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The Chain Game V2 105th Round w/4STAR Mods

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JAJ
  • JAJ

    -Hitdog-

  • Members
  • Joined: 25 Sep 2005
  • United-States

#1

Posted 22 June 2014 - 02:40 PM Edited by JAJ, 3 weeks ago.

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The Chain Game - Round 105

New Save

Script Version: v2

Barriers and Objects appear for v2 players but not for v1 players. This means that a v2
player will have to complete the missions "Green Sabre", "Are You going to San Fierro?" and "Yay Ka-Boom-Boom".

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The Chain Game is for anyone who wants to play along, we are going to start a game from the beginning and take it to 100%.
Please read the Rules & Guidelines before you start to play.
The Rules & Guidelines are here so that the game can progress and everyone can have an enjoyable experience while making a contribution to its completion.

Joining the Chain Game is easy and new players are always welcome.
If you're new and want to plunge right in, simply follow the Quick Start Guide for now and read the complete set of rules later. You're excused for now, but eventually you'll have to...
 

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Contents:

Newbie's Quick Start Guide
Rules & Guidelines
Rules
Suggestions
Supplement To The Rules
Posting Format
Helpful Links, Maps & Tools
Release Description
Introduction
Map
General Description of Added Features
Detailed List of Added Features
Credits
Staff
Thanks
100% checklist
saves for independent play


Newbie's Quick Start Guide
Call a turn by posting in this topic.
Download the last save.
Play one mission.
Upload your save on gtasnp.com
Post the link to your game back here within 3 hours. Edit your original posting to do this. Have a look at other players' postings and you'll get the idea.

 

Rules

Do not use any kind of cheats, trainers, mods or cleo scripts. They can seriously mess up things later in the game, so using them will not only spoil the fun for yourself, but also for the other players.

 

Call a turn by posting in the topic. "I'll take a turn" & "my turn" are commonly used - just let us know that you are taking a turn.

 

Download the previously posted save file. We want to use the same save file throughout the game and take it to 100%. After 100%, we can see who has the fastest racing times.

 

Complete ONE Named Mission only, save your game, upload your save file (see below) and post a link back in the topic (use the Edit button).

 

The definition of a "Named Mission" is "any mission that changes the save file name". Examples are "Big Smoke", "Deconstruction" and "Learning To Fly".

 

Several named missions are exempt from the 'one named mission rule', for various reasons. Find all details on these in the Supplement To The Rules.

 

Use Samutz's uploader to upload your save file (recommended uploaders). If they are down you can use Rapidshare, FileFront or YouSendit.

 

Use the preferred posting format(see below).

Wait until 3 other turns have been completed before calling another mission.

 

If 6 hours pass without another gamer completing a turn, then the '3 mission rule' is reset & anyone may call a turn. This does NOT mean to wait 6 hours between personal mission/turn calls.

 

The caller may call a forfeit. The forfeiter should wait at least one turn before calling another mission/turn. The forfeited turn will not count towards the '3 mission rule' and will not reset the 6 hour timer.

 

The time limit to complete your turn is 3 hours. We will use the post time in the topic. The timer starts when a mission is called. After 3 hours have passed and the caller has not posted back, it's a forfeit and anyone else may call a turn.

 

If a player has a turn nullified then that player will need to wait until one other player takes a turn before that player can take another turn. The player may take another turn if 6 hours pass without another gamer completing a turn.

 

In the event of two gamers calling a turn (at the same time), the first one listed does the turn.

 

Mission strategy is up to the caller - just don't use cheats, trainers, mods or cleo scripts.

 

Do not save after getting busted or wasted.

 

The caller may purchase items (weapons, etc.), mod vehicles, date, eat, workout, dress, get a tattoo & get a haircut for CJ. Please let us know about any of this stuff in the Notes section of your post.

 

The caller may do any non-named missions/collections/deliveries in the 3 hours. Please report any extra stuff in the Notes section.

 

The caller doesn't have to call a mission when all they want to do for example is collect Snapshots, Horseshoes or Oysters, spray Tags, or do any of the side missions such as "Vigilante". In that case, just call a turn, but remember that the 3 hour time limit will still apply.

 

We expect the players to adhere to the gtaforums.com rules. This includes "No warez/piracy (linking to, requesting or discussion of illegally obtaining copyrighted material) & Never open multiple accounts."

 

Suggestions

Do not fail a storyline mission unless it's to collect a special vehicle (BP/DP/EP/FP). If a special vehicle has been collected, let us know in the Notes section.

 

Try to keep the safe house saves minimal. If you have a game crash problem on your system multiple saves are alright - save when you don't want to lose some progress.

 

Since 4star features are becoming more and more prominent, we're being rather lenient toward the above two points. Save if you don't want to lose progress on a long or 4star turn. Failed side missions are ok if you're doing 4star stuff, esp. 4star racing. Just try to keep the number of saves and failed side missions/races within reasonable limits.

 

Avoid known glitch situations, though you may use the one for "NRG-500" and the Ammu-Nation glitch (but remember the clip count, see next point).

 

Collect ammo when possible, but please keep it below 10000 for weapons with clip count. Some players like to see the clip count which disappears when the ammo exceeds 9999 (an empty clip can be fatal during stuff like gang wars - seeing the clip count helps with fast reloading by switching weapons back and forth before the clip is empty).

 

Try to avoid killing Millie to get her keycard as some players like to collect girlfriends proofed vehicles.

(Thanks to 0909090)

 

Try to not date girlfriends, if dating is necessary do gimp suit dates only, because normal dates will disable two-timing dates and the possibility of getting their proofed vehicles.

 

Try to save with full armor.

 

Save close to available missions when possible.

 

Try to eat or have some snacks or drinks every once in a while. If the fat stat reaches zero CJ will lose muscle.

 

Let's try to have the last save for 100% be "End of the Line", so let's try to get everything else done before that.

 

Have FUN!

 

Supplement To The Rules

This supplement is designed to discuss some of the technicalities of the Chain Game's rules, and it was thought best to provide these in the original post.

 

(1) Abuse of the '3 Mission Rule':

 

Callers are encouraged to understand the basic ethos of the Chain Game. One should only call a mission, once the previous caller has completed his/her called mission and posted the new save. That's the basic idea of the chain: a new link can only be attached as long as the previous one is bound. Hence, to call a mission while a previous one is being completed, defeats the entire logic of the chain. In such a case, one can actually wait around and call every 3rd mission beforehand, and negate the possibility of others to call the mission. This seems to be a fine loophole of the 3-mission rule, which callers should not exploit. Let's also consider the fact that when a mission/turn is called that the 3 hour timer has started.

 

(2) Exceptions to the 'One Named Mission Rule':

 

Schools

- "Back to School" << IS a Named Mission >>

- "Learning to Fly" << IS a Named Mission >>

- "Boat School" -- is Not a named Mission

- "Bike School" - is Not a named Mission

 

The above vehicular schools are comprised of 'named tests' (e.g.: "Burn and Lap", "Circle Airstrip", "Land, Sea and Air", "The Stoppie", etc.). Callers should take note that 'named tests' are not equivalent to 'named missions'. Hence, callers should call schools and not particular tests, even though it may seem, for some, to be against the 'one named mission rule'. To call and do one single test, or only a set of two/three tests, would only add confusion to future callers, and be an impediment to the progress of the Chain Game. Callers also note: in the posting format, you should use "Back to School" and "Learning to Fly" and not "Driving School" and "Flying School".

 

Note that "Back to School" and "Learning to Fly" are named missions and fall under the 'one named mission rule'. "Boat School" and "Bike School", however, are not named missions and can be done with any other named mission.

 

Catalina Missions

- "First Date"

- "First Base"

- "Gone Courting"

- "Made in Heaven"

 

The above missions are all cut scenes in the Catalina strand in the Badlands. The icons for her missions trigger each of these, in sequence, though it is up to the caller to decide which of Catalina's jobs they'd want to pull off. In each such case, the caller should call the cut scene (like "First date") and also the job (e.g.: "Local Liquor Store"). The format should be: "Missions: First Date/Local Liquor Store". The caller can't help but do a 'double', so to say, as one can't save after the cut scenes, and in these cases the 'one named mission rule' is exempted.

 

Wang Cars Purchase

- The 'CV' icon at Wang Cars after "Back to School" and "Yay Ka-Boom-Boom" are completed

 

This one's a little different from the last four, as even though an icon appears for Cesar on the map, and you go to the dealership at Doherty, it is not followed by a mission, and instead opens up Cesar's strand at San Fierro. This is different, also, from "Verdant Meadows" because even though the mechanic involved is the same, the latter is a named mission, while this is not. Callers may buy Wang Auto after the completion of "Back to School" or "Yay Ka-Boom-Boom" (whichever is done later), and this will not be considered as a violation of the 'one named mission rule'. Alternatively, callers may buy it before starting "Zeroing In", if it wasn't purchased beforehand.

 

'Lame Missions'

- "King in Exile"

- "Verdant Meadows"

- "Fish in a Barrel"

 

Some of these are named missions although all of them are in fact only cut scenes without any action going on. These missions are exempt from the 'one named mission rule'.

 

Stadium Races

All stadium races are exempt from the 'one named mission rule' and can be combined in any number with any other one named mission.

 

Tournament Races

With the exception of the 3 races that must be done within the storyline ("Lowrider Race" & "Badlands A/B"), all races are exempt from the 'one named mission rule'. Unlike the other exceptions, you cannot do as many as you like though:

 

- You can do onerace if you also do a named mission.

- You can do up to threeraces if you do not do a named mission as well.

 

Challenges

- "The Chiliad Challenge"

- "BMX"

- "NRG-500"

 

These are exempt from the 'one named mission rule' and can be combined in any number with any other named mission. (Only "BMX" and "NRG-500" are named missions.)

 

(3) All named missions exempt from the 'One Named Mission Rule':

 

- "BMX"

- "NRG-500"

- "Verdant Meadows"

- "Fish in a Barrel"

- Stadium Races

- Tournament Races (see above for restrictions)

 

(4) Non-storyline missions which alter the save names:

 

- "BMX"

- "NRG-500"

- Zero's Missions

- Cesar's Missions in San Fierro

- Heist Missions in Las Venturas

 

(5) Other things to keep in mind:

 

Turf Wars / Gang Wars

These can be separately called for, and also be completed otherwise. The posting format for these would be: "Mission: Gang Wars".

 

Note that the first round of Gang Wars comes with an exception to the '3 mission rule' if we're playing a save that features 4star Gang Wars. If all you do is 4star Gang Wars, then the '3 mission rule' does not apply. In that case, wait for one other turn to be completed before calling your next turn. This will be for only doing 4star Gang Wars, please don't do any missions too unless you wait the regular 3 turns.

 

The second round of wars in Los Santos should be completed before "Riot", as this saves a lot of trouble and makes the last few missions speedier.

 

Barriers / Area Opening Missions

If we're playing a v1/v2 hybrid save (almost always), the missions "Green Sabre", "Are You going to San Fierro?" and "Yay Ka-Boom-Boom" will have to be done by a player with a specific game version only (v1 or v2). The details for this round can be found at the top of this posting.

 

Race Tournaments

If the Race Tournaments are enabled early, please do not complete "Lowrider Race", "Badlands A", or "Badlands B" before their associated missions ("High Stakes, Low-Rider", "Wu Zi Mu", "Farewell, My Love") have been passed.

 

Dating

All callers can help CJ progress with any of the 6 girlfriends in the game. It does not have to be called separately, and if it is, then the '3 hour rule' will apply as always. It is best not to alter CJ physically and instead collect all oysters as soon as possible to make him forever desirable.

 

Import/Export

All callers are allowed to participate in exporting cars, and this does not have to be called separately. Callers, however, must remain true to the spirit of the Chain Game and only export cars when full earnings can be availed. Do not export damaged cars. Callers can also help by storing cars on the lists beforehand as and when they come across these.

 

 

Posting Format

Mission: Use the mission name as it appears on the screen. Don't use mission descriptions like 'that mission where you chase the jet'.

Called by: Use your handle.

Link: The link to your uploaded save file, after you've completed your turn.

Status: 'in progress' or 'completed'.

Completion: Completion percentage from stats section.

Notes: Anything pertinent to the mission/strategy or extra stuff done.

 

A simple "I'll do a turn now" is enough to call a turn (most players do it this way), but please use this posting format for your completed turns. Below you'll find a template you can copy and paste, it'll look just like the example above. Feel free to change the colors and font to your liking.

 

CODE:   

Mission:

Called by:

Link:

Status:

Completion:

Notes:

 

 

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Helpful Links, Maps & Tools

 

Chain Game related:

The Chain Game FAQ
The Chain Game Lounge
The Chain Game Hall of Fame
The Chain Game Rallies

 

Uploading save files:

Samutz's gtasnp uploader

This is Chain Game oriented and the recommended uploader. If it's down, wait a short while and it will probably be back up as it is periodically down for maintenance.

 

Maps for Collectibles / Mission Analyser:

For those who would like to spray tags / collect oysters / take snapshots / gather horseshoes, you can use the program SAMA (SA Mission Analyzer), it will provide relevant maps showing which ones are left. It also tells you which missions are left to do and you can find the locations of the unique stunt jumps, even the new ones.

 

rubregg's Easy Script Switcher:
SA Script Switcher

Note that this tool can also switch the CLEO Library off/on and is probably the easiest method for disabling CLEO Mods during Chain Game turns.

 

 

 

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Release Description

Introduction- Map- General Features- Detailed Features- Credits

 

Chain Game 105

 

Introduction

 

Welcome to Chain Game 105. As (almost) always, it is a modified save with many interesting changes/additions. We hope you will enjoy playing it as much as we've enjoyed creating it.

 

This round has basically the same specials as the last round. Restart Traps (to make sure the game cannot be saved after getting wasted or busted) are continued plus a few bug fixes. Due to popular demand, the Auto-Exports (originally intended as a one-time-only feature) will be back; since there is no need to stash exports in garages, players are encouraged to use the resulting garage space to collect the odd special/proofed mission vehicle (several Towtrucks and Tractors have been strategically placed to help with this).

 

Also new to this round are tweaked cameras for all save garages that didn't have them before. The camera angles have also been tweaked for the Juniper PnS, Dillimore PnS and the added LV Disco PnS; the camera now follows the player which will make landing aircraft on the roof much easier. No problems were reported for the Juniper PnS last round, but please keep an eye open for any oddities at these three Sprayshops.

 

Here's a list of some of the changes for Round 100 and beyond:

Willowfield redirected to Bighouse Armory (locked)

Easter Eggs Video Highscores updated (players that used to have plates)

They Came from Uranus PDESCOBAR ORIONSR RUBREGG

Duality (black) QUARTET and HARRIEM

Duality (white) AFINN and HMVARTAK

Go Go Space Monkey GTA_PHREAK and ZMOONCHILD

Let's Get Ready to Bumble CRAZYANURG and SAMUTZ

Changes to 2nd custom mission:

Pickups: Armory: nudged Katana, Knife, Chainsaw, Teargas, Satchels, Sniper to remove conflicts with armorobj.ipl

Nitro removed from Mulholland FBI Truck

Nitro removed from Doherty Super Cabbie

Cheetah at SF Armory

No plates for Queens Flash

New color for Angel Pine Super GT

aFinn's colors are back on the Creek Comet

Firetruck colors swapped and fixed

Updated map

RC Cam added at Queens Armory (new, always available)

Boats are back at Fisher's Lagoon, Flint Water, and Drydock

Andromada added at the airstrip - always available

Royal Casino Parking Garage Random is now a Hotring A

Moved the Sandking at LS 24-7 Armory so the FBI Rancher can always spawn

Moved the LS 24-7 Maverick so the Sparrow can always spawn

Moved Verona Beach NRG so BF-400 can always spawn

Moved Verdant Bluffs Slamvan so Tow Truck can always spawn

Moved Sweet's Sparrow so it can always spawn

Moved Queens Flash a little

Moved LS and LV Jetpacks back to their pre-37 locations

The script version and the behavior of the barriers for this round can be found at the top of this posting.

 

All Chain Game officers are equipped with a Chain Game Checker. This checks the save file for the number of cheats used, times wasted, times busted and some other things.

 

Map

Our general feature Map now contains everything.

 

 

General Description of Added Features

This section describes the changes from the unmodified game. If you are new to the Chain Game and enjoy exploring, you may want to read this section but skip the following one where the already known extras (basically the found stuff from previous saves) will be described in detail.

 

Vehicles

Exports and most mission-unlocked vehicles are available at the start of the game; export spawns will no longer disappear once the car is exported.

You might find a green-colored vehicle in your garage; such vehicles are specially designed to help with certain tasks.

A number of vehicles have been nudged to avoid spawning conflicts.

Some original vehicles have been tweaked to spawn a little more reliably such as the Maverick on the LS Skyscraper or parked cars near safe houses. Caution: Some vehicles may spawn suddenly; it is not a good idea stand in the exact location of a missing vehicle.

In order to improve stability, some of the less useful original vehicles have been removed. These include some of the Karts as well as some vehicles which have another of the same type very close by. For example, rather than having two Dodos right next to each other, you may only see one of them now.

 

Pickups

Three adrenaline pills have been added in Los Santos.

Jetpacks are available in each of the three major cities but might require some work to get to. Especially so since two of them are hidden at new locations now.

The Bribe behind the SF Firehouse (in previous rounds) has been moved to what was probably the originally intended location.

Some additional pickups have been added in some other places. A few additions have been made to these.

To allow for new pickups, some of the standard pickups have been trimmed (mainly canes and cameras).

 

Barriers

The bridge barriers and some objects will only appear for some players. The details for this round can be found at the top of this posting.

Clothes

CJ starts with previously unused clothing; R* Hoody, X-ray glasses and leaf bandana.

All clothing (including the specials) is available at the start. Note that this causes SAMA to wrongly mark the Heist Missions as completed.

 

Missions and Interiors

The Bike School & Boat School are available at the start; the Driving School icon is visible but it will not unlock until after "Wear Flowers in Your Hair".

All Race Tournaments are available at the start. Note that "SF to LV" is not completable until the barrier comes down (unless you have the version that doesn't show the barriers, see top of posting); "Military Service" is more difficult because of the barrier, but can be completed. Also, please do not complete "Lowrider Race", "Badlands A", or "Badlands B" until their associated missions have been passed.

All Vehicle Mod Shops are open at the start and are marked on the radar.

All Gyms are open at the start. They are marked on the radar from the start, but the SF & LV markers will briefly disappear between the missions "Ryder" and "Drive-Thru".

Food, Clothing, Barber, Tattoo and Ammunation shops are not altered and follow normal storyline unlocking.

Some mission-related interiors are open from the start. Most of them will close once their related mission is attempted.

Finally, a few markers may not lead where you expect them to...

 

Safehouses and Garages

Willowfield save house is now an Armory.

The Johnson House is open before Big Smoke.

The Redsands West property no longer has a usable garage; instead, there is a new "Dock Garage" at Toreno's Ranch which can store boats, amphibious air vehicles, and even small land vehicles. It is usable from the start and marked on radar as a "Boat Yard"; there are also some special objects at each corner of the garage marking its size.

The car garage and the hangarat the airstrip are usable from the start; this is similar to how the Doherty garage is usable in the standard game.

Some save garages have increased in size to hold a wider selection of vehicles.

Some Pay'n'Sprays have increased in size and can support a greater variety of vehicles.

A few more garages and spray shops have been tweaked for round 37.

There is a new Pay'n'Spray enabled behind the LV Dance Club; it is marked on the radar and is very large, so a wide variety of things could be sprayed there...

Several garages previously used only in missions have been reassigned to more useful tasks at the start of the game. Most of them are marked on the radar.

The three Police Impounds are marked on the radar.

The save disk inside Madd Dogg's Mansion has been moved to a new location in the first room on the left; saving there should now avoid the basketball glitch.

 

Unique Stunt Jumps

One new unique jump has been added to make a total of 20 new unique jumps, replacing 20 removed original ones. Some of the new jumps are fairly easy and some are extra-challenging.

Note that 2 of rubregg's "backbreaker" jumps in Foster Valley have been replaced a while ago but are still on the map as jumps 13 & 14. There's 5 unique jumps not yet featured on the map.

Note that SAMA should show all the jumps and record their status properly.

 

Zones

Some zones have been adjusted so gang wars can be triggered in SF and in LV.

Several of the zones have added features and added pedestrians. A few more of these in Round 37.

Other features

Twentysix current and former Chain Game contributors have been honoured in this round.

Boats are back at Fisher's Lagoon, Flint Water, and Drydock, the Dam Boat Jump and the Amphibious Assault jump pair (which keeps its bribe) remain.

There are still a couple of new ways to make money (or even lose some) if you look around.

The underwater glitch has been integrated as a feature. Note that CJ swims faster with the Frame Limiter On.

There still are some new ways to travel quickly between cities.

The 'Pier 69 Lift' teleports cars and bikes.

Some things can be destroyed sooner rather than later.

Be sure to look around and check out some of the new additions before doing everything the same old way; you might find something that'll help you do, for example, early vigilante without the Hunter or HPV.

Some added features are intended to expand on what can be accomplished with 4 wanted stars. For example, a new jump might show you how to enter restricted territory and a special vehicle may help you survive while you're there.

Some added features are intended to give an introduction to the Chain Game Rallies; that discussion inspired these modifications and will hopefully lead to future fun stuff.

 

Design Notes

We have tried to manage the balancing act of adding fun new features while making minimal changes to items from the original game. We have also worked hard to ensure that all changes function under the original game scripts without requiring any modification from the players. Hopefully you will agree that our choices were sound ones.

Your input is encouraged; please give us your comments regarding this round's features.

For those who are curious, a variety of tools were used in the creation and testing of this. Up to round 36, pieces of this were made via a custom Darkpacted mission script made with SannyBuilder, modified IPL files and the GTASA Control Center. It was then unified together by hex-editing parts of a couple of different saves together; hex-editing was also used in a couple of cases to overcome limitations of the tools and finish off the features. Saving in the Jefferson Alley was accomplished with CLEO. And, as always, Samutz' GTASnP uploader was invaluable in helping with the design and testing.

From round 37 on we have substantially changed the creation process of the saves. The original scripts and IPLs are now left completely unchanged and we are integrating all our features with SannyBuilder and a custom CLEO mission. Thanks to OrionSR and Seemann we can now do lots of things with direct memory writes which enables us to get away without hex-editing or custom IPLs.

Ls.


JAJ
  • JAJ

    -Hitdog-

  • Members
  • Joined: 25 Sep 2005
  • United-States

#2

Posted 22 June 2014 - 02:49 PM Edited by JAJ, 3 weeks ago.

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Detailed List of Added Features

 

This section contains detailed information about the added special features.

 

Armory Hideouts

 

Some safehouses and some other interiors are linked to a special "armory" (using the LS Big House interior). This armory contains high-ammo pickups for the most used weapons in the game as well as a health pickup and it also has a wardrobe so you can still change your clothes (or get armor) there. You can also save your game, the original Queens save disk has been moved into the armory.

 

Small 24-7 in West Mulholland, LS

Willowfield save house is now an Armory.

Whetstone Farm Safehouse (can be used at the start but must still be purchased to reach 100% completion)

Vank Hoff Hotel Safehouse in Queens, SF must be purchased to be used.

Big Pointy Building in Downtown SF (take the marker back down after going to the top).

Sherman Dam (between entrance marker on top of the dam and the Generator Room interior).

Caligula's Roof (North marker; South one still goes to the Roof).

Bayside House (the house farthest west and south in Bayside; this is unrestricted territory).

 

 

Teleport Markers

 

Some markers which used to link to shops still allow quick warping between far-off areas of the map. All portals which lead towards LS and Red County allow bikes and all portals which lead towards other areas allow both bikes and cars. However, most of these markers are quite close to the buildings they used to allow entry to and it may be difficult or even impossible to get a car to go through. Bikes should work for all although you may have to nearly drive up the wall to get it to register.

 

The 69-Cent Store near Unity Station, LS connects with the unmarked Barber Shop in El Quebrados

The 24-7 at the truckstop in Whetstone (near Angel Pine) connects with the unmarked Montgomery Pizza Stack.

The Binco in Juniper Hill, SF connects with the Binco at the North end of the Strip in LV

The Victim in Rodeo, LS connects with the Victim in Downtown SF.

The SubUrban in Jefferson, LS connects with the SubUrban in Creek, LV

 

 

Enlarged Garages

 

Many safehouse garages have been expanded in (virtual) size so that vehicles can fit on the roof as well as inside. This allows you to save small air vehicles as well as cars. Note that you can only see vehicles on the roof if the door is open. The capacity of the garages cannot been changed and is still limited to 4 total vehicles each.

 

El Corona Safehouse Garage enlarged

Mulholland Safehouse Garage enlarged

Palomino Creek Safehouse Garage enlarged

Dillimore Safehouse Garage enlarged

Doherty Garage enlarged

Whitewood Estates Safehouse Garage enlarged

Rockshore West Safehouse Garage enlarged

 

New/Altered Garages

 

One safehouse garage has been moved to a new location as a special "Dock" garage which can save boats as well as land/air vehicles. Some previously mission-only garages have been assigned new subversive duties. Note that both bomb shops now have a red in-game sphere. They are not marked on the radar though, for lack of a suitable icon. The three Police Impounds have been tweaked for better usability and are now marked on the radar.

 

Dock Garage

The Redsands Safehouse garage has been disabled and replaced with a Dock Garage at Toreno's Ranch. This dock is marked on the map with an anchor icon and special objects have been placed at the corners of the garage to mark its boundaries. The Dock Garage is usable from the start of the game, even before Toreno's place gets a save icon.

 

Los Desperados Bomb Shop

The garage in the alley in El Corona used during the mission "Los Desperados" has been internally renamed and turned into a bomb shop (remote detonation bombs). It will remain operational even after the mission is passed.

 

Cesar's Bomb Shop

The garage behind Cesar's house in El Corona has been turned into a bomb shop (ignition trigger bombs); it will also be operational for the entire game.

 

LSPD Impound

The western boundary has been moved inward to exclude a random car spawn. Bug fix for round 78: The floor has been raised so the Rustler will spawn properly.

 

SFPD Impound

Ceiling and floor have been tweaked so impounded motorcycles or bicycles should be visible in the impound zone (instead of the ceiling). The impound zone has been rotated so impounded vehicles will face forward, and moved slightly to the north to exclude random car spawns. A Towtruck has been placed which roughly marks the north-eastern corner of the moved impound zone.

 

LVPD Impound

The impound zone has been rotated so impounded vehicles will face forward.

 

Enlarged Pay'n'Sprays

Some Pay'n'Sprays now have a larger size so that air vehicles can be sprayed by landing on the roof.

 

Dillimore PnS enlarged.

Juniper Hollow PnS enlarged some more so a Hydra can be resprayed.

 

 

New/Altered Pay'n'Sprays

A Pay'n'Spray that is normally locked and unused has been relocated and enlarged; this is a normal PnS. Also, several previously mission-only garages have been assigned spray duties for some of the time; these function the same as Michelle's PnS - they are free and display the "girlfriend has fixed your vehicle" message. Note that free Pay'n'Sprays still require that you have at least $100 in your pocket even though they do not charge you. All Pay'n'Sprays are now marked on the radar. Pay'n'Sprays that will close as the game progresses should have their markers disappear shortly before the PnS closes (as described below). The others have permanent markers.

 

Disco PnS

A previously unused PnS has been moved to East LV behind the Dance Club. It is marked on the radar with the standard spray icon and functions normally. However, it has no visible door so at ground level it is accessible from 3 directions and the changed camera angle can be a little tricky to deal with. Also, it is large enough that air (or other) vehicles which land on the roof will be sprayed as well.

 

Life's a Beach PnS

The garage in Commerce, LS used in the mission "Life's a Beach" functions as a free PnS during the early part of the game. Once that mission is passed, the garage closes. The radar marker for this PnS should disappear after the mission "OG Loc", shortly before the garage closes.

 

Puncture Wounds PnS

The garage next to the Angel Pine Ammu-Nation used in the mission "Puncture Wounds" (if you let it get that far) functions as a free PnS for part of the game. Once that mission is passed, the garage closes. The radar marker for this PnS should disappear when Wang Cars is purchased, shortly before the garage closes.

 

T-Bone's PnS

The garage in Ocean Flats, SF (a block South of Wheel Arch Angels) used in the mission "T-Bone Mendez"  (if you let it get that far) functions as a free PnS for part of the game. Once that mission is passed, the garage closes. The radar marker for this PnS should disappear during the mission "Jizzy", shortly before the garage closes.

 

Woozie's PnS

The garage next to Woozie's shop in Chinatown, SF intended for the mission "Ran Fa Li" but never actually used in the standard game functions as a free PnS; this garage has been internally renamed and remains open for the entire game.

 

Interdiction PnS

The garage in El Castillo del Diablo, Bone County used in the mission "Interdiction" functions as a free PnS. When you pass the mission the garage door comes down, but the door is not solid. Thus you can walk through it back into the garage and get in the vehicle you just left, or drive something else through the door later to get the door to stay open. So this PnS is accessible the entire game.

Michelle's PnS is open and free from the start of the game.

 

New Objects and Interiors

 

Some extra stuff added to the map.

 

SFPD Interior

The Dillimore Police Station now links to the previously-unused SFPD Interior. Note that the displayed name will still say "LSPD Headquarters" when you enter it, but it functions normally. As with other police interiors, there are several pickups inside and if you pull out a gun, they'll hit you with a 2-star wanted level.

Sunken Pirate Ship

In the murky waters below the Dock Garage at Toreno's Ranch (see above) you'll find a sunken wreck. It's best to explore using the Underwater Glitch though since diving pretty much requires max lung capacity and health to survive.

Sunken Submarine

The Pirate Ship has company; find a sunken submarine near the undrowning glitch zone at Hankypanky Point.

Dock Garage Boundaries

Some flaming skulls and some light posts mark the corners of the Dock Garage; they look especially cool at night.

Truth's Crops are there at the start of the game; you can burn them down if you wish (just for fun) and they should reappear if you restart SA and load a Chain Game 36 save again. If playing the forum saves with the version 2 exe, the crops will be permanently destroyed following the mission "Are You Going to San Fierro?" but players using the version 1 exe should still see them until "Yay Ka-Boom-Boom" is passed. If playing the Independent Play saves, the crops should not exist after "Are You Going to San Fierro?" regardless of exe version.

The floor of the ground level of Big Smoke's Crack Palace is solid at the start of the game.

The Area 69 Access Vent has been moved out of the way. It will be put back in place after "The Black Project" though.

Various Ramps have been added to the map:

A ramp between Montgomery and Hampton Barns for the reworked Early LV Access jump (see below).

2 ramps at the northern end of Foster Mall, one inside and one on the roof; loosely connected to the Foster Mall jump (see below).

A water ramp at the Sherman Dam for a spectacular boat stunt.

2 water ramps for jumping boats over the Amphibious Assault ship, grabbing the bribe that has been placed there.

A ramp at the early breakable Sprunk Sign in Jefferson, for the new unique jump.

 

 

Bug Fixes

 

Saving at Madd Dogg's Mansion

The save disk in Madd Dogg's Mansion has been moved from the location near the back door to the first room on the left ("the library"). While still near the door, this location is far enough away from the interior basketball court that it should prevent the Basketball Glitch; thus saving at Madd Dogg's place is no longer discouraged in the Chain Game.

The armor pickup in the dark room opposite the recording studio in Madd Dogg's mansion will now respawn if picked up; in the original game once you grabbed it, it was gone.

The bribe at the SF Firehouse Alley has been reinserted .[/color]

A number of vehicles have been nudged to avoid spawning conflicts (some of the export vehicles, school rewards, airstrip vehicles, SF Firetrucks, and a few others). In all but one case the new location is quite close to the original one; the one exception is the export Sanchez which now spawns at Catalina's Fern Ridge hideout.

 

Early Access

Missions, locations, and other things made available earlier to expand what can be done at the start of the game.

 

Basketballs spawn on all the courts at the start of the game so you can play the basketball minigames earlier.

All Race Tournaments (i.e. Street Races and LV Air Races) are available at the start of the game; barriers between islands may render some of them difficult or even impossible. Note that you will not receive the phone call from Jethro about the race tournaments.

Schools

Bike School and Boat School are open at the start of the game. Driving School is marked on the radar but cannot be attempted until the mission "Wear Flowers in Your Hair" is passed; note that you will not receive the phone call from Jethro about the Driving School following the "Deconstruction" mission.

All Vehicle Mod Shops are open at the start of the game and are marked on the radar.

All Gyms are open at the start of the game. They are marked on the radar, but the SF & LV markers will briefly disappear between the missions "Ryder" and "Drive-Thru".

Several safehouses are open earlier than normal.

 

The Johnson House is open at the start of the game; thus you can save there prior to completing the mission "Big Smoke".

The Whetstone Farm Safehouse is open from the start of the game even though it can't yet be purchased; you will still have to buy it later to reach 100% completion.

Also, most of the Armory Hideouts (see above) are open from the start.

 

Several safehouse garages are open earlier than normal. Much like the Doherty garage, they give you a place to stash a car for 4-star fun.

 

The garage at the Verdant Meadows Airstrip is open from the start of the game.

The hangar at the Verdant Meadows Airstrip is open from the start of the game.

 

Several (mostly mission-related) Interiors are accessible at the start of the game but may close later.

 

Zero's RC Shop is open from the start and probably won't close.

Crack Den is open from the start but will close once "Cleaning the Hood" is attempted.

Madd Dogg's Crib is open from the start but will close once "Madd Dogg's Rhymes" is attempted and will remain closed until "A Home in the Hills" is passed.

Vagos Gang House is open from the start but will close once "Burning Desire" is attempted.

The Pleasure Domes club is open from the start of the game but will close once "Ice Cold Killa" is attempted.

Sindacco Abattoir is open from the start but will close once "The Meat Business" is attempted.

Planning Department is open from the start but will close once "Architectural Espionage" is attempted.

Big Smoke's Crack Palace is open from the start of the game and should never close.

 

New Unique Stunt Jumps

 

Use SAMA to find the New and all of the Unique Stunt Jumps.

Also, the new <MAP> has all the USJ's and new stuff on it.

 

Here's a description of a couple of the new USJ's to hopefully peak your curiosity:

1) Redsands Roof (jump 6): from ramp in the apartments parking lot onto the roof of the house just north of the Redsand hideout.

 

2) Runway 69 (jump 22): from the higher ramp at the south end of the LV runway, over the containers or an equivalent distance onto the rooftops to the west or east.

 

Pickups

 

We have added a few new pickups to spice up the game; most are located in the Armory Hideout, but there is some interesting stuff outside too. Note that pickups marked 'fast respawn' will generally regenerate in less than a minute although you do have to leave the immediate area and come back to grab them again; weapons which have shared ammo with others in their class cannot be marked 'fast respawn' however because of the possibility of nullifying their ammo count. Note also that due to the restricted size of the pickup pool a few of the original pickups have been cut to make room for our additions.

 

Armory Hideout

 

9mm Pistol; 500 ammo (fast respawn)

Silenced Pistol; 500 ammo (fast respawn)

Desert Eagle; 500 ammo (fast respawn)

Tec-9; 500 ammo

Micro SMG (uzi); 500 ammo

SMG (MP5); 1000 ammo

Chrome Shotgun; 500 ammo

Sawn-off Shotgun; 500 ammo

Combat Shotgun; 500 ammo

AK-47; 1000 ammo

M-4; 1000 ammo

Sniper Rifle; 250 ammo (fast respawn)

Molotovs; 100 ammo (fast respawn)

Teargas; 100 ammo (fast respawn)

RPG; 250 ammo (fast respawn)

Heat-Seeker; 250 ammo (fast respawn)

FlameThrower; 2000 ammo (fast respawn)

Minigun; 1500 ammo (fast respawn)

Health (fast respawn)

Knife (fast respawn)

Parachute (fast respawn)

IR Goggles (fast respawn)

 

 

Jetpacks

LS Jetpack; back to their pre-37 location

SF Jetpack; Chinatown rooftop (requires some clever climbing)

LV Jetpack; back to their pre-37 location

 

 

Adrenaline Pills

Working similar to pills in previous games; time slows for CJ for a brief time and he's a little more powerful.

 

Adrenaline Pill (fast respawn) in Jefferson; by train tracks across from church

Adrenaline Pill (fast respawn) in Glen Park; alleyway North of park

Adrenaline Pill (fast respawn) in Ganton; along Grove St under overpass

 

 

Asset Pickups

Just like the assets in the original game, money only increases when you are nearby.

 

Pirate Booty (on deck of sunken ship): 65k per day max; 250k overall max

Four Dragons (interior): 25k per day max; 25k overall max

 

 

"Ufo Curse"

A money pickup with negative cash value has been added to the game. It will subtract $5 million and can only be picked up once, after that it's gone.

It is hidden somewhere in the woods, near a big rotating Ufo.

If CJ goes to LV while in more debt than he could borrow from the casinos (gambling skill), he'll get attacked by Mafia hit squads. If you kill them, make sure to pick up their money - they are loaded.

When in debt, CJ can't buy anything including food. The only way not to lose fat (and eventually muscle) is to take girlfriends out on food dates, these meals are for free.

There's another one-time-only money pickup which revokes the Ufo Curse. It's rather well hidden though & moved from the known location to a new one.

 

 

Miscellaneous Additions

 

Armor (fast respawn) in every wardrobe

Parachute (fast respawn) on Caligula's Roof (South side)

Health in SFPD Interior

One bribe has been added to spice up the Amphibious Assault boat jumps (see 'New Objects & Interiors' above). It is set to fast respawn.

 

 

Tweaked Original Pickups

 

One originally inaccessible bribe has been moved to a new location (see 'Bug Fixes' above).

All parachutes are set to fast respawn.

 

 

Removed Original Pickups

 

The 3 help text pickups for getting busted and wasted have been removed (outside LSPD and LS hospitals).

The inaccessible fire extinguisher at the LS Donut Shop has been removed.

8 canes from the original game have been removed to make room for our additions; there are still at least 2 cane pickups in each of the major cities.

10 cameras from the original game have been removed to make more room for additions; there are still 9 cameras left around SF, plus the one in the Johnson House.

[/list]

 

Player Attributes

 

Stats, skills and other things related to the player himself.

 

All the purchasable clothing and all specials are available in your wardrobe at the start of the game.

Armor has been increased by 100; this means that an armor pickup prior to the vigilante mission will give you 200 armor and one after completing vigilante will give you 250 armor.

CJ starts with 16% Driving Skill (8-Track requires 20%)

CJ starts with 16% Flying Skill (the airport gates require 18%)

 

Vehicles

 

Added Vehicle Spawns

Most of the added vehicle spawns are marked on. Note that some of them are not enabled at the start but will appear gradually as the game progresses. Be sure to check out the new colors for some of the new licensed cars.

 

 

Garaged Special Vehicles

Several safehouse garages have been seeded with unique vehicles to serve particular purposes such as 4-star fun or the Chain Game Rallies; many have custom wheels and extra NOS and those with green colorings usually have some sort of proofing as well.

 

Santa Maria: Explosion & Fire-proof engineless green NRG; intended for Katie Jumps Rally

Mulholland: Bullet- & Fire-proof FBI Truck with 127x NOS; intended for early Vigilante

Palomino Creek: Bullet-proof black Bullet with 127x NOS; intended for Badlands Endurance Rally

Palomino Creek: engineless red NRG; intended for Skipping Palomino Rally

Doherty: Bullet & Fire-proof green Cabbie with 127x NOS; intended for 4-star Taxi Driver

Paradiso: engineless yellow NRG; intended for general stunting

Dock: Everything-proof Squalo; intended for boat stunts although it still takes damage from collisions

Fort Carson: Everything-proof green Sandking with 127x NOS; just because we love Sandkings

Verdant Meadows Garage: Bullet & Fire-proof green painted Broadway with 127x NOS; intended for 4-star Pimping

Verdant Meadows Garage: Bullet & Fire-proof SWAT Van; intended for Vigilante Challenge

Verdant Meadows Hangar: Everything-proof green Rustler; intended for air stunts

Verdant Meadows Hangar: Everything-proof green Stunt plane; intended for air stunts

Prickle Pine: engineless blue NRG; intended for general stunting

Prickle Pine: Bullet- & Crash-proof green Tractor; intended for "Misappropriation" Buffalo collection

Whitewood: Everything-proof green FBI Rancher with 127x NOS; intended for Vigilante fun

Rockshore: Everything-proof green painted Sultan with 127x NOS; intended for Homie-assisted gang wars

 

 

Custom License Plates

All of the custom license plates for non-mission vehicles have been altered to reflect the Chain Game and to honor past and present contributors. Note: This list has been updated and now includes the latest changes.

 

MAGNETO  Hot Knife located at Santa Maria.

Dr_EVIL  Banshee Located at Madd Dod's Crib.

090909  Phoenix Located at the Old Strip LV.

CCPD  Super GT Located at Angel Pine safe house.

GIRISH  Blue Jester Located in Paradiso.

CH33TA  Honors !!GameCH33TA!! Elegy Located near the Calton Hts save house.

MIROMIRO  Remington Located near the Willow Field save house.

J A J  Black & White Phoenix in Doherty honors JAJ who has been running the Chain Game for 100 plus rounds now & going strong.

LAEZY  Infernus Located at the Camel's toe.

WEASEL  Location Lil Weasel's, SA forum leader and our long time player's, car is supposed to resemble chase vehicle of OJ Simpson in police chase in 1994. It's located in Blueberry. This vehicle was originally supposed to be used in Lure mission, but Rockstar decided to use normal Rancher instead.

SHOUMIC  Cheetah Located at the downtown SF armory.

RADIOMAN  Silver Turismo in Prickle Pine.

MRMATECZKO  Sultan Located near the Hashbury save house honors MRMATECZKO.

JAJS BRO  Camouflage Sandking at Mulholland Armory honors jaj's brother.

ThaBoY  ThaBoY, great player who is managed the Gloop map in chain game 100, has his car located in Dilimore. His car has a front license plate, which is kinda rare among these cars.

 

No Plates for (but cars still spawn):

 Disco PnS Sandking

 Mulholland Safehouse Sabre

 Panopticon Infernus (underwater)

 Creek Comet

 Whitewood Hotknife

 Rockshore Cheetah

 Driving School Super GT

 Sweets Greenwood

 Queens Flash

 

Arcade Game Easter Eggs

 

The four Arcade Games have special messages embedded in the initial high score list.

 

"They Came From Uranus" honors Plaka from GTAForums.

"Duality" honors HerrieM on the white side and quartet1977 on the black side, both from GTAForums.

"Go Go Space Monkey" honors Morgoth22 from the GameFAQs forums and the SA PC Record Book.

"Lets Get Ready to Bumble" has rubregg's reply to the special get-well-message from previous rounds.

 

 

Miscellaneous

 

The starting save loads in the Jefferson Alley at 6:30. The blinking radar & message to head towards Grove Street are both intact, as is the Grove Street arrival audio. Also, the in-game map "graying" is intact.

The Homeless Peds scripts are not enabled.

NPC Group members are accepted at Gyms, Warps, Dillimore PD, and Smoke's Palace.

 

Credits

 

Primary designer: rubregg/

Lots of help and coding: OrionSR

Based on original code by: OrionSR and pdescobar

Testing and ideas: JAJ, radioman, *asim*, C_h_e, Unlimited, zmoonchild, jaj's brother,

shoumic, 0909090, MrMateczko, laezy, radioman, ThaBoY

 

Special thanks to Seemann for helping out with some of his coding magic.

Special thanks to GTA Phreak for his help with the gang war testing and for the inspiration behind the water features.

 

 

 

mblmd5.png

 

 

 

Staff

 

The Chain Game is hosted by:

JAJ

 

The Chain Game Officers are:

OrionSR

JAJ

DREVIL919

girishb

!!GameCH33TA!!

 

Inactive Chain Game Officers:

aFinn

quartet1977

crazyanurag

radicell

rubregg

Unlimited

 

 

11qn76g.png

 

 

Thanks

 

I would like to thank crazyanurag, ajkhan316', Plaka, Tornado Rex and Wolf68k for helping put this together.

 

Also thanks to:

OrionSR, pdescobar and rubregg for the starting save.

crazyanurag for organizing the original format & the Supplement.

meth. for the 100% checklist.

CCPD for the banner & chains artwork.

Samutz for the special chain game oriented uploader/downloader.

pdescobar for the v2 ID patcher program.

*asim* for taking over the chain game stats & checklist maintenance from girishb.

DREVIL919 for taking over the chain game checklist maintenance.

rubregg for the new front page layout.

I got the idea for the Chain Game from OrionSR in August 2005.

 

 

And now...

 

...Have fun playing!

  • OG Cheetah likes this

JAJ
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#3

Posted 22 June 2014 - 03:06 PM

Mission: Starting save (~g~CG 101 bar2)

Created by: OrionSR

Link: http://gtasnp.com/42819

Status: Starting save

Completion %: 0%

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Shoumic
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#4

Posted 22 June 2014 - 06:29 PM Edited by Shoumic, 22 June 2014 - 07:38 PM.

I'll start it off.

 

Mission: Races, Money.
Called by: Shoumic
Link: http://gtasnp.com/42820
Status: Completed
Completion %: 4.81%
Notes:

Won the Little Loop, City Circuit and Backroad Wanderer.

Won money at the ITB.

Bought all available properties.


lil weasel
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#5

Posted 22 June 2014 - 11:35 PM Edited by lil weasel, 23 June 2014 - 01:41 AM.

Mission: 100 Gang Tags
Called by: Li'l Weasel
Link: http://gtasnp.com/42824
Status: 5.35% Completed


Weapons cache awaits in CJ's Mom's House.

lil weasel
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#6

Posted 23 June 2014 - 06:30 AM Edited by lil weasel, 23 June 2014 - 07:01 AM.

Mission: Fire Fighting Missions
Called by: Li'l Weasel
Link: http://gtasnp.com/42825
Status: 5.88% Completed

Notes: CJ is now fireproof.

lil weasel
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#7

Posted 23 June 2014 - 03:06 PM Edited by lil weasel, 23 June 2014 - 03:17 PM.

<nevermind>

MrMateczko
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#8

Posted 23 June 2014 - 06:33 PM Edited by MrMateczko, 23 June 2014 - 07:03 PM.

I'll take a turn.
Mission: Vinewood (2:36) / Freeway (2:14) / Into the Country (3:46)
Called by: MrMateczko
Link: Clicky Clicky
Completion: 7.49%
Notes:
Saved at Jefferson.
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lil weasel
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#9

Posted 23 June 2014 - 07:46 PM Edited by lil weasel, 23 June 2014 - 09:57 PM.

Mission: Paramedic & Burglary
Called by: Li'l Weasel
Link: http://gtasnp.com/42833
Status: 8.02% Completed

Notes:
CJ has "Super-Sprint", Health bar extended.
M4 Assault Rifle at Hitman level.
SMG at Hitman level.
Desert Eagle at Hitman Level.
  • JAJ likes this

lil weasel
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#10

Posted 24 June 2014 - 04:51 AM Edited by lil weasel, 24 June 2014 - 05:44 AM.

Mission: Pimping Missions
Called by: Li'l Weasel
Link: http://gtasnp.com/42836
Status: 8.56% Completed

Notes: The Pro's will now pay CJ for the fun.

OG Cheetah
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#11

Posted 24 June 2014 - 10:24 AM Edited by OG Cheetah, 24 June 2014 - 04:10 PM.

My turn.

 

Mission: Taxi

Called by: OG Cheetah

Link: http://gtasnp.com/download/42840

Completion: 9.09%

Notes: 

All taxis have nitro.

Done all 50 fares.

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lil weasel
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#12

Posted 24 June 2014 - 06:41 PM Edited by lil weasel, 24 June 2014 - 07:12 PM.

Mission: Big Smoke
Called by: Li'l Weasel
Link: http://gtasnp.com/42852
Status: 9.63% Completed

Notes:

OG Cheetah
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#13

Posted 24 June 2014 - 07:42 PM Edited by OG Cheetah, 24 June 2014 - 08:05 PM.

My turn again.

 

Mission: Ryder & 8-Track

Called by: OG Cheetah

Link: http://gtasnp.com/download/42853

Completion: 10.7%

Notes:

Won 8-Track.


lil weasel
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#14

Posted 25 June 2014 - 01:49 AM Edited by lil weasel, 25 June 2014 - 02:55 AM.

Mission: Tagging up Turf
Called by: Li'l Weasel
Link: http://gtasnp.com/42854
Status: 11.23% Completed

Notes:
Airport Access granted.
Hitman level:
Combat Shotgun
Regular Shotgun
Sawed off Shotgun
Tec-9/Mac-10
Ak47
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#15

Posted 25 June 2014 - 09:46 AM Edited by OG Cheetah, 25 June 2014 - 11:33 AM.

Me again.

 

Mission: Cleaning the Hood & Vigilante

Called by: OG Cheetah

Link: http://gtasnp.com/download/42857

Completion: 12.3%

Notes:

Completed Vigilante mission(150% armour).

Rhino in Grove Street garage.


lil weasel
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#16

Posted 4 weeks ago Edited by lil weasel, 4 weeks ago.

Mission: Drive-thru
Called by: Li'l Weasel
Link: http://gtasnp.com/42861
Status: 12.83% Completed

Notes:
Hitman level:
Silenced Pistol
9mm Pistol

OG Cheetah
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#17

Posted 4 weeks ago Edited by OG Cheetah, 4 weeks ago.

Lil Weasel what´s this,only you and me playing. However my turn.

 

Mission: Nines and AK´s

Called by: OG Cheetah

Link: http://gtasnp.com/download/42865

Completion: 13.9%

Notes:

Won Los Santos gym moves.


lil weasel
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#18

Posted 4 weeks ago Edited by lil weasel, 4 weeks ago.

Mission: Snapshots, Oysters, and Drive-By
Called by: Li'l Weasel
Link:  http://gtasnp.com/42866
Status:  15.51% Completed

Notes:

Snap Shot collection completed

Oyster collection completed.


OG Cheetah
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#19

Posted 4 weeks ago Edited by OG Cheetah, 4 weeks ago.

My turn.

 

Mission: Sweet´s Girl

Called by: OG Cheetah

Link: http://gtasnp.com/download/42870

Completion: 16.58%

Notes:

Completed Roboi´s Food Mart Asset (Renewe up to 2000$ per day).


lil weasel
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#20

Posted 4 weeks ago Edited by lil weasel, 4 weeks ago.

Mission: Cesar Vialpando
Called by: Li'l Weasel
Link:  http://gtasnp.com/42872
Status:  17.11% Completed


lil weasel
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#21

Posted 4 weeks ago Edited by lil weasel, 4 weeks ago.

Mission: OG Loc
Called by: Li'l Weasel
Link:  http://gtasnp.com/42876
Status:  17.65% Completed


lil weasel
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  • Joined: 25 Dec 2006

#22

Posted 4 weeks ago Edited by lil weasel, 4 weeks ago.

Mission: High Stakes, Low-rider
Called by: Li'l Weasel
Link:  http://gtasnp.com/42881
Status:  18.18% Completed
...


OG Cheetah
  • OG Cheetah

    Eat my sh*t Infernus!

  • Members
  • Joined: 11 Jun 2014
  • Croatia

#23

Posted 4 weeks ago Edited by OG Cheetah, 4 weeks ago.

My turn.

 

Mission: Running Dog

Called by: OG Cheetah

Link: http://gtasnp.com/download/42886

Completion: 18.72%


MrMateczko
  • MrMateczko

    Simply divine!

  • Members
  • Joined: 10 Dec 2011
  • Poland

#24

Posted 4 weeks ago Edited by MrMateczko, 4 weeks ago.

I'll take a turn.
Mission: Home Invasion / Kickstart (39 points) / LV Gym
Called by: MrMateczko
Link: Clicky Clicky
Completion: 20.32%
Notes:
Learned Las Venturas Gym moves.
Saved at the Johnson's house.

Shoumic
  • Shoumic

  • The Yardies
  • Joined: 09 Jul 2012
  • None

#25

Posted 4 weeks ago Edited by Shoumic, 4 weeks ago.

I'll take a big turn to make up for being busy.

 

Mission: Stuff
Called by: Shoumic
Link: http://gtasnp.com/42891
Status: Completed
Completion %: 24.06%
Notes:

Completed 4 Star: Dirtbike Danger, Go go Karting and Bandito County.

Completed the Bloodbowl and NRG-500 Challenge.

Learnt the SF Gym moves.

Completed the BMX Challenge.

Saved it at Verona Beach.


lil weasel
  • lil weasel

    Shoot Looters, Hang Pirates!

  • Members
  • Joined: 25 Dec 2006

#26

Posted 4 weeks ago Edited by lil weasel, 4 weeks ago.

Mission: Wrong Side of the ...
Called by: Li'l Weasel
Link:  http://gtasnp.com/42895
Status:  24.6% Completed

Notes:


Shoumic
  • Shoumic

  • The Yardies
  • Joined: 09 Jul 2012
  • None

#27

Posted 4 weeks ago Edited by Shoumic, 4 weeks ago.

Calling a turn.

 

Mission: Just Business
Called by: Shoumic
Link: http://gtasnp.com/42896
Status: Completed
Completion %: 26.2%
Notes:

Completed Dam Rider in 2:00.

Completed the Bike School in gold.


Shoumic
  • Shoumic

  • The Yardies
  • Joined: 09 Jul 2012
  • None

#28

Posted 4 weeks ago

Mission: Catalyst
Called by: Shoumic
Link: http://gtasnp.com/42904
Status: Completed
Completion %: 27.27%
Notes:

Completed Desert Tricks


Shoumic
  • Shoumic

  • The Yardies
  • Joined: 09 Jul 2012
  • None

#29

Posted 4 weeks ago Edited by Shoumic, 4 weeks ago.

Going again.

 

Mission: Robbing Uncle Sam
Called by: Shoumic
Link: http://gtasnp.com/42905
Status: Completed
Completion %: 28.34%
Notes:

Completed LV Ringroad


Shoumic
  • Shoumic

  • The Yardies
  • Joined: 09 Jul 2012
  • None

#30

Posted 4 weeks ago Edited by Shoumic, 4 weeks ago.

I'll keep the ball rolling.

 

Mission: Life's a Beach
Called by: Shoumic
Link: http://gtasnp.com/42906
Status: Completed
Completion %: 29.41%
Notes:

Completed SF to LV.





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