Locations

Seventy-one icons on the Vice City map ask you to do something on the spot before they count. Thirty-five of them are rampages, and the whole set is worth one percent of the completion total. Thirty-six are unique jumps, and finishing them unlocks the Daredevil trophy along with a cash ladder. This guide sorts both sets by what each icon actually demands rather than by map position, because that is the number that decides whether you can clear one right now or should come back armed.

Rampages: 35 Quotas On A Two-Minute Clock

Our rampage locations guide walks all 35, each marked by a pink circle with a white skull. Every one gives you two minutes. What changes is the target: 31 of them want a body count with a named weapon, and 4 want vehicles wrecked. Counting the quotas across the page gives a ladder with a clear middle. Ten kills is the floor and forty is the ceiling, but 17 of the 31 gang rampages sit at either 25 or 30, so the typical rampage is a mid-length firefight.

Quota in two minutesHow manyWeapons namedWhere the page files them
10 vehicles1Rocket LauncherOcean Beach (#1, the Stilt Houses, reached by boat or helicopter)
10 gang members3Katana x2, .308 SniperOcean Beach #5, Vice Point #11, Little Haiti #27
15 vehicles3Rocket Launcher x3The Spilling the Beans ship (#32), Terminal A roof (#34), east of Fort Baxter (#35)
20 gang members4Chainsaw x2, Sniper Rifle, RugerOcean Beach #6, Vice Point #13, Little Haiti #28 and #29
25 gang members8Python x2, Shotgun x2, .308 Sniper, M4, MP5, SPAS 12Ocean Beach #4, #7, #8; Vice Point #9, #14, #20; Little Haiti #26, #33
30 gang members9Molotov Cocktails, run them over, SPAS 12, Rocket Launcher, Uz-I, Minigun, Flamethrower, M60, Tec9Ocean Beach #2, #3; Vice Point #10, #16, #17, #19, #21, #23; Little Haiti #25
35 gang members6Uz-I x2, M4, SPAS 12, Grenades, run them overVice Point #12, #15, #22; Little Haiti #24, #30, #31
40 gang members1Molotov CocktailsVice Point #18, the staircase between the VCN and Roxor buildings

A few patterns fall out of that table. Both Katana rampages sit on the ten-kill floor, with one sniper run at the Standing Vice Point diving board for company. All three Uz-I rampages are drive-bys, and two of them sit at 35, the highest quota below the Molotov forty. The Rocket Launcher is named five times, and four of those are the vehicle rampages, and the page's answer to running short of targets is to carry a two-star wanted level into them so police cars keep arriving to be blown up. Only three rampages name the gang you are fighting: the M60 run at the Moist Palms Hotel is against the bikers, the Tec9 at the Print Works is against the Haitians, and the shotgun on the basketball court is against the Cubans.

By district, the page groups eight rampages under Ocean Beach, fifteen under Vice Point and twelve under Little Haiti, though the last three of the Little Haiti group are really out at Escobar International Airport and Fort Baxter. Two other preparation notes from the page are worth taking: if a heavy weapon stops you sprinting, jumping is quicker than running, and the Vigilante and Pizza Boy side jobs push your health and armour to 150 each before you start any of this. Several of the weapons the rampages name also drop at your safehouse as hidden-package rewards, which our cheats, safehouses and money guide lays out.

Unique Jumps: 36 Ramps And A Rising Payout

The unique jump locations guide covers all 36 in the Definitive Edition. The demand here is different in kind: no clock and no weapon, just a vehicle with enough speed and the right object to leave the ground from. The page describes each launch point, and reading them together shows how few real ramps the city has. A large share of the set launches from stairs, woodpiles, a construction girder, an advertising sign or the aircraft access stairs left around the airport rather than from anything built as a ramp.

DistrictJumpsWhat you launch from
Ocean Beach#1 to #8A wooden ramp off Ocean Bay Marina pier 1 (the second jump chains off the first), stairs north of the Pay n Spray with a concrete ramp waiting where you land, the corner ramp on the Washington Avenue Parking Plaza roof, a woodpile behind the Ocean View Hotel, and the Washington Mall parking roof, where an arrow ramp leads into wooden stairs and an AC vent
Washington Beach#9 to #14Stairs behind the southern Colon Hotel, a woodpile behind the southern Moonlite Hotel, wooden stairs beside the Deacon Hotel and a second set in the same alley, a black ramp on the road from the Malibu Club to the police station, and a ramp behind the station by the water
Vice Point#15 to #18Jump 14 run backwards through a broken fence, a ramp by the bridge on the Malibu to police station road, the girder on top of the Avery Construction site, and a concrete structure south of the Malibu Club
Prawn Island#19The rooftop facing the last door of the Film Studio, reached by small ramps by the water
Downtown#20 to #23Concrete stairs north of the Fire Station, then three jumps that are completed inside the G-Spotlight mission
Little Haiti#24 to #26Paired wooden ramps behind Kaufman Cabs, a ramp southeast of Auntie Poulet's house, and a wooden ramp between the houses just south of it
Little Havana#27A run of ramps starting behind the tattoo parlour and Little Havana Streetwear
Starfish Island#28The entrance stairs of a brown house on the north side, reached through the gardens and gates
Escobar International Airport#29 to #36The Vice Surf advertising sign, aircraft access stairs by the Transport Police building and three more sets parked by the planes, the steep ramp at the northeast end of the runway, the yellow runway marker beside the red radar dish, and the access stairs on the far side of the radar

Two districts hold almost half the set between them. Ocean Beach and the airport have eight jumps each, and the airport's eight are the densest cluster on the map because aircraft access stairs serve as the ramp for five of them. Four pairs are chained, so landing the first lines you up for the second (jumps 1 and 2, 3 and 4, 7 and 8, 9 and 10), and jump 15 is simply jump 14 driven in the opposite direction. The three Downtown jumps inside G-Spotlight are the only ones tied to a story mission, so they clear themselves while you play it.

The payout is the other thing the page settles. Each jump pays $100 more than the one before it, so the first is worth $100 and the second $200, and the final jump pays $10,000 outright. If the ladder runs exactly as the page describes, the 35 ordinary jumps add up to $63,000 and the whole set to $73,000, which is more than the seven priced safehouses cost together. The order you take them in does not matter to the ladder, only how many you have already landed.

Which To Clear First

Read both tables as a single list of what you need to bring. A rampage wants a specific weapon and a full two minutes of ammunition for it; the vehicle rampages also want traffic, which the two-star trick supplies. A unique jump wants a fast car and a clean approach, and the page never asks for anything more. That makes the jumps the better warm-up for a fresh save, and the airport a natural first stop, since its eight ramps sit within a few hundred metres of each other and rampages 33 to 35 are on the same ground. The one icon neither list lets you drive to is rampage 1 at the Stilt Houses, which needs a boat or a helicopter; the Vercetti Estate helipad our safehouses guide describes is one place to find one. Everything else our pages cover, from the codes to the Rhino, is gathered on the GTA Vice City hub.