OFFICIAL USER DOCUMENTATION FOR THE ALIVE MOD - VERSION 10.0
Greetings,

Permit me to introduce myself... My name is MikeMouse and I am the author of the “Alive” mod for Illusion Softworks game “Mafia”.

There have been many mafia mods made and many are currently in production but I’m sure that after you read my description of the Alive mod you will agree it is the only one of its kind.

The Alive mod is filled with new wonderful and exciting things to do in a game of Freeride City - Day, Countryside - Day, City - Night and Countryside - Night.

The reason I have named my mod the “alive” mod is because it changes it’s behaviour and players cannot predict what will happen next? Some examples: How will you defeat your enemies this time? Where is the Lostheaven terrorist hiding? How many charges do the super weapons have? How much money will you make using them? Where will the gangs attack from this time? The intention of this is to keep players entertained so that they do not get bored in a hurry.

I choose to maintain the equilibrium of the Alive mod by balancing my creations out. When I create an enemy (a negative component) I also like to create a benefit (a positive component), this way my mod expands equally. Furthermore, rather than create similar types of components, I prefer to design and create something new that hasn't been tried before. This is the ideology behind the Alive mod.

All the new things that I have added in my mod were not present in the original game. This means that all my scripts are unique. I did not edit Illusion Softworks developers’ scripts, instead I wrote my own to create new things.

Setting up the ALIVE mod...

My mod is downloaded as a self-extracting application. No special program is required to extract the archived files. All that is required is a simple pass phrase. (The details of which are at the bottom of this page).

Once extracted you will see a folder called “Mafia”. Inside this folder there are three more folders. A “maps” folder, a “models” folder and a “MISSIONS” folder. The MISSIONS folder contains four more folders called “FREEKRAJINA”, “FREEKRAJINANOC”, “FREERIDE”, “FREERIDENOC”.

Simply copy the files from inside all of these folders into their corresponding folders in your Mafia (Program Files folder) and click OK to replace any file when asked to do so.

A second file called “scene2.bin.sig” is my signature file, it ensures file integrity and guarantees that the files have not been corrupted during download. This is extremely important because I won’t certify my mod’s functioning and performance if it has been given in a different unsigned pack or archive. It also declares copyright ownership. You do not need to copy the .sig files into your folders.

Also by adding and replacing “cache.bin, check.bin, scene.4ds and tree.klz” from the EXTREME mission folder to the FREERIDE mission folder you are now able to use Ralph’s yard (back of Salieri’s bar) to store your cars... furthermore when you drive to the countryside and return Ralph will repair and refuel them.

I feel I must mention that I won’t guarantee the smooth performance of my Alive mod if you have other mods installed. E.g. if you install my mod but try to play it with over-polygonal car models you may possibly experience lag. This is not because of my mod but because of the large file size of the poorly created cars.

Starting the ALIVE mod...

If you are updating the Alive mod to a more recent version then it is more than likely that your save games will work correctly. However if you are installing the Alive mod for the first time your “clean” save game may not function properly, if this is the case I recommended that you begin a new Freeride game.

I also suggest that you begin a new Freeride game instead of trying to load a previously saved game if you have any other mods installed.

Note: My first original Alive mod was designed to run in “City - Daytime” mode only. Then I created the Alive mod for “Countryside - Daytime” mode. I have also made new special versions of the Alive mod that implement “City - Night” and “Countryside - Night” modes.

The Alive mod will not run in “City - Small” mode.

Because there are 4 basic modes, day and night, city and country this user documentation is divided into four sections:

City - Daytime
Countryside - Day City - Night Countryside - Night
Alien Alchemist
Alien Super Powers
Body Guards
Car Dealers
Car Yards
Face Cave
Gangs
Hidden Cars
In-game Map
Jumping Car
Micro Cars
Mode Switching
Phone Booths
Priest
Repair Trucks
Salieri’s Gun Shop
Super Weapons
Super Ramps
Taxi Tour
Terrorist
VIP’s
Alien Super Powers
Gangs
Hidden Cars
Jumping Car
Landmines
Mode Switching
Priests
Sarah & body guards
Shooting Range
Super Weapons

Alien Super Powers
Body Guard
Dolly Man
Doppelganger
Jumping Car
Mode Switching
Rescue Mission
Salieri's Garage
Snipers
Super Weapons

Alien Super Powers
Buried Treasure
Enemies
Jumping Car
Mode Switching
Robbers

The ALIVE mod - City Daytime mode (in alphabetical order)
Alien Alchemist

You will see the alien alchemist beneath the UFO, he is drunk and slumped. There are drinks (bottles and glasses) on top of the space ship. When you move Tommy over to the drinks and right click, he will pick up a wine glass and drink an alien potion.

Each time you drink one of the alien potions you are deducted $25,000 from your total amount of money. An animation will show the money dancing around below the UFO.

After drinking a potion, (approximately 30 seconds later), Tommy will get a stomach ache and fall to the ground. He'll complain by saying “ahhh shit!” and the drunken effects of the potion will begin shortly... the screen will begin to sway and zoom back and forth, left to right exactly like when Tommy gets drunk in the paddle boat mission.

One potion will make Tommy experience the drunken effect for one minute, if he drinks two potions then he will be drunk for two minutes, and so on... so the more potions he buys and drinks, the longer the intoxication will last.

Furthermore one drink will give Tommy the ability to “turn on” the super alien powers 5 times. The effects are cumulative which means that if you drink two drinks you will be able to turn on the alien super powers 10 times, if you drink three drinks you can turn them on 15 times and so on. In essence this means that one turn really only costs $5000, but you purchase them in packs of five.

IMPORTANT... To be able to use the ‘alien super powers’ you must assign another (Secondary) key for the “Walk/Run” toggle function in Options/Controls.

For example: the “left Windows key”.

To activate the super powers press the key that you have chosen for this function, as soon as you do so the word “faster” will be displayed on the screen. To deactivate (switch off) the alien super powers press the key again.

HINT: To find out where the alien alchemist is located simply select the text below

The alien alchemist is located in the Works Quarter. You will find him in the same location as the start point to the Freeride Extreme mission in which you must follow the UFO (evil enemy) to the lighthouse.

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Alien Super Powers

Once you have activated the super powers Tommy is given three new abilities, they are as follows:

There is one drawback using the alien potions, Tommy cannot use the super powers if his health drops below 30%, if this happens he will not be able to switch his powers back on.

And finally if you save the game, you will also save the number of turns (alien super powers) you have purchased.

Super Speed

Tommy is able to run as fast as Speedy Gonzales (from Freeride Extreme). Point of fact, Tommy becomes 600% faster, which is approximately a little over 100 kilometres per hour. However he doesn’t need to build up speed, he can take off at this super speed instantly. Tommy is also not burdened with the weight restrictions of a car (manoeuvrability, cornering, handling etc.) Tommy can stop instantly and turn ‘any’ corner at full speed. He is also able to squeeze in between poles and other objects, something that a car chasing him cannot accomplish, and lastly if you run toward a cliff or the water and then suddenly stop at the ledge, your would be pursuers won’t be able to slow down in time (as quickly) and they will continue over the edge, falling to their doom.

Tommy’s legs will also be tailing a flame trail behind them (Exactly like Speedy Gonzales). As he runs a streak of fire follows.

The benefits of this super speed are; dodging bullets, out running police/gangsters cars, and avoiding enemies takes very little effort. (Simply good hand/eye coordination)

Super Constitution
Tommy is super charged with super health. An extra 99% is added to his total, so that he has 199 health.
Super Leaping

Tommy is able to jump much further than before. (Both longer and higher for example over a split bridge) In addition Tommy can now scale buildings using a special technique.

There are buildings all throughout the city of Lostheaven which have a set of steps beneath their front door. If you run straight at these steps Tommy will run straight up the wall and eventually get to the top of the building. Some buildings have roofs, some don’t. The ones that do can be stood upon, the ones that don’t will make Tommy fall to his death (or lose a lot of health when he hits the ground). You can even leap from one rooftop to another, however in order to be able to shoot at civilians, gangsters or cops down below you must carefully ease Tommy over to the edge so that he can shoot, otherwise the bullets will hit an invisible barrier and just ricochet.

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Body Guards

Bodyguards are also present in various locations of the city. You can hire them to accompany you and protect you.

Just like in the Visiting Rich People mission, Tommy can order some body guards to “wait here” or “follow me”... Furthermore you can sack other bodyguards who will return to the spot you first hired him when dismissed. (e.g. China town henchman)

Hiring a male bodyguard costs $10,000 and hiring a female bodyguard only costs $3000. The bodyguard in China town is free and costs you nothing.

Note: Certain body guards will buy your weapons if you do not have enough money to hire them. For example: Hiring the priest will cost you $20,000 but if you try to hire him when you have less than twenty thousand dollars, he will buy your weapons. The amount of money you make by selling him weapons will be deducted from the amount of money it costs to hire him so that when you have accumulated enough money by selling him enough weapons or by paying off your debt to him, he will have been hired and becomes your body guard.

Furthermore, extra danger has been added to the game in the form of protecting your body guards from police arrest. If a police officer sees a weapon in the hand of your body guard they will try to arrest them. If a cop succeeds in arresting your body guard then you will fail in protecting your henchman and your game will end. The cops will try to arrest the female body guard and the gangster body guard, they will not try to arrest the “holy” priest body guard (because of his magic) nor will they try to arrest the FBI body guards (due to police corruption).

HINT: To find out where the bodyguards are located simply select the text below...

* Under the Guiliano bridge beside Lucas Bertone’s Auto-service.
* Under the West Marshall bridge near the Works Quarter.
* Near the stairs at the east entrance to the East Marshall bridge in Downtown.
* China town square.
* The church in Downtown (see Priest).

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Car Dealers

The city now has 5 “car dealers”. These men are located in various parts of Lostheaven.

These car dealers will sell you prototype or fancy cars; every single one of the cars that a dealer sells you is bullet proof (see below). They will also buy them from you. When you have purchased a car from a dealer, you can make another car become available from him by driving to the countryside and returning.

In order to be able to sell a car, you must first purchase a car from a car dealer, it is only after you have bought a car from the dealer that you may sell him your car.

The prices of cars vary, they can be between $30,000 and $100,000 but it makes sense to purchase these cars because they are all bullet-proof. However they will lose this property after crossing the city line. (entering and returning from the countryside)

One more thing... if you are attacked by gangsters or cops near the car dealers, the car dealers will defend you and attack your enemies.

HINT: To find out where the car dealers are located simply select the text below...

* The car park to the west entrance of the Terranova bridge (near China town).
* The back of Oakwood church in Oakwood.
* The Fire Service Pumping Station in far west Works Quarter.
* The T-junction near the Shopping Center in Little Italy (not far from Salieri’s bar).

* On the east side of central island, by the water, roughly in between the theatre and the leveled Parking station.

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Car Yards

The car dealers store their cars in various locations throughout the city. You will be able to see these yards as they are filled with prototype cars.

Note: you cannot steal cars from those yards, they are available for dealers only.

HINT: To find out where the car dealers yards are located simply select the text below...

* China town
* Works Quarter
* Oakwood
* Downtown
* Little Italy
The Little Italy car yard is unique in that it has micro-cars. Smaller versions of the original vehicles. (see MICRO-CARS and VIP's)

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Face Cave in Hoboken
You are now able to access the Face Cave in Hoboken during a regular game of Freeride. You do not need to right click at the door of the Iron Mongers store to gain access to the secret door in the train tunnel (that leads to the Face Cave). The door is transparent and can be walked through. The Face Cave is an excellent location for target practice and testing your shooting skills. The Mosin Nagant sniper rifle (part of Tommy’s opening inventory) begins with 900 rounds of ammunition.

I should also mention that all of Tommy’s guns; the Thompson 1928, the Colt 1911, the Magnum and the Mosin Nagant sniper rifle have extra bullets to begin with (900 in fact)

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Gangs of Lostheaven
Three ‘gangs’ have been added to the city. They are as follows:

* Detective Lassiter Special Investigations gang
* Silver Fletcher Female Gangster gang
* Ordinary Lassiter Small Time Crooks gang

They will attack you in different places when you least expect it. They will ambush you and even chase you in their cars. If they are on foot and you flee from them they will hijack a car to hunt you down and kill you.

You are awarded $50,000 for each gang (four persons per gang) that you eliminate. It may not be the easiest way to earn $50,000 but it is definitely one of the more exciting ways.

Players will need to think up new strategies and methods to eliminate the gangs because they cannot be done away with ordinary weapons.

In addition sometimes when the gangsters are attacking you and a bodyguard or a salesman (car dealer) sees the attack, they will protect you. You are able to sit back and watch the courageous battles that end in out-and-out massacres.

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Hidden Cars
There are three hidden cars in the city; the Tractor, the Bull Dozer and the Monster Truck. If you drive to the country side and return these cars are re-spawned even if they have been destroyed or you are driving them.
HINT: To find out where the hidden cars are located simply select the text below...

* Tractor - Lighthouse
* Bull Dozer - Hoboken construction site (same place you find the car of invisibility)
* Monster Truck - Tram station near countryside exit (West China town)

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In-Game Map

IKAR has created a new in-game map for the Alive mod that shows the locations of just about all the phone booths and what their functions are? (e.g. call Sarah, change identity, doghead, dynamite, Molotov cocktail, lose all but 1% health, and save game)

In addition other important locations are also marked on the map, for instance; the tour taxi, the alien alchemist, the car dealers, the priest and Sarah’s ambulance.

IKAR has also created a map legend which explains what each symbol on the map identifies. You will see the map legend when you choose to start a new game of Freeride City - Daytime.

Note: The phone booths which are marked on the map will be active in the city-daytime mode only. The in-game map has not been developed for the new Super weapons such as Doggie-toy, Dragon-toy and Landmines. You have to find their locations yourself.

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Jumping Car

To use the jumping car function you will have to assign a “Secondary” key for Tommy’s “Jump” function in Options/Controls. The secondary key can work for both Tommy’s jumping while he is on foot and the new “car-jump” function I have created.

The choice is yours if you wish to still use the “Primary” key for Tommy’s jump (on foot).

This jumping car function was designed for heavy vehicles in mind e.g. the Black Metal 4WD. The reason being that the Black Metal 4WD flies straighter and lands on all four wheels when compared to other types of cars. For instance “sporty” cars tend to veer to the right in the air and the Detective Lassiter tends to fly nose up, thus landing badly. Nevertheless you can use any type of vehicle you like but you will have to learn how it behaves?

Hint: Use a bullet-proof car. That way you usually survive even the longest and highest jumps.

If you use the jump function as you climb a small hill or a ramp it will be just as effective as Tommy's super leap while under the influence of an alien potion. The jump function can be used to leap over walls and fences. It can even be used to get on top of tall buildings (provided they have a rooftop).

You can also use the car jump function to destroy enemy cars if timed correctly.

The jumping function also hides a benefit. When you use it, your car will be slightly repaired. Flat tyres, broken lights and ruptured fuel tanks will be fixed. This is especially useful in nightmode because you require lights to see, you need tyres to steer, and you need fuel to drive.

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Micro Cars

There is a secret location in the city that stores 7 micro-cars. Miniature versions of the original cars.

The taxi tour will stop and reverse toward the wall where they are located.

HINT: To find out where the hidden micro-cars are located simply select the text below...

The secret location is in far west Little Italy. (after Winslet avenue)

Peep over the fence of the huge estate on the road which runs south-east, and you will find them near the trees. The hedge is not solid so you can walk through it to get to the cars. To drive one out simply drive back through the hedge and drop to the ground.

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Mode Switching

Leaving the city limits now changes the time of day. But you must do it a certain way. To help you understand this concept I will refer to the three exits as west, north and east.

West = north west Little Italy exit (near the tram station)
North = China Town exit
East = New Ark exit

The "west" exit will only switch modes when you get out of the city.
The "north" exit will only switch modes when you come back into the city.
The "east" exit does NOT switch the modes.

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Phone Booths

I have made use of the many phone booths located all around the city by giving them some unique characteristics. The following is a description of what the various phone booths do:

Save Game
Tommy can save the game by right clicking this phone booth. Saving a game at a phone booth costs the same as saving the game at the front door to Salieri’s bar $2000.
Change Tommy’s Model Skin
By right clicking on this phone booth Tommy’s skin will change to that of a different model. This can be used to shake off and lose police from chasing you, but also if you are given the skin of a policeman or the invisible man, the police will not harass you. Changing Tommy’s model skin to another will cost you $2000 for each change.
Call Sarah for Help and Healing
If you drive to the hospital in New Ark you will see Sarah standing by an ambulance. In my mod I have made her a nurse (paramedic). When you call her from a phone booth she will drive to Tommy and heal him. Each call to Sarah will cost $300 and you may call as many times as you are able to pay.
Lose all but one Health Point
While this may seem an unbeneficial attribute, if you drive out of the city into the countryside and return without being killed you will receive a sum of money up to $50,000 in life insurance. (Typically 10, 20, 30 40 or 50 thousand dollars) The amount is generated randomly and the trick is to drive to the countryside without being injured, remember one car accident and Tommy will die.
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Priest

The priest can be hired as a body guard. Hiring him costs $20,000, his fee is more expensive than the other body guards because he has been “blessed” with super-speed identical to the super-speed you gain from drinking an alien potion.

HINT: To find out where the priest is located simply select the text below...

The priest is located at the church in Downtown.

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Repair Trucks

There are three trucks with ramps in the city. When you drive a car up onto the ramp and wait for three to five seconds, the car will not only have been repaired but it will also now be bullet-proof.

HINT: To find out where the repair trucks are located simply select the text below...

The three tucks are in the same places as the Freeride Extreme mission in which you must exchange racing cars on trucks.

* Old prison car park on Central island
* Under the West Marshall bridge in between the Works Quarter and Little Italy
* Near the winding road in Hoboken that leads to Oak Hill

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Salieri's Gun Shop

In view of the fact that we cannot access Yellow Pete’s Gun Shop playing Freeride City - Daytime mode (when using the Freeride Extreme files), I have added a new gun shop. You will find it inside Salieri’s garage.

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SUPER WEAPONS

To help you understand the concept behind “super weapons”, do not think of them as “normal” weapons. Rocket launchers, grenade launchers, flame throwers, laser guns etc. These are not super weapons, they are simply additional weaponry for Tommy. Tommy must control them, he must aim and shoot them.

Super weapons do not require any human control. They are “self-controlled”, “intelligent” weapons. All a player needs to do is to set them in tactical locations, and they will do the rest.

Minor limitation - If you save a game and leave a super weapon in a specific location, the next time you play the save game, the weapon will not function properly. This is a restriction of the game engine, but you can overcome this problem very simply, just travel to the countryside and return to the city. Doing this resets all the super weapons. They will all become available at phone booths once again.

Important! The “Secondary” key cannot be assigned to “use” the Super Weapons (place them onto the ground), in order for you to be able to use the Super Weapons you will need to use the “Primary” key.

Super Molotov Cocktail

The super Molotov cocktail is obtained from a phone booth. (It too is free and costs you no money) Once again this weapon should be put into a strategic and tactical spot. You put the Molotov cocktail down the same way you do the other two new super weapons, with a right click. An animation will play showing Tommy placing the Molotov cocktail onto the ground. The ideal location to position this weapon is in the path of cars (on the road) because when a car drives over it, it will catch on fire, drive a bit further and explode.

Note: only one car can be on fire at a time so until it has exploded other cars can drive over the Molotov cocktail without catching alight. However once the car that is on fire has exploded the next car to drive over the Molotov cocktail will catch on fire and the process will begin again.

The number of cars that can be ignited is randomly determined. It can be between 3 and 10 cars. For each car that catches on fire you are rewarded with $1,000 this means you can earn up to $10,000 with just one Super Molotov Cocktail.

Super Dynamite Bomb

The dynamite (which is free and costs no money) is also collected from a phone booth and just like the dog head placed onto the ground with a right click. An animation will play showing Tommy placing the dynamite onto the ground.

There are two types of dynamite (bomb). The first will display a timer animation in the top right corner of the screen. You have 30 seconds to get away... it is sensible to get back (a long way away) from this explosion as it is absolutely gigantic!

The second is a remote control, which means that a right click will activate the bomb. Sometimes you will be given a timer animation which shows you how long you have left, sometimes you don’t get the timer but instead the remote control option.

Either way when the dynamite explodes it will blow up all the cars in it’s immediate vicinity but after the BIG explosion many more cars engines will be smoking near by and they too (like a chain reaction) will blow up.

One more thing, the cars will be thrown high up into the air from the explosion, some are tossed a couple of blocks, some can be hurled across the river.

For using the dynamite you are rewarded an amount of money (up to $5000) that is determined by the number of cars you blew up, it is then added to your total.

And after the fires have gone out you are able to get another dynamite bomb (for free) from the phone booth, even if the booth is destroyed.

Dog Head

Can be collected from phone booths. (They are free and cost you no money) You place them onto the ground with a right click. An animation will play showing Tommy placing the dog head onto the ground. These weapons should be positioned in a 'strategic' and 'tactical' location because they can be used again and again...

Now you get Tommy to a good safe place, it doesn't have to be a great distance away but it should be protected from bullets (say behind a car and crouched down), however you should still be able to shoot at cops and gangsters.

Shoot a gangster's car or a cop car or a gangster or a cop and when they run toward you but get near the dog head they will catch on fire. The screams and whimpers of the burning victims are hilarious and as they get to the dog head and ignite you will hear Tommy say a "magical" phrase... "The Lord awaits his flock with open arms..."

The dog head can be used many times, not just once but note: though most victims will run around on fire like the guy in the harbour mission sometimes they will continue to attack you even when they are on fire and their skin is now the skin of the burned model, it's like getting attacked by undead, they will actually crouch down and continue to shoot at you, you should shoot the ones that do this as they may not burn to death... Hehe...

This weapon is a lot of fun and I tried to make it appear like a Voodoo black magic spell. After a cop or a gangster is burned and dies, they fall to the ground and explode then disappear. For a second you will see the dogs head in their place and you will hear a dog bark, then all of a sudden after the explosion the ground will be littered with money (bank notes) and they sprinkle around and dance until they disappear...

Each dog head can devour up to 30 enemies. The number of enemies that will be destroyed is random. For each person destroyed by fire you receive $2000 which is added to your total, so potentially you could make up to $60,000 with just one dog head.

If you walk away from the dog head (approximately 100 metres) it will vanish.

Dragon Toy

Can be collected from phone booths. (They are free and cost you no money) You place them onto the ground with a right click. An animation will play showing Tommy placing the dragon toy onto the ground. These weapons should be positioned in a 'strategic' and 'tactical' location because they can be used again and again...

The “Dragon Toy” looks like a child's toy. (sea monster) When it is placed onto the ground it will behave in either one of two ways chosen at random.

The first behaviour will shrink and frighten your enemy. The attacker will literally reduce in size to the dimensions of a child's doll, panic and run for their life. Shortly after that they will return to their normal size and cower over.

Note: Even if they were gang members previously, after they have been frightened they can be killed with just one shot, plus they won't fight back.

The second behaviour will transform the Dragon Toy into a miniature version of Paulie. Little Paulie will attack your enemy for 8 seconds. He will use his tiny little Tommy gun to do so. Don't be fooled by the size of Paulie's gun. The bullets are even more deadly than your own!

The Dragon Toy will not disappear if you walk (a long distance) away from it. Once it is set, it will remain where you left it for up to 25 charges.

Doggie Toy

Can be collected from phone booths. (They are free and cost you no money) You place them onto the ground with a right click. An animation will play showing Tommy placing the doggie toy onto the ground. These weapons should be positioned in a 'strategic' and 'tactical' location because they can be used again and again...

The Doggie Toy looks like a child's toy. (a small dog) Ordinary looking and harmless, it hides an unearthly surprise. When you tactically position this weapon on the ground the "evil enemy from outer space" will wait high up above it in the sky. The UFO will freeze your enemy and beam them up into the space craft with their antigravity beam for the purpose of experimentation.

The Doggie Toy will not disappear if you walk (a long distance) away from it. Once it is set, it will remain where you left it for up to 25 charges.

Note: The Doggie Toy used in conjunction with the Doghead can produce spectacular results. The enemy will catch on fire and be drawn up into the space ship as they are burning!

Landmines

Can be collected from phone booths. (They are free and cost you no money) You place them onto the ground with a right click. An animation will play showing Tommy placing the landmine onto the ground. These weapons should be positioned in a 'strategic' and 'tactical' location because they can be used again and again...

The landmines are marked either (Made in USA) yellowish green or (Made in RUSSIA) orange. They resemble Frisbee’s with antennae.

There are 5 mines in a pack. Yellowish green mines have 10 charges each. Orange mines have three charges each however they do more damage than their US counterparts.

As with all super weapons you place them into a strategic location. If you place all 5 of the yellowish green mines in the same location you will create a blast approximately twice as powerful as a super dynamite bomb. If you place all 5 of the orange mines in the same location you will create a blast approximately five times more powerful than a super dynamite bomb.

Note: Placing 10 landmines (5 Russian and 5 American) in the same spot will produce a blast radius 7 times more powerful than a super dynamite bomb.

You can also place them down individually positioning them in various locations. To use them simply draw an enemy toward the landmine(s) location OR shoot an enemy OR an enemy car as they move near or over the set landmine(s).

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Super Ramps

If you choose to use the Freeride Extreme files with my mod (explained in the "Setting up the Alive mod" section) the city will have the huge ramps found in Freeride Extreme.

Two of the ramps have been made "active". This means that using them is not dangerous, you will jump much higher and further but land safely. Also your car will be repaired.

HINT: To find out which two ramps are active simply select the text below...

* The big ramp in Downtown (between the Federal Trade Commission and the Hotel Corleone)
* The ramp on the Terranova bridge near the hospital

Note: You can use the ramp in Downtown to jump across the river and you will still land safely. However any enemies attempting to do the same will not be so lucky.

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Taxi Tour
If you cannot find all the secrets I offer in the alive mod then you can take a taxi ride which will drive you past the new things I have added.

Simply hail the taxi, and when it pulls over to you, hop in and the driver will take you for a half hour tour all around the city. To hail the taxi you must be standing on the sidewalk approximately 20 feet away... then whistle (default key “K”)

You can even take bodyguards with you in case you feel the need to attack cops and gangsters.

If the taxi should stop and not go any further due to a serious car accident, simply drive to the countryside and then return to the taxi stand and it will be there waiting for you.

The taxi tour is free and costs nothing.

HINT: To find out where the taxi tour is located simply select the text below...

The Municipal building car park on Central island.

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Terrorist
The terrorist is positioned randomly somewhere in the city. Sometime, somewhere during game play the terrorist will spawn and wait. You’ll hear Salieri’s voice say “Kill that bastard Tom” and then the compass will appear in the top left corner of the screen. Use the compass to find the terrorist. It will lead you to him. The compass will remain on the screen for 4 minutes, after that it will disappear. If you have not yet found the terrorist in that time then you will have to be very careful because if you get near him, he’ll run toward you and blow himself up.

You can use the in-game map to locate him. His location will appear as a blue cross on the map. (default key - Tab) The terrorist will also appear on the car radar as a red cross. You can use both the in-game map and the car radar to monitor his whereabouts for the duration the compass is in the left corner of the screen (4 minutes). Once the compass disappears you will no longer see his location either on the in-game map or using the car radar.

The terrorist is disguised as a normal civilian so he’s hard to spot in a crowd of people. Sometime’s you will recognize the terrorist because he’s holding dynamite (a bomb), other times he will have his explosives concealed on him so he will look like an ordinary civilian and he won‘t pull it out until the final moment before he gets next to you. When you venture near his location he will start to run toward you with one thing on his mind... DEATH!

Note: Your bodyguards can kill the terrorist if they see him, but if they don’t know he’s a threat and carrying a weapon then they won’t attack him. In other words if the terrorist runs toward you and the bodyguards don’t see the dynamite (bomb) in his hand they will not shoot at him. Nevertheless when the terrorist pulls out the dynamite just before he detonates it, the bodyguards will realize that he is an enemy but by then it will be too late for them to react and kill him.

The model of the terrorist will change to that of a different model at random intervals. It could happen sooner or it could happen later? This means that for some players the model "may" change more often than for others, either way the amusing result from this is that players may not be able to agree on what model the terrorist really is as the model he is in your game may be totally different from someone else's game. Is he a man or a woman? How is he or she dressed?

The blast from the terrorist’s bomb does the same damage as the blast of a dynamite super bomb which means if he manages to commit suicide beside you, you will die.

And finally you are rewarded with $15,000 for every terrorist you kill.

If you successfully kill the terrorist he will reappear once more sometime during game play however if you drive to the countryside and return, he could appear anywhere at any time.

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VIP's - Very Impressive Particles
You can boost the size of particles in the game using a special technique. Particles are such things as smoke, explosions, fire hydrant water, gun shots etc.

Important! If you make it possible for VIP’s to occur, you will NOT be able to switch them back off again during game play. The ONLY way to switch them off is to stop playing Mafia and exit back to your desktop, then restart the game again. The VIP’s are a new undocumented function discovered by me. This means that nobody, not even I can guarantee it will perform properly or be at all controllable.

However they are indeed very impressive so if you don’t disapprove in stopping game play and restarting the game then here’s how to see them.

1. Get into the drivers seat of any ordinary car (not a micro-car)
2. Use the camera view key (default key “C”) to switch camera views until you just see one left wheel
3. Don’t change the camera view and get back out of the car
4. Now get into and back out of a micro-car

To increase the size of the effects simply repeat step 4, this will amplify the effects even more so.

You will notice that the smoke coming out of the exhaust pipes of vehicles is now extraordinarily exaggerated. Just wait til you see what an explosion looks like...

Note: Doing this will cause a great deal of lag, even on powerful computers. However I will provide you one more hint to experience them... To reduce the amount of lag when using VIP’s; before you start a game of Freeride, reduce the number of police, pedestrians and traffic you want in the game to a little less than a third, this should be enough for you to enjoy the VIP’s and take some cool screenshots.

X-Ray vision

1. Get into the drivers seat of any micro-car
2. Use the camera view and change the view once (it can be any view, it doesn’t have to be the one of the left wheel)
3. Get back out of the car

Tommy’s vision (his view of things) will now be very different. He will be able to see through things, walls, cars, even people. For example when you get close to a car, the body of the car will disappear and you will be able to see the driver inside.

Repeating step 3 will increase this effect also...

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The ALIVE mod - Countryside Daytime mode (in alphabetical order)
Alien Super Powers
To begin with, it is not necessary to buy potions from the alien alchemist in the Works Quarter if you are starting a new game of Freeride Countryside - Daytime.

Note: This only applies to Countryside - Daytime, Countryside - Night and City - Night modes. If you are playing City - Daytime mode you will have to buy the potions in order to gain alien super powers

In the countryside (both day and night) you have an unlimited amount of alien super power “turn ons”, however there are some restrictions...

Dropping below 30% health will not stop you from being able to restart your alien super powers once more (this applies only in the Countryside - Day, Countryside - Night and City - Night versions, it does NOT apply to City - Day), but you can only start up your alien super powers once per minute. So if you drop below 30% health for a second time in less than a minute, you will have to wait until the time restriction has passed before you can restart the alien super powers again.

Just like it was explained under the “Alien Alchemist” description, to use the ‘alien super powers’ you need to press the key you assigned as the "Secondary" key for the Walk/Run function in Options/Controls. Toggling this key on and off switches the alien super powers on and off.

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Gangs
Twelve new gangs have been added to the countryside. Many of the gangs consist of four cars containing one or four gang members.

The gangs are as follows:

* Detective Lassiter Police gangs (3 single car gangs)
* Tractor Farmer gang (4 vehicles 1 gang)
* Black Metal 4WD Female “Birthday Suit” gang (4 vehicles 1 gang)
* Black Metal 4WD Male gang (4 vehicles 1 gang)
* Mutagen 4WD Invisible Man gang (4 vehicles 1 gang)
* Funeral Procession gang (3 vehicles 1 gang)
* Prosecutor Silver Fletcher gang (1 vehicle 1 gang)
* 2 Sniper gangs (on foot) (4 snipers per gang)
* Ordinary Lassiter gang (1 vehicle 1 gang)

If you have eliminated all the members of a gang (all the occupants of all the same cars) then you will be rewarded with $50,000 and you will be able to steal one of their cars, however you will not be able to steal the other three vehicles.

Take note: If you successfully eliminate the Funeral Procession gang you are rewarded $250,000.

What’s more, if you are successful in eliminating all twelve gangs in the countryside you will be rewarded with another bonus of $250,000.

WARNING!!! If you cannot defeat city gangs then forget about fighting with countryside gangs. They are far more cunning and dangerous.

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Hidden Cars
There are 4 hidden cars in the countryside. The Toyota concept car, a brown Monster Truck, a red Mazda sports car and a red VW Beetle. The Toyota and the Beetle are bullet-proof.
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Landmines
You will have to be very careful when running or driving over patches of grass. Sixty landmines have been planted in various locations so one wrong step or one wrong turn will result in death.
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Priests

Two priests have been added to the countryside. One is your friend, the other is your enemy. The friend is driving around in an ambulance with Sarah. When you are close to the ambulance your health will replenish, in other words it will start to rebuild if you are low on health. However if you are near the priest who is your enemy, you will begin to lose health, drained by the power of evil. The evil priest drives a Hurst.

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Sarah and her Body Guards
Sarah chauffers the good priest around the countryside followed by two cars with body guards. They will attack your enemies.
HINT: If you want Sarah's body guards to follow you...

...then just kill Sarah.
I know it sounds terrible but this is the principle of every gangster.

"if you want...then kill..."

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Shooting Range

A shooting range has been added to the countryside. You can win money and lavish cars for skilful shooting.

* If you are “accurate” (can hit a target) you will make money.
* If you are quick (don’t waste time aiming) you will make more money than someone who is slow.

However if you make mistakes, “miss targets” you will lose money.

The 4 shooting distances
There are 4 “shooting distances” at the shooting range. They are as follows:

* Long distance - Mosin Nagant Sniper Rifle with Telescopic Sight
* Medium/Long distance - Springfield Military Rifle
* Medium distance - Thompson 1928 and Single Barrel Pump-Action Shotgun
* Short range - Colt 1911, Magnum and Sawn-Off Double-Barrel Shotgun

Note: If you try to cheat you will lose money. E.g. if you try to use the Mosin Nagant Sniper Rifle from a different distance, (say medium) you lose money instead of making it.

Playing Fee
Very important! You will not be able to see the targets at the shooting range unless you have at least $10,000.
How it works...
When you pick up a gun from one of the four distances (grey boxes) the human targets will start to appear. They appear in different locations and their distance from you also varies. They stay for a few moments and then they disappear, replaced with another target elsewhere. Your aim is to hit them with bullets.

Now each successful shot will reward you with cash, and ten successful hits in a row (which is called a victory) will reward you with an added cash bonus, plus a congratulations from Don Salieri and a fireworks display.

Three successful “victories”, (not necessarily in a row) will reward you with a new lavish bonus car, and of course a congratulations from Don Salieri and a fireworks display.

A simple way to understand the reward system is like this...

10 successful hits in succession = a victory (money prize)
3 x victory (not necessarily in succession) = a new lavish car + money prize

Note: The cans on the barrels are not your targets, however they are there for a purpose. You can shoot them and get an idea of where your bullets will go. This will give you an idea of where to hit a target.

Swapping distances
After you have won a victory you can begin another “tournament” by walking to a different distance (another grey box) and selecting a new weapon. The targets will begin to appear again.

Note: You will have to wait for the fireworks display to be over before you can begin another tournament.

Cheat: There is a method of getting around the rules of moving to another tournament. We'll call it a cheat! After you have completed a tournament you're supposed to walk to another distance (grey box) to begin the next tournament but it is not compulsory to do so... instead you can walk a few metres away from the grey box and then come back and use the same weapon again.

Theory behind the shooting range...
The shooting range is designed on a similar principle to a casino “Gambling”, you bet and play, if you are a good marksman, you will win money, if you are not then you will lose it. It beats playing Black Jack and Roulette, and it sharpens your hand/eye coordination.
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Super Weapons (See SUPER WEAPONS in the City Daytime section of this guide)

You will find an assortment of the super weapons at the phone booth beside Clark's motel. When you right click on the phone booth a drop down menu will appear and give you the option to choose the type of super weapon you require. When you take a super weapon from the phone booth the item will be removed from the floor of the booth, this is because you can only set one dynamite, doghead or Molotov cocktail at a time, however when you have used an item, then the item will be reappear in the booth, so that they are continuously available. (of course at no financial expense)

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The ALIVE mod - City Night mode (in alphabetical order)
Alien Super Powers
You will not find the Alien Alchemist in the Works Quarter, however you have an unlimited supply of alien super powers charges just like in Countryside - Daytime, City - Night, and Countryside - Night.
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Body Guard
There is a super body guard somewhere in the city.
HINT: To find out where the super body guard is located simply select the text below...

The super-speed priest can be found near the church in Oakwood.

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Dolly Man

A new formidable enemy is lurking in the city. He is known as the Dolly-Man. He appears as an ordinary policeman, yet he hides a very nasty surprise. The Dolly-Man can clone himself, he can produce 6 clone cops who will fight for him. The clone cops attack as a gang (all at once) and they attack with melee weapons (not guns). Each clone cop carries a baton. They like to beat their victims to death.

The Dolly-man will release one clone at a time for 25 seconds. After all 6 have been released and the 25 seconds is up, they will disappear for 2 minutes. Then Dolly-Man will begin cloning himself again.

If you kill the Dolly-Man then his clones will disappear, and killing him rewards you with $20,000, however if you are able to kill all six clones and the Dolly-Man then you will be rewarded with $200,000, this is because being able to eliminate all 7 opponents is much harder, and here’s why?

If you kill the Dolly-Man first, before he has cloned himself, his clones won’t appear.

Note: During the time Dolly-Man’s clones have been released you will not be able to save the game. Tommy will say, “I gotta’ lose the cops”.

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Doppelganger

Tommy now has an "alter-ego", a clone called the "doppelganger".

The Doppelganger is an exact duplicate of Tommy, like a clone, but he is expendable. When you activate the Doppelganger an identical model of Tommy will transmute and discharge from Tommy's body. You can send him out in front of you like a scout. A scout to eradicate trouble.

The Doppelganger carries dynamite. He runs much faster than Tommy (300% faster) so moving Tommy will also move the Doppelganger, but he will move more rapidly and more further than Tommy.

When the doppelganger is moved near an enemy who is after you, he will detonate his bomb and blow himself and your enemies to smithereens. Note: Once activated the doppelganger will only be serviceable for 15 seconds, after 15 seconds he will disappear, even if you haven't used him yet. You can keep track of the time you have left by the countdown timer in the top left corner of the screen.

There are two minor limitations when using the doppelganger.

A. He will NOT work if you're super speed is turned on, so in other words you will not be able to use him if you're under the influence of an alien potion.

B. You cannot use the doppelganger when you're in a car, it only works when you're on foot.

Tactical Advice: This clone weapon should be used in conjunction with your super speed. E.g. Turn on your super speed and run around the city looking for the enemy. When you find a target switch off your super speed and release your clone. Control the clone and manoeuvre it to your target, then simply switch your super speed back on.

Note:This weapon is VERY effective against the hidden snipers. When you see a flash or movement or a silhouette in the dark it might be a sniper. Use the clone to examine the situation...

To use the Doppelganger simply whistle. (default key = K)

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Rescue Mission

Sergio Morello has decided to murder his arch-rival Don Salieri. He has organised a team consisting of 12 hit men who he sends to assassinate the Don.

Salieri is hiding on the elevated car park in the Works Quarter. (where you find the green Lassiter roadster)

Morello, his driver and the 12 assassins are in a secret meeting at the “Fire Service Pumping Station” in far west Works Quarter. You will see their 3 black Buick’s and Morello’s Silver Fletcher parked there...

Your job is to save Salieri and help him escape from his position.

After approximately 20 to 30 minutes of game play Morello’s assassins will attack Salieri. They will also attack him if you meet the Don at the car park he is hiding on.

It is up to you to decide when you wish to take on this task. You can wait until the alert (Salieri will say he has a job for you) OR you can go to the location of the secret meeting and attack Morello and his gang.

If Morello’s hit men succeed in killing Salieri, you fail your mission, the game will end and a message will be displayed. “Salieri died”. If you can kill all 14 enemies. (12 hit men, Morello and his driver) you will be rewarded with $1,000,000

Note: Super weapons will not work against the team of hit men. They can only be killed by ordinary weapons. They are not as tough as gang members so you will be able to kill them, however they attack as an organised crime unit, quickly and professionally. Take into consideration that this is a very difficult mission to complete. It is designed for expert players.

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Salieri's Garage

The big red gates to Salieri’s Garage are closed in night mode. However if you use your car radar you will see that all your cars are still stored inside. If you wish to add another car to your collection, simply leave the car(s) near the gates and when you switch back to City - Daytime mode, your cars will be inside.

It makes no difference whether you save your game in day or night mode, any cars stored in Salieri's garage will be there the next time you play.

If you want to purchase guns you will have to buy them from Yellow Pete’s Gun Shop.

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Snipers
There are ten snipers hidden in the city. Their hiding positions are determined randomly. If you successfully eliminate all ten snipers you are rewarded with a $500,000 cash prize.
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Super Weapons (See SUPER WEAPONS in the City Daytime section of this guide)
Right clicking on the door to Salieri's restaurant will present a dropdown menu. You will find the assortment of super weapons including the option to save the game in the list of choices.
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The ALIVE mod - Countryside Night mode (in alphabetical order)
Alien Super Powers
You will not find the Alien Alchemist in the Works Quarter, however you have an unlimited supply of alien super powers charges just like in Countryside - Daytime, City - Night, and Countryside - Night.
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Buried Treasure
Ten buried treasures (loot) are spread around the countryside. You will see them because they are marked by fires. (Fires are easy to see at night)

However finding their locations should prove to be difficult.

For each buried treasure you find and retrieve you receive $10,000 in cash. If you find all ten buried treasures you will receive an extra $500,000 bonus prize.

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Enemies
Three enemy cars have been added. There is only one enemy in each car. They are not gangs, but they will attack and try to kill you. And be aware, they are the most crazy drivers in the game.
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Robbers

Two robbers are in the countryside. They are not in cars, they are on foot. First they will try to kill you, then they will steal your money. Remember, the buried treasures will fire if these robbers light their balefire only.

Note: If you successfully eliminate all 5 enemies you are rewarded with a $100,000 bonus.

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Contact Details

Alive MOD Programmer - MikeMouse
mikemouse@mail.ru OR mikemouse@cityline.ru

Alive MOD English Spokesperson - SOULTAKER

punchstabkillbleed@ihug.com.au
http://homepages.ihug.com.au/~trident/index.htm

Alive MOD In-game Map Developer – IKAR
ikar77@ukr.net

You can download my Alive mod from here:

http://user.cityline.ru/~step2000/alive10.exe (~5Mb)

To extract the files you must type in this pass phrase exactly how you see it:

Alive mod v.10.0 beta

Visit the official web site for the Alive mod:
http://user.cityline.ru/~mikemouse/alivemod.htm

My other Mafia related web pages:

Mafia Secrets and Tricks
http://user.cityline.ru/~mikemouse/

Descriptions and Explanations of the Alive MOD and my other mods...
http://user.cityline.ru/~mikemouse/bodyguards.htm

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Credits...

Extra special thanks to the following people:

c06alt - For his great description of the Mafia scripts, they started me on this journey.

WhiteRaven - The developer of Capone World Editor. (The only tool I know which lets us find the coordinates of objects)
http://www.mafiaworld.co.uk/whiteraven/

Braingib - The developer of BScriptViewer (the best script editor that I know, 99% of my scripts were made with this tool)
http://www.braingib.privat.t-online.de/mafia.htm

Alexandr Gazko for his QView (the best and most powerful hex-editor)
http://www.enlight.ru/qview/main.htm

The team of the DonCity Editor (as the editor with some original ideas)
http://www.don-city-en.de.vu/

PGP-Group for the freeware version of the PGP program.
http://www.pgp.com/
http://www.pgp.org/


Andie for creating his unique Mafia Editor...


Also thank you to the BETA-testers for their help and their ideas... (in alphabetical order)

dimm, Don_Nero, KaTMAN, oddy, SOULTAKER, timachu1.

Thanks IKAR for developing the new in-game map, Madnuk for help with creating the models of mines and special thanks to SOULTAKER who is the English spokesperson/promoter for the Alive mod and who is also responsible for this user documentation.

Lastly I would like to extend my thankfulness and gratitude to Illusion Softworks, their programmers and developers for creating such an entertaining game like “Mafia”.

Alive MOD copyright property of “MikeMouse” all rights reserved 2003 (c)

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Attention!
The coding for the “new functions” in the Alive mod were created by me, MikeMouse. It is not code created by Illusion Softworks. However this only pertains to the “new functions”, all the regular features in the game are code copyrighted by Illusion Softworks. The following paragraph covers copyright in the case of modding.

“Copyright doesn't protect “functionality” or “technique” but actual works. Patents cover functionality and the technique for implementing it; if you implement the same functionality via a different technique or use the same technique to solve a different problem, the patent doesn't apply.”

Only the following web sites have been given permission by me to host my Alive mod. No other site may host it without my expressed permission.

Official hosts to the Alive mod:

http://mafia.gtacenter.com
http://pierrejeux.free.fr/mafia.htm
http://mafia.planet-multiplayer.de
http://mafiamods.org
http://www.mafion.com
http://www.lostheaven.co.uk

Thank You
MikeMouse