Locations
Liberty City's side content is a checklist of 163 things: 100 hidden packages, 20 rampages, 20 unique stunt jumps and 23 vehicles the Import/Export cranes want delivered. Our five location pages cover all of them, and read together they sort themselves by a single question that the maps never ask: what do you have to be driving when you get there? Some icons want you on foot. Some want any car with speed in it. Some want one particular car as a key, and for the last group the car is not the way to the collectible, it is the collectible. That is the order this guide takes.
| What the icon needs you to bring | Set | Count | What it is worth |
|---|---|---|---|
| Nothing, most of the time | Hidden packages | 100 | Required for 100 percent completion |
| Nothing for 18 of them, a car for two, and parked cars as bait for the vehicle quotas | Rampages | 20, each with two possible positions | Part of the completion list |
| Any fast car and the ramp | Unique jumps | 20 | $5,000 multiplied by the jump number, and the Wheels Up trophy |
| One specific car, found parked or driven | Import/Export civilian vehicles | 16 | $1,000 each, $200,000 for the whole list |
| One specific vehicle, three of them only at four or six wanted stars | Import/Export emergency vehicles | 7 | $1,500 on completion, $200,000 on the last delivery as the page has it, plus the Play Fetch and Pest Control trophies |
On Foot: The 100 Hidden Packages
The hidden packages guide walks all 100 in numerical order across the three islands: 33 on Portland, 36 on Staunton Island and 31 in Shoreside Vale. Nearly every entry is a walk, a climb or a jump from a roof, which is why this set comes first. The exceptions are the interesting part, because a handful of packages sit behind a door that only a particular vehicle opens, and two more are timed to the story.
| Island | Packages | Ones that need something more than your feet |
|---|---|---|
| Portland | #1 to #33 | #12 wants a car to jump into the parking lot by the phone booths; #18 is inside the subway that only opens once the Chinatown missions are done; #31 needs a Triad Fish Van so the fish company opens its gates; #32 and #33 wait until every Portland story mission is finished. Weapons sit beside three of them: a flamethrower at #2, a shotgun at #7 and an Uzi at #8. |
| Staunton Island | #34 to #69 | #37 wants a car parked as a step up to the hospital roof; #41 needs a Cartel Cruiser to get into the Colombian garage; #42 is the one the page tells you to save before, since Colombians fire on you along the bridge girders and the water is below; #62 needs a police car so the station gate opens. |
| Shoreside Vale | #70 to #100 | #74 is reached by smashing the airport barriers in a car; #84 to #88 need a Cartel Cruiser to get into the hillside houses; #93 is landed on from a jump, with health pickups waiting for the fall damage. |
Counting the gates across the page, three vehicles act as keys: a police car once, a Triad Fish Van once and a Cartel Cruiser for six packages between Staunton and the hills of Shoreside Vale. The story only holds back three of the hundred, all on Portland. The page also describes a fourth kind of gate that is not a vehicle at all, the subway at #18 and #33, which needs the Chinatown missions cleared before it will admit you.
Mostly On Foot: 20 Rampages With 40 Icons
Our rampage locations guide lists six rampages on Portland, seven on Staunton Island and seven in Shoreside Vale, and gives two positions for every one of them, because a rampage you miss or fail turns up at its second spot. That makes 40 blue-circle skull icons for 20 entries. Every rampage runs on a two-minute clock. Fourteen name a gang and a body count, six name a number of vehicles to wreck, and the page's own tactic for most of the vehicle six is to bring a car after all: park it in the road, blow it up to take the traffic with it, and let a wanted level deliver police cars to the scene.
| Island | Target | Weapon | Notes from the page |
|---|---|---|---|
| Portland | 20 Mafia | AK-47 | Harder after Sayonara Salvatore, when the Leones carry shotguns |
| Portland | 20 Triads | Shotgun | Health pickups nearby; use the police station car park as cover |
| Portland | 25 Triads | Uzi | Do it as a drive-by; the bulletproof Patriot from Marked Man helps |
| Portland | 30 Diablos | M-16 | Easier after Uzi Rider |
| Portland | 10 vehicles | Grenades | Park a car and detonate it to take others with it |
| Portland | 13 vehicles | Rocket launcher | Same trick, in the car park by the bridge |
| Staunton Island | 16 Yakuza | Molotov Cocktails | Bring a car; throw under the icon's own spot |
| Staunton Island | 8 vehicles | Shotgun | Stop traffic mid-junction and pull the drivers out first |
| Staunton Island | 25 Yakuza | Flamethrower | Long range; they arrive in groups |
| Staunton Island | 25 Yardies | Grenades | Lure them together and run after each throw |
| Staunton Island | 17 Yardies | Sniper rifle | Fail it once on purpose after Kingdom Come so it reappears at Kenji's Casino and snipe from the balcony |
| Staunton Island | 30 Yardies | Rocket launcher | Fire from distance |
| Staunton Island | 15 vehicles | M-16 | Cause a traffic jam first |
| Shoreside Vale | 20 Cartel | A car | Run them over; the bulletproof Patriot again |
| Shoreside Vale | 20 Southside Hoods | M-16 | Simple unless ambushed |
| Shoreside Vale | 20 Southside Hoods | Shotgun | Use the low pavement wall as cover |
| Shoreside Vale | 7 vehicles | Drive-by | The airport car park supplies the targets |
| Shoreside Vale | 15 vehicles | Rocket launcher | Park at the crossroads for a jam |
| Shoreside Vale | 15 Colombians | Sniper rifle | Stay off the cliff edge; finish The Exchange first if you can |
| Shoreside Vale | 20 Cartel | Flamethrower | Best before The Exchange |
Three weapons carry nearly half the list: the rocket launcher, the shotgun and the M-16 are each named three times, grenades, the flamethrower and the sniper rifle twice each, and the AK-47, Uzi, Molotovs, a car and a drive-by once each. Of the fourteen gang rampages, the Yardies and the Cartel are the target three times apiece, the Triads, Yakuza and Southside Hoods twice, and the Mafia and Diablos once. Only two rampages put you behind a wheel by design, the Shoreside Vale run-over and the Shoreside Vale drive-by, which is why the set sits second on the ladder rather than first.
Any Car: 20 Unique Jumps
The unique jump locations guide is the first set that will not let you walk. Eight ramps are on Portland, four on Staunton Island and eight in Shoreside Vale, and the page pairs every one with a landing spot, which is the detail that separates a jump that counts from one that does not. Portland's run goes from the Red Light District ramp that lands you on the El tracks to a dirt pile behind the Atlantic Quays warehouses that drops you in the water. Staunton's four include a ramp between two billboards on the central median that lands on the Callahan Bridge and one taken through the glass of a building's stairway. Shoreside Vale's eight end at the airport, where an air train, two yellow-and-white slopes and a yellow-and-black one form a chain of hangar-roof landings, jumps five through eight.
The reward is the one figure in this set that grows with you. The page states each completed stunt pays $5,000 times however many jumps you have landed, so read literally the twentieth is worth $100,000 on its own, and clearing the set unlocks the Wheels Up trophy. No jump on the page asks for a particular car, only for enough speed and the right approach, which puts them a rung above the rampages and a rung below what follows.
One Particular Car: The Import/Export Lists
For the last 23 icons the vehicle is the whole task. Our civilian Import/Export guide covers the sixteen cars the Portland Docks garage wants, and its entries divide into cars you will see driven around and cars you have to go and find parked. The Bobcat sits behind Salvatore's mansion, the Coach at the Trenton bus depot, the Dodo in a hangar at Francis International Airport, the Patriot at the Supa Save in Portland View, the Rumpo outside a Saint Mark's garage and at the Liberty Tree car park, and the Yankee in Portland Harbor by the emergency crane. Three are tied to missions: the Mr. Whoopee appears in I Scream, You Scream, the Patriot is the prerequisite for Patriot Playground, and the Securicar only becomes available after Donald Love's Decoy. Each delivery pays $1,000 and the finished list $200,000.
The emergency vehicles guide closes the ladder, because four of its seven vehicles come only with a wanted level or from Phil Cassidy's yard. The Ambulance, Fire Truck and Police Car are the easy three, waiting at the hospitals, fire stations and police stations. The Enforcer is inside the Staunton Island police station and comes with a four-star wanted level. The FBI Car arrives at six stars and has to be stolen from the agents driving it. The Barracks OL is at Phil Cassidy's Army Surplus once Staunton opens, or at six stars. The Rhino is at Phil's too, during Arms Shortage, or at six stars from the army. Emergency exports are handed to the crane rather than a garage: park on the yellow stripes and the magnet lifts the vehicle onto the ship. The page notes there is no list shown while you export them, so keep your own.
Which Rung To Start On
Take the ladder from the bottom on a fresh save. The packages and eighteen of the rampages need nothing you do not already have, the jumps need any quick car, and most of the sixteen civilian exports can be picked off as you notice the cars in traffic. Leave the emergency list until you are ready to hold a six-star wanted level, or until Phil's yard is open, because three of its vehicles cannot be had any other way. The GTA 3 hub takes the same pages from the other end and orders everything by how many stars each job needs, including the vigilante missions and the codes that set the wanted level directly.