| Start | Stand in the green house pickup outside each business and press the purchase key |
|---|---|
| Opens after | Shakedown, which introduces property buying; the Vercetti Estate needs Rub Out and Phil’s Place needs The Job |
| Needed for 100% | Finish the mission strand of all ten assets |
| Rewards | Daily income from each property, up to $10,000 a day at the Malibu Club, plus new weapons from Phil’s Place |
Assets are the businesses Tommy takes over in Vice City. Buy one and its mission strand opens, finish the strand and the business starts earning money that you pick up in person. The story needs only some of them: you must finish the Vercetti Estate and Print Works, plus five more of your choice before Cap the Collector and Keep Your Friends Close… open. The 100% list needs all ten. See Properties for safehouses and Completion rewards for the payoff.


Buying a property
Shakedown teaches you how it works. You can buy property in certain areas of the map, marked by a green house pickup. Stand inside the pickup and press the purchase key and the game takes the price from your cash, then a notice confirms the purchase. Two assets are not bought this way: the Vercetti Estate is yours once you finish Cop Land, and Phil’s Place belongs to Phil.
Cash is the limit, so buy the cheaper assets first and spend what they earn on the expensive ones.


All ten assets
This is every asset with what it costs, where it is, the mission strand that unlocks its income, and the most it pays in one day.
| Asset | Where | Price | Mission strand | Daily income cap |
|---|---|---|---|---|
| Vercetti Estate | Starfish Island | Free | Shakedown, Bar Brawl, Cop Land | $5,000 |
| Print Works | Little Haiti | $70,000 | Spilling the Beans, Hit the Courier | $8,000 |
| Boatyard | Viceport | $10,000 | Checkpoint Charlie | $2,000 |
| Cherry Popper Ice Cream Factory | Little Havana | $20,000 | Distribution: sell 50 ice creams | $3,000 |
| Pole Position Club | Ocean Beach | $30,000 | Spend $300 on dances in the private rooms | $4,000 |
| Kaufman Cabs | Little Haiti | $40,000 | V.I.P., Friendly Rivalry, Cabmaggedon | $5,000 |
| Sunshine Autos | Little Havana | $50,000 | Sunshine Autos Import Garage: four car lists | $1,500 rising to $9,000 |
| InterGlobal Films | Prawn Island | $60,000 | Recruitment Drive, Dildo Dodo, Martha’s Mug Shot, G-Spotlight | $7,000 |
| Malibu Club | Vice Point | $120,000 | No Escape?, The Shootist, The Driver, The Job | $10,000 |
| Phil’s Place | Little Haiti | Not for sale | Gun Runner, Boomshine Saigon | No income, sells heavy weapons |


Collecting income
Each business builds up cash over time and stops at its daily cap. Walk over the business pickup to collect it. When you finish a mission strand the game tells you how much that business can now earn: for example, Kaufman Cabs pays up to $5,000, the Print Works up to $8,000 and the Malibu Club up to $10,000 a day.
The Malibu Club pays the most of any asset, and the Vercetti Estate caps at $5,000 a day.



Sunshine Autos income
Sunshine Autos is the only asset whose income grows. Its Import Garage gives you four lists of cars to steal and deliver. Each completed list raises the cap: $1,500 after the first, $4,000 after the second, $6,500 after the third and $9,000 after the fourth, and all four lists are needed for 100%.



What you need for the story and for 100%
To unlock Cap the Collector and Keep Your Friends Close…, finish the Vercetti Estate strand, the Print Works strand and five more assets. Phil’s Place does not count toward those five. The Boatyard, Cherry Popper and Pole Position are the cheapest. For 100% you must finish all ten strands, including Phil’s, whose last mission is Boomshine Saigon.
After Boomshine Saigon, Phil’s Place sells a Remote Grenade set for $1,000, a Rocket Launcher for $8,000, an M60 for $8,000 and a Minigun for $10,000. See Weapons for ammo counts.


















