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Getaway, The - Strategy Guide (Page 01)

Below are the cheat codes, hints and help for Getaway, The - Strategy Guide (Page 01).

THE GETAWAY
Playstation 2


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FAQ v1.6
Upload 05/01/03
Very first upload 19/12/02

FAQ By written by Collie (Col on Gamefaqs.com) 
Copyright ©2002 Collie.
Email diskocouk@fastmail.fm
Most recent version of FAQ can be found at

----------
 WARNING!
----------

This FAQ intends to be a very detailed guide to The Getaway.  Therefore, it is
full of spoilers that may ruin your enjoyment of the game.  If you are looking
for a specific item of help, it is suggested you use the FIND command in your
current program.  If you only want help on missions, skip straight to section
12.

Contents
==============================================================================

Section 1 - Copyright notice.
Section 2 - Contact the author.
Section 3 - Version History.
Section 4 - About the Getaway - What it's about, unfortunate comparisons to
            Grand Theft Auto, what's different to the demo etc.
Section 5 - Controls.
Section 6 - Characters Guide.
Section 7 - Weapons Guide.
Section 8 - Vehicles Guide.
Section 9 - The Filth (Police Guide.)
Section 10 - Gangs - who, what, where and why type information.
Section 11 - Hints, Tips and Techniques - Includes survival guides + cheats.
Section 12 - Mission Walkthroughs - Mark & Carter Missions.
Section 13 - Free Roam Mode - what to expect.
Section 14 - Locations - Places of interest and interiors.
Section 15 - New Challenges - Get more out of the game.
Section 16 - Bugs, Oddities and other fun things.
Section 17 - End of FAQ credits.

(Future versions of the FAQ may see certain sections reorganised as there is a
bit of overlap at times.)


==============================================================================

------------------------------------------------------------------------------
Section 1 >> The 'Quite Terrific to Read in it's own way' Copyright Notice
------------------------------------------------------------------------------

This document is copyright by British and International copyright laws.  This
FAQ is for personal use only.  This FAQ may not be reprinted or reproduced, in
part or in whole, in any form, including, but not limited to, electronic
transmission and magazine publication, unless prior consent is given by the
author.  This FAQ may not be sold to anybody, commercial or otherwise.
Referencing or altering of this FAQ is expressly forbidden.  If you own or
operate a website and wish to post this FAQ, contact the FAQ's owner
(see Contact section).

All characters and associated materials are copyright their owner.
No breach of copyright intended.  This guide, its author, and persons
otherwise associated (through contributions, hosting, etc.) make no claims to
the above stated articles.  All trademarks and copyrights not acknowledged in
this document are respected.

Information in this document is provided "as is," without warranty or
guarantee of any kind, either express or implied.

Under no circumstances will this guide, its author, and persons otherwise 
associated with this guide, be held responsible by any party for any direct,
indirect, consequential, or special damages incurred through use of this
document, including without limitation, lost profits, and loss of
computer data.  

If for any reason you do not agree with parts or the entire copyright, you
should not use this guide.  So go away and play with Monkeys instead.


-----

Er, indeed.



==============================================================================

------------------------------------------------------------------------------
Section 2 >> Contacting the Author
------------------------------------------------------------------------------

Well this is my first ever FAQ and it's taken an age to compile.  I have been
very grateful for all your emails and messages.  However, I'd now prefer to
only receive emails about specific things :

Corrections - cars, weapons, locations, missions etc....
Suggestions - new info for certain sections - new cars, glitches etc
Compliments - If you found the FAQ useful and want to say thanks, then fine.
Other       - If you really think you have something useful for the FAQ then
              by all means, tell me.  Useful being the operative word.

I do not want to receive anymore submissions for things already covered in
this FAQ.  I understand it is now a rather large file, and information is
everywhere, but most of the submissions are stuff I have already covered in
one form or another.

If you want me to help you on a mission because you feel my walkthroughs have
missed something vital out, email me by all means, but not if you just can't
do a mission because you are completely useless or whatever.  If you are vague
in your plea for help, I'll only ignore your email.

If you want to use my FAQ on your site, please ask permission, but make sure
that your site is complete.  Too many people claim to be making sites but
until I see the site, I am not interested.

My email address is diskocouk@fastmail.fm
I can also be found on the Gamefaqs.com boards as 'Col', and on my own
messageboards at


------------------------------------------------------------------------------
Section 3 >> Version History
------------------------------------------------------------------------------

Typically the latest version of the FAQ can be found on Cheatcc.com, 
Gamefaqs.com, or  (Date format dd/mm/yy)

v1.6 05/01/03
Several changes to these sections: Free-Roaming; Vehicles; Hints & Techniques,
Locations; gangs.  Plus dozens of other changes elsewhere.  Quite a big update
in the end.

v1.52 03/01/03
About 20+ changes.  A minor update of vehicles, glitches, things you can blow
up, hostages info and other small updates which include minor adjustments to
some mission guides.  Updated challenges section and locations section also.

v1.51 01/01/03:
Quick update, revamped the car section and included ratings for each vehicle.
Also made minor changes here and there.

v1.5 01/01/03:
Happy New Year and all that.  Well I've just replayed the last few Carter
missions, and spent 5 hours in Free-roam trying to find hidden motors, other
locations and what not.  I've now gone and added everything I've learnt to the
FAQ.  I've also added lots of submissions, more glitches, dozens of new or
updated tips and also a new section on things to destroy.  I've credited a few
people I missed out last time and will now concentrate on making sure there
are fewer mistakes.  The FAQ is now complete but for a few minor additions to
be added whenever.  Thanks for all your input and encouragement you have given
me throughout.

v1.4 30/12/02:
I think the numbering of my FAQs is a little off.  I've added so much since
the start, and the last update (60K+), that only incrementing the version
number by .1 seems inappropriate.

Anyway, in the latest update, I've finished Mark's mission walkthroughs and
made at least a dozen modifications to the existing missions.  I also added
some more of Carter's missions, so there's only 5 left to do, and I expect to
add these in a day or so.

There are also lots of new glitches and bugs added, plus some new challenges
and dozens of other new tips, questions and answers and more scattered else-
where in the FAQ.  Finally, I've added a section on Game Locations because
there have been lots of questions regarding what places are in the game.

The FAQ is now almost complete.  Just those last few missions and a few extra
cars and there be only minor updates to add.

v1.31 22/12/02:
A few minor adjustments were made to a couple of Mark's missions, plus some
submissions have been added and corrections made.

v1.3 21/12/02:
Added more walkthrough's for Mark's missions, plus completely revamped the
vehicle list and descriptions.  Added cheats and submissions.  A few minor
changes here and there also and a new 'Challenge' section.

v1.2 20/12/02:
After replaying Mark's missions again today, I've made several pages of notes
that I'm typing up and adding to the FAQ.  Updates include more info on the
Gangs; some modified character info; some modifications/additions to the Car
list; minor changes in various other places; some changes to info about Mark's
missions; and more walkthroughs for Mark Hammond.  I've also added a few new
bugs.

v1.0 - 19/12/02:
Very first version. I decided to compile this FAQ because I'd played the game
quite a bit and made quite a lot of observations I hadn't seen mentioned 
elsewhere.  It's taken a few days to compile so some stuff might be less
relevant now but hopefully I'll get some additional input from other players.
Some info like place names or cars are thanks to the odd snipets of info I've
read on messageboards such as Gamefaqs.  I still have about 75% of
the missions to write up and to complete the car list and other secrets.
There will be lots of new strategies, tips and bugs etc to write up but most
of the other stuff is pretty much complete already.



==============================================================================

------------------------------------------------------------------------------
Section 4 >> About the Game
------------------------------------------------------------------------------

The Getaway is an exciting mission based game by Team Soho, a London based
developer.  It has taken 5 years and several millions of pounds sterling to
develop but it's been worth it.

It is set in 26 square miles of a very detailed and realistic London, with
over 50 real life vehicles to drive around in, plus numerous weapons to
dispose enemies with.  With its 3rd person perspective driving and on-foot
combat, all set in an expansive city, it is inevitable that it should be
compared to the Playstation 2 series, 'Grand Theft Auto'.  However, the
Getaway tries to adopt a realistic, movie like approach, with the action
intertwined with regular cut-scenes that advance the plot and provide a real
insight into the dark criminal side of London.  The game also does away with
gaming traditions such as health bars, popup sign posts etc... and forces you
to really take notice of what's going on around you.  In effect, the Getaway
tries to distance itself from the gaming norm and be more of an immersive
Interactive movie.  This has it's advantages and drawbacks and will be
discussed in future versions of the FAQ.

-- The Getaway's Movie-realism Questions -------------------------------------

Because The Getaway chooses to do away with many of the standard things we
expect to see in games, it can be bewildering to the uninitiated who can't
understand why certain things aren't in the game.  Here I'll attempt to answer
some of the common questions raised about the game.  Many more questions are
answered in the various sections of the FAQ.

[ If there is no health bar, how do I know if I'm hurt ? ]
In movies, and in real life, you cannot gauge the level of health of someone
by referring to some magic stat bar that appears at the top of your view.  The
same is true in the Getaway.  Instead of a health bar, yur character will show
visual signs of injury, such as bloodstains on his clothes, holding his wounds
and staggering around.  You must look at your character and use your judgement
to determine whether or not you need healing.

[ There are no health packs and armour, why?? ]
To add to the realism again, you can not rely on some advanced piece of
medical kit to save your from dying.  Instead you must rest and you'll recover
health.  Obviously this is not realistic, but it ties in with the movie-aspect
in that characters in movies often take a lot of damage, rest for a while and
then continue.  The same is true here.

[ Resting is stupid, what's the point in having to stand around to heal ? ]
Many players are accustomed to the use of health kits and set levels of health
to get them through the game.  This is all very well and good but it can lead
to big problems.  How many mission based games have you found yourself having
to restart because you've managed to get yourself shot up too soon and don't
stand a chance of getting through to the end, simply because there isn't
enough health about to help you?  Answer - tonnes.  By resting and being able
to heal as much as is required, in effect, every mission is still possible no
matter what kind of mess you've made for yourself.  There's no need to curse
and restart unnecessary because a mistake cost you 50% health and you know
you'll need 75% later on etc...  Unfortunately, this can make missions a bit
too easy.

[ Where's the map?  How could they miss this out? ]
You have to think about the realism aspect again.  You play the game in the
third person perspective.  You only see what is around your character.  There
are no computer screen popups to help you so you can't have some kind of map
that shows you where you are.  It wouldn't make sense.  If there were a map,
your character would probably need to hold it.  Would you be able to make out
a map from that distance?

Instead of a map, indicator lights show you where to go.  This makes you focus
on the game world, increasing the level of immersion felt.  Also, remember
that your character is a Londoner and a former criminal and bank robber.  He
needs to know his way around.  It is safe to assume he knows where most
streets are (like any Cabbie does) and so he indicates as he makes his way
around.

In any case, a paper map is included in the packaging and can give you some
help.

[ No ammo counters, that's sloppy programming ]
No, it's brilliance. Think about it.  You enter a building, take a gun off a
dead guy.  You spray the room with bullets.  You look at your gun - no ammo
counter.  You think, hmm, I best be careful so I don't run out of rounds, so
you have to really pay attention to what you make your character do.  It's
really a great feature.  Anyway, when your gun does run low - the controller
vibrates.  That means it's usage is about to expire.  Again, you need to pay
attention.  This is better than having a game where you know exactly how many
bullets you have.  It certainly makes gun battles more tense affairs.

[ Is there a replay feature ? ]
No.  Everything is supposed to move forward in real time, apart from cutscenes
but they still go forward in time.  The same way you can't just record your
best moments in real life at a variety of angles, the same way you can't here.


-- The Story-line ------------------------------------------------------------

Mark Hammond is an ex bank robber who's not long been released from prison
after a five year stretch.  He's decided to leave his life of crime behind,
severing his ties with his former employer, Nick Collins, and runs his own
night club.  He also has a wife and young son, Alex.

Unfortunately, right from the very start, his wife is killed outside of his 
apartment and his son is kidnapped as he lays upstairs.  He runs outside to
see a red car speeding off and his wife dying.  Filled with anger, he gives
chase in a desperate attempt to get back his son.  Little would he know the
extent to which he'd have to go to do this and the brutish characters he'd
have to rub shoulders with along the way.


==Comparisons to GTA3 and GTA:VC==============================================


Many people seem to be asking questions about The Getaway, usually wanting to
know how it compares to Grand Theft Auto.  Well I'd like to set them all
straight and point out that the Getaway is not trying to be GTA! It is an
entirely different experience and varies a great deal.  If you play
'The Getaway' hoping for a Vice City clone, you may be disappointed.  The two
share characteristics granted, but The Getaway is a more mature product and
goes for movie-esque realism (if there is such a thing) instead of pure out
and out cartoonish mayhem.  Both games are excellent, but both should be
treated as different.  Also note that TG focuses more on the mission and story
element and thus is very much more linear and direct in its approach, whereas
GTA has a lot more diversity and scope for doing your own thing.

A more in depth comparison will appear in future versions of the FAQ.  Some
brief info is given below.

-- Some FAQ on The Getaway in comparison to GTA:VC ---------------------------

[ What is the music like, are there radio stations ? ]
There are no radio stations.  The Getaway goes down the movie trail by using
snipets of music as a soundtrack to supplement the action.  Much of the music
is retro sounding with a variety of orchestral instruments, but there are also
some techno tunes.  You don't get to choose any tunes to play in your car, but
given the fast paced nature of the driving sections, you haven't got time to
listen anyway.

[ GTA has loads of extras so does this game have any secrets to unlock ? ]
As far as everyone is aware, the only things to unlock are found in the
'Extra Features' option found on the main menu.  These are Free Roam mode and
Credits.  Credits is pretty much self explanatory, and there's an entire
section on Free Roam to be found in the FAQ.  During the Free Roam mode, you
can find 10 rare vehicles.  And that's about it.


== What's different about the full game compared to the demo =================

If you played the demo, you may still be sceptical about playing the full
game.  However, there have been some changes.

@ Face details are much better.  Charlie now looks several years older so he
really does look old which suits the storyline much better.

@ Smoother gameplay.

@ More AI comments - When you're hiding in the warehouse, the AI will taunt
you.

@ Bodies stay dead for longer - in the demo they disappeared quickly. Some
bodies stay for ages.

@ Warehouse is more of a challenge - there are more enemies now than in the
demo.

@ The Jag has been replaced with a Rover 75.  This is a shame but the Rover is
pretty good.


== Sequel / Add-ons / Future of the Series ===================================

It appears there will be a sequel to the Getaway and also possible add-ons for
both games.  Before you get carried away, these will be set in London also.
They've spent years recreating the city so you can forgive them for wanting to
get their money's worth out of it.

Further rumours are circulating that the sequel will be a 'prequel' and set
before the events of the first game.  This would make sense and give players
the opportunity to find out about the various relationships that already exist
between the characters - like why Liam is prepared to risk his neck for Mark,
and why Mark and Jake hate each other, and maybe even why Carter is so hell-
bent on nailing the Jolsons etc...


== Other The Getaway Questions ===============================================

Miscellaneous questions.  Many more questions can be answered elsewhere in the
FAQ.

[ What is different between the PAL version and the ??? version ? ]

You tell me.

[ Where is the Rape Scene ? ]

There is no rape scene in any final version of the Getaway.  Mindless violence
towards civilians and members of authority is fine, but rape is bad taste thus
was omitted.

[ Does the time change from day / night ? ]

No.

[ How many hours of gameplay is there ? ]

You could complete the game in about 10 hours, although somewhere in the
region of 15-30 seems fairer.  Free-roam could add up to a dozen, maybe more
hours, but it's down to your own tolerance levels... i.e. some people find it
too tedious to bother with.

[ Is it hard or Easy ? ]
A mixture.  Hard enough not to be finished first go, easy enough to let you
go through the game without getting overly frustrated.  As far as console
games go, it's difficulty is on par with most.

[ Where is the tube / London Underground ? ]

This hasn't been included.  The stairs leading to the underground are
typically closed.

[ Where are the parked cars ? ]

Aside from a few hidden in parks and various buildings, it appears the people
of London daren't leave their motors on the streets for fear of evil and
unforgiving Traffic Wardens giving them parking tickets and worse still,
clamping their car.  That or some unscrupulous car-theft gang have stolen all
the parked cars, leaving you none.

It does seem weird that there is an absence of any parked cars, but they'd
only get in the way. The streets are tight enough to drive through when you've
the Filth up your arse as it were, without having to dodge some parked Micra
too.

[ Why are there so many female police officers ? ]

For reasons known only to Team Soho, the female police officers seem to out-
number their male colleagues, or at least seem equal them in number.  There
would be nothing wrong with this, were it not embarassing for a hard man to be
continously stopped by a bloody woman cop!

==============================================================================

------------------------------------------------------------------------------
Section 5 >> Controls
------------------------------------------------------------------------------

On Foot :

Left Analog stick - movement.
Square - Shoot (with R1/R2), strike with weapon. / Kill hostage
Circle - Enter Vehicle
Triangle - Draw weapon/Put it away
X - Perform roll (forward or sideways) / When next to person grabs them.
R1 - Auto aim (Hold to target, tap and hold to select new target).
R2 - Manual aim (Hold and move aim with left stick).
L2 - Reload weapon (if nearly out of ammo)

In Car :
Left Analog Stick - Turn car
Right Analog Stick - Accelerate/Decelerate/Reverse when stopped (Recommended)
X - Accelerate (Pressure sensitive)
Square - Decelerate (Pressure Sensitive)
Circle - Exit vehicle
Triangle - Reverse
R1 - Hand brake (Very powerful)
L1 - (Indicator Right - Free Roam Mode only)
L2 - (Indicator Left - Free Roam Mode only)
L3 - Horn/Siren on/off

Start - Menu

Note - When you replay old levels, you can skip most cut-scenes by hitting R3.
Some, like the very last scene you can not skip.



==============================================================================

------------------------------------------------------------------------------
Section 6 >> Characters
------------------------------------------------------------------------------

Key:
[ Character Name - Actor's Name ]

[Mark Hammond - Don Kembry ]
Mark's who you play for the first 12 missions, a former bank robber who has
had his son captured.  He's no push over, and not afraid to tell his enemies
what he thinks about them, even if he's tied up at the time.  

[Suzie Hammond - ? ]
Mark's wife unfortunately gets killed right from the start and the police
have Mark down as the prime suspect.

[Alex Hammond - Joe Barnes]
Mark's son is kidnapped at the start of The Getaway.  It's up to Mark to see
that he survives.

[Liam - Paul Swaby]
One of Mark's best friends and a member of the Collins boys.  Does his best to
help out Mark during the game despite all what has happened, which suggests
that the two of them go back some way.

[Charlie Jolson - Ricky Hards]
The game's chief villain.  An old gangster who is trying to reclaim ultimate
power in what he calls his 'Manor'.  It's Charlie who has kidnapped Mark's boy
and who is blackmailing Mark into carrying out suicidal mission after suicidal
mission.  He has numerous heavies who help him enforce power, namely Eyebrows,
Grievous, his nephew Jake and Harry.  

[Jake Jolson - Dave Gold]
Charlie's nephew.  Is arrested by DC Carter at the 'Bargain Basement Brothel'
at the start of Carter's missions.  Mark has the unfortunate task of setting
him free by ramming the police van transporting him off the road.  He and Mark
have had run ins in the past and he is a complete nutter.  If you don't
believe me, wait until you see the torture scene!

[Jolson's heavies]
These are Eyebrows (Paul Burfoot), Grievous (Jim Darrah), Harry (Michael
Preston) and Sparky (Symond Lawes)

Loyal to Charlie and responsible for kidnapping Mark's son.

Harry is seen carrying a sawn-off double barreled shotgun throughout the game
and appears to be Jolson's right hand man.  It's obvious he dislikes Mark, but
for a brief moment, he appears sympathetic before reverting back to bastard
mode.

Grievous is your stereotypical heavy thug.  He is large, not particularly
clever and doesn't have a great deal of input other than to carry out his
boss' orders.

Eyebrows is a well respected member of the Bethnal Green Mob, probably being
next in chain of command behind Jake and Harry.  He does seem to be the one
villian who has some real character, until Jake shows up and he doesn't get
much more of a mention.  (Does anyone know what happens to Eyebrows at the
end?? Frank mentions him during Mark's final scene, but I don't recall
seeing him again.)

Sparky is the torturer who loves his victims to be wired up to the mains.
He's obviously well liked by the others but is not a lead figure of the
gang.

Unknown Fat man - Welcomes Jake back when Jake returns after being arrested.
Also appears later on during the hospital level (?) Just another member of
the gang I presume.

[Jasmin - Anna Edwards]
A female 'topper'.  Kills people for a living.  A bit up her own arse and
annoying, but Mark rescues her from the Snow Hill police station.  She then
accompanies Mark on several missions.  She wants to kill Jolson because Mark
was sent to kill her for Charlie, but instead, she agrees to help Mark get his
son back.  She carries a pistol and will help shoot any police officers and
other gang members, she'll even shoot at enemy vehicles tyres to help you
escape.  If you shoot her, even accidentally, she will try to kill you.

[DC Frank Carter - Joe Rice]
A member of the Sweeny Todd (Flying Squad), a special branch of the police. He
is on a mission to arrest Charlie Jolson no matter what the cost, even getting
suspended in the process.  Once you have completed the game as Mark, you then
play as Carter and find out the story from another angle.

[Jamahl - Chopper]
Leader of the Yardies (see section on gangs).

[Shan Chu - ?]
Leader of the Triads (see section on gangs).

[Nick Collins - Russell Levy]
Leader of the Collins Gang, formerly Mark's boss.

[DCI Clive McCormack - Mick Oliver]
Head of the Flying Squad and under Charlie's thumb for 10 years now.  He's
responsible for getting DC Carter suspended.  Mark also has a grudge against
him as it was McCormack who got him sent down for 5 year's in her majesty's
hotel.  As the story progresses, both Carter and Mark think his come-uppance
is long overdue.

[Joe Fielding - Vic Robinson]
Frank's partner. Gets wounded by Jake Jolson and requires protection in a
later mission.  Veteran detective and very knowledgeable about Charlie and
his boss.

==============================================================================

------------------------------------------------------------------------------
Section 7 >> Weapons
------------------------------------------------------------------------------

There aren't a great number of weapons in The Getaway, but this means you can
really get to grips with the few that crop up again and again.

-- Notes ---------------------------------------------------------------------

 You can tell if a gun is about to run out of ammo because the controller
 will briefly vibrate. When this happens, a weapon like the AK-47 will fire
 about 2 more shots before you drop it.

 If an enemy is standing close to you, you will attempt to whip them round
 the head with your gun.  This has it's advantages and disadvantages.  It can
 kill them instantly, but you can also miss, and if you miss the police and
 they hit you, they may cuff you immediately.

------------------------------------------------------------------------------

== Guns ======================================================================

-- Notes ---------------------------------------------------------------------

 Regarding ratings, these are just a guess.  Accuracy is given as if you were
 using R1 instead of manual aim.  You can usually hit a target from far away
 with R2 if you are careful, but with R1 you can waste an entire magazine
 attempting to hit a distant target.

 You can always carry the pistols, but no more than one other weapon at any
 time.  This is because neither character has magic pockets to hide a small
 arsenal of weapons in.

------------------------------------------------------------------------------

-=- Pistol -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

You start off with the Glock 17, and this will be the most used weapon in the
game.  It usually takes about 3 or so shots to kill someone, although head
shots take down your enemies faster. (You'll have to aim manually to do this.)
If you find another pistol, you can use both of them together when you use the
R1 Auto-aim feature. This takes out your enemies much faster.  With two guns,
you will reload after about 40 rounds, then after 20 at which case your second
pistol will run out.  You then get another 18 rounds until you are completely
out of ammo for your pistol. Picking up another pistol refills all your pistol
ammo.

- Ratings -
Power - Moderate (Lethal to head)
Accuracy - Good, decreases a little with distance, more so with 2 pistols.
Rate of Fire - Quite fast. (double with 2 pistols)
Availability - Very common.

-=- Shotgun -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

This is a very satisfying weapon to use.  It can hold 5 shells, and you
usually carry enough ammo for one more refill.  Its power is unmatched,
although only at very close range.  From close to medium distance, one to two
shots should be sufficient to take out just about everyone (aside from certain
tough characters) but from long distance it is useless. You can usually find
this carried by thugs and gang members on every level.

- Ratings -
Power - Awesome @ Close distance. Average @ Medium Dist.  None @ long range.
Accuracy - Good @ Close range.  Ok @ medium range. Nil @ Long range.
Rate of Fire - Slow.
Availability - Common during onfoot combat missions, rare otherwise.

-=- AK 47 -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

What would a gangster game be without a decent assault rifle?  The AK-47 is a
powerful rifle that has a decent sized magazine (approximately 50 rounds)
which is usually sufficient for you to take out a room full of enemies. It's
best to use it at close to medium range because you don't want to waste too
many rounds.  Because there is no ammo counter you must be cautious in its
usage and look out for the controller vibrating to let you know when it's
almost out.

- Ratings -
Power - High @ all distances.

Accuracy - Good @ Close range.  Ok @ medium range. Poor @ Long range.
Rate of Fire - Fast
Availability - Less common than shotgun during onfoot missions, more common
generally.


-=- MP5 -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

This is carried by the SO19 officers and is pretty much standard issue amongst
many anti-terrorist agencies.  It's an accurate sub machine gun that is ideal
for taking out just about everybody.  Best of all is that you can carry two of
these beasts for double the fun!  Like the AK-47, the controller will vibrate
just before the MP5 runs out of ammo.
 
- Ratings -
Power - Above Average @ all distances.
Accuracy - Very Good @ Close range.  Good @ medium range. Ok @ Long range.
Rate of Fire - Fast (double with 2 guns).
Availability - Very rare.


== Melee Weapons =============================================================

You can't punch and you can't kick but you can wield a hand held weapon and
belabour enemies about the head with them from close range....

-- Note ----------------------------------------------------------------------
 You must not have a weapon readied if you want to pick up a melee weapon.  If
 you walk over a shotgun, AK-47 or MP5, you'll drop your melee weapon and take
 the gun instead.
------------------------------------------------------------------------------

- Police Baton (Nightstick) - 
You can pick these off the bodies of dead police officers.  It is a very
powerful tool but you have to very close to stand a chance of hiting anyone
with this, plus the butt of your gun works just as well.

- Baseball Bat - 
Carried by some Yardies and criminals, the bat looks the business but again is
not an ideal weapon. Your enemies aren't stupid, they back off and shoot you
from a distance when you carry it.

I've also encountered an Asian looking man with sideburns wandering around
various places of London whilst carrying the bat.  He doesn't appear to belong
to any one particular gang.

- Meat Cleaver -
Carried by some criminals but mostly the Triads.  Looks very mean.  Good for
wanton butchery moments.  One swipe kills a civilian, 2 swipes kills you.

- Crowbar -
A weapon that remains a mystery no longer.  The metal bar crops up regularly
if you look hard enough.  (See below)  It's about as powerful as the other
melee weapons - although 1 swipe to the head is often enough.

*** A chap called Sid reckons that some of the Collins Gang in Carnaby Street
also carry these bars, but don't necessarily attack until you cause a
scene.  This is true because I went down another road in Soho and encountered
a guy with a crowbar.  However, this same man can be found near Bermondsey in
South London.  Maybe he's just a strange chap as opposed to a gang member. ***

*** Kev Stone reckons that during Carter's mission in Chinatown, a Triad gang
member goes bananas with one of these. ***

*** Further places it can be found.... 'mechanic' in Charlie's garage during
one of Carter's missions; Yardies on Mission 16... ***

-- Questions -----------------------------------------------------------------

[ I've heard there is a cricket bat, the game is in London so it true? ]
Not as far as I'm aware.  Typically, gangsters use baseball bats.  They're far
more convenient to use if you think about it.  Plus Cricket isn't that popular
in London so why would a gangster have a bat just because the game is in
London, England?

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