Assets

StartStand in the green house pickup outside each business and press the purchase key
Opens afterShakedown, 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
RewardsDaily 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.

The Malibu Club at night as the game explains property buying
A green house pickup beside the Malibu Club entrance

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.

The help text explaining the green house pickup
The instruction to stand in the pickup and press the key to buy

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.

AssetWherePriceMission strandDaily income cap
Vercetti EstateStarfish IslandFreeShakedown, Bar Brawl, Cop Land$5,000
Print WorksLittle Haiti$70,000Spilling the Beans, Hit the Courier$8,000
BoatyardViceport$10,000Checkpoint Charlie$2,000
Cherry Popper Ice Cream FactoryLittle Havana$20,000Distribution: sell 50 ice creams$3,000
Pole Position ClubOcean Beach$30,000Spend $300 on dances in the private rooms$4,000
Kaufman CabsLittle Haiti$40,000V.I.P., Friendly Rivalry, Cabmaggedon$5,000
Sunshine AutosLittle Havana$50,000Sunshine Autos Import Garage: four car lists$1,500 rising to $9,000
InterGlobal FilmsPrawn Island$60,000Recruitment Drive, Dildo Dodo, Martha’s Mug Shot, G-Spotlight$7,000
Malibu ClubVice Point$120,000No Escape?, The Shootist, The Driver, The Job$10,000
Phil’s PlaceLittle HaitiNot for saleGun Runner, Boomshine SaigonNo income, sells heavy weapons
Tommy inside the warehouse of the Cherry Popper factory
Tommy walking into the Pole Position Club under the red carpet

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.

The notice saying Kaufman Cabs will now generate up to $5000
The notice saying the Print Works will now generate up to $8000
The Malibu Club notice with the new $10000 daily income

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%.

Tommy at the Sunshine Autos garage wall with the list board
The notice that Sunshine Autos will now generate more revenue
The notice for the largest Sunshine Autos income cap

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.

The notice that new weapons can be bought from Phil's Place
Tommy with a very drunk Phil Cassidy at the workbench