Everything posted by Rockstar
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GTA III - Definitive Edition 100% Completion Guide & Checklist
Achieving 100% completion in Grand Theft Auto III is a true test of dedication. It requires you to conquer every mission, find every secret, and master every challenge Liberty City throws at you. This guide and checklist cover everything you need to do to hit that coveted 100% in the Definitive Edition. ⚠️ CRITICAL: How to Avoid Missing 100%Before you start, you MUST know that GTA III has several "missable" missions. If you complete certain story missions, other missions will become permanently unavailable, locking you out of 100% on that save file. To be safe, always complete all available side missions before progressing the main story. Rule 1: Complete all Joey's and Luigi's missions before you play Salvatore's final mission, "Last Requests." Rule 2: Complete all Kenji Kasen missions (marked with a "K" on Staunton Island) before you play Donald Love's mission, "Waka-Gashira Wipeout!" Rule 3: Complete the Asuka Kasen mission "Two-Faced Tanner" before you play Donald Love's mission, "Grand Theft Aero." Rule 4: Complete the King Courtney payphone mission "Kingdom Come" before you play the final story mission, "The Exchange." Pro-Tip: Make multiple save files, especially before starting missions for new "boss" characters like Salvatore Leone or Donald Love. 🏆 Rewards for 100% CompletionUnlike Vice City, GTA III does not have a single, massive reward for 100% completion (like 200 health or infinite ammo). The main reward is the in-game achievement/trophy "Is That All You've Got?" However, the individual tasks required for 100% provide their own powerful, permanent rewards, which are listed below. ✅ The 100% Completion ChecklistTo get 100%, you must complete every task in the following categories. 1. Main Story Missions (51 Missions)You must complete all 51 main story missions, starting from Luigi's "Give Me Liberty" and ending with the final mission, "The Exchange." (Remember the missable mission rules above!) 2. Payphone Missions (17 Missions)You must complete all 17 missions from the four payphone contacts. Marty Chonks (4 missions) - Portland, near Joey's Garage El Burro (4 missions) - Portland, Hepburn Heights King Courtney (4 missions) - Staunton Island, Liberty Campus D-Ice (5 missions) - Shoreside Vale, Wichita Gardens 3. Vehicle Missions (4 Total)These are the classic side-vehicle missions. Some must be done in one go, while others are cumulative. Paramedic: Reach and complete Level 12 in a single run. Reward: Unlocks Infinite Sprint. (This is best done on the first island, Portland, before gangs become hostile.) Vigilante: Kill 20 criminals on each island (60 total). Reward: Unlocks 6 Police Bribes at your safehouse. (This does not have to be in a single run. You can track your progress in the stats.) Firefighter: Extinguish 20 fires on each island (60 total). Reward: Unlocks the Flamethrower at your safehouses. (This also does not have to be in a single run.) Taxi Driver: Complete 100 total taxi fares. Reward: Unlocks the Borgnine Taxi at the Borgnine Taxis depot in Harwood. (These do not have to be in a row.) 4. Off-Road Checkpoint Missions (4 Missions)You must find and beat the time for all four hidden off-road challenges. A Ride in the Park (Staunton Island): In the Landstalker by the park's northeast entrance. Multistorey Mayhem (Staunton Island): In the Stallion in the Newport multi-story parking garage. Patriot Playground (Portland): In the Patriot on the Supa Save! supermarket roof in Portland View. Gripped! (Shoreside Vale): In the Patriot in a picnic area in Wichita Gardens. 5. RC "Toyz" Missions (4 Missions)You must find and complete all four "Toyz n' the Hood" van missions. Diablo Destruction: (Portland, Hepburn Heights) Mafia Massacre: (Portland, Saint Mark's) Casino Calamity: (Staunton Island, Torrington) Rumpo Rampage: (Shoreside Vale, Wichita Gardens) 6. Import/Export Garages (3 Lists)You must deliver all required vehicles to the two Import/Export locations. Portland Import/Export Garage: (16 civilian vehicles) Shoreside Vale Import/Export Garage: (16 civilian vehicles) Portland Docks Emergency Vehicle Crane: (7 emergency vehicles) Reward: Delivering all vehicles unlocks vehicle icons at the garages, allowing you to spawn any of them. 7. Collectibles (140 Total)You must find every hidden item and complete every stunt. Collect 100 Hidden Packages: Reward: A new weapon (Pistol, Uzi, Grenades, Shotgun, Armor, Molotovs, AK-47, Sniper Rifle, M16, and Rocket Launcher) spawns at your safehouse for every 10 packages collected. Complete 20 Unique Stunt Jumps: Reward: Cash for each jump. Complete 20 Rampages: Reward: Cash for each rampage.
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GTA Vice City - Definitive Edition 100% Completion Guide & Checklist
Getting to 100% completion in Grand Theft Auto: Vice City - Definitive Edition is a huge accomplishment, turning Tommy Vercetti from a new arrival into the undisputed kingpin of the city. Achieving this milestone requires you to do far more than just beat the main story. Here is a complete guide and checklist of everything you must do to achieve that 100% status and unlock the final rewards. 🏆 Rewards for 100% CompletionUpon hitting the 100% mark, you will be permanently awarded the following: Max Health: Increased to 200 Max Armor: Increased to 200 Infinite Ammo: You will never run out of ammunition for any weapon. Double Vehicle Strength: Any vehicle you drive will have twice the normal durability. "Frankie" Outfit: This special "I Beat Vice City..." t-shirt will be available at the Vercetti Estate. Bodyguards: You can hire up to 3 bodyguards (for $2,000 each) from the main hall of the Vercetti Estate. ✅ The 100% Completion ChecklistTo get 100%, you must complete every task in the following categories. 1. Main Story Missions (20 Missions) You must complete all main story missions, starting from Ken Rosenberg ("The Party") and ending with the final mission, "Keep Your Friends Close..." Ken Rosenberg: (4 missions) Colonel Cortez: (5 missions) Ricardo Diaz: (2 missions) Vercetti Estate: (9 missions) - This includes the "Shakedown" mission and the final two story missions. 2. Asset Missions (10 Properties, 20 Missions)You must purchase all 10 asset properties and complete all associated missions. This will make them generate income for you. The Vercetti Estate and Print Works are mandatory to unlock the final story missions, but all are required for 100%. Vercetti Estate: (Already owned) Complete "Shakedown" and "Cop Land". Print Works: Purchase and complete "Spilling the Beans" and "Hit the Courier". Malibu Club: Purchase and complete all 4 missions: "No Escape?", "The Shootist", "The Driver", and "The Job". Kaufman Cabs: Purchase and complete all 3 missions: "V.I.P.", "Friendly Rivalry", and "Cabmageddon". InterGlobal Films: Purchase and complete all 4 missions: "Recruitment Drive", "Dildo Dodo", "Martha's Mug Shot", and "G-Spotlight". Sunshine Autos: Purchase and complete all 4 Import/Export Garage lists. You must also complete the 6 Street Races unlocked by this asset. Cherry Popper Ice Cream Factory: Purchase and complete the "Distribution" mission (sell 50 "ice creams" in a row without exiting the van). The Boatyard: Purchase and complete the "Checkpoint Charlie" boat race. Pole Position Club: Purchase and spend approximately $300 on private dances in the back room. Phil's Place: Purchase (becomes available after "The Job") and complete the 2 missions: "Gun Runner" and "Boomshine Saigon". 3. Gang Missions (13 Missions)These are side-story missions for allied gangs. Love Fist: (3 missions) Mitch Baker (Bikers): (3 missions) Umberto Robina (Cubans): (4 missions) Auntie Poulet (Haitians): (3 missions) 4. Payphone Missions (5 Missions)Complete all 5 assassination missions from Mr. Black at the payphones. Road Kill Waste the Wife Autocide Check Out at the Check In Loose Ends 5. Vehicle Missions (5 Missions)These are classic "R3" or side-vehicle missions. You must complete the highest level for each. Firefighter: Reach and complete Level 12 (in one go). Paramedic: Reach and complete Level 12 (in one go). Vigilante: Reach and complete Level 12 (in one go). Pizza Boy: Reach and complete Level 10 (in one go). Taxi Driver: Complete 100 total taxi fares (they do not need to be in a row). 6. Checkpoint Challenges (13 Total)These are various timed checkpoint races spread across the city. 6 Street Races: Unlocked after acquiring Sunshine Autos. 4 Off-Road Missions: "Trial by Dirt", "Test Track", "PCJ Playground", and "Cone Crazy". 3 RC Missions: "RC Bandit Race", "RC Baron Race", and "RC Raider Pickup". 7. Stadium Missions (3 Events)Enter the Hyman Memorial Stadium between 20:00 and 00:00 (8 PM and midnight) to compete. A different event is available each day. Hotring Bloodring Dirtring 8. Collectibles (171 Total)You must find every collectible hidden in Vice City. Collect 100 Hidden Packages: This is essential, as it unlocks weapons at your safehouses and the Hunter attack chopper. Complete 36 Unique Stunt Jumps: Land every specific, hidden jump in the game. Complete 35 Rampages: Find and successfully complete every Rampage mission. 9. Miscellaneous Tasks (3 Tasks)These are the final, specific tasks required to complete the list. Rob all 15 Stores: Enter all 15 "robbable" stores (like jewelry stores, hardware stores, etc.) and aim your gun at the clerk until they give you the money. Purchase all 7 Safehouses: Buy every purchasable safehouse on the map (assets do not count toward this total). Ammu-Nation Rifle Range: Score 45 points or more at the rifle range in the Downtown Ammu-Nation. 💡 Pro-Tips for 100% Completion Do Vehicle Missions Early: It's highly recommended to do the Paramedic, Firefighter, and Pizza Boy missions as early as possible on the first island. Paramedic (Level 12): Permanently unlocks Infinite Sprint. Firefighter (Level 12): Makes Tommy fireproof. Pizza Boy (Level 10): Increases your Max Health to 150. Vigilante Mission Tip: The easiest way to complete Level 12 of Vigilante is to wait until you have access to the Hunter attack chopper (unlocked after collecting all 100 Hidden Packages or completing the main story). Collectibles: Use a map! Finding all 100 packages, 36 jumps, and 35 rampages without a guide is nearly impossible. It's best to collect all 100 Hidden Packages early to get the powerful weapon spawns at your safehouse. Pole Position: Many players get stuck at 99% because they forget the Pole Position Club. You must enter the back room and pay for private dances until you have spent a cumulative total of $300. "The Driver": This Malibu Club mission is notoriously difficult. The best tip is to park a faster, more durable car near the starting line before you trigger the mission, allowing you to quickly swap cars when the race begins.
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Why GTA 4 Remains Rockstar's Most Mature Masterpiece
In the grand, chaotic family of Grand Theft Auto games, GTA 4 is the black sheep. It's the serious, brooding cousin who shows up to the wild GTA 5 party in a drab brown jacket, mutters about the harsh realities of life, and then asks you to go bowling. For years, the game has been half-jokingly defined by its most annoying mechanic, but to only remember the phone calls from Roman is to do a massive disservice to what GTA 4 truly was: Rockstar's first, and arguably only, attempt at a mature, gritty tragedy. After the cartoonish, over-the-top sandbox of San Andreas—a game where you could get buff, become a rap mogul, and steal a jetpack from Area 51—GTA 4 was a system shock. When the first trailers dropped, we weren't greeted by colorful gangs and sun-drenched beaches. We got a bleak, desaturated, and oppressive Liberty City, a world that felt cold, damp, and indifferent. And it was a work of genius. The Anti-Power Fantasy The core legacy of GTA 4 is its "grit-over-glamour" approach. Unlike Tommy Vercetti, CJ, or the trio from GTA 5, Niko Bellic wasn't on a quest for fame or a criminal empire. He was an immigrant, a war veteran haunted by his past, who came to America on the false promises of his cousin. He wasn't trying to build an empire; he was trying to survive. Niko is arguably the most complex protagonist in the series. He's a man burdened by trauma, guilt, and a past he cannot escape. He doesn't want to be a killer. He's dragged, time and time again, into a cycle of violence. The "American Dream" is dangled in front of him as a cruel joke, and no matter which ending you get, the story concludes with loss and the stark reminder that his fate was sealed before he ever stepped off the boat. A World with "Weight" Rockstar didn't just tell this story through cutscenes; they wove it into the very fabric of the gameplay. This was the debut of the RAGE engine, featuring the revolutionary "Euphoria" physics system. For the first time, "weight" was a real mechanic. Cars weren't just fast bricks; they were heavy, suspension-wobbling beasts that were genuinely difficult to drive. Gunfights weren't a power fantasy; they were desperate and clumsy. Niko didn't just "die" and ragdoll—he would stumble, get clipped by a car and roll over the hood, or trip over a curb. This "heaviness" was a deliberate choice. It mirrored the thematic weight of Niko's story. Life in this Liberty City was hard, and the game made you feel that in your hands. The Legacy of Liberty City While GTA 5 returned to the sunny, satirical, and fun-focused world of Los Santos, it would be a mistake to think GTA 4 was a failed experiment. In reality, it was the necessary bridge to get there. GTA 4 was the "thinking man's" GTA. It's the game that proved a sandbox of chaos could also deliver a powerful, character-driven narrative. You can draw a straight line from the mature storytelling of GTA 4 to the masterpiece of Red Dead Redemption that followed it. So yes, the bowling was annoying. The color palette was gray. The driving was like steering a boat on ice. But all of it served the story. GTA 4 wasn't about the glamour of being a criminal; it was about the grit of being a human. And that is why, all these years later, it remains one of the most important and unforgettable games ever made.
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The Dream GTA Online Update: What Fans Expect from the "Mansions" DLC
Following Rockstar's recent official tease of a "new extravagant era in Los Santos luxury real estate," the GTA Online community is buzzing with speculation. That new contact, "Raf," is set to introduce a new business next week, and the entire player base is hoping for one thing: Mansions. While the official details are still under wraps, the community has been piecing together its "dream update" for years. A detailed concept, like the one explored by GTABase, lays out what this massive, endgame "Mansions DLC" (which would likely arrive as Patch 1.72) could look like. Here’s a breakdown of the features players are hoping to see. The New Property: Buyable MansionsThis is the core of the dream update. After Penthouses, Yachts, and sprawling business properties, the final frontier of LosSANTOS luxury is owning a mansion in the Vinewood Hills or Rockford Hills. Players envision being able to purchase a variety of unique, high-end estates, each with its own gate, grounds, and a brand-new, fully customizable 10-car garage. This would be the ultimate status symbol for veteran players who have earned billions. Deep Customization: The Real Money SinkSimply owning a mansion isn't enough. The community's biggest wish is for deep, end-game customization that would make each property unique. Based on features from past updates, this could include: Interior Decor: Choosing from various themes, art, and furniture, just like the Diamond Casino Penthouse but on a much grander scale. Exterior & Grounds: Customizing your pool area, adding a tennis court, or changing the exterior lighting. Hiring Staff: A new "Mansion Management" system that would allow you to hire permanent staff, such as armed guards for protection, a butler, or groundskeepers. New Missions and VehiclesA new property type always comes with new gameplay. This update would almost certainly introduce a new contact—likely the "Raf" who was just teased—who would run a high-end, luxury-focused business out of your mansion. Missions would likely move away from the usual street-level crime and focus on "white-collar" heists, such as: Protecting high-profile celebrities or politicians. Stealing priceless art and exotic cars. Sabotaging rival luxury businesses. And, of course, no luxury update is complete without new vehicles. Fans are expecting a fleet of new high-end supercars and opulent sedans from classic in-game brands like Enus, Grotti, Pegassi, and Overflod. Will It Be This Big?While this is the community's "perfect scenario," we have to wait for Rockstar's official word. The update coming next week could be this massive new business, or it could be a simpler expansion of high-end apartment interiors. Either way, "luxury real estate" is coming, and players are ready to spend their hard-earned cash to finally live like a true Vinewood kingpin.
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A Guide to the 15-Minute GTA: San Andreas Speedrun
Grand Theft Auto: San Andreas is a colossal game. A casual playthrough can take 30-40 hours, and a 100% run can easily top 100 hours. So, how is it possible that speedrunners can see the credit roll in under 15 minutes? The answer isn't just "playing fast." It's about fundamentally breaking the game's code from the inside. This guide will explain the "how" behind one of the most famous and technically mind-blowing speedruns in gaming history. The Goal: "Any%" First, it's important to understand the "Any%" category. This doesn't mean completing 100% of the game. It means doing whatever it takes to trigger the end credits as fast as possible, using any glitches, skips, or exploits available. You don't need to unlock all three islands. You don't need to do the pilot school. You just need to start the game and, through a technical miracle, start and finish the final mission. The Glitch: Arbitrary Code Execution (ACE) This entire speedrun hinges on one massive, game-breaking exploit: Arbitrary Code Execution, or "ACE." In simple terms, ACE is a way for the player to "write" their own new code into the game's memory and then trick the game into running it. It's essentially hacking the game live, using only in-game actions. The goal of this "new code" is simple: to force the game to start the final mission, "End of the Line." How the 15-Minute Run Works: A Simplified Breakdown While the exact inputs are pixel-perfect and require hundreds of hours of practice, the theory behind the run can be broken down into a few key phases. Phase 1: The Setup (The First 10 Minutes) The run starts like any normal game. The player completes the opening "Big Smoke" mission and makes their way to the next mission, "Ryder." This mission is used because it's the first one that gives the player the freedom needed to perform the glitch. During the "Ryder" mission, the player must perform a specific, complex series of actions to destabilize the game. Phase 2: "Writing" the Code (The Glitch) This is where the magic happens. The player has to "write" a line of code into the game's memory. This isn't done by typing, but by performing a long, precise sequence of in-game actions. Triggering a Glitch: The runner will first trigger a side mission (like the Vigilante missions) at the exact same frame they start a cutscene in the "Ryder" mission. This confuses the game and puts it into a "glitched" state. The "Payload": The player then performs a long, precise "dance" of inputs. This often involves: Getting on a specific bike. Aiming a weapon in a specific direction. Navigating the pause menu in a very specific order. Looking left and right at exact times. Every single one of these actions (aiming, opening the menu, etc.) writes a specific value into a specific part of the game's memory. When done in the correct sequence, these values come together to form a single, new command: "Load Mission: End of the Line." This sequence is incredibly fragile. A single wrong button press, a millisecond of lag, or an NPC bumping into the player will ruin the run, and they must restart the entire game. Phase 3: The "Warp" (Minute 12) If the player performs the entire 8-10 minute setup perfectly, the game suddenly hangs for a second. The screen fades to black. When the screen fades back in, CJ is no longer in Grove Street at the start of the game. He is now in front of Big Smoke's crack palace, in the middle of the game's final, climactic mission, "End of the Line." The entire 30+ hours of story, missions, and map unlocks have been bypassed. Phase 4: The Finale (The Last 3 Minutes) From here, there's no more glitching. The player simply has to play the final mission. They must fight their way through the crack palace, save Sweet, and chase down Tenpenny in the firetruck. As soon as Tenpenny's truck flies off the bridge and the final cutscene ends, the credits roll. The timer stops, and a 100-hour game has been conquered in under 15 minutes. It's not a run that tests a player's driving or shooting skills, but one that tests their absolute precision and deep, technical knowledge of the game's inner workings. It remains one of the most broken and awe-inspiring speedruns ever discovered.
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