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(Try to get close to the patients; they may harm themselves further if they must stress to get into the ambulance.)
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==Tips==
 
==Tips==
 
*Using the Ambulance's normal brakes is actually not recommended for this mission. Since the vehicle might automatically go into reverse after being stopped completely, the player may accidentally control the ambulance back over and kill a patient that is running up behind the Ambulance. To prevent this, use the normal brakes just to slow down, and then the handbrake to stop completely. Be sure to watch it during the rain as handbraking may make the ambulance skid, which can run over the victim.
{{Cleanup|This page, along with some other ones, needs necessary cleanups.}}
 
*Look at the map and plan your route ahead.
 
*Using the Ambulance's normal brakes is actually not recommended for this mission. Since the vehicle might automatically go into reverse after being stopped completely, the player may accidentally control the ambulance back over and kill a patient that is running up behind the Ambulance. To prevent this, use the normal brakes just to slow down, and then the handbrake to stop completely. Although watch it during the rain as handbraking may make the ambulance skid, which can run over the victim.
 
 
*Removing all the doors from the Ambulance before starting the mission allows the patients to enter the car much faster than if they would have to open and close the doors themselves. However, removing the front doors make it easier to [[Busted|get arrested]] if the player has attained a wanted level.
 
*Removing all the doors from the Ambulance before starting the mission allows the patients to enter the car much faster than if they would have to open and close the doors themselves. However, removing the front doors make it easier to [[Busted|get arrested]] if the player has attained a wanted level.
 
*Park close to the patients, especially the old people as some of them move much slower and parking up further away from them can waste precious time.
 
*Park close to the patients, especially the old people as some of them move much slower and parking up further away from them can waste precious time.
*Don't rush, rather, drive carefully. You won't be able to repair the ambulance in a [[Pay 'n' Spray]] so be careful of crashes. Retort to release the accelerator while still moving, so as to have a more controlled way of driving at high speed.
 
 
*In ''Grand Theft Auto III'' the side-mission is harder than in any other [[3D Universe]] games. The [[Ambulance]] seems to be very big and very unstable when cornering (the player has to use the brakes almost at every corner). Also, the lack of the city map makes planning the route, especially in higher levels, an impossibility. This makes some pick ups a wild guess and completing the mission based on luck of the draw.
 
*In ''Grand Theft Auto III'' the side-mission is harder than in any other [[3D Universe]] games. The [[Ambulance]] seems to be very big and very unstable when cornering (the player has to use the brakes almost at every corner). Also, the lack of the city map makes planning the route, especially in higher levels, an impossibility. This makes some pick ups a wild guess and completing the mission based on luck of the draw.
 
*It may be useful to do the [[Taxi Driver]] side-mission first, to get used to the main points in Liberty and driving around the city without a map.
 
*It may be useful to do the [[Taxi Driver]] side-mission first, to get used to the main points in Liberty and driving around the city without a map.

Revision as of 16:06, 24 January 2020

For the in-game medical personnel services, see Paramedics.

The Paramedic side-mission can be toggled on or off when driving the Ambulance in Grand Theft Auto III, Grand Theft Auto: Vice City, Grand Theft Auto: San Andreas, Grand Theft Auto Advance, Grand Theft Auto: Liberty City Stories, Grand Theft Auto: Vice City Stories and Grand Theft Auto: Chinatown Wars.

Description

The Paramedic side mission involves the player locating, picking up and delivering patients to the hospital within a time limit. The hospital is the closest one to where the player began the side mission. Each new level adds one new patient to collect. After completing level twelve (level fifteen in GTA Vice City Stories), the player is rewarded. The Ambulance can carry up to three patients at one time (except GTA Advance where the number of passengers is unlimited).

The side mission can be failed by ending the side mission, leaving or destroying the Ambulance, killing one patient, which can occur after numerous bumps (which hurts the patient) or running over patients, and being killed or arrested. Failing the paramedic side mission results in the player having to start from the first level, except in GTA Vice City Stories and GTA Advance, where the player can resume from the last checkpoint.

In GTA III, a level has to be completed in order for the "patients rescued" stat be updated. Not completing the level means no update to the stat even though patients are actually rescued.

In GTA Vice City Stories, there is a checkpoint at the end of levels 5 and 10. In GTA Advance - after each level. If the checkpoint has been passed but the mission is failed, the mission can be resumed from the checkpoint.

The Paramedic side-mission is absent in the HD Universe (GTA IV, its episodes, and GTA V).

However, this side-mission returns in GTA: Chinatown Wars. Here, unlike previous titles, just one patient can be carried by the ambulance. The missions are divided by 5 waves, each with two to four patients to be collected. To complete one mission, the player must complete the 5 waves without quitting or failing. A new feature has also been introduced in Chinatown Wars. Now, while carring a patient, if the player bumps the ambulance too much, the patient can suffer a heart failure. To reanimate them, in the NDS or iOS/Android version, the player must keep pressing the stylus in the touch screen, or by pressing the L and R buttons repeatedly on the PSP version. To achieve 100%, just one mission must be completed (5 waves, bronze medal), to acquire the infinite sprint, five missions must be completed (25 waves, gold medal).

Rewards

Grand Theft Auto III

Cash is awarded to the player at the end of each level based on the following formula: a base value of $100 multiplied by x2, where x = the current mission level (i.e., the reward at Level 5 would be $100*52, or $2,500). Additional rewards are also given for reaching certain milestones.

  • Level 1 - $100
  • Level 2 - $400
  • Level 3 - $900
  • Level 4 - $1,600
  • Level 5 - $2,500
  • Level 6 - $3,600
  • Level 7 - $4,900
  • Level 8 - $6,400
  • Level 9 - $8,100
  • Level 10 - $10,000
  • Level 11 - $12,100
  • Level 12 - $14,400

Additional Rewards:

  • Rescue 35 Patients (non-consecutive) - Health Pickup delivered to all safehouses
  • Rescue 70 Patients (non-consecutive) - Adrenaline Pickup delivered to all safehouses
  • Complete Level 12 - Infinite Sprint

Grand Theft Auto: Vice City

The cash reward formula is similar to its predecessor, except the base value is halved to $50: (i.e., $50*x2, where x = current level #). The Infinite Sprint ability is again unlocked after Level 12.

  • Level 1 - $50
  • Level 2 - $200
  • Level 3 - $450
  • Level 4 - $800
  • Level 5 - $1,250
  • Level 6 - $1,800
  • Level 7 - $2,450
  • Level 8 - $3,200
  • Level 9 - $4,050
  • Level 10 - $5,000
  • Level 11 - $6,050
  • Level 12 - $7,200

Additional Reward:

  • Complete Level 12 - Infinite Sprint

Grand Theft Auto Advance

The cash reward's formula is simplified to a base value of $100 multiplied by x, where x = the current mission level (i.e., the cash reward at Level 5 would be $100*5, or $500). Both a the Health Pickup and Infinite Sprint return as additional rewards.

  • Level 1 - $100
  • Level 2 - $200
  • Level 3 - $300
  • Level 4 - $400
  • Level 5 - $500
  • Level 6 - $600
  • Level 7 - $700
  • Level 8 - $800
  • Level 9 - $900
  • Level 10 - $1,000
  • Level 11 - $1,100
  • Level 12 - $1,200

Additional Rewards:

Grand Theft Auto: San Andreas

The same cash reward is operated as in Vice City ($50*x2, where x = current level #). Although Infinite Run is not unlocked by doing Paramedic missions, (having been repurposed as an unlockable reward for doing Burglary missions,) the player is still rewarded for finishing Level 12.

  • Level 1 - $50
  • Level 2 - $200
  • Level 3 - $450
  • Level 4 - $800
  • Level 5 - $1,250
  • Level 6 - $1,800
  • Level 7 - $2,450
  • Level 8 - $3,200
  • Level 9 - $4,050
  • Level 10 - $5,000
  • Level 11 - $6,050
  • Level 12 - $7,200

Additional Rewards:

  • Complete Level 12 - the player's total health is increased to its maximum
  • Complete Level 12 - $5,000 (in addition to cash already awarded)

Grand Theft Auto: Liberty City Stories

LCS returns to the simplified formula from GTA Advance, where a base value of $100 is multiplied by x, and x = the current mission level. The Infinite Sprint reward makes its return to the Paramedic mission in LCS, unlocking at Level 12 on the PS2 (although the threshold is lowered to Level 9 for the Mobile version).

  • Level 1 - $100
  • Level 2 - $200
  • Level 3 - $300
  • Level 4 - $400
  • Level 5 - $500
  • Level 6 - $600
  • Level 7 - $700
  • Level 8 - $800
  • Level 9 - $900
  • Level 10 - $1,000
  • Level 11 - $1,100
  • Level 12 - $1,200

Additional Reward:

  • Infinite Sprint - Complete Level 12 (Level 9 in Mobile version)

Grand Theft Auto: Vice City Stories

VCS uses the same simplified formula as LCS and GTA Advance, ($100*x, where x = current level #,). Once again, finishing the Paramedic mission unlocks Infinite Sprint (though VCS raises the threshold for victory to Level 15).

  • Level 1 - $100
  • Level 2 - $200
  • Level 3 - $300
  • Level 4 - $400
  • Level 5 - $500
  • Level 6 - $600
  • Level 7 - $700
  • Level 8 - $800
  • Level 9 - $900
  • Level 10 - $1,000
  • Level 11 - $1,100
  • Level 12 - $1,200
  • Level 13 - $1,300
  • Level 14 - $1,400
  • Level 15 - $1,500

Additional Reward:

  • Infinite Sprint - Complete Level 15

Grand Theft Auto: Chinatown Wars

  • Infinite Sprint - Complete 5 Missions (25 waves, gold medal)

Vehicle

The Ambulance is the only vehicle that can be used for Paramedic missions.

Tips

  • Using the Ambulance's normal brakes is actually not recommended for this mission. Since the vehicle might automatically go into reverse after being stopped completely, the player may accidentally control the ambulance back over and kill a patient that is running up behind the Ambulance. To prevent this, use the normal brakes just to slow down, and then the handbrake to stop completely. Be sure to watch it during the rain as handbraking may make the ambulance skid, which can run over the victim.
  • Removing all the doors from the Ambulance before starting the mission allows the patients to enter the car much faster than if they would have to open and close the doors themselves. However, removing the front doors make it easier to get arrested if the player has attained a wanted level.
  • Park close to the patients, especially the old people as some of them move much slower and parking up further away from them can waste precious time.
  • In Grand Theft Auto III the side-mission is harder than in any other 3D Universe games. The Ambulance seems to be very big and very unstable when cornering (the player has to use the brakes almost at every corner). Also, the lack of the city map makes planning the route, especially in higher levels, an impossibility. This makes some pick ups a wild guess and completing the mission based on luck of the draw.
  • It may be useful to do the Taxi Driver side-mission first, to get used to the main points in Liberty and driving around the city without a map.
  • It is advised to complete the mission early in GTA III, as some areas will be dangerous to enter during the game's progression. Certain gangs will become hostile towards the player; namely the Triads in Chinatown after completing "Trial By Fire" or "The Pick-Up", the Colombian Cartel in Fort Staunton and Cedar Grove from the start (unencounterable until after "Last Requests"), the Mafia in Saint Mark's after "Sayonara Salvatore", the Diablos in Hepburn Heights after "Uzi Rider", and the Yardies in Newport after "Kingdom Come".
    • Complete it at early as possible in GTA III to unlock the infinite sprint (also happens in GTA Vice City), which will prove useful through the entire course of the game.
  • In Grand Theft Auto: Vice City, the easiest way to complete the mission is to start it in Vice Point, or wherever else which makes Shady Palms Hospital the drop-off point. Most of the patients spawn on the beach, which can be easily accessed from the main road, so you can drive directly to them in most instances and it's also one block away from the hospital.
  • In Grand Theft Auto: San Andreas, the easiest way to complete this mission is to start it in either Fort Carson, Angel Pine or El Quebrados, as they are small towns with a hospital so when picking up patients the hospital will be near, and the patients will usually be in close proximity to each other. However, the time allotted to pick up patients will be correspondingly less.
    • The best major location for the mission in San Andreas will be San Fierro since the city is the smallest without any convoluted streets and avenues. Pick up the farthest patients first to get the best available time. The time allotted is pretty generous in this city.
  • Ambulances are not immune to wanted levels, so one must be careful not to hit police vehicles, or run over someone in view of the police, during the mission.
  • In Grand Theft Auto: Vice City Stories, the player can offload patients at any location, by performing a drive-by in either direction. If used in the proximity of a police officer or patient, it can give the player a one star wanted level, or kill the patient.
  • In GTA Vice City Stories, there is a trick that causes patients to get out of the ambulance, freeing up a space for another patient, while still being registered as picked up. This trick can be used to pick up every patient in the current level without needing to drop them off. When picking up a patient, simply press Triangle to get out of the ambulance at the same time the patient is opening the doors to get in, then immediately get back into the ambulance while holding X to accelerate. The patient will exit the ambulance immediately after getting in, and as long as Victor immediately accelerates away, their blue blip will be removed from the radar while still being registered as picked up.
    • Warning: Vic still cannot run over a patient even after they get out of the ambulance and are removed from the radar. This trick can be executed with any passenger seat of the ambulance, but the back doors work the best as the player can easily see exactly when a patient is about to get in. Make sure the driven ambulance doors are not missing or hanging open as this messes up the timing. The player can always find a replacement ambulance at the hospital dropoff.
  • Always keep the siren on during the whole mission. Cars will move to the side of the road which allows him to keep moving freely without stopping or risk injuring the patients. Be careful though as cops will not move out of the way.
  • The time allotted to the player after picking up patients is different between the games. GTA III and VC is based on the farthest away patient, so the time bonus given when picking up a patient is the same. This means it does not matter going far away or close as the time bonus is the same. This means for these two games, it is recommended to pick up close by patients first in order to generate enough time for later. GTA: SA however, is totally different. The time bonus given is based on how close or how far the patient is in relation to the hospital. This means close by patients may only offer 10 seconds in bonus, while far away patients will offer as much 45 seconds. This means the strategy from the two previous games will not work. Rather, the player must travel to the farthest patients first in order to generate enough time for later.
  • In Grand Theft Auto: Vice City and Grand Theft Auto III, the player could make a cop pull the front door passenger out if they have a wanted level. Once the cop opens the door, they will have to accelerate so the cop fails to arrest them, the patient will still be registered as picked up. In Vice City, all people flee the Ambulance once a cop pulls the front passenger out.

Videos

Trivia

  • In GTA San Andreas, due to a glitch, two patients may sometimes spawn inside of each other while standing on the sidewalk. However, if the player drives the ambulance up to them, they may pop out of each other and enter the ambulance like normal.
    • Also, if Carl rolls the ambulance onto its side for a period of time all patients will get out and no longer need to go to the hospital, when the ambulance rights itself, he can carry on with the mission.
    • In the iOS version, if Carl activates the mission near the All Saints Hospital in Los Santos, it will be impossible to complete it farther than level 10, because the game will crash during level 10 or 11. This was tested in version 1.02.
    • In San Andreas, if a paramedic mission is started any recruited gang members will cease to be recruited, therefore if the player enters an ambulance, starts the Paramedic mission, cancels it and leaves the ambulance, the gang member sitting in the passenger seat will get in the driver's seat and drive the ambulance away.
  • On rare occasions in Grand Theft Auto: Vice City and III, patients may spawn in a location where they can't be reached such as the interior of a Well Stacked Pizza, in the ruins of the Haitian's destroyed warehouse or even below the pavement and may appear stuck inside a wall.