How to get 100% in Parachute Jump 6 of 13 – What Goes Up
We’re going through how get gold in GTA 5 Parachute Jump 6 of 13; What Goes Up.
Grand Theft Auto is a truly massive game. Between GTA 5 and the constant updates from Rockstar for GTA Online; there’s no shortage of new content and interesting things to do.
Join me, then, in our continuing series, getting gold in every damn mission, in GTA 5 as we look at Dom’s Grand Theft Auto parachute jump X of 13; What Goes Up.
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100%’ing this jump is pretty straight forward; with the critical factor being that you need to hit dead centre of the target. Even a few inches off will drop your percentage and first-time bonus.
The good thing is, though; you can re-try as many times as you like without affecting your score.
So to start this one, we’ll need to make our way to the construction site. You’ll see it marked on the map.
So let’s pick it up as we’re about to make the leap…
About Jump 6 of 13 – What Goes Up
The player ascends to the top of a crane at the Mile High Club building site, which is located just south of the Maze Bank Tower. This ascent takes around five minutes in real time and uses the same crane that is used to lift one of the Leonora Johnson Letter Scraps (if still collecting those, be sure to grab it before making the jump to save you having to do the climb again later).
The player triggers a parachute at the top of the crane. The player must then leap off the crane and parachute onto the back of a Hauler towing a flatbed trailer that is slowly heading north on Alta Street. After landing, be careful since the Hauler accelerates quickly, and if you leap off, you will suffer severe damage. Before getting off, wait for it to slow down.
About the Parachute Jumps
The parachute jumps are actually categorised into two subcategories: Base Jumps and Helicopter Jumps, despite the fact that there is little hint or differentiation anywhere in the game. Each sort of jump counts against 100% completion in its own way; for example, completing all Helicopter Jumps counts as one hobby and pastime, whereas Base Jumps count as another.
If the player has completed Dom Beasley’s Strangers and Freaks project Risk Assessment, parachute jumps become accessible. The player must parachute and land in a clear target for each jump. Few tasks enable the player to stop at specific checkpoints along the way to the destination, while others do not. No leap necessitates the player free falling for some amount of time; in fact, most jumps enable the player to deploy his parachute as soon as possible. The player receives a cash prize for each good leap depending on a variety of criteria, such as how near the player landed in the middle of the mark, how many check points the player reached, and so on. While the jumps may be repeated for cash, after the first good try, the incentives decline dramatically.
While any character can perform the parachute jumps, only Franklin can initiate the Uncalculated Risk task that follows their completion. Franklin, on the other hand, would get a special greeting from the helicopter pilot because of his experience with Dom.
Several of the jumps necessitate venturing into the backcountry. Keep the player protected and ready to protect against wild animal threats while on foot, as in other events in such regions. Vehicles are parked outside the landing zone on some of these jumps, but not on others. Move to one of the other characters if possible to provide the jumping player time to respawn in civilisation.