Driver 2 walkthrough mission 33. all levels, cars, and Secret areas

Before moving on to the review of Driver 2, let's talk about the history of this game. It all started with the first part of the game, which was simply called Driver (Driver or Driver) and was released on the platform SONY PlayStation about 2.5 years ago. The plot of the game is this: former race car driver Bruce Tanner now works for the Miami Police Department and is sent by management to a complex undercover operation in a city criminal group. He must prove himself to urban organized crime as an impeccable driver "in the wings", gain their trust and slowly collect evidence against the criminals.
First impressions of the game are not entirely clear. The three-dimensional graphics of city streets and the dynamism of car movement make a pleasant impression. The physics of car movement is to some extent close to reality. However, it should be noted that driving cars is quite difficult. One careless action by the player on the joystick and the car either immediately skids or crashes into an obstacle or overturns. In general, the controls cannot be called clear and balanced; more precisely, one can say that they are unique and you need to get used to the controls to successfully complete the game. This is probably why, before starting the main game, the player is asked to go through a mandatory training stage, during which he must perform 9 driving techniques. Without successful completion of training, the player is not allowed to play the main game.
Starting to play through the game, you immediately notice one interesting thing. It turns out that you can drive a car along almost all the streets that are on the map, turn into all alleys and courtyards. When playing other car racing games, the player is usually limited to the boundaries of the track and usually cannot turn off the track.
As for the graphics, it can be called good, but with reservations. Yes, the game developer tried to depict the streets of the cities where the action takes place close to reality, but the buildings are still drawn somewhat roughly, one might say conditionally. Cars also have an "angular" quality. Well, people are generally depicted as flat sprites. In general, there are enough shortcomings on the graphics side. And yet the main thing here is game process. Excellent gameplay makes all graphics flaws invisible. When completing missions, the player simply has no time to look at houses and so on.



The second part of the game, Driver 2, was released around years ago, and on two disks. The main character in the game is still the same Bruce Tanner. And the gameplay remained the same in meaning as in the first part. We also rush by car through the city streets, rushing to complete the mission. Tasks can be as follows: arrive at the right place within a strictly defined time, hide from pursuers (from the police or from criminals), catch up and smash the enemy’s car to pieces, or quietly follow someone in a car, etc.
Remaining similar to the first part, the second Driver came out with high quality new level. The most important thing is that the control has become quite clear, responsive and significantly closer to reality. Now the car does not suddenly go into a skid for no reason, and with the efforts of an experienced player, in most cases it is possible to level the trajectory of the car and continue moving. By the way, each car has its own characteristic model of behavior on the road. And if it rains during the trip, you must take into account that the road is slippery - otherwise you won’t get far. Another interesting innovation in the game. Now, as the game progresses, the driver has the opportunity to leave his car in order to enter the building or simply change into another car he likes. In some missions, the player needs to bring cargo to a warehouse or garage in a truck.


In terms of graphics in Driver 2 there have been big changes in better side. The graphics are striking in their beauty and scale. Firstly, the gaming space - city locations have become simply huge in size. And secondly, the streets are shown very realistically. Buildings, bridges, night lighting, advertising and, in general, the environment on the streets - all this looks very beautiful. And yet the graphics cannot be called ideal, sometimes it happens that polygons fall out, but the main thing is that the rough angular structure in the display of cars and buildings, so characteristic of the first part of the game, has disappeared. One of the disadvantages of the game is that the game sometimes began to “freeze” for a short time while the car was moving. Apparently the resources of the set-top box do not allow processing a large amount of data, which has increased due to a significant improvement in graphics quality.
The second Driver is longer than the first in terms of the number of missions - in total there are more than 40 different missions in the game, which Tanner will have to complete with the help of his partner Tobias Jones, who is always ready to help the driver and instruct him. The action takes place in four cities: Las Vegas, Chicago, Havana and Rio de Janeiro. The game developers tried to show the city streets as they really are, and I must say they succeeded. They say that a special group of photographers sent by the developers worked in these four cities to recreate the real situation.


The missions in the game are interconnected and united by a clear and logical plot. Transitions from task to task are accompanied by chic stylized video screensavers.
The difficulty of the game has increased. The player will have to spend a lot of effort and time to complete some missions. And one of the missions in Rio de Janeiro (Pursuit) can be called simply impossible. Here you should catch up and destroy (break) the enemy’s car. On such a difficult route - a narrow road with a lot of traffic, and even a slope and a lake on the right - it is almost impossible to do this. And the enemy is a super-professional driver and his car’s behavior is somewhat reminiscent of an armored personnel carrier - he sweeps away everything in his path. Every second counts here, even a fraction of a second. One careless movement and the player’s car either goes into a skid or crashes into some obstacle in its path. And the enemy at this time is already somewhere far away - as a result, the mission fails.
In addition to the main “passing” game mode, Driver 2 has a multigame mode. In a multigame, you can simply ride along the city streets with another player, take part in a chase (one runs away, the other catches up), compete in speed and dexterity in the “checkpoint” and “take the flag” modes. One bad thing is that in the multigame the view is only from the first person, that is, from the cockpit of a car.


Driver 2 can be described as a bright, memorable game of its genre. She deservedly occupies one of the best places in the history of SONY PlayStation. Excellent gameplay, combined with a clear logical plot, excellent graphics - all this turns the game into a 100% hit. Anyone who has played this game, I think, has already appreciated all its delights.

Driver 2 game review, tips, cheats, gameplay, description and more.

You probably think that the graphics in the game will change? Yes, you are right, she has changed, and now she is JUST CURVE! I thought that I was playing on Playstation 2, I thought about it and put in the first part of Driver, comparing the graphics from Driver and Driver 2, it looks like comparing candy and shit. Collisions, physics were terrible, Cars were drastically downgraded from sleek chrome solid vehicles to super granular looking big box, cars lost all the good graphical aspects. In addition, the game has some nonsense with the frame rate, which makes the eyes get tired faster. The next thing that was done poorly is the textures of trees, people, houses, it looks like fucking plywood, flat fucking shit! Yes, the world around us is quite large, but with such a frame rate, this game just makes you want to turn the fuck off!

The ability to get out of a car and steal other people's property, I thought it would be improved compared to the original, but I was slightly mistaken, the theft will be similar to Grand Theft Auto, it’s true that you will only have 5 models in your choice of cars, isn’t that enough? In addition to the selection in the initial menu in the game, you can get two secret cars, and a police car, among the secret ones there is a racing car, and Mr. Bean's car. Driver 2 has a changing camera, and there is a first-person view, and I hate that kind of view in racing.

The IQ of the cops will be easy to understand, we will be able to overtake them, destroy them, although sometimes you will have problems, if there are a lot of them they will simply squeeze you. There are a whole bunch of missions where you have to run away from the cops. It's just terrible, how can a sequel to one of the best PlayStation games turn out to be so damn bad? I guess I'll go play the first part.

The original Driver had a good soundtrack that wasn't unbearable, and the crash sound effects sounded well too. The sound effects are back and seem the same as they did last year, but the new soundtrack is just awful. Through the whole game all I hear is high pitched annoying music that almost made my ear drums crackle, horror, oh horror! There is some voice acting too that is just average and nothing that impresses me much I've heard better than that. The sound is just awful, nothing really to brag about.


For some reason, the controls in Driver 2 are so sloppy that it's almost unbearable. Crashing into a car will throw your car into an outrageous spin, spinning it around to spin out of control. You'd think that maybe Reflections would be thinking about people like me who are control freaks and using both analog sticks for acceleration and turning, sadly Driver 2 only uses the left stick. The button layout has remained exactly the same so even if you are planning on renting or purchasing a Driver 2 (which you weren't supposed to), you don't have to worry much.
The game also has hidden cars that you can find in our guide! Good luck.


In short Driver 2 is the most disappointing game in years and if not the most disappointing video game sequel I have yet to play. The visuals have been downgraded, the gameplay is too boring, the soundtrack is just plain trash, and the controls are sloppy. I'm still puzzled how Reflection allowed this game to play like the final product if two player was pulled out and the car stealing ability was taken out too, maybe room for visuals and more inspired gameplay could have been made but Driver 2 is just a shame . I hope the PS2 versions of Driver are set in the 90s (70s vehicles are too simple and slow) and if possible be developed by Angel Studios since they did such an amazing job with The Midnight Club: Street racing and Smuggler's Run.

CHICAGO

1. Given: the corpse of a Brazilian decorated with tattoos. Required: find an escaped witness to the shootout. This is the kind of drudgery that most major police investigations begin with. Especially in Chicago, the legendary capital of the American mafia. It is headed by Solomon Kane, from whom the chief accountant recently escaped. Apparently, to competitors. No matter how there is a war...

You, together with Tanner, a veteran of undercover work, will have to take your first steps towards the nearest car. Take the first wide street heading north, turning gently to the left before Lincoln Park. The target is a car standing on the southern side of the road, in which your partner Tobias Jones, who has tracked down the informant, is waiting for you.

2. The ward became suspicious of surveillance and took off in the oncoming lane. His car is by definition invulnerable, all you need to do is stay close. The mission automatically ends when the fugitive reaches the overground station on Halsted Street: turn left at the first intersection, right at the second.

3. Every now and then the stopping train follows a route well marked on the map. First, turn onto the left side of the road so as not to jump on heaps of sand, and at the first street go right. After a short detour you will return to it, and when the train turns again, you can shorten a little along the lawn and between the buildings, but only if you are seriously afraid of falling behind. The fugitive will land on the platform on Lake Street (second left after the river), there are two stairs leading there.

4. The informant did not disappoint, he put the heroes on the trail of the Brazilian boys. Now you will have to accompany Pele's relatives on the sly; the distance scale indicator should not reach any of its ends.

5. The cops are tough, it’s not easy to get away from them, but it’s not easy to keep the car intact. I advise you to immediately beat up your pursuers, even at the cost of the “health” of the car. And immediately change it! You don’t have much extra time, and there are still a lot of patrol officers in the city, but, of course, they won’t specifically look for you. Just try not to catch their eye, or at least not break the rules at this time. And if you get stuck, try to make it to the hotel.

6. The enemy is not playing fair - you can easily overtake the villain on the second straight section, but at the end he will begin a programmed maneuver, cutting off your car and effortlessly sending it into a pole or wall. So it's better to just stay behind and let off the gas. The pursued person can choose one of several paths, but ultimately ends up on Goose Island - be prepared to turn to the second warehouse on the right behind the bridge.

7. The mafia's henchmen blocked off the territory and raised almost all the bridges. For some reason they don’t run around with machine guns, they keep watch while sitting in minibuses. There is plenty of time to escape - if you know where to go.

So, jump into the left car, drive out and immediately turn the right corner. After another turn, continue south. Three times the passage will be blocked by mikriks - the first two can be rammed and bypassed, before the third it is better to turn right into the warehouse, when you go out onto the street, make no mistake: the intersections are blocked by terribly massive trailers. So we go further south, until we meet the next blocker. On the next street a surprise awaits you - an aggressive van. There is no point in trying to disable it. Fortunately, the maze is over, and there is a very fast section left to the finish (a minute should be enough): two blocks north and the same distance back through the warehouse area on the right. Having got out into the street at the end, the hero will jump over the river with acceleration.

8. The bandits now have a grudge against Tanner; they urgently need to get out of the city. The goods discovered in the warehouse were imported from Cuba by the boys of Alvaro Vasquez, which means that traces of this Brazilian “dad” will probably be found in Havana. You have to get to the station, which is not so easy to do in a city overrun with criminals. Enemies, of course, cannot achieve such teamwork, as cops - no barricades, no frontal attacks (if you follow the radar, of course). But you can distinguish the enemy from ordinary machines only by behavior. We drive forward and right all the way, then right and forward again, cutting across the lawn for a quick exit onto Milwaukee Avenue (a wide street running diagonally into the city center). If you don't hesitate, your pursuers will lose you. In the center, turn onto any street going west, but don’t get to Michigan Avenue, on which the target dot is flashing - choose the previous State Street. Then you can cut a little further between the buildings, turning onto Wabash Street, and from there along the lawn to the chute with the railroad tracks.

HAVANA

9. The route of the gangster taken under surveillance remains unchanged. The only trick is that after the first turn he usually hides in the yard on the left before you have time to notice it. And then it turns right just as quickly.

10. Bingo! Not only did we track down Lenny, the runaway Chicago accountant, but we also discovered his plans for the Shipping and a meeting with one Rosanna Soto. This is what was intended for the warehouses in Chicago: pump-action shotguns, silencers, explosives - with such an arsenal, Vasquez's people will give Kane's gang a hard time at his own expense! The heroes' paths diverge - Jones deals with Miss Soto, and Tanner decides to steal the valuable cargo.

But as soon as the assassin revealed his intentions, a multi-ton truck rushed forward, and the “roof” passenger car behind began to mercilessly attack the hero’s car. If the van doesn't turn right at the first intersection, consider yourself lucky.

There are two possible outcomes: your offender will be out of action and the victim, who is losing speed, will be gouged out in a timely manner, or (which is more likely) you, with God’s help, will knock the wind out of the fugitive, after which you can calmly finish off the guards. It usually worked out for me that the next time the truck started a maneuver, I ended up on the right side and it rubbed against me until it got tired.

One way or another, then we will have to finish the damage vehicle to your garage, despite the bandits’ hesitant attempts to return theirs (try to get to the embankment, it’s easier to maneuver there).

And finally, a puzzle unusual for the first part: having entered the courtyard (on the western side of the block), you need to go to the remote control on the right wall, press the Triangle button, bring the loot inside and close the garage with the same action.

11. “Monkeys” with grenades climbed into the back of the second truck intended to be stolen. Their firecrackers fly out constantly, causing almost no injury, but they can inadvertently send you into the nearest pole. However, the repeatedly proven tactic of accelerated gouging involves a lateral approach to the victim, and the ride takes place along the widest embankment. The person being pursued, however, often leaves the field of view because of this - use the side view.

The main problem, oddly enough, is the unrealistic speed of the racket loaded with explosives. And also the hero’s myopia and the limited time of the chase (1.50, if you allocate less, ask for topping up with a reset, seconds can be decisive). Usually the slightest slowdown results in the loss of the target. Always follow the shortest path, avoiding bombs and approaching only when there is a chance of a side impact. After filling half of the right damage scale, you can try to block the truck by getting in its way. This will keep it in better shape for transport to the familiar garage.

12. You need to prepare a dish from four cars. Now you are opposed not by reinforced concrete monsters, but by the most ordinary people, even computer ones. And they behave on the road a little better than a drunken driving school graduate, although they can show quite good linear speed. And most importantly, they can (finally!) be cut, rammed, placed in a corner and subjected to other abuses, which you have probably already tried on your friends in multiplayer.

The most time is usually spent searching for the first target. The trick is that before a threat is detected, it (like others) moves along a set route. This means that it makes sense to cross paths and remove most of her “health” with a frontal attack from acceleration. You'll have to change weapons of destruction at least once, and I'd suggest paying attention to the trucks.

13. If you don’t want to get acquainted with the tough character of the Cuban cops, I recommend quickly leaving the car and jogging to the ferry. On the last section you will still need a car to jump onto the departing ship.

14. There is not much time left before Miss Soto departs from the southern harbor, and the cops are still on the alert about the emergency that has occurred. Having gone down into the tunnel (you can take a shortcut along the lawn immediately from the pier), you will leave the deserted eastern area and return to the busy streets. Continue moving south, not paying attention to the patrols - if the “environment” scale grows, wait for a break and wave at the cars with the aborigine. On the approach to the port, the “tail” will probably fall off on its own. But Tanner, as usual, will be a little late again. The beauty sailed away, sailed to San Diego and took away the rest of the cargo in her womb. How, you haven’t understood yet? "Roseanne" is not a girl, it is a ship.

15. The police are now on duty day and night, but on the winding embankment they are not a hindrance.

16. We are herding a client again. Jericho, Kane's right-hand man, arrived an hour ago, clearly with bad intentions. An architectural feature of Havana - narrow streets with traffic jams - will be especially noticeable here.

17. A regular mission of the “seek and destroy” class, only at the beginning you need to quickly get into the car - choose the one closest to the gate.

18. Alvar's gang, it turns out, were also on the trail of the sidekick killer and, while Tanner was having a nice conversation with the immobilized Jericho, they arrived. We need to save a valuable witness. You know where to take them - you’ve been there more than once. How to transport it is also not a question: you cannot abandon a half-broken car (will a prisoner escape?), but time is not limited, so you can carefully avoid Brazilian patrols if you wish. However, it is easier to escape onto the coastal highway, where the pursuers will quickly get lost in the flow of traffic.

LAS VEGAS

San Diego is a port, and the destination of the floating arsenal is nearby Las Vegas, Kane's second home. How will two gangs fit into the gambling capital? The heroes take a very desperate step to keep the situation under control from the inside.

19. Now our guys are working for “King Solomon” and together they are looking for Lenny and bugging Vasquez. More precisely, Toby became an accountant, and Tanner does the boss's dirty work. Bandits are robbing a casino, and you drive up and take them away with the sound of sirens wailing. The route is trivial: take a car, turn left and head down the boulevard. Only at the end will you have to find refuge in the motel courtyard by ramming the garage door on the left. Well, deal with the police if you manage to lead your tail through the entire city.

20. The treacherous Vasquez wants to rob a train! He placed a car bomb on a bridge north of the city. You have to play the hero - overtake a train rushing at full steam, jump on the bridge into an explosive car and quickly get it off the tracks.

Accelerate straight ahead and take a slight left after the first hill to fly to the top of the second one in the center and into the gate. Then smoothly return to the tracks and follow them to the bridge. Having started braking in advance, constantly press the disembarkation buttons so that you can immediately jump out of the pickup truck and have time to get to the left side of the bank with the recovered car.

21. Navigating in the desert is about finding shortcuts, of which there are many in the area, and avoiding dead ends, which sometimes occur in the center. Once behind the wheel, head along the left bank of the lake and continue in the same direction, gradually turning onto the highway. Don't show off there anymore, when you reach the junction - turn onto the street going east. On the boulevard, look for an entry point near your destination. After a short slalom between the flower beds, the goal will be achieved; all that remains is to run along the narrow corridor to a safe place.

22. There is a pickup truck on the left; it will be quite useful for returning “to base”.

23. Robbery again, but now the raiders have been caught and are firing back last bit of strength. And for some reason Tanner is locked in the garage with the sports baby. The door, of course, opens with a toggle switch, but the little one will have to go through the forest, since there is a pickup truck outside, which is somewhat preferable for showdowns with police armored cars. Drive along the main streets to the flashing point, there from the outer corner you need to go down the street a little so that the bandits will approach you.

Then the familiar fun of escaping the cops in a car that cannot be changed due to its contents will begin. You will travel the main part of the journey, of course, along highway overpasses. There will probably be an ambush; it’s easier to get around it from the right. At the junction, get out of the oncoming lane along the petal leading inward. Once on the street leading east, north of which there is a flashing dot, look for the alley behind the first part big building on right. At the very beginning, on the left, there is a garage, the closing of the doors of which is also entrusted to you.

24. The nightmare is repeated in a slightly simplified version - for some reason Kane’s people climbed into the Ambulance and, in addition, picked up a police car on its tail. You need to stop both cars and bring the van with the bandits to the base. Since you start ahead of the goal, and before the first intersection the street has only three lanes and a large traffic flow, the chances of success are slightly higher than just now in Cuba.

25. Again you will have to protect the iron horse from damage - the evacuated partner is unable to transfer. Therefore, first of all, turn around and drive along the street on the right, parallel to the original one. On the winding section in front of the highway you will still be warmly greeted, but on the overpasses you will probably be left behind. Be careful before the junction from which the unlucky robbers were recently evacuated: if the cops are still herding you, choose the left ramp to go up to the airport overpass, but beware of oncoming people - in the narrow chute you can get hit hard. The easiest way to the goal is along the western side of the territory.

26. The target, in which the keys to Vasquez's house are hidden, moves at first calmly to the north, and when he sees the killer car rushing after him, he moves chaotically, wherever his eyes look, every now and then ramming the walls. It is a little faster than those wrecks that you attacked in Havana, so the allotted time is not so much, but it will fly by for you unnoticed.

27. Get out onto the highway and rush to the first right turn, without worrying too much about the police - the deal with the ammunition supplier will take place even before their eyes.

28. The time limit here is quite severe, so don't worry about cops and changing cars until you get to the Ghost Town area. A detour is inevitable in any case, and the fastest way to do it is to leave the city center along the road going north, then take the overpass and go down the petal to the right. Don't try to take shortcuts at the junctions; they are surrounded by strong fences.

At the end, a small setup awaits you: 15 seconds after installing the first charge inside the warehouse (the entrance on the north side is opened with a key - that is, by pressing the Triangle button), you need to bring Tanner’s crooked legs to two more installation positions, and then leave the room. You have to move quickly, the second target is also located on the boxes to the right of the truck, and the third appears after that behind you.

RIO DE JANEIRO

29. The shortest path is obvious - get into a powerful car to the right of the exit from the yard, turn right twice and swerve for a long time along the street leading to the hotel (you will need to turn right before the tunnel, don’t miss). The entrance to the parking lot is located on the south side of the block. Once you get into the tank bus, try not to crash into it unnecessarily - its maneuverability is low, and you won’t be able to get around traffic jams, and pushing through them will take many seconds. Hit the cars sentenced to execution by flattening them with acceleration, it’s faster. Then it’s better to leave the bus on the street; you shouldn’t take it to the finish line - the local bandits still have some strength left, and they will try to take revenge on you. Having blocked the path of your favorite passenger car, try not to get involved in a showdown.

30. Getting to the police garage is easy; the patrolman will probably notice you, but will get rid of you in advance (unless, of course, you drag him along with you). Stop near the door with the arrow, but not too close, otherwise you won’t be able to open it. As soon as you get into the Lunokhod (inside on the left), the alarm goes off. After the gate, turn slightly to the left and you will find yourself on a through highway. Then there are two generally equivalent paths.

The first is to continue driving along the concrete road, turn around behind the overpass closest to the goal and drive in a straight line to the secret parking lot. It’s a small detour, and the barricades are inconvenient to overcome (the curbs get in the way), but the cops quickly lose you in the dense traffic (if, of course, you know how to maneuver). The first bend behind the tunnel is difficult: it is combined with a descent, it is better to slow down. Moreover, in the rain all maneuvers are performed with a noticeable delay.

I somehow liked the second path more: you return the same way you came and along the embankment you reach the desired area. The advantage is not only in distance - that double semicircle that is visible on the map is in fact easily straightened across the lawn, and barricades on the streets always give a chance for a careful detour. Only the cops here often go head-to-head.

But the ending really leaves a dirty trick. I drove around the whole block looking for the flag, but it turns out it’s located next door. Drive along the horizontal street closest to the point on the map and look carefully to the north.

31. It is not clear why a patrol car was needed - you can stop the limousine on foot if you have time to get there. In relation to the starting point, the intersection where these events will unfold is located on the left. Try not to block the road for your future car, because in all respects it looks more like a bus than a car. Having passed the block to the north on it, drive diagonally to the left through the arch and past the pyramidal skyscraper along the lawn, turning onto the avenue. From here it is better to smoothly go right in front of the overpass and immediately take a shortcut to a parallel street.

With the Vasquez mansion, the same garbage as earlier with the parking lot - the entrance is located in the eastern alley, which is easy to miss out of ignorance. Having entered the territory, you will see the process of defrauding the mafia, after which you will rush back with the stolen “cabbage”.

32. Oh, Brazilian drivers, among whom there are so many wild monkeys!.. You will have to stop one of them this time, and it will not be very easy to do. He, of course, is not a terminator and sometimes also rams walls, but on the whole he is much cooler than previous victims, he knows how to turn around on the spot and perform deceptive maneuvers. And his car is just as durable as yours, so don’t try to expose yourself too much and avoid those around you, otherwise you’ll have to change wheels with one of them. And another piece of advice - first, drive to the coast along the nearest street leading east and cause a head-on collision there.

33. A ship full of “toys” arrived from Havana, and Tanner had the honor of mining it. The route is obvious, part of it you have probably already walked. I will only add that before the second police car appears from behind, you should look for it in front on the mini-map so as not to be too surprised.

The first entrance to the docks will appear (on the right) as soon as the crane becomes visible. It’s too early to relax, you still need to fit into the pier - it’s useless to walk, the hero won’t be able to jump over the narrow gap. You again need to install three charges on board, each one appears to the right of the previous one. There is a lot of time (relatively) because you still have to jump back from the stern and carefully accelerate before doing so so as not to fall into the water. Therefore, if circumstances allow, position the machine close to the bow of the ship, facing the shore, before sculpting the first detonator. Afterwards you may not have time...

34. Try to keep that powerful Chevy that the hero chooses at the beginning. It’s easier to leave the yard backwards, turning around on the street and facing west. Rather around the corner, around the lake (clockwise) and towards the highway. The inner petal will begin a little earlier than shown on the map. At the dead end where the dot is flashing, stop near the gate and run towards the hut.

35. It’s not for nothing that your old car is on the right: although it is turned with its butt towards the highway, in all its characteristics it is noticeably superior to Jones’s baby, and this difference will now be especially noticeable to you. Toby's car receives a noticeable bonus at the start: in every fifth case, the fleeing killer misses the gas pedal and before the first turn, more than half of his life bar can be removed. But what will you do next in this wreck? The Chevy, when handled skillfully, even before the overpass, makes up for the couple of seconds lost at the beginning and gives a real chance of successfully boarding the enemy on the strange slalomy circuit of a huge quarry, which for some reason the locals love to drive through. The places must be beautiful...

So, at the very beginning (learn it as a combo) press Up + R, and near the car - quickly Triangle and then Down + L + Square for a moment, after which Up + R + Cross. If everything goes well, you will still see the tail of the target at the turn. The first dangerous moment is on the bend behind the overpass, beware of the trees. Then the traffic will change to one-way, and the bandit will teach you how to deal with it - you can maneuver quite well along the side of the road behind the right-hand fence, although the physics here are not very good. It's okay, you'll get used to it. At first, palm trees and cobblestones will still grow on this strip, but soon you will only have to fear the left guardrail, which tries to turn around a careless car, and the cliff on the right - in principle, you can also make a good cut along it in places, although it slows down considerably on the rise, but if you lose contact with the ground, the chase will end immediately. Try to stay on the roadway, carefully bending around the flow of cars, and mercilessly push the person being pursued with your right side or ram from behind. There is no point in pushing other cars in his way.

36. Rejoice, for Lenny is on his last journey. Kane forbade you to go alone to intercept, so you will have to first jump into Flamingo and join Jericho. The road is well known to you, but the environment has changed - cops on every corner. Until you catch two on your tail, follow the mini-map for the road ahead. The entrance to the alley is located in the north in the center of the block. After transferring to the bandit, go forward and to the left, getting out onto the street leading to the southern coast. The embankment is quite wide, so stick to the asphalt if possible. Moreover, at the end the entrance to the ramp with the helipad is located close to the roadway.

37. Although the streets of southern Rio are mostly wide, Vasquez’s bandits pop up on them every now and then. Fortunately, the pilot seems to be on your side and flies over the roadway not only in the building area, but also over the lake and over the paths of a private estate. As a result, if you follow the optimal path and successfully avoid attackers, you will be ahead until the very end. I wish I knew the way...

So, go straight along the ramp and continue along the embankment to the third vertical street. According to it - all the way, no one will be offended. Turn left to the first intersection, then turn right again and go around the lake (counterclockwise). The last section of the path begins from its northern end, a dead-end branch - measure two blocks from the outer street.

Hurray, Lenny crawled out from under the rubble almost unharmed. Now there will be someone to ask for clarification about what happened. History is silent about how the hero managed to escape the pursuit of two gangs (more precisely, one united - what, didn’t they expect?!) and return to his native land. But those who read the fully translated credits to the end will know when they can expect the continuation of the story...

Magazine "Great Dragon", 2002.

Announcement

Play beautiful Online Games. Such as Blood and Soul! The fantasy game world will amaze you with the richness of colors and the flight of imagination of the developers, and the local heroines look very impressive! The game will not scare you off with its excessive complexity, difficulty in mastering, or, conversely, simplicity - on the contrary, here you will find gameplay that has been verified to the smallest detail, which is perfectly suited for this MMORPG.

This is a continuation of the game that was received with delight by the players. The new version of the game, first of all, is distinguished by the appearance of completely new cars: a luxurious, classy Mercedes, a magnificent Cadillac and an excellent Chevrolet. In addition, there are fire trucks and ambulances. All cars have excellent graphics, since three times more polygons were used for this purpose than in the first version of the game. The levels are detailed, the cityscapes are extremely realistic, and the shady alleys literally lure you in, and for good reason. In most of them you can find a shorter route and cleverly cut a corner. There are many more levels and stages, and if you look at the city map, you will see that it is fundamentally different from the map. It does not have the character of a rectangular lattice, but has very complex, winding and extremely difficult tracks. It must be said that getting from one end of the city to the other, literally filled with police officers and other obstacles, is very difficult, and often your car can receive very serious damage. Then you can jump out of your car and quickly run to another one. In addition, you will be able to perform a number of other actions on your own two feet. For example, get through some underground tunnel or go down into the subway, press switches or open secret hatches and through them escape from the police pursuing you. It's even possible to set off some bombs. The two-player mode looks great. You and your partner play numerous mini-games. Some of them resemble the famous genre of cops and robbers horizontally split screen. At the same time, the quality of the game graphics practically does not deteriorate. The video inserts look great, which in themselves give the impression of just a movie, and an adventure gangster film at that. It seems that this game will delight all fans of the genre.

Interesting: Soon after the game went on sale Driver 2() released a limited edition () containing a remastered version of the game, which was sold in different packaging and usually with some additional product (for example, with). This version cost significantly more and had a limited edition. The reason for the release of the limited edition: a drop in FPS (frames per second) due to which the game periodically slowed down and stuttered.

Publisher Regional code Publication type Year Language
Driver 2: The Wheelman Is Back
13/11/00
Driver 2: The Wheelman Is Back (Demo Disc)
Demo Disc 2000
2001 Soon
Driver 2: Back On The Streets (Limited Edition)
SLES-02993
SLES-12993
Limited Edition 04/12/01
Driver 2: Back On The Streets (Demo Disc)
Demo Disc 2000
17/11/00 Soon
Driver 2: Back On The Streets (w/Memory Card)
SLES-02994
SLES-12994
With Memory Card 18/05/01
Driver 2: Back On The Streets (Platinum)
SLES-02994
SLES-12994
Platinum 05/10/01
2001 Soon
2001 Soon
2001 Soon
Driver 2: The Wheelman Is Back (Greatest Hits)
Greatest Hits 2001 Soon
Driver 2: Back On The Streets (Best of Infogrames)
Best Of Infogrames 2001
Driver +Driver 2
SLES-01816
SLES-02993
29/01/04
Driver +Driver 2
SLUS-07017 16/03/04

Screenshots courtesy of www.psxdatacenter.com

Adviсe

Question: On level 37 Lenny Gets Caught I managed to make it to the end, but at one of the last turns I received messages that I had "missed" the helicopter. Tell me how to avoid this?
Answer: Well, first of all, you need to go much faster. For beginners, we suggest following the route of the helicopter, throwing off your pursuers as quickly as possible and at the same time dodging cars that are trying to ram you. It is imperative to drive slightly ahead of the helicopter, especially in the part where the winding country road leading to the lake begins. Otherwise, you will definitely lose the helicopter. When you finally reach the last section of the road, you will receive a message that the helicopter is crashing. Rush to the end and you will see its wreckage.

Question: I heard that in Rio Driver can fly a helicopter. Maybe these are rumors?
Answer: Of course, this is chatter. If such a feature existed in the game, we would certainly report it. Unfortunately, Driver cannot fly a helicopter not only in Rio, but also in all other cities, so sorry.

Secrets

Leave the flying car

Press Triangle+Up while you are driving and jumped up. You will jump out of the car, and it will continue moving further at full speed. This technique cannot be performed if the police are chasing you.

Opportunity to relax

Press Triangle while next to a chair. After your character sits down, press the Analog-stick to change the camera angle.

Stop quickly

Click Triangle+Circle.

Flip flop

Hold Left or Right and press Triangle to make a sharp turn in any direction. It's easy to make a U-turn using the same method.

Stop an overturned car

While holding Circle, press Left and Right alternately to put the overturned car on its wheels.

Steal a police car

Chicago level

Go to Grant Park, explore the area and you will see a police car on the side of the park. Get out of your car and steal the police car in the same way you stole other cars. In addition, in a similar way you can steal a police car at the Havana level.

How to get secret cars

You probably remember the yellow car with black stripes that you drove in Driver 1. Now you have a chance to drive it again. When you're in Chicago, head to the city's Wrigley Town neighborhood. It is located in the upper part of the city. Find the Chicago Cubs Stadium (Wngley Field) and in one of the corners of this stadium you will find a door with the word tickets written at the top. Approach it, press the Triangle button and you will see four doors. Try to open them all. When you approach the right door, the gate in the opposite corner will be open, and you can get into the secret area, drive straight inside the stadium and even drive out onto the field. Get out of your car and go up the stairs into the hall, which will lead you to the underground garage, where your new car is parked!

To find a very cute, fast mini-car, painted in pink and white, start in Havana, click the Start button and go to the map. You will see a road near the tunnel, drive down it and you will find yourself in an underground garage. To open the gate, press the switch on the right near the trees. You will find yourself in a secret area when you drive through the opened gate. Inside there is a road that leads underground. Go down and you will see three roads on the left. Turn into the last one and drive up to a large car, turn left, then to the right and to your left you will see another road that will lead to a mini-car. Press the button on the wall at the back of the room and the platform the car is on will lower. You can climb into the car, and the platform will lift you to the surface. Now "mini" is at your service.

Las Vegas

Remember the truck we drove in Las Vegas in Game Driver 1? So, in the second version of the game you can find a very similar blue car. From the start, take Paradise Road and follow it down until you reach Flamingo Road. Then turn right, and when you've gone a little further, turn left into the first corner. Follow this road down and turn left at the sixth road. Continue along it and stop when you reach an intersection where you have the choice of going straight, right, or left. Go left and you will find yourself near a building with large gates on both sides. The right gate is slightly open, and when you enter it, you will see a switch on the left. It opens the left gate and the blue truck is behind the warehouse directly in front of you.

Want to ride a very nice Semi? You have such a chance. When you find yourself in Rio, click the Start button, go to the map and in the upper western corner you will see a small bump on the road. Drive right in the middle of this hillock and you will see a building in front of you with gates on both sides. Get out of the car and find the switch on the right. It's on the front part of the building and is slightly camouflaged, so look carefully. By activating the switch, you will open the gate to the left of the building. Drive in them, turn left and move on. You'll find a very nice Semi behind the building.

Secret construction site in Las Vegas (Construction Site Area)

After finding the secret car in the Las Vegas level, go back out onto the street and go left, take the first right turn and continue straight, then turn left and look to the right when you get out into the street. You will see a wooden barricade between the building and the wall. Drive straight through it, then through a small alley and you will see a slope through which you will enter a secret area. There are only four secret zones in the game:

  • In Chicago: Wrigley Field area.
  • In Havana: The Underground garage zone.
  • In Los Vegas: zone the Construction Site.
  • In Rio: The same place where you received the secret Semi car.

Secret routes

There are two secret tracks in Rio. Mountain Pass. When you first start in Rio, turn around, go straight and turn right at the fourth block. Continue in a straight line until you reach the Santa Teresa area. You should be on the highway, and if you find yourself somewhere else, try again. If you find yourself on a highway, get off it, press the Start button, you will find yourself on the map and see a road that leads to a roundabout. Follow this road until you reach the white gate. Stop exactly in front of them and to the right (if you are looking north) you will see a switch. Get out of the car, go to the switch, press the Triangle button, and when the message “You have unlocked a secret game” appears on the screen, “enter” this secret game, finish it, “exit” games and you will be back on the main screen. Go to the Options screen, then game-play, then Secret and you will see the secret Mountain Pass track.
Second route. Race Track. When you first start in Rio, turn around and drive straight until you turn right. Drive along this road, at the first turn turn left, then right and go straight again. Press the Start button, go to the map, find a road that looks more like a road for horse transport; drive to the gate, near which you will see three trees; get out of the car, go to the other side of the stairs, go right and find the switch Press Triangle when you approach it When the screen says “You have unlocked a secret game”, “enter” the secret game, finish it, “exit” and You will be back on the main screen. Enter the options screen, then gameplay, then secret and you will see the secret Race Track.

Invincibility (Immunity and Invincibility)

You will find this trick in Las Vegas. To get it, go to the corner of Tropicana and Mid Strip, straight to the MGM Grand Casino, where there is a statue of a large lion, then turn north and look to the right. One block down you will see a long building (black and blue) with brightly lit advertisements on top. The large illuminated sign says the word Bingo, turn left from this sign and you will see a switch between two black doors.

Immunity

You will discover this trick in Rio. First, turn around, go straight and after four blocks turn right. Continue along this road and after another four blocks turn left. On the right we will see a huge building, and next to it a small building, on top of which there is barbed wire. Drive up to this building and you will see a door; approach it, press the Triangle button, the door will open, go inside and see the garage door on the right. Open it and you will find yourself facing a large building. Go to the door on the far left, press the Triangle button, and the Immunity trick is at your service.

Codes

All levels and tricks

Choose Take a Ride in Havana and use a second car. While controlling it, press Start, then hold R2 and press Triangle (x2), R2, L2, Circle, Square. Finish the game and head back to Tree Ride to find all levels unlocked, plus eight more prize cars. Then, while driving again, press Start + Select to access the trick menu.

All stages

In the start menu, press and hold R1+R2+X+Circle and you will hear the sound of the car running.

Gameshark Driver 2 Codes
Joker Command D00AA674 ????
Infinite Damage D001CDA8 0009
8001CDAA 1043
Infinite Damage & Other Cars Destroyed in 1-Hit D001CDA8 0009
8001CDAA 1043
D001CDBC 0003
8001CDBE 1000
Infinite Time 800D77B4 A8C8
800D77B6 0112
800DA490A8C8
800DA492 0112
Unlock All Cities D01C1308 F809
801C130C 0000
Press L1 + R1 + L2 + R2 to Instantly Complete Mission D00AA674 000F
800AA194 0001
D00AA674 000F
800AAA6C 0004
Two Felonies Make Felony Bar Decrease to Zero D004C270 92B0
8004C27A A4A0
D004C888 92B0
8004C892 A4A0
Cannot Die From Flipping A Car & Can Get Out of a Fully Damaged
Car
D0063878 0058
8006387A 1000
Stop Traffic D0053D88 5A1F
80053D8A 2400
Able to Leave Any Car While Being Chased (Including Cop Cars) D005589C 000A
8005589E 1000
Able to Get in Cop Cars D0071E54 2021
80071E5A 2400
Skip All Intro Screens/FMVs D005B170 1289
8005B160 0006
D005B170 1289
8005B162 1000
Drive Thru Walls D00639FC 0028
800639FE 1000
D006F244 0003
8006F246 1000
D001D868 0249
8001D86A 1000
Levitate Cars D0056894 1903
8005689C 1D80
D0056894 1903
8005689E 0C00
80007600FFFF
80007602 2403
80007604 000B
80007606 3C01
80007608 A674
8000760A 8C21
8000760C ​​0004
8000760E 8CC2
80007610 000C
80007612 3021
80007614 000C
80007616 2404
80007618 000D
8000761A 1020
8000761E 2400
80007620 0007
80007622 1024
80007624 0008
80007626 3024
80007628 0003
8000762A 1480
8000762C 5026
8000762E 0069
80007630 0007
80007632 1540
80007634 0001
80007636 340A
80007638 0005
8000763A 1140
8000763E 2400
80007640 0002
80007642 1069
80007644 0300
80007646 2442
80007648 0300
8000764A 2442
8000764C 0004
8000764E ACC2
80007650 0008
80007652 03E0
80007656 2400
Take A Ride Codes
Allow Selection of Vegas D01C6E9C 0300
801C6E9C 0103
Allow Selection of Rio D01C6ED8 0300
801C6ED8 0103
Driving Games: Quick Chase & Survival Codes
Allow Selection of Vegas D01C8184 0300
801C8184 0103
Allow Selection of Rio D01C81C0 0300
801C81C0 0103
Driving Games: Quick Getaway, Gate Racing, Trailblazer &
Checkpoint Codes
Allow Selection of Vegas D01C7DBC 0300
801C7DBC 0103
Allow Selection of Rio D01C7DF8 0300
801C7DF8 0103
Multi-Player Take A Ride Codes
Allow Selection of Vegas D01CAD00 0300
801CAD00 0103
Allow Selection of Rio D01CAD3C 0300
801CAD3C 0103
Multi-Player Cops "n" Robbers, Checkpoint & Capture The Flag
Codes
Allow Selection of Vegas D01C8EC0 0300
801C8EC0 0103
Allow Selection of Rio D01C8EFC 0300
801C8EFC 0103

Walkthrough

1. Given: the corpse of a Brazilian decorated with tattoos. Required: find an escaped witness to the shootout. This is the kind of drudgery that most major police investigations begin with. Especially in Chicago, the legendary capital of the American mafia. It is headed by Solomon Kane, from whom the chief accountant recently escaped. Apparently, to competitors. No matter how there is a war...

You, together with Tanner, a veteran of undercover work, will have to take your first steps towards the nearest car. Take the first wide street heading north, turning gently to the left before Lincoln Park. Target. a car parked on the southern side of the road, in which your partner Tobias Jones, who has tracked down the informant, is waiting for you.

2. The ward suspected surveillance and took off in the oncoming lane. His car is by definition invulnerable, all you need to do is stay close. The mission automatically ends when the fugitive reaches the overground station on Halsted Street: left at the first intersection, right at the second.

3. Every now and then the stopping train follows a route well marked on the map. First, turn onto the left side of the road so as not to jump on heaps of sand, and at the first street go right. After a short detour you will return to it, and when the train turns again, you can shorten a little along the lawn and between the buildings, but only if you are seriously afraid of falling behind. The fugitive will land on the platform on Lake Street (second left after the river), there are two stairs leading there.

4. The informant did not disappoint, he put the heroes on the trail of the Brazilian boys. Now you will have to accompany Pele's relatives on the sly; the distance scale indicator should not reach any of its ends.

5. The cops are tough, it’s not easy to get away from them, but it’s not easy to keep the car intact. I advise you to immediately beat up your pursuers, even at the cost of the “health” of the car. And immediately change it! You don’t have much extra time, and there are still a lot of patrol officers in the city, but, of course, they won’t specifically look for you. Just try not to catch their eye, or at least not break the rules at this time. And if you get stuck, try to make it to the hotel.

6. The enemy is playing foul - you can easily overtake the villain on the second straight section, but at the end he will begin a programmed maneuver, cutting off your car and effortlessly sending it into a pole or wall. So it's better to just stay behind and let off the gas. The pursued person can choose one of several paths, but ultimately ends up on Goose Island - be prepared to turn to the second warehouse on the right behind the bridge.

7. The mafia's henchmen blocked off the territory and raised almost all the bridges. For some reason they don’t run around with machine guns, they keep watch while sitting in minibuses. There is plenty of time to escape - if you know where to go.

So, jump into the left car, drive out and immediately turn the right corner. After another turn, continue south. Three times the passage will be blocked by mikriks - the first two can be rammed and bypassed, before the third it is better to turn right into the warehouse, after driving out onto the street, make no mistake: the intersections are blocked by terribly massive trailers. So we go further south, until we meet the next blocker. On the next street a surprise awaits you - an aggressive van. There is no point in trying to disable it. Fortunately, the maze is over, and there is a very fast section left to the finish (a minute should be enough): two blocks north and the same distance back through the warehouse area on the right. Having got out into the street at the end, the hero will jump over the river with acceleration.

8. The bandits now have a grudge against Tanner, we urgently need to get out of the city. The goods discovered in the warehouse were imported from Cuba by the boys of Alvaro Vasquez, which means that traces of this Brazilian “dad” will probably be found in Havana. You have to get to the station, which is not so easy to do in a city overrun with criminals. Enemies, of course, cannot achieve the same teamwork as cops - neither barricades nor frontal attacks (if you follow the radar, of course). But you can distinguish the enemy from ordinary machines only by behavior. We drive forward and right all the way, then right and forward again, cutting across the lawn for a quick exit onto Milwaukee Avenue (a wide street running diagonally into the city center). If you don't hesitate, your pursuers will lose you. In the center, turn onto any street going west, but don’t get to Michigan Avenue, on which the target dot is flashing - choose the previous State Street. Then you can cut a little further between the buildings, turning onto Wabash Street, and from there along the lawn to the chute with the railroad tracks.

9. The route of a gangster taken under surveillance remains unchanged. The only trick is that after the first turn he usually hides in the yard on the left before you have time to notice it. And then it turns right just as quickly.

10. Bingo! Not only did we track down Lenny, the runaway Chicago accountant, but we also discovered his plans for the Shipping and a meeting with one Rosanna Soto. This is what was intended for the warehouses in Chicago: pump-action shotguns, silencers, explosives - with such an arsenal, Vasquez's people will give Kane's gang a hard time at his own expense! The heroes' paths diverge - Jones is busy with Miss Soto, and Tanner decides to steal the valuable cargo.

But as soon as the assassin revealed his intentions, a multi-ton truck rushed forward, and the “roof” passenger car behind began to mercilessly attack the hero’s car. If the van doesn't turn right at the first intersection, consider yourself lucky.

There are two possible outcomes: your offender will be out of action and the victim, who is losing speed, will be gouged out in a timely manner, or (which is more likely) you, with God’s help, will knock the wind out of the fugitive, after which you can calmly finish off the guards. It usually worked out for me that the next time the truck started a maneuver, I ended up on the right side and it rubbed against me until it got tired.

One way or another, then you will have to bring the damaged vehicle to your garage, despite the bandits’ hesitant attempts to return theirs (try to get to the embankment, it’s easier to maneuver there).

And finally, a puzzle unusual for the first part: having entered the courtyard (on the western side of the block), you need to go to the remote control on the right wall, press the Triangle button, bring the loot inside and close the garage with the same action.

11. “Monkeys” with grenades climbed into the back of the second truck intended for theft. Their firecrackers fly out constantly, causing almost no injury, but they can inadvertently send you into the nearest pole. However, the repeatedly proven tactic of accelerated gouging involves a lateral approach to the victim, and the ride takes place along the widest embankment. The person being pursued, however, often leaves the field of view because of this - use the side view.

The main problem, oddly enough, is the unrealistic speed of the racket loaded with explosives. And also the hero’s myopia and the limited time of the chase (1.50, if you allocate less, ask for topping up with a reset, seconds can be decisive). Usually the slightest slowdown results in the loss of the target. Always follow the shortest path, avoiding bombs and approaching only when there is a chance of a side impact. After filling half of the right damage scale, you can try to block the truck by getting in its way. This will keep it in better shape for transport to the familiar garage.

12. You need to prepare a dish from four cars. Now you are opposed not by reinforced concrete monsters, but by the most ordinary people, even computer ones. And they behave on the road a little better than a drunken driving school graduate, although they can show quite good linear speed. And most importantly, they can (finally!) be cut, rammed, placed in a corner and subjected to other abuses, which you have probably already tried on your friends in multiplayer.

The most time is usually spent searching for the first target. The trick is that before a threat is detected, it (like others) moves along a set route. This means that it makes sense to cross paths and remove most of her “health” with a frontal attack from acceleration. You'll have to change weapons of destruction at least once, and I'd suggest paying attention to the trucks.

13. If you don’t want to get acquainted with the tough character of Cuban cops, I recommend leaving the car quickly and jogging to the ferry. On the last section you will still need a car to jump onto the departing ship.

14. There is not much time left before Miss Soto departs from the southern harbor, and the cops are still on the alert about the emergency that has occurred. Having gone down into the tunnel (you can take a shortcut along the lawn immediately from the pier), you will leave the deserted eastern area and return to the busy streets. Continue moving south, ignoring the patrols - if the “environment” scale grows, wait for a break and wave at the cars with the native. On the approach to the port, the “tail” will probably fall off on its own. But Tanner, as usual, will be a little late again. The beauty sailed away, sailed to San Diego and took away the rest of the cargo in her womb. How, you haven’t understood yet? "Roseanne" is not a girl, it is a ship.

15. The police are now on duty day and night, but on the winding embankment they are not a hindrance to you.

16. We are herding the client again. Jericho, Kane's right-hand man, arrived an hour ago, clearly with bad intentions. An architectural feature of Havana - narrow streets with traffic jams - will be especially noticeable here.

17. A regular mission of the “seek and destroy” class, only at the beginning you need to quickly get into the car - choose the one closest to the gate.

18. Alvar’s gang, it turns out, were also on the trail of the buddy killer and, while Tanner was having a nice conversation with the immobilized Jericho, they arrived. We need to save a valuable witness. You know where to take it - you’ve been there more than once. How to transport it is also not a question: you cannot abandon a half-broken car (will a prisoner escape?), but time is not limited, so you can carefully avoid Brazilian patrols if you wish. However, it is easier to escape onto the coastal highway, where the pursuers will quickly get lost in the flow of traffic.

LAS VEGAS

San Diego is a port, and the destination of the floating arsenal is nearby Las Vegas, Kane's second home. How will two gangs fit into the gambling capital? The heroes take a very desperate step to keep the situation under control from the inside.

19. Now our guys are working for “King Solomon” and together they are looking for Lenny and bugging Vasquez. More precisely, Toby became an accountant, and Tanner does the boss's dirty work. Bandits are robbing a casino, and you drive up and take them away with the sound of sirens wailing. The route is trivial: take a car, turn left and head down the boulevard. Only at the end will you have to find refuge in the motel courtyard by ramming the garage door on the left. Well, deal with the police if you manage to lead your tail through the entire city.

20. The treacherous Vasquez wants to rob a train! He placed a car bomb on a bridge north of the city. You have to play the hero - overtake a train rushing at full steam, jump on the bridge into an explosive car and quickly get it off the tracks.

Accelerate straight ahead and take a slight left after the first hill to fly to the top of the second one in the center and into the gate. Then smoothly return to the tracks and follow them to the bridge. Having started braking in advance, constantly press the disembarkation buttons so that you can immediately jump out of the pickup truck and have time to get to the left side of the bank with the recovered car.

21. Navigation in the desert is the ability to find shortcuts, of which there are many in the area, and avoid dead ends, which sometimes occur in the center. Once behind the wheel, head along the left bank of the lake and continue in the same direction, gradually turning onto the highway. Don't show off there anymore, when you reach the junction - turn onto the street going east. On the boulevard, look for an entry point near your destination. After a short slalom between the flower beds, the goal will be achieved; all that remains is to run along the narrow corridor to a safe place.

22. There is a pickup truck on the left; it will be quite useful for returning “to base”.

23. Robbery again, but now the raiders have been caught and are firing back with all their might. And for some reason Tanner is locked in the garage with the sports baby. The door, of course, opens with a toggle switch, but the little one will have to go through the forest, since there is a pickup truck outside, which is somewhat preferable for showdowns with police armored cars. Drive along the main streets to the flashing point, there from the outer corner you need to go down the street a little so that the bandits will approach you.

Then the familiar fun of escaping the cops in a car that cannot be changed due to its contents will begin. You will travel the main part of the journey, of course, along highway overpasses. There will probably be an ambush; it’s easier to get around it from the right. At the junction, get out of the oncoming lane along the petal leading inward. Once you're on the east-facing street with a flashing dot just north of it, look for the alley behind the first part of the large building on the right. At the very beginning, on the left, there is a garage, the closing of the doors of which is also entrusted to you.

24. The nightmare is repeated in a slightly simplified version - for some reason Kane’s people climbed into the Ambulance and, in addition, picked up a police car on its tail. You need to stop both cars and bring the van with the bandits to the base. Since you start ahead of the goal, and before the first intersection the street has only three lanes and a large traffic flow, the chances of success are slightly higher than just now in Cuba.

25. Again you will have to protect the iron horse from damage - the evacuated partner is unable to transfer. Therefore, first of all, turn around and drive along the street on the right, parallel to the original one. On the winding section in front of the highway you will still be warmly greeted, but on the overpasses you will probably be left behind. Be careful before the junction from which the unlucky robbers were recently evacuated: if the cops are still herding you, choose the left ramp to go up to the airport overpass, but beware of oncoming people - in the narrow chute you can get hit hard. The easiest way to the goal is along the western side of the territory.

26. The target, in which the keys to Vasquez’s house are hidden, moves at first calmly to the north, and when he sees the killer car rushing after him, he moves chaotically, wherever his eyes look, every now and then ramming the walls. It is a little faster than those wrecks that you attacked in Havana, so the allotted time is not so much, but it will fly by for you unnoticed.

27. Get out onto the highway and rush to the first right turn, without worrying too much about the police - the deal with the ammunition supplier will take place even before their eyes.

28. The time limit here is quite serious, so don't worry about cops and changing cars until you get to the Ghost Town area. A detour is inevitable in any case, and the fastest way to do it is to leave the city center along the road going north, then take the overpass and go down the petal to the right. Don't try to take shortcuts at the junctions; they are surrounded by strong fences.

At the end, a small setup awaits you: 15 seconds after installing the first charge inside the warehouse (the entrance on the north side is opened with a key, that is, by pressing the Triangle button), you need to bring Tanner’s crooked legs to two more installation positions, and then leave the room. You have to move quickly, the second target is also located on the boxes to the right of the truck, and the third appears after that behind you.

RIO DE JANEIRO

29. The shortest path is obvious - get into a powerful car to the right of the exit from the yard, turn right twice and swerve for a long time along the street leading to the hotel (you will need to turn right before the tunnel, don’t miss). The entrance to the parking lot is located on the south side of the block. Once you get into the tank bus, try not to crash into it unnecessarily - its maneuverability is low, and you won’t be able to get around traffic jams, and pushing through them will take many seconds. Hit the cars sentenced to execution by flattening them with acceleration, it’s faster. Then it’s better to leave the bus on the street; you shouldn’t take it to the finish line - the local bandits still have some strength left, and they’ll try to take revenge on you. Having blocked the path of your favorite passenger car, try not to get involved in a showdown.

30. Getting to the police garage is easy; the patrolman will probably notice you, but will get rid of you in advance (unless, of course, you drag him along with you). Stop near the door with the arrow, but not too close, otherwise you won’t be able to open it. As soon as you get into the Lunokhod (inside on the left), the alarm goes off. After the gate, turn slightly to the left and you will find yourself on a through highway. Then there are two generally equivalent paths.

The first is to continue driving along the concrete road, turn around behind the overpass closest to the goal and drive in a straight line to the secret parking lot. It’s a small detour, and the barricades are inconvenient to overcome (the curbs get in the way), but the cops quickly lose you in the dense traffic (if, of course, you know how to maneuver). The first bend behind the tunnel is difficult: it is combined with a descent, it is better to slow down. Moreover, in the rain all maneuvers are performed with a noticeable delay.

I somehow liked the second path more: you return the same way you came and along the embankment you reach the desired area. The advantage is not only in distance - that double semicircle that is visible on the map is in fact easily straightened across the lawn, and barricades on the streets always give a chance for a careful detour. Only the cops here often go head-to-head.

But the ending really leaves a dirty trick. I drove around the whole block looking for the flag, but it turns out it’s located next door. Drive along the horizontal street closest to the point on the map and look carefully to the north.

31. It is not clear why a patrol car was needed - you can stop the limousine on foot if you have time to get there. In relation to the starting point, the intersection where these events will unfold is located on the left. Try not to block the road for your future car, because in all respects it looks more like a bus than a car. Having passed the block to the north on it, drive diagonally to the left through the arch and past the pyramidal skyscraper along the lawn, turning onto the avenue. From here it is better to smoothly go right in front of the overpass and immediately take a shortcut to a parallel street.

The problem with the Vasquez mansion is the same as with the parking lot just now - the entrance is located in the eastern alley, which is easy to miss out of ignorance. Having entered the territory, you will see the process of defrauding the mafia, after which you will rush back with the stolen “cabbage”.

32. Oh, Brazilian drivers, among whom there are so many wild monkeys!.. You will have to stop one of them this time, and it will not be very easy to do. He, of course, is not a terminator and sometimes also rams walls, but on the whole he is much cooler than previous victims, he knows how to turn around on the spot and perform deceptive maneuvers. And his car is just as durable as yours, so don’t try to expose yourself too much and avoid those around you, otherwise you’ll have to change wheels with one of them. And another piece of advice - first, drive to the coast along the nearest street leading east and cause a head-on collision there.

33. A ship full of “toys” arrived from Havana, and Tanner had the honor of mining it. The route is obvious, part of it you have probably already walked. I will only add that before the second police car appears from behind, you should look for it in front on the mini-map so as not to be too surprised.

The first entrance to the docks will appear (on the right) as soon as the crane becomes visible. It’s too early to relax, you still need to fit into the pier - it’s useless to walk, the hero won’t be able to jump over the narrow gap. You again need to install three charges on board, each one appears to the right of the previous one. There is a lot of time (relatively) because you still have to jump back from the stern and carefully accelerate before doing so so as not to fall into the water. Therefore, if circumstances allow, position the machine close to the bow of the ship, facing the shore, before sculpting the first detonator. Afterwards you may not have time...

34. Try to keep that powerful Chevy that the hero chooses at the beginning. It’s easier to leave the yard backwards, turning around on the street and facing west. Rather around the corner, around the lake (clockwise) and towards the highway. The inner petal will begin a little earlier than shown on the map. At the dead end where the dot is flashing, stop near the gate and run towards the hut.

35. It’s not for nothing that your old car is on the right: although it is turned with its butt towards the highway, in all its characteristics it is noticeably superior to Jones’s baby, and this difference will now be especially noticeable to you. Toby's car receives a noticeable bonus at the start: in every fifth case, the fleeing killer misses the gas pedal and before the first turn, more than half of his life bar can be removed. But what will you do next in this wreck? The Chevy, when handled skillfully, even before the overpass, makes up for the couple of seconds lost at the beginning and gives a real chance of successfully boarding the enemy on the strange slalomy circuit of a huge quarry, which for some reason the locals love to drive through. The places must be beautiful...

So, at the very beginning (learn it as a combo) press Up + R, and near the car - quickly Triangle and then Down + L + Square for a moment, then Up + R + Cross. If everything goes well, you will still see the tail of the target at the turn. The first dangerous moment is on the bend behind the overpass, beware of the trees. Then the traffic will change to one-way, and the bandit will teach you how to deal with it - you can maneuver quite well along the side of the road behind the right-hand fence, although the physics here are not very good. It's okay, you'll get used to it. At first, palm trees and cobblestones will still grow on this strip, but soon you will only have to fear the left guardrail, which tries to turn around a careless car, and the cliff on the right - in principle, you can also make a good cut along it in places, although it slows down considerably on the rise, but if you lose contact with the ground, the chase will end immediately. Try to stay on the roadway, carefully bending around the flow of cars, and mercilessly push the person being pursued with your right side or ram from behind. There is no point in pushing other cars in his way.

36. Rejoice, for Lenny is going on his last journey. Kane forbade you to go alone to intercept, so you will have to first jump into Flamingo and join Jericho. The road is well known to you, but the environment has changed - cops on every corner. Until you catch two on your tail, follow the mini-map for the road ahead. The entrance to the alley is located in the north in the center of the block. After transferring to the bandit, go forward and to the left, getting out onto the street leading to the southern coast. The embankment is quite wide, so stick to the asphalt if possible. Moreover, at the end the entrance to the ramp with the helipad is located close to the roadway.

37. Although the streets of southern Rio are mostly wide, Vasquez’s bandits pop up on them every now and then. Fortunately, the pilot seems to be on your side and flies over the roadway not only in the building area, but also over the lake and over the paths of a private estate. As a result, if you follow the optimal path and successfully avoid attackers, you will be ahead until the very end. I wish I knew the way...

So, go straight along the ramp and continue along the embankment to the third vertical street. According to it - all the way, no one will be offended. Turn left to the first intersection, then turn right again and go around the lake (counterclockwise). The last section of the path, a dead-end branch, begins at its northern end - measure two blocks from the outermost street.

Hurray, Lenny crawled out from under the rubble almost unharmed. Now there will be someone to ask for clarification about what happened. History is silent about how the hero managed to escape the pursuit of two gangs (more precisely, one united - what, didn’t they expect?!) and return to his native land. But those who read the fully translated credits to the end will know when they can expect the continuation of the story... ( Magazine "Great Dragon", 2002)

Credits

Reflections Interactive

Game Concept Martin Edmondson
Development Director Martin Edmondson
Project Management Gareth Edmondson, Anthony Roberts
Programming Team Steve Burrows, Jon Head, James Hopkin, Russell Lazzari, William Musson, Christopher Phillips, Jeanette Phillips
Additional Programming Wayne Coles, Christopher Jenner
City Art Team - Manager David Oxford
City Art Team - Chicago Mike Thompson, Christopher Willacy
City Art Team - Havana Steven Adams, Andreas Tawn
City Art Team - Rio Andrew Bales, David Oxford
City Art Team - Las Vegas Carl Jackson, Andrew Sharratt
Additional Artwork Phil Baxter, Richard Dalglish, Paul Foster, Michael Jeffries, Alex Millinson, Daniel Oxford
Cut Scene Animation Team - Head of Animation Simon McKeown
Cut Scene Animation Team Mark Akester, Robin Armstrong, David Cockburn, Marcus Hardy, Matthew Hughes, Jonathan Redhead, Richard Robinson
Additional FMV (HR3D) Martin Allan, Alan Basset, John Wake
Storyboarding Doug Lewis
Game Design Martin Edmondson, Craig Lawson
Screen Play and Cut Scene Co-Direction Maurice Suckling
Mission Scripting James Hume, Martin Oliver
In House Testing William Brown, James Hume, Martin Oliver
Voice Recording Arranged by All in the Game Ltd
Audio Post Production and Sound Effects Supplied by PC Music Ltd
Localization Browns Language Services
Special Thanks Giselle Stewart, Lee Kirton, Daniel Matray, Mz. Lynn Danielz, Gareth Betts, Allister Brimble, Forsters of Consett, Viewpoint Digital, Deadline Dispatch, NE American Car Club Miles, Keith Leary, John Wake

Infogrames

Executive Producer Kurt Busch
Producer Kirby Fong
SQA Supervisor Donald T. Clay
Lead Tester Peter Sodbinow
Assistant Lead David Strang (Red)
Testers David Gordillo, Angela Johnson, Scott M. Springer
Publication Manager William Robinson
Director of Marketing Martin Currie
Sr. Product Manager Chris Mollo
Director of Creative Services Vic Merritt
Art/Trafficking Manager Liz Fierro
Sr. Graphic Designer Lesley Zinn
Graphic Artist/Production Jeremy Miller
Special Thanks to Steven Ackrich, Alex V. Cabal, David Costello, Ken Edwards, Michael H. Gilmartin, Stacy Lawrence, Luis Rivas, Joy Schneer

Music

Fever Dust Junkies, Nicholas Lockett, Sam Hickling, Stephen Jones, Paul Billington, Published by Universal Music Publishing / Copyright Control. P&C 1996 Polydor Ltd
In The Basement Etta James, Raynard Miner (Composer), Billy Davis (Composer), Carl Smith (Composer), Published by Chevis Publishing Corp. By permission of EMI Music Publishing Ltd. P&C 1966 MCA Records Inc
HELP ME Sonny Boy Williamson (Composer), Willie Dixon (Composer) , Ralph Bass (Composer) , C Arc Music Corp and Hoochie Coochie Music Music. Used by kind permission of Jewel Music Ltd and Bug Music Ltd. P&C 1963 MCA Records Inc.
Sitting At Home Alone Hound Dog Taylor & The House Rockers, Theodore R. Taylor (Writer), Published by Gazell Publishing International for Eyeball Music and Alligator Records. P&C 1973 Alligator Records
Just Dropped In Kenneth Rogers, Mickey Newbury (Writer), Published by Acuff Rose Music Publishing. P&C MCA Records Inc
Lacrimosa Wolfgang Amadeus Mozart, Courtesy of The Decca Record Company Limited. Licensed by kind permission from The Film & TV Licensing Division, part of the Universal Music Group
In Game Music Allister Brimble, Semi‑Precious Studios, Richard Narco
Music supervision by Gary Richards , and Miles, Martin & Maurice @ Reflections