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Grand Theft Auto: San Andreas/Unused Mission-Related Content/Desert

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This is a sub-page of Grand Theft Auto: San Andreas/Unused Mission-Related Content.

Note: Used text may be used for additional context, in which case it will be in italics.
All text is taken from the american.gxt file from the original PS2 release, the audio is ripped from the Windows version.

Desert

Monster

Additional dialogue between CJ and the mystery man.

Clip Subtitle
~z~Alright, Carl, let's see a little of that initiative!
~z~What the- you in here too?
~z~Doesn't matter where I am,
~z~just that I've been watching you for a while.
~z~You a stalker or some shit?
~z~Oooh, when the mood hits me.
~z~Now let's just pay attention to the job at hand, shall we?
~z~Why? Why am I doing this?
~z~Because I can help you and your brother.
~z~What? Why? How you know about my brother?
~z~'Hu-hu-how do you know my brother?' You're beginning to sound like a broken record, Carl.
~z~Look, I'm gonna leave you in peace to just get the job done the best you can
~z~and if you make the grade, maybe, just maybe,
~z~We can help each other.
~z~How can I help you?
~z~Hello?
~z~Hey, asshole!.... Shit....

While used, to fail the mission in this way you'd have to stay in the monster truck until the timer reaches 99:59.

~r~You're out of time!

Highjack

Cesar has lines for speeding up/down and getting closer, but no lines relating to balance are used.

Clip Subtitle
~z~Hold her steady, CJ!
~z~Steady... steady!
~z~Just let me get my balance!

Instead of taking the truck to the garage in Doherty, you were meant to deliver it to the same hauling firm from Tanker Commander.

Clip Subtitle
~z~Where we going to take this thing?
~z~There's a hauling firm over in Whetstone county. We can take it there and get some money for it.
~z~We can take it there and get some cash for it.
~z~OK, Drop me off and I'll make my own way back to the garage.
~z~See you later, holmes!

Interdiction

An unused variant of one of the objectives, the used version specifies the ghost town by name. Some additional objectives for setting off the flare, which happens in a small cutscene. Additionally, it seems you were to be given chase at some point.

~s~Go to the ~y~small town~s~ in the desert.

~s~Go to the top of the ~y~mountain~s~ and set off a smoke flare.
~s~Exit your vehicle and fire the ~y~smoke flare~s~.
~s~Set off the ~r~smoke flare~s~.
~s~Fire the ~y~smoke flare~s~.

~s~Lose the ~r~feds~s~.
Heat

Learning to Fly

An earlier version of the phone call introducing you to the flight school. No audio seems to exist.

~z~Carl...
~z~Hell!
~z~What do you want?
~z~Relax. Listen. Can you fly a plane?
~z~No. Next question.
~z~Will you let me teach you?
~z~No. I make it a rule not to defy gravity with compulsive liars.
~z~Carl. You scared of flying?
~z~No. I'm scared of you. You're a fucking lunatic.
~z~Have you heard the bullshit that comes out your mouth?
~z~Come on. Be a man, Carl, Your country needs you.
~z~Get in the fucking plane.

N.O.E.

Unused prompt on how to use the landing gear.

Use ~C~ to raise and lower the landing gear.

Stowaway

Two additional lines for CJ. Seems like you were to lose your weapons at some point, perhaps when you first got on the plane?

Clip Subtitle
~z~Oh fuck, my guns!
~z~Oh man, my guns!

You start on a bike and never get prompted to get on it, even if you get off of it and getting spotted by the enemies has no effect on the mission. Additionally you are just told to be careful with gunfire, instead of avoiding it.

~s~The plane is leaving. Use the bike to chase the plane and get up the ramp before it takes off. ~s~Get on the ~b~bike~s~.
~s~You've been spotted! Quick, drive the ~b~bike~s~ up the plane's ~y~ramp~s~.
~s~Avoid weapon fire whilst on the aircraft.

Additional or alternate objectives. The final mission has you get a parachute from one of the guards, plant a satchel charge and then jump out, followed by a cutscene of the explosion.

~s~You'll need to plant the bomb and get out. A guard at the back of the plane has a parachute.
~s~kill the guard with the parachute.
~S~Then Plant the bomb at the end of the plane and jump out to safety.
~s~You have the parachute. Now plant the bomb at the back of the plane.
~s~Press ~T~ to plant the bomb.
~s~The bomb is planted. You got 20 seconds to get out of there.
DETONATION :

~s~Use a satchel charge to destroy the plane.
~s~Once planted, trigger the satchel charge with the detonator or by jumping out the back of the plane.
~s~Jump out the plane with this guard's parachute after detonating the bomb.
~s~You have the parachute, now get the hell out of there!
~s~You have the parachute. Now detonate a satchel charge and get clear of the plane.
~s~Use the parachute to land safely.
~s~Clear the plane before being engulfed in the explosion!
~s~Make sure you get clear of the explosion.

Two unused failure states. Toreno only appears during the opening cutscene and a different one is used when you are blown up in the plane.

~r~You killed Toreno!
~r~You didn't get clear of the bomb.

Black Project

A set of early objectives, lacking most of the tags that used lines usually have. Note how areas and vehicles are referred to by their real world counterparts (i.e. apache, area 51).

Avoid the spotlights and gain entry to the Area51 research lab.
To open the blast door go to the control tower.
There are military personnel patrolling the area.
You can shoot out the spotlights, shoot too many though and the guards may become suspicious.
You have a limited amount of time to get through the ~y~door ~w~hurry!
You have now made it into area51. This is a large military/research facility manned by scientist and soldiers.
Use stealth and quick thinking to get past the guards whenever possible. If you get spotted look for dark areas to hide in.
The jet pack is located in the research lab at the rear of the installation.
Possible intruder DEFCON RED ALERT soldiers take up patrol positions. Everyone on high alert.
Level 1 Keycard Acquired
Level 2 Keycard Acquired
SAM site disabled
The door to the jetpack will not open you will need to get a level 2 keycard. A scientist nearby may have it.
You have the keycard now open the door!
Intruder is over here!
You now have the jetpack! Deliver it back to the airstrip.
The doors have now closed! Get back to the ~y~control tower ~w~to switch them on again.
Try shooting the keypad to shut the door and trap the soldiers!
The blast doors directly above you will slowly open as soon as there is space fly out and take it back to the ~y~airstrip~w~.
There is an apache chasing you!
Press ~X~ to ascend vertically.
Press ~Q~ to hover.
Press ~V~ and ~M~ to strafe right and left respectively.
Intruder spotted send in troops to Research Lab A.
The blast doors have opened get out of there back to the airstrip.
You may have been spotted keep out the spotlight for a short while!
They have seen you, and are sending the troops in! Stay out the tracking searchlight for as long as possible!

A few placeholder subtitles.

(PLACEHOLDER)Your sighting has been confirmed! Military personnel will be aware of your presence and searchlights will constantly home in on your position.
(PLACEHOLDER)What was that possible intruder sighted. Set searchlights to tracking mode.
(PLACEHOLDER)False sighting resume normal searchlights.
(PLACEHOLDER)Code Red! Sighting confirmed send the soldiers in! Set the blast doors and control tower onto lock down!

These two lines are heard when reaching the room where the jetpack is, but the subtitles are not used.

~z~Code red, code red!
~z~Intruder is stealing the jet pack! All military personnel outside and fire at will!

Some alternate objectives, mostly just slightly different wording from the used versions.

~s~The main way into the Area 69 interior is to go through the blast doors open these go to the ~y~control tower~s~.
~s~Try not to get spotted by the searchlights, observe their pattern and set movements and plan your route around.
~s~If you stay in a searchlight's beam for too long or shoot too many out you will be spotted and the control tower will lock down the facility. This will force you to find an alternative route in.
~s~Searchlights can be disabled by shooting them out. Shooting out more than two will cause the control tower to be shut down and an alternative route in will have to be found.

~s~You must gain entry to the research lab before sunrise.
~s~The ~y~door~s~ to the launch bay where the black project is being stored is closed. You will need to find a keycard to access it. Try threatening any scientists nearby.

Use stealth to gain entry and where possible avoid the searchlights and patrolling soldiers.
When goggles are selected, press ~o~ to toggle thermal vision on and off.
You have been spotted! Stay out the searchlights!

Various unused lines for the intercoms.

Clip Subtitle
~z~This installation is at Condition Blue! Switching searchlights to tracking mode!
~z~Code Red! Sighting confirmed! All personnel shoot to kill!
~z~Code Red! Repeat Code Red! Intruder alert!
~z~Intruder alert! Condition Red! Repeat: Condition Red!
~z~Set blast doors and control tower to Lock Down!
~z~This facility is in Lock Down!
~z~Secure blast doors and control tower!
~z~All towers shoot on sight, repeat, shoot on sight!
~z~Installation personnel please be aware we are at Condition Blue. This is not a drill!
~z~Call Syracuse! I want anything they've got airborne after that bastard!

An additional line for the post-mission phone call from The Truth, lacking audio.

~z~Come and meet me.

Green Goo

A single additional line of dialogue, most likely meant for The Truth when he is seen hiding inside a barrel in the alternate cutscene shown when CJ is too fat to fly the jetpack.

~z~Damn. You'd have thought they'd have a yoga move for this one...