phonecall Management]].&lt;br /&gt;
#* {{GTASA Duping Setup|trucking|Blood Bowl}}&lt;br /&gt;
#* There are two possible routes for this setup:&lt;br /&gt;
#*# Setup at Blood Bowl directly ''after Ran Fa Li'', which requires you to carry the call through Ice Cold Killa:&lt;br /&gt;
#*#* After Blood Bowl start Ice Cold Killa.&lt;br /&gt;
#*#** Hold the call until you skip the cutscene. This will cancel the call, setting $ONMISSION=0 while on the mission. Don't start the mission again, just complete the one instance of the mission. The setup is merely done to be able to receive phonecalls during the mission, so you can get another $ONMISSION=0 call at the end of the mission that is then used to dupe Amphibious Assault.&lt;br /&gt;
#*#** Once you get to the club, do the normal strats of shooting Jizzys car 6 times with the Sniper Rifle. The phone will ring, but the shooting will cancel the call.&lt;br /&gt;
#*#** Go up to the roof. Jump down onto the roof ''after'' the phone starting ringing again, then enter the building through the skylight. Entering the building will cancel the call.&lt;br /&gt;
#*#*** There is a trigger on the roof that will set $ONMISSION=1 again. Entering that trigger only while the phone is ringing makes that have no adverse effects. ([https://youtu.be/1G74RMHqpeo Video: Trigger Issue])&lt;br /&gt;
#*#** Now either wait about 3-4 seconds before jumping down or don't skip one of the cutscenes for about 3-4 seconds. This is done because the phone needs another 15 seconds to ring again and otherwise it wouldn't ring before Jizzy starts driving away.&lt;br /&gt;
#*#** Skip the cutscenes and sprint to the door. After doing outside, during the cutscene (where Jizzy gets in the car), starting holding the call and keep holding it once it rings. If you got the timing right it should ring before the cutscene ends.&lt;br /&gt;
#*#** While holding the call, shoot the car to set it on fire and Jizzy jumps out. As opposed to regular strats, you can't use the Sniper Rifle or Rocket launcher, since this would make CJ answer the call you are holding. You can use an AK or Silenced Pistol. You can crouch to get better accuracy, since holding the call means you shoot continuously while aiming.&lt;br /&gt;
#*#** Kill Jizzy, get the phone and finishing the mission while holding the call. Try to not pick up his SMG ammo if you plan on using a bike while holding the call.&lt;br /&gt;
#*#* After Ice Cold Killa, drive to Amphibious Assault while holding the call to do the dupe.&lt;br /&gt;
#*# Setup at Blood Bowl ''after finishing Ice Cold Killa'', which is a bit longer drive, but you can simply drive to Amphibious Assault directly after the Setup.&lt;br /&gt;
# Duping&lt;br /&gt;
#* Having the $OM=0 call held, walk into the marker, then let go of the call once the cutscene comes up.&lt;br /&gt;
#* {{GTASA Duping Cutscene Interior}}&lt;br /&gt;
#* Once you started the second instance you can skip the cutscene.&lt;br /&gt;
# Mission&lt;br /&gt;
#* Duping in the cutscene means you get no traffic on the roads and interior lighting.&lt;br /&gt;
#* Twice the number of patrol boats will spawn, on top of eachother. Sometimes they blow eachother up and activate the enemies, the same as if you got into the open water (which triggers the cutscene and activates the enemies).&lt;br /&gt;
#* Sometimes the enemies on the patrol boats can get quite dangerous, even using the Dhingy. Make sure the Dhingy doesn't end up too close to the Patrol boat when it's drifting to the front of the ship.&lt;br /&gt;
#* On the ship, some more enemies than usual can spawn, some apparently inside of eachother. To be able to plant the bug and advance the mission, you have to kill all enemies that are running around on the ship.&lt;br /&gt;
#* After the Setup with Blood Bowl you won't have an Uzi anymore, so you can either sprint and stop to shoot the enemies with a Shotgun or slide with the AK.&lt;br /&gt;
# Result&lt;br /&gt;
#* Skips The Da Nang Thang (which aside from saved time also means you can keep your weapons)&lt;br /&gt;
&lt;br /&gt;
===More Information===&lt;br /&gt;
* [[Grand_Theft_Auto:_San_Andreas/Missions#Amphibious Assault|Amphibious Assault]]&lt;br /&gt;
* [https://youtu.be/CR6ffuZfiX8 Video: Verdant Meadows Duping (using Blood Bowl)] - shows the Setup&lt;br /&gt;
&lt;br /&gt;
==Highjack==&lt;br /&gt;
After Monster:&lt;br /&gt;
# Setup (Bike School)&lt;br /&gt;
#* You should have a Catalina call (60s delay), see [[Grand Theft Auto: San Andreas/Game Mechanics and Glitches/Duping#Phonecall Management|Phonecall Management]]. Make sure the call is ready when you enter the Bike School marker. Since it has a 1000ms check delay, pause buffering is advised to get the call consistently during the 500ms fade until the mission sets $OM=1.&lt;br /&gt;
#* Get a bike: Answer the call to unlock Highjack, then start Highjack, kill Cesar to fail the mission and use the spawned bike.&lt;br /&gt;
#* {{GTASA Duping Setup|quarry|Bike School}}&lt;br /&gt;
#* The call will be ready 60s after you failed Highjack, so make sure you don't fall off the bike when the call is ready, so you don't have to wait once you get to Bike School.&lt;br /&gt;
# Duping&lt;br /&gt;
#* Having the $OM=0 call held, walk into the marker, then let go of the call once the cutscene comes up.&lt;br /&gt;
#* Since the cutscene is outside (not an interior), CJ will answer the phone once you let go of holding the call, so you have to also hold F (or whatever hangs up the phone) for a bit. Because of this, it can take a few seconds for the second instance to be started.&lt;br /&gt;
#* Once you started the second instance you can skip the cutscene.&lt;br /&gt;
# Mission&lt;br /&gt;
#* Duping this mission in the cutscene will remove all traffic for the mission.&lt;br /&gt;
# Result&lt;br /&gt;
#* Skips Interdiction.&lt;br /&gt;
#** You can get Rockets and AK which you would normally pick up during Interdiction from the Helipad after [[Grand Theft Auto: San Andreas/Missions#Toreno's Last Flight|Toreno's Last Flight]]. If you also duped Amphibious Assault and skipped The Da Nang Thang, you can pick them up directly after passing Toreno's Last Flight or otherwise during Yay-Ka-Boom-Boom.&lt;br /&gt;
#* You'll still get the phonecall that unlocks Interdiction, which is actually used to dupe Verdant Meadows.&lt;br /&gt;
&lt;br /&gt;
===More Information===&lt;br /&gt;
* [https://youtu.be/Q4WxwTpCHpU?t=1m8s Video: Highjack Duping (using Bike School)]&lt;br /&gt;
&lt;br /&gt;
==Verdant Meadows==&lt;br /&gt;
After Highjack:&lt;br /&gt;
# Setup (Blood Bowl)&lt;br /&gt;
#* You should have the call that would normally unlock Interdiction (since you skipped Interdiction by duping Highjack you don't need it for that), see [[Grand Theft Auto: San Andreas/Game Mechanics and Glitches/Duping#Phonecall Management|Phonecall Management]].&lt;br /&gt;
#* {{GTASA Duping Setup|trucking|Blood Bowl}}&lt;br /&gt;
#* Since you skipped Interdiction, the Verdant Meadows mission marker will be invisible, but it will still work.&lt;br /&gt;
# Duping&lt;br /&gt;
#* Since this mission only consists of a cutscene, you have to dupe it in the cutscene.&lt;br /&gt;
#* Having the $OM=0 call held, walk into the marker, then let go of the call once the cutscene comes up.&lt;br /&gt;
#* Since the cutscene is outside (not an interior), CJ will answer the phone once you let go of holding the call, so you have to also hold F (or whatever hangs up the phone) for a bit. Because of this, it can take a few seconds for the second instance to be started.&lt;br /&gt;
# Result&lt;br /&gt;
#* Skips N.O.E.&lt;br /&gt;
#* Sets &amp;lt;code&amp;gt;$TORENO_TOTAL_PASSED_MISSIONS to 5&amp;lt;/code&amp;gt;, like after Flight School. However, there is a separate variable that tracks if you passed Flight School, which is required to start the following missions. Luckily Flight School starts if &amp;lt;code&amp;gt;$TORENO_TOTAL_PASSED_MISSIONS &amp;gt; 3&amp;lt;/code&amp;gt; not &amp;lt;code&amp;gt;$TORENO_TOTAL_PASSED_MISSIONS == 4&amp;lt;/code&amp;gt;, otherwise duping Verdant Meadows would basicially softlock the game. Flight School itself increases the mission chain variable as well, setting &amp;lt;code&amp;gt;$TORENO_TOTAL_PASSED_MISSIONS to 6&amp;lt;/code&amp;gt;, so you skip the next mission instead (N.O.E.).&lt;br /&gt;
&lt;br /&gt;
===More Information===&lt;br /&gt;
* [https://youtu.be/CR6ffuZfiX8 Video: Verdant Meadows Duping (using Blood Bowl)]&lt;br /&gt;
&lt;br /&gt;
==Fish in a Barrel==&lt;br /&gt;
After The Meat Business:&lt;br /&gt;
# Setup (Bike School or Quarry)&lt;br /&gt;
#* You should have a Catalina call (60s recall delay). One of those is unlocked after The Meat Business. Make sure the call is ready when you enter the Quarry/Bike School marker by getting out of your vehicle. Since it has a 1000ms check delay, pause buffering is advised to get the call consistently during the 500ms fade until the mission sets $OM=1.&lt;br /&gt;
#* {{GTASA Duping Setup|quarry|Bike School or Quarry|pb}}&lt;br /&gt;
#* Bike School requires a bike to drive into the building and get off into the marker. Since you're probably going to use a bike on the way to the Casino, having SMG ammo makes you shoot all the time.&lt;br /&gt;
#* Using Quarry you can hold the call, then blow up the truck to get $OM=0 call and drive back (having SMG ammo when holding the call on a bike makes you shoot all the time) or use a Satchel to blow the truck up remotely from the Casino, to get an $OM=0 call there (you may get shot up by the guards in the casino a bit). Since the Casino is an interior, you have to hold the call before entering the casino either way.&lt;br /&gt;
# Duping&lt;br /&gt;
#* Since this mission only consists of a cutscene, you ''have'' to dupe it in the cutscene.&lt;br /&gt;
#* Having the $OM=0 call held, walk into the marker from the stairs, without sprinting, then let go of the call once the cutscene comes up.&lt;br /&gt;
#* CJ walks a bit towards the door, so make sure you enter the marker from the stairs, so CJ is still in the marker when you set $OM=0 after starting the first instance. CJ will sprint on the stairs if you sprinted on the previous stairs, you can switch to a weapon you can't sprint with to prevent that or don't actively press sprint on the previous stairs. Wait for the marker to appear before entering it in case you blow up the Satchel shortly before it, to make sure you actually hit the edge away from the door.&lt;br /&gt;
#* Once you started the second instance you can skip the cutscene.&lt;br /&gt;
# Result&lt;br /&gt;
#* Skips Freefall.&lt;br /&gt;
#* You'll still get the Freefall phonecall, which will add the mission marker when answered, but it has no effect.&lt;br /&gt;
&lt;br /&gt;
===More Information===&lt;br /&gt;
* [https://youtu.be/hAiQhMwFHo0 Video: Fish in a Barrel Duping (using Quarry)]&lt;br /&gt;
* [https://youtu.be/-Dmipyr7CPA Video: Fish in a Barrel Duping (using Quarry, without Satchel)]&lt;br /&gt;
* [https://youtu.be/Q4WxwTpCHpU?t=1m8s Video: Highjack Duping (using Bike School)] - Showing the Bike School Setup&lt;br /&gt;
&lt;br /&gt;
==Black Project==&lt;br /&gt;
After Stowaway:&lt;br /&gt;
# Setup (Quarry)&lt;br /&gt;
#* You should have the high-priority call that unlocks High Noon, which is available once you finished both Freefall (or skipped it by duping) and Misappropriation, so just don't answer any phonecalls after finishing Misappropriation.&lt;br /&gt;
#* Phonecall start Quarry by exiting your vehicle into the marker while having a call ready. You don't hold the call for this dupe.&lt;br /&gt;
#* Skip or answer the phonecall after starting Quarry. As opposed to other dupes, we don't want an ONMISSION=0 call, but instead Quarry running with ONMISSION=0, so Black Project can be started while Quarry is running.&lt;br /&gt;
#* You can sprint to the Cropduster north of the Quarry while answering phonecalls if you have any left.&lt;br /&gt;
# Duping&lt;br /&gt;
#* Start Black Project with Quarry running, which turns the Quarry instance into another Black Project instance.&lt;br /&gt;
#* Skip the cutscene with the Mothership as soon as it is possible, otherwise the mission can softlock (no triggers inside the facility). There appears to be a 1000ms grace period after the cutscene becomes skippable, so the skipping doesn't have to be ultra precise. Skipping with Sprint should work.&lt;br /&gt;
# Mission&lt;br /&gt;
#* There appear to be double the Armor pickups and more blips on the map, however the enemies seem to be at least similiar.&lt;br /&gt;
# Result&lt;br /&gt;
#* Skips Green Goo.&lt;br /&gt;
&lt;br /&gt;
Under some circumstances starting Black Project with Quarry can apparently crash the game (frozen at &amp;quot;Black Project&amp;quot; text). This doesn't appear to be a problem unless you had started Black Project before doing the dupe without restarting the game (e.g. trying the dupe several times loading from save). This seems to have to do with the Nightvision Goggles already being loaded in memory.&lt;br /&gt;
&lt;br /&gt;
===More Information===&lt;br /&gt;
* [https://www.youtube.com/watch?v=IJ5bL4zCvco Video: Comparison of route with and without Black Project dupe] - Also shows the dupe itself, however not to be taken as a proper tutorial&lt;br /&gt;
* [http://www.speedrun.com/post/01sl4 Info on softlock/crashing]&lt;br /&gt;
&lt;br /&gt;
==Los Desperados==&lt;br /&gt;
''Note:'' Los Desperados isn't really duped in the usual sense (because a consistent way to finish two instances at once hasn't been found yet), instead it is done twice in a row.&lt;br /&gt;
&lt;br /&gt;
After Riot:&lt;br /&gt;
# Setup (8-Track)&lt;br /&gt;
#* You should still have at least one of the following high-priority calls: Vertical Bird, Woozie (LV) or Leone (LV). You should also still have 1-2 Catalina calls (one of them unlocks after Home Coming).&lt;br /&gt;
#* Phonecall start 8-Track to get an ONMISSION=0 call. You need enough Driving Skill to start 8-Track and you also need to hold the call through the entire mission.&lt;br /&gt;
# First Instance&lt;br /&gt;
#* With the ONMISSION=0 call held, enter the marker and skip the cutscene while holding the call.&lt;br /&gt;
#** This will sometimes cause CJ to answer the call, although you regain control, meaning you just hear the call. Pressing F will complete the call (so it's gone then), unless you shoot first. Shooting will invalidate the call (as if you never took it) and then you can press F (e.g. get in a car).&lt;br /&gt;
#** If you still have another call (even a Catalina one), it doesn't really matter if the call is used up.&lt;br /&gt;
#* You don't want to dupe this mission, you merely want to start it with the call, so that cancelling the call will set ONMISSION=0. You need to be on the mission while still being able to receive phonecalls.&lt;br /&gt;
#* Play normally through the mission, until the very last wave of enemies (Rocketlauncher on roof). Kill everyone except the guy walking to the fence on the right and then attach a Satchel to that enemy. Make sure it's attached to him, because he will move around.&lt;br /&gt;
#* Drive to CJs house.&lt;br /&gt;
# Second Instance&lt;br /&gt;
## In front of CJs house, wait for a call and hold it.&lt;br /&gt;
## Blow up the Satchel that is attached to the last enemy.&lt;br /&gt;
## Immediately enter CJs house (this prevents you from being teleported to the cutscene).&lt;br /&gt;
## Once you see that the cutscene has started, let go of holding the call. This makes you regain control and you can leave CJs house again.&lt;br /&gt;
## Pretty exactly 3 seconds after the last subtitle of the cutscene disappears (&amp;quot;.. good luck my friend.&amp;quot;) you need to enter the invisible Los Desperados mission marker.&lt;br /&gt;
##* Enter it too early and the first mission instance will not be completed when you start the second instance, and the first instance will fail.&lt;br /&gt;
##* Enter it too late and the first mission instance will pass before you start the second instance, and you won't be able to start it anymore.&lt;br /&gt;
##* There is some randomness involved, because triggering the mission is on a 250ms cycle, so it can vary a bit.&lt;br /&gt;
##* You can tell that you did it correctly if you started Los Desperados again and there is also no visible mission marker.&lt;br /&gt;
## Normally play through and complete the mission.&lt;br /&gt;
# Result&lt;br /&gt;
#* Skips Gang Territories and End of the Line Part 1.&lt;br /&gt;
#* Once you complete the second Los Desperados instance, you will immediately teleport into the second part of End of the Line.&lt;br /&gt;
#** You can play through it normally, except that the bottom floor won't be loaded and CJ will fall through the map and spawn in front of the building, where you then have to trigger the cutscene from the outside.&lt;br /&gt;
#** You may also receive a phonecall during the black screen before the Firetruck chase. You can cancel it by spamming your Answer/Hold call and putting the phone down keys (F). This can always happen, but due to not answering the Gang Territory call after Los Desperados, this is much more likely.&lt;br /&gt;
&lt;br /&gt;
===More Information===&lt;br /&gt;
* [https://www.youtube.com/watch?v=VKUkiY6Vhjk Video: Los Desperados &amp;quot;Dupe&amp;quot;]&lt;/div&gt;</summary>
		<author><name>Tduva</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Grand_Theft_Auto:_San_Andreas/Missions/Dupes</id>
		<title>Grand Theft Auto: San Andreas/Missions/Dupes</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Grand_Theft_Auto:_San_Andreas/Missions/Dupes"/>
				<updated>2016-08-02T16:09:10Z</updated>
		
		<summary type="html">&lt;p&gt;Tduva: /* Los Desperados */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{GTASA Duping PC}}&lt;br /&gt;
&lt;br /&gt;
This page has notes on how duping specific missions works and affects the game. For general information on how duping works, refer to the [[Grand_Theft_Auto:_San_Andreas/Game_Mechanics_and_Glitches/Duping|Duping Page]].&lt;br /&gt;
&lt;br /&gt;
==T-Bone Mendez==&lt;br /&gt;
After Photo Opportunity or after Jizzy:&lt;br /&gt;
# Setup (Blood Bowl)&lt;br /&gt;
#* You should have a high-priority call from Zero or Jethro (15s delay), see [[Grand Theft Auto: San Andreas/Game Mechanics and Glitches/Duping#Phonecall Management|Phonecall Management]].&lt;br /&gt;
#* {{GTASA Duping Setup|trucking|Blood Bowl}}&lt;br /&gt;
#* There are two possible routes for this setup:&lt;br /&gt;
#*# Setup at Blood Bowl directly ''after Photo Opportunity'', which requires you to carry the call through Jizzy (Cutscene) and Jizzy:&lt;br /&gt;
#*#* After Blood Bowl, go to Jizzy (Cutscene).&lt;br /&gt;
#*#** Enter the marker on the side of the building, so CJ will walk out of the marker during the fade when he walks towards the building (what we usually want to avoid for duping, however this mission isn't going to be duped), then let got of the held $OM=0 call once the cutscene comes up, wait at least 15s so the call can come in again. Then start holding the call, skip the cutscene and the phone should ring once CJ is placed outside, just moments before the mission will pass and set $OM=0 again.&lt;br /&gt;
#*#** Simply holding the call through the Jizzy (Cutscene) will not work, because CJ will answer the phone once you skip the cutscene.&lt;br /&gt;
#*#* Hold the $OM=0 call until Jizzy&lt;br /&gt;
#*#** Start the mission and skip the cutscene while still holding the call. The call will be cancelled automatically, you can let go of holding it once the cutscene showing the Pimpmobile comes up.&lt;br /&gt;
#*#** At the end of Jizzy, drive ahead of the Limo as you normally would, get out preparing to attack the Limo, start holding the call, getting out of the Pimpmobile will cause the phone to ring (make sure you don't have a wanted level), then kill the enemies. '''You can't use a Rocket Launcher to destroy the Limo''', since aiming with the Rocket Launcher while holding a call will cause CJ to answer the call. You can either use your SMG (that the mission gives you) to shoot the driver of the Limo and then kill the other enemies or place down Satchels. Either way requires a bit of practice and traffic can troll you quite a bit.&lt;br /&gt;
#*# Setup at Blood Bowl ''after finishing Jizzy'', which is a bit longer drive, but you can simply drive to T-Bone Mendez directly after the Setup.&lt;br /&gt;
# Duping&lt;br /&gt;
#* Having the $OM=0 call held, walk into the marker, then let go of the call once the cutscene comes up. Entering the marker away from the door may be safer, because CJ may walk towards the door a bit, possibly walking out of the marker.&lt;br /&gt;
#* {{GTASA Duping Cutscene Interior}}&lt;br /&gt;
#* Once you started the second instance you can skip the cutscene.&lt;br /&gt;
# Mission&lt;br /&gt;
#* Duping in the cutscene means you get no traffic on the roads for the mission and you get interior lighting.&lt;br /&gt;
# Result&lt;br /&gt;
#* Skips Mike Toreno.&lt;br /&gt;
&lt;br /&gt;
===More Information===&lt;br /&gt;
* [https://youtu.be/7fsSjHyxw2s Video: T-Bone Mendez Duping (using Blood Bowl, Setup after Photo Opportunity)]&lt;br /&gt;
* [https://youtu.be/kFWN-szUywA Video: T-Bone Mendez Duping (using Blood Bowl, Setup after Jizzy)]&lt;br /&gt;
&lt;br /&gt;
==Ran Fa Li==&lt;br /&gt;
After Snail Trail:&lt;br /&gt;
&lt;br /&gt;
[[File:GTASA Trucking Despawn Zone.jpg|thumb|right|Despawn Zone at Trucking]]&lt;br /&gt;
# Setup (Trucking)&lt;br /&gt;
#* You should have a high-priority call from Zero or Jethro (15s delay), see [[Grand Theft Auto: San Andreas/Game Mechanics and Glitches/Duping#Phonecall Management|Phonecall Management]].&lt;br /&gt;
#* {{GTASA Duping Setup|trucking|Trucking}}&lt;br /&gt;
#* Attach a Satchel to the Truck, which cancels the call setting $OM=0, drive to the mission, get and hold a call and then explode the Satchel to fail Trucking and get $OM=0 call.&lt;br /&gt;
#* Using a Satchel means you have no traffic on the way to the mission, because starting Trucking without ever getting into the truck prevents traffic from spawning. You should still have Satchels from Badlands. If you don't have a Satchel you can also hold the call and blow up the Truck, but then you'll have traffic.&lt;br /&gt;
#* There is a despawn zone around Trucking, so park your vehicle on the bridge to keep it&lt;br /&gt;
# Duping&lt;br /&gt;
#* Having the $OM=0 call held, walk into the marker, then let go of the call once the cutscene comes up.&lt;br /&gt;
#* {{GTASA Duping Cutscene Interior}}&lt;br /&gt;
#* Once you started the second instance you can skip the cutscene.&lt;br /&gt;
# Mission&lt;br /&gt;
#* Duping in the cutscene means you get no traffic on the roads until you enter the car in the parking garage.&lt;br /&gt;
#* There will be two mission cars spawned in the parking garage inside of eachother, which may cause the car you get into to roll and land on its roof. To prevent getting stuck laying on the roof and eventually exploding, you have to hold both &amp;quot;Sprint&amp;quot; and &amp;quot;Move Left&amp;quot; (usually A) once you enter the car. That way you skip the cutscene (so you can actually control the car soon enough again) and then roll the car around fully and back onto its wheels again.&lt;br /&gt;
# Result&lt;br /&gt;
#* Skips Lure&lt;br /&gt;
&lt;br /&gt;
===More Information===&lt;br /&gt;
* [https://youtu.be/kRvHmjCRrwA Video: Ran Fa Li Dupe (using Trucking)]&lt;br /&gt;
&lt;br /&gt;
==Amphibious Assault==&lt;br /&gt;
After Ran Fa Li or Ice Cold Killa:&lt;br /&gt;
[[File:GTASA_IceColdKilla_Load_trigger.jpg|thumb|right|Load trigger during Ice Cold Killa which sets $ONMISSION=1]]&lt;br /&gt;
# Setup (Blood Bowl)&lt;br /&gt;
#* You should have a high-priority call from Zero, Jethro or Woozie (15s delay), see [[Grand Theft Auto: San Andreas/Game Mechanics and Glitches/Duping#Phonecall Management|Phonecall Management]].&lt;br /&gt;
#* {{GTASA Duping Setup|trucking|Blood Bowl}}&lt;br /&gt;
#* There are two possible routes for this setup:&lt;br /&gt;
#*# Setup at Blood Bowl directly ''after Ran Fa Li'', which requires you to carry the call through Ice Cold Killa:&lt;br /&gt;
#*#* After Blood Bowl start Ice Cold Killa.&lt;br /&gt;
#*#** Hold the call until you skip the cutscene. This will cancel the call, setting $ONMISSION=0 while on the mission. Don't start the mission again, just complete the one instance of the mission. The setup is merely done to be able to receive phonecalls during the mission, so you can get another $ONMISSION=0 call at the end of the mission that is then used to dupe Amphibious Assault.&lt;br /&gt;
#*#** Once you get to the club, do the normal strats of shooting Jizzys car 6 times with the Sniper Rifle. The phone will ring, but the shooting will cancel the call.&lt;br /&gt;
#*#** Go up to the roof. Jump down onto the roof ''after'' the phone starting ringing again, then enter the building through the skylight. Entering the building will cancel the call.&lt;br /&gt;
#*#*** There is a trigger on the roof that will set $ONMISSION=1 again. Entering that trigger only while the phone is ringing makes that have no adverse effects. ([https://youtu.be/1G74RMHqpeo Video: Trigger Issue])&lt;br /&gt;
#*#** Now either wait about 3-4 seconds before jumping down or don't skip one of the cutscenes for about 3-4 seconds. This is done because the phone needs another 15 seconds to ring again and otherwise it wouldn't ring before Jizzy starts driving away.&lt;br /&gt;
#*#** Skip the cutscenes and sprint to the door. After doing outside, during the cutscene (where Jizzy gets in the car), starting holding the call and keep holding it once it rings. If you got the timing right it should ring before the cutscene ends.&lt;br /&gt;
#*#** While holding the call, shoot the car to set it on fire and Jizzy jumps out. As opposed to regular strats, you can't use the Sniper Rifle or Rocket launcher, since this would make CJ answer the call you are holding. You can use an AK or Silenced Pistol. You can crouch to get better accuracy, since holding the call means you shoot continuously while aiming.&lt;br /&gt;
#*#** Kill Jizzy, get the phone and finishing the mission while holding the call. Try to not pick up his SMG ammo if you plan on using a bike while holding the call.&lt;br /&gt;
#*#* After Ice Cold Killa, drive to Amphibious Assault while holding the call to do the dupe.&lt;br /&gt;
#*# Setup at Blood Bowl ''after finishing Ice Cold Killa'', which is a bit longer drive, but you can simply drive to Amphibious Assault directly after the Setup.&lt;br /&gt;
# Duping&lt;br /&gt;
#* Having the $OM=0 call held, walk into the marker, then let go of the call once the cutscene comes up.&lt;br /&gt;
#* {{GTASA Duping Cutscene Interior}}&lt;br /&gt;
#* Once you started the second instance you can skip the cutscene.&lt;br /&gt;
# Mission&lt;br /&gt;
#* Duping in the cutscene means you get no traffic on the roads and interior lighting.&lt;br /&gt;
#* Twice the number of patrol boats will spawn, on top of eachother. Sometimes they blow eachother up and activate the enemies, the same as if you got into the open water (which triggers the cutscene and activates the enemies).&lt;br /&gt;
#* Sometimes the enemies on the patrol boats can get quite dangerous, even using the Dhingy. Make sure the Dhingy doesn't end up too close to the Patrol boat when it's drifting to the front of the ship.&lt;br /&gt;
#* On the ship, some more enemies than usual can spawn, some apparently inside of eachother. To be able to plant the bug and advance the mission, you have to kill all enemies that are running around on the ship.&lt;br /&gt;
#* After the Setup with Blood Bowl you won't have an Uzi anymore, so you can either sprint and stop to shoot the enemies with a Shotgun or slide with the AK.&lt;br /&gt;
# Result&lt;br /&gt;
#* Skips The Da Nang Thang (which aside from saved time also means you can keep your weapons)&lt;br /&gt;
&lt;br /&gt;
===More Information===&lt;br /&gt;
* [[Grand_Theft_Auto:_San_Andreas/Missions#Amphibious Assault|Amphibious Assault]]&lt;br /&gt;
* [https://youtu.be/CR6ffuZfiX8 Video: Verdant Meadows Duping (using Blood Bowl)] - shows the Setup&lt;br /&gt;
&lt;br /&gt;
==Highjack==&lt;br /&gt;
After Monster:&lt;br /&gt;
# Setup (Bike School)&lt;br /&gt;
#* You should have a Catalina call (60s delay), see [[Grand Theft Auto: San Andreas/Game Mechanics and Glitches/Duping#Phonecall Management|Phonecall Management]]. Make sure the call is ready when you enter the Bike School marker. Since it has a 1000ms check delay, pause buffering is advised to get the call consistently during the 500ms fade until the mission sets $OM=1.&lt;br /&gt;
#* Get a bike: Answer the call to unlock Highjack, then start Highjack, kill Cesar to fail the mission and use the spawned bike.&lt;br /&gt;
#* {{GTASA Duping Setup|quarry|Bike School}}&lt;br /&gt;
#* The call will be ready 60s after you failed Highjack, so make sure you don't fall off the bike when the call is ready, so you don't have to wait once you get to Bike School.&lt;br /&gt;
# Duping&lt;br /&gt;
#* Having the $OM=0 call held, walk into the marker, then let go of the call once the cutscene comes up.&lt;br /&gt;
#* Since the cutscene is outside (not an interior), CJ will answer the phone once you let go of holding the call, so you have to also hold F (or whatever hangs up the phone) for a bit. Because of this, it can take a few seconds for the second instance to be started.&lt;br /&gt;
#* Once you started the second instance you can skip the cutscene.&lt;br /&gt;
# Mission&lt;br /&gt;
#* Duping this mission in the cutscene will remove all traffic for the mission.&lt;br /&gt;
# Result&lt;br /&gt;
#* Skips Interdiction.&lt;br /&gt;
#** You can get Rockets and AK which you would normally pick up during Interdiction from the Helipad after [[Grand Theft Auto: San Andreas/Missions#Toreno's Last Flight|Toreno's Last Flight]]. If you also duped Amphibious Assault and skipped The Da Nang Thang, you can pick them up directly after passing Toreno's Last Flight or otherwise during Yay-Ka-Boom-Boom.&lt;br /&gt;
#* You'll still get the phonecall that unlocks Interdiction, which is actually used to dupe Verdant Meadows.&lt;br /&gt;
&lt;br /&gt;
===More Information===&lt;br /&gt;
* [https://youtu.be/Q4WxwTpCHpU?t=1m8s Video: Highjack Duping (using Bike School)]&lt;br /&gt;
&lt;br /&gt;
==Verdant Meadows==&lt;br /&gt;
After Highjack:&lt;br /&gt;
# Setup (Blood Bowl)&lt;br /&gt;
#* You should have the call that would normally unlock Interdiction (since you skipped Interdiction by duping Highjack you don't need it for that), see [[Grand Theft Auto: San Andreas/Game Mechanics and Glitches/Duping#Phonecall Management|Phonecall Management]].&lt;br /&gt;
#* {{GTASA Duping Setup|trucking|Blood Bowl}}&lt;br /&gt;
#* Since you skipped Interdiction, the Verdant Meadows mission marker will be invisible, but it will still work.&lt;br /&gt;
# Duping&lt;br /&gt;
#* Since this mission only consists of a cutscene, you have to dupe it in the cutscene.&lt;br /&gt;
#* Having the $OM=0 call held, walk into the marker, then let go of the call once the cutscene comes up.&lt;br /&gt;
#* Since the cutscene is outside (not an interior), CJ will answer the phone once you let go of holding the call, so you have to also hold F (or whatever hangs up the phone) for a bit. Because of this, it can take a few seconds for the second instance to be started.&lt;br /&gt;
# Result&lt;br /&gt;
#* Skips N.O.E.&lt;br /&gt;
#* Sets &amp;lt;code&amp;gt;$TORENO_TOTAL_PASSED_MISSIONS to 5&amp;lt;/code&amp;gt;, like after Flight School. However, there is a separate variable that tracks if you passed Flight School, which is required to start the following missions. Luckily Flight School starts if &amp;lt;code&amp;gt;$TORENO_TOTAL_PASSED_MISSIONS &amp;gt; 3&amp;lt;/code&amp;gt; not &amp;lt;code&amp;gt;$TORENO_TOTAL_PASSED_MISSIONS == 4&amp;lt;/code&amp;gt;, otherwise duping Verdant Meadows would basicially softlock the game. Flight School itself increases the mission chain variable as well, setting &amp;lt;code&amp;gt;$TORENO_TOTAL_PASSED_MISSIONS to 6&amp;lt;/code&amp;gt;, so you skip the next mission instead (N.O.E.).&lt;br /&gt;
&lt;br /&gt;
===More Information===&lt;br /&gt;
* [https://youtu.be/CR6ffuZfiX8 Video: Verdant Meadows Duping (using Blood Bowl)]&lt;br /&gt;
&lt;br /&gt;
==Fish in a Barrel==&lt;br /&gt;
After The Meat Business:&lt;br /&gt;
# Setup (Bike School or Quarry)&lt;br /&gt;
#* You should have a Catalina call (60s recall delay). One of those is unlocked after The Meat Business. Make sure the call is ready when you enter the Quarry/Bike School marker by getting out of your vehicle. Since it has a 1000ms check delay, pause buffering is advised to get the call consistently during the 500ms fade until the mission sets $OM=1.&lt;br /&gt;
#* {{GTASA Duping Setup|quarry|Bike School or Quarry|pb}}&lt;br /&gt;
#* Bike School requires a bike to drive into the building and get off into the marker. Since you're probably going to use a bike on the way to the Casino, having SMG ammo makes you shoot all the time.&lt;br /&gt;
#* Using Quarry you can hold the call, then blow up the truck to get $OM=0 call and drive back (having SMG ammo when holding the call on a bike makes you shoot all the time) or use a Satchel to blow the truck up remotely from the Casino, to get an $OM=0 call there (you may get shot up by the guards in the casino a bit). Since the Casino is an interior, you have to hold the call before entering the casino either way.&lt;br /&gt;
# Duping&lt;br /&gt;
#* Since this mission only consists of a cutscene, you ''have'' to dupe it in the cutscene.&lt;br /&gt;
#* Having the $OM=0 call held, walk into the marker from the stairs, without sprinting, then let go of the call once the cutscene comes up.&lt;br /&gt;
#* CJ walks a bit towards the door, so make sure you enter the marker from the stairs, so CJ is still in the marker when you set $OM=0 after starting the first instance. CJ will sprint on the stairs if you sprinted on the previous stairs, you can switch to a weapon you can't sprint with to prevent that or don't actively press sprint on the previous stairs. Wait for the marker to appear before entering it in case you blow up the Satchel shortly before it, to make sure you actually hit the edge away from the door.&lt;br /&gt;
#* Once you started the second instance you can skip the cutscene.&lt;br /&gt;
# Result&lt;br /&gt;
#* Skips Freefall.&lt;br /&gt;
#* You'll still get the Freefall phonecall, which will add the mission marker when answered, but it has no effect.&lt;br /&gt;
&lt;br /&gt;
===More Information===&lt;br /&gt;
* [https://youtu.be/hAiQhMwFHo0 Video: Fish in a Barrel Duping (using Quarry)]&lt;br /&gt;
* [https://youtu.be/-Dmipyr7CPA Video: Fish in a Barrel Duping (using Quarry, without Satchel)]&lt;br /&gt;
* [https://youtu.be/Q4WxwTpCHpU?t=1m8s Video: Highjack Duping (using Bike School)] - Showing the Bike School Setup&lt;br /&gt;
&lt;br /&gt;
==Black Project==&lt;br /&gt;
After Stowaway:&lt;br /&gt;
# Setup (Quarry)&lt;br /&gt;
#* You should have the high-priority call that unlocks High Noon, which is available once you finished both Freefall (or skipped it by duping) and Misappropriation, so just don't answer any phonecalls after finishing Misappropriation.&lt;br /&gt;
#* Phonecall start Quarry by exiting your vehicle into the marker while having a call ready. You don't hold the call for this dupe.&lt;br /&gt;
#* Skip or answer the phonecall after starting Quarry. As opposed to other dupes, we don't want an ONMISSION=0 call, but instead Quarry running with ONMISSION=0, so Black Project can be started while Quarry is running.&lt;br /&gt;
#* You can sprint to the Cropduster north of the Quarry while answering phonecalls if you have any left.&lt;br /&gt;
# Duping&lt;br /&gt;
#* Start Black Project with Quarry running, which turns the Quarry instance into another Black Project instance.&lt;br /&gt;
#* Skip the cutscene with the Mothership as soon as it is possible, otherwise the mission can softlock (no triggers inside the facility). There appears to be a 1000ms grace period after the cutscene becomes skippable, so the skipping doesn't have to be ultra precise. Skipping with Sprint should work.&lt;br /&gt;
# Mission&lt;br /&gt;
#* There appear to be double the Armor pickups and more blips on the map, however the enemies seem to be at least similiar.&lt;br /&gt;
# Result&lt;br /&gt;
#* Skips Green Goo.&lt;br /&gt;
&lt;br /&gt;
Under some circumstances starting Black Project with Quarry can apparently crash the game (frozen at &amp;quot;Black Project&amp;quot; text). This doesn't appear to be a problem unless you had started Black Project before doing the dupe without restarting the game (e.g. trying the dupe several times loading from save). This seems to have to do with the Nightvision Goggles already being loaded in memory.&lt;br /&gt;
&lt;br /&gt;
===More Information===&lt;br /&gt;
* [https://www.youtube.com/watch?v=IJ5bL4zCvco Video: Comparison of route with and without Black Project dupe] - Also shows the dupe itself, however not to be taken as a proper tutorial&lt;br /&gt;
* [http://www.speedrun.com/post/01sl4 Info on softlock/crashing]&lt;br /&gt;
&lt;br /&gt;
==Los Desperados==&lt;br /&gt;
''Note:'' Los Desperados isn't really duped in the usual sense (because a consistent way to finish two instances at once hasn't been found yet), instead it is done twice in a row.&lt;br /&gt;
&lt;br /&gt;
After Riot:&lt;br /&gt;
# Setup (8-Track)&lt;br /&gt;
#* You should still have at least one of the following high-priority calls: Vertical Bird, Woozie (LV) or Leone (LV). You should also still have 1-2 Catalina calls (one of them unlocks after Home Coming).&lt;br /&gt;
#* Phonecall start 8-Track to get an ONMISSION=0 call. You need enough Driving Skill to start 8-Track and you also need to hold the call through the entire mission.&lt;br /&gt;
# First Instance&lt;br /&gt;
#* With the ONMISSION=0 call held, enter the marker and skip the cutscene while holding the call.&lt;br /&gt;
#** This will sometimes cause CJ to answer the call, although you regain control, meaning you just hear the call. Pressing F will complete the call (so it's gone then), unless you shoot first. Shooting will invalidate the call (as if you never took it) and then you can press F (e.g. get in a car).&lt;br /&gt;
#** If you still have another call (even a Catalina one), it doesn't really matter if the call is used up.&lt;br /&gt;
#* You don't want to dupe this mission, you merely want to start it with the call, so that cancelling the call will set ONMISSION=0. You need to be on the mission while still being able to receive phonecalls.&lt;br /&gt;
#* Play normally through the mission, until the very last wave of enemies (Rocketlauncher on roof). Kill everyone except the guy walking to the fence on the right and then attach a Satchel to that enemy. Make sure it's attached to him, because he will move around.&lt;br /&gt;
#* Drive to CJs house.&lt;br /&gt;
# Second Instance&lt;br /&gt;
## In front of CJs house, wait for a call and hold it.&lt;br /&gt;
## Blow up the Satchel that is attached to the last enemy.&lt;br /&gt;
## Immediately enter CJs house (this prevents you from being teleported to the cutscene).&lt;br /&gt;
## Once you see that the cutscene has started, let go of holding the call. This makes you regain control and you can leave CJs house again.&lt;br /&gt;
## Pretty exactly 3 seconds after the last subtitle of the cutscene disappears (&amp;quot;.. good luck my friend.&amp;quot;) you need to enter the invisible Los Desperados mission marker.&lt;br /&gt;
##* Enter it too early and the first mission instance will not be completed when you start the second instance, and the first instance will fail.&lt;br /&gt;
##* Enter it too late and the first mission instance will pass before you start the second instance, and you won't be able to start it anymore.&lt;br /&gt;
##* You can tell that you did it correctly if you started Los Desperados again and there is also no visible mission marker.&lt;br /&gt;
## Normally play through and complete the mission.&lt;br /&gt;
# Result&lt;br /&gt;
#* Skips Gang Territories and End of the Line Part 1.&lt;br /&gt;
#* Once you complete the second Los Desperados instance, you will immediately teleport into the second part of End of the Line.&lt;br /&gt;
#** You can play through it normally, except that the bottom floor won't be loaded and CJ will fall through the map and spawn in front of the building, where you then have to trigger the cutscene from the outside.&lt;br /&gt;
#** You may also receive a phonecall during the black screen before the Firetruck chase. You can cancel it by spamming your Answer/Hold call and putting the phone down keys (F). This can always happen, but due to not answering the Gang Territory call after Los Desperados, this is much more likely.&lt;br /&gt;
&lt;br /&gt;
===More Information===&lt;br /&gt;
* [https://www.youtube.com/watch?v=VKUkiY6Vhjk Video: Los Desperados &amp;quot;Dupe&amp;quot;]&lt;/div&gt;</summary>
		<author><name>Tduva</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Grand_Theft_Auto:_San_Andreas/Missions/Weapons</id>
		<title>Grand Theft Auto: San Andreas/Missions/Weapons</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Grand_Theft_Auto:_San_Andreas/Missions/Weapons"/>
				<updated>2016-08-02T09:01:58Z</updated>
		
		<summary type="html">&lt;p&gt;Tduva: /* San Fierro */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Los Santos==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Mission&lt;br /&gt;
! Gives&lt;br /&gt;
! Removes&lt;br /&gt;
|-&lt;br /&gt;
| OG Loc&lt;br /&gt;
| Sets SMG ammo to 78 [if ammo &amp;lt; 78], gives Uzi [if necessary] (when getting on the bike)&lt;br /&gt;
|-&lt;br /&gt;
| Just Business&lt;br /&gt;
| ''Gives Uzi, adding 120 ammo (entering the building with Smoke)'', gives Uzi with 80 ammo (after the autoscroller)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Burning Desire&lt;br /&gt;
| ''Pickup with Molotov Cocktails''&lt;br /&gt;
| Explosives Slot, Spraycan Slot (mission end)&lt;br /&gt;
|-&lt;br /&gt;
| Reuniting the Families&lt;br /&gt;
| Shotgun (before entering the building)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Badlands==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Mission&lt;br /&gt;
! Gives&lt;br /&gt;
! Removes&lt;br /&gt;
|-&lt;br /&gt;
| Against All Odds&lt;br /&gt;
| Gives 10 Satchels, convenient Pickup with 15 Satchels&lt;br /&gt;
|-&lt;br /&gt;
| Are You Going To San Fierro?&lt;br /&gt;
| Gives RPG with 10 ammo&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==San Fierro==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Mission&lt;br /&gt;
! Gives&lt;br /&gt;
! Removes&lt;br /&gt;
|-&lt;br /&gt;
| Outrider&lt;br /&gt;
| Creates Pickup with x RPG to fill up to 20, creates Pickup with Sniper Rifle with x ammo to fill up to 40, convenient enemy drops for AK with  120 ammo (40 and 80) at the third roadblock and some more less convenient AK drops&lt;br /&gt;
|-&lt;br /&gt;
| Jizzy&lt;br /&gt;
| Sets SMG Slot ammo to 250 [if ammo &amp;lt; 250], gives Uzi [if necessary] (when getting into the Pimp Mobile)&lt;br /&gt;
|-&lt;br /&gt;
| Pier 69&lt;br /&gt;
| Gives Sniper Rifle with 24 ammo [if ammo &amp;lt; 24] (before and after sniping), Tec9 with 300 ammo [if empty] (after killing T-Bone Mendez)&lt;br /&gt;
|-&lt;br /&gt;
| Toreno's Last Flight&lt;br /&gt;
| Creates Pickups with 60 RPG / AK with 120 ammo (which stay after the mission)&lt;br /&gt;
| Removes RPG from player (mission end)&lt;br /&gt;
|-&lt;br /&gt;
| The Da Nang Thang&lt;br /&gt;
| Shotgun (enemy), Uzi Pickup&lt;br /&gt;
| ''Lost everything but my blade.''&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Tduva</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Grand_Theft_Auto:_San_Andreas/Missions/Dupes</id>
		<title>Grand Theft Auto: San Andreas/Missions/Dupes</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Grand_Theft_Auto:_San_Andreas/Missions/Dupes"/>
				<updated>2016-06-24T07:39:14Z</updated>
		
		<summary type="html">&lt;p&gt;Tduva: /* Black Project */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{GTASA Duping PC}}&lt;br /&gt;
&lt;br /&gt;
This page has notes on how duping specific missions works and affects the game. For general information on how duping works, refer to the [[Grand_Theft_Auto:_San_Andreas/Game_Mechanics_and_Glitches/Duping|Duping Page]].&lt;br /&gt;
&lt;br /&gt;
==T-Bone Mendez==&lt;br /&gt;
After Photo Opportunity or after Jizzy:&lt;br /&gt;
# Setup (Blood Bowl)&lt;br /&gt;
#* You should have a high-priority call from Zero or Jethro (15s delay), see [[Grand Theft Auto: San Andreas/Game Mechanics and Glitches/Duping#Phonecall Management|Phonecall Management]].&lt;br /&gt;
#* {{GTASA Duping Setup|trucking|Blood Bowl}}&lt;br /&gt;
#* There are two possible routes for this setup:&lt;br /&gt;
#*# Setup at Blood Bowl directly ''after Photo Opportunity'', which requires you to carry the call through Jizzy (Cutscene) and Jizzy:&lt;br /&gt;
#*#* After Blood Bowl, go to Jizzy (Cutscene).&lt;br /&gt;
#*#** Enter the marker on the side of the building, so CJ will walk out of the marker during the fade when he walks towards the building (what we usually want to avoid for duping, however this mission isn't going to be duped), then let got of the held $OM=0 call once the cutscene comes up, wait at least 15s so the call can come in again. Then start holding the call, skip the cutscene and the phone should ring once CJ is placed outside, just moments before the mission will pass and set $OM=0 again.&lt;br /&gt;
#*#** Simply holding the call through the Jizzy (Cutscene) will not work, because CJ will answer the phone once you skip the cutscene.&lt;br /&gt;
#*#* Hold the $OM=0 call until Jizzy&lt;br /&gt;
#*#** Start the mission and skip the cutscene while still holding the call. The call will be cancelled automatically, you can let go of holding it once the cutscene showing the Pimpmobile comes up.&lt;br /&gt;
#*#** At the end of Jizzy, drive ahead of the Limo as you normally would, get out preparing to attack the Limo, start holding the call, getting out of the Pimpmobile will cause the phone to ring (make sure you don't have a wanted level), then kill the enemies. '''You can't use a Rocket Launcher to destroy the Limo''', since aiming with the Rocket Launcher while holding a call will cause CJ to answer the call. You can either use your SMG (that the mission gives you) to shoot the driver of the Limo and then kill the other enemies or place down Satchels. Either way requires a bit of practice and traffic can troll you quite a bit.&lt;br /&gt;
#*# Setup at Blood Bowl ''after finishing Jizzy'', which is a bit longer drive, but you can simply drive to T-Bone Mendez directly after the Setup.&lt;br /&gt;
# Duping&lt;br /&gt;
#* Having the $OM=0 call held, walk into the marker, then let go of the call once the cutscene comes up. Entering the marker away from the door may be safer, because CJ may walk towards the door a bit, possibly walking out of the marker.&lt;br /&gt;
#* {{GTASA Duping Cutscene Interior}}&lt;br /&gt;
#* Once you started the second instance you can skip the cutscene.&lt;br /&gt;
# Mission&lt;br /&gt;
#* Duping in the cutscene means you get no traffic on the roads for the mission and you get interior lighting.&lt;br /&gt;
# Result&lt;br /&gt;
#* Skips Mike Toreno.&lt;br /&gt;
&lt;br /&gt;
===More Information===&lt;br /&gt;
* [https://youtu.be/7fsSjHyxw2s Video: T-Bone Mendez Duping (using Blood Bowl, Setup after Photo Opportunity)]&lt;br /&gt;
* [https://youtu.be/kFWN-szUywA Video: T-Bone Mendez Duping (using Blood Bowl, Setup after Jizzy)]&lt;br /&gt;
&lt;br /&gt;
==Ran Fa Li==&lt;br /&gt;
After Snail Trail:&lt;br /&gt;
&lt;br /&gt;
[[File:GTASA Trucking Despawn Zone.jpg|thumb|right|Despawn Zone at Trucking]]&lt;br /&gt;
# Setup (Trucking)&lt;br /&gt;
#* You should have a high-priority call from Zero or Jethro (15s delay), see [[Grand Theft Auto: San Andreas/Game Mechanics and Glitches/Duping#Phonecall Management|Phonecall Management]].&lt;br /&gt;
#* {{GTASA Duping Setup|trucking|Trucking}}&lt;br /&gt;
#* Attach a Satchel to the Truck, which cancels the call setting $OM=0, drive to the mission, get and hold a call and then explode the Satchel to fail Trucking and get $OM=0 call.&lt;br /&gt;
#* Using a Satchel means you have no traffic on the way to the mission, because starting Trucking without ever getting into the truck prevents traffic from spawning. You should still have Satchels from Badlands. If you don't have a Satchel you can also hold the call and blow up the Truck, but then you'll have traffic.&lt;br /&gt;
#* There is a despawn zone around Trucking, so park your vehicle on the bridge to keep it&lt;br /&gt;
# Duping&lt;br /&gt;
#* Having the $OM=0 call held, walk into the marker, then let go of the call once the cutscene comes up.&lt;br /&gt;
#* {{GTASA Duping Cutscene Interior}}&lt;br /&gt;
#* Once you started the second instance you can skip the cutscene.&lt;br /&gt;
# Mission&lt;br /&gt;
#* Duping in the cutscene means you get no traffic on the roads until you enter the car in the parking garage.&lt;br /&gt;
#* There will be two mission cars spawned in the parking garage inside of eachother, which may cause the car you get into to roll and land on its roof. To prevent getting stuck laying on the roof and eventually exploding, you have to hold both &amp;quot;Sprint&amp;quot; and &amp;quot;Move Left&amp;quot; (usually A) once you enter the car. That way you skip the cutscene (so you can actually control the car soon enough again) and then roll the car around fully and back onto its wheels again.&lt;br /&gt;
# Result&lt;br /&gt;
#* Skips Lure&lt;br /&gt;
&lt;br /&gt;
===More Information===&lt;br /&gt;
* [https://youtu.be/kRvHmjCRrwA Video: Ran Fa Li Dupe (using Trucking)]&lt;br /&gt;
&lt;br /&gt;
==Amphibious Assault==&lt;br /&gt;
After Ran Fa Li or Ice Cold Killa:&lt;br /&gt;
[[File:GTASA_IceColdKilla_Load_trigger.jpg|thumb|right|Load trigger during Ice Cold Killa which sets $ONMISSION=1]]&lt;br /&gt;
# Setup (Blood Bowl)&lt;br /&gt;
#* You should have a high-priority call from Zero, Jethro or Woozie (15s delay), see [[Grand Theft Auto: San Andreas/Game Mechanics and Glitches/Duping#Phonecall Management|Phonecall Management]].&lt;br /&gt;
#* {{GTASA Duping Setup|trucking|Blood Bowl}}&lt;br /&gt;
#* There are two possible routes for this setup:&lt;br /&gt;
#*# Setup at Blood Bowl directly ''after Ran Fa Li'', which requires you to carry the call through Ice Cold Killa:&lt;br /&gt;
#*#* After Blood Bowl start Ice Cold Killa.&lt;br /&gt;
#*#** Hold the call until you skip the cutscene. This will cancel the call, setting $ONMISSION=0 while on the mission. Don't start the mission again, just complete the one instance of the mission. The setup is merely done to be able to receive phonecalls during the mission, so you can get another $ONMISSION=0 call at the end of the mission that is then used to dupe Amphibious Assault.&lt;br /&gt;
#*#** Once you get to the club, do the normal strats of shooting Jizzys car 6 times with the Sniper Rifle. The phone will ring, but the shooting will cancel the call.&lt;br /&gt;
#*#** Go up to the roof. Jump down onto the roof ''after'' the phone starting ringing again, then enter the building through the skylight. Entering the building will cancel the call.&lt;br /&gt;
#*#*** There is a trigger on the roof that will set $ONMISSION=1 again. Entering that trigger only while the phone is ringing makes that have no adverse effects. ([https://youtu.be/1G74RMHqpeo Video: Trigger Issue])&lt;br /&gt;
#*#** Now either wait about 3-4 seconds before jumping down or don't skip one of the cutscenes for about 3-4 seconds. This is done because the phone needs another 15 seconds to ring again and otherwise it wouldn't ring before Jizzy starts driving away.&lt;br /&gt;
#*#** Skip the cutscenes and sprint to the door. After doing outside, during the cutscene (where Jizzy gets in the car), starting holding the call and keep holding it once it rings. If you got the timing right it should ring before the cutscene ends.&lt;br /&gt;
#*#** While holding the call, shoot the car to set it on fire and Jizzy jumps out. As opposed to regular strats, you can't use the Sniper Rifle or Rocket launcher, since this would make CJ answer the call you are holding. You can use an AK or Silenced Pistol. You can crouch to get better accuracy, since holding the call means you shoot continuously while aiming.&lt;br /&gt;
#*#** Kill Jizzy, get the phone and finishing the mission while holding the call. Try to not pick up his SMG ammo if you plan on using a bike while holding the call.&lt;br /&gt;
#*#* After Ice Cold Killa, drive to Amphibious Assault while holding the call to do the dupe.&lt;br /&gt;
#*# Setup at Blood Bowl ''after finishing Ice Cold Killa'', which is a bit longer drive, but you can simply drive to Amphibious Assault directly after the Setup.&lt;br /&gt;
# Duping&lt;br /&gt;
#* Having the $OM=0 call held, walk into the marker, then let go of the call once the cutscene comes up.&lt;br /&gt;
#* {{GTASA Duping Cutscene Interior}}&lt;br /&gt;
#* Once you started the second instance you can skip the cutscene.&lt;br /&gt;
# Mission&lt;br /&gt;
#* Duping in the cutscene means you get no traffic on the roads and interior lighting.&lt;br /&gt;
#* Twice the number of patrol boats will spawn, on top of eachother. Sometimes they blow eachother up and activate the enemies, the same as if you got into the open water (which triggers the cutscene and activates the enemies).&lt;br /&gt;
#* Sometimes the enemies on the patrol boats can get quite dangerous, even using the Dhingy. Make sure the Dhingy doesn't end up too close to the Patrol boat when it's drifting to the front of the ship.&lt;br /&gt;
#* On the ship, some more enemies than usual can spawn, some apparently inside of eachother. To be able to plant the bug and advance the mission, you have to kill all enemies that are running around on the ship.&lt;br /&gt;
#* After the Setup with Blood Bowl you won't have an Uzi anymore, so you can either sprint and stop to shoot the enemies with a Shotgun or slide with the AK.&lt;br /&gt;
# Result&lt;br /&gt;
#* Skips The Da Nang Thang (which aside from saved time also means you can keep your weapons)&lt;br /&gt;
&lt;br /&gt;
===More Information===&lt;br /&gt;
* [[Grand_Theft_Auto:_San_Andreas/Missions#Amphibious Assault|Amphibious Assault]]&lt;br /&gt;
* [https://youtu.be/CR6ffuZfiX8 Video: Verdant Meadows Duping (using Blood Bowl)] - shows the Setup&lt;br /&gt;
&lt;br /&gt;
==Highjack==&lt;br /&gt;
After Monster:&lt;br /&gt;
# Setup (Bike School)&lt;br /&gt;
#* You should have a Catalina call (60s delay), see [[Grand Theft Auto: San Andreas/Game Mechanics and Glitches/Duping#Phonecall Management|Phonecall Management]]. Make sure the call is ready when you enter the Bike School marker. Since it has a 1000ms check delay, pause buffering is advised to get the call consistently during the 500ms fade until the mission sets $OM=1.&lt;br /&gt;
#* Get a bike: Answer the call to unlock Highjack, then start Highjack, kill Cesar to fail the mission and use the spawned bike.&lt;br /&gt;
#* {{GTASA Duping Setup|quarry|Bike School}}&lt;br /&gt;
#* The call will be ready 60s after you failed Highjack, so make sure you don't fall off the bike when the call is ready, so you don't have to wait once you get to Bike School.&lt;br /&gt;
# Duping&lt;br /&gt;
#* Having the $OM=0 call held, walk into the marker, then let go of the call once the cutscene comes up.&lt;br /&gt;
#* Since the cutscene is outside (not an interior), CJ will answer the phone once you let go of holding the call, so you have to also hold F (or whatever hangs up the phone) for a bit. Because of this, it can take a few seconds for the second instance to be started.&lt;br /&gt;
#* Once you started the second instance you can skip the cutscene.&lt;br /&gt;
# Mission&lt;br /&gt;
#* Duping this mission in the cutscene will remove all traffic for the mission.&lt;br /&gt;
# Result&lt;br /&gt;
#* Skips Interdiction.&lt;br /&gt;
#** You can get Rockets and AK which you would normally pick up during Interdiction from the Helipad after [[Grand Theft Auto: San Andreas/Missions#Toreno's Last Flight|Toreno's Last Flight]]. If you also duped Amphibious Assault and skipped The Da Nang Thang, you can pick them up directly after passing Toreno's Last Flight or otherwise during Yay-Ka-Boom-Boom.&lt;br /&gt;
#* You'll still get the phonecall that unlocks Interdiction, which is actually used to dupe Verdant Meadows.&lt;br /&gt;
&lt;br /&gt;
===More Information===&lt;br /&gt;
* [https://youtu.be/Q4WxwTpCHpU?t=1m8s Video: Highjack Duping (using Bike School)]&lt;br /&gt;
&lt;br /&gt;
==Verdant Meadows==&lt;br /&gt;
After Highjack:&lt;br /&gt;
# Setup (Blood Bowl)&lt;br /&gt;
#* You should have the call that would normally unlock Interdiction (since you skipped Interdiction by duping Highjack you don't need it for that), see [[Grand Theft Auto: San Andreas/Game Mechanics and Glitches/Duping#Phonecall Management|Phonecall Management]].&lt;br /&gt;
#* {{GTASA Duping Setup|trucking|Blood Bowl}}&lt;br /&gt;
#* Since you skipped Interdiction, the Verdant Meadows mission marker will be invisible, but it will still work.&lt;br /&gt;
# Duping&lt;br /&gt;
#* Since this mission only consists of a cutscene, you have to dupe it in the cutscene.&lt;br /&gt;
#* Having the $OM=0 call held, walk into the marker, then let go of the call once the cutscene comes up.&lt;br /&gt;
#* Since the cutscene is outside (not an interior), CJ will answer the phone once you let go of holding the call, so you have to also hold F (or whatever hangs up the phone) for a bit. Because of this, it can take a few seconds for the second instance to be started.&lt;br /&gt;
# Result&lt;br /&gt;
#* Skips N.O.E.&lt;br /&gt;
#* Sets &amp;lt;code&amp;gt;$TORENO_TOTAL_PASSED_MISSIONS to 5&amp;lt;/code&amp;gt;, like after Flight School. However, there is a separate variable that tracks if you passed Flight School, which is required to start the following missions. Luckily Flight School starts if &amp;lt;code&amp;gt;$TORENO_TOTAL_PASSED_MISSIONS &amp;gt; 3&amp;lt;/code&amp;gt; not &amp;lt;code&amp;gt;$TORENO_TOTAL_PASSED_MISSIONS == 4&amp;lt;/code&amp;gt;, otherwise duping Verdant Meadows would basicially softlock the game. Flight School itself increases the mission chain variable as well, setting &amp;lt;code&amp;gt;$TORENO_TOTAL_PASSED_MISSIONS to 6&amp;lt;/code&amp;gt;, so you skip the next mission instead (N.O.E.).&lt;br /&gt;
&lt;br /&gt;
===More Information===&lt;br /&gt;
* [https://youtu.be/CR6ffuZfiX8 Video: Verdant Meadows Duping (using Blood Bowl)]&lt;br /&gt;
&lt;br /&gt;
==Fish in a Barrel==&lt;br /&gt;
After The Meat Business:&lt;br /&gt;
# Setup (Bike School or Quarry)&lt;br /&gt;
#* You should have a Catalina call (60s recall delay). One of those is unlocked after The Meat Business. Make sure the call is ready when you enter the Quarry/Bike School marker by getting out of your vehicle. Since it has a 1000ms check delay, pause buffering is advised to get the call consistently during the 500ms fade until the mission sets $OM=1.&lt;br /&gt;
#* {{GTASA Duping Setup|quarry|Bike School or Quarry|pb}}&lt;br /&gt;
#* Bike School requires a bike to drive into the building and get off into the marker. Since you're probably going to use a bike on the way to the Casino, having SMG ammo makes you shoot all the time.&lt;br /&gt;
#* Using Quarry you can hold the call, then blow up the truck to get $OM=0 call and drive back (having SMG ammo when holding the call on a bike makes you shoot all the time) or use a Satchel to blow the truck up remotely from the Casino, to get an $OM=0 call there (you may get shot up by the guards in the casino a bit). Since the Casino is an interior, you have to hold the call before entering the casino either way.&lt;br /&gt;
# Duping&lt;br /&gt;
#* Since this mission only consists of a cutscene, you ''have'' to dupe it in the cutscene.&lt;br /&gt;
#* Having the $OM=0 call held, walk into the marker from the stairs, without sprinting, then let go of the call once the cutscene comes up.&lt;br /&gt;
#* CJ walks a bit towards the door, so make sure you enter the marker from the stairs, so CJ is still in the marker when you set $OM=0 after starting the first instance. CJ will sprint on the stairs if you sprinted on the previous stairs, you can switch to a weapon you can't sprint with to prevent that or don't actively press sprint on the previous stairs. Wait for the marker to appear before entering it in case you blow up the Satchel shortly before it, to make sure you actually hit the edge away from the door.&lt;br /&gt;
#* Once you started the second instance you can skip the cutscene.&lt;br /&gt;
# Result&lt;br /&gt;
#* Skips Freefall.&lt;br /&gt;
#* You'll still get the Freefall phonecall, which will add the mission marker when answered, but it has no effect.&lt;br /&gt;
&lt;br /&gt;
===More Information===&lt;br /&gt;
* [https://youtu.be/hAiQhMwFHo0 Video: Fish in a Barrel Duping (using Quarry)]&lt;br /&gt;
* [https://youtu.be/-Dmipyr7CPA Video: Fish in a Barrel Duping (using Quarry, without Satchel)]&lt;br /&gt;
* [https://youtu.be/Q4WxwTpCHpU?t=1m8s Video: Highjack Duping (using Bike School)] - Showing the Bike School Setup&lt;br /&gt;
&lt;br /&gt;
==Black Project==&lt;br /&gt;
After Stowaway:&lt;br /&gt;
# Setup (Quarry)&lt;br /&gt;
#* You should have the high-priority call that unlocks High Noon, which is available once you finished both Freefall (or skipped it by duping) and Misappropriation, so just don't answer any phonecalls after finishing Misappropriation.&lt;br /&gt;
#* Phonecall start Quarry by exiting your vehicle into the marker while having a call ready. You don't hold the call for this dupe.&lt;br /&gt;
#* Skip or answer the phonecall after starting Quarry. As opposed to other dupes, we don't want an ONMISSION=0 call, but instead Quarry running with ONMISSION=0, so Black Project can be started while Quarry is running.&lt;br /&gt;
#* You can sprint to the Cropduster north of the Quarry while answering phonecalls if you have any left.&lt;br /&gt;
# Duping&lt;br /&gt;
#* Start Black Project with Quarry running, which turns the Quarry instance into another Black Project instance.&lt;br /&gt;
#* Skip the cutscene with the Mothership as soon as it is possible, otherwise the mission can softlock (no triggers inside the facility). There appears to be a 1000ms grace period after the cutscene becomes skippable, so the skipping doesn't have to be ultra precise. Skipping with Sprint should work.&lt;br /&gt;
# Mission&lt;br /&gt;
#* There appear to be double the Armor pickups and more blips on the map, however the enemies seem to be at least similiar.&lt;br /&gt;
# Result&lt;br /&gt;
#* Skips Green Goo.&lt;br /&gt;
&lt;br /&gt;
Under some circumstances starting Black Project with Quarry can apparently crash the game (frozen at &amp;quot;Black Project&amp;quot; text). This doesn't appear to be a problem unless you had started Black Project before doing the dupe without restarting the game (e.g. trying the dupe several times loading from save). This seems to have to do with the Nightvision Goggles already being loaded in memory.&lt;br /&gt;
&lt;br /&gt;
===More Information===&lt;br /&gt;
* [https://www.youtube.com/watch?v=IJ5bL4zCvco Video: Comparison of route with and without Black Project dupe] - Also shows the dupe itself, however not to be taken as a proper tutorial&lt;br /&gt;
* [http://www.speedrun.com/post/01sl4 Info on softlock/crashing]&lt;br /&gt;
&lt;br /&gt;
==Los Desperados==&lt;br /&gt;
''Note:'' Los Desperados isn't really duped in the usual sense (because a consistent way to finish two instances at once hasn't been found yet), instead it is done twice in a row.&lt;br /&gt;
&lt;br /&gt;
After Riot:&lt;br /&gt;
# Setup (8-Track)&lt;br /&gt;
#* You should still have at least one of the following high-priority calls: Vertical Bird, Woozie (LV) or Leone (LV). You should also still have 1-2 Catalina calls (one of them unlocks after Home Coming).&lt;br /&gt;
#* Phonecall start 8-Track to get an ONMISSION=0 call. You need enough Driving Skill to start 8-Track and you also need to hold the call through the entire mission.&lt;br /&gt;
# First Instance&lt;br /&gt;
#* With the ONMISSION=0 call held, enter the marker and skip the cutscene while holding the call.&lt;br /&gt;
#** This will sometimes cause CJ to answer the call, although you regain control, meaning you just hear the call. Pressing F will complete the call (so it's gone then), unless you shoot first. Shooting will invalidate the call (as if you never took it) and then you can press F (e.g. get in a car).&lt;br /&gt;
#** If you still have another call (even a Catalina one), it doesn't really matter if the call is used up.&lt;br /&gt;
#* You don't want to dupe this mission, you merely want to start it with the call, so that cancelling the call will set ONMISSION=0. You need to be on the mission while still being able to receive phonecalls.&lt;br /&gt;
#* Play normally through the mission, until the very last wave of enemies (Rocketlauncher on roof). Kill everyone except the guy walking to the fence on the right and then attach a Satchel to that enemy. Make sure it's attached to him, because he will move around.&lt;br /&gt;
#* Drive to CJs house.&lt;br /&gt;
# Second Instance&lt;br /&gt;
## In front of CJs house, wait for a call and hold it.&lt;br /&gt;
## Blow up the Satchel that is attached to the last enemy.&lt;br /&gt;
## Immediately enter CJs house (this prevents you from being teleported to the cutscene).&lt;br /&gt;
## Once you see that the cutscene has started, let go of holding the call. This makes you regain control and you can leave CJs house again.&lt;br /&gt;
## Pretty exactly 3 seconds after the last subtitle of the cutscene disappears (&amp;quot;.. good luck my friend.&amp;quot;) you need to enter the invisible Los Desperados mission marker.&lt;br /&gt;
##* Enter it too early and the first mission instance will not be completed when you start the second instance, and the first instance will fail.&lt;br /&gt;
##* Enter it too late and the first mission instance will pass before you start the second instance, and you won't be able to start it anymore.&lt;br /&gt;
##* You can tell that you did it correctly if you started Los Desperados again and there is also no visible mission marker.&lt;br /&gt;
## Normally play through and complete the mission.&lt;br /&gt;
# Result&lt;br /&gt;
#* Skips Gang Territories and End of the Line Part 1.&lt;br /&gt;
#* Once you complete the second Los Desperados instance, you will immediately teleport into the second part of End of the Line.&lt;br /&gt;
#** You can play through it normally, except that the bottom floor won't be loaded and CJ will fall through the map and spawn in front of the building, where you then have to trigger the cutscene from the outside.&lt;br /&gt;
#** You may also receive a phonecall during the black screen before the Firetruck chase. You can cancel it by spamming your Answer/Hold call and putting the phone down keys (F). This can always happen, but due to not answering the Gang Territory call after Los Desperados, this is much more likely.&lt;/div&gt;</summary>
		<author><name>Tduva</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Grand_Theft_Auto:_San_Andreas/Game_Mechanics_and_Glitches/Duping</id>
		<title>Grand Theft Auto: San Andreas/Game Mechanics and Glitches/Duping</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Grand_Theft_Auto:_San_Andreas/Game_Mechanics_and_Glitches/Duping"/>
				<updated>2016-06-24T07:14:54Z</updated>
		
		<summary type="html">&lt;p&gt;Tduva: /* Phonecall starting Setup Mission */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{GTASA Duping PC}}&lt;br /&gt;
&lt;br /&gt;
Duping is the duplication of missions, which means starting several instances of the same mission on top of eachother.&lt;br /&gt;
&lt;br /&gt;
Related interesting pages:&lt;br /&gt;
&lt;br /&gt;
* [[Grand Theft Auto: San Andreas/Missions/Dupes|Information on specific mission dupes]]&lt;br /&gt;
* [[Grand_Theft_Auto:_San_Andreas/Game_Mechanics_and_Glitches/Phonecalls|Phonecalls]]&lt;br /&gt;
* [[Grand_Theft_Auto:_San_Andreas/Missions/Chains|Mission Chains]]&lt;br /&gt;
* [https://docs.google.com/spreadsheets/d/1tCgCoyY9e88apJbbmQKIb2GiQdlIoBFkgcDhYqMj63o/edit#gid=883216134 Some results of Duping Tests]&lt;br /&gt;
&lt;br /&gt;
==How Duping works==&lt;br /&gt;
===Basic principle===&lt;br /&gt;
The game uses a variable called $ONMISSION (or short $OM) to track whether the player is currently on a mission or just freeroaming. When a mission is started it is set to the value '''1''' (true) and when the player leaves a mission (e.g. passes/fails) it is set to the value '''0''' (false). As long as $OM=1 then the game will not allow you to start another mission. Missions include not only story missions, but also side missions like Quarry, Trucking, Races, Vigilante and so on.&lt;br /&gt;
&lt;br /&gt;
While all missions check if $OM=0 before they start, not all are the same when it comes to setting $OM=1 when they are started. Some missions (e.g. Trucking and Quarry) have a bit of a delay between starting the mission and setting $OM=1, allowing for a very short window of opportunity (as in under a second) to start another mission. Of course when starting Trucking, it's kind of hard to start e.g. a story mission at the same time since it's on the other side of the map.&lt;br /&gt;
&lt;br /&gt;
As opposed to e.g. GTA:VC there is no way to remotely start a mission through replays, but luckily phonecalls also count as small missions, with the same restraints as well as effects: You can only receive phonecalls when $OM=0, once the phone rings it will set $OM=1 (sort of like a mission starting) and when it is cancelled (or taken and put down again) it will set $OM=0.&lt;br /&gt;
&lt;br /&gt;
Phonecalls are on a fixed timer, so it's possible to know when you will receive one. So you can walk into e.g. the Trucking mission marker just at the right time, Trucking will start, still $OM=0 (because of the delay until $OM=1 unique to some missions), the phone will ring, now $OM=1, but with both the mission still starting and the phonecall still active. So now you have a ringing phone and a mission started at the same time, on $OM=1. Now if you cancel the phonecall, this will set $OM=0 and you are free to start another mission, even though you are still on the Trucking mission.&lt;br /&gt;
&lt;br /&gt;
Duping Trucking isn't very useful (at least in any%), what you really want to do is dupe story missions. So having done the above, you are on the Trucking mission with $OM=0, able to start missions. You might think about starting Story Mission A, then failing Trucking somehow, which sets $OM=0 and starting Story Mission A again. However starting most missions together with Trucking will make the game crash, but luckily again phonecalls come to the rescue. Being on $OM=0 you are able to receive phonecalls, so you can go to Story Mission A, wait for your phone to ring (setting $OM=1), fail Trucking (setting $OM=0 with the phone ringing), start Story Mission A, cancel the phonecall (setting $OM=0) and then starting Story Mission A again. Another way would be holding the phonecall and failing Trucking immediately (setting $OM=0), which means you have a ringing phone while also being able to start missions.&lt;br /&gt;
&lt;br /&gt;
So the overall process is:&lt;br /&gt;
&lt;br /&gt;
# Phonecall start setup mission (with delayed $OM=1), so the phone is ringing during the setup mission&lt;br /&gt;
# Set $OM=0 while the phone is ringing, to be able to start a mission despite the phonecall:&lt;br /&gt;
#* Hold phonecall and fail setup mission immediately, then drive to the mission to dupe while holding the phonecall&lt;br /&gt;
#* Or drive to the mission to dupe, then hold phonecall and fail setup mission remotely/on a timer&lt;br /&gt;
# Start mission to dupe&lt;br /&gt;
# Cancel phonecall to set $OM=0 (if phonecall held let go/take it)&lt;br /&gt;
# Start mission to dupe again&lt;br /&gt;
&lt;br /&gt;
===Phonecall starting Setup Mission===&lt;br /&gt;
As mentioned before, some missions don't set ONMISSION=1 immediately when started, allowing for a phonecall to be received after starting the mission. These missions include:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Mission&lt;br /&gt;
! Delay&lt;br /&gt;
! Remote Fail&lt;br /&gt;
! Comments&lt;br /&gt;
|-&lt;br /&gt;
| Quarry&lt;br /&gt;
| 0ms&lt;br /&gt;
| 2:30 Timer or Satchel&lt;br /&gt;
| Huge Despawn Zone (radius 1000) making it impossible to keep a vehicle.&lt;br /&gt;
|-&lt;br /&gt;
| Trucking&lt;br /&gt;
| 250ms&lt;br /&gt;
| 1:00 Timer after getting out of cab or disconnecting trailer or Satchel&lt;br /&gt;
| Medium Despawn Zone (about 10s sprinting). Remote failing can be useful because never getting into the truck prevents traffic from spawning.&lt;br /&gt;
|-&lt;br /&gt;
| Bike School&lt;br /&gt;
| 0ms&lt;br /&gt;
| ''Not possible, you have to hold the call before exiting the mission''&lt;br /&gt;
| Not an interior, but in a room only accessible through a small doorway, so only bikes are suitable for parking next to the marker.&lt;br /&gt;
|-&lt;br /&gt;
| Blood Bowl&lt;br /&gt;
| 250ms&lt;br /&gt;
| ''Not possible, you have to hold the call before exiting the mission''&lt;br /&gt;
| Have to wait 30s inside the mission for it to fail, failing it by dying doesn't seem to work. Gives SMG, setting ammo after the timer runs out to what you had before (but only the SMG ammo you had before, so if you had e.g. Uzi you are left with no ammo, just an empty SMG, which is actually good if you use a bike while holding the phonecall).&lt;br /&gt;
|-&lt;br /&gt;
| 8-Track&lt;br /&gt;
| 250ms&lt;br /&gt;
| ''Not possible, you have to hold the call through the entire mission''&lt;br /&gt;
| Requires at least 200 (or 20%) Driving Skill. In a usual run getting 3 gold medals in Driving School should be sufficient (in addition to the skill you get by just normal driving in the run). You have to hold the call through the entire mission, meaning as soon as the phone rings and you stop Pause Buffering, you have to immediately start holding the call (basicially switch from pressing ESC to pressing TAB, or whatever key you use, unpause if necessary, but don't pause while already holding the call). You can blow up the car to fail the mission faster.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The delay refers to how often a check is performed as to whether the mission should be started. When a mission or group of missions becomes available (e.g. Bike School is unlocked), the script starts a new thread that continuosly checks in an endless loop if the player is in the marker and if other requirements for starting the mission are satisfied. Some of these loops have a small delay in between checks, while others have a delay of 0 (which probably means it's checked on every frame).&lt;br /&gt;
&lt;br /&gt;
That delay can be relevant for phonecall starting the mission:&lt;br /&gt;
&lt;br /&gt;
* '''Quarry-style''' has a check delay of '''0ms''', which means the mission triggers immediately as you enter the marker. So if you are parked next to the Quarry marker, with a call ready to ring as you exit the car, the mission will trigger as soon as you are on foot, with the call taking a bit longer and ringing a few milliseconds after during the fade. So the only thing you have to be careful about is that the call is already ready as you leave your car into the Quarry marker.&lt;br /&gt;
** An exception where additional care is required are low-priority calls (Catalina), which have a 1000ms check delay, so they can take longer than the fade to trigger, so Pausebuffering is advised (see explanation below).&lt;br /&gt;
* '''Trucking-style''' has a '''250ms''' check delay, with phonecalls having a check delay ranging between 90ms and 1000ms (depending on which call thread it is part of), which means if you were to exit a vehicle directly into the marker with a call ready, there is a good chance that the phone will ring before the mission is triggered, the ringing setting ONMISSION=1, thus preventing you from starting the mission (in which case you would have to cancel the call and try again). With this type of mission, you have to time it so that you enter the marker ''before'' the call is ready, so you receive it just after triggering the mission. Pausebuffering can make the timing a bit easier (see explanation below).&lt;br /&gt;
** Low-priority phonecalls (e.g. Catalina calls) have a 1000ms check delay, which means there is a decent chance that you can do Quarry-style phonecall starting even with Trucking or similiar missions, however this should only be used as a backup (e.g. if you know that you can't make it in time anymore and would have to wait 60s otherwise), since there is no guarantee that it will work.&lt;br /&gt;
&lt;br /&gt;
The check delay of Phonecalls (and other interesting stuff) is documented on the [[Grand_Theft_Auto:_San_Andreas/Game_Mechanics_and_Glitches/Phonecalls|Phonecalls page]].&lt;br /&gt;
&lt;br /&gt;
====Pause Buffering====&lt;br /&gt;
Pausebuffering can help with receiving the phonecall on time after entering the setup mission marker. Pausing/unpausing apparently injects frames and advances the timer that triggers the call, so you basicially make it ring faster (as far as the game is concerned, not in real time).&lt;br /&gt;
&lt;br /&gt;
For example if the window of opportunity for the phone to ring during the fade of the Setup Mission is 500ms long, but you enter the marker 1 second before the phone will ring, then usually it wouldn't ring in time. However you can pausebuffer to make the phone timer advance faster, so the phone will ring earlier than it should be. To know when to stop Pausebuffering, pay attention to either the ringing sound or the info popup that tells you how to answer the phone.&lt;br /&gt;
&lt;br /&gt;
Pausebuffering is especially useful for Trucking-style setup so you don't have to time the call exactly, but is also necessary for Quarry-style setup when using low-priority calls, which have a check delay of 1000ms and may not ring in time during the short fade-out.&lt;br /&gt;
&lt;br /&gt;
* [https://youtu.be/7fsSjHyxw2s?t=41s Video: Example of Pausebuffering]&lt;br /&gt;
* [https://youtu.be/iPkeRbdkqZA Video: Example of long Pausebuffering]&lt;br /&gt;
&lt;br /&gt;
====Note on Blood Bowl &amp;amp; Bike School====&lt;br /&gt;
After you phonecall started the mission, you are inside the mission and can't freely move around. For Blood Bowl you are in an interior and Bike School in the menu, so you can only fail the mission immediately. Hold the call before exiting the mission to get an ONMISSION=0 call you can dupe with.&lt;br /&gt;
&lt;br /&gt;
Blood bowl is interesting in that regard because when you call start the mission, you are put inside an interior, which cancels the call, setting ONMISSION=0 while inside the Stadium. After waiting for the mission timer to run out and the mission to fail, the next high-priority call will already be ready again, but not ringing yet, because you're in an interior. Once the mission fails, it puts you outside, the phone rings and then a fraction of a second later the mission will finish cleaning up and set ONMISSION=0 again, with the phone still ringing, now being an ONMISSION=0 call you can dupe with.&lt;br /&gt;
&lt;br /&gt;
Another side effect of the Blood Bowl duping setup is that you get to '''keep your weapons when dying once''' after that. The mission lets your keep your weapons when you die inside the mission, however doing the duping setup doesn't properly clear up that &amp;quot;keep your weapons when dying&amp;quot; flag, which means you can die once after Blood Bowl and still keep all your weapons (but you still get warped to a hospital as usual). ''Important:'' If you die and keep your weapons while having a parachute, that parachute will not actually work despite still being equipped (the parachute doesn't load properly and you will die when hitting the ground). You can save/reload (no need to restart the game) to fix the parachute. Simply picking up another parachute doesn't appear to work, the parachute still doesn't open properly. This is especially important for [[Grand Theft Auto: San Andreas/Missions#Stowaway|Stowaway]] where you require a working parachute.&lt;br /&gt;
&lt;br /&gt;
===Phonecall timing===&lt;br /&gt;
Phonecalls are on a fixed recall delay, so you'll know when to expect a call. Read the [[Grand_Theft_Auto:_San_Andreas/Game_Mechanics_and_Glitches/Phonecalls|page about Phonecalls]] for information on the specific recall and check delays and what calls there are.&lt;br /&gt;
&lt;br /&gt;
For the Quarry-style setup you just have to know that the phone is ready to ring when you get out your vehicle into the marker. For the Trucking-style setup, you would get out of your vehicle a bit early, let the phone ring, cancel it, make a note of the time and calculate when it will ring again and then make your way to the setup mission marker, entering it at the right time. This way you don't have to wait the whole recall delay in front of the marker. Another way, if you get the call earlier than you would want to cancel it, is hold the call in your vehicle while driving to the setup mission and then let go of holding at a point from where you can make it to the setup mission marker in time. This way you can get nice timing without having to get out/in your vehicle again, in case you already received the phonecall before anyway (e.g. if you fell of your bike).&lt;br /&gt;
&lt;br /&gt;
===Holding phonecalls===&lt;br /&gt;
Unless you're going to wait for the timer of the setup mission to run out, you're going to need to hold the phonecall in order to not cancel it when failing the setup mission. Holding a call means sort of keeping it in a state of answering it, but note quite answering it yet. This way it can persist through you using most weapons, cutscenes, missions fails and entering a vehicle. This is in particulary necessary for missions like Bike School, where you have to quit the mission immediately and can't remote fail it. So you have to phonecall start the mission, then hold the call and quit out of it, holding the call all the way to the marker of the mission to dupe.&lt;br /&gt;
&lt;br /&gt;
* [[Grand_Theft_Auto:_San_Andreas/Game_Mechanics_and_Glitches/Phonecalls#Holding Calls|Explanation on holding phonecalls]]&lt;br /&gt;
&lt;br /&gt;
===Duping with $OM=0 phonecall===&lt;br /&gt;
Once you failed the setup mission and now have the phone ringing with $OM=0 (either failing the setup mission immediately and holding call all the way, or remote failing the setup mission in front of the mission marker), you can do the actual dupe.&lt;br /&gt;
&lt;br /&gt;
Usually you want to start the mission, wait for the cutscene (don't skip it) and then let go of holding the call. This will:&lt;br /&gt;
&lt;br /&gt;
* Cancel the call immediately for cutscenes that take place in an interior (because you can't take calls in interiors, just like you can't take calls in vehicles and letting go of holding a call will just cancel it immediately)&lt;br /&gt;
* Take the call for cutscenes that take place outside, in which case you have to also spam F (or whatever the appropriate key is) to put down the call&lt;br /&gt;
&lt;br /&gt;
Duping the mission while inside a cutscene is ''required'' for missions that are nothing more than a cutscene (e.g. Verdant Meadows, where skipping the cutscene would immediately complete the mission and not allow you to start it again) and usually ''recommended'' for other missions, because it starts the mission in the context of the cutscene, which means no traffic on the roads (and if the cutscene takes place in an interior, funky interior sky).&lt;br /&gt;
&lt;br /&gt;
In order to successfully dupe inside cutscenes, it's important to note that CJ has to be standing inside the mission marker during the cutscene. So make sure you don't sprint into and thus accidentally past the marker when starting the mission for the first time. In addition, some missions will make CJ walk a bit during the fade (usually towards the door of where the cutscene takes place), which can make him walk out of the marker. So make sure to enter the marker carefully from the other side of where CJ will walk towards, so that he stays in the marker and you can start the mission again while in the cutscene. This is especially important for missions like Fish in a Barrel, that only consist of a cutscene.&lt;br /&gt;
&lt;br /&gt;
You can usually also dupe outside of cutscenes, however besides that you still get traffic, it can apparently sometimes cause issues if you skip the cutscene to quickly.&lt;br /&gt;
&lt;br /&gt;
When you have to take the call to dupe (either because the cutscene is outside or because you let go of holding the call outside the cutscene), you actually do take the call, which means it's not available anymore, as opposed to the other way, where the call is merely cancelled and still available later.&lt;br /&gt;
&lt;br /&gt;
==Why is duping useful?==&lt;br /&gt;
Duping a mission can have different results, depending on the mission:&lt;br /&gt;
&lt;br /&gt;
* The duped mission crashes the game at some point&lt;br /&gt;
* Only one instance of the mission passes, while the other keeps running, crashing the game when a different mission is started&lt;br /&gt;
* One instance of the mission passes, but the other one fails (for example when a mission character who has to survive is destroyed by the cleanup of one instance passing, the other instance can fail)&lt;br /&gt;
* Both instances of the mission pass, with the same results as if you had done it twice (if that were possible otherwise)&lt;br /&gt;
&lt;br /&gt;
In the last case, where the mission basicially passes twice, there are two different ways this can affect the game, again depending on the mission:&lt;br /&gt;
&lt;br /&gt;
* If this mission starts another thread of missions when passed, that thread is started twice, which causes all the following missions in that thread to be started twice. Depending on how the missions in the thread can be duped, this will possibly crash the game eventually.&lt;br /&gt;
* The mission simply passes twice, increasing the counters of the chain of missions it is part of&lt;br /&gt;
&lt;br /&gt;
As you can probably tell by now, not all dupes are actually useful. The last one, both instances pass and the mission simply passes twice increasing some counters, is the most common dupe.&lt;br /&gt;
&lt;br /&gt;
===Mission Chains===&lt;br /&gt;
&lt;br /&gt;
:''See also: [[Grand_Theft_Auto:_San_Andreas/Missions/Chains|Mission Chains]]''&lt;br /&gt;
&lt;br /&gt;
What makes passing the same mission twice useful is how the game decides which mission to start. As soon as a group of missions is unlocked the game starts a separate thread that continuously checks if the player is in the mission marker. If there is only one mission available for that marker, like in the [[#Mission Starter Thread Example|Mission Starter Thread Example]] below for Bike School, it simply starts that mission. However most missions are part of a longer chain of missions, so it has to decide which of those missions to start. To track progress, the game has different variables for each chain, where it simply counts how many missions of that chain have already been completed.&lt;br /&gt;
&lt;br /&gt;
For example the Woozie missions in San Fierro have the variable &amp;lt;code&amp;gt;$WUZIMU_TOTAL_PASSED_MISSIONS&amp;lt;/code&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
# Mountain Cloud Boys&lt;br /&gt;
# Ran Fa Li&lt;br /&gt;
# Lure&lt;br /&gt;
# Amphibious Assault&lt;br /&gt;
# The Da Nang Thang&lt;br /&gt;
&lt;br /&gt;
So at first the variable is 0, then increases to 1 by passing Mountain Cloud Boys, which the game then uses to determine that the next mission must be Ran Fa Li, which then increases it to 2, making the next mission Lure and so on.&lt;br /&gt;
&lt;br /&gt;
Duping and finishing Ran Fa Li makes that mission pass twice, which also increases the counter twice, so &amp;lt;code&amp;gt;$WUZIMU_TOTAL_PASSED_MISSIONS&amp;lt;/code&amp;gt; would now be at 3 after Ran Fa Li, instead of 2 as it should be. When you now start the next Woozie mission, the game will check the variable (which looks like it would after passing Lure) and start Amphibious Assault, skipping Lure.&lt;br /&gt;
&lt;br /&gt;
Some missions may have additional requirements than that to be started, for example the missions after Learning to Fly specifically require Flightschool to be passed, which is an addtional separate variable. So in that case duping Verdant Meadows doesn't skip Flightschool, even though it is the next mission. It instead skips N.O.E. because passing Flightschool also increases the progress variable, in addition to the variable that sets Flightschool as being completed.&lt;br /&gt;
&lt;br /&gt;
==Phonecall Management==&lt;br /&gt;
===San Fierro===&lt;br /&gt;
:''This includes the dupes until Verdant Meadows because calls unlocked in San Fierro are relevant until then''&lt;br /&gt;
&lt;br /&gt;
The Zero call is unlocked after &amp;quot;Wear Flowers In Your Hair&amp;quot; and the Jethro (Driving School) call after &amp;quot;Deconstruction&amp;quot;. Both of these calls you don't have to answer until the Monster mission, so they can be used for duping. At first, you shouldn't answer any calls in San Fierro, except for the one that unlocks the Woozie missions, which gets unlocked after finishing &amp;quot;Jizzy&amp;quot;. None of the dupes in San Fierro (if done correctly) use up phonecalls, but it's just safer to have 2 calls and it shouldn't make any difference time-wise.&lt;br /&gt;
&lt;br /&gt;
[[File:GTASA Call Blips TLF.jpg|thumb|right|Blips indicating whether you took Zero/Jethro calls]]You can start answering calls after the dupes, so after Amphibious Assault. There is a chance right before Pier 69, before Toreno's Last Flight and before Yay-Ka-Boom-Boom. You have to answer all high-priority calls before you can take the call that unlocks Monster.&lt;br /&gt;
&lt;br /&gt;
You have to make sure not to answer the Catalina call, which is required to dupe Highjack. You can tell if you answered the Zero and Jethro calls already by looking at the blips on the minimap (outside missions/calls of course). If you did answer both already, you shouldn't answer any other calls until after Yay-Ka-Boom-Boom, where you take one call to unlock Monster.&lt;br /&gt;
&lt;br /&gt;
If you want to make ''really'' sure to not answer the Catalina call, you shouldn't answer any call when it's been more than 60s since the last call/mission. For one, this ensures that you don't accidentally answer another call after already answering all high-priority ones, but there is also the (very low) chance that the Catalina call will ring even if you still do have high-priority (15s) calls (''if'' the phone timer is at more than 60s). The Catalina call unlocks after completing Ran Fa Li. On the way to Monster taking the boat automatically gives you an opportunity to answer the Monster call way before 60s have passed since finishing Yay Ka-Boom-Boom.&lt;br /&gt;
&lt;br /&gt;
There is also the Truth call from &amp;quot;Are You Going To San Fierro?&amp;quot;, which you can choose to skip and start the mission anyway. However you don't really need it and since it's in another thread it's kind of random when you get it. So it probably makes more sense to just get it out of the way and take it before the mission, as intended.&lt;br /&gt;
&lt;br /&gt;
For duping Highjack the Catalina call is used. For duping Verdant Meadows the call for Interdiction is used, which doesn't need to be taken because Interdiction is skipped. The mission marker for Verdant Meadows will be invisible when you skipped Interdiction and didn't answer the call, but you can still start the mission.&lt;br /&gt;
&lt;br /&gt;
So the recommended approach is:&lt;br /&gt;
&lt;br /&gt;
# Remember if you answered the Truth call before &amp;quot;Are You Going To San Fierro?&amp;quot;&lt;br /&gt;
#* It probably makes sense to answer it, because it's kind of random when you will get it between the other calls&lt;br /&gt;
# Don't answer any calls, except one after Jizzy to unlock Woozie missions&lt;br /&gt;
#* Never answer any calls after Ran Fa Li more than 60s after the last mission to keep the Catalina call&lt;br /&gt;
#* Usually the Woozie call is answered right before where the Woozie mission will appear&lt;br /&gt;
# Start answering calls after the dupes, don't answer the Catalina call&lt;br /&gt;
#* Check the blips on the minimap to double-check which ones you already answered&lt;br /&gt;
# Answer one call after Yay-Ka-Boom-Boom to unlock Monster&lt;br /&gt;
# Answer one call after Monster to unlock Highjack&lt;br /&gt;
# Don't answer any more calls until after the Verdant Meadows dupe&lt;br /&gt;
&lt;br /&gt;
==Addendum==&lt;br /&gt;
===Mission Starter Thread Example===&lt;br /&gt;
The following is an example of a thread in the mission script that is responsible for starting missions, in this case the Bike School mission. It checks a few prerequisites like if the player is on a mission and is in the mission marker, and then starts the mission. This is a rather simple example, other threads can e.g. decide which of several different missions of the same group to start. In addition, some threads will stop when all missions they can start are completed, however in this example it will run indefinitely, since Bike School can be repeated how often the player wants.&lt;br /&gt;
&lt;br /&gt;
Notable about this one in particular is that it goes into a fade and starts the mission without setting $OM=1 (which is then done in the actual mission script). This provides a small gap where you can take a phonecall, with the mission already on track to be started without further checks. Other missions set $OM=1 before the fade, right after the script decided that it is going to start the mission.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;:BIKES&lt;br /&gt;
thread 'BIKES' &lt;br /&gt;
&lt;br /&gt;
:BIKES_11&lt;br /&gt;
wait 0 &lt;br /&gt;
if &lt;br /&gt;
  $ONMISSION == 0 &lt;br /&gt;
else_jump @BIKES_125 # Skip over starting the mission if $OM=1&lt;br /&gt;
if &lt;br /&gt;
   Player.Defined($PLAYER_CHAR)&lt;br /&gt;
else_jump @BIKES_125&lt;br /&gt;
if &lt;br /&gt;
00FF:   actor $PLAYER_ACTOR sphere 1 in_sphere $2370 $2371 $2372 radius 1.0 1.0 1.5 on_foot &lt;br /&gt;
else_jump @BIKES_125 # Skip over starting the mission if player not in marker on foot&lt;br /&gt;
if &lt;br /&gt;
   Player.Controllable($PLAYER_CHAR)&lt;br /&gt;
else_jump @BIKES_125 &lt;br /&gt;
Player.CanMove($PLAYER_CHAR) = False&lt;br /&gt;
gosub @LITCAS_267 # Fade&lt;br /&gt;
start_mission 120  // Bike School&lt;br /&gt;
&lt;br /&gt;
:BIKES_125&lt;br /&gt;
jump @BIKES_11 # Jump to the start&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>Tduva</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Grand_Theft_Auto:_San_Andreas/Additional_Resources/Memory_Addresses</id>
		<title>Grand Theft Auto: San Andreas/Additional Resources/Memory Addresses</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Grand_Theft_Auto:_San_Andreas/Additional_Resources/Memory_Addresses"/>
				<updated>2016-06-20T18:01:45Z</updated>
		
		<summary type="html">&lt;p&gt;Tduva: /* Exp/Progress */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;All addresses are assumed to be of the type 4 Bytes/Dword (as used in Cheat Engine) unless otherwise noted. Addresses are for the 1.0 version of SA and may not work for other versions. All addresses inlcude the 0x400000 main module offset (what CheatEngine displays as Address in the cheat table list).&lt;br /&gt;
&lt;br /&gt;
The variables names (where given) are taken from the decompiled SCM commonly available. Sometimes the variable in parentheses shows an alternate name that is not used in the mission script, but might be helpful.&lt;br /&gt;
&lt;br /&gt;
==Skills/Stats==&lt;br /&gt;
&lt;br /&gt;
===Skills===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Address&lt;br /&gt;
! Type&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| 00B791B8&lt;br /&gt;
| Bicycle&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| 00B791B4&lt;br /&gt;
| Motorbike&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| 00B7919C&lt;br /&gt;
| Flying&lt;br /&gt;
|-&lt;br /&gt;
| 00B790A0&lt;br /&gt;
| Driving&lt;br /&gt;
|-&lt;br /&gt;
| 00B794AC (Float)&lt;br /&gt;
| Uzi/Tec9&lt;br /&gt;
| Increases at 0.5 per shot (if it actually hits something that can take damage)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Stats===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Address&lt;br /&gt;
! Type&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| 00B791A4&lt;br /&gt;
| Lung Capacity&lt;br /&gt;
| Increased by Lung Capacity Exp (see below)&lt;br /&gt;
|-&lt;br /&gt;
| 00B793E0 (Float)&lt;br /&gt;
| Max Health&lt;br /&gt;
| Increased by Max Health Exp (see below)&lt;br /&gt;
|-&lt;br /&gt;
| 00B793DC (Float)&lt;br /&gt;
| Muscle&lt;br /&gt;
| Changed by Muscle Exp (see below), Gym&lt;br /&gt;
|-&lt;br /&gt;
| 00B793D8 (Float)&lt;br /&gt;
| Stamina&lt;br /&gt;
|-&lt;br /&gt;
| 00B793D4 (Float)&lt;br /&gt;
| Fat&lt;br /&gt;
| Changed by Stamina/Muscle changes and eating&lt;br /&gt;
|-&lt;br /&gt;
| 00B793E4 (Float)&lt;br /&gt;
| Sex Appeal&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Exp/Progress===&lt;br /&gt;
Exp values are increased by certain actions, and then increase the associated skill/stat once it reaches a certain number of points (the number in parentheses in the description column).&lt;br /&gt;
&lt;br /&gt;
Normally these values get reset to 0 when you start a new game through the menu or load a save, except for the Lung Capacity, Cycling and Max Health Exp.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Address&lt;br /&gt;
! Type&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| 00B794E8&lt;br /&gt;
| Lung Capacity&lt;br /&gt;
| (60k) [Doesn't reset]&lt;br /&gt;
|-&lt;br /&gt;
| 00B7950C&lt;br /&gt;
| Max Health&lt;br /&gt;
| Increases at 1000/second with Running/Sprinting/Cycling when actually pressing W (600k) [Doesn't reset]&lt;br /&gt;
|-&lt;br /&gt;
| 00B79500&lt;br /&gt;
| Stamina/Run&lt;br /&gt;
| (300k)&lt;br /&gt;
|-&lt;br /&gt;
| 00B794DC&lt;br /&gt;
| Stamina/Cycle&lt;br /&gt;
| (300k)&lt;br /&gt;
|-&lt;br /&gt;
| 00B794D8&lt;br /&gt;
| Stamina/Sprint&lt;br /&gt;
| (300k)&lt;br /&gt;
|-&lt;br /&gt;
| 00B794E4&lt;br /&gt;
| Stamina/Swim&lt;br /&gt;
| (180k)&lt;br /&gt;
|-&lt;br /&gt;
| 00B794FC&lt;br /&gt;
| Muscle&lt;br /&gt;
| Running/Sprinting/Swimming/Diving (150k)&lt;br /&gt;
|-&lt;br /&gt;
| 00B794EC&lt;br /&gt;
| Driving&lt;br /&gt;
| Increases at about 500 or 1500 per second, depending on speed (300k)&lt;br /&gt;
|-&lt;br /&gt;
| 00B794F8&lt;br /&gt;
| Motorbike&lt;br /&gt;
| (180k)&lt;br /&gt;
|-&lt;br /&gt;
| 00B794F0&lt;br /&gt;
| Flying&lt;br /&gt;
| (300k)&lt;br /&gt;
|-&lt;br /&gt;
| 00B794E0&lt;br /&gt;
| Cycling&lt;br /&gt;
| Increases depending on speed/bunnyhopping (120k) [Doesn't reset]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Other Stuff==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Address&lt;br /&gt;
! Type&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| 00B7CB84&lt;br /&gt;
| Playing Time&lt;br /&gt;
| The time in milliseconds that has been played&lt;br /&gt;
|-&lt;br /&gt;
| 00A49FC4&lt;br /&gt;
| On Mission&lt;br /&gt;
| Set to 1 when on a mission, 0 otherwise&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Achievements===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Address&lt;br /&gt;
! Type&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| 00B7938C (Float)&lt;br /&gt;
| Distance on foot&lt;br /&gt;
|-&lt;br /&gt;
| 00B79390 (Float)&lt;br /&gt;
| Distance in a car&lt;br /&gt;
|-&lt;br /&gt;
| 00B793EC (Float)&lt;br /&gt;
| Distance on a bicycle&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Phonecalls==&lt;br /&gt;
:''See also: [[Grand_Theft_Auto:_San_Andreas/Game_Mechanics_and_Glitches/Phonecalls|Phonecalls]]''&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Address&lt;br /&gt;
! Type&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| 00A49C48&lt;br /&gt;
| $TIME_FROM_LAST_CALL&lt;br /&gt;
| Only updated when a call can actually be received&lt;br /&gt;
|-&lt;br /&gt;
| 00A4AF90&lt;br /&gt;
| Recall Time&lt;br /&gt;
| Delay between calls in milliseconds (20k, 15k after Badlands)&lt;br /&gt;
|-&lt;br /&gt;
| 00A4999C&lt;br /&gt;
| Call active&lt;br /&gt;
| This is 1 as long as the phone is ringing/call being answered&lt;br /&gt;
|-&lt;br /&gt;
| 00A4AF70&lt;br /&gt;
| Current Call Id&lt;br /&gt;
| Changed to the [[Grand_Theft_Auto:_San_Andreas/Game_Mechanics_and_Glitches/Phonecalls#List_of_Calls|Call Id]] when the phone rings&lt;br /&gt;
|-&lt;br /&gt;
| 00A49C40&lt;br /&gt;
| Last Call Time&lt;br /&gt;
| This is set to the current playing time (in milliseconds) when a call is finished/canceled or a mission is finished. There seem to be a lot of different values that are similiar, some don't change at some points. This address may or may not work in all situations.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Game Progress==&lt;br /&gt;
:''See also: [[Grand_Theft_Auto:_San_Andreas/Missions/Chains|Mission Chains]]''&lt;br /&gt;
&lt;br /&gt;
===Los Santos===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Address&lt;br /&gt;
! Variable&lt;br /&gt;
! Increased by / Comment&lt;br /&gt;
|-&lt;br /&gt;
| 00A4A060&lt;br /&gt;
| $INTRO_TOTAL_PASSED_MISSIONS ($448)&lt;br /&gt;
| Big Smoke (1), Ryder (2)&lt;br /&gt;
|-&lt;br /&gt;
| 00A4A070&lt;br /&gt;
| $SWEET_TOTAL_PASSED_MISSIONS ($452)&lt;br /&gt;
| Tagging up Turf (1), Cleaning the Hood (2), Drive-Thru (3), Nines and AKs (4), Drive-By (5), Sweet's Girl (6), Cesar Vialpando (7), Doberman (8), Los Sepulcros (9)&lt;br /&gt;
|-&lt;br /&gt;
| 00A4A07C&lt;br /&gt;
| $OG_LOC_TOTAL_PASSED_MISSIONS ($455)&lt;br /&gt;
| Life's a Beach (1), Madd Dogg's Rhymes (2), Management Issues (3), House Party (Cutscene) (4), House Party (5)&lt;br /&gt;
|-&lt;br /&gt;
| 00A4A080&lt;br /&gt;
| $CRASH_LS_TOTAL_PASSED_MISSIONS ($456)&lt;br /&gt;
| Burning Desire (1), Gray Imports (2)&lt;br /&gt;
|-&lt;br /&gt;
| 00A4A074&lt;br /&gt;
| $RYDER_TOTAL_PASSED_MISSIONS ($453)&lt;br /&gt;
| Home Invasion (1), Catalyst (2), Robbing Uncle Sam (3)&lt;br /&gt;
|-&lt;br /&gt;
| 00A4A078&lt;br /&gt;
| $SMOKE_TOTAL_PASSED_MISSIONS ($454)&lt;br /&gt;
| OG Loc (1), Running Dog (2), Wrong Side of the Tracks (3), Just Business (4)&lt;br /&gt;
|-&lt;br /&gt;
| 00A4A088&lt;br /&gt;
| $LS_FINAL_TOTAL_PASSED_MISSIONS ($458)&lt;br /&gt;
| Reunting the Families (1), The Green Sabre (2)&lt;br /&gt;
|-&lt;br /&gt;
| 00A4A084&lt;br /&gt;
| $MISSION_LOWRIDER_PASSED ($457)&lt;br /&gt;
| High Stakes Lowrider? (is checked to be equal to 1 for starting Reuniting the Families)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Badlands===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Address&lt;br /&gt;
! Variable&lt;br /&gt;
! Increased by / Comment&lt;br /&gt;
|-&lt;br /&gt;
| 00A4A114&lt;br /&gt;
| $MISSION_BADLANDS_PASSED ($493)&lt;br /&gt;
| Badlands (1)&lt;br /&gt;
|-&lt;br /&gt;
| 00A4A10C&lt;br /&gt;
| $TRUTH_TOTAL_PASSED_MISSIONS ($491)&lt;br /&gt;
| Body Harvest (1), Are you going to San Fierro? (2)&lt;br /&gt;
|-&lt;br /&gt;
| 00A4A110&lt;br /&gt;
| $CESAR_TOTAL_PASSED_MISSIONS ($492)&lt;br /&gt;
| Wu Zi Mu (5), Farewell my Love (10)&amp;lt;br /&amp;gt;''(Both races seem to increase the value throughout different stages of the race, by 5 total per race. The variable might be more aptly named &amp;quot;$BADLANDS_RACE_PROGRESS&amp;quot; or something.)''&lt;br /&gt;
|-&lt;br /&gt;
| 00A4A488&lt;br /&gt;
| $MISSION_LOCAL_LIQUOR_STORE_PASSED ($714)&lt;br /&gt;
| Local Liquor Store (1)&lt;br /&gt;
|-&lt;br /&gt;
| 00A4A48C&lt;br /&gt;
| $MISSION_SMALL_TOWN_BANK_PASSED ($715)&lt;br /&gt;
| Small Town Bank (1)&lt;br /&gt;
|-&lt;br /&gt;
| 00A4A490&lt;br /&gt;
| $MISSION_TANKER_COMMANDER_PASSED ($716)&lt;br /&gt;
| Tanker Commander (1)&lt;br /&gt;
|-&lt;br /&gt;
| 00A4A494&lt;br /&gt;
| $ALL_CATALINA_MISSIONS_PASSED ($717)&lt;br /&gt;
| Against All Odds (1)&amp;lt;br /&amp;gt;''(This variable isn't very well named in the commonly available decompiled mission script. It's not set to 1 when all Catalina missions have passed, rather when the Betting Shop mission is passed.)''&lt;br /&gt;
|-&lt;br /&gt;
| 00A49A60&lt;br /&gt;
| $CATALINA_TOTAL_PASSED_MISSIONS ($64)&lt;br /&gt;
| Tanker Commander, Against All Odds, Local Liquor Store, Small Town Bank&amp;lt;br /&amp;gt;''(These missions can be completed in any order, so it's not the best way to check which has been completed. It also gets set to 5 when finishing Wu Zi Mu.)''&lt;br /&gt;
|-&lt;br /&gt;
| 00A4BB2C&lt;br /&gt;
| $2163&lt;br /&gt;
| King in Exile (1) (Cutscene/Phonecall)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===San Fierro===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Address&lt;br /&gt;
! Variable&lt;br /&gt;
! Increased by / Comment&lt;br /&gt;
|-&lt;br /&gt;
| 00A4A1D4&lt;br /&gt;
| $GARAGE_TOTAL_PASSED_MISSIONS ($541)&lt;br /&gt;
| Wear Flowers in your Hair (1), Deconstruction (2)&lt;br /&gt;
|-&lt;br /&gt;
| 00A4A1DC&lt;br /&gt;
| $WUZIMU_TOTAL_PASSED_MISSIONS ($543)&lt;br /&gt;
| Mountain Cloud Boys (1), Ran Fa Li (2), Lure (3), Amphibious Assault (4), The Da Nang Thang (5)&lt;br /&gt;
|-&lt;br /&gt;
| 00A4A1E4&lt;br /&gt;
| $SYNDICATE_TOTAL_PASSED_MISSIONS ($545)&lt;br /&gt;
| Photo Opportunity (1), Jizzy (Cutscene) (2), Jizzy (3), T-Bone Mendez (4), Mike Toreno (5), Outrider (6), Ice Cold Killa (7), Pier 69 (8), Toreno's Last Flight (9), Yay Ka-Boom-Boom (10)&lt;br /&gt;
|-&lt;br /&gt;
| 00A4A1E8&lt;br /&gt;
| $CRASH_SF_TOTAL_PASSED_MISSIONS ($546)&lt;br /&gt;
| 555 WE TIP (1), Snail Trail (2)&lt;br /&gt;
|-&lt;br /&gt;
| 00A4A1D8&lt;br /&gt;
| $ZERO_TOTAL_PASSED_MISSIONS ($542)&lt;br /&gt;
| Air Raid (1), Supply Lines... (2), New Model Army (3)&lt;br /&gt;
|-&lt;br /&gt;
| 00A4A1E0&lt;br /&gt;
| $STEAL_TOTAL_PASSED_MISSIONS ($544)&lt;br /&gt;
| Zeroing In (1), Test Drive (2), Customs Fast Track (3), Puncture Wounds (4)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Desert &amp;amp; Las Venturas===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Address&lt;br /&gt;
! Variable&lt;br /&gt;
! Increased by / Comment&lt;br /&gt;
|-&lt;br /&gt;
| 00A4A2A4&lt;br /&gt;
| $TORENO_TOTAL_PASSED_MISSIONS ($593)&lt;br /&gt;
| Monster (1), Highjack (2), Interdiction (3), Verdant Meadows (4), Learning to Fly (5), N.O.E. (6), Stowaway (7), Black Project (8), Green Goo (9)&lt;br /&gt;
|-&lt;br /&gt;
| 00A4A2B4&lt;br /&gt;
| $CASINO_TOTAL_PASSED_MISSIONS ($597)&lt;br /&gt;
| Fender Ketchup (1), Explosive Situation (2), You've had your Chips (3), Don Peyote (4), Intenstive Care (5), The Meat Business (6), Fish in a Barrel (7), Freefall (8), Saint Mark's Bistro (9)&lt;br /&gt;
|-&lt;br /&gt;
| 00A4A2B8&lt;br /&gt;
| $598 (CRASH_LV_TOTAL_PASSED_MISSIONS)&lt;br /&gt;
| Misappropriation (1), High Noon (2)&amp;lt;br /&amp;gt;''(Not properly named in the commonly available decompiled mission script.)''&lt;br /&gt;
|-&lt;br /&gt;
| 00A4A2BC&lt;br /&gt;
| $599 (Madd Dogg)&lt;br /&gt;
| Madd Dogg (1)&lt;br /&gt;
|-&lt;br /&gt;
| 00A4A2C0&lt;br /&gt;
| $HEIST_TOTAL_PASSED_MISSIONS ($600)&lt;br /&gt;
| Architectural Espionage (1), Key to her Heart (2), Dam and Blast (3), Cop Wheels (4), Up, Up and Away! (5), Breaking the Bank at Caligula's (6)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Return to Los Santos===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Address&lt;br /&gt;
! Variable&lt;br /&gt;
! Increased by / Comment&lt;br /&gt;
|-&lt;br /&gt;
| 00A4A328&lt;br /&gt;
| $MANSION_TOTAL_PASSED_MISSIONS ($626)&lt;br /&gt;
| A Home in the Hills (1), Vertical Bird (2), Home Coming (3), Cut Throat Business (4)&lt;br /&gt;
|-&lt;br /&gt;
| 00A4A32C&lt;br /&gt;
| $GROVE_TOTAL_PASSED_MISSIONS ($627)&lt;br /&gt;
| Beat Down on BDup (1), Grove 4 Life (2)&lt;br /&gt;
|-&lt;br /&gt;
| 00A4A334&lt;br /&gt;
| $RIOT_TOTAL_PASSED_MISSIONS ($629)&lt;br /&gt;
| Riot (1), Los Desperados (2), End of the Line Part 1 (3), End of the Line Part 2 (4), End of the Line Part 3 (5)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Other===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Address&lt;br /&gt;
! Variable&lt;br /&gt;
! Comment&lt;br /&gt;
|-&lt;br /&gt;
| 00A4BDC8&lt;br /&gt;
| $RACES_WON_NUMBER ($2330)&lt;br /&gt;
| Increased by winning races. Since regular races are only unlocked after answering the call after Driving School, this variable can also be used to track the progress of the story mission races High Stakes Lowrider (1), Wu Zi Mu (2) and Farewell, my Love (3).&lt;br /&gt;
|-&lt;br /&gt;
| 00A51698&lt;br /&gt;
| $8014&lt;br /&gt;
| Used during End of the Line Part 3: Set to 1 once you can start shooting, set to 2 during a cutscene in between and set to 3 once the cutscene starts where the Firetruck breaks through the bridge (the end of any%, incidentally this address was taken from the AHK autosplitter).&lt;br /&gt;
|-&lt;br /&gt;
| 00A49AB8&lt;br /&gt;
| $MISSION_BACK_TO_SCHOOL_PASSED ($86)&lt;br /&gt;
| Driving School Passed&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==More Information==&lt;br /&gt;
* [http://pastebin.com/FN8AR4wg Cheat Table for Cheat Engine with SA Memory Addresses] (this also incldues a script to write values to a textfile for overlaying them e.g. in OBS, choose not to run it when you load this into Cheat Engine unless you know what you're doing)&lt;br /&gt;
* [http://www.gtamodding.com/?title=Memory_Addresses_(SA) GTA Modding Wiki] - Documentation of many memory addresses&lt;/div&gt;</summary>
		<author><name>Tduva</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Grand_Theft_Auto:_San_Andreas/Missions/Weapons</id>
		<title>Grand Theft Auto: San Andreas/Missions/Weapons</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Grand_Theft_Auto:_San_Andreas/Missions/Weapons"/>
				<updated>2016-06-19T03:33:42Z</updated>
		
		<summary type="html">&lt;p&gt;Tduva: /* San Fierro */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Los Santos==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Mission&lt;br /&gt;
! Gives&lt;br /&gt;
! Removes&lt;br /&gt;
|-&lt;br /&gt;
| OG Loc&lt;br /&gt;
| Sets SMG ammo to 78 [if ammo &amp;lt; 78], gives Uzi [if necessary] (when getting on the bike)&lt;br /&gt;
|-&lt;br /&gt;
| Just Business&lt;br /&gt;
| ''Gives Uzi, adding 120 ammo (entering the building with Smoke)'', gives Uzi with 80 ammo (after the autoscroller)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Burning Desire&lt;br /&gt;
| ''Pickup with Molotov Cocktails''&lt;br /&gt;
| Explosives Slot, Spraycan Slot (mission end)&lt;br /&gt;
|-&lt;br /&gt;
| Reuniting the Families&lt;br /&gt;
| Shotgun (before entering the building)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Badlands==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Mission&lt;br /&gt;
! Gives&lt;br /&gt;
! Removes&lt;br /&gt;
|-&lt;br /&gt;
| Against All Odds&lt;br /&gt;
| Gives 10 Satchels, convenient Pickup with 15 Satchels&lt;br /&gt;
|-&lt;br /&gt;
| Are You Going To San Fierro?&lt;br /&gt;
| Gives RPG with 10 ammo&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==San Fierro==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Mission&lt;br /&gt;
! Gives&lt;br /&gt;
! Removes&lt;br /&gt;
|-&lt;br /&gt;
| Outrider&lt;br /&gt;
| Creates Pickup with x RPG to fill up to 20, creates Pickup with Sniper Rifle with x ammo to fill up to 40, convenient enemy drop for AK with 40 ammo (third roadblock) and some more less convenient AK drops&lt;br /&gt;
|-&lt;br /&gt;
| Jizzy&lt;br /&gt;
| Sets SMG Slot ammo to 250 [if ammo &amp;lt; 250], gives Uzi [if necessary] (when getting into the Pimp Mobile)&lt;br /&gt;
|-&lt;br /&gt;
| Pier 69&lt;br /&gt;
| Gives Sniper Rifle with 24 ammo [if ammo &amp;lt; 24] (before and after sniping), Tec9 with 300 ammo [if empty] (after killing T-Bone Mendez)&lt;br /&gt;
|-&lt;br /&gt;
| Toreno's Last Flight&lt;br /&gt;
| Creates Pickups with 60 RPG / AK with 120 ammo (which stay after the mission)&lt;br /&gt;
| Removes RPG from player (mission end)&lt;br /&gt;
|-&lt;br /&gt;
| The Da Nang Thang&lt;br /&gt;
| Shotgun (enemy), Uzi Pickup&lt;br /&gt;
| ''Lost everything but my blade.''&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Tduva</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>2016-06-19T03:31:20Z</updated>
		
		<summary type="html">&lt;p&gt;Tduva: /* 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;
Interesting subpages:&lt;br /&gt;
* [[Grand Theft Auto: San Andreas/Missions/Chains|Mission Chains]]&lt;br /&gt;
* [[Grand Theft Auto: San Andreas/Missions/Weapons|Weapons given or removed during missions]]&lt;br /&gt;
* [[Grand Theft Auto: San Andreas/Missions/Dupes|Specific Dupes]]&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;
''Sometimes when you headshot the homie in the van, he will just get out, close the door and then die. It is unclear why that happens exactly. Just try the method that seems to work best for you.''&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;
===Walking Animation===&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;
===Delayed Noise-Meter===&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;
===Sliding===&lt;br /&gt;
You can slide to the crates the normal way, which saves about 1 second for each of the further away crates. You can also slide while holding a crate if you start the slide without fulling crouching. Moving while being crouched will drop the crate, so you have to do the move/sprint part of starting the slide before you are fully crouched. If you want to stop sliding, it's better to unaim than to stop moving, because aiming after the slide will drop the crate, which can be a problem when entering the door marker for which you have to stop sliding.&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;
==Los Sepulcros==&lt;br /&gt;
At the start of the mission, if you recruit both gang members before Sweet closes the door of the car, the mission softlocks and you won't be able to get into the car at all. If that happens you can blow up the car and try again. To avoid this, wait until Sweet closed the door to recruit the second gangmember. Another way is to aim at Sweet for a few seconds directly after the fade (usually he will take his arms up, down, then up again, then you can stop aiming at him), which will make him walk away and getting the gangmembers and CJ in the car is enough to continue.&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. You can keep a vehicle is in the garage or apply the same trick as for [[#Doberman|Doberman]] (pressing F directly after triggering the marker, you won't actually spawn in the vehicle, but you have to start to get in during the fade).&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 Killa==&lt;br /&gt;
* Before entering the building shoot Jizzy's car with the Sniper Rifle 6 times, which will make it smoke. Then, leaving the building, you can shoot it with the Sniper one additional time to set it on fire (you can also use other weapons for that like the Silenced Pistol or an AK).&lt;br /&gt;
* If you destroy Jizzy's car before entering the building, it will be replaced with a Pizza Boy which he will take instead.&lt;br /&gt;
* There is a load trigger on the roof, around the skylight that you use to enter the building, which loads some stuff and then sets $ONMISSION=1. If you are trying to carry a phonecall through the mission, you have to enter that trigger and wait for it to be loaded while the phone is ringing. You can tell that it set $ONMISSION=1 by the camera jumping a bit, since the same section in the script also sets the camera behind CJ.&lt;br /&gt;
&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;
* ''During the mission'': There are despawn zones at Jizzy's club that can despawn your vehicle&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| [[File:GTASA_IceColdKilla_Despawn_zones.jpg|thumb|Despawn Zones]]&lt;br /&gt;
| [[File:GTASA IceColdKilla Load trigger.jpg|thumb|Load trigger setting $ONMISSION=1]]&lt;br /&gt;
|}&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;
{{GTASA Duped Mission|Amphibious Assault}}&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;
{|&lt;br /&gt;
| [[File:GTASA Amphibious Assault Despawn zone.jpg|thumb|Despawn Zone when entering the first marker by the parking lot]]&lt;br /&gt;
|}&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;
* During the mission, you get a Sniper Rifle with 24 ammo (unless you already have more ammo) and a Tec9 with 300 ammo (unless you already have a weapon in the same slot with any ammo).&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. You can also get on/off the bike in front of the helipad to reset the AI accuracy before doing the rest of the mission.}}&lt;br /&gt;
&lt;br /&gt;
[[File:GTASA Torenos Last Flight Trigger.jpg|thumb|right|Mission Trigger (guy starts shooting RPG)]]&lt;br /&gt;
* At the helipad, if you trigger the cutscene within 4 seconds of the guy on the helipad shooting his RPG for the first time (entering the mission area), the cutscene will be 4 seconds longer. You'll know that happened when the guy shoots another 2 rockets during the cutscene. ([https://youtu.be/OxYGc4DV2lI Video])&lt;br /&gt;
* The mission creates a pickup of 60 rockets and an AK with 120 ammo on the helipad, both of which aren't removed after the mission. However, the mission removes the RPG from the player at the end of the mission, so you want to pick up the 60 rockets after the mission ends in order to keep them.&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;
===Normal Rockets Strategy from Helipad===&lt;br /&gt;
You can also shoot the helicopter right from the helipad, from where you are standing after the cutscene. Aim so the rocket will just go past the building (towards the stairs), at roughly the height the helicopter will take and then shoot as soon as the helicopter &amp;quot;touches&amp;quot; the wall (a bit after it turned). ([https://www.youtube.com/watch?v=-EbrbHq5rpg Video])&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|[[File:GTASA Torenos Last Flight Helipad shot.jpg|thumb|Shooting Position/Moment]]&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;
==Stowaway==&lt;br /&gt;
You need a parachute to finish the mission. There are two different basic ways, either already having a parachute (e.g. from N.O.E.) or doing the intended way and killing the guy on the plane with the parachute and picking that up.&lt;br /&gt;
&lt;br /&gt;
When you have a parachute, you have different ways of blowing up the plane:&lt;br /&gt;
&lt;br /&gt;
[[File:GTASA Stowaway Satchel.jpg|thumb|Satchel Position when not killing parachute guy]]&lt;br /&gt;
* Place the satchel the mission gives you and jump out of the plane (without exploding it yourself):&lt;br /&gt;
** When you killed the parachute guy, you can just place the satchel anywhere (intended strats).&lt;br /&gt;
** When you didn't kill the parachute guy, it appears that you have to place the satchel close enough to his position for the mission to not fail when you jump out. If the parachute guy didn't move from his starting position (which he doesn't unless you get close to him), then it's usually enough to place the satchel at least at the first space between the containers on the left (image). The other enemies don't seem to matter in regards to the mission failing or not. (The correct satchel position seems to be relative to the parachute guy, because if he is near the cockpit (at the other end from where you enter it) and you place the satchel there, the mission passes when you jump out, but if you place the satchel at the same place but the parachute guy followed you to the ramp (thus far away from the cockpit), the mission fails when you jump out.)&lt;br /&gt;
* Use a gun to blow up the plane just before jumping out of the plane:&lt;br /&gt;
** Stand on the ramp just by the edge and shoot, then immediately jump off (you have to be fast jumping off after shooting)&lt;br /&gt;
** Slide with a gun you can shoot while sliding (e.g. AK on Hitman skill) and shoot the ramp just before sliding off&lt;br /&gt;
* Using explosives like exploding the satchel or shooting rockets doesn't seem to work.&lt;br /&gt;
&lt;br /&gt;
''Important:'' If you died while having a parachute and [[Grand_Theft_Auto:_San_Andreas/Game_Mechanics_and_Glitches/Duping#Note_on_Blood_Bowl_.26_Bike_School|kept all your stuff because of the Blood Bowl duping setup]], then the parachute won't actually open properly (despite still being equipped), even if you pick up another parachute on top of that. You can save/reload to fix the parachute.&lt;br /&gt;
&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;
==The Meat Business==&lt;br /&gt;
===Safe Parking===&lt;br /&gt;
* ''Mission start:'' There is no despawn zone, however parking where Rosenberg will spawn does remove the vehicle.&lt;br /&gt;
* ''During the mission:'' You have to park your vehicle inside the compound of the Meat Factory in order to keep it when you get back outside. In that case, the game neatly spawns a vehicle of the same model for you. For some reason that vehicle also seems to be immune to the despawn zone at the end of the mission (although not to the removal of the vehicle by the mission script, read the next section).&lt;br /&gt;
* ''Mission end:'' The mission tracks what vehicle you were last in and removes that at the end of the mission. This is probably because it creates a new vehicle of the same model as you were driving outside when you leave the Meat Factory. However it keeps tracking it throughout the mission, so also on the way back. If you want to keep the vehicle you are driving, you have to switch into another &amp;quot;throwaway&amp;quot; vehicle and then trigger the mission end marker. There is also a despawn zone around the casino:&lt;br /&gt;
** You can park the vehicle you want to keep ''inside'' the despawn zone if it's still the same as the one from outside the Meat Factory.&lt;br /&gt;
** You have to park the vehicle you want to keep ''outside'' the despawn zone if you switched to it after leaving the Meat Factory (which includes not parking the vehicle inside the compound of the Meat Factory before entering the building, which means it doesn't spawn).&lt;br /&gt;
{|&lt;br /&gt;
| [[File:GTASA Meat Business Rosenberg spawn.jpg|thumb|Rosenberg spawn at the start of the mission]]&lt;br /&gt;
| [[File:GTASA Meat Business Parking zone.jpg|thumb|Parking zone at the Meat Factory]]&lt;br /&gt;
| [[File:GTASA Meat Business Despawn zone.jpg|thumb|Despawn zone at the end of the mission]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Madd Dogg==&lt;br /&gt;
[[File:GTASA MaddDogg Landing Trigger.jpg|thumb|right|Landing Trigger]]After driving the Truck into the marker and skipping the cutscene, Madd Dogg will walk around for a randomly chosen amount of time before jumping, either 16, 18, 20, 22 or 24 seconds (stored in 0xA51334 at the start of the mission). The path he takes is always the same, the randomness in the jumping position comes from the randomized time until he jumps as mentioned before. After about 10 seconds of walking around Madd Dogg will say a random line, indicating that he may jump soon.&lt;br /&gt;
&lt;br /&gt;
Madd Dogg has to hit a trigger relative to the Walton (truck) to survive the fall.&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;
==High Noon==&lt;br /&gt;
Turn the car around so that you block it long enough to be able to get in the passenger side. Keep Sprint or Jump held when entering the car to kill Pulaski. This exploits the bug that keeping the door open while entering a car from the passenger side kills the driver.&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;
==Saint Mark's Bistro==&lt;br /&gt;
This mission gives you and equips a Pistol with 60 ammo when you spawn in the restaurant, replacing any other weapon in the same slot (Silenced Pistol or Desert Eagle).&lt;br /&gt;
&lt;br /&gt;
[[File:GTASA SaintMarks Health Trigger.jpg|thumb|Forelli Health Trigger]]Forelli (the guy you have to kill) has 1000 health at first, until he reaches a trigger shortly before the kitchen, where it sets Forellis health to 100 (unless it is already below 100). He doesn't get stunned by shots and wields dual Micro SMGs (Hitman skill), making him potentially dangerous. He also is immune to headshots. Sometimes he will stay just downstairs of the room you spawn in, which means he still has 1000 health, making it more difficult to kill him compared to him running to the end (unless you have a Minigun of course). ''(This info is partly from the mission script, so hopefully I interpreted that correctly.)''&lt;br /&gt;
&lt;br /&gt;
When he waits and shoots you in the first room, there sometimes seems to be no way to make him move again. Based on tests, it seems to take 40 shots with the Pistol to kill him. It is unclear what makes him stay there.&lt;br /&gt;
&lt;br /&gt;
===Safe Parking===&lt;br /&gt;
* ''Mission start:'' There is a big despawn area (radius 120 units) around the Casino that only allows parking of vehicles across the street.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|[[File:GTASA SaintMarks Despawn Area.jpg|thumb|Mission Start Despawn Area]]&lt;br /&gt;
|}&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;
===Safe Parking===&lt;br /&gt;
[[File:GTASA BeatDownOnBDup main despawn last cutscene.jpg|thumb|Despawn Area]]&lt;br /&gt;
* ''Last Cutscene:'' There is a big despawn area for the last cutscene of the mission, however it appears that the vehicle you were last in (or are in) when you enter the first marker of the mission ''doesn't'' despawn (the marker at BDup's house). Even though there doesn't appear to be an explicit function in the mission script that prevents the despawning, it's possible that the game saves some sort of reference to the car that causes it. If you got a vehicle after the BDup cutscene you want to keep at the end of the mission, parking it outside of the despawn area should probably work.&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>Tduva</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Grand_Theft_Auto:_San_Andreas/Game_Mechanics_and_Glitches/Duping</id>
		<title>Grand Theft Auto: San Andreas/Game Mechanics and Glitches/Duping</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Grand_Theft_Auto:_San_Andreas/Game_Mechanics_and_Glitches/Duping"/>
				<updated>2016-05-04T21:50:05Z</updated>
		
		<summary type="html">&lt;p&gt;Tduva: /* Phonecall Management */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{GTASA Duping PC}}&lt;br /&gt;
&lt;br /&gt;
Duping is the duplication of missions, which means starting several instances of the same mission on top of eachother.&lt;br /&gt;
&lt;br /&gt;
Related interesting pages:&lt;br /&gt;
&lt;br /&gt;
* [[Grand Theft Auto: San Andreas/Missions/Dupes|Information on specific mission dupes]]&lt;br /&gt;
* [[Grand_Theft_Auto:_San_Andreas/Game_Mechanics_and_Glitches/Phonecalls|Phonecalls]]&lt;br /&gt;
* [[Grand_Theft_Auto:_San_Andreas/Missions/Chains|Mission Chains]]&lt;br /&gt;
* [https://docs.google.com/spreadsheets/d/1tCgCoyY9e88apJbbmQKIb2GiQdlIoBFkgcDhYqMj63o/edit#gid=883216134 Some results of Duping Tests]&lt;br /&gt;
&lt;br /&gt;
==How Duping works==&lt;br /&gt;
===Basic principle===&lt;br /&gt;
The game uses a variable called $ONMISSION (or short $OM) to track whether the player is currently on a mission or just freeroaming. When a mission is started it is set to the value '''1''' (true) and when the player leaves a mission (e.g. passes/fails) it is set to the value '''0''' (false). As long as $OM=1 then the game will not allow you to start another mission. Missions include not only story missions, but also side missions like Quarry, Trucking, Races, Vigilante and so on.&lt;br /&gt;
&lt;br /&gt;
While all missions check if $OM=0 before they start, not all are the same when it comes to setting $OM=1 when they are started. Some missions (e.g. Trucking and Quarry) have a bit of a delay between starting the mission and setting $OM=1, allowing for a very short window of opportunity (as in under a second) to start another mission. Of course when starting Trucking, it's kind of hard to start e.g. a story mission at the same time since it's on the other side of the map.&lt;br /&gt;
&lt;br /&gt;
As opposed to e.g. GTA:VC there is no way to remotely start a mission through replays, but luckily phonecalls also count as small missions, with the same restraints as well as effects: You can only receive phonecalls when $OM=0, once the phone rings it will set $OM=1 (sort of like a mission starting) and when it is cancelled (or taken and put down again) it will set $OM=0.&lt;br /&gt;
&lt;br /&gt;
Phonecalls are on a fixed timer, so it's possible to know when you will receive one. So you can walk into e.g. the Trucking mission marker just at the right time, Trucking will start, still $OM=0 (because of the delay until $OM=1 unique to some missions), the phone will ring, now $OM=1, but with both the mission still starting and the phonecall still active. So now you have a ringing phone and a mission started at the same time, on $OM=1. Now if you cancel the phonecall, this will set $OM=0 and you are free to start another mission, even though you are still on the Trucking mission.&lt;br /&gt;
&lt;br /&gt;
Duping Trucking isn't very useful (at least in any%), what you really want to do is dupe story missions. So having done the above, you are on the Trucking mission with $OM=0, able to start missions. You might think about starting Story Mission A, then failing Trucking somehow, which sets $OM=0 and starting Story Mission A again. However starting most missions together with Trucking will make the game crash, but luckily again phonecalls come to the rescue. Being on $OM=0 you are able to receive phonecalls, so you can go to Story Mission A, wait for your phone to ring (setting $OM=1), fail Trucking (setting $OM=0 with the phone ringing), start Story Mission A, cancel the phonecall (setting $OM=0) and then starting Story Mission A again. Another way would be holding the phonecall and failing Trucking immediately (setting $OM=0), which means you have a ringing phone while also being able to start missions.&lt;br /&gt;
&lt;br /&gt;
So the overall process is:&lt;br /&gt;
&lt;br /&gt;
# Phonecall start setup mission (with delayed $OM=1), so the phone is ringing during the setup mission&lt;br /&gt;
# Set $OM=0 while the phone is ringing, to be able to start a mission despite the phonecall:&lt;br /&gt;
#* Hold phonecall and fail setup mission immediately, then drive to the mission to dupe while holding the phonecall&lt;br /&gt;
#* Or drive to the mission to dupe, then hold phonecall and fail setup mission remotely/on a timer&lt;br /&gt;
# Start mission to dupe&lt;br /&gt;
# Cancel phonecall to set $OM=0 (if phonecall held let go/take it)&lt;br /&gt;
# Start mission to dupe again&lt;br /&gt;
&lt;br /&gt;
===Phonecall starting Setup Mission===&lt;br /&gt;
As mentioned before, some missions don't set $OM=1 immediately when started, allowing for a phonecall to be received after starting the mission. These missions include:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Mission&lt;br /&gt;
! Delay&lt;br /&gt;
! Remote Fail&lt;br /&gt;
! Comments&lt;br /&gt;
|-&lt;br /&gt;
| Quarry&lt;br /&gt;
| 0ms&lt;br /&gt;
| 2:30 Timer or Satchel&lt;br /&gt;
| Huge Despawn Zone (radius 1000) making it impossible to keep a vehicle.&lt;br /&gt;
|-&lt;br /&gt;
| Trucking&lt;br /&gt;
| 250ms&lt;br /&gt;
| 1:00 Timer after getting out of cab or disconnecting trailer or Satchel&lt;br /&gt;
| Medium Despawn Zone (about 10s sprinting). Remote failing can be useful because never getting into the truck prevents traffic from spawning.&lt;br /&gt;
|-&lt;br /&gt;
| Bike School&lt;br /&gt;
| 0ms&lt;br /&gt;
| ''Not possible, you have to hold the call before exiting the mission''&lt;br /&gt;
| Not an interior, but in a room only accessible through a small doorway, so only bikes are suitable for parking next to the marker.&lt;br /&gt;
|-&lt;br /&gt;
| Blood Bowl&lt;br /&gt;
| 250ms&lt;br /&gt;
| ''Not possible, you have to hold the call before exiting the mission''&lt;br /&gt;
| Have to wait 30s inside the mission for it to fail, failing it by dying doesn't seem to work. Gives SMG, setting ammo after the timer runs out to what you had before (but only the SMG ammo you had before, so if you had e.g. Uzi you are left with no ammo, just an empty SMG, which is actually good if you use a bike while holding the phonecall).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The delay refers to how often a check is performed as to whether the mission should be started. When a mission or group of missions becomes available (e.g. Bike School is unlocked), the script starts a new thread that continuosly checks in an endless loop if the player is in the marker and if other requirements for starting the mission are satisfied. Some of these loops have a small delay in between checks, while others have a delay of 0 (which probably means it's checked on every frame).&lt;br /&gt;
&lt;br /&gt;
That delay can be relevant for phonecall starting the mission:&lt;br /&gt;
&lt;br /&gt;
* '''Quarry-style''' has a check delay of '''0ms''', which means the mission triggers immediately as you enter the marker. So if you are parked next to the Quarry marker, with a call ready to ring as you exit the car, the mission will trigger as soon as you are on foot, with the call taking a bit longer and ringing a few milliseconds after during the fade. So the only thing you have to be careful about is that the call is already ready as you leave your car into the Quarry marker.&lt;br /&gt;
** An exception where additional care is required are low-priority calls (Catalina), which have a 1000ms check delay, so they can take longer than the fade to trigger, so Pausebuffering is advised (see explanation below).&lt;br /&gt;
* '''Trucking-style''' has a '''250ms''' check delay, with phonecalls having a check delay ranging between 90ms and 1000ms (depending on which call thread it is part of), which means if you were to exit a vehicle directly into the marker with a call ready, there is a good chance that the phone will ring before the mission is triggered, the ringing setting $OM=1, thus preventing you from starting the mission (in which case you would have to cancel the call and try again). With this type of mission, you have to time it so that you enter the marker ''before'' the call is ready, so you receive it just after triggering the mission. Pausebuffering can make the timing a bit easier (see explanation below).&lt;br /&gt;
** Low-priority phonecalls (e.g. Catalina calls) have a 1000ms check delay, which means there is a decent chance that you can do Quarry-style phonecall starting even with Trucking or similiar missions, however this should only be used as a backup (e.g. if you know that you can't make it in time anymore and would have to wait 60s otherwise), since there is no guarantee that it will work.&lt;br /&gt;
&lt;br /&gt;
The check delay of Phonecalls (and other interesting stuff) is documented on the [[Grand_Theft_Auto:_San_Andreas/Game_Mechanics_and_Glitches/Phonecalls|Phonecalls page]].&lt;br /&gt;
&lt;br /&gt;
====Pause Buffering====&lt;br /&gt;
Pausebuffering can help with receiving the phonecall on time after entering the setup mission marker. Pausing/unpausing apparently injects frames and advances the timer that triggers the call, so you basicially make it ring faster (as far as the game is concerned, not in real time).&lt;br /&gt;
&lt;br /&gt;
For example if the window of opportunity for the phone to ring during the fade of the Setup Mission is 500ms long, but you enter the marker 1 second before the phone will ring, then usually it wouldn't ring in time. However you can pausebuffer to make the phone timer advance faster, so the phone will ring earlier than it should be. To know when to stop Pausebuffering, pay attention to either the ringing sound or the info popup that tells you how to answer the phone.&lt;br /&gt;
&lt;br /&gt;
Pausebuffering is especially useful for Trucking-style setup so you don't have to time the call exactly, but is also necessary for Quarry-style setup when using low-priority calls, which have a check delay of 1000ms and may not ring in time during the short fade-out.&lt;br /&gt;
&lt;br /&gt;
* [https://youtu.be/7fsSjHyxw2s?t=41s Video: Example of Pausebuffering]&lt;br /&gt;
* [https://youtu.be/iPkeRbdkqZA Video: Example of long Pausebuffering]&lt;br /&gt;
&lt;br /&gt;
====Note on Blood Bowl &amp;amp; Bike School====&lt;br /&gt;
After you phonecall started the mission, you are inside the mission and can't freely move around. For Blood Bowl you are in an interior and Bike School in the menu, so you can only fail the mission immediately. Hold the call before exiting the mission to get an $OM=0 call you can dupe with.&lt;br /&gt;
&lt;br /&gt;
Blood bowl is interesting in that regard because when you call start the mission, you are put inside an interior, which cancels the call, setting $OM=0 while inside the Stadium. After waiting for the mission timer to run out and the mission to fail, the next high-priority call will already be ready again, but not ringing yet, because you're in an interior. Once the mission fails, it puts you outside, the phone rings and then a fraction of a second later the mission will finish cleaning up and set $OM=0 again, with the phone still ringing, now being an $OM=0 call you can dupe with.&lt;br /&gt;
&lt;br /&gt;
Another side effect of the Blood Bowl duping setup is that you get to '''keep your weapons when dying once''' after that. The mission lets your keep your weapons when you die inside the mission, however doing the duping setup doesn't properly clear up that &amp;quot;keep your weapons when dying&amp;quot; flag, which means you can die once after Blood Bowl and still keep all your weapons (but you still get warped to a hospital as usual). ''Important:'' If you die and keep your weapons while having a parachute, that parachute will not actually work despite still being equipped (the parachute doesn't load properly and you will die when hitting the ground). You can save/reload (no need to restart the game) to fix the parachute. Simply picking up another parachute doesn't appear to work, the parachute still doesn't open properly. This is especially important for [[Grand Theft Auto: San Andreas/Missions#Stowaway|Stowaway]] where you require a working parachute.&lt;br /&gt;
&lt;br /&gt;
===Phonecall timing===&lt;br /&gt;
Phonecalls are on a fixed recall delay, so you'll know when to expect a call. Read the [[Grand_Theft_Auto:_San_Andreas/Game_Mechanics_and_Glitches/Phonecalls|page about Phonecalls]] for information on the specific recall and check delays and what calls there are.&lt;br /&gt;
&lt;br /&gt;
For the Quarry-style setup you just have to know that the phone is ready to ring when you get out your vehicle into the marker. For the Trucking-style setup, you would get out of your vehicle a bit early, let the phone ring, cancel it, make a note of the time and calculate when it will ring again and then make your way to the setup mission marker, entering it at the right time. This way you don't have to wait the whole recall delay in front of the marker. Another way, if you get the call earlier than you would want to cancel it, is hold the call in your vehicle while driving to the setup mission and then let go of holding at a point from where you can make it to the setup mission marker in time. This way you can get nice timing without having to get out/in your vehicle again, in case you already received the phonecall before anyway (e.g. if you fell of your bike).&lt;br /&gt;
&lt;br /&gt;
===Holding phonecalls===&lt;br /&gt;
Unless you're going to wait for the timer of the setup mission to run out, you're going to need to hold the phonecall in order to not cancel it when failing the setup mission. Holding a call means sort of keeping it in a state of answering it, but note quite answering it yet. This way it can persist through you using most weapons, cutscenes, missions fails and entering a vehicle. This is in particulary necessary for missions like Bike School, where you have to quit the mission immediately and can't remote fail it. So you have to phonecall start the mission, then hold the call and quit out of it, holding the call all the way to the marker of the mission to dupe.&lt;br /&gt;
&lt;br /&gt;
* [[Grand_Theft_Auto:_San_Andreas/Game_Mechanics_and_Glitches/Phonecalls#Holding Calls|Explanation on holding phonecalls]]&lt;br /&gt;
&lt;br /&gt;
===Duping with $OM=0 phonecall===&lt;br /&gt;
Once you failed the setup mission and now have the phone ringing with $OM=0 (either failing the setup mission immediately and holding call all the way, or remote failing the setup mission in front of the mission marker), you can do the actual dupe.&lt;br /&gt;
&lt;br /&gt;
Usually you want to start the mission, wait for the cutscene (don't skip it) and then let go of holding the call. This will:&lt;br /&gt;
&lt;br /&gt;
* Cancel the call immediately for cutscenes that take place in an interior (because you can't take calls in interiors, just like you can't take calls in vehicles and letting go of holding a call will just cancel it immediately)&lt;br /&gt;
* Take the call for cutscenes that take place outside, in which case you have to also spam F (or whatever the appropriate key is) to put down the call&lt;br /&gt;
&lt;br /&gt;
Duping the mission while inside a cutscene is ''required'' for missions that are nothing more than a cutscene (e.g. Verdant Meadows, where skipping the cutscene would immediately complete the mission and not allow you to start it again) and usually ''recommended'' for other missions, because it starts the mission in the context of the cutscene, which means no traffic on the roads (and if the cutscene takes place in an interior, funky interior sky).&lt;br /&gt;
&lt;br /&gt;
In order to successfully dupe inside cutscenes, it's important to note that CJ has to be standing inside the mission marker during the cutscene. So make sure you don't sprint into and thus accidentally past the marker when starting the mission for the first time. In addition, some missions will make CJ walk a bit during the fade (usually towards the door of where the cutscene takes place), which can make him walk out of the marker. So make sure to enter the marker carefully from the other side of where CJ will walk towards, so that he stays in the marker and you can start the mission again while in the cutscene. This is especially important for missions like Fish in a Barrel, that only consist of a cutscene.&lt;br /&gt;
&lt;br /&gt;
You can usually also dupe outside of cutscenes, however besides that you still get traffic, it can apparently sometimes cause issues if you skip the cutscene to quickly.&lt;br /&gt;
&lt;br /&gt;
When you have to take the call to dupe (either because the cutscene is outside or because you let go of holding the call outside the cutscene), you actually do take the call, which means it's not available anymore, as opposed to the other way, where the call is merely cancelled and still available later.&lt;br /&gt;
&lt;br /&gt;
==Why is duping useful?==&lt;br /&gt;
Duping a mission can have different results, depending on the mission:&lt;br /&gt;
&lt;br /&gt;
* The duped mission crashes the game at some point&lt;br /&gt;
* Only one instance of the mission passes, while the other keeps running, crashing the game when a different mission is started&lt;br /&gt;
* One instance of the mission passes, but the other one fails (for example when a mission character who has to survive is destroyed by the cleanup of one instance passing, the other instance can fail)&lt;br /&gt;
* Both instances of the mission pass, with the same results as if you had done it twice (if that were possible otherwise)&lt;br /&gt;
&lt;br /&gt;
In the last case, where the mission basicially passes twice, there are two different ways this can affect the game, again depending on the mission:&lt;br /&gt;
&lt;br /&gt;
* If this mission starts another thread of missions when passed, that thread is started twice, which causes all the following missions in that thread to be started twice. Depending on how the missions in the thread can be duped, this will possibly crash the game eventually.&lt;br /&gt;
* The mission simply passes twice, increasing the counters of the chain of missions it is part of&lt;br /&gt;
&lt;br /&gt;
As you can probably tell by now, not all dupes are actually useful. The last one, both instances pass and the mission simply passes twice increasing some counters, is the most common dupe.&lt;br /&gt;
&lt;br /&gt;
===Mission Chains===&lt;br /&gt;
&lt;br /&gt;
:''See also: [[Grand_Theft_Auto:_San_Andreas/Missions/Chains|Mission Chains]]''&lt;br /&gt;
&lt;br /&gt;
What makes passing the same mission twice useful is how the game decides which mission to start. As soon as a group of missions is unlocked the game starts a separate thread that continuously checks if the player is in the mission marker. If there is only one mission available for that marker, like in the [[#Mission Starter Thread Example|Mission Starter Thread Example]] below for Bike School, it simply starts that mission. However most missions are part of a longer chain of missions, so it has to decide which of those missions to start. To track progress, the game has different variables for each chain, where it simply counts how many missions of that chain have already been completed.&lt;br /&gt;
&lt;br /&gt;
For example the Woozie missions in San Fierro have the variable &amp;lt;code&amp;gt;$WUZIMU_TOTAL_PASSED_MISSIONS&amp;lt;/code&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
# Mountain Cloud Boys&lt;br /&gt;
# Ran Fa Li&lt;br /&gt;
# Lure&lt;br /&gt;
# Amphibious Assault&lt;br /&gt;
# The Da Nang Thang&lt;br /&gt;
&lt;br /&gt;
So at first the variable is 0, then increases to 1 by passing Mountain Cloud Boys, which the game then uses to determine that the next mission must be Ran Fa Li, which then increases it to 2, making the next mission Lure and so on.&lt;br /&gt;
&lt;br /&gt;
Duping and finishing Ran Fa Li makes that mission pass twice, which also increases the counter twice, so &amp;lt;code&amp;gt;$WUZIMU_TOTAL_PASSED_MISSIONS&amp;lt;/code&amp;gt; would now be at 3 after Ran Fa Li, instead of 2 as it should be. When you now start the next Woozie mission, the game will check the variable (which looks like it would after passing Lure) and start Amphibious Assault, skipping Lure.&lt;br /&gt;
&lt;br /&gt;
Some missions may have additional requirements than that to be started, for example the missions after Learning to Fly specifically require Flightschool to be passed, which is an addtional separate variable. So in that case duping Verdant Meadows doesn't skip Flightschool, even though it is the next mission. It instead skips N.O.E. because passing Flightschool also increases the progress variable, in addition to the variable that sets Flightschool as being completed.&lt;br /&gt;
&lt;br /&gt;
==Phonecall Management==&lt;br /&gt;
===San Fierro===&lt;br /&gt;
:''This includes the dupes until Verdant Meadows because calls unlocked in San Fierro are relevant until then''&lt;br /&gt;
&lt;br /&gt;
The Zero call is unlocked after &amp;quot;Wear Flowers In Your Hair&amp;quot; and the Jethro (Driving School) call after &amp;quot;Deconstruction&amp;quot;. Both of these calls you don't have to answer until the Monster mission, so they can be used for duping. At first, you shouldn't answer any calls in San Fierro, except for the one that unlocks the Woozie missions, which gets unlocked after finishing &amp;quot;Jizzy&amp;quot;. None of the dupes in San Fierro (if done correctly) use up phonecalls, but it's just safer to have 2 calls and it shouldn't make any difference time-wise.&lt;br /&gt;
&lt;br /&gt;
[[File:GTASA Call Blips TLF.jpg|thumb|right|Blips indicating whether you took Zero/Jethro calls]]You can start answering calls after the dupes, so after Amphibious Assault. There is a chance right before Pier 69, before Toreno's Last Flight and before Yay-Ka-Boom-Boom. You have to answer all high-priority calls before you can take the call that unlocks Monster.&lt;br /&gt;
&lt;br /&gt;
You have to make sure not to answer the Catalina call, which is required to dupe Highjack. You can tell if you answered the Zero and Jethro calls already by looking at the blips on the minimap (outside missions/calls of course). If you did answer both already, you shouldn't answer any other calls until after Yay-Ka-Boom-Boom, where you take one call to unlock Monster.&lt;br /&gt;
&lt;br /&gt;
If you want to make ''really'' sure to not answer the Catalina call, you shouldn't answer any call when it's been more than 60s since the last call/mission. For one, this ensures that you don't accidentally answer another call after already answering all high-priority ones, but there is also the (very low) chance that the Catalina call will ring even if you still do have high-priority (15s) calls (''if'' the phone timer is at more than 60s). The Catalina call unlocks after completing Ran Fa Li. On the way to Monster taking the boat automatically gives you an opportunity to answer the Monster call way before 60s have passed since finishing Yay Ka-Boom-Boom.&lt;br /&gt;
&lt;br /&gt;
There is also the Truth call from &amp;quot;Are You Going To San Fierro?&amp;quot;, which you can choose to skip and start the mission anyway. However you don't really need it and since it's in another thread it's kind of random when you get it. So it probably makes more sense to just get it out of the way and take it before the mission, as intended.&lt;br /&gt;
&lt;br /&gt;
For duping Highjack the Catalina call is used. For duping Verdant Meadows the call for Interdiction is used, which doesn't need to be taken because Interdiction is skipped. The mission marker for Verdant Meadows will be invisible when you skipped Interdiction and didn't answer the call, but you can still start the mission.&lt;br /&gt;
&lt;br /&gt;
So the recommended approach is:&lt;br /&gt;
&lt;br /&gt;
# Remember if you answered the Truth call before &amp;quot;Are You Going To San Fierro?&amp;quot;&lt;br /&gt;
#* It probably makes sense to answer it, because it's kind of random when you will get it between the other calls&lt;br /&gt;
# Don't answer any calls, except one after Jizzy to unlock Woozie missions&lt;br /&gt;
#* Never answer any calls after Ran Fa Li more than 60s after the last mission to keep the Catalina call&lt;br /&gt;
#* Usually the Woozie call is answered right before where the Woozie mission will appear&lt;br /&gt;
# Start answering calls after the dupes, don't answer the Catalina call&lt;br /&gt;
#* Check the blips on the minimap to double-check which ones you already answered&lt;br /&gt;
# Answer one call after Yay-Ka-Boom-Boom to unlock Monster&lt;br /&gt;
# Answer one call after Monster to unlock Highjack&lt;br /&gt;
# Don't answer any more calls until after the Verdant Meadows dupe&lt;br /&gt;
&lt;br /&gt;
==Addendum==&lt;br /&gt;
===Mission Starter Thread Example===&lt;br /&gt;
The following is an example of a thread in the mission script that is responsible for starting missions, in this case the Bike School mission. It checks a few prerequisites like if the player is on a mission and is in the mission marker, and then starts the mission. This is a rather simple example, other threads can e.g. decide which of several different missions of the same group to start. In addition, some threads will stop when all missions they can start are completed, however in this example it will run indefinitely, since Bike School can be repeated how often the player wants.&lt;br /&gt;
&lt;br /&gt;
Notable about this one in particular is that it goes into a fade and starts the mission without setting $OM=1 (which is then done in the actual mission script). This provides a small gap where you can take a phonecall, with the mission already on track to be started without further checks. Other missions set $OM=1 before the fade, right after the script decided that it is going to start the mission.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;:BIKES&lt;br /&gt;
thread 'BIKES' &lt;br /&gt;
&lt;br /&gt;
:BIKES_11&lt;br /&gt;
wait 0 &lt;br /&gt;
if &lt;br /&gt;
  $ONMISSION == 0 &lt;br /&gt;
else_jump @BIKES_125 # Skip over starting the mission if $OM=1&lt;br /&gt;
if &lt;br /&gt;
   Player.Defined($PLAYER_CHAR)&lt;br /&gt;
else_jump @BIKES_125&lt;br /&gt;
if &lt;br /&gt;
00FF:   actor $PLAYER_ACTOR sphere 1 in_sphere $2370 $2371 $2372 radius 1.0 1.0 1.5 on_foot &lt;br /&gt;
else_jump @BIKES_125 # Skip over starting the mission if player not in marker on foot&lt;br /&gt;
if &lt;br /&gt;
   Player.Controllable($PLAYER_CHAR)&lt;br /&gt;
else_jump @BIKES_125 &lt;br /&gt;
Player.CanMove($PLAYER_CHAR) = False&lt;br /&gt;
gosub @LITCAS_267 # Fade&lt;br /&gt;
start_mission 120  // Bike School&lt;br /&gt;
&lt;br /&gt;
:BIKES_125&lt;br /&gt;
jump @BIKES_11 # Jump to the start&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>Tduva</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Grand_Theft_Auto:_San_Andreas/Game_Mechanics_and_Glitches/Duping</id>
		<title>Grand Theft Auto: San Andreas/Game Mechanics and Glitches/Duping</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Grand_Theft_Auto:_San_Andreas/Game_Mechanics_and_Glitches/Duping"/>
				<updated>2016-05-04T21:48:48Z</updated>
		
		<summary type="html">&lt;p&gt;Tduva: /* San Fierro */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{GTASA Duping PC}}&lt;br /&gt;
&lt;br /&gt;
Duping is the duplication of missions, which means starting several instances of the same mission on top of eachother.&lt;br /&gt;
&lt;br /&gt;
Related interesting pages:&lt;br /&gt;
&lt;br /&gt;
* [[Grand Theft Auto: San Andreas/Missions/Dupes|Information on specific mission dupes]]&lt;br /&gt;
* [[Grand_Theft_Auto:_San_Andreas/Game_Mechanics_and_Glitches/Phonecalls|Phonecalls]]&lt;br /&gt;
* [[Grand_Theft_Auto:_San_Andreas/Missions/Chains|Mission Chains]]&lt;br /&gt;
* [https://docs.google.com/spreadsheets/d/1tCgCoyY9e88apJbbmQKIb2GiQdlIoBFkgcDhYqMj63o/edit#gid=883216134 Some results of Duping Tests]&lt;br /&gt;
&lt;br /&gt;
==How Duping works==&lt;br /&gt;
===Basic principle===&lt;br /&gt;
The game uses a variable called $ONMISSION (or short $OM) to track whether the player is currently on a mission or just freeroaming. When a mission is started it is set to the value '''1''' (true) and when the player leaves a mission (e.g. passes/fails) it is set to the value '''0''' (false). As long as $OM=1 then the game will not allow you to start another mission. Missions include not only story missions, but also side missions like Quarry, Trucking, Races, Vigilante and so on.&lt;br /&gt;
&lt;br /&gt;
While all missions check if $OM=0 before they start, not all are the same when it comes to setting $OM=1 when they are started. Some missions (e.g. Trucking and Quarry) have a bit of a delay between starting the mission and setting $OM=1, allowing for a very short window of opportunity (as in under a second) to start another mission. Of course when starting Trucking, it's kind of hard to start e.g. a story mission at the same time since it's on the other side of the map.&lt;br /&gt;
&lt;br /&gt;
As opposed to e.g. GTA:VC there is no way to remotely start a mission through replays, but luckily phonecalls also count as small missions, with the same restraints as well as effects: You can only receive phonecalls when $OM=0, once the phone rings it will set $OM=1 (sort of like a mission starting) and when it is cancelled (or taken and put down again) it will set $OM=0.&lt;br /&gt;
&lt;br /&gt;
Phonecalls are on a fixed timer, so it's possible to know when you will receive one. So you can walk into e.g. the Trucking mission marker just at the right time, Trucking will start, still $OM=0 (because of the delay until $OM=1 unique to some missions), the phone will ring, now $OM=1, but with both the mission still starting and the phonecall still active. So now you have a ringing phone and a mission started at the same time, on $OM=1. Now if you cancel the phonecall, this will set $OM=0 and you are free to start another mission, even though you are still on the Trucking mission.&lt;br /&gt;
&lt;br /&gt;
Duping Trucking isn't very useful (at least in any%), what you really want to do is dupe story missions. So having done the above, you are on the Trucking mission with $OM=0, able to start missions. You might think about starting Story Mission A, then failing Trucking somehow, which sets $OM=0 and starting Story Mission A again. However starting most missions together with Trucking will make the game crash, but luckily again phonecalls come to the rescue. Being on $OM=0 you are able to receive phonecalls, so you can go to Story Mission A, wait for your phone to ring (setting $OM=1), fail Trucking (setting $OM=0 with the phone ringing), start Story Mission A, cancel the phonecall (setting $OM=0) and then starting Story Mission A again. Another way would be holding the phonecall and failing Trucking immediately (setting $OM=0), which means you have a ringing phone while also being able to start missions.&lt;br /&gt;
&lt;br /&gt;
So the overall process is:&lt;br /&gt;
&lt;br /&gt;
# Phonecall start setup mission (with delayed $OM=1), so the phone is ringing during the setup mission&lt;br /&gt;
# Set $OM=0 while the phone is ringing, to be able to start a mission despite the phonecall:&lt;br /&gt;
#* Hold phonecall and fail setup mission immediately, then drive to the mission to dupe while holding the phonecall&lt;br /&gt;
#* Or drive to the mission to dupe, then hold phonecall and fail setup mission remotely/on a timer&lt;br /&gt;
# Start mission to dupe&lt;br /&gt;
# Cancel phonecall to set $OM=0 (if phonecall held let go/take it)&lt;br /&gt;
# Start mission to dupe again&lt;br /&gt;
&lt;br /&gt;
===Phonecall starting Setup Mission===&lt;br /&gt;
As mentioned before, some missions don't set $OM=1 immediately when started, allowing for a phonecall to be received after starting the mission. These missions include:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Mission&lt;br /&gt;
! Delay&lt;br /&gt;
! Remote Fail&lt;br /&gt;
! Comments&lt;br /&gt;
|-&lt;br /&gt;
| Quarry&lt;br /&gt;
| 0ms&lt;br /&gt;
| 2:30 Timer or Satchel&lt;br /&gt;
| Huge Despawn Zone (radius 1000) making it impossible to keep a vehicle.&lt;br /&gt;
|-&lt;br /&gt;
| Trucking&lt;br /&gt;
| 250ms&lt;br /&gt;
| 1:00 Timer after getting out of cab or disconnecting trailer or Satchel&lt;br /&gt;
| Medium Despawn Zone (about 10s sprinting). Remote failing can be useful because never getting into the truck prevents traffic from spawning.&lt;br /&gt;
|-&lt;br /&gt;
| Bike School&lt;br /&gt;
| 0ms&lt;br /&gt;
| ''Not possible, you have to hold the call before exiting the mission''&lt;br /&gt;
| Not an interior, but in a room only accessible through a small doorway, so only bikes are suitable for parking next to the marker.&lt;br /&gt;
|-&lt;br /&gt;
| Blood Bowl&lt;br /&gt;
| 250ms&lt;br /&gt;
| ''Not possible, you have to hold the call before exiting the mission''&lt;br /&gt;
| Have to wait 30s inside the mission for it to fail, failing it by dying doesn't seem to work. Gives SMG, setting ammo after the timer runs out to what you had before (but only the SMG ammo you had before, so if you had e.g. Uzi you are left with no ammo, just an empty SMG, which is actually good if you use a bike while holding the phonecall).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The delay refers to how often a check is performed as to whether the mission should be started. When a mission or group of missions becomes available (e.g. Bike School is unlocked), the script starts a new thread that continuosly checks in an endless loop if the player is in the marker and if other requirements for starting the mission are satisfied. Some of these loops have a small delay in between checks, while others have a delay of 0 (which probably means it's checked on every frame).&lt;br /&gt;
&lt;br /&gt;
That delay can be relevant for phonecall starting the mission:&lt;br /&gt;
&lt;br /&gt;
* '''Quarry-style''' has a check delay of '''0ms''', which means the mission triggers immediately as you enter the marker. So if you are parked next to the Quarry marker, with a call ready to ring as you exit the car, the mission will trigger as soon as you are on foot, with the call taking a bit longer and ringing a few milliseconds after during the fade. So the only thing you have to be careful about is that the call is already ready as you leave your car into the Quarry marker.&lt;br /&gt;
** An exception where additional care is required are low-priority calls (Catalina), which have a 1000ms check delay, so they can take longer than the fade to trigger, so Pausebuffering is advised (see explanation below).&lt;br /&gt;
* '''Trucking-style''' has a '''250ms''' check delay, with phonecalls having a check delay ranging between 90ms and 1000ms (depending on which call thread it is part of), which means if you were to exit a vehicle directly into the marker with a call ready, there is a good chance that the phone will ring before the mission is triggered, the ringing setting $OM=1, thus preventing you from starting the mission (in which case you would have to cancel the call and try again). With this type of mission, you have to time it so that you enter the marker ''before'' the call is ready, so you receive it just after triggering the mission. Pausebuffering can make the timing a bit easier (see explanation below).&lt;br /&gt;
** Low-priority phonecalls (e.g. Catalina calls) have a 1000ms check delay, which means there is a decent chance that you can do Quarry-style phonecall starting even with Trucking or similiar missions, however this should only be used as a backup (e.g. if you know that you can't make it in time anymore and would have to wait 60s otherwise), since there is no guarantee that it will work.&lt;br /&gt;
&lt;br /&gt;
The check delay of Phonecalls (and other interesting stuff) is documented on the [[Grand_Theft_Auto:_San_Andreas/Game_Mechanics_and_Glitches/Phonecalls|Phonecalls page]].&lt;br /&gt;
&lt;br /&gt;
====Pause Buffering====&lt;br /&gt;
Pausebuffering can help with receiving the phonecall on time after entering the setup mission marker. Pausing/unpausing apparently injects frames and advances the timer that triggers the call, so you basicially make it ring faster (as far as the game is concerned, not in real time).&lt;br /&gt;
&lt;br /&gt;
For example if the window of opportunity for the phone to ring during the fade of the Setup Mission is 500ms long, but you enter the marker 1 second before the phone will ring, then usually it wouldn't ring in time. However you can pausebuffer to make the phone timer advance faster, so the phone will ring earlier than it should be. To know when to stop Pausebuffering, pay attention to either the ringing sound or the info popup that tells you how to answer the phone.&lt;br /&gt;
&lt;br /&gt;
Pausebuffering is especially useful for Trucking-style setup so you don't have to time the call exactly, but is also necessary for Quarry-style setup when using low-priority calls, which have a check delay of 1000ms and may not ring in time during the short fade-out.&lt;br /&gt;
&lt;br /&gt;
* [https://youtu.be/7fsSjHyxw2s?t=41s Video: Example of Pausebuffering]&lt;br /&gt;
* [https://youtu.be/iPkeRbdkqZA Video: Example of long Pausebuffering]&lt;br /&gt;
&lt;br /&gt;
====Note on Blood Bowl &amp;amp; Bike School====&lt;br /&gt;
After you phonecall started the mission, you are inside the mission and can't freely move around. For Blood Bowl you are in an interior and Bike School in the menu, so you can only fail the mission immediately. Hold the call before exiting the mission to get an $OM=0 call you can dupe with.&lt;br /&gt;
&lt;br /&gt;
Blood bowl is interesting in that regard because when you call start the mission, you are put inside an interior, which cancels the call, setting $OM=0 while inside the Stadium. After waiting for the mission timer to run out and the mission to fail, the next high-priority call will already be ready again, but not ringing yet, because you're in an interior. Once the mission fails, it puts you outside, the phone rings and then a fraction of a second later the mission will finish cleaning up and set $OM=0 again, with the phone still ringing, now being an $OM=0 call you can dupe with.&lt;br /&gt;
&lt;br /&gt;
Another side effect of the Blood Bowl duping setup is that you get to '''keep your weapons when dying once''' after that. The mission lets your keep your weapons when you die inside the mission, however doing the duping setup doesn't properly clear up that &amp;quot;keep your weapons when dying&amp;quot; flag, which means you can die once after Blood Bowl and still keep all your weapons (but you still get warped to a hospital as usual). ''Important:'' If you die and keep your weapons while having a parachute, that parachute will not actually work despite still being equipped (the parachute doesn't load properly and you will die when hitting the ground). You can save/reload (no need to restart the game) to fix the parachute. Simply picking up another parachute doesn't appear to work, the parachute still doesn't open properly. This is especially important for [[Grand Theft Auto: San Andreas/Missions#Stowaway|Stowaway]] where you require a working parachute.&lt;br /&gt;
&lt;br /&gt;
===Phonecall timing===&lt;br /&gt;
Phonecalls are on a fixed recall delay, so you'll know when to expect a call. Read the [[Grand_Theft_Auto:_San_Andreas/Game_Mechanics_and_Glitches/Phonecalls|page about Phonecalls]] for information on the specific recall and check delays and what calls there are.&lt;br /&gt;
&lt;br /&gt;
For the Quarry-style setup you just have to know that the phone is ready to ring when you get out your vehicle into the marker. For the Trucking-style setup, you would get out of your vehicle a bit early, let the phone ring, cancel it, make a note of the time and calculate when it will ring again and then make your way to the setup mission marker, entering it at the right time. This way you don't have to wait the whole recall delay in front of the marker. Another way, if you get the call earlier than you would want to cancel it, is hold the call in your vehicle while driving to the setup mission and then let go of holding at a point from where you can make it to the setup mission marker in time. This way you can get nice timing without having to get out/in your vehicle again, in case you already received the phonecall before anyway (e.g. if you fell of your bike).&lt;br /&gt;
&lt;br /&gt;
===Holding phonecalls===&lt;br /&gt;
Unless you're going to wait for the timer of the setup mission to run out, you're going to need to hold the phonecall in order to not cancel it when failing the setup mission. Holding a call means sort of keeping it in a state of answering it, but note quite answering it yet. This way it can persist through you using most weapons, cutscenes, missions fails and entering a vehicle. This is in particulary necessary for missions like Bike School, where you have to quit the mission immediately and can't remote fail it. So you have to phonecall start the mission, then hold the call and quit out of it, holding the call all the way to the marker of the mission to dupe.&lt;br /&gt;
&lt;br /&gt;
* [[Grand_Theft_Auto:_San_Andreas/Game_Mechanics_and_Glitches/Phonecalls#Holding Calls|Explanation on holding phonecalls]]&lt;br /&gt;
&lt;br /&gt;
===Duping with $OM=0 phonecall===&lt;br /&gt;
Once you failed the setup mission and now have the phone ringing with $OM=0 (either failing the setup mission immediately and holding call all the way, or remote failing the setup mission in front of the mission marker), you can do the actual dupe.&lt;br /&gt;
&lt;br /&gt;
Usually you want to start the mission, wait for the cutscene (don't skip it) and then let go of holding the call. This will:&lt;br /&gt;
&lt;br /&gt;
* Cancel the call immediately for cutscenes that take place in an interior (because you can't take calls in interiors, just like you can't take calls in vehicles and letting go of holding a call will just cancel it immediately)&lt;br /&gt;
* Take the call for cutscenes that take place outside, in which case you have to also spam F (or whatever the appropriate key is) to put down the call&lt;br /&gt;
&lt;br /&gt;
Duping the mission while inside a cutscene is ''required'' for missions that are nothing more than a cutscene (e.g. Verdant Meadows, where skipping the cutscene would immediately complete the mission and not allow you to start it again) and usually ''recommended'' for other missions, because it starts the mission in the context of the cutscene, which means no traffic on the roads (and if the cutscene takes place in an interior, funky interior sky).&lt;br /&gt;
&lt;br /&gt;
In order to successfully dupe inside cutscenes, it's important to note that CJ has to be standing inside the mission marker during the cutscene. So make sure you don't sprint into and thus accidentally past the marker when starting the mission for the first time. In addition, some missions will make CJ walk a bit during the fade (usually towards the door of where the cutscene takes place), which can make him walk out of the marker. So make sure to enter the marker carefully from the other side of where CJ will walk towards, so that he stays in the marker and you can start the mission again while in the cutscene. This is especially important for missions like Fish in a Barrel, that only consist of a cutscene.&lt;br /&gt;
&lt;br /&gt;
You can usually also dupe outside of cutscenes, however besides that you still get traffic, it can apparently sometimes cause issues if you skip the cutscene to quickly.&lt;br /&gt;
&lt;br /&gt;
When you have to take the call to dupe (either because the cutscene is outside or because you let go of holding the call outside the cutscene), you actually do take the call, which means it's not available anymore, as opposed to the other way, where the call is merely cancelled and still available later.&lt;br /&gt;
&lt;br /&gt;
==Why is duping useful?==&lt;br /&gt;
Duping a mission can have different results, depending on the mission:&lt;br /&gt;
&lt;br /&gt;
* The duped mission crashes the game at some point&lt;br /&gt;
* Only one instance of the mission passes, while the other keeps running, crashing the game when a different mission is started&lt;br /&gt;
* One instance of the mission passes, but the other one fails (for example when a mission character who has to survive is destroyed by the cleanup of one instance passing, the other instance can fail)&lt;br /&gt;
* Both instances of the mission pass, with the same results as if you had done it twice (if that were possible otherwise)&lt;br /&gt;
&lt;br /&gt;
In the last case, where the mission basicially passes twice, there are two different ways this can affect the game, again depending on the mission:&lt;br /&gt;
&lt;br /&gt;
* If this mission starts another thread of missions when passed, that thread is started twice, which causes all the following missions in that thread to be started twice. Depending on how the missions in the thread can be duped, this will possibly crash the game eventually.&lt;br /&gt;
* The mission simply passes twice, increasing the counters of the chain of missions it is part of&lt;br /&gt;
&lt;br /&gt;
As you can probably tell by now, not all dupes are actually useful. The last one, both instances pass and the mission simply passes twice increasing some counters, is the most common dupe.&lt;br /&gt;
&lt;br /&gt;
===Mission Chains===&lt;br /&gt;
&lt;br /&gt;
:''See also: [[Grand_Theft_Auto:_San_Andreas/Missions/Chains|Mission Chains]]''&lt;br /&gt;
&lt;br /&gt;
What makes passing the same mission twice useful is how the game decides which mission to start. As soon as a group of missions is unlocked the game starts a separate thread that continuously checks if the player is in the mission marker. If there is only one mission available for that marker, like in the [[#Mission Starter Thread Example|Mission Starter Thread Example]] below for Bike School, it simply starts that mission. However most missions are part of a longer chain of missions, so it has to decide which of those missions to start. To track progress, the game has different variables for each chain, where it simply counts how many missions of that chain have already been completed.&lt;br /&gt;
&lt;br /&gt;
For example the Woozie missions in San Fierro have the variable &amp;lt;code&amp;gt;$WUZIMU_TOTAL_PASSED_MISSIONS&amp;lt;/code&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
# Mountain Cloud Boys&lt;br /&gt;
# Ran Fa Li&lt;br /&gt;
# Lure&lt;br /&gt;
# Amphibious Assault&lt;br /&gt;
# The Da Nang Thang&lt;br /&gt;
&lt;br /&gt;
So at first the variable is 0, then increases to 1 by passing Mountain Cloud Boys, which the game then uses to determine that the next mission must be Ran Fa Li, which then increases it to 2, making the next mission Lure and so on.&lt;br /&gt;
&lt;br /&gt;
Duping and finishing Ran Fa Li makes that mission pass twice, which also increases the counter twice, so &amp;lt;code&amp;gt;$WUZIMU_TOTAL_PASSED_MISSIONS&amp;lt;/code&amp;gt; would now be at 3 after Ran Fa Li, instead of 2 as it should be. When you now start the next Woozie mission, the game will check the variable (which looks like it would after passing Lure) and start Amphibious Assault, skipping Lure.&lt;br /&gt;
&lt;br /&gt;
Some missions may have additional requirements than that to be started, for example the missions after Learning to Fly specifically require Flightschool to be passed, which is an addtional separate variable. So in that case duping Verdant Meadows doesn't skip Flightschool, even though it is the next mission. It instead skips N.O.E. because passing Flightschool also increases the progress variable, in addition to the variable that sets Flightschool as being completed.&lt;br /&gt;
&lt;br /&gt;
==Phonecall Management==&lt;br /&gt;
===San Fierro===&lt;br /&gt;
:''This includes the dupes until Verdant Meadows because calls unlocked in San Fierro are relevant until then''&lt;br /&gt;
&lt;br /&gt;
The Zero call is unlocked after &amp;quot;Wear Flowers In Your Hair&amp;quot; and the Jethro (Driving School) call after &amp;quot;Deconstruction&amp;quot;. Both of these calls you don't have to answer until the Monster mission, so they can be used for duping. At first, you shouldn't answer any calls in San Fierro, except for the one that unlocks the Woozie missions, which gets unlocked after finishing &amp;quot;Jizzy&amp;quot;. None of the dupes in San Fierro (if done correctly) use up phonecalls, but it's just safer to have 2 calls and it shouldn't make any difference time-wise.&lt;br /&gt;
&lt;br /&gt;
[[File:GTASA Call Blips TLF.jpg|thumb|right|Blips indicating whether you took Zero/Jethro calls]]You can start answering calls after the dupes, so after Amphibious Assault. There is a chance right before Pier 69, before Toreno's Last Flight and before Yay-Ka-Boom-Boom. You have to answer all high-priority calls before you can take the call that unlocks Monster.&lt;br /&gt;
&lt;br /&gt;
You have to make sure not to answer the Catalina call, which is required to dupe Highjack. You can tell if you answered the Zero and Jethro calls already by looking at the blips on the minimap (outside missions/calls of course). If you did answer both already, you shouldn't answer any other calls until after Yay-Ka-Boom-Boom, where you take one call to unlock Monster.&lt;br /&gt;
&lt;br /&gt;
If you want to make ''really'' sure to not answer the Catalina call, you shouldn't answer any call when it's been more than 60s since the last call/mission. For one, this ensures that you don't accidentally answer another call after already answering all high-priority ones, but there is also the (very low) chance that the Catalina call will ring even if you still do have high-priority (15s) calls (''if'' the phone timer is at more than 60s). The Catalina call unlocks after completing Ran Fa Li. On the way to Monster taking the boat automatically gives you an opportunity to answer the Monster call way before 60s have passed since finishing Yay Ka-Boom-Boom.&lt;br /&gt;
&lt;br /&gt;
There is also the Truth call from &amp;quot;Are You Going To San Fierro?&amp;quot;, which you can choose to skip and start the mission anyway. However you don't really need it and since it's in another thread it's kind of random when you get it. So it probably makes more sense to just get it out of the way and take it before the mission, as intended.&lt;br /&gt;
&lt;br /&gt;
For duping Highjack the Catalina call is used. For duping Verdant Meadows the call for Interdiction is used, which doesn't need to be taken because Interdiction is skipped. The mission marker for Verdant Meadows will be invisible when you skipped Interdiction and didn't answer the call, but you can still start the mission.&lt;br /&gt;
&lt;br /&gt;
So the recommended approach is:&lt;br /&gt;
&lt;br /&gt;
# Remember if you answered the Truth call before &amp;quot;Are You Going To San Fierro?&amp;quot;&lt;br /&gt;
#* It probably makes sense to answer it, because it's kind of random when you will get it between the other calls&lt;br /&gt;
# Don't answer any calls, except one after Jizzy to unlock Woozie missions&lt;br /&gt;
#* Usually the Woozie call is answered right before where the Woozie mission will appear&lt;br /&gt;
# Start answering calls after the dupes, don't answer the Catalina call&lt;br /&gt;
#* Check the blips on the minimap to double-check which ones you already answered&lt;br /&gt;
# Answer one call after Yay-Ka-Boom-Boom to unlock Monster&lt;br /&gt;
# Answer one call after Monster to unlock Highjack&lt;br /&gt;
# Don't answer any more calls until after the Verdant Meadows dupe&lt;br /&gt;
* Never answer any calls after Ran Fa Li more than 60s after the last mission to keep the Catalina call&lt;br /&gt;
&lt;br /&gt;
==Addendum==&lt;br /&gt;
===Mission Starter Thread Example===&lt;br /&gt;
The following is an example of a thread in the mission script that is responsible for starting missions, in this case the Bike School mission. It checks a few prerequisites like if the player is on a mission and is in the mission marker, and then starts the mission. This is a rather simple example, other threads can e.g. decide which of several different missions of the same group to start. In addition, some threads will stop when all missions they can start are completed, however in this example it will run indefinitely, since Bike School can be repeated how often the player wants.&lt;br /&gt;
&lt;br /&gt;
Notable about this one in particular is that it goes into a fade and starts the mission without setting $OM=1 (which is then done in the actual mission script). This provides a small gap where you can take a phonecall, with the mission already on track to be started without further checks. Other missions set $OM=1 before the fade, right after the script decided that it is going to start the mission.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;:BIKES&lt;br /&gt;
thread 'BIKES' &lt;br /&gt;
&lt;br /&gt;
:BIKES_11&lt;br /&gt;
wait 0 &lt;br /&gt;
if &lt;br /&gt;
  $ONMISSION == 0 &lt;br /&gt;
else_jump @BIKES_125 # Skip over starting the mission if $OM=1&lt;br /&gt;
if &lt;br /&gt;
   Player.Defined($PLAYER_CHAR)&lt;br /&gt;
else_jump @BIKES_125&lt;br /&gt;
if &lt;br /&gt;
00FF:   actor $PLAYER_ACTOR sphere 1 in_sphere $2370 $2371 $2372 radius 1.0 1.0 1.5 on_foot &lt;br /&gt;
else_jump @BIKES_125 # Skip over starting the mission if player not in marker on foot&lt;br /&gt;
if &lt;br /&gt;
   Player.Controllable($PLAYER_CHAR)&lt;br /&gt;
else_jump @BIKES_125 &lt;br /&gt;
Player.CanMove($PLAYER_CHAR) = False&lt;br /&gt;
gosub @LITCAS_267 # Fade&lt;br /&gt;
start_mission 120  // Bike School&lt;br /&gt;
&lt;br /&gt;
:BIKES_125&lt;br /&gt;
jump @BIKES_11 # Jump to the start&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>Tduva</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Grand_Theft_Auto:_San_Andreas/Game_Mechanics_and_Glitches/Duping</id>
		<title>Grand Theft Auto: San Andreas/Game Mechanics and Glitches/Duping</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Grand_Theft_Auto:_San_Andreas/Game_Mechanics_and_Glitches/Duping"/>
				<updated>2016-05-04T21:47:28Z</updated>
		
		<summary type="html">&lt;p&gt;Tduva: /* San Fierro */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{GTASA Duping PC}}&lt;br /&gt;
&lt;br /&gt;
Duping is the duplication of missions, which means starting several instances of the same mission on top of eachother.&lt;br /&gt;
&lt;br /&gt;
Related interesting pages:&lt;br /&gt;
&lt;br /&gt;
* [[Grand Theft Auto: San Andreas/Missions/Dupes|Information on specific mission dupes]]&lt;br /&gt;
* [[Grand_Theft_Auto:_San_Andreas/Game_Mechanics_and_Glitches/Phonecalls|Phonecalls]]&lt;br /&gt;
* [[Grand_Theft_Auto:_San_Andreas/Missions/Chains|Mission Chains]]&lt;br /&gt;
* [https://docs.google.com/spreadsheets/d/1tCgCoyY9e88apJbbmQKIb2GiQdlIoBFkgcDhYqMj63o/edit#gid=883216134 Some results of Duping Tests]&lt;br /&gt;
&lt;br /&gt;
==How Duping works==&lt;br /&gt;
===Basic principle===&lt;br /&gt;
The game uses a variable called $ONMISSION (or short $OM) to track whether the player is currently on a mission or just freeroaming. When a mission is started it is set to the value '''1''' (true) and when the player leaves a mission (e.g. passes/fails) it is set to the value '''0''' (false). As long as $OM=1 then the game will not allow you to start another mission. Missions include not only story missions, but also side missions like Quarry, Trucking, Races, Vigilante and so on.&lt;br /&gt;
&lt;br /&gt;
While all missions check if $OM=0 before they start, not all are the same when it comes to setting $OM=1 when they are started. Some missions (e.g. Trucking and Quarry) have a bit of a delay between starting the mission and setting $OM=1, allowing for a very short window of opportunity (as in under a second) to start another mission. Of course when starting Trucking, it's kind of hard to start e.g. a story mission at the same time since it's on the other side of the map.&lt;br /&gt;
&lt;br /&gt;
As opposed to e.g. GTA:VC there is no way to remotely start a mission through replays, but luckily phonecalls also count as small missions, with the same restraints as well as effects: You can only receive phonecalls when $OM=0, once the phone rings it will set $OM=1 (sort of like a mission starting) and when it is cancelled (or taken and put down again) it will set $OM=0.&lt;br /&gt;
&lt;br /&gt;
Phonecalls are on a fixed timer, so it's possible to know when you will receive one. So you can walk into e.g. the Trucking mission marker just at the right time, Trucking will start, still $OM=0 (because of the delay until $OM=1 unique to some missions), the phone will ring, now $OM=1, but with both the mission still starting and the phonecall still active. So now you have a ringing phone and a mission started at the same time, on $OM=1. Now if you cancel the phonecall, this will set $OM=0 and you are free to start another mission, even though you are still on the Trucking mission.&lt;br /&gt;
&lt;br /&gt;
Duping Trucking isn't very useful (at least in any%), what you really want to do is dupe story missions. So having done the above, you are on the Trucking mission with $OM=0, able to start missions. You might think about starting Story Mission A, then failing Trucking somehow, which sets $OM=0 and starting Story Mission A again. However starting most missions together with Trucking will make the game crash, but luckily again phonecalls come to the rescue. Being on $OM=0 you are able to receive phonecalls, so you can go to Story Mission A, wait for your phone to ring (setting $OM=1), fail Trucking (setting $OM=0 with the phone ringing), start Story Mission A, cancel the phonecall (setting $OM=0) and then starting Story Mission A again. Another way would be holding the phonecall and failing Trucking immediately (setting $OM=0), which means you have a ringing phone while also being able to start missions.&lt;br /&gt;
&lt;br /&gt;
So the overall process is:&lt;br /&gt;
&lt;br /&gt;
# Phonecall start setup mission (with delayed $OM=1), so the phone is ringing during the setup mission&lt;br /&gt;
# Set $OM=0 while the phone is ringing, to be able to start a mission despite the phonecall:&lt;br /&gt;
#* Hold phonecall and fail setup mission immediately, then drive to the mission to dupe while holding the phonecall&lt;br /&gt;
#* Or drive to the mission to dupe, then hold phonecall and fail setup mission remotely/on a timer&lt;br /&gt;
# Start mission to dupe&lt;br /&gt;
# Cancel phonecall to set $OM=0 (if phonecall held let go/take it)&lt;br /&gt;
# Start mission to dupe again&lt;br /&gt;
&lt;br /&gt;
===Phonecall starting Setup Mission===&lt;br /&gt;
As mentioned before, some missions don't set $OM=1 immediately when started, allowing for a phonecall to be received after starting the mission. These missions include:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Mission&lt;br /&gt;
! Delay&lt;br /&gt;
! Remote Fail&lt;br /&gt;
! Comments&lt;br /&gt;
|-&lt;br /&gt;
| Quarry&lt;br /&gt;
| 0ms&lt;br /&gt;
| 2:30 Timer or Satchel&lt;br /&gt;
| Huge Despawn Zone (radius 1000) making it impossible to keep a vehicle.&lt;br /&gt;
|-&lt;br /&gt;
| Trucking&lt;br /&gt;
| 250ms&lt;br /&gt;
| 1:00 Timer after getting out of cab or disconnecting trailer or Satchel&lt;br /&gt;
| Medium Despawn Zone (about 10s sprinting). Remote failing can be useful because never getting into the truck prevents traffic from spawning.&lt;br /&gt;
|-&lt;br /&gt;
| Bike School&lt;br /&gt;
| 0ms&lt;br /&gt;
| ''Not possible, you have to hold the call before exiting the mission''&lt;br /&gt;
| Not an interior, but in a room only accessible through a small doorway, so only bikes are suitable for parking next to the marker.&lt;br /&gt;
|-&lt;br /&gt;
| Blood Bowl&lt;br /&gt;
| 250ms&lt;br /&gt;
| ''Not possible, you have to hold the call before exiting the mission''&lt;br /&gt;
| Have to wait 30s inside the mission for it to fail, failing it by dying doesn't seem to work. Gives SMG, setting ammo after the timer runs out to what you had before (but only the SMG ammo you had before, so if you had e.g. Uzi you are left with no ammo, just an empty SMG, which is actually good if you use a bike while holding the phonecall).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The delay refers to how often a check is performed as to whether the mission should be started. When a mission or group of missions becomes available (e.g. Bike School is unlocked), the script starts a new thread that continuosly checks in an endless loop if the player is in the marker and if other requirements for starting the mission are satisfied. Some of these loops have a small delay in between checks, while others have a delay of 0 (which probably means it's checked on every frame).&lt;br /&gt;
&lt;br /&gt;
That delay can be relevant for phonecall starting the mission:&lt;br /&gt;
&lt;br /&gt;
* '''Quarry-style''' has a check delay of '''0ms''', which means the mission triggers immediately as you enter the marker. So if you are parked next to the Quarry marker, with a call ready to ring as you exit the car, the mission will trigger as soon as you are on foot, with the call taking a bit longer and ringing a few milliseconds after during the fade. So the only thing you have to be careful about is that the call is already ready as you leave your car into the Quarry marker.&lt;br /&gt;
** An exception where additional care is required are low-priority calls (Catalina), which have a 1000ms check delay, so they can take longer than the fade to trigger, so Pausebuffering is advised (see explanation below).&lt;br /&gt;
* '''Trucking-style''' has a '''250ms''' check delay, with phonecalls having a check delay ranging between 90ms and 1000ms (depending on which call thread it is part of), which means if you were to exit a vehicle directly into the marker with a call ready, there is a good chance that the phone will ring before the mission is triggered, the ringing setting $OM=1, thus preventing you from starting the mission (in which case you would have to cancel the call and try again). With this type of mission, you have to time it so that you enter the marker ''before'' the call is ready, so you receive it just after triggering the mission. Pausebuffering can make the timing a bit easier (see explanation below).&lt;br /&gt;
** Low-priority phonecalls (e.g. Catalina calls) have a 1000ms check delay, which means there is a decent chance that you can do Quarry-style phonecall starting even with Trucking or similiar missions, however this should only be used as a backup (e.g. if you know that you can't make it in time anymore and would have to wait 60s otherwise), since there is no guarantee that it will work.&lt;br /&gt;
&lt;br /&gt;
The check delay of Phonecalls (and other interesting stuff) is documented on the [[Grand_Theft_Auto:_San_Andreas/Game_Mechanics_and_Glitches/Phonecalls|Phonecalls page]].&lt;br /&gt;
&lt;br /&gt;
====Pause Buffering====&lt;br /&gt;
Pausebuffering can help with receiving the phonecall on time after entering the setup mission marker. Pausing/unpausing apparently injects frames and advances the timer that triggers the call, so you basicially make it ring faster (as far as the game is concerned, not in real time).&lt;br /&gt;
&lt;br /&gt;
For example if the window of opportunity for the phone to ring during the fade of the Setup Mission is 500ms long, but you enter the marker 1 second before the phone will ring, then usually it wouldn't ring in time. However you can pausebuffer to make the phone timer advance faster, so the phone will ring earlier than it should be. To know when to stop Pausebuffering, pay attention to either the ringing sound or the info popup that tells you how to answer the phone.&lt;br /&gt;
&lt;br /&gt;
Pausebuffering is especially useful for Trucking-style setup so you don't have to time the call exactly, but is also necessary for Quarry-style setup when using low-priority calls, which have a check delay of 1000ms and may not ring in time during the short fade-out.&lt;br /&gt;
&lt;br /&gt;
* [https://youtu.be/7fsSjHyxw2s?t=41s Video: Example of Pausebuffering]&lt;br /&gt;
* [https://youtu.be/iPkeRbdkqZA Video: Example of long Pausebuffering]&lt;br /&gt;
&lt;br /&gt;
====Note on Blood Bowl &amp;amp; Bike School====&lt;br /&gt;
After you phonecall started the mission, you are inside the mission and can't freely move around. For Blood Bowl you are in an interior and Bike School in the menu, so you can only fail the mission immediately. Hold the call before exiting the mission to get an $OM=0 call you can dupe with.&lt;br /&gt;
&lt;br /&gt;
Blood bowl is interesting in that regard because when you call start the mission, you are put inside an interior, which cancels the call, setting $OM=0 while inside the Stadium. After waiting for the mission timer to run out and the mission to fail, the next high-priority call will already be ready again, but not ringing yet, because you're in an interior. Once the mission fails, it puts you outside, the phone rings and then a fraction of a second later the mission will finish cleaning up and set $OM=0 again, with the phone still ringing, now being an $OM=0 call you can dupe with.&lt;br /&gt;
&lt;br /&gt;
Another side effect of the Blood Bowl duping setup is that you get to '''keep your weapons when dying once''' after that. The mission lets your keep your weapons when you die inside the mission, however doing the duping setup doesn't properly clear up that &amp;quot;keep your weapons when dying&amp;quot; flag, which means you can die once after Blood Bowl and still keep all your weapons (but you still get warped to a hospital as usual). ''Important:'' If you die and keep your weapons while having a parachute, that parachute will not actually work despite still being equipped (the parachute doesn't load properly and you will die when hitting the ground). You can save/reload (no need to restart the game) to fix the parachute. Simply picking up another parachute doesn't appear to work, the parachute still doesn't open properly. This is especially important for [[Grand Theft Auto: San Andreas/Missions#Stowaway|Stowaway]] where you require a working parachute.&lt;br /&gt;
&lt;br /&gt;
===Phonecall timing===&lt;br /&gt;
Phonecalls are on a fixed recall delay, so you'll know when to expect a call. Read the [[Grand_Theft_Auto:_San_Andreas/Game_Mechanics_and_Glitches/Phonecalls|page about Phonecalls]] for information on the specific recall and check delays and what calls there are.&lt;br /&gt;
&lt;br /&gt;
For the Quarry-style setup you just have to know that the phone is ready to ring when you get out your vehicle into the marker. For the Trucking-style setup, you would get out of your vehicle a bit early, let the phone ring, cancel it, make a note of the time and calculate when it will ring again and then make your way to the setup mission marker, entering it at the right time. This way you don't have to wait the whole recall delay in front of the marker. Another way, if you get the call earlier than you would want to cancel it, is hold the call in your vehicle while driving to the setup mission and then let go of holding at a point from where you can make it to the setup mission marker in time. This way you can get nice timing without having to get out/in your vehicle again, in case you already received the phonecall before anyway (e.g. if you fell of your bike).&lt;br /&gt;
&lt;br /&gt;
===Holding phonecalls===&lt;br /&gt;
Unless you're going to wait for the timer of the setup mission to run out, you're going to need to hold the phonecall in order to not cancel it when failing the setup mission. Holding a call means sort of keeping it in a state of answering it, but note quite answering it yet. This way it can persist through you using most weapons, cutscenes, missions fails and entering a vehicle. This is in particulary necessary for missions like Bike School, where you have to quit the mission immediately and can't remote fail it. So you have to phonecall start the mission, then hold the call and quit out of it, holding the call all the way to the marker of the mission to dupe.&lt;br /&gt;
&lt;br /&gt;
* [[Grand_Theft_Auto:_San_Andreas/Game_Mechanics_and_Glitches/Phonecalls#Holding Calls|Explanation on holding phonecalls]]&lt;br /&gt;
&lt;br /&gt;
===Duping with $OM=0 phonecall===&lt;br /&gt;
Once you failed the setup mission and now have the phone ringing with $OM=0 (either failing the setup mission immediately and holding call all the way, or remote failing the setup mission in front of the mission marker), you can do the actual dupe.&lt;br /&gt;
&lt;br /&gt;
Usually you want to start the mission, wait for the cutscene (don't skip it) and then let go of holding the call. This will:&lt;br /&gt;
&lt;br /&gt;
* Cancel the call immediately for cutscenes that take place in an interior (because you can't take calls in interiors, just like you can't take calls in vehicles and letting go of holding a call will just cancel it immediately)&lt;br /&gt;
* Take the call for cutscenes that take place outside, in which case you have to also spam F (or whatever the appropriate key is) to put down the call&lt;br /&gt;
&lt;br /&gt;
Duping the mission while inside a cutscene is ''required'' for missions that are nothing more than a cutscene (e.g. Verdant Meadows, where skipping the cutscene would immediately complete the mission and not allow you to start it again) and usually ''recommended'' for other missions, because it starts the mission in the context of the cutscene, which means no traffic on the roads (and if the cutscene takes place in an interior, funky interior sky).&lt;br /&gt;
&lt;br /&gt;
In order to successfully dupe inside cutscenes, it's important to note that CJ has to be standing inside the mission marker during the cutscene. So make sure you don't sprint into and thus accidentally past the marker when starting the mission for the first time. In addition, some missions will make CJ walk a bit during the fade (usually towards the door of where the cutscene takes place), which can make him walk out of the marker. So make sure to enter the marker carefully from the other side of where CJ will walk towards, so that he stays in the marker and you can start the mission again while in the cutscene. This is especially important for missions like Fish in a Barrel, that only consist of a cutscene.&lt;br /&gt;
&lt;br /&gt;
You can usually also dupe outside of cutscenes, however besides that you still get traffic, it can apparently sometimes cause issues if you skip the cutscene to quickly.&lt;br /&gt;
&lt;br /&gt;
When you have to take the call to dupe (either because the cutscene is outside or because you let go of holding the call outside the cutscene), you actually do take the call, which means it's not available anymore, as opposed to the other way, where the call is merely cancelled and still available later.&lt;br /&gt;
&lt;br /&gt;
==Why is duping useful?==&lt;br /&gt;
Duping a mission can have different results, depending on the mission:&lt;br /&gt;
&lt;br /&gt;
* The duped mission crashes the game at some point&lt;br /&gt;
* Only one instance of the mission passes, while the other keeps running, crashing the game when a different mission is started&lt;br /&gt;
* One instance of the mission passes, but the other one fails (for example when a mission character who has to survive is destroyed by the cleanup of one instance passing, the other instance can fail)&lt;br /&gt;
* Both instances of the mission pass, with the same results as if you had done it twice (if that were possible otherwise)&lt;br /&gt;
&lt;br /&gt;
In the last case, where the mission basicially passes twice, there are two different ways this can affect the game, again depending on the mission:&lt;br /&gt;
&lt;br /&gt;
* If this mission starts another thread of missions when passed, that thread is started twice, which causes all the following missions in that thread to be started twice. Depending on how the missions in the thread can be duped, this will possibly crash the game eventually.&lt;br /&gt;
* The mission simply passes twice, increasing the counters of the chain of missions it is part of&lt;br /&gt;
&lt;br /&gt;
As you can probably tell by now, not all dupes are actually useful. The last one, both instances pass and the mission simply passes twice increasing some counters, is the most common dupe.&lt;br /&gt;
&lt;br /&gt;
===Mission Chains===&lt;br /&gt;
&lt;br /&gt;
:''See also: [[Grand_Theft_Auto:_San_Andreas/Missions/Chains|Mission Chains]]''&lt;br /&gt;
&lt;br /&gt;
What makes passing the same mission twice useful is how the game decides which mission to start. As soon as a group of missions is unlocked the game starts a separate thread that continuously checks if the player is in the mission marker. If there is only one mission available for that marker, like in the [[#Mission Starter Thread Example|Mission Starter Thread Example]] below for Bike School, it simply starts that mission. However most missions are part of a longer chain of missions, so it has to decide which of those missions to start. To track progress, the game has different variables for each chain, where it simply counts how many missions of that chain have already been completed.&lt;br /&gt;
&lt;br /&gt;
For example the Woozie missions in San Fierro have the variable &amp;lt;code&amp;gt;$WUZIMU_TOTAL_PASSED_MISSIONS&amp;lt;/code&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
# Mountain Cloud Boys&lt;br /&gt;
# Ran Fa Li&lt;br /&gt;
# Lure&lt;br /&gt;
# Amphibious Assault&lt;br /&gt;
# The Da Nang Thang&lt;br /&gt;
&lt;br /&gt;
So at first the variable is 0, then increases to 1 by passing Mountain Cloud Boys, which the game then uses to determine that the next mission must be Ran Fa Li, which then increases it to 2, making the next mission Lure and so on.&lt;br /&gt;
&lt;br /&gt;
Duping and finishing Ran Fa Li makes that mission pass twice, which also increases the counter twice, so &amp;lt;code&amp;gt;$WUZIMU_TOTAL_PASSED_MISSIONS&amp;lt;/code&amp;gt; would now be at 3 after Ran Fa Li, instead of 2 as it should be. When you now start the next Woozie mission, the game will check the variable (which looks like it would after passing Lure) and start Amphibious Assault, skipping Lure.&lt;br /&gt;
&lt;br /&gt;
Some missions may have additional requirements than that to be started, for example the missions after Learning to Fly specifically require Flightschool to be passed, which is an addtional separate variable. So in that case duping Verdant Meadows doesn't skip Flightschool, even though it is the next mission. It instead skips N.O.E. because passing Flightschool also increases the progress variable, in addition to the variable that sets Flightschool as being completed.&lt;br /&gt;
&lt;br /&gt;
==Phonecall Management==&lt;br /&gt;
===San Fierro===&lt;br /&gt;
:''This includes the dupes until Verdant Meadows because calls unlocked in San Fierro are relevant until then''&lt;br /&gt;
&lt;br /&gt;
The Zero call is unlocked after &amp;quot;Wear Flowers In Your Hair&amp;quot; and the Jethro (Driving School) call after &amp;quot;Deconstruction&amp;quot;. Both of these calls you don't have to answer until the Monster mission, so they can be used for duping. At first, you shouldn't answer any calls in San Fierro, except for the one that unlocks the Woozie missions, which gets unlocked after finishing &amp;quot;Jizzy&amp;quot;. None of the dupes in San Fierro (if done correctly) use up phonecalls, but it's just safer to have 2 calls and it shouldn't make any difference time-wise.&lt;br /&gt;
&lt;br /&gt;
[[File:GTASA Call Blips TLF.jpg|thumb|right|Blips indicating whether you took Zero/Jethro calls]]You can start answering calls after the dupes, so after Amphibious Assault. There is a chance right before Pier 69, before Toreno's Last Flight and before Yay-Ka-Boom-Boom. You have to answer all high-priority calls before you can take the call that unlocks Monster.&lt;br /&gt;
&lt;br /&gt;
You have to make sure not to answer the Catalina call, which is required to dupe Highjack. You can tell if you answered the Zero and Jethro calls already by looking at the blips on the minimap (outside missions/calls of course). If you did answer both already, you shouldn't answer any other calls until after Yay-Ka-Boom-Boom, where you take one call to unlock Monster.&lt;br /&gt;
&lt;br /&gt;
If you want to make ''really'' sure to not answer the Catalina call, you shouldn't answer any call when it's been more than 60s since the last call/mission. For one, this ensures that you don't accidentally answer another call after already answering all high-priority ones, but there is also the (very low) chance that the Catalina call will ring even if you still do have high-priority (15s) calls (''if'' the phone timer is at more than 60s). The Catalina call unlocks after completing Ran Fa Li. On the way to Monster taking the boat automatically gives you an opportunity to answer the Monster call way before 60s have passed since finishing Yay Ka-Boom-Boom.&lt;br /&gt;
&lt;br /&gt;
There is also the Truth call from &amp;quot;Are You Going To San Fierro?&amp;quot;, which you can choose to skip and start the mission anyway. However you don't really need it and since it's in another thread it's kind of random when you get it. So it probably makes more sense to just get it out of the way and take it before the mission, as intended.&lt;br /&gt;
&lt;br /&gt;
For duping Highjack the Catalina call is used. For duping Verdant Meadows the call for Interdiction is used, which doesn't need to be taken because Interdiction is skipped. The mission marker for Verdant Meadows will be invisible when you skipped Interdiction and didn't answer the call, but you can still start the mission.&lt;br /&gt;
&lt;br /&gt;
So the recommended approach is:&lt;br /&gt;
&lt;br /&gt;
# Remember if you answered the Truth call before &amp;quot;Are You Going To San Fierro?&amp;quot;&lt;br /&gt;
#* It probably makes sense to answer it, because it's kind of random when you will get it between the other calls&lt;br /&gt;
# Don't answer any calls, except one after Jizzy to unlock Woozie missions&lt;br /&gt;
#* Usually the Woozie call is answered right before where the Woozie mission will appear&lt;br /&gt;
# Start answering calls after the dupes, don't answer the Catalina call&lt;br /&gt;
#* Check the blips on the minimap to double-check which ones you already answered&lt;br /&gt;
# Answer one call after Yay-Ka-Boom-Boom to unlock Monster&lt;br /&gt;
# Answer one call after Monster to unlock Highjack&lt;br /&gt;
# Don't answer any more calls until after the Verdant Meadows dupe&lt;br /&gt;
&lt;br /&gt;
==Addendum==&lt;br /&gt;
===Mission Starter Thread Example===&lt;br /&gt;
The following is an example of a thread in the mission script that is responsible for starting missions, in this case the Bike School mission. It checks a few prerequisites like if the player is on a mission and is in the mission marker, and then starts the mission. This is a rather simple example, other threads can e.g. decide which of several different missions of the same group to start. In addition, some threads will stop when all missions they can start are completed, however in this example it will run indefinitely, since Bike School can be repeated how often the player wants.&lt;br /&gt;
&lt;br /&gt;
Notable about this one in particular is that it goes into a fade and starts the mission without setting $OM=1 (which is then done in the actual mission script). This provides a small gap where you can take a phonecall, with the mission already on track to be started without further checks. Other missions set $OM=1 before the fade, right after the script decided that it is going to start the mission.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;:BIKES&lt;br /&gt;
thread 'BIKES' &lt;br /&gt;
&lt;br /&gt;
:BIKES_11&lt;br /&gt;
wait 0 &lt;br /&gt;
if &lt;br /&gt;
  $ONMISSION == 0 &lt;br /&gt;
else_jump @BIKES_125 # Skip over starting the mission if $OM=1&lt;br /&gt;
if &lt;br /&gt;
   Player.Defined($PLAYER_CHAR)&lt;br /&gt;
else_jump @BIKES_125&lt;br /&gt;
if &lt;br /&gt;
00FF:   actor $PLAYER_ACTOR sphere 1 in_sphere $2370 $2371 $2372 radius 1.0 1.0 1.5 on_foot &lt;br /&gt;
else_jump @BIKES_125 # Skip over starting the mission if player not in marker on foot&lt;br /&gt;
if &lt;br /&gt;
   Player.Controllable($PLAYER_CHAR)&lt;br /&gt;
else_jump @BIKES_125 &lt;br /&gt;
Player.CanMove($PLAYER_CHAR) = False&lt;br /&gt;
gosub @LITCAS_267 # Fade&lt;br /&gt;
start_mission 120  // Bike School&lt;br /&gt;
&lt;br /&gt;
:BIKES_125&lt;br /&gt;
jump @BIKES_11 # Jump to the start&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>Tduva</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>2016-04-27T17:52:07Z</updated>
		
		<summary type="html">&lt;p&gt;Tduva: /* 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;
Interesting subpages:&lt;br /&gt;
* [[Grand Theft Auto: San Andreas/Missions/Chains|Mission Chains]]&lt;br /&gt;
* [[Grand Theft Auto: San Andreas/Missions/Weapons|Weapons given or removed during missions]]&lt;br /&gt;
* [[Grand Theft Auto: San Andreas/Missions/Dupes|Specific Dupes]]&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;
''Sometimes when you headshot the homie in the van, he will just get out, close the door and then die. It is unclear why that happens exactly. Just try the method that seems to work best for you.''&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;
===Walking Animation===&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;
===Delayed Noise-Meter===&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;
===Sliding===&lt;br /&gt;
You can slide to the crates the normal way, which saves about 1 second for each of the further away crates. You can also slide while holding a crate if you start the slide without fulling crouching. Moving while being crouched will drop the crate, so you have to do the move/sprint part of starting the slide before you are fully crouched. If you want to stop sliding, it's better to unaim than to stop moving, because aiming after the slide will drop the crate, which can be a problem when entering the door marker for which you have to stop sliding.&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;
==Los Sepulcros==&lt;br /&gt;
At the start of the mission, if you recruit both gang members before Sweet closes the door of the car, the mission softlocks and you won't be able to get into the car at all. If that happens you can blow up the car and try again. To avoid this, wait until Sweet closed the door to recruit the second gangmember. Another way is to aim at Sweet for a few seconds directly after the fade (usually he will take his arms up, down, then up again, then you can stop aiming at him), which will make him walk away and getting the gangmembers and CJ in the car is enough to continue.&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 Killa==&lt;br /&gt;
* Before entering the building shoot Jizzy's car with the Sniper Rifle 6 times, which will make it smoke. Then, leaving the building, you can shoot it with the Sniper one additional time to set it on fire (you can also use other weapons for that like the Silenced Pistol or an AK).&lt;br /&gt;
* If you destroy Jizzy's car before entering the building, it will be replaced with a Pizza Boy which he will take instead.&lt;br /&gt;
* There is a load trigger on the roof, around the skylight that you use to enter the building, which loads some stuff and then sets $ONMISSION=1. If you are trying to carry a phonecall through the mission, you have to enter that trigger and wait for it to be loaded while the phone is ringing. You can tell that it set $ONMISSION=1 by the camera jumping a bit, since the same section in the script also sets the camera behind CJ.&lt;br /&gt;
&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;
* ''During the mission'': There are despawn zones at Jizzy's club that can despawn your vehicle&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| [[File:GTASA_IceColdKilla_Despawn_zones.jpg|thumb|Despawn Zones]]&lt;br /&gt;
| [[File:GTASA IceColdKilla Load trigger.jpg|thumb|Load trigger setting $ONMISSION=1]]&lt;br /&gt;
|}&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;
{{GTASA Duped Mission|Amphibious Assault}}&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;
{|&lt;br /&gt;
| [[File:GTASA Amphibious Assault Despawn zone.jpg|thumb|Despawn Zone when entering the first marker by the parking lot]]&lt;br /&gt;
|}&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;
* During the mission, you get a Sniper Rifle with 24 ammo (unless you already have more ammo) and a Tec9 with 300 ammo (unless you already have a weapon in the same slot with any ammo).&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. You can also get on/off the bike in front of the helipad to reset the AI accuracy before doing the rest of the mission.}}&lt;br /&gt;
&lt;br /&gt;
[[File:GTASA Torenos Last Flight Trigger.jpg|thumb|right|Mission Trigger (guy starts shooting RPG)]]&lt;br /&gt;
* At the helipad, if you trigger the cutscene within 4 seconds of the guy on the helipad shooting his RPG for the first time (entering the mission area), the cutscene will be 4 seconds longer. You'll know that happened when the guy shoots another 2 rockets during the cutscene. ([https://youtu.be/OxYGc4DV2lI Video])&lt;br /&gt;
* The mission creates a pickup of 60 rockets and an AK with 120 ammo on the helipad, both of which aren't removed after the mission. However, the mission removes the RPG from the player at the end of the mission, so you want to pick up the 60 rockets after the mission ends in order to keep them.&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;
===Normal Rockets Strategy from Helipad===&lt;br /&gt;
You can also shoot the helicopter right from the helipad, from where you are standing after the cutscene. Aim so the rocket will just go past the building (towards the stairs), at roughly the height the helicopter will take and then shoot as soon as the helicopter &amp;quot;touches&amp;quot; the wall (a bit after it turned). ([https://www.youtube.com/watch?v=-EbrbHq5rpg Video])&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|[[File:GTASA Torenos Last Flight Helipad shot.jpg|thumb|Shooting Position/Moment]]&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;
==Stowaway==&lt;br /&gt;
You need a parachute to finish the mission. There are two different basic ways, either already having a parachute (e.g. from N.O.E.) or doing the intended way and killing the guy on the plane with the parachute and picking that up.&lt;br /&gt;
&lt;br /&gt;
When you have a parachute, you have different ways of blowing up the plane:&lt;br /&gt;
&lt;br /&gt;
[[File:GTASA Stowaway Satchel.jpg|thumb|Satchel Position when not killing parachute guy]]&lt;br /&gt;
* Place the satchel the mission gives you and jump out of the plane (without exploding it yourself):&lt;br /&gt;
** When you killed the parachute guy, you can just place the satchel anywhere (intended strats).&lt;br /&gt;
** When you didn't kill the parachute guy, it appears that you have to place the satchel close enough to his position for the mission to not fail when you jump out. If the parachute guy didn't move from his starting position (which he doesn't unless you get close to him), then it's usually enough to place the satchel at least at the first space between the containers on the left (image). The other enemies don't seem to matter in regards to the mission failing or not. (The correct satchel position seems to be relative to the parachute guy, because if he is near the cockpit (at the other end from where you enter it) and you place the satchel there, the mission passes when you jump out, but if you place the satchel at the same place but the parachute guy followed you to the ramp (thus far away from the cockpit), the mission fails when you jump out.)&lt;br /&gt;
* Use a gun to blow up the plane just before jumping out of the plane:&lt;br /&gt;
** Stand on the ramp just by the edge and shoot, then immediately jump off (you have to be fast jumping off after shooting)&lt;br /&gt;
** Slide with a gun you can shoot while sliding (e.g. AK on Hitman skill) and shoot the ramp just before sliding off&lt;br /&gt;
* Using explosives like exploding the satchel or shooting rockets doesn't seem to work.&lt;br /&gt;
&lt;br /&gt;
''Important:'' If you died while having a parachute and [[Grand_Theft_Auto:_San_Andreas/Game_Mechanics_and_Glitches/Duping#Note_on_Blood_Bowl_.26_Bike_School|kept all your stuff because of the Blood Bowl duping setup]], then the parachute won't actually open properly (despite still being equipped), even if you pick up another parachute on top of that. You can save/reload to fix the parachute.&lt;br /&gt;
&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;
==The Meat Business==&lt;br /&gt;
===Safe Parking===&lt;br /&gt;
* ''Mission start:'' There is no despawn zone, however parking where Rosenberg will spawn does remove the vehicle.&lt;br /&gt;
* ''During the mission:'' You have to park your vehicle inside the compound of the Meat Factory in order to keep it when you get back outside. In that case, the game neatly spawns a vehicle of the same model for you. For some reason that vehicle also seems to be immune to the despawn zone at the end of the mission (although not to the removal of the vehicle by the mission script, read the next section).&lt;br /&gt;
* ''Mission end:'' The mission tracks what vehicle you were last in and removes that at the end of the mission. This is probably because it creates a new vehicle of the same model as you were driving outside when you leave the Meat Factory. However it keeps tracking it throughout the mission, so also on the way back. If you want to keep the vehicle you are driving, you have to switch into another &amp;quot;throwaway&amp;quot; vehicle and then trigger the mission end marker. There is also a despawn zone around the casino:&lt;br /&gt;
** You can park the vehicle you want to keep ''inside'' the despawn zone if it's still the same as the one from outside the Meat Factory.&lt;br /&gt;
** You have to park the vehicle you want to keep ''outside'' the despawn zone if you switched to it after leaving the Meat Factory (which includes not parking the vehicle inside the compound of the Meat Factory before entering the building, which means it doesn't spawn).&lt;br /&gt;
{|&lt;br /&gt;
| [[File:GTASA Meat Business Rosenberg spawn.jpg|thumb|Rosenberg spawn at the start of the mission]]&lt;br /&gt;
| [[File:GTASA Meat Business Parking zone.jpg|thumb|Parking zone at the Meat Factory]]&lt;br /&gt;
| [[File:GTASA Meat Business Despawn zone.jpg|thumb|Despawn zone at the end of the mission]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Madd Dogg==&lt;br /&gt;
[[File:GTASA MaddDogg Landing Trigger.jpg|thumb|right|Landing Trigger]]After driving the Truck into the marker and skipping the cutscene, Madd Dogg will walk around for a randomly chosen amount of time before jumping, either 16, 18, 20, 22 or 24 seconds (stored in 0xA51334 at the start of the mission). The path he takes is always the same, the randomness in the jumping position comes from the randomized time until he jumps as mentioned before. After about 10 seconds of walking around Madd Dogg will say a random line, indicating that he may jump soon.&lt;br /&gt;
&lt;br /&gt;
Madd Dogg has to hit a trigger relative to the Walton (truck) to survive the fall.&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;
==High Noon==&lt;br /&gt;
Turn the car around so that you block it long enough to be able to get in the passenger side. Keep Sprint or Jump held when entering the car to kill Pulaski. This exploits the bug that keeping the door open while entering a car from the passenger side kills the driver.&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;
==Saint Mark's Bistro==&lt;br /&gt;
This mission gives you and equips a Pistol with 60 ammo when you spawn in the restaurant, replacing any other weapon in the same slot (Silenced Pistol or Desert Eagle).&lt;br /&gt;
&lt;br /&gt;
[[File:GTASA SaintMarks Health Trigger.jpg|thumb|Forelli Health Trigger]]Forelli (the guy you have to kill) has 1000 health at first, until he reaches a trigger shortly before the kitchen, where it sets Forellis health to 100 (unless it is already below 100). He doesn't get stunned by shots and wields dual Micro SMGs (Hitman skill), making him potentially dangerous. He also is immune to headshots. Sometimes he will stay just downstairs of the room you spawn in, which means he still has 1000 health, making it more difficult to kill him compared to him running to the end (unless you have a Minigun of course). ''(This info is partly from the mission script, so hopefully I interpreted that correctly.)''&lt;br /&gt;
&lt;br /&gt;
When he waits and shoots you in the first room, there sometimes seems to be no way to make him move again. Based on tests, it seems to take 40 shots with the Pistol to kill him. It is unclear what makes him stay there.&lt;br /&gt;
&lt;br /&gt;
===Safe Parking===&lt;br /&gt;
* ''Mission start:'' There is a big despawn area (radius 120 units) around the Casino that only allows parking of vehicles across the street.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|[[File:GTASA SaintMarks Despawn Area.jpg|thumb|Mission Start Despawn Area]]&lt;br /&gt;
|}&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;
===Safe Parking===&lt;br /&gt;
[[File:GTASA BeatDownOnBDup main despawn last cutscene.jpg|thumb|Despawn Area]]&lt;br /&gt;
* ''Last Cutscene:'' There is a big despawn area for the last cutscene of the mission, however it appears that the vehicle you were last in (or are in) when you enter the first marker of the mission ''doesn't'' despawn (the marker at BDup's house). Even though there doesn't appear to be an explicit function in the mission script that prevents the despawning, it's possible that the game saves some sort of reference to the car that causes it. If you got a vehicle after the BDup cutscene you want to keep at the end of the mission, parking it outside of the despawn area should probably work.&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>Tduva</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Grand_Theft_Auto:_San_Andreas/any%25</id>
		<title>Grand Theft Auto: San Andreas/any%</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Grand_Theft_Auto:_San_Andreas/any%25"/>
				<updated>2016-04-27T17:44:55Z</updated>
		
		<summary type="html">&lt;p&gt;Tduva: /* Las Venturas */ Added High Noon&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
==Route==&lt;br /&gt;
This is just a quick overview, with notes that are relevant to the overall route (e.g. &amp;quot;Pick up X for use in mission Y&amp;quot;) that might not be obvious. How to do stuff in detail is probably best learned from recent runs. Notes on individual missions can be found when clicking on the mission name (read that for some of the stuff not so obvious from watching runs).&lt;br /&gt;
&lt;br /&gt;
Missions that can only be started at certain times are indicated by e.g. ''@20-6'', which means the mission can only be started between 8pm and 6am.&lt;br /&gt;
&lt;br /&gt;
[[Grand_Theft_Auto:_San_Andreas/Game_Mechanics_and_Glitches/Duping|Duping]] is indicated by ''(2x)'' behind the mission name, which you can also click to get more information on that specific dupe.&lt;br /&gt;
&lt;br /&gt;
===Los Santos===&lt;br /&gt;
A big problem with routing in Los Santos are the missions you can only start at a certain time. Especially OG Loc's missions, that are far away from CJ's house (so you can't save to correct the time).&lt;br /&gt;
# [[Grand_Theft_Auto:_San_Andreas/Missions#Big Smoke|Big Smoke]]&lt;br /&gt;
#* Get a handgun for use in Cleaning The Hood&lt;br /&gt;
#* Get a Police Bike for RTLS if possible&lt;br /&gt;
# [[Grand_Theft_Auto:_San_Andreas/Missions#Ryder|Ryder]]&lt;br /&gt;
# Tagging up the Turf&lt;br /&gt;
# Cleaning The Hood&lt;br /&gt;
#* Use the gun picked up during ''Big Smoke'' to kill the Drugdealers.&lt;br /&gt;
#* Get a Police Bike for RTLS if possible&lt;br /&gt;
# [[Grand_Theft_Auto:_San_Andreas/Missions#Drive-Thru|Drive-Thru]]&lt;br /&gt;
# Nines And AK's&lt;br /&gt;
# [[Grand_Theft_Auto:_San_Andreas/Missions#OG Loc|OG Loc]]&lt;br /&gt;
# [[Grand_Theft_Auto:_San_Andreas/Missions#Life.27s_A_Beach|Life's a Beach]] @22-6&lt;br /&gt;
# Running Dog&lt;br /&gt;
# Drive-by&lt;br /&gt;
# Sweet's Girl&lt;br /&gt;
#* Pick up the MicroSMG ammo so you have enough for Wrong Side of the Tracks&lt;br /&gt;
# Cesar Vialpando&lt;br /&gt;
# High Stakes Low-Rider&lt;br /&gt;
# Madd Dogg's Ryhmes&lt;br /&gt;
# Management Issues&lt;br /&gt;
# House Party (Cutscene)&lt;br /&gt;
# Burning Desire&lt;br /&gt;
#* At the start of the mission, enter the police car to get a Shotgun for sliding in Home Invasion&lt;br /&gt;
# Wrong Side of the Tracks&lt;br /&gt;
#* You need at least 50 SMG ammo, more is safer (''Backup Strat:'' There is an SMG at the train station behind some walls to the right of the marker)&lt;br /&gt;
# Just Business&lt;br /&gt;
#* After the mission go north to the carpark and get the NRG on the 2nd floor as well as the grenades on the 3rd floor&lt;br /&gt;
# Doberman&lt;br /&gt;
# Gray Imports&lt;br /&gt;
#* After the mission, park the NRG (or other bike if tire was popped) in the garage&lt;br /&gt;
# [[Grand_Theft_Auto:_San_Andreas/Missions#Home_Invasion|Home Invasion]] @12-20&lt;br /&gt;
# House Party @20-6&lt;br /&gt;
# Catalyst&lt;br /&gt;
# Robbing Uncle Sam&lt;br /&gt;
#* After the mission, get the spraycan if you want to use it for Reuniting the Families&lt;br /&gt;
# Los Sepulcros @9-17&lt;br /&gt;
# Reuniting the Families&lt;br /&gt;
#*During the autoscroller get your AK skill to Hitman level (for use in Black Project/Stowaway)&lt;br /&gt;
# [[Grand_Theft_Auto:_San_Andreas/Missions#The Green Sabre|The Green Sabre]]&lt;br /&gt;
&lt;br /&gt;
===Badlands===&lt;br /&gt;
# Badlands&lt;br /&gt;
# ''Bustedwarp to Dillimore''&lt;br /&gt;
# Tanker Commander&lt;br /&gt;
#* If you did the Bustedwarp, you won't have any weapons to kill yourself for the Deathwarp after this mission. While you wait for Catalina to finish talking, you can look out for a cop to run over or if there is none quickly get the gun from the Police Station.&lt;br /&gt;
# ''Deathwarp to Angel Pine''&lt;br /&gt;
# Body Harvest&lt;br /&gt;
#* If you did the Deathwarp, you won't have any weapons to kill yourself for the Deathwarp after this mission, so get a rifle from the farm you steal the Combine Harvester from.&lt;br /&gt;
# ''Deathwarp to Angel Pine''&lt;br /&gt;
# King in Exile (Cutscene)&lt;br /&gt;
# ''Bustedwarp to Dillimore''&lt;br /&gt;
# Small Town Bank&lt;br /&gt;
#* Go to Ammunation to buy Rifle-Ammo to be used in ''Local Liquor Store'' (Micro-SMG ammo might be useful as backup, and maybe Armor)&lt;br /&gt;
# Local Liquor Store&lt;br /&gt;
# Against all Odds&lt;br /&gt;
#* Pick up the 15 additional Satchel charges in the alley to the right of the entrance of the Betting Shop. Can be used for ''Are You Going To San Fierro?'' and for stuff until LV when duping&lt;br /&gt;
# Wu Zi Mu&lt;br /&gt;
# Farewell My Love...&lt;br /&gt;
# Are You Going To San Fierro?&lt;br /&gt;
#* Use the Satchel Charges picked up during ''Against All Odds'' to burn the weed.&lt;br /&gt;
&lt;br /&gt;
===San Fierro===&lt;br /&gt;
# Wear Flowers in Your Hair&lt;br /&gt;
# 555-We-Tip&lt;br /&gt;
# Deconstruction&lt;br /&gt;
# [[Grand Theft Auto: San Andreas/Missions#Photo Opportunity|Photo Opportunity]]&lt;br /&gt;
# ''Duping Setup (Blood Bowl)'' [T-Bone Mendez Dupe Route '''A'''] &lt;br /&gt;
# [[Grand Theft Auto: San Andreas/Missions#Jizzy (Cutscene)|Jizzy (Cutscene)]]&lt;br /&gt;
# Jizzy&lt;br /&gt;
# ''Duping Setup (Blood Bowl)'' [T-Bone Mendez Dupe Route '''B'''] &lt;br /&gt;
# T-Bone Mendez ([[Grand Theft Auto: San Andreas/Missions/Dupes#T-Bone Mendez|2x]]) → ''skips Mike Toreno''&lt;br /&gt;
# Mountain Cloud Boys&lt;br /&gt;
# [[Grand Theft Auto: San Andreas/Missions#Outrider|Outrider]]&lt;br /&gt;
# [[Grand Theft Auto: San Andreas/Missions/Snail Trail|Snail Trail]]&lt;br /&gt;
# ''Duping Setup (Trucking)'' (on the route back from Snail Trail)&lt;br /&gt;
# Ran Fa Li ([[Grand Theft Auto: San Andreas/Missions/Dupes#Ran Fa Li|2x]]) → ''skips Lure''&lt;br /&gt;
# ''Duping Setup (Blood Bowl)'' [You can also do the Setup after Ice Cold Killa if you don't want to carry the call through it]&lt;br /&gt;
#* If necessary, save before the setup to be able to start Ice Cold Killa&lt;br /&gt;
# [[Grand Theft Auto: San Andreas/Missions#Ice Cold Killa|Ice Cold Killa]] @20-6&lt;br /&gt;
#* Required for Pier 69, which is right next to Amphibious Assault&lt;br /&gt;
#* If later than 02:00, save to get to 20:00, so AA can still be started after the mission and duping setup&lt;br /&gt;
# [[Grand Theft Auto: San Andreas/Missions#Amphibious Assault|Amphibious Assault]] @20-6 ([[Grand Theft Auto: San Andreas/Missions/Dupes#Amphibious Assault|2x]]) → ''skips The Da Nang Thang''&lt;br /&gt;
# [[Grand Theft Auto: San Andreas/Missions#Pier 69|Pier 69]]&lt;br /&gt;
# [[Grand Theft Auto: San Andreas/Missions#Toreno's Last Flight|Toreno's Last Flight]]&lt;br /&gt;
#* Requires at least one rocket left from Outrider&lt;br /&gt;
#* Pick up 60 rockets/AK from the helipad after the mission (for use in Las Venturas)&lt;br /&gt;
# Yay Ka-Boom-Boom&lt;br /&gt;
# Monster&lt;br /&gt;
#* Get rid of all your SMG ammo by drive-by shooting at convenient spots (straight, not traffic) during the mission, so you don't have to shoot it during the duping setup on the bike&lt;br /&gt;
# ''Duping Setup (Bike School)'' (start&amp;amp;fail Highjack to get bike for drive)&lt;br /&gt;
# Highjack ([[Grand Theft Auto: San Andreas/Missions/Dupes#Highjack|2x]]) → ''skips Interdiction''&lt;br /&gt;
# ''Duping Setup (Blood Bowl)'' (from the garage after Highjack)&lt;br /&gt;
# Verdant Meadows ([[Grand Theft Auto: San Andreas/Missions/Dupes#Verdant Meadows|2x]]) → ''skips N.O.E.''&lt;br /&gt;
&lt;br /&gt;
===Las Venturas===&lt;br /&gt;
# Learning To Fly&lt;br /&gt;
#* ''N.O.E. skipped by duping Verdant Meadows''&lt;br /&gt;
# ''Rustler to Maverick'' [only if duping Black Project, otherwise [[Grand Theft Auto: San Andreas/Missions#Stowaway|Stowaway]]]&lt;br /&gt;
#* Jumping out at the Helipad should give you parachute for Stowaway later&lt;br /&gt;
# [[Grand Theft Auto: San Andreas/Missions#Fender Ketchup|Fender Ketchup]]&lt;br /&gt;
# [[Grand Theft Auto: San Andreas/Missions#Explosive Situation|Explosive Situation]]&lt;br /&gt;
# [[Grand Theft Auto: San Andreas/Missions#You've Had Your Chips|You've Had Your Chips]]&lt;br /&gt;
# [[Grand Theft Auto: San Andreas/Missions#Don Peyote|Don Peyote]]&lt;br /&gt;
# [[Grand Theft Auto: San Andreas/Missions#Intensive Care|Intensive Care]]&lt;br /&gt;
# [[Grand Theft Auto: San Andreas/Missions#The Meat Business|The Meat Business]]&lt;br /&gt;
# ''Duping Setup Quarry or Bike School''&lt;br /&gt;
# Fish in a Barrel ([[Grand Theft Auto: San Andreas/Missions/Dupes#Fish in a Barrel|2x]]) → ''skips Freefall''&lt;br /&gt;
#* After the mission, save to set time to 12-20 [with Black Project dupe] or 15-23 [without], to get the timing right for Black Project. This is with decent execution (and some margin of error), substract 1 from both numbers in the range if you expect to be 1 minute slower. If necessary, you can also save at the airfield, however that is a fair bit slower.&lt;br /&gt;
# Madd Dogg&lt;br /&gt;
# [[Grand Theft Auto: San Andreas/Missions#Misappropriation|Misappropriation]]&lt;br /&gt;
# [[Grand Theft Auto: San Andreas/Missions#Stowaway|Stowaway]] [only if duping Black Project, otherwise directly after Learning To Fly]&lt;br /&gt;
# ''Duping Setup (Quarry)''&lt;br /&gt;
# [[Grand Theft Auto: San Andreas/Missions#Black Project|Black Project]] @20-6 ([[Grand Theft Auto: San Andreas/Missions/Dupes#Black Project|2x]]) → ''skips Green Goo''&lt;br /&gt;
# [[Grand Theft Auto: San Andreas/Missions#High Noon|High Noon]]&lt;br /&gt;
# [[Grand Theft Auto: San Andreas/Missions#Saint Mark's Bistro|Saint Mark's Bistro]]&lt;br /&gt;
# [[Grand Theft Auto: San Andreas/Missions#A Home in the Hills|A Home in the Hills]]&lt;br /&gt;
&lt;br /&gt;
===Return to Los Santos===&lt;br /&gt;
# Vertical Bird&lt;br /&gt;
# ''Get Minigun ammo''&lt;br /&gt;
# Home Coming&lt;br /&gt;
# Beat Down on BDup&lt;br /&gt;
#* Should ideally have a Police Bike in the garage from Los Santos&lt;br /&gt;
# ''Gang Territories Part 1 towards Grove Street''&lt;br /&gt;
# Grove4Life&lt;br /&gt;
# ''Gang Territories Part 2 towards the Mansion''&lt;br /&gt;
#* Need to have 35% of territories at the end&lt;br /&gt;
# Cut Throat Business&lt;br /&gt;
# Riot&lt;br /&gt;
# Los Desperados&lt;br /&gt;
# End of the Line&lt;br /&gt;
&lt;br /&gt;
==Details==&lt;br /&gt;
===Badlands Bustedwarp===&lt;br /&gt;
On the route from Angel Pine to Catalina, which you have to do twice in Badlands, there is a chance for a [[Grand Theft Auto: San Andreas/Game Mechanics and Glitches#Bustedwarp/Deathwarp|Bustedwarp]]. It is possible because you don't have any weapons that you definately want to keep (since you loose all your weapons when being busted).&lt;br /&gt;
&lt;br /&gt;
You drive from Angel Pine to the small street that runs along the highway and get busted there, so you teleport to Dillimore.&lt;/div&gt;</summary>
		<author><name>Tduva</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>2016-02-22T11:32:16Z</updated>
		
		<summary type="html">&lt;p&gt;Tduva: /* Stowaway */ Added note about broken parachute from dying after Blood Bowl duping setup&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;
Interesting subpages:&lt;br /&gt;
* [[Grand Theft Auto: San Andreas/Missions/Chains|Mission Chains]]&lt;br /&gt;
* [[Grand Theft Auto: San Andreas/Missions/Weapons|Weapons given or removed during missions]]&lt;br /&gt;
* [[Grand Theft Auto: San Andreas/Missions/Dupes|Specific Dupes]]&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;
''Sometimes when you headshot the homie in the van, he will just get out, close the door and then die. It is unclear why that happens exactly. Just try the method that seems to work best for you.''&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;
===Walking Animation===&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;
===Delayed Noise-Meter===&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;
===Sliding===&lt;br /&gt;
You can slide to the crates the normal way, which saves about 1 second for each of the further away crates. You can also slide while holding a crate if you start the slide without fulling crouching. Moving while being crouched will drop the crate, so you have to do the move/sprint part of starting the slide before you are fully crouched. If you want to stop sliding, it's better to unaim than to stop moving, because aiming after the slide will drop the crate, which can be a problem when entering the door marker for which you have to stop sliding.&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;
==Los Sepulcros==&lt;br /&gt;
At the start of the mission, if you recruit both gang members before Sweet closes the door of the car, the mission softlocks and you won't be able to get into the car at all. If that happens you can blow up the car and try again. To avoid this, wait until Sweet closed the door to recruit the second gangmember. Another way is to aim at Sweet for a few seconds directly after the fade (usually he will take his arms up, down, then up again, then you can stop aiming at him), which will make him walk away and getting the gangmembers and CJ in the car is enough to continue.&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 Killa==&lt;br /&gt;
* Before entering the building shoot Jizzy's car with the Sniper Rifle 6 times, which will make it smoke. Then, leaving the building, you can shoot it with the Sniper one additional time to set it on fire (you can also use other weapons for that like the Silenced Pistol or an AK).&lt;br /&gt;
* If you destroy Jizzy's car before entering the building, it will be replaced with a Pizza Boy which he will take instead.&lt;br /&gt;
* There is a load trigger on the roof, around the skylight that you use to enter the building, which loads some stuff and then sets $ONMISSION=1. If you are trying to carry a phonecall through the mission, you have to enter that trigger and wait for it to be loaded while the phone is ringing. You can tell that it set $ONMISSION=1 by the camera jumping a bit, since the same section in the script also sets the camera behind CJ.&lt;br /&gt;
&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;
* ''During the mission'': There are despawn zones at Jizzy's club that can despawn your vehicle&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| [[File:GTASA_IceColdKilla_Despawn_zones.jpg|thumb|Despawn Zones]]&lt;br /&gt;
| [[File:GTASA IceColdKilla Load trigger.jpg|thumb|Load trigger setting $ONMISSION=1]]&lt;br /&gt;
|}&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;
{{GTASA Duped Mission|Amphibious Assault}}&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;
{|&lt;br /&gt;
| [[File:GTASA Amphibious Assault Despawn zone.jpg|thumb|Despawn Zone when entering the first marker by the parking lot]]&lt;br /&gt;
|}&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;
* During the mission, you get a Sniper Rifle with 24 ammo (unless you already have more ammo) and a Tec9 with 300 ammo (unless you already have a weapon in the same slot with any ammo).&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. You can also get on/off the bike in front of the helipad to reset the AI accuracy before doing the rest of the mission.}}&lt;br /&gt;
&lt;br /&gt;
[[File:GTASA Torenos Last Flight Trigger.jpg|thumb|right|Mission Trigger (guy starts shooting RPG)]]&lt;br /&gt;
* At the helipad, if you trigger the cutscene within 4 seconds of the guy on the helipad shooting his RPG for the first time (entering the mission area), the cutscene will be 4 seconds longer. You'll know that happened when the guy shoots another 2 rockets during the cutscene. ([https://youtu.be/OxYGc4DV2lI Video])&lt;br /&gt;
* The mission creates a pickup of 60 rockets and an AK with 120 ammo on the helipad, both of which aren't removed after the mission. However, the mission removes the RPG from the player at the end of the mission, so you want to pick up the 60 rockets after the mission ends in order to keep them.&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;
===Normal Rockets Strategy from Helipad===&lt;br /&gt;
You can also shoot the helicopter right from the helipad, from where you are standing after the cutscene. Aim so the rocket will just go past the building (towards the stairs), at roughly the height the helicopter will take and then shoot as soon as the helicopter &amp;quot;touches&amp;quot; the wall (a bit after it turned). ([https://www.youtube.com/watch?v=-EbrbHq5rpg Video])&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|[[File:GTASA Torenos Last Flight Helipad shot.jpg|thumb|Shooting Position/Moment]]&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;
==Stowaway==&lt;br /&gt;
You need a parachute to finish the mission. There are two different basic ways, either already having a parachute (e.g. from N.O.E.) or doing the intended way and killing the guy on the plane with the parachute and picking that up.&lt;br /&gt;
&lt;br /&gt;
When you have a parachute, you have different ways of blowing up the plane:&lt;br /&gt;
&lt;br /&gt;
[[File:GTASA Stowaway Satchel.jpg|thumb|Satchel Position when not killing parachute guy]]&lt;br /&gt;
* Place the satchel the mission gives you and jump out of the plane (without exploding it yourself):&lt;br /&gt;
** When you killed the parachute guy, you can just place the satchel anywhere (intended strats).&lt;br /&gt;
** When you didn't kill the parachute guy, it appears that you have to place the satchel close enough to his position for the mission to not fail when you jump out. If the parachute guy didn't move from his starting position (which he doesn't unless you get close to him), then it's usually enough to place the satchel at least at the first space between the containers on the left (image). The other enemies don't seem to matter in regards to the mission failing or not. (The correct satchel position seems to be relative to the parachute guy, because if he is near the cockpit (at the other end from where you enter it) and you place the satchel there, the mission passes when you jump out, but if you place the satchel at the same place but the parachute guy followed you to the ramp (thus far away from the cockpit), the mission fails when you jump out.)&lt;br /&gt;
* Use a gun to blow up the plane just before jumping out of the plane:&lt;br /&gt;
** Stand on the ramp just by the edge and shoot, then immediately jump off (you have to be fast jumping off after shooting)&lt;br /&gt;
** Slide with a gun you can shoot while sliding (e.g. AK on Hitman skill) and shoot the ramp just before sliding off&lt;br /&gt;
* Using explosives like exploding the satchel or shooting rockets doesn't seem to work.&lt;br /&gt;
&lt;br /&gt;
''Important:'' If you died while having a parachute and [[Grand_Theft_Auto:_San_Andreas/Game_Mechanics_and_Glitches/Duping#Note_on_Blood_Bowl_.26_Bike_School|kept all your stuff because of the Blood Bowl duping setup]], then the parachute won't actually open properly (despite still being equipped), even if you pick up another parachute on top of that. You can save/reload to fix the parachute.&lt;br /&gt;
&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;
==The Meat Business==&lt;br /&gt;
===Safe Parking===&lt;br /&gt;
* ''Mission start:'' There is no despawn zone, however parking where Rosenberg will spawn does remove the vehicle.&lt;br /&gt;
* ''During the mission:'' You have to park your vehicle inside the compound of the Meat Factory in order to keep it when you get back outside. In that case, the game neatly spawns a vehicle of the same model for you. For some reason that vehicle also seems to be immune to the despawn zone at the end of the mission (although not to the removal of the vehicle by the mission script, read the next section).&lt;br /&gt;
* ''Mission end:'' The mission tracks what vehicle you were last in and removes that at the end of the mission. This is probably because it creates a new vehicle of the same model as you were driving outside when you leave the Meat Factory. However it keeps tracking it throughout the mission, so also on the way back. If you want to keep the vehicle you are driving, you have to switch into another &amp;quot;throwaway&amp;quot; vehicle and then trigger the mission end marker. There is also a despawn zone around the casino:&lt;br /&gt;
** You can park the vehicle you want to keep ''inside'' the despawn zone if it's still the same as the one from outside the Meat Factory.&lt;br /&gt;
** You have to park the vehicle you want to keep ''outside'' the despawn zone if you switched to it after leaving the Meat Factory (which includes not parking the vehicle inside the compound of the Meat Factory before entering the building, which means it doesn't spawn).&lt;br /&gt;
{|&lt;br /&gt;
| [[File:GTASA Meat Business Rosenberg spawn.jpg|thumb|Rosenberg spawn at the start of the mission]]&lt;br /&gt;
| [[File:GTASA Meat Business Parking zone.jpg|thumb|Parking zone at the Meat Factory]]&lt;br /&gt;
| [[File:GTASA Meat Business Despawn zone.jpg|thumb|Despawn zone at the end of the mission]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Madd Dogg==&lt;br /&gt;
[[File:GTASA MaddDogg Landing Trigger.jpg|thumb|right|Landing Trigger]]After driving the Truck into the marker and skipping the cutscene, Madd Dogg will walk around for a randomly chosen amount of time before jumping, either 16, 18, 20, 22 or 24 seconds (stored in 0xA51334 at the start of the mission). The path he takes is always the same, the randomness in the jumping position comes from the randomized time until he jumps as mentioned before. After about 10 seconds of walking around Madd Dogg will say a random line, indicating that he may jump soon.&lt;br /&gt;
&lt;br /&gt;
Madd Dogg has to hit a trigger relative to the Walton (truck) to survive the fall.&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;
==Saint Mark's Bistro==&lt;br /&gt;
This mission gives you and equips a Pistol with 60 ammo when you spawn in the restaurant, replacing any other weapon in the same slot (Silenced Pistol or Desert Eagle).&lt;br /&gt;
&lt;br /&gt;
[[File:GTASA SaintMarks Health Trigger.jpg|thumb|Forelli Health Trigger]]Forelli (the guy you have to kill) has 1000 health at first, until he reaches a trigger shortly before the kitchen, where it sets Forellis health to 100 (unless it is already below 100). He doesn't get stunned by shots and wields dual Micro SMGs (Hitman skill), making him potentially dangerous. He also is immune to headshots. Sometimes he will stay just downstairs of the room you spawn in, which means he still has 1000 health, making it more difficult to kill him compared to him running to the end (unless you have a Minigun of course). ''(This info is partly from the mission script, so hopefully I interpreted that correctly.)''&lt;br /&gt;
&lt;br /&gt;
When he waits and shoots you in the first room, there sometimes seems to be no way to make him move again. Based on tests, it seems to take 40 shots with the Pistol to kill him. It is unclear what makes him stay there.&lt;br /&gt;
&lt;br /&gt;
===Safe Parking===&lt;br /&gt;
* ''Mission start:'' There is a big despawn area (radius 120 units) around the Casino that only allows parking of vehicles across the street.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|[[File:GTASA SaintMarks Despawn Area.jpg|thumb|Mission Start Despawn Area]]&lt;br /&gt;
|}&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;
===Safe Parking===&lt;br /&gt;
[[File:GTASA BeatDownOnBDup main despawn last cutscene.jpg|thumb|Despawn Area]]&lt;br /&gt;
* ''Last Cutscene:'' There is a big despawn area for the last cutscene of the mission, however it appears that the vehicle you were last in (or are in) when you enter the first marker of the mission ''doesn't'' despawn (the marker at BDup's house). Even though there doesn't appear to be an explicit function in the mission script that prevents the despawning, it's possible that the game saves some sort of reference to the car that causes it. If you got a vehicle after the BDup cutscene you want to keep at the end of the mission, parking it outside of the despawn area should probably work.&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>Tduva</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Grand_Theft_Auto:_San_Andreas/Game_Mechanics_and_Glitches/Duping</id>
		<title>Grand Theft Auto: San Andreas/Game Mechanics and Glitches/Duping</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Grand_Theft_Auto:_San_Andreas/Game_Mechanics_and_Glitches/Duping"/>
				<updated>2016-02-22T11:28:06Z</updated>
		
		<summary type="html">&lt;p&gt;Tduva: /* Note on Blood Bowl &amp;amp; Bike School */ Added info about dying after Blood Bowl and parachute issue&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{GTASA Duping PC}}&lt;br /&gt;
&lt;br /&gt;
Duping is the duplication of missions, which means starting several instances of the same mission on top of eachother.&lt;br /&gt;
&lt;br /&gt;
Related interesting pages:&lt;br /&gt;
&lt;br /&gt;
* [[Grand Theft Auto: San Andreas/Missions/Dupes|Information on specific mission dupes]]&lt;br /&gt;
* [[Grand_Theft_Auto:_San_Andreas/Game_Mechanics_and_Glitches/Phonecalls|Phonecalls]]&lt;br /&gt;
* [[Grand_Theft_Auto:_San_Andreas/Missions/Chains|Mission Chains]]&lt;br /&gt;
* [https://docs.google.com/spreadsheets/d/1tCgCoyY9e88apJbbmQKIb2GiQdlIoBFkgcDhYqMj63o/edit#gid=883216134 Some results of Duping Tests]&lt;br /&gt;
&lt;br /&gt;
==How Duping works==&lt;br /&gt;
===Basic principle===&lt;br /&gt;
The game uses a variable called $ONMISSION (or short $OM) to track whether the player is currently on a mission or just freeroaming. When a mission is started it is set to the value '''1''' (true) and when the player leaves a mission (e.g. passes/fails) it is set to the value '''0''' (false). As long as $OM=1 then the game will not allow you to start another mission. Missions include not only story missions, but also side missions like Quarry, Trucking, Races, Vigilante and so on.&lt;br /&gt;
&lt;br /&gt;
While all missions check if $OM=0 before they start, not all are the same when it comes to setting $OM=1 when they are started. Some missions (e.g. Trucking and Quarry) have a bit of a delay between starting the mission and setting $OM=1, allowing for a very short window of opportunity (as in under a second) to start another mission. Of course when starting Trucking, it's kind of hard to start e.g. a story mission at the same time since it's on the other side of the map.&lt;br /&gt;
&lt;br /&gt;
As opposed to e.g. GTA:VC there is no way to remotely start a mission through replays, but luckily phonecalls also count as small missions, with the same restraints as well as effects: You can only receive phonecalls when $OM=0, once the phone rings it will set $OM=1 (sort of like a mission starting) and when it is cancelled (or taken and put down again) it will set $OM=0.&lt;br /&gt;
&lt;br /&gt;
Phonecalls are on a fixed timer, so it's possible to know when you will receive one. So you can walk into e.g. the Trucking mission marker just at the right time, Trucking will start, still $OM=0 (because of the delay until $OM=1 unique to some missions), the phone will ring, now $OM=1, but with both the mission still starting and the phonecall still active. So now you have a ringing phone and a mission started at the same time, on $OM=1. Now if you cancel the phonecall, this will set $OM=0 and you are free to start another mission, even though you are still on the Trucking mission.&lt;br /&gt;
&lt;br /&gt;
Duping Trucking isn't very useful (at least in any%), what you really want to do is dupe story missions. So having done the above, you are on the Trucking mission with $OM=0, able to start missions. You might think about starting Story Mission A, then failing Trucking somehow, which sets $OM=0 and starting Story Mission A again. However starting most missions together with Trucking will make the game crash, but luckily again phonecalls come to the rescue. Being on $OM=0 you are able to receive phonecalls, so you can go to Story Mission A, wait for your phone to ring (setting $OM=1), fail Trucking (setting $OM=0 with the phone ringing), start Story Mission A, cancel the phonecall (setting $OM=0) and then starting Story Mission A again. Another way would be holding the phonecall and failing Trucking immediately (setting $OM=0), which means you have a ringing phone while also being able to start missions.&lt;br /&gt;
&lt;br /&gt;
So the overall process is:&lt;br /&gt;
&lt;br /&gt;
# Phonecall start setup mission (with delayed $OM=1), so the phone is ringing during the setup mission&lt;br /&gt;
# Set $OM=0 while the phone is ringing, to be able to start a mission despite the phonecall:&lt;br /&gt;
#* Hold phonecall and fail setup mission immediately, then drive to the mission to dupe while holding the phonecall&lt;br /&gt;
#* Or drive to the mission to dupe, then hold phonecall and fail setup mission remotely/on a timer&lt;br /&gt;
# Start mission to dupe&lt;br /&gt;
# Cancel phonecall to set $OM=0 (if phonecall held let go/take it)&lt;br /&gt;
# Start mission to dupe again&lt;br /&gt;
&lt;br /&gt;
===Phonecall starting Setup Mission===&lt;br /&gt;
As mentioned before, some missions don't set $OM=1 immediately when started, allowing for a phonecall to be received after starting the mission. These missions include:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Mission&lt;br /&gt;
! Delay&lt;br /&gt;
! Remote Fail&lt;br /&gt;
! Comments&lt;br /&gt;
|-&lt;br /&gt;
| Quarry&lt;br /&gt;
| 0ms&lt;br /&gt;
| 2:30 Timer or Satchel&lt;br /&gt;
| Huge Despawn Zone (radius 1000) making it impossible to keep a vehicle.&lt;br /&gt;
|-&lt;br /&gt;
| Trucking&lt;br /&gt;
| 250ms&lt;br /&gt;
| 1:00 Timer after getting out of cab or disconnecting trailer or Satchel&lt;br /&gt;
| Medium Despawn Zone (about 10s sprinting). Remote failing can be useful because never getting into the truck prevents traffic from spawning.&lt;br /&gt;
|-&lt;br /&gt;
| Bike School&lt;br /&gt;
| 0ms&lt;br /&gt;
| ''Not possible, you have to hold the call before exiting the mission''&lt;br /&gt;
| Not an interior, but in a room only accessible through a small doorway, so only bikes are suitable for parking next to the marker.&lt;br /&gt;
|-&lt;br /&gt;
| Blood Bowl&lt;br /&gt;
| 250ms&lt;br /&gt;
| ''Not possible, you have to hold the call before exiting the mission''&lt;br /&gt;
| Have to wait 30s inside the mission for it to fail, failing it by dying doesn't seem to work. Gives SMG, setting ammo after the timer runs out to what you had before (but only the SMG ammo you had before, so if you had e.g. Uzi you are left with no ammo, just an empty SMG, which is actually good if you use a bike while holding the phonecall).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The delay refers to how often a check is performed as to whether the mission should be started. When a mission or group of missions becomes available (e.g. Bike School is unlocked), the script starts a new thread that continuosly checks in an endless loop if the player is in the marker and if other requirements for starting the mission are satisfied. Some of these loops have a small delay in between checks, while others have a delay of 0 (which probably means it's checked on every frame).&lt;br /&gt;
&lt;br /&gt;
That delay can be relevant for phonecall starting the mission:&lt;br /&gt;
&lt;br /&gt;
* '''Quarry-style''' has a check delay of '''0ms''', which means the mission triggers immediately as you enter the marker. So if you are parked next to the Quarry marker, with a call ready to ring as you exit the car, the mission will trigger as soon as you are on foot, with the call taking a bit longer and ringing a few milliseconds after during the fade. So the only thing you have to be careful about is that the call is already ready as you leave your car into the Quarry marker.&lt;br /&gt;
** An exception where additional care is required are low-priority calls (Catalina), which have a 1000ms check delay, so they can take longer than the fade to trigger, so Pausebuffering is advised (see explanation below).&lt;br /&gt;
* '''Trucking-style''' has a '''250ms''' check delay, with phonecalls having a check delay ranging between 90ms and 1000ms (depending on which call thread it is part of), which means if you were to exit a vehicle directly into the marker with a call ready, there is a good chance that the phone will ring before the mission is triggered, the ringing setting $OM=1, thus preventing you from starting the mission (in which case you would have to cancel the call and try again). With this type of mission, you have to time it so that you enter the marker ''before'' the call is ready, so you receive it just after triggering the mission. Pausebuffering can make the timing a bit easier (see explanation below).&lt;br /&gt;
** Low-priority phonecalls (e.g. Catalina calls) have a 1000ms check delay, which means there is a decent chance that you can do Quarry-style phonecall starting even with Trucking or similiar missions, however this should only be used as a backup (e.g. if you know that you can't make it in time anymore and would have to wait 60s otherwise), since there is no guarantee that it will work.&lt;br /&gt;
&lt;br /&gt;
The check delay of Phonecalls (and other interesting stuff) is documented on the [[Grand_Theft_Auto:_San_Andreas/Game_Mechanics_and_Glitches/Phonecalls|Phonecalls page]].&lt;br /&gt;
&lt;br /&gt;
====Pause Buffering====&lt;br /&gt;
Pausebuffering can help with receiving the phonecall on time after entering the setup mission marker. Pausing/unpausing apparently injects frames and advances the timer that triggers the call, so you basicially make it ring faster (as far as the game is concerned, not in real time).&lt;br /&gt;
&lt;br /&gt;
For example if the window of opportunity for the phone to ring during the fade of the Setup Mission is 500ms long, but you enter the marker 1 second before the phone will ring, then usually it wouldn't ring in time. However you can pausebuffer to make the phone timer advance faster, so the phone will ring earlier than it should be. To know when to stop Pausebuffering, pay attention to either the ringing sound or the info popup that tells you how to answer the phone.&lt;br /&gt;
&lt;br /&gt;
Pausebuffering is especially useful for Trucking-style setup so you don't have to time the call exactly, but is also necessary for Quarry-style setup when using low-priority calls, which have a check delay of 1000ms and may not ring in time during the short fade-out.&lt;br /&gt;
&lt;br /&gt;
* [https://youtu.be/7fsSjHyxw2s?t=41s Video: Example of Pausebuffering]&lt;br /&gt;
* [https://youtu.be/iPkeRbdkqZA Video: Example of long Pausebuffering]&lt;br /&gt;
&lt;br /&gt;
====Note on Blood Bowl &amp;amp; Bike School====&lt;br /&gt;
After you phonecall started the mission, you are inside the mission and can't freely move around. For Blood Bowl you are in an interior and Bike School in the menu, so you can only fail the mission immediately. Hold the call before exiting the mission to get an $OM=0 call you can dupe with.&lt;br /&gt;
&lt;br /&gt;
Blood bowl is interesting in that regard because when you call start the mission, you are put inside an interior, which cancels the call, setting $OM=0 while inside the Stadium. After waiting for the mission timer to run out and the mission to fail, the next high-priority call will already be ready again, but not ringing yet, because you're in an interior. Once the mission fails, it puts you outside, the phone rings and then a fraction of a second later the mission will finish cleaning up and set $OM=0 again, with the phone still ringing, now being an $OM=0 call you can dupe with.&lt;br /&gt;
&lt;br /&gt;
Another side effect of the Blood Bowl duping setup is that you get to '''keep your weapons when dying once''' after that. The mission lets your keep your weapons when you die inside the mission, however doing the duping setup doesn't properly clear up that &amp;quot;keep your weapons when dying&amp;quot; flag, which means you can die once after Blood Bowl and still keep all your weapons (but you still get warped to a hospital as usual). ''Important:'' If you die and keep your weapons while having a parachute, that parachute will not actually work despite still being equipped (the parachute doesn't load properly and you will die when hitting the ground). You can save/reload (no need to restart the game) to fix the parachute. Simply picking up another parachute doesn't appear to work, the parachute still doesn't open properly. This is especially important for [[Grand Theft Auto: San Andreas/Missions#Stowaway|Stowaway]] where you require a working parachute.&lt;br /&gt;
&lt;br /&gt;
===Phonecall timing===&lt;br /&gt;
Phonecalls are on a fixed recall delay, so you'll know when to expect a call. Read the [[Grand_Theft_Auto:_San_Andreas/Game_Mechanics_and_Glitches/Phonecalls|page about Phonecalls]] for information on the specific recall and check delays and what calls there are.&lt;br /&gt;
&lt;br /&gt;
For the Quarry-style setup you just have to know that the phone is ready to ring when you get out your vehicle into the marker. For the Trucking-style setup, you would get out of your vehicle a bit early, let the phone ring, cancel it, make a note of the time and calculate when it will ring again and then make your way to the setup mission marker, entering it at the right time. This way you don't have to wait the whole recall delay in front of the marker. Another way, if you get the call earlier than you would want to cancel it, is hold the call in your vehicle while driving to the setup mission and then let go of holding at a point from where you can make it to the setup mission marker in time. This way you can get nice timing without having to get out/in your vehicle again, in case you already received the phonecall before anyway (e.g. if you fell of your bike).&lt;br /&gt;
&lt;br /&gt;
===Holding phonecalls===&lt;br /&gt;
Unless you're going to wait for the timer of the setup mission to run out, you're going to need to hold the phonecall in order to not cancel it when failing the setup mission. Holding a call means sort of keeping it in a state of answering it, but note quite answering it yet. This way it can persist through you using most weapons, cutscenes, missions fails and entering a vehicle. This is in particulary necessary for missions like Bike School, where you have to quit the mission immediately and can't remote fail it. So you have to phonecall start the mission, then hold the call and quit out of it, holding the call all the way to the marker of the mission to dupe.&lt;br /&gt;
&lt;br /&gt;
* [[Grand_Theft_Auto:_San_Andreas/Game_Mechanics_and_Glitches/Phonecalls#Holding Calls|Explanation on holding phonecalls]]&lt;br /&gt;
&lt;br /&gt;
===Duping with $OM=0 phonecall===&lt;br /&gt;
Once you failed the setup mission and now have the phone ringing with $OM=0 (either failing the setup mission immediately and holding call all the way, or remote failing the setup mission in front of the mission marker), you can do the actual dupe.&lt;br /&gt;
&lt;br /&gt;
Usually you want to start the mission, wait for the cutscene (don't skip it) and then let go of holding the call. This will:&lt;br /&gt;
&lt;br /&gt;
* Cancel the call immediately for cutscenes that take place in an interior (because you can't take calls in interiors, just like you can't take calls in vehicles and letting go of holding a call will just cancel it immediately)&lt;br /&gt;
* Take the call for cutscenes that take place outside, in which case you have to also spam F (or whatever the appropriate key is) to put down the call&lt;br /&gt;
&lt;br /&gt;
Duping the mission while inside a cutscene is ''required'' for missions that are nothing more than a cutscene (e.g. Verdant Meadows, where skipping the cutscene would immediately complete the mission and not allow you to start it again) and usually ''recommended'' for other missions, because it starts the mission in the context of the cutscene, which means no traffic on the roads (and if the cutscene takes place in an interior, funky interior sky).&lt;br /&gt;
&lt;br /&gt;
In order to successfully dupe inside cutscenes, it's important to note that CJ has to be standing inside the mission marker during the cutscene. So make sure you don't sprint into and thus accidentally past the marker when starting the mission for the first time. In addition, some missions will make CJ walk a bit during the fade (usually towards the door of where the cutscene takes place), which can make him walk out of the marker. So make sure to enter the marker carefully from the other side of where CJ will walk towards, so that he stays in the marker and you can start the mission again while in the cutscene. This is especially important for missions like Fish in a Barrel, that only consist of a cutscene.&lt;br /&gt;
&lt;br /&gt;
You can usually also dupe outside of cutscenes, however besides that you still get traffic, it can apparently sometimes cause issues if you skip the cutscene to quickly.&lt;br /&gt;
&lt;br /&gt;
When you have to take the call to dupe (either because the cutscene is outside or because you let go of holding the call outside the cutscene), you actually do take the call, which means it's not available anymore, as opposed to the other way, where the call is merely cancelled and still available later.&lt;br /&gt;
&lt;br /&gt;
==Why is duping useful?==&lt;br /&gt;
Duping a mission can have different results, depending on the mission:&lt;br /&gt;
&lt;br /&gt;
* The duped mission crashes the game at some point&lt;br /&gt;
* Only one instance of the mission passes, while the other keeps running, crashing the game when a different mission is started&lt;br /&gt;
* One instance of the mission passes, but the other one fails (for example when a mission character who has to survive is destroyed by the cleanup of one instance passing, the other instance can fail)&lt;br /&gt;
* Both instances of the mission pass, with the same results as if you had done it twice (if that were possible otherwise)&lt;br /&gt;
&lt;br /&gt;
In the last case, where the mission basicially passes twice, there are two different ways this can affect the game, again depending on the mission:&lt;br /&gt;
&lt;br /&gt;
* If this mission starts another thread of missions when passed, that thread is started twice, which causes all the following missions in that thread to be started twice. Depending on how the missions in the thread can be duped, this will possibly crash the game eventually.&lt;br /&gt;
* The mission simply passes twice, increasing the counters of the chain of missions it is part of&lt;br /&gt;
&lt;br /&gt;
As you can probably tell by now, not all dupes are actually useful. The last one, both instances pass and the mission simply passes twice increasing some counters, is the most common dupe.&lt;br /&gt;
&lt;br /&gt;
===Mission Chains===&lt;br /&gt;
&lt;br /&gt;
:''See also: [[Grand_Theft_Auto:_San_Andreas/Missions/Chains|Mission Chains]]''&lt;br /&gt;
&lt;br /&gt;
What makes passing the same mission twice useful is how the game decides which mission to start. As soon as a group of missions is unlocked the game starts a separate thread that continuously checks if the player is in the mission marker. If there is only one mission available for that marker, like in the [[#Mission Starter Thread Example|Mission Starter Thread Example]] below for Bike School, it simply starts that mission. However most missions are part of a longer chain of missions, so it has to decide which of those missions to start. To track progress, the game has different variables for each chain, where it simply counts how many missions of that chain have already been completed.&lt;br /&gt;
&lt;br /&gt;
For example the Woozie missions in San Fierro have the variable &amp;lt;code&amp;gt;$WUZIMU_TOTAL_PASSED_MISSIONS&amp;lt;/code&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
# Mountain Cloud Boys&lt;br /&gt;
# Ran Fa Li&lt;br /&gt;
# Lure&lt;br /&gt;
# Amphibious Assault&lt;br /&gt;
# The Da Nang Thang&lt;br /&gt;
&lt;br /&gt;
So at first the variable is 0, then increases to 1 by passing Mountain Cloud Boys, which the game then uses to determine that the next mission must be Ran Fa Li, which then increases it to 2, making the next mission Lure and so on.&lt;br /&gt;
&lt;br /&gt;
Duping and finishing Ran Fa Li makes that mission pass twice, which also increases the counter twice, so &amp;lt;code&amp;gt;$WUZIMU_TOTAL_PASSED_MISSIONS&amp;lt;/code&amp;gt; would now be at 3 after Ran Fa Li, instead of 2 as it should be. When you now start the next Woozie mission, the game will check the variable (which looks like it would after passing Lure) and start Amphibious Assault, skipping Lure.&lt;br /&gt;
&lt;br /&gt;
Some missions may have additional requirements than that to be started, for example the missions after Learning to Fly specifically require Flightschool to be passed, which is an addtional separate variable. So in that case duping Verdant Meadows doesn't skip Flightschool, even though it is the next mission. It instead skips N.O.E. because passing Flightschool also increases the progress variable, in addition to the variable that sets Flightschool as being completed.&lt;br /&gt;
&lt;br /&gt;
==Phonecall Management==&lt;br /&gt;
===San Fierro===&lt;br /&gt;
:''This includes the dupes until Verdant Meadows because calls unlocked in San Fierro are relevant until then''&lt;br /&gt;
&lt;br /&gt;
The Zero call is unlocked after &amp;quot;Wear Flowers In Your Hair&amp;quot; and the Jethro (Driving School) call after &amp;quot;Deconstruction&amp;quot;. Both of these calls you don't have to answer until the Monster mission, so they can be used for duping. At first, you shouldn't answer any calls in San Fierro, except for the one that unlocks the Woozie missions, which gets unlocked after finishing &amp;quot;Jizzy&amp;quot;. None of the dupes in San Fierro (if done correctly) use up phonecalls, but it's just safer to have 2 calls and it shouldn't make any difference time-wise.&lt;br /&gt;
&lt;br /&gt;
[[File:GTASA Call Blips TLF.jpg|thumb|right|Blips indicating whether you took Zero/Jethro calls]]You can start answering calls after the dupes, so after Amphibious Assault. There is a chance right before Pier 69, before Toreno's Last Flight and before Yay-Ka-Boom-Boom. You have to answer all high-priority calls before you can take the call that unlocks Monster.&lt;br /&gt;
&lt;br /&gt;
You have to make sure not to answer the Catalina call, which is required to dupe Highjack. You can tell if you answered the Zero and Jethro calls already by looking at the blips on the minimap (outside missions/calls of course). If you did answer both already, you shouldn't answer any other calls until after Yay-Ka-Boom-Boom, where you take one call to unlock Monster.&lt;br /&gt;
&lt;br /&gt;
If you want to make ''really'' sure to not answer the Catalina call, you shouldn't answer any call when it's been more than 60s since the last call/mission. For one, this ensures that you don't accidentally answer another call after already answering all high-priority ones, but there is also the (very low) chance that the Catalina call will ring even if you still do have high-priority (15s) calls (''if'' the phone timer is at more than 60s).&lt;br /&gt;
&lt;br /&gt;
There is also the Truth call from &amp;quot;Are You Going To San Fierro?&amp;quot;, which you can choose to skip and start the mission anyway. However you don't really need it and since it's in another thread it's kind of random when you get it. So it probably makes more sense to just get it out of the way and take it before the mission, as intended.&lt;br /&gt;
&lt;br /&gt;
For duping Highjack the Catalina call is used. For duping Verdant Meadows the call for Interdiction is used, which doesn't need to be taken because Interdiction is skipped. The mission marker for Verdant Meadows will be invisible when you skipped Interdiction and didn't answer the call, but you can still start the mission.&lt;br /&gt;
&lt;br /&gt;
So the recommended approach is:&lt;br /&gt;
&lt;br /&gt;
# Remember if you answered the Truth call before &amp;quot;Are You Going To San Fierro?&amp;quot;&lt;br /&gt;
#* It probably makes sense to answer it, because it's kind of random when you will get it between the other calls&lt;br /&gt;
# Don't answer any calls, except one after Jizzy to unlock Woozie missions&lt;br /&gt;
#* Usually the Woozie call is answered right before where the Woozie mission will appear&lt;br /&gt;
# Start answering calls after the dupes, don't answer the Catalina call&lt;br /&gt;
#* Check the blips on the minimap to double-check which ones you already answered&lt;br /&gt;
# Answer one call after Yay-Ka-Boom-Boom to unlock Monster&lt;br /&gt;
# Answer one call after Monster to unlock Highjack&lt;br /&gt;
# Don't answer any more calls until after the Verdant Meadows dupe&lt;br /&gt;
&lt;br /&gt;
==Addendum==&lt;br /&gt;
===Mission Starter Thread Example===&lt;br /&gt;
The following is an example of a thread in the mission script that is responsible for starting missions, in this case the Bike School mission. It checks a few prerequisites like if the player is on a mission and is in the mission marker, and then starts the mission. This is a rather simple example, other threads can e.g. decide which of several different missions of the same group to start. In addition, some threads will stop when all missions they can start are completed, however in this example it will run indefinitely, since Bike School can be repeated how often the player wants.&lt;br /&gt;
&lt;br /&gt;
Notable about this one in particular is that it goes into a fade and starts the mission without setting $OM=1 (which is then done in the actual mission script). This provides a small gap where you can take a phonecall, with the mission already on track to be started without further checks. Other missions set $OM=1 before the fade, right after the script decided that it is going to start the mission.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;:BIKES&lt;br /&gt;
thread 'BIKES' &lt;br /&gt;
&lt;br /&gt;
:BIKES_11&lt;br /&gt;
wait 0 &lt;br /&gt;
if &lt;br /&gt;
  $ONMISSION == 0 &lt;br /&gt;
else_jump @BIKES_125 # Skip over starting the mission if $OM=1&lt;br /&gt;
if &lt;br /&gt;
   Player.Defined($PLAYER_CHAR)&lt;br /&gt;
else_jump @BIKES_125&lt;br /&gt;
if &lt;br /&gt;
00FF:   actor $PLAYER_ACTOR sphere 1 in_sphere $2370 $2371 $2372 radius 1.0 1.0 1.5 on_foot &lt;br /&gt;
else_jump @BIKES_125 # Skip over starting the mission if player not in marker on foot&lt;br /&gt;
if &lt;br /&gt;
   Player.Controllable($PLAYER_CHAR)&lt;br /&gt;
else_jump @BIKES_125 &lt;br /&gt;
Player.CanMove($PLAYER_CHAR) = False&lt;br /&gt;
gosub @LITCAS_267 # Fade&lt;br /&gt;
start_mission 120  // Bike School&lt;br /&gt;
&lt;br /&gt;
:BIKES_125&lt;br /&gt;
jump @BIKES_11 # Jump to the start&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>Tduva</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Grand_Theft_Auto:_San_Andreas/Additional_Resources/Memory_Addresses</id>
		<title>Grand Theft Auto: San Andreas/Additional Resources/Memory Addresses</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Grand_Theft_Auto:_San_Andreas/Additional_Resources/Memory_Addresses"/>
				<updated>2016-02-16T13:28:37Z</updated>
		
		<summary type="html">&lt;p&gt;Tduva: /* Other */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;All addresses are assumed to be of the type 4 Bytes/Dword (as used in Cheat Engine) unless otherwise noted. Addresses are for the 1.0 version of SA and may not work for other versions. All addresses inlcude the 0x400000 main module offset (what CheatEngine displays as Address in the cheat table list).&lt;br /&gt;
&lt;br /&gt;
The variables names (where given) are taken from the decompiled SCM commonly available. Sometimes the variable in parentheses shows an alternate name that is not used in the mission script, but might be helpful.&lt;br /&gt;
&lt;br /&gt;
==Skills/Stats==&lt;br /&gt;
&lt;br /&gt;
===Skills===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Address&lt;br /&gt;
! Type&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| 00B791B8&lt;br /&gt;
| Bicycle&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| 00B791B4&lt;br /&gt;
| Motorbike&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| 00B7919C&lt;br /&gt;
| Flying&lt;br /&gt;
|-&lt;br /&gt;
| 00B790A0&lt;br /&gt;
| Driving&lt;br /&gt;
|-&lt;br /&gt;
| 00B794AC (Float)&lt;br /&gt;
| Uzi/Tec9&lt;br /&gt;
| Increases at 0.5 per shot (if it actually hits something that can take damage)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Stats===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Address&lt;br /&gt;
! Type&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| 00B791A4&lt;br /&gt;
| Lung Capacity&lt;br /&gt;
| Increased by Lung Capacity Exp (see below)&lt;br /&gt;
|-&lt;br /&gt;
| 00B793E0 (Float)&lt;br /&gt;
| Max Health&lt;br /&gt;
| Increased by Max Health Exp (see below)&lt;br /&gt;
|-&lt;br /&gt;
| 00B793DC (Float)&lt;br /&gt;
| Muscle&lt;br /&gt;
| Changed by Muscle Exp (see below), Gym&lt;br /&gt;
|-&lt;br /&gt;
| 00B793D8 (Float)&lt;br /&gt;
| Stamina&lt;br /&gt;
|-&lt;br /&gt;
| 00B793D4 (Float)&lt;br /&gt;
| Fat&lt;br /&gt;
| Changed by Stamina/Muscle changes and eating&lt;br /&gt;
|-&lt;br /&gt;
| 00B793E4 (Float)&lt;br /&gt;
| Sex Appeal&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Exp/Progress===&lt;br /&gt;
Exp values are increased by certain actions, and then increase the associated skill/stat once it reaches a certain number of points (the number in parentheses in the description column).&lt;br /&gt;
&lt;br /&gt;
Normally these values get reset to 0 when you start a new game through the menu or load a save, except for the Lung Capacity, Cycling and Max Health Exp.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Address&lt;br /&gt;
! Type&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| 00B794E8&lt;br /&gt;
| Lung Capacity&lt;br /&gt;
| (60k) [Doesn't reset]&lt;br /&gt;
|-&lt;br /&gt;
| 00B7950C&lt;br /&gt;
| Max Health&lt;br /&gt;
| Increases at 1000/second with Running/Sprinting/Cycling when actually pressing W (600k) [Doesn't reset]&lt;br /&gt;
|-&lt;br /&gt;
| 00B79500&lt;br /&gt;
| Stamina/Run&lt;br /&gt;
| (300k)&lt;br /&gt;
|-&lt;br /&gt;
| 00B794DC&lt;br /&gt;
| Stamina/Cycle&lt;br /&gt;
| (300k)&lt;br /&gt;
|-&lt;br /&gt;
| 00B794D8&lt;br /&gt;
| Stamina/Sprint&lt;br /&gt;
| (300k)&lt;br /&gt;
|-&lt;br /&gt;
| 00B794E4&lt;br /&gt;
| Stamina/Swim&lt;br /&gt;
| (180k)&lt;br /&gt;
|-&lt;br /&gt;
| 00B794FC&lt;br /&gt;
| Muscle&lt;br /&gt;
| Running/Sprinting/Swimming/Diving (150k)&lt;br /&gt;
|-&lt;br /&gt;
| 00B794EC&lt;br /&gt;
| Driving&lt;br /&gt;
| (300k)&lt;br /&gt;
|-&lt;br /&gt;
| 00B794F8&lt;br /&gt;
| Motorbike&lt;br /&gt;
| (180k)&lt;br /&gt;
|-&lt;br /&gt;
| 00B794F0&lt;br /&gt;
| Flying&lt;br /&gt;
| (300k)&lt;br /&gt;
|-&lt;br /&gt;
| 00B794E0&lt;br /&gt;
| Cycling&lt;br /&gt;
| Increases depending on speed/bunnyhopping (120k) [Doesn't reset]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Other Stuff==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Address&lt;br /&gt;
! Type&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| 00B7CB84&lt;br /&gt;
| Playing Time&lt;br /&gt;
| The time in milliseconds that has been played&lt;br /&gt;
|-&lt;br /&gt;
| 00A49FC4&lt;br /&gt;
| On Mission&lt;br /&gt;
| Set to 1 when on a mission, 0 otherwise&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Achievements===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Address&lt;br /&gt;
! Type&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| 00B7938C (Float)&lt;br /&gt;
| Distance on foot&lt;br /&gt;
|-&lt;br /&gt;
| 00B79390 (Float)&lt;br /&gt;
| Distance in a car&lt;br /&gt;
|-&lt;br /&gt;
| 00B793EC (Float)&lt;br /&gt;
| Distance on a bicycle&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Phonecalls==&lt;br /&gt;
:''See also: [[Grand_Theft_Auto:_San_Andreas/Game_Mechanics_and_Glitches/Phonecalls|Phonecalls]]''&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Address&lt;br /&gt;
! Type&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| 00A49C48&lt;br /&gt;
| $TIME_FROM_LAST_CALL&lt;br /&gt;
| Only updated when a call can actually be received&lt;br /&gt;
|-&lt;br /&gt;
| 00A4AF90&lt;br /&gt;
| Recall Time&lt;br /&gt;
| Delay between calls in milliseconds (20k, 15k after Badlands)&lt;br /&gt;
|-&lt;br /&gt;
| 00A4999C&lt;br /&gt;
| Call active&lt;br /&gt;
| This is 1 as long as the phone is ringing/call being answered&lt;br /&gt;
|-&lt;br /&gt;
| 00A4AF70&lt;br /&gt;
| Current Call Id&lt;br /&gt;
| Changed to the [[Grand_Theft_Auto:_San_Andreas/Game_Mechanics_and_Glitches/Phonecalls#List_of_Calls|Call Id]] when the phone rings&lt;br /&gt;
|-&lt;br /&gt;
| 00A49C40&lt;br /&gt;
| Last Call Time&lt;br /&gt;
| This is set to the current playing time (in milliseconds) when a call is finished/canceled or a mission is finished. There seem to be a lot of different values that are similiar, some don't change at some points. This address may or may not work in all situations.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Game Progress==&lt;br /&gt;
:''See also: [[Grand_Theft_Auto:_San_Andreas/Missions/Chains|Mission Chains]]''&lt;br /&gt;
&lt;br /&gt;
===Los Santos===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Address&lt;br /&gt;
! Variable&lt;br /&gt;
! Increased by / Comment&lt;br /&gt;
|-&lt;br /&gt;
| 00A4A060&lt;br /&gt;
| $INTRO_TOTAL_PASSED_MISSIONS ($448)&lt;br /&gt;
| Big Smoke (1), Ryder (2)&lt;br /&gt;
|-&lt;br /&gt;
| 00A4A070&lt;br /&gt;
| $SWEET_TOTAL_PASSED_MISSIONS ($452)&lt;br /&gt;
| Tagging up Turf (1), Cleaning the Hood (2), Drive-Thru (3), Nines and AKs (4), Drive-By (5), Sweet's Girl (6), Cesar Vialpando (7), Doberman (8), Los Sepulcros (9)&lt;br /&gt;
|-&lt;br /&gt;
| 00A4A07C&lt;br /&gt;
| $OG_LOC_TOTAL_PASSED_MISSIONS ($455)&lt;br /&gt;
| Life's a Beach (1), Madd Dogg's Rhymes (2), Management Issues (3), House Party (Cutscene) (4), House Party (5)&lt;br /&gt;
|-&lt;br /&gt;
| 00A4A080&lt;br /&gt;
| $CRASH_LS_TOTAL_PASSED_MISSIONS ($456)&lt;br /&gt;
| Burning Desire (1), Gray Imports (2)&lt;br /&gt;
|-&lt;br /&gt;
| 00A4A074&lt;br /&gt;
| $RYDER_TOTAL_PASSED_MISSIONS ($453)&lt;br /&gt;
| Home Invasion (1), Catalyst (2), Robbing Uncle Sam (3)&lt;br /&gt;
|-&lt;br /&gt;
| 00A4A078&lt;br /&gt;
| $SMOKE_TOTAL_PASSED_MISSIONS ($454)&lt;br /&gt;
| OG Loc (1), Running Dog (2), Wrong Side of the Tracks (3), Just Business (4)&lt;br /&gt;
|-&lt;br /&gt;
| 00A4A088&lt;br /&gt;
| $LS_FINAL_TOTAL_PASSED_MISSIONS ($458)&lt;br /&gt;
| Reunting the Families (1), The Green Sabre (2)&lt;br /&gt;
|-&lt;br /&gt;
| 00A4A084&lt;br /&gt;
| $MISSION_LOWRIDER_PASSED ($457)&lt;br /&gt;
| High Stakes Lowrider? (is checked to be equal to 1 for starting Reuniting the Families)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Badlands===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Address&lt;br /&gt;
! Variable&lt;br /&gt;
! Increased by / Comment&lt;br /&gt;
|-&lt;br /&gt;
| 00A4A114&lt;br /&gt;
| $MISSION_BADLANDS_PASSED ($493)&lt;br /&gt;
| Badlands (1)&lt;br /&gt;
|-&lt;br /&gt;
| 00A4A10C&lt;br /&gt;
| $TRUTH_TOTAL_PASSED_MISSIONS ($491)&lt;br /&gt;
| Body Harvest (1), Are you going to San Fierro? (2)&lt;br /&gt;
|-&lt;br /&gt;
| 00A4A110&lt;br /&gt;
| $CESAR_TOTAL_PASSED_MISSIONS ($492)&lt;br /&gt;
| Wu Zi Mu (5), Farewell my Love (10)&amp;lt;br /&amp;gt;''(Both races seem to increase the value throughout different stages of the race, by 5 total per race. The variable might be more aptly named &amp;quot;$BADLANDS_RACE_PROGRESS&amp;quot; or something.)''&lt;br /&gt;
|-&lt;br /&gt;
| 00A4A488&lt;br /&gt;
| $MISSION_LOCAL_LIQUOR_STORE_PASSED ($714)&lt;br /&gt;
| Local Liquor Store (1)&lt;br /&gt;
|-&lt;br /&gt;
| 00A4A48C&lt;br /&gt;
| $MISSION_SMALL_TOWN_BANK_PASSED ($715)&lt;br /&gt;
| Small Town Bank (1)&lt;br /&gt;
|-&lt;br /&gt;
| 00A4A490&lt;br /&gt;
| $MISSION_TANKER_COMMANDER_PASSED ($716)&lt;br /&gt;
| Tanker Commander (1)&lt;br /&gt;
|-&lt;br /&gt;
| 00A4A494&lt;br /&gt;
| $ALL_CATALINA_MISSIONS_PASSED ($717)&lt;br /&gt;
| Against All Odds (1)&amp;lt;br /&amp;gt;''(This variable isn't very well named in the commonly available decompiled mission script. It's not set to 1 when all Catalina missions have passed, rather when the Betting Shop mission is passed.)''&lt;br /&gt;
|-&lt;br /&gt;
| 00A49A60&lt;br /&gt;
| $CATALINA_TOTAL_PASSED_MISSIONS ($64)&lt;br /&gt;
| Tanker Commander, Against All Odds, Local Liquor Store, Small Town Bank&amp;lt;br /&amp;gt;''(These missions can be completed in any order, so it's not the best way to check which has been completed. It also gets set to 5 when finishing Wu Zi Mu.)''&lt;br /&gt;
|-&lt;br /&gt;
| 00A4BB2C&lt;br /&gt;
| $2163&lt;br /&gt;
| King in Exile (1) (Cutscene/Phonecall)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===San Fierro===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Address&lt;br /&gt;
! Variable&lt;br /&gt;
! Increased by / Comment&lt;br /&gt;
|-&lt;br /&gt;
| 00A4A1D4&lt;br /&gt;
| $GARAGE_TOTAL_PASSED_MISSIONS ($541)&lt;br /&gt;
| Wear Flowers in your Hair (1), Deconstruction (2)&lt;br /&gt;
|-&lt;br /&gt;
| 00A4A1DC&lt;br /&gt;
| $WUZIMU_TOTAL_PASSED_MISSIONS ($543)&lt;br /&gt;
| Mountain Cloud Boys (1), Ran Fa Li (2), Lure (3), Amphibious Assault (4), The Da Nang Thang (5)&lt;br /&gt;
|-&lt;br /&gt;
| 00A4A1E4&lt;br /&gt;
| $SYNDICATE_TOTAL_PASSED_MISSIONS ($545)&lt;br /&gt;
| Photo Opportunity (1), Jizzy (Cutscene) (2), Jizzy (3), T-Bone Mendez (4), Mike Toreno (5), Outrider (6), Ice Cold Killa (7), Pier 69 (8), Toreno's Last Flight (9), Yay Ka-Boom-Boom (10)&lt;br /&gt;
|-&lt;br /&gt;
| 00A4A1E8&lt;br /&gt;
| $CRASH_SF_TOTAL_PASSED_MISSIONS ($546)&lt;br /&gt;
| 555 WE TIP (1), Snail Trail (2)&lt;br /&gt;
|-&lt;br /&gt;
| 00A4A1D8&lt;br /&gt;
| $ZERO_TOTAL_PASSED_MISSIONS ($542)&lt;br /&gt;
| Air Raid (1), Supply Lines... (2), New Model Army (3)&lt;br /&gt;
|-&lt;br /&gt;
| 00A4A1E0&lt;br /&gt;
| $STEAL_TOTAL_PASSED_MISSIONS ($544)&lt;br /&gt;
| Zeroing In (1), Test Drive (2), Customs Fast Track (3), Puncture Wounds (4)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Desert &amp;amp; Las Venturas===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Address&lt;br /&gt;
! Variable&lt;br /&gt;
! Increased by / Comment&lt;br /&gt;
|-&lt;br /&gt;
| 00A4A2A4&lt;br /&gt;
| $TORENO_TOTAL_PASSED_MISSIONS ($593)&lt;br /&gt;
| Monster (1), Highjack (2), Interdiction (3), Verdant Meadows (4), Learning to Fly (5), N.O.E. (6), Stowaway (7), Black Project (8), Green Goo (9)&lt;br /&gt;
|-&lt;br /&gt;
| 00A4A2B4&lt;br /&gt;
| $CASINO_TOTAL_PASSED_MISSIONS ($597)&lt;br /&gt;
| Fender Ketchup (1), Explosive Situation (2), You've had your Chips (3), Don Peyote (4), Intenstive Care (5), The Meat Business (6), Fish in a Barrel (7), Freefall (8), Saint Mark's Bistro (9)&lt;br /&gt;
|-&lt;br /&gt;
| 00A4A2B8&lt;br /&gt;
| $598 (CRASH_LV_TOTAL_PASSED_MISSIONS)&lt;br /&gt;
| Misappropriation (1), High Noon (2)&amp;lt;br /&amp;gt;''(Not properly named in the commonly available decompiled mission script.)''&lt;br /&gt;
|-&lt;br /&gt;
| 00A4A2BC&lt;br /&gt;
| $599 (Madd Dogg)&lt;br /&gt;
| Madd Dogg (1)&lt;br /&gt;
|-&lt;br /&gt;
| 00A4A2C0&lt;br /&gt;
| $HEIST_TOTAL_PASSED_MISSIONS ($600)&lt;br /&gt;
| Architectural Espionage (1), Key to her Heart (2), Dam and Blast (3), Cop Wheels (4), Up, Up and Away! (5), Breaking the Bank at Caligula's (6)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Return to Los Santos===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Address&lt;br /&gt;
! Variable&lt;br /&gt;
! Increased by / Comment&lt;br /&gt;
|-&lt;br /&gt;
| 00A4A328&lt;br /&gt;
| $MANSION_TOTAL_PASSED_MISSIONS ($626)&lt;br /&gt;
| A Home in the Hills (1), Vertical Bird (2), Home Coming (3), Cut Throat Business (4)&lt;br /&gt;
|-&lt;br /&gt;
| 00A4A32C&lt;br /&gt;
| $GROVE_TOTAL_PASSED_MISSIONS ($627)&lt;br /&gt;
| Beat Down on BDup (1), Grove 4 Life (2)&lt;br /&gt;
|-&lt;br /&gt;
| 00A4A334&lt;br /&gt;
| $RIOT_TOTAL_PASSED_MISSIONS ($629)&lt;br /&gt;
| Riot (1), Los Desperados (2), End of the Line Part 1 (3), End of the Line Part 2 (4), End of the Line Part 3 (5)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Other===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Address&lt;br /&gt;
! Variable&lt;br /&gt;
! Comment&lt;br /&gt;
|-&lt;br /&gt;
| 00A4BDC8&lt;br /&gt;
| $RACES_WON_NUMBER ($2330)&lt;br /&gt;
| Increased by winning races. Since regular races are only unlocked after answering the call after Driving School, this variable can also be used to track the progress of the story mission races High Stakes Lowrider (1), Wu Zi Mu (2) and Farewell, my Love (3).&lt;br /&gt;
|-&lt;br /&gt;
| 00A51698&lt;br /&gt;
| $8014&lt;br /&gt;
| Used during End of the Line Part 3: Set to 1 once you can start shooting, set to 2 during a cutscene in between and set to 3 once the cutscene starts where the Firetruck breaks through the bridge (the end of any%, incidentally this address was taken from the AHK autosplitter).&lt;br /&gt;
|-&lt;br /&gt;
| 00A49AB8&lt;br /&gt;
| $MISSION_BACK_TO_SCHOOL_PASSED ($86)&lt;br /&gt;
| Driving School Passed&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==More Information==&lt;br /&gt;
* [http://pastebin.com/FN8AR4wg Cheat Table for Cheat Engine with SA Memory Addresses] (this also incldues a script to write values to a textfile for overlaying them e.g. in OBS, choose not to run it when you load this into Cheat Engine unless you know what you're doing)&lt;br /&gt;
* [http://www.gtamodding.com/?title=Memory_Addresses_(SA) GTA Modding Wiki] - Documentation of many memory addresses&lt;/div&gt;</summary>
		<author><name>Tduva</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Grand_Theft_Auto:_San_Andreas/Additional_Resources/Memory_Addresses</id>
		<title>Grand Theft Auto: San Andreas/Additional Resources/Memory Addresses</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Grand_Theft_Auto:_San_Andreas/Additional_Resources/Memory_Addresses"/>
				<updated>2016-02-16T12:36:50Z</updated>
		
		<summary type="html">&lt;p&gt;Tduva: /* San Fierro */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;All addresses are assumed to be of the type 4 Bytes/Dword (as used in Cheat Engine) unless otherwise noted. Addresses are for the 1.0 version of SA and may not work for other versions. All addresses inlcude the 0x400000 main module offset (what CheatEngine displays as Address in the cheat table list).&lt;br /&gt;
&lt;br /&gt;
The variables names (where given) are taken from the decompiled SCM commonly available. Sometimes the variable in parentheses shows an alternate name that is not used in the mission script, but might be helpful.&lt;br /&gt;
&lt;br /&gt;
==Skills/Stats==&lt;br /&gt;
&lt;br /&gt;
===Skills===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Address&lt;br /&gt;
! Type&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| 00B791B8&lt;br /&gt;
| Bicycle&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| 00B791B4&lt;br /&gt;
| Motorbike&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| 00B7919C&lt;br /&gt;
| Flying&lt;br /&gt;
|-&lt;br /&gt;
| 00B790A0&lt;br /&gt;
| Driving&lt;br /&gt;
|-&lt;br /&gt;
| 00B794AC (Float)&lt;br /&gt;
| Uzi/Tec9&lt;br /&gt;
| Increases at 0.5 per shot (if it actually hits something that can take damage)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Stats===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Address&lt;br /&gt;
! Type&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| 00B791A4&lt;br /&gt;
| Lung Capacity&lt;br /&gt;
| Increased by Lung Capacity Exp (see below)&lt;br /&gt;
|-&lt;br /&gt;
| 00B793E0 (Float)&lt;br /&gt;
| Max Health&lt;br /&gt;
| Increased by Max Health Exp (see below)&lt;br /&gt;
|-&lt;br /&gt;
| 00B793DC (Float)&lt;br /&gt;
| Muscle&lt;br /&gt;
| Changed by Muscle Exp (see below), Gym&lt;br /&gt;
|-&lt;br /&gt;
| 00B793D8 (Float)&lt;br /&gt;
| Stamina&lt;br /&gt;
|-&lt;br /&gt;
| 00B793D4 (Float)&lt;br /&gt;
| Fat&lt;br /&gt;
| Changed by Stamina/Muscle changes and eating&lt;br /&gt;
|-&lt;br /&gt;
| 00B793E4 (Float)&lt;br /&gt;
| Sex Appeal&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Exp/Progress===&lt;br /&gt;
Exp values are increased by certain actions, and then increase the associated skill/stat once it reaches a certain number of points (the number in parentheses in the description column).&lt;br /&gt;
&lt;br /&gt;
Normally these values get reset to 0 when you start a new game through the menu or load a save, except for the Lung Capacity, Cycling and Max Health Exp.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Address&lt;br /&gt;
! Type&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| 00B794E8&lt;br /&gt;
| Lung Capacity&lt;br /&gt;
| (60k) [Doesn't reset]&lt;br /&gt;
|-&lt;br /&gt;
| 00B7950C&lt;br /&gt;
| Max Health&lt;br /&gt;
| Increases at 1000/second with Running/Sprinting/Cycling when actually pressing W (600k) [Doesn't reset]&lt;br /&gt;
|-&lt;br /&gt;
| 00B79500&lt;br /&gt;
| Stamina/Run&lt;br /&gt;
| (300k)&lt;br /&gt;
|-&lt;br /&gt;
| 00B794DC&lt;br /&gt;
| Stamina/Cycle&lt;br /&gt;
| (300k)&lt;br /&gt;
|-&lt;br /&gt;
| 00B794D8&lt;br /&gt;
| Stamina/Sprint&lt;br /&gt;
| (300k)&lt;br /&gt;
|-&lt;br /&gt;
| 00B794E4&lt;br /&gt;
| Stamina/Swim&lt;br /&gt;
| (180k)&lt;br /&gt;
|-&lt;br /&gt;
| 00B794FC&lt;br /&gt;
| Muscle&lt;br /&gt;
| Running/Sprinting/Swimming/Diving (150k)&lt;br /&gt;
|-&lt;br /&gt;
| 00B794EC&lt;br /&gt;
| Driving&lt;br /&gt;
| (300k)&lt;br /&gt;
|-&lt;br /&gt;
| 00B794F8&lt;br /&gt;
| Motorbike&lt;br /&gt;
| (180k)&lt;br /&gt;
|-&lt;br /&gt;
| 00B794F0&lt;br /&gt;
| Flying&lt;br /&gt;
| (300k)&lt;br /&gt;
|-&lt;br /&gt;
| 00B794E0&lt;br /&gt;
| Cycling&lt;br /&gt;
| Increases depending on speed/bunnyhopping (120k) [Doesn't reset]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Other Stuff==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Address&lt;br /&gt;
! Type&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| 00B7CB84&lt;br /&gt;
| Playing Time&lt;br /&gt;
| The time in milliseconds that has been played&lt;br /&gt;
|-&lt;br /&gt;
| 00A49FC4&lt;br /&gt;
| On Mission&lt;br /&gt;
| Set to 1 when on a mission, 0 otherwise&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Achievements===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Address&lt;br /&gt;
! Type&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| 00B7938C (Float)&lt;br /&gt;
| Distance on foot&lt;br /&gt;
|-&lt;br /&gt;
| 00B79390 (Float)&lt;br /&gt;
| Distance in a car&lt;br /&gt;
|-&lt;br /&gt;
| 00B793EC (Float)&lt;br /&gt;
| Distance on a bicycle&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Phonecalls==&lt;br /&gt;
:''See also: [[Grand_Theft_Auto:_San_Andreas/Game_Mechanics_and_Glitches/Phonecalls|Phonecalls]]''&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Address&lt;br /&gt;
! Type&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| 00A49C48&lt;br /&gt;
| $TIME_FROM_LAST_CALL&lt;br /&gt;
| Only updated when a call can actually be received&lt;br /&gt;
|-&lt;br /&gt;
| 00A4AF90&lt;br /&gt;
| Recall Time&lt;br /&gt;
| Delay between calls in milliseconds (20k, 15k after Badlands)&lt;br /&gt;
|-&lt;br /&gt;
| 00A4999C&lt;br /&gt;
| Call active&lt;br /&gt;
| This is 1 as long as the phone is ringing/call being answered&lt;br /&gt;
|-&lt;br /&gt;
| 00A4AF70&lt;br /&gt;
| Current Call Id&lt;br /&gt;
| Changed to the [[Grand_Theft_Auto:_San_Andreas/Game_Mechanics_and_Glitches/Phonecalls#List_of_Calls|Call Id]] when the phone rings&lt;br /&gt;
|-&lt;br /&gt;
| 00A49C40&lt;br /&gt;
| Last Call Time&lt;br /&gt;
| This is set to the current playing time (in milliseconds) when a call is finished/canceled or a mission is finished. There seem to be a lot of different values that are similiar, some don't change at some points. This address may or may not work in all situations.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Game Progress==&lt;br /&gt;
:''See also: [[Grand_Theft_Auto:_San_Andreas/Missions/Chains|Mission Chains]]''&lt;br /&gt;
&lt;br /&gt;
===Los Santos===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Address&lt;br /&gt;
! Variable&lt;br /&gt;
! Increased by / Comment&lt;br /&gt;
|-&lt;br /&gt;
| 00A4A060&lt;br /&gt;
| $INTRO_TOTAL_PASSED_MISSIONS ($448)&lt;br /&gt;
| Big Smoke (1), Ryder (2)&lt;br /&gt;
|-&lt;br /&gt;
| 00A4A070&lt;br /&gt;
| $SWEET_TOTAL_PASSED_MISSIONS ($452)&lt;br /&gt;
| Tagging up Turf (1), Cleaning the Hood (2), Drive-Thru (3), Nines and AKs (4), Drive-By (5), Sweet's Girl (6), Cesar Vialpando (7), Doberman (8), Los Sepulcros (9)&lt;br /&gt;
|-&lt;br /&gt;
| 00A4A07C&lt;br /&gt;
| $OG_LOC_TOTAL_PASSED_MISSIONS ($455)&lt;br /&gt;
| Life's a Beach (1), Madd Dogg's Rhymes (2), Management Issues (3), House Party (Cutscene) (4), House Party (5)&lt;br /&gt;
|-&lt;br /&gt;
| 00A4A080&lt;br /&gt;
| $CRASH_LS_TOTAL_PASSED_MISSIONS ($456)&lt;br /&gt;
| Burning Desire (1), Gray Imports (2)&lt;br /&gt;
|-&lt;br /&gt;
| 00A4A074&lt;br /&gt;
| $RYDER_TOTAL_PASSED_MISSIONS ($453)&lt;br /&gt;
| Home Invasion (1), Catalyst (2), Robbing Uncle Sam (3)&lt;br /&gt;
|-&lt;br /&gt;
| 00A4A078&lt;br /&gt;
| $SMOKE_TOTAL_PASSED_MISSIONS ($454)&lt;br /&gt;
| OG Loc (1), Running Dog (2), Wrong Side of the Tracks (3), Just Business (4)&lt;br /&gt;
|-&lt;br /&gt;
| 00A4A088&lt;br /&gt;
| $LS_FINAL_TOTAL_PASSED_MISSIONS ($458)&lt;br /&gt;
| Reunting the Families (1), The Green Sabre (2)&lt;br /&gt;
|-&lt;br /&gt;
| 00A4A084&lt;br /&gt;
| $MISSION_LOWRIDER_PASSED ($457)&lt;br /&gt;
| High Stakes Lowrider? (is checked to be equal to 1 for starting Reuniting the Families)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Badlands===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Address&lt;br /&gt;
! Variable&lt;br /&gt;
! Increased by / Comment&lt;br /&gt;
|-&lt;br /&gt;
| 00A4A114&lt;br /&gt;
| $MISSION_BADLANDS_PASSED ($493)&lt;br /&gt;
| Badlands (1)&lt;br /&gt;
|-&lt;br /&gt;
| 00A4A10C&lt;br /&gt;
| $TRUTH_TOTAL_PASSED_MISSIONS ($491)&lt;br /&gt;
| Body Harvest (1), Are you going to San Fierro? (2)&lt;br /&gt;
|-&lt;br /&gt;
| 00A4A110&lt;br /&gt;
| $CESAR_TOTAL_PASSED_MISSIONS ($492)&lt;br /&gt;
| Wu Zi Mu (5), Farewell my Love (10)&amp;lt;br /&amp;gt;''(Both races seem to increase the value throughout different stages of the race, by 5 total per race. The variable might be more aptly named &amp;quot;$BADLANDS_RACE_PROGRESS&amp;quot; or something.)''&lt;br /&gt;
|-&lt;br /&gt;
| 00A4A488&lt;br /&gt;
| $MISSION_LOCAL_LIQUOR_STORE_PASSED ($714)&lt;br /&gt;
| Local Liquor Store (1)&lt;br /&gt;
|-&lt;br /&gt;
| 00A4A48C&lt;br /&gt;
| $MISSION_SMALL_TOWN_BANK_PASSED ($715)&lt;br /&gt;
| Small Town Bank (1)&lt;br /&gt;
|-&lt;br /&gt;
| 00A4A490&lt;br /&gt;
| $MISSION_TANKER_COMMANDER_PASSED ($716)&lt;br /&gt;
| Tanker Commander (1)&lt;br /&gt;
|-&lt;br /&gt;
| 00A4A494&lt;br /&gt;
| $ALL_CATALINA_MISSIONS_PASSED ($717)&lt;br /&gt;
| Against All Odds (1)&amp;lt;br /&amp;gt;''(This variable isn't very well named in the commonly available decompiled mission script. It's not set to 1 when all Catalina missions have passed, rather when the Betting Shop mission is passed.)''&lt;br /&gt;
|-&lt;br /&gt;
| 00A49A60&lt;br /&gt;
| $CATALINA_TOTAL_PASSED_MISSIONS ($64)&lt;br /&gt;
| Tanker Commander, Against All Odds, Local Liquor Store, Small Town Bank&amp;lt;br /&amp;gt;''(These missions can be completed in any order, so it's not the best way to check which has been completed. It also gets set to 5 when finishing Wu Zi Mu.)''&lt;br /&gt;
|-&lt;br /&gt;
| 00A4BB2C&lt;br /&gt;
| $2163&lt;br /&gt;
| King in Exile (1) (Cutscene/Phonecall)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===San Fierro===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Address&lt;br /&gt;
! Variable&lt;br /&gt;
! Increased by / Comment&lt;br /&gt;
|-&lt;br /&gt;
| 00A4A1D4&lt;br /&gt;
| $GARAGE_TOTAL_PASSED_MISSIONS ($541)&lt;br /&gt;
| Wear Flowers in your Hair (1), Deconstruction (2)&lt;br /&gt;
|-&lt;br /&gt;
| 00A4A1DC&lt;br /&gt;
| $WUZIMU_TOTAL_PASSED_MISSIONS ($543)&lt;br /&gt;
| Mountain Cloud Boys (1), Ran Fa Li (2), Lure (3), Amphibious Assault (4), The Da Nang Thang (5)&lt;br /&gt;
|-&lt;br /&gt;
| 00A4A1E4&lt;br /&gt;
| $SYNDICATE_TOTAL_PASSED_MISSIONS ($545)&lt;br /&gt;
| Photo Opportunity (1), Jizzy (Cutscene) (2), Jizzy (3), T-Bone Mendez (4), Mike Toreno (5), Outrider (6), Ice Cold Killa (7), Pier 69 (8), Toreno's Last Flight (9), Yay Ka-Boom-Boom (10)&lt;br /&gt;
|-&lt;br /&gt;
| 00A4A1E8&lt;br /&gt;
| $CRASH_SF_TOTAL_PASSED_MISSIONS ($546)&lt;br /&gt;
| 555 WE TIP (1), Snail Trail (2)&lt;br /&gt;
|-&lt;br /&gt;
| 00A4A1D8&lt;br /&gt;
| $ZERO_TOTAL_PASSED_MISSIONS ($542)&lt;br /&gt;
| Air Raid (1), Supply Lines... (2), New Model Army (3)&lt;br /&gt;
|-&lt;br /&gt;
| 00A4A1E0&lt;br /&gt;
| $STEAL_TOTAL_PASSED_MISSIONS ($544)&lt;br /&gt;
| Zeroing In (1), Test Drive (2), Customs Fast Track (3), Puncture Wounds (4)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Desert &amp;amp; Las Venturas===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Address&lt;br /&gt;
! Variable&lt;br /&gt;
! Increased by / Comment&lt;br /&gt;
|-&lt;br /&gt;
| 00A4A2A4&lt;br /&gt;
| $TORENO_TOTAL_PASSED_MISSIONS ($593)&lt;br /&gt;
| Monster (1), Highjack (2), Interdiction (3), Verdant Meadows (4), Learning to Fly (5), N.O.E. (6), Stowaway (7), Black Project (8), Green Goo (9)&lt;br /&gt;
|-&lt;br /&gt;
| 00A4A2B4&lt;br /&gt;
| $CASINO_TOTAL_PASSED_MISSIONS ($597)&lt;br /&gt;
| Fender Ketchup (1), Explosive Situation (2), You've had your Chips (3), Don Peyote (4), Intenstive Care (5), The Meat Business (6), Fish in a Barrel (7), Freefall (8), Saint Mark's Bistro (9)&lt;br /&gt;
|-&lt;br /&gt;
| 00A4A2B8&lt;br /&gt;
| $598 (CRASH_LV_TOTAL_PASSED_MISSIONS)&lt;br /&gt;
| Misappropriation (1), High Noon (2)&amp;lt;br /&amp;gt;''(Not properly named in the commonly available decompiled mission script.)''&lt;br /&gt;
|-&lt;br /&gt;
| 00A4A2BC&lt;br /&gt;
| $599 (Madd Dogg)&lt;br /&gt;
| Madd Dogg (1)&lt;br /&gt;
|-&lt;br /&gt;
| 00A4A2C0&lt;br /&gt;
| $HEIST_TOTAL_PASSED_MISSIONS ($600)&lt;br /&gt;
| Architectural Espionage (1), Key to her Heart (2), Dam and Blast (3), Cop Wheels (4), Up, Up and Away! (5), Breaking the Bank at Caligula's (6)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Return to Los Santos===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Address&lt;br /&gt;
! Variable&lt;br /&gt;
! Increased by / Comment&lt;br /&gt;
|-&lt;br /&gt;
| 00A4A328&lt;br /&gt;
| $MANSION_TOTAL_PASSED_MISSIONS ($626)&lt;br /&gt;
| A Home in the Hills (1), Vertical Bird (2), Home Coming (3), Cut Throat Business (4)&lt;br /&gt;
|-&lt;br /&gt;
| 00A4A32C&lt;br /&gt;
| $GROVE_TOTAL_PASSED_MISSIONS ($627)&lt;br /&gt;
| Beat Down on BDup (1), Grove 4 Life (2)&lt;br /&gt;
|-&lt;br /&gt;
| 00A4A334&lt;br /&gt;
| $RIOT_TOTAL_PASSED_MISSIONS ($629)&lt;br /&gt;
| Riot (1), Los Desperados (2), End of the Line Part 1 (3), End of the Line Part 2 (4), End of the Line Part 3 (5)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Other===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Address&lt;br /&gt;
! Variable&lt;br /&gt;
! Comment&lt;br /&gt;
|-&lt;br /&gt;
| 00A4BDC8&lt;br /&gt;
| $RACES_WON_NUMBER ($2330)&lt;br /&gt;
| Increased by winning races. Since regular races are only unlocked after answering the call after Driving School, this variable can also be used to track the progress of the story mission races High Stakes Lowrider (1), Wu Zi Mu (2) and Farewell, my Love (3).&lt;br /&gt;
|-&lt;br /&gt;
| 00A51698&lt;br /&gt;
| $8014&lt;br /&gt;
| Used during End of the Line Part 3: Set to 1 once you can start shooting, set to 2 during a cutscene in between and set to 3 once the cutscene starts where the Firetruck breaks through the bridge (the end of any%, incidentally this address was taken from the AHK autosplitter).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==More Information==&lt;br /&gt;
* [http://pastebin.com/FN8AR4wg Cheat Table for Cheat Engine with SA Memory Addresses] (this also incldues a script to write values to a textfile for overlaying them e.g. in OBS, choose not to run it when you load this into Cheat Engine unless you know what you're doing)&lt;br /&gt;
* [http://www.gtamodding.com/?title=Memory_Addresses_(SA) GTA Modding Wiki] - Documentation of many memory addresses&lt;/div&gt;</summary>
		<author><name>Tduva</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Grand_Theft_Auto:_San_Andreas/Additional_Resources/Memory_Addresses</id>
		<title>Grand Theft Auto: San Andreas/Additional Resources/Memory Addresses</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Grand_Theft_Auto:_San_Andreas/Additional_Resources/Memory_Addresses"/>
				<updated>2016-02-16T12:30:37Z</updated>
		
		<summary type="html">&lt;p&gt;Tduva: /* Desert &amp;amp; Las Venturas */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;All addresses are assumed to be of the type 4 Bytes/Dword (as used in Cheat Engine) unless otherwise noted. Addresses are for the 1.0 version of SA and may not work for other versions. All addresses inlcude the 0x400000 main module offset (what CheatEngine displays as Address in the cheat table list).&lt;br /&gt;
&lt;br /&gt;
The variables names (where given) are taken from the decompiled SCM commonly available. Sometimes the variable in parentheses shows an alternate name that is not used in the mission script, but might be helpful.&lt;br /&gt;
&lt;br /&gt;
==Skills/Stats==&lt;br /&gt;
&lt;br /&gt;
===Skills===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Address&lt;br /&gt;
! Type&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| 00B791B8&lt;br /&gt;
| Bicycle&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| 00B791B4&lt;br /&gt;
| Motorbike&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| 00B7919C&lt;br /&gt;
| Flying&lt;br /&gt;
|-&lt;br /&gt;
| 00B790A0&lt;br /&gt;
| Driving&lt;br /&gt;
|-&lt;br /&gt;
| 00B794AC (Float)&lt;br /&gt;
| Uzi/Tec9&lt;br /&gt;
| Increases at 0.5 per shot (if it actually hits something that can take damage)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Stats===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Address&lt;br /&gt;
! Type&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| 00B791A4&lt;br /&gt;
| Lung Capacity&lt;br /&gt;
| Increased by Lung Capacity Exp (see below)&lt;br /&gt;
|-&lt;br /&gt;
| 00B793E0 (Float)&lt;br /&gt;
| Max Health&lt;br /&gt;
| Increased by Max Health Exp (see below)&lt;br /&gt;
|-&lt;br /&gt;
| 00B793DC (Float)&lt;br /&gt;
| Muscle&lt;br /&gt;
| Changed by Muscle Exp (see below), Gym&lt;br /&gt;
|-&lt;br /&gt;
| 00B793D8 (Float)&lt;br /&gt;
| Stamina&lt;br /&gt;
|-&lt;br /&gt;
| 00B793D4 (Float)&lt;br /&gt;
| Fat&lt;br /&gt;
| Changed by Stamina/Muscle changes and eating&lt;br /&gt;
|-&lt;br /&gt;
| 00B793E4 (Float)&lt;br /&gt;
| Sex Appeal&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Exp/Progress===&lt;br /&gt;
Exp values are increased by certain actions, and then increase the associated skill/stat once it reaches a certain number of points (the number in parentheses in the description column).&lt;br /&gt;
&lt;br /&gt;
Normally these values get reset to 0 when you start a new game through the menu or load a save, except for the Lung Capacity, Cycling and Max Health Exp.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Address&lt;br /&gt;
! Type&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| 00B794E8&lt;br /&gt;
| Lung Capacity&lt;br /&gt;
| (60k) [Doesn't reset]&lt;br /&gt;
|-&lt;br /&gt;
| 00B7950C&lt;br /&gt;
| Max Health&lt;br /&gt;
| Increases at 1000/second with Running/Sprinting/Cycling when actually pressing W (600k) [Doesn't reset]&lt;br /&gt;
|-&lt;br /&gt;
| 00B79500&lt;br /&gt;
| Stamina/Run&lt;br /&gt;
| (300k)&lt;br /&gt;
|-&lt;br /&gt;
| 00B794DC&lt;br /&gt;
| Stamina/Cycle&lt;br /&gt;
| (300k)&lt;br /&gt;
|-&lt;br /&gt;
| 00B794D8&lt;br /&gt;
| Stamina/Sprint&lt;br /&gt;
| (300k)&lt;br /&gt;
|-&lt;br /&gt;
| 00B794E4&lt;br /&gt;
| Stamina/Swim&lt;br /&gt;
| (180k)&lt;br /&gt;
|-&lt;br /&gt;
| 00B794FC&lt;br /&gt;
| Muscle&lt;br /&gt;
| Running/Sprinting/Swimming/Diving (150k)&lt;br /&gt;
|-&lt;br /&gt;
| 00B794EC&lt;br /&gt;
| Driving&lt;br /&gt;
| (300k)&lt;br /&gt;
|-&lt;br /&gt;
| 00B794F8&lt;br /&gt;
| Motorbike&lt;br /&gt;
| (180k)&lt;br /&gt;
|-&lt;br /&gt;
| 00B794F0&lt;br /&gt;
| Flying&lt;br /&gt;
| (300k)&lt;br /&gt;
|-&lt;br /&gt;
| 00B794E0&lt;br /&gt;
| Cycling&lt;br /&gt;
| Increases depending on speed/bunnyhopping (120k) [Doesn't reset]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Other Stuff==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Address&lt;br /&gt;
! Type&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| 00B7CB84&lt;br /&gt;
| Playing Time&lt;br /&gt;
| The time in milliseconds that has been played&lt;br /&gt;
|-&lt;br /&gt;
| 00A49FC4&lt;br /&gt;
| On Mission&lt;br /&gt;
| Set to 1 when on a mission, 0 otherwise&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Achievements===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Address&lt;br /&gt;
! Type&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| 00B7938C (Float)&lt;br /&gt;
| Distance on foot&lt;br /&gt;
|-&lt;br /&gt;
| 00B79390 (Float)&lt;br /&gt;
| Distance in a car&lt;br /&gt;
|-&lt;br /&gt;
| 00B793EC (Float)&lt;br /&gt;
| Distance on a bicycle&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Phonecalls==&lt;br /&gt;
:''See also: [[Grand_Theft_Auto:_San_Andreas/Game_Mechanics_and_Glitches/Phonecalls|Phonecalls]]''&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Address&lt;br /&gt;
! Type&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| 00A49C48&lt;br /&gt;
| $TIME_FROM_LAST_CALL&lt;br /&gt;
| Only updated when a call can actually be received&lt;br /&gt;
|-&lt;br /&gt;
| 00A4AF90&lt;br /&gt;
| Recall Time&lt;br /&gt;
| Delay between calls in milliseconds (20k, 15k after Badlands)&lt;br /&gt;
|-&lt;br /&gt;
| 00A4999C&lt;br /&gt;
| Call active&lt;br /&gt;
| This is 1 as long as the phone is ringing/call being answered&lt;br /&gt;
|-&lt;br /&gt;
| 00A4AF70&lt;br /&gt;
| Current Call Id&lt;br /&gt;
| Changed to the [[Grand_Theft_Auto:_San_Andreas/Game_Mechanics_and_Glitches/Phonecalls#List_of_Calls|Call Id]] when the phone rings&lt;br /&gt;
|-&lt;br /&gt;
| 00A49C40&lt;br /&gt;
| Last Call Time&lt;br /&gt;
| This is set to the current playing time (in milliseconds) when a call is finished/canceled or a mission is finished. There seem to be a lot of different values that are similiar, some don't change at some points. This address may or may not work in all situations.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Game Progress==&lt;br /&gt;
:''See also: [[Grand_Theft_Auto:_San_Andreas/Missions/Chains|Mission Chains]]''&lt;br /&gt;
&lt;br /&gt;
===Los Santos===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Address&lt;br /&gt;
! Variable&lt;br /&gt;
! Increased by / Comment&lt;br /&gt;
|-&lt;br /&gt;
| 00A4A060&lt;br /&gt;
| $INTRO_TOTAL_PASSED_MISSIONS ($448)&lt;br /&gt;
| Big Smoke (1), Ryder (2)&lt;br /&gt;
|-&lt;br /&gt;
| 00A4A070&lt;br /&gt;
| $SWEET_TOTAL_PASSED_MISSIONS ($452)&lt;br /&gt;
| Tagging up Turf (1), Cleaning the Hood (2), Drive-Thru (3), Nines and AKs (4), Drive-By (5), Sweet's Girl (6), Cesar Vialpando (7), Doberman (8), Los Sepulcros (9)&lt;br /&gt;
|-&lt;br /&gt;
| 00A4A07C&lt;br /&gt;
| $OG_LOC_TOTAL_PASSED_MISSIONS ($455)&lt;br /&gt;
| Life's a Beach (1), Madd Dogg's Rhymes (2), Management Issues (3), House Party (Cutscene) (4), House Party (5)&lt;br /&gt;
|-&lt;br /&gt;
| 00A4A080&lt;br /&gt;
| $CRASH_LS_TOTAL_PASSED_MISSIONS ($456)&lt;br /&gt;
| Burning Desire (1), Gray Imports (2)&lt;br /&gt;
|-&lt;br /&gt;
| 00A4A074&lt;br /&gt;
| $RYDER_TOTAL_PASSED_MISSIONS ($453)&lt;br /&gt;
| Home Invasion (1), Catalyst (2), Robbing Uncle Sam (3)&lt;br /&gt;
|-&lt;br /&gt;
| 00A4A078&lt;br /&gt;
| $SMOKE_TOTAL_PASSED_MISSIONS ($454)&lt;br /&gt;
| OG Loc (1), Running Dog (2), Wrong Side of the Tracks (3), Just Business (4)&lt;br /&gt;
|-&lt;br /&gt;
| 00A4A088&lt;br /&gt;
| $LS_FINAL_TOTAL_PASSED_MISSIONS ($458)&lt;br /&gt;
| Reunting the Families (1), The Green Sabre (2)&lt;br /&gt;
|-&lt;br /&gt;
| 00A4A084&lt;br /&gt;
| $MISSION_LOWRIDER_PASSED ($457)&lt;br /&gt;
| High Stakes Lowrider? (is checked to be equal to 1 for starting Reuniting the Families)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Badlands===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Address&lt;br /&gt;
! Variable&lt;br /&gt;
! Increased by / Comment&lt;br /&gt;
|-&lt;br /&gt;
| 00A4A114&lt;br /&gt;
| $MISSION_BADLANDS_PASSED ($493)&lt;br /&gt;
| Badlands (1)&lt;br /&gt;
|-&lt;br /&gt;
| 00A4A10C&lt;br /&gt;
| $TRUTH_TOTAL_PASSED_MISSIONS ($491)&lt;br /&gt;
| Body Harvest (1), Are you going to San Fierro? (2)&lt;br /&gt;
|-&lt;br /&gt;
| 00A4A110&lt;br /&gt;
| $CESAR_TOTAL_PASSED_MISSIONS ($492)&lt;br /&gt;
| Wu Zi Mu (5), Farewell my Love (10)&amp;lt;br /&amp;gt;''(Both races seem to increase the value throughout different stages of the race, by 5 total per race. The variable might be more aptly named &amp;quot;$BADLANDS_RACE_PROGRESS&amp;quot; or something.)''&lt;br /&gt;
|-&lt;br /&gt;
| 00A4A488&lt;br /&gt;
| $MISSION_LOCAL_LIQUOR_STORE_PASSED ($714)&lt;br /&gt;
| Local Liquor Store (1)&lt;br /&gt;
|-&lt;br /&gt;
| 00A4A48C&lt;br /&gt;
| $MISSION_SMALL_TOWN_BANK_PASSED ($715)&lt;br /&gt;
| Small Town Bank (1)&lt;br /&gt;
|-&lt;br /&gt;
| 00A4A490&lt;br /&gt;
| $MISSION_TANKER_COMMANDER_PASSED ($716)&lt;br /&gt;
| Tanker Commander (1)&lt;br /&gt;
|-&lt;br /&gt;
| 00A4A494&lt;br /&gt;
| $ALL_CATALINA_MISSIONS_PASSED ($717)&lt;br /&gt;
| Against All Odds (1)&amp;lt;br /&amp;gt;''(This variable isn't very well named in the commonly available decompiled mission script. It's not set to 1 when all Catalina missions have passed, rather when the Betting Shop mission is passed.)''&lt;br /&gt;
|-&lt;br /&gt;
| 00A49A60&lt;br /&gt;
| $CATALINA_TOTAL_PASSED_MISSIONS ($64)&lt;br /&gt;
| Tanker Commander, Against All Odds, Local Liquor Store, Small Town Bank&amp;lt;br /&amp;gt;''(These missions can be completed in any order, so it's not the best way to check which has been completed. It also gets set to 5 when finishing Wu Zi Mu.)''&lt;br /&gt;
|-&lt;br /&gt;
| 00A4BB2C&lt;br /&gt;
| $2163&lt;br /&gt;
| King in Exile (1) (Cutscene/Phonecall)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===San Fierro===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Address&lt;br /&gt;
! Variable&lt;br /&gt;
! Increased by / Comment&lt;br /&gt;
|-&lt;br /&gt;
| 00A4A1D4&lt;br /&gt;
| $GARAGE_TOTAL_PASSED_MISSIONS ($541)&lt;br /&gt;
| Wear Flowers in your Hair (1), Deconstruction (2)&lt;br /&gt;
|-&lt;br /&gt;
| 00A4A1DC&lt;br /&gt;
| $WUZIMU_TOTAL_PASSED_MISSIONS ($543)&lt;br /&gt;
| Mountain Cloud Boys (1), Ran Fa Li (2), Lure (3), Amphibious Assault (4), The Da Nang Thang (5)&lt;br /&gt;
|-&lt;br /&gt;
| 00A4A1E4&lt;br /&gt;
| $SYNDICATE_TOTAL_PASSED_MISSIONS ($545)&lt;br /&gt;
| Photo Opportunity (1), Jizzy (Cutscene) (2), Jizzy (3), T-Bone Mendez (4), Mike Toreno (5), Outrider (6), Ice Cold Killa (7), Pier 69 (8), Toreno's Last Flight (9), Yay Ka-Boom-Boom (10)&lt;br /&gt;
|-&lt;br /&gt;
| 00A4A1E8&lt;br /&gt;
| $CRASH_SF_TOTAL_PASSED_MISSIONS ($546)&lt;br /&gt;
| 555 WE TIP (1), Snail Trail (2)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Desert &amp;amp; Las Venturas===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Address&lt;br /&gt;
! Variable&lt;br /&gt;
! Increased by / Comment&lt;br /&gt;
|-&lt;br /&gt;
| 00A4A2A4&lt;br /&gt;
| $TORENO_TOTAL_PASSED_MISSIONS ($593)&lt;br /&gt;
| Monster (1), Highjack (2), Interdiction (3), Verdant Meadows (4), Learning to Fly (5), N.O.E. (6), Stowaway (7), Black Project (8), Green Goo (9)&lt;br /&gt;
|-&lt;br /&gt;
| 00A4A2B4&lt;br /&gt;
| $CASINO_TOTAL_PASSED_MISSIONS ($597)&lt;br /&gt;
| Fender Ketchup (1), Explosive Situation (2), You've had your Chips (3), Don Peyote (4), Intenstive Care (5), The Meat Business (6), Fish in a Barrel (7), Freefall (8), Saint Mark's Bistro (9)&lt;br /&gt;
|-&lt;br /&gt;
| 00A4A2B8&lt;br /&gt;
| $598 (CRASH_LV_TOTAL_PASSED_MISSIONS)&lt;br /&gt;
| Misappropriation (1), High Noon (2)&amp;lt;br /&amp;gt;''(Not properly named in the commonly available decompiled mission script.)''&lt;br /&gt;
|-&lt;br /&gt;
| 00A4A2BC&lt;br /&gt;
| $599 (Madd Dogg)&lt;br /&gt;
| Madd Dogg (1)&lt;br /&gt;
|-&lt;br /&gt;
| 00A4A2C0&lt;br /&gt;
| $HEIST_TOTAL_PASSED_MISSIONS ($600)&lt;br /&gt;
| Architectural Espionage (1), Key to her Heart (2), Dam and Blast (3), Cop Wheels (4), Up, Up and Away! (5), Breaking the Bank at Caligula's (6)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Return to Los Santos===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Address&lt;br /&gt;
! Variable&lt;br /&gt;
! Increased by / Comment&lt;br /&gt;
|-&lt;br /&gt;
| 00A4A328&lt;br /&gt;
| $MANSION_TOTAL_PASSED_MISSIONS ($626)&lt;br /&gt;
| A Home in the Hills (1), Vertical Bird (2), Home Coming (3), Cut Throat Business (4)&lt;br /&gt;
|-&lt;br /&gt;
| 00A4A32C&lt;br /&gt;
| $GROVE_TOTAL_PASSED_MISSIONS ($627)&lt;br /&gt;
| Beat Down on BDup (1), Grove 4 Life (2)&lt;br /&gt;
|-&lt;br /&gt;
| 00A4A334&lt;br /&gt;
| $RIOT_TOTAL_PASSED_MISSIONS ($629)&lt;br /&gt;
| Riot (1), Los Desperados (2), End of the Line Part 1 (3), End of the Line Part 2 (4), End of the Line Part 3 (5)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Other===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Address&lt;br /&gt;
! Variable&lt;br /&gt;
! Comment&lt;br /&gt;
|-&lt;br /&gt;
| 00A4BDC8&lt;br /&gt;
| $RACES_WON_NUMBER ($2330)&lt;br /&gt;
| Increased by winning races. Since regular races are only unlocked after answering the call after Driving School, this variable can also be used to track the progress of the story mission races High Stakes Lowrider (1), Wu Zi Mu (2) and Farewell, my Love (3).&lt;br /&gt;
|-&lt;br /&gt;
| 00A51698&lt;br /&gt;
| $8014&lt;br /&gt;
| Used during End of the Line Part 3: Set to 1 once you can start shooting, set to 2 during a cutscene in between and set to 3 once the cutscene starts where the Firetruck breaks through the bridge (the end of any%, incidentally this address was taken from the AHK autosplitter).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==More Information==&lt;br /&gt;
* [http://pastebin.com/FN8AR4wg Cheat Table for Cheat Engine with SA Memory Addresses] (this also incldues a script to write values to a textfile for overlaying them e.g. in OBS, choose not to run it when you load this into Cheat Engine unless you know what you're doing)&lt;br /&gt;
* [http://www.gtamodding.com/?title=Memory_Addresses_(SA) GTA Modding Wiki] - Documentation of many memory addresses&lt;/div&gt;</summary>
		<author><name>Tduva</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Grand_Theft_Auto:_San_Andreas/Additional_Resources/Memory_Addresses</id>
		<title>Grand Theft Auto: San Andreas/Additional Resources/Memory Addresses</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Grand_Theft_Auto:_San_Andreas/Additional_Resources/Memory_Addresses"/>
				<updated>2016-01-24T21:10:15Z</updated>
		
		<summary type="html">&lt;p&gt;Tduva: /* Desert &amp;amp; Las Venturas */ Added Madd Dogg mission variable address&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;All addresses are assumed to be of the type 4 Bytes/Dword (as used in Cheat Engine) unless otherwise noted. Addresses are for the 1.0 version of SA and may not work for other versions. All addresses inlcude the 0x400000 main module offset (what CheatEngine displays as Address in the cheat table list).&lt;br /&gt;
&lt;br /&gt;
The variables names (where given) are taken from the decompiled SCM commonly available. Sometimes the variable in parentheses shows an alternate name that is not used in the mission script, but might be helpful.&lt;br /&gt;
&lt;br /&gt;
==Skills/Stats==&lt;br /&gt;
&lt;br /&gt;
===Skills===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Address&lt;br /&gt;
! Type&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| 00B791B8&lt;br /&gt;
| Bicycle&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| 00B791B4&lt;br /&gt;
| Motorbike&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| 00B7919C&lt;br /&gt;
| Flying&lt;br /&gt;
|-&lt;br /&gt;
| 00B790A0&lt;br /&gt;
| Driving&lt;br /&gt;
|-&lt;br /&gt;
| 00B794AC (Float)&lt;br /&gt;
| Uzi/Tec9&lt;br /&gt;
| Increases at 0.5 per shot (if it actually hits something that can take damage)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Stats===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Address&lt;br /&gt;
! Type&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| 00B791A4&lt;br /&gt;
| Lung Capacity&lt;br /&gt;
| Increased by Lung Capacity Exp (see below)&lt;br /&gt;
|-&lt;br /&gt;
| 00B793E0 (Float)&lt;br /&gt;
| Max Health&lt;br /&gt;
| Increased by Max Health Exp (see below)&lt;br /&gt;
|-&lt;br /&gt;
| 00B793DC (Float)&lt;br /&gt;
| Muscle&lt;br /&gt;
| Changed by Muscle Exp (see below), Gym&lt;br /&gt;
|-&lt;br /&gt;
| 00B793D8 (Float)&lt;br /&gt;
| Stamina&lt;br /&gt;
|-&lt;br /&gt;
| 00B793D4 (Float)&lt;br /&gt;
| Fat&lt;br /&gt;
| Changed by Stamina/Muscle changes and eating&lt;br /&gt;
|-&lt;br /&gt;
| 00B793E4 (Float)&lt;br /&gt;
| Sex Appeal&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Exp/Progress===&lt;br /&gt;
Exp values are increased by certain actions, and then increase the associated skill/stat once it reaches a certain number of points (the number in parentheses in the description column).&lt;br /&gt;
&lt;br /&gt;
Normally these values get reset to 0 when you start a new game through the menu or load a save, except for the Lung Capacity, Cycling and Max Health Exp.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Address&lt;br /&gt;
! Type&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| 00B794E8&lt;br /&gt;
| Lung Capacity&lt;br /&gt;
| (60k) [Doesn't reset]&lt;br /&gt;
|-&lt;br /&gt;
| 00B7950C&lt;br /&gt;
| Max Health&lt;br /&gt;
| Increases at 1000/second with Running/Sprinting/Cycling when actually pressing W (600k) [Doesn't reset]&lt;br /&gt;
|-&lt;br /&gt;
| 00B79500&lt;br /&gt;
| Stamina/Run&lt;br /&gt;
| (300k)&lt;br /&gt;
|-&lt;br /&gt;
| 00B794DC&lt;br /&gt;
| Stamina/Cycle&lt;br /&gt;
| (300k)&lt;br /&gt;
|-&lt;br /&gt;
| 00B794D8&lt;br /&gt;
| Stamina/Sprint&lt;br /&gt;
| (300k)&lt;br /&gt;
|-&lt;br /&gt;
| 00B794E4&lt;br /&gt;
| Stamina/Swim&lt;br /&gt;
| (180k)&lt;br /&gt;
|-&lt;br /&gt;
| 00B794FC&lt;br /&gt;
| Muscle&lt;br /&gt;
| Running/Sprinting/Swimming/Diving (150k)&lt;br /&gt;
|-&lt;br /&gt;
| 00B794EC&lt;br /&gt;
| Driving&lt;br /&gt;
| (300k)&lt;br /&gt;
|-&lt;br /&gt;
| 00B794F8&lt;br /&gt;
| Motorbike&lt;br /&gt;
| (180k)&lt;br /&gt;
|-&lt;br /&gt;
| 00B794F0&lt;br /&gt;
| Flying&lt;br /&gt;
| (300k)&lt;br /&gt;
|-&lt;br /&gt;
| 00B794E0&lt;br /&gt;
| Cycling&lt;br /&gt;
| Increases depending on speed/bunnyhopping (120k) [Doesn't reset]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Other Stuff==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Address&lt;br /&gt;
! Type&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| 00B7CB84&lt;br /&gt;
| Playing Time&lt;br /&gt;
| The time in milliseconds that has been played&lt;br /&gt;
|-&lt;br /&gt;
| 00A49FC4&lt;br /&gt;
| On Mission&lt;br /&gt;
| Set to 1 when on a mission, 0 otherwise&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Achievements===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Address&lt;br /&gt;
! Type&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| 00B7938C (Float)&lt;br /&gt;
| Distance on foot&lt;br /&gt;
|-&lt;br /&gt;
| 00B79390 (Float)&lt;br /&gt;
| Distance in a car&lt;br /&gt;
|-&lt;br /&gt;
| 00B793EC (Float)&lt;br /&gt;
| Distance on a bicycle&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Phonecalls==&lt;br /&gt;
:''See also: [[Grand_Theft_Auto:_San_Andreas/Game_Mechanics_and_Glitches/Phonecalls|Phonecalls]]''&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Address&lt;br /&gt;
! Type&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| 00A49C48&lt;br /&gt;
| $TIME_FROM_LAST_CALL&lt;br /&gt;
| Only updated when a call can actually be received&lt;br /&gt;
|-&lt;br /&gt;
| 00A4AF90&lt;br /&gt;
| Recall Time&lt;br /&gt;
| Delay between calls in milliseconds (20k, 15k after Badlands)&lt;br /&gt;
|-&lt;br /&gt;
| 00A4999C&lt;br /&gt;
| Call active&lt;br /&gt;
| This is 1 as long as the phone is ringing/call being answered&lt;br /&gt;
|-&lt;br /&gt;
| 00A4AF70&lt;br /&gt;
| Current Call Id&lt;br /&gt;
| Changed to the [[Grand_Theft_Auto:_San_Andreas/Game_Mechanics_and_Glitches/Phonecalls#List_of_Calls|Call Id]] when the phone rings&lt;br /&gt;
|-&lt;br /&gt;
| 00A49C40&lt;br /&gt;
| Last Call Time&lt;br /&gt;
| This is set to the current playing time (in milliseconds) when a call is finished/canceled or a mission is finished. There seem to be a lot of different values that are similiar, some don't change at some points. This address may or may not work in all situations.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Game Progress==&lt;br /&gt;
:''See also: [[Grand_Theft_Auto:_San_Andreas/Missions/Chains|Mission Chains]]''&lt;br /&gt;
&lt;br /&gt;
===Los Santos===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Address&lt;br /&gt;
! Variable&lt;br /&gt;
! Increased by / Comment&lt;br /&gt;
|-&lt;br /&gt;
| 00A4A060&lt;br /&gt;
| $INTRO_TOTAL_PASSED_MISSIONS ($448)&lt;br /&gt;
| Big Smoke (1), Ryder (2)&lt;br /&gt;
|-&lt;br /&gt;
| 00A4A070&lt;br /&gt;
| $SWEET_TOTAL_PASSED_MISSIONS ($452)&lt;br /&gt;
| Tagging up Turf (1), Cleaning the Hood (2), Drive-Thru (3), Nines and AKs (4), Drive-By (5), Sweet's Girl (6), Cesar Vialpando (7), Doberman (8), Los Sepulcros (9)&lt;br /&gt;
|-&lt;br /&gt;
| 00A4A07C&lt;br /&gt;
| $OG_LOC_TOTAL_PASSED_MISSIONS ($455)&lt;br /&gt;
| Life's a Beach (1), Madd Dogg's Rhymes (2), Management Issues (3), House Party (Cutscene) (4), House Party (5)&lt;br /&gt;
|-&lt;br /&gt;
| 00A4A080&lt;br /&gt;
| $CRASH_LS_TOTAL_PASSED_MISSIONS ($456)&lt;br /&gt;
| Burning Desire (1), Gray Imports (2)&lt;br /&gt;
|-&lt;br /&gt;
| 00A4A074&lt;br /&gt;
| $RYDER_TOTAL_PASSED_MISSIONS ($453)&lt;br /&gt;
| Home Invasion (1), Catalyst (2), Robbing Uncle Sam (3)&lt;br /&gt;
|-&lt;br /&gt;
| 00A4A078&lt;br /&gt;
| $SMOKE_TOTAL_PASSED_MISSIONS ($454)&lt;br /&gt;
| OG Loc (1), Running Dog (2), Wrong Side of the Tracks (3), Just Business (4)&lt;br /&gt;
|-&lt;br /&gt;
| 00A4A088&lt;br /&gt;
| $LS_FINAL_TOTAL_PASSED_MISSIONS ($458)&lt;br /&gt;
| Reunting the Families (1), The Green Sabre (2)&lt;br /&gt;
|-&lt;br /&gt;
| 00A4A084&lt;br /&gt;
| $MISSION_LOWRIDER_PASSED ($457)&lt;br /&gt;
| High Stakes Lowrider? (is checked to be equal to 1 for starting Reuniting the Families)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Badlands===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Address&lt;br /&gt;
! Variable&lt;br /&gt;
! Increased by / Comment&lt;br /&gt;
|-&lt;br /&gt;
| 00A4A114&lt;br /&gt;
| $MISSION_BADLANDS_PASSED ($493)&lt;br /&gt;
| Badlands (1)&lt;br /&gt;
|-&lt;br /&gt;
| 00A4A10C&lt;br /&gt;
| $TRUTH_TOTAL_PASSED_MISSIONS ($491)&lt;br /&gt;
| Body Harvest (1), Are you going to San Fierro? (2)&lt;br /&gt;
|-&lt;br /&gt;
| 00A4A110&lt;br /&gt;
| $CESAR_TOTAL_PASSED_MISSIONS ($492)&lt;br /&gt;
| Wu Zi Mu (5), Farewell my Love (10)&amp;lt;br /&amp;gt;''(Both races seem to increase the value throughout different stages of the race, by 5 total per race. The variable might be more aptly named &amp;quot;$BADLANDS_RACE_PROGRESS&amp;quot; or something.)''&lt;br /&gt;
|-&lt;br /&gt;
| 00A4A488&lt;br /&gt;
| $MISSION_LOCAL_LIQUOR_STORE_PASSED ($714)&lt;br /&gt;
| Local Liquor Store (1)&lt;br /&gt;
|-&lt;br /&gt;
| 00A4A48C&lt;br /&gt;
| $MISSION_SMALL_TOWN_BANK_PASSED ($715)&lt;br /&gt;
| Small Town Bank (1)&lt;br /&gt;
|-&lt;br /&gt;
| 00A4A490&lt;br /&gt;
| $MISSION_TANKER_COMMANDER_PASSED ($716)&lt;br /&gt;
| Tanker Commander (1)&lt;br /&gt;
|-&lt;br /&gt;
| 00A4A494&lt;br /&gt;
| $ALL_CATALINA_MISSIONS_PASSED ($717)&lt;br /&gt;
| Against All Odds (1)&amp;lt;br /&amp;gt;''(This variable isn't very well named in the commonly available decompiled mission script. It's not set to 1 when all Catalina missions have passed, rather when the Betting Shop mission is passed.)''&lt;br /&gt;
|-&lt;br /&gt;
| 00A49A60&lt;br /&gt;
| $CATALINA_TOTAL_PASSED_MISSIONS ($64)&lt;br /&gt;
| Tanker Commander, Against All Odds, Local Liquor Store, Small Town Bank&amp;lt;br /&amp;gt;''(These missions can be completed in any order, so it's not the best way to check which has been completed. It also gets set to 5 when finishing Wu Zi Mu.)''&lt;br /&gt;
|-&lt;br /&gt;
| 00A4BB2C&lt;br /&gt;
| $2163&lt;br /&gt;
| King in Exile (1) (Cutscene/Phonecall)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===San Fierro===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Address&lt;br /&gt;
! Variable&lt;br /&gt;
! Increased by / Comment&lt;br /&gt;
|-&lt;br /&gt;
| 00A4A1D4&lt;br /&gt;
| $GARAGE_TOTAL_PASSED_MISSIONS ($541)&lt;br /&gt;
| Wear Flowers in your Hair (1), Deconstruction (2)&lt;br /&gt;
|-&lt;br /&gt;
| 00A4A1DC&lt;br /&gt;
| $WUZIMU_TOTAL_PASSED_MISSIONS ($543)&lt;br /&gt;
| Mountain Cloud Boys (1), Ran Fa Li (2), Lure (3), Amphibious Assault (4), The Da Nang Thang (5)&lt;br /&gt;
|-&lt;br /&gt;
| 00A4A1E4&lt;br /&gt;
| $SYNDICATE_TOTAL_PASSED_MISSIONS ($545)&lt;br /&gt;
| Photo Opportunity (1), Jizzy (Cutscene) (2), Jizzy (3), T-Bone Mendez (4), Mike Toreno (5), Outrider (6), Ice Cold Killa (7), Pier 69 (8), Toreno's Last Flight (9), Yay Ka-Boom-Boom (10)&lt;br /&gt;
|-&lt;br /&gt;
| 00A4A1E8&lt;br /&gt;
| $CRASH_SF_TOTAL_PASSED_MISSIONS ($546)&lt;br /&gt;
| 555 WE TIP (1), Snail Trail (2)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Desert &amp;amp; Las Venturas===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Address&lt;br /&gt;
! Variable&lt;br /&gt;
! Increased by / Comment&lt;br /&gt;
|-&lt;br /&gt;
| 00A4A2A4&lt;br /&gt;
| $TORENO_TOTAL_PASSED_MISSIONS ($593)&lt;br /&gt;
| Monster (1), Highjack (2), Interdiction (3), Verdant Meadows (4), Learning to Fly (5), N.O.E. (6), Stowaway (7), Black Project (8), Green Goo (9)&lt;br /&gt;
|-&lt;br /&gt;
| 00A4A2B4&lt;br /&gt;
| $CASINO_TOTAL_PASSED_MISSIONS ($597)&lt;br /&gt;
| Fender Ketchup (1), Explosive Situation (2), You've had your Chips (3), Don Peyote (4), Intenstive Care (5), The Meat Business (6), Fish in a Barrel (7), Freefall (8), Saint Mark's Bistro (9)&lt;br /&gt;
|-&lt;br /&gt;
| 00A4A2B8&lt;br /&gt;
| $598 (CRASH_LV_TOTAL_PASSED_MISSIONS)&lt;br /&gt;
| Misappropriation (1), High Noon (2)&amp;lt;br /&amp;gt;''(Not properly named in the commonly available decompiled mission script.)''&lt;br /&gt;
|-&lt;br /&gt;
| 00A4A2BC&lt;br /&gt;
| $599 (Madd Dogg)&lt;br /&gt;
| Madd Dogg (1)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Return to Los Santos===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Address&lt;br /&gt;
! Variable&lt;br /&gt;
! Increased by / Comment&lt;br /&gt;
|-&lt;br /&gt;
| 00A4A328&lt;br /&gt;
| $MANSION_TOTAL_PASSED_MISSIONS ($626)&lt;br /&gt;
| A Home in the Hills (1), Vertical Bird (2), Home Coming (3), Cut Throat Business (4)&lt;br /&gt;
|-&lt;br /&gt;
| 00A4A32C&lt;br /&gt;
| $GROVE_TOTAL_PASSED_MISSIONS ($627)&lt;br /&gt;
| Beat Down on BDup (1), Grove 4 Life (2)&lt;br /&gt;
|-&lt;br /&gt;
| 00A4A334&lt;br /&gt;
| $RIOT_TOTAL_PASSED_MISSIONS ($629)&lt;br /&gt;
| Riot (1), Los Desperados (2), End of the Line Part 1 (3), End of the Line Part 2 (4), End of the Line Part 3 (5)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Other===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Address&lt;br /&gt;
! Variable&lt;br /&gt;
! Comment&lt;br /&gt;
|-&lt;br /&gt;
| 00A4BDC8&lt;br /&gt;
| $RACES_WON_NUMBER ($2330)&lt;br /&gt;
| Increased by winning races. Since regular races are only unlocked after answering the call after Driving School, this variable can also be used to track the progress of the story mission races High Stakes Lowrider (1), Wu Zi Mu (2) and Farewell, my Love (3).&lt;br /&gt;
|-&lt;br /&gt;
| 00A51698&lt;br /&gt;
| $8014&lt;br /&gt;
| Used during End of the Line Part 3: Set to 1 once you can start shooting, set to 2 during a cutscene in between and set to 3 once the cutscene starts where the Firetruck breaks through the bridge (the end of any%, incidentally this address was taken from the AHK autosplitter).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==More Information==&lt;br /&gt;
* [http://pastebin.com/FN8AR4wg Cheat Table for Cheat Engine with SA Memory Addresses] (this also incldues a script to write values to a textfile for overlaying them e.g. in OBS, choose not to run it when you load this into Cheat Engine unless you know what you're doing)&lt;br /&gt;
* [http://www.gtamodding.com/?title=Memory_Addresses_(SA) GTA Modding Wiki] - Documentation of many memory addresses&lt;/div&gt;</summary>
		<author><name>Tduva</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Grand_Theft_Auto:_San_Andreas/Missions/Chains</id>
		<title>Grand Theft Auto: San Andreas/Missions/Chains</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Grand_Theft_Auto:_San_Andreas/Missions/Chains"/>
				<updated>2016-01-24T21:08:55Z</updated>
		
		<summary type="html">&lt;p&gt;Tduva: /* Desert &amp;amp; Las Venturas */ Added Madd Dogg variable&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Which variables there are to track mission progress and by which missions they are increased. These variables are frequently used in the main.scm (game script) to decide which mission to start, which phonecall to trigger and so on.&lt;br /&gt;
&lt;br /&gt;
This page only lists which missions increase the variables, there may be other requirements than that for actually starting the following missions.&lt;br /&gt;
&lt;br /&gt;
The variables names are taken from the decompiled SCM commonly available. Memory addresses for these variables are documented on the [[Grand_Theft_Auto:_San_Andreas/Additional_Resources/Memory_Addresses#Game_Progress|Memory Addresses page]].&lt;br /&gt;
&lt;br /&gt;
==Los Santos==&lt;br /&gt;
$INTRO_TOTAL_PASSED_MISSIONS&lt;br /&gt;
# Big Smoke&lt;br /&gt;
# Ryder&lt;br /&gt;
&lt;br /&gt;
$SWEET_TOTAL_PASSED_MISSIONS&lt;br /&gt;
# Tagging up Turf&lt;br /&gt;
# Cleaning the Hood&lt;br /&gt;
# Drive-Thru&lt;br /&gt;
# Nines and AKs&lt;br /&gt;
# Drive-By&lt;br /&gt;
# Sweet's Girl&lt;br /&gt;
# Cesar Vialpando&lt;br /&gt;
# Doberman&lt;br /&gt;
# Los Sepulcros&lt;br /&gt;
&lt;br /&gt;
$OG_LOC_TOTAL_PASSED_MISSIONS&lt;br /&gt;
# Life's a Beach&lt;br /&gt;
# Madd Dogg's Rhymes&lt;br /&gt;
# Management Issues&lt;br /&gt;
# House Party (Cutscene)&lt;br /&gt;
# House Party&lt;br /&gt;
&lt;br /&gt;
$CRASH_LS_TOTAL_PASSED_MISSIONS&lt;br /&gt;
# Burning Desire&lt;br /&gt;
# Gray Imports&lt;br /&gt;
&lt;br /&gt;
$RYDER_TOTAL_PASSED_MISSIONS&lt;br /&gt;
# Home Invasion&lt;br /&gt;
# Catalyst&lt;br /&gt;
# Robbing Uncle Sam&lt;br /&gt;
&lt;br /&gt;
$SMOKE_TOTAL_PASSED_MISSIONS&lt;br /&gt;
# OG Loc&lt;br /&gt;
# Running Dog&lt;br /&gt;
# Wrong Side of the Tracks&lt;br /&gt;
# Just Business&lt;br /&gt;
&lt;br /&gt;
$LS_FINAL_TOTAL_PASSED_MISSIONS&lt;br /&gt;
# Reunting the Families&lt;br /&gt;
# The Green Sabre&lt;br /&gt;
&lt;br /&gt;
$MISSION_LOWRIDER_PASSED&lt;br /&gt;
# High Stakes Lowrider? (is checked to be equal to 1 for starting Reuniting the Families)&lt;br /&gt;
&lt;br /&gt;
==Badlands==&lt;br /&gt;
&lt;br /&gt;
$MISSION_BADLANDS_PASSED&lt;br /&gt;
# Badlands&lt;br /&gt;
&lt;br /&gt;
$TRUTH_TOTAL_PASSED_MISSIONS&lt;br /&gt;
# Body Harvest&lt;br /&gt;
# Are you going to San Fierro?&lt;br /&gt;
&lt;br /&gt;
$CESAR_TOTAL_PASSED_MISSIONS&lt;br /&gt;
* Wu Zi Mu -&amp;gt; 5&lt;br /&gt;
* Farewell my Love -&amp;gt; 10&lt;br /&gt;
&lt;br /&gt;
==San Fierro==&lt;br /&gt;
$GARAGE_TOTAL_PASSED_MISSIONS&lt;br /&gt;
# Wear Flowers in your Hair&lt;br /&gt;
# Deconstruction&lt;br /&gt;
&lt;br /&gt;
$CRASH_SF_TOTAL_PASSED_MISSIONS&lt;br /&gt;
# 555 WE TIP&lt;br /&gt;
# Snail Trail&lt;br /&gt;
&lt;br /&gt;
$SYNDICATE_TOTAL_PASSED_MISSIONS&lt;br /&gt;
# Photo Opportunity&lt;br /&gt;
# Jizzy (Cutscene)&lt;br /&gt;
# Jizzy&lt;br /&gt;
# T-Bone Mendez&lt;br /&gt;
# Mike Toreno&lt;br /&gt;
# Outrider&lt;br /&gt;
# Ice Cold Killa&lt;br /&gt;
# Pier 69&lt;br /&gt;
# Toreno's Last Flight&lt;br /&gt;
# Yay Ka-Boom-Boom&lt;br /&gt;
&lt;br /&gt;
$WUZIMU_TOTAL_PASSED_MISSIONS&lt;br /&gt;
# Mountain Cloud Boys&lt;br /&gt;
# Ran Fa Li&lt;br /&gt;
# Lure&lt;br /&gt;
# Amphibious Assault&lt;br /&gt;
# The Da Nang Thang&lt;br /&gt;
&lt;br /&gt;
==Desert &amp;amp; Las Venturas==&lt;br /&gt;
$TORENO_TOTAL_PASSED_MISSIONS&lt;br /&gt;
# Monster&lt;br /&gt;
# Highjack&lt;br /&gt;
# Interdiction&lt;br /&gt;
# Verdant Meadows&lt;br /&gt;
# Learning to Fly&lt;br /&gt;
# N.O.E.&lt;br /&gt;
# Stowaway&lt;br /&gt;
# Black Project&lt;br /&gt;
# Green Goo&lt;br /&gt;
&lt;br /&gt;
$CASINO_TOTAL_PASSED_MISSIONS&lt;br /&gt;
# Fender Ketchup&lt;br /&gt;
# Explosive Situation&lt;br /&gt;
# You've had your Chips&lt;br /&gt;
# Don Peyote&lt;br /&gt;
# Intenstive Care&lt;br /&gt;
# The Meat Business&lt;br /&gt;
# Fish in a Barrel&lt;br /&gt;
# Freefall&lt;br /&gt;
# Saint Mark's Bistro&lt;br /&gt;
&lt;br /&gt;
$598 (CRASH_LV_TOTAL_PASSED_MISSIONS)&lt;br /&gt;
# Misappropriation&lt;br /&gt;
# High Noon&lt;br /&gt;
&lt;br /&gt;
$599 (Madd Dogg)&lt;br /&gt;
# Madd Dogg&lt;br /&gt;
&lt;br /&gt;
$HEIST_TOTAL_PASSED_MISSIONS&lt;br /&gt;
# Architectural Espionage&lt;br /&gt;
# Key to her Heart&lt;br /&gt;
# Dam and Blast&lt;br /&gt;
# Cop Wheels&lt;br /&gt;
# Up, Up and Away!&lt;br /&gt;
# Breaking the Bank at Caligula's&lt;br /&gt;
&lt;br /&gt;
==Return to Los Santos==&lt;br /&gt;
$MANSION_TOTAL_PASSED_MISSIONS&lt;br /&gt;
# A Home in the Hills&lt;br /&gt;
# Vertical Bird&lt;br /&gt;
# Home Coming (create_thread @GROVE)&lt;br /&gt;
# Cut Throat Business&lt;br /&gt;
&lt;br /&gt;
$GROVE_TOTAL_PASSED_MISSIONS&lt;br /&gt;
# Beat Down on Bdup&lt;br /&gt;
# Grove 4 Life&lt;br /&gt;
&lt;br /&gt;
$RIOT_TOTAL_PASSED_MISSIONS&lt;br /&gt;
# Riot&lt;br /&gt;
# Los Desperados&lt;br /&gt;
# End of the Line Part 1&lt;br /&gt;
# End of the Line Part 2&lt;br /&gt;
# End of the Line Part 3&lt;/div&gt;</summary>
		<author><name>Tduva</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Grand_Theft_Auto:_San_Andreas/Missions/Dupes</id>
		<title>Grand Theft Auto: San Andreas/Missions/Dupes</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Grand_Theft_Auto:_San_Andreas/Missions/Dupes"/>
				<updated>2016-01-20T03:06:46Z</updated>
		
		<summary type="html">&lt;p&gt;Tduva: /* Black Project */ Fixed error, clarified&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{GTASA Duping PC}}&lt;br /&gt;
&lt;br /&gt;
This page has notes on how duping specific missions works and affects the game. For general information on how duping works, refer to the [[Grand_Theft_Auto:_San_Andreas/Game_Mechanics_and_Glitches/Duping|Duping Page]].&lt;br /&gt;
&lt;br /&gt;
==T-Bone Mendez==&lt;br /&gt;
After Photo Opportunity or after Jizzy:&lt;br /&gt;
# Setup (Blood Bowl)&lt;br /&gt;
#* You should have a high-priority call from Zero or Jethro (15s delay), see [[Grand Theft Auto: San Andreas/Game Mechanics and Glitches/Duping#Phonecall Management|Phonecall Management]].&lt;br /&gt;
#* {{GTASA Duping Setup|trucking|Blood Bowl}}&lt;br /&gt;
#* There are two possible routes for this setup:&lt;br /&gt;
#*# Setup at Blood Bowl directly ''after Photo Opportunity'', which requires you to carry the call through Jizzy (Cutscene) and Jizzy:&lt;br /&gt;
#*#* After Blood Bowl, go to Jizzy (Cutscene).&lt;br /&gt;
#*#** Enter the marker on the side of the building, so CJ will walk out of the marker during the fade when he walks towards the building (what we usually want to avoid for duping, however this mission isn't going to be duped), then let got of the held $OM=0 call once the cutscene comes up, wait at least 15s so the call can come in again. Then start holding the call, skip the cutscene and the phone should ring once CJ is placed outside, just moments before the mission will pass and set $OM=0 again.&lt;br /&gt;
#*#** Simply holding the call through the Jizzy (Cutscene) will not work, because CJ will answer the phone once you skip the cutscene.&lt;br /&gt;
#*#* Hold the $OM=0 call until Jizzy&lt;br /&gt;
#*#** Start the mission and skip the cutscene while still holding the call. The call will be cancelled automatically, you can let go of holding it once the cutscene showing the Pimpmobile comes up.&lt;br /&gt;
#*#** At the end of Jizzy, drive ahead of the Limo as you normally would, get out preparing to attack the Limo, start holding the call, getting out of the Pimpmobile will cause the phone to ring (make sure you don't have a wanted level), then kill the enemies. '''You can't use a Rocket Launcher to destroy the Limo''', since aiming with the Rocket Launcher while holding a call will cause CJ to answer the call. You can either use your SMG (that the mission gives you) to shoot the driver of the Limo and then kill the other enemies or place down Satchels. Either way requires a bit of practice and traffic can troll you quite a bit.&lt;br /&gt;
#*# Setup at Blood Bowl ''after finishing Jizzy'', which is a bit longer drive, but you can simply drive to T-Bone Mendez directly after the Setup.&lt;br /&gt;
# Duping&lt;br /&gt;
#* Having the $OM=0 call held, walk into the marker, then let go of the call once the cutscene comes up. Entering the marker away from the door may be safer, because CJ may walk towards the door a bit, possibly walking out of the marker.&lt;br /&gt;
#* {{GTASA Duping Cutscene Interior}}&lt;br /&gt;
#* Once you started the second instance you can skip the cutscene.&lt;br /&gt;
# Mission&lt;br /&gt;
#* Duping in the cutscene means you get no traffic on the roads for the mission and you get interior lighting.&lt;br /&gt;
# Result&lt;br /&gt;
#* Skips Mike Toreno.&lt;br /&gt;
&lt;br /&gt;
===More Information===&lt;br /&gt;
* [https://youtu.be/7fsSjHyxw2s Video: T-Bone Mendez Duping (using Blood Bowl, Setup after Photo Opportunity)]&lt;br /&gt;
* [https://youtu.be/kFWN-szUywA Video: T-Bone Mendez Duping (using Blood Bowl, Setup after Jizzy)]&lt;br /&gt;
&lt;br /&gt;
==Ran Fa Li==&lt;br /&gt;
After Snail Trail:&lt;br /&gt;
&lt;br /&gt;
[[File:GTASA Trucking Despawn Zone.jpg|thumb|right|Despawn Zone at Trucking]]&lt;br /&gt;
# Setup (Trucking)&lt;br /&gt;
#* You should have a high-priority call from Zero or Jethro (15s delay), see [[Grand Theft Auto: San Andreas/Game Mechanics and Glitches/Duping#Phonecall Management|Phonecall Management]].&lt;br /&gt;
#* {{GTASA Duping Setup|trucking|Trucking}}&lt;br /&gt;
#* Attach a Satchel to the Truck, which cancels the call setting $OM=0, drive to the mission, get and hold a call and then explode the Satchel to fail Trucking and get $OM=0 call.&lt;br /&gt;
#* Using a Satchel means you have no traffic on the way to the mission, because starting Trucking without ever getting into the truck prevents traffic from spawning. You should still have Satchels from Badlands. If you don't have a Satchel you can also hold the call and blow up the Truck, but then you'll have traffic.&lt;br /&gt;
#* There is a despawn zone around Trucking, so park your vehicle on the bridge to keep it&lt;br /&gt;
# Duping&lt;br /&gt;
#* Having the $OM=0 call held, walk into the marker, then let go of the call once the cutscene comes up.&lt;br /&gt;
#* {{GTASA Duping Cutscene Interior}}&lt;br /&gt;
#* Once you started the second instance you can skip the cutscene.&lt;br /&gt;
# Mission&lt;br /&gt;
#* Duping in the cutscene means you get no traffic on the roads until you enter the car in the parking garage.&lt;br /&gt;
#* There will be two mission cars spawned in the parking garage inside of eachother, which may cause the car you get into to roll and land on its roof. To prevent getting stuck laying on the roof and eventually exploding, you have to hold both &amp;quot;Sprint&amp;quot; and &amp;quot;Move Left&amp;quot; (usually A) once you enter the car. That way you skip the cutscene (so you can actually control the car soon enough again) and then roll the car around fully and back onto its wheels again.&lt;br /&gt;
# Result&lt;br /&gt;
#* Skips Lure&lt;br /&gt;
&lt;br /&gt;
===More Information===&lt;br /&gt;
* [https://youtu.be/kRvHmjCRrwA Video: Ran Fa Li Dupe (using Trucking)]&lt;br /&gt;
&lt;br /&gt;
==Amphibious Assault==&lt;br /&gt;
After Ran Fa Li or Ice Cold Killa:&lt;br /&gt;
[[File:GTASA_IceColdKilla_Load_trigger.jpg|thumb|right|Load trigger during Ice Cold Killa which sets $ONMISSION=1]]&lt;br /&gt;
# Setup (Blood Bowl)&lt;br /&gt;
#* You should have a high-priority call from Zero, Jethro or Woozie (15s delay), see [[Grand Theft Auto: San Andreas/Game Mechanics and Glitches/Duping#Phonecall Management|Phonecall Management]].&lt;br /&gt;
#* {{GTASA Duping Setup|trucking|Blood Bowl}}&lt;br /&gt;
#* There are two possible routes for this setup:&lt;br /&gt;
#*# Setup at Blood Bowl directly ''after Ran Fa Li'', which requires you to carry the call through Ice Cold Killa:&lt;br /&gt;
#*#* After Blood Bowl start Ice Cold Killa.&lt;br /&gt;
#*#** Hold the call until you skip the cutscene. This will cancel the call, setting $ONMISSION=0 while on the mission. Don't start the mission again, just complete the one instance of the mission. The setup is merely done to be able to receive phonecalls during the mission, so you can get another $ONMISSION=0 call at the end of the mission that is then used to dupe Amphibious Assault.&lt;br /&gt;
#*#** Once you get to the club, do the normal strats of shooting Jizzys car 6 times with the Sniper Rifle. The phone will ring, but the shooting will cancel the call.&lt;br /&gt;
#*#** Go up to the roof. Jump down onto the roof ''after'' the phone starting ringing again, then enter the building through the skylight. Entering the building will cancel the call.&lt;br /&gt;
#*#*** There is a trigger on the roof that will set $ONMISSION=1 again. Entering that trigger only while the phone is ringing makes that have no adverse effects. ([https://youtu.be/1G74RMHqpeo Video: Trigger Issue])&lt;br /&gt;
#*#** Now either wait about 3-4 seconds before jumping down or don't skip one of the cutscenes for about 3-4 seconds. This is done because the phone needs another 15 seconds to ring again and otherwise it wouldn't ring before Jizzy starts driving away.&lt;br /&gt;
#*#** Skip the cutscenes and sprint to the door. After doing outside, during the cutscene (where Jizzy gets in the car), starting holding the call and keep holding it once it rings. If you got the timing right it should ring before the cutscene ends.&lt;br /&gt;
#*#** While holding the call, shoot the car to set it on fire and Jizzy jumps out. As opposed to regular strats, you can't use the Sniper Rifle or Rocket launcher, since this would make CJ answer the call you are holding. You can use an AK or Silenced Pistol. You can crouch to get better accuracy, since holding the call means you shoot continuously while aiming.&lt;br /&gt;
#*#** Kill Jizzy, get the phone and finishing the mission while holding the call. Try to not pick up his SMG ammo if you plan on using a bike while holding the call.&lt;br /&gt;
#*#* After Ice Cold Killa, drive to Amphibious Assault while holding the call to do the dupe.&lt;br /&gt;
#*# Setup at Blood Bowl ''after finishing Ice Cold Killa'', which is a bit longer drive, but you can simply drive to Amphibious Assault directly after the Setup.&lt;br /&gt;
# Duping&lt;br /&gt;
#* Having the $OM=0 call held, walk into the marker, then let go of the call once the cutscene comes up.&lt;br /&gt;
#* {{GTASA Duping Cutscene Interior}}&lt;br /&gt;
#* Once you started the second instance you can skip the cutscene.&lt;br /&gt;
# Mission&lt;br /&gt;
#* Duping in the cutscene means you get no traffic on the roads and interior lighting.&lt;br /&gt;
#* Twice the number of patrol boats will spawn, on top of eachother. Sometimes they blow eachother up and activate the enemies, the same as if you got into the open water (which triggers the cutscene and activates the enemies).&lt;br /&gt;
#* Sometimes the enemies on the patrol boats can get quite dangerous, even using the Dhingy. Make sure the Dhingy doesn't end up too close to the Patrol boat when it's drifting to the front of the ship.&lt;br /&gt;
#* On the ship, some more enemies than usual can spawn, some apparently inside of eachother. To be able to plant the bug and advance the mission, you have to kill all enemies that are running around on the ship.&lt;br /&gt;
#* After the Setup with Blood Bowl you won't have an Uzi anymore, so you can either sprint and stop to shoot the enemies with a Shotgun or slide with the AK.&lt;br /&gt;
# Result&lt;br /&gt;
#* Skips The Da Nang Thang (which aside from saved time also means you can keep your weapons)&lt;br /&gt;
&lt;br /&gt;
===More Information===&lt;br /&gt;
* [[Grand_Theft_Auto:_San_Andreas/Missions#Amphibious Assault|Amphibious Assault]]&lt;br /&gt;
* [https://youtu.be/CR6ffuZfiX8 Video: Verdant Meadows Duping (using Blood Bowl)] - shows the Setup&lt;br /&gt;
&lt;br /&gt;
==Highjack==&lt;br /&gt;
After Monster:&lt;br /&gt;
# Setup (Bike School)&lt;br /&gt;
#* You should have a Catalina call (60s delay), see [[Grand Theft Auto: San Andreas/Game Mechanics and Glitches/Duping#Phonecall Management|Phonecall Management]]. Make sure the call is ready when you enter the Bike School marker. Since it has a 1000ms check delay, pause buffering is advised to get the call consistently during the 500ms fade until the mission sets $OM=1.&lt;br /&gt;
#* Get a bike: Answer the call to unlock Highjack, then start Highjack, kill Cesar to fail the mission and use the spawned bike.&lt;br /&gt;
#* {{GTASA Duping Setup|quarry|Bike School}}&lt;br /&gt;
#* The call will be ready 60s after you failed Highjack, so make sure you don't fall off the bike when the call is ready, so you don't have to wait once you get to Bike School.&lt;br /&gt;
# Duping&lt;br /&gt;
#* Having the $OM=0 call held, walk into the marker, then let go of the call once the cutscene comes up.&lt;br /&gt;
#* Since the cutscene is outside (not an interior), CJ will answer the phone once you let go of holding the call, so you have to also hold F (or whatever hangs up the phone) for a bit. Because of this, it can take a few seconds for the second instance to be started.&lt;br /&gt;
#* Once you started the second instance you can skip the cutscene.&lt;br /&gt;
# Mission&lt;br /&gt;
#* Duping this mission in the cutscene will remove all traffic for the mission.&lt;br /&gt;
# Result&lt;br /&gt;
#* Skips Interdiction.&lt;br /&gt;
#** You can get Rockets and AK which you would normally pick up during Interdiction from the Helipad after [[Grand Theft Auto: San Andreas/Missions#Toreno's Last Flight|Toreno's Last Flight]]. If you also duped Amphibious Assault and skipped The Da Nang Thang, you can pick them up directly after passing Toreno's Last Flight or otherwise during Yay-Ka-Boom-Boom.&lt;br /&gt;
#* You'll still get the phonecall that unlocks Interdiction, which is actually used to dupe Verdant Meadows.&lt;br /&gt;
&lt;br /&gt;
===More Information===&lt;br /&gt;
* [https://youtu.be/Q4WxwTpCHpU?t=1m8s Video: Highjack Duping (using Bike School)]&lt;br /&gt;
&lt;br /&gt;
==Verdant Meadows==&lt;br /&gt;
After Highjack:&lt;br /&gt;
# Setup (Blood Bowl)&lt;br /&gt;
#* You should have the call that would normally unlock Interdiction (since you skipped Interdiction by duping Highjack you don't need it for that), see [[Grand Theft Auto: San Andreas/Game Mechanics and Glitches/Duping#Phonecall Management|Phonecall Management]].&lt;br /&gt;
#* {{GTASA Duping Setup|trucking|Blood Bowl}}&lt;br /&gt;
#* Since you skipped Interdiction, the Verdant Meadows mission marker will be invisible, but it will still work.&lt;br /&gt;
# Duping&lt;br /&gt;
#* Since this mission only consists of a cutscene, you have to dupe it in the cutscene.&lt;br /&gt;
#* Having the $OM=0 call held, walk into the marker, then let go of the call once the cutscene comes up.&lt;br /&gt;
#* Since the cutscene is outside (not an interior), CJ will answer the phone once you let go of holding the call, so you have to also hold F (or whatever hangs up the phone) for a bit. Because of this, it can take a few seconds for the second instance to be started.&lt;br /&gt;
# Result&lt;br /&gt;
#* Skips N.O.E.&lt;br /&gt;
#* Sets &amp;lt;code&amp;gt;$TORENO_TOTAL_PASSED_MISSIONS to 5&amp;lt;/code&amp;gt;, like after Flight School. However, there is a separate variable that tracks if you passed Flight School, which is required to start the following missions. Luckily Flight School starts if &amp;lt;code&amp;gt;$TORENO_TOTAL_PASSED_MISSIONS &amp;gt; 3&amp;lt;/code&amp;gt; not &amp;lt;code&amp;gt;$TORENO_TOTAL_PASSED_MISSIONS == 4&amp;lt;/code&amp;gt;, otherwise duping Verdant Meadows would basicially softlock the game. Flight School itself increases the mission chain variable as well, setting &amp;lt;code&amp;gt;$TORENO_TOTAL_PASSED_MISSIONS to 6&amp;lt;/code&amp;gt;, so you skip the next mission instead (N.O.E.).&lt;br /&gt;
&lt;br /&gt;
===More Information===&lt;br /&gt;
* [https://youtu.be/CR6ffuZfiX8 Video: Verdant Meadows Duping (using Blood Bowl)]&lt;br /&gt;
&lt;br /&gt;
==Fish in a Barrel==&lt;br /&gt;
After The Meat Business:&lt;br /&gt;
# Setup (Bike School or Quarry)&lt;br /&gt;
#* You should have a Catalina call (60s recall delay). One of those is unlocked after The Meat Business. Make sure the call is ready when you enter the Quarry/Bike School marker by getting out of your vehicle. Since it has a 1000ms check delay, pause buffering is advised to get the call consistently during the 500ms fade until the mission sets $OM=1.&lt;br /&gt;
#* {{GTASA Duping Setup|quarry|Bike School or Quarry|pb}}&lt;br /&gt;
#* Bike School requires a bike to drive into the building and get off into the marker. Since you're probably going to use a bike on the way to the Casino, having SMG ammo makes you shoot all the time.&lt;br /&gt;
#* Using Quarry you can hold the call, then blow up the truck to get $OM=0 call and drive back (having SMG ammo when holding the call on a bike makes you shoot all the time) or use a Satchel to blow the truck up remotely from the Casino, to get an $OM=0 call there (you may get shot up by the guards in the casino a bit). Since the Casino is an interior, you have to hold the call before entering the casino either way.&lt;br /&gt;
# Duping&lt;br /&gt;
#* Since this mission only consists of a cutscene, you ''have'' to dupe it in the cutscene.&lt;br /&gt;
#* Having the $OM=0 call held, walk into the marker from the stairs, without sprinting, then let go of the call once the cutscene comes up.&lt;br /&gt;
#* CJ walks a bit towards the door, so make sure you enter the marker from the stairs, so CJ is still in the marker when you set $OM=0 after starting the first instance. CJ will sprint on the stairs if you sprinted on the previous stairs, you can switch to a weapon you can't sprint with to prevent that or don't actively press sprint on the previous stairs. Wait for the marker to appear before entering it in case you blow up the Satchel shortly before it, to make sure you actually hit the edge away from the door.&lt;br /&gt;
#* Once you started the second instance you can skip the cutscene.&lt;br /&gt;
# Result&lt;br /&gt;
#* Skips Freefall.&lt;br /&gt;
#* You'll still get the Freefall phonecall, which will add the mission marker when answered, but it has no effect.&lt;br /&gt;
&lt;br /&gt;
===More Information===&lt;br /&gt;
* [https://youtu.be/hAiQhMwFHo0 Video: Fish in a Barrel Duping (using Quarry)]&lt;br /&gt;
* [https://youtu.be/-Dmipyr7CPA Video: Fish in a Barrel Duping (using Quarry, without Satchel)]&lt;br /&gt;
* [https://youtu.be/Q4WxwTpCHpU?t=1m8s Video: Highjack Duping (using Bike School)] - Showing the Bike School Setup&lt;br /&gt;
&lt;br /&gt;
==Black Project==&lt;br /&gt;
After Stowaway:&lt;br /&gt;
# Setup (Quarry)&lt;br /&gt;
#* You should have the high-priority call that unlocks High Noon, which is available once you finished both Freefall (or skipped it by duping) and Misappropriation, so just don't answer any phonecalls after finishing Misappropriation.&lt;br /&gt;
#* Phonecall start Quarry by exiting your vehicle into the marker while having a call ready. You don't hold the call for this dupe.&lt;br /&gt;
#* Skip or answer the phonecall after starting Quarry. As opposed to other dupes, we don't want an $OM=0 call, but instead Quarry running with $OM=0, so Black Project can be started while Quarry is running.&lt;br /&gt;
#* You can sprint to the Cropduster north of the Quarry while answering phonecalls if you have any left.&lt;br /&gt;
# Duping&lt;br /&gt;
#* Start Black Project with Quarry running, which turns the Quarry instance into another Black Project instance.&lt;br /&gt;
#* Skip the cutscene with the Mothership as soon as it is possible, otherwise the mission can softlock (no triggers inside the facility). There appears to be a 1000ms grace period after the cutscene becomes skippable, so the skipping doesn't have to be ultra precise. Skipping with Sprint should work.&lt;br /&gt;
# Mission&lt;br /&gt;
#* There appear to be double the Armor pickups and more blips on the map, however the enemies seem to be at least similiar.&lt;br /&gt;
# Result&lt;br /&gt;
#* Skips Green Goo.&lt;br /&gt;
&lt;br /&gt;
Under some circumstances starting Black Project with Quarry can apparently crash the game (frozen at &amp;quot;Black Project&amp;quot; text). This doesn't appear to be a problem unless you had started Black Project before doing the dupe without restarting the game (e.g. trying the dupe several times loading from save). This seems to have to do with the Nightvision Goggles already being loaded in memory.&lt;br /&gt;
&lt;br /&gt;
===More Information===&lt;br /&gt;
* [https://www.youtube.com/watch?v=IJ5bL4zCvco Video: Comparison of route with and without Black Project dupe] - Also shows the dupe itself, however not to be taken as a proper tutorial&lt;br /&gt;
* [http://www.speedrun.com/post/01sl4 Info on softlock/crashing]&lt;/div&gt;</summary>
		<author><name>Tduva</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Grand_Theft_Auto:_San_Andreas/Additional_Resources/Memory_Addresses</id>
		<title>Grand Theft Auto: San Andreas/Additional Resources/Memory Addresses</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Grand_Theft_Auto:_San_Andreas/Additional_Resources/Memory_Addresses"/>
				<updated>2016-01-14T19:59:30Z</updated>
		
		<summary type="html">&lt;p&gt;Tduva: /* Badlands */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;All addresses are assumed to be of the type 4 Bytes/Dword (as used in Cheat Engine) unless otherwise noted. Addresses are for the 1.0 version of SA and may not work for other versions. All addresses inlcude the 0x400000 main module offset (what CheatEngine displays as Address in the cheat table list).&lt;br /&gt;
&lt;br /&gt;
The variables names (where given) are taken from the decompiled SCM commonly available. Sometimes the variable in parentheses shows an alternate name that is not used in the mission script, but might be helpful.&lt;br /&gt;
&lt;br /&gt;
==Skills/Stats==&lt;br /&gt;
&lt;br /&gt;
===Skills===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Address&lt;br /&gt;
! Type&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| 00B791B8&lt;br /&gt;
| Bicycle&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| 00B791B4&lt;br /&gt;
| Motorbike&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| 00B7919C&lt;br /&gt;
| Flying&lt;br /&gt;
|-&lt;br /&gt;
| 00B790A0&lt;br /&gt;
| Driving&lt;br /&gt;
|-&lt;br /&gt;
| 00B794AC (Float)&lt;br /&gt;
| Uzi/Tec9&lt;br /&gt;
| Increases at 0.5 per shot (if it actually hits something that can take damage)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Stats===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Address&lt;br /&gt;
! Type&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| 00B791A4&lt;br /&gt;
| Lung Capacity&lt;br /&gt;
| Increased by Lung Capacity Exp (see below)&lt;br /&gt;
|-&lt;br /&gt;
| 00B793E0 (Float)&lt;br /&gt;
| Max Health&lt;br /&gt;
| Increased by Max Health Exp (see below)&lt;br /&gt;
|-&lt;br /&gt;
| 00B793DC (Float)&lt;br /&gt;
| Muscle&lt;br /&gt;
| Changed by Muscle Exp (see below), Gym&lt;br /&gt;
|-&lt;br /&gt;
| 00B793D8 (Float)&lt;br /&gt;
| Stamina&lt;br /&gt;
|-&lt;br /&gt;
| 00B793D4 (Float)&lt;br /&gt;
| Fat&lt;br /&gt;
| Changed by Stamina/Muscle changes and eating&lt;br /&gt;
|-&lt;br /&gt;
| 00B793E4 (Float)&lt;br /&gt;
| Sex Appeal&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Exp/Progress===&lt;br /&gt;
Exp values are increased by certain actions, and then increase the associated skill/stat once it reaches a certain number of points (the number in parentheses in the description column).&lt;br /&gt;
&lt;br /&gt;
Normally these values get reset to 0 when you start a new game through the menu or load a save, except for the Lung Capacity, Cycling and Max Health Exp.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Address&lt;br /&gt;
! Type&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| 00B794E8&lt;br /&gt;
| Lung Capacity&lt;br /&gt;
| (60k) [Doesn't reset]&lt;br /&gt;
|-&lt;br /&gt;
| 00B7950C&lt;br /&gt;
| Max Health&lt;br /&gt;
| Increases at 1000/second with Running/Sprinting/Cycling when actually pressing W (600k) [Doesn't reset]&lt;br /&gt;
|-&lt;br /&gt;
| 00B79500&lt;br /&gt;
| Stamina/Run&lt;br /&gt;
| (300k)&lt;br /&gt;
|-&lt;br /&gt;
| 00B794DC&lt;br /&gt;
| Stamina/Cycle&lt;br /&gt;
| (300k)&lt;br /&gt;
|-&lt;br /&gt;
| 00B794D8&lt;br /&gt;
| Stamina/Sprint&lt;br /&gt;
| (300k)&lt;br /&gt;
|-&lt;br /&gt;
| 00B794E4&lt;br /&gt;
| Stamina/Swim&lt;br /&gt;
| (180k)&lt;br /&gt;
|-&lt;br /&gt;
| 00B794FC&lt;br /&gt;
| Muscle&lt;br /&gt;
| Running/Sprinting/Swimming/Diving (150k)&lt;br /&gt;
|-&lt;br /&gt;
| 00B794EC&lt;br /&gt;
| Driving&lt;br /&gt;
| (300k)&lt;br /&gt;
|-&lt;br /&gt;
| 00B794F8&lt;br /&gt;
| Motorbike&lt;br /&gt;
| (180k)&lt;br /&gt;
|-&lt;br /&gt;
| 00B794F0&lt;br /&gt;
| Flying&lt;br /&gt;
| (300k)&lt;br /&gt;
|-&lt;br /&gt;
| 00B794E0&lt;br /&gt;
| Cycling&lt;br /&gt;
| Increases depending on speed/bunnyhopping (120k) [Doesn't reset]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Other Stuff==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Address&lt;br /&gt;
! Type&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| 00B7CB84&lt;br /&gt;
| Playing Time&lt;br /&gt;
| The time in milliseconds that has been played&lt;br /&gt;
|-&lt;br /&gt;
| 00A49FC4&lt;br /&gt;
| On Mission&lt;br /&gt;
| Set to 1 when on a mission, 0 otherwise&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Achievements===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Address&lt;br /&gt;
! Type&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| 00B7938C (Float)&lt;br /&gt;
| Distance on foot&lt;br /&gt;
|-&lt;br /&gt;
| 00B79390 (Float)&lt;br /&gt;
| Distance in a car&lt;br /&gt;
|-&lt;br /&gt;
| 00B793EC (Float)&lt;br /&gt;
| Distance on a bicycle&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Phonecalls==&lt;br /&gt;
:''See also: [[Grand_Theft_Auto:_San_Andreas/Game_Mechanics_and_Glitches/Phonecalls|Phonecalls]]''&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Address&lt;br /&gt;
! Type&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| 00A49C48&lt;br /&gt;
| $TIME_FROM_LAST_CALL&lt;br /&gt;
| Only updated when a call can actually be received&lt;br /&gt;
|-&lt;br /&gt;
| 00A4AF90&lt;br /&gt;
| Recall Time&lt;br /&gt;
| Delay between calls in milliseconds (20k, 15k after Badlands)&lt;br /&gt;
|-&lt;br /&gt;
| 00A4999C&lt;br /&gt;
| Call active&lt;br /&gt;
| This is 1 as long as the phone is ringing/call being answered&lt;br /&gt;
|-&lt;br /&gt;
| 00A4AF70&lt;br /&gt;
| Current Call Id&lt;br /&gt;
| Changed to the [[Grand_Theft_Auto:_San_Andreas/Game_Mechanics_and_Glitches/Phonecalls#List_of_Calls|Call Id]] when the phone rings&lt;br /&gt;
|-&lt;br /&gt;
| 00A49C40&lt;br /&gt;
| Last Call Time&lt;br /&gt;
| This is set to the current playing time (in milliseconds) when a call is finished/canceled or a mission is finished. There seem to be a lot of different values that are similiar, some don't change at some points. This address may or may not work in all situations.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Game Progress==&lt;br /&gt;
:''See also: [[Grand_Theft_Auto:_San_Andreas/Missions/Chains|Mission Chains]]''&lt;br /&gt;
&lt;br /&gt;
===Los Santos===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Address&lt;br /&gt;
! Variable&lt;br /&gt;
! Increased by / Comment&lt;br /&gt;
|-&lt;br /&gt;
| 00A4A060&lt;br /&gt;
| $INTRO_TOTAL_PASSED_MISSIONS ($448)&lt;br /&gt;
| Big Smoke (1), Ryder (2)&lt;br /&gt;
|-&lt;br /&gt;
| 00A4A070&lt;br /&gt;
| $SWEET_TOTAL_PASSED_MISSIONS ($452)&lt;br /&gt;
| Tagging up Turf (1), Cleaning the Hood (2), Drive-Thru (3), Nines and AKs (4), Drive-By (5), Sweet's Girl (6), Cesar Vialpando (7), Doberman (8), Los Sepulcros (9)&lt;br /&gt;
|-&lt;br /&gt;
| 00A4A07C&lt;br /&gt;
| $OG_LOC_TOTAL_PASSED_MISSIONS ($455)&lt;br /&gt;
| Life's a Beach (1), Madd Dogg's Rhymes (2), Management Issues (3), House Party (Cutscene) (4), House Party (5)&lt;br /&gt;
|-&lt;br /&gt;
| 00A4A080&lt;br /&gt;
| $CRASH_LS_TOTAL_PASSED_MISSIONS ($456)&lt;br /&gt;
| Burning Desire (1), Gray Imports (2)&lt;br /&gt;
|-&lt;br /&gt;
| 00A4A074&lt;br /&gt;
| $RYDER_TOTAL_PASSED_MISSIONS ($453)&lt;br /&gt;
| Home Invasion (1), Catalyst (2), Robbing Uncle Sam (3)&lt;br /&gt;
|-&lt;br /&gt;
| 00A4A078&lt;br /&gt;
| $SMOKE_TOTAL_PASSED_MISSIONS ($454)&lt;br /&gt;
| OG Loc (1), Running Dog (2), Wrong Side of the Tracks (3), Just Business (4)&lt;br /&gt;
|-&lt;br /&gt;
| 00A4A088&lt;br /&gt;
| $LS_FINAL_TOTAL_PASSED_MISSIONS ($458)&lt;br /&gt;
| Reunting the Families (1), The Green Sabre (2)&lt;br /&gt;
|-&lt;br /&gt;
| 00A4A084&lt;br /&gt;
| $MISSION_LOWRIDER_PASSED ($457)&lt;br /&gt;
| High Stakes Lowrider? (is checked to be equal to 1 for starting Reuniting the Families)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Badlands===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Address&lt;br /&gt;
! Variable&lt;br /&gt;
! Increased by / Comment&lt;br /&gt;
|-&lt;br /&gt;
| 00A4A114&lt;br /&gt;
| $MISSION_BADLANDS_PASSED ($493)&lt;br /&gt;
| Badlands (1)&lt;br /&gt;
|-&lt;br /&gt;
| 00A4A10C&lt;br /&gt;
| $TRUTH_TOTAL_PASSED_MISSIONS ($491)&lt;br /&gt;
| Body Harvest (1), Are you going to San Fierro? (2)&lt;br /&gt;
|-&lt;br /&gt;
| 00A4A110&lt;br /&gt;
| $CESAR_TOTAL_PASSED_MISSIONS ($492)&lt;br /&gt;
| Wu Zi Mu (5), Farewell my Love (10)&amp;lt;br /&amp;gt;''(Both races seem to increase the value throughout different stages of the race, by 5 total per race. The variable might be more aptly named &amp;quot;$BADLANDS_RACE_PROGRESS&amp;quot; or something.)''&lt;br /&gt;
|-&lt;br /&gt;
| 00A4A488&lt;br /&gt;
| $MISSION_LOCAL_LIQUOR_STORE_PASSED ($714)&lt;br /&gt;
| Local Liquor Store (1)&lt;br /&gt;
|-&lt;br /&gt;
| 00A4A48C&lt;br /&gt;
| $MISSION_SMALL_TOWN_BANK_PASSED ($715)&lt;br /&gt;
| Small Town Bank (1)&lt;br /&gt;
|-&lt;br /&gt;
| 00A4A490&lt;br /&gt;
| $MISSION_TANKER_COMMANDER_PASSED ($716)&lt;br /&gt;
| Tanker Commander (1)&lt;br /&gt;
|-&lt;br /&gt;
| 00A4A494&lt;br /&gt;
| $ALL_CATALINA_MISSIONS_PASSED ($717)&lt;br /&gt;
| Against All Odds (1)&amp;lt;br /&amp;gt;''(This variable isn't very well named in the commonly available decompiled mission script. It's not set to 1 when all Catalina missions have passed, rather when the Betting Shop mission is passed.)''&lt;br /&gt;
|-&lt;br /&gt;
| 00A49A60&lt;br /&gt;
| $CATALINA_TOTAL_PASSED_MISSIONS ($64)&lt;br /&gt;
| Tanker Commander, Against All Odds, Local Liquor Store, Small Town Bank&amp;lt;br /&amp;gt;''(These missions can be completed in any order, so it's not the best way to check which has been completed. It also gets set to 5 when finishing Wu Zi Mu.)''&lt;br /&gt;
|-&lt;br /&gt;
| 00A4BB2C&lt;br /&gt;
| $2163&lt;br /&gt;
| King in Exile (1) (Cutscene/Phonecall)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===San Fierro===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Address&lt;br /&gt;
! Variable&lt;br /&gt;
! Increased by / Comment&lt;br /&gt;
|-&lt;br /&gt;
| 00A4A1D4&lt;br /&gt;
| $GARAGE_TOTAL_PASSED_MISSIONS ($541)&lt;br /&gt;
| Wear Flowers in your Hair (1), Deconstruction (2)&lt;br /&gt;
|-&lt;br /&gt;
| 00A4A1DC&lt;br /&gt;
| $WUZIMU_TOTAL_PASSED_MISSIONS ($543)&lt;br /&gt;
| Mountain Cloud Boys (1), Ran Fa Li (2), Lure (3), Amphibious Assault (4), The Da Nang Thang (5)&lt;br /&gt;
|-&lt;br /&gt;
| 00A4A1E4&lt;br /&gt;
| $SYNDICATE_TOTAL_PASSED_MISSIONS ($545)&lt;br /&gt;
| Photo Opportunity (1), Jizzy (Cutscene) (2), Jizzy (3), T-Bone Mendez (4), Mike Toreno (5), Outrider (6), Ice Cold Killa (7), Pier 69 (8), Toreno's Last Flight (9), Yay Ka-Boom-Boom (10)&lt;br /&gt;
|-&lt;br /&gt;
| 00A4A1E8&lt;br /&gt;
| $CRASH_SF_TOTAL_PASSED_MISSIONS ($546)&lt;br /&gt;
| 555 WE TIP (1), Snail Trail (2)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Desert &amp;amp; Las Venturas===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Address&lt;br /&gt;
! Variable&lt;br /&gt;
! Increased by / Comment&lt;br /&gt;
|-&lt;br /&gt;
| 00A4A2A4&lt;br /&gt;
| $TORENO_TOTAL_PASSED_MISSIONS ($593)&lt;br /&gt;
| Monster (1), Highjack (2), Interdiction (3), Verdant Meadows (4), Learning to Fly (5), N.O.E. (6), Stowaway (7), Black Project (8), Green Goo (9)&lt;br /&gt;
|-&lt;br /&gt;
| 00A4A2B4&lt;br /&gt;
| $CASINO_TOTAL_PASSED_MISSIONS ($597)&lt;br /&gt;
| Fender Ketchup (1), Explosive Situation (2), You've had your Chips (3), Don Peyote (4), Intenstive Care (5), The Meat Business (6), Fish in a Barrel (7), Freefall (8), Saint Mark's Bistro (9)&lt;br /&gt;
|-&lt;br /&gt;
| 00A4A2B8&lt;br /&gt;
| $598 (CRASH_LV_TOTAL_PASSED_MISSIONS)&lt;br /&gt;
| Misappropriation (1), High Noon (2)&amp;lt;br /&amp;gt;''(Not properly named in the commonly available decompiled mission script.)''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Return to Los Santos===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Address&lt;br /&gt;
! Variable&lt;br /&gt;
! Increased by / Comment&lt;br /&gt;
|-&lt;br /&gt;
| 00A4A328&lt;br /&gt;
| $MANSION_TOTAL_PASSED_MISSIONS ($626)&lt;br /&gt;
| A Home in the Hills (1), Vertical Bird (2), Home Coming (3), Cut Throat Business (4)&lt;br /&gt;
|-&lt;br /&gt;
| 00A4A32C&lt;br /&gt;
| $GROVE_TOTAL_PASSED_MISSIONS ($627)&lt;br /&gt;
| Beat Down on BDup (1), Grove 4 Life (2)&lt;br /&gt;
|-&lt;br /&gt;
| 00A4A334&lt;br /&gt;
| $RIOT_TOTAL_PASSED_MISSIONS ($629)&lt;br /&gt;
| Riot (1), Los Desperados (2), End of the Line Part 1 (3), End of the Line Part 2 (4), End of the Line Part 3 (5)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Other===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Address&lt;br /&gt;
! Variable&lt;br /&gt;
! Comment&lt;br /&gt;
|-&lt;br /&gt;
| 00A4BDC8&lt;br /&gt;
| $RACES_WON_NUMBER ($2330)&lt;br /&gt;
| Increased by winning races. Since regular races are only unlocked after answering the call after Driving School, this variable can also be used to track the progress of the story mission races High Stakes Lowrider (1), Wu Zi Mu (2) and Farewell, my Love (3).&lt;br /&gt;
|-&lt;br /&gt;
| 00A51698&lt;br /&gt;
| $8014&lt;br /&gt;
| Used during End of the Line Part 3: Set to 1 once you can start shooting, set to 2 during a cutscene in between and set to 3 once the cutscene starts where the Firetruck breaks through the bridge (the end of any%, incidentally this address was taken from the AHK autosplitter).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==More Information==&lt;br /&gt;
* [http://pastebin.com/FN8AR4wg Cheat Table for Cheat Engine with SA Memory Addresses] (this also incldues a script to write values to a textfile for overlaying them e.g. in OBS, choose not to run it when you load this into Cheat Engine unless you know what you're doing)&lt;br /&gt;
* [http://www.gtamodding.com/?title=Memory_Addresses_(SA) GTA Modding Wiki] - Documentation of many memory addresses&lt;/div&gt;</summary>
		<author><name>Tduva</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Grand_Theft_Auto:_San_Andreas/Missions/Chains</id>
		<title>Grand Theft Auto: San Andreas/Missions/Chains</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Grand_Theft_Auto:_San_Andreas/Missions/Chains"/>
				<updated>2016-01-14T01:58:59Z</updated>
		
		<summary type="html">&lt;p&gt;Tduva: Removed memory addresses again, added LV Crash missions and RTLS Grove missions&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Which variables there are to track mission progress and by which missions they are increased. These variables are frequently used in the main.scm (game script) to decide which mission to start, which phonecall to trigger and so on.&lt;br /&gt;
&lt;br /&gt;
This page only lists which missions increase the variables, there may be other requirements than that for actually starting the following missions.&lt;br /&gt;
&lt;br /&gt;
The variables names are taken from the decompiled SCM commonly available. Memory addresses for these variables are documented on the [[Grand_Theft_Auto:_San_Andreas/Additional_Resources/Memory_Addresses#Game_Progress|Memory Addresses page]].&lt;br /&gt;
&lt;br /&gt;
==Los Santos==&lt;br /&gt;
$INTRO_TOTAL_PASSED_MISSIONS&lt;br /&gt;
# Big Smoke&lt;br /&gt;
# Ryder&lt;br /&gt;
&lt;br /&gt;
$SWEET_TOTAL_PASSED_MISSIONS&lt;br /&gt;
# Tagging up Turf&lt;br /&gt;
# Cleaning the Hood&lt;br /&gt;
# Drive-Thru&lt;br /&gt;
# Nines and AKs&lt;br /&gt;
# Drive-By&lt;br /&gt;
# Sweet's Girl&lt;br /&gt;
# Cesar Vialpando&lt;br /&gt;
# Doberman&lt;br /&gt;
# Los Sepulcros&lt;br /&gt;
&lt;br /&gt;
$OG_LOC_TOTAL_PASSED_MISSIONS&lt;br /&gt;
# Life's a Beach&lt;br /&gt;
# Madd Dogg's Rhymes&lt;br /&gt;
# Management Issues&lt;br /&gt;
# House Party (Cutscene)&lt;br /&gt;
# House Party&lt;br /&gt;
&lt;br /&gt;
$CRASH_LS_TOTAL_PASSED_MISSIONS&lt;br /&gt;
# Burning Desire&lt;br /&gt;
# Gray Imports&lt;br /&gt;
&lt;br /&gt;
$RYDER_TOTAL_PASSED_MISSIONS&lt;br /&gt;
# Home Invasion&lt;br /&gt;
# Catalyst&lt;br /&gt;
# Robbing Uncle Sam&lt;br /&gt;
&lt;br /&gt;
$SMOKE_TOTAL_PASSED_MISSIONS&lt;br /&gt;
# OG Loc&lt;br /&gt;
# Running Dog&lt;br /&gt;
# Wrong Side of the Tracks&lt;br /&gt;
# Just Business&lt;br /&gt;
&lt;br /&gt;
$LS_FINAL_TOTAL_PASSED_MISSIONS&lt;br /&gt;
# Reunting the Families&lt;br /&gt;
# The Green Sabre&lt;br /&gt;
&lt;br /&gt;
$MISSION_LOWRIDER_PASSED&lt;br /&gt;
# High Stakes Lowrider? (is checked to be equal to 1 for starting Reuniting the Families)&lt;br /&gt;
&lt;br /&gt;
==Badlands==&lt;br /&gt;
&lt;br /&gt;
$MISSION_BADLANDS_PASSED&lt;br /&gt;
# Badlands&lt;br /&gt;
&lt;br /&gt;
$TRUTH_TOTAL_PASSED_MISSIONS&lt;br /&gt;
# Body Harvest&lt;br /&gt;
# Are you going to San Fierro?&lt;br /&gt;
&lt;br /&gt;
$CESAR_TOTAL_PASSED_MISSIONS&lt;br /&gt;
* Wu Zi Mu -&amp;gt; 5&lt;br /&gt;
* Farewell my Love -&amp;gt; 10&lt;br /&gt;
&lt;br /&gt;
==San Fierro==&lt;br /&gt;
$GARAGE_TOTAL_PASSED_MISSIONS&lt;br /&gt;
# Wear Flowers in your Hair&lt;br /&gt;
# Deconstruction&lt;br /&gt;
&lt;br /&gt;
$CRASH_SF_TOTAL_PASSED_MISSIONS&lt;br /&gt;
# 555 WE TIP&lt;br /&gt;
# Snail Trail&lt;br /&gt;
&lt;br /&gt;
$SYNDICATE_TOTAL_PASSED_MISSIONS&lt;br /&gt;
# Photo Opportunity&lt;br /&gt;
# Jizzy (Cutscene)&lt;br /&gt;
# Jizzy&lt;br /&gt;
# T-Bone Mendez&lt;br /&gt;
# Mike Toreno&lt;br /&gt;
# Outrider&lt;br /&gt;
# Ice Cold Killa&lt;br /&gt;
# Pier 69&lt;br /&gt;
# Toreno's Last Flight&lt;br /&gt;
# Yay Ka-Boom-Boom&lt;br /&gt;
&lt;br /&gt;
$WUZIMU_TOTAL_PASSED_MISSIONS&lt;br /&gt;
# Mountain Cloud Boys&lt;br /&gt;
# Ran Fa Li&lt;br /&gt;
# Lure&lt;br /&gt;
# Amphibious Assault&lt;br /&gt;
# The Da Nang Thang&lt;br /&gt;
&lt;br /&gt;
==Desert &amp;amp; Las Venturas==&lt;br /&gt;
$TORENO_TOTAL_PASSED_MISSIONS&lt;br /&gt;
# Monster&lt;br /&gt;
# Highjack&lt;br /&gt;
# Interdiction&lt;br /&gt;
# Verdant Meadows&lt;br /&gt;
# Learning to Fly&lt;br /&gt;
# N.O.E.&lt;br /&gt;
# Stowaway&lt;br /&gt;
# Black Project&lt;br /&gt;
# Green Goo&lt;br /&gt;
&lt;br /&gt;
$CASINO_TOTAL_PASSED_MISSIONS&lt;br /&gt;
# Fender Ketchup&lt;br /&gt;
# Explosive Situation&lt;br /&gt;
# You've had your Chips&lt;br /&gt;
# Don Peyote&lt;br /&gt;
# Intenstive Care&lt;br /&gt;
# The Meat Business&lt;br /&gt;
# Fish in a Barrel&lt;br /&gt;
# Freefall&lt;br /&gt;
# Saint Mark's Bistro&lt;br /&gt;
&lt;br /&gt;
$598 (CRASH_LV_TOTAL_PASSED_MISSIONS)&lt;br /&gt;
# Misappropriation&lt;br /&gt;
# High Noon&lt;br /&gt;
&lt;br /&gt;
$HEIST_TOTAL_PASSED_MISSIONS&lt;br /&gt;
# Architectural Espionage&lt;br /&gt;
# Key to her Heart&lt;br /&gt;
# Dam and Blast&lt;br /&gt;
# Cop Wheels&lt;br /&gt;
# Up, Up and Away!&lt;br /&gt;
# Breaking the Bank at Caligula's&lt;br /&gt;
&lt;br /&gt;
==Return to Los Santos==&lt;br /&gt;
$MANSION_TOTAL_PASSED_MISSIONS&lt;br /&gt;
# A Home in the Hills&lt;br /&gt;
# Vertical Bird&lt;br /&gt;
# Home Coming (create_thread @GROVE)&lt;br /&gt;
# Cut Throat Business&lt;br /&gt;
&lt;br /&gt;
$GROVE_TOTAL_PASSED_MISSIONS&lt;br /&gt;
# Beat Down on Bdup&lt;br /&gt;
# Grove 4 Life&lt;br /&gt;
&lt;br /&gt;
$RIOT_TOTAL_PASSED_MISSIONS&lt;br /&gt;
# Riot&lt;br /&gt;
# Los Desperados&lt;br /&gt;
# End of the Line Part 1&lt;br /&gt;
# End of the Line Part 2&lt;br /&gt;
# End of the Line Part 3&lt;/div&gt;</summary>
		<author><name>Tduva</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Grand_Theft_Auto:_San_Andreas/Additional_Resources/Memory_Addresses</id>
		<title>Grand Theft Auto: San Andreas/Additional Resources/Memory Addresses</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Grand_Theft_Auto:_San_Andreas/Additional_Resources/Memory_Addresses"/>
				<updated>2016-01-14T01:55:57Z</updated>
		
		<summary type="html">&lt;p&gt;Tduva: /* Return to Los Santos */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;All addresses are assumed to be of the type 4 Bytes/Dword (as used in Cheat Engine) unless otherwise noted. Addresses are for the 1.0 version of SA and may not work for other versions. All addresses inlcude the 0x400000 main module offset (what CheatEngine displays as Address in the cheat table list).&lt;br /&gt;
&lt;br /&gt;
The variables names (where given) are taken from the decompiled SCM commonly available. Sometimes the variable in parentheses shows an alternate name that is not used in the mission script, but might be helpful.&lt;br /&gt;
&lt;br /&gt;
==Skills/Stats==&lt;br /&gt;
&lt;br /&gt;
===Skills===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Address&lt;br /&gt;
! Type&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| 00B791B8&lt;br /&gt;
| Bicycle&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| 00B791B4&lt;br /&gt;
| Motorbike&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| 00B7919C&lt;br /&gt;
| Flying&lt;br /&gt;
|-&lt;br /&gt;
| 00B790A0&lt;br /&gt;
| Driving&lt;br /&gt;
|-&lt;br /&gt;
| 00B794AC (Float)&lt;br /&gt;
| Uzi/Tec9&lt;br /&gt;
| Increases at 0.5 per shot (if it actually hits something that can take damage)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Stats===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Address&lt;br /&gt;
! Type&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| 00B791A4&lt;br /&gt;
| Lung Capacity&lt;br /&gt;
| Increased by Lung Capacity Exp (see below)&lt;br /&gt;
|-&lt;br /&gt;
| 00B793E0 (Float)&lt;br /&gt;
| Max Health&lt;br /&gt;
| Increased by Max Health Exp (see below)&lt;br /&gt;
|-&lt;br /&gt;
| 00B793DC (Float)&lt;br /&gt;
| Muscle&lt;br /&gt;
| Changed by Muscle Exp (see below), Gym&lt;br /&gt;
|-&lt;br /&gt;
| 00B793D8 (Float)&lt;br /&gt;
| Stamina&lt;br /&gt;
|-&lt;br /&gt;
| 00B793D4 (Float)&lt;br /&gt;
| Fat&lt;br /&gt;
| Changed by Stamina/Muscle changes and eating&lt;br /&gt;
|-&lt;br /&gt;
| 00B793E4 (Float)&lt;br /&gt;
| Sex Appeal&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Exp/Progress===&lt;br /&gt;
Exp values are increased by certain actions, and then increase the associated skill/stat once it reaches a certain number of points (the number in parentheses in the description column).&lt;br /&gt;
&lt;br /&gt;
Normally these values get reset to 0 when you start a new game through the menu or load a save, except for the Lung Capacity, Cycling and Max Health Exp.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Address&lt;br /&gt;
! Type&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| 00B794E8&lt;br /&gt;
| Lung Capacity&lt;br /&gt;
| (60k) [Doesn't reset]&lt;br /&gt;
|-&lt;br /&gt;
| 00B7950C&lt;br /&gt;
| Max Health&lt;br /&gt;
| Increases at 1000/second with Running/Sprinting/Cycling when actually pressing W (600k) [Doesn't reset]&lt;br /&gt;
|-&lt;br /&gt;
| 00B79500&lt;br /&gt;
| Stamina/Run&lt;br /&gt;
| (300k)&lt;br /&gt;
|-&lt;br /&gt;
| 00B794DC&lt;br /&gt;
| Stamina/Cycle&lt;br /&gt;
| (300k)&lt;br /&gt;
|-&lt;br /&gt;
| 00B794D8&lt;br /&gt;
| Stamina/Sprint&lt;br /&gt;
| (300k)&lt;br /&gt;
|-&lt;br /&gt;
| 00B794E4&lt;br /&gt;
| Stamina/Swim&lt;br /&gt;
| (180k)&lt;br /&gt;
|-&lt;br /&gt;
| 00B794FC&lt;br /&gt;
| Muscle&lt;br /&gt;
| Running/Sprinting/Swimming/Diving (150k)&lt;br /&gt;
|-&lt;br /&gt;
| 00B794EC&lt;br /&gt;
| Driving&lt;br /&gt;
| (300k)&lt;br /&gt;
|-&lt;br /&gt;
| 00B794F8&lt;br /&gt;
| Motorbike&lt;br /&gt;
| (180k)&lt;br /&gt;
|-&lt;br /&gt;
| 00B794F0&lt;br /&gt;
| Flying&lt;br /&gt;
| (300k)&lt;br /&gt;
|-&lt;br /&gt;
| 00B794E0&lt;br /&gt;
| Cycling&lt;br /&gt;
| Increases depending on speed/bunnyhopping (120k) [Doesn't reset]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Other Stuff==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Address&lt;br /&gt;
! Type&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| 00B7CB84&lt;br /&gt;
| Playing Time&lt;br /&gt;
| The time in milliseconds that has been played&lt;br /&gt;
|-&lt;br /&gt;
| 00A49FC4&lt;br /&gt;
| On Mission&lt;br /&gt;
| Set to 1 when on a mission, 0 otherwise&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Achievements===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Address&lt;br /&gt;
! Type&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| 00B7938C (Float)&lt;br /&gt;
| Distance on foot&lt;br /&gt;
|-&lt;br /&gt;
| 00B79390 (Float)&lt;br /&gt;
| Distance in a car&lt;br /&gt;
|-&lt;br /&gt;
| 00B793EC (Float)&lt;br /&gt;
| Distance on a bicycle&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Phonecalls==&lt;br /&gt;
:''See also: [[Grand_Theft_Auto:_San_Andreas/Game_Mechanics_and_Glitches/Phonecalls|Phonecalls]]''&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Address&lt;br /&gt;
! Type&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| 00A49C48&lt;br /&gt;
| $TIME_FROM_LAST_CALL&lt;br /&gt;
| Only updated when a call can actually be received&lt;br /&gt;
|-&lt;br /&gt;
| 00A4AF90&lt;br /&gt;
| Recall Time&lt;br /&gt;
| Delay between calls in milliseconds (20k, 15k after Badlands)&lt;br /&gt;
|-&lt;br /&gt;
| 00A4999C&lt;br /&gt;
| Call active&lt;br /&gt;
| This is 1 as long as the phone is ringing/call being answered&lt;br /&gt;
|-&lt;br /&gt;
| 00A4AF70&lt;br /&gt;
| Current Call Id&lt;br /&gt;
| Changed to the [[Grand_Theft_Auto:_San_Andreas/Game_Mechanics_and_Glitches/Phonecalls#List_of_Calls|Call Id]] when the phone rings&lt;br /&gt;
|-&lt;br /&gt;
| 00A49C40&lt;br /&gt;
| Last Call Time&lt;br /&gt;
| This is set to the current playing time (in milliseconds) when a call is finished/canceled or a mission is finished. There seem to be a lot of different values that are similiar, some don't change at some points. This address may or may not work in all situations.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Game Progress==&lt;br /&gt;
:''See also: [[Grand_Theft_Auto:_San_Andreas/Missions/Chains|Mission Chains]]''&lt;br /&gt;
&lt;br /&gt;
===Los Santos===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Address&lt;br /&gt;
! Variable&lt;br /&gt;
! Increased by / Comment&lt;br /&gt;
|-&lt;br /&gt;
| 00A4A060&lt;br /&gt;
| $INTRO_TOTAL_PASSED_MISSIONS ($448)&lt;br /&gt;
| Big Smoke (1), Ryder (2)&lt;br /&gt;
|-&lt;br /&gt;
| 00A4A070&lt;br /&gt;
| $SWEET_TOTAL_PASSED_MISSIONS ($452)&lt;br /&gt;
| Tagging up Turf (1), Cleaning the Hood (2), Drive-Thru (3), Nines and AKs (4), Drive-By (5), Sweet's Girl (6), Cesar Vialpando (7), Doberman (8), Los Sepulcros (9)&lt;br /&gt;
|-&lt;br /&gt;
| 00A4A07C&lt;br /&gt;
| $OG_LOC_TOTAL_PASSED_MISSIONS ($455)&lt;br /&gt;
| Life's a Beach (1), Madd Dogg's Rhymes (2), Management Issues (3), House Party (Cutscene) (4), House Party (5)&lt;br /&gt;
|-&lt;br /&gt;
| 00A4A080&lt;br /&gt;
| $CRASH_LS_TOTAL_PASSED_MISSIONS ($456)&lt;br /&gt;
| Burning Desire (1), Gray Imports (2)&lt;br /&gt;
|-&lt;br /&gt;
| 00A4A074&lt;br /&gt;
| $RYDER_TOTAL_PASSED_MISSIONS ($453)&lt;br /&gt;
| Home Invasion (1), Catalyst (2), Robbing Uncle Sam (3)&lt;br /&gt;
|-&lt;br /&gt;
| 00A4A078&lt;br /&gt;
| $SMOKE_TOTAL_PASSED_MISSIONS ($454)&lt;br /&gt;
| OG Loc (1), Running Dog (2), Wrong Side of the Tracks (3), Just Business (4)&lt;br /&gt;
|-&lt;br /&gt;
| 00A4A088&lt;br /&gt;
| $LS_FINAL_TOTAL_PASSED_MISSIONS ($458)&lt;br /&gt;
| Reunting the Families (1), The Green Sabre (2)&lt;br /&gt;
|-&lt;br /&gt;
| 00A4A084&lt;br /&gt;
| $MISSION_LOWRIDER_PASSED ($457)&lt;br /&gt;
| High Stakes Lowrider? (is checked to be equal to 1 for starting Reuniting the Families)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Badlands===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Address&lt;br /&gt;
! Variable&lt;br /&gt;
! Increased by / Comment&lt;br /&gt;
|-&lt;br /&gt;
| 00A4A114&lt;br /&gt;
| $MISSION_BADLANDS_PASSED ($493)&lt;br /&gt;
| Badlands (1)&lt;br /&gt;
|-&lt;br /&gt;
| 00A4A10C&lt;br /&gt;
| $TRUTH_TOTAL_PASSED_MISSIONS ($491)&lt;br /&gt;
| Body Harvest (1), Are you going to San Fierro? (2)&lt;br /&gt;
|-&lt;br /&gt;
| 00A4A110&lt;br /&gt;
| $CESAR_TOTAL_PASSED_MISSIONS ($492)&lt;br /&gt;
| Wu Zi Mu(5), Farewell my Love(10)&amp;lt;br /&amp;gt;''(Both races seem to increase the value throughout different stages of the race, by 5 total per race. The variable might be more aptly named &amp;quot;$BADLANDS_RACE_PROGRESS&amp;quot; or something.)''&lt;br /&gt;
|-&lt;br /&gt;
| 00A4A488&lt;br /&gt;
| $MISSION_LOCAL_LIQUOR_STORE_PASSED ($714)&lt;br /&gt;
| Local Liquor Store (1)&lt;br /&gt;
|-&lt;br /&gt;
| 00A4A48C&lt;br /&gt;
| $MISSION_SMALL_TOWN_BANK_PASSED ($715)&lt;br /&gt;
| Small Town Bank (1)&lt;br /&gt;
|-&lt;br /&gt;
| 00A4A490&lt;br /&gt;
| $MISSION_TANKER_COMMANDER_PASSED ($716)&lt;br /&gt;
| Tanker Commander (1)&lt;br /&gt;
|-&lt;br /&gt;
| 00A4A494&lt;br /&gt;
| $ALL_CATALINA_MISSIONS_PASSED ($717)&lt;br /&gt;
| Against All Odds (1)&amp;lt;br /&amp;gt;''(This variable isn't very well named in the commonly available decompiled mission script. It's not set to 1 when all Catalina missions have passed, rather when the Betting Shop mission is passed.)''&lt;br /&gt;
|-&lt;br /&gt;
| 00A49A60&lt;br /&gt;
| $CATALINA_TOTAL_PASSED_MISSIONS ($64)&lt;br /&gt;
| Tanker Commander, Against All Odds, Local Liquor Store, Small Town Bank&amp;lt;br /&amp;gt;''(These missions can be completed in any order, so it's not the best way to check which has been completed. It also gets set to 5 when finishing Wu Zi Mu.)''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===San Fierro===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Address&lt;br /&gt;
! Variable&lt;br /&gt;
! Increased by / Comment&lt;br /&gt;
|-&lt;br /&gt;
| 00A4A1D4&lt;br /&gt;
| $GARAGE_TOTAL_PASSED_MISSIONS ($541)&lt;br /&gt;
| Wear Flowers in your Hair (1), Deconstruction (2)&lt;br /&gt;
|-&lt;br /&gt;
| 00A4A1DC&lt;br /&gt;
| $WUZIMU_TOTAL_PASSED_MISSIONS ($543)&lt;br /&gt;
| Mountain Cloud Boys (1), Ran Fa Li (2), Lure (3), Amphibious Assault (4), The Da Nang Thang (5)&lt;br /&gt;
|-&lt;br /&gt;
| 00A4A1E4&lt;br /&gt;
| $SYNDICATE_TOTAL_PASSED_MISSIONS ($545)&lt;br /&gt;
| Photo Opportunity (1), Jizzy (Cutscene) (2), Jizzy (3), T-Bone Mendez (4), Mike Toreno (5), Outrider (6), Ice Cold Killa (7), Pier 69 (8), Toreno's Last Flight (9), Yay Ka-Boom-Boom (10)&lt;br /&gt;
|-&lt;br /&gt;
| 00A4A1E8&lt;br /&gt;
| $CRASH_SF_TOTAL_PASSED_MISSIONS ($546)&lt;br /&gt;
| 555 WE TIP (1), Snail Trail (2)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Desert &amp;amp; Las Venturas===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Address&lt;br /&gt;
! Variable&lt;br /&gt;
! Increased by / Comment&lt;br /&gt;
|-&lt;br /&gt;
| 00A4A2A4&lt;br /&gt;
| $TORENO_TOTAL_PASSED_MISSIONS ($593)&lt;br /&gt;
| Monster (1), Highjack (2), Interdiction (3), Verdant Meadows (4), Learning to Fly (5), N.O.E. (6), Stowaway (7), Black Project (8), Green Goo (9)&lt;br /&gt;
|-&lt;br /&gt;
| 00A4A2B4&lt;br /&gt;
| $CASINO_TOTAL_PASSED_MISSIONS ($597)&lt;br /&gt;
| Fender Ketchup (1), Explosive Situation (2), You've had your Chips (3), Don Peyote (4), Intenstive Care (5), The Meat Business (6), Fish in a Barrel (7), Freefall (8), Saint Mark's Bistro (9)&lt;br /&gt;
|-&lt;br /&gt;
| 00A4A2B8&lt;br /&gt;
| $598 (CRASH_LV_TOTAL_PASSED_MISSIONS)&lt;br /&gt;
| Misappropriation (1), High Noon (2)&amp;lt;br /&amp;gt;''(Not properly named in the commonly available decompiled mission script.)''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Return to Los Santos===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Address&lt;br /&gt;
! Variable&lt;br /&gt;
! Increased by / Comment&lt;br /&gt;
|-&lt;br /&gt;
| 00A4A328&lt;br /&gt;
| $MANSION_TOTAL_PASSED_MISSIONS ($626)&lt;br /&gt;
| A Home in the Hills (1), Vertical Bird (2), Home Coming (3), Cut Throat Business (4)&lt;br /&gt;
|-&lt;br /&gt;
| 00A4A32C&lt;br /&gt;
| $GROVE_TOTAL_PASSED_MISSIONS ($627)&lt;br /&gt;
| Beat Down on BDup (1), Grove 4 Life (2)&lt;br /&gt;
|-&lt;br /&gt;
| 00A4A334&lt;br /&gt;
| $RIOT_TOTAL_PASSED_MISSIONS ($629)&lt;br /&gt;
| Riot (1), Los Desperados (2), End of the Line Part 1 (3), End of the Line Part 2 (4), End of the Line Part 3 (5)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Other===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Address&lt;br /&gt;
! Variable&lt;br /&gt;
! Comment&lt;br /&gt;
|-&lt;br /&gt;
| 00A4BDC8&lt;br /&gt;
| $RACES_WON_NUMBER ($2330)&lt;br /&gt;
| Increased by winning races. Since regular races are only unlocked after answering the call after Driving School, this variable can also be used to track the progress of the story mission races High Stakes Lowrider (1), Wu Zi Mu (2) and Farewell, my Love (3).&lt;br /&gt;
|-&lt;br /&gt;
| 00A51698&lt;br /&gt;
| $8014&lt;br /&gt;
| Used during End of the Line Part 3: Set to 1 once you can start shooting, set to 2 during a cutscene in between and set to 3 once the cutscene starts where the Firetruck breaks through the bridge (the end of any%, incidentally this address was taken from the AHK autosplitter).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==More Information==&lt;br /&gt;
* [http://pastebin.com/FN8AR4wg Cheat Table for Cheat Engine with SA Memory Addresses] (this also incldues a script to write values to a textfile for overlaying them e.g. in OBS, choose not to run it when you load this into Cheat Engine unless you know what you're doing)&lt;br /&gt;
* [http://www.gtamodding.com/?title=Memory_Addresses_(SA) GTA Modding Wiki] - Documentation of many memory addresses&lt;/div&gt;</summary>
		<author><name>Tduva</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Grand_Theft_Auto:_San_Andreas/Additional_Resources/Memory_Addresses</id>
		<title>Grand Theft Auto: San Andreas/Additional Resources/Memory Addresses</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Grand_Theft_Auto:_San_Andreas/Additional_Resources/Memory_Addresses"/>
				<updated>2016-01-14T01:28:15Z</updated>
		
		<summary type="html">&lt;p&gt;Tduva: /* More Information */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;All addresses are assumed to be of the type 4 Bytes/Dword (as used in Cheat Engine) unless otherwise noted. Addresses are for the 1.0 version of SA and may not work for other versions. All addresses inlcude the 0x400000 main module offset (what CheatEngine displays as Address in the cheat table list).&lt;br /&gt;
&lt;br /&gt;
The variables names (where given) are taken from the decompiled SCM commonly available. Sometimes the variable in parentheses shows an alternate name that is not used in the mission script, but might be helpful.&lt;br /&gt;
&lt;br /&gt;
==Skills/Stats==&lt;br /&gt;
&lt;br /&gt;
===Skills===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Address&lt;br /&gt;
! Type&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| 00B791B8&lt;br /&gt;
| Bicycle&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| 00B791B4&lt;br /&gt;
| Motorbike&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| 00B7919C&lt;br /&gt;
| Flying&lt;br /&gt;
|-&lt;br /&gt;
| 00B790A0&lt;br /&gt;
| Driving&lt;br /&gt;
|-&lt;br /&gt;
| 00B794AC (Float)&lt;br /&gt;
| Uzi/Tec9&lt;br /&gt;
| Increases at 0.5 per shot (if it actually hits something that can take damage)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Stats===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Address&lt;br /&gt;
! Type&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| 00B791A4&lt;br /&gt;
| Lung Capacity&lt;br /&gt;
| Increased by Lung Capacity Exp (see below)&lt;br /&gt;
|-&lt;br /&gt;
| 00B793E0 (Float)&lt;br /&gt;
| Max Health&lt;br /&gt;
| Increased by Max Health Exp (see below)&lt;br /&gt;
|-&lt;br /&gt;
| 00B793DC (Float)&lt;br /&gt;
| Muscle&lt;br /&gt;
| Changed by Muscle Exp (see below), Gym&lt;br /&gt;
|-&lt;br /&gt;
| 00B793D8 (Float)&lt;br /&gt;
| Stamina&lt;br /&gt;
|-&lt;br /&gt;
| 00B793D4 (Float)&lt;br /&gt;
| Fat&lt;br /&gt;
| Changed by Stamina/Muscle changes and eating&lt;br /&gt;
|-&lt;br /&gt;
| 00B793E4 (Float)&lt;br /&gt;
| Sex Appeal&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Exp/Progress===&lt;br /&gt;
Exp values are increased by certain actions, and then increase the associated skill/stat once it reaches a certain number of points (the number in parentheses in the description column).&lt;br /&gt;
&lt;br /&gt;
Normally these values get reset to 0 when you start a new game through the menu or load a save, except for the Lung Capacity, Cycling and Max Health Exp.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Address&lt;br /&gt;
! Type&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| 00B794E8&lt;br /&gt;
| Lung Capacity&lt;br /&gt;
| (60k) [Doesn't reset]&lt;br /&gt;
|-&lt;br /&gt;
| 00B7950C&lt;br /&gt;
| Max Health&lt;br /&gt;
| Increases at 1000/second with Running/Sprinting/Cycling when actually pressing W (600k) [Doesn't reset]&lt;br /&gt;
|-&lt;br /&gt;
| 00B79500&lt;br /&gt;
| Stamina/Run&lt;br /&gt;
| (300k)&lt;br /&gt;
|-&lt;br /&gt;
| 00B794DC&lt;br /&gt;
| Stamina/Cycle&lt;br /&gt;
| (300k)&lt;br /&gt;
|-&lt;br /&gt;
| 00B794D8&lt;br /&gt;
| Stamina/Sprint&lt;br /&gt;
| (300k)&lt;br /&gt;
|-&lt;br /&gt;
| 00B794E4&lt;br /&gt;
| Stamina/Swim&lt;br /&gt;
| (180k)&lt;br /&gt;
|-&lt;br /&gt;
| 00B794FC&lt;br /&gt;
| Muscle&lt;br /&gt;
| Running/Sprinting/Swimming/Diving (150k)&lt;br /&gt;
|-&lt;br /&gt;
| 00B794EC&lt;br /&gt;
| Driving&lt;br /&gt;
| (300k)&lt;br /&gt;
|-&lt;br /&gt;
| 00B794F8&lt;br /&gt;
| Motorbike&lt;br /&gt;
| (180k)&lt;br /&gt;
|-&lt;br /&gt;
| 00B794F0&lt;br /&gt;
| Flying&lt;br /&gt;
| (300k)&lt;br /&gt;
|-&lt;br /&gt;
| 00B794E0&lt;br /&gt;
| Cycling&lt;br /&gt;
| Increases depending on speed/bunnyhopping (120k) [Doesn't reset]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Other Stuff==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Address&lt;br /&gt;
! Type&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| 00B7CB84&lt;br /&gt;
| Playing Time&lt;br /&gt;
| The time in milliseconds that has been played&lt;br /&gt;
|-&lt;br /&gt;
| 00A49FC4&lt;br /&gt;
| On Mission&lt;br /&gt;
| Set to 1 when on a mission, 0 otherwise&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Achievements===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Address&lt;br /&gt;
! Type&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| 00B7938C (Float)&lt;br /&gt;
| Distance on foot&lt;br /&gt;
|-&lt;br /&gt;
| 00B79390 (Float)&lt;br /&gt;
| Distance in a car&lt;br /&gt;
|-&lt;br /&gt;
| 00B793EC (Float)&lt;br /&gt;
| Distance on a bicycle&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Phonecalls==&lt;br /&gt;
:''See also: [[Grand_Theft_Auto:_San_Andreas/Game_Mechanics_and_Glitches/Phonecalls|Phonecalls]]''&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Address&lt;br /&gt;
! Type&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| 00A49C48&lt;br /&gt;
| $TIME_FROM_LAST_CALL&lt;br /&gt;
| Only updated when a call can actually be received&lt;br /&gt;
|-&lt;br /&gt;
| 00A4AF90&lt;br /&gt;
| Recall Time&lt;br /&gt;
| Delay between calls in milliseconds (20k, 15k after Badlands)&lt;br /&gt;
|-&lt;br /&gt;
| 00A4999C&lt;br /&gt;
| Call active&lt;br /&gt;
| This is 1 as long as the phone is ringing/call being answered&lt;br /&gt;
|-&lt;br /&gt;
| 00A4AF70&lt;br /&gt;
| Current Call Id&lt;br /&gt;
| Changed to the [[Grand_Theft_Auto:_San_Andreas/Game_Mechanics_and_Glitches/Phonecalls#List_of_Calls|Call Id]] when the phone rings&lt;br /&gt;
|-&lt;br /&gt;
| 00A49C40&lt;br /&gt;
| Last Call Time&lt;br /&gt;
| This is set to the current playing time (in milliseconds) when a call is finished/canceled or a mission is finished. There seem to be a lot of different values that are similiar, some don't change at some points. This address may or may not work in all situations.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Game Progress==&lt;br /&gt;
:''See also: [[Grand_Theft_Auto:_San_Andreas/Missions/Chains|Mission Chains]]''&lt;br /&gt;
&lt;br /&gt;
===Los Santos===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Address&lt;br /&gt;
! Variable&lt;br /&gt;
! Increased by / Comment&lt;br /&gt;
|-&lt;br /&gt;
| 00A4A060&lt;br /&gt;
| $INTRO_TOTAL_PASSED_MISSIONS ($448)&lt;br /&gt;
| Big Smoke (1), Ryder (2)&lt;br /&gt;
|-&lt;br /&gt;
| 00A4A070&lt;br /&gt;
| $SWEET_TOTAL_PASSED_MISSIONS ($452)&lt;br /&gt;
| Tagging up Turf (1), Cleaning the Hood (2), Drive-Thru (3), Nines and AKs (4), Drive-By (5), Sweet's Girl (6), Cesar Vialpando (7), Doberman (8), Los Sepulcros (9)&lt;br /&gt;
|-&lt;br /&gt;
| 00A4A07C&lt;br /&gt;
| $OG_LOC_TOTAL_PASSED_MISSIONS ($455)&lt;br /&gt;
| Life's a Beach (1), Madd Dogg's Rhymes (2), Management Issues (3), House Party (Cutscene) (4), House Party (5)&lt;br /&gt;
|-&lt;br /&gt;
| 00A4A080&lt;br /&gt;
| $CRASH_LS_TOTAL_PASSED_MISSIONS ($456)&lt;br /&gt;
| Burning Desire (1), Gray Imports (2)&lt;br /&gt;
|-&lt;br /&gt;
| 00A4A074&lt;br /&gt;
| $RYDER_TOTAL_PASSED_MISSIONS ($453)&lt;br /&gt;
| Home Invasion (1), Catalyst (2), Robbing Uncle Sam (3)&lt;br /&gt;
|-&lt;br /&gt;
| 00A4A078&lt;br /&gt;
| $SMOKE_TOTAL_PASSED_MISSIONS ($454)&lt;br /&gt;
| OG Loc (1), Running Dog (2), Wrong Side of the Tracks (3), Just Business (4)&lt;br /&gt;
|-&lt;br /&gt;
| 00A4A088&lt;br /&gt;
| $LS_FINAL_TOTAL_PASSED_MISSIONS ($458)&lt;br /&gt;
| Reunting the Families (1), The Green Sabre (2)&lt;br /&gt;
|-&lt;br /&gt;
| 00A4A084&lt;br /&gt;
| $MISSION_LOWRIDER_PASSED ($457)&lt;br /&gt;
| High Stakes Lowrider? (is checked to be equal to 1 for starting Reuniting the Families)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Badlands===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Address&lt;br /&gt;
! Variable&lt;br /&gt;
! Increased by / Comment&lt;br /&gt;
|-&lt;br /&gt;
| 00A4A114&lt;br /&gt;
| $MISSION_BADLANDS_PASSED ($493)&lt;br /&gt;
| Badlands (1)&lt;br /&gt;
|-&lt;br /&gt;
| 00A4A10C&lt;br /&gt;
| $TRUTH_TOTAL_PASSED_MISSIONS ($491)&lt;br /&gt;
| Body Harvest (1), Are you going to San Fierro? (2)&lt;br /&gt;
|-&lt;br /&gt;
| 00A4A110&lt;br /&gt;
| $CESAR_TOTAL_PASSED_MISSIONS ($492)&lt;br /&gt;
| Wu Zi Mu(5), Farewell my Love(10)&amp;lt;br /&amp;gt;''(Both races seem to increase the value throughout different stages of the race, by 5 total per race. The variable might be more aptly named &amp;quot;$BADLANDS_RACE_PROGRESS&amp;quot; or something.)''&lt;br /&gt;
|-&lt;br /&gt;
| 00A4A488&lt;br /&gt;
| $MISSION_LOCAL_LIQUOR_STORE_PASSED ($714)&lt;br /&gt;
| Local Liquor Store (1)&lt;br /&gt;
|-&lt;br /&gt;
| 00A4A48C&lt;br /&gt;
| $MISSION_SMALL_TOWN_BANK_PASSED ($715)&lt;br /&gt;
| Small Town Bank (1)&lt;br /&gt;
|-&lt;br /&gt;
| 00A4A490&lt;br /&gt;
| $MISSION_TANKER_COMMANDER_PASSED ($716)&lt;br /&gt;
| Tanker Commander (1)&lt;br /&gt;
|-&lt;br /&gt;
| 00A4A494&lt;br /&gt;
| $ALL_CATALINA_MISSIONS_PASSED ($717)&lt;br /&gt;
| Against All Odds (1)&amp;lt;br /&amp;gt;''(This variable isn't very well named in the commonly available decompiled mission script. It's not set to 1 when all Catalina missions have passed, rather when the Betting Shop mission is passed.)''&lt;br /&gt;
|-&lt;br /&gt;
| 00A49A60&lt;br /&gt;
| $CATALINA_TOTAL_PASSED_MISSIONS ($64)&lt;br /&gt;
| Tanker Commander, Against All Odds, Local Liquor Store, Small Town Bank&amp;lt;br /&amp;gt;''(These missions can be completed in any order, so it's not the best way to check which has been completed. It also gets set to 5 when finishing Wu Zi Mu.)''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===San Fierro===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Address&lt;br /&gt;
! Variable&lt;br /&gt;
! Increased by / Comment&lt;br /&gt;
|-&lt;br /&gt;
| 00A4A1D4&lt;br /&gt;
| $GARAGE_TOTAL_PASSED_MISSIONS ($541)&lt;br /&gt;
| Wear Flowers in your Hair (1), Deconstruction (2)&lt;br /&gt;
|-&lt;br /&gt;
| 00A4A1DC&lt;br /&gt;
| $WUZIMU_TOTAL_PASSED_MISSIONS ($543)&lt;br /&gt;
| Mountain Cloud Boys (1), Ran Fa Li (2), Lure (3), Amphibious Assault (4), The Da Nang Thang (5)&lt;br /&gt;
|-&lt;br /&gt;
| 00A4A1E4&lt;br /&gt;
| $SYNDICATE_TOTAL_PASSED_MISSIONS ($545)&lt;br /&gt;
| Photo Opportunity (1), Jizzy (Cutscene) (2), Jizzy (3), T-Bone Mendez (4), Mike Toreno (5), Outrider (6), Ice Cold Killa (7), Pier 69 (8), Toreno's Last Flight (9), Yay Ka-Boom-Boom (10)&lt;br /&gt;
|-&lt;br /&gt;
| 00A4A1E8&lt;br /&gt;
| $CRASH_SF_TOTAL_PASSED_MISSIONS ($546)&lt;br /&gt;
| 555 WE TIP (1), Snail Trail (2)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Desert &amp;amp; Las Venturas===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Address&lt;br /&gt;
! Variable&lt;br /&gt;
! Increased by / Comment&lt;br /&gt;
|-&lt;br /&gt;
| 00A4A2A4&lt;br /&gt;
| $TORENO_TOTAL_PASSED_MISSIONS ($593)&lt;br /&gt;
| Monster (1), Highjack (2), Interdiction (3), Verdant Meadows (4), Learning to Fly (5), N.O.E. (6), Stowaway (7), Black Project (8), Green Goo (9)&lt;br /&gt;
|-&lt;br /&gt;
| 00A4A2B4&lt;br /&gt;
| $CASINO_TOTAL_PASSED_MISSIONS ($597)&lt;br /&gt;
| Fender Ketchup (1), Explosive Situation (2), You've had your Chips (3), Don Peyote (4), Intenstive Care (5), The Meat Business (6), Fish in a Barrel (7), Freefall (8), Saint Mark's Bistro (9)&lt;br /&gt;
|-&lt;br /&gt;
| 00A4A2B8&lt;br /&gt;
| $598 (CRASH_LV_TOTAL_PASSED_MISSIONS)&lt;br /&gt;
| Misappropriation (1), High Noon (2)&amp;lt;br /&amp;gt;''(Not properly named in the commonly available decompiled mission script.)''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Return to Los Santos===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Address&lt;br /&gt;
! Variable&lt;br /&gt;
! Increased by / Comment&lt;br /&gt;
|-&lt;br /&gt;
| 00A4A328&lt;br /&gt;
| $MANSION_TOTAL_PASSED_MISSIONS ($626)&lt;br /&gt;
| A Home in the Hills (1), Vertical Bird (2), Home Coming (3), Cut Throat Business (4)&lt;br /&gt;
|-&lt;br /&gt;
| 00A4A334&lt;br /&gt;
| $RIOT_TOTAL_PASSED_MISSIONS ($629)&lt;br /&gt;
| Riot (1), Los Desperados (2), End of the Line Part 1 (3), End of the Line Part 2 (4), End of the Line Part 3 (5)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Other===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Address&lt;br /&gt;
! Variable&lt;br /&gt;
! Comment&lt;br /&gt;
|-&lt;br /&gt;
| 00A4BDC8&lt;br /&gt;
| $RACES_WON_NUMBER ($2330)&lt;br /&gt;
| Increased by winning races. Since regular races are only unlocked after answering the call after Driving School, this variable can also be used to track the progress of the story mission races High Stakes Lowrider (1), Wu Zi Mu (2) and Farewell, my Love (3).&lt;br /&gt;
|-&lt;br /&gt;
| 00A51698&lt;br /&gt;
| $8014&lt;br /&gt;
| Used during End of the Line Part 3: Set to 1 once you can start shooting, set to 2 during a cutscene in between and set to 3 once the cutscene starts where the Firetruck breaks through the bridge (the end of any%, incidentally this address was taken from the AHK autosplitter).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==More Information==&lt;br /&gt;
* [http://pastebin.com/FN8AR4wg Cheat Table for Cheat Engine with SA Memory Addresses] (this also incldues a script to write values to a textfile for overlaying them e.g. in OBS, choose not to run it when you load this into Cheat Engine unless you know what you're doing)&lt;br /&gt;
* [http://www.gtamodding.com/?title=Memory_Addresses_(SA) GTA Modding Wiki] - Documentation of many memory addresses&lt;/div&gt;</summary>
		<author><name>Tduva</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Grand_Theft_Auto:_San_Andreas/Additional_Resources/Memory_Addresses</id>
		<title>Grand Theft Auto: San Andreas/Additional Resources/Memory Addresses</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Grand_Theft_Auto:_San_Andreas/Additional_Resources/Memory_Addresses"/>
				<updated>2016-01-14T01:22:19Z</updated>
		
		<summary type="html">&lt;p&gt;Tduva: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;All addresses are assumed to be of the type 4 Bytes/Dword (as used in Cheat Engine) unless otherwise noted. Addresses are for the 1.0 version of SA and may not work for other versions. All addresses inlcude the 0x400000 main module offset (what CheatEngine displays as Address in the cheat table list).&lt;br /&gt;
&lt;br /&gt;
The variables names (where given) are taken from the decompiled SCM commonly available. Sometimes the variable in parentheses shows an alternate name that is not used in the mission script, but might be helpful.&lt;br /&gt;
&lt;br /&gt;
==Skills/Stats==&lt;br /&gt;
&lt;br /&gt;
===Skills===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Address&lt;br /&gt;
! Type&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| 00B791B8&lt;br /&gt;
| Bicycle&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| 00B791B4&lt;br /&gt;
| Motorbike&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| 00B7919C&lt;br /&gt;
| Flying&lt;br /&gt;
|-&lt;br /&gt;
| 00B790A0&lt;br /&gt;
| Driving&lt;br /&gt;
|-&lt;br /&gt;
| 00B794AC (Float)&lt;br /&gt;
| Uzi/Tec9&lt;br /&gt;
| Increases at 0.5 per shot (if it actually hits something that can take damage)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Stats===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Address&lt;br /&gt;
! Type&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| 00B791A4&lt;br /&gt;
| Lung Capacity&lt;br /&gt;
| Increased by Lung Capacity Exp (see below)&lt;br /&gt;
|-&lt;br /&gt;
| 00B793E0 (Float)&lt;br /&gt;
| Max Health&lt;br /&gt;
| Increased by Max Health Exp (see below)&lt;br /&gt;
|-&lt;br /&gt;
| 00B793DC (Float)&lt;br /&gt;
| Muscle&lt;br /&gt;
| Changed by Muscle Exp (see below), Gym&lt;br /&gt;
|-&lt;br /&gt;
| 00B793D8 (Float)&lt;br /&gt;
| Stamina&lt;br /&gt;
|-&lt;br /&gt;
| 00B793D4 (Float)&lt;br /&gt;
| Fat&lt;br /&gt;
| Changed by Stamina/Muscle changes and eating&lt;br /&gt;
|-&lt;br /&gt;
| 00B793E4 (Float)&lt;br /&gt;
| Sex Appeal&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Exp/Progress===&lt;br /&gt;
Exp values are increased by certain actions, and then increase the associated skill/stat once it reaches a certain number of points (the number in parentheses in the description column).&lt;br /&gt;
&lt;br /&gt;
Normally these values get reset to 0 when you start a new game through the menu or load a save, except for the Lung Capacity, Cycling and Max Health Exp.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Address&lt;br /&gt;
! Type&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| 00B794E8&lt;br /&gt;
| Lung Capacity&lt;br /&gt;
| (60k) [Doesn't reset]&lt;br /&gt;
|-&lt;br /&gt;
| 00B7950C&lt;br /&gt;
| Max Health&lt;br /&gt;
| Increases at 1000/second with Running/Sprinting/Cycling when actually pressing W (600k) [Doesn't reset]&lt;br /&gt;
|-&lt;br /&gt;
| 00B79500&lt;br /&gt;
| Stamina/Run&lt;br /&gt;
| (300k)&lt;br /&gt;
|-&lt;br /&gt;
| 00B794DC&lt;br /&gt;
| Stamina/Cycle&lt;br /&gt;
| (300k)&lt;br /&gt;
|-&lt;br /&gt;
| 00B794D8&lt;br /&gt;
| Stamina/Sprint&lt;br /&gt;
| (300k)&lt;br /&gt;
|-&lt;br /&gt;
| 00B794E4&lt;br /&gt;
| Stamina/Swim&lt;br /&gt;
| (180k)&lt;br /&gt;
|-&lt;br /&gt;
| 00B794FC&lt;br /&gt;
| Muscle&lt;br /&gt;
| Running/Sprinting/Swimming/Diving (150k)&lt;br /&gt;
|-&lt;br /&gt;
| 00B794EC&lt;br /&gt;
| Driving&lt;br /&gt;
| (300k)&lt;br /&gt;
|-&lt;br /&gt;
| 00B794F8&lt;br /&gt;
| Motorbike&lt;br /&gt;
| (180k)&lt;br /&gt;
|-&lt;br /&gt;
| 00B794F0&lt;br /&gt;
| Flying&lt;br /&gt;
| (300k)&lt;br /&gt;
|-&lt;br /&gt;
| 00B794E0&lt;br /&gt;
| Cycling&lt;br /&gt;
| Increases depending on speed/bunnyhopping (120k) [Doesn't reset]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Other Stuff==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Address&lt;br /&gt;
! Type&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| 00B7CB84&lt;br /&gt;
| Playing Time&lt;br /&gt;
| The time in milliseconds that has been played&lt;br /&gt;
|-&lt;br /&gt;
| 00A49FC4&lt;br /&gt;
| On Mission&lt;br /&gt;
| Set to 1 when on a mission, 0 otherwise&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Achievements===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Address&lt;br /&gt;
! Type&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| 00B7938C (Float)&lt;br /&gt;
| Distance on foot&lt;br /&gt;
|-&lt;br /&gt;
| 00B79390 (Float)&lt;br /&gt;
| Distance in a car&lt;br /&gt;
|-&lt;br /&gt;
| 00B793EC (Float)&lt;br /&gt;
| Distance on a bicycle&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Phonecalls==&lt;br /&gt;
:''See also: [[Grand_Theft_Auto:_San_Andreas/Game_Mechanics_and_Glitches/Phonecalls|Phonecalls]]''&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Address&lt;br /&gt;
! Type&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| 00A49C48&lt;br /&gt;
| $TIME_FROM_LAST_CALL&lt;br /&gt;
| Only updated when a call can actually be received&lt;br /&gt;
|-&lt;br /&gt;
| 00A4AF90&lt;br /&gt;
| Recall Time&lt;br /&gt;
| Delay between calls in milliseconds (20k, 15k after Badlands)&lt;br /&gt;
|-&lt;br /&gt;
| 00A4999C&lt;br /&gt;
| Call active&lt;br /&gt;
| This is 1 as long as the phone is ringing/call being answered&lt;br /&gt;
|-&lt;br /&gt;
| 00A4AF70&lt;br /&gt;
| Current Call Id&lt;br /&gt;
| Changed to the [[Grand_Theft_Auto:_San_Andreas/Game_Mechanics_and_Glitches/Phonecalls#List_of_Calls|Call Id]] when the phone rings&lt;br /&gt;
|-&lt;br /&gt;
| 00A49C40&lt;br /&gt;
| Last Call Time&lt;br /&gt;
| This is set to the current playing time (in milliseconds) when a call is finished/canceled or a mission is finished. There seem to be a lot of different values that are similiar, some don't change at some points. This address may or may not work in all situations.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Game Progress==&lt;br /&gt;
:''See also: [[Grand_Theft_Auto:_San_Andreas/Missions/Chains|Mission Chains]]''&lt;br /&gt;
&lt;br /&gt;
===Los Santos===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Address&lt;br /&gt;
! Variable&lt;br /&gt;
! Increased by / Comment&lt;br /&gt;
|-&lt;br /&gt;
| 00A4A060&lt;br /&gt;
| $INTRO_TOTAL_PASSED_MISSIONS ($448)&lt;br /&gt;
| Big Smoke (1), Ryder (2)&lt;br /&gt;
|-&lt;br /&gt;
| 00A4A070&lt;br /&gt;
| $SWEET_TOTAL_PASSED_MISSIONS ($452)&lt;br /&gt;
| Tagging up Turf (1), Cleaning the Hood (2), Drive-Thru (3), Nines and AKs (4), Drive-By (5), Sweet's Girl (6), Cesar Vialpando (7), Doberman (8), Los Sepulcros (9)&lt;br /&gt;
|-&lt;br /&gt;
| 00A4A07C&lt;br /&gt;
| $OG_LOC_TOTAL_PASSED_MISSIONS ($455)&lt;br /&gt;
| Life's a Beach (1), Madd Dogg's Rhymes (2), Management Issues (3), House Party (Cutscene) (4), House Party (5)&lt;br /&gt;
|-&lt;br /&gt;
| 00A4A080&lt;br /&gt;
| $CRASH_LS_TOTAL_PASSED_MISSIONS ($456)&lt;br /&gt;
| Burning Desire (1), Gray Imports (2)&lt;br /&gt;
|-&lt;br /&gt;
| 00A4A074&lt;br /&gt;
| $RYDER_TOTAL_PASSED_MISSIONS ($453)&lt;br /&gt;
| Home Invasion (1), Catalyst (2), Robbing Uncle Sam (3)&lt;br /&gt;
|-&lt;br /&gt;
| 00A4A078&lt;br /&gt;
| $SMOKE_TOTAL_PASSED_MISSIONS ($454)&lt;br /&gt;
| OG Loc (1), Running Dog (2), Wrong Side of the Tracks (3), Just Business (4)&lt;br /&gt;
|-&lt;br /&gt;
| 00A4A088&lt;br /&gt;
| $LS_FINAL_TOTAL_PASSED_MISSIONS ($458)&lt;br /&gt;
| Reunting the Families (1), The Green Sabre (2)&lt;br /&gt;
|-&lt;br /&gt;
| 00A4A084&lt;br /&gt;
| $MISSION_LOWRIDER_PASSED ($457)&lt;br /&gt;
| High Stakes Lowrider? (is checked to be equal to 1 for starting Reuniting the Families)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Badlands===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Address&lt;br /&gt;
! Variable&lt;br /&gt;
! Increased by / Comment&lt;br /&gt;
|-&lt;br /&gt;
| 00A4A114&lt;br /&gt;
| $MISSION_BADLANDS_PASSED ($493)&lt;br /&gt;
| Badlands (1)&lt;br /&gt;
|-&lt;br /&gt;
| 00A4A10C&lt;br /&gt;
| $TRUTH_TOTAL_PASSED_MISSIONS ($491)&lt;br /&gt;
| Body Harvest (1), Are you going to San Fierro? (2)&lt;br /&gt;
|-&lt;br /&gt;
| 00A4A110&lt;br /&gt;
| $CESAR_TOTAL_PASSED_MISSIONS ($492)&lt;br /&gt;
| Wu Zi Mu(5), Farewell my Love(10)&amp;lt;br /&amp;gt;''(Both races seem to increase the value throughout different stages of the race, by 5 total per race. The variable might be more aptly named &amp;quot;$BADLANDS_RACE_PROGRESS&amp;quot; or something.)''&lt;br /&gt;
|-&lt;br /&gt;
| 00A4A488&lt;br /&gt;
| $MISSION_LOCAL_LIQUOR_STORE_PASSED ($714)&lt;br /&gt;
| Local Liquor Store (1)&lt;br /&gt;
|-&lt;br /&gt;
| 00A4A48C&lt;br /&gt;
| $MISSION_SMALL_TOWN_BANK_PASSED ($715)&lt;br /&gt;
| Small Town Bank (1)&lt;br /&gt;
|-&lt;br /&gt;
| 00A4A490&lt;br /&gt;
| $MISSION_TANKER_COMMANDER_PASSED ($716)&lt;br /&gt;
| Tanker Commander (1)&lt;br /&gt;
|-&lt;br /&gt;
| 00A4A494&lt;br /&gt;
| $ALL_CATALINA_MISSIONS_PASSED ($717)&lt;br /&gt;
| Against All Odds (1)&amp;lt;br /&amp;gt;''(This variable isn't very well named in the commonly available decompiled mission script. It's not set to 1 when all Catalina missions have passed, rather when the Betting Shop mission is passed.)''&lt;br /&gt;
|-&lt;br /&gt;
| 00A49A60&lt;br /&gt;
| $CATALINA_TOTAL_PASSED_MISSIONS ($64)&lt;br /&gt;
| Tanker Commander, Against All Odds, Local Liquor Store, Small Town Bank&amp;lt;br /&amp;gt;''(These missions can be completed in any order, so it's not the best way to check which has been completed. It also gets set to 5 when finishing Wu Zi Mu.)''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===San Fierro===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Address&lt;br /&gt;
! Variable&lt;br /&gt;
! Increased by / Comment&lt;br /&gt;
|-&lt;br /&gt;
| 00A4A1D4&lt;br /&gt;
| $GARAGE_TOTAL_PASSED_MISSIONS ($541)&lt;br /&gt;
| Wear Flowers in your Hair (1), Deconstruction (2)&lt;br /&gt;
|-&lt;br /&gt;
| 00A4A1DC&lt;br /&gt;
| $WUZIMU_TOTAL_PASSED_MISSIONS ($543)&lt;br /&gt;
| Mountain Cloud Boys (1), Ran Fa Li (2), Lure (3), Amphibious Assault (4), The Da Nang Thang (5)&lt;br /&gt;
|-&lt;br /&gt;
| 00A4A1E4&lt;br /&gt;
| $SYNDICATE_TOTAL_PASSED_MISSIONS ($545)&lt;br /&gt;
| Photo Opportunity (1), Jizzy (Cutscene) (2), Jizzy (3), T-Bone Mendez (4), Mike Toreno (5), Outrider (6), Ice Cold Killa (7), Pier 69 (8), Toreno's Last Flight (9), Yay Ka-Boom-Boom (10)&lt;br /&gt;
|-&lt;br /&gt;
| 00A4A1E8&lt;br /&gt;
| $CRASH_SF_TOTAL_PASSED_MISSIONS ($546)&lt;br /&gt;
| 555 WE TIP (1), Snail Trail (2)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Desert &amp;amp; Las Venturas===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Address&lt;br /&gt;
! Variable&lt;br /&gt;
! Increased by / Comment&lt;br /&gt;
|-&lt;br /&gt;
| 00A4A2A4&lt;br /&gt;
| $TORENO_TOTAL_PASSED_MISSIONS ($593)&lt;br /&gt;
| Monster (1), Highjack (2), Interdiction (3), Verdant Meadows (4), Learning to Fly (5), N.O.E. (6), Stowaway (7), Black Project (8), Green Goo (9)&lt;br /&gt;
|-&lt;br /&gt;
| 00A4A2B4&lt;br /&gt;
| $CASINO_TOTAL_PASSED_MISSIONS ($597)&lt;br /&gt;
| Fender Ketchup (1), Explosive Situation (2), You've had your Chips (3), Don Peyote (4), Intenstive Care (5), The Meat Business (6), Fish in a Barrel (7), Freefall (8), Saint Mark's Bistro (9)&lt;br /&gt;
|-&lt;br /&gt;
| 00A4A2B8&lt;br /&gt;
| $598 (CRASH_LV_TOTAL_PASSED_MISSIONS)&lt;br /&gt;
| Misappropriation (1), High Noon (2)&amp;lt;br /&amp;gt;''(Not properly named in the commonly available decompiled mission script.)''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Return to Los Santos===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Address&lt;br /&gt;
! Variable&lt;br /&gt;
! Increased by / Comment&lt;br /&gt;
|-&lt;br /&gt;
| 00A4A328&lt;br /&gt;
| $MANSION_TOTAL_PASSED_MISSIONS ($626)&lt;br /&gt;
| A Home in the Hills (1), Vertical Bird (2), Home Coming (3), Cut Throat Business (4)&lt;br /&gt;
|-&lt;br /&gt;
| 00A4A334&lt;br /&gt;
| $RIOT_TOTAL_PASSED_MISSIONS ($629)&lt;br /&gt;
| Riot (1), Los Desperados (2), End of the Line Part 1 (3), End of the Line Part 2 (4), End of the Line Part 3 (5)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Other===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Address&lt;br /&gt;
! Variable&lt;br /&gt;
! Comment&lt;br /&gt;
|-&lt;br /&gt;
| 00A4BDC8&lt;br /&gt;
| $RACES_WON_NUMBER ($2330)&lt;br /&gt;
| Increased by winning races. Since regular races are only unlocked after answering the call after Driving School, this variable can also be used to track the progress of the story mission races High Stakes Lowrider (1), Wu Zi Mu (2) and Farewell, my Love (3).&lt;br /&gt;
|-&lt;br /&gt;
| 00A51698&lt;br /&gt;
| $8014&lt;br /&gt;
| Used during End of the Line Part 3: Set to 1 once you can start shooting, set to 2 during a cutscene in between and set to 3 once the cutscene starts where the Firetruck breaks through the bridge (the end of any%, incidentally this address was taken from the AHK autosplitter).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==More Information==&lt;br /&gt;
* [http://pastebin.com/FN8AR4wg Cheat Table for Cheat Engine with SA Memory Addresses] (this also incldues a script to write values to a textfile for overlaying them e.g. in OBS, choose not to run it when you load this into Cheat Engine unless you know what you're doing)&lt;/div&gt;</summary>
		<author><name>Tduva</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Grand_Theft_Auto:_San_Andreas/Additional_Resources/Memory_Addresses</id>
		<title>Grand Theft Auto: San Andreas/Additional Resources/Memory Addresses</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Grand_Theft_Auto:_San_Andreas/Additional_Resources/Memory_Addresses"/>
				<updated>2016-01-14T01:17:21Z</updated>
		
		<summary type="html">&lt;p&gt;Tduva: /* Other */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;All addresses are assumed to be of the type 4 Bytes/Dword (as used in Cheat Engine) unless otherwise noted.&lt;br /&gt;
&lt;br /&gt;
==Skills/Stats==&lt;br /&gt;
&lt;br /&gt;
===Skills===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Address&lt;br /&gt;
! Type&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| 00B791B8&lt;br /&gt;
| Bicycle&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| 00B791B4&lt;br /&gt;
| Motorbike&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| 00B7919C&lt;br /&gt;
| Flying&lt;br /&gt;
|-&lt;br /&gt;
| 00B790A0&lt;br /&gt;
| Driving&lt;br /&gt;
|-&lt;br /&gt;
| 00B794AC (Float)&lt;br /&gt;
| Uzi/Tec9&lt;br /&gt;
| Increases at 0.5 per shot (if it actually hits something that can take damage)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Stats===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Address&lt;br /&gt;
! Type&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| 00B791A4&lt;br /&gt;
| Lung Capacity&lt;br /&gt;
| Increased by Lung Capacity Exp (see below)&lt;br /&gt;
|-&lt;br /&gt;
| 00B793E0 (Float)&lt;br /&gt;
| Max Health&lt;br /&gt;
| Increased by Max Health Exp (see below)&lt;br /&gt;
|-&lt;br /&gt;
| 00B793DC (Float)&lt;br /&gt;
| Muscle&lt;br /&gt;
| Changed by Muscle Exp (see below), Gym&lt;br /&gt;
|-&lt;br /&gt;
| 00B793D8 (Float)&lt;br /&gt;
| Stamina&lt;br /&gt;
|-&lt;br /&gt;
| 00B793D4 (Float)&lt;br /&gt;
| Fat&lt;br /&gt;
| Changed by Stamina/Muscle changes and eating&lt;br /&gt;
|-&lt;br /&gt;
| 00B793E4 (Float)&lt;br /&gt;
| Sex Appeal&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Exp/Progress===&lt;br /&gt;
Exp values are increased by certain actions, and then increase the associated skill/stat once it reaches a certain number of points (the number in parentheses in the description column).&lt;br /&gt;
&lt;br /&gt;
Normally these values get reset to 0 when you start a new game through the menu or load a save, except for the Lung Capacity, Cycling and Max Health Exp.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Address&lt;br /&gt;
! Type&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| 00B794E8&lt;br /&gt;
| Lung Capacity&lt;br /&gt;
| (60k) [Doesn't reset]&lt;br /&gt;
|-&lt;br /&gt;
| 00B7950C&lt;br /&gt;
| Max Health&lt;br /&gt;
| Increases at 1000/second with Running/Sprinting/Cycling when actually pressing W (600k) [Doesn't reset]&lt;br /&gt;
|-&lt;br /&gt;
| 00B79500&lt;br /&gt;
| Stamina/Run&lt;br /&gt;
| (300k)&lt;br /&gt;
|-&lt;br /&gt;
| 00B794DC&lt;br /&gt;
| Stamina/Cycle&lt;br /&gt;
| (300k)&lt;br /&gt;
|-&lt;br /&gt;
| 00B794D8&lt;br /&gt;
| Stamina/Sprint&lt;br /&gt;
| (300k)&lt;br /&gt;
|-&lt;br /&gt;
| 00B794E4&lt;br /&gt;
| Stamina/Swim&lt;br /&gt;
| (180k)&lt;br /&gt;
|-&lt;br /&gt;
| 00B794FC&lt;br /&gt;
| Muscle&lt;br /&gt;
| Running/Sprinting/Swimming/Diving (150k)&lt;br /&gt;
|-&lt;br /&gt;
| 00B794EC&lt;br /&gt;
| Driving&lt;br /&gt;
| (300k)&lt;br /&gt;
|-&lt;br /&gt;
| 00B794F8&lt;br /&gt;
| Motorbike&lt;br /&gt;
| (180k)&lt;br /&gt;
|-&lt;br /&gt;
| 00B794F0&lt;br /&gt;
| Flying&lt;br /&gt;
| (300k)&lt;br /&gt;
|-&lt;br /&gt;
| 00B794E0&lt;br /&gt;
| Cycling&lt;br /&gt;
| Increases depending on speed/bunnyhopping (120k) [Doesn't reset]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Other Stuff==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Address&lt;br /&gt;
! Type&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| 00B7CB84&lt;br /&gt;
| Playing Time&lt;br /&gt;
| The time in milliseconds that has been played&lt;br /&gt;
|-&lt;br /&gt;
| 00A49FC4&lt;br /&gt;
| On Mission&lt;br /&gt;
| Set to 1 when on a mission, 0 otherwise&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Achievements===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Address&lt;br /&gt;
! Type&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| 00B7938C (Float)&lt;br /&gt;
| Distance on foot&lt;br /&gt;
|-&lt;br /&gt;
| 00B79390 (Float)&lt;br /&gt;
| Distance in a car&lt;br /&gt;
|-&lt;br /&gt;
| 00B793EC (Float)&lt;br /&gt;
| Distance on a bicycle&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Phonecalls==&lt;br /&gt;
:''See also: [[Grand_Theft_Auto:_San_Andreas/Game_Mechanics_and_Glitches/Phonecalls|Phonecalls]]''&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Address&lt;br /&gt;
! Type&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| 00A49C48&lt;br /&gt;
| $TIME_FROM_LAST_CALL&lt;br /&gt;
| Only updated when a call can actually be received&lt;br /&gt;
|-&lt;br /&gt;
| 00A4AF90&lt;br /&gt;
| Recall Time&lt;br /&gt;
| Delay between calls in milliseconds (20k, 15k after Badlands)&lt;br /&gt;
|-&lt;br /&gt;
| 00A4999C&lt;br /&gt;
| Call active&lt;br /&gt;
| This is 1 as long as the phone is ringing/call being answered&lt;br /&gt;
|-&lt;br /&gt;
| 00A4AF70&lt;br /&gt;
| Current Call Id&lt;br /&gt;
| Changed to the [[Grand_Theft_Auto:_San_Andreas/Game_Mechanics_and_Glitches/Phonecalls#List_of_Calls|Call Id]] when the phone rings&lt;br /&gt;
|-&lt;br /&gt;
| 00A49C40&lt;br /&gt;
| Last Call Time&lt;br /&gt;
| This is set to the current playing time (in milliseconds) when a call is finished/canceled or a mission is finished. There seem to be a lot of different values that are similiar, some don't change at some points. This address may or may not work in all situations.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Game Progress==&lt;br /&gt;
:''See also: [[Grand_Theft_Auto:_San_Andreas/Missions/Chains|Mission Chains]]''&lt;br /&gt;
&lt;br /&gt;
===Los Santos===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Address&lt;br /&gt;
! Variable&lt;br /&gt;
! Increased by / Comment&lt;br /&gt;
|-&lt;br /&gt;
| 00A4A060&lt;br /&gt;
| $INTRO_TOTAL_PASSED_MISSIONS ($448)&lt;br /&gt;
| Big Smoke (1), Ryder (2)&lt;br /&gt;
|-&lt;br /&gt;
| 00A4A070&lt;br /&gt;
| $SWEET_TOTAL_PASSED_MISSIONS ($452)&lt;br /&gt;
| Tagging up Turf (1), Cleaning the Hood (2), Drive-Thru (3), Nines and AKs (4), Drive-By (5), Sweet's Girl (6), Cesar Vialpando (7), Doberman (8), Los Sepulcros (9)&lt;br /&gt;
|-&lt;br /&gt;
| 00A4A07C&lt;br /&gt;
| $OG_LOC_TOTAL_PASSED_MISSIONS ($455)&lt;br /&gt;
| Life's a Beach (1), Madd Dogg's Rhymes (2), Management Issues (3), House Party (Cutscene) (4), House Party (5)&lt;br /&gt;
|-&lt;br /&gt;
| 00A4A080&lt;br /&gt;
| $CRASH_LS_TOTAL_PASSED_MISSIONS ($456)&lt;br /&gt;
| Burning Desire (1), Gray Imports (2)&lt;br /&gt;
|-&lt;br /&gt;
| 00A4A074&lt;br /&gt;
| $RYDER_TOTAL_PASSED_MISSIONS ($453)&lt;br /&gt;
| Home Invasion (1), Catalyst (2), Robbing Uncle Sam (3)&lt;br /&gt;
|-&lt;br /&gt;
| 00A4A078&lt;br /&gt;
| $SMOKE_TOTAL_PASSED_MISSIONS ($454)&lt;br /&gt;
| OG Loc (1), Running Dog (2), Wrong Side of the Tracks (3), Just Business (4)&lt;br /&gt;
|-&lt;br /&gt;
| 00A4A088&lt;br /&gt;
| $LS_FINAL_TOTAL_PASSED_MISSIONS ($458)&lt;br /&gt;
| Reunting the Families (1), The Green Sabre (2)&lt;br /&gt;
|-&lt;br /&gt;
| 00A4A084&lt;br /&gt;
| $MISSION_LOWRIDER_PASSED ($457)&lt;br /&gt;
| High Stakes Lowrider? (is checked to be equal to 1 for starting Reuniting the Families)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Badlands===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Address&lt;br /&gt;
! Variable&lt;br /&gt;
! Increased by / Comment&lt;br /&gt;
|-&lt;br /&gt;
| 00A4A114&lt;br /&gt;
| $MISSION_BADLANDS_PASSED ($493)&lt;br /&gt;
| Badlands (1)&lt;br /&gt;
|-&lt;br /&gt;
| 00A4A10C&lt;br /&gt;
| $TRUTH_TOTAL_PASSED_MISSIONS ($491)&lt;br /&gt;
| Body Harvest (1), Are you going to San Fierro? (2)&lt;br /&gt;
|-&lt;br /&gt;
| 00A4A110&lt;br /&gt;
| $CESAR_TOTAL_PASSED_MISSIONS ($492)&lt;br /&gt;
| Wu Zi Mu(5), Farewell my Love(10)&amp;lt;br /&amp;gt;''(Both races seem to increase the value throughout different stages of the race, by 5 total per race. The variable might be more aptly named &amp;quot;$BADLANDS_RACE_PROGRESS&amp;quot; or something.)''&lt;br /&gt;
|-&lt;br /&gt;
| 00A4A488&lt;br /&gt;
| $MISSION_LOCAL_LIQUOR_STORE_PASSED ($714)&lt;br /&gt;
| Local Liquor Store (1)&lt;br /&gt;
|-&lt;br /&gt;
| 00A4A48C&lt;br /&gt;
| $MISSION_SMALL_TOWN_BANK_PASSED ($715)&lt;br /&gt;
| Small Town Bank (1)&lt;br /&gt;
|-&lt;br /&gt;
| 00A4A490&lt;br /&gt;
| $MISSION_TANKER_COMMANDER_PASSED ($716)&lt;br /&gt;
| Tanker Commander (1)&lt;br /&gt;
|-&lt;br /&gt;
| 00A4A494&lt;br /&gt;
| $ALL_CATALINA_MISSIONS_PASSED ($717)&lt;br /&gt;
| Against All Odds (1)&amp;lt;br /&amp;gt;''(This variable isn't very well named in the commonly available decompiled mission script. It's not set to 1 when all Catalina missions have passed, rather when the Betting Shop mission is passed.)''&lt;br /&gt;
|-&lt;br /&gt;
| 00A49A60&lt;br /&gt;
| $CATALINA_TOTAL_PASSED_MISSIONS ($64)&lt;br /&gt;
| Tanker Commander, Against All Odds, Local Liquor Store, Small Town Bank&amp;lt;br /&amp;gt;''(These missions can be completed in any order, so it's not the best way to check which has been completed. It also gets set to 5 when finishing Wu Zi Mu.)''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===San Fierro===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Address&lt;br /&gt;
! Variable&lt;br /&gt;
! Increased by / Comment&lt;br /&gt;
|-&lt;br /&gt;
| 00A4A1D4&lt;br /&gt;
| $GARAGE_TOTAL_PASSED_MISSIONS ($541)&lt;br /&gt;
| Wear Flowers in your Hair (1), Deconstruction (2)&lt;br /&gt;
|-&lt;br /&gt;
| 00A4A1DC&lt;br /&gt;
| $WUZIMU_TOTAL_PASSED_MISSIONS ($543)&lt;br /&gt;
| Mountain Cloud Boys (1), Ran Fa Li (2), Lure (3), Amphibious Assault (4), The Da Nang Thang (5)&lt;br /&gt;
|-&lt;br /&gt;
| 00A4A1E4&lt;br /&gt;
| $SYNDICATE_TOTAL_PASSED_MISSIONS ($545)&lt;br /&gt;
| Photo Opportunity (1), Jizzy (Cutscene) (2), Jizzy (3), T-Bone Mendez (4), Mike Toreno (5), Outrider (6), Ice Cold Killa (7), Pier 69 (8), Toreno's Last Flight (9), Yay Ka-Boom-Boom (10)&lt;br /&gt;
|-&lt;br /&gt;
| 00A4A1E8&lt;br /&gt;
| $CRASH_SF_TOTAL_PASSED_MISSIONS ($546)&lt;br /&gt;
| 555 WE TIP (1), Snail Trail (2)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Desert &amp;amp; Las Venturas===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Address&lt;br /&gt;
! Variable&lt;br /&gt;
! Increased by / Comment&lt;br /&gt;
|-&lt;br /&gt;
| 00A4A2A4&lt;br /&gt;
| $TORENO_TOTAL_PASSED_MISSIONS ($593)&lt;br /&gt;
| Monster (1), Highjack (2), Interdiction (3), Verdant Meadows (4), Learning to Fly (5), N.O.E. (6), Stowaway (7), Black Project (8), Green Goo (9)&lt;br /&gt;
|-&lt;br /&gt;
| 00A4A2B4&lt;br /&gt;
| $CASINO_TOTAL_PASSED_MISSIONS ($597)&lt;br /&gt;
| Fender Ketchup (1), Explosive Situation (2), You've had your Chips (3), Don Peyote (4), Intenstive Care (5), The Meat Business (6), Fish in a Barrel (7), Freefall (8), Saint Mark's Bistro (9)&lt;br /&gt;
|-&lt;br /&gt;
| 00A4A2B8&lt;br /&gt;
| $598 (CRASH_LV_TOTAL_PASSED_MISSIONS)&lt;br /&gt;
| Misappropriation (1), High Noon (2)&amp;lt;br /&amp;gt;''(Not properly named in the commonly available decompiled mission script.)''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Return to Los Santos===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Address&lt;br /&gt;
! Variable&lt;br /&gt;
! Increased by / Comment&lt;br /&gt;
|-&lt;br /&gt;
| 00A4A328&lt;br /&gt;
| $MANSION_TOTAL_PASSED_MISSIONS ($626)&lt;br /&gt;
| A Home in the Hills (1), Vertical Bird (2), Home Coming (3), Cut Throat Business (4)&lt;br /&gt;
|-&lt;br /&gt;
| 00A4A334&lt;br /&gt;
| $RIOT_TOTAL_PASSED_MISSIONS ($629)&lt;br /&gt;
| Riot (1), Los Desperados (2), End of the Line Part 1 (3), End of the Line Part 2 (4), End of the Line Part 3 (5)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Other===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Address&lt;br /&gt;
! Variable&lt;br /&gt;
! Comment&lt;br /&gt;
|-&lt;br /&gt;
| 00A4BDC8&lt;br /&gt;
| $RACES_WON_NUMBER ($2330)&lt;br /&gt;
| Increased by winning races. Since regular races are only unlocked after answering the call after Driving School, this variable can also be used to track the progress of the story mission races High Stakes Lowrider (1), Wu Zi Mu (2) and Farewell, my Love (3).&lt;br /&gt;
|-&lt;br /&gt;
| 00A51698&lt;br /&gt;
| $8014&lt;br /&gt;
| Used during End of the Line Part 3: Set to 1 once you can start shooting, set to 2 during a cutscene in between and set to 3 once the cutscene starts where the Firetruck breaks through the bridge (the end of any%, incidentally this address was taken from the AHK autosplitter).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==More Information==&lt;br /&gt;
* [http://pastebin.com/FN8AR4wg Cheat Table for Cheat Engine with SA Memory Addresses] (this also incldues a script to write values to a textfile for overlaying them e.g. in OBS, choose not to run it when you load this into Cheat Engine unless you know what you're doing)&lt;/div&gt;</summary>
		<author><name>Tduva</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Grand_Theft_Auto:_San_Andreas/Additional_Resources/Memory_Addresses</id>
		<title>Grand Theft Auto: San Andreas/Additional Resources/Memory Addresses</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Grand_Theft_Auto:_San_Andreas/Additional_Resources/Memory_Addresses"/>
				<updated>2016-01-13T19:59:53Z</updated>
		
		<summary type="html">&lt;p&gt;Tduva: /* Return to Los Santos */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;All addresses are assumed to be of the type 4 Bytes/Dword (as used in Cheat Engine) unless otherwise noted.&lt;br /&gt;
&lt;br /&gt;
==Skills/Stats==&lt;br /&gt;
&lt;br /&gt;
===Skills===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Address&lt;br /&gt;
! Type&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| 00B791B8&lt;br /&gt;
| Bicycle&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| 00B791B4&lt;br /&gt;
| Motorbike&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| 00B7919C&lt;br /&gt;
| Flying&lt;br /&gt;
|-&lt;br /&gt;
| 00B790A0&lt;br /&gt;
| Driving&lt;br /&gt;
|-&lt;br /&gt;
| 00B794AC (Float)&lt;br /&gt;
| Uzi/Tec9&lt;br /&gt;
| Increases at 0.5 per shot (if it actually hits something that can take damage)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Stats===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Address&lt;br /&gt;
! Type&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| 00B791A4&lt;br /&gt;
| Lung Capacity&lt;br /&gt;
| Increased by Lung Capacity Exp (see below)&lt;br /&gt;
|-&lt;br /&gt;
| 00B793E0 (Float)&lt;br /&gt;
| Max Health&lt;br /&gt;
| Increased by Max Health Exp (see below)&lt;br /&gt;
|-&lt;br /&gt;
| 00B793DC (Float)&lt;br /&gt;
| Muscle&lt;br /&gt;
| Changed by Muscle Exp (see below), Gym&lt;br /&gt;
|-&lt;br /&gt;
| 00B793D8 (Float)&lt;br /&gt;
| Stamina&lt;br /&gt;
|-&lt;br /&gt;
| 00B793D4 (Float)&lt;br /&gt;
| Fat&lt;br /&gt;
| Changed by Stamina/Muscle changes and eating&lt;br /&gt;
|-&lt;br /&gt;
| 00B793E4 (Float)&lt;br /&gt;
| Sex Appeal&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Exp/Progress===&lt;br /&gt;
Exp values are increased by certain actions, and then increase the associated skill/stat once it reaches a certain number of points (the number in parentheses in the description column).&lt;br /&gt;
&lt;br /&gt;
Normally these values get reset to 0 when you start a new game through the menu or load a save, except for the Lung Capacity, Cycling and Max Health Exp.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Address&lt;br /&gt;
! Type&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| 00B794E8&lt;br /&gt;
| Lung Capacity&lt;br /&gt;
| (60k) [Doesn't reset]&lt;br /&gt;
|-&lt;br /&gt;
| 00B7950C&lt;br /&gt;
| Max Health&lt;br /&gt;
| Increases at 1000/second with Running/Sprinting/Cycling when actually pressing W (600k) [Doesn't reset]&lt;br /&gt;
|-&lt;br /&gt;
| 00B79500&lt;br /&gt;
| Stamina/Run&lt;br /&gt;
| (300k)&lt;br /&gt;
|-&lt;br /&gt;
| 00B794DC&lt;br /&gt;
| Stamina/Cycle&lt;br /&gt;
| (300k)&lt;br /&gt;
|-&lt;br /&gt;
| 00B794D8&lt;br /&gt;
| Stamina/Sprint&lt;br /&gt;
| (300k)&lt;br /&gt;
|-&lt;br /&gt;
| 00B794E4&lt;br /&gt;
| Stamina/Swim&lt;br /&gt;
| (180k)&lt;br /&gt;
|-&lt;br /&gt;
| 00B794FC&lt;br /&gt;
| Muscle&lt;br /&gt;
| Running/Sprinting/Swimming/Diving (150k)&lt;br /&gt;
|-&lt;br /&gt;
| 00B794EC&lt;br /&gt;
| Driving&lt;br /&gt;
| (300k)&lt;br /&gt;
|-&lt;br /&gt;
| 00B794F8&lt;br /&gt;
| Motorbike&lt;br /&gt;
| (180k)&lt;br /&gt;
|-&lt;br /&gt;
| 00B794F0&lt;br /&gt;
| Flying&lt;br /&gt;
| (300k)&lt;br /&gt;
|-&lt;br /&gt;
| 00B794E0&lt;br /&gt;
| Cycling&lt;br /&gt;
| Increases depending on speed/bunnyhopping (120k) [Doesn't reset]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Other Stuff==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Address&lt;br /&gt;
! Type&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| 00B7CB84&lt;br /&gt;
| Playing Time&lt;br /&gt;
| The time in milliseconds that has been played&lt;br /&gt;
|-&lt;br /&gt;
| 00A49FC4&lt;br /&gt;
| On Mission&lt;br /&gt;
| Set to 1 when on a mission, 0 otherwise&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Achievements===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Address&lt;br /&gt;
! Type&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| 00B7938C (Float)&lt;br /&gt;
| Distance on foot&lt;br /&gt;
|-&lt;br /&gt;
| 00B79390 (Float)&lt;br /&gt;
| Distance in a car&lt;br /&gt;
|-&lt;br /&gt;
| 00B793EC (Float)&lt;br /&gt;
| Distance on a bicycle&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Phonecalls==&lt;br /&gt;
:''See also: [[Grand_Theft_Auto:_San_Andreas/Game_Mechanics_and_Glitches/Phonecalls|Phonecalls]]''&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Address&lt;br /&gt;
! Type&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| 00A49C48&lt;br /&gt;
| $TIME_FROM_LAST_CALL&lt;br /&gt;
| Only updated when a call can actually be received&lt;br /&gt;
|-&lt;br /&gt;
| 00A4AF90&lt;br /&gt;
| Recall Time&lt;br /&gt;
| Delay between calls in milliseconds (20k, 15k after Badlands)&lt;br /&gt;
|-&lt;br /&gt;
| 00A4999C&lt;br /&gt;
| Call active&lt;br /&gt;
| This is 1 as long as the phone is ringing/call being answered&lt;br /&gt;
|-&lt;br /&gt;
| 00A4AF70&lt;br /&gt;
| Current Call Id&lt;br /&gt;
| Changed to the [[Grand_Theft_Auto:_San_Andreas/Game_Mechanics_and_Glitches/Phonecalls#List_of_Calls|Call Id]] when the phone rings&lt;br /&gt;
|-&lt;br /&gt;
| 00A49C40&lt;br /&gt;
| Last Call Time&lt;br /&gt;
| This is set to the current playing time (in milliseconds) when a call is finished/canceled or a mission is finished. There seem to be a lot of different values that are similiar, some don't change at some points. This address may or may not work in all situations.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Game Progress==&lt;br /&gt;
:''See also: [[Grand_Theft_Auto:_San_Andreas/Missions/Chains|Mission Chains]]''&lt;br /&gt;
&lt;br /&gt;
===Los Santos===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Address&lt;br /&gt;
! Variable&lt;br /&gt;
! Increased by / Comment&lt;br /&gt;
|-&lt;br /&gt;
| 00A4A060&lt;br /&gt;
| $INTRO_TOTAL_PASSED_MISSIONS ($448)&lt;br /&gt;
| Big Smoke (1), Ryder (2)&lt;br /&gt;
|-&lt;br /&gt;
| 00A4A070&lt;br /&gt;
| $SWEET_TOTAL_PASSED_MISSIONS ($452)&lt;br /&gt;
| Tagging up Turf (1), Cleaning the Hood (2), Drive-Thru (3), Nines and AKs (4), Drive-By (5), Sweet's Girl (6), Cesar Vialpando (7), Doberman (8), Los Sepulcros (9)&lt;br /&gt;
|-&lt;br /&gt;
| 00A4A07C&lt;br /&gt;
| $OG_LOC_TOTAL_PASSED_MISSIONS ($455)&lt;br /&gt;
| Life's a Beach (1), Madd Dogg's Rhymes (2), Management Issues (3), House Party (Cutscene) (4), House Party (5)&lt;br /&gt;
|-&lt;br /&gt;
| 00A4A080&lt;br /&gt;
| $CRASH_LS_TOTAL_PASSED_MISSIONS ($456)&lt;br /&gt;
| Burning Desire (1), Gray Imports (2)&lt;br /&gt;
|-&lt;br /&gt;
| 00A4A074&lt;br /&gt;
| $RYDER_TOTAL_PASSED_MISSIONS ($453)&lt;br /&gt;
| Home Invasion (1), Catalyst (2), Robbing Uncle Sam (3)&lt;br /&gt;
|-&lt;br /&gt;
| 00A4A078&lt;br /&gt;
| $SMOKE_TOTAL_PASSED_MISSIONS ($454)&lt;br /&gt;
| OG Loc (1), Running Dog (2), Wrong Side of the Tracks (3), Just Business (4)&lt;br /&gt;
|-&lt;br /&gt;
| 00A4A088&lt;br /&gt;
| $LS_FINAL_TOTAL_PASSED_MISSIONS ($458)&lt;br /&gt;
| Reunting the Families (1), The Green Sabre (2)&lt;br /&gt;
|-&lt;br /&gt;
| 00A4A084&lt;br /&gt;
| $MISSION_LOWRIDER_PASSED ($457)&lt;br /&gt;
| High Stakes Lowrider? (is checked to be equal to 1 for starting Reuniting the Families)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Badlands===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Address&lt;br /&gt;
! Variable&lt;br /&gt;
! Increased by / Comment&lt;br /&gt;
|-&lt;br /&gt;
| 00A4A114&lt;br /&gt;
| $MISSION_BADLANDS_PASSED ($493)&lt;br /&gt;
| Badlands (1)&lt;br /&gt;
|-&lt;br /&gt;
| 00A4A10C&lt;br /&gt;
| $TRUTH_TOTAL_PASSED_MISSIONS ($491)&lt;br /&gt;
| Body Harvest (1), Are you going to San Fierro? (2)&lt;br /&gt;
|-&lt;br /&gt;
| 00A4A110&lt;br /&gt;
| $CESAR_TOTAL_PASSED_MISSIONS ($492)&lt;br /&gt;
| Wu Zi Mu(5), Farewell my Love(10)&amp;lt;br /&amp;gt;''(Both races seem to increase the value throughout different stages of the race, by 5 total per race. The variable might be more aptly named &amp;quot;$BADLANDS_RACE_PROGRESS&amp;quot; or something.)''&lt;br /&gt;
|-&lt;br /&gt;
| 00A4A488&lt;br /&gt;
| $MISSION_LOCAL_LIQUOR_STORE_PASSED ($714)&lt;br /&gt;
| Local Liquor Store (1)&lt;br /&gt;
|-&lt;br /&gt;
| 00A4A48C&lt;br /&gt;
| $MISSION_SMALL_TOWN_BANK_PASSED ($715)&lt;br /&gt;
| Small Town Bank (1)&lt;br /&gt;
|-&lt;br /&gt;
| 00A4A490&lt;br /&gt;
| $MISSION_TANKER_COMMANDER_PASSED ($716)&lt;br /&gt;
| Tanker Commander (1)&lt;br /&gt;
|-&lt;br /&gt;
| 00A4A494&lt;br /&gt;
| $ALL_CATALINA_MISSIONS_PASSED ($717)&lt;br /&gt;
| Against All Odds (1)&amp;lt;br /&amp;gt;''(This variable isn't very well named in the commonly available decompiled mission script. It's not set to 1 when all Catalina missions have passed, rather when the Betting Shop mission is passed.)''&lt;br /&gt;
|-&lt;br /&gt;
| 00A49A60&lt;br /&gt;
| $CATALINA_TOTAL_PASSED_MISSIONS ($64)&lt;br /&gt;
| Tanker Commander, Against All Odds, Local Liquor Store, Small Town Bank&amp;lt;br /&amp;gt;''(These missions can be completed in any order, so it's not the best way to check which has been completed. It also gets set to 5 when finishing Wu Zi Mu.)''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===San Fierro===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Address&lt;br /&gt;
! Variable&lt;br /&gt;
! Increased by / Comment&lt;br /&gt;
|-&lt;br /&gt;
| 00A4A1D4&lt;br /&gt;
| $GARAGE_TOTAL_PASSED_MISSIONS ($541)&lt;br /&gt;
| Wear Flowers in your Hair (1), Deconstruction (2)&lt;br /&gt;
|-&lt;br /&gt;
| 00A4A1DC&lt;br /&gt;
| $WUZIMU_TOTAL_PASSED_MISSIONS ($543)&lt;br /&gt;
| Mountain Cloud Boys (1), Ran Fa Li (2), Lure (3), Amphibious Assault (4), The Da Nang Thang (5)&lt;br /&gt;
|-&lt;br /&gt;
| 00A4A1E4&lt;br /&gt;
| $SYNDICATE_TOTAL_PASSED_MISSIONS ($545)&lt;br /&gt;
| Photo Opportunity (1), Jizzy (Cutscene) (2), Jizzy (3), T-Bone Mendez (4), Mike Toreno (5), Outrider (6), Ice Cold Killa (7), Pier 69 (8), Toreno's Last Flight (9), Yay Ka-Boom-Boom (10)&lt;br /&gt;
|-&lt;br /&gt;
| 00A4A1E8&lt;br /&gt;
| $CRASH_SF_TOTAL_PASSED_MISSIONS ($546)&lt;br /&gt;
| 555 WE TIP (1), Snail Trail (2)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Desert &amp;amp; Las Venturas===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Address&lt;br /&gt;
! Variable&lt;br /&gt;
! Increased by / Comment&lt;br /&gt;
|-&lt;br /&gt;
| 00A4A2A4&lt;br /&gt;
| $TORENO_TOTAL_PASSED_MISSIONS ($593)&lt;br /&gt;
| Monster (1), Highjack (2), Interdiction (3), Verdant Meadows (4), Learning to Fly (5), N.O.E. (6), Stowaway (7), Black Project (8), Green Goo (9)&lt;br /&gt;
|-&lt;br /&gt;
| 00A4A2B4&lt;br /&gt;
| $CASINO_TOTAL_PASSED_MISSIONS ($597)&lt;br /&gt;
| Fender Ketchup (1), Explosive Situation (2), You've had your Chips (3), Don Peyote (4), Intenstive Care (5), The Meat Business (6), Fish in a Barrel (7), Freefall (8), Saint Mark's Bistro (9)&lt;br /&gt;
|-&lt;br /&gt;
| 00A4A2B8&lt;br /&gt;
| $598 (CRASH_LV_TOTAL_PASSED_MISSIONS)&lt;br /&gt;
| Misappropriation (1), High Noon (2)&amp;lt;br /&amp;gt;''(Not properly named in the commonly available decompiled mission script.)''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Return to Los Santos===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Address&lt;br /&gt;
! Variable&lt;br /&gt;
! Increased by / Comment&lt;br /&gt;
|-&lt;br /&gt;
| 00A4A328&lt;br /&gt;
| $MANSION_TOTAL_PASSED_MISSIONS ($626)&lt;br /&gt;
| A Home in the Hills (1), Vertical Bird (2), Home Coming (3), Cut Throat Business (4)&lt;br /&gt;
|-&lt;br /&gt;
| 00A4A334&lt;br /&gt;
| $RIOT_TOTAL_PASSED_MISSIONS ($629)&lt;br /&gt;
| Riot (1), Los Desperados (2), End of the Line Part 1 (3), End of the Line Part 2 (4), End of the Line Part 3 (5)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Other===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Address&lt;br /&gt;
! Variable&lt;br /&gt;
! Comment&lt;br /&gt;
|-&lt;br /&gt;
| 00A4BDC8&lt;br /&gt;
| $RACES_WON_NUMBER ($2330)&lt;br /&gt;
| Increased by winning races. Since regular races are only unlocked after answering the call after Driving School, this variable can also be used to track the progress of the story mission races High Stakes Lowrider (1), Wu Zi Mu (2) and Farewell, my Love (3).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==More Information==&lt;br /&gt;
* [http://pastebin.com/FN8AR4wg Cheat Table for Cheat Engine with SA Memory Addresses] (this also incldues a script to write values to a textfile for overlaying them e.g. in OBS, choose not to run it when you load this into Cheat Engine unless you know what you're doing)&lt;/div&gt;</summary>
		<author><name>Tduva</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Grand_Theft_Auto:_San_Andreas/Additional_Resources/Memory_Addresses</id>
		<title>Grand Theft Auto: San Andreas/Additional Resources/Memory Addresses</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Grand_Theft_Auto:_San_Andreas/Additional_Resources/Memory_Addresses"/>
				<updated>2016-01-13T18:54:40Z</updated>
		
		<summary type="html">&lt;p&gt;Tduva: /* Game Progress */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;All addresses are assumed to be of the type 4 Bytes/Dword (as used in Cheat Engine) unless otherwise noted.&lt;br /&gt;
&lt;br /&gt;
==Skills/Stats==&lt;br /&gt;
&lt;br /&gt;
===Skills===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Address&lt;br /&gt;
! Type&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| 00B791B8&lt;br /&gt;
| Bicycle&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| 00B791B4&lt;br /&gt;
| Motorbike&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| 00B7919C&lt;br /&gt;
| Flying&lt;br /&gt;
|-&lt;br /&gt;
| 00B790A0&lt;br /&gt;
| Driving&lt;br /&gt;
|-&lt;br /&gt;
| 00B794AC (Float)&lt;br /&gt;
| Uzi/Tec9&lt;br /&gt;
| Increases at 0.5 per shot (if it actually hits something that can take damage)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Stats===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Address&lt;br /&gt;
! Type&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| 00B791A4&lt;br /&gt;
| Lung Capacity&lt;br /&gt;
| Increased by Lung Capacity Exp (see below)&lt;br /&gt;
|-&lt;br /&gt;
| 00B793E0 (Float)&lt;br /&gt;
| Max Health&lt;br /&gt;
| Increased by Max Health Exp (see below)&lt;br /&gt;
|-&lt;br /&gt;
| 00B793DC (Float)&lt;br /&gt;
| Muscle&lt;br /&gt;
| Changed by Muscle Exp (see below), Gym&lt;br /&gt;
|-&lt;br /&gt;
| 00B793D8 (Float)&lt;br /&gt;
| Stamina&lt;br /&gt;
|-&lt;br /&gt;
| 00B793D4 (Float)&lt;br /&gt;
| Fat&lt;br /&gt;
| Changed by Stamina/Muscle changes and eating&lt;br /&gt;
|-&lt;br /&gt;
| 00B793E4 (Float)&lt;br /&gt;
| Sex Appeal&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Exp/Progress===&lt;br /&gt;
Exp values are increased by certain actions, and then increase the associated skill/stat once it reaches a certain number of points (the number in parentheses in the description column).&lt;br /&gt;
&lt;br /&gt;
Normally these values get reset to 0 when you start a new game through the menu or load a save, except for the Lung Capacity, Cycling and Max Health Exp.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Address&lt;br /&gt;
! Type&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| 00B794E8&lt;br /&gt;
| Lung Capacity&lt;br /&gt;
| (60k) [Doesn't reset]&lt;br /&gt;
|-&lt;br /&gt;
| 00B7950C&lt;br /&gt;
| Max Health&lt;br /&gt;
| Increases at 1000/second with Running/Sprinting/Cycling when actually pressing W (600k) [Doesn't reset]&lt;br /&gt;
|-&lt;br /&gt;
| 00B79500&lt;br /&gt;
| Stamina/Run&lt;br /&gt;
| (300k)&lt;br /&gt;
|-&lt;br /&gt;
| 00B794DC&lt;br /&gt;
| Stamina/Cycle&lt;br /&gt;
| (300k)&lt;br /&gt;
|-&lt;br /&gt;
| 00B794D8&lt;br /&gt;
| Stamina/Sprint&lt;br /&gt;
| (300k)&lt;br /&gt;
|-&lt;br /&gt;
| 00B794E4&lt;br /&gt;
| Stamina/Swim&lt;br /&gt;
| (180k)&lt;br /&gt;
|-&lt;br /&gt;
| 00B794FC&lt;br /&gt;
| Muscle&lt;br /&gt;
| Running/Sprinting/Swimming/Diving (150k)&lt;br /&gt;
|-&lt;br /&gt;
| 00B794EC&lt;br /&gt;
| Driving&lt;br /&gt;
| (300k)&lt;br /&gt;
|-&lt;br /&gt;
| 00B794F8&lt;br /&gt;
| Motorbike&lt;br /&gt;
| (180k)&lt;br /&gt;
|-&lt;br /&gt;
| 00B794F0&lt;br /&gt;
| Flying&lt;br /&gt;
| (300k)&lt;br /&gt;
|-&lt;br /&gt;
| 00B794E0&lt;br /&gt;
| Cycling&lt;br /&gt;
| Increases depending on speed/bunnyhopping (120k) [Doesn't reset]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Other Stuff==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Address&lt;br /&gt;
! Type&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| 00B7CB84&lt;br /&gt;
| Playing Time&lt;br /&gt;
| The time in milliseconds that has been played&lt;br /&gt;
|-&lt;br /&gt;
| 00A49FC4&lt;br /&gt;
| On Mission&lt;br /&gt;
| Set to 1 when on a mission, 0 otherwise&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Achievements===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Address&lt;br /&gt;
! Type&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| 00B7938C (Float)&lt;br /&gt;
| Distance on foot&lt;br /&gt;
|-&lt;br /&gt;
| 00B79390 (Float)&lt;br /&gt;
| Distance in a car&lt;br /&gt;
|-&lt;br /&gt;
| 00B793EC (Float)&lt;br /&gt;
| Distance on a bicycle&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Phonecalls==&lt;br /&gt;
:''See also: [[Grand_Theft_Auto:_San_Andreas/Game_Mechanics_and_Glitches/Phonecalls|Phonecalls]]''&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Address&lt;br /&gt;
! Type&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| 00A49C48&lt;br /&gt;
| $TIME_FROM_LAST_CALL&lt;br /&gt;
| Only updated when a call can actually be received&lt;br /&gt;
|-&lt;br /&gt;
| 00A4AF90&lt;br /&gt;
| Recall Time&lt;br /&gt;
| Delay between calls in milliseconds (20k, 15k after Badlands)&lt;br /&gt;
|-&lt;br /&gt;
| 00A4999C&lt;br /&gt;
| Call active&lt;br /&gt;
| This is 1 as long as the phone is ringing/call being answered&lt;br /&gt;
|-&lt;br /&gt;
| 00A4AF70&lt;br /&gt;
| Current Call Id&lt;br /&gt;
| Changed to the [[Grand_Theft_Auto:_San_Andreas/Game_Mechanics_and_Glitches/Phonecalls#List_of_Calls|Call Id]] when the phone rings&lt;br /&gt;
|-&lt;br /&gt;
| 00A49C40&lt;br /&gt;
| Last Call Time&lt;br /&gt;
| This is set to the current playing time (in milliseconds) when a call is finished/canceled or a mission is finished. There seem to be a lot of different values that are similiar, some don't change at some points. This address may or may not work in all situations.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Game Progress==&lt;br /&gt;
:''See also: [[Grand_Theft_Auto:_San_Andreas/Missions/Chains|Mission Chains]]''&lt;br /&gt;
&lt;br /&gt;
===Los Santos===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Address&lt;br /&gt;
! Variable&lt;br /&gt;
! Increased by / Comment&lt;br /&gt;
|-&lt;br /&gt;
| 00A4A060&lt;br /&gt;
| $INTRO_TOTAL_PASSED_MISSIONS ($448)&lt;br /&gt;
| Big Smoke (1), Ryder (2)&lt;br /&gt;
|-&lt;br /&gt;
| 00A4A070&lt;br /&gt;
| $SWEET_TOTAL_PASSED_MISSIONS ($452)&lt;br /&gt;
| Tagging up Turf (1), Cleaning the Hood (2), Drive-Thru (3), Nines and AKs (4), Drive-By (5), Sweet's Girl (6), Cesar Vialpando (7), Doberman (8), Los Sepulcros (9)&lt;br /&gt;
|-&lt;br /&gt;
| 00A4A07C&lt;br /&gt;
| $OG_LOC_TOTAL_PASSED_MISSIONS ($455)&lt;br /&gt;
| Life's a Beach (1), Madd Dogg's Rhymes (2), Management Issues (3), House Party (Cutscene) (4), House Party (5)&lt;br /&gt;
|-&lt;br /&gt;
| 00A4A080&lt;br /&gt;
| $CRASH_LS_TOTAL_PASSED_MISSIONS ($456)&lt;br /&gt;
| Burning Desire (1), Gray Imports (2)&lt;br /&gt;
|-&lt;br /&gt;
| 00A4A074&lt;br /&gt;
| $RYDER_TOTAL_PASSED_MISSIONS ($453)&lt;br /&gt;
| Home Invasion (1), Catalyst (2), Robbing Uncle Sam (3)&lt;br /&gt;
|-&lt;br /&gt;
| 00A4A078&lt;br /&gt;
| $SMOKE_TOTAL_PASSED_MISSIONS ($454)&lt;br /&gt;
| OG Loc (1), Running Dog (2), Wrong Side of the Tracks (3), Just Business (4)&lt;br /&gt;
|-&lt;br /&gt;
| 00A4A088&lt;br /&gt;
| $LS_FINAL_TOTAL_PASSED_MISSIONS ($458)&lt;br /&gt;
| Reunting the Families (1), The Green Sabre (2)&lt;br /&gt;
|-&lt;br /&gt;
| 00A4A084&lt;br /&gt;
| $MISSION_LOWRIDER_PASSED ($457)&lt;br /&gt;
| High Stakes Lowrider? (is checked to be equal to 1 for starting Reuniting the Families)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Badlands===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Address&lt;br /&gt;
! Variable&lt;br /&gt;
! Increased by / Comment&lt;br /&gt;
|-&lt;br /&gt;
| 00A4A114&lt;br /&gt;
| $MISSION_BADLANDS_PASSED ($493)&lt;br /&gt;
| Badlands (1)&lt;br /&gt;
|-&lt;br /&gt;
| 00A4A10C&lt;br /&gt;
| $TRUTH_TOTAL_PASSED_MISSIONS ($491)&lt;br /&gt;
| Body Harvest (1), Are you going to San Fierro? (2)&lt;br /&gt;
|-&lt;br /&gt;
| 00A4A110&lt;br /&gt;
| $CESAR_TOTAL_PASSED_MISSIONS ($492)&lt;br /&gt;
| Wu Zi Mu(5), Farewell my Love(10)&amp;lt;br /&amp;gt;''(Both races seem to increase the value throughout different stages of the race, by 5 total per race. The variable might be more aptly named &amp;quot;$BADLANDS_RACE_PROGRESS&amp;quot; or something.)''&lt;br /&gt;
|-&lt;br /&gt;
| 00A4A488&lt;br /&gt;
| $MISSION_LOCAL_LIQUOR_STORE_PASSED ($714)&lt;br /&gt;
| Local Liquor Store (1)&lt;br /&gt;
|-&lt;br /&gt;
| 00A4A48C&lt;br /&gt;
| $MISSION_SMALL_TOWN_BANK_PASSED ($715)&lt;br /&gt;
| Small Town Bank (1)&lt;br /&gt;
|-&lt;br /&gt;
| 00A4A490&lt;br /&gt;
| $MISSION_TANKER_COMMANDER_PASSED ($716)&lt;br /&gt;
| Tanker Commander (1)&lt;br /&gt;
|-&lt;br /&gt;
| 00A4A494&lt;br /&gt;
| $ALL_CATALINA_MISSIONS_PASSED ($717)&lt;br /&gt;
| Against All Odds (1)&amp;lt;br /&amp;gt;''(This variable isn't very well named in the commonly available decompiled mission script. It's not set to 1 when all Catalina missions have passed, rather when the Betting Shop mission is passed.)''&lt;br /&gt;
|-&lt;br /&gt;
| 00A49A60&lt;br /&gt;
| $CATALINA_TOTAL_PASSED_MISSIONS ($64)&lt;br /&gt;
| Tanker Commander, Against All Odds, Local Liquor Store, Small Town Bank&amp;lt;br /&amp;gt;''(These missions can be completed in any order, so it's not the best way to check which has been completed. It also gets set to 5 when finishing Wu Zi Mu.)''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===San Fierro===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Address&lt;br /&gt;
! Variable&lt;br /&gt;
! Increased by / Comment&lt;br /&gt;
|-&lt;br /&gt;
| 00A4A1D4&lt;br /&gt;
| $GARAGE_TOTAL_PASSED_MISSIONS ($541)&lt;br /&gt;
| Wear Flowers in your Hair (1), Deconstruction (2)&lt;br /&gt;
|-&lt;br /&gt;
| 00A4A1DC&lt;br /&gt;
| $WUZIMU_TOTAL_PASSED_MISSIONS ($543)&lt;br /&gt;
| Mountain Cloud Boys (1), Ran Fa Li (2), Lure (3), Amphibious Assault (4), The Da Nang Thang (5)&lt;br /&gt;
|-&lt;br /&gt;
| 00A4A1E4&lt;br /&gt;
| $SYNDICATE_TOTAL_PASSED_MISSIONS ($545)&lt;br /&gt;
| Photo Opportunity (1), Jizzy (Cutscene) (2), Jizzy (3), T-Bone Mendez (4), Mike Toreno (5), Outrider (6), Ice Cold Killa (7), Pier 69 (8), Toreno's Last Flight (9), Yay Ka-Boom-Boom (10)&lt;br /&gt;
|-&lt;br /&gt;
| 00A4A1E8&lt;br /&gt;
| $CRASH_SF_TOTAL_PASSED_MISSIONS ($546)&lt;br /&gt;
| 555 WE TIP (1), Snail Trail (2)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Desert &amp;amp; Las Venturas===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Address&lt;br /&gt;
! Variable&lt;br /&gt;
! Increased by / Comment&lt;br /&gt;
|-&lt;br /&gt;
| 00A4A2A4&lt;br /&gt;
| $TORENO_TOTAL_PASSED_MISSIONS ($593)&lt;br /&gt;
| Monster (1), Highjack (2), Interdiction (3), Verdant Meadows (4), Learning to Fly (5), N.O.E. (6), Stowaway (7), Black Project (8), Green Goo (9)&lt;br /&gt;
|-&lt;br /&gt;
| 00A4A2B4&lt;br /&gt;
| $CASINO_TOTAL_PASSED_MISSIONS ($597)&lt;br /&gt;
| Fender Ketchup (1), Explosive Situation (2), You've had your Chips (3), Don Peyote (4), Intenstive Care (5), The Meat Business (6), Fish in a Barrel (7), Freefall (8), Saint Mark's Bistro (9)&lt;br /&gt;
|-&lt;br /&gt;
| 00A4A2B8&lt;br /&gt;
| $598 (CRASH_LV_TOTAL_PASSED_MISSIONS)&lt;br /&gt;
| Misappropriation (1), High Noon (2)&amp;lt;br /&amp;gt;''(Not properly named in the commonly available decompiled mission script.)''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Return to Los Santos===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Address&lt;br /&gt;
! Variable&lt;br /&gt;
! Increased by / Comment&lt;br /&gt;
|-&lt;br /&gt;
| 00A4A328&lt;br /&gt;
| $MANSION_TOTAL_PASSED_MISSIONS ($626)&lt;br /&gt;
| A Home in the Hills (1), Vertical Bird (2), Home Coming (3), Cut Throat Business (4)&lt;br /&gt;
|-&lt;br /&gt;
| 00A4A334&lt;br /&gt;
| $RIOT_TOTAL_PASSED_MISSIONS ($629)&lt;br /&gt;
| Riot (1), Los Desperados (2), End of the Line Part 1 (3), End of the Line Part 2 (4), End of the Line Part 3 (5)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==More Information==&lt;br /&gt;
* [http://pastebin.com/FN8AR4wg Cheat Table for Cheat Engine with SA Memory Addresses] (this also incldues a script to write values to a textfile for overlaying them e.g. in OBS, choose not to run it when you load this into Cheat Engine unless you know what you're doing)&lt;/div&gt;</summary>
		<author><name>Tduva</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Grand_Theft_Auto:_San_Andreas/Game_Mechanics_and_Glitches/Duping</id>
		<title>Grand Theft Auto: San Andreas/Game Mechanics and Glitches/Duping</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Grand_Theft_Auto:_San_Andreas/Game_Mechanics_and_Glitches/Duping"/>
				<updated>2016-01-13T03:12:34Z</updated>
		
		<summary type="html">&lt;p&gt;Tduva: /* San Fierro */ More clarification&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{GTASA Duping PC}}&lt;br /&gt;
&lt;br /&gt;
Duping is the duplication of missions, which means starting several instances of the same mission on top of eachother.&lt;br /&gt;
&lt;br /&gt;
Related interesting pages:&lt;br /&gt;
&lt;br /&gt;
* [[Grand Theft Auto: San Andreas/Missions/Dupes|Information on specific mission dupes]]&lt;br /&gt;
* [[Grand_Theft_Auto:_San_Andreas/Game_Mechanics_and_Glitches/Phonecalls|Phonecalls]]&lt;br /&gt;
* [[Grand_Theft_Auto:_San_Andreas/Missions/Chains|Mission Chains]]&lt;br /&gt;
* [https://docs.google.com/spreadsheets/d/1tCgCoyY9e88apJbbmQKIb2GiQdlIoBFkgcDhYqMj63o/edit#gid=883216134 Some results of Duping Tests]&lt;br /&gt;
&lt;br /&gt;
==How Duping works==&lt;br /&gt;
===Basic principle===&lt;br /&gt;
The game uses a variable called $ONMISSION (or short $OM) to track whether the player is currently on a mission or just freeroaming. When a mission is started it is set to the value '''1''' (true) and when the player leaves a mission (e.g. passes/fails) it is set to the value '''0''' (false). As long as $OM=1 then the game will not allow you to start another mission. Missions include not only story missions, but also side missions like Quarry, Trucking, Races, Vigilante and so on.&lt;br /&gt;
&lt;br /&gt;
While all missions check if $OM=0 before they start, not all are the same when it comes to setting $OM=1 when they are started. Some missions (e.g. Trucking and Quarry) have a bit of a delay between starting the mission and setting $OM=1, allowing for a very short window of opportunity (as in under a second) to start another mission. Of course when starting Trucking, it's kind of hard to start e.g. a story mission at the same time since it's on the other side of the map.&lt;br /&gt;
&lt;br /&gt;
As opposed to e.g. GTA:VC there is no way to remotely start a mission through replays, but luckily phonecalls also count as small missions, with the same restraints as well as effects: You can only receive phonecalls when $OM=0, once the phone rings it will set $OM=1 (sort of like a mission starting) and when it is cancelled (or taken and put down again) it will set $OM=0.&lt;br /&gt;
&lt;br /&gt;
Phonecalls are on a fixed timer, so it's possible to know when you will receive one. So you can walk into e.g. the Trucking mission marker just at the right time, Trucking will start, still $OM=0 (because of the delay until $OM=1 unique to some missions), the phone will ring, now $OM=1, but with both the mission still starting and the phonecall still active. So now you have a ringing phone and a mission started at the same time, on $OM=1. Now if you cancel the phonecall, this will set $OM=0 and you are free to start another mission, even though you are still on the Trucking mission.&lt;br /&gt;
&lt;br /&gt;
Duping Trucking isn't very useful (at least in any%), what you really want to do is dupe story missions. So having done the above, you are on the Trucking mission with $OM=0, able to start missions. You might think about starting Story Mission A, then failing Trucking somehow, which sets $OM=0 and starting Story Mission A again. However starting most missions together with Trucking will make the game crash, but luckily again phonecalls come to the rescue. Being on $OM=0 you are able to receive phonecalls, so you can go to Story Mission A, wait for your phone to ring (setting $OM=1), fail Trucking (setting $OM=0 with the phone ringing), start Story Mission A, cancel the phonecall (setting $OM=0) and then starting Story Mission A again. Another way would be holding the phonecall and failing Trucking immediately (setting $OM=0), which means you have a ringing phone while also being able to start missions.&lt;br /&gt;
&lt;br /&gt;
So the overall process is:&lt;br /&gt;
&lt;br /&gt;
# Phonecall start setup mission (with delayed $OM=1), so the phone is ringing during the setup mission&lt;br /&gt;
# Set $OM=0 while the phone is ringing, to be able to start a mission despite the phonecall:&lt;br /&gt;
#* Hold phonecall and fail setup mission immediately, then drive to the mission to dupe while holding the phonecall&lt;br /&gt;
#* Or drive to the mission to dupe, then hold phonecall and fail setup mission remotely/on a timer&lt;br /&gt;
# Start mission to dupe&lt;br /&gt;
# Cancel phonecall to set $OM=0 (if phonecall held let go/take it)&lt;br /&gt;
# Start mission to dupe again&lt;br /&gt;
&lt;br /&gt;
===Phonecall starting Setup Mission===&lt;br /&gt;
As mentioned before, some missions don't set $OM=1 immediately when started, allowing for a phonecall to be received after starting the mission. These missions include:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Mission&lt;br /&gt;
! Delay&lt;br /&gt;
! Remote Fail&lt;br /&gt;
! Comments&lt;br /&gt;
|-&lt;br /&gt;
| Quarry&lt;br /&gt;
| 0ms&lt;br /&gt;
| 2:30 Timer or Satchel&lt;br /&gt;
| Huge Despawn Zone (radius 1000) making it impossible to keep a vehicle.&lt;br /&gt;
|-&lt;br /&gt;
| Trucking&lt;br /&gt;
| 250ms&lt;br /&gt;
| 1:00 Timer after getting out of cab or disconnecting trailer or Satchel&lt;br /&gt;
| Medium Despawn Zone (about 10s sprinting). Remote failing can be useful because never getting into the truck prevents traffic from spawning.&lt;br /&gt;
|-&lt;br /&gt;
| Bike School&lt;br /&gt;
| 0ms&lt;br /&gt;
| ''Not possible, you have to hold the call before exiting the mission''&lt;br /&gt;
| Not an interior, but in a room only accessible through a small doorway, so only bikes are suitable for parking next to the marker.&lt;br /&gt;
|-&lt;br /&gt;
| Blood Bowl&lt;br /&gt;
| 250ms&lt;br /&gt;
| ''Not possible, you have to hold the call before exiting the mission''&lt;br /&gt;
| Have to wait 30s inside the mission for it to fail, failing it by dying doesn't seem to work. Gives SMG, setting ammo after the timer runs out to what you had before (but only the SMG ammo you had before, so if you had e.g. Uzi you are left with no ammo, just an empty SMG, which is actually good if you use a bike while holding the phonecall).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The delay refers to how often a check is performed as to whether the mission should be started. When a mission or group of missions becomes available (e.g. Bike School is unlocked), the script starts a new thread that continuosly checks in an endless loop if the player is in the marker and if other requirements for starting the mission are satisfied. Some of these loops have a small delay in between checks, while others have a delay of 0 (which probably means it's checked on every frame).&lt;br /&gt;
&lt;br /&gt;
That delay can be relevant for phonecall starting the mission:&lt;br /&gt;
&lt;br /&gt;
* '''Quarry-style''' has a check delay of '''0ms''', which means the mission triggers immediately as you enter the marker. So if you are parked next to the Quarry marker, with a call ready to ring as you exit the car, the mission will trigger as soon as you are on foot, with the call taking a bit longer and ringing a few milliseconds after during the fade. So the only thing you have to be careful about is that the call is already ready as you leave your car into the Quarry marker.&lt;br /&gt;
** An exception where additional care is required are low-priority calls (Catalina), which have a 1000ms check delay, so they can take longer than the fade to trigger, so Pausebuffering is advised (see explanation below).&lt;br /&gt;
* '''Trucking-style''' has a '''250ms''' check delay, with phonecalls having a check delay ranging between 90ms and 1000ms (depending on which call thread it is part of), which means if you were to exit a vehicle directly into the marker with a call ready, there is a good chance that the phone will ring before the mission is triggered, the ringing setting $OM=1, thus preventing you from starting the mission (in which case you would have to cancel the call and try again). With this type of mission, you have to time it so that you enter the marker ''before'' the call is ready, so you receive it just after triggering the mission. Pausebuffering can make the timing a bit easier (see explanation below).&lt;br /&gt;
** Low-priority phonecalls (e.g. Catalina calls) have a 1000ms check delay, which means there is a decent chance that you can do Quarry-style phonecall starting even with Trucking or similiar missions, however this should only be used as a backup (e.g. if you know that you can't make it in time anymore and would have to wait 60s otherwise), since there is no guarantee that it will work.&lt;br /&gt;
&lt;br /&gt;
The check delay of Phonecalls (and other interesting stuff) is documented on the [[Grand_Theft_Auto:_San_Andreas/Game_Mechanics_and_Glitches/Phonecalls|Phonecalls page]].&lt;br /&gt;
&lt;br /&gt;
====Pause Buffering====&lt;br /&gt;
Pausebuffering can help with receiving the phonecall on time after entering the setup mission marker. Pausing/unpausing apparently injects frames and advances the timer that triggers the call, so you basicially make it ring faster (as far as the game is concerned, not in real time).&lt;br /&gt;
&lt;br /&gt;
For example if the window of opportunity for the phone to ring during the fade of the Setup Mission is 500ms long, but you enter the marker 1 second before the phone will ring, then usually it wouldn't ring in time. However you can pausebuffer to make the phone timer advance faster, so the phone will ring earlier than it should be. To know when to stop Pausebuffering, pay attention to either the ringing sound or the info popup that tells you how to answer the phone.&lt;br /&gt;
&lt;br /&gt;
Pausebuffering is especially useful for Trucking-style setup so you don't have to time the call exactly, but is also necessary for Quarry-style setup when using low-priority calls, which have a check delay of 1000ms and may not ring in time during the short fade-out.&lt;br /&gt;
&lt;br /&gt;
* [https://youtu.be/7fsSjHyxw2s?t=41s Video: Example of Pausebuffering]&lt;br /&gt;
* [https://youtu.be/iPkeRbdkqZA Video: Example of long Pausebuffering]&lt;br /&gt;
&lt;br /&gt;
====Note on Blood Bowl &amp;amp; Bike School====&lt;br /&gt;
After you phonecall started the mission, you are inside the mission and can't freely move around. For Blood Bowl you are in an interior and Bike School in the menu, so you can only fail the mission immediately. Hold the call before exiting the mission to get an $OM=0 call you can dupe with.&lt;br /&gt;
&lt;br /&gt;
Blood bowl is interesting in that regard because when you call start the mission, you are put inside an interior, which cancels the call, setting $OM=0 while inside the Stadium. After waiting for the mission timer to run out and the mission to fail, the next high-priority call will already be ready again, but not ringing yet, because you're in an interior. Once the mission fails, it puts you outside, the phone rings and then a fraction of a second later the mission will finish cleaning up and set $OM=0 again, with the phone still ringing, now being an $OM=0 call you can dupe with.&lt;br /&gt;
&lt;br /&gt;
===Phonecall timing===&lt;br /&gt;
Phonecalls are on a fixed recall delay, so you'll know when to expect a call. Read the [[Grand_Theft_Auto:_San_Andreas/Game_Mechanics_and_Glitches/Phonecalls|page about Phonecalls]] for information on the specific recall and check delays and what calls there are.&lt;br /&gt;
&lt;br /&gt;
For the Quarry-style setup you just have to know that the phone is ready to ring when you get out your vehicle into the marker. For the Trucking-style setup, you would get out of your vehicle a bit early, let the phone ring, cancel it, make a note of the time and calculate when it will ring again and then make your way to the setup mission marker, entering it at the right time. This way you don't have to wait the whole recall delay in front of the marker. Another way, if you get the call earlier than you would want to cancel it, is hold the call in your vehicle while driving to the setup mission and then let go of holding at a point from where you can make it to the setup mission marker in time. This way you can get nice timing without having to get out/in your vehicle again, in case you already received the phonecall before anyway (e.g. if you fell of your bike).&lt;br /&gt;
&lt;br /&gt;
===Holding phonecalls===&lt;br /&gt;
Unless you're going to wait for the timer of the setup mission to run out, you're going to need to hold the phonecall in order to not cancel it when failing the setup mission. Holding a call means sort of keeping it in a state of answering it, but note quite answering it yet. This way it can persist through you using most weapons, cutscenes, missions fails and entering a vehicle. This is in particulary necessary for missions like Bike School, where you have to quit the mission immediately and can't remote fail it. So you have to phonecall start the mission, then hold the call and quit out of it, holding the call all the way to the marker of the mission to dupe.&lt;br /&gt;
&lt;br /&gt;
* [[Grand_Theft_Auto:_San_Andreas/Game_Mechanics_and_Glitches/Phonecalls#Holding Calls|Explanation on holding phonecalls]]&lt;br /&gt;
&lt;br /&gt;
===Duping with $OM=0 phonecall===&lt;br /&gt;
Once you failed the setup mission and now have the phone ringing with $OM=0 (either failing the setup mission immediately and holding call all the way, or remote failing the setup mission in front of the mission marker), you can do the actual dupe.&lt;br /&gt;
&lt;br /&gt;
Usually you want to start the mission, wait for the cutscene (don't skip it) and then let go of holding the call. This will:&lt;br /&gt;
&lt;br /&gt;
* Cancel the call immediately for cutscenes that take place in an interior (because you can't take calls in interiors, just like you can't take calls in vehicles and letting go of holding a call will just cancel it immediately)&lt;br /&gt;
* Take the call for cutscenes that take place outside, in which case you have to also spam F (or whatever the appropriate key is) to put down the call&lt;br /&gt;
&lt;br /&gt;
Duping the mission while inside a cutscene is ''required'' for missions that are nothing more than a cutscene (e.g. Verdant Meadows, where skipping the cutscene would immediately complete the mission and not allow you to start it again) and usually ''recommended'' for other missions, because it starts the mission in the context of the cutscene, which means no traffic on the roads (and if the cutscene takes place in an interior, funky interior sky).&lt;br /&gt;
&lt;br /&gt;
In order to successfully dupe inside cutscenes, it's important to note that CJ has to be standing inside the mission marker during the cutscene. So make sure you don't sprint into and thus accidentally past the marker when starting the mission for the first time. In addition, some missions will make CJ walk a bit during the fade (usually towards the door of where the cutscene takes place), which can make him walk out of the marker. So make sure to enter the marker carefully from the other side of where CJ will walk towards, so that he stays in the marker and you can start the mission again while in the cutscene. This is especially important for missions like Fish in a Barrel, that only consist of a cutscene.&lt;br /&gt;
&lt;br /&gt;
You can usually also dupe outside of cutscenes, however besides that you still get traffic, it can apparently sometimes cause issues if you skip the cutscene to quickly.&lt;br /&gt;
&lt;br /&gt;
When you have to take the call to dupe (either because the cutscene is outside or because you let go of holding the call outside the cutscene), you actually do take the call, which means it's not available anymore, as opposed to the other way, where the call is merely cancelled and still available later.&lt;br /&gt;
&lt;br /&gt;
==Why is duping useful?==&lt;br /&gt;
Duping a mission can have different results, depending on the mission:&lt;br /&gt;
&lt;br /&gt;
* The duped mission crashes the game at some point&lt;br /&gt;
* Only one instance of the mission passes, while the other keeps running, crashing the game when a different mission is started&lt;br /&gt;
* One instance of the mission passes, but the other one fails (for example when a mission character who has to survive is destroyed by the cleanup of one instance passing, the other instance can fail)&lt;br /&gt;
* Both instances of the mission pass, with the same results as if you had done it twice (if that were possible otherwise)&lt;br /&gt;
&lt;br /&gt;
In the last case, where the mission basicially passes twice, there are two different ways this can affect the game, again depending on the mission:&lt;br /&gt;
&lt;br /&gt;
* If this mission starts another thread of missions when passed, that thread is started twice, which causes all the following missions in that thread to be started twice. Depending on how the missions in the thread can be duped, this will possibly crash the game eventually.&lt;br /&gt;
* The mission simply passes twice, increasing the counters of the chain of missions it is part of&lt;br /&gt;
&lt;br /&gt;
As you can probably tell by now, not all dupes are actually useful. The last one, both instances pass and the mission simply passes twice increasing some counters, is the most common dupe.&lt;br /&gt;
&lt;br /&gt;
===Mission Chains===&lt;br /&gt;
&lt;br /&gt;
:''See also: [[Grand_Theft_Auto:_San_Andreas/Missions/Chains|Mission Chains]]''&lt;br /&gt;
&lt;br /&gt;
What makes passing the same mission twice useful is how the game decides which mission to start. As soon as a group of missions is unlocked the game starts a separate thread that continuously checks if the player is in the mission marker. If there is only one mission available for that marker, like in the [[#Mission Starter Thread Example|Mission Starter Thread Example]] below for Bike School, it simply starts that mission. However most missions are part of a longer chain of missions, so it has to decide which of those missions to start. To track progress, the game has different variables for each chain, where it simply counts how many missions of that chain have already been completed.&lt;br /&gt;
&lt;br /&gt;
For example the Woozie missions in San Fierro have the variable &amp;lt;code&amp;gt;$WUZIMU_TOTAL_PASSED_MISSIONS&amp;lt;/code&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
# Mountain Cloud Boys&lt;br /&gt;
# Ran Fa Li&lt;br /&gt;
# Lure&lt;br /&gt;
# Amphibious Assault&lt;br /&gt;
# The Da Nang Thang&lt;br /&gt;
&lt;br /&gt;
So at first the variable is 0, then increases to 1 by passing Mountain Cloud Boys, which the game then uses to determine that the next mission must be Ran Fa Li, which then increases it to 2, making the next mission Lure and so on.&lt;br /&gt;
&lt;br /&gt;
Duping and finishing Ran Fa Li makes that mission pass twice, which also increases the counter twice, so &amp;lt;code&amp;gt;$WUZIMU_TOTAL_PASSED_MISSIONS&amp;lt;/code&amp;gt; would now be at 3 after Ran Fa Li, instead of 2 as it should be. When you now start the next Woozie mission, the game will check the variable (which looks like it would after passing Lure) and start Amphibious Assault, skipping Lure.&lt;br /&gt;
&lt;br /&gt;
Some missions may have additional requirements than that to be started, for example the missions after Learning to Fly specifically require Flightschool to be passed, which is an addtional separate variable. So in that case duping Verdant Meadows doesn't skip Flightschool, even though it is the next mission. It instead skips N.O.E. because passing Flightschool also increases the progress variable, in addition to the variable that sets Flightschool as being completed.&lt;br /&gt;
&lt;br /&gt;
==Phonecall Management==&lt;br /&gt;
===San Fierro===&lt;br /&gt;
:''This includes the dupes until Verdant Meadows because calls unlocked in San Fierro are relevant until then''&lt;br /&gt;
&lt;br /&gt;
The Zero call is unlocked after &amp;quot;Wear Flowers In Your Hair&amp;quot; and the Jethro (Driving School) call after &amp;quot;Deconstruction&amp;quot;. Both of these calls you don't have to answer until the Monster mission, so they can be used for duping. At first, you shouldn't answer any calls in San Fierro, except for the one that unlocks the Woozie missions, which gets unlocked after finishing &amp;quot;Jizzy&amp;quot;. None of the dupes in San Fierro (if done correctly) use up phonecalls, but it's just safer to have 2 calls and it shouldn't make any difference time-wise.&lt;br /&gt;
&lt;br /&gt;
[[File:GTASA Call Blips TLF.jpg|thumb|right|Blips indicating whether you took Zero/Jethro calls]]You can start answering calls after the dupes, so after Amphibious Assault. There is a chance right before Pier 69, before Toreno's Last Flight and before Yay-Ka-Boom-Boom. You have to answer all high-priority calls before you can take the call that unlocks Monster.&lt;br /&gt;
&lt;br /&gt;
You have to make sure not to answer the Catalina call, which is required to dupe Highjack. You can tell if you answered the Zero and Jethro calls already by looking at the blips on the minimap (outside missions/calls of course). If you did answer both already, you shouldn't answer any other calls until after Yay-Ka-Boom-Boom, where you take one call to unlock Monster.&lt;br /&gt;
&lt;br /&gt;
If you want to make ''really'' sure to not answer the Catalina call, you shouldn't answer any call when it's been more than 60s since the last call/mission. For one, this ensures that you don't accidentally answer another call after already answering all high-priority ones, but there is also the (very low) chance that the Catalina call will ring even if you still do have high-priority (15s) calls (''if'' the phone timer is at more than 60s).&lt;br /&gt;
&lt;br /&gt;
There is also the Truth call from &amp;quot;Are You Going To San Fierro?&amp;quot;, which you can choose to skip and start the mission anyway. However you don't really need it and since it's in another thread it's kind of random when you get it. So it probably makes more sense to just get it out of the way and take it before the mission, as intended.&lt;br /&gt;
&lt;br /&gt;
For duping Highjack the Catalina call is used. For duping Verdant Meadows the call for Interdiction is used, which doesn't need to be taken because Interdiction is skipped. The mission marker for Verdant Meadows will be invisible when you skipped Interdiction and didn't answer the call, but you can still start the mission.&lt;br /&gt;
&lt;br /&gt;
So the recommended approach is:&lt;br /&gt;
&lt;br /&gt;
# Remember if you answered the Truth call before &amp;quot;Are You Going To San Fierro?&amp;quot;&lt;br /&gt;
#* It probably makes sense to answer it, because it's kind of random when you will get it between the other calls&lt;br /&gt;
# Don't answer any calls, except one after Jizzy to unlock Woozie missions&lt;br /&gt;
#* Usually the Woozie call is answered right before where the Woozie mission will appear&lt;br /&gt;
# Start answering calls after the dupes, don't answer the Catalina call&lt;br /&gt;
#* Check the blips on the minimap to double-check which ones you already answered&lt;br /&gt;
# Answer one call after Yay-Ka-Boom-Boom to unlock Monster&lt;br /&gt;
# Answer one call after Monster to unlock Highjack&lt;br /&gt;
# Don't answer any more calls until after the Verdant Meadows dupe&lt;br /&gt;
&lt;br /&gt;
==Addendum==&lt;br /&gt;
===Mission Starter Thread Example===&lt;br /&gt;
The following is an example of a thread in the mission script that is responsible for starting missions, in this case the Bike School mission. It checks a few prerequisites like if the player is on a mission and is in the mission marker, and then starts the mission. This is a rather simple example, other threads can e.g. decide which of several different missions of the same group to start. In addition, some threads will stop when all missions they can start are completed, however in this example it will run indefinitely, since Bike School can be repeated how often the player wants.&lt;br /&gt;
&lt;br /&gt;
Notable about this one in particular is that it goes into a fade and starts the mission without setting $OM=1 (which is then done in the actual mission script). This provides a small gap where you can take a phonecall, with the mission already on track to be started without further checks. Other missions set $OM=1 before the fade, right after the script decided that it is going to start the mission.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;:BIKES&lt;br /&gt;
thread 'BIKES' &lt;br /&gt;
&lt;br /&gt;
:BIKES_11&lt;br /&gt;
wait 0 &lt;br /&gt;
if &lt;br /&gt;
  $ONMISSION == 0 &lt;br /&gt;
else_jump @BIKES_125 # Skip over starting the mission if $OM=1&lt;br /&gt;
if &lt;br /&gt;
   Player.Defined($PLAYER_CHAR)&lt;br /&gt;
else_jump @BIKES_125&lt;br /&gt;
if &lt;br /&gt;
00FF:   actor $PLAYER_ACTOR sphere 1 in_sphere $2370 $2371 $2372 radius 1.0 1.0 1.5 on_foot &lt;br /&gt;
else_jump @BIKES_125 # Skip over starting the mission if player not in marker on foot&lt;br /&gt;
if &lt;br /&gt;
   Player.Controllable($PLAYER_CHAR)&lt;br /&gt;
else_jump @BIKES_125 &lt;br /&gt;
Player.CanMove($PLAYER_CHAR) = False&lt;br /&gt;
gosub @LITCAS_267 # Fade&lt;br /&gt;
start_mission 120  // Bike School&lt;br /&gt;
&lt;br /&gt;
:BIKES_125&lt;br /&gt;
jump @BIKES_11 # Jump to the start&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>Tduva</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Grand_Theft_Auto:_San_Andreas/Game_Mechanics_and_Glitches/Duping</id>
		<title>Grand Theft Auto: San Andreas/Game Mechanics and Glitches/Duping</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Grand_Theft_Auto:_San_Andreas/Game_Mechanics_and_Glitches/Duping"/>
				<updated>2016-01-13T03:06:05Z</updated>
		
		<summary type="html">&lt;p&gt;Tduva: /* San Fierro */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{GTASA Duping PC}}&lt;br /&gt;
&lt;br /&gt;
Duping is the duplication of missions, which means starting several instances of the same mission on top of eachother.&lt;br /&gt;
&lt;br /&gt;
Related interesting pages:&lt;br /&gt;
&lt;br /&gt;
* [[Grand Theft Auto: San Andreas/Missions/Dupes|Information on specific mission dupes]]&lt;br /&gt;
* [[Grand_Theft_Auto:_San_Andreas/Game_Mechanics_and_Glitches/Phonecalls|Phonecalls]]&lt;br /&gt;
* [[Grand_Theft_Auto:_San_Andreas/Missions/Chains|Mission Chains]]&lt;br /&gt;
* [https://docs.google.com/spreadsheets/d/1tCgCoyY9e88apJbbmQKIb2GiQdlIoBFkgcDhYqMj63o/edit#gid=883216134 Some results of Duping Tests]&lt;br /&gt;
&lt;br /&gt;
==How Duping works==&lt;br /&gt;
===Basic principle===&lt;br /&gt;
The game uses a variable called $ONMISSION (or short $OM) to track whether the player is currently on a mission or just freeroaming. When a mission is started it is set to the value '''1''' (true) and when the player leaves a mission (e.g. passes/fails) it is set to the value '''0''' (false). As long as $OM=1 then the game will not allow you to start another mission. Missions include not only story missions, but also side missions like Quarry, Trucking, Races, Vigilante and so on.&lt;br /&gt;
&lt;br /&gt;
While all missions check if $OM=0 before they start, not all are the same when it comes to setting $OM=1 when they are started. Some missions (e.g. Trucking and Quarry) have a bit of a delay between starting the mission and setting $OM=1, allowing for a very short window of opportunity (as in under a second) to start another mission. Of course when starting Trucking, it's kind of hard to start e.g. a story mission at the same time since it's on the other side of the map.&lt;br /&gt;
&lt;br /&gt;
As opposed to e.g. GTA:VC there is no way to remotely start a mission through replays, but luckily phonecalls also count as small missions, with the same restraints as well as effects: You can only receive phonecalls when $OM=0, once the phone rings it will set $OM=1 (sort of like a mission starting) and when it is cancelled (or taken and put down again) it will set $OM=0.&lt;br /&gt;
&lt;br /&gt;
Phonecalls are on a fixed timer, so it's possible to know when you will receive one. So you can walk into e.g. the Trucking mission marker just at the right time, Trucking will start, still $OM=0 (because of the delay until $OM=1 unique to some missions), the phone will ring, now $OM=1, but with both the mission still starting and the phonecall still active. So now you have a ringing phone and a mission started at the same time, on $OM=1. Now if you cancel the phonecall, this will set $OM=0 and you are free to start another mission, even though you are still on the Trucking mission.&lt;br /&gt;
&lt;br /&gt;
Duping Trucking isn't very useful (at least in any%), what you really want to do is dupe story missions. So having done the above, you are on the Trucking mission with $OM=0, able to start missions. You might think about starting Story Mission A, then failing Trucking somehow, which sets $OM=0 and starting Story Mission A again. However starting most missions together with Trucking will make the game crash, but luckily again phonecalls come to the rescue. Being on $OM=0 you are able to receive phonecalls, so you can go to Story Mission A, wait for your phone to ring (setting $OM=1), fail Trucking (setting $OM=0 with the phone ringing), start Story Mission A, cancel the phonecall (setting $OM=0) and then starting Story Mission A again. Another way would be holding the phonecall and failing Trucking immediately (setting $OM=0), which means you have a ringing phone while also being able to start missions.&lt;br /&gt;
&lt;br /&gt;
So the overall process is:&lt;br /&gt;
&lt;br /&gt;
# Phonecall start setup mission (with delayed $OM=1), so the phone is ringing during the setup mission&lt;br /&gt;
# Set $OM=0 while the phone is ringing, to be able to start a mission despite the phonecall:&lt;br /&gt;
#* Hold phonecall and fail setup mission immediately, then drive to the mission to dupe while holding the phonecall&lt;br /&gt;
#* Or drive to the mission to dupe, then hold phonecall and fail setup mission remotely/on a timer&lt;br /&gt;
# Start mission to dupe&lt;br /&gt;
# Cancel phonecall to set $OM=0 (if phonecall held let go/take it)&lt;br /&gt;
# Start mission to dupe again&lt;br /&gt;
&lt;br /&gt;
===Phonecall starting Setup Mission===&lt;br /&gt;
As mentioned before, some missions don't set $OM=1 immediately when started, allowing for a phonecall to be received after starting the mission. These missions include:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Mission&lt;br /&gt;
! Delay&lt;br /&gt;
! Remote Fail&lt;br /&gt;
! Comments&lt;br /&gt;
|-&lt;br /&gt;
| Quarry&lt;br /&gt;
| 0ms&lt;br /&gt;
| 2:30 Timer or Satchel&lt;br /&gt;
| Huge Despawn Zone (radius 1000) making it impossible to keep a vehicle.&lt;br /&gt;
|-&lt;br /&gt;
| Trucking&lt;br /&gt;
| 250ms&lt;br /&gt;
| 1:00 Timer after getting out of cab or disconnecting trailer or Satchel&lt;br /&gt;
| Medium Despawn Zone (about 10s sprinting). Remote failing can be useful because never getting into the truck prevents traffic from spawning.&lt;br /&gt;
|-&lt;br /&gt;
| Bike School&lt;br /&gt;
| 0ms&lt;br /&gt;
| ''Not possible, you have to hold the call before exiting the mission''&lt;br /&gt;
| Not an interior, but in a room only accessible through a small doorway, so only bikes are suitable for parking next to the marker.&lt;br /&gt;
|-&lt;br /&gt;
| Blood Bowl&lt;br /&gt;
| 250ms&lt;br /&gt;
| ''Not possible, you have to hold the call before exiting the mission''&lt;br /&gt;
| Have to wait 30s inside the mission for it to fail, failing it by dying doesn't seem to work. Gives SMG, setting ammo after the timer runs out to what you had before (but only the SMG ammo you had before, so if you had e.g. Uzi you are left with no ammo, just an empty SMG, which is actually good if you use a bike while holding the phonecall).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The delay refers to how often a check is performed as to whether the mission should be started. When a mission or group of missions becomes available (e.g. Bike School is unlocked), the script starts a new thread that continuosly checks in an endless loop if the player is in the marker and if other requirements for starting the mission are satisfied. Some of these loops have a small delay in between checks, while others have a delay of 0 (which probably means it's checked on every frame).&lt;br /&gt;
&lt;br /&gt;
That delay can be relevant for phonecall starting the mission:&lt;br /&gt;
&lt;br /&gt;
* '''Quarry-style''' has a check delay of '''0ms''', which means the mission triggers immediately as you enter the marker. So if you are parked next to the Quarry marker, with a call ready to ring as you exit the car, the mission will trigger as soon as you are on foot, with the call taking a bit longer and ringing a few milliseconds after during the fade. So the only thing you have to be careful about is that the call is already ready as you leave your car into the Quarry marker.&lt;br /&gt;
** An exception where additional care is required are low-priority calls (Catalina), which have a 1000ms check delay, so they can take longer than the fade to trigger, so Pausebuffering is advised (see explanation below).&lt;br /&gt;
* '''Trucking-style''' has a '''250ms''' check delay, with phonecalls having a check delay ranging between 90ms and 1000ms (depending on which call thread it is part of), which means if you were to exit a vehicle directly into the marker with a call ready, there is a good chance that the phone will ring before the mission is triggered, the ringing setting $OM=1, thus preventing you from starting the mission (in which case you would have to cancel the call and try again). With this type of mission, you have to time it so that you enter the marker ''before'' the call is ready, so you receive it just after triggering the mission. Pausebuffering can make the timing a bit easier (see explanation below).&lt;br /&gt;
** Low-priority phonecalls (e.g. Catalina calls) have a 1000ms check delay, which means there is a decent chance that you can do Quarry-style phonecall starting even with Trucking or similiar missions, however this should only be used as a backup (e.g. if you know that you can't make it in time anymore and would have to wait 60s otherwise), since there is no guarantee that it will work.&lt;br /&gt;
&lt;br /&gt;
The check delay of Phonecalls (and other interesting stuff) is documented on the [[Grand_Theft_Auto:_San_Andreas/Game_Mechanics_and_Glitches/Phonecalls|Phonecalls page]].&lt;br /&gt;
&lt;br /&gt;
====Pause Buffering====&lt;br /&gt;
Pausebuffering can help with receiving the phonecall on time after entering the setup mission marker. Pausing/unpausing apparently injects frames and advances the timer that triggers the call, so you basicially make it ring faster (as far as the game is concerned, not in real time).&lt;br /&gt;
&lt;br /&gt;
For example if the window of opportunity for the phone to ring during the fade of the Setup Mission is 500ms long, but you enter the marker 1 second before the phone will ring, then usually it wouldn't ring in time. However you can pausebuffer to make the phone timer advance faster, so the phone will ring earlier than it should be. To know when to stop Pausebuffering, pay attention to either the ringing sound or the info popup that tells you how to answer the phone.&lt;br /&gt;
&lt;br /&gt;
Pausebuffering is especially useful for Trucking-style setup so you don't have to time the call exactly, but is also necessary for Quarry-style setup when using low-priority calls, which have a check delay of 1000ms and may not ring in time during the short fade-out.&lt;br /&gt;
&lt;br /&gt;
* [https://youtu.be/7fsSjHyxw2s?t=41s Video: Example of Pausebuffering]&lt;br /&gt;
* [https://youtu.be/iPkeRbdkqZA Video: Example of long Pausebuffering]&lt;br /&gt;
&lt;br /&gt;
====Note on Blood Bowl &amp;amp; Bike School====&lt;br /&gt;
After you phonecall started the mission, you are inside the mission and can't freely move around. For Blood Bowl you are in an interior and Bike School in the menu, so you can only fail the mission immediately. Hold the call before exiting the mission to get an $OM=0 call you can dupe with.&lt;br /&gt;
&lt;br /&gt;
Blood bowl is interesting in that regard because when you call start the mission, you are put inside an interior, which cancels the call, setting $OM=0 while inside the Stadium. After waiting for the mission timer to run out and the mission to fail, the next high-priority call will already be ready again, but not ringing yet, because you're in an interior. Once the mission fails, it puts you outside, the phone rings and then a fraction of a second later the mission will finish cleaning up and set $OM=0 again, with the phone still ringing, now being an $OM=0 call you can dupe with.&lt;br /&gt;
&lt;br /&gt;
===Phonecall timing===&lt;br /&gt;
Phonecalls are on a fixed recall delay, so you'll know when to expect a call. Read the [[Grand_Theft_Auto:_San_Andreas/Game_Mechanics_and_Glitches/Phonecalls|page about Phonecalls]] for information on the specific recall and check delays and what calls there are.&lt;br /&gt;
&lt;br /&gt;
For the Quarry-style setup you just have to know that the phone is ready to ring when you get out your vehicle into the marker. For the Trucking-style setup, you would get out of your vehicle a bit early, let the phone ring, cancel it, make a note of the time and calculate when it will ring again and then make your way to the setup mission marker, entering it at the right time. This way you don't have to wait the whole recall delay in front of the marker. Another way, if you get the call earlier than you would want to cancel it, is hold the call in your vehicle while driving to the setup mission and then let go of holding at a point from where you can make it to the setup mission marker in time. This way you can get nice timing without having to get out/in your vehicle again, in case you already received the phonecall before anyway (e.g. if you fell of your bike).&lt;br /&gt;
&lt;br /&gt;
===Holding phonecalls===&lt;br /&gt;
Unless you're going to wait for the timer of the setup mission to run out, you're going to need to hold the phonecall in order to not cancel it when failing the setup mission. Holding a call means sort of keeping it in a state of answering it, but note quite answering it yet. This way it can persist through you using most weapons, cutscenes, missions fails and entering a vehicle. This is in particulary necessary for missions like Bike School, where you have to quit the mission immediately and can't remote fail it. So you have to phonecall start the mission, then hold the call and quit out of it, holding the call all the way to the marker of the mission to dupe.&lt;br /&gt;
&lt;br /&gt;
* [[Grand_Theft_Auto:_San_Andreas/Game_Mechanics_and_Glitches/Phonecalls#Holding Calls|Explanation on holding phonecalls]]&lt;br /&gt;
&lt;br /&gt;
===Duping with $OM=0 phonecall===&lt;br /&gt;
Once you failed the setup mission and now have the phone ringing with $OM=0 (either failing the setup mission immediately and holding call all the way, or remote failing the setup mission in front of the mission marker), you can do the actual dupe.&lt;br /&gt;
&lt;br /&gt;
Usually you want to start the mission, wait for the cutscene (don't skip it) and then let go of holding the call. This will:&lt;br /&gt;
&lt;br /&gt;
* Cancel the call immediately for cutscenes that take place in an interior (because you can't take calls in interiors, just like you can't take calls in vehicles and letting go of holding a call will just cancel it immediately)&lt;br /&gt;
* Take the call for cutscenes that take place outside, in which case you have to also spam F (or whatever the appropriate key is) to put down the call&lt;br /&gt;
&lt;br /&gt;
Duping the mission while inside a cutscene is ''required'' for missions that are nothing more than a cutscene (e.g. Verdant Meadows, where skipping the cutscene would immediately complete the mission and not allow you to start it again) and usually ''recommended'' for other missions, because it starts the mission in the context of the cutscene, which means no traffic on the roads (and if the cutscene takes place in an interior, funky interior sky).&lt;br /&gt;
&lt;br /&gt;
In order to successfully dupe inside cutscenes, it's important to note that CJ has to be standing inside the mission marker during the cutscene. So make sure you don't sprint into and thus accidentally past the marker when starting the mission for the first time. In addition, some missions will make CJ walk a bit during the fade (usually towards the door of where the cutscene takes place), which can make him walk out of the marker. So make sure to enter the marker carefully from the other side of where CJ will walk towards, so that he stays in the marker and you can start the mission again while in the cutscene. This is especially important for missions like Fish in a Barrel, that only consist of a cutscene.&lt;br /&gt;
&lt;br /&gt;
You can usually also dupe outside of cutscenes, however besides that you still get traffic, it can apparently sometimes cause issues if you skip the cutscene to quickly.&lt;br /&gt;
&lt;br /&gt;
When you have to take the call to dupe (either because the cutscene is outside or because you let go of holding the call outside the cutscene), you actually do take the call, which means it's not available anymore, as opposed to the other way, where the call is merely cancelled and still available later.&lt;br /&gt;
&lt;br /&gt;
==Why is duping useful?==&lt;br /&gt;
Duping a mission can have different results, depending on the mission:&lt;br /&gt;
&lt;br /&gt;
* The duped mission crashes the game at some point&lt;br /&gt;
* Only one instance of the mission passes, while the other keeps running, crashing the game when a different mission is started&lt;br /&gt;
* One instance of the mission passes, but the other one fails (for example when a mission character who has to survive is destroyed by the cleanup of one instance passing, the other instance can fail)&lt;br /&gt;
* Both instances of the mission pass, with the same results as if you had done it twice (if that were possible otherwise)&lt;br /&gt;
&lt;br /&gt;
In the last case, where the mission basicially passes twice, there are two different ways this can affect the game, again depending on the mission:&lt;br /&gt;
&lt;br /&gt;
* If this mission starts another thread of missions when passed, that thread is started twice, which causes all the following missions in that thread to be started twice. Depending on how the missions in the thread can be duped, this will possibly crash the game eventually.&lt;br /&gt;
* The mission simply passes twice, increasing the counters of the chain of missions it is part of&lt;br /&gt;
&lt;br /&gt;
As you can probably tell by now, not all dupes are actually useful. The last one, both instances pass and the mission simply passes twice increasing some counters, is the most common dupe.&lt;br /&gt;
&lt;br /&gt;
===Mission Chains===&lt;br /&gt;
&lt;br /&gt;
:''See also: [[Grand_Theft_Auto:_San_Andreas/Missions/Chains|Mission Chains]]''&lt;br /&gt;
&lt;br /&gt;
What makes passing the same mission twice useful is how the game decides which mission to start. As soon as a group of missions is unlocked the game starts a separate thread that continuously checks if the player is in the mission marker. If there is only one mission available for that marker, like in the [[#Mission Starter Thread Example|Mission Starter Thread Example]] below for Bike School, it simply starts that mission. However most missions are part of a longer chain of missions, so it has to decide which of those missions to start. To track progress, the game has different variables for each chain, where it simply counts how many missions of that chain have already been completed.&lt;br /&gt;
&lt;br /&gt;
For example the Woozie missions in San Fierro have the variable &amp;lt;code&amp;gt;$WUZIMU_TOTAL_PASSED_MISSIONS&amp;lt;/code&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
# Mountain Cloud Boys&lt;br /&gt;
# Ran Fa Li&lt;br /&gt;
# Lure&lt;br /&gt;
# Amphibious Assault&lt;br /&gt;
# The Da Nang Thang&lt;br /&gt;
&lt;br /&gt;
So at first the variable is 0, then increases to 1 by passing Mountain Cloud Boys, which the game then uses to determine that the next mission must be Ran Fa Li, which then increases it to 2, making the next mission Lure and so on.&lt;br /&gt;
&lt;br /&gt;
Duping and finishing Ran Fa Li makes that mission pass twice, which also increases the counter twice, so &amp;lt;code&amp;gt;$WUZIMU_TOTAL_PASSED_MISSIONS&amp;lt;/code&amp;gt; would now be at 3 after Ran Fa Li, instead of 2 as it should be. When you now start the next Woozie mission, the game will check the variable (which looks like it would after passing Lure) and start Amphibious Assault, skipping Lure.&lt;br /&gt;
&lt;br /&gt;
Some missions may have additional requirements than that to be started, for example the missions after Learning to Fly specifically require Flightschool to be passed, which is an addtional separate variable. So in that case duping Verdant Meadows doesn't skip Flightschool, even though it is the next mission. It instead skips N.O.E. because passing Flightschool also increases the progress variable, in addition to the variable that sets Flightschool as being completed.&lt;br /&gt;
&lt;br /&gt;
==Phonecall Management==&lt;br /&gt;
===San Fierro===&lt;br /&gt;
:''This includes the dupes until Verdant Meadows because calls unlocked in San Fierro are relevant until then''&lt;br /&gt;
&lt;br /&gt;
The Zero call is unlocked after &amp;quot;Wear Flowers In Your Hair&amp;quot; and the Jethro (Driving School) call after &amp;quot;Deconstruction&amp;quot;. Both of these calls you don't have to answer until the Monster mission, so they can be used for duping. At first, you shouldn't answer any calls in San Fierro, except for the one that unlocks the Woozie missions, which gets unlocked after finishing &amp;quot;Jizzy&amp;quot;. None of the dupes in San Fierro (if done correctly) use up phonecalls, but it's just safer to have 2 calls and it shouldn't make any difference time-wise.&lt;br /&gt;
&lt;br /&gt;
[[File:GTASA Call Blips TLF.jpg|thumb|right|Blips indicating whether you took Zero/Jethro calls]]You can start answering calls after the dupes, so after Amphibious Assault. There is a chance right before Pier 69, before Toreno's Last Flight and before Yay-Ka-Boom-Boom. You have to answer all high-priority calls before you can take the call that unlocks Monster.&lt;br /&gt;
&lt;br /&gt;
You have to make sure not to answer the Catalina call, which is required to dupe Highjack. You can tell if you answered the Zero and Jethro calls already by looking at the blips on the minimap (outside missions/calls of course). If you did answer both already, you shouldn't answer any other calls until after Yay-Ka-Boom-Boom, where you take one call to unlock Monster.&lt;br /&gt;
&lt;br /&gt;
There is also the Truth call from &amp;quot;Are You Going To San Fierro?&amp;quot;, which you can choose to skip and start the mission anyway. However you don't really need it and since it's in another thread it's kind of random when you get it. So it probably makes more sense to just get it out of the way and take it before the mission, as intended.&lt;br /&gt;
&lt;br /&gt;
For duping Highjack the Catalina call is used. For duping Verdant Meadows the call for Interdiction is used, which doesn't need to be taken because Interdiction is skipped. The mission marker for Verdant Meadows will be invisible when you skipped Interdiction and didn't answer the call, but you can still start the mission.&lt;br /&gt;
&lt;br /&gt;
So the recommended approach is:&lt;br /&gt;
&lt;br /&gt;
# Remember if you answered the Truth call before &amp;quot;Are You Going To San Fierro?&amp;quot;&lt;br /&gt;
#* It probably makes sense to answer it, because it's kind of random when you will get it between the other calls&lt;br /&gt;
# Don't answer any calls, except one after Jizzy to unlock Woozie missions&lt;br /&gt;
#* Usually the Woozie call is answered right before where the Woozie mission will appear&lt;br /&gt;
# Start answering calls after the dupes, don't answer the Catalina call&lt;br /&gt;
#* Check the blips on the minimap to double-check which ones you already answered&lt;br /&gt;
# Answer one call after Yay-Ka-Boom-Boom to unlock Monster&lt;br /&gt;
# Answer one call after Monster to unlock Highjack&lt;br /&gt;
# Don't answer any more calls until after the Verdant Meadows dupe&lt;br /&gt;
&lt;br /&gt;
==Addendum==&lt;br /&gt;
===Mission Starter Thread Example===&lt;br /&gt;
The following is an example of a thread in the mission script that is responsible for starting missions, in this case the Bike School mission. It checks a few prerequisites like if the player is on a mission and is in the mission marker, and then starts the mission. This is a rather simple example, other threads can e.g. decide which of several different missions of the same group to start. In addition, some threads will stop when all missions they can start are completed, however in this example it will run indefinitely, since Bike School can be repeated how often the player wants.&lt;br /&gt;
&lt;br /&gt;
Notable about this one in particular is that it goes into a fade and starts the mission without setting $OM=1 (which is then done in the actual mission script). This provides a small gap where you can take a phonecall, with the mission already on track to be started without further checks. Other missions set $OM=1 before the fade, right after the script decided that it is going to start the mission.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;:BIKES&lt;br /&gt;
thread 'BIKES' &lt;br /&gt;
&lt;br /&gt;
:BIKES_11&lt;br /&gt;
wait 0 &lt;br /&gt;
if &lt;br /&gt;
  $ONMISSION == 0 &lt;br /&gt;
else_jump @BIKES_125 # Skip over starting the mission if $OM=1&lt;br /&gt;
if &lt;br /&gt;
   Player.Defined($PLAYER_CHAR)&lt;br /&gt;
else_jump @BIKES_125&lt;br /&gt;
if &lt;br /&gt;
00FF:   actor $PLAYER_ACTOR sphere 1 in_sphere $2370 $2371 $2372 radius 1.0 1.0 1.5 on_foot &lt;br /&gt;
else_jump @BIKES_125 # Skip over starting the mission if player not in marker on foot&lt;br /&gt;
if &lt;br /&gt;
   Player.Controllable($PLAYER_CHAR)&lt;br /&gt;
else_jump @BIKES_125 &lt;br /&gt;
Player.CanMove($PLAYER_CHAR) = False&lt;br /&gt;
gosub @LITCAS_267 # Fade&lt;br /&gt;
start_mission 120  // Bike School&lt;br /&gt;
&lt;br /&gt;
:BIKES_125&lt;br /&gt;
jump @BIKES_11 # Jump to the start&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>Tduva</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Grand_Theft_Auto:_San_Andreas/Missions/Chains</id>
		<title>Grand Theft Auto: San Andreas/Missions/Chains</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Grand_Theft_Auto:_San_Andreas/Missions/Chains"/>
				<updated>2016-01-11T18:23:26Z</updated>
		
		<summary type="html">&lt;p&gt;Tduva: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Which variables there are to track mission progress and by which missions they are increased. These variables are frequently used in the main.scm (game script) to decide which mission to start, which phonecall to trigger and so on.&lt;br /&gt;
&lt;br /&gt;
This page only lists which missions increase the variables, there may be other requirements than that for actually starting the following missions.&lt;br /&gt;
&lt;br /&gt;
The variables names are taken from the decompiled SCM commonly available. The variable in parentheses shows an alternate name. Also included is the memory address for that variable (1.0 version of SA, including the 0x400000 main module offset, all should be 4 byte integers since that seems to be commonly used for global variables in SA).&lt;br /&gt;
&lt;br /&gt;
==Los Santos==&lt;br /&gt;
$INTRO_TOTAL_PASSED_MISSIONS ($448) [00A4A060]&lt;br /&gt;
# Big Smoke&lt;br /&gt;
# Ryder&lt;br /&gt;
&lt;br /&gt;
$SWEET_TOTAL_PASSED_MISSIONS ($452) [00A4A070]&lt;br /&gt;
# Tagging up Turf&lt;br /&gt;
# Cleaning the Hood&lt;br /&gt;
# Drive-Thru&lt;br /&gt;
# Nines and AKs&lt;br /&gt;
# Drive-By&lt;br /&gt;
# Sweet's Girl&lt;br /&gt;
# Cesar Vialpando&lt;br /&gt;
# Doberman&lt;br /&gt;
# Los Sepulcros&lt;br /&gt;
&lt;br /&gt;
$OG_LOC_TOTAL_PASSED_MISSIONS ($455) [00A4A07C]&lt;br /&gt;
# Life's a Beach&lt;br /&gt;
# Madd Dogg's Rhymes&lt;br /&gt;
# Management Issues&lt;br /&gt;
# House Party (Cutscene)&lt;br /&gt;
# House Party&lt;br /&gt;
&lt;br /&gt;
$CRASH_LS_TOTAL_PASSED_MISSIONS ($456) [00A4A080]&lt;br /&gt;
# Burning Desire&lt;br /&gt;
# Gray Imports&lt;br /&gt;
&lt;br /&gt;
$RYDER_TOTAL_PASSED_MISSIONS ($453) [00A4A074]&lt;br /&gt;
# Home Invasion&lt;br /&gt;
# Catalyst&lt;br /&gt;
# Robbing Uncle Sam&lt;br /&gt;
&lt;br /&gt;
$SMOKE_TOTAL_PASSED_MISSIONS ($454) [00A4A078]&lt;br /&gt;
# OG Loc&lt;br /&gt;
# Running Dog&lt;br /&gt;
# Wrong Side of the Tracks&lt;br /&gt;
# Just Business&lt;br /&gt;
&lt;br /&gt;
$LS_FINAL_TOTAL_PASSED_MISSIONS ($458) [00A4A088]&lt;br /&gt;
# Reunting the Families&lt;br /&gt;
# The Green Sabre&lt;br /&gt;
&lt;br /&gt;
$MISSION_LOWRIDER_PASSED ($457) [00A4A084]&lt;br /&gt;
# High Stakes Lowrider? (is checked to be equal to 1 for starting Reuniting the Families)&lt;br /&gt;
&lt;br /&gt;
==Badlands==&lt;br /&gt;
&lt;br /&gt;
$MISSION_BADLANDS_PASSED ($493) [00A4A114]&lt;br /&gt;
# Badlands&lt;br /&gt;
&lt;br /&gt;
$TRUTH_TOTAL_PASSED_MISSIONS ($491) [00A4A10C]&lt;br /&gt;
# Body Harvest&lt;br /&gt;
# Are you going to San Fierro?&lt;br /&gt;
&lt;br /&gt;
$CESAR_TOTAL_PASSED_MISSIONS ($492) [00A4A110]&lt;br /&gt;
* Wu Zi Mu -&amp;gt; 5&lt;br /&gt;
* Farewell my Love -&amp;gt; 10&lt;br /&gt;
&lt;br /&gt;
==San Fierro==&lt;br /&gt;
$GARAGE_TOTAL_PASSED_MISSIONS&lt;br /&gt;
# Wear Flowers in your Hair&lt;br /&gt;
# Deconstruction&lt;br /&gt;
&lt;br /&gt;
$CRASH_SF_TOTAL_PASSED_MISSIONS&lt;br /&gt;
# 555 WE TIP&lt;br /&gt;
# Snail Trail&lt;br /&gt;
&lt;br /&gt;
$SYNDICATE_TOTAL_PASSED_MISSIONS&lt;br /&gt;
# Photo Opportunity&lt;br /&gt;
# Jizzy (Cutscene)&lt;br /&gt;
# Jizzy&lt;br /&gt;
# T-Bone Mendez&lt;br /&gt;
# Mike Toreno&lt;br /&gt;
# Outrider&lt;br /&gt;
# Ice Cold Killa&lt;br /&gt;
# Pier 69&lt;br /&gt;
# Toreno's Last Flight&lt;br /&gt;
# Yay Ka-Boom-Boom&lt;br /&gt;
&lt;br /&gt;
$WUZIMU_TOTAL_PASSED_MISSIONS&lt;br /&gt;
# Mountain Cloud Boys&lt;br /&gt;
# Ran Fa Li&lt;br /&gt;
# Lure&lt;br /&gt;
# Amphibious Assault&lt;br /&gt;
# The Da Nang Thang&lt;br /&gt;
&lt;br /&gt;
==Desert &amp;amp; Las Venturas==&lt;br /&gt;
$TORENO_TOTAL_PASSED_MISSIONS&lt;br /&gt;
# Monster&lt;br /&gt;
# Highjack&lt;br /&gt;
# Interdiction&lt;br /&gt;
# Verdant Meadows&lt;br /&gt;
# Learning to Fly&lt;br /&gt;
# N.O.E.&lt;br /&gt;
# Stowaway&lt;br /&gt;
# Black Project&lt;br /&gt;
# Green Goo&lt;br /&gt;
&lt;br /&gt;
$CASINO_TOTAL_PASSED_MISSIONS&lt;br /&gt;
# Fender Ketchup&lt;br /&gt;
# Explosive Situation&lt;br /&gt;
# You've had your Chips&lt;br /&gt;
# Don Peyote&lt;br /&gt;
# Intenstive Care&lt;br /&gt;
# The Meat Business&lt;br /&gt;
# Fish in a Barrel&lt;br /&gt;
# Freefall&lt;br /&gt;
# Saint Mark's Bistro&lt;br /&gt;
&lt;br /&gt;
$HEIST_TOTAL_PASSED_MISSIONS&lt;br /&gt;
# Architectural Espionage&lt;br /&gt;
# Key to her Heart&lt;br /&gt;
# Dam and Blast&lt;br /&gt;
# Cop Wheels&lt;br /&gt;
# Up, Up and Away!&lt;br /&gt;
# Breaking the Bank at Caligula's&lt;br /&gt;
&lt;br /&gt;
==Return to Los Santos==&lt;br /&gt;
$MANSION_TOTAL_PASSED_MISSIONS&lt;br /&gt;
# A Home in the Hills&lt;br /&gt;
# Vertical Bird&lt;br /&gt;
# Home Coming (create_thread @GROVE)&lt;br /&gt;
# Cut Throat Business&lt;br /&gt;
&lt;br /&gt;
$RIOT_TOTAL_PASSED_MISSIONS&lt;br /&gt;
# Riot&lt;br /&gt;
# Los Desperados&lt;br /&gt;
# End of the Line Part 1&lt;br /&gt;
# End of the Line Part 2&lt;br /&gt;
# End of the Line Part 3&lt;/div&gt;</summary>
		<author><name>Tduva</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Grand_Theft_Auto:_San_Andreas/Missions/Chains</id>
		<title>Grand Theft Auto: San Andreas/Missions/Chains</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Grand_Theft_Auto:_San_Andreas/Missions/Chains"/>
				<updated>2016-01-11T15:34:40Z</updated>
		
		<summary type="html">&lt;p&gt;Tduva: /* Los Santos */ Added memory addresses&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Which variables there are to track mission progress and by which missions they are increased. These variables are frequently used in the main.scm (game script) to decide which mission to start, which phonecall to trigger and so on.&lt;br /&gt;
&lt;br /&gt;
This page only lists which missions increase the variables, there may be other requirements than that for actually starting the following missions.&lt;br /&gt;
&lt;br /&gt;
==Los Santos==&lt;br /&gt;
$INTRO_TOTAL_PASSED_MISSIONS ($448) [00A4A060]&lt;br /&gt;
# Big Smoke&lt;br /&gt;
# Ryder&lt;br /&gt;
&lt;br /&gt;
$SWEET_TOTAL_PASSED_MISSIONS ($452) [00A4A070]&lt;br /&gt;
# Tagging up Turf&lt;br /&gt;
# Cleaning the Hood&lt;br /&gt;
# Drive-Thru&lt;br /&gt;
# Nines and AKs&lt;br /&gt;
# Drive-By&lt;br /&gt;
# Sweet's Girl&lt;br /&gt;
# Cesar Vialpando&lt;br /&gt;
# Doberman&lt;br /&gt;
# Los Sepulcros&lt;br /&gt;
&lt;br /&gt;
$OG_LOC_TOTAL_PASSED_MISSIONS ($455) [00A4A07C]&lt;br /&gt;
# Life's a Beach&lt;br /&gt;
# Madd Dogg's Rhymes&lt;br /&gt;
# Management Issues&lt;br /&gt;
# House Party (Cutscene)&lt;br /&gt;
# House Party&lt;br /&gt;
&lt;br /&gt;
$CRASH_LS_TOTAL_PASSED_MISSIONS ($456) [00A4A080]&lt;br /&gt;
# Burning Desire&lt;br /&gt;
# Gray Imports&lt;br /&gt;
&lt;br /&gt;
$RYDER_TOTAL_PASSED_MISSIONS ($453) [00A4A074]&lt;br /&gt;
# Home Invasion&lt;br /&gt;
# Catalyst&lt;br /&gt;
# Robbing Uncle Sam&lt;br /&gt;
&lt;br /&gt;
$SMOKE_TOTAL_PASSED_MISSIONS ($454) [00A4A078]&lt;br /&gt;
# OG Loc&lt;br /&gt;
# Running Dog&lt;br /&gt;
# Wrong Side of the Tracks&lt;br /&gt;
# Just Business&lt;br /&gt;
&lt;br /&gt;
$LS_FINAL_TOTAL_PASSED_MISSIONS ($458) [00A4A088]&lt;br /&gt;
# Reunting the Families&lt;br /&gt;
# The Green Sabre&lt;br /&gt;
&lt;br /&gt;
$MISSION_LOWRIDER_PASSED ($457) [00A4A084]&lt;br /&gt;
# High Stakes Lowrider? (is checked to be equal to 1 for starting Reuniting the Families)&lt;br /&gt;
&lt;br /&gt;
==Badlands==&lt;br /&gt;
$TRUTH_TOTAL_PASSED_MISSIONS&lt;br /&gt;
# Body Harvest&lt;br /&gt;
# Are you going to San Fierro?&lt;br /&gt;
&lt;br /&gt;
==San Fierro==&lt;br /&gt;
$GARAGE_TOTAL_PASSED_MISSIONS&lt;br /&gt;
# Wear Flowers in your Hair&lt;br /&gt;
# Deconstruction&lt;br /&gt;
&lt;br /&gt;
$CRASH_SF_TOTAL_PASSED_MISSIONS&lt;br /&gt;
# 555 WE TIP&lt;br /&gt;
# Snail Trail&lt;br /&gt;
&lt;br /&gt;
$SYNDICATE_TOTAL_PASSED_MISSIONS&lt;br /&gt;
# Photo Opportunity&lt;br /&gt;
# Jizzy (Cutscene)&lt;br /&gt;
# Jizzy&lt;br /&gt;
# T-Bone Mendez&lt;br /&gt;
# Mike Toreno&lt;br /&gt;
# Outrider&lt;br /&gt;
# Ice Cold Killa&lt;br /&gt;
# Pier 69&lt;br /&gt;
# Toreno's Last Flight&lt;br /&gt;
# Yay Ka-Boom-Boom&lt;br /&gt;
&lt;br /&gt;
$WUZIMU_TOTAL_PASSED_MISSIONS&lt;br /&gt;
# Mountain Cloud Boys&lt;br /&gt;
# Ran Fa Li&lt;br /&gt;
# Lure&lt;br /&gt;
# Amphibious Assault&lt;br /&gt;
# The Da Nang Thang&lt;br /&gt;
&lt;br /&gt;
==Desert &amp;amp; Las Venturas==&lt;br /&gt;
$TORENO_TOTAL_PASSED_MISSIONS&lt;br /&gt;
# Monster&lt;br /&gt;
# Highjack&lt;br /&gt;
# Interdiction&lt;br /&gt;
# Verdant Meadows&lt;br /&gt;
# Learning to Fly&lt;br /&gt;
# N.O.E.&lt;br /&gt;
# Stowaway&lt;br /&gt;
# Black Project&lt;br /&gt;
# Green Goo&lt;br /&gt;
&lt;br /&gt;
$CASINO_TOTAL_PASSED_MISSIONS&lt;br /&gt;
# Fender Ketchup&lt;br /&gt;
# Explosive Situation&lt;br /&gt;
# You've had your Chips&lt;br /&gt;
# Don Peyote&lt;br /&gt;
# Intenstive Care&lt;br /&gt;
# The Meat Business&lt;br /&gt;
# Fish in a Barrel&lt;br /&gt;
# Freefall&lt;br /&gt;
# Saint Mark's Bistro&lt;br /&gt;
&lt;br /&gt;
$HEIST_TOTAL_PASSED_MISSIONS&lt;br /&gt;
# Architectural Espionage&lt;br /&gt;
# Key to her Heart&lt;br /&gt;
# Dam and Blast&lt;br /&gt;
# Cop Wheels&lt;br /&gt;
# Up, Up and Away!&lt;br /&gt;
# Breaking the Bank at Caligula's&lt;br /&gt;
&lt;br /&gt;
==Return to Los Santos==&lt;br /&gt;
$MANSION_TOTAL_PASSED_MISSIONS&lt;br /&gt;
# A Home in the Hills&lt;br /&gt;
# Vertical Bird&lt;br /&gt;
# Home Coming (create_thread @GROVE)&lt;br /&gt;
# Cut Throat Business&lt;br /&gt;
&lt;br /&gt;
$RIOT_TOTAL_PASSED_MISSIONS&lt;br /&gt;
# Riot&lt;br /&gt;
# Los Desperados&lt;br /&gt;
# End of the Line Part 1&lt;br /&gt;
# End of the Line Part 2&lt;br /&gt;
# End of the Line Part 3&lt;/div&gt;</summary>
		<author><name>Tduva</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Grand_Theft_Auto:_San_Andreas/Additional_Resources/Memory_Addresses</id>
		<title>Grand Theft Auto: San Andreas/Additional Resources/Memory Addresses</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Grand_Theft_Auto:_San_Andreas/Additional_Resources/Memory_Addresses"/>
				<updated>2016-01-11T15:28:50Z</updated>
		
		<summary type="html">&lt;p&gt;Tduva: /* Phonecalls */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;All addresses are assumed to be of the type 4 Bytes/Dword (as used in Cheat Engine) unless otherwise noted.&lt;br /&gt;
&lt;br /&gt;
==Skills/Stats==&lt;br /&gt;
&lt;br /&gt;
===Skills===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Address&lt;br /&gt;
! Type&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| 00B791B8&lt;br /&gt;
| Bicycle&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| 00B791B4&lt;br /&gt;
| Motorbike&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| 00B7919C&lt;br /&gt;
| Flying&lt;br /&gt;
|-&lt;br /&gt;
| 00B790A0&lt;br /&gt;
| Driving&lt;br /&gt;
|-&lt;br /&gt;
| 00B794AC (Float)&lt;br /&gt;
| Uzi/Tec9&lt;br /&gt;
| Increases at 0.5 per shot (if it actually hits something that can take damage)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Stats===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Address&lt;br /&gt;
! Type&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| 00B791A4&lt;br /&gt;
| Lung Capacity&lt;br /&gt;
| Increased by Lung Capacity Exp (see below)&lt;br /&gt;
|-&lt;br /&gt;
| 00B793E0 (Float)&lt;br /&gt;
| Max Health&lt;br /&gt;
| Increased by Max Health Exp (see below)&lt;br /&gt;
|-&lt;br /&gt;
| 00B793DC (Float)&lt;br /&gt;
| Muscle&lt;br /&gt;
| Changed by Muscle Exp (see below), Gym&lt;br /&gt;
|-&lt;br /&gt;
| 00B793D8 (Float)&lt;br /&gt;
| Stamina&lt;br /&gt;
|-&lt;br /&gt;
| 00B793D4 (Float)&lt;br /&gt;
| Fat&lt;br /&gt;
| Changed by Stamina/Muscle changes and eating&lt;br /&gt;
|-&lt;br /&gt;
| 00B793E4 (Float)&lt;br /&gt;
| Sex Appeal&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Exp/Progress===&lt;br /&gt;
Exp values are increased by certain actions, and then increase the associated skill/stat once it reaches a certain number of points (the number in parentheses in the description column).&lt;br /&gt;
&lt;br /&gt;
Normally these values get reset to 0 when you start a new game through the menu or load a save, except for the Lung Capacity, Cycling and Max Health Exp.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Address&lt;br /&gt;
! Type&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| 00B794E8&lt;br /&gt;
| Lung Capacity&lt;br /&gt;
| (60k) [Doesn't reset]&lt;br /&gt;
|-&lt;br /&gt;
| 00B7950C&lt;br /&gt;
| Max Health&lt;br /&gt;
| Increases at 1000/second with Running/Sprinting/Cycling when actually pressing W (600k) [Doesn't reset]&lt;br /&gt;
|-&lt;br /&gt;
| 00B79500&lt;br /&gt;
| Stamina/Run&lt;br /&gt;
| (300k)&lt;br /&gt;
|-&lt;br /&gt;
| 00B794DC&lt;br /&gt;
| Stamina/Cycle&lt;br /&gt;
| (300k)&lt;br /&gt;
|-&lt;br /&gt;
| 00B794D8&lt;br /&gt;
| Stamina/Sprint&lt;br /&gt;
| (300k)&lt;br /&gt;
|-&lt;br /&gt;
| 00B794E4&lt;br /&gt;
| Stamina/Swim&lt;br /&gt;
| (180k)&lt;br /&gt;
|-&lt;br /&gt;
| 00B794FC&lt;br /&gt;
| Muscle&lt;br /&gt;
| Running/Sprinting/Swimming/Diving (150k)&lt;br /&gt;
|-&lt;br /&gt;
| 00B794EC&lt;br /&gt;
| Driving&lt;br /&gt;
| (300k)&lt;br /&gt;
|-&lt;br /&gt;
| 00B794F8&lt;br /&gt;
| Motorbike&lt;br /&gt;
| (180k)&lt;br /&gt;
|-&lt;br /&gt;
| 00B794F0&lt;br /&gt;
| Flying&lt;br /&gt;
| (300k)&lt;br /&gt;
|-&lt;br /&gt;
| 00B794E0&lt;br /&gt;
| Cycling&lt;br /&gt;
| Increases depending on speed/bunnyhopping (120k) [Doesn't reset]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Other Stuff==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Address&lt;br /&gt;
! Type&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| 00B7CB84&lt;br /&gt;
| Playing Time&lt;br /&gt;
| The time in milliseconds that has been played&lt;br /&gt;
|-&lt;br /&gt;
| 00A49FC4&lt;br /&gt;
| On Mission&lt;br /&gt;
| Set to 1 when on a mission, 0 otherwise&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Achievements===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Address&lt;br /&gt;
! Type&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| 00B7938C (Float)&lt;br /&gt;
| Distance on foot&lt;br /&gt;
|-&lt;br /&gt;
| 00B79390 (Float)&lt;br /&gt;
| Distance in a car&lt;br /&gt;
|-&lt;br /&gt;
| 00B793EC (Float)&lt;br /&gt;
| Distance on a bicycle&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Phonecalls==&lt;br /&gt;
:''See also: [[Grand_Theft_Auto:_San_Andreas/Game_Mechanics_and_Glitches/Phonecalls|Phonecalls]]''&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Address&lt;br /&gt;
! Type&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| 00A49C48&lt;br /&gt;
| $TIME_FROM_LAST_CALL&lt;br /&gt;
| Only updated when a call can actually be received&lt;br /&gt;
|-&lt;br /&gt;
| 00A4AF90&lt;br /&gt;
| Recall Time&lt;br /&gt;
| Delay between calls in milliseconds (20k, 15k after Badlands)&lt;br /&gt;
|-&lt;br /&gt;
| 00A4999C&lt;br /&gt;
| Call active&lt;br /&gt;
| This is 1 as long as the phone is ringing/call being answered&lt;br /&gt;
|-&lt;br /&gt;
| 00A4AF70&lt;br /&gt;
| Current Call Id&lt;br /&gt;
| Changed to the [[Grand_Theft_Auto:_San_Andreas/Game_Mechanics_and_Glitches/Phonecalls#List_of_Calls|Call Id]] when the phone rings&lt;br /&gt;
|-&lt;br /&gt;
| 00A49C40&lt;br /&gt;
| Last Call Time&lt;br /&gt;
| This is set to the current playing time (in milliseconds) when a call is finished/canceled or a mission is finished. There seem to be a lot of different values that are similiar, some don't change at some points. This address may or may not work in all situations.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Game Progress==&lt;br /&gt;
:''See [[Grand_Theft_Auto:_San_Andreas/Missions/Chains|Mission Chains]]'' for mission progress variables&lt;br /&gt;
&lt;br /&gt;
==More Information==&lt;br /&gt;
* [http://pastebin.com/FN8AR4wg Cheat Table for Cheat Engine with SA Memory Addresses] (this also incldues a script to write values to a textfile for overlaying them e.g. in OBS, choose not to run it when you load this into Cheat Engine unless you know what you're doing)&lt;/div&gt;</summary>
		<author><name>Tduva</name></author>	</entry>

	</feed>