San Andreas is a state rather than a city, and almost everything we have written about it belongs to one part of that state. The tags are a Los Santos job, the snapshots a San Fierro one, the horseshoes a Las Venturas one; the priced safehouses go on sale region by region behind five story missions; the export crane sits in one dock; the freight train runs between the cities. So this guide is arranged in the order our safehouses page walks its thirty-seven properties: Los Santos first, then the counties between the cities, then San Fierro, the desert and finally Las Venturas. For each stop it says what our pages put there and what that pays, with the two things that follow Carl everywhere, cheat codes and a girlfriend, kept for the end.
| Where you are | What our pages cover there | What it pays | What its houses cost |
|---|---|---|---|
| Los Santos | 100 tags, the Ganton boxing gym, eight safehouses, two freight stations | Free weapons at Carl's place and better-armed homies | $190,000 for the six on sale |
| Red County, Flint County, Whetstone | Five houses on sale, one of them a farmhouse with vehicles, and two free hideouts | Nothing in cash; save points on the road | $205,000 |
| San Fierro | 50 snapshots, the Doherty Garage, the export crane, the Cobra gym, six properties | $105,000 from the photos, up to $1,444,000 from exports | $250,000 |
| Tierra Robada and Bone County | Toreno's ranch, the airstrip, and the Freight Train Challenge that Yay Ka-Boom-Boom unlocks, though its five stations run from Los Santos to Las Venturas | $50,000 and free train rides | $150,000 |
| Las Venturas | 50 horseshoes, the Four Dragons, nine properties, two freight stations | $100,000 and 1000 Luck | $164,000 |
Los Santos: the walls, the gym and the first houses
The first thing Los Santos asks of Carl is a spray can. Sweet supplies it during Tagging Up Turf, six tags in Idlewood and East Los Santos, and once the mission ends the can waits at the safehouse for the other ninety-four. Our tags locations page walks the city by district, and the payoff is a wall of weapons at Carl's place plus a Grove Street family that swaps its knives and pistols for Desert Eagles and MP5s. How the three collectible sets compare, and which one actually pays in cash, is the subject of our collectibles guide.
Los Santos is also where the property market opens first. Six houses are on sale here with no mission attached, four of them at $10,000, a beach house at Santa Maria Beach at $30,000 and the Mulholland house at $120,000, and they sit alongside the free Johnson House in Ganton, which comes with a medium garage. An eighth, Madd Dogg's crib in Mulholland, arrives free after A Home in the Hills with a Sparrow parked on its roof. The Ganton Gym is where our fighting styles page sends you to box, once 35% muscle has been earned on the machines, and Unity Station in El Corona and Market Station in Market are the two Los Santos stops on the freight line. Several export cars spawn in the city as well: the Infernus in Richman, the Sentinel behind the offices at the Vinewood movie studio and the Stretch in Vinewood and Richman among them.
The counties after the Green Sabre
The Green Sabre is the mission that puts the countryside on the market. Five houses become available at once, from a $10,000 apartment in Blueberry to the $100,000 Flint County farmhouse, which has no garage but does have a Tractor, a Sanchez and, for good measure, a Walton on the grounds, and a free cabin at Angel Pine in Whetstone opens as a save point at the same time. Catalina's hideout in Fern Ridge is the other free bed out here, unlocked by King in Exile. The full price list, with garage sizes and the mission behind each region, is on our safehouses page, and our mechanics guide sets the houses beside the cheat codes and the gyms according to what Carl needs before each of them works.
The counties are also unusually good export territory. Our wanted cars guide puts a Buffalo at Catalina's hideout, a Rancher at Blueberry Acres, a Tanker at RS Haul in Flint County, and three more around Mount Chiliad: a Camper on the mountain, a Journey at the peak and a Mesa at the Chiliad Challenge finish line at its base.
San Fierro: the garage, the camera and the crane
Are You Going to San Fierro? hands over the Doherty Garage for free, with a large garage attached, and puts five more properties and a hotel suite on sale, from $20,000 places in Chinatown and Doherty to the $100,000 Calton Heights house and the $50,000 Vank Hoff in the Park suite in Queens. The Doherty Garage matters twice over, because it is also where the snapshot rewards appear. Our snapshots locations page covers fifty photo opportunities in and around the city, from the crane beside that garage to the dome of City Hall and the submarine in the docks, each worth $100 on the spot, with $100,000 and four weapon spawns at the garage for the complete set and a place on the 100% checklist.
The city's other business is the crane at Easter Basin. After Customs Fast Track for Cesar Vialpando, thirty wanted vehicles can be driven onto its marker in three lists of ten, and the page prices each one: the Cheetah and the Super GT top the table at $105,000, the Infernus follows at $95,000, and three of them, the Sanchez, the FCR-900 and the Freeway, bring up the rear at $10,000. Clearing a list pays a bonus of its own, $50,000, then $100,000, then $200,000, so the whole programme is worth up to $1,444,000 if every car arrives in perfect condition. San Fierro is also where our pages place the Cobra Martial Arts Gym, the Kung-Fu school, and Cranberry Station in Doherty is the freight line's one San Fierro stop.
The desert after Yay Ka-Boom-Boom
Yay Ka-Boom-Boom opens two things. The first is property: Mike Toreno's ranch in Tierra Robada for nothing, a $20,000 house each in El Quebrados and Tierra Robada, and Fort Carson in Bone County at $30,000 with a medium garage. The Verdant Meadows mission then adds the one story safehouse on our page that carries a price, the abandoned airstrip with its hangar at $80,000. The second is the Freight Train Challenge, which becomes available after the same mission. It is two laps of five stations on the Brown Streak line, with $150 for each of the first four stations reached with twenty seconds in hand on the first lap and $300 for the same on the second, and $50,000 plus free train rides at the end. The trick our page gives is a steady 45 between stations, since anything faster derails the train.
Las Venturas: the horseshoes and the casino suites
Learning to Fly is the gate for Las Venturas, the last stop on our safehouses page. The Four Dragons Casino on the Strip becomes a free safehouse, five houses go on sale between $10,000 in Creek and $50,000 in Prickle Pine, and four hotel suites, at the Old Venturas Strip, the Pirates in Men's Pants, the Camel's Toe and the Clown's Pocket, cost $6,000 apiece, the cheapest beds on the whole list. The city's collectible is the horseshoe. Our horseshoe locations page lists fifty, starting with the one beneath the Welcome to Las Venturas board; each one adds 20 to a Luck stat that begins at nothing; the fiftieth takes it to 1000 and pays $100,000. Thirteen of them sit under eight headings named for the Four Dragons, Come-A-Lot, the Camel's Toe, the Royal Casino, the Pirates in Men's Pants, the Clown's Pocket, the Starfish and the Visage, on rooftops, castle tops and a pyramid among other perches, and another is up on the big casino sign along the Old Venturas Strip, which is why the page keeps mentioning a jetpack. Yellow Bell Station in Prickle Pine and Linden Station outside the city are the freight line's two Las Venturas stations, and the export list's two $105,000 cars both spawn here, the Cheetah near the Prickle Pine safehouse and on the Strip and the Super GT beside the Auto Bahn store at the Royal Casino.
Anywhere on the map
Several of our pages are not tied to a city at all. The mission list is the spine everything else hangs off, sorted by who hands Carl the work rather than by chapter, and our characters page introduces those people by the jobs they give him. All six of Carl's girlfriends, including the four the story never mentions, are on our girlfriends page, and the PC modding route, from SilentPatch to the graphics packs, is on our best mods guide. Then there is our cheats page, seventy PC codes for the Definitive Edition typed straight into play with no menu, now with the PlayStation and Xbox button combinations beside them and the one way to enter cheats on mobile, covering weapons, vehicles, weather, traffic, the wanted level and Carl's own stats. Read the warnings on it before you type one: achievements and trophies switch off, a few codes have mixed reports about working in the Trilogy at all, and stacking them quickly can damage a save. The second is our Millie Perkins guide. Millie is one of six women Carl can date and the only one whose progress counts toward 100%; she is met during Key to her Heart, and dating her to 35% earns a keycard for a heist. The page explains the dating system as a whole first, the three date types, the gifts, the kisses and the invitations in for coffee, then the shortcut, which is a special date in a gimp suit worth a 10% jump. Once the keycard is yours the page gives you a choice, and warns that if she stays in the picture she wants a share of the heist.
The 100% ledger, as far as our pages take it
Four of our pages state outright that their subject is required for 100% completion: the safehouses, in a sentence the page attaches to the eight the story hands over, the fifty snapshots, the Freight Train Challenge, and Millie's relationship. The tags, the horseshoes and the export list are described by their own rewards only, so treat those three as paying in weapons, Luck and cash rather than in completion percentage. Read as a budget, the cities go some way to funding themselves: the snapshot money covers the Calton Heights house, the dearest in San Fierro, with $5,000 to spare, the horseshoes cover more than half of the Las Venturas property bill, and the export crane, at up to $1,444,000, would buy every house on the safehouses page with money left over. The one thing no page of ours will do is walk you through the story missions themselves; what we have is the map between them, city by city.

