Grand Theft Auto: Vice City: Special Vehicles FAQ

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GRAND THEFT AUTO VICE CITY SPECIAL VEHICLE FAQ
========================================================================
Author: Johnny H. H. the 4th (Lancet Jades)
Author's Homepage: http://www.evermoreforums.com/forums/index.php
Version: 2.58 (completed May 25th, 2008)

Sites with permission to post this FAQ:
GameFAQs.com
Neoseeker.com
Gamesradar.com
Cheatplanet.com
GamersHell.com
Supercheats.com
Mycheats.com


========================================================
VERSION HISTORY
========================================================
1.00     Completed August 22nd, 2006.

1.10     Completed August 23rd, 2006.
Fixed an error with the Hotring, and added a couple of things I somehow 
missed.

2.00     Completed August 28th, 2006.
Completed the mission-by-mission breakdown, and confirmed whether a lot 
of vehicles were special or not.

2.01     Completed August 28th, 2006.
Fixed some minor spelling and spacing errors.

2.10     Completed September 13th, 2006.
Added unconfirmed vehicle section. Added Lightless Zebra Taxi to it.

2.11     Completed September 14th, 2006.
More minor corrections, and rephrased some things.

2.15     Completed October 7th, 2006.
Yet more minor stuff, along with rephrasing some things, and 
elaborating on others.

2.20     Completed October 11th, 2006.
Added the absolute garage limit.

2.21     Completed October 23rd, 2006.
More minor corrections.

2.25     Completed November 30th, 2006.
Added notes about the colors of the white Admiral and CP Admiral.

2.30     Completed December 1st, 2006.
Added a note about the Love Fist limo.

2.31     Completed December 27th, 2006.
More minor changes.

2.32     Completed August 7th, 2007.
More minor changes.

2.50     Completed September 27th, 2007.
Added a "Breakdown by special quality" section, added numbers to Mission 
Breakdown section.

2.51     Completed April 18th, 2008.
Added a note to the BP/FP/EP Sabre Turbo.

2.52     Completed May 6th, 2008.
More very minor changes.

2.53     Completed May 7th, 2008.
Adding info on sites requesting this guide and what is necessary, along 
with a spoiler warning.

2.54     Completed May 8th, 2008.
Changed the formatting of some of the unobtainable vehicles, adding 
missions they are available in.

2.55     Completed May 9th, 2008.
Minor changes.

2.56     Completed May 15th, 2008.
Minor changes.

2.57     Completed May 16th, 2008.
Added a note to the CP Admiral (about the X-Box version).

2.58     Completed May 25th, 2008.
Minor addition to the contact info.


========================================================
ABOUT
========================================================
This guide is to assist those players who enjoy collecting rare or 
unique vehicles. This guide lists all known proofed, special property, 
unique, and even rare vehicles (which often have to be unlocked). I'd 
say more, but I pretty much just summed it up.

This guide was written with the original version, NOT the Double Pack 
version, the Haitian-friendly version, the X-Box version, or the PC 
version. In these other versions, some vehicles may be different, and I 
will note any instances I am aware of. By and large however, they are 
the same.

CAUTION! This guide may inadvertently contain spoilers of story missions!
While this guide's scope does not really involve spoiling anything, due 
to what is required of it, the potential for small spoilers, such as 
names or events is present. Just keep that in mind.


========================================================
TABLE OF CONTENTS
========================================================
1: Terms in the guide

2: Garage information

3: Proofed vehicles
3.1 - CP Admiral
3.2 - BP/FP/EP Squalo
3.3 - BP/FP/EP Sabre Turbo
3.4 - FP Infernus
3.5 - FP Cheetah
3.6 - FP Banshee

4: Unique vehicles
4.1 - Spand Express (1st of 2)
4.2 - Spand Express (2nd of 2)
4.3 - Love Fist (1st of 2)
4.4 - Love Fist (2nd of 2)
4.5 - Romero's Hearse

5: Specially Colored/Featured vehicles
5.1 - White Admiral
5.2 - Black Washington
5.3 - Silver PCJ-600
5.4 - Black Bobcat with metallic red side panels
5.5 - Black Admiral (1st of 2)
5.6 - White Walton
5.7 - Gold Stretch
5.8 - Black Sentinel
5.9 - Black Pony
5.10- Black Admiral (2nd of 2)
5.11- Black Voodoo
5.12- Lightless Taxi
5.13- Lightless Cabbie
5.14- Lightless Kaufman Cab

6: Unobtainable special vehicles
6.1 - Black Maverick
6.2 - PPT/CDP Cuban Hermes (obtainable as just CDP)
6.3 - CP/PPT Voodoo
6.4 - PPT Voodoo
6.5 - Black Stretch (1st of 3)
6.6 - Black Stretch (2nd of 3)
6.7 - Oceanic with briefcases in the back
6.8 - Taxi with open trunk
6.9 - Gold Stretch
6.10- Super Angel
6.11- Black Stretch (3rd of 3)
6.12- EP Hotring
6.13- CP Sanchez

7: Rare vehicles
7.1 - White Infernus
7.2 – Sparrow
7.3 - Deluxo
7.4 - Sabre Turbo
7.5 - Sandking
7.6 - Hotring
7.7 - Cuban Jetmax
7.8 - Zebra Taxi
7.9 - Skimmer
7.10- Sea Sparrow
7.11- Rhino
7.12- Hunter
7.13- Black Sanchez
7.14- Black Rancher
7.15- Bloodring Banger

8: Unconfirmed vehicles
8.1 - Lightless Zebra Taxi

9: Mission-by-mission breakdown

10: Breakdown by special quality

11: Frequently Asked Questions

12: Contact info

13: Credits

14: Boilerplate


========================================================
*1* TERMS IN THE GUIDE
========================================================
This is a listing of all the special terms used in this guide.

BP - Bulletproof. Immune to all bullet damage. Bullet attacks include: 
all 4 classes of gun, sniper rifles, minigun, M60, and the Hunter's 
minigun. NOTE: This proofing does NOT prevent the windshield from being 
shattered by gunfire, nor does it stop gunfire from popping the tires.

FP - Fireproof. Immune to all incendiary weaponry, and to catching fire. 
Molotovs cannot hurt this vehicle, and neither they, nor the flame-
thrower, can set fire to it.

EP - Explosionproof. Immune to explosive damage. This includes 
grenades, rocket launcher, exploding vehicles, Rhino shells, or Hunter 
missiles.

DP - Damageproof. Immune to physical damage. This includes punching the 
vehicle, or using a melee weapon on it, as well as running into 
anything. This also prevents the car from taking cosmetic damage, 
however, bumps and scrapes CAN cause the doors to open (but they won't 
take damage).

CP - Comprehensiveproof. This is BP/FP/EP/DP, all in one. The only ways 
to damage the vehicle are flipping it over, getting hit by a Rhino, 
dunking it in the water, or the Destroy All Cars cheat.

PPT - Pop-proof Tires. This vehicle's tires are immune to being popped 
by spike strips. This is NOT included in CP.

CDP - Cosmetic damage proof. This vehicle does not take any cosmetic 
damage. However, unlike normal damage-proofing, it actually DOES take 
damage towards being destroyed from physical hits (knocking it around 
with other cars, running into walls, and melee weapons). Sometimes, 
only certain features are CDP; in such cases, it will be noted which 
feature(s) is/are.

Unique - This vehicle is only present in story missions, and as such, 
is not available at the end of the game.

Super - A powered-up version of a vehicle. A super vehicle has higher 
acceleration, top speed, turning, and traction than the normal version.

Unobtainable - A vehicle that, for whatever reason, cannot be obtained 
and/or stored with its properties. Whether it's impossible to even 
drive, or a garage eats its property, you simply cannot acquire and 
save this vehicle.

Confirm - To "confirm" a car is to open and close the door of a garage 
where you stored a vehicle obtained during a mission. As garages only 
repair vehicles outside of missions, if you stick it in a garage mid-
mission, save, and then re-load, the car won't be there. Confirming is 
essential to keep vehicles obtained DURING missions, otherwise, expect 
to lose your spoils.

Manual aim weapon - Any gun that can be manually aimed. This 
includes the AK-47, M4, both sniper rifles, and the M60 heavy machine
gun.

Technical limit (garages) - At how many vehicles the game stops 
opening the door.

Physical limit (garages) - How many vehicles can actually be squeezed 
in.

Absolute limit (garages) - The maximum number of vehicles that can be 
stored in a single garage. Trying to fill a garage past this limit 
results in vehicles being eaten with 100% probability, until only this 
number is left in the garage.

Clearance (garages) - How high the roof is. Necessary to consider for 
larger vehicles. Large clearance allows any vehicles, whereas medium 
clearance denies entry to large vehicles, such as trucks like the 
Yankee and Mule, and most notably, the Rhino.

Reliability (garages) - How reliable it is. Low reliability results in 
cars often getting eaten, or losing their property.

Jack - To jack a vehicle means to steal it. This is probably not a 
necessary entry, but I figured I'd add it just in case.

Unlocked - When a vehicle is "unlocked," it means that it acquires a 
set spawn point. With the exception of missions and high wanted levels, 
the only way to acquire this vehicle is to unlock it. The fact that it 
CAN be unlocked, however, is why they are listed as rare only.

"Formulated by" - The person who developed the strategy. Simple and 
obvious strategies such as "see the vehicle, get in, drive to garage" 
do not have an author listed, as they are so simple anyone could devise 
them.

Common Knowledge (credit) - This is one of the well-known special 
vehicles, and as such, it is impossible to know who to attribute its 
discovery to.


========================================================
*2* GARAGES
========================================================
Knowing your garages is essential, as they store your vehicles. Learn 
them, and it will serve you invaluably. The first number is the 
technical limit, and the number in parenthesis is the physical limit. 
The physical limit is assuming a small- to mid-sized car, such as the 
Blista Compact, or Admiral. If you're looking to store motorcycles, 
the physical limit is likely double, or even triple, the listed limit.

The absolute limit of all garages is four (4). Do not attempt to fill a 
garage past this number, or you WILL lose the overload.

OCEAN BEACH SAFEHOUSE: 
~1 (1) space, high clearance, very reliable. (x1)

LEAF LINKS CONDO:
~1 (1) space, medium clearance, very reliable. (x1)

CASA DE LOCO:
~1 (1) space, medium clearance, very reliable. (x1)

VERCETTI ESTATE:
~2 (3) spaces, medium clearance, pretty reliable. (x1)

HYMAN CONDOS:
~2 (5) spaces, high clearance, incredibly unreliable. (x1)
~2 (2) spaces, high clearance, reliable. (x2)
NOTE: Putting more than one vehicle in the large garage can often cause 
them to be eaten, and often affects the other two garages' contents. In 
the worst cases, it can even affect ANY garage in the game, so DON'T 
USE IT! If you must, putting only one vehicle in usually doesn't cause 
problems.

SUNSHINE AUTOS:
~2 (4) spaces, high clearance, very reliable. (x4)


========================================================
*3* PROOFED VEHICLES
========================================================
These vehicles all have a special proofing, granting them immunity from 
one or more forms of damage.

---------
3.1 - CP Admiral
---------
Mission: Guardian Angels (Juan Garcia Cortez)
Difficulty: *
Required: Nothing
Discovered by: Common knowledge

Strategy: Simply complete the mission. After it ends, go to the street 
just south of where you end up, and then turn east. The Admiral should 
be waiting there at the intersection, CP and with unlocked doors. 
Stick it in a garage immediately, as this is without a doubt the BEST 
vehicle in the game.

NOTE: This is NOT the same color as the white Admiral at the start of 
the game. This is a very light grayish-white, whereas Ken's Admiral is 
pure white.

NOTE 2: I've heard reports that this car vanishes after the final cutscene 
on the X-Box version, thus requiring you to fail the mission to obtain it 
on that version. Supposedly parking a car in front of it beforehand 
allows you to still obtain it, though.

---------
3.2 - BP/FP/EP Squalo
---------
Mission: Supply & Demand (Ricardo Diaz)
Difficulty: *
Required: Nothing
Discovered by: GTA_Loco

Strategy: Simply kill Lance after the race starts, then beach the boat 
and push it to a garage.
Formulated by: GTA_Loco

---------
3.3 - BP/FP/EP Sabre Turbo
---------
Mission: The Driver (Malibu asset)
Difficulty: ****
Required: Adrenaline pill, sniper rifle
Discovered by: Common knowledge

Strategy: When the race begins, instead of racing, drive north on the 
road you're on, until you reach the sharp left turn. Go down the road 
until you're in front of the pizza shop. Get out, and at about 2:00
into the race, grab the adrenaline pill behind the building to the 
south, and ready your rifle. When Hilary comes over the bridge, snipe 
him out. You'll fail the mission for killing Hilary. Now, push the car 
to your garage. Or better yet, just push it until the door (normally 
locked) is open enough that you can get in, and then drive it to the 
garage.
Formulated by: Common knowledge

NOTE: I've received many emails that people with other versions of VC 
(especially PC and European versions) have had trouble obtaining this 
vehicle with its proofing intact. It seems this vehicle may simply be 
unobtainable in other versions, so if you can't get it, don't worry too 
much.

If you have any feedback about this vehicle and whether or not it keeps 
its properties in your version, feel free to email me, especially if you 
have other versions than the US versions.

---------
3.4 - FP Infernus
---------
Mission: Sunshine Autos Street Races
Difficulty: ***
Required: Manual aim gun is recommended
Discovered by: Common knowledge

Strategy: Start a race, then rush to the finish line. Wait for the 
other cars to finish, then after the race is lost, corner the car you 
desire. Take out an assault rifle (or sniper rifle), and snipe the 
driver, then simply get in, and drive to a garage. Just remember, the 
doors ARE locked, so don't get out until it's in a garage!

---------
3.5 - FP Cheetah
---------
Mission: Sunshine Autos Street Races
Difficulty: ***
Required: Manual aim gun is recommended
Discovered by: Common knowledge

Strategy: Start a race, then rush to the finish line. Wait for the 
other cars to finish, then after the race is lost, corner the car you 
desire. Take out an assault rifle (or sniper rifle), and snipe the 
driver, then simply get in, and drive to a garage. Just remember, the 
doors ARE locked, so don't get out until it's in a garage!

---------
3.6 - FP Banshee
---------
Mission: Sunshine Autos Street Races
Difficulty: ***
Required: Manual aim gun is recommended
Discovered by: Common knowledge

Strategy: Start a race, then rush to the finish line. Wait for the 
other cars to finish, then after the race is lost, corner the car you 
desire. Take out an assault rifle (or sniper rifle), and snipe the 
driver, then simply get in, and drive to a garage. Just remember, the 
doors ARE locked, so don't get out until it's in a garage!


========================================================
*4* UNIQUE VEHICLES
========================================================
These vehicles only appear during story missions, and once the game is 
completed, cannot be acquired without cheating.

---------
4.1 - Spand Express (1st of 2)
---------
Mission: Jury Fury (Ken Rosenburg)
Difficulty: *
Required: Nothing
Discovered by: Common knowledge

Strategy: Attack the southern juror's car, and he'll flee. Before 
getting far, he'll be blindsided by the Spand Express truck. Simply 
stick it in your Ocean Beach garage (the only one big enough), and 
confirm it after the mission.

---------
4.2 - Spand Express (2nd of 2)
---------
Mission: Riot (Ken Rosenburg)
Difficulty: ***
Required: A weapon capable of destroying the truck
Discovered by: Common knowledge

Strategy: Complete the mission until you have to destroy the trucks. 
Destroy two, then take the last one to your Ocean Beach garage (the 
only one big enough), then once it is inside, destroy it, passing the 
mission. Let the garage close and open, and there's your truck!
Formulated by: Common knowledge

---------
4.3 - Love Fist (1st of 2)
---------
Mission: Psycho Killer (Love Fist)
Difficulty: *
Required: Nothing
Discovered by: Common knowledge

Strategy: Take the Love Fist limo at the start of the mission to a 
garage, ignoring the pink marker. Blow it up to fail the mission, then 
let the garage close and open and there's your Love Fist!
Formulated by: Common knowledge

NOTE: On the PC version, the Love Fist spawns outside of the V-Rock 
station after completing their mission string, thus rendering it merely 
rare (as you unlock it) as opposed to unique.

---------
4.4 - Love Fist (2nd of 2)
---------
Mission: Publicity Tour (Love Fist)
Difficulty: **
Required: Nothing
Discovered by: Common knowledge

Strategy: Complete the mission until the bomb is defused, then simply 
drive it to a garage, destroy it (or snipe Love Fist), and let the 
garage close then re-open.

NOTE: On the PC version, the Love Fist spawns outside of the V-Rock 
station after completing their mission string, thus rendering it merely 
rare (as you unlock it) as opposed to unique.

---------
4.5 - Romero's Hearse
---------
Mission: Two Bit Hit (Avery Carrington)
Difficulty: * or ****
Required: Nothing
Discovered by: Common knowledge

Strategy: This can either be easy or hard to obtain. For easy, simply 
rush the funeral and jack it. For hard (when obtaining both this AND 
the black Voodoo), after jacking and storing the Voodoo, simply chase 
this down, corner it, and snipe the driver (or jack it). Also, one will 
chase you during the mission, along with any Voodoos left (there are 
two hearses in the mission; one is taken by the Haitian leader, the 
other chases you).
Formulated by: Lancet Jades

NOTES: There are three varieties of this, each with a different setup 
in the back. There are two varieties of coffin, and one without a 
coffin.


========================================================
*5* SPECIALLY COLORED/FEATURED VEHICLES
========================================================
These vehicles all have some special color of feature that the vehicle 
usually does not have.

---------
5.1 - White Admiral
---------
Mission: In the beginning (Start of the game)
Difficulty: *****
Required: Enough money to buy a safehouse with a garage
Discovered by: Common knowledge

Strategy 1: This is the car Ken drives in the opening scenes. Tricky to 
keep. You have no garages, thus storing this is a problem. A good idea 
is to go do the Paramedic missions while leaving this stored near the 
hospital. Vice City's engine keeps the last two vehicles you used in 
memory, so long as the door remains open. So, get out of your Admiral, 
leaving the door open, and do the Paramedic missions. If you lose the 
Ambulance though, be careful, as you cannot take any other vehicle, 
lest your Admiral be deleted.
Formulated by: Common knowledge

Strategy 2: If the above strategy doesn't pan out, do whatever else you 
can for money; robbing stores can be a good alternative, so long as you 
mind the wanted level. Messing this up can be bothersome, but unless 
you almost have enough for the safehouse, another try is just a new 
game away.
Formulated by: Common knowledge

NOTE: This is NOT the same color as the Diaz's Admiral in Guardian 
Angels. This car is pure white, whereas the Admiral in Guardian Angels 
is a light grayish-white.

---------
5.2 - Black Washington
---------
Mission: All Hands on Deck! (Juan Garcia Cortez)
Difficulty: ****
Required: Multiple (at least two) bulky, long vehicles
Discovered by: Common knowledge

Strategy: This strategy is imprecise, cumbersome, and annoying, but it 
remains the best way. First, pick up a Packer from Viceport, and drive 
it to the marina. Coming in from the entrance near the Ocean Beach 
safehouse, along the right you'll see multiple planters. Drive to the 
2nd one, and position the Packer perpendicular to the middle of it 
(put the cab of the Packer against the fence on the ocean side). Then 
run to the hospital north of this point, grab the Ambulance there, and 
park it behind the Packer (with the front wheels a little on the back 
of the Packer (note: an SUV such as the Rancher or Landstalker will 
work equally well here). Start the mission, and if you're lucky, one of 
the black Wahingtons will get hung up on your barricade. Kill Cortez to 
fail the mission, and you'll be returned to the pier with (hopefully) a 
Washington waiting for you, unlocked and everything. If the strategy 
fails, just keep attempting it, possibly shifting the position of your 
barricade until it succeeds. This one can be tricky, but overall is 
more of an endurance test than anything.
Formulated by: I did not formulate this strategy originally, however, 
I have heavily modified it to make it functional.

NOTE: This vehicle can also be produced via the "Black Traffic" cheat.

---------
5.3 - Silver PCJ-600
---------
Mission: Autocide (Assassination contract)
Difficulty: *
Required: Nothing
Discovered by: Common knowledge

Strategy: Simply start the mission, and go to the weapon drop point. 
The silver PCJ-600 is just sitting there for you. Either complete the 
mission and store it, or, if you're going for the black Bobcat too, 
get it, fail the mission, store it, then go for the Bobcat.

---------
5.4 - Black Bobcat with metallic red side panels
---------
Mission: Autocide (Assassination contract)
Difficulty: **
Required: Manual aim weapon (preferably a sniper rifle)
Discovered by: Common knowledge

Strategy: Complete the mission up until you get to the two people in 
the Bobcat, then simply snipe the driver. The passenger will rush you 
with a shotgun, so kill him off quickly. Get in the Bobcat, and store 
it in a garage. Be careful not to get too close though, as the doors 
are locked, so if they speed off, the only option is to corner them and 
snipe the driver - not an easy task. Once the mission is over, go 
confirm the truck, and gaze at its pretty purple side panel.
Formulated by: Common knowledge

NOTE: This is the ONLY 'black' special vehicle in the game that CANNOT 
be obtained via the "Black Traffic" cheat. The cheat colors the side 
panel black, thus it is not a substitute for the real thing.

---------
5.5 - Black Admiral (1st of 2)
---------
Mission: Check in at the Check Out (Assassination contract)
Difficulty: ***
Required: Fire weapon (flamethrower of molotovs)
Discovered by: Common knowledge

Strategy: Complete the mission up until the point you must escape the 
airport and drop the package off at Ammu-Nation. At this point, several 
black Admirals will chase you, with gunners mounted on the roof. Get to 
a safe location, and take out the gunner of the target vehicle, then 
set fire to the car. The driver will get out and run off, leaving the 
normally locked door open. Get in, drive to a garage (preferably the 
close Sunshine Auto garage, if you own it), then grab another vehicle 
and complete the mission. Confirm the car, and it's yours!
Formulated by: Common knowledge

NOTE: This vehicle can also be produced via the "Black Traffic" cheat.

---------
5.6 - White Walton
---------
Mission: Gun Runner (Phil Cassidy)
Difficulty: **
Required: Manual aim weapon
Discovered by: Common knowledge

Strategy: Simply snipe the driver of one of the white Waltons, then 
store it in a garage. After collecting all weapons, and destroying all 
other trucks, destroy this in the garage, then let it close and open, 
and voila, your very own white Walton, to keep!
Formulated by: Common knowledge

---------
5.7 - Gold Stretch
---------
Mission: Martha's Mugshot (Film Studio asset)
Difficulty: *
Required: Manual aim weapon, or nothing
Discovered by: Common knowledge

Strategy 1: Snipe the driver of the Stretch, then get in. You won't 
take control of it immediately, as the CPU will still drive it to the 
destination. Then, simply drive it to a garage before continuing the 
mission. Be sure to confirm it afterwards.
Formulated by: Common knowledge

Strategy 2: Wait until the Stretch has reached its destination, then go 
south on the road, past the Malibu. It should be sitting there, 
unmanned, just waiting for you. Take it to a garage, complete the 
mission, then confirm it.
Formulated by: Common knowledge

Strategy 3: Snipe the driver, then waste all 12 shots of the camera to 
fail the mission, then take it to a garage. This way, you don't have to 
worry about confirming it after the mission.
Formulated by: Lancet Jades

---------
5.8 - Black Sentinel
---------
Mission: Hit the Courier (Print Works asset)
Difficulty: ****
Required: Manual aim weapon
Discovered by: Common knowledge

Strategy: After starting the mission, quickly get to the drop site and 
dispose of the sentries. Get in front (not TOO close though) to the 
black Sentinel, and aim at the driver's seat. As soon as the woman gets 
in, snipe her. Get in, drive to a garage, then go finish the mission. 
The doors are locked, so be careful not to let them get closed before 
it is safe in the garage! Once the mission is over, confirm it, and 
save.
Formulated by: Common knowledge

NOTE: This vehicle can also be produced via the "Black Traffic" cheat.

---------
5.9 - Black Pony
---------
Mission: Loose Ends (Assassination Contract)
Difficulty: *****
Required: Two (2) Packer trucks
Discovered by: Common knowledge

Strategy: This can be difficult. First, kill off everyone in the area, 
making sure NOT to destroy (or even get in) the Admirals or Pony. Once 
everyone is gone, drive to Viceport and grab the Packer parked there. 
To reach it, drive straight south on the road that runs by Sunshine 
Autos until it reaches a point where it turns left as the only route 
available. The Packer should be waiting there in the dirt lot to the 
left (before the turn). Drive it back, and position it perpendicular 
to the gate. RUN (do NOT drive) back to Viceport and jack a second 
Packer, and drive it back to the first one. Drive it up the first 
Packer, and over the gate. Then, position it perpendicular to the 
gate, and simply drive the Pony up the Packer, over the gate, and 
then to a nearby garage. Don't forget to confirm this after the 
mission, as with the level of work required, it's both easy and 
incredibly annoying to forget.
Formulated by: Common knowledge

NOTE: This vehicle can also be produced via the "Black Traffic" cheat.

---------
5.10 - Black Admiral (2nd of 2)
---------
Mission: Loose Ends (Assassination contract)
Difficulty: *****
Required: Two (2) Packer trucks
Discovered by: Common knowledge

Strategy: See the Black Pony strategy (right above this entry). Just 
duplicate it, and there's your Admiral, though using this method merely 
trades one difficult task for another (that is also more tedious).
Formulated by: Common knowledge

NOTE: This vehicle can also be produced via the "Black Traffic" cheat.

---------
5.11 - Black Voodoo
---------
Mission: Two Bit Hit (Avery Carrington)
Difficulty: **
Required: Nothing

Strategy 1 (Voodoo only, no Hearse): Simply rush the funeral and jack 
the Voodoo, then off the leader, and store the car.

Strategy 2 (Voodoo and the Hearse, 1): To get this AND Romero's Hearse, 
jack this car first, then simply swipe a hearse, either from the 
Haitian leader you're chasing, or, if the other hearse is still 
functional, a Haitian will pursue you in it.

Strategy 3 (Voodoo and the Hearse, 2): The reverse of the above 
strategy. Jack and store the hearse first, then jack the black Voodoo 
when the Haitians pursue you.

NOTE: This vehicle can also be produced via the "Black Traffic" cheat.

---------
5.12 - Lightless Taxi
---------
Mission: None
Difficulty: *****
Required: Patience and time
Discovered by: Common knowledge

Strategy: Simply save at a safehouse with easy access to multiple roads 
(Ocean Beach Safehouse - not Hotel - is ideal). Keep reloading the 
game, and eventually you'll find a Taxi that spawns without the taxi 
light on the roof. Save it in a garage. This can be found at any time, 
but is greatly a matter of luck.
Formulated by: Common knowledge

NOTE: In my experience, the longer the game has been running, the more 
it generates various glitches, and thus, in theory, the greater the 
chance of producing this vehicle. My game had been running for over two 
days without rest when I found this and other lightless taxis, and 
what's more, I've found more than one of a couple of them under that 
condition.

---------
5.13 - Lightless Cabbie
---------
Mission: None
Difficulty: *****
Required: Patience and time
Discovered by: Lancet Jades

Strategy: Same way as the Lightless Taxi, except this one is a Cabbie.

NOTE: In my experience, the longer the game has been running, the more 
it generates various glitches, and thus, in theory, the greater the 
chance of producing this vehicle. My game had been running for over two 
days without rest when I found this and other lightless taxis, and 
what's more, I've found more than one of a couple of them under that 
condition.

---------
5.14 - Lightless Kaufman Cab
---------
Mission: None
Difficulty: *****
Required: Patience and time
Discovered by: Lancet Jades

Strategy: Same way as the Lightless Taxi, except this one is a Kaufman 
Cab.

NOTE: In my experience, the longer the game has been running, the more 
it generates various glitches, and thus, in theory, the greater the 
chance of producing this vehicle. My game had been running for over two 
days without rest when I found this and other lightless taxis, and 
what's more, I've found more than one of a couple of them under that 
condition.


========================================================
*6* UNOBTAINABLE SPECIAL VEHICLES
========================================================
These vehicles are unobtainable for whatever reason is listed. This does 
NOT mean you can't actually drive (or get in) them, but they cannot be 
stored. Difficulty, required, and strategy will still be listed for 
those that you can actually drive (and perhaps even use), but there 
will always be some reason why you can't keep them.

---------
6.1 - Black Maverick
---------
Mission: In the beginning (Start of the game)
Discovered by: GTA_Loco

Unobtainable: It exists only in the cutscene.

---------
6.2 - PPT/CDP Cuban Hermes (obtainable as just CDP)
---------
Mission: Guardian Angels (Juan Garcia Cortez)
Discovered by: Common knowledge

Strategy: Complete the mission up until you have to protect Diaz. Fail 
the mission, then simply take the Cuban Hermes sitting there. The 
right-hand door on the car is also CDP, and will not fall off, 
regardless of anything that is done to it.
Formulated by: Common knowledge

Unobtainable: It loses its PPT once stored in a garage. However, the 
CDP stays, so it's not completely unobtainable.

---------
6.3 - CP/PPT Voodoo
---------
Mission: Guardian Angels (Juan Garcia Cortez)
Discovered by: Lancet Jades

Unobtainable: This is the Voodoo driven by the initial gang of 
Haitians. It is only CP until it parks and the occupants get out. 
Failing the mission, or letting it reach that point both cancel its 
proofing.

---------
6.4 - PPT Voodoo
---------
Mission: Guardian Angels (Juan Garcia Cortez)
Discovered by: Common knowledge

Strategy: See "PPT Cuban Hermes." This car's door is NOT CDP, however.
Formulated by: Common knowledge

Unobtainable: It loses its PPT once stored in a garage.

---------
6.5 - Black Stretch (1st of 3)
---------
Mission: Four Iron (Avery Carrington)
Discovered by: Common knowledge

Unobtainable: It exists only in cutscenes.

---------
6.6 - Black Stretch (2nd of 3)
Mission: Demolition Man (Avery Carrington)
Discovered by: Common knowledge

Unobtainable: It exists only in cutscenes.

---------
6.7 - Oceanic with briefcases in the back
---------
Mission: Bar Brawl (Tommy Vercetti)
Discovered by: Common knowledge

Unobtainable: The briefcases disappear after the mission is over, 
success or failure. Even destroying the car beforehand doesn't prevent 
it.

---------
6.8 - Taxi with open trunk
---------
Mission: The Job (Malibu asset)
Discovered by: Lancet Jades

Strategy: This is the Taxi you use, after Tommy and the others get 
out, and Hilary begins driving it "around the block a few times." Snipe 
Hilary out of it to obtain it yourself, but the doors are locked, so be 
careful.
Formulated by: Lancet Jades

Unobtainable: Storing it in a garage, or even using a Pay n' Spray 
"repairs" the trunk.

---------
6.9 - Gold Stretch
---------
Mission: Recruitment Drive (Film Studio asset)
Discovered by: GTA_Loco

Unobtainable: It disappears after the cutscene. You can use the Destroy 
All Cars cheat to blow it up, but the game stays in the cutscene 
forever if you do. Just get the one from Martha's Mug Shot.

---------
6.10 - Super Angel
---------
Mission: Alloy Wheels of Steel (Mitch Baker)
Discovered by: Common knowledge

Strategy: Jack the bike of one of the opponent bikers (easiest if one 
falls off), then end the race and store it in a garage.

Unobtainable: Garages eat the bike's powers.

---------
6.11 - Black Stretch (3rd of 3)
---------
Mission: Two Bit Hit (Avery Carrington)
Discovered by: Common knowledge

Unobtainable: It exists only in cutscenes.

---------
6.12 - EP Hotring
---------
Mission: Hot Ring (Hyman Stadium)
Discovered by: GTA_Loco

Unobtainable: You cannot get it out of the Hot Ring arena.

---------
6.13 - CP Sanchez
---------
Mission: Dirt Ring (Hyman Stadium)
Discovered by: GTA_Loco

Unobtainable: You cannot get it out of the Dirt Ring arena.


========================================================
*7* RARE VEHICLES
========================================================
These vehicles aren't anything inherently special, but are nonetheless 
unique for various reasons, often requiring completion of a mission or 
side mission to unlock. These can all be obtained at the end of the 
game without any problem

---------
7.1 - White Infernus
---------
Unlocked: Complete the mission "Rub Out."
Found: Parked near the garage of the Vercetti Estate.

Missions the car may also be found in:
Back Alley Brawl, Guardian Angels

---------
7.2 - Sparrow
---------
Unlocked: Complete the mission "Rub Out."
Found: In various places around the city.

---------
7.3 - Deluxo
---------
Unlocked: Complete the first car list at Sunshine Autos.
Found: Parked on the first floor of Sunshine Autos.

---------
7.4 - Sabre Turbo
---------
Unlocked: Complete the second car list at Sunshine Autos.
Found: Parked on the first floor of Sunshine Autos.

Missions the car may also be found in:
The Driver

---------
7.5 - Sandking
---------
Unlocked: Complete the third car list at Sunshine Autos.
Found: Parked on the second floor of Sunshine Autos.

---------
7.6 - Hotring
---------
Unlocked: Complete the fourth car list at Sunshine Autos.
Found: Parked on the second floor of Sunshine Autos.

---------
7.7 - Cuban Jetmax
---------
Unlocked: Purchase the Boatyard asset.
Found: At the docks in the Boatyard.

Missions the boat may also be found in:
Bombs Away!

---------
7.8 - Zebra Taxi
---------
Unlocked: Complete the Kaufman Taxi asset string.
Found: Parked in the Kaufman Taxi station.

Missions the car may also be found in:
Cabmageddon

---------
7.9 - Skimmer
---------
Unlocked: Complete the mission "Dildo Dodo."
Found: In the dock behind the Film Studio.

Missions the car may also be found in:
Dildo Dodo

---------
7.10 - Sea Sparrow
---------
Unlocked: Collect 80 Hidden Packages.
Found: In the dock area in the southern outdoor section of Diaz or 
Vercetti's Estate.

---------
7.11 - Rhino
---------
Unlocked (1 only): Collect 90 Hidden Packages.
Found (1): Spawns in the Air Force Base.
Found (2): Jack a tank during a 6-star wanted level.

Missions the car may also be found in:
Sir, Yes Sir!

---------
7.12 - Hunter
---------
Unlocked (1): Collect all 100 Hidden Packages.
Unlocked (2): Achieve 100% game completion.
Found (1 or 2 complete): In the northern section of the Army Base.
Found (1 and 2 complete): On a helipad in the southern part of Ocean 
Beach.

Missions the car may also be found in:
All Hands On Deck

---------
7.13 - Black Sanchez
---------
Unlocked: Complete the dirt track on the Sanchez once.
Found: On subsequent attempts, three Haitians wielding Machetes will 
attack you. Their Sanchezs are a special black color.

---------
7.14 - Black Rancher
---------
Unlocked: Complete the dirt track in the Landstalker once.
Found: On subsequent attempts, a PIG in a black Rancher will assail you 
as you drive the course. Ram him until he gets out, then kill him, and 
take the Rancher for yourself.

---------
7.15 - Bloodring Banger
---------
Unlocked: Acquire more than 1 minute remaining in the Bloodring at 
Hyman Stadium.
Found: Parked outside the stadium.


========================================================
*8* UNCONFIRMED VEHICLES
========================================================
These are vehicles that are as of yet unconfirmed. They are thought to 
exist with whatever special properties they are mentioned, but whether 
they can be obtained as such, or even CAN possess said properties is 
unknown. Credit will go to whomever can provide evidence they exist.

---------
8.1 - Lightless Zebra Taxi
---------
Information: This one is thought to exist simply because the other three 
types of taxis have lightless versions.


========================================================
*9* MISSION-BY-MISSION BREAKDOWN
========================================================
Here is a breakdown of every mission in the game, and any special 
vehicles within. This is also the mission order that the previous 
sections follow, in terms of vehicle order. 

NOTE 1: This lists vehicles found in every mission, with the exception 
of Rare vehicles, as they can be obtained anytime.

NOTE 2: The following order is based on acquiring a "perfect" game. The 
reason Two Bit Hit is so late in the order is to prevent the Havana 
Clothes from glitching. Missions that force clothes on you are what 
cause it to glitch, in particular, Cop Land and The Job. I placed it so 
late just to ensure that there'd be minimal trouble given by the 
remaining missions. Not to mention leaving the Cuban/Haitian string of 
missions for so late in the game prevents the Haitians from bothering 
you too much.

1: In the beginning (Start of the game)
~5.1 White Admiral
~6.1 Unobtainable Black Maverick
2: An Old Friend (Tommy Vercetti)
3: The Party (Ken Rosenburg)
4: Back Alley Brawl (Ken Rosenburg)
5: Jury Fury (Ken Rosenburg)
~4.1 Spand Express - 1st of 2
6: Riot (Ken Rosenburg)
~4.2 Spand Express - 2nd of 2
7: Treacherous Swine (Juan Garcia Cortez)
8: Mall Shootout (Juan Garcia Cortez)
9: Guardian Angels (Juan Garcia Cortez)
~3.1 CP Admiral
~6.2 Unobtainable PPT/CDP Cuban Hermes
~6.3 Unobtainable CP Voodoo
~6.4 Unobtainable PPT Voodoo
10: Road Kill (Assassination Contract)
11: The Chase (Ricardo Diaz)
12: Phnom Penh '86 (Ricardo Diaz)
13: Sir, Yes Sir! (Juan Garcia Cortez)
14: Waste the Wife (Assassination Contract)
15: Four Iron (Avery Carrington)
~6.5 Unobtainable Black Stretch - 1st of 3
16: Demolition Man (Avery Carrington)
~6.6 Unobtainable Black Stretch - 2nd of 3
17: The Fastest Boat (Ricardo Diaz)
18: Supply & Demand (Ricardo Diaz)
~3.2 BP/FP/EP Squalo
19: Death Row (Kent Paul)
20: All Hands On Deck! (Juan Garcia Cortez)
~5.2 Black Washington
21: Rub Out (Ricardo Diaz)
22: Shakedown (Tommy Vercetti)
23: Bar Brawl (Tommy Vercetti)
~6.7 Unobtainable Oceanic with briefcases in the back
24: Cop Land (Tommy Vercetti)
25: Autocide (Assassination Contract)
~5.3 Silver PCJ-600
~5.4 Black Bobcat with metallic red side panels
26: Check Out at the Check In (Assassination Contract)
~5.5 Black Admiral - 1st of 2
27: No escape? (Malibu asset)
28: The Shootist (Malibu asset)
29: The Driver (Malibu asset)
~3.3 BP/EP/FP Sabre Turbo
30: The Job (Malibu asset)
~6.8 Unobtainable Taxi with open trunk
31: Gun Runner (Phil Cassidy)
~5.6 White Walton
32: Boomshine Saigon (Phil Cassidy)
33: V.I.P (Kaufman Cab asset)
34: Friendly Rivalry (Kaufman Cab asset)
35: Cabmageddon (Kaufman Cab asset)
36: Recruitment Drive (Film Studio asset)
~6.9 Unobtainable Gold Stretch
37: Dildo Dodo (Film Studio asset)
38: Martha's Mugshot (Film Studio asset)
~5.7 Gold Stretch
39: Distribution (Cherry Popper Icecream asset)
40: Spilling the Beans (Print Works asset)
41: Hit the Courier (Print Works asset)
~5.8 Black Sentinel
42: Loose Ends (Assassination Contract)
~5.9 Black Pony
~5.10 Black Admiral - 2nd of 2
43: Love Juice (Love Fist)
44: Psycho Killer (Love Fist)
~4.3 Love Fist - 1st of 2
45: Alloy Wheels of Steel (Mitch Baker)
~6.10 Unobtainable Super Angel
46: Messing with The Man (Mitch Baker)
47: Hog Tied (Mitch Baker)
48: Publicity tour (Love Fist)
~4.4 Love Fist - 2nd of 2
49: Two Bit Hit (Avery Carrington)
~6.11 Unobtainable Black Stretch - 3rd of 3
~5.11 Black Voodoo
~4.5 Romero's Hearse
50: Stunt Boat Challenge (Umberto Robino)
51: Juju Scramble (Auntie Poulet)
52: Bombs Away! (Auntie Poulet)
53: Dirty Lickins' (Auntie Poulet)
54: Cannon Fodder (Umberto Robino)
55: Naval Engagement (Umberto Robino)
56: Trojan Voodoo (Umberto Robino)
57: Cap the Collector (Print Works)
58: Keep your Friends Close... (Tommy Vercetti)


========================================================
*10* BREAKDOWN BY SPECIAL QUALITY
========================================================
This section gives a breakdown of all special vehicles by what quality 
they have. Vehicles with multiple properties are listed in each section 
they belong in. Inspired by GTA_Loco's similar section in his guides.

Unique vehicles:
 4.1/4.2 - Spand Express (Jury Fury/Riot)
 4.3/4.4 - Love Fist (Psycho Killer/Publicity Tour)
 4.5 - Romero's Hearse (Two Bit Hit)

CP/PPT - Comprehensiveproof/Pop-proof Tires:
 6.3 - Voodoo (UNOBTAINABLE - Guardian Angels)

CP - Comprehensiveproof:
 3.1 - Admiral (Guardian Angels)
 6.13 - Sanchez (UNOBTAINABLE - Dirt Ring)

BP/FP/EP - Bullet/Fire/Explosionproof:
 3.3 - Squalo (Supply & Demand)
 3.4 - Sabre Turbo (The Driver)

FP - Fireproof:
 3.4 - Infernus (Sunshine Auto Races)
 3.5 - Cheetah (Sunshine Auto Races)
 3.6 - Banshee (Sunshine Auto Races)

EP - Explosionproof:
 6.12 - Hotring (UNOBTAINABLE - Hot Ring)

PPT/CDP - Pop-proof Tires/Cosmetic Damageproof:
 6.2 - Cuban Hermes (UNOBTAINABLE - Guardian Angels)

PPT - Pop-proof Tires:
 6.4 - Voodoo (UNOBTAINABLE - Guardian Angels)

Unique color:
 5.1 - Admiral (White - In the beginning)
 5.2 - Washington (Black - All Hands on Deck!)
 5.3 - PCJ-600 (Silver - Autocide)
 5.4 - Bobcat (Black w/ metallic purple side panels - Autocide)
 5.5/5.10 - Admiral (Black - Check In at the Check Out/Loose Ends)
 5.6 - Walton (White - Drug Runner)
 5.7 - Stretch (Gold - Martha's Mug Shot)
 5.8 - Sentinel (Black - Hit the Courier)
 5.9 - Pony (Black - Loose Ends)
 5.11 - Voodoo (Black - Two Bit Hit)
 6.1 - Maverick (UNOBTAINABLE - Black - In the beginning)
 6.5/6.6/6.11 - Stretch (UNOBTAINABLE - Black - Four Iron/Demolition Man/
                         Two Bit Hit)
 6.9 - Stretch (UNOBTAINABLE - Gold - Recruitment Drive)

Unique features:
 5.12 - Taxi (Lightless - Free Roam)
 5.13 - Cabbie (Lightless - Free Roam)
 5.14 - Kaufman Cab (Lightless - Free Roam)
 6.7 - Oceanic (UNOBTAINABLE - Bar Brawl)
 6.8 - Taxi (UNOBTAINABLE - The Job)
 6.10 - Angel (UNOBTAINABLE - Super - Alloy Wheels of Steel)

Unlockable / Rare:
 7.1 - Infernus (White - after Rub Out)
 7.2 - Sparrow (after Rub Out)
 7.3 - Deluxo (after 1st list at Sunshine Auto)
 7.4 - Sabre Turbo (after 2nd list at Sunshine Auto)
 7.5 - Sandking (after 3rd list at Sunshine Auto)
 7.6 - Hotring (after 4th list at Sunshine Auto)
 7.7 - Cuban Jetmax (purchase Boatyard Asset)
 7.8 - Zebra Taxi (complete Kaufman Can Asset)
 7.9 - Skimmer (after Dildo Dodo)
 7.10 - Sea Sparrow (collect 80 Hidden Packages)
 7.11 - Rhino (collect 90 Hidden Packages)
 7.12 - Hunter (after Keep Your Friends Close, and/or 100 Hidden Packages)
 7.13 - Sanchez (Black - after Dirt Track Sanchez once)
 7.14 - Rancher (Black - after Dirt Track Rancher once)
 7.15 - Bloodring Banger (after Blood Ring)


========================================================
*11* FREQUENTLY ASKED QUESTIONS
========================================================
Q: My car disappeared from the garage!
A: Garages ARE known to eat vehicles. The safest way to avoid this is 
to save frequently over multiple slots, and regularly check garages. In 
particular, the Silver PCJ-600 seems to have a nasty tendency to vanish.

Q: My vehicle lost its property!
A: Occasionally, garages DO eat the special properties of vehicles, 
though it is rare. When checking to see if the vehicle actually exists, 
also test its proofing.

Q: You missed [insert special vehicle]!
A: Email me, and let me know. You will receive full credit for it.

Q: [Insert special vehicle] doesn't possess a property you said it did!
A: Most likely, you did not follow the precise strategy. If you did, 
and it does not retain its property, contact me and say so, although 
I personally check each and every vehicle.

Q: One of the vehicles you listed is one I discovered first, and here's 
proof! Thief!
A: I attribute vehicles I knew about before writing this to "common 
knowledge." If you discovered a vehicle, and/or developed a strategy, 
and you have proof of it (a link to an old forum post somewhere, or 
possibly an FAQ that credits you), tell me, and I'll give you full 
credit. Although I wish I could give the proper credit for most 
vehicles, the need for a consolidated special vehicle guide for VC 
takes priority over tracking down each and every person beforehand.


========================================================
*12* CONTACT INFORMATION
========================================================
If you wish to contact me, just email me:
lancet jades at g mail dot com
(remove the spaces, obviously, and replace the at with the proper sign)

Alternatively, IM me at:
AIM: Lancet Jades
YIM: lancetjades (not on often)
MSN: psionicsword@hotmail.com (rarely on)

I never check my @hotmail.com address, so don't send mail to it.
I don't mind being contacted about this game, so don't hesitate if you 
have a question or comment. But if you're gonna flame me, it won't 
work (I'll just have a good laugh and ignore you). I also don't check my 
yahoo email address, so don't bother sending any mail there either.

I'm a perfectionist, so if you have anything to contribute or correct, 
please do so. You'll receive full credit (credit goes to the 
screenname you talk to me from, so if you want another name, you have 
to specify it). Even if you're pointing out a spelling or grammatical 
mistake, please do so, no matter how small. Note however, I live in the 
U.S., and as such, spelling it "color" instead of "colour" is NOT a 
mistake.

If you wish to use this guide on your site, aside from asking my 
permission, I require you in question to automatically fetch any 
updates I make from GameFAQs.com yourselves. I only update to 
GameFAQs.com and if I discover other sites carrying my guides have 
out-of-date versions, I will ask that it be removed.


========================================================
*13* CREDITS
========================================================
Common Knowledge
~Findings labeled "common knowledge" are labeled so because they have 
 been so widely known and distributed that it is impossible for me to 
 obtain the true source that found it (I know for a fact that I have 
 read the info on numerous sites, and little of it came from gamefaqs). 
 I do not take or deserve any credit for these vehicles, as I am NOT 
 the person who discovered them, nor the strategies (though I have 
 improved/elaborated on/fixed some of them). If you are the person who 
 found a vehicle and/or developed a strategy for obtaining it, email me 
 with a link to a source that credits you for finding it (such as 
 another FAQ), and I will gladly give you credit. Again, I neither 
 accept nor deserve any credit for this information, and I apologize if 
 you are the finder of a vehicle, or author of a strategy, to whom I 
 have not given credit.

GTA_Loco
~For giving me the inspiration to write this guide, and for providing 
 information on the Black Maverick, EP Hotring, and CP Sanchez (as well 
 as reminding me about the FP Sunshine Auto race cars).

JBear427
~Alerted me to the trick that may allow X-Box players to obtain the 
 CP Admiral without failing Guardian Angels.


========================================================
*14* BOILERPLATE
========================================================
This document Copyright 2007-2008 John Hoffnagle IV.

Do not reproduce this document for any purpose besides personal use 
without asking me first. I'm not stingy; if you ask, you'll most likely 
get permission to host it. Otherwise, it's a violation of copyright, 
and I WILL pursue legal action, especially if you sell it for money.

All trademarks and copyrights contained in this document are owned by 
their respective trademark and copyright holders. None of which are me.
     
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