******************************************* * Saints Row: The Third * * Xbox 360 * * Version 1.00 - Complete * * Walkthrough * * Revision 1 * * By Daniel "DG-le-Ste" Stephen * * Twitter: @ DGleSte * * Copyright (C) 2012-2013 * * Email - danielstephen62[at]gmail.com * ******************************************* The [at] replaces the “@” symbol. This is used by many guidewriters to discourage spambots. This guide also contains an Achievement Guide for the Xbox 360 version. This is why it is labeled as Xbox 360, and not PS3 or PC. Any of the missions and Activities, for example, can be applied to all versions. Some of the themes are Xbox 360 related, but it should be plainly obvious to you where they are. Otherwise, enjoy. Covering DLCs in this guide may be a possibility. This is not certain, though, so I advise not to hold your breath. I'm now on Twitter. Follow me for any updates, and feel free to tweet for info if you need it. I'm sure I can set aside time to answer any questions. ****************************************************************************** “Saints Row: The Third” is a video game produced by Volition Inc. and licensed by THQ. All rights reserved. And on that note: gracias. Any other sources of information, either during or after development and completion of this guide, are acknowledged. This guide was constructed with a very detailed playthru of the game; therefore much of this guide’s content is that of mine, the guidewriter. Any content that is not mine will be highlighted, and I will credit the author in my guide. Note that this guide does contain major spoilers. I suggest searching for another guide if you want to keep your future rewards to yourself. Otherwise, enjoy this guide. ****************************************************************************** Version Differences: 1.00 – The fully complete version of the guide ****************************************************************************** As of October 2013, I have only given permission to the following gaming websites to host this guide: >> GameFAQs You may ask my permission via email for posting of my, or parts of my guide. However, I will not allow you to post the whole guide, or the majority of it, unless I can trust you with it. If I allow you to post one of my guides, it must be left UNALTERED, and a credit to my name. Do not copy my guide without my permission, unless for personal use. Copyright infringement is something I won’t take lightly, and I will do everything in my power to have plagiarism removed. This guide takes advantage of the "Quick-Find" feature used on many servers. By pressing "Ctrl-F" (PC) or "Clover-F" (Mac), you are able to quickly find what you are looking for in my guide. There are codes at the beginning of titles to help you quickly go through the guide – for example, "8G" or "14C". This will save minutes of scrolling back and forth to find what you are looking for. ****************************************************************************** Feel free to email me for any of these following reasons: >> Stories and anecdotes, if they are relevant, and especially if they are strange and/or funny. >> Any strategies of your own. It would be great for you to share them, and you receive full credit for it. Please make these strategies simple, and send it to me clearly, for the benefit of my readers. >> Any mistakes, whether it be grammatical or regarding information in the guide. There will be a few here and there, so if you spot one, it would be great for you to help me keep this guide clean, flowing and free of mistakes. >> Any “congratz” you have for me. I greatly appreciate it if you are a fan of my guides. It’s what I do, and knowing people enjoy reading my guides gives me all the more reason to continue writing them. Any posts from other gamers that I put into my guide are “as is” - in other words, I am simply copying and pasting the email. They may feature grammatical errors or misspellings, and I will only clear up the major cases of this. Please do not send emails telling me of these errors. If your suggestion is not featured, I have not updated the guide yet. I make monthly revisions of all my guides at the end of each month, clearing up errors and adding extra information. If it still isn’t featured, send a calm email to remind me! Also, do not spam me, flame me or troll me in your emails. You’ll simply receive a blocking if you do so, and that will be the end of the matter. ****************************************************************************** Table of Contents: 1. About The Writer 2. "Saints Row: The Third" 3. Your Protagonist 4. The Basics 4A. The Pause Menu 4B. The Heads-Up Display (HUD) 4C. Smoked & Busted 4D. Cribs 4E. Co-Op Mode 4F. Whored Mode 4G. Selecting Difficulty ----------------------------------------------- 5. The City of Steelport 5A. Stores 5B. Respect 5C. Upgrades 5D. Missions 5E. City Takeover 5F. Hourly City Income 5G. Syndicate/Police Notoriety ----------------------------------------------- 6. In The Beginning... 6A. "When Good Heists Go Bad" 6B. "I'm Free - Free Falling" 6C. "We're Going To Need Guns" ----------------------------------------------- 7. What To Do? 7A. The Syndicate SYN1. Morningstar SYN2. Deckers SYN3. Luchadores 7B. Activities 7C. Prof. Genki Cosplay Killing 7D. The Order of City Takeovers 7E. Assassinations 7F. Vehicle Thefts 7G. Survival 7H. Challenges 7I. Upgrades 7J. Weapon Upgrades 7K. Stunt Jumps 7L. Barnstorming 7M. Collectibles ----------------------------------------------- 8. Act One 8A. Casing Downtown CDT1. "Steelport Here I Am" CDT2. "Party Time" CDT3. "Guardian Angel" CDT4. "Trafficking" CDT5. Activity - "Trafficking" CDT6. "Takeover The City" CDT7. Downtown Gang Operations CDT8. Downtown Collectibles CDT9. "Tank Mayhem" CDT10. Activity - "Tank Mayhem" CDT11. "Professor Genki" CDT12. Activity - "Professor Genki's S.E.R.C." CDT13. Activity - "Heli Assault" CDT14. Activity - "Insurance Fraud" CDT15. "We've Only Just Begun" CDT16. "Pub Crawl" CDT17. "Hit The Powder Room" CDT18. "The Belgian Problem" ----------------------------------------------- 9. Act Two ACT1. "Return To Steelport" 9A. Casing New Colvin CNC1. New Colvin Gang Operations CNC2. New Colvin Collectibles CNC3. "Snatch" CNC4. Activity - "Snatch" CNC5. "Ho Traffic" CNC6. Activity - "Trafficking" CNC7. "Escort" CNC8. Activity - "Escort" CNC9. Activity - "Tank Mayhem" CNC10. "Painting A Picture" CNC11. "High Times" 9B. Casing Carver Island CCI1. Carver Island Gang Operations CCI2. Carver Island Collectibles CCI3. "Insurance Fraud" CCI4. Activity - "Insurance Fraud" CCI5. "Trail Blazing" CCI6. Activity - "Trail Blazing" CCI7. "Eye Of The Tiger" CCI8. Activity - "Tiger Escort" CCI9. Activity - "Mayhem" CCI10. Activity - "Professor Genki's S.E.R.C." CCI11. "Face Your Fear" CCI12. "There Is No Try" 9C. Casing Stanfield CSF1. Stanfield Gang Operations CSF2. Stanfield Collectibles CSF3. "Cyber Blazing" CSF4. Activity - "Cyber Blazing" CSF5. "Mayhem" CSF6. Activity - "Mayhem" CSF7. "Guardian Angel" CSF8. "Heli Assault" CSF9. Activity - "Heli Assault" CSF10. Activity - "Snatch" CSF11. "Phone Phreak" CSF12. "The Morning After" 9D. The Main Story TMS1. "Trojan Whores" TMS2. "Pimps Up, Hos Down" TMS3. Stronghold - Safeword TMS4. "The Ho Boat" TMS5. "Gang Bang" TMS6. "Convoy Decoy" TMS7. "Nyte Blayde's Return" TMS8. "STAG Party" TMS9. "Live! With Killbane" TMS10. "Learning Computer" TMS11. "Stop All The Downloading" TMS12. Stronghold - Burns Hill Nuke Plant TMS13. "http://deckers.die" TMS14. "Stilwater Blues" TMS15. "My Name Is Cyrus Temple" ----------------------------------------------- 10. Act Three 10A. "Air Steelport" 10B. "A Remote Chance" 10C. "Zombie Attack" 10D. "3 Count Beat Down" 10E. Stronghold - Three Count Casino 10F. "Murderbrawl XXXI" 10G. The Alternate Endings AEN1. "Three Way" AEN2. Killing Killbane AEN3. "STAG Film" AEN4. "Three Way" AEN5. Saving Shaundi & Viola AEN6. "Gangstas In Space" ----------------------------------------------- 11. Achievements 12. 100% Completion Checklist 13. Credits 14. Goodbye! ****************************************************************************** 1. About the Writer My name is Daniel Graeme (or Graham) Stephen, otherwise known on GameFAQs as DG-le-Ste. I am only 18 years old, but I have a number of years of GTA gaming under my belt. Say what you want to say, but there are millions of kids that aren’t even 13 playing “Grand Theft Auto” games. This is what I think is a simple fact, but I‘ll leave the arguments to you. This is a guide, not a debate. Anyhoo, I come from the northeast of England, but with strong Scottish roots. I was originally born in Aberdeen, in the northeast of Scotland, until my family moved to the northeastern English town of Middlesbrough when I was very young. Most of my lifelong friends are gamers, and that includes me, and so we are a strong group when it comes to opposable thumbs. You could say GTA is my specialty. I grew up going on mad rampages on the comfort of my games console whilst playing as Carl Johnson or Claude Speed. Because of my childhood memories mostly being of this game series, it has inspired me to write these guides. I have studied subjects such as Law and Politics to a high level, which does require very good reading and writing skills. I have honed these skills into my guides. I started writing these guides in the summer of 2012, during the very start of my gap year before I went to university. This gave me a lot of spare time, and thus many of my guides have come to be. I would go into my private life, but this is unnecessary. So, instead of that, we’ll get under way. If you need another GTA guide, or any other guide, here is a list of what I have written: >> "Grand Theft Auto: III" Walkthrough >> "Grand Theft Auto: Liberty City Stories" Walkthrough >> "Grand Theft Auto: Vice City Stories" Walkthrough >> "Red Dead Redemption" Walkthrough >> "Red Dead Redemption: Game Of The Year Edition" Walkthrough >> "Red Dead Redemption: Undead Nightmare" Walkthrough >> "Saints Row" Walkthrough >> "Saints Row 2" Walkthrough >> "Saints Row 2" Multiplayer Badges Walkthrough ****************************************************************************** 2. "Saints Row: The Third" "Saints Row" had become a series overshadowed because of the "Grand Theft Auto" series, which inspired its creators to make such a game. "Saints Row" wasn't as acclaimed as "Grand Theft Auto: San Andreas" was, and "Saints Row 2" was under the shadow of "Grand Theft Auto: IV". In 2011, with Rockstar Games taking a break to develop their next game, Volition made their next move, with "Saints Row: The Third". Rumors circled around about what the game was meant to be like, supposed to be a massive change from the previous two games. And it was - a new city, a new game engine, new guns, updates to vehicles with more added, and new enemies to conquer. "SR:TT" is a polar opposite to its predecessors, but the heartbeat of the series still remains. It's a completely non-serious game, and you can have hours of fun playing it. The main character is not given a name, but for the purposes of this guide, they have been named "The Boss". Anyway, let's get onto the bread and butter of the game. ****************************************************************************** 3. Your Protagonist Your Protagonist can now be made female, and you have a choice of six voices. When you begin your game, you have the option to customize your Protagonist. This includes race, hair, hair color, facial hair and color, eye color, and the finer details that you can edit, such as the shape of your jaw or the size of your nose. Customization isn't an option until you complete the mission "When Good Heists Go Bad". If you are unhappy with the outcome, you can invest $500 in-game at a Plastic Surgeon if you want to change it if you wish. The character you created on THQ.com leading up to the release of the game can also be selected. ****************************************************************************** 4. The Basics We can now learn how to actually play the game. As the Control Scheme is now set and cannot be changed, it will not be covered. ------------------------------------------------------------------------------ 4A. The Pause Menu ******************* Your Pause Menu includes a number of things you need, including... Info - See the outline of the missions you've completed, the list for the Chop Shop and Hitman Activities, stats, unlockable rewards you've earned, and so on. Help - If you need some, it's all covered in this section. Save/Load - Save your game to keep on going, or load if you want to. Options - Fine tune your display, audio, or quit the game if you want to. You can also change game difficulty if you want or need to. Your map is accessed by the Select button in lieu to it being part of the Pause Menu. It does make things a little easier, plus it'll work the same way as from "Saints Row", and the graphics have been overhauled and show the city in better detail. And that's all you need to know. ------------------------------------------------------------------------------ 4B. The Heads-Up Display (HUD) ******************************* On the screen whilst you actually roam around, you will have a number of icons that hold information you may need to know. In the top-right corner is a measure of your Respect. As Respect has changed, you will be able to see your Level, and how far away you are from your next Respect Level. In the bottom right, when you have it up, is your inventory. This shows your weapons and an indicator of how much ammunition you have for them. Your weapon and its ammunition, plus your Health and Stamina, are displayed here. In the bottom left is your radar, showing you where to go. Above it is your Gang Notoriety meter, and below it is your Cop Notoriety meter. They are explained a little later in the guide. In the top left, when you're on a mission or Activity, is your current objective. It is a bold reminder of what you're meant to do. ------------------------------------------------------------------------------ 4C. Smoked & Busted ******************** You're not invincible to a gang member who hates you or a cop chasing after you when you've broke the law. You will get a notice where you run out of health and die, telling you that you have been Smoked. The screen fades to black and you respawn at the nearest hospital. The same happens when a cop takes you down and you are Busted, except you are respawned at the nearest police precinct. On each occasion, any mission you were on will be failed and you are billed a percentage of your current bank balance. You'll be glad to know that you will NOT lose your weapons to this. ------------------------------------------------------------------------------ 4D. Your Crib ************** You are able to purchase Cribs, or complete missions to unlock them, allowing you to do a number of things. You have different light-cones to do it: Wardrobe - Change into a different set of clothes if you have bought or unlocked any. Cache - See what weapons you have to use. Any guns available in the cache are restockable, so any unique ones you would like to keep using are able to be refilled and used again at no cost to you. Garage - The Garage outside will let you use any cars you put into it or unlocked. Drive a car into it and then leave to put it in your Garage to use later. Gang Customization - Choose the look, personality and the style of your gang, as well as the gang vehicles. This interface can only be accessed at Strongholds or the Saints HQ. Crib Customization - Available to Strongholds only. This allows you to increase the size of the Stronghold, giving you valuable bonuses. They do come at a price. ------------------------------------------------------------------------------ 4E. Co-Op Mode *************** Through Xbox Live, you and a friend can link up and play through the storyline as two players. Of course, you may want to do this alone, but it breaks away from going through the storyline on your own. If you and your friend are taken by this option, knock yourself out. It certainly makes missions easier. ------------------------------------------------------------------------------ 4F. Whored Mode **************** A new game mode is known as Whored Mode, accessible from the main menu. You can play this by yourself, or through co-op with a friend. You have to complete waves of objectives - from killing miniature gang members to fighting off homicidal hookers. Think whacky, and then multiple it by at least 100. You must try and see how far you can get through the challenges that come your way. It's all in the name of fun. No rewards. ------------------------------------------------------------------------------ 4G. Selecting Difficulty ************************* When you start your game, you have a choice of your difficulty. They are as follows: >> Casual - For the rank amateur. >> Normal - For the regular gamer. >> Hardcore - For the professional who knows nothing better than getting through tough missions and diversions. This guide will be approached as if you were on Hardcore Mode - so you will get the best guide, plus it was the difficulty I chose to play on. ****************************************************************************** 5. The City of Steelport Steelport is much like Stilwater - a nice city at first glance, but problems surrounding it are evident. Strangely enough, the influence of The Syndicate is heavy - for example, the neighborhoods of Loren Square and Port Pryor, named after Syndicate leaders. There are four main boroughs, with Sierra Point (a National Guard base) and Magarac Island, home to the "working man" monument of Joe Steel, who has the honor of having the city named after him. From the order of the storyline, you'll be going from Downtown to New Colvin, Carver Island and Stanfield. Each district provides a chapter for each gang. You start off with Morningstar in Downtown, and then the storyline will divide between the Morningstar in New Colvin, the Luchadores in Carver Island, and the Deckers in Stanfield. ------------------------------------------------------------------------------ 5A. Stores *********** There are several types of stores that you can purchase items and goods from, and also buy to gain more control of the city and increase your Hourly City Income. >> Friendly Fire Weapons Store -- You can purchase weapons, buy ammunition for them, and upgrade them. Upgrading weapons is a new addition, and will make completing combat- central missions and objectives simpler. >> Image As Designed -- The Plastic Surgeon. You can go back to Character Customization, for a price of course, if you want to change the race or gender, or make tweaks to your character. >> Leather & Lace Clothes Store -- This is the local store for kink, and those nights out at Safeword. >> Let's Pretend Clothes Store -- This clothing store sells outfits, from mascot duds to spandex wrestling outfits. >> Nobody Loves Me Clothes Store -- The store for the dark teen or reject adult. >> Planet Saints Clothes Store -- A chain part of the Saints' empire, Planet Saints sells the most recent and most trendy clothes. "Dress like a Saint". >> Rim Jobs -- A chain of auto garages. You can repair and modify your vehicle here. >> Rusty's Needle Tattoo Parlor -- Get inked up. You can get sleeves, leg and body tattoos. ------------------------------------------------------------------------------ 5B. Respect ************ The Respect system has been completely overhauled. What used to be a token system that was required to play missions is now nothing like it was before. Respect is now a rank system. Whilst Respect rewards are now more slack, you require less Respect points to level up. You begin at Level 1, and the maximum Level is capped at 50. As you advance levels, you have the opportunity to purchase Upgrades. Upgrades are explained later in this chapter. Complete missions, Activities and other Diversions to earn it. If you're good for the money, all you need is the sufficient Respect Level. A Diversion has a cap on the Respect you earn for it. Once you pass the limit, you will be rewarded cash in place of it. ------------------------------------------------------------------------------ 5C. Upgrades ************* As you advance Respect levels, you have the opportunity to buy Upgrades. These take the form of bonus rewards in the previous two games, but now you must purchase them from an option in your Cellphone. They are divided into 10 groups: Abilities, Health, Damage Reduction, Combat Perks, Vehicle Perks, Gang Abilities, Gang Customization, Strongholds, Bonuses, and Activities. They are grouped for organization and some ease of access. ------------------------------------------------------------------------------ 5D. Missions ************* The beating heart of the game; missions let you into the storyline of "Saints Row: The Third". But there have been some changes. You no longer have to "pay" Respect to attempt a mission. You can simply begin one instead, regardless of how much Respect you have. Missions no longer have a set location to activate it. To begin a mission, you must go into Missions in your Cellphone and select which one you want to play. A phone call will either explain or set out the mission. With the Strongholds concept scrapped, Missions are now your only focus. ------------------------------------------------------------------------------ 5E. City Takeover ****************** Another change to the canon of Saints Row is the City Takeover aspect. Territories are now done away. Instead, you need to take over the city portion by portion. There are several methods that you need to get through to case Steelport: >> Complete Activities. >> Purchase Cribs. >> Destroy Gang Operations. >> Purchase Stores. >> Purchase Properties. The more of the city you own, the more Daily City Income you can collect each day. You need to case Downtown, New Colvin, Carver Island and Stanfield separately. When you have cased each one down, you get will get a call from the person you were helping in doing so - Pierce for Downtown, Zimos for New Colvin, Angel for Carver Island, and Kinzie for Stanfield. They are just phone calls that give you a little bonus, and not much else. You want to case down the city straight away if you want a regular stream of cash. ------------------------------------------------------------------------------ 5F. Hourly City Income *********************** As mentioned in the previous chapter, you need to case down Steelport to begin getting a steady income stream. As you gain more control of the city, the more Hourly City Income gets paid out. In a world where money is now tight, high Hourly City Income will get you by. It is indicated in the Map Interface. When you have a payout, the Cash option will have a notification. Click on it to have the money wired straight to your account. There is no in-game clock, so no measure of how long an hour in Steelport actually lasts. You can guess roughly, or just keep on playing, keeping an eye for a "1" to pop up. The Daily City Income will soon become your main source of money. Keep going with the City Takeover dynamic and you'll be earning a lot of cash over the space of a few in-game days. ------------------------------------------------------------------------------ 5G. Syndicate/Police Notoriety ******************************* Of course, your capers may attract the attention of any Syndicate gangster or the authorities. Your Notoriety is graded in Levels - the higher it is, the more resistance you have from these enemies. Any gangster or cop, soldier or STAG agent is symbolized as a red dot on your radar. The meter towards the next level of Notoriety is no longer used - the symbol will flash when you are about to drop down a level. Not attacking gangsters/cops will reduce your Notoriety. To lose it completely you must avoid being close to them, or enter a store or property you own. STAG will become a game-changer when they are introduced after the mission "Gang Bang". At Notoriety Levels 4 and 5, they will replace the National Guard that would normally pursue you at that point. You will also see STAG agents commonly roaming the streets. Also, the Syndicate gang pursuing you depends on which one you have agitated. Piss off the Morningstar, they will pursue you. Same goes for the Luchadores and the Deckers. >> Level 1 ----------- Syndicate: Any gangster that sees you will pursue you. Police: Any police officer or STAG agent that sees you will pursue you. >> Level 2 ----------- Syndicate: A pair of gangsters will spawn to come after you. They will spawn steadily. Police: A patrol car will pursue you. They will spawn steadily. >> Level 3 ----------- Syndicate: The Specialists come out to play. Gangsters spawn at a faster speed and at the rate of three per vehicle. Police: Police now set up roadblocks. Specialists will come out to hunt you down. >> Level 4 ----------- Syndicate: Gangsters spawn at the rate of four and at a fast speed. A Brute will be driven out on occasion. Police: The National Guard will come after you with a Bulldog with a mounted machine gun. STAG will replace them with an N-Forcer with a mounted laser gun. >> Level 5 ----------- Syndicate: Brutes are shipped out faster. Morningstar Specialist choppers are replaced with Tornado attack choppers. Police: National Guard will send out tanks. STAG will send out their own tank to deal with you. Their Commandos may make more of an appearance. ****************************************************************************** 6. In The Beginning... The beginning of "The Third" is triple-barrelled - three consecutive missions. ------------------------------------------------------------------------------ 6A. "When Good Heists Go Bad" ****************************** A Star Wars title animation tells of the Saints' journey after claiming Steelport. Coupling with Ultor, they have become national outlaws and massive culture icons. The Stilwater 1st National Bank. In an elevator, we meet with Johnny Gat and Shaundi, who both look different. With actor Josh Birk, the man taking a lead role in a Saints' movie, in tow, The Boss puts in an appearance. Donning Johnny Gat bobblehead masks, the group begin a bank heist. Apart from Birk being too enthusiastic, everything's going well. That is, until the bank tellers fight back. You have a K8 Krukov with infinite ammunition and a 120-round clip. This is the ideal weapon to begin fighting your way to the vault. Kill the tellers, and anyone else in your way as you head to the vault. The vault has a complex lock, so the only way to get what's inside is to blow a hole at the top of it. Clear out the atrium below, or just head straight up to plant the explosives. With that done, Birk goes ahead to do something very idiotic - setting off the silent alarm. Now The Boss, Shaundi and Gat must fend off the authorities. Avoid the flashbangs, dispatch of the riot shield agents, and then clear out the rest of the SWAT agents. After laying some damage into an attack chopper, the Saints' sky-crane arrives. Gat and Shaundi are fighting off the SWAT teams, whilst The Boss hooks up the vault and sticks with it as it is lifted out of the building. You will be fighting off the attack chopper and the teams on the roof. After you have reduced it to around 20% health, it goes down - but brings the sky-crane down with it. The Boss manages to save their own life, getting back into the bank - but is then accosted. The mission finishes at this point. ------------------------------------------------------------------------------ 6B. "I'm Free - Free Falling" ****************************** The opportunity to customize your character presents itself. When you are finished, you go straight into this mission. To their disgust, The Boss, Shaundi and Gat are thrown into jail. They argue about how they've gone from small-time thugs to celebrities. Their chat is interrupted when a group come in to free them - led by a pair of twin sisters. They are tied down to chairs in a cargo plane flying over Steelport. They are then introduced to a new enemy - Belgian criminal mastermind, Philippe Loren. He heads a criminal organization, The Syndicate. The twins, Viola and Kiki DeWynter, are his proteges, and they explain what they want. The Syndicate wants 66% of the Saints-Ultor Media Group, or their lives. Of course, The Boss declines this offer. Before he is executed, Gat breaks free, wounds Philippe, and sets The Boss and Shaundi free. He plans to fly the plane back to Stilwater, disposing of Philippe in the process, whilst the two fight off the rest of Philippe's men. The first couple of enemies are easily dealt with by hand-to-hand combat. The lone gunman in the next room is also easily dealt with. You will then get into the cargo hold, and you'll have to fight your way through it to get to the doors. Enemies will be wielding pistols, so you don't have too much of a challenge here. Shaundi informs Gat that they are about to jump. However, he is cut off mid- sentence by gunfire. The comms cut out. It doesn't look good. And to cap it all off, the two are knocked out of the plane. You will need to catch up to Shaundi, as The Boss has the only parachute between them. You will also have to fight off more enemies as they come down. You will have a Tek-Z10 SMG with infinite ammunition in this instance. Once you have cleared them out, dodge the obstacles as you drop past them. You will have to catch Shaundi, ditch her, shoot out the windows on the plane as it heads towards you, and then you must go through the whole instance again before finishing up. You will have more enemies to deal with, before having to dodge more vehicles and crates. With Shaundi caught, we then see her and The Boss back down on the ground. Philippe orders his chief men to make sure that the Saints are screwed in the new city of Steelport. No money and on the streets of an unfamiliar town, it seems that The Boss and Shaundi have their work cut out. ------------------------------------------------------------------------------ 6C. "We're Going To Need Guns" ******************************* Down on the ground, Philippe contacts The Boss to inform them of Gat's death and how they should know that Steelport is hostile territory. Get to the car, and then set about your next objectives. The Phone is now your main interface. You need to access the map to set your destination to Friendly Fire in Henry Steel Mills. You want to go in, select "upgrade weapons", and then go onto your .45 Shepherd. You'll have $100, and the cost to upgrade it to Level 2 is $100. With that done, you need to get to Sierra Point - a National Guard base, which will have enough guns in its armory to tide the Saints over. Upon entering Sierra Point, you will get Level 3 Police Notoriety. The Boss will spot a bomb as they make their way in, and decides to snag it when they leave. The armory is lightly protected, but the soldiers can harm you. Find their positions, as some are above ground, and take them down. Once you reach the UAV drones, reinforcements arrive. They come thick and fast, and you will need to hold your position as you wait for Pierce and the cavalry to arrive. When he finally arrives, the National Guard will bring out their best weapons. You will need to use the UAV Drone to take out their mounted patrols and the Tanks that they send out. With them cleared out, you'll need to run to the chopper. From here, your destination is Stanfield, some distance north-westward. You need to protect Pierce and the bomb he is carrying from the attack choppers. Using the K8 Krukov makes this a little less difficult, but you'll still need to take them out before they thin the health from Pierce's helicopter. With the bomb delivered, Pierce and The Boss decide to "take care of business" without Shaundi. She is stubborn, though, and she makes it clear that she is staying in Steelport, too. Mission Completed! $4,000 Shaundi's Ex's Apartment as a Crib Weapon - Reaper Drone Upgrade Store Saintsbook - access Assassinations, Vehicle Thefts & Challenges And you can now explore Steelport freely. ****************************************************************************** 7. What To Do? You can begin the next mission whenever you want. However, there are a few things that we can get on with. ------------------------------------------------------------------------------ 7A. The Syndicate ****************** Before we do anything, we will need to grasp who we are contending with. The Syndicate is a collection of three gangs and their bosses. They each have their own agenda, and their own responsibilities - the clean-cut, gentleman- criminals that are the Morningstar, the cyber-punk computer geeks that are the Deckers, and the Luchadores, a chapter of the Lucha Libre wrestling world that have their uses as a criminal organization. They are led by Philippe Loren, who makes sure that there is harmony between his gang and theirs as part of their arrangement. So, the following chapters explain each gang, their members, and their leadership. ------------------------------------------------------------------------------ SYN1. Morningstar ****************** The Morningstar have made their name through trades - high-grade drugs and high-end guns. They dress in red. They are smart and dangerous. They were once led by Philippe Loren, but he has handed the reins over to the DeWynter twins. The girls have followed from his style of leadership. Their Specialists use McManus 2015s when called out to dispatch of their enemies. If you ever draw their attention out on the streets, they will be positioned inside Oppressor helicopters. The Morningstar hold Downtown and New Colvin. They are naturally the most prominent of the gangs. ------------------------------------------------------------------------------ SYN2. Deckers ************** The Deckers are a collection of cyber-punk computer hackers, whose common criminal interest unites them. They dress in neon blue. Some are good fighters and others are cunning with their expertise in the virtual world. They are led by Matt Miller, a younger, British-sounding leader. He may not be feared in the real world, but he is a force to be reckoned with in the virtual realm. Their Specialists are unnaturally fast-moving, and are hard to take down due to this. Some use SMGs, whilst others use Shock Hammers, designed to knock you down and cause damage. The Deckers hold down Stanfield. ------------------------------------------------------------------------------ SYN3. Luchadores ***************** The Luchadores are Lucha Libre wrestlers, sporting green as their color. They are skilled fighters and gunmen - their size gives them their uses, and so they are a fully-fledged gang in their own right. The Luchadores are led by Eddie Pryor, a wrestling champion otherwise known as Killbane. He's cocky, he's arrogant - but he's dangerous. Their Specialists are more difficult to kill off, and will use a Stun-Grenade Launcher to harm you, disorientate you, and hold you back from them. They are annoying when you're caught in their midst. The Luchadores hold down Carver Island, plus the industrious Arapice Island. ------------------------------------------------------------------------------ 7B. Activities *************** Activities have gone hand-in-hand with Missions over the past two "Saints Row" games. However, now that the Respect system has changed, Activities have had their prominence tweaked as well. Activities still reward Respect plus cash, but they play a part in some missions and the City Takeover system. Completing Activities will get you more chunks of Steelport, piece by piece. There are nine Activities in Steelport: -- Escort -- Guardian Angel (two missions, no other variants) -- Heli Assault -- Insurance Fraud -- Professor Genki's Super Ethical Reality Climax (S.E.R.C. for short) -- Snatch -- Tank Mayhem -- Trafficking -- Trail Blazing Apart from Guardian Angel, the Activities have two variants in either of the four main boroughs. There are three grades of difficulty - Easy, Medium and Hard. There are two Easy, two Medium, and two Hard. Many of them begin with a mission - others you must do in your own time. The Easy variant will reward you $2,000; the Medium variant $4,000; and the Hard variant $6,000. Completion of Activities also gives you more control over Steelport, allowing you to earn more cash per hour. Each one also gives you a Respect reward - the harder variants reward more Respect. With some added and a few taken away, Activities are still what they were. Just be aware of the changes that have been made. ------------------------------------------------------------------------------ 7C. Prof. Genki Cosplay Killing ******************************** This is the more random side of the game, but a very profitable one. There are many characters that you'll bump into: animal mascots, the Saints fandom horde, and even a few BDSM-clad citizens. But you may find a mascot dressed as a pink cat in a scientist's suit. This is Professor Genki. He is quite hard to kill, and he packs a punch. However, if you manage to kill him, he drops some money. This drop is very valuable. The further you are in the storyline, the more money is dropped. Having come across him a couple of times early on in the storyline, I estimate his drop to be $100,000 upwards. He is a very rare character, but if you knock into him, take him down. It is certainly worth your while. ------------------------------------------------------------------------------ 7D. The Order Of City Takeovers ******************************** City Takeover takes over from the neighborhood territories, and isn't really heavily integrated into the story. Some of the leg-work required for it will be in your own free time outside of Missions. So, this chapter explains some of the ground rules for it set in this guide. Firstly, some of the chapters are named "Casing...". In this short chapter, I will list the amount of Stores and Properties in the borough, and how much buying all of them will cost. Any Cribs that require purchasing will also be noted, but Crib Purchases are very thin. I will then move onto the missions and Activities surrounding them. As we unlock Activities, I will branch off from the storyline to complete all of their instances in the area concerned. Story missions will be held off so we can case down each district. Although it means making the storyline advance irregularly, it means that we are getting a good stream of Hourly Income to help purchase Upgrades, which can help you in later missions. Each borough has eight Gang Operations. Their locations are noted in their chapters. Also, the Collectibles are covered, just for the purpose of 100% Completion. Collectibles are not required for City Takeovers. "Takeover The City" is the mission that introduces the City Takeover aspect to you. I am just laying it down for how it will be covered in this guide. ------------------------------------------------------------------------------ 7E. Assassinations ******************* Replacing the Hitman Activity, Assassinations allow you to kill people with a price on their head for money and Respect. They are available from Saintsbook on the cellphone. You are given four targets to begin with. As you complete them, you unlock more of them. Some will require completion of certain missions before they pop up. Select a target and follow the instructions. When they do appear, they will be symbolized by a reticle on the map and radar and with a marker, showing you the distance from them. A white circle around this meter symbolizes their health. There are three scenarios surrounding these targets: it could be a simple hit; you may have to claim the hit before a rival hitman does; or there may be four targets. You'll have to work against time or take out each target until you get the right one. Otherwise, the hit is simple. The Assassinations are set out like so: -- Assassination Target # (AT-#) - Target Name Unlocked: When you are able to complete it. Given By: The person who has issued the hit. Objective: What you are ordered to do. Tips: Plus any additional tips. Reward Each target has a code next to their name in this guide, shown in brackets above. This will allow you easier access through the use of the "Find" feature explained at the very beginning of the guide. You want to follow them as they are listed in the guide, to make them simpler to unlock. Although many are available at the beginning of the game, many of them require other Assassinations to have been completed before they come up. In total, there are thirty-six Assassination Targets. They stretch from the beginning of the game to the middle of Act 3. Make sure that you have a weapon strong enough to take them down quickly, and have plenty of ammunition for it handy. -- Assassination Target #1 (AT-01) - Karl Unlocked: At the beginning of the game. Given By: Shaundi Objective: Steal a cart at Wesley Cutter Intl. Airport to draw him out. Tips: The carts are parked near some of the hangars at the Airport. They're not very difficult to find on the tarmac. Reward: $500, 125 Respect -- Assassination Target #2 (AT-02) - Almonzo Unlocked: At the beginning of the game. Given By: Mr. Roller Objective: Go to The Grove and get Level 3 Syndicate Notoriety. Tips: Almonzo is a Luchadore Specialist. Prepare for a challenge from him and his gangster buddies when you take him out. Reward: $500, 75 Respect -- Assassination Target #3 (AT-03) - Luther Unlocked: At the beginning of the game. Given By: Pierce Objective: Compliment people in Loren Square. Tips: This is a simpler hit. Dish out compliments to random citizens, and he'll pop up. Reward: $600, 125 Respect -- Assassination Target #4 (AT-04) - Mike Unlocked: At the beginning of the game. Given By: Saint Rocco Objective: Call the number in your phone. Tips: Go into your cellphone, select Phone in the bottom left, and then Emergency in your contacts. He'll turn up, simple as that. Reward: $750, 150 Respect -- Assassination Target #5 (AT-05) - Jake Unlocked: At the beginning of the game. Given By: Rasputin Objective: Look for him in Salander. Tips: You'll need to drive around that area until he pops up. From there, it should be easy. Reward: $800, 200 Respect -- Assassination Target #6 (AT-06) - Agnes Unlocked: At the beginning of the game. Given By: Shaundi Objective: Streak in Ashwood. Tips: Go to a Crib, go into the Wardrobe, go into Outfits and select Remove All Current Clothing. Activate the Diversion by pressing Down on the directional pad twice, and she'll pop up for you to take out. Reward: $1,000, 225 Respect -- Assassination Target #7 (AT-07) - Brutus Unlocked: At the beginning of the game. Given By: Rasputin Objective: Go into Sunset Park unarmed. Tip: Go into the park itself, and you'll find this Brute around the way. He'll take some knocking down. Reward: $1,500, 275 Respect -- Assassination Target #8 (AT-08) - Blaize Unlocked: At the beginning of the game. Given By: Pierce Objective: Hold-up a store in Carver Island. Tips: Draw your weapon, aim it at the cashier, and once you've done that, he'll approach you. You'll have the cops to deal with after that. Reward: $1,500, 225 Respect -- Assassination Target #9 (AT-09) - Randall Unlocked: At the beginning of the game. Given By: Mr. Roller Objective: Assault civilians outside the Three Count Casino in Port Pryor. Tips: This is a simpler hit when it comes to drawing the target out. Reward: $2,500, 300 Respect -- Assassination Target #10 (AT-10) - Mr. Dickson Unlocked: At the beginning of the game. Given By: Rasputin Objective: Steal a Status Quo and wait outside the office in Loren Square. Tips: Status Quos are the limos you see driving around. They will spawn randomly, so getting one is the only problem. Aside from that, you'll have to trouble yourself with taking out a Morningstar gangster. Reward: $2,000, 325 Respect -- Assassination Target #11 (AT-11) - Grigor Unlocked: At the beginning of the game. Given By: Rasputin Objective: Go to the location. Tips: The location is a Gang Operation in Camano Place. It is meant to be a trap. Take him out, and the Gang Operation if the mood takes you. Reward: $500, 375 Respect -- Assassination Target #12 (AT-12) - Oliver Unlocked: At the beginning of the game. Given By: Jane Valderamma Objective: Go into the skies in a plane or a helicopter. Tips: You want to use a helicopter above anything else. You can crash into the target to take him out. Reward: $2,500, 350 Respect -- Assassination Target #13 (AT-13) - Barry Unlocked: At the beginning of the game. Given By: Concerned Citizen Objective: Pick up the target at their helipad. Tips: You are going after "Rasputin". Get a chopper and land on Barry's helipad. He will spawn near the steps, making him an easy target to take out. Reward: $3,000, 450 Respect -- Assassination Target #14 (AT-14) - Lt. Gorshin Unlocked: At the beginning of the game. Given By: Pierce Objective: Get enough police attention in New Colvin. Tips: You need to get at least Level 3 Police Notoriety. Rob a store or raise hell to draw him out. Reward: $700, 100 Respect -- Assassination Target #15 (AT-15) - Chandler Unlocked: At the beginning of the game. Given By: Concerned Citizen Objective: Get run over in Sunset Park. Tips: Just play with traffic until you get run down. He'll pop up once you have been struck. Reward: $750, 150 Respect
-- Assassination Target #16 (AT-16) - Harry
Unlocked: At the beginning of the game.
Given By: Mrs. Vandergriff
Objective: Go to the bridge connecting Loren Square to The Grove.
Tips: He will be on the walkway on the south side of the bridge, and will
be guarded by a few cops. He's easy to take out, though.
Reward: $800, 200 Respect
-- Assassination Target #17 (AT-17) - Dr. Wang
Unlocked: At the beginning of the game.
Given By: Mrs. Vandergriff
Objective: Visit Image as Designed in Loren Square.
Tips: Surgery will cost $500, and you may want to make some changes to make
it worth your while. He'll spawn as soon as you finish up and leave
the surgery.
Reward: $1,000, 250 Respect
-- Assassination Target #18 (AT-18) - DJ Enigmus
Unlocked: At the beginning of the game.
Given By: DJ Vangela
Objective: Drive through Salander playing K12.
Tips: K12 is the electronica radio station. Blast it out of your car stereo
and the target will pop up.
Reward: $500, 100 Respect
-- Assassination Target #19 (AT-19) - Officer Dealy
Unlocked: At the beginning of the game.
Given By: Saint Rocco
Objective: Taunt the citizens of Bridgeport.
Tips: Just go around, taunting people. You'll have him come out after some
time.
Reward: $1,000, 175 Respect
-- Assassination Target #20 (AT-20) - Tony
Unlocked: At the beginning of the game.
Given By: Concerned Citizen
Objective: Buy clothing from Leather & Lace.
Tips: The Leather & Lace clothes shop is in Camano Place. Just buy anything
in there, and he'll show up inside.
Reward: $750, 175 Respect
-- Assassination Target #21 (AT-21) - PR0TIP
Unlocked: At the beginning of the game.
Given By: OOBER1337
Objective: Search for him around Burns Hill.
Tips: He has a tendency to spawn around the Nuke Plant.
Reward: $1,250, 250 Respect
-- Assassination Target #22 (AT-22) - Jim
Unlocked: After the mission "Party Time".
Given By: Pierce
Objective: Call him from the Saints HQ.
Tips: He's in your contacts list. Just go to the HQ in Sunset Park and call
him up.
Reward: $1,750, 300 Respect
-- Assassination Target #23 (AT-23) - Danny
Unlocked: After the mission "Party Time".
Given By: Concerned Citizen
Objective: Go to Yearwood and place a pizza order.
Tips: Go to Yearwood, and go into your contacts. The delivery company will
be in there for you to call. Danny, a pizza boy, will show up after
that.
Reward: $2,000, 400 Respect
-- Assassination Target #24 (AT-24) - Michael
Unlocked: After the mission "Return To Steelport".
Given By: Kinzie
Objective: Drive a police car around Ashwood.
Tips: You should get a hold of a Peacemaker squad car pretty easily.
Reward: $2,500, 250 Respect
-- Assassination Target #25 (AT-25) - Alejandro
Unlocked: After the mission "Return To Steelport".
Given By: Angel
Objective: Drive a Luchadore vehicle around Sunset Park.
Tips: Get the Luchadores on you, and then take one of their vehicles. The
only trouble here is a Syndicate gang.
Reward: $2,000, 250 Respect
-- Assassination Target #26 (AT-26) - Kirsten
Unlocked: After the mission "Return To Steelport".
Given By: Kinzie
Objective: Toss grenades at Planet Saints in Salander.
Tips: Buy some Grenades from Friendly Fire, and go into the marked store.
Just through Grenades at the cashier, and you'll get her out. You'll
earn Police Notoriety in the process.
Reward: $3,500, 500 Respect
-- Assassination Target #27 (AT-27) - Gerrard
Unlocked: After the mission "Return To Steelport".
Given By: Angel
Objective: Drive a muscle car to the gas station in New Baranec.
Tips: You should know what a muscle car is - a Bootlegger or a Hammerhead
will suffice. The gas station is marked on your map.
Reward: $4,000, 500 Respect
-- Assassination Target #28 (AT-28) - Lucas
Unlocked: After the mission "Return To Steelport".
Given By: Kinzie
Objective: Wear the Deckers Outfit and search for him in Burns Hill.
Tips: The Decker Outfit will be placed in your Wardrobe. Lucas is a Decker
disguised as a Saint, so you're drawing gunfire from your own men.
Reward: $4,500, 750 Respect
-- Assassination Target #29 (AT-29) - Whitney
Unlocked: After the mission "Return To Steelport".
Given By: Angel
Objective: Pick her up in a plane from Wesley Cutter Intl. Airport.
Tips: You will be led to a certain location, where a Snipes 57 jet will be
parked. When you get into it, she will pop up. Get out and take care
of her.
Reward: $5,000, 750 Respect
-- Assassination Target #30 (AT-30) - Smoov
Unlocked: After the mission "Return To Steelport".
Given By: Zimos
Objective: Grab a hooker in Henry Steel Mills.
Tips: You want to look around the area at night for working girls. When you
spot one, take her as a human shield, and this guy will pop up.
Reward: $2,700, 250 Respect
-- Assassination Target #31 (AT-31) - Clovis
Unlocked: After the mission "Return To Steelport".
Given By: Zimos
Objective: Visit Rim Jobs in Camano Place.
Tips: Go to the store and customize your vehicle there. He'll show up once
you've tuned up your vehicle.
Reward: $3,600, 500 Respect
-- Assassination Target #32 (AT-32) - Andre
Unlocked: After the mission "Return To Steelport".
Given By: Zimos
Objective: Get Morningstar's attention and kill hookers in Espina.
Tips: This is the most difficult hit, by the fact that it is awkward. Once
you get Notoriety, you need to search for working girls. Get your
Notoriety to Level 3, and keep it up until you find some girls. Once
you've fulfilled the objective, he'll show up and you can finish up.
-- Assassination Target #33 (AT-33) - Ulysses
Unlocked: After the mission "Gang Bang".
Given By: Viola
Objective: Fly a plane past his apartment.
Tips: You will flying past the Parkview Apartments in Salander. When you
have drawn him out, ditch the plane, get back on the ground and claim
him.
Reward: $2,500, 325 Respect
-- Assassination Target #34 (AT-34) - Sgt. Steiner
Unlocked: After the mission "Gang Bang".
Given By: Pierce
Objective: Accept his challenge on Magarac Island.
Tips: Magarac Island holds the Joe Steel Monument. Get into position, call
Steiner in your contacts, and then go over to him. You are simply
killing him.
Reward: $4,000, 500 Respect
-- Assassination Target #35 (AT-35) - Bernie
Unlocked: After the mission "Zombie Attack".
Given By: Mayor Reynolds
Objectives: Call his number.
Tips: Go into your contacts and ring him. You'll have to travel to the
marked area, and that will draw him out.
Reward: $2,000, 275 Respect
-- Assassination Target #36 (AT-36) - Mr. Hess
Unlocked: After the mission "Zombie Attack".
Given By: Mayor Reynolds
Objectives: Go to the federal courthouse in Henry Steel Mills.
Tips: He will have light protection by the police. Otherwise, he is an easy
hit.
Reward: $3,000, 350 Respect
------------------------------------------------------------------------------
7F. Vehicle Thefts
*******************
Replacing the Chop Shop Activity, Vehicle Thefts are also available from the
Saintsbook, alongside the Assassinations. You are stealing the vehicles on a
contact's wishlist and then dropping them off at their garage.
Right from the beginning of the game, you have access to four vehicles for
four different contacts. There is a fifth, unlocked after the mission "Gang
Bang" and the introduction of STAG to Steelport. Each contact has six vehicles
that they want delivering - meaning a total of 30 vehicles need to be dropped
off for the entire side-mission.
When you select a vehicle, you will have to search for it in a certain area.
When it spawns, it pops up as a car icon on the map and radar. Stealing it
earns you Notoriety, most commonly gaining Police attention over the
Syndicate.
You are rewarded a potential maximum amount of money. The more damage the
vehicle sustains, the less money you'll get. Nevertheless, delivering it ticks
it off the list.
When you have delivered all six vehicles to a contact, you are given a bonus
along with your reward. This bonus stands at $10,000 and 1,000 Respect.
As mentioned before, the first four contacts are available already. I have
grouped the Vehicle Thefts in order of contacts, and then in the order of
collection. Once the first vehicle listed is collected, I'll move on to
complete the next five.
The Vehicle Thefts are set out like this:
Vehicle # - Target Vehicle
Area: Which section of the city it is located in.
Info: Any additional information.
Reward
Whilst most of the vehicles just spawn randomly, it may spawn in a certain
area, or you may need to fulfill an objective. This normally involves drawing
it out by gaining Notoriety. Where this occurs, I will note.
==============================================
+ >> Contact One - Grieves' Chop Shop \
+ Drop-off Point: Bridgeport, Carver Island \
==============================================================================
-- Vehicle #1 - Bootlegger
Area: Rosen Oaks
Info: None.
Reward: $500, 100 Respect
-- Vehicle #2 - Compensator
Area: Yearwood
Info: The vehicle will spawn as a Luchadore gang vehicle, due southwest of
the Arena. Stealing it will issue you with Level 3 Syndicate
Notoriety.
Reward: $625, 125 Respect
-- Vehicle #3 - Sandstorm
Area: Burns Hill
Info: None.
Reward: $750, 150 Respect
-- Vehicle #4 - Scrubber
Area: Downtown District
Info: You are told that it may spawn at night. As a roadsweeper, you'll
know it when it appears.
Reward: $875, 200 Respect
-- Vehicle #5 - Steelport Municipal
Area: Anywhere in Steelport
Info: You are told that it may spawn at dawn. Again, as a trash truck, it
is a distinct vehicle.
Reward: $1,000, 250 Respect
-- Vehicle #6 - Peterliner
Area: Espina
Info: It will spawn at the northernmost area of the neighborhood.
Reward: $1,250, 300 Respect
===============================================
+ >> Contact Two - Rigg's Sea-Air Supplies \
+ Drop-off Point: Ashwood Docks, Stanfield \
==============================================================================
-- Vehicle #1 - Shark
Area: Camano Place Wharf
Info: None.
Reward: $750, 150 Respect
-- Vehicle #2 - Miami
Area: Sunset Park Wharf
Info: None.
Reward: $750, 150 Respect
-- Vehicle #3 - Oppressor
Area: Sunset Park Power Plant
Info: The Power Plant is due west of the Joe Cola Factory Property.
Reward: $1,000, 250 Respect
-- Vehicle #4 - Commander
Area: Sierra Point
Info: The attack boat is docked at the south end of the island.
Reward: $1,250, 300 Respect
-- Vehicle #5 - Stork
Area: Wesley Cutter Intl. Airport
Info: None.
Reward: $1,250, 300 Respect
-- Vehicle #6 - Woodpecker
Area: Wesley Cutter Intl. Airport
Info: You will have to land it on the dockland. Get a good approach.
Reward: $1,750, 400 Respect
==============================================
+ >> Contact Three - Dieter \
+ Drop-off Point: Loren Square, Downtown \
==============================================================================
-- Vehicle #1 - Sovereign
Area: Downtown District
Info: None.
Reward: $500, 100 Respect
-- Vehicle #2 - Emu
Area: Brickston
Info: None.
Reward: $625, 125 Respect
-- Vehicle #3 - Status Quo
Area: New Baranec
Info: None.
Reward: $625, 125 Respect
-- Vehicle #4 - Longhauler
Area: Yearwood
Info: None.
Reward: $1,000, 250 Respect
-- Vehicle #5 - Justice
Area: Henry Steel Mills
Info: None.
Reward: $1,000, 250 Respect
-- Vehicle #6 - Titan
Area: Port Pryor
Info: None.
Reward: $1,250, 300 Respect
==========================================
+ >> Contact Four - Andi Dae \
+ Drop-off Point: Salander, Stanfield \
==============================================================================
-- Vehicle #1 - Halberd
Area: Brickston
Info: None.
Reward: $500, 100 Respect
-- Vehicle #2 - Neuron
Area: Henry Steel Mills
Info: None.
Reward: $625, 125 Respect
-- Vehicle #3 - Torch
Area: Ashwood
Info: None.
Reward: $750, 150 Respect
-- Vehicle #4 - Vortex
Area: Loren Square
Info: None.
Reward: $875, 200 Respect
-- Vehicle #5 - Kaneda
Area: Bridgeport
Info: None.
Reward: $1,000, 250 Respect
-- Vehicle #6 - Temptress
Area: New Baranec
Info: None.
Reward: $1,250, 300 Respect
======================================================
+ >> Contact Five - Humanitarian Aid \
+ Drop-off Point: Wesley Cutter Intl., New Colvin \
==============================================================================
*Unlocked after the mission, "Gang Bang".*
-- Vehicle #1 - Lockdown
Area: Anywhere in Steelport
Info: You will need to get Level 3 Police Notoriety and then snag one from
a roadblock.
Reward: $1,000, 250 Respect
-- Vehicle #2 - N-Forcer
Area: Anywhere in Steelport
Info: You will need to steal one from STAG by drawing them out. They will
appear at Level 4 Police Notoriety in this vehicle, or at any Level
if they are nearby.
Reward: $1,250, 300 Respect
-- Vehicle #3 - Tornado
Area: Sierra Point HQ Helipad
Info: This one has a habit of spawning and then getting "destroyed". Get on
the roof of HQ, and if this happens, reselect it and snag it. This is
a glitchy one.
Reward: $1,500, 350 Respect
-- Vehicle #4 - Vulture
Area: Three Count Casino, Port Pryor
Info: It will always spawn at the southwest area on the lower ringroad.
Reward: $1,500, 350 Respect
-- Vehicle #5 - Challenger
Area: Sierra Point
Info: You are stealing a tank. That brings its own implications.
Reward: $1,750, 400 Respect
-- Vehicle #6 - Condor
Area: STAG Base, Sunset Park
Info: None.
Reward: $2,500, 500 Respect
------------------------------------------------------------------------------
7G. Survival
*************
A new piece of content in the "Saints Row" series is the Survival Challenges.
These will activate randomly. You will get a phone call, which will explain
what lies ahead for you. You are then ordered to a certain location, and the
Survival Challenge is initiated.
You need to stay in the designated area as you get through wave after wave of
attacks. Your attackers are normally gangsters or the authorities, but a few
range from mascots to zombies when the storyline is advanced enough.
There are two types of Survival Challenge - timed, and target.
A timed Survival Challenge is one where you have to fend off your attackers
against the clock. When the timer counts down, the wave finishes. A target
Survival Challenge requires you to kill a certain amount of enemies to finish
the wave.
Each Survival Challenge has a set amount of waves to complete. When a wave is
completed, you are rewarded cash and Respect. Brave all of the waves, and you
finish the Survival Challenge.
If you are fighting the authorities, you will be going through different
Levels of Police Notoriety. Other enemies, including gangster, have you going
through different levels of Syndicate Notoriety.
As the waves progress, the Levels go up and down. Usually in Survivals with a
low number of waves, the Notoriety will increase. In longer ones, it will rise
and then fall. The number of enemies required to kill in target Survival
Challenges usually goes along with this as well.
Upgrading your Health and your weapons, and having plenty of ammunition for
them, is recommended for battling these. They will come about randomly, so
make sure you are prepared for them. They also come about rarely, so drop
everything you are doing to complete it.
They tend to activate as you go about other things. Occupy yourself by
completing Challenges, Stunt Jumps, Barnstorms, missions, and Activities.
There are twenty-six variants of the Survival Challenge. All of them have the
same principle, but you may unlock them randomly. There's no real set pattern
to when they will pop up.
------------------------------------------------------------------------------
7H. Challenges
***************
Yet another addition to the "Saints Row" environment is the Challenges.
Challenges have you involved in different things - from performing wheelies,
to streaking and vehicle surfing. They will challenge your ability, and at
times, your patience.
In total, there are forty-one Challenges to complete, counting towards two
Achievements. A handful of Challenges are linked to Achievements themselves.
Challenges are available to view in the Saintsbook. Challenges also pop up in
your HUD when you reach a certain level of completion.
Some Challenges won't appear until after the completion of certain missions.
However, many of them can be beaten at any time. Of course, a handful require
game progression, so not all of them can be beaten at the beginning of the
game.
The Challenges are listed below, with your target to beat, and some tips on
how to beat them. They are listed in order as they appeared in my game save
after beating all of them.
The Challenges are set out like so:
-- Challenge # (C-#) - The principle of the Challenge
Your target
Reward
>> And any additional information and tips.
So, let's begin.
-- Challenge #1 (C-01) - Nutshots
Score 25 Nutshots
Reward: $1,500, 500 Respect
>> You can only score these on male gang members or STAG officers
to make it count. Find a male enemy, and aim between the legs.
-- Challenge #2 (C-02) - Grenade Kills
Kill 50 enemies with a Grenade
Reward: $1,500, 500 Respect
>> You can only score these on gang members or STAG officers to
make it count. This is best done on the Trafficking Activity,
where Grenades will be provided. Otherwise, buy your own and
make an accurate toss.
-- Challenge #3 (C-03) - Cars Destroyed
Destroy 300 cars
Reward: $1,500, 500 Respect
>> Any car will count for this. Buying ammunition will cost you a
fortune, and the reward won't make a dent on making it up. The
Heli Assault Activity will help you towards your target, or if
you get your hands on an attack chopper.
-- Challenge #4 (C-04) - Helicopters Destroyed
Destroy 60 helicopters
Reward: $1,500, 500 Respect
>> Any chopper will count for this. Added to the trouble of getting
ammunition, you will need to draw them out by getting high
Notoriety against the Police or the Morningstar. Again, getting
an attack chopper and drawing Notoriety is the best way to go.
The Heli Assault Activity in Downtown will draw out choppers at
harder instances.
-- Challenge #5 (C-05) - Boats Destroyed
Destroy 25 boats
Reward: $1,500, 500 Respect
>> You won't be spending much time on the water, so you may have to
do this in your own time. Going through the mission, "The Ho
Boat", will help you reach your target. Draw out the coastguard
by getting Notoriety and going out onto the seas to make up the
rest of the Challenge.
-- Challenge #6 (C-06) - Tanks Destroyed
Destroy 25 tanks
Reward: $1,500, 500 Respect
>> Tanks are the hardest to draw out, requiring the highest
Notoriety for Police or STAG. I advise getting Level 5, then
snagging a tank from the authorities. This is the hardest part,
but makes destroying tanks that much easier than constantly
running out of Annihilator RPGs.
-- Challenge #7 (C-07) - Carjackings
Steal 250 vehicles
Reward: $1,500, 500 Respect
>> You need to steal vehicles driven around the street. Stealing
parked vehicles do NOT count.
-- Challenge #8 (C-08) - Mascots Killed
Kill 200 mascots
Reward: $1,500, 500 Respect
>> You'll occasionally see mascots wandering around the streets.
Professor Genki's S.E.R.C. Activity has you fighting mascots, so
replaying that Activity will get you to your target.
-- Challenge #9 (C-09) - 'Hoods Explored
Explore all eighteen neighborhoods
Reward: $1,500, 500 Respect
>> This will come naturally to you as you play the game. The
eighteen neighborhoods include all in Downtown, New Colvin,
Carver Island and Stanfield, plus Sierra Point in the southeast.
You don't need to explore Magarac Island, as it isn't officially
a neighborhood.
-- Challenge #10 (C-10) - Shortcuts Found
Find 50 GPS shortcuts
Reward: $1,500, 500 Respect
>> If you played "Saints Row 2", you'll remember these. If you head
down certain alleys or take certain paths, you will be notified
that you have unlocked a GPS shortcut. There are a total of 218
shortcuts, and you need to find under one-quarter of them.
-- Challenge #11 (C-11) - Hostages Taken
Take 50 hostages in the Hostage Diversion
Reward: $1,500, 500 Respect
>> Steal a car with one or more passengers, and you'll be prompted
to initiate the Hostage Diversion. You don't need to complete
the instance. Just take 50 hostages, and don't worry too much
about completing them.
-- Challenge #12 (C-12) - Stores Robbed
Rob 15 Stores
Reward: $1,500, 500 Respect
>> Go into a store, aim your gun at the cashier, and keep your
reticle over them as they head to the cash. You will be hit with
Level 3 Police Notoriety for doing this. You can rob your own
store, but you don't get the reward for holding it up.
-- Challenge #13 (C-13) - Streaking Time
Streak for 600 seconds
Reward: $5,001, 1 Respect
>> If you go into your Wardrobe, go into Outfits, and then select
Remove All Current Clothing, and then go outside, you can begin
this Diversion. Press Down twice to begin. You have to shock
people in a time limit. There are eight levels. Completing the
levels will reward you with Respect. Clock ten minutes on this
Diversion.
-- Challenge #14 (C-14) - Big Air Distance
Get a total of 1,524 metres in Big Air
Reward: $1,500, 500 Respect
>> Completing the Stunt Jumps will get you the distance you need.
You need to get the Respect from the Big Air diversion for this
to count.
-- Challenge #15 (C-15) - Taunts
Taunt 50 Gang Members
Reward: $1,500, 500 Respect
>> You need to get the Respect from the Taunting diversion for this
to count. To get it to register, you need to taunt a gang member
when they are not alerted and when they are not hostile. This
means approaching them with no Notoriety, and the short moments
when they shuffle to get to cover. It's doing it and then losing
the Notoriety that drags this one out. This is easy to miss, so
complete this Challenge before taking over Steelport.
-- Challenge #16 (C-16) - Vehicle Surfing Time
Perform Vehicle Surfing for 600 seconds
Reward: $1,500, 500 Respect
>> Get on top of a car, and you'll be prompted to activate the
Diversion as it moves off. You will need to balance yourself to
surf the vehicle for as long as you can. Score 10 minutes to get
this nailed.
-- Challenge #17 (C-17) - Windshield Cannon Distance
Get a total distance of 304 metres in Windshield Cannon
Reward: $1,500, 500 Respect
>> You need to get the Respect from the Windshield Cannon diversion
for this to count. The trouble is that it is hard to perform.
You need to find the right obstacle to slam into, and then slam
into it at the right speed. It takes quite a bit of guesswork
and trial and error, but once you've got it, it's easier to do.
-- Challenge #18 (C-18) - People Run Over
Run over 500 people
Reward: $1,500, 500 Respect
>> This is an easier one with a high target to meet. Just mount the
sidewalk, and it'll come to you.
-- Challenge #19 (C-19) - Oncoming Lane Distance
Get a total of 30,480 metres in Oncoming Lane
Reward: $1,500, 500 Respect
>> You need to get the Respect from the Oncoming Lane diversion for
this to count. You need to go in the opposite lane and dodge
oncoming traffic for as long a distance as you can. Use the
freeways to avoid the street-level traffic.
-- Challenge #20 (C-20) - Wheelie Distance
Get a total Wheelie distance of 3,048 metres
Reward: $1,500, 500 Respect
>> You need to get the Respect from the Wheelie diversion for this
to count. This is best attempted on a sports bike - the Kenshin
or the Kaneda work well. Lean back and make sure you perform it
smoothly to make it count.
-- Challenge #21 (C-21) - Powerslide Time
Get a total Powerslide time of 300 seconds
Reward: $1,500, 500 Respect
>> You need to get the Respect from the Powerslide diversion for
this to count. Press Accelerate and Handbrake together to begin
powersliding. You need to get 5 minutes of powersliding to beat
this one. The vehicle will spin in a circle; so, you want to go
to Wesley Cutter Intl. Airport and find the biggest space of
tarmac. I have managed around 90 seconds of Powerslide time in
one go with this.
-- Challenge #22 (C-22) - Decker Specialists
Get 50 Specialist Kills against the Deckers
Reward: $1,500, 500 Respect
>> Decker Specialists will appear at Level 3 Notoriety if you piss
them off in Stanfield. They move fast and are hard to kill
because of it. Some will stop to shoot at you, whilst others
will try to knock you down and take your Health with their Shock
Hammers. You need to have a good shot to take them out.
-- Challenge #23 (C-23) - Luchadore Specialists
Get 50 Specialist Kills against the Luchadores
Reward: $1,500, 500 Respect
>> Luchadore Specialists will appear at Level 3 Notoriety if you
piss them off in Carver Island. They are harder to kill, and
they will attack you with a Grenade Launcher launching Stun
Grenades. These Grenades will harm you and stun you if you wind
up too close to one. All you need is to score enough shots on
them to take them down, whilst dodging the Stun Grenades.
-- Challenge #24 (C-24) - Morningstar Specialists
Get 50 Specialist Kills against the Morningstar
Reward: $1,500, 500 Respect
>> Morningstar Specialists will appear at Level 3 Notoriety if you
piss them off in Downtown or New Colvin. These guys will attack
you from a distance with McManus 2015s. They usually appear as a
pair in an Oppressor helicopter. You will need a long-range
weapon or an Annihilator RPG Launcher handy to take them out.
A shot from the McManus will stun you momentarily. Just make
sure you stay out of the laser sights.
-- Challenge #25 (C-25) - Near Miss
Get a total of 500 Near Misses
Reward: $1,500, 500 Respect
>> Weaving through traffic and overtaking other drivers normally
gets you a Near Miss. You will need to get the Respect from the
Near Miss diversion to make it count. If you're a good driver,
you'll get this in good time.
-- Challenge #26 (C-26) - Car Torpedo
Get a total damage score of 2,000% in Car Torpedoes
Reward: $1,500, 500 Respect
>> If you bail out of your vehicle and take out pedestrians or
obstacles (such as fences or newspaper stands), you will get a
score on the Car Torpedo diversion. This is measured as a
percentage. If you manage to cause an enormous amount of damage
several times over, you will get this target. The percentage is
not capped.
-- Challenge #27 (C-27) - Vehicle Mod Spending
Spend a total of $20,000 in Vehicle Modification
Reward: $1,500, 500 Respect
>> All you will need is a few vehicles and a good amount of cash.
Just modify these cars at Rim Jobs and you'll get this. An easy
Challenge that just requires you to spend money.
-- Challenge #28 (C-28) - Human Shields
Use 150 Human Shields
Reward: $1,500, 500 Respect
>> Get close to someone and press Y to take them as a Human Shield.
Some Specialists cannot be taken as a Human Shield. This will
come to you depending on your style - you may not be too used to
taking Human Shields. Run around taking citizens as Human
Shields to make up for this target. It's easy to do, but it does
take time to complete.
-- Challenge #29 (C-29) - Two-Wheel Distance
Get a total two-wheel distance of 762 metres
Reward: $1,500, 500 Respect
>> You need to get the Respect from the Two-Wheel diversion for
this to count. Propping your car on two wheels seems slightly
awkward, but if you ride up against the barriers on the freeway
bridges, you may get the diversion to pop up, getting some
Two-Wheel Distance. This is awkward, but not too hard.
-- Challenge #30 (C-30) - Multi-Kills
Score a total of 500 multi-kills
Reward: $1,500, 500 Respect
>> You need to get the multi-kills on gang members or STAG. The use
of Grenades against a pack of enemies, or clearing out Gang
Operations with an attack chopper, will help you. A good gamer
will find this Challenge a hard one to miss. Any inexperienced
gamers may want to keep a close eye on this one as they go
through the missions.
-- Challenge #31 (C-31) - Basejumping
Nail a total of 15 Basejumps
Reward: $1,500, 500 Respect
>> Jump from a height and open your parachute. You will be prompted
to set a Basejumping target. When you do so, a red dot will mark
the landing area. To nail the jump, you must earn the Respect
from the Basejumping diversion. The closer you land in the
center of the target, the more Respect you get. If you manage to
get right in the center of the target, you are rewarded 1,000
Respect. Land in the target to make this count. The Saints HQ
and the Strongholds have a high helipad for you to jump off.
-- Challenge #32 (C-32) - No-Weapons Kills
Get 25 no-weapons kills
Reward: $1,500, 500 Respect
>> You need to beat down gang members or STAG officers using only
your fists - no pistol-whipping or Baseball Bats involved. Only
your bare hands. This is actually an easy one if you can keep
your enemies at bay.
-- Challenge #33 (C-33) - STAG Commando Kills
Kill 25 STAG Commandos
Reward: $1,500, 500 Respect
>> STAG Commandos only appear when you have a high level of Police
Notoriety. They are distinguished from the regular STAG officer
by the fact that they don orange suits over the normal white.
The mission "Air Steelport" involves killing quite a few STAG
Commandos.
-- Challenge #34 (C-34) - Stoppie Distance
Get a total Stoppie distance of 305 metres
Reward: $1,500, 500 Respect
>> When you are speeding along on a motorbike, press Handbrake and
you will go into a Stoppie. You need to get the Respect from the
Stoppie diversion for this to count. Just make sure you keep on
doing them smoothly.
-- Challenge #35 (C-35) - Compliments Paid
Pay compliments to 50 people
Reward: $1,500, 500 Respect
>> You may pay compliments to anyone in the city for them to count.
Just compliment 50 people and you're set.
-- Challenge #36 (C-36) - Distance Travelled
Travel a distance of 762,000 metres
Reward: $1,500, 500 Respect
>> This includes driving, being on foot, in boats and in aircraft.
This is one that will take a long time to complete, but it comes
from simply playing the game. You don't really have to pay much
attention to it.
-- Challenge #37 (C-37) - Gang Ops Completed
Complete all 32 Gang Operations
Reward: $3,000; 1,000 Respect
>> There are eight Gang Operations in each of the four boroughs.
This is covered in the guide, so just follow them to get this
Challenge.
-- Challenge #38 (C-38) - Survival Completed
Complete 26 Survival Challenges
Reward: $3,000; 1,000 Respect
>> Survival is covered in the previous chapter. Just follow that
part of the guide to give you an idea of what you're up against.
This is probably the last Challenge that you will complete,
given that it takes very long to do.
-- Challenge #39 (C-39) - Emus Destroyed
Destroy 50 Emus
Reward: $1,500, 500 Respect
>> An Emu is the "Saints Row" take on a Smart car. Therefore, they
are easily distinguished in the flow of traffic. Just destroy
one when you see it.
-- Challenge #40 (C-40) - Kill Brutes
Kill 30 Brutes
Reward: $1,500, 500 Respect
>> You will get used to seeing Brutes on some missions. They will
turn up at Level 4 Syndicate Notoriety, and appear more commonly
at Level 5. Keep in mind how tough they are.
-- Challenge #41 (C-41) - Headshots
Score 500 headshots
Reward: $1,500, 500 Respect
>> You need to score them on gang members or STAG officers. Given
that enemies can take a beating, you want to get into the habit
of scoring them to save ammunition.
------------------------------------------------------------------------------
7I. Upgrades
*************
We have covered the bare bones of the Upgrades already, but now we can delve
deeper into what is available to you.
Split into their sections, I list the Upgrades, what the perks are for buying
them, and the Respect Level and cash required to purchase it.
I would advise putting Upgrades over other expenditures when you require them.
The Health and Weapon Upgrades will be the best ones to go for initially. If
you are ever flushed for cash and your Respect Level is very high, I would go
for Damage Upgrades to make the missions so much easier. If you are going for
City Takeover, you will need to prioritize.
I will provide you with your potential total spend for each section. This will
give you an idea of how much money is required for you to purchase those types
of Upgrades.
For the sake of organization, Upgrades that are similar or require an Upgrade
to be purchased to become available are grouped. For example, the Stamina
Upgrades are grouped together so you can follow them.
Only purchaseable Upgrades are listed. Those that you earn are not counted.
=============
+ Abilities \
==============================================================================
Total Spend: $503,750
>> Collectible Finder
Desc.: All Collectibles will be available to view on your map and radar.
Respect Level: 20
Cost: $49,500
>> Dual-Wielding:
-- Dual-Wield Pistols: Respect Level 3, $8,500
-- Dual-Wield SMGs: Respect Level 21, $54,500
>> Notoriety:
-- Morningstar 1: Respect Level 2, $2,000 - falls slightly faster
-- Morningstar 2: Respect Level 6, $6,000 - falls faster
-- Morningstar 3: Respect Level 10, $10,000 - falls a lot faster
-- Deckers 1: Respect Level 8, $8,000 - falls slightly faster
-- Deckers 2: Respect Level 12, $12,000 - falls faster
-- Deckers 3: Respect Level 16, $15,000 - falls a lot faster
-- Luchadores 1: Respect Level 16, $13,000 - falls slightly faster
-- Luchadores 2: Respect Level 18, $16,000 - falls faster
-- Luchadores 3: Respect Level 22, $18,000 - falls a lot faster
-- Police 1: Respect Level 15, $14,000 - falls slightly faster
-- Police 2: Respect Level 25, $20,000 - falls faster
-- Police 3: Respect Level 35, $23,000 - falls a lot faster
>> Homie Revival Speed:
-- Revival 1: Respect Level 5, $4,250 - revive Homies 10% faster
-- Revival 2: Respect Level 13, $11,250 - revive Homies 20% faster
-- Revival 3: Respect Level 21, $17,250 - revive Homies 30% faster
>> Skills:
-- Pickpocket: Respect Level 4, $3,750 - bumping into people gives you cash
-- Scavenger: Respect Level 4, $3,250 - you earn more from cash drops
>> Sprint Increase:
-- Increase 1: Respect Level 2, $5,500 - sprint 25% longer
-- Increase 2: Respect Level 7, $18,000 - sprint 50% longer
-- Increase 3: Respect Level 15, $42,000 - sprint 75% longer
-- Increase 4: Respect Level 29, $59,500 - sprint 100% longer
-- Increase 5: Respect Level 38, $69,500 - infinite sprint
=========
+ Health \
==============================================================================
Total Spend: $156,750
>> Health Regeneration:
-- Regen. 1: Respect Level 3, $4,500 - health regenerates 25% faster
-- Regen. 2: Respect Level 9, $18,000 - health regenerates 50% faster
-- Regen. 3: Respect Level 18, $32,500 - health regenerates 75% faster
-- Regen. 4: Respect Level 29, $42,500 - health regenerates 100% faster
>> Health Increase:
-- Increase 1: Respect Level 6, $5,500 - health increase of 25%
-- Increase 2: Respect Level 14, $12,500 - health increase of 50%
-- Increase 3: Respect Level 24, $18,500 - health increase of 75%
-- Increase 4: Respect Level 36, $22,750 - health increase of 100%
=========
+ Damage \
==============================================================================
Total Spend: $621,000
>> Bullet Damage:
-- Bullet 1: Respect Level 2, $1,500 - take less damage from bullets
-- Bullet 2: Respect Level 9, $8,000 - take less damage from bullets
-- Bullet 3: Respect Level 17, $14,750 - take less damage from bullets
-- Bullet 4: Respect Level 48, $75,500 - impervious to bullet damage
>> Explosive Damage:
-- Explosions 1: Respect Level 12, $10,500 - take less explosion damage
-- Explosions 2: Respect Level 21, $17,000 - take less explosion damage
-- Explosions 3: Respect Level 33, $22,000 - take less explosion damage
-- Explosions 4: Respect Level 47, $75,000 - impervious to explosion damage
-- Ragdoll: Respect Level 31, $45,000 - you are not ragdolled by explosions
>> Fall Damage:
-- Fall 1: Respect Level 19, $16,000 - take less damage from falling
-- Fall 2: Respect Level 31, $19,000 - take less damage from falling
-- Fall 3: Respect Level 40, $24,000 - take less damage from falling
-- Fall 4: Respect Level 49, $76,000 - impervious to fall damage
>> Fire Damage:
-- Fire 1: Respect Level 8, $7,500 - take less damage from fire
-- Fire 2: Respect Level 16, $14,000 - take less damage from fire
-- Fire 3: Respect Level 27, $17,250 - take less damage from fire
-- Fire 4: Respect Level 46, $74,500 - impervious to fire damage
>> Vehicle Damage
-- Vehicle 1: Respect Level 3, $2,500 - take less damage from vehicles
-- Vehicle 2: Respect Level 10, $9,000 - take less damage from vehicles
-- Vehicle 3: Respect Level 18, $15,500 - take less damage from vehicles
-- Vehicle 4: Respect Level 50, $76,500 - impervious to vehicle damage
=========
+ Combat \
==============================================================================
Total Spend: $996,750
>> Explosive Ammunition:
-- Explosives 1: Respect Level 7, $6,500 - hold 25% more Explosive ammo
-- Explosives 2: Respect Level 11, $10,500 - hold 50% more Explosive ammo
-- Explosives 3: Respect Level 17, $14,500 - hold 100% more Explosive ammo
-- Explosives 4: Respect Level 50, $77,000 - infinite Explosive ammo
>> Grenade Ammunition:
-- Grenades 1: Respect Level 3, $2,750 - hold 25% more Grenade ammo
-- Grenades 2: Respect Level 8, $7,000 - hold 50% more Grenade ammo
-- Grenades 3: Respect Level 12, $10,750 - hold 100% more Grenade ammo
-- Grenades 4: Respect Level 50, $77,500 - infinite Grenade ammo
>> Pistol Ammunition:
-- Pistol 1: Respect Level 2, $1,750 - hold 25% more Pistol ammo
-- Pistol 2: Respect Level 6, $5,000 - hold 50% more Pistol ammo
-- Pistol 3: Respect Level 10, $9,250 - hold 100% more Pistol ammo
-- Pistol 4: Respect Level 50, $78,000 - infinite Pistol ammo
>> Rifle Ammunition:
-- Rifle 1: Respect Level 5, $4,000 - hold 25% more Rifle ammo
-- Rifle 2: Respect Level 9, $8,500 - hold 50% more Rifle ammo
-- Rifle 3: Respect Level 14, $12,250 - hold 100% more Rifle ammo
-- Rifle 4: Respect Level 50, $78,500 - infinite Rifle ammo
>> Shotgun Ammunition
-- Shotgun 1: Respect Level 4, $3,000 - hold 25% more Shotgun ammo
-- Shotgun 2: Respect Level 8, $7,250 - hold 50% more Shotgun ammo
-- Shotgun 3: Respect Level 12, $11,000 - hold 100% more Shotgun ammo
-- Shotgun 4: Respect Level 50, $79,000 - infinite Shotgun ammo
>> SMG Ammunition
-- SMG 1: Respect Level 3, $2,000 - hold 25% more SMG ammo
-- SMG 2: Respect Level 6, $5,250 - hold 50% more SMG ammo
-- SMG 3: Respect Level 10, $9,500 - hold 100% more SMG ammo
-- SMG 4: Respect Level 50, $79,500 - infinite SMG ammo
>> Special Ammunition
-- Special 1: Respect Level 9, $9,000 - hold 25% more Special ammo
-- Special 2: Respect Level 13, $12,000 - hold 50% more Special ammo
-- Special 3: Respect Level 19, $16,500 - hold 100% more Special ammo
-- Special 4: Respect Level 50, $80,000 - infinite Special ammo
>> Reloads:
-- Faster Reloads 1: Respect Level 8, $8,500 - reload weapons faster
-- Faster Reloads 2: Respect Level 18, $14,500 - reload weapons faster
-- Faster Reloads 3: Respect Level 27, $20,000 - reload weapons faster
-- Instant Reload - Pistols (no clip): Respect Level 42, $49,500
-- Instant Reload - Rifles (no clip): Respect Level 45, $51,500
-- Instant Reload - Shotguns (no clip): Respect Level 44, $50,500
-- Instant Reload - SMG (no clip): Respect Level 43, $50,500
>> Melee - Muscles
-- Muscles 1: Respect Level 5, $4,500 - throw Human Shields further
-- Muscles 2: Respect Level 13, $11,750 - throw Human Shields further
-- Muscles 3: Respect Level 22, $17,750 - throw Human Shields further
===========
+ Vehicles \
==============================================================================
Total Spend: $56,500
>> Nitrous Skill
Desc.: All vehicles you drive will have nitrous attached.
Respect Level: 26
Cost: $56,500
===============
Gang Abilities \
==============================================================================
Total Spend: $326,750
>> Followers:
-- Followers 2: Respect Level 6, $12,000 - gain an additional Follower
-- Followers 3: Respect Level 16, $28,000 - gain an additional Follower
>> Gang Health Increase:
-- Increase 1: Respect Level 17, $14,500 - Gang health increase of 10%
-- Increase 2: Respect Level 28, $20,500 - Gang health increase of 20%
-- Increase 3: Respect Level 41, $24,250 - Gang health increase of 30%
>> Homie Revive Timer:
-- Revive 1: Respect Level 11, $9,750 - adds 10 secs. to the revive timer
-- Revive 2: Respect Level 19, $15,750 - adds 10 secs. to the revive timer
-- Revive 3: Respect Level 32, $21,750 - adds 10 secs. to the revive timer
>> Gang Weapon Upgrades
-- SMGs: Respect Level 8, $7,750 - gives your gang SMGs
-- Shotguns: Respect Level 17, $14,250 - gives your gang Shotguns
-- Rifles: Respect Level 37, $23,000 - gives your gang Rifles
>> Homie Health Increase:
-- Health 1: Respect Level 7, $5,500 - gives a health boost to Homies
-- Health 2: Respect Level 16, $14,250 - gives a health boost to Homies
-- Health 3: Respect Level 25, $19,000 - gives a health boost to Homies
>> Homies (available in your Contacts):
-- Heli: Respect Level 24, $18,750 - a Saint flies in a chopper when called
-- Backup: Respect Level 7, $7,000 - Saints will arrive in a car to help
-- Tank: Respect Level 26, $19,500 - a Saint will arrive in a tank
-- Vehicle Delivery: Respect Level 2, $1,000 - select a car/bike from your
garage to be driven to you
-- VTOL: Respect Level 39, $23,500 - a Saint flies in a VTOL when called
>> Notoriety Wipe:
-- Gang: Respect Level 11, $10,250 - wipes Gang notoriety when called
-- Police: Respect Level 20, $16,500- wipes Police notoriety when called
==========
+ Bonuses \
==============================================================================
Total Spend: $179,250
>> Hourly City Income Increase:
-- Increase 1: Respect Level 4, $3,500 - get an extra $500 from H.C.I.
-- Increase 2: Respect Level 11, $10,000 - get an extra $1,000 from H.C.I.
-- Increase 3: Respect Level 20, $17,000 - get an extra $1,500 from H.C.I.
>> Respect Bonus
-- Respect 1: Respect Level 7, $6,000 - earn an extra 10% Respect
-- Respect 2: Respect Level 15, $13,000 - earn an extra 10% Respect
-- Respect 3: Respect Level 30, $21,250 - earn an extra 10% Respect
>> City Takeover
Desc.: Allows you to take over an entire Neighborhood
Respect Level: 28
Cost: $40,500
>> Swap Cash For Respect:
-- C.F.R. 1: Respect Level 5, $8,000 - gives you 4,000 Respect
-- C.F.R. 2: Respect Level 14, $24,000 - gives you 8,000 Respect
-- C.F.R. 3: Respect Level 23, $36,000 - gives you 12,000 Respect
And that is all of the purchaseable Upgrades. Your total spend over all of the
sections is $2,840,750. If you ever have around $3 million spare, you can buy
all of them up.
------------------------------------------------------------------------------
7J. Weapon Upgrades
********************
Alongside Upgrading yourself, you can visit a Friendly Fire to perk up some of
your weapons. This is another part of the game that is expensive if you choose
to go through with it.
Upgrading weapons ultimately makes for a better weapon - from increased clips
to better hip-fire accuracy, and even incendiary or armor-piercing bullets.
I have split the upgradeable weapons into their sections. Others are earned
through completing missions, and cannot be upgraded.
The prices vary. Buying up Friendly Fires and earning discounts for weapon
upgrades will mean that the costs can become cheaper. The prices below are the
highest cost.
Level 1 is the cost of purchasing the weapons. Level 2 upwards is the cost to
actually make changes.
================
+ Melee Weapons \
==============================================================================
>> Baseball Bat
****************
Level 1 - $250
Level 2 - $2,500
==========
+ Pistols \
==============================================================================
>> .45 Shepherd
****************
Level 1 - $100
Level 2 - $100
Level 3 - $10,000
Level 4 - $20,000
>> KA-1 Kobra
**************
Level 1 - $100
Level 2 - $100
Level 3 - $10,000
Level 4 - $20,000
=======
+ SMGs \
==============================================================================
>> TEK Z-10
************
Level 1 - $5,000
Level 2 - $7,500
Level 3 - $10,000
Level 4 - $20,000
>> D4TH Blossom
****************
Level 1 - $5,000
Level 2 - $7,500
Level 3 - $10,000
Level 4 - $20,000
===========
+ Shotguns \
==============================================================================
>> Grave Digger
****************
Level 1 - $10,000
Level 2 - $10,000
Level 3 - $20,000
Level 4 - $40,000
>> AS3 Ultimax
***************
Level 1 - $10,000
Level 2 - $10,000
Level 3 - $20,000
Level 4 - $40,000
>> S3X Hammer
**************
Level 1 - $20,000
Level 2 - $20,000
Level 3 - $40,000
Level 4 - $80,000
=========
+ Rifles \
==============================================================================
>> K8 Krukov
*************
Level 1 - $10,000
Level 2 - $10,000
Level 3 - $20,000
Level 4 - $40,000
>> AR-55
*********
Level 1 - $10,000
Level 2 - $10,000
Level 3 - $20,000
Level 4 - $40,000
>> Viper Laser Rifle
*********************
Level 1 - $20,000
Level 2 - $20,000
Level 3 - $40,000
Level 4 - $80,000
=============
+ Explosives \
==============================================================================
>> Annihilator RPG
*******************
Level 1 - $15,000
Level 2 - $15,000
Level 3 - $30,000
Level 4 - $60,000
>> Satchel Charges (if selected in "My Name Is Cyrus Temple")
******************* ===========================================
Level 1 - $10,000
Level 2 - $10,000
Level 3 - $20,000
Level 4 - $40,000
==========
+ Special \
==============================================================================
>> McManus 2015
****************
Level 1 - $25,000
Level 2 - $50,000
Level 3 - $100,000
Level 4 - $200,000
>> SA-3 Airstrike
******************
Level 1 - $0
Level 2 - $50,000
Level 3 - $100,000
Level 4 - $200,000
>> Reaper Drone
****************
Level 1 - $0
Level 2 - $30,000
Level 3 - $60,000
Level 4 - $120,000
>> RC Possessor
****************
Level 1 - $0
Level 2 - $15,000
Level 3 - $30,000
Level 4 - $60,000
=========
+ Thrown \
==============================================================================
>> Grenades
************
Level 1 - $50
Level 2 - $5,000
Level 3 - $10,000
Level 4 - $20,000
>> Molotovs
************
Level 1 - $50
Level 2 - $5,000
Level 3 - $10,000
Level 4 - $20,000
>> Flashbangs
**************
Level 1 - $25
Level 2 - $5,000
Level 3 - $10,000
Level 4 - $20,000 (becomes Fart In A Jar)
>> Electric Grenades
*********************
Level 1 - $100
Level 2 - $5,000
Level 3 - $10,000
Level 4 - $20,000
------------------------------------------------------------------------------
7K. Stunt Jumps
****************
Stunt Jumps make a return from "Saints Row 2". They have been toned for this
one.
You only needed to discover the Jumps for them to register in "2". In this
game, you will actually need to complete them.
However, completing one will give $500, plus Respect. And you only have sixty-
three to complete. So, completing them all will earn you $31,500, and also
gives you Respect for Big Air.
The first 37 jumps can be completed at the beginning of the game. The twenty-
six that remain can only be completed when the bridges are raised near the end
of Act 2.
I will structure the Jumps like so:
-- Stunt Jump # (SJ-#)
Neighborhood, District
Description
>> And any additional information.
You should find these easily, and the information provided should help you
complete it.
The Jumps are listed in order of the game. I will cover Downtown first, and
then New Colvin, Carver Island and Stanfield. Those that become available
later will be ordered from west to east.
-- Stunt Jump #1 (SJ-01)
Sunset Park, Downtown
Desc.: A fallen billboard sticking up from the ground
>> This is on the southwest boardwalk, where Gang Op #3 is located.
You just need to get some air off of it to get the Jump count.
-- Stunt Jump #2 (SJ-02)
Sunset Park, Downtown
Desc.: A large Joe Cola bottlecap
>> This is in the same place as Stunt Jump #1, up to the north end
of the Boardwalk. Again, you just need to land on the boardwalk
to get this one.
-- Stunt Jump #3 (SJ-03)
Sunset Park, Downtown
Desc.: A ramp made of cardboard panels
>> This is due northwest of Stunt Jump #2. Look at where the tracks
go west and then turn north. There is a building at southeast
corner, where the pallets are. Hit it due east and slam into the
building in front of you, and it should count.
-- Stunt Jump #4 (SJ-04)
Sunset Park, Downtown
Desc.: A ramp made of cardboard panels
>> This one is on the north side of the northernmost building on the
block where Stunt Jump #3 is located. You will need to use a
motorbike to get this one. Aim out to the street to make this
Jump count.
-- Stunt Jump #5 (SJ-05)
Sunset Park, Downtown
Desc.: A ramp made of cardboard panels
>> North of Rusty's Needle is the Gothedral. There is a wall at the
south corner. On the north side of this wall are the panels. Hit
it heading towards the building slightly to the right of you.
Land on the roof in front of it to get it to count.
-- Stunt Jump #6 (SJ-06)
Sunset Park, Downtown
Desc.: A dirt mound
>> The mound is between the Gothedral and the building due northeast
of it. There is a tree in the middle of the mound. To register
the Stunt Jump, you must hit the mound to the left of the tree
and land on the roof of a building directly across from it.
-- Stunt Jump #7 (SJ-07)
Sunset Park, Downtown
Desc.: A dirt mound
>> There are two buildings due northeast from the Gothedral. The
Jump is a little south to the alleyway that the buildings form.
You can't have much of a straight run up, so approach it from the
north and try to hit it as northerly as you can. This Jump is
quite tricky, but hitting the building to the south of the Jump
should make it register.
-- Stunt Jump #8 (SJ-08)
Sunset Park, Downtown
Desc.: A ramp made of cardboard panels
>> North of Stunt Jump #7 is these panels, facing the road that goes
into a tunnel. Hit it straight and go for as much distance as you
can.
-- Stunt Jump #9 (SJ-09)
Sunset Park, Downtown
Desc.: A grassy mound
>> The Jump is at the northeast corner of the park itself. You are
just aiming to land somewhere in the center of the intersection
in front of you.
-- Stunt Jump #10 (SJ-11)
Loren Square, Downtown
Desc.: A dirt mound
>> At the northeast corner of Loren Square is Planet Saints. At the
very northeast corner of the neighborhood is the dirt mound. Land
in Henry Steel Mills to get this to count.
-- Stunt Jump #11 (SJ-11)
Loren Square, Downtown
Desc.: A metal ramp
>> This is at the container stack on the northwest side of the
neighborhood. Hitting it will land you in Gang Op #7 if you have
not completed it. Hit it straight and land on the stacks.
-- Stunt Jump #12 (SJ-12)
Henry Steel Mills, Downtown
Desc.: A dirt mound
>> The mound is at the southwest corner of the block across the
street to the north of Rim Jobs. Just see how much distance you
can get from it.
-- Stunt Jump #13 (SJ-13)
Henry Steel Mills, Downtown
Desc.: A dirt mound
>> This is in the same block as Stunt Jump #12. Clear the incline
below.
-- Stunt Jump #14 (SJ-14)
Henry Steel Mills, Downtown
Desc.: A set of stairs
>> As you drive straight towards the Morningstar HQ (the large red
tower), you will find a set of stairs leading up to a fountain.
Just clear the fountain.
-- Stunt Jump #15 (SJ-15)
Henry Steel Mills, Downtown
Desc.: The top of a set of stairs
>> There are two parks before the Morningstar HQ. They each have a
set of stairs that go down into it. The Jump should be the one at
at the south end of the southern park.
-- Stunt Jump #16 (SJ-16)
Henry Steel Mills, Downtown
Desc.: A dirt mound
>> The mound faces out to the east, underneath the train tracks in
the east. There is a hole in the billboard in front of you. Get
through it, or hit the billboard, to get it to register.
-- Stunt Jump #17 (SJ-17)
Sierra Point
Desc.: A set of stairs
>> Remember the armory that was raided in "We're Going To Need
Guns"? There are two sets of stairs at the northeast corner of
the complex. Hit the one closest to the north wall and land back
into the street. You will be contending with Level 3 Police
Notoriety, which brings the difficulty.
-- Stunt Jump #18 (SJ-18)
Rosen Oaks, New Colvin
Desc.: A dirt mound
>> This is above the entrance to the tunnel road at the south end
of it. Hit it and try and go for distance.
-- Stunt Jumps #19 and #20 (SJ-19) (SJ-20)
Camano Place, New Colvin
Desc.: A grass mound, a metal ramp
>> Due south of Friendly Fire and at the corner of the exit ramp to
the Wesley Cutter Intl. main roads is a grass ramp. Hit it, land
on the building, and then continue to hit the ramp. Land on the
building's roof on the other side to get this to count. The grass
mound is a temparemental one, so try and hit it at different
headings to get it to register.
-- Stunt Jump #21 (SJ-21)
Wesley Cutter Intl. Airport, New Colvin
Desc.: A cut-off point
>> A container crate loading area is to the north of Humanitarian
Aid at the south end of the north-south runway. The cut-off point
faces a electricity tower. Hit the tower to get this to count.
-- Stunt Jump #22 (SJ-22)
Arapice Island, Carver Island
Desc.: A dirt mound/container crate
>> This is at the southeast corner of the island, facing out to
Loren Square. Land in Loren Square to get this to count.
-- Stunt Jump #23 (SJ-23)
Loren Square, Downtown
Desc.: A dirt mound
>> This is not too far north of Stunt Jump #22, and will have you
landing back in Arapice Island to make it count.
-- Stunt Jump #24 (SJ-24)
Arapice Island, Carver Island
Desc.: Broken train tracks
>> This is due north of Stunt Jump #22, just north of the highway.
You will be hitting these broken tracks and attempting to land in
Loren Square.
-- Stunt Jump #25 (SJ-25)
The Grove, Carver Island
Desc.: A container crate
>> The container crate is located right at the north end of the
neighborhood, and means you will go through Gang Op #17 if you
haven't done it. Hit it straight and land outside of the area.
-- Stunt Jump #26 (SJ-26)
The Grove, Carver Island
Desc.: A grass hill
>> Near the southern end of the neighborhood is a cul-de-sac area.
To the northeast of its center, off the road running north to
south past the area, is the grass hill. Land near the houses to
complete the Jump.
-- Stunt Jump #27 (SJ-27)
The Grove, Carver Island
Desc.: A grass hill
>> This is in the cul-de-sac area, with the Jump at the end of the
road stretching southwest to northeast. Hit the Jump and land by
the tracks.
-- Stunt Jump #28 (SJ-28)
Bridgeport/New Baranec, Carver Island
Desc.: A path incline
>> From the Hospital Property, head south down this road and stop at
the alley to your left. The incline is at the end. Land over the
wall at the other side of the street.
-- Stunt Jump #29 (SJ-29)
Yearwood, Carver Island
Desc.: A dirt mound
>> This is on the north coastline of the island to its northeastern
area, next to an electricity tower. Hit the mound and land near
the container crates.
-- Stunt Jump #30 (SJ-30)
Yearwood, Carver Island
Desc.: A dirt mound
>> This is southeast of Rim Jobs. You must land on the roof of the
garage.
-- Stunt Jump #31 (SJ-31)
Yearwood, Carver Island
Desc.: A grass ramp
>> There are a set of tracks that run through Yearwood. Where they
meet the main road to the south before curving south is a grass
ramp on its south side. You must clear the tracks.
-- Stunt Jump #32 (SJ-32)
Yearwood, Carver Island
Desc.: A grass ramp
>> Due west of Jump #31 are two sets of buildings. At the southwest
corner of it is a grass ramp. You need to clear the fencing and
land by the west end of the building.
-- Stunt Jump #33 (SJ-33)
Brickston, Stanfield
Desc.: A metal ramp
>> This ramp is at the border with Salander. You will need to hit
it and land in Salander for it to register.
-- Stunt Jump #34 (SJ-34)
Salander, Stanfield
Desc.: A metal ramp
>> This one is down the road to the west of Jump #33. Land back in
Brickston to get this one.
-- Stunt Jump #35 (SJ-35)
Brickston, Stanfield
Desc.: A grass ramp
>> This is due south of Jump #34. Hit it and land back in Salander.
-- Stunt Jump #36 (SJ-36)
Salander, Stanfield
Desc.: A dirt mound
>> There is a boat moored at the northern dock. You can access it on
the southwest side, and a Kenshin motorbike is parked there. It
is at the bow on the east end of the ship. You will need to hit
it as straight as you can, landing back down into the docks. The
run-up is the challenge.
-- Stunt Jump #37 (SJ-37)
Ashwood, Stanfield
Desc.: A grass ramp
>> Due west of the Mayhem (Hard) Activity. Hit it and clear the
container crates below.
-- Stunt Jumps #38 and #39 (SJ-38) (SJ-39) [after STAG Party]
Bridge connecting Sunset Park to Bridgeport (south)
>> The east bridge is easy, but the west one is difficult. I
registered the west side by hitting the Jump and activating
nitrous in mid-air. That may do the trick.
-- Stunt Jumps #40 and #41 (SJ-40) (SJ-41) [after STAG Party]
Bridge connecting Sunset Park to Bridgeport (north)
>> You'll need to land over the girders over the top of the bridges.
-- Stunt Jumps #42 and #43 (SJ-42) (SJ-43) [after STAG Party]
Bridge connecting Loren Square to Sierra Point
>> Hitting the east side is easy enough. The west side is likely to
warrant Level 3 Police Notoriety.
-- Stunt Jumps #44 and #45 (SJ-44) (SJ-45) [after STAG Party]
Bridge connecting Loren Square to The Grove
>> You will need to land over the girders over the top of the
bridges.
-- Stunt Jumps #46 and #47 (SJ-46) (SJ-47) [after STAG Party]
Bridge connecting Loren Square to Arapice Island
>> You will need to land over the girders over the top of the
bridges.
-- Stunt Jumps #48-#51 (SJ-48) (SJ-49) (SJ-50) (SJ-51) [after STAG Party]
Bridges connecting Loren Sq. to Henry Steel Mills (outer west/outer east)
>> Each of these have train tracks at the center. Hit the center of
the bridges and make sure you are going fast enough to land on
the tracks.
-- Stunt Jumps #52-#55 (SJ-52) (SJ-53) (SJ-54) (SJ-55) [after STAG Party]
Bridges connecting Loren Sq. to Henry Steel Mill (inner east/inner west)
>> These ones are easier than the previous four. Just hit them as
well as you can.
-- Stunt Jumps #56 and #57 (SJ-56) (SJ-57) [after Air Steelport]
Bridge connecting The Grove to Arapice Island (east)
>> Clear the girders on each side.
-- Stunt Jumps #58 and #59 (SJ-58) (SJ-59) [after Air Steelport]
Bridge connecting The Grove to Arapice Island (west)
>> You will have to clear the girders. You will have to get your
speed right to avoid crashing into the underside of the highway
bridge.
-- Stunt Jumps #60 and #61 (SJ-60) (SJ-61) [after Air Steelport]
Bridge connecting Brickston to Arapice Island
>> Clear the girders on both sides.
-- Stunt Jumps #62 and #63 (SJ-62) (SJ-63) [after Air Steelport]
Bridge connecting Ashwood to Arapice Island
>> Clear the girders on each side.
Some of them, especially the bridge Stunt Jumps, are temperamental. Just keep
on retrying them until you nail it. Otherwise, happy hunting!
------------------------------------------------------------------------------
7L. Barnstorming
*****************
Barnstorming also makes its return from "Saints Row 2", and has also been
subject to change.
As with "2", you need to get the right heading in the right place to get it to
pop up as a diversion. If you nail it, you complete it.
Your reward depends on execution. Just navigating through it normally will
earn you cash and Respect. The harder the Barnstorm, the more valuable it is.
If you perform one on a "knife-edge" (using the Bumper controls to turn your
aircraft on its side), the cash and Respect reward is greater.
There are 50 Barnstorms to complete. They can all be achieved at the beginning
of the game. They are not required for 100% Completion, but it provides an
avenue for earning large amounts of cash, even right from the off-set.
I recommend the Specter hoverbike or the F-69 VTOL. The Specter is earned by
selecting it as a reward in "My Name Is Cyrus Temple", and the VTOL is more
readily available as a Homie in your Contacts or as a reward from certain
missions.
The Specter carries all the perks of the VTOL - added to that, it is small and
easily manoeuvrable. If you can't get your hands on it, the VTOL is the next-
best thing that is readily available.
I will structure the Barnstorms like so:
-- Barnstorm # (B-#)
Neighborhood, District
Description
Heading
>> And any additional information.
You may need to be heading in the direction listed for each one for them to
register. Otherwise, using one of the recommended vehicles will make this an
easy affair.
I'm uncertain about the headings. Where some of the Barnstorms require the
heading listed, others may not. If you're going off the headings, you should
not have any problems. Some are not temperamental, and as long as you hit 'em
properly, that's it.
I will sweep from east to west, beginning in New Colvin and sweeping through
to Stanfield and Carver Island.
-- Barnstorms #1-#4 (B-01) (B-02) (B-03) (B-04)
Wesley Cutter Intl., New Colvin
Desc.: The sets of poles at each end of both of the runways
Headings: Variable
>> It seems that I've been able to hit them in each direction. If
it won't register, head in the opposite direction.
-- Barnstorm #5 (B-05)
Espina, New Colvin
Desc.: A set of smoke stacks on the building by the coast
Heading: East to west
>> Smoke stacks will be a recurring obstacle in Barnstorming.
-- Barnstorm #6 (B-06)
Rosen Oaks, New Colvin
Desc.: The two spires at the entrance to the church
Heading: South to north
>> Church spires will be a recurring obstacle in Barnstorming.
-- Barnstorm #7 (B-07)
Sierra Point
Desc.: Two stacks at the east end of the island.
Heading: East to west
>> Hitting this will give you Level 3 Notoriety.
-- Barnstorm #8 (B-08)
Magarac Island
Desc: Between the front leg of Joe Magarac and the molten steel.
Heading: Southeast to northwest
-- Barnstorm #9 (B-09)
Magarac Island
Desc.: Between the legs of Joe Magarac.
Heading: Northwest to southeast
-- Barnstorm #10 (B-10)
Sunset Park, Downtown
Desc.: Between the smoke stacks at the Joe Cola factory.
Heading: South to north
-- Barnstorm #11 (B-11)
Sunset Park, Downtown
Desc.: Between the smoke stacks on the building due west of the Joe Cola
Factory.
Heading: South to north
-- Barnstorm #12 (B-12)
Sunset Park, Downtown
Desc.: Between the stacks by the building due northwest of Barnstorm #11.
Heading: Southeast to northeast
-- Barnstorm #13 (B-13)
Sunset Park, Downtown
Desc.: Between the church spires up the road north of Rim Jobs.
Heading: East to west
-- Barnstorm #14 (B-14)
Sunset Park, Downtown
Desc.: A set of smoke stacks due northeast of Barnstorm #13.
Heading: Southwest to northeast
-- Barnstorm #15 (B-15)
Sunset Park, Downtown
Desc.: Between the spires of the Gothedral, near the park.
Heading: Southeast to northwest
-- Barnstorm #16 (B-16)
Loren Square, Downtown
Desc.: Between the smoke stacks west of Powder.
Heading: North to south
-- Barnstorm #17 (B-17)
Loren Square, Downtown
Desc.: Between the signs on the roof of Powder.
Heading: West to east
-- Barnstorm #18 (B-18)
Loren Square, Downtown
Desc.: Between the street and the highway overpass above it, just before
the off-ramps at the west end.
Heading: South to north
-- Barnstorm #19 (B-19)
Loren Square, Downtown
Desc.: Between the highway road and the girder on the tower above it.
Heading: West to east
-- Barnstorm #20 (B-20)
Loren Square, Downtown
Desc.: Between the lower and middle girder on the highway tower.
Heading: East to west
-- Barnstorm #21 (B-21)
Loren Square, Downtown
Desc.: Between the middle and top girder on the highway tower.
Heading: West to east
-- Barnstorm #22 (B-22)
Loren Square, Downtown
Desc.: Between the street and the highway overpass above it, where the off-
ramps are at the east end.
Heading: South to north
-- Barnstorm #23 (B-23)
Loren Square, Downtown
Desc.: Between the two church spires at the northwestern area of the
neighborhood.
Heading: South to north
-- Barnstorm #24 (B-24)
Henry Steel Mills, Downtown
Desc.: Between the church spires at the south/central area of the neighbor-
hood.
Heading: West to east
-- Barnstorm #25 (B-25)
Henry Steel Mills, Downtown
Desc.: Between four of five smoke stacks at the refinery to the north of
the neighborhood.
Heading: West to east
>> The first, thicker pair of stacks make a tight squeeze. Make
sure you have a small or thin aircraft.
-- Barnstorm #26 (B-26)
Arapice Island, Carver Island
Desc.: Through the southernmost gap in the highway tower.
Heading: Northwest to southeast
>> This is one of the hardest of the Barnstorms. This has a very
odd angle, and you need to try to approach it from as much as
an angle as you can. Use of the Specter is definitely advised.
-- Barnstorm #27 (B-27)
Arapice Island, Carver Island
Desc.: Between the obstacles at the south side of the highway, towards the
southeast area of the island.
Heading: West to east
-- Barnstorm #28 (B-28)
Arapice Island, Carver Island
Desc.: Between the walkways over the highway, closest to the highway tower.
Heading: West to east
-- Barnstorm #29 (B-29)
Arapice Island, Carver Island
Desc.: Between the two walkways over the highway, furthest away from the
highway tower.
Heading: Soutwest to northeast
-- Barnstorm #30 (B-30)
Arapice Island, Carver Island
Desc.: Between and past several stacks on the large block by the north side
of the highway.
Heading: East to west
-- Barnstorm #31 (B-31)
Arapice Island, Carver Island
Desc.: Between two church spires.
Heading: West to east
-- Barnstorm #32 (B-32)
Ashwood, Stanfield
Desc.: Underneath the two factory walkways and the highway bridge at the
east end of the neighborhood.
Heading: North to south
-- Barnstorm #33 (B-33)
Ashwood, Stanfield
Desc.: Between two smoke stacks at the building up the road to the north of
Barnstorm #32.
-- Barnstorm #34 (B-34)
Burns Hill, Stanfield
Desc.: Between the two church spires.
Heading: South to north
-- Barnstorm #35 (B-35)
Salander, Stanfield
Desc.: Between two smoke stacks near the northern border with Burns Hill.
Heading: South to north
-- Barnstorm #36 (B-36)
Salander, Stanfield
Desc.: Between two smoke stacks at the Property at the northern dock.
Heading: West to east
-- Barnstorm #37 (B-37)
Salander, Stanfield
Desc.: Between two smoke stacks due southeast of Barnstorm #36.
Heading: Northeast to southwest
-- Barnstorm #38 (B-38)
Brickston, Stanfield
Desc.: Between the two church spires.
Heading: South to north
-- Barnstorm #39 (B-39)
Stanfield
Desc.: Underneath the highway bridge connecting Stanfield with Downtown,
over Arapice Island.
Heading: North to south
-- Barnstorm #40 (B-40)
Stanfield
Desc.: Underneath the northern end of the highway bridge connecting
Stanfield to Carver Island, north of the island between them.
Heading: East to west
-- Barnstorm #41 (B-41)
Carver Island
Desc.: Underneath the southern end of the highway bridge connecting Carver
Island to Stanfield.
Heading: Southwest to northeast
-- Barnstorm #42 (B-42)
Yearwood, Carver Island
Desc.: Between the two church spires.
Heading: Southeast to northwest
-- Barnstorm #43 (B-43)
New Baranec, Carver Island
Desc.: Between two smoke stacks at the northern end of the neighborhood.
Heading: Northeast to southwest
-- Barnstorm #44 (B-44)
New Baranec, Carver Island
Desc.: Between two smoke stacks across the street due southwest of #43.
Heading: West to east
-- Barnstorm #45 (B-45)
New Baranec, Carver Island
Desc.: Between two smoke stacks across the street to the east of Barnstorm
#44.
Heading: Northwest to southeast
-- Barnstorm #46 (B-46)
New Baranec, Carver Island
Desc.: Between two identical smoke stacks one block south of Barnstorm #45.
Heading: Southwest to northeast
-- Barnstorn #47 (B-47)
New Baranec, Carver Island
Desc.: Between the second smoke stack and the stack beside it to the east.
Heading: Northeast to southwest
-- Barnstorm #48 (B-48)
New Baranec/Port Pryor, Carver Island
Desc.: Underneath the road bridge providing the main entrance into Port
Pryor.
Heading: West to east
-- Barnstorm #49 (B-49)
Bridgeport, Carver Island
Desc.: Underneath the highway bridge, above the easternmost road.
Heading: South to north
-- Barnstorm #50 (B-50)
Carver Island/Downtown
Desc.: Above the water, underneath the highway bridge connecting Bridgeport
to Sunset Park.
Heading: North to south
------------------------------------------------------------------------------
7M. Collectibles
*****************
Strewn around Steelport are collectible items. They replace the Tags and the
CDs from "Saints Row" and "Saints Row 2".
There are 80 Collectibles in total, with two Achievements tied to them. There
are four types - Drug Packages, Money Pallets, Photo Ops, and Sex Dolls. There
are twenty of each to find.
You need to touch them to collect them, even if you are in a vehicle or in
aircraft. You don't need to be on foot to collect them.
I have split the Collectibles in order of the districts. The split between
them across Steelport is pretty even.
Your reward for collecting one of them is $1,000. For every five of each type
you collect, you are rewarded $2,000. This means a total of $24,000 per
Collectible type completed. This means a total profit of $96,000 for all of
them.
The Collectible Finder can be bought in the Abilities section of your Upgrades
for $49,500. This means that you cut your profit to almost half if you use it,
but you'll be able to pin it down to a more definite area. I have used this
Upgrade to locate them all and to organize them into this guide. If you are
struggling to locate them, I recommend buying it.
So, that touches base with Collectibles. We'll be collecting them in good
time.
******************************************************************************
8. Act One
So, with The Boss, Pierce and Shaundi in Steelport, they'll need to start
giving the Saints a name on the streets.
------------------------------------------------------------------------------
8A. Casing Downtown
********************
In the district of Downtown, we have:
-- 8 Gang Operations
-- 16 Activities
-- 10 Stores, worth $45,100
-- 8 Properties, worth $22,100
-- Rondini's Boat Dock Crib, worth $12,500
-- 20 Collectibles
Total Spend: $79,700
So, with that considered, let's deal with casing this section of the city.
------------------------------------------------------------------------------
CDT1. "Steelport Here I Am"
****************************
In this phone call, Pierce explains how he and The Boss may need to get to
grips with Steelport before going for Loren. He asks to meet up at Sunset Park
and you must get to him to continue.
Pierce will turn up in a Torch. You will need to drive with him up to Rim Jobs
in Henry Steel Mills. Pierce and The Boss will discuss Shaundi and how she's
coping with Gat's death, and even about Gat himself.
When you drive into the garage, just make any change to it to continue. You
will then have to head to Planet Saints in Brickston. Again, buy one item to
continue.
When you exit, you are confronted by a Brute. This Brute is a Type 1.
I will refer to Brutes as Types, as there are three variants. Type 1 is an
unarmed Brute, but still as dangerous.
Taking down Brutes will take some bullets. You will take more health off of
him if you score headshots on him. When he is dead, your Level 1 Notoriety
with the Morningstar will be bumped up to Level 2.
There are no Forgive & Forget drive-ins - instead, you can lose Notoriety for
free at any Crib or Store you own (if they are enterable). When you have lost
the Notoriety, the mission is complete.
Mission Completed!
$6,000
Respect*
*Respect doesn't have a definite measure, but is awarded plentifully in
missions and Activities.
------------------------------------------------------------------------------
CDT2. "Party Time"
*******************
In this phone call, Pierce tells The Boss that he's found the perfect place
for the Saints. He enlightens The Boss to the fact that the city is owned by
The Syndicate, and that the Morningstar are hosting a party atop their
penthouse for all of their high-profile contacts. The Boss will "drop in" to
let the Saints in and claim the place for themselves.
Head to Wesley Cutter Intl. Airport. From there, you will be flown over the
penthouse, and then prompted to jump. Land on the roof, and grab the
lieutenant. You will then have to kill him and fight your way inside.
You will be met by a barricade before the storage room. Use the Grenades
provided to clear the entrance, and then clear out the area before letting
Shaundi and the Saints inside. There will be a few Morningstar that come down
to rush you from where you came from.
With Shaundi and the Saints inside, you must take out several Morningstar.
A group will already be there to fight you - reinforcements come in a chopper
and from the main elevator.
With the penthouse cleared out, there's just one more problem - the place is
now rigged to blow. Run to the helipad at the north side of the island and
pursue the escaping lieutenant. He will touch down at a warehouse in western
Salander, in Stanfield.
Once he touches down, you have 3 minutes to grab him and then kill him. The
warehouse is filled with Morningstar, so hang back from him until you have
cleared a safe path to him. That shouldn't take you too long. Grab him, and
he'll tell how to disarm the bomb. Kill him, and The Boss will tell Shaundi
what to do.
At the boardroom of The Syndicate HQ, Loren and the DeWynter sisters arrive to
one of their concerned leaders, and another who is just as calm as Loren. When
the guy gives him the video feed to the CCTV inside the penthouse, this
changes the thoughts of Loren towards the Saints.
Mission Completed!
$6,000
Respect
Saints HQ as a Crib
Gang Customization - only available from the Saints HQ
------------------------------------------------------------------------------
CDT3. "Guardian Angel"
***********************
When you call Pierce, The Boss is summoned to the HQ. When they get there,
Pierce reveals keys - to The Syndicate lockup. Seeing as their lockup is bound
to contain some good items, Pierce wants to go to it and scope things out. The
Boss, however, knows that The Syndicate will get wise to them. That's where
they come in - they'll be watching over Pierce.
The name perfectly describes this Activity - you are protecting your friend
from enemy attacks. You will be manning an Annihilator RPG, fighting off the
Morningstar as they approach Pierce. Just make sure you're not firing rockets
too close to Pierce, and he'll get through it.
As he goes into New Colvin, you will take up a sniping position from Henry
Steel Mills. Using the McManus 2015, you will need to protect Pierce from more
Morningstar attackers from a distance. You just need an accurate shot, and he
will pull through it.
Mission Completed!
$2,000
Respect
City Takeover Increase
Completing this Activity will give you a small portion of Downtown, adding
slightly to your Hourly City Income.
------------------------------------------------------------------------------
CDT4. "Trafficking"
********************
Pierce informs The Boss that Ultor has just sent over some Saints merchandise
for them to sell in Steelport. Pierce wants to take this opportunity to
promote the Saints, and The Boss will be helping him sell the stuff on
Morningstar territory.
This is the Easy variant of Trafficking. You need to protect Pierce from the
Morningstar as he drives to each deal, and then back to a final drop-off to
finish up.
In this variant, you will have Level 3 Notoriety against the Morningstar, and
you'll have to protect on two deals and then the drive back. You will have
weapons provided up to the Shotgun - the Grave Digger, the TEK Z-10, and
infinite .45 Shepherd ammunition. You'll also have a collection of Grenades
provided.
This mission is simple, and will settle you in for the next variants of the
Trafficking Activity. Just be wary of the Notoriety - it won't drop below
Level 2, but it can go up.
Mission Completed!
$2,000
Respect
City Takeover Increase
Trafficking Activity Unlocked - Downtown
------------------------------------------------------------------------------
CDT5. Activity - "Trafficking"
*******************************
With us now into the habit of Trafficking from the last mission, we can begin
on the next two variants.
The Medium variant is available in Loren Square. This time, you have three
deals and the drive back, and are facing off with Level 3 Notoriety against
the Morningstar. You will have weapons provided up to rifles, with the K8
Krukov now available to you. Of course, attacks come faster, but you should be
able to cope.
The Hard variant is available at the southern end of Sunset Park. You have
four deals and the drive back, with Level 5 Notoriety against the Morningstar.
Weapons provided now go up to the Annihilator RPG. The Brutes will provide the
challenge to this variant. If you destroy the Criminals, the car that they are
driven around in, before they get out, they will be killed pretty easily. Save
the rockets for the Brutes.
A total reward of $10,000 over the two variants, plus an increase in City
Takeover for Downtown, is very welcome.
------------------------------------------------------------------------------
CDT6. "Takeover The City"
**************************
When you call Pierce, he suggests that The Boss starts buying up property from
the Morningstar. The Morningstar stash that they have access to also has the
deeds for every property and business they own, which means they only need to
pay the price for the ownership of it. Meet him at Friendly Fire in Loren
Square.
This Store is purchaseable for $100. Once you have done that, head to the Sex
Doll in an alley in central Loren Square. This provides a basic introduction
to the Collectibles. You will then have to head to the northeast of Loren
Square to buy up Havemaker Estates for $100.
With that done, you'll have to head into Henry Steel Mills. Here, you are
destroying two Gang Operations. Running in the middle of many gang members is
not wise, so take your time picking them off and use the cover within the
limits of the Operation's radius.
When you have defeated these two, earning $1,000 for each, you will have to
head back to the Friendly Fire you purchased to lose the Notoriety. Keep in
mind that you can lose Notoriety from the Stores you have purchased.
Mission Completed!
$500
Respect
And with that, a break from the missions and Activities...
------------------------------------------------------------------------------
CDT7. Downtown Gang Operations
*******************************
The Gang Operations will become a regular occurrence in the City Takeover
aspect. There are a total of 32 Gang Operation - eight of them in Downtown,
and two of them already completed.
I will give the locations of the remaining Gang Operations (discounting the
two completed in "Takeover The City"). I would advise attacking from above,
using an attack helicopter. You can steal one from the helipad of the chopper
landing area in Sierra Point. You want to save it in your Heliport at the
Saints HQ for future use.
Each Gang Operation destroyed rewards you with $1,000 and a City Takeover
Increase. I won't give a guide on how to complete each individual Operation,
just the location.
The following are listed from south to north:
-- Gang Op #3 (GO-03)
Location: Sunset Park
Description: They are positioned north of the Rim Jobs at the southeastern
boardwalk.
-- Gang Op #4 (GO-04)
Location: Sunset Park
Description: In the northeast corner of the Park.
-- Gang Op #5 (GO-05)
Location: Loren Square
Description: At the south end of the stadium due northwest of the bridge to
Sierra Point.
-- Gang Op #6 (GO-06)
Location: Loren Square
Description: At the south end of the neighborhood are two identical
buildings. The Operation is on top of a building on the block
directly north of the eastern twin tower.
-- Gang Op #7 (GO-07)
Location: Loren Square
Description: At the container crate stack at the northwest corner of the
neighborhood.
-- Gang Op #8 (GO-08)
Location: Henry Steel Mills
Description: In the alley of the block across the street from Rim Jobs.
------------------------------------------------------------------------------
CDT8. Downtown Collectibles
****************************
With the Collectibles covered in Section 7M, we can just go into them. The
following locations are all for Downtown, Sierra Point and Magarac Island.
There are:
-- 6 Money Pallets
-- 5 Photo Ops
-- 5 Sex Dolls
-- 4 Drug Packages
Total Collectibles: 20
Where some are located on roofs, you require aircraft to get to it. The
Specter is an ideal vehicle. If you start out from Downtown, this scattering
of Collectibles will earn you $23,000.
-- Collectible #1 (C-01) - Money Pallet
Neighborhood: Magarac Island
Info: At the southern tip of the island, inside the walkway shelter.
-- Collectible #2 (C-02) - Money Pallet
Neighborhood: Sierra Point
Info: On the middle platform of the guard tower at the northwestern corner
of the eastern block.
-- Collectible #3 (C-03) - Photo Op
Neighborhood: Henry Steel Mills
Info: At the corner of the road due southwest of the steel mill.
-- Collectible #4 (C-04) - Sex Doll
Neighborhood: Henry Steel Mills
Info: On the roof of a building up the street to the north of Friendly
Fire.
-- Collectible #5 (C-05) - Money Pallet
Neighborhood: Henry Steel Mills
Info: Behind a building down the street to the south of Friendly Fire, just
after the highway.
-- Collectible #6 (C-06) - Photo Op
Neighborhood: Henry Steel Mills
Info: Just on the street to the west of Image As Designed.
-- Collectible #7 (C-07) - Sex Doll
Neighborhood: Loren Square
Info: There is a lower level of the waterfront at the container crate area,
where Gang Op #7 is located. They are located near the stacks.
-- Collectible #8 (C-08) - Money Drop
Neighborhood: Loren Square
Info: This is due southeast of the intersection with the bridge to Arapice
Island to the west. It is on the rooftop of a building underneath the
freeway.
-- Collectible #9 (C-09) - Sex Doll
Neighborhood: Loren Square
Info: Locate the twin towers at the southern end of the neighborhood. They
are located on the eastern building that is across the street to the
north of the western tower, on the north side.
-- Collectible #10 (C-10) - Sex Doll
Neighborhood: Loren Square
Info: This will be collected during the mission "Takeover The City".
-- Collectible #11 (C-11) - Photo Op
Neighborhood: Loren Square
Info: At the northeast corner of the eastern twin tower.
-- Collectible #12 (C-12) - Drug Package
Neighborhood: Loren Square
Info: On top of one of the walkways connecting the twin towers.
-- Collectible #13 (C-13) - Drug Package
Neighborhood: Sunset Park
Info: Near Gang Op #4 in the park itself.
-- Collectible #14 (C-14) - Money Pallet
Neighborhood: Sunset Park
Info: Due south of Collectible #13, in the middle of two apartment blocks.
-- Collectible #15 (C-15) - Money Pallet
Neighborhood: Sunset Park
Info: At the southeastern-most block, right in the center of it.
-- Collectible #16 (C-16) - Sex Doll
Neighborhood: Sunset Park
Info: In the middle of two buildings at the southwest corner of the
district.
-- Collectible #17 (C-17) - Drug Package
Neighborhood: Sunset Park
Info: In the alley where the Insurance Fraud Activity can be activated.
-- Collectible #18 (C-18) - Photo Op
Neighborhood: Sunset Park
Info: On the road to the east of the south bridge connecting Sunset Park to
Bridgeport.
-- Collectible #19 (C-19) - Drug Package
Neighborhood: Sunset Park
Info: Inside the block where Planet Saints is located.
-- Collectible #20 (C-20) - Photo Op
Neighborhood: Sunset Park
Info: At the end of one of the piers facing out to Carver Island.
------------------------------------------------------------------------------
CDT9. "Tank Mayhem"
********************
Pierce tells The Boss that he's found out some of the routes the Morningstar
take to sell their merchandise. Rather than committing regular mayhem, Pierce
suggests using a tank. Go to the start of the Activity in Loren Square.
So, this is the Mayhem Activity that we know and love, but from the comfort of
a Commander tank. You need to destroy vehicles, people and property to meet
the target. In this instance, the Easy variant of Downtown Tank Mayhem, you
need to cause $125,000-worth of damage in two-and-a-half minutes.
There will be blue wrench nodes littered around the streets. These are repair
nodes, so use them if you find your tank in bad shape. There are also targets
marked out for you - destroy them to earn additional cash.
You have a cannon that will fire RPGs, a chain-gun that will overheat with
prolonged shooting, and the sheer power of the tank can crush your targets.
You'll want to be using the cannon to take out multiple targets, and the
chain-gun for accuracy.
You have a combo meter that will empty over time. A higher combo empties the
meter faster, but it will earn you more cash for destroying things. So, this
plays very similarly to the Mayhem Activity.
The Easy variant will get you used to the controls of the tank, settling you
into the Activity. The target is not too hard to reach in the time limit.
Mission Completed!
$2,000
Respect
City Takeover Increase
Tank Mayhem Activity Unlocked - Downtown
------------------------------------------------------------------------------
CDT10. Activity - "Tank Mayhem"
********************************
So, with the Tank Mayhem Activity unlocked in Downtown, we can do the rest of
the Activity.
The Medium variant is in southern Loren Square, and will require you to score
$350,000 in 2 minutes. The targets are a lot more scattered, but getting to
them and dispatching of them fast poses no problem.
The Hard variant is in northern Loren Square, and will require you to score
$400,000 in 3 minutes. Again, the targets are scattered, but if you can't get
a big combo going when taking them down, you won't reach $400K on target kills
alone.
Remember that if you have damage totals to make up for, you can attack the
Morningstar and the Police who will pursue you throughout the variants. Their
vehicles, their deaths and their helicopters fetch a good amount of money for
unmarked targets.
------------------------------------------------------------------------------
CDT11. "Professor Genki"
*************************
A call from Pierce asks The Boss to become a superstar in another medium. Head
to the Activity Location in Loren Square. You will be completing your first
variant of Professor Genki's Super Ethical Reality Climax.
The introduction to it in this missions gives enough of an explanation, but I
should para-phrase it to make it a bit easier to understand.
Your enemies are Mascots, wielding an array of weapons - from The Penetrator
to McManus 2015s. You will have an NR4 to begin with. Killing these enemies
earns you money and gets a combo going - the higher your combo, the more money
you will get. Scoring headshots make a bonus.
You are working against the clock to dodge the electrified and fire obstacles
and get to the end room. Along the way, there are five Boards you can shoot
out:
-- Ethical: Grants a time bonus and additional money
-- Unethical: Forfeits time and money
-- Money Shot: Grant a money bonus
-- Time Bonus: Adds to the timer
-- Health: Will give you a health bonus if you are running low
Watch out for Health Boards; Health will not regenerate in the arena. Also
watch out for shooting Unethical Boards.
Killing Mascots in succession will bring a Present into the arena. When picked
up, it will reward you with a random weapon.
You will need to reach the target score to unlock the end room. Your reward
for completing the Activity variant is the score you achieve at the end of it.
The Easy variant of this Activity isn't too difficult, apart from a few high-
placed mascots. Just be careful of the traps and look out for those Boards.
You only need $1,000 in 3 minutes to get this.
Mission Completed!
S.E.R.C. Score
Respect
City Takeover Increase
Homie - Pierce Washington
Before we revisit Pierce, let's finish off the remaining Activities...
------------------------------------------------------------------------------
CDT12. Activity - "Professor Genki's S.E.R.C."
***********************************************
We can follow straight on from the homcidal game show to complete its other
variants in Downtown.
At Medium or Hard, when you reach a certain score level, the Hunters come out
to play. These are any of the three Types of Brute. They are as tough to bring
down, and no Health regeneration adds to the difficulty. That being said,
killing one brings a base of $500 to your score. Killing the first one will
bring two more out, and killing one of them will bring another. As far as I
know, the Hunters will constantly respawn to pester you until you either die
or finish.
The Medium variant is available in Loren Square. The arena is slightly bigger
and brings more obstacles and enemies. You need to get at least $2,000 in 3
minutes.
The Hard variant is available in Henry Steel Mills. The arena is much bigger
with several rooms and a lot more enemies, plus a bigger chance of Hunters
coming out. You need to get at least $3,500 in 3 minutes to finish up.
------------------------------------------------------------------------------
CDT13. Activity - "Heli Assault"
*********************************
This Activity will be started in your own time. The Easy variant is located in
Henry Steel Mills, where the premise is explained.
Pierce is going to drive around Downtown to draw out Morningstar, meaning that
the Saints will begin to thin them out. You are manning a Tornado attack
chopper from above. The chain-gun is useful, but you want to be using the
mounted RPGs. They are guided by your reticle, and if you aim at a target for
long enough, you can lock onto it.
You will have Level 2 Notoriety throughout all three Downtown variants. In the
Easy variant, you'll be escorting Pierce to three stops. Morningstar will
spawn steadily and won't pose much of a threat.
In the Medium variant in Sunset Park, you'll be going to 4 stops. Morningstar
will be armed a bit more heavier and spawn a bit more constantly. It isn't too
difficult. Enemy choppers are now liable to spawn, normally after completing a
stop.
In the Hard variant in Loren Square, you'll be going to 5 stops. Morningstar
will spawn much more readily and on occasion are heavily armed.
The Heli Assault Activity isn't difficult if you act fast to enemy attack, and
you are a good pilot. You shouldn't be concentrating too much on navigating
the streets.
In all, you'll be earning $12,000 through all variants, plus Respect rewarded
for completing variants and the Respect earned during the mission for wiping
out enemy gang members. With a good chain-gun this time, a returning Activity
is actually easier than in the previous game.
------------------------------------------------------------------------------
CDT14. Activity - "Insurance Fraud"
************************************
This is the final Activity left to cover in Downtown, and will be completed in
your own time. The first variant is in Sunset Park.
Insurance Fraud is an Activity that has been in "Saints Row" since the first
game. And nothing has really changed about it. You need to throw yourself into
traffic to get a good score in insurance claims.
You have an Adrenaline Meter. Going into the marked zones and taking dives
will make it fill faster. When it is full, you can take a larger and a longer
dive. It will empty as you run around, looking for a dive.
Insurance Fraud isn't formally explained, but it's easy to grasp, and easy to
complete. The harder variants just mean you having to earn more money in dives
in a longer time, so once you do get the hang of it, it is an easy Activity to
complete.
The Easy variant is available in Sunset Park. You will need to earn $80,000 in
three-and-a-half minutes.
The Medium variant is available in Henry Steel Mills. You will need to earn
$200,000 in five minutes.
The Hard variant is available in Loren Square. You will need to earn $450,000
in seven-and-a-half minutes.
------------------------------------------------------------------------------
CDT15. "We've Only Just Begun"
*******************************
The Boss will join Pierce at The Broken Shillelagh, the local Irish pub. As
Pierce plays darts, The Boss tells him that they've grown bored of messing
around with Morningstar - they want to go straight to Loren. Pierce thinks he
is hiding in the tall skyscraper in Henry Steel Mills, but they can't be sure.
However, Loren has been seen poking around Powder, the local arms stock. It
may be worth checking it out.
This is only a cutscene mission that will give you the low-down for the next
mission. However, with the takeover of Downtown, we unlock a phone call...
------------------------------------------------------------------------------
CDT16. "Pub Crawl"
*******************
When you take over each district, you get a phone call from the character who
you cased it down with. In this case, with Downtown, you'll be talking to
Pierce.
It is just a call from Pierce as he prepares for pub trivia night. The two
discuss how they've cased down the city, and how Pierce deserves time off.
Of course, the whole city is yet to come, but we will now have a healthy
stream of income at this point. From here, we have a run to finish Act One.
------------------------------------------------------------------------------
CDT17. "Hit The Powder Room"
*****************************
The call with Shaundi gets her on board with the plan to hit Powder. That will
mean heading straight to the place to meet with her and Pierce. As Pierce and
The Boss argue about how to approach the place, Shaundi takes the initiative
and takes down the nearest guards.
With that happening, you'll be fighting your way into the back entrance of the
stock. There are several enemies for you to take down before you head in. Once
inside, you'll be faced by several more Morningstar, plus three Specialists.
Take out the Specialists and any other immediate threats before heading
through the building.
Once in this area, you're confronted by Brute Type 2. Type 2 is one with a
minigun and heavy armor. Only headshots prove to be the most effective. Once
he's dead, kill the rush of Morningstar, grab the Minigun, and use it to fight
your way to the office.
Once at the office, you'll be helping Pierce defend Shaundi as she hacks the
manager's files. She will progress slowly, but if you have enough Minigun
ammunition, they are easy to fight off. Some Specialists may spawn, so watch
out for them. Witht the files hacked, the mission is complete.
Mission Completed!
$6,000
Respect
------------------------------------------------------------------------------
CDT18. "The Belgian Problem"
*****************************
The phone call with Pierce confirms Loren's position - inside the tallest
skyscraper in the city. After talking to Shaundi, who can't wait to take out
Loren, you will need to head to the Saints HQ. From here, Pierce, Shaundi and
The Boss stock up for the fight ahead.
Get into a vehicle and head to the Syndicate Tower in Henry Steel Mills. The
plan is discussed - clear out the loading dock, get the bomb stolen from the
National Guard inside, and then clear out the building before detonating the
bomb.
Inside the loading dock are several Morningstar, and a Specialist. Once you've
thinned out one side, more Morningstar (including another Specialist) will
spawn. When their numbers are low, a Type 1 Brute will come out. When he is
dead, amongst all the other Morningstar, you can prime the bomb. A stupid idea
that you cannot avoid, putting you up against the clock.
You now have sixteen minutes to clear out the building and kill Loren. This is
almost too generous, because you should be done as early as 6-7 minutes, or
as late as 12. Go up into the factory.
There are two more Specialists in this room amongst a more concentrated number
of Morningstar. Fighting your way up, noticing that this is a lab cloning the
Brutes, you will be introduced to the third and final Brute Type - Type 3,
with a Flamethrower. He is the trickiest, and killing him will make the
propane tank on his back explode, which could wipe out anyone in range, which
includes you. Take him out, and as you approach the elevator, you'll need to
get past one last rush of Morningstar.
When you head towards it, you skip straight to a cutscene. An eight-foot tall,
well-built Russian man is connected up to computers and wires. He provides the
master pattern for the "flawed" Brutes, who have his stature but none of his
wisdom. After The Boss and company help him break free, he can help.
He reveals his name as Oleg Kirrlov, who is willing to help the Saints if they
plan on taking down The Syndicate - of course, this means that The Boss has
made a new ally. Follow him up to Loren's office.
They just miss Loren as he heads down the elevator straight down to the dock.
You will get on the counterweight, and then have to fight off Morningstar on
the top balconies. Oleg gets it loose, and you fly down.
A Brute will join you, but he's no threat. You will then see the mother of all
boss kills - Loren is crushed by the counterweight, and it rolls down into the
street.
You now have a choice. You can leave the bomb and let it blow up, giving you a
permanent bonus on ALL Respect you earn; or you can disarm it, giving you a
permanent bonus on ALL cash you earn. The latter is better, but each decision
unlocks an Achievement. I'd go for the cash bonus - get the Achievement in
another play-through if you want it.
Whichever decision you make ends Act One.
Mission Completed!
$6,000
Respect
10% Bonus to Cash/Respect (depending on decision made)
Weapon Unlocked - RC Possessor
Homie - Oleg Kirrlov
******************************************************************************
9. Act Two
Act Two will see us advance the storyline much further, and it will see us
case down the whole of Steelport. The first mission leads straight on from
completion of Act One.
------------------------------------------------------------------------------
ACT1. "Return To Steelport"
****************************
The Saints, with their hearse to do Johnny proud, sit on the Hughes Memorial
Bridge in Stilwater, where Senator Monica Hughes opens up the bridge in honor
of her late husband. However, it soon gets busted up by Luchadores. Their
leader, Killbane, stands atop the rooftops to the north, as they fire off RPGs
at the bridge. It results in the Luchadores getting wiped out, the bridge
destroyed, and the crew ditching down in the water. Oleg enlightens them on
the perpetrators of the attack, and talks about getting connections to help
them fight off The Syndicate. Meanwhile, an incensed Hughes gives us a vague
insight into the later part of Act Two.
You will be getting into a boat, and heading to a ship. Oleg has sent them to
rescue Kinzie Kensington, an FBI agent who crossed the Deckers and is now
held by them. The ship is teeming with Deckers, and Kinzie is inside the
bridge to the north. Fight through them, and untie her.
She knows where to find more blood for the Saints. The DeWynter sisters, who
hold down the prostitution business in Steelport, have their best rival,
Zimos, under lock and key inside Safeword, their BDSM club. Travel with Pierce
to hunt down the manager.
The first guy you rough up tells that he is on the top floor. The second guy
is innocent, but he reveals the location of the manager. He is protected by a
few Morningstar, so take them out and rough up the manager.
You face light resistance down into the basement, where Zimos is. You will
need to kill the rest of the Morningstar on "horseback" before you are home
free.
After rescuing Zimos, Kinzie calls to tell The Boss of one more guy - Angel, a
former tag-team partner of Killbane who got disowned by the Luchadores. They
are pinning him down at his gym in Bridgeport. Get down there and fight them
off.
There will be several truck-fulls of Luchadores, plus one Brute Type 1. Once
you have cleared them out, rejoining with Oleg, head inside to find Angel.
You will have to face off with one Brute to start off with, and then two more
once you or Oleg has dealt with them. You will also have to fight off the
Luchadore thugs. With both Brutes and all Luchadores dead, you'll be set.
The cutscene switches between two talks - one between Syndicate senior members
where Killbane appoints himself leader above the DeWynters, and another as The
Boss introduces Zimos, Kinzie and Angel into the fold.
Mission Completed!
$8,000
Cribs Unlocked - Angel in Bridgeport, Zimos in Espina, Kinzie in Salander
Weapon Unlocked - The Penetrator
Gang Customization - Gimps can now be in your gang
The missions split off into four paths - Zimos in New Colvin, Angel in
Steelport, Kinzie in Stanfield, and the main story. Each individual will help
you in the City Takeover aspect, so we'll put the main story to one side for
now.
------------------------------------------------------------------------------
9A. Casing New Colvin
**********************
In the New Colvin district, we have:
-- 8 Gang Operations
-- 12 Activities
-- 8 Stores, worth $45,000
-- 8 Properties, worth $57,000
-- 1 Crib, worth $15,000
Total Spend: $117,000
------------------------------------------------------------------------------
CNC1. New Colvin Gang Operations
*********************************
So, we can begin with hunting down the Gang Operations:
-- Gang Op #9 (GO-09)
Location: Espina
Description: Near the southeast corner of the intersection, with the
freeway bridge to Loren Square to the east.
-- Gang Op #10 (GO-10)
Location: Rosen Oaks
Description: From the road at the top of the entrance to the tunnel, head
east and turn left at the last intersection. Continue to head
north and it should pop up.
-- Gang Op #11 (GO-11)
Location: Rosen Oaks
Description: Start back at the top of the entrance of the tunnel, but this
time start heading west. Turn right at the last intersection
and continue heading north to get it to pop up.
-- Gang Op #12 (GO-12)
Location: Espina
Description: At the northwestern reaches of the neighborhood, at the
building nearest to the coast.
-- Gang Op #13 (GO-13)
Location: Rosen Oaks
Description: At the southwest corner of the park next to Safeword.
-- Gang Op #14 (GO-14)
Location: Rosen Oaks
Description: From Gang Op #10, head up the north road and continue. When
you reach the last intersection, it should pop up.
-- Gang Op #15 (GO-15)
Location: Camano Place
Description: At the southern end of the wharf.
-- Gang Op #16 (GO-16)
Location: Wesley Cutter Intl.
Description: Near the main terminal on the tarmac of the Airport.
------------------------------------------------------------------------------
CNC2. New Colvin Collectibles
******************************
So, with 20 already collected, we can go about getting more Collectibles on
New Colvin.
There are:
-- 5 Drug Packages
-- 5 Photo Ops
-- 5 Sex Dolls
-- 4 Money Pallets
A total of nineteen Collectibles in New Colvin will bring us up to a total of
39.
-- Collectible #21 (C-21) - Drug Package
Neighborhood: Espina
Info: In the middle of the block at the northwestern-most reaches of the
neighborhood.
-- Collectible #22 (C-22) - Photo Op
Neighborhood: Espina
Info: On the south road leading from the four-way intersection in the
northwestern-most reaches of the neighborhood.
-- Collectible #23 (C-23) - Money Pallet
Neighborhood: Espina
Info: Due southeast of Collectible #22, behind the buildings in Rosen Oaks.
-- Collectible #24 (C-24) - Photo Op
Neighborhood: Espina
Info: Down the street to the east of the easternmost bridge connecting
Espina to Sierra Point.
-- Collectible #25 (C-25) - Sex Doll
Neighborhood: Espina/Rosen Oaks
Info: At one of the gaps between the two tunnels.
-- Collectible #26 (C-26) - Sex Doll
Neighborhood: Rosen Oaks
Info: Head from Collectible #25, going north, and turn right when you come
out of the tunnel. Stop at the next intersection. The Collectible is
at the back of the house to the northwest.
-- Collectible #27 (C-27) - Photo Op
Neighborhood: Rosen Oaks
Info: Across to the west of Collectible #26, in the middle of this block.
-- Collectible #28 (C-28) - Photo Op
Neighborhood: Rosen Oaks
Info: At the road on the south side of Safeword.
-- Collectible #29 (C-29) - Drug Package
Neighborhood: Rosen Oaks
Info: Southeast of Collectible #28, at the north side of the Cathedral.
-- Collectible #30 (C-30) - Drug Package
Neighborhood: Camano Place
Info: At the central block at the far eastern end of the neighborhood, on
top of a dumpster.
-- Collectible #31 (C-31) - Drug Package
Neighborhood: Camano Place
Info: Inside a container crate at the wharf.
-- Collectible #32 (C-32) - Money Pallet
Neighborhood: Camano Place
Info: At the back of a building, due northwest of the Snatch Activity.
-- Collectible #33 (C-33) - Drug Package
Neighborhood: Camano Place
Info: West of Collectible #32, near the southwest corner of the block
across from it.
-- Collectible #34 (C-34) - Photo Op
Neighborhood: Camano Place
Info: From the southwest corner of the block where Collectible #33 is, head
down the road south. Turn right at the next intersection. It is on
this road.
-- Collectible #35 (C-35) - Money Pallet
Neighborhood: Camano Place/Wesley Cutter Intl.
Info: On top of the far northern building. Part of this building is split
by the border of Camano and Wesley Cutter.
-- Collectible #36 (C-36) - Money Pallet
Neighborhood: Camano Place
Info: At the back of a building to the northeast of Leather & Lace, on the
same block.
-- Collectible #37 (C-37) - Sex Doll
Neighborhood: Camano Place
Info: In the backroom of Leather & Lace clothes store. Go inside and head
straight to the back to find them.
-- Collectible #38 (C-38) - Sex Doll
Neighborhood: Wesley Cutter Intl.
Info: Get on the overhead freeways at the Airport. You can get to this
Collectible, which is on the overhang of part of the terminals.
-- Collectible #39 (C-39) - Sex Doll
Neighborhood: Wesley Cutter Intl.
Info: At the northwest corner where the two runways bisect each other.
------------------------------------------------------------------------------
CNC3. "Snatch"
***************
Funnily enough, this begins at Zimos' Pad. The Boss gets straight to business.
They want Morningstar out of Steelport - thinning them out in Downtown was
difficult enough. Zimos knows enough about the Morningstar in New Colvin to
help the Saints take over - whilst the Morningstar are getting thinned out,
he'll get his business back. It's a no-brainer, so the two need to act.
The Snatch Activity begins. This is easy, so it doesn't need too much in-depth
explanation at this point. You need to get four Hos in the time limit of five
minutes and twenty seconds. Just kill any Morningstar in your way, recruit the
girls, and drop them off. Once you have four, the mission is complete.
Mission Completed!
$2,000
Respect
City Takeover Increase
------------------------------------------------------------------------------
CNC4. Activity - "Snatch"
**************************
Now that we've been introduced to it, I will now elaborate.
Snatch returns as a recurring Activity, and it plays out in New Colvin as it
does traditionally - stealing hos from their abusive pimps. There are a few
locations for you to pick up the Hos. To get them, you will need to recruit
them as you would a Saint street thug.
There are a few things that might happen. It may go smoothly, or you may have
to take out the gang member guarding them. The hos may also be driven around,
and you'll need to take out the target or damage the vehicle to get them out.
You may also run into a trap - if you do, kill the marked targets, and then
you can get the girls.
The problem is that the girls aren't fast-moving, and they take their time
getting up and getting in the vehicle. You're more open to attack, and if you
are low on time, it won't help that way, either.
The only thing you have to contend with are gang members. They bring the
challenge to it, but depending on the Difficulty you're playing on, it can be
a breeze, or it can be a chore.
The Medium variant is in Camano Place, and requires you to get 5 Hos in the
time of six minutes, forty seconds.
The Hard variant is in Rosen Oaks, and requires you to get 7 Hos in the time
of nine minutes, twenty seconds.
Completing all variants in New Colvin will allow you to put Hos in your gang.
------------------------------------------------------------------------------
CNC5. "Ho Traffic"
*******************
With enough girls to start earning money, Zimos now needs to get the word out
that he's back on the game. It will involve using a few people flicking cards
on street corners to get the word around, but all The Boss needs to do is
defend Zimos as he drives around town to drop off the cards. Go to the
Activity starting point.
This is the second and final variant of Trafficking. All you need to do is
what you did for Pierce in Downtown - defend him from Morningstar. You start
at Level 2 Notoriety, and you have to defend him for three stops and the ride
back home.
Mission Completed!
$2,000
Respect
City Takeover Increase
------------------------------------------------------------------------------
CNC6. Activity - "Trafficking"
*******************************
We come down to the final variants of Trafficking. It plays out exactly the
same as it did in Downtown, and will prove just as easy (or as difficult).
The Medium variant is located in northwest Espina. You will have to protect
Zimos on four deals from Level 4 Morningstar Notoriety.
The Hard variant is located in south Espina. You will have to protect Zimos
on five deals and from maximum Morningstar Notoriety.
------------------------------------------------------------------------------
CNC7. "Escort"
***************
Zimos needs a driver for some of his girls. So, he thought of The Boss. Get to
the Activity starting point.
You will have to pick up the girl's client, and then evade the paparazzi and
fulfill the client's orders to fill the Pleasure Meter. You need to fill this
meter before you fill the Footage Meter, otherwise you fail the Activity.
The news van drivers are complete morons, but you can easily outrun them with
the speed of the Justice. Just keep away from them and do as you are ordered.
Mission Completed!
$2,000
Respect
City Takeover Increase
Home - Zimos
Zimos will have one final mission, but we'll leave that 'till we have mopped
up the rest of the Activities.
------------------------------------------------------------------------------
CNC8. Activity - "Escort"
**************************
We can carry on from the last mission to finish up. This time, I'll go a bit
more in-depth.
Aside from outrunning media vans, you also have other priorities. These
include evading the client's significant other or the IRS, killing targets,
taking them to certain places, or performing certain Diversions (such as
Powersliding or Near Misses), or indeed even stopping for a certain amount of
time.
The harder instances get more intense, but if you are a good driver, it won't
bring too much of a challenge.
The Medium variant is in Camano Place.
The Hard variant is in Wesley Cutter Intl.
------------------------------------------------------------------------------
CNC9. Activity - "Tank Mayhem"
*******************************
Tank Mayhem puts in a final appearance in New Colvin. It has exactly the same
principles as it does in Downtown, but it's the only Activity in New Colvin to
be completed in your own time.
The Easy variant is located in Camano Place. You will have to rack up $250K in
property damage in 2 minutes.
The Medium variant is near the Easy variant in Camano Place. You will have to
rack up $500,000 in property damage in three-and-a-half minutes.
The Hard variant is in Rosen Oaks. You will have to rack up $600,000 in
property damage in three-and-a-half minutes.
Completing this will reward you with another Gang Customization option - the
Guardsmen.
------------------------------------------------------------------------------
CNC10. "Painting A Picture"
****************************
Zimos takes a more laidback view - now that the Morningstar are on the back
foot in both of their territories, he wants him and The Boss to kick back and
relax for a while. But The Boss' experience tells them that they cannot relax
until there is no threat to the Saints. They only ask one thing of Zimos - for
him to be prepared for their next moves against the Morningstar.
------------------------------------------------------------------------------
CNC11. "High Times"
********************
Once you have cased New Colvin to 100%, you get treated to a call between The
Boss and Zimos. They ask him why the DeWynter sisters went for him in the
first place. He is reluctant, but The Boss forces it out of him. It turns out
that he actually slept with one of the twins. Which twin was it? That was his
problem.
That's a little bonus for finishing off New Colvin and the Morningstar.
------------------------------------------------------------------------------
9B. Casing Carver Island
*************************
To case Carver Island down, we'll be working with Angel. We'll also be dealing
with the Luchadores.
In Carver Island, we have:
-- 8 Gang Operations
-- 15 Activities
-- 8 Stores, worth $45,000
-- 8 Properties, worth $44,000
Total Spend: $99,000
There are no purchaseable Cribs in Carver Island.
------------------------------------------------------------------------------
CCI1. Carver Island Gang Operations
************************************
-- Gang Op #17 (GO-17)
Neighborhood: The Grove
Info: At the container stack on the north shore of the neighborhood.
-- Gang Op #18 (GO-18)
Neighborhood: The Grove
Info: In the grounds of Light & Power Property.
-- Gang Op #19 (GO-19)
Neighborhood: Bridgeport
Info: At the train tracks at the southern shore of the neighborhood.
-- Gang Op #20 (GO-20)
Neighborhood: Port Pryor
Info: At a guard tower to the northeast area of the neighborhood.
-- Gang Op #21 (GO-21)
Neighborhood: Port Pryor
Info: On one of the ships at the southwestern end of the neighborhood.
-- Gang Op #22 (GO-22)
Neighborhood: New Baranec
Info: At the inward line of the L-shaped building east of Let's Pretend.
-- Gang Op #23 (GO-23)
Neighborhood: Yearwood
Info: At the train tracks running northwest up the western coast of the
neighborhood.
-- Gang Op #24 (GO-24)
Neighborhood: Yearwood
Info: At a gas station to the east of the stadium, due southeast of Planet
Saints.
------------------------------------------------------------------------------
CCI2. Carver Island Collectibles
*********************************
In Carver Island, we have have:
-- 5 Drug Packages
-- 5 Money Pallets
-- 5 Photo Ops
-- 5 Sex Dolls
A total of twenty Collectibles brings us up to a running total of 59.
-- Collectible #40 (C-40) - Photo Op
Neighborhood: Arapice Island
Info: On the road running northeast, to the north from the intersection
with the bridge to Stanfield to the west.
-- Collectible #41 (C-41) - Money Pallet
Neighborhood: Arapice Island
Info: In the middle of the largest block at the southern end of the island.
It is on top of a guard tower.
-- Collectible #42 (C-42) - Money Pallet
Neighborhood: The Grove
Info: Inside a train wagon at the northwestern corner of the neighborhood.
-- Collectible #43 (C-43) - Drug Package
Neighborhood: The Grove
Info: On top of a container at the northeastern corner of the neighborhood.
-- Collectible #44 (C-44) - Photo Op
Neighborhood: Bridgeport
Info: On the road running horizontally, right near the border with The
Grove.
-- Collectible #45 (C-45) - Drug Package
Neighborhood: Bridgeport
Info: At a building on the coast facing out to Downtown. The Collectible is
atop it, and the rooftop is accessed by stairs on its east side.
-- Collectible #46 (C-46) - Sex Doll
Neighborhood: Bridgeport
Info: Due south of Collectible #45. It is on the lower part of the water-
front.
-- Collectible #47 (C-47) - Drug Package
Neighborhood: Bridgeport
Info: On the lowest part of the waterfront at the southern coast of the
neighborhood. This is not too far due east of Gang Op #19.
-- Collectible #48 (C-48) - Money Pallet
Neighborhood: Bridgeport
Info: On top of a building across the street to the west of Friendly Fire.
You can get on the roof by helicopter, or by jumping off the highway
bridge.
-- Collectible #49 (C-49) - Money Pallet
Neighborhood: Port Pryor
Info: Inside a container crate on the lower part of the neighborhood, at
its southwestern area.
-- Collectible #50 (C-50) - Photo Op
Neighborhood: Port Pryor
Info: On the road going north at the west side of the neighborhood, on the
lower road loop.
-- Collectible #51 (C-51) - Sex Doll
Neighborhood: New Baranec
Info: On the back of a trailer, right in the vicinity of Gang Op #22.
-- Collectible #52 (C-52) - Drug Package
Neighborhood: New Baranec
Info: At the south side of a building under the freeway bridge heading
north, connecting New Baranec to Brickston.
-- Collectible #53 (C-53) - Photo Op
Neighborhood: Yearwood
Info: On the waterfront at the northeastern reaches of the neighborhood.
-- Collectible #54 (C-54) - Sex Doll
Neighborhood: Between Yearwood and Brickston
Info: On the island in between Yearwood and Brickston, where one of the
freeway bridge columns is located.
-- Collectible #55 (C-55) - Photo Op
Neighborhood: Yearwood
Info: West of the arena, on the westernmost road.
-- Collectible #56 (C-56) - Drug Package
Neighborhood: Yearwood
Info: In the middle of block, two blocks southeast of the arena.
-- Collectible #57 (C-57) - Sex Doll
Neighborhood: Yearwood
Info: On the back of a train trailer on the tracks, due southeast of
Colllectible #56.
-- Collectible #58 (C-58) - Sex Doll
Neighborhood: Yearwood
Info: South of the church, at the corner of a group of buildings at the
southern end of the border with Yearwood and New Baranec.
-- Collectible #59 (C-59) - Money Pallet
Neighborhood: New Baranec
Info: Due southeast of Collectible #58, at the back of a building near the
two Properties.
------------------------------------------------------------------------------
CCI3. "Insurance Fraud"
************************
The phone call will summon you to meet Angel at his crib. It is rundown, and
The Boss isn't too shy at pointing it out. Angel is using these digs as his
drive to remind him of what happened with Killbane. Speaking of the man, he
wants to prepare The Boss for the fight with him and his Luchadores.
You will have to begin Insurance Fraud for a second time. You will only need
to rack up $70,000 in three minutes, forty-five seconds. Remember the rules of
the game and you won't have any problem.
Mission Completed!
$2,000
Respect
City Takeover Increase
------------------------------------------------------------------------------
CCI4. Activity - "Insurance Fraud"
***********************************
We now go onto finishing off Insurance Fraud for good. Once you've done with
it here, you won't be facing it again. You should apply what you learned from
this in Downtown here, and it won't be too different or difficult to complete.
The Medium variant is at the border of Yearwood and New Baranec. You will need
to get $200,000 in less than 5 minutes.
The Hard variant is located in The Grove. You will need to get $450,000 in
seven minutes.
------------------------------------------------------------------------------
CCI5. "Trail Blazing"
**********************
Angel now wants The Boss to experience the heat that a fight with The Walking
Apocalypse would bring - in the literal sense. Go to the Activity starting
point.
Trail Blazing returns from "Saints Row 2", and it has the same rules. You need
to complete the course in the time limit. You can add time to it to help you
get through it in time. You are rewarded two seconds for every citizen you set
alight, and one second for each vehicle you destroy. Just driving into a car
or bike will set it alight.
This variant has you navigating six checkpoints, beginning with a timer of 30
seconds. Hitting gasoline trails will allow you to rack up time, but you don't
need too many time bonuses to nail this one.
Mission Completed!
$2,000
Respect
City Takeover Increase
------------------------------------------------------------------------------
CCI6. Activity - "Trail Blazing"
*********************************
These next instances will demand more time bonuses for completion. It is a
problem that can be remedied by mounting the sidewalk and hitting pedestrians.
Take every opportunity to rack up time bonuses.
The Medium variant is located in The Grove. You will have to navigate through
nine checkpoints, with a timer starting at thirty seconds.
The Hard variant is located in Yearwood. You will have to navigate through
twelve checkpoints, with a timer starting at thirty seconds.
------------------------------------------------------------------------------
CCI7. "Eye Of The Tiger"
*************************
Angel brings his final part of his test - to just drive around town. Head to
the Activity starting point.
It turns out that this is no Sunday drive - riding shotgun is a tiger. This is
a twist to the Escort Activity. Instead of news vans, you have animal rights
groups pursuing you; and instead of a Footage Meter, you have a Rage Meter.
Also, you have the Courage Meter, which will fill over time.
If the tiger rages, it will maul you, and you'll need to powerslide to calm it
down. If you keep on crashing, stop, or stay in the vicinity of a van, the
Rage Meter fills.
Every now and again, the tiger will swipe you. It won't take your health, but
it will make you drive off to the left or right. If this happens, slow a
little and fight the turning, and then speed up again.
This brings a whole new perspective to Escort. Your Courage Meter will only
fill with time, so just try and make the time pass by with no hitches. With
the Courage Meter filled, you will pass the Activity variant and the mission.
Mission Completed!
$2,000
Respect
City Takeover Increase
Homie - Angel De La Muerte
And with Angel's final mission available, it's time to mop up.
------------------------------------------------------------------------------
CCI8. Activity - "Tiger Escort"
********************************
The next two variants to cap off Escort as an Activity are obviously harder
than the previous mission. The Courage Meter will fill more slowly, meaning
longer contention with animal rights and the kitty riding shotgun.
The Medium variant is located in New Baranec.
The Hard variant is located in Yearwood.
Completion of the Tiger Escort variants allows you to put Wrestlers in your
gang.
------------------------------------------------------------------------------
CCI9. Activity - "Mayhem"
**************************
With Tank Mayhem completely covered, we come to the traditional Activity.
Mayhem will have you destroying public property on foot. With it brings
Notoriety from the cops and the gangs.
Destroying things in quick succession keeps the Combo meter filled. The higher
your combo, the more value is added to destroying property. Property ranges
from vehicles to fences, news stands, and even citizens and your enemies.
You are restricted to one corner of the city, so you will need to find the
best place in the zone to rack up a score, and within good time.
Meeting your target in property damage within the time limit will complete the
variant successfully. Use the weapons provided to your advantage.
The Easy variant is located in Bridgeport. You will need to rack up $115,000
in five minutes.
The Medium variant is located in Yearwood. You will need to rack up $200,000
in five minutes.
The Hard variant is located in Arapice Island. You will need to rack up $250K
in five minutes.
------------------------------------------------------------------------------
CCI10. Activity - "Professor Genki's S.E.R.C."
***********************************************
This Activity puts in one final appearance to cap off the Activities in Carver
Island. The target score is higher, and so the difficulty becomes slightly
greater. But the same rules apply.
The Easy variant is located in Yearwood. You will need to score $2,000 in 3
minutes.
The Medium variant is located in Bridgeport. You will need to score $3,000 in
3 minutes.
The Hard variant is located in The Grove. You will need to score $4,000 in
three-and-a-half minutes.
Completion of Professor Genki's S.E.R.C. will allow you to put Mascots in your
gang.
------------------------------------------------------------------------------
CCI11. "Face Your Fear"
************************
The Boss arranges to meet up with Angel at his crib. They express how pissed
they are at having to face off with a tiger, but Angel has method in the
madness - considering that The Boss is still in one piece, they should be
ready to bring the fight to Killbane.
------------------------------------------------------------------------------
CCI12. "There Is No Try"
*************************
This is the phone call that comes once you have achieved 100% City Takeover in
Carver Island. The Boss tells Angel that the Luchadores should be very hurt,
but he knows that the force behind them is not affected. That aside, Angel
tells them how he feels now that he has his mask and his dignity back, and
tells The Boss that he is ready to fight in the ring with them.
Of course, this shouldn't come until just before "Murderbrawl XXXI", but it
still means that Carver Island is fully cased.
------------------------------------------------------------------------------
8C. Casing Stanfield
*********************
Kinzie and the Deckers brings us to the final chapter in City Takeover. If you
are following this guide, this should mean that your Hourly City Income should
be working to near-maximum, and it means the Saints have taken Steelport.
So, in Stanfield, we have:
-- 8 Gang Operations
-- 13 Activities
-- 8 Stores, worth $40,000
-- 6 Properties, worth $9,000
Total Spend: $49,000
------------------------------------------------------------------------------
CSF1. Stanfield Gang Operations
********************************
The final Gang Operations are taken apart in Stanfield:
-- Gang Op #25 (GO-25)
Neighborhood: Brickston
Info: At a gas station at the southeast corner of the neighborhood.
-- Gang Op #26 (GO-26)
Neighborhood: Brickston
Info: At the east side of the church in the northern area of Brickston.
-- Gang Op #27 (GO-27)
Neighborhood: Brickston
Info: On the south block due west of Gang Op #26.
-- Gang Op #28 (GO-28)
Neighborhood: Salander
Info: By an electricity tower at the northern end of the neighborhood.
-- Gang Op #29 (GO-29)
Neighborhood: Ashwood
Info: At the south side of a building across the street to the south of the
Gas Station property.
-- Gang Op #30 (GO-30)
Neighborhood: Ashwood
Info: There is a highway road going from Brickston to Ashwood. The Gang Op
is along the road running southwest to northeast, coming straight off
from the road.
-- Gang Op #31 (GO-31)
Neighborhood: Burns Hill
Info: At the northwestern block of the suburban homes in the southern end
of the neighborhood.
-- Gang Op #32 (GO-32)
Neighborhood: Burns Hill
Info: Off the road running southeast to northwest around the nuke plant.
------------------------------------------------------------------------------
CSF2. Stanfield Collectibles
*****************************
So, we also put an end to Collectibles and everything else in the game. After
this next chapter, everything else will revolve around the storyline.
Putting that aside, we have these Collectibles in Stanfield:
-- 6 Drug Packages
-- 5 Money Pallets
-- 5 Photo Ops
-- 5 Sex Dolls
These twenty-one Collectibles are what remain to be covered. This means that
you earn the full $96K on offer, plus a one-tenth step to 100% Completion.
-- Collectible #60 (C-60) - Drug Package
Neighborhood: Brickston
Info: Inside a cave formation near the southeast corner of Brickston. You
need to get down to sea level to get to it.
-- Collectible #61 (C-61) - Drug Package
Neighborhood: Brickston
Info: Inside another cave formation; this time, it is just on the coast
slightly north of the highway bridge to Loren Square, over Arapice
Island.
-- Collectible #62 (C-62) - Sex Doll
Neighborhood: Brickston
Info: At the electricity tower across the street to the south of Shaundi's
Ex's Crib, on top of an open dumpster.
-- Collectible #63 (C-63) - Sex Doll
Neighborhood: Brickston
Info: Two blocks due west of Collectible #62, at the back door of one of
the houses.
-- Collectible #64 (C-64) - Photo Op
Neighborhood: Brickston
Info: North of Collectible #63 is a Property. The Photo Op is across from
this block, to the northeast.
-- Collectible #65 (C-65) - Sex Doll
Neighborhood: Brickston
Info: In the backyard of a house, on the road leading up to the south side
of the church.
-- Collectible #66 (C-66) - Money Pallet
Neighborhood: Brickston
Info: At the back porch of a house on the southwest coast.
-- Collectible #67 (C-67) - Money Pallet
Neighborhood: Salander
Info: On the roof of a garage building, across from the northernmost dock
up from Kinzie's hideout. There are stairs on the southwestern corner
of the block, which you can use to get to it.
-- Collectible #68 (C-68) - Drug Package
Neighborhood: Salander
Info: On the roof of the building with the Cyberlesque sign, due southeast
of Collectible #67.
-- Collectible #69 (C-69) - Drug Package
Neighborhood: Salander
Info: On top of a container crate in the middle of the block across the
street to the east of the building with Collectible #68.
-- Collectible #70 (C-70) - Photo Op
Neighborhood: Salander
Info: On the road at the east side of the building with Collectible #68.
-- Collectible #71 (C-71) - Money Pallet
Neighborhood: Salander
Info: Inside Smiling Jacks, at the southwest corner of the block that
contains Collectible #69.
-- Collectible #72 (C-72) - Sex Doll
Neighborhood: Salander
Info: On the roof of a building three blocks east of Collectible #71.
-- Collectible #73 (C-73) - Drug Package
Neighborhood: Burns Hill
Info: At the back entrance of one of the suburban homes. It is on the
southern side of the southeastern block of homes.
-- Collectible #74 (C-74) - Money Pallet
Neighborhood: Burns Hill
Info: At the base of a monument on the block northeast from Collectible
#73.
-- Collectible #75 (C-75) - Sex Doll
Neighborhood: Burns Hill
Info: At the top of a small ridge off the road running southwest to north-
east around the nuke plant.
-- Collectible #76 (C-76) - Photo Op
Neighborhood: Ashwood
Info: Coming out of the road tunnel, turn left to begin heading up north.
You should come across this Collectible.
-- Collectible #77 (C-77) - Drug Package
Neighborhood: Ashwood
Info: On the roof of a building due north of Rim Jobs.
-- Collectible #78 (C-78) - Money Pallet
Neighborhood: Ashwood
Info: Inside the block with the Hard variant of Cyber Blazing on its north-
west side. It is up the road to the northwest of Rim Jobs.
-- Collectible #79 (C-79) - Photo Op
Neighborhood: Ashwood
Info: From Rim Jobs, head on the road going northwest and turn left at the
first intersection. As you begin to pass the second block, you'll
find the Collectible.
-- Collectible #80 (C-80) - Photo Op
Neighborhood: Ashwood
Info: From Collectible #79, head to the next intersection and turn right.
Turn left at the next intersection, and carry on from here. Finish
the road curve going west, and the Collectible will be on the north
side of this road.
That should be all of them covered for you. Well done if you have finished
them off.
------------------------------------------------------------------------------
CSF3. "Cyber Blazing"
**********************
You will have to visit Kinzie at her hideout as she "moves boxes". The
conversation comes to the Deckers. She knows how she can track down some of
them through their computer activities. She just needs The Boss to plug
themselves into a game of Cyber Blazing.
This is another traditional Activity with a twist. This plays out as a cyber-
space version of Trail Blazing - instead of destroying vehicles and setting
fire to pedestrians, you need to accumulate time through destroying the tanks
that materialize. Any red firewalls you drive through incur a two-second time
penalty.
Each tank destroyed gives you an additional two seconds. Passing through the
checkpoints will give you bonuses - the harder the variant, the more time you
earn.
Navigating the tubes on this power-bike is easy once you get the hang of it.
You can collect fire trails to save you the bother of destroying the next
tank. Otherwise, it is pretty simplistic and easy to get the hang of.
You will have to collect 9 checkpoints, each one accrediting you five seconds.
Mission Completed!
$2,000
Respect
City Takeover Increase
------------------------------------------------------------------------------
CSF4. Activity - "Cyber Blazing"
*********************************
The next two variants spike up the difficulty a little - more firewalls and a
more complex course - but not by much. You can now accumulate more time with
added tanks and added time bonuses for checkpoint collection. If you found the
mission a breeze, this should only be tricky at certain points.
The Medium variant is located in Burns Hill. You will have to navigate through
14 checkpoints on a quite longer course.
The Hard variant is located in Ashwood. You will have to navigate through 17
checkpoints on a longer course with a far spread of them.
Completing Cyber Blazing will reward you with the Cyberspace Vehicles - the
X2 Phantom Bike, the Cyber Blazing bike; and the Wraith, which is basically an
Attrazione with a cyberpunk's touch.
------------------------------------------------------------------------------
CSF5. "Mayhem"
***************
The next premise seems a bit strange, but a lot of fun will be enjoyed if The
Boss does it. Kinzie has heard of a Deckers-owned company that produces and
sells fencing - she wants The Boss to disrupt production by destroying public
property.
This gives us an excuse for the final variants of Mayhem. The same rules apply
in a different area with different enemies. If Decker Specialists appear, they
give you a challenge to deal with them.
With the weapons provided, you will need to accumulate $90,000 in 5 minutes.
This isn't a tall order to start with, and it's the lowest across all six
variants in Steelport.
Mission Completed!
$2,000
Respect
City Takeover Increase
------------------------------------------------------------------------------
CSF6. Activity - "Mayhem"
**************************
This Activity won't need further explanation, because you're doing the same
thing as you did in Carver Island. Jump back to the chapter if you need to
refresh your memory.
The Medium variant is located in Brickston. You have approximately three-and-
three-quarter minutes to accumulate $200,000 in property damage.
The Hard variant is located in Ashwood. You have approximately five minutes to
accumulate $300,000 in property damage.
------------------------------------------------------------------------------
CSF7. "Guardian Angel"
***********************
The final variant comes in the form of one of Kinzie's missions. She decided
to poke her head outside in Burns Hill, but the Deckers found her. She wants
The Boss to get into position to help her get home.
This operates identically to Guardian Angel with Pierce in Downtown - this
time, though, you'll be manning a McManus 2015, before you go on the move to
destroy Decker vehicles and roadblocks with the Annihilator.
Just make sure you are being sensible with the RPGs, and Kinzie will make it
out unscathed. You will finish up as she approaches her hideout in Salander.
Mission Completed!
$2,000
Respect
City Takeover Increase
------------------------------------------------------------------------------
CSF8. "Heli Assault"
*********************
Kinzie needs to cause further disruption to the Deckers by messing with their
PCs, their businesses, and their interests in general. She wants The Boss to
provide cover, as she'll need to "do her thing" directly and locally. She has
prepared an attack chopper to help.
The second and final variants of Heli Assault come with Kinzie. This will use
the Vulture attack chopper, which has a strong mounted chain-gun, and RPGs
which cannot be guided. The chain-gun will make it up to you if you're not
good at predicting paths and using the RPGs to destroy target vehicles. This
is the only change to it, and plays out the same as it did in Downtown.
You have to guide Kinzie to 3 stops to finish up.
Mission Completed!
$2,000
Respect
City Takeover Increase
Homie - Kinzie Kensington
------------------------------------------------------------------------------
CSF9. Activity - "Heli Assault"
********************************
So, the use of another chopper (instead of the Tornado) brings the only change
to Heli Assault. Otherwise, you just need to play it out as you did with
Pierce in Downtown.
The Medium variant is located in Ashwood. You will be guiding Kinzie through
four stops.
The Hard variant is located in Salander. You will be guiding Kinzie through
six stops.
------------------------------------------------------------------------------
CSF10. Activity - "Snatch"
***************************
The last Activity left to cover is Snatch. This will play out as it did in
New Colvin, with only a few changes - the Deckers instead of Morningstar, and
Kinzie's contacts that require rescuing instead of working girls. You will be
picking up less Contacts in Stanfield than Hos in New Colvin, so in theory,
these variants are easier.
Stock up on ammunition for your guns, and that should be your only preparation
for this Activity.
The Easy variant is located in Salander. You will have four-and-a-half minutes
to rescue 3 Contacts.
The Medium variant is located in Burns Hill. You will have five-and-a-half
minutes to rescue 5 Contacts.
The Hard variant is located in Ashwood. You will have seven-and-a-half minutes
to rescue 6 Contacts.
Beating this Activity in Stanfield will allow you to have Cops in your gang.
------------------------------------------------------------------------------ CSF11. "Phone Phreak" ********************** Kinzie will arrange a meet with The Boss at Smiling Jacks in Salander. Go there to initiate her final mission concerning Stanfield City Takeover. She displays her quirky, geeky nature as she chats to The Boss underneath one of the booth tables. She disagrees with The Boss when they say they have taken care of the Deckers, referring to her fall from grace and her capture. She thinks that they have paved the way to make a move against Matt Miller, but they'll need to put a lot more work in to eradicate them. ------------------------------------------------------------------------------ CSF12. "The Morning After" *************************** This is a call that comes as a reward for casing Stanfield at 100%. It is simply a display of Kinzie trying to be "normal", now that the Deckers have been taken care of. The Boss turns down the offer of "pancakes", and simply tells her to be ready when they need them. Again, this won't come until Matt Miller is out of the picture, but it means that Stanfield is now defeated. ------------------------------------------------------------------------------ 9D. The Main Story ******************* At this point, we have completed all of City Takeover. You should now be making an income of $40K+ an hour, which will help you take steps towards buying the next Weapon Upgrade or general Upgrade. We can now move back onto the main story... ------------------------------------------------------------------------------ TMS1. "Trojan Whores" ********************** Shaundi is angry at The Boss, because the Saints are throwing a party at the HQ. They protest their innocence, but assume that Pierce has something to do with it. You will have to head to the Saints HQ to begin. Shaundi is still mourning for Gat, so she makes it clear that she doesn't like the party that Pierce has thrown. Zimos doesn't help matters, but Pierce tries to calm her down. He then indulges in the female company - cut short when The Boss reacts just in time to stop one of the girls killing Pierce. An ambush ensues. So, the girls are Morningstar assassins. You will have to take them out. The Saints' protection will get heavier as you progress through the mission. Just take down the first few girls. Pierce will go down once the second wave of enemies. Get to him quickly to revive him. Following this, you are told that snipers are now scoping the place out. Grab the McManus, get to the vantage point, and take them out. You will have to take down around 7-8 snipers before you are done. With the power out, you will have to fight your way down to the basement to bring it back up. This is an easier task that is followed by your last and tallest order. Oleg will call to tell The Boss that the party's a trap. Obviously, this news comes a little late, but he mentions a chopper attack. You will have to grab the Annihilator RPG and take down the Morningstar attack choppers as they fly over. These guys will throw both of their weapon mounts at you, so you will need to pop in and out of cover to take them down. They hover in place for a few seconds before moving on, so make use of that short time. When you have shot down all the helicopters, you cut to another Syndicate meeting. Killbane's incensed at the DeWynters, who had the idea of the ambush. The two are cocky, and walk away. But Killbane loses it, and in his rage, he snaps Kiki's neck. He "consoles" Viola, leaving her to mourn her now dead twin sister. Mission Completed! $8,000 Respect Vehicle - Vulture (in your heliport) ------------------------------------------------------------------------------ TMS2. "Pimps Up, Hos Down" *************************** Zimos asks The Boss to come meet him near Safeword. After watching a powerful Senate speech, spoken by Monica Hughes, about the STAG Initiative, Zimos reveals his plan. He has an invitation into Safeword, and he wants to get revenge on the party ambush by clearing out the Morningstar and taking their girls. There's one catch - The Boss is being sold off as a sex slave so they can get in. When you emerge inside Safeword, you'll be high. The camera will sway from side to side, and you'll be stalled occasionally. This slows down progress and makes aiming difficult. After meeting with Zimos, take your weapon and kill the three Morningstar guarding the central security. You will then have to fight your way through the main lobby and to the stairs on the other side. Inside the lobby are four Morningstar Specialists and many Morningstar thugs. Focus on the Morningstar close to you, use the space under the balconies as cover, and take out the Specialists. Clear out this area and proceed to the stairs. You will have to go down to the basement, and fight your way to the security system. Along the way are two desktops marked with a Y button. If you press Y next to it, you'll free the girls locked up, and they will help you fight the Morningstar. Once you have disabled main security, you must take out the rest of the Morningstar (around five thugs) before exiting. You'll have a stand-off with a Type 2 Brute. There isn't much cover apart from a couple of vehicles, which he will destroy with ease. Take him down, and you are finished. Mission Completed! $8,000 Respect Crib - Safeword Stronghold - Safeword The Morningstar Gang Vehicles - Infuego, Justice, Criminal Gang Customization Option - Morningstar ------------------------------------------------------------------------------ TMS3. Stronghold - Safeword **************************** Your final Crib left to unlock in New Colvin, Safeword is the BDSM club that you take over from the Morningstar. It initially gives you a 5% boost to the Hourly City Income you get from New Colvin. Accessing your Crib and going into Stronghold Customization will allow you to upgrade this Stronghold. You must upgrade it to Level 1 before you can upgrade it to Level 2. Level 1 Upgrade will cost you $20,000. For this spend, you get a few bonuses - an increase in your Transfer Limit for Hourly City Income; a 10% bonus for your Hourly Income in New Colvin; a 10% bonus to ALL Respect earned; and to store 10% more ammunition in your weapons cache. Level 2 Upgrade will cost you $40,000. For this spend, you get further bonuses to those you've already earned - a further increase in your Transfer Limit; storing 10% more ammunition in your weapons cache on top of the first bonus; New Colvin Hourly Income is now topped up to 15%; and the Respect bonus is now topped up to 15%. ------------------------------------------------------------------------------ TMS4. "The Ho Boat" ******************** The Boss and Zimos discuss their next move. But someone calls in on The Boss - Viola DeWynter. She gives them a tip of a shipment of girls that is coming in. The Boss will ask why she's doing this. The general answer is that she's cutting her ties with the Syndicate. The Boss will arrange a meet with Zimos at Salander docks, so head there. You'll be taking a jetski onto the boat. The Morningstar protection will be scattered, and you'll be opening crates to discover the girls. Out of the sixteen that you need to open, only four contain girls. A couple will pop open that contain Brutes, and you'll need to fight them off if you want to continue without a hitch. As mentioned before, the Morningstar protection is scattered at first. But once you have got all four crates open, you will have to get to the Minigun to prepare for the next objective. Morningstar will come in by boat and air. Using the Minigun, you need to shoot the choppers down and take out the rest of the enemies. There are three waves of helicopters, and two waves of boats. When you have cleared them out, stick around on the platform and wait for Pierce and the crew to arrive. You are manning the Annihilator RPG, which is at Level 4 for the purpose of this mission. Aim at a moving target, and you can lock on to them for an easy kill. You will face off with Morningstar boats, who will fire missiles at Pierce. You will need to protect him as he weaves his way around western Steelport. Act quickly to prevent him sustaining a lot of damage. After taking out three waves of boats, you will need to shoot out Specialists and APCs on land. As you fly over Brickston, you will also have to take down the Specialists and thugs on the rooftops. Your stop is on Arapice Island. Here, you get a call from Matt Miller, asking for the girls back for a good price. Zimos, however, wants The Boss to keep them so he can make more money with more girls. Here, you have a decision to make. Drive into Downtown, and you keep the girls, giving you a bonus to Hourly City Income. Drive into Stanfield, and you hand over the girls to Matt Miller, earning you a generous lump sum. It's your call, and your decision does not have repercussions. Whichever decision you make is followed by a cutscene with Killbane and Matt. He is angry that he bargained for the girls, but Matt calms him. He declares that his moves against the Saints will tear them to pieces. Meanwhile, in the televised Senate debate, Monica Hughes announces that STAG is coming to Steelport. Mission Completed! $8,000 Respect Lump sum of $25,000/$1,000 bonus to Hourly City Income (choice-dependent) ------------------------------------------------------------------------------ TMS5. "Gang Bang" ****************** The conversation with Oleg brings a predicament - why is Viola helping the Saints, when she's a Syndicate power-player. She calls in, asking for a meet with The Boss. They invite Oleg along for the ride. Head to Ashwood to meet Viola. The meeting is tense, but Viola is willing to try and be civil. When they reach an agreement, the area is stormed. The trio manage to get into Technically Legal unscathed. This mission introduces you to STAG - the Special Tactical Anti-Gang unit. As you head towards the roof, you will be met by more STAG inside the club. At least one of them will be a Specialist, who hides behind a Riot Shield. Just make it to the doors to the roof. As Oleg manages to hold off STAG, you reappear on the roof. As Viola hacks the elevator, you must fight alongside Oleg as the STAG reinforcements fly in. Some will be dropped off on the roof - others on the surrounding rooftops. If taking down the STAG aircraft fails you, take out the group of four STAG officers that are dropped off. After cutting down several groups, you will have to revive Oleg and take down a VTOL. With that done, Oleg will fight a VTOL barehanded - what a trooper - and Viola will finish off the hacking. Head into the elevator. You will want to fight your way out and then race back to the Saints HQ to finish up. The STAG attacks are strong, so you will need to brave them and get back to HQ in quick time. We join a press conference with STAG Commander, Cyrus Temple, taking the questions. It's going against him, until he pulls out his card on Jessica Parish - Maero's girlfriend in "Saints Row 2". He confirms that STAG will stay in Steelport until the gangs are dealt with. Mission Completed! $8,000 Respect Homie - Viola DeWynter ------------------------------------------------------------------------------ TMS6. "Convoy Decoy" ********************* After a non-productive phone call with Pierce, head to the Saints HQ. The Boss orders Pierce and Oleg to clear out the crib, knowing that STAG will be coming for them. Oleg will be causing a distraction whilst Pierce moves the stuff out of the HQ. The Boss, meanwhile, needs to take matters into their own hands... Head to the STAG Base in Sunset Park. You will have to fight your way to the VTOLs positioned at the end of the dock. When you have claimed one of them, get up into the air. You have missiles and a microwave laser to use as weapons. The longer you hold down the button to unleash the missiles, the more focus you get on your aim. The microwave laser makes quick work of your enemies. Destroy this Base and make tracks away from it. You can alternate between hover and jet mode. You will have three more bases to hit. It is simple repetition - tear up everything on the base and any STAG that come in your way. You'll face resistance on the ground and from VTOLs in the air. After taking out the first base, Pierce will request help to clear a roadblock on the bridge between The Grove and Loren Square. You will need to clear out a few tanks and several STAG patrol vehicles before you can move on. You will have to take out the remaining bases. Again, it is doing the same thing twice before you finish up. With that done, Oleg requests help in Sunset Park. You will have to take out 3 STAG Tanks plus a few STAG Patrols. With them disposed, you will then have to shoot two VTOLs down. With that done, Oleg is fine, and you can move on. You have one final task - shooting down a surveillance aircraft, the size of a cargo plane, in the four-minute time limit. You will need to shoot down two convoy aircraft that are guiding it, plus two more as reinforcements, before you can shoot it down. Use the homing missiles to take it out. A commercial with Josh Birk is the public campaign that STAG are fronting in Steelport. Cyrus believes in brute force, but Senator Hughes over comms tells him that they'll need to win over hearts and minds instead. Mission Completed! $10,000 Respect Vehicle - F-69 VTOL (in your heliport) ------------------------------------------------------------------------------ TMS7. "Nyte Blayde's Return" ***************************** The Boss will be summoned to a comic book store in Sunset Park. In between signing a "Gangstas In Space" comic for an adoring fan, they learn of Pierce's plan. Since Birk has become the poster-boy for STAG, he knows that going for him will draw STAG out. With a couple of costumes and the help of Viola, The Boss should be able to grab him and bring him back to the Saints HQ. Get into a vehicle and head to the STAG P.R. Center. Getting to Birk is easy, as long as you remain unarmed. When you have him, you must begin to fight your way out. Most STAG officers will use laser weapons, and they can pack some damage. Try to use cover and face off with as few officers as you can. Fight from the room and to the elevator at the other side of the office. You will then have to take down the resistance in the atrium. You are heading down to the elevator to the underground parking lot. You will be vulnerable in all areas as you move down to the ground floor, so find your enemies and take them out. Once in the parking lot, get Birk into the vehicle and bring him back to the Saints HQ. As STAG burst into the camera room, Cyrus learns that the Saints have Birk. Mission Completed! $10,000 Respect Outfit Unlocked - Cardinal Outfit ------------------------------------------------------------------------------ TMS8. "STAG Party" ******************* Shaundi makes her voice heard, because her reunion with Birk isn't a good experience. When we get to the HQ, things don't seem to be getting any better, as Birk keeps on trying his charm - even at gunpoint. The gang are preparing a trap for STAG. As things are being put in place, it is up to The Boss to draw STAG out. Using the Molotov Cocktails provided, you will need to burn down the two banners hanging outside the STAG P.R. Center. It may take some judgement, but they're easy to get rid of. Once you have burned them down, get back to the Saints HQ. Oleg will warn you to go easy; the set-up is vehicles packed with explosives, which you will need to set off when STAG approaches. You will spend most of the mission inside the HQ's observation deck. Grab some ammunition from the weapons provided. When prompted, you will have to set out the car bombs. Setting these off when you do so means maximum damage against STAG. From then on, you'll have to defend the north side. After a few moments, some STAG will burst in and attack Viola. There are only three officers, and you won't have too much trouble fighting them off. You'll then have to the same as you did previously to the south side. Set off the bombs when prompted. Snipers will appear on the surrounding rooftops. There are four in total - two off to your left, and two off to your right. Head back to the north, and take out the Tanks as they come. There are three in total. Pierce will soon come back, pursued by a Tank. To make this part easier, take the Tank out if you can. Go down to street level, get to Pierce, and then head back into the Saints HQ. Pierce has brought back an SA-3 Airstrike. Use it to paint a target area, wiping out anything inside it. You can use it from this point on to take out the bigger targets. You will have to keep on defending the north side. You will face a total of four more Tanks, followed by three VTOLs. Wait for each to stop in place, and paint the target with the Airstrike. This makes the mission so much easier than the original method. STAG will burst in again, with a few officers and two Specialists with Riot Shields. Take them out, and then head up into the penthouse to meet Shaundi. Cyrus will touch down, and has a proposition for The Boss. You have to make a choice - hand over Birk to Cyrus, rewarding you with a City Takeover; or hand him to Shaundi, and earn Nyte Blayde as a Homie. Once you have made a decision, you will have to basejump off the helipad to escape to safety. STAG tear apart the penthouse, but Cyrus knows that this isn't victory. Kia has designs for their next move - and it involves Shaundi. Mission Completed! $11,999 Respect Weapon - SA-3 Airstrike Homie - Josh Birk Homie - Nyte Blayde/STAG City Takeover (depending on choice) Our involvement with STAG won't go any further until we get through a string of missions with Kinzie... ------------------------------------------------------------------------------ TMS9. "Live! With Killbane" **************************** Kinzie invites The Boss and Shaundi to Smiling Jack's. When they arrive, she cuts straight to the chase - Killbane, with the help of the Deckers, is doing an interview. He starts off with a doctored video, which frames the Saints for destroying the Hughes Memorial Bridge. Kinzie should be able to track Killbane down as the interview wears on, but The Boss and Shaundi are doing the leg- work. Get to the helicopter at Salander. You will have sixteen minutes to complete the mission. You will have to hop between two buildings to plant bugs on the transmitters. This will allow Kinzie to track down the signal. Each one will have a number of Deckers guarding it, so you will want to fight through them and make sure you're covered as you plant the bug. The first building is in Brickston, and the second in Loren Square. With the second bug planted, Kinzie tracks down the van transmitting it. It'll be down to the south in Sunset Park. You will need to get low enough to aim the green laserlight on the van, which will lead you to the other end of the connection. A yellow bar on your HUD tracks your progress. Your final destination is an abandoned office block in Espina. Again, you need to fight your way through the Deckers. Get on the roof, and clear out the office. Initially, there are several Deckers, but reinforcements will come in. There will be a few Specialists to contend with alongside it. When you have cleared it out, talk to Jane, who is just stood in the corner of the office. The Boss is willing to forgive and forget, when Jane tells them where he was heading. Get back in the chopper, and fly down to Killbane in his vehicle. The chopper blocks the road in front of Killbane, and Shaundi prepares the shot. However, the chopper goes down with no real explanation. The Boss is unscathed, and Shaundi is peeved, but unharmed as well. Matt Miller then drops a text to The Boss - a new enemy presents himself. Mission Completed! $10,000 Respect Vehicle - Oppressor (in your heliport) ------------------------------------------------------------------------------ TMS10. "Learning Computer" *************************** Pierce joins The Boss as they are greeted with Kinzie's "inner sanctum". The place is cozy - a newspaper clipping and a Penetrator take Pierce's interest. Kinzie has a plan to take care of the Deckers - what she needs is a super- computer. Ultor make them, and STAG have their hands on one. However, it seems Matt was listening in the whole time. He might look underage, but he's still a nuisance. Kinzie orders Pierce and The Boss out to get the computer. You are heading to the STAG P.R. Center. The Deckers will always arrive ahead of you, so fight through the Deckers and the STAG officers. Once inside, you are clearing out the lobby from both Deckers and STAG. When you have done so, you're heading into the garage. Steak the tank and get out of the parking lot. The computer will be on the back of a truck, so aim for its tyres and pop them. When you have done that, you are finished. Pierce and The Boss bring the computer back to Kinzie. All she needs now is a chair - but not any chair. Mission Completed! $10,000 Respect ------------------------------------------------------------------------------ TMS11. "Stop All The Downloading" ********************************** The conversation over the phone involves Oleg helping Kinzie shift her new computer around. When you arrive, The Boss is enlightened on the plan - she wants them to enter the Deckers' corner of virtual reality, so they can tear it apart and cripple Matt Miller's livelihood. Oleg knows what they're after - a NEMO chair. The Deckers have a hold of one, and they're masking it under the city's power grid. You are taking Kinzie up to the Burns Hill Nuke Plant. Once you're there, you will have to take her to all three uplinks at different points of the plant. Each one is protected by Deckers, and your Notoriety will go up one level each time you get Kinzie to each uplink. With all three disabled, you'll have Level 5 Notoriety and you'll be waiting for a chopper to touch down. The ride isn't too hectic. Kinzie will pin it to a position underneath one of the cooling towers. You will jump out and then parachute down onto the ground. Make your way inside the plant. There are now four routers for you to disconnect before you can get to the chair. The Deckers will be concentrated near the routers and just dotted around the room. Take care of them before you go for the routers. Just go up to a router and press the prompt to shut it down. With all four down, you will be able to disable the last router that the chair is actually connected to. Mission Completed! $10,000 Crib - Burns Hill Reactors Stronghold - Burns Hill Reactors The Deckers Vehicles - Solar, Kayak & Criminal ------------------------------------------------------------------------------ TMS12. Stronghold - Burns Hill Nuke Plant ****************************************** Burns Hill Reactors, as it is also known, provides you with your last Crib in Stanfield. It gives the initial bonuses to your Respect and your Income in Stanfield. Levels 1 and 2 give the same bonuses as Safeword did. The cost this time around is $40,000 for L1, and $80,000 for L2. Valuable bonuses come with this, so make sure that you upgrade it when you have the money to. ------------------------------------------------------------------------------ TMS13. "http://deckers.die" **************************** Along with Pierce, The Boss checks in with Kinzie to see how things are going. She's got everything prepared, and after her little "pep talk", The Boss is wired in. They emerge in Decker virtual reality. You'll have to move through the data as you go through the motions with the avatars. You have a Cyber Buster, which will cause explosive damage to your enemies. Charge it up, and it'll deal more damage. When you finally get the correct avatar, Decker avatars will begin to appear. Take care of them and make your way towards the firewall. Matt will soon be aware of The Boss' presence, and will employ disabilities on you. It begins with snail speed, which disables your stamina and means you will barely move. Other disabilities include lag, flipped movement controls, and later in the game, much weaker weapon power. These disabilities are temporary, but can still make the mission tough. When you reach the firewall, you're met with a text adventure. It's an easy one that is not too complex. A tip is to avoid the flagstones, carry on going, and to take no liberties with the unicorn. With that done, you'll be heading towards Matt's anti-virus. When you arrive there, you'll be introduced to Specialists and Matt's next disability - the lag. Contend with it, and wipe out all the Deckers marked out for you. An error screen will now pop up - it's not your game messing up, so don't worry. Press any button, and then you're thrown in to a throw-back - if you remember the Atari videogame "Tanks", this part of the mission requires you to win the match. Get used to the stick controls, and it's an easy match. Your last port of call is the internet security, and you're dealing with the same thing. Your movement controls will be flipped, providing your third disability. Kill all the Deckers at internet security, and you'll be able to finally confront Matt. The Boss urges Matt to come out and face him, and he does - in his dragon avatar. This boss fight will heavily rely on charging up your Cyber Buster shots. He'll employ the disabilities, plus the weaker weapon power. You will go through button sequences as you lower his health. At 25% health, he'll jump away, and Kinzie manages to give The Boss an identical dragon avatar. Matt's health will now be filled back to full, but you have even ground. You will go between fighting him and his Decker lackeys. The final sequence will see you finish off Matt. He will bargain for his life, and his offer is one that The Boss has to jump at. You have a final choice to end the mission. Go through the left door, and Matt will give you a discount on vehicle modification. Go through the right door, and he'll give you a discount on weapon upgrades. Make your choice and you are finished, allowed to be back in the real world. We cut to the Three Count, where Matt discusses his departure with Killbane. He doesn't seem keen to let Matt go, but he handles it very calmly and much better than with the DeWynter sisters. This is the last we will see of Matt in the game. Mission Completed! $12,000 Respect Weapon - Cyber Buster Outfit - Mocap Suit Vehicle - ASP "Cyber Tank" 25% Weapon Discount/50% Vehicle Mod Discount (depending on choice) ------------------------------------------------------------------------------ TMS14. "Stilwater Blues" ************************* This phone call is just a conversation with Shaundi, following the removal of the Deckers and Matt Miller's demise. It's a cosy chat, right up until the point of The Boss hearing a struggle over the phone. You may remember the mission "STAG Party", where I mentioned STAG's next move. It will turn out that Shaundi has been accosted by Kia and held on the Thermopylae. The next mission focuses on the rescue... ------------------------------------------------------------------------------ TMS15. "My Name Is Cyrus Temple" ********************************* The Boss organizes a meeting with Pierce and Viola at Image As Designed in New Colvin. Here, The Boss will come up with a whacky plan - they disguise themself as Cyrus Temple, bring in Pierce and Viola, and then infiltrate the Thermopylae to rescue them and Shaundi. Pierce doesn't like the idea, but it's the best one they have. Drive to the Condor at the heliport on Sierra Point. Be careful not to bring attention to yourself as you drive inside. You won't get any Notoriety for entering the National Guard Base. Allow Pierce and Viola to enter, and then head towards the Thermopylae. The Boss will just manage to keep their identity under wraps. Follow Kia. It's a funny conversation, but she mentions three prototypes that require a sign-off. Once she stops, you'll have the opportunity to pick two rewards, which you will earn at the end of the mission. You have a Specter hoverbike, a v2 upgrade of the Crusader, or Satchel Charges. The Specter is highly recommended for Barnstorming if you plan to do them, but it is your decision. Cyrus Temple - the real one, that is - comes over the comms. The Boss' cover is blown, and they manage to escape from Kia and trap her inside the room. You now need to fight your way to the brig. A few tanks are contained in the second area, so use them to thin out the STAG. Activate the security doors, and fight off the several STAG guarding the holding cells. You will be able to free Pierce, Viola and Shaundi from this point, giving you some help for the rest of the mission. Shaundi advises going to the reactor control room to destroy the console, sinking the ship and crippling STAG. Make your way to the control room, where several STAG plus two snipers await you. Be wary of the snipers, and thin the resistance out before destroying the console. You will then have three minutes to get off the Thermopylae. The explosions are all you have to contend with, as most STAG will fall victim to them. Once you get to the ships, head straight to the top right corner to get into the Condor. All other aircraft in this room will be destroyed by the explosions. With STAG's ship sunk, Pierce is confident that they have dealt them a huge blow. Cut to 12 hours later, and STAG have ordered the lockdown of Downtown, declaring martial law. This has only increased STAG's prominence. Mission Completed! $16,000 Respect Your selected Rewards And so Act 2 comes to a close. ****************************************************************************** 10. Act Three Act Three will bring us to the end of the game. With the city cased, and the Morningstar and Deckers gone, all we have left is Killbane and his Luchadores, plus the problem of STAG. ------------------------------------------------------------------------------ 10A. "Air Steelport" ********************* When you call Kinzie, she shares some important info. STAG are preparing to intensify their fight against the Saints, and they are calling in an aircraft- carrier to help them do so. Viola is offering her services to help The Boss take the plane out of their control. Head to Wesley Cutter to meet with Viola. The Boss makes their way onto the plane, and you will have to open the door. It's shut tight, but Viola suggests looking for a STAG-issue weapon that could help them get through. Search in the boxes at the cargo hold. You will be fighting STAG Commandos. They are much hardier and can take a lot of punishment, but infinite Pistol ammunition (provided for this mission) will help take them down. Their weapons are powerful, so fight one and keep out of the way of everyone else. When you find a good weapon, you have the Sonic Boom at hand - a weapon which, when charged, lets out a strong sonic pulse that can take down your target. Simple pulses only stun enemies for a moment. Charge it up to remove the door. You now need to fight your way to the cockpit. Commandos are more concentrated in this area. Follow the same procedure and shoot off the cockpit door. In the process, you remove the cockpit altogether. You now have one minute to get to the Crusaders and off the plane. You will then begin a fight with Commandos and Tanks in mid-air, reminiscant of the second mission. Use the cannon and the mounted gun to take them out. VTOLs will fly over twice, knocking into you. It's almost unavoidable, due to how sketchy the aiming is. Shoot down the two VTOLs, bail out of the tank, and go through the motions. You will have to hijack another tank in mid-air to finish up. The Boss lands with a bang on Arapice Island, along with the bodies of the STAG Commandos, and several tanks filled with toxic gas. It has an effect on the corpses - they rise up. Yep, The Boss is facing off with zombies. They manage to pull away in the tank and to safety. Mission Completed! $16,000 Respect Vehicle - Crusader Weapon - Sonic Boom ------------------------------------------------------------------------------ 10B. "A Remote Chance" *********************** The Boss organizes a group discussion at The Broken Shillelagh. They go on to discuss how they must deal with Killbane. Viola thinks that killing him isn't an option - beating him at his own game, humiliating him in the process, is the best way to go about it. Murderbrawl XXXI is coming up, and The Boss will need to clear out the competition in a less competitive way. Kinzie has provided a Level 4 RC Possessor, and Angel will talk The Boss through each target. He's very passionate about his wrestling, evident in how he speaks to The Boss. In all, we have four targets to take out. The first target is Merle Roberts, known as the Mad Mangler. When you possess his Bulldog, you must run over 15 pedestrians and then crash into the fuel pump at a nearby gas station. Try not to get him out of range. The next target is Christoper Johnson, the Clubber. You will need to possess a boat and then crash it into his beach party. This is a simple one. The third target is Trashcan Teddy, and he's taking a sky-tour of Steelport. You need to possess a Thompson helicopter and crash it into Teddy's helo. This takes a lot more judgement to get right, but you'll be fine as long as you do not go out of range. If you miss him on the first approach, you can crash into him from behind, which is an easier task. The fourth and final target is El Presidente, whose fear of Killbane has made him reach out to STAG for protection. Possess one of the tanks, and shoot his tank into oblivion. Your first couple of tanks are likely to get totaled, but you have several to hijack, making this easier. When El Presidente is dead, we're done. Outside the Three Count, The Boss (the Stilwater Butcher) puts in their presence at Killbane's press conference. He's got a lot of fighting talk, and The Boss has fun with ridiculing him. They bring on a match together - the exact aim of the Saints. Mission Completed! $16,000 Respect ------------------------------------------------------------------------------ 10C. "Zombie Attack" ********************* The Boss will join Viola at the Mayor's Office in Sunset Park. She warns them not to "fuck with him", but they don't heed these words. But, when it turns out that Steelport's Mayor is none other than Burt Reynolds himself, they change their tune. He talks about a zombie outbreak gripping the city - one that The Boss is partly responsible for, and one that Oleg and Viola did not know about - and wants to bring in the Saints, as STAG have stalled the clean- up. The Boss admits that it isn't their normal line of work, but "for Burt", they'll try it. Get to Arapice Island. Using the Sonic Boom, you will need to submerge three containers that are leaking out the toxic gas. You have a gas mask to help, but you have the horde to deal with. They go down in one shot, but even one weak burst with the Sonic Boom won't knock them down. They can easily overcome you - if they do so, mash the Right Trigger to get them off you. Use the Sonic Boom to knock the containers around - and be careful with using weapons around it. Knock it into the nearest body of water. It will be the same deal with the other two containers. However, with the submerging of the first container, Viola will call for help. Get to her on the roof of a small building, and then kill off the zombies until you are ordered out to deal with the second container. The Brutes will put in their appearance, but a full-power shot with the Sonic Boom will keep them down. With the second container submerged, The Boss' gas mask gets broken. You have two minutes to get inside the Rim Jobs garage with Viola. When you get inside, you must defend her for 45 seconds. The screen will sway, as it did in "Pimps Up, Hos Down", making shots a bit more tricky. Once the emergency is over, you will have to go for the final container. When that is submerged, you are ordered to the container truck. Once inside, Mayor Reynolds orders the containers to be submerged as well, vowing to offer his services to the Saints. Oleg, however, thinks that taming these zombies as attack dogs will help their cause. Drive to the closed bridge, and you're dropping the containers off to Oleg. Drive into the water, and you're doing as you are ordered. This brings you the opportunity to pick your reward. Cyrus Temple finally does his bit as the situation settles down. He argues to Senator Hughes that pulling out their greatest weapon is the best option. She isn't convinced, however. Mission Completed! $16,000 Respect Homies - Burt Reynolds and SWAT/Zombies (depending on choice) Wardrobe Item - Gas Mask Mayor's Notoriety Wipe - Law ------------------------------------------------------------------------------ 10D. "3 Count Beat Down" ************************* Angel needs to fully prepare himself for the fight with Killbane. When The Boss arrives at the Three Count, he talks them through it. He tells The Boss how being unmasked is the ultimate shame faced by a Luchadore, and how he can only earn his mask by harming Killbane's interests as he claims it back. You have to destroy as many slots as it takes to fill up the meter. Several Luchadore thugs, plus a Specialist, will stand in your way. It takes a lot of slots to fill it up to maximum. When that is done, grab the manager and interrogate him. He leads you to the teller cages inside the casino vault. Angel will find his mask, and then it's back to business. On each floor are three statues of Killbane - talk about vanity - that you'll need to destroy. A powerful weapon can take them down easily. You will be contending with more enemies, adding to that Brutes. With all six removed, you will need to finish off the remaining Luchadores. Two Type 3 Brutes will come for you. Just finishing them off and then mopping up is all that is required. Mission Completed! $12,000 Crib - 3 Count Casino Stronghold - 3 Count Casino ------------------------------------------------------------------------------ 10E. Stronghold - Three Count Casino ************************************* The Casino is your final Stronghold to upgrade. You are given the 5% bonus to Respect and Hourly City Income in Carver Island. The rewards for upgrades are still identical to Safeword and Burns Hill Nuke Plant. Upgrading the Stronghold to Level 1 will cost you $80,000. Upgrading it to Level 2 will cost you $160,000. ------------------------------------------------------------------------------ 10F. "Murderbrawl XIII" ************************ You will cut straight into the arena, as the fight between The Boss and Killbane begins. The Butcher doesn't get too good a reception after Killbane's entrance, but when they bring Angel out, the mood changes - Killbane most notably. You'll be guarding the ring as Angel and Killbane fight. Luchadores will come in to distract the referee, which would mean Angel comes into more harm that is legal. There are two waves of Luchadores to fight off. Killbane will throw Angel out of the ring, and the Luchadores will set upon him. With the use of a Chainsaw, you will need to keep them off of Angel. The Woodsman makes this insanely easy, and fun. Check on Angel; he is fine, but he can't fight. That means The Boss will actually have to get in the ring with Killbane. You can throw a few sucker punches, but not much else, otherwise you'll just be countered and wiped out. Use the weapons thrown into the ring to damage Killbane. Doing so will provoke him into his signature move - the Killswitch. You can counter this easily with the prompt that pops up. Get onto Killbane, lead him to the marked corner of the ring, and start going through the button prompts to get him down. After the second successful counter, Killbane will stay back, leaving you to fight off a few Luchadores. Once you are through this, it's business as usual. Counter him a final time to get him down. You have a decision to make - unmask Killbane and deal him the ultimate humiliation, or spare him to earn the secret of his ApocoFist. It's your decision to make, resulting in the same final mission cutscene. Killbane, unmasked or not, runs back and ends up taking out all of his entourage. He still thinks Steelport is his town, but he knows that he can cut and run quite easily. Mission Completed! $16,000 Respect Wardrobe Item - Killbane's Mask/Weapon - ApocoFists (depending on choice) ------------------------------------------------------------------------------ 10G. The Alternate Endings *************************** "Saints Row: The Third" tries out its first alternate ending. There are two to pick from. Picking one will not cancel out the other. The game will allow you to play the alternate ending. This only changes the decision point - the decision you made first will not be available in the second play. The endings are completely different, and in terms of gameplay cancel each other out. You may lose Homies, but they'll soon become available again. The alternate endings aren't too hard to get your head around. You can jump straight in. ------------------------------------------------------------------------------ AEN1. "Three Way" ****************** The Boss has to meet up with Pierce at the Saints HQ. He tells them that Legal Lee got in touch about a screen testing for their movie. The Boss has changed their tune - they do not want to sell the Saints any more. A cosy chat is interrupted when a VTOL crashes into the building, not causing any collateral damage. Steelport is being ripped apart - and the Saints need to save it. You have three fight zones to go to - one in Ashwood, one in New Baranec, and one in Loren Square. The closest ones to you will be in Loren Square and Ashwood. A high concentration of Luchadores and STAG, plus reinforcements, will be in each area. The N-Forcer mounted gun is a good weapon, and you can easy hijack one when it rolls up to you. Oleg is a good fighter, but Pierce tends to be a liability, and you'll find yourself reviving him at least once, based on my experiences. In Loren Square, you will be confronted by two Brutes - Type 1 and Type 2 - to finish off the fight zone. In Ashwood, you'll have to destroy a STAG Crusader. When you are done, jump into a vehicle and onto the next scene. Your last fight zone always brings you to Sierra Point. It is the same deal, added to that the odd appearance of a VTOL. When you thin the place out, your final challenge will come in the form of both a STAG Crusader and a Brute Type 3. With them dealt with, the mission is done at this point. Angel will call, telling The Boss that Killbane's preparing to leave the city. They want to get straight on it, until Kia interrupts them. She's planning on blowing up the statue on Magarac Island, framing the Saints for it. She has Shaundi and Viola held there, meaning that when their bodies are found, the blame goes onto the gang. This is a cut-off point. Make your decision. ------------------------------------------------------------------------------ AEN2. Killing Killbane *********************** I'll be going alphabetically for the purposes of the guide - meaning that Killbane is our target. Get to Wesley Cutter Intl., and fight off the STAG pinning Angel down. From there, you'll be riding shotgun with an Annihilator RPG. Destroy all the vehicles that pursue or obstruct you as Killbane's jet plane comes into your sights. Judge your shots well to knock the health off of it, and when it is destroyed, The Boss is left on their own. Killbane is still standing, and still has fighting talk left in him. You will negotiate the final fight, resulting in Killbane's demise. The bomb ticks down in the distance, and the explosion is heard from the airport. Over the phone, Pierce asks The Boss if they think it was the right decision - but they can't really answer that. Meanwhile, Senator Hughes joins Cyrus Temple on Magarac Island. She is giving authorization of use for STAG's mightiest weapon. Mission Completed! $20,000 Respect Vehicle - N-Forcer ------------------------------------------------------------------------------ AEN3. "STAG Film" ****************** Shaundi's wake is being held at The Broken Shillelagh, and Pierce has already started drinking. Joining him and the others, The Boss delivers a good send- off to lost friends and associates. It's interrupted when a massive airship comes over, and sprays the city with bullets and shells. The Daedalus - a STAG tool mentioned throughout the game - has come into force, and The Boss now needs to save Steelport once more. Get to the Saints HQ and get in one of the two attack choppers on the helipad. Once you have it, go up to the Daedalus. It has turrets on its south side that you will need to shoot out before you touch down. When they are destroyed, you are ordered to land. There are, however, a few STAG Crusaders are parked up here, and a fe STAG officers are carrying Annihilators. Take them all out to make the rest of the mission easier. You are planting two bombs on this side of the Daedalus. Fight through STAG and make sure you are covered from fire before you plant them. With these two planted, you will need to fly to the helipad at the rear of the airship. Steal a Condor and shoot out the RPG-wielding STAG before landing. When you have planted these two bombs, Cyrus Temple makes an appearance in his VTOL. When prompted, grab the Minigun and try to shoot him down. The VTOL will take some punishment. After a few moments, a five-minute timer will start counting down. You now have that amount of time to shoot down Cyrus. Reinforcements appear to make life harder for you. Take care of them, and you can focus on Cyrus. When he's down to below 25% health, he'll crash, which presumably results in his death. You will then have around 45 seconds to get into the F-69 VTOL and escape the Daedalus. Jane Valderamma gives her report on today's events, but The Boss and company will burst in to deliver a PSA to Monica Hughes - to get out of their town. In the process, they announce Steelport as its own city-state. Pierce is put in charge - and he's all for ruining office. The credits will roll. The Saints' third odyssey comes to an end. Mission Completed! Respect Homie - Zombie Gat Outfit - Blow-up Doll Outfit - Toilet Outfit - STAG Armor Vehicle - Cyrus' custom F-69 VTOL (in your heliport) ------------------------------------------------------------------------------ AEN4. "Three Way" ****************** You'll be going through all of this again if you choose to play the second alternate ending. You'll be fighting all over again at two fight zones, and when you complete the third on Sierra Point, your choice is the only one you didn't pick. In this case, we'll be going to Kinzie instead... ------------------------------------------------------------------------------ AEN5. Saving Shaundi & Viola ***************************** Kinzie will be waiting at Sunset Park with a boat. You will have to get onto Magarac Island, and fight your way to the entrance to the statue. Once on the upper levels, you will have five minutes to knock 8 bombs away to a safe distance. The Sonic Boom will come into use here. Fight the STAG in your way, and free the Saints to get some help behind you. There are four bombs on each level to clear. Once you have cleared all the bombs, fight your way to the base of the statue. Kia will have Viola and Burt Reynolds trussed up, and Shaundi as a human shield. You will need to break her grasp to get a shot at her. What you have given to you are Level 4 Flashbangs - a.k.a the Fart In A Jar. Pelt Kia with it, and you will have several seconds to pack as much damage into Kia as possible. A Shotgun works the best on her. When she is dead, this mission is completed. The Boss, Pierce and Shaundi emerge from the statue, in front of the media. Cyrus confronts them, but when Monica Hughes comes in, the power shifts. She's siding with the Saints, now that their media appeal has gone through the roof, and STAG's through the floor. This leads straight into... ------------------------------------------------------------------------------ AEN6. "Gangstas In Space" ************************** The Saints are now on Mars, and they've tracked down Killbane, the greatest threat to Earth. A long shot from gang-banging, but this is it. We'll be tracking down Killbane and finishing him off. You have a Viper Laser Rifle upgraded to Level 4, making it a brilliant weapon that is suited to this mission. Your enemies will be Luchadores in space-suit attire, and you are accompanied by Shaundi, Pierce, and Johnny. You will have to fight your way to three forcefields, and go to the terminals to disable each one. However, when doing this, you will lose one of your crew. It begins with Pierce, and then Shaundi, and then Gat. You will be planting explosives at the final terminal, which is between you and the entrance to Killbane's lair. Plant them on each side, making sure that you have thinned out the Luchadores, and then you are done. You may them go to the entrance of his lair. One of the cheesiest cutscenes in the game series is played, before you have
the final boss fight with Killbane. He will act as a Brute, meaning that he
will knock you down and grab you whenever you get too close. The only way to
damage him is by shooting lava crystals as he is near them. Many of them are
usually sticking out from the roof of the lair. As you reduce his health, you
receive the prompt as you normally would, but is purely for continuation.
When he is dead, The Boss makes their exit speech, but fumbles their line. The
whole mission is part of the set for Gangstas In Space, the Saints' movie.
The credits will roll.
Mission Completed!
$100,000
Respect
Gang Customization - Space Saints in your gang
Homie - Zombie Gat
Outfit - Blow-up Doll
Outfit - Toilet
Outfit - Space Costume
Vehicle - Saints Raider
And that is it. All of the missions covered. There's a few things left to
cover before the guide draws to a close.
******************************************************************************
11. Achievements
"Saints Row: The Third" features 50 Achievements. One of them is linked to
THQ.com and the character customization you could do leading up to the release
of the game back in 2011. Otherwise, the other forty-nine are linked to
singleplayer, adding up to 990G. Those of you without XBL will only just miss
out on 1000G.
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1. Dead Presidents (10G)
Complete the mission "When Good Heists Go Bad".
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This comes with storyline progression.
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2. The Welcome Wagon (15G)
Complete the mission "I'm Free - Free Falling"
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This comes with storyline progression.
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3. Opulence, You Has It (20G)
Complete the mission "Party Time".
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This comes with storyline progression.
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4. We're Takin' Over (20G)
Complete the mission "We've Only Just Begun".
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This comes with storyline progression.
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5. Tower Defense (20G)
Complete Act One in one way.
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Your choice in "The Belgian Problem" affects which one you get. You can miss
this Achievement if you're not aware of it. Disarm the bomb to get this
Achievement.
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6. Kuh, Boom. (20G)
Complete Act One in another way.
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This comes with the choice in "The Belgian Problem". You could also miss this
Achievement. Leave the bomb and let it take out the Morningstar HQ to get this
one.
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7. Gotta Break Em In (25G)
Complete the mission "The Ho Boat".
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This comes with storyline progression.
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8. I Heart Nyte Blayde (25G)
Complete the mission "STAG Party".
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This comes with storyline progression.
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9. kill-deckers.exe (25G)
Complete the mission "http://deckers.die".
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This comes with storyline progression. Note that there is a string of binary
in the description of the Achievement when you unlock it. According to the
Saints Row Wiki, when translated, it spells "boob". Mature.
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10. Titanic Effort (40G)
Complete Act Two.
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This will come with completion of the mission, "My Name Is Cyrus Temple".
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11. Once Bitten... Braaaaaaains (25G)
Complete the mission "Zombie Attack".
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This comes with storyline progression.
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12. Murderbrawl 31 (25G)
Complete the mission "Murderbrawl XXXI".
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This comes with storyline progression.
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13. Mr. Fury Would Be Proud (30G)
Complete Act Three in one way.
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Go through the mission, "Three Way", and make the decision to Kill Killbane.
Complete the mission "STAG Film" to get the Achievement.
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14. Gangstas... In Space! (30G)
Complete Act Three in another way.
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Go through the mission, "Three Way", and make the decision to Save Shaundi &
Viola. Complete the mission "Gangstas In Space" to get the Achievement.
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15. Hanging With Mr. Pierce (25G)
Complete all City Takeover gameplay in the Downtown district.
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Refer to Chapter 8A to get the low-down on casing Downtown.
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16. Mourning Stars (25G)
Complete all City Takeover gameplay in the New Colvin district.
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Refer to Chapter 9A to get the low-down on casing New Colvin.
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17. Hack The Planet (25G)
Complete all City Takeover gameplay in the Stanfield district.
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Refer to Chapter 9C to get the low-down on casing Stanfield.
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18. You're The Best... (25G)
Complete all City Takeover gameplay in the Carver Island district.
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Refer to Chapter 9B to get the low-down on casing Carver Island.
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19. Bright Lights, Big City (80G)
Complete all City Takeover gameplay in Steelport.
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Just case each district down to get this Achievement. The previous four
Achievements are the build-up to this one.
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20. Ouch. (20G)
Complete all instances of Insurance Fraud.
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The six instances are located in Downtown and Carver Island. Each chapter of
Casing... will provide the guide for all Activities.
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21. Tune In, Drop Off (20G)
Complete all instances of Trafficking.
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The six instances are located in Downtown and New Colvin.
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22. And Boom Goes The Dynamite (20G)
Complete all instances of Heli Assault.
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The six instances are located in Downtown and Stanfield.
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23. Fence Killa 2011 (20G)
Complete all instances of Mayhem.
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The six instances are located in Carver Island and Stanfield.
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24. Your Backseat Smells Funny (20G)
Complete all instances of Escort.
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The six instances are located in New Colvin and Carver Island.
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25. Double Dose of Pimping (20G)
Complete all instances of Snatch.
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The six instances are located in New Colvin and Stanfield.
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26. Porkchop Sandwiches (20G)
Complete all instances of Trail Blazing.
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The six instances are located in Carver Island and Stanfield.
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27. Go Into The Light (20G)
Complete all instances of Guardian Angel.
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There are only two instances, and each feature in missions with Pierce in
Downtown and Kinzie in Stanfield.
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28. Tank You Very Much (20G)
Complete all instances of Tank Mayhem.
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The six instances are located in Downtown and New Colvin.
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29. Have A Reality Climax (20G)
Complete all instances of Professor Genki's Super Ethical Reality Climax.
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The six instances are located in Downtown and Carver Island.
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30. Everything Is Permitted (10G)
Kill all Assassination Targets.
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Refer to Chapter 7E for a guide on all 36 Assassinations.
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31. Hi-Jack It (10G)
Steal and deliver all Vehicle Theft targets.
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Refer to Chapter 7F for a guide on all 30 Vehicle Theft targets.
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32. Getting The Goods (10G)
Find 25% of all Collectibles.
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Casing each district covers the Collectibles in this guide. Get 20 out of 80
to get this one.
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33. Life Of The Party (20G)
Find all of the Collectibles.
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Casing each district covers the Collectibles in this guide. Find them all.
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34. Shake And Bake (10G)
Complete your first Challenge.
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Challenges are covered in Chapter 7H. Complete one to get this.
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35. You're My Hero! (30G)
Complete all Challenges.
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Challenges are covered in Chapter 7H. Complete all 41 to get them.
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36. Ow My Balls! (10G)
Do your first nutshot and testicle assault.
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You need to score one Nutshot and one Testicular Manslaughter in Diversions to
get the Achievement. Thus, this only counts on male gang members/STAG.
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37. Gender Equality (10G)
Play the game for 2 hours as a male character and a female character.
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You can play the first part of the game as one sex, and then switch to another
in Image As Designed to get this one. Seeing as completing the game takes more
than four hours, you should get this in the middle of the storyline if you
do so.
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38. Bo-Duke-En (10G)
Hijack 50 vehicles - Dukes style.
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Sprinting towards a vehicle on the road and then pressing Enter Vehicle will
perform the Bo-Duke-En, which is also a Diversion. Get fifty as you go through
the game to get this.
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39. Love/Hate Relationship (10G)
Taunt and/or compliment 50 gang members.
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This isn't explained too well. You can compliment or taunt gang members to get
this one. You need to do either fifty times. This Achievement will count doing
so on Saints. 25 taunts and 25 compliments will unlock it. You get the point.
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40. Gellin' Like Magellan (20G)
Explore every neighborhood in Steelport.
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This will come from exploration, and ultimately, just playing through the
story.
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41. Who Loves Ya Baby (10G)
Kill 50 Brutes.
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They will become the feared enemy, and you have to kill fifty of them. When
you get an attack chopper or an F-69 VTOL, you want to get your Notoriety up
to maximum to draw the Brutes out. Killing them from the air is much easier
than facing them on the ground.
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42. A Better Person (15G)
Purchase your first Upgrade.
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Just go into Upgrades and purchase one. Seeing as you will need them, you're
bound to unlock this Achievement in quick time.
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43. Haters Gonna Hate (15G)
Kill 1,000 Gang Members.
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Kill Morningstar, Luchadores and Deckers. This one should be unlocked during
the storyline, and quite easily, too.
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44. Cowboy Up (10G)
Fully upgrade one weapon in each slot.
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You need to fully upgrade one weapon under Melee, Pistol, SMG, Shotgun, Rifle,
Explosives, Special, and Grenades. Refer to the Weapon Upgrades chapter of the
guide to figure out which ones are the cheapest to upgrade.
------------------------------------------------------------------------------
45. Pimped Out Pad (10G)
Upgrade one Stronghold to its full glory.
------------------------------------------------------------------------------
Fully upgrade one of the three Strongholds to get the Achievement. Safeword is
the least costly.
------------------------------------------------------------------------------
46. Flash The Plan (10G)
Destroy all Gang Operations.
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Each chapter of Casing... covers the Gang Operations as part of City Takeover.
Defeat all thirty-two to get the Achievement.
------------------------------------------------------------------------------
47. Third And 30 (40G)
Spend over 30 hours in Steelport.
------------------------------------------------------------------------------
No "Saints Row" has had a time-based Achievement gone absent. You need to log
30 hours into the game. You will get this from several quick playthroughs, or
even one playthrough if you cover EVERYTHING in the game.
------------------------------------------------------------------------------
48. Jumped In (10G)
Create and share a character online.
------------------------------------------------------------------------------
You will need an account on THQ.com and XBL Gold Membership. Go into the game,
and click Upload at any clothing store or in the Character Customization at
the beginning of the game. Log into THQ from XBL, and the Achievement should
pop some time after.
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49. Stay Classy Steelport (10G)
Kill 25 Gang Members with The Penetrator AND the Fart In A Jar
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You will need to kill 25 Gang Members with the Penetrator, plus you will need
to disorient 25 Gang Members with the F.I.A.J.
The Penetrator can be bought in Friendly Fire, if not unlocked. The Fart In A
Jar is a weapon that will replace Flashbangs when they are fully upgraded to
Level 4.
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50. The American Dream (10G)
Customize 10 vehicles.
------------------------------------------------------------------------------
You just need to make modifications to ten vehicles in a Rim Jobs. It has to
be a different vehicle each time.
******************************************************************************
12. 100% Completion Checklist
You don't get anything for achieving 100% Completion, but it comes with the
benefits of beating the storyline, plus mopping up. Your requirements pan out
like so:
-- Complete all 47 storyline missions, plus the alternate endings.
-- Complete all 56 Activity variants.
-- Collect all 80 Collectibles.
-- Upgrade all three Strongholds to Level 2.
And that is it. It should be easy to follow.
******************************************************************************
13. Credits
There are several people who I would like to thank:
>> Volition Inc.
Their games have their critics, but I thoroughly enjoyed this game. Well done
for taking the series into another direction.
>> All Gaming Hosts
Those who host my guides, I thank you for getting my work out there. I thrive
on helping people, and also perceiving other ways I can go about my gaming.
Cheers.
>> The Saints Row Wiki
I have used the website to confirm information and gather it to make my guide
as detailed as possible. I appreciate how much effort has gone into a non-
profit project, and I salute them. Thanks.
>> X360A.org
I based the Achievement sections off of their build, and picked up nuggets of
information along the way. Again, I appreciate the effort that has gone into
such a project, and they deserve a mention for playing a part in the
construction of my guide.
>> I have no individuals to thank as of yet. Feedback is appreciated, even if
it is just a "thanks".
******************************************************************************
14. Goodbye!
And another guide is capped off. Thank you for reading my guide.
"Saints Row: The Third" is a video game produced by Rockstar Games, a
subsidiary of Take-Two Interactive Inc. All rights reserved. No copyright
infringement is intended.
Any other sources of information, either during or after development and
completion of this guide, are acknowledged. This guide was constructed with a
very detailed playthru of the game; therefore much of this guide’s content is
that of mine, the guidewriter. Any content that is not mine will be
highlighted, and I will credit the author in my guide.
You may ask my permission via email for posting of my, or parts of my guide.
However, I will not allow you to post the whole guide, or the majority of it,
unless I can trust you with it. If I allow you to post one of my guides, it
must be left UNALTERED, and a credit to my name. Do not copy my guide without
my permission, unless for personal use. Copyright infringement is something I
won’t take lightly, and I will do everything in my power to have plagiarism
removed.
(C) 2012-2013 DG-le-Ste. All rights reserved.