Rhans
How to teleport to where you parked your last vehicle.
updated
I played at 25 FPS, but with higher FPS the Packer will ascend much faster.
Sometimes it works to a lesser degree with CJ.
Not sure if this glitch will ever be useful, but my main goal is to find a cheatless way of accessing interiors such as the one shown on this video:
youtube.com/watch?v=qjhzVSCkBws
With the help of Explosive Situation dupe, many vehicles can be marked:
A Squalo for the swimming part
A Dumper to stop the Squalo (I messed up with the transition and lost about 3 seconds, I should enly press exit vehicle key when the boat is stopped)
Parked vehicles to make the fence unsolid
NRG500 and a proofed Admiral for the running part
17 FPS was used for the swimming part and 60 for the remaining parts.
2 Health pickups, that can be created during Robbing Uncle Sam, were used at Panopticon to help a bit with the route and 2 Camera pickups, that can be created during Architectural Espionage, were used at The Big Ear for the same purpose.
I started the mission at 11 seconds and 5 frames and finished at 10 minutes, 10 seconds and 10 frames, so it took 9 minutes 59 seconds and 5 frames.
1 - Health
2 - Armor
3 - 9mm pistol
4 - Tec9
5 - Grenade
6 - Shotgun (I didnt get any on this video but I got in the higher sample save I did later)
7 - Nothing (when unlucky).
All those pick-ups are 1 time only. Meaning that if you use one of them they are removed from your save.
Up to 10 crates can be destroyed before the mission is failed, so if you are lucky you may be able to create 10 pick-ups per each Robbing Uncle Sam dupe. Multiple dupes can be done to generate more pick-ups.
You can create the pick-ups wherever you are able to transport the crates. Take them to the place where you want to create the pick-ups and destroy them there. Be careful as people attacking you or the traffic may end up destroying them.
To avoid the game from getting rid of the pick-ups you must dupe the mission before failing. The pick-ups are kept after saving and loading a game but they can only be used once, after that they are gone forever.
I like transporting the crates before opening the door of the warehouse so there are no soldiers attacking Ryder. Before duping the mission I do open the door to avoid a permanent red blip.
Gang wars can also create health and armor pick-ups but unlike the ones created here they are not kept after loading a savefile.
To have a higher sample size I did 5 Robbing Uncle Sams dupes to break a total of 50 crates. The thumbnail of the video is the result of the sample of 50 crates destroyed. If anyone wants this savefile I will share a link below:
drive.google.com/file/d/1A7osHYruzL--peiyEkG33SFPlES4Xf7q/view?usp=share_link
- Customs Fast Track mission can give superhandling to a BMX
- Explosive situation can mark vehicles like the Packer (2 Packers were used)
- Triple Bloodbowl or suicide inside mod garage to remove traffic glitch
- LS Transfender menu for the teleport to the mod garage
Since I used the duped GF trick to mark my vehicle, I was limited on the use of OM0 I could use, so I didnt have a call to skip some of the dialogue at the end of the mission.
This could be used if the Explosive Situation trick to mark vehicles is used instead, but the setup would be much longer (if using an unmodded save) as there are a few missions that need to be completed to get from Explosive Situation to High Noon.
Also, I didnt use a replay after killing Pulasking to skip the fade preceding the ending cutscene.
A heavy vehicle will have a much easier time pushing other vehicles when compared to its normal counterpart.
This is a property that unfortunately is not saved on garages and the difference can be easily noticed when pushing a Rhino with heavy property and later trying to push it without it.
Under normal circunstances a Patriot has 2500 kg while a Rhino has 25000 kg, which is why a Patriot should have a hard time pushing a Rhino. I thinkk a Heavy vehicle has the mass multiplied by 3, so the H Patriot should have 7500 kg and has the turn mass multiplied by 5, which affects the handling of the vehicle.
The reason this save has 100%, missions in LV, and warping saving points is because it is a goto 0 save:
youtube.com/watch?v=eoE6Qhp0RI0&t=1183s
Timecodes
0:40 Progressing Robbing Uncle Sam
3:41 Getting the Heavy Patriot
5:56 Pushing a Rhino with Heavy property
6:51 Pushing a Rhino without Heavy property
- Explosive situation can mark vehicles like the Packer (a total of 9 Packers were used)
- Triple Bloodbowl or suicide inside mod garage to remove glitch
A total of 9 marked vehicles is already a high amount but still stable. The more you mark the more likely it is to get random crashes. Instead of 9 vehicles, it is possible to only mark 8 and leave a normal unmarked Packer which will last for 3 minutes.
If avoiding triple Bloodbowl (if you are worried about it messing it the stability of many marked vehicles) to get rid of traffic, using the mod garage suicide method, there are a few details. The hassle is that this glitch to get rid of traffic is undone every time a mission is failed, so each attempt of Courier would require to redo this glitch and a superhandling Faggio would need to be marked with the Esplosive Situation dupe so it will not despawn with the death inside the mod garage because otherwise doing the superhandling conversion by failing Customs Fast Track would remove the no traffic glitch.
- Mod garage menu can be used for a teleport to SF Transfender
- Customs Fast Track mission can give superhandling to a Freeway
- Triple Bloodbowl removes traffic
- Explosive situation can mark vehicles like the Packer
Instead of parking a vehicle at Garcia park to make the funce unsolid, I instead used the Packer, as it only seemed to make the fence unsolid 50% of the time.
A RC Baron to make fences and lamposts unsolid would help but setup is a bit more annoying and bit more unstable to maintain and is not ideal if the runner needs to make many attempts to get a better time.
As long as you don`t touch them they will not fall through the floor while you are in the rough draft world (the unsolid world that allows you to go through almost everything).
I believe the time taken was 3:06 + 15 frames (3:06.5)
If anyone can figure out a way of starting this mission and not taking or cancelling the call and is able to hold it through the entier mission, it can be used to skip the dialogue at the end to save a bit of time. Also, I think that if timed correctly you may be able to exit the plane just a bit after parking it as an alternative way to skip the dialogue.
If anyone also wants to try, here is this save used for this video:
drive.google.com/file/d/1lytJnnN7ylXhbsDq2EEXf_JuUXKEvJyK/view?usp=share_link
This save allows you to skip this very long setup:
youtube.com/watch?v=c3RXR4Io8XI
youtube.com/watch?v=ArwVmZFEwFg&t=1s
Also used the superhandling trick available during Customs Fast Track to make the NRG-500 even better:
youtube.com/watch?v=lOr8HblJmBY
Credtis to Patrick for discovering both exploits!
The in game time was 30 seconds but the real world time for this mission was 31.8 seconds (31 seconds and 24 out of 30 frames).
There is not doubt that with frame limiter off and similar exploit UnlastingSky would beat this time with ease:
youtube.com/watch?v=hmucMsOahaw
In this video I mark 4 vehicles. The maximum amount I have been able to mark without crashing was 13 vehicles.Marking up to 8 vehicles seems to be safe, but beyond that there seems to be a risk of crashing the game at any time.
Basically you only need to enter the marker at Quarry entrance while on foot enter a vehicle and fail the mission and then the vehicle will be marked. If you enter more than 1 vehicle, only the vehicle that was last entered will be marked (as can be seen in the video, the first Explosive Situation dupe marked only the Squalo and not the NRG500).
Vehicles marked in this video:
1 - Squalo
2 - Superhandling NRG-500
3 - BMX
4 - Hydra
youtube.com/watch?v=ArwVmZFEwFg
This exploit is another of Patrick's many amazing finds! It was found about 6 months ago but I believe no video detailing it was published:
youtube.com/@noob3132
Marking a vehicle makes it immune to despawning that is caused by getting wasted, getting busted and the clear area command of another missions. It is lost if you save and then load your game though (I think this method is even better on mobile version of the game as I believe marked vehicles are there if using the quicksave feature, which can be done in and outside of missions by entering a dance club, but I will need to confirm this info). They will also disappear if you explode them into a wreck, let 45 seconds to pass and then look away.
It is an improved version of the GF method as it does not need a "goto 0" save nor keeping the OM1 state to keep the trick activated, as well as being a lot easier to setup:
youtube.com/watch?v=0f7piYVORko&t=1s
In this video I fail the mission by killing CJ to show that this method is repeatable but if someones prefer a vehicle can also be marked by passing the duped Explosive Situation (this has side effects like always duping Quarry missions, skipping You Have Had Your Chips and allowing easier dupe of the Heist missions).
Setups used:
Superhandling bike from Customs Fast Track
Triple Bloodbowl to remove traffic (RC Baron is a superior trick, but the setup is very tiring)
SF Transfender menu for teleport teleport.
A parked Packer that lasts for 3 minutes.
It is better to be careful when exiting the Transfender. You should turn left and try to go as fast as you can towards the street, so CJ might spawn on the bike.
I killed CJ's clone so that I would not risk getting stopped while attempting to run.
In here I use the duped Michelle, which is a consequence of dating her in a goto 0 save, to prevent the Sultan from disappearing in 2 points of the mission: on the opening cutscene and in the cutscene at Flint County.
I could have used a better vehicle such as NRG-500 with superhandling, but since it only allows 1 passenger, and I must also transport Madd Dogg, it means I could only prevent it from disappearing in 1 cutscene and not both, so I would not have to been able to use it for as long as I did the Sultan. I chose Sultan because it is one of the best 4 doors cars.
Before the cutscene in Flint County, it is important to check which direction the Sultan is heading, as it can easily go much further or fall into water if it doesn't collide with one of the vehicles. If you are very skilled or lucky, sometimes that Sultan may end up spinning and face the bridge direction.
Since the Sultan is way faster than the Vortex, you must be careful not to go too far beyond Og Loc or you may end failing the mission. At the same time, you should not want to wait for him too much as it makes you spend more time on the mission. It can be a bit tricky finding the correct measure.
Normal setup:
youtu.be/DDNqF8iJAbs
Cheated + OM Changer setup:
youtu.be/SsNbvmjPumU
The jetpack will disappear 2 minutes after being dropped. You must reach Madd Dogg`s mansion and start the mission before then
Alternatively you can do a grenade/satchel jump to enter the carrier as demonstrade by 3G2J.
While a girlfriend is in a vehicle, the vehicle will be immune to clear area command, which means it can continue to exist during mission that would have otherwise despawned it. For this reason the dance menu is important, as it can remove CJ from inside a vehicle while the passengers remain there.
There is a simpler version of this trick that does not require a goto 0 save. You can just recruit a gang member, and have him enter the desired vehicle as a passenger then exit the vehicle using the dance menu. This other version is more limited though, as the gang member will be despawned if you go too far from him or he will exit the vehicle if you enter another one, making the desired vehicle no longer protected from despawning, and since the dance menu will have been already used, means not being able to make the new vehicle also immune. The good thing about this other version of the method is that it does not depend on OM0/OM1 like the GF one.
For the version I used in this video, the goto 0 is necessary because just like for CJ, there is also a clone of your GFs. When you get OM1 (which means starting a mission, as this is the only way during a date since calls are disabled), one GF will disappear and fake GF will remain. Which means that if you choose to do that on a vehicle with only 1 passenger seat, like Bikes, some Helicopters, sport cars....there is a 50% you will have the wrong GF inside. For this reason I chose a 4 door vehicle for this video. The fake GF will continue to exist until you get OM0 again (fail the mission). Luckily, if you fail the mission in a place where you start another mission, you can switch between missions without losing the GF, which means without having your vehicle lose the immunity to despawning.
Michelle is a special fake GF to do this trick as other fakes GFs will exit the vehicle once you enter them after getting OM1, and since that is the GF being inside it that makes it immune, the vehicle will no longer be interesting. This makes Michelle the ideal GF if you want to use this trick multiple times on the same vehicle during different parts of the same mission or during multiple missions. The other GFs might be better when you want to use this trick on a bike though, because after using this trick to make the vehicle continue to exist until a certain point of a mission, you might want her to exit the bike so you can use the forward button to get better acceleration and reach higher max speed, which is not possible when there are 2 characters riding a bike.
This trick has the potential to be useful in missions where you might want to:
- Drive a specific vehicle during this mission
- Teleport to a parked vehicle using the dance menu teleport
- Use a Packer as a ramp
- Park an aircraft at a specific spot so you can destroy it to cause very high damage over a wide area
- Being able to park 2 vehicles to make an object like fences and garage doors unsolid, instead of just 1
The huge downside of this trick as that you are very limited on the use of OM0 tricks after setting it up, because as soon as you get OM0 the GF will be gone.
Also, since this trick requires a GF to be seated on a passenger seat, it will not work on interesting vehicles such as the Hydra.
youtube.com/watch?v=SenVOnG7SeI&t=10s
I basically pause the game just a bit after getting a new game and check the map to see CJ's position and which position he is facing. As it can been seen, CJ is standing in the middle of Grove Street. During the start of the game there is a small time window before the Introduction cutscene where CJ can be moved. I use this time window to enter the BMX with stackable blue blips so it will last long enough to prevent blips from the Introduction from being created. I pause the game again to see if CJ is facing the same direction as I had parked the BMX, this why I can tell if he is riding it.
After this is done, I can check one of the safehouses I had previously bought. If it worked I should only see the diskette, but if it didn't, then I should see the diskette plus a green house icon on the same coordinate at the map. Since on this video I had only the diskette, this means I avoided this green house icon plus the other 43 icons that would have been created.
On the previous video I had only the yellow blip from Drive-Thru, but not I have avoided 44 blips that are created when you start a new: 33 safehouse icons, 8 pay'n'spray and 3 stadiums.
The game can handle a max amount of 175 blips. If you combine the 44 that you get when you create the save + 44 of the goto 0 there is already 88, more than half of what can be handled. If nothing is done about it, this limit of 175 is already reached when Ryder mission is completed, since it creates the icons for all fast food restaurants, all tattoos parlors and all hairdressers.
Reaching 175 permanent blips is bad because it will mean no longer being able to generate new blips, so you lose the ability to place the red target on your map, and will make missions like Supply Lines and T-Bone Mendez much harder. Interdiction should also become incompletable.
Basically I followed the same order as the 69/70 USJs route, with this few tweaks:
youtube.com/watch?v=gwotxIJYXYg
youtube.com/watch?v=hyi_74kPSjg
I thought it could help saving some time using a different route.
Glomerius' route in the invisible world is faster and shorter than the one I used, but I have such a hard time using it so I went through the easier route and use the map to reach CJ's house.
I like parking the BMX to the east of the water, instead of west. I use the darkest part of the shadowed wall aligned with the frontal wheel of the BMX as reference. Since in this position the bike falls into water much faster, you will need to use a NRG-500 to be able to do the Gant Bridge jump on time.
On the way to Gant Bridge I go through the airport so I can get one of the UJs earlier so I don't need to worry about it later. If you can land without falling is a nice time save. Doing this way is very unlikely that the Voodoo falls into water.
On the way to LV I get the third and final UJs on Los Santos highway. Because of this, once all LS UJs have been finished I use a different route to Red County.
Other than that I do the exact same route as 69 UJs.
You will get:
+2 missions passed instead of 1
+1.07% progress instead of 0.535%
+6 mission respect instead of 3
The only way to pass 2 instances of this mission is to start the second instance as you pass the first. After Ryder says "Later homie", CJ performs a walking animation, and you cannot start missions as he is doing an animation. Luckily, this animation can be interrupted by attempting to enter a vehicle. So I just park a vehicle nearby, attempt to enter and move away to cancel the attempt to enter the vehicle. At this point I need to start the second instance as the first one is passed just a little later.
Since Ryder is the last mission of the "$INTRO" mission chain, no missions are skipped meaning you get the rewards of this mission doubled but will not miss the reward of another mission.
The part where I drive around the basketball court can be skipped. My original plan was to use it too reenable calls while having the menu, but it turns out you do not need it and that basketball is not yet available.
The route I take from Mulholland safehouse to Gang Bridge is one that has low chances of having the Voodoo fall into water. There is a metal fence that helps me when I go from The Panopticon to SF Airport.
When reaching Battery Point, it is possible the Voodoo will fall into water. This means that it will stop following you and only a small area around the Ballas' corpses will be solid, restricting the area that you can go.
You need to run around until finding a bike. On PC is easier because you can use a replay to increase the odds of finding a bike parked or in traffic.
After detonating the satchel, if placing the BMX at that same spot as I did, it should take about 7.5 seconds for the bike to fall into water and fail the mission. At Gant Bridge, try to wait about 2.2 seconds and then enter the bike and accelerate until the end of the platform, which should take around 5 seconds, so the mission fails and make the invisible bridge obstacle invisible.
After this, the only way to escape now without death is having a flying vehicle that can float on water, so that it does not fall into the void like all vehicles that are parked on the ground. You need to fly it back to the Attrium to remove the no collision glitch. It is better to fly below water to avoid enemies' Hydras and missiles.
This costs one mission attempt, if you care about this stat, and gives normally it gives no benefit for the endgame, since you can just complete this jump later after unlocking the third island. This is only useful if you want to complete 140 out of 140 unique jumps on a goto 0 save (goto 0 duplicates the unique jumps, making them go from 70 to 140, but you can only get the same jump completed a second time if you did the jump for the first time before doing the goto 0).
youtube.com/channel/UCZBNI2JRsUlQ5nI0cGVFWyw
This trick allow to complete the Gant Bridge jump, which usually is only available after completing Yay-Ka-Boom-Boom. So normally, you can only get 69 out of all the 70 jumps, but with this all 70 are completable.
This is interesting, because if you are doing a goto 0 save, this is the only way of getting 140 out of 140 jumps, otherwise you would be stuck with a maximum of 139.
At the end, after Big Smoke is failed, you are basically trapped in water. You can try to steal a boat, but eventually CJ is killed by the cops or by hunger. The ground is completely unsolid and you will fall through it, and the Seasparrow and Skimmer will not spawn and finally the Leaviathan does spawn but it is completely locked until you complete Learning to Fly.
The only way to escape death in this situation would be leave a vehicle like Seasparrow near Gant Bridge and fly it back to the Attrium to escape the no collision glitch without death. This is a lot harder to do, because the Voodoo that follows you during the mission is basically what keeps the ground solid, and it keeps constantly getting damaged as it follows you, be it by other vehicles or by crashing into walls and objects.
So going out of your way to grab a flying vehicle that also floats on water just increases the chances of the Voodoo getting destroyed during the process. It is very luck based. I have failed a couple of times, but will keep trying in the next week.
Having the RC Goblin allows CJ to go through objects such as garage doors, which allows you to teleport and then exit Loco Low Co. shop with a non Lowrider, such as the Bullet that was used in this video.
On a Outrider goto 0 you unfortunately cannot use the RC Baron, which has a much easier setup.
The setup for this mission can be seen below:
youtube.com/watch?v=HLC042990j0
A replay could have been used before the teleport to the garage to make it a bit faster.
Since the RC Goblin does not allow CJ to exit vehicles, as soon as I exit the Lowrider garage I press the fire button to cause its autodestruction.
As there is no shooting in this mission, I killed CJ's clone so running and walking becomes more fluid. When you have the clone around, you may keep getting stopped when walking and running, which makes you slower. Killing the clone glitches your aiming, so depending on the mission you do it might not be a good idea to kill him.
Also, it is very important to start the mission from the angle I did, because as you start the mission, CJ walks toward Sweet's house, meaning that you can release the call during the cutscene to get OM0 and the mission will not be duped. I wait until Kendl says "Ohhh" to skip the cutscene, so I get a call again during the mission at the appropriate time. I use this call to skip the dialogue at the end of the mission.
The reason I haven't left a jetpack a bit closer to Sweet's house is that CJ's decreases height a bit slower while using it, so it would make me lose time when trying to enter the car inside the garage. I could have left a second jetpack to go from the Lowrider you are given during the mission to go back to your car, but sometimes it just would make things worse.
Up until now, I had always used the RC Baron for similar exploits, because not only the setup is a lot easier, but the RC Baron is much better than the RC Goblin. Unfortunately, on a Outrider goto 0 save, even though I still can do Zero's missions, I cannot enter the shop, meaning I cannot start the Beefy Baron challenge. Also, I haven't yet found a mission that kills Supply Lines, so I was forced to use RC Goblin instead.
youtube.com/watch?v=cf9SxDzeRX8&t=0s
Normally, you would be able to do this exploit after Yay Ka Boom Boom, but this is an Outrider goto 0 save (basically means some missions were reset and that I can do once again LS missions after having already reached SF), which means I lost access to the Valet uniform and can no longer do this activity:
youtube.com/watch?v=eoE6Qhp0RI0&t=0s
Since during this mission you are forced to get close to Valet area, it would mean losing the savable Valet forever, as there is no way to unlock Valet uniform again since 555 We Tip has already been completed.
On this video I move around the interior world to progress the mission YKBB while bypassing the check if I am inside the Valet area.
I could also just dupe Toreno's Last Flight instead, but this would mean keeping the bridges to the third island locked and some other minor but annoying things.
Timecodes:
0:00 - Start the mission
1:20 - Get a helicopter and a suitable weapon
4:17 - Enter the interior world
9:44 - Progress the mission + remove Tampa from Valet area
12:07 - Return to LS
15:16 - Return to the exterior world
17:55 - Complete the mission while avoiding Valet area
22:23 - Check if OM0 Valet works (mission icons appear)
Test drive also has a different method to complete it while keeping Valet:
youtu.be/a11Lm39xnqk
And City Slicking too:
youtu.be/t4S9ViTBI7s
Things like running out of time, getting wasted and losing your uniform will no longer fail Valet on a loaded save unless you go to the Valet area first.
If you approach the area without the uniform you will instantly fail it and gain OM0. If you have the uniform you can fail it by exiting the area.
I used the tool OM Changer at 2:57 to show that getting wasted and losing the uniform did not give me OM0, so Valet was not failed. This only changed when i reached Valet Area at 3:49 .
At 4:11 I used OM Changer once again to later show how it fails at 4:55 .
Having a savable OM0 that can be used during missions can bereally useful, but the downside is that you are forced to go to SF in order to use it.
There is another trick that also allows you to enter the Pleasure Domes outside missions, but it requires you to use the jetpack cheat during the intro of the game to kill CJ, and the ability to enter it is lost upon reaching Ice Cold Killa.
The method shown on this video, however, does not require you to cheat nor get wasted (both are considered bad for stats).
If you want to play this savefile you can download it here:
drive.google.com/file/d/1TuMZypkixZpxZkIS65IAXd77ScY5BWFI/view?usp=sharing
Thanks to Patrick, who shared the video from which I learned how to get rid of the phonecall animation at the end of the mission to duped it:
youtube.com/watch?v=8sbz0VehEHU
I got a permanent yellow blip on this video, but you can avoid it using temporary blips.
I will try to see if I can find a method for keeping the following interiors: Cleaning the Hood house, Burning Desire house, Meat Factory, Architectural Espionage interior
Timecodes
0:00 - Ice Cold Killa #1
9:25 - Duping setup
10:43 - Ice Cold Killa #2
13:47 - Saving game and test savefile
If you find strange that I got a message telling I strayed too far, I can explain that. I saved this game with Valet script still running. I was surprised to see this actually works (but this is not important for this video).
On this doc I have listed many of the achievements I go for that I believe to be a bit less mainstream:
docs.google.com/document/d/1eAo8FooAMbdfcarN5JZ_d5Rmz-hfNnsUZi8Is5TvQnE/edit?usp=sharing
As new things are discovered or remembered I update the list. If someone remembers something that is missing, please tell me and I will update it.
If anyone wants any of my saves just tell and I can send whatever I currently have.
But be wary, I do not do the goto 0 (nem game+) on all my saves. It has some bad side effects like more frequent crashes and the inability to recruit gang members.
Also, I have lost the jealous girlfriend script on most of my saves, because it is a bit annoying to keep it and it has no benefits. But I do recognize that having it still available would indeed make the save a bit more special and unique.
Timecodes
0:00 - Introduction
3:14 - Fresh save
4:17 - Two wheels distance stat glitch
6:24 - Territory glitch
8:33 - Special vehicles
11:12 - Duping
12:52 - Advanced glitches
14:33 - Conclusion
It can be a bit tricky finding the boat with your clone, but I believe he is teleported to just outside the house where you take the tests when you start any test. Why is why I used an OM0 call to move the clone a bit before the test started and not trigger the timer.
It should be usable for other Boat School tests though, since there are many checkpoints and the clone can only be used to push the boat up until the first checkpoint, allowing to save some time on them (similar to the PS2 only method involving pausing and unpausing the game).
youtube.com/watch?v=drvVJEE_a6E
After this the challenge is to not let the BMX vanish before doing the goto 0 setup. After starting the mission with OM0 and before getting to the iconic fast food cutscene, it is important to park the BMX where I did at 2:28.
After the cutscene, use your minimap to make sure you are always facing the blue arrow. This can make it a bit more annoying to chase the Voodoo you have to destroy. After entering the BMX again and exiting you can once again look away from it and will not disappear.
After that just have the BMX around at Grove as you start Pimping during the cutscene to avoid the yellow blip that would have been got. Unfortunately this only avoid the yellow blip, but it will not avoid the extra 33 safehouse icons, 8 pay'n'spray and 3 stadiums + 1 CJ icons that are created as you start a new game, all counting towards the limit of 175 as the BMX is cleared by the goto 0. It is best to avoid reaching that limit with permanent icons/blips because it means being forever unable to generate new blips/icons.
youtube.com/watch?v=kVjy3yddleo&t=1s
youtube.com/watch?v=MixH8H3YEwM
youtube.com/watch?v=EZoy2DB8B5c
The only hard part is being lucky enough to find Ballas close and well equipped enough to kill CJ in time.
When you die during the intro using jetpack cheat, you keep unlocked all interiors, like Jizzy's club, Meat Factory, the house during Burning Desire, the house from Cleaning the Hood, all clothes stores, all Ammu-Nations. You also unlock all mod garages (1 Transfender in each city + Loco Low Co. and Wheels Arch Angels).
UNFORTUNATELY, the suicide just prevent things that are unlocked from being locked
but it does not make things locked become unlocked. Since Drive-Thru is a very early mission, only fast food restaurant are unlocked, so getting CJ killed here only keeps that unlocked. Getting CJ killed on the Outrider save for example would have kept unlocked LS Transfender, SF Transfender, Loco Low Co., Binco, Suburban, Pro-Laps and Zip. Would also leave the second island bridges unlocked. So unfortunately I was not able to replicate the effect of the jetpack cheat trick.
I need to thank Stewart Zayat for finding a method to gain food menu very early in the game.
youtu.be/ZgHNl5gYqH8?t=241
If not for his method, I would have to rely on a very luck based method which would involve using a GF teleport method as I would need to get a Michelle special date as it is the only that will not fail with 4 stars wanted level.
This goto 0 also creates a clone of CJ.
When you kill CJ during Intro the LS missions are not reset, so you will not need to do again the missions Big Smoke, Ryder, Tagging Up Turf and Cleaning the Hood.
Duping Learning to Fly is quite easy:
youtube.com/watch?v=G73FzS0POOM
To enter/exit vehicles without closing the test screen and to sprint without accepting the currently selected test you must be holding "Yes" or "No" button. Release that button only when CJ is dieing or you are closing a menu so that you can regain camera vision. After regaining vision once again hold "Yes" or "No". Remember that you must never press left or right arrow keys. This is why I had to turn on steering with mouse. Before starting Verdant Meadows release the "Yes" or "No" button and walk to the red sphere by holding either the left or right arrow to avoid a crash.
Goto 0 video:
youtu.be/eoE6Qhp0RI0?t=1179
The clone will copy CJ's movement, like swimming, running, jumping crouching, aiming and firing weapons.
-The clone CJ will keep the clothes you had on the original save
- Clone CJ cannot use the jetpack
- Clone CJ cannot enter vehicles (I believe if you are quick enough, it could be possible to enter a vehicle before the goto0 process and keep clone CJ inside this vehicle)
- The clone CJ will keep the fighting style you had (in this video clone CJ has SF gym style and new CJ has the default original fighting style)
- Clone CJ cannot aim properly. He can aim up and down, but not to the sides.
- Clone CJ will keep all the weapons and ammo it had and will not be able to get new weapons. You all ammo is used the weapon can never be used again.
- When the new CJ use a weapon from a given slot, clone CJ will also equip a weapon from the same slot, even if it is a different weapon
There are 13 weapon slots:
1- Unarmed: Fist or Brass Knuckle
2- Melee weapons: Knife, Baseball bat, Nightstick, Pool cue, Golf Club, Shovel, Katana, Chainsaw
3- Shotgun: Normal shotgun, Sawn Off, Combat
4- Handguns: 9mm pistol, Silenced pistol, Desert eagle
5- Submachine guns: Tec9, micro SMG, SMG
6- Assault rifle: AK47 and M4
7- Rifles: Country Rifle and Sniper Rifle
8- Heavy Weapons: Flamethrower, Minigun, Rocket Launcher, Rocket Launcher (HS)
9- Thrown weapons: Tear gas, molotov, grenades, satchels
10- Consumables: Spay can, Camera, Fire Extinguisher
11- Gifts: Cane, flowers and kinky stuff
13- Special: Parachute, Infrared and Night Vision
13- Satchel charge detonator
So for example, original CJ had a Minigun and new CJ tries to fire a Rocket Launcher, the clone will fire the minigun instead. If the clone uses all the ammo for a weapon, there is not way to recover it. This weapon should be unusable for ever.
- You cannot use a weapon from a slot that the original CJ has no ammo, even if the new CJ gets more ammo for that weapon. If you try to select this slot CJ will immediately switch to another slot.
- If you kill clone CJ you will also lose the ability to aim properly, but you will no longer have problems switching weapons and running/walking. Clone CJ cannot be revived. I think that the issues regarding your walking speed could be solved depending where you trap clone CJ
- Clone CJ doesn't die drowned
- If clone CJ enters a marker he doesn't start the mission
- If either CJ attacks a ped, the ped will attack back the CJ that attacked him/her
- If you enter an interior clone CJ location will change, making it useless to trap him
- If you use a save editor to edit CJ's stats, weapons and location, it will should affect only the clone, and not the new CJ (this means a normal save editor is really useful for knowing where clone CJ is, even if you don't even want to edit your save). So instead of redoing a goto 0 with new weapons, you can just use an editor to change the clone's weapons and if it just too hard to find the clone you can use the editor to change his location. If the clone is close to death you can also restore his HP and armor using the editor
- Cops don't chase clone CJ
This is what I have tested so far. If I have more ideas I will test them.
Here is a link for the download of the save:
drive.google.com/file/d/1mFQD3D6OIZt4rJNejiakhekqvD-p5Ij9/view?usp=sharing
To skip the setup jump to 19:40
Before doing this setup, I had to make "Burglar" safehouses available, as I expected they would be helpful in here:
youtube.com/watch?v=63nPexvBURg&t=4s
And disable wanted level:
youtube.com/watch?v=ilAUeKcyBbY
Having a save like that has some advantages and disadvantages.
Advantages:
- You can now achieve Quadruple Stunt Bonus, instead of just Triple because every stunt jump you do is duped, and the second stunt will register negative height, which allows you to reach Quadruple (check at 27:53)
- There is a clone of CJ, but finding it can be quite hard. He will be somewhere on the map and copies all your actions, except entering vehicles (don't kill him because doing so makes you lose the ability to aim weapons)
- You can have things that you only unlock at later game and use it on early Los Santos missions, like jetpack without cheating, superhandling bikes from Customs Fast Track, Zero's RC vehicles, vehicles such as the Hunter and Rhino.
- All collected pick ups are restored, so you can collect more 50 Horseshoes to reach 100 Horseshoes collected, achieving 1000 luck instead of just 500. Other pick ups can also reach 100, but I think that doesn't give any benefit, will just change stats (100 Horseshoes, Oysters, Snapshots and 140 Unique Jumps).
- Easier OM0 using side missions, as they will start duped.
Disadvantages:
- CJ constantly stops walking/running, making you a lot slower when on foot
- Touching a save will teleport to another save
- You cannot enter Caligula's Casino anymore, because it crashes the game (meaning you cannot complete all LV missions)
- Everything that you unlocked like mod garages, clothes shops, ammu-nation are locked (they can be unlocked again, as you complete the missions that enable each of these features)
- If you select a weapon from a slot that the original CJ didn't have, then new CJ cant use it. So this issue can be solved if you have all weapon slots filled before doing this glitch.
- All objects are duped, like Airport gates (meaning you will always have to jump over it), Area 51 doors and vents (meaning you cant complete Black Project, so you have to use mass duping to skip it), and some others.
- All assets you bought are lost and. You can only buy more assets when they are unlocked again
- New blips are created: 42 new icons (33 safehouse icons, 5 pay n spray, 3 stadiums and a CJ icon). In this save I mitigated that by using blue blips to avoid all clothes, food, barbers, tattoos and hairdressers so I could accommodate these new 42 blips. These 42 blips could be avoided by using temporary green blips from Outrider (youtube.com/watch?v=ilAUeKcyBbY), but this takes really long
- Lure mission crashes, so you either dupe Ran Fa Li or complete Lure before the goto 0
Setup:
1- Get OM0 to set up a gym teleport to get a dance menu then use the crane to reenable calls while having the menu. After this go all the way to Trucking to use it as a OM0 setup, because Bloodbowl crashes with the dance menu. Then use the OM0 call to setup another gym teleport.
2 - I go the parked Packer, drive it all the way to Bayside and use replays to increase my chances of finding a bike (a car works but things are easier with a bike). I park the Packer close to the Boat School, and the Bike on top of it. This is important, because if the vehicle that you teleport to is on the ground, it will phase through it and fall into the water.
3 - After Parking both the Packer and the Bike, make sure that the bike was the last entered vehicle of the 2. Run to the west side of Bayside and at least one of the houses should be enterable (by doing Burglar + Courier before this setup). Hold a call, enter the house and then use gym teleport again. Setup a gym fight and proceed to Doherty garage.
4 - Once there push a vehicle close the Outrider starting circle. Let your phone ring and as you are getting the call use N (no) to cancel the gym fight to get OM0 and quickly move towards the vehicle and attempt to enter it to prevent it from despawning. If done right, the vehicle is still there, and you should have OM0 during Outrider, which makes CJ put away his phone sooner. As soon as he does that use the dance teleport to the bike. Start Boat School and hold the exit vehicle button to close as fast as possible the Boat menu. Is important to have started Boat School before getting the message telling CJ to go to Toreno's car. If done correctly the game should restart. The first thing you should do after that is saving because the game can get a bit unstable after doing that.
It is not needed to have that glitched NRG-500, but I used that as temporary blips to avoid the yellow blip I would have gotten unlocking the houses:
youtube.com/watch?v=drvVJEE_a6E
youtube.com/watch?v=E1WRS1U7zKE
When you do this setup, you do unlock all safehouses, but sometimes some of the houses are enterable and some are not. Which houses you can enter change from time to time. I still dot not understand how this "rotation" of houses work.
Despawn raidius of Quarry missions:
imgur.com/a/b8uPO1e
The execution was alright, but the setup unfortunately had a mistake as the Hydra was not parked very well, which caused CJ to spawn to the left instead of the right (costing about 3 seconds). Despite this, the end of the run was so lucky that I decided it was a satisfactory time/result.
This time I quadrupled Quarry 3 in 46 seconds, so I could force the train to come faster during Quarry 6 mission.
I managed to perform the drowning 2 more times.
Attempt 2 had a even worse time:
youtube.com/watch?v=sUFOPESLj0k
Attempt 3 had about the same time (28 or 29 seconds):
youtube.com/watch?v=GDwHdYDxDvU
The way it is stealing the car is still about 1 second faster way to complete the mission, even though there is a long cutscene at the end.
Perhaps by having 2 Tractors + 1 Rhino it is possible to do it faster.
There is also reduced train track friction from Snail Trail, but if this has any impact at all it should be very minor.
The first time you are doing Quarry 6 you are given 3 minutes to complete it. If you remove all barrels before that, the train will appear sooner, but if you don't, 3 minutes is exactly the time that the train takes to reach the northernmost barrel. Then after that it still takes some time for the mission to be complete (but in the game stats it registered as the time to complete the mission the time it took you to remove the barrels).
If you don't use the Dozer given by the mission to remove the barrels, then the train only appears when the time runs out (so under normal circumstances this wouldn't be viable as a speedrun strategy). The reason I was able to make the train appear in only 58 seconds is because I did 4 "Quarry 3" instances and completed them in 58 seconds (this makes the game register Quarry 3, Quarry 4, Quarry 5 and Quarry 6 as completed in 58, giving you 57 seconds in the timer for Quarry 6, as 0 itself also counts as a second). So if I quadrupled Quarry 3 in even less time, I could try to complete Quarry 6 in a lower time, but I would have a harder time doing so as the train would reach sooner the northernmost barrel.
The execution on this attempt was a bit poor, barely enough to pass the mission with the time I had available. Despite that, even if the execution was better the time still wouldnt have improved, as the train would still at the same time it did on this attempt. The only way to improve the time is by Quadrupling Quarry 3 in less than 58 seconds and manage to pass Quarry 6 with whatever time available you inherited from Quarry 3.
You can get the first barrel right by placing exactly 4 satchels at the shaded area of the wall. Even though I missed the first satchel it still worked.
youtube.com/watch?v=XCC60ZEzqxE
This is the method I use to get early 100% in the original version. For the remastered version this will not work and there is an easier method.
For this method you need to have a spare phonecall and enough muscle to fight gym masters.
In this video I started 7 Trucking instances, then started Monster and then bought a safehouse. This allowed me to go from 30,48% to 35,29% ,so I gained 4,81% during this video. Since I only would need 64,71% left for 100% I would need to repeat this method 14 times (there are 33 safehouses available for buying in this game, more than enough).
The formula to determine % gained is the following:
(# of Trucking Instances +2)*0,535%
I don't recommend doing more than 12 Trucking instances at once (even though it would give more % per safehouse), because you are more likely to get a game crash, and it may give you trouble later when you need to enter Caligula's Casino. Even so, it is possible to do it with even more than 20 Trucking instances at once if someone wants to risk it.
Steps:
1- Have a 15 seconds call. Cancel the call by firing a weapon or entering a vehicle, wait 15 seconds and start Trucking synchronized with the call. If playing on PC you can hold ESC to make the call happen a bit sooner, which helps but it is not necessary.
2- If the Trucking mission tells you to make the delivery fast, you gain a timer. Enter LS gym to glitch this timer giving you unlimited time for missions. This will be needed to have unlimited time for valet mission.
3 - Now start 8-Track as you get the 15 seconds call. Make sure you secondary fire key in vehicles is the same as the "action" key while on foot. I have TAB for both of them, which allows me to hold calls by holding TAB key.
4 - Fail 8-Track, go to SF gym, get challenged by the master. Now hold a movement key and release TAB to gain movement without accepting the challenge yet.
5 - Go to Valet, start the mission, then enter the fast food restaurant and proceed to exit it. As you are exiting it, accept the fight challenge to get teleported. This allows you to go away from Valet area without failing Valet mission. Now it is important to have a parachute or completed Paramedic mission to survive the fall.
6 - Start Trucking instances synchronized with the 15 seconds call. I started 7, but if you start more than that you will gain more % than me at the end.
7 - When you feel you have enough Trucking instances start Monster mission.
8 - As the game will understand you are on a mission, you will not be able to buy safehouses. Go to Valet area to fix that. If you go there and go away, Valet mission will fail, which will allow you to buy safehouses.
9 - Buy the safehouse to gain higher amounts of % than you normally would. After that you can save your game.
10 - Repeat this whole process until reaching 100%. Save as many safehouses as you can so you can do this process more times.
Having the SF Airport gate helps saving a bit of time. You can keep it permanently opened in your save by doing the following setup:
youtube.com/watch?v=osAcnL_XTFI&t=1s
If anyone wants I can provide a save with the gate opened.
The Coach at the end was supposed to make the trailer rotate a bit less which can help saving some time.
youtube.com/watch?v=osAcnL_XTFI&t=1s
If anyone wants I can provide a save with the gate opened.


