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KGBeast

The Real % Breakdown of Advance and full soundtrack info

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KGBeast

This is the latest in a series of threads I've been doing on the percentage breakdowns of GTA games. So far I've done these lists and explanations for III, Vice City, and San Andreas if you'd like to check those out on their respective forums. Basically I researched the games and found which objectives give percentage and what amount they give out of curiosity for just what actually amounts to 100% in each game. Sometimes the way things are grouped and structured can be surprising. Advance is unique as it takes III's approach to % with some alterations. It's also unique in that it has the lowest number of objectives in the series. 

 

I've also put together a list of every song in the game along with game and station of origin as all music in Advance is reused from GTA and GTA2. Information on both of these topics is incredibly hard to find as Advance is a bit obscure and underrated. I might be the first to provide definitive information on this. 

 

Advance has 65 objectives worth 1.54% each (1.5384615385). The game only displays the last whole integer passed. It does not round up and it does not display decimal points. To give an example, after you finish the introductory mission you'll have a percentage of 1, after finishing the second mission you'll leap to 3, after the third, 4, then after the fourth, 6. So you alternate between jumping 1 and 2 percent.

 

:41 Story Missions - 63.1%:

 

1 - Jump Start
2 - Dirty Laundry
3 - Hot Wheels
4 - Ill-Gotten
5 - Payback
6 - Fake IDs
7 - Getaway
8 - Twisted Metal
9 - Ill Repute
10 - Droppin' Bombs
11 - Scorelli
12 - Love Boat
13 - Time's Up
14 - Sober Driver
15 - Happy Hour
16 - Grand Opening
17 - Pocket Rocket
18 - Political Will
19 - Show the Money
20 - Race to Run
21 - Latin Coffee
22 - The Big Score
23 - Fine Dining
24 - Flying High
25 - Factory Wages
26 - School's Out
27 - Kid's a Hero
28 - Ante Up
29 - Two-Hand Toss
30 - Scorned Lover
31 - Sue Me Sushi
32 - Down the River
33 - Bad Pimpin'
34 - Mystery Killer
35 - Decoy Disaster
36 - Truth Revealed
37 - Love of Money
38 - Taking Revenge
39 - Smackdown
40 - Assault Joint
41 - Freedom Flies

 

 

In III and Vice City you would receive 1 objective point for every 10 packages collected, ie. every time a weapon pickup was rewarded. Here instead you get one objective point for every 25 packages. You still receive a weapon pickup (or other reward) for every 10 packages collected however. 


:4 sets of 25 Hidden Packages, 100 total - 6.15%:

 

1 - Hidden packages 1-25 - Pistol, Uz-I
2 - Hidden Packages 26-50 - Body armor, shotgun, grenades
3 - Hidden packages 51-75 - Molotovs, rifle
4 - Hidden packages 76-100 - Minigun, rocket launcher, $1M

 

 

In III and Vice City you'd only receive a single objective point after finishing all rampages as a group. In Vice City that was particularly cruel because it meant you only netted a measly 0.65% for completing 35 rampages, some of which were fairly difficult. Things are bit more fair here. There are 21 rampages total, 7 on each island, and you get an objective point each time you finish all of an island's rampages.


:3 set of 7 Rampages, 21 total - 4.62%:

 

1 - Rampages 1-7 (Portland)
2 - Rampages 8-14 (Staunton)
3 - Rampages 15-21 (Shoreside)

 

 

Similar to III you receive an objective point each time you finish or earn a reward from the vehicle side missions. There are a few differences though. In III you only got a single point for Firefighter, after completing 20 fires on each island and being rewarded the flamethrower. Here you get a point for each set of 20 fires. You no longer get an adrenaline pickup from Paramedic since adrenaline doesn't exist in Advance, meaning Paramedic yields 2 points instead of 3. And finally you get 2 points from Taxi Driver, one at 50 fares and the other at 100. This can confuse people going for 100% since you get the Borgnine as a reward at 50 fares, they don't realize you still need to do the full 100 fares like in III and Vice City. 


:13 Vehicle Side Missions and Rewards - 20%:

 

1 - Taxi Driver, 50 fares - Borgnine
2 - Taxi Driver, 100 fares
3 - Paramedic, 36 patients (8 levels) - Health pickup
4 - Paramedic, 12 levels - Infinite sprint
5 - Firefighter, 20 Portland fires
6 - Firefighter, 20 Staunton fires
7 - Firefighter, 20 Shoreside fires - Flamethrower
8 - Vigilante, 10 Portland criminals - Bribe 1
9 - Vigilante, 10 Portland criminals - Bribe 2
10 - Vigilante, 10 Staunton criminals - Bribe 3
11 - Vigilante, 10 Staunton criminals - Bribe 4
12 - Vigilante, 10 Shoreside criminals - Bribe 5
13 - Viglante, 10 Shoreside criminals - Bribe 6

 

 

Similar to rampages, you get a point each time you finish the set of races on each island.


:3 sets of 6 Street Races, 18 total - 4.62%:

 

1 - Races 1-6 (Portland)
2 - Races 7-12 (Staunton)
3 - Races 13-18 (Shoreside)

 

 

Finally you need to complete a single game of Demolition Football. It should be noted that you need to finish the Staunton street races to unlock Demolition Football, it's even given to you by the same character.


:1 game of Demolition Football - 1.54%:

 

 

Summary

 

41 Story Missions
4 sets of 25 Hidden Packages
3 sets of 7 Rampages
13 Vehicle Side Missions and Rewards
3 sets of 6 Street Races
1 game of Demolition Football

 

65 Total

 

 

Soundtrack

 

Main Theme

 

This Life - Slumpussy (From N-CT FM in GTA)


"Radio Stations"

 

This Life - Slumpussy 

How It's Done - Numb (From KREZ in GTA2)

Jacking in Hilltown - E=MC Good Times (From KREZ in GTA2)

Yellow Butter - Apostles of Funk (From Head Radio in GTA2)

Southpark - The One (From Head Radio in GTA2)

Flymutha - Toys Are Real (From Funami in GTA2)

Computer Lust - Voice Box (From Lithium in GTA2)

L.E.D. - Reed (From Futuro in GTA2)

 

You'll notice 'This Life' is the only song not taken from 2. Also worth noting is that the versions in this game are all short looped versions that cut out any vocal sections. In terms of what songs play in what vehicles it really seems random. Sometimes I've heard several different songs in one vehicle, while in another I've only ever heard one or two. Could be that each vehicle has a selection of songs that can be played from the available list. Without looking into the game code I'm not sure. 

 

Anyway that's another thread done. Hopefully this will interest and inform people on this game which I think is very strong for what it is and sadly ignored by most. It really deserves a look by fans of the series. I'll probably add some of this info to the wiki since it's seriously lacking in Advance content. Thanks for reading.

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