Hunter And The Hunted
The mission opens with Ray sat on the hood of his Hunter, the Silenced Shotgun resting beside him. He’s parked in a forest somewhere, dressing the wound on his arm. Tending this, he produces the transponder seen in missions earlier. The device is somewhat crudely assembled with switches and lights and banded together with tape. A brief camera pan around the wilderness at the night foreshadows an eerie silence before a beep: the transponder fed into the car phone. You are given control of Ray, behind the wheel.
Your objective is defined loosely: Recover the merchandise.
You are given little else but the tools to do the job.
The transponder works similar to the Trackify app in GTAV mission Fresh Meat: the closer you get to the merchandise, the more frequent the transponder will beep. No set route is provided and the player may end up exploring the expanse of the map if they neglect to follow the tracking device, with the only visual aid being the flashing of the HUD radar to the left or right depending on their location.
Center your search on the more immediate area: the countryside. While leaving the vehicle renders the transponder unusable whilst on-foot, Ray is able to find clues pointing to the location of his foes in the environment: a pub trashed by out-of-towners with strange accents and far too much cash-to-flash to be builders; hookers that can be roughed up; bookies that are flush with cash taken from foreigners with no knowledge of local sport. The devil is in the details.
Your search will eventually lead to a rural land Bed and Breakfast, a sleazy Premier Inn type motel tucked into overgrown abyss behind the A127 road. The transponder goes wild. Ray kills the switch, tosses the device out of the door and crushes it with his foot. He begins to punch in Mad Mick’s digits on the car phone...
Feeding shells into the shotgun, Ray calmly studies the bed and breakfast from afar. Poorly lit spare a dim red neon flickering no vacancy, he decides he needs a closer look. Exiting the Hunter, the player resumes control. The OST kicks in. L I S T E N!
You march across the street, shotgun slung over your shoulder. There’s an ugly looking pool out front tarred with dead leaves, used condoms and the arse end of a bikini. The familiar moans of a good-time girl alert Ray to an open door around the side. There’s a party going on in the executive suite.
Stalking a corridor you arrive at a glass door, an enemy floating around behind. Dip into the shadows to avoid his cocaine induced paranoia. Follow his movements and take aim carefully, as Caine is injured and this will impact his accuracy – you will be mostly reliant on the spread of buckshot.
You time your shot beautifully, tearing everything off the enemy from the neck upwards. Ray presses forward, using the stock of the shotgun to knock out the rest of the glass and open the door. Charging through, he intercepts two intoxicated foes bursting out of the executive suite, obliterating them both in one squeeze of the trigger.
There are screams. They’re onto you and panic. Go for the door and launch a kick at it – nothing: an enemy is desperately holding it shut. He mumbles a prayer in Turkish. You pace back and fire through the door; holes in the wood fill with torn flesh and spilling guts. The door frame is washed a bubbling brown with his liquid supper. Throw your weight on it and it gives, landing on the dead body.
You now have open season on a disorganized enemy, scrambling for weapons that aren’t loaded. They curse at Ray in a language foreign to him and are strewn hopelessly across the room, prompting him to enter with the shotty up and hot.
Out steps a hardened Turkish thug – the obvious power behind the group. His Pistol is trained on you. He shields himself with the naked, terrified farmer’s wife from the introduction. She screams. Ray blows her away. The Turk gurgles, hit in the throat. Caine finishes him.
Ray begins to search for the merchandise. He discovers the money on cold ice amongst unopened Bollinger in a sh*tty little freezer, and turns the place upside down looking for the H. We know eyes are on him, and a flighty little Turk aged no more than eighteen makes a dash for the door with the smack under his arm. Ray is too slow with the reload, unable to respond.
Leg it after the drugs, your speed impaired both by wounds and the weight of the money. It gives the kid enough time to jump into his Monarch, throwing the heavy Ocelot around a corner. Your Hunter surges to a stop in front of it, commandeered by Mickey. While the Turk makes his move to evade, Ray is given the time to throw his lot into his car and take up a seat in the back.
Reload. You have control of Ray doing the shooting whilst Mickey gives chase. You are given two options: fire from the passenger window or fire from the sunroof. We’re firing from the sunroof.
Cutting through mud and overgrown grassland leaves you unable to get a decent bead, and the Monarch gets a head start on the flat straight of road. The Ocelot is ex-police and the kid has access to an old police phone, summoning backup. Two cars of armed Turks pile in behind you off the slip. Focus your attention on them, navigating Ray’s position in the car when drawing heavy fire. On straight road you can tear their vehicles apart: they career into a HGV and center reservations respectively.
Now rip into the Monarch. Mick will gun the modified Willard V8 engine and get you close enough to tear panels from the frame and sever the wheelarchs, panicking the juvenile driver if not killing him. He veers off at the Soldier of Fortune roundabout and crashes through the front of a Happy Eater restaurant. The vehicle explodes and becomes engulfed in a huge fireball – destroying the product and incinerating the driver.
Ray and Mick crawl by in the Hunter. Ray remains indifferent.
The player resurfaces in Southend. Ray takes a guest room above a casino with a view of the sea front. Save the game and explore, or step into the marker to trigger the next mission...
+ Casino Safehouse
+ Gambling Unlocked