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Take-a-Ride Locations Guide by Aisk
Version: 3.5 | Updated: 08/18/04 | Search Guide | Bookmark Guide
---------------------------------------------------------------- Take-a-Ride Location Guide (for PS2) To ---------------------------------------------------------------- ooooooooo oooooooooo ooooo ooooo oooo ooooooo oooooooooo 888 88o 888 888 888 888 88 o88 888o 888 888 888 888 888oooo88 888 888 88 88888o 888oooo88 888 888 888 88o 888 88888 88o o888 888 88o o888ooo88 o888o 88o8 o888o 888 88ooo88 o888o 88o8 ---------------------------------------------------------------- V3.0 By: Alex Sisk (Aisk) ---------------------------------------------------------------- IMPORTANT NOTICES (PLEASE READ!): - Please, when e-mailing me with contributions; provide a screenname so I can include it in this guide. If no name is provided, I will use the first part of your e-mail. - There will be no more schedualed updates, just random updates whenever I find new locations or get a new contribution. I didn't make this officially the final version, because I wanted to be able to edit it in case I find something new. So, from now on only small updates will occur at random. - Even though there are no more schedualed updates, please don't stop e-mail- ing me with your comments and constributions. I do read every e-mail and I appreciate those who have already e-mailed me. --------------------------------- Table of Contents --------------------------------- I. Copyright Information II. Updates III. Introduction IV. Take-A-Ride Basics V. Miami Attractions A) Miami Beach B) Mainland C) Islands/Misc. VI. Nice Attractions A) West B) Central C) East VII. Istanbul Attractions A) North B) South IIX. Miami Safehouses IX. Nice Safehouses X. Istanbul Safehouses XI. Fun Things to Do XII. Glitches XIII. Frequently Asked Questions IXV. Timmy Vermicelli's A) Miami B) Nice C) Istanbul XV. Secret Cars A) Miami B) Nice C) Istanbul XVI. Contact Information XVII. Credits -------------------------------------- I. Copyright Information -------------------------------------- This Guide is the property of Alex Sisk (Aisk). This guide is intended for private use on selected sites, and is subject to applicable copyright laws. Those wishing to use this guide outside of the selected sites must receive written consent from the author requesting permission. After written consent is obtained, only the person recieving written consent may use this guide. Currently only 3 sites(gamefaqs.com, neoseeker.com, supercheats.com) have my permission to post this guide publicly. --------------------------- II. Updates --------------------------- 08.13.04 - V3.5 (Final) - Nice attraction 15B added. - Nice attraction 10B updated (Customs Yard) with NEW gate info. - Miami attraction 7B (Red River Bar) updated. - Timmy locations for Istanbul (section IXV, C) completed. - Entire guide revised for errors. 08.09.04 - V3.0 - The BIGGEST and BEST update yet! - Timmy Vermicelli locations added (Section IXV). - Secret car locations added (Section XV). - Secret cars for all cities completed (Section XV A-C). - Locations for Timmy's in Miami & Nice completed (Section IXV A+B). - Sections XVI+XVII swapped. - Nice locations East (C) completed to date. - Section XII (glitches) started. - Section XIII updated with new FAQ's. - Nice attractions 14B, 7A & 13C added. - Miami attractions 19B, 8C added. - Started hosting on supercheats.com. - New contributions added (see Section XVII). - Miami attraction 4C updated. - Section IV (t-a-r Basics) updated. - Nice attractions 5C & 10B updated. 08.02.04 - V2.5 - Nice attraction 6A added (Pyramid Greenhouse). - Nice attractions 7+8C added (East). - New FAQ's added. - Section XI (Fun things to do) updated with new content. - Section II revised and edited. 07.29.04 - V2.25 - Miami location 18B added. - A directional error for Miami's default starting point is fixed. - Section XIII (FAQ) started. - Copyright information (I) Updated. - claybaccas 'The Middle Man' mini-game added to section XI. 07.28.04 - V2.0 - ASCII Art/Dividers Updated. - Nice attractions West (A), Central (B) complete. - Nice attractions East (C) started. - Miami location 8B updated with new interior locations. - First day of hosting on neoseeker.com. - Section XV (Contact info) introduced. - Section numbers revised and edited due to errors. - Miami attractions revised and edited. - Section XI (Fun Things to do) started. 07.27.04 - V1.5 – Istanbul attractions (section VII) completed to date. - First day of hosting on gamefaqs.com. - Applied for hosting on neoseeker.com. - Nice locations (Part A) started. - Safehouse information (section V-VII) revised and corrected. - Spelling/Grammar errors revised and fixed. 07.26.04 - V1.0 - Miami attractions completed to date. - Safehouses descriptions added and completed. - Applied for hosting on gamefaqs.com. 07.24.04 - Guide started. --------------------------------- III. Introduction --------------------------------- Welcome to the Take-a-Ride locations Guide for DRIV3R. I created this guide to help anyone interested in seeing the sights, and visiting the multiple indoor locations on the 'Take-a-Ride' mode. I will include more secret locations, indoor places and interesting locations as I find them. All dates in this guide are arranged MM/DD/YY. This guide is pased on the PS2 version of the game. Unfortunately, I can't guarantee all you XBOX users that every location in this guide will be in your game, but I do think that most of them will be, I doubt there is that much difference between the 2 consoles. Also all glitches are written for the PS2. I tried not to include any that didn't appear on XBOX, but again no guarantee. When, and if ever I refer to directions (North, South, East, West) your map must be turned the RIGHT way up, meaning the text on the map is right side up. Use this compass if you have trouble remembering N, S, E and W: N | W ----- E | S -------------------------------------- IV. Take-a-Ride Basics -------------------------------------- - Obviously the Take-a-Ride mode is accessed by the main menu, where you can select your city, time of day, weather, car and starting location. - The in-game map, referred to in this guide can be accessed at any time during take-a-ride by pressing the START button. You can zoom in and out using the RIGHT ANALOG and move the map around using the LEFT ANALOG or D-PAD - Throughout this guide I will often refer to names found on your in- game map, use the zooming ability to find these names, written in white text. - Istanbul locations are only unlocked after you beat all the Nice and Miami mission in Undercover mode. As soon as you start playing missions in Istanbul in undercover mode, you can start playing Istanbul in t-a-r mode. - Remember that while in t-a-r mode, there is no autosave. If you want to save your progress, exit to the main menu and go to Options > Profile and save. ------------------------------------ V. Miami Attractions ------------------------------------ ------------------ A > MIAMI BEACH ------------------ 1. OCEAN DRIVE (Miami Strip): Located on the same road as the default starting position in Miami, Ocean Drive lights up at night with neon lights. You can also take the boardwalk along Ocean Drive all the way down to South Pointe Park. Best known for where Tommy Vercetti's hotel is in VC. 2. MIAMI BEACH: Probably the most well known part of Miami, the beach is located east of Ocean Drive, highlighted by the lighter color of beige used on the map. There are several nice jumps along the beach for some nice air. 3. SOUTH POINTE PARK: Located on the southern most tip of the eastern island, South Pointe Park is even marked on the map. You can visit this beautiful park for awesome views of the coast. 4. MIAMI BEACH GOLF COURSE: I couldn't find an official name for this course, and there didn't appear to be a clubhouse, however it can still be amusing to drive around on the sand bars and knock down the golf flags. (Sadly, no there are no golf caddies like in GTAVC) It's located in Miami Beach, in the most North Easterly part of the map. The entire 2 blocks of green located up here is the course. 5. GTAVC IN MIAMI BEACH: From the default starting position, head straight and take your last left. At the end of this road turn right. Head along this road and take your first left (around the bend) and continue along the river until this road ends. When it does look to your left, you should see a red brick building, resembling Ken Rosenberg's office in GTAVC. Pointless, but interesting none the less (there are a bunch of these buildings scattered around the city). 6. MIAMI BEACH CONVENTION CENTER: From the default starting point, take your last left, then left again. Take your first right and head straight. At the end of this road you should see the convention center. Sadly there is no indoor location (to my knowledge) but still a tourist attraction. There are also several nice jumps located in the parking lot west of the convention center 7. MIAMI BEACH MARINA: Located just north of Tanner's House (the real nice one) on Miami Beach, the Marina is probably the best place to jack a boat. There are extensive docks, and several boats you can steal. It's located almost exactly halfway between the bridge at Tanner's House (if you can't find it, look for the large parking lot just south of the bridge, the marina is located behind it. Follow the shore until you find an entrance) 8. SOUTH POINTE GRAMMAR SCHOOL: Yes, DRIV3R does have schools. No indoor location can be found here, but I thought I'd point it out anyway. It's located right across the street from the Marina (#7A). It's an orange and white building. 9. GOLD COAST HOTEL: You are led here in the mission 'Rooftops'. It is located just north of Miami Beach, South of the golf course (#4A). From the default starting position, head straight and take the last left. At the end of this road turn right, and continue around the bend to your left. The hotel stretches along the first road leading right. The indoor locations, including a hotel room and several floors is open, but the parking garage is closed. 10. MIAMI PD HEADQUARTERS: You explore this place in the very first mission in DRIV3R. From the default starting position, head straight and take your last left. At the end of this road turn left. Take your forth (4) right, and at the next intersection to your right is the police HQ. There are several indoor rooms, along with the firing range (NOTE: The firing range doesn't seem to work in t-a-r mode). -------------- B > MAINLAND -------------- 1. LIBERTY AIRLINES ARENA: No idea if this is the real name of the place or not, I wasn't able to find a sign confirming it. I found it in Swiftshark's walkthrough. It's located directly south of the Central Island bridge, in between it at the Dodge Island bridge. There is a small underground marking area accessible on the south side and a larger three-storey parking garage across the street on the south side, with a pretty impressive jump off the roof. If anybody can confirm this name for me, e-mail me. 2. MIAMI STARS CAFE: Located on the little green jut of land, just south of the Dodge Island bridge (resembles an L) The Miami Stars Cafe has a large spinning guitar on its roof, which reminded me of the Hard Rock Cafe. You may remember this place from Driver (1). Accessible by a small road not marked on the map, just south of the Bayside Outdoor Marketplace (see below) 3. MIAMI STARS MARINA: Located in the same area as the Miami Stars Cafe, the marina is located right out back of the cafe. 4. MIAMI OUTDOOR CONCERT HALL: Found in the green area, just south of the Miami Stars Cafe, the outdoor concert hall has a stage complete with bleachers for all your fans. 5. BAYSIDE PROMENADE: The Bayside Promenade is again, in the same green area as the previous three locations. Located on the corner of the main road and the Dodge Island bridge (in the form of a L around the parking garage mentioned in 1B). You can explore in indoor/outdoor shopping locations. 6. ELEVATED RAIL SYSTEM (MONORAIL): Marked on the map as the red line, the Monorail is accessible by several stations, where you can go up and walk around on the tracks, however, sadly you cannot actually ride on the monorail. 7. RED RIVER BAR: This is the bar that Lomaz had you destroy in the mission 'Impress Lomaz'. The indoor location is still open, where you can enter and shoot the place up again if you want. From the 3rd starting point (in downtown) do a u-turn and take your first right. Continue straight, and when you meet the funny fork in the road under the freeway, turn right (heading west). Continue past your safehouse and take the third right (counting the freeway exit and the alleyway marked on the map) and continue straight. When you reach your first left, the bar is on this corner. Something fun to do while inside (thanks to Gareth for this) you can shoot the pool balls around on the table into some of the pockets. 8. MIAMI ORANGE BOWL STADIUM: Located in the large block just south of the 'Little' in Little Havana on your map. The stadium is accessible through many gates located in the parking lot surrounding the building. Once inside you can walk around the lower bowl, or you can enter onto the field via a ground level entrance (players entrance) on the west side (enter from the road. Thanks to GTAcrazy + supermati on the gamefaqs.com DRIV3R message board for this info) I've also discovered some interior shopping space on the western side, which is worth a visit. NOTE: There is a Timmy located in the south-west corner of the stadium. 9. THE BILTMORE HOTEL: Most famous for the location of the secret go- kart, the Biltmore Hotel is located in Coral Gables. Follow the western entrance to Coral Gables down to the rectangle with the cross road. 10. GO-KART TRACK: For exact detail on how to get here use one of the secret car guides. The go-kart track is the location of a secret car (go-kart) and it is behind the Biltmore Hotel (#9B). You can race another go-kart racer around this cool track if you wish by driving past the start line, you should hear him coming up on your tail. 11. THE MORTAIN MALL: Used in the mission 'Trapped' the Mortain Mall can be found in Coconut Grove, in the large block just South-east of the word 'Grove' marked on your map. The building is marked with a large 'M'. You can't miss it. You can explore inside and smash up shops. 12. MIAMI CITY HALL: Located in Coconut Grove, the Miami City Hall can be found just east of the Mortain Mall (look for the straight dead end road marked on your map) 13. LOS TRES JUANES PARK: Again, not sure of the official name of this park, but it is a beautiful one. I got the name off a kiosk located next to the entrance to the park. Marked on the map as the green area north of the City Hall (#12B) this park has swimming pools, basketball courts, playgrounds and an interesting building marked the 'Romeria de la Hispanidad'. 14. VIZCAYA/HEDGE MAZE: Located just north of the Los Tres Juanes Park (#13B), 'Vizcaya' (as marked on the gates) is accessible by the short L shaped dead end road on your map. Walk up to the gates marked 'Vizcaya' as they magically open. The path will lead you to a very old, upscale estate, and to your right will be a hedge maze, however the maze doesn't work to well since you can walk through hedges. 15. GATOR'S BOATHOUSE/SHIPPING YARD: Located in between Downtown and Coconut Grove, you may remember chasing Gator to this location in the mission 'Retribution'. The entire interior locations are still open. It can be tricky to find, and it is just north of #14B. Look for the ending of the Monorail line (red lines) near where #14B is located. Head north along this main road until you are parallel with the end of the monorail. There are multiple alleyway's leading down to the boathouse, you shouldn't have any trouble finding it. 16. TICO'S CONSTRUCTION SITE: The one you destroyed in the first part of the mission 'Impress Lomaz'. Tico's yard is located just to the west of the main freeway heading through downtown. You will see on your map a brown area to the west of the freeway on the river. It's surrounded by green area. This is the construction yard. NOTE: There is a Timmy who will shoot at you located here. 17. RUNNING THE 400M: This is a running track to the west of the downtown area and north of your motel safehouse. It's among the mess and jumble of the freeway ramps that you can see just north-east of Little Havana. From starting point #3 (downtown) head straight and take your first left. At the end of this road, turn left again. Take your first and only right (going straight will land you on the freeway, where you don't want to be) Continue down this road and turn left at the end. After the first bend in the road you will see a dirt road on your right, take this until you find yourself on another road. Head left at this road, and then take your first left. About halfway along this road there will be an entrance to a small parking lot and white buildings, the track is straight ahead. NOTE: There is also a Timmy located in this area, be careful. 18. UNDERGROUND BUNKER (ARMORY): Found in behind one of the houses in Coral Gables, the Underground Bunker is the armory in Miami. Only accessible after all 10 Timmy's have been killed, it is the starting point for 18-Wheeler Anarchy. There are also loads of weapons and medical kits down here, along with some nice posters on the walls. NOTE: 18-Wheeler Anarchy mode is engaged automatically everytime you enter the armory. 19. SKATE PARK: Found in the most southern part of Miami, in Coconut Grove the skate park is an interesting place to visit, and it's also great for doing awesome stunts for a sweet replay. Start from the 4th starting point (most southern) and pull a u-turn. Pull up your in-game map and you will see 2 dead end roads leading towards the shore. You want to take the 2nd one (most sothern one). You will pass some sort of nautical building and reach a parking lot. Straight ahead and in the left corner of the parking lot is an opening in the wall. Head out here, and you will see a playground and a half-pipe ahead. This is part of the skate park. The rest of it is made of concrete and is just beyond the half-pipe (to the east of it). There is another half-pipe here, and some rails you can grind. There are also jumps, and some other cool things for pulling off sweet stunts. Enjoy pulling off some sweet stunts here. Probably most fun on a bike. There are also a bunch of dirt/grass jumps within the area. (Thanks to vicecitymaster & seanstintsons for directions on how to get to the skate park) ------------------- C > Islands/Misc. ------------------- 1. DODGE ISLAND: The southern most island of the three, accessible completely in the mission 'Dodge Island'. Probably the most fun feature is the workable draw bridge that you can control by the switch in the control booth on either end of the bridge. 2. STAR ISLAND: This is the central most island of the three, home of a safehouse. One of the three secret cars is also on the eastern most road on this Island (dead end road). Multiple jumps can be found in the construction yard. 3. VENETIAN ISLANDS: Probably the least known of the 3 islands connecting Miami Beach with the Mainland, Venetian Islands are the most northerly ones, that look something like popsicle sticks. Home to many of Miami's richest residents, judging by the upscale houses. 4. DODGE ISLAND CONTAINER PIER (GATOR'S WAREHOUSE): Located on Dodge Island, on the most easterly tip of the island, you are forced to escape the container pier during the mission 'Dodge Island'. When you reach the gates, you can open them by using the small button on the pole near the door to the control booth. When at the gates, head to the door to the control booth on the left, to the left of the door is a pinkish pole with a button on it. Use L1 to press the button and open the gates. NOTE: You have to be in the right position to press the button, so if it doesn't work right away, try shifting a little and trying again. Once inside the gates, there is a massive place to explore, including some interior locations. (Thanks to Cmdeadgame for the info on the gates) 5. STILTSVILLE: Only accessible by boat, Stiltsville is located in Miami Harbor where the word 'Miami' is marked on the map. You visit Stiltsville during several missions in Miami, and there are a few indoor locations. 6. ISLAND MONUMENT: Again, no name to accompany this one. Located between Star Island and the second part of Star Island (the smaller eastern island)is a very small Island, only accessible by boat or by swimming. On this Island is the unnamed monument, which resembles the Washington Monument. 7. GATOR'S YACHT: Amazingly enough, even though you blow this boat up in the mission 'Gators Yacht' it still appears in take-a-ride mode of the coast of Fisher Island to the south of South Pointe Park. All the indoor locations you explored during the mission are still open, but luckily the goon's are gone. 8. FISHER ISLAND: This island is the one found just north of Gator's Yacht (7C). Fisher Island is what looks like a resort under construction. Most of the area on the island is inaccessible due to invisible walls, however there is a way to get onto Fisher's Island via a glitch (see section XII). ------------------------------------ VI. Nice Attractions ------------------------------------ ------------- A > West ------------- 1. AÉROPORT DE NICE: Probably the easiest to find location in this guide, the Aéroport de Nice is marked on the map as the large brown area on the coast in the southwest corner of your map. There is a safehouse located here, along with a secret car and a Timmy. There are also several nice jumps. 2. AIRPORT TOWER: This is definitely the place for anyone looking for a nice view of Nice. The airport tower is right in the middle of the airport grounds, and you can see the best views of the Cote D'Azur (south) from up here. There are also beautiful views of the gardens and the mountains to the north. It can take a while to climb, but its worth it. NOTE: There is a Timmy at the top of the tower, and he will shoot as you as soon as you get off the ladder, so be careful. 3. CHATEAU GRIMALDI: If you look at your in-game map, in the north-west corner you will see multiple circular roads. Chateau Grimaldi is located at the very top of all these roads leading upward. There is a secret car in a garage here, along with some interesting sights and a beautiful view of the Cote D'Azur. NOTE: The concrete barriers used in the mission 'Hunted' that blocked some of the roads leading up are not there in t-a-r mode. 4. THE BOATHOUSE: located on the most south-westerly road, the boathouse is the location for the first part of the mission 'Hunted'. You can find it at the end of the dead end road leading down to the coast in the south western corner of Nice. From the default starting position, pull a u-turn and head straight. When you reach the freeway entrance, the road leading to the boathouse is dead ahead (Zoom in close on your in-game map if you can't see it) There is a small interior location inside. This location is also accessible by boat. 5. SAINT AUGUSTINE MALL: This is located just south of Saint Augustine, just east of the airport. There is an interior location where you can smash up windows and displays. From the default starting point, head straight and turn left at the end of the road. Make another left at the end of this road, and then turn left again, onto the freeway. Continue down the freeway as it passes under the other freeway. After the left curve, there is a very short road to your right, take it and turn right. Up ahead on your right you should see some black windows, this is the mall. You will notice a construction site at the end of the hallway in the mall, inside and to your left is a garage, this is the setting for the mission 'Arms Deal'. 6. PYRAMID GREENHOUSE: Found in the middle of the traffic circle just north of the Airport, the Pyramin Greenhouse has an interior location, as well as some breakable glass. From the default starting position head straight and turn left at the end of this road. Turn left again at the end of the road, and then left again onto the freeway. Continue on the freeway, over the river and pass under the other freeway. After you pass under the other freeway, there will be a small exit to your right, take this and you should find yourself on the traffic circle. The Greenhouse is in the middle of this circle. 7. AIRPORT UNDERGROUND PARKING: The Airport underground parking lot is pretty much like anyother parking lot underground. I thought I'd add this one anyway just because a lot of people may not have known you can get past the gates. If you look on the gate box (the part attached to the ground) you will see a small black button. This button opens the gates and allows you access to the underground parking lot at the airport. For those who don't know where the underground parking lot is, its just to the north of the terminal, and there are 2 entrances on the east end of the terminal, and the west end. (Thanks to Cmdeadgame for the info on the gates). ------------- B > Central ------------- 1. BAIES DES ANGES: Located just north of the word 'Nice' on your map, Baies Des Anges (Bay of Angels) has a beautiful beach and views of the Cote D'Azur. The main beach area extends all the way from western Nice to eastern Nice. The stairways leading down to the beach act as great jumps too. 2. BAIES DES ANGES PROMENADE: Located right across the street (north) from the central part of Baies des Anges, the Baies des Anges Promenade extends north east up into the cities heart, highlighted on the map by the thin purple-grey section. The promenade has some large parking facilities, beautiful landscaping and several pools; definitely one of the most beautiful parks in all of Nice. 3. THEATRE DE NICE: Located in the block just above #2B. From second starting position (most central one) pull a u-turn and take your immediate left. Follow this street all the way to the end, and turn right. At your first intersection, the Theatre is the large concrete building to your left (head up the steps in the red wall). 4. MUSÉE D'ART MODERNE: Found in the same block at the Theatre de Nice (#3B) the Musée d'art Moderne (Modern Art Museum) has a small interior-like area where you can head upstairs to the balcony and walk around. Its is literally right next to #3B. 5. ACROPOLIS: Located in the next block north of #3B, Acropolis is an interestingly shaped building, with a glass roof on one end. Again, there is no interior location (even though it looks like you can crash through the doors) its well worth a visit. 6. CAR DEALERSHIP: Found in the block directly east of the end of the monorail (red line) the Car Dealership is visited during the mission 'Hijack'. You can smash through the front window and head upstairs to the office, or just look at the interesting posters on the walls. From starting point #2 (central one) head straight and take your second right (just beyond the freeway overpass) and continue straight, staying on the main road. After the fork in the road take your first right and then your first right again. The car dealership is in the left block ahead of you at the next intersection. NOTE: The car you steal in the mission 'Hijack' from this dealership is not available in t-a-r mode. 7. HILLTOP VILLA'S: Located directly north-east of #6B, the Hilltop Villa's are clearly where the richest in Nice live. On the map you will see several alleyway like roads (very thin black lines) a block up and to the north-east from #6B. There are some pretty impressive homes here, and it certainly is worth a visit. 8. LIGHTHOUSE MARINA: Found in the small inlet of water just east of Baies des Anges (#1B) The lighthouse marina is probably the best and easiest place to jack a boat in Nice. 9. LIGHTHOUSE: From starting point #3 head straight, and take your first left. Follow this road to the end, and turn right onto the main road. Continue down past the Court House (#11B). Directly across the street from the monument (#12B) you will see a road leading out to the lighthouse. There is no indoor location, however you can climb the ladder to the top and look out over the Cote D'Azur. NOTE: There is a Timmy on top of the lighthouse which you should probably kill before heading up the ladder. You can shoot him from the road leading to the lighthouse easily. 10. CUSTOM'S YARD: Located right beside 8B, the customs yard is used in the mission '18-Wheeler'. Follow the same directions as 9B, however take the driveway just before the road leading to the lighthouse. You can actualy get into the customs yard by opening the gate (thanks to Pepsi4192 for this info). Before I thought it was only accessibly by boat, but that proves to be wrong. The gate will open via a keypad in the small shack inside the customs yard. You can get into the customs yard by jumping over the railing on the main road (use a side jump to get over). Inside there are a few open, but empty warehouses and a small empty indoor room. 11. COURTHOUSE/CHURCH: I'm not exactly sure what this place is. It looks like a Courthouse, but the bells ring like a Church when you drive by it. Its located on the same road as #9+10B. Follow the same directions as #9B but listen for the bell ringing as you drive along that main road, this building in to your right. Again, no interior location, and if you stay too long the ringing of the bell may get stuck in your head. 12. MONUMENT: Located across the street from the Lighthouse (#9B) this beautiful Monument is embedded into the side of the cliff. It is a very beautiful monument, and it worth a visit. 13. DROP-OFF PARK: Found on the top of the cliff mentioned in #12B Drop-off park has beautiful views of Nice and the Cote D'Azur. Accessible by either stairs on the west side, or by roadway on the eas side (between two buildings across the street from the customs yard [#10B]) There is also a pretty sweet drop-off point (hence the name of the park) on the western side, which drops almost 5 stories to the roadway below. It makes for a pretty sweet replay, however 9 times out of 10, you'll find yourself in the water NOTE: There is a Timmy in the gazebo in this park. 14. RÉGINA: Found at the north end of the loup on the most northerly road in all of Nice (just north of the Villa safehouse, refer to section IX) Régina is a very large, very rich looking palace, possibly a hotel. It has a breakable glass sunroom, wonderful gardens out front and a simply stunning surrounding. This building is amazing. 15. HOTEL/RESTAURANT: Not sure if this is a hotel or restaurant. It does have a bar and a few tables outside, but theres no real place that has tables or anything. Anyway there are multiple indoor rooms, and it is definately a cool place to visit. From the 2nd starting point pull a u-turn and head to the end of this road. Turn left, then right and you'll find yourself on the coastal road. Turn left (heading east) and take the 4th left (the road right after the thin grey area). Take the first right (narrow road) and up ahead you should see some large trees and a white/grey stone wall to your left. Get out here and head up the stairway and smash through the glass. There are more rooms to the left, about 4 in total I think. You can also get in/out through the garage door on the rear of the building. ------------- C > East ------------- 1. MONT BORON: Marked on the in-game map, Mont Boron has spectacular views of the Cote D'Azur (yes I've said it countless times before). Look for the squiggily road leading upwards in the easter portion of your map. This squiggily road can make for a fun ride down the mountain due to some short cuts, and it makes for a sweet replay. 2. FORT DU MONT ALBAN: Found atop Mont Alban, Fort du Mont Alban has an indoor location only accessible after you kill all 10 Timmy's. If you haven't killed all 10 Timmy's yet, there is still the wonderful grounds to explore. Marked on your map, it is accessible by heading up the small road marked on your map also. 3. LOOK-OFF BEACH: Found just south of VilleFranche-Sur-Mer this beach has several jackable boats, along with views of the crystal blue waters of the Cote D'Azur. From the 4th starting point (most easterly) take your immediate right (almost a u-turn) and head down this road. At the intersection with lights, turn left and follow this road down and turn left at the bottom. Follow this road to the next intersection and continue straight. Follow this road all the way around the pinky brown colored area. On your right you should see a narrow road not marked on the map. Go down the multiple sets of stairs until your on the beach. NOTE: These directions are somewhat confusing due to the multiple roads in this area. I tried to simplify it as much as possible. 4. LIGHTHOUSE PART 2: This is the second lighthouse in Nice. Its located in the south-eastern most region. It features by far the best views (even better than the airport tower) and is accessible through a dirt road. From the 4th starting point take your immediate right (almost a u-turn) and head downwards (preferrably not using the shortcuts, it makes it more confusing). At the first intersection, turn left and follow this road down. Turn left again at the end of this road. Follow this road straight out into the penninsula (keeping straight through the major 4-way intersection). At the intersection out on the pennisula (right by the pinky brown area) make a left. Take your second right and follow this road to the first intersection. You will see a dirt road leading upward to your left, take this. Follow left as the road splits, and take the immediate right. You should see the lighthouse ahead of you. You can climb the stairs for the spectacular views. (Again sorry for the confusing directions, it's hard when there are so many roads and alleyways) 5. CONTAINER YARD: This is where you steal the container from in the mission '18-Wheeler'. Its located on the 'Fin Penninsula' (6C) It is accessible through a tunnel leading in from the ocean on the eastern side. The tunnel is located just south of the grey pier on your map. From the 4th starting point, pull a u-turn and follow this road around as it curves to the right. Take the first left, and continue along this road until you come to the big 4-way intersection. Turn left here and continue on this street until the road veers sharply to the right, and you come to a T intersection. Turn left here, and then your first left again. Follow this road to the coast, and it will curve to the right. Keep your eyes to the left, because eventually you will see a paved road leading downward. Head down here. Just before the boat on stilts, look to the right and you will see the gate leading into the container yard. Smash through this gate, and you'll find yourself inside. 6. FIN PENNINSULA: I wasn't sure what else to call this area. Its the penninsula thats almost an island in the most south-easterly corner of the map that looks like it had fins. There are several interesting locations here not mentioned in this guide, including the forklift secret car. 7. STUNT TRACK: From the 4th (most easterly) starting point, pull a u-turn and you should see a large rock wall/hill to your right. You can drive over this wall and behind it is the stunt track. There are some awesome jumps and interesting things inside, which makes for a sweet replay on a bike. NOTE: There is a Timmy in the immediate area. 8. SECRET CAVE: Select a boat as your vehicle and start from the most easterly point. Turn left from the starting point, and up ahead to the left you should see the opening to the cave. NOTE: Inside is a Timmy. 9. VILLE-FRANCHE-SUR-MER: Ville-Franche-Sur-Mer is a small unmarked coastal villiage, directly north of the word 'Mer' on the map. Its accessible through several unmarked dirt roads, and is a quaint little village. 10. DOUGHNUT LAKE PARK: This small park can be found in the greyish-brown area in the north-western part of Fin Penninsula (#6C). The park has a doughnut shaped pond/lake with crystal clear waters. There are also several villa's and interesting places to visit within this 2-block greyish-brown area. 11. COTE D'AZUR MARINA & RESTAURANT: This beautiful marina, pier and restaurant can be found on the grey pier mentioned in #5C. You can see a grey pier that extends from the eastern side of Fin Penninsula (#6C). The restaurant is found at the end of this pier, and the marina is directly south of the pier. It is accessible through a small paved road just north of the pier, leading down. 12. SECRET BEACHES & DOCKS: Found not only on the eastern coast line of Nice, but also into central Nice aswell are multiple hidden staircases leading down to a secret beach or maybe a secret dock. Some of these are marked on the map, but very few. You can spend a lot of time find all kinds of new ways to get down to the coast, but probably the best way to find all these secrets is to cruise the coast by boat. 13. SECRET TUNNEL: The easiest entrance to describe is found in the Stunt Track (7C). From the 4th starting position, turn around and head straight for a few seconds. You will see a large rock hill to the right. Drive oner this hill into the stunt track. The tunnel entrance can be found on the far side of the stunt track, where the outer road drops down. The tunnels leads out to one of the roads near the fin penninsula. ----------------------------------------- VII. Istanbul Attractions ----------------------------------------- ------------- A > North ------------- 1. SOPA INCI: Located in the Beyoglu West region, Sopa Inci is a pretty sweet dance club. On the map, look for the words 'Beyoglu West' and just north of the word 'West' you should see 2 very small blocks. Sopa Inci is in the easterly block. You enter through the main entrances our front (north side of the building). Inside there is a funky dance floor and cool music. NOTE: There is a Timmy located in the half moon window (Office) which has blue light around it; so be careful. 2. BEYOGLU WEST PARK: Just north of Sopa Inci (#1A), the Beyoglu West Park is the large brown area. On the northern side is an interesting fountain. 3. BJK INONU STAYUMU (SOCCER STADIUM): Located on the northern most tip of Istanbul, the Inonu Stadium can be found in the grayish-green area. Entrances can be found by heading down one of the multiple stairways surrounding the stadium into the parking lot. Most of the golden gates will open when you walk up to them, however there are a few which don't, or they appear to open but then close again. Just find one that opens and head onto the field. Inside you can shoot the soccer balls to score goals! 4. PRESIDENTIAL PALACE/PARLIAMENT BUILDING: Again, not to sure of the actual name of this place, however it does appear to be a presidential palace, or a parliament building of some kind. Found just East of the soccer stadium (in Beyoglu East), in the pinkish brown area directly above the word 'East' in 'Beyoglu East' on the map. It's accessible through a stone archway along the main road you chase Calita on in the mission 'The Chase'. You can't miss the large driveway leading up to it. 5. TURKISH TEMPLE: Located just south of #4A. You know you're getting close when you hear the Turkish man chanting some prayer or something in Turkish. It is located on the east side (shore side) of the road. 6. ALLEYWAYS: Covered in both 'The Chase' and 'Alleyways' missions; this place is located in the small web of streets just south of Beyoglu East. You may remember a multi-level indoor location in which you chased the bagman to while playing as Tobias Jones. This indoor location is still accessible. From the most northerly starting point, pull a u-turn and head along this road as it bend left, then right. Just before this road ends you'll find a narrow alleyway not marked on the map, this is where the door to get in it located. 7. ISTANBUL DOCKS: Located in the south-westerly most point on the northern land, the docks are highlighted as a large white area to the west of the bridge. Accessible through the small road marked on the map. There is a secret car located in a container here, as well as a Timmy. There is also a pretty cool jump across a small inlet of water. 8. DAXLYN TOWER: I found this name on a sign at the base of the tower; however I couldn't exactly read the sign very well, so I named it for what I thought it said. The tower is located just south of the warehouse safehouse (see section IX); the tower is visible from about a block away; so you can't miss it. There are a few shops and stuff surrounding the tower, but again no interior location. 9. CONSTRUCTION YARD: This is the construction yard you can access by going through the warehouse safehouse (see section IX) and across the roofs. You are forced to escape from here in the first mission in Istanbul. 10. INDUSTRIAL DISTRICT/PROJECTS: This really isn't one particular spot to visit; it covers 1/3 of the north of Istanbul. It's located just south of Beyoglu West, in the narrow twisty streets. This is also the location of a secret car. ------------- B > South ------------- 1. SIRKECI DEMLRYOLU TRAIN STATION: Found at the end of the red line just north-west of Seraglio Point, the train station has a small indoor like area, and offers access to the train tracks. 2. TEMPLE PARK: Located between two of what seem to be the largest temples in Istanbul, located in the pinkish brown area just north of Sultanhamet. There is an interesting fountain in the middle, along with spectacular views of both temples (#3+4B). 3. SULTANHAMET TEMPLE: Found on the south end of Temple Park, this is definitely one of the largest temples in all of Istanbul. There is a large courtyard in the middle of the temple accessible from one of 3 entrances on the north, west and south side of the building. 4. SERAGLIO POINT TEMPLE: This is the temple found on the northern end of Temple Park. There are no interior locations here; however it is impressive none the less. 5. SERAGLIO POINT/INSTANBUL UNIVERSITY: By far one of the best sights to be seen in Istanbul while cruising around, Seraglio Point is marked on the map in the north-eastern part of south Istanbul. With the multiple interior courtyards, and the stunning grounds this is a must see while in Istanbul. Also located on these ground is the Istanbul University. Not sure exactly what buildings are the universities though. 6. GULHANE PARK: This park is also located on the Seraglio Point (5B) grounds, and the official entrance is located between the Turkish flags on the south-western part of Seraglio Point, just before the green triangle turns into that pinkish brown color. There are also many ways of getting into the park via Seraglio Point. 7. GYM: Located in the Red Brick Apartment safehouse (see section IX) you can find the gym on the second floor of this safehouse. There are weights inside, and workout equipment, which can all be shot to hell. There is also a small bathroom and other locations to explore within this building. 8. THE CASTLE (RUINS): The castle ruins are found just south of Topkapi, in the pinkish brown area near the coast. The interior courtyard is accessible through a stone archway on the northern side. There are no interior locations, but it is a great sight to see. 9. THE ARMORY: Accessible only after all 10 Timmy's have been killed in Istanbul, the armory is found south-east of Tanner's Hotel. From Tanner's hotel, head south along the blue road, and take the first left. Head down this road looking carefully on the right. You will see a door with an animal skull hanging above the door, this is the armory. Once inside there is a small interior location, several floors and all the ammo you could ever need, plus infinite mass. NOTE: After all 10 Timmy's are killed; there will be a blue reference point on the map if you can't find it. 10. MONUMENTAL PARK: Located just east of Temple Park, and #3B+4B in the narrow strip of pinkish brown area. The park is lined with beautiful trees, and features a few monuments. The monument in the middle actually looks like one found in Miami, except with lettering on it. 11. BATH HOUSE: Found just west of Sultanhamet, the bath house has an interior to explore. You can find it by starting at the second starting point (near the train station) and making a u-turn. Follow the paved road (straight, but off to the right a little bit) all the way to the end. At the end of this road make a right, then a left at the end of this road. Head all the way to the end of this road, and the bathhouse is on your left. It's a long building with a dome roof. NOTE: There is a Timmy in the basement of the bathhouse, so be careful. 12. THE BASILICA CISTERN: Found directly east of Temple Park, this old underground cistern is an interesting place to visit. To find it, start from the southern most starting point (3rd) and take your second left. You will see almost immediately a small stone building on your left with a red clay roof. Head inside and down the stairs, this is the cistern. NOTE: There is a Timmy located in the bar under the stairs in the cistern. 13. DRAWBRIDGE 2: A continuation from the Miami drawbridge, this bridge is the most easterly one connecting north and south Istanbul. The controls are located in the large building like structures on either end. 14. TRAIN DEPOT: This is where undercover mode in DRIV3R ends. Located at the southern end of the train line (red line) look for where the train tracks end near Kennedy Road. The train yard is located here. NOTE: There is both a secret car, and a Timmy located within the immediate area. 15. KAPALI CARSI MARKET: Covered during the mission 'Another Lead' where you shoot your way through this market, Kapali Carsi is open during take-a-ride mode. There is quite a large interior location that is very interesting and stunning, but also easy to get lost in. You can shoot up all the displays and tables for fun. This market is found just north of Beyazit. At the end of the blue road just north of Beyazit, there is a road heading north. The market is on the east side of this street. -------------------------------------- IIX. Miami Safehouses -------------------------------------- ----------------------------------- TANNER'S HOUSE Location: South Pointe Park Medical Kits: 4 Vehicles: Cigarette Boat (out back) Floors: 2 Rooms: Multiple ----------------------------------- Probably the best known safehouse in Miami, this is the default safehouse here. It's located directly behind starting point #2 in South Pointe Park. This is also probably one of the nicest and sweetest safehouses in the game. Comes complete with garage, swimming pool, some pretty sweet furniture, 2 floors and a cigarette boat out back. --------------------------------- CALITA'S WAREHOUSE Location: Star Island Medical Kits: 4 Vehicles: - Floors: 1 Rooms: 1 --------------------------------- This place is Calita's Warehouse. You visit it during an early mission. It can be found on Star Island (central one) Its accessible by a small ramp leading up to a door on the east side of the building (the blue door on the south side also opens, but it leads no where). Not a great safehouse, but one none the less. --------------------------------- MOTEL Location: Downtown/Little Havana Medical Kits: 4 Vehicles: Multiple/Random Floors: 1 Rooms: 3 --------------------------------- This is also visited early on, and is the starting point for the mission 'Dodge Island'. The safehouse is located in the office, or main building of the cheap hotel which is found beside the central freeway system in between Little Havana and Downtown. There are normally multiple, random cars parked outside. You enter the safehouse by a door on the eastern side of the building. ------------------------------------ IX. Nice Safehouses ------------------------------------ --------------------------------- AIRPORT HANGAR Location: Aéroport De Nice Medical Kits: 4 Vehicles: - Floors: 1 Rooms: 1 --------------------------------- The most obvious safehouse in Nice; located in an airport warehouse in the south-western part of Nice. A large; simple open area with medical kits in the corner. There are no vehicles around, except for on the road but there is 2 open garages across the yard, which I haven't figured out how to use yet. They could be pointless however. --------------------------------- NORTHERN ESTATE Location: Northern most road Medical Kits: 4 Vehicles: - Floors: 2 Rooms: Multiple ---------------------------------- By far the nicest safehouse in the entire game. Located in an upscale villa, or possibly a hotel in the most northern point of Nice. Comes complete with kitchen, dining room/living room bedroom, foyer and a balcony overlooking the gardens. NOTE: The medical kits in this safehouse seem to be invisible for some reason. They are found by the stool in the kitchen thats facing the tree. ---------------------------------- KER MARIA (WAREHOUSE) Location: Villefrance-Sur-Mer Medical Kits: 4 Vehicles: - Floors: 1 Rooms: 1 ---------------------------------- This place is visited during one of the missions in Nice, I think its 18-Wheeler, but I could be wrong. My first time visiting I had some trouble finding where to go and what to do. When approaching the gate, there is a button on the right hand side you must active, the gate does not open on its own. Once inside, you'll notice the veranda or walkway with a roof over it. Look for the tall, brown door to the left of this roof that juts out. The safehouse is through this door and down the stairs. Again, there are no vehicles regularly parked here. --------------------------------------- X. Istanbul Safehouses --------------------------------------- --------------------------------- TANNER'S HOTEL Location: West of Topkapi Medical Kits: 3 Vehicles: - Floors: 2 Rooms: Multiple --------------------------------- This is probably the best known safehouse in Istanbul. You have to escape to this location a few times during some Istanbul Missions. When you enter through the main doors, head through the double doors ahead and up the stairs to your right. Your room is third room on the left. If you keep going down the hallway, the door at the end is a bathroom you can enter and check out, however there is nothing of value there. --------------------------------- RED BRICK APARTMENT Location: Seraglio Point Medical Kits: 4 Vehicles: - Floors: 3 Rooms: Multiple ---------------------------------- The biggest a most elaborate safehouse in the game; it's located just south of Seraglio Point. Your room is on the top floor accessible by either one of the 2 staircases. This is definitely a great safehouse to explore, since there are multiple rooms, and floors. NOTE: In the kitchen in your room, behind the cabinet leaning on the wall is a secret door. Inside is a Timmy waiting to be killed. --------------------------------- DISTRIBUTION CENTER Location: Central Istanbul; off the East bridge Medical Kits: 4 Vehicles: - Floors: Multiple Rooms: Multiple --------------------------------- This is another very elaborate safehouse. You come here early on in Istanbul, in the first mission 'Surveillance' and are told to 'Find another way in'. The medical kits and weapons are located in a storage room on the first floor. Once you enter the building, head straight (not up the stairs like in the mission) and take your first left down the hall. The room is on the right around the corner. The entire building, along with the joining rooftops and construction site you visited during the mission are still accessible. ----------------------------------- XI. Fun Things to Do ----------------------------------- 1. 18-WHEELER MAYHEM: The real 18-wheeler mayhem is unlocked by killing all 10 Timmy's in Miami, however you can easily create your own in Nice, Istanbul or Miami by simply selecting the 18-wheeler as your vehicle. This is something I never knew before, but when you start, if you look behind you (Press L2+R2) there is usually a trailer directly behind you, and if not in the immediate area. You can attach this trailer by backing the cab up to it, and it will attach automatically. Now you have an 18-wheeler with a trailer that you can cause mayhem with! 2. FORKLIFT FUN (NICE): This is available in Nice only, since the forklift if only available in Nice. If you haven't already found the forklift (it is a secret car) please refer to one of the walkthroughs/FAQ's for directions. Once in the forklift, you can have fun by flipping cars or dropping them off cliffs. You operate the forklift by pressing O. NOTE: The cars/objects don't stay on the forklift very well, so watch your cornering and reversing fast, you may lose your cargo. 3. 'THE MIDDLE MAN' (by claybacca): I originally saw this mini-game posted by claybacca on the DRIV3R gamefaqs board: [Settings] City - Miami/Take a Ride Time - Dusk Cops - On Car - 18 Wheeler w/ trailer Start- Tanner's Pad (2nd starting point) The idea is to get the 18-Wheeler (full of drugs) across town to Tanner's motel safehouse (see section IIX) without attracting the cops attention. If you get caught by the cops, run and try to lose them. To beat it, you must park the trailer safely in the alleyway on the left side of the motel. Try to make it there within a set amount of time each minute, always tring to break your old record. Hopefully you can get some sweet replays out of it, and for an extra twist try to keep the truck un-damaged (below 1/2). 4. BUS BLOCKADE: This mini-game can really be played with and large vehicle, or any car really for that matter, but its more fun with a bus. Select the bus as your vehicle, in any city and drive around until you find another bus. steal this bus, and create a huge roadblock with the 2 buses (this is best to be doing on a large 4+ lane road). Wait until traffic piles up to draw your weapon, and once you have 5+ cars lined up, all hell will break lose. As soon as you draw your gun, everyone will run in fear, so you can feel free to reek havoc with the bus blockade. Its even more fun when the cops are after you. 5. FLATBED IN NICE: I found this on the gamefaqs.com DRIV3R message board also posted by dodgeviper. You can get a flatbed trailer in Nice, instead of the standard container one. What you have to do is in t-a-r mode, select Nice and the 18-wheeler as your car (starting point doesn't matter). When you start, immediately get out of the cab and walk to the trailer. Press L1 and Tanner should start doing something funny, like running away or start running into the trailer, or act like he's stuck. You can now walk back to the cab, and get in. Drive off while looking behind you (L2+R2) and wait until the trailer disapears from your view. Once it does, pull a u-turn and drive back. The trailer should now magically be a flatbed. NOTE: This only works in Nice and not Miami or Istanbul. 6. CAR BOMB: This was originally posted by Gerror_weh2 (gs) on the gamefaqs DRIV3R Message board, and then re-posted by ssj4gogeta 77. Anyway, this is pretty fun, and versitile. It works with any car, anywhere. The best thing about it, is you can set the bomb off anytime you want. What you have to do is shoot any car up until you see flames, but stop immediately after the flames start, you don't want to blow the car up. Now quickly get into the car, and drive away. Your vehicle is now a ticking time bomb, and is waiting for you to blow it up. To blow it up, all you have to do is bail from the car, and it will explode. NOTE: This obviously works best with invincibi- lity on. ---------------------------- XII. Glitches ---------------------------- NOTES: - Note that is is best to have Invicibility turned on for ALL of these glitches, because you never know when the game might kill you for trying to explore the glitches. To turn on invicibility: Square, Square, L1, R1, L2, R2, R2 in the main menu, then go to Options > Cheats and turn the cheat on. - For a great list, with PICTURES on how to get to not only these places, but others, visit the Atari Forums and read Hack0r's posts about glitches and secrets in DRIV3R. Go to http://www.ataricommunity.com/forums/ and follow Driver Games > Driver 3 > Driv3r Glitches & Findings. Sorry I couldnt post a direct link, but with the limitations in line length with this guide, the link was too long. ------------ SUPERJUMP ------------ Step 1: Turn on Invincibility, and go into Take-a-Ride mode, selecting Nice. Start from the default starting point, vehicle makes no difference. Step 2: Head down to the airport once you've started, and take the entrance marked on your map (it leads almost right to your safehouse). Step 3: Look for the entrance to the underground parking lot to your right as you turn into the airport entrance. You will see a bush to the right of the entrance, the hole in the ground that lets you Free Fall onto a small patch of grass under the city. NOTE: You must be in a car, or have invincibilty on to perform the free fall, because if it's just Tanner falling with no invincibility, he will die. Step 4: Once you land on the patch of grass, you can drive off the sides, and normally you will drive upward for a few seconds, then pop up above ground again, however I have gotten stuck a few times, as my car flipped and rolled, and got tossed around and eventually I died. --------------- SUPERJUMP #2 --------------- Step 1: In t-a-r mode, select Nice, and start from the 4th starting point (most easterly). Select a vehicle that will be able to easily make a jump, with the least likelihood of flipping. Step 2: Drive straight along this road, through the rock archway, and through the tunnel ahead. After exiting the tunnel, Keep your eyes open to the left, you will eventually see a small DIRT road. Step 3: After finding the dirt road, turn into it. You will see a small brick wall that ends to your left. There is also a small rock hill right by where it ends. You want to use this small rock hill to launch your- self over the smaller rock wall, across the street below and into the null zone beyond the wall across the street. Step 4: Line yourself up so you can make the jump, and go for it. If you dont get it the first time, just keep trying. Try ajusting your angle with the rock hill. You should eventually get it and after flying over the street and wall, you'll start your free fall/superjump. Step 5: I found this one to be a much longer fall than the airport one, and your less likely to get a car to land upright on this one, but its still fun to do. ---------------- NORTH OF NICE ---------------- This really is a fun glitch to do, and it's not really that much of a glitch, more of a gap in an outer wall. You can explore a pretty large null zone behind all the buildings and walls in the north end of Nice. Step 1: Go to t-a-r mode, and select Nice. Select the first boat you come to when pressing left in the car list (it has a big spoiler type thing on the back). Start from the default starting point. Step 2: Drive straight when you gain control, and head past the ramp, under the bridge and past the large rock on the right. Just before the sharp turn in the river to the right, look to the right. You will see a big blue container. Stop your boat so your parallel with the container. Step 3: Get onto the front of your boat, and you should notice that your almost level with the land here. Jump onto the land (using X) Step 4: Walk left (past the building with the 2 open garages). You will see a large hill, or mountain to your left. This is the hills north of Nice. In this area, you are now behind all the walls and buildings in Nice, often refered too as the 'Null Zone'. Here you can walk around almost anywhere, but be careful since this place wasn't meant to be walked on there are several holes in the ground. It can also be quite glitchy. --------------- FISHER ISLAND --------------- This is another amazing glitch found by the great Hack0r over at the Atari Forums. You will want to have unlimited ammo, and invincibility turned on for this glitch. Step 1: Go to t-a-r mode, and select Miami. Choose the first boat you come across on the car list when pressing left (again the boat with the spoiler type thing on the back). Start from the most easterly starting point (out back of Tanner's Pad). Step 2: When you gain control, turn the boat around and head towards Fisher Island (the island just south of South Pointe Park). Keep to the right of the island, passing the yacht which is docked, and turn left when the island does. Step 3: Look ahead, and you should see the beginning of the beach, with rocks. This is where it gets a bit tricky. You should see a white wall on top of the sea wall with some greenery on top of it up ahead just before the beach starts. You want to park your boat anywhere along this white wall with the back end of the boat completely flush with the sea wall. Step 4: Once the boat is parked flush with the wall, get off the boat and swim to the front of the boat. This is where it get's glitchy. Swim into the front of the boat, and you'll be warped inside the boat. Move to the back of the boat, where you parked it flush with the wall and use the right analog stick (camera) to move the camera up above Tanners head. Almost immediately you will be flying up into the air and onto and invisible wall. NOTE: Almost IMMEDIATELY after Tanner starts flying in the air, you must release the left analog stick, or Tanner will fall off this invisible wall. It can be trciky to do, but you should get the hang of it. Just remember to release it at the right time (just before, or right as he starts to fly). Step 5: Once on top of the invisible wall, you can see all of Fisher Island from up here. If you want to get into Fisher Island, this is where the unlimited ammo part comes in. Equip you grenade lancher, and fire a grenade to the left or right, and keep doing this. The purpose is to see where the invisble wall is. If the grenade bounces along, walk where the grenade bounced. If it falls down to the ground, obviously don't walk here. NOTE: Instead of this technique, you could also do a running jump to land into Fisher Island. Also, if you fall off the wall here, you will have to start all over, since you will be stuck in between 2 walls. Step 6: Once you've walked far enough along the invisible wall (keep looking down so you know when your past the bushes, and its safe to drop down into the island) drop off the wall, into Fisher Island. You can now explore this island for all its worth. -------------------- GHOST TOWN (MIAMI) -------------------- This is probably one of the coolest glitches in the game. It was originally discovered by Xtsubarublazin. I'm not going to explain this one is words, because it would be too complicated, and its is much easier with the aid of pictures. Once again, I'd like the thank Hack0r for the generous posting of the pictures he took of where to park the van and exactly what to do. Go to http://www.ataricommunity.com/forums/ and follow Games > Driver Games > Driver 3 > Driv3r Glitches & Findings. Again, sorry I couldnt post the full link, but gamefaqs only allows 73 chracters per line, and the link was longer than 73. Once at Hack0rs thread, scroll down to the 18th post, and you'll find all the pictures and directions you need. -------------------------- RIDE THE TRAM (ISTANBUL) -------------------------- Step 1: Select a starting point (doesn't matter what one) and drive until you find a road with a tram line on it (The main ones are the blue roads, however the tram does go on some of the normal non-blue roads). Tram lines are on cobblestone roads. Step 2: Drive along the tracks until you encounter a tram car. Follow the tram until it slows down, or stops so you can jump on it. Tram cars are few, so you may have to drive for a while until you encounter one I think there are 2 for all of Istanbul. Step 3: When it slows/stops you can use X to jump into one of the doors, and you should land inside the tram. Step 4: This part can take a bit of practice, because it get's glitchy here. When the tram goes around corners it will become glitchy, and normally you will start to slide off the tram. If you fight it, you can manage to stay inside the tram. You may also slide when the tram speeds up on the main line (blue roads). Step 5: From on the tram you can just enjoy the ride, or cause havoc by shoot- ing from the tram. ALL of the windows in the tram can also be shot out although some of them require you to hit them in a certain spot before they shatter. NOTE: You can also try waiting at one of the stations for the tram, it might be easier to get on if you find my version difficult. You follow the same process with jumping on if you decide to wait at a station (along the blue roads only). ----------------------------------------------- XIII. Frequently Asked Questions (FAQ) ----------------------------------------------- Q: Is it possible to open the back of an 18-Wheeler during t-a-r mode like in the mission 'Hijacked'? A: Unfortunately, No. It was rumored on the boards that someone read in the Prima Guide that you can open the back of the 18-Wheeler, however that information proved to be false. All you can do with the 18-Wheeler in t-a-r mode is attach the trailer and have some fun (see section XI) Q: Is there turning signals like in Driver (1)? A: Unfortunately, No. Apparently they opted to leave the turning signals out of DRIV3R, even though it was a cool add on in Driver (1). Q: I just got my game, how come I can't do t-a-r in Istanbul? A: Istanbul is only playable in t-a-r mode after you reach it in the undercover mode. Just one way Atari/Reflections kept gamers interested. Q: I've killed all 10 Timmy's and found the secret cars, but they aren't there when I go to play again after shutting off my console. A: Timmy kills and secret cars are not automatically saved like undercover mode. You must manually save your game by exiting t-a-r mode and selecting Options > Profile in the main menu, and saving. Q: Is there anyway to save a wrecked car? A: No. There are no fix-me-up garages like in GTA. Once your car is out of commission, you have to steal another. Q: Where is the trailer for the 18-Wheeler? I can't find it! A: Normally the trailers for the 18-wheelers are located directly behind you. However, there are a few cases where the trailer is located directly beside or somewhere else in the immediate area. Try getting out of the cab and searching all around your starting point. Q: How can I detatch a trailer once I've attached it? A: You can detach a trailer once you attached it to the cab by pressing O. Q: How can I save my game in t-a-r mode? A: You can only save your game via the main menu, meaning you must exit t-a-r mode first. Once in the main menu, you select Options>Profile and save your progress here. Q: My replay doesn't show the same stuff as what I played, whats wrong? A: This seems to be a glitch in the DRIV3R replay system. A lot of times stuff that happens during gameplay will turn out totally different in the replay. There is no known way to fix this. Q: Will there be a Driver 4? A: Although it hasn't officially been confirmed by either Atari or Reflections there is an assumption that the Driver series will be continued with Driver 4. For information on this subject, keep referring to either the neoseeker or gamefaqs DRIV3R message boards. Q: Can I pick people up and drive them to a destination in a bus or cab? A: No, unlike GTA you cannot transport passengers in a taxi or bus. If you think about it, it would be somewhat pointless since they couldn't pay you, because money isn't used in DRIV3R Q: The cheats don't work, even though I hear the sound! A: After putting in a cheat in the main menu and hearing the little 'ding' sound, you must do turn on the cheat(s) you just entered. So to Options >Cheats and select which cheats you want to turn on. If you input all of the cheats, then save your game you can spare yourself the re-entry of all the cheats when you start playing again. Q: There is an option to turn the speedometer from KM/H to MPH, so why isn't it showing up in my t-a-r mode? A: Unfortunately, for some strange reason the speedometer is only available in one of the mission in Nice (Booby Trap). The speedometer is not available in t-a-r mode. Q: How do I lose my felony level? A: After you get a wanted level, and you've evaded a polica chase, you can make your way to one of the safehouses. Heading to a safehouse will get rid of your wanted level, hence the name 'safe'house. HOWEVER, If you have the police chasing you, you must lose the cops before you head to your safe- house, or you won't lose your wanted level. Q: My game keeps freezing on me! What's wrong? A: Unfortuntely, for a lot of people DRIV3R has a tendancy to freeze on them without warning. There is no real patch for this, however you may have a defective disc, so you might want to go back to the place of purchase and see if you can exchange it for another one. If you can't exchange it, there is no real solution, but if your in t-a-r mode killing Timmy's or finding secret cars, make sure to save via the Main Menu > Options > Profile, and save here after every kill/find. Q: I go to a location for a Timmy listed below, but he's not there! A: If you find that the Timmy is not where he's meant to be, there are a number of possible reasons why. First off, make sure you have the right location listed in section IXV, Timmy's disapear after you kill them once. Secondly, look around...maybe fire off a few shots to get his attention; it's possible he hasn't seen you yet. Next Walk around and keep looking. I've had a Timmy stuck in a glitch before, which means he won't shoot at you and it may be hard to spot him. If he's in a glitch, just shoot him until he's dead. Q: I go to find a secret car, but it's not there! A: I've had this happen to me 2 times over the course of my hunt for the secret cars. I'm not sure why, but sometimes the cars won't be there when you go to look for them. If the car isn't where it should be, try restarting or driving far away and returning. ------------------------------- IXV. Timmy Vermicelli's ------------------------------- What/Who are Timmy Vermicelli's? Timmy Vermicelli is Atari's/Reflections way of getting back at Rockstar games for including the 'Two Faced Tanner' mission in GTA3, Tanner of course being the main character in Driver. Timmy's are 10 to a city, and are heavily armed waiting to kill Tanner (you). If you've ever played GTA:VC, Timmy Vermicelli is a rip-off of Tommy Vercetti and comes complete with the Hawian Shirt, and Jeans. He also has arm flippers as a joke, because Tommy Vercetti can't swim. After killing att 10 Timmy's in each city, you will unlock the 'Armory' for that city, each with its own chaotic mission, arsenal of weapons and health packs. ----------- A > MIAMI ----------- 1. The first Timmy can be found on the roof of the Gold Coast Hotel, in the elevator. From the default starting point, head straight and turn left when the road ends. Make a right at the end of this road, and continue along this road as it curves to the right. Take your first left after the curve, and left again shortly. Almost directly after the turn, you will see an alleyway on the left, behind some trees and a dumpster. There is a stairway leading up to the 1st floor. Those who have played the mission 'Rooftops' will recognize this place. Head through the blue doors on the fire escape, and all the way up to the roof, marked with an 'R'. Head into the utility room, and out onto the roof through the door on the right. Head across the first roof and down the staircase to the left. Head across this roof, and up the stairs on the other side. Timmy is in the elevator inside the building on the far side of the 3rd roof. The elevator will ding when you get close, and you have a few seconds to get ready before the doors open. 2. This is probably the easiest of all Timmy's to find. He is in the backyard of the house directly across from Tanner's House (starting point #2). Head out back via the roght side of the house. 3. The 3rd Timmy is found in Stiltsville (in the middle of Miami Harbour). From the 2nd starting point (Tanner's Pad) run out back and take the boat provided. Drive out to the word 'Miami' on the map, and head into the stilt house just north of the 2nd I in Miami. Note that Timmy is behind you and to to the left when you head up the stairs, so be careful. 4. From the 4th (most south-western) starting point, head straight and take the right turn just before the road curves to the left. Turn left at the end of this road, and keep to the right of the fork in the road (you will head across a bridge). After crossing the bridge, you will see the monorail ahead. To the left, there is a road that heads underneath the monorail, turn down here, but don't head too far. Just past the first set of palm trees and vegetation, you will see a large white building, with 3 black garage doors on the first floor. Drop down onto the lower road so your facing the 3 garage doors. You will see an alleyway to the left, Timmy can be found in the open warehouse at the end of this alleyway (on the left). Note that Timmy is hiding to the left when you walk in, get ready because he will shoot at you asap. 5. The next Timmy can be found in Tico's Construction Yard, the setting for the mission 'Impress Lomaz'. For the exact location, refer to #16B in section V. It's kind of hard to describe exactly where this Timmy is, but he is on the eastern side of the construction site, on the 2nd floor of one of those incomplete buildings. He should shoot at you when you get close. 6. Go to the 400M track (refer to 17B, section V). Timmy is located in between the 2 white buildings on the south-eastern corner of the track. 7. This one's in the Miami Orange Bowl Stadium (refer to 8B, section V for exact directions). The stadium in the the most wester block in Little Havana (the biggest one). Timmy is found on the 2nd floor (go through one of the many gates accessible through the parking lot, or main entrance) on the south western corner of the stadium. He's hiding behind some trashed arcade games. 8. If you got the go-kart secret car, then you will have already killed this Timmy (I should hope). If not, follow the directions to the go-kart secret car in section XV-B of this guide. Timmy is in the Gate Control room. 9. The 2nd last Timmy in Miami is found on Dodge Island (most southern island) Head across the drawbridge, and stop once your across. You will see the large concrete wall to your right end up ahead. Turn in where the wall ends (through the fencing) and turn right again (going behind the wall). When you reach the end of the building on your left, stop. Get out and look to the left. There is a large bay door open on this building. Timmy is inside on the catwalk. 10. The final Timmy in Miami is in a hidden warehouse in Coconut Grove. From the 4th starting point (most south-western) pull a u-turn and head straight along this road (heading south) When you reach the 4 blocks that are perfect squares (resembling a window) Take the right, so your on the north side of this grid of squares. Take the first left, and head down this road, but stop just before the next intersection. There is a concrete wall with grafitti on it to the right, and there is an opening by the tree. Get out next to the tree and head into the opening in the wall. There is a staircase leading up to the left. Head up these and turn right. Follow the walkway around until you reach the spot where there are 3 garage doors (to the right). Open the door marked A1 and Timmy is inside. Now that all 10 Timmy's have been killed in Miami, you have unlocked 18-wheeler anarchy mode. The message will tell you to 'Go to the Armory'. Head to the blue dot on your in-game map, found in Coral Gables. It is an underground bunker found behind one of the houses in Coral Gables. Inside, not only do you unlock 18-wheeler anarchy mode (everytime you enter) but you get an arsenal of weapons and health. 18-wheeler anarchy mode is where 2 Timmy's driving 18-wheeler cabs hunt you down and try to run you over. They won't stop until you, or they die. Note that when cops are turned on, not only are the 2 Timmy's in 18-wheelers, but so are the police. ----------- B > NICE ----------- 1. The first Timmy can be found atop the airport tower. Head to rhe airport and to the east of the terminal you will see the airport tower. You can't miss it, its huge. Timmy is awaiting you at the top, and it can be quite a long climb up, and Timmy may shoot at you as soon as you get off the ladder, so be prepared. 2. The 2nd Timmy can be found in a warehouse just west of the default starting point. When starting from the default starting point, take your immediate left which is almost a u-turn. At the end of this road, turn left (against traffic) keep your eyes open to the left, you will see a break in the fencing, turn in here and head to the right of the opening. You will see a staircase on the left. Timmy is up this staircase to the left, on the balcony. 3. Select a biat as your vehicle and start from the default stating position. Head straight along the river and follow it as it cuts sharply to the right. Ahead you should see 3 rocks. Timmy ca be found behind the 2nd rock, on the shore. If you pass this second rock he will shoot at you, but you will be able to shoot him from on your boat, so its probably best to do this. 4. Timmy #4 can be found behind a church in central Nice. From the 2nd start point, head straight along this road until you reach the 3rd intersection (just before the road bends to the right and forms a piano shape). You will see an opening in the wall on the right just ahead of the 3rd intersection. Turn in here and head up the path to the church. Head in behind the church and you will find Timmy 5. This one is a bit difficult to explain, so read carefully. From the 2nd starting point, turn around and head to the end of this road. Turn left, then right and you'll find yourself on the shore road. Turn left, heading east. Count 5 left turns, and then cut over and head against traffic. Use L2 to find a narrow alleyway in the block just after the 5th left. To the right of the alley is a building. You will see 4 brownish steel like doors. The 3rd one will open reveiling Timmy #5. 6. From the 2nd starting point, turn the car around again and go left at the end of the road, then right. On the shore road turn left (heading east) and follow this road until you reach the large grey area which is a large rock cliff side. Just before the road bends to the right, take a look at the cliff. You should see black railings leading up. This is a staircase you can use to get on top of the mountain. Once on top of the mountain, the Timmy is in the gazebo in this park. 7. Follow the same directions for #6, however head past the staircase around as the road bends to the right. When the road bends to the left, look ahead and you'll see a lighthouse. Timmy is on top of this lighthouse. You can either use a long range weapon and take him out from land, or you can climb a ladder on the south side of the lighthouse and kill him close range. 8. The 8th Timmy is hiding in the container yard used in the mission 18- wheeler. From the 4th starting point, turn the car around and head along this road as it bends to the right. Take the first left after the bends and head along this road until you reach the 4-way intersection. Turn left here. Follow this road until it veers sharply to the right, and you reach another intersec- tion. Turn left here, and at the next intersection make a left. You should find yourself along this coast. Follow the road along and look for a paved road leading down to a pier on the left. Head down this road. Just before the boat on stilts, make a right and you will see gates leading into the container yard. This gates will smash open when you hit them. Timmy is in the far right corner of the yard. 9. The 2nd last Timmy is found inside the secret cave. Select a boat as your vehicle and start from the most easterly start point. Turn left and look to your left. You will see the opening to the secret cave. Timmy is on the small shore inside on the left. 10. The final Timmy in Nice is found inside the Stunt track. From the 4th starting point, turn around and head straight. You will see a rock hill to your right very shortly. You want to drive over this rock hill, into the stunt track. Timmy is under the big jump right infront of you. After finishing off all 10 Timmy's in Nice, you've unlocked 'Fugitive Mode'. This is probably the most chaotic armory's of them all. Fugitive mode places a weapon in the hand of every pedestrian, and yes, you guessed right, they're all after you. It certainly can be fun. The armory is the Fort du Mont Alban found in the eastern part of Nice. It will be marked with the blue dot. There is also, as always an arsenal of weapons and medical kits for you to use. And much the same as Miami, Fugitive Mode is unlocked everytime as soon as you set foot in the armory. -------------- C > ISTANBUL -------------- 1. Choose a boat as your vehicle and start from the most North-West starting point. Straight ahead of you, you should see a staircase leading up to what seems like a loading dock/boatyard. Go up these steps (swim to them if you have to) and you will see a building with a small blue shack on the roof to your right. Timmy is on top of this roof. Be careful heading up the stairs because he'll shoot at you right away. 2. From the default starting point take your first left and head along this road until you reach the first left. Turn here, and up ahead you will see a construction site on your right. Use R2 if you have to, and find the building with the collapsed roof in this construction site (this is the starting for the mission 'Bomb Truck' if you've ever played it). Head up those stairs on the building with no roof. Once at the top, slowly enter the top floor. Timmy is in the corner on the left of the entrance, so watch yourself. 3. From the default starting point, head straight until the road ends. Turn left at the end, and cross the bridge. Once across the bridge, you will see the large white area on the map, and a small road leading into it. This is the docks, you want to head along that little dead-end road leading into the docks The road will stop on the map after it bends left, but it keeps going as it curves to the right. Follow the road and you will reach a fenced in parking area, and the road will turn right. Turn right and ahead of you you should see a jump. To the left of the jump is a small white shack on stilts (behind the containers, right on the water). Timmy is inside this shack. 4. This Timmy can be found in the Train Depot (14B, section VII). Start from the default starting point, and turn the car around. Take the first left and at the end of this road you will reach a divided road. Turn right onto the divided road and follow it to the end. At the end, turn right again and keep your eyes on the right. Eventually you will see a gap in the brick wall to the right, head in here and ahead of you you should see the white, red and green train car and a building. Head to the right of the train car, and you will see a building on stilts again. Timmy is in here. 5. From the second starting point (ie one tap to the left on the D-pad) pull a u-turn and take the first right. Take the first left (onto an alleyway) and up ahead to the left you will see a grassy area with tree and bushes. This is kind of hard to describe, so refer to the diagram. | | | | ______ | |___| |_______________ | | * # | | |________________ Grass | | | Buildings | | | Main |________________| # | | | Grass/Bushes | | Road |__________________________|________________ | Alley | ________________ ____________________ | | | | Legend: # = Large Trees * = Timmy So if you can't understand this diagram, you turn left onto the grassy area and then head in behind the buildings. 6. Timmy #6 for Istanbul can be found in the Bath House (11B, section VII). From the 2nd starting point (same as last one) turn the car around and head straight along this road (turn slightly right when the wooden wall to you right ends, and follow the paved road, not the one with the tram line on it). Follow the road all the way to the end (down into Sultanhamet) and turn right. Take the left when this road ends, and follow it to the end. To your left you will see a long building with a dome shaped roof. This is the bath house. Head inside via the front door, and turn to the left, and head down the stairs. Timmy is in the room at the bottom of the stairs on the right (changing room?) 7. From the second starting point, head to the east bridge (one closest to you). Once on the bridge you will see the 4 large supports on either side and end of the bridge. They almost look like small buildings on the 4 corners of the bridge (one of these controls the drawbridge). Stop at the first set of these buildings and go through the archway (on either one) and head down the stairs. At the bottom you will notice some blue shops under the bridge. Timmy is in the second alleyway leading between these blue buildings. 8. Start from the 3rd starting point (most southerly). This Timmy is the one that causes a lot of trouble for some people. He is in a secret room in the red brick apartment safehouse. Head to the safehouse logo (red cross with a black circle and white interior) which is just south of Seraglio Point. Once your at the safehouse, pull into the parking lot which is to the east of the safehouse. Use the side entrance which is in this parking lot, and head up the stairs to the top. Once at the top, head through the doorway into the hall You should see a door straight ahead of you a bit to the left. This is your apartment/safehouse. Once in here, look for the kitchen (to the right). On the left wall of the kitchen, you should see a cabinet leading up against a different colored piece of wall. This darker patch of wall is actually a secret door. Use a gun to shoot the cabinet out of the way, and open the door reveiling a secret room. Timmy is inside. 9. The second last Timmy is Istanbul can be found at the Basilica Cistern (12B section VII). From the 3rd starting point, head straight along this road as it curves to the right, then back to the left. You will reach the cobblestone road. Turn right into the cobblestone road (heading north). Take the first left, and almost immediately on the left you will see a small building with a red clay roof. Head through the doors and down the stairs into the Cistern. Timmy is found behind the bar which is underneath the stairs. 10. The last Timmy in the whole game!! (if you went in order). This is probably the most fun to find Timmy, since he's found inside the Sopa Inci dance club. Start from the 4th (most northerly) starting point and head to the end of this street. Turn left, and head up the hill to the end of this road. Turn right here, and immediately ahead to the left (on the corner) you will see the Sopa Inci dance club. Head inside (there are entrances on the main road) and Timmy is in the dance club up in the office (look for the half moon window highlighted by light blue lights when you enter the dance floor). Timmy will show himself once you enter the room. Now that you've decimated all 10 Timmy's in Istanbul, you may head to the armory. The armory is found near the Castle Ruins. It can be found just west of Kennedy Road and Beyazit in southern Istanbul. Look for the door with the skull above it (it has horns on it) and head inside and downstairs. Along with the usual arsenal of weapons and health packs, you've unlocked Infinite Mass mode. This makes any car you drive INDESTRUCTABLE!! :-D. ------------------------ XV. Secret Cars ------------------------ What are Secret Cars? Secret cars are cars that you don't see driving around on a road, but rather hidden somewhere in an alleyway or garage. There are 3 hidden cars per city. They range from vitage roadsters, to a go-kart, to a Hippie Van. Each car is certainly fun to drive, and they're all worth finding. The only reward however for finding all 9 of these cars, is you get to drive them anytime in t-a-r mode (if you saved after finding them). Unfortunately, each city only has 3 secret cars, and those found in one city cannot be played in another. ------------ A > MIAMI ------------ TT CUATRO: This Ford GT-40 look alike is found on the Star Island, in between Dodge and Venetian Islands. From the 2nd starting point (Tanners House) drive out of Tanners street and turn left at the end. Head along this road until you reach the bridge to the central island, and turn left onto it. Take your first right and follow this small street to the end. There is a garage at the end of the road, which will open and reveal this beauty. GO-KART: Found in behind the massive Biltmore Hotel (9B, section V) the go-kart is probably the coolest secret car in Miami, and possibly the whole game. From the default starting point, pull a u-turn and take the first right. Follow this road to the end and turn right (going under the freeway). Head straight and take the 4th left (it is a way's ahead) and head straight under the weeping trees of Coral Gables and stop when you reach the rectangular block, and you have the Biltmore Hotel sign infront of you. Follow the rectangle to the right, and take the right (leading to the parking lot). Stop before the road turns to the left, and look straight ahead. You will see a path leading to a big tree in the distance. Follow this path, but continue straight as it drops off to the left. You should be heading towards the big tree. When you reach the big tree you will see a tunnel to your left. Go through the tunnel until you reach the courtyard with a blue gate infront of you. You will see 2 staircases to your left, take the one that leads up to the catwalk which goes all the way around the courtyard. Continue on the catwalk until you reach the room marked 'Gate Control'. Head into the hallway, arming yourself as you go (Triangle) because there in a Timmy in the next room. Kill the timmy, and flick the switch to open the gates (L1). Go through the door the is oposite yours, and head down the stairs. You don't have to go back to your car, because there is always cars parked in the next courtyard. Take one of the cars parked here, and turn around taking the tunnel through to the go-kart track. Head striaght, through the cones and broken fencing, and turn left when you get to the track. Head along the track, past the start line and to the right will be pit road. The go-kart is parked on pit road. NOTE: Normally when you pass the start line in the go-kart, another go-karter will come up behind you and a timer will appear. This guy will race you, see if you can beat him! VELOCITY TURBO (SHELBY COBRA): It's found in Tico's Construction yard, which is in the brown area just west of the main freeway in downtown. For specific directions, refer to 16B in section V. It is found near the river, in a small alleyway between the large brick building. The alleyway is accessible from the river side of the building. This is a pretty sweet old sports car that resembles an old Shelby, complete with roll bar. ------------ B > NICE ------------ VW HIPPIE VAN: Found in Canges Sur Mer, the VW Hippie Van is a cool yellow VW 60's/70's Microbus, with colorful hippie drawings all over it. Its found in the same location as the Chateau Grimaldi, on the very top of the mountain on the most eastern part of the map. You will see the circular roads to the north this is the mountain. Travel all the way up this mountain, until you reach the top (it can be very confusing, but you should make it eventually). Once at the top, look for the restaurant with the outdoor seating and tables. Just to the left of this restaurant you will see an opening in the wall, a tunnel leading to the other side. Don't go through it, but look to the left of it. There will be a garage (brown door) that will open when you walk up to it and reveal the Hippie Van. DOLCH SCHUB: This impressive roadster can be found at the airport, in the fire department garage. Once at the airport, go out onto the runway and head east (towards central Nice) past ytour safehouse. Adead of you you should see an open hangar/garage that you can see right through. To the left (north) of this there is a road leading to the fire department garage. The car is in the left garage. It comes complete with pink flames up the hood, and a great hot rod look to it. FORKLIFT: This fun, and cool car is found on the 'Fin Penninsula' which is the most south-eastern section of Nice. Look for the 2 roundish blocks on the south eastern tips of the penninsula, this is where you want to go. Once your at the very southern tip of the 2nd rounded block, you will see a villa with a car parked out front, and a road leading further out thats not marked on the map. You want to take this road, and follow it to the right. As your driving along this road, watch out for the first driveway on the left. It's paved and leads upward. Head up here, and out back of the house. You will see a 2 car garage to the left. The forklift is in the right door. -------------- C > ISTANBUL -------------- VINTAGE ROADSTER: The Vintage Roadster can be found in the Beyoglu West region in the old industrial/projects district. From the 4th starting point (most northerly) head straight and turn left at the end of this road. Head up the hill and at the end of this road, turn left. Head along this road, and take the first right (at the 4-way intersection). Follow this road until it ends and turn left at the end. After the curve in the road, the road will end in a T intersection. To your right you will see an entrance to a warehouse type area. Head in here, and follow the road to the 2nd building. Turn right into the parking lot infront of the 2nd building, and look for the garage to your left ahead. The car in inside here. Its an old black roadster of somekind. VINTAGE RACER: The Vintage Racer in inside a container at the Istanbul Docks. From the default starting point, head straigh until the road ends at a T intersection. Turn left here and head across the bridge.When your across the bridge you will see a large white area to your left. The car is in here. There is an archway leading into the little road marked on the map. Head into the docks via this little road. The road will swerve to the left. The road keeps going, but it isnt marked on the map. Head straight along this road, and it will curve to the right. You will reach a fenced parking lot. Turn right, following the road, and you will see a large jump infront of you. Head towards the jump, but DON'T jump it. Instead, just before you reach the cones infront of the jump, turn to the right. The road turns to the left, follow it. You will come to a pile of containers on your left, you will see red, blue, blue red. The car is in the second red container. The car looks like an old F1 racing car, and can be quite fast. CONVERTABLE ROADSTER: The last hidden car in Istanbul can be found at the train depot. From the default starting position, pull a u-turn and head along this road until it intersects with the blue road. Turn left onto the blue road When the blue road ends, turn left again onto a blue road. Take your 2nd right (at the large 4-way intersection) take the 2nd right (just before the train bridge passes over the road) and the train depot is on your immediate left. You will have to get out of your car here, since it won't fit past the old rail cars (unless your on a bike). The car is behind the blue container in the last open warehouse in this row. It's a vintage 2-seater convertable. To get the car out of the depot, you have to follow the train tracks west and there will be an opening in the brock wall. --------------------------------- XVI. Contact Information --------------------------------- If you wish to contact me for any reason (ie. Comments, Suggestions, Errors, Contributions) please feel free to e-mail me via firstname.lastname@example.com. I do try to read and reply to every e-mail within 48-72 hours, however if I am away at the time, or I get backed logged with e-mails, it may be longer. Note that any junk mail or spam will be immediately deposited in the trash. Thanks very much to all those who have e-mailed me with contributions and comments regarding the guide so far, I appreciate it. Also, when you e-mail me if you could please include a name for me to include in the guide. If no name is supplied, I will use the first part of your e-mail (before the @). ----------------------- XVII. Credits ----------------------- -------------------- Special thanks to: -------------------- -gamefaqs.com, neoseeker.com and supercheats.com for hosting this guide. -Reflections, and Atari for continuing the Driver series. -Swiftshark and his FAQ/Guide for several names of locations. -Prima Guide for a few of the locations/names in this guide. -Hack0r for many of the awesome pictures of glitches in section XII. --------------- Contributors: --------------- -GTAcrazy & supermanti: for info on 8B (Miami). -claybacca: creator of 'The Middle Man' mini-game. -dodgeviper: for the flatbed in Nice information. -TyDawg839: for the customs gate information (10B, section VI). -Cmdeadgame: for the info on the gates to dodge island, and airport parking. -ssj4gogeta 77: for the car bomb information. -Gerror_weh2: original poster/creator of the car bomb. -vicecitymaster & seanstintsons: for directions to the skate park (19B Miami). -Pepsi4192: for info on the Custom's Yard gate (10B Nice). -Gareth: For 'something fun to do' in the Red River Bar (7B Miami) ------------------------------------------------------------- (C) 2004. Aisk - Unauthorized Redistribution is prohibited -------------------------------------------------------------
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Scientists have tried to perfect purple or red sprouts since an oddly reddish one was found in a Flemish field in 1785. Now, after careful cross-breeding, the Colchester-based Kings Seeds company believes it has cracked the conundrum of the perfect purple sprout.
"They've been selling extremely well," a grower said. "Kids have always hated sprouts - we hope purple sprouts will make them far more appealing."

subset: commoncrawl