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Welcome to 1968. In the two most paramount cities of the era, you will follow the stories of three separate yet intertwining stories winding you across both a re-imagined San Fierro and Las Venturas, experiencing the unique culture of the times. From psychedelics and casinos to waning mobs and the Civil Rights Movement, it was an edifying time to be alive; the happy-go-lucky attitude of the '60s was just beginning to wear off and a grim reality began to set in: only the morally dubious would prosper through the chaos ahead. Only the ruthless will thrive in these cutthroat times.
In GTA: B&B, you lead the lives of three characters with the most common mindsets of the time - an out-of-work Vietnam vet, an aspiring mobster and a cross-county courier in the years 1968, 1971, and 1974. As with GTA 4's trinity, three separate stories will intertwine throughout a series of unfortunate events that lead our protagonists to work together indirectly.
The game gives all players the chance to experience the period of the Counterculture Era for what it truly was - outrageous. From huge cultural events such as the Civil Rights Movement and the mob's last grasp at Las Vegas taking a starring role in the story, lots of satirical insight is given to one of the most historically shaping time periods in American history.
The overall aim is to provide a story that is equally as immersive as it is accurate, along with many convenient features that have been long awaited. Our protagonists are representations of the positive ethos that was finally beginning to dwindle as the 70s approached: desire to conquer, consequences be damned.
Colorful cities host a colorful populace. Meet some of northern San Andreas' liveliest offerings, from the pettiest of pushers to the highest of high rollers.
A 32 year old San Fierro native and Vietnam War veteran, Doug relocated to his hometown after being dishonorably discharged from the military when he was caught smuggling thousands of dollars worth of the USMC's equipment onto the streets. He's been reduced to spending his days with his wife and three year old daughter in their two-room apartment in Suppleham, wallowing in the regret of getting caught and waiting for some sort of action to take hold of him again.
At the beginning of the game, Doug has $75 to his name and drives a blue 1963 Vapid Messier.
Hailing from Carcer City, Julius arrived in San Fierro in 1960 with his brother Winston. After a near-decade of shifty jobs ranging from pizza delivery to slaughterhouse disposal, he joined Win in the virtuous career of courier work - just in time for it to become significantly less on the level.
Flying in from Sicily with his uncle Giacomo in 1960, Dante hadn't an inkling of what lied ahead. A childhood of tough love led to a semi-recurring need for validation; a decent clout for wanting to do well in his elders' eyes. Now 23, having somewhat grown out of impulsiveness, Jacky's bosses have got their eyes on him. He knows it.
At the beginning of the game, Dante has $250 in his bank account and drives a yellow 1968 Barbican Piranha.
Edward J. Segal: A Sergeant Major of the USMC, Eddie Segal was, in spite of all outward appearances, the mastermind behind the smuggling operation that Doug regrettably took part in. Now retired from active duty and considered a war hero, no one's the wiser of his involvement except Doug himself. As fate has it, he's decided to carry on with his retirement in Calton Heights - a mere five minute drive from Doug's own home.
Joanna Pryor: Youngest scion of a pear ranching dynasty, Joanna met Doug in 1964 while he was on leave. One thing led to another - before the year was out a baby was in tow, they eloped; she got axed from the will for marrying below the family. When Doug was discharged in '67, she felt she had put the wool over her own eyes and took it out on her husband - as a result, she's often home alone with three-year-old Bonnie.
Chad Pryor: Four years his elder, Chad grew up alongside Doug in the suburbs of San Fierro. Given his propensity for violence and teenage angst, it came as a surprise for all when he left for ULSA in 1951 to study law. After passing the bar with flying colors, Chad returned to San Fierro just in time to become a crusader for the Civil Rights Movement.
Marcus Vogel: Former USMC Corporal turned jobless nomad, Marcus risked sticking by Doug during the smuggling fiasco while furtively knowing his guilt. They were discharged together and now live in the same sh*thole - Doug knows he's been running up a tab for years that can only be paid off one way: cold hard cash.
Charlie & Archie Baker: The inseparable Baker brothers have long been the cause of all kinds of trouble; in recent months, they've been the ones in trouble. Racking up debt at a faster pace than the United States due to a constant craving for booze and cooze, they've turned their semi-successful motion picture enterprise into something slightly more seedy - they're under the green ownership of Joey Ferrito, catering to the more bestial indulgences of the hoi polloi.
Robert Kurtz: Leader of the east coast's answer to David Arnold's band of brothers, Robby Kurtz is a former squadmate of Doug's who long preceded him in the art of the dishonorable discharge. On the loose since 1964, he and his crew recently got tired of the drear and fear of Liberty; they've kicked dirt 'cross country, recently settled on the outskirts of San Fierro - the rural town of Pleasance, where they've taken to calling themselves The Lost in honor of their exotic environs.
Randolph Harris: One of Doug's former brothers-in-arms, Randy Harris spared no time rising up the ranks of San Fierro's police department after a suspicious helicopter malfunction left him cleared of Vietnam duty. He's the perpetual good cop, always wanting to make up for his misdeeds during the war - a sentiment not jibing well with his orders to work hand-in-hand with some of the city's undesirables as part of an early gang task force initiative.
Ying "Winky" Marquez: Coupled with his befuddling ancestry, Winky Marquez is a low-tier heroin dealer and Triad hopeful. While running his previously budding operation out of Pocilga Lodging, he met Doug and the pair formed a lukewarm business relationship - yet another source of tension between Doug and his wife. But recent shifts in the San Fierro drug trade have forced Winky aside - the cash tap is running dry for all involved.
Baldwin Schultz: Intimidating in his youth, this retired arms dealer has become old, frail, and hard of hearing in his golden years. Schultzy acted as the land-water liaison in Eddie Segal's smuggling fiasco and got away with most of the money - but that hasn't stopped him from living a life of intense frugality ever since; a hermit in a cabin atop Mount Callahan.
Damon Leung: A third generation Chinese-American who doesn't seem to know it; Damon is an enforcer in the San Fierro Triads who prefers every aspect of the "old country" he's never visited. A stickler for anonymity and discipline, he overlooks much of the gang's local drug operations and reports up the ladder instead of taking action himself - making him a powerful contact for those with something to gain.
Tsang Kan Kuen: At the top of that serpentine Triad ladder, a man known as Connie to his more Americanized subordinates sits perpetually satisfied with himself. He was sent off from his eager Maoist origins in 1956 to organize the ragtag hierarchy of San Fierro's resident Triads, an endeavor he has completed all too well. Between human trafficking with the Soviets and drug dealing with the Mexicans, Connie has found an unforeseen consequence in American markets - the tossing aside of his pinko origins; the embrace of the joys of consumer capitalism.
John Muscarella: A former lawyer turned San Andreas state senator. They say the only honest politician is one who can stay bought, and a lawyer-politician combo doesn't bode well. In spite of his slimy resumé, John Muscarella's specialty as a lawyer was government anti-corruption cases; as a senator, he devotes his time to advancing civil rights. Despite his pure intentions, he's still a victim to the age-old adage - his financial backings will return to supply a firm bite to the ass.
Lex Gianakos: A socialite before socialites with an exotic background and fingers in every illicit pie, Lex Gianakos is known as a cipher equal parts coy and cruel with no discernible origin story. It's widely accepted across the west coast that, regardless of her potential unsung loyalties, she's a necessary evil to have on your side.
Winston Cole: Three years younger than Julius, the Coles' good son made it all the way to university before a criminal framing brought him tumbling down. Disillusioned with society in general, he didn't hesitate to cross the country with his brother in 1960 - after eight years of intermittent employment, he's found a pursuit in civil rights and has made connections he hopes he'll never need to use.
David Arnold: A professional chopper enthusiast: Dave owns a chop-shop in Dutch Flatlands, and in the eyes of the law that's as far as his enterprising goes. In the underworld he's known to be a suave businessman of another fashion with an explosive temper and a Redwood perpetually in hand. He's currently the de-facto leader of San Fierro's biker culture, which has recently dipped its toe in the international heroin trade.
Dirk Dunne: A formidable presence with the brazenness to match, Dirk is second only to David Arnold in the biker crew hierarchy. Another example of classic brains vs. brawn, Dirk provides the terrorizing muscle behind the organization while David presents a purely businesslike facade - but the fact that both men consider themselves the boss is slightly problematic. The ostensible united front is about to crack.
Freddy Peters: The owner of Intrepid Courier Service, Freddy's come to be known as a surrogate father for his employees - complete with raging temper and all. In spite of a life running forty-some years of scrupulous values, the city's beginning to swallow him up in debt and dismay: turns out he's no more immune than anyone to sin when faced with the prospect of ruin.
Harry Bulle: ALL A man who likes inside jokes - he chose "Harry" from the 'Tom, Dick & Harry' type of everyman, and his job at the International American Airline for the innuendo alone. Every aspect of Harry Bulle is a farce, marred behind layer upon layer of red tape and blind alleys. From a motel an even run between San Fierro and Las Venturas, he runs clandestine ops for God-knows-who for Lord-knows-why, but always in the company of an even-keeled sense of humor.
Bennie Bartok: One of San Andreas' newer players in the drug trade, Bennie is already known as a force to be reckoned with. His laid-back disposition works hand-in-hand with his disarming figure, but he's got a dangerous knack for negotiation and depravity while behind closed doors. He advertises as one of the cheapest fixers currently on the market - loyal only to the highest bidder.
Dallas Bloomfield: Jack of all trades or an incompetent bum; a pinko bastard or a madcap anarchist - speak to different folk, get different answers. His paper trail paints no clearer picture - a journalism degree in the deep south, a tryst and quarrel with a Spanish duchess, a charge for felony mayhem in 1966 - now, he runs his own journalistic outlet from a Poacher's Beak warehouse when he's not running with David Arnold and his gang of desperadoes.
Chester Goldwater: A New England drug runner with deep-rooted links down south, Chester Goldwater drifted all the way to Los Santos so he could sell weed to the free spirited alumni of ULSA - before long he had a habit of stealing airplanes from private Blaine County airfields in order to deliver to the Mexes; a business relationship was born, but didn't last. Chester the perpetual transient fell in with some hippies; he's broken new ground further north.
Henry Katz: Long-successful record executive known for his reach across all musical genres, Henry Katz's auteur status is owed to his children's fingers on the pulse of young society - not his. The facade of avant-garde knowledge has gained him many successful contracts in the meantime, thanks in equal part to his underworld connections - the question is: how long can he maintain the balancing act?
Bruno Grzybowski: Voted most esteemed agent of the Department of Opioid and Pharmaceutical Exploitations since '65, the colloquially known Agent Grotto has never hesitated to be brutal and calculated in his efforts to curb San Fierro's growing drug epidemic. Perhaps he wouldn't be as revered if his superiors knew of his back-alley deals - a wet beak in exchange for busting only the pettiest of pushers.
Matilda Yong: Luckily for Matilda, her patrons are an inherently no-questions-asked type of clientele. Perhaps if they were, they would ask how she managed to pop up in S.F. come 1965 with a small fortune in counterfeit bills and a Chinatown building lease without so much as a peep beforehand - or why half the time she doesn't respond to her name. When she put the apartments above her parlor up for rent in '68, the equally reticent Cole brothers came a-knocking.
Roxanne King: A Los Santos girl born and raised, Roxanne migrated to the Iron City to join her brother Freeman after the Rancho Riots. She and her shadow found work in a local Suppleham watering hole - it's there she met Winston Cole, where they founded the S.F. chapter of the House of Racial Equality with only the purest of intentions - three years down and he still hasn't met her brother, a man significantly less altruistic than the dynamic duo.
Leon King: Pillar of the Birchwood community just outside San Fierro, Leon has his sister four years beat in arriving to the city. Rather than flee the Rancho Riots like Roxy, he took a return trip home just to participate in the chaos. He avoided arrest, made a name for himself after torching a command post, found himself revered by the black community of Birchwood on his return back home. Vain and visionary as ever, he took the opportunity to found the Leopards of Leon - a civil rights organization on paper, currently under investigation for sponsoring every crime under the sun.
Jacky Gallo: Dante's only uncle, Giacomo came to America at the height of Prohibition. After a rise and fall under the eyes of a local thief ring, he headed east straight into the arms of the Gambettis. An astute business acumen boosted him to underboss by the 60s, when his paisan Amerigo Cazzini recruited him to oversee Venturas ops in perpetuity.
Jon Gravelli: A consistently dependable worker for the Gambetti family since the age of twelve, Gravelli has recently been promoted to capo and shipped off to Las Venturas just in time to miss the birth of his son. In love with his work but having left his heart in Liberty City, he is known as a fair and level-headed leader with a zero tolerance for callowness.
Amerigo Cazzini: A Mustache Pete through and through, Cazzini came to North America in the early 20s to flee the state police and four angry husbands. The full Sicilian package of a sadistic streak and heightened business savvy, he found triumph in the Prohibition bootlegging operations of eastern Canada. Of late, his personal kinship with Gambetti head Sonny Cangelosi has earned him a spot further south - heading the Sicilian sect of the Gambettis as their Las Venturas intermediary.
Ettore Boccino: Product of a long line of slimy businessmen and con artists, Ettore was the first and only to welcome Dante to the neighborhood. He taught the boy English and how to hustle; the brother he never had. With the pair growing up around men like Jacky they inevitably found themselves drawn to the lifestyle - if only they ever found success in it.
Sebby Boccino: One of those aforementioned slimeball con artists, Sebastiano Boccino is Ettore's father and one of the casualties of the Gambetti family's Liberty City purge - any and all weak links sent to the land of slot machines. Turns out he's well suited to it; his affinity for unsightly polo shirts is uninhibited by the weather, and corpse disposal is only a fifteen minute drive to a hole in the desert - what's not to love?
Vivienne Lemay: One of Las Venturas' most prestigious poker players, "Lady Vee" is notorious on the strip for her talent of cleaning out any casino that dares let her enter. Blacklisted from all but three Venturas gambling outlets, she is eager to try her hand at La Penisola upon its opening in early 1968 - little does she know, the Cazzini family have long had their eyes trained on her.
Linwood Kennedy: Famed alum of Classic Vinewood's silent era, Linwood Kennedy has amassed such an immense fortune in the past three decades that he's been allowed the luxury of practicing peculiar hobbies. Besides snow globe collecting, harvesting carnivorous plants, and faking his own death for sport, he rejoices in purchasing controlling stakes in thriving industries, only to bleed them dry and inevitably forget about them. After a long life stuck in Vinewood he's moved slightly north - drawn like all to the neon lights of Las Venturas.
Sammy Moreno: Former city alderman from the Midwest, Sammy Moreno has long retired his political aspirations in favor of a equally corrupt agenda - cavorting with organized crime and government agencies alike. He's a man serving many interests, above all his own; only a small party are privy to just what extent this attitude operates. He'll take it to the grave.
The Commission: Composed of the heads of Liberty City's five families, The Commission rules over all mob-related decisions - including those dictating Las Venturas' fate. As of 1968 it is composed of Pasquale Ancelotti, Giustino Pavano and Vincent Lupisella. Sonny Cangelosi and Victor Noto represent the Gambetti and Messina crime families, respectively. (Left to right - Cangelosi, Pavano, Noto, Lupisella, Ancelotti)
Giovanni Ancelotti: As Pasquale Ancelotti's nephew, Giovanni has long been considered the obvious choice to succeed his uncle's position as head of the family. He's fair in his dealings, unbiased in his affairs, ostensibly peace-seeking - if only they knew of the fire in his heart, the yearning for the day his beloved Uncle Pasquale keels over so he can begin pulling the reins.
Carlo D'Aversa: Las Venturas' casino frontman, Carlo has always been popular among the comers-and-goers of the strip. Known for his happy-go-lucky attitude and ostentatious habits, Carlo hasn't been quite himself lately. He's being pulled down the middle by the Gambettis and the Ancelottis - the former trusting he'll provide a garish open to La Penisola, the latter hoping they can hook him over to play for the other team.
Michael Caccina: With a penchant for flashy shirts and philandering, Mikey's an Alderney City bookie who got demoted cross-coast when he slept with a Lupisella capo's goomar one too many times. The Gambetti brass shipped him out with the hope that his numbers skills would prove useful in the casinos - they don't know the resentment he harbors for pulling him from his stomping grounds.
"Chubby" Charlie Matteo: From the nickname alone, people expect to come face-to-face with a waddling Guernsey greaseball of middle age - they're wrong. Rather, young Charlie Matteo's moniker comes from the predatory vig he charges on his loans which, even at his young age of twenty, have inspired many a successful Alderney risk-taker to file for personal bankruptcy. His zeal for the old ways of the life are paving the way for a long-lived career in Ancelotti loansharking; the Las Venturas wing of the family needs his services more than ever.
Pip & Pat Trompi: The Trompi brothers are the Ancelotti family's main enforcers, bringing both the brains and the brawn to the table. Despite the longstanding war, Ancelotti higher-ups waited until Venturas was a sure thing to send them in. Pip's laying low under his permit to get the city in Ancelotti hands at all costs. His little brother, on the other hand, has a mouth that can't contain his fervor - even in a city of callous windbags.
1968. A seemingly perpetual overseas war on the horizon, and it's no different at home. Between the commies and their robust firepower and American-made weaponry being smuggled back home, there's certainly no shortage of deadly instruments flowing onto the streets of San Fierro and Las Venturas. You'll find weapons befitting their constituents - the Triads and their Mao-made SMGs, biker 'Nam vets with their powerful pistols.
As always, certain protagonists carry certain perks - in this case, Doug already has a fairly adequate arsenal at the game's start courtesy of his time in the service. As for the other two - status quo antebellum.
As the first GTA game set in a drastically different time period, B&B aims to enter foreign territory as far as modern conveniences go. No texting, cellphones or even pagers are available to keep in constant contact with your criminal compatriots; we enter the "old-world" way of connection. Playing as this entry's focal trio, you'll notice how much this affects your discovery of the in-game world. Whether you're trying to conquer the Venturas mob scene as Dante, make your riches as Julius or overcome your demons as Doug, things will be different. The word on the street will become your main point of reference for how business is being viewed, so keep your ear to the ground and listen for hints from the population that, if exploited, can pave your way to success.
THE PASSAGE OF TIME: B&B will explore the drastic changes that took hold as America entered the 1970s with civil issues abound. Views of race, morality and prosperity were changing faster than many could keep up; the perfect arena for criminals to thrive.
- 1968: We're dropped into 1968 - the status quo of the 60s is being uplifted by the reactionary roots of the counterculture movement. With issues never before questioned being raised like a house on fire, you'll find the year's period of uncertainty shown in every facet of west coast culture.
- 1971: Three years down the road, society is in a full-blown hippie haze. Music's loud and mind-bending, cars are tough and hard-bodied, the people are free and easy-going. It's a utopia for those of a certain mindset - but you better enjoy it while it lasts, 'cause it ain't lasting.
- 1974: Ain't lasting indeed: reality always takes time to set in, doesn't it? Even as a certain war ends and things should be ever-better, failed political conspiracies and worldwide oil crises take a toll on even the most gonzo of places. Brass tacks are back, Jack.
A LIVING WORLD: The old-time setting brings ahead the biggest change: in a living, breathing world, your every action is important in a time where word travels mainly by rumor. All aspects of criminal life are subject to scrutiny.
- Gambling: Want to turn your characters into card sharks? Whether you win or lose, your reputation will precede you. A losing streak will guarantee more people want to play you because they think you'll bust out at every turn. Win every time and you won't be offered as many street games, but entry to high-stakes tournaments will present beaucoup bucks rewards. See Gambling section for an in-depth look at the gambling system itself.
- Image: As you progress in your criminal exploits and the public begins to learn your name, the way you carry yourself will take affect on your perceived persona. Dressing well and driving flashy are good ways to look successful, but your business approaches are taken note of as well. Don't get revenge when someone tries to torch one of your businesses? Expect it to happen again. Ruthlessness gets noticed - don't let people f*ck with you.
- Violence: You go out and do what you want to do; that's the freedom of GTA. But a violent streak will ensure you are treated appropriately, be it by passerby or shopkeeper. Pedestrians may give you wary glances or just plain run away upon seeing you. Shopkeepers, depending on the business, may either offer you discounts out of fear or refuse service altogether. Be an asshole in moderation.
A REPUTATION SYSTEM: A more in-depth version of the system in Red Dead Redemption, B&B's reputation system analyzes all gameplay choices to give your characters their unique personas. While the protagonists already have their goals in mind as the game begins, it is up to you to truly shape how they reach them. Inconsistency between cutscenes and gameplay is no more; everything is taken into account. Frequent visits to "massage" parlors as Doug may yield hostility from his wife and quips from his friends as word of mouth travels. Instigating street fights as Dante will make him feared as tied in to the Violence section above, but winning them may earn him higher payouts in the fight cages.
This extends to business, too. Julius' tenure as president of his courier service is directly influenced by how much you care about it. Ensuring packages are delivered safely and without drama will earn you more business and bigger contracts. Ignoring it altogether will equally ensure its foreclosure-you'll have to find prosperity elsewhere. How you dress, act, and conduct business shapes your protagonists more than ever.
A FUNCTIONING ECONOMY: While the stock market is not around in this installment, other features have been implemented to show the process of change in Las Venturas and San Fierro. As the game progresses, stores may close and reopen, shopkeepers will age and eventually be replaced, buildings will be built on previously empty lots and much more. As Doug, Dante or Julius you now have the ability to decorate their homes as you see fit; for each room, you are given up to four options on what decorative style it takes on, much like Saint's Row 2's customization system. Your businesses will be influenced by the city's mood as the years progress, and it's up to you to see economic change coming if you want to stay afloat. See Business section for more information.
CAR RADIO: Unlike previous iterations, the in-game radio is more dynamic as ever. Upon pressing the corresponding button/key, the camera will zoom in to the radio. From there you are free to scroll AM/FM stations until you find a randomly generated song or political discussion that suits you. If you're in a rush, there are still the traditional station choices with a long list of tracks to choose from. See Radio section.
HANGOUTS: Although less invasive than they were in GTA IV, friend activities have returned in B&B. Main characters all have their own residences with enter-able interiors now, so instead of using a payphone or hobbling into the nearest restaurant to make a call you can now simply knock on their door and go out. These activities range from restaurants, bars, disco clubs, dart & pool venues, strip clubs, drive-in cinemas and more. All friends have one unique activity that only they can be taken out to, and some friends may call you for favors ranging from things as simple as a lift to beat-up missions and small-time robberies. See Friends section for more.
FAVORS: In an effort to provide an open and fully interactive world, multiple objectives can be accomplished by doing favors for NPCs around the map. Say, for example, you need to find a hit target but don't know his location. You can take the traditional routes - follow a friend to his residence, offer someone a bribe - but you can also complete favors for people with the information. These range from jury intimidation to auto theft and even charming a famous actress; really, anything is possible in this situation.
The cities of San Fierro and Las Venturas are separated into Districts. Within these districts are neighborhoods, which are all entirely unique and evolve as the game goes on. In between the two cities is an expanse of desert, where small towns and venues are scattered across. Below is a list of districts, neighborhoods and desert towns in the game.
Iron Coastlands: Consisting of Quest Sound, the Dutch Flatlands and Poacher's Beak, the Iron Coastlands consist mostly of industrial factories, many of them abandoned and in disarray - the SFPD know that no amount of policing will heed the amount of illegal dealings that go on under the moonlight. Of the three, Poacher's Beak is considered the "safest" to venture into overnight, seeing as it's the only one with residential areas. David Arnold's chop shop is right in the middle of the Dutch Flatlands district, which tangibly belongs to him, and Quest Sound is the place to go if you're looking for questionable narcotics or solid weapons. If you aren't up for paying, the San Fierro Naval Dockyard is host to the most military contraband in the state; try your luck.
- Quest Sound - Still mostly empty with exception of a few looming warehouses and vacant alleyways, the perpetually half-flooded Quest Sound - The Bayou - is Fierro's go-to place for deals of the shadiest kind. Until someone wealthy enough decides to initiate a redevelopment project, the SFPD chooses to ignore the fact that every night, the population experiences a sudden boom.
- Dutch Flatlands - Consisting almost entirely of run down and abandoned buildings, there is absolutely no reason for anyone up to a reasonable amount of good to venture into the Flatlands. De-facto owned by David Arnold and his gang, the police stopped patrolling the area ages ago.
- Poacher's Beak - Being the least dangerous neighborhood of the Coastlands doesn't make it safe by any stretch of the imagination. Poacher's Beak is a cesspool of sketchy massage parlors and liquor stores with upstairs apartments. You've still got a 50-50 chance of getting mugged or propositioned while walking down the street, but it's a whole 'nother world compared to the Dutch Flatlands.
Sunset District: Calton Heights, Westwood, Vista Park and Princeton are the neighborhoods of the Sunset District. Previously occupied by lower-middle class, the district has recently received a surge in property purchases by those in the know. Tightly packed Victorian-era townhouses populate the narrow streets that offer sweeping views of the bay.
- Calton Heights - Previously known as Andreas Heights, in recent times this neighborhood has been inhabited by those with money to spare. Located at the top of a steep incline, Calton Heights features a great view of Easter Bay and is home to the most affluent in the city. Despite the high property prices, the streets of the neighborhood are plagued with young "artists" hocking their newest music and advertising clubs in the city's seedier locales during the day, and the "classiest" of working girls at night.
- Westwood - Virtually identical to Calton Heights, Westwood sits high above sea level and is populated to the brim. However, it remains untouched by the higher class. Victorian houses not maintained since their inception continue to fall apart at the seams behind well-maintained lawns and gardens. Due to not knowing what sort of audience they might find, Westwood is free from any sort of hecklers and is the quietest of the district at night.
- Vista Park - Unlike the others, Vista Park was never considered a great place to live. Apartment tenements highly outnumbering historic homes took away from its charm atop San Fierro's highest hill, but the Summer of Love brought hundreds of young couples to the neighborhood. Now fully populated, one might call it the nerve center of counterculture.
- Princeton - Half at sea level and half uphill, Princeton used to be a quiet residential area. Recently, it's turned upside down and has become a safe haven for the LGBT community in the aftermath of the Summer of Love and more nightclubs and bars are springing up than ever. History buffs and natural beauty keep its reputation as prime real estate.
Lusitano Hill: Only the neighborhoods of Suppleham and Little Hanoi remain part of the formerly sprawling locale of Lusitano Hill. Constricted to the east by San Fierro's expanding downtown and to the west by the estates of the Sunset District, it has become a haven for those with little cash to spare and nowhere else to go.
- Suppleham - Booming from the Gold Rush until the end of Prohibition, Suppleham developed into a refuge for GIs as the 1940s approached. Its nightlife was swept aside as properties were flipped residential - it could only work for so long. Now, as WWII fades into the past and the draftees move on, it has turned to a something of a melting pot; jazz clubs, burlesque theatres and massage parlors now line the streets. The homes have been kicked upward - single occupancy apartments above the businesses. Doug and his family live at Pocilga Lodging, one of the only apartments left that operates not only in name.
- Little Hanoi - Part of Suppleham in reality but not in spirit, Little Hanoi is distinct in its purely Vietnamese identity. Plain and simple - don't venture in here unless you speak it or look it, at least until the war's over.
Sastre Outlook: Home to those rich enough to acknowledge San Fierro's cultural scene from afar but too brassbound to take part in it, Sastre Outlook's district/neighborhood combo offers stunning views all around to look down on the commoners below. Recent picketing has put a pin in the district's perpetual air of superiority, laying bare the fact that no amount of elitism can keep out an increasingly unruly populace.
Greenwich: A district of shifting populations since the Gold Rush, East Greenwich, West Greenwich, Equator Bay and Kennedy Park make up San Fierro's middle-class compromises. The district border has been consistently warping since the 40s, pushing stucco dwellings to the brim with - most recently - headstrong Chinese immigrants who refuse to live in Chinatown.
- East Greenwich - Constantly under construction and split down the middle between ancient Victorians and budget crash pads, its borders are rounded out by the Sastre Vista highlands one way and San Fierro's token park on the other. East Greenie is affordable and cultural - and the bohemians are taking notice.
- West Greenwich - When the Greenwiches became two, the west side got away with most of its fabled antique housing. With sandy beaches on one side and lush parks on another, only those appreciating of nature and tolerant of peculiar smells inhabit it.
- Equator Bay - Smack dab in the middle, Equator Bay was left out of the Greenwich moniker. It has its own identity instead - numbered streets, abundant murals, and cheap duplexes. Its second only to Chinatown for the highest concentration of Chinese immigrants; ones who prefer to live in relative anonymity.
- Kennedy Park - Kennedy Park is nothing more than a glorified nature reserve built around an abandoned asylum. It's a tourist trap for those excited to see the end of the Great Ocean Highway, but that's about it. Recent talks of tearing down the crazy house have been tossed aside by locals as a pipe dream; San Fierro's government acting on its proposals? Inane.
Chinatown: Another district/neighborhood mashup, San Fierro's Chinatown is the oldest of its kind. If it's food cart nosh, faux imperial architecture and bargain, 50/50-shot-of-a-happy-ending massages you seek, it's your port of call. Just ignore the influx of immigrants hoping to keep the district to themselves. Above one of those infamous parlors sleep the Cole brothers, undying sticklers for budget living.
Nocaro Esplanade: Under this district's umbrella fall San Fierro's varied waterside neighborhoods: Clarita Quay, Balandro, and Las Llegadas. They might share a nautical view, but that's about it - the San Fierro city council sits partial to the remunerative neighborhoods only, letting the flower children fight for the scraps elsewhere.
- Clarita Quay - As some of the Esplanade's other developments fell into disarray, Clarita Quay's grandiose allure kept it 100% afloat. It's survived the times as a token of nostalgia, seemingly untouched by modernity to the benefit of the rich and tourist-inclined alike. Main attraction - Victoria Dock, where anyone can gorge on seafood while eyeballing the filthy rich do the same on their moored yachts nearby.
- Balandro - Twenty years ago Balandro could've been considered Clarita Quay's sister section - if its original architect hadn't insisted on forging it in wood, that might still be the case. Now it's falling to rot, both literal and metaphorical - it's closer to the Dutch Flatlands than its neighbor in spirit.
- Las Llegadas - Commemorative fountains and an abandoned army post: what's not to like? Fort Woods has been chiefly forsaken since the end of the Korean War; it lays waterside as a target for urban exploration and patriotic photo ops, zip else. The open land of its few plazas, however, are ripe for bohemian outdoor living.
Mission Name Plot Link 1: Three Guys Walk Into a Bar Julius Cole, Doug Pryor, and Dante Gallo act out a typical day in the life as unfamiliar prospects loom on the horizon. Click 2: Top of the Slide After finally achieving a face-to-face with his newest employer, Julius is put to a haphazard test in a surreal environment. Click 3: Bet Your Bottom Dollar Dante takes a trip to the desert to deliver a package on behalf of his uncle, then enacts some revenge with the help of an old friend. Click 4: The Gordian Knot Desperate for work, Doug teams up with a former business associate and earns a chance to showcase his skills to a new organization. Click
GTA B&B integrates the traditional series side-missions with more structured tasks incorporated into the storyline. Here is a list of them, in order of unlocking:
Winky's Wetwork (Doug)
The first structured side-mission available in-game, Winky's Wetwork consists of Doug's efforts to keep Winky Marquez's Triad-affiliated drug running op afloat. Tasks range from the menial - overseeing Chinatown poppy shipments or keeping workers in check - to the more intricate, such as roughing up unruly employees or getting the dirt on warehouse owners downriver. As the story progresses and Winky learns the ropes himself, Doug will receive a thanks with decent severance. There are seven scripted missions:
- The Birds: Doug oversees a shipment of heroin coming in through the open waterfront; open season. With the help of Triad goons, ensure the cargo is safely tucked into the vans as rival thugs attempt to butt in from the sky - ward them off and bring a batch straight to Damon yourself for extra compensation.
- Badlands Redux: At the behest of the Triads themselves, take out the ringleader of the other day's ambush from his mountaintop cabin south San Fierro.
- Crème de la Crème: Conduct a business meeting yourself out of a Poacher's Beak confectionery and prove your reputation as a stalwart negotiator - if you've got good eyes you'll double-cross the double-crossers before they can do you any wrong.
- Prohibition: As the Triad warehouse housing the goods from the confectionery deal gets raided, find a way to relocate the goods without getting busted.
- Chief Shaft: Obtain some coercion-worthy exhibition shots of the drug case's lead investigator and shrug off funny looks as the photos get developed.
- Tropic Sun: With the heat off Winky's back, stake out the agreed meeting place to offload the goods before the deal takes place and eradicate any undesirable elements.
- Heroin Chic: In the company of Winky and a band of Chinese goons, ensure the biggest deal of his career goes off without a hitch.
Weapons Trafficking (Doug)
Maybe second time's the charm. Doug still holds contacts within the USMC willing to part with some firepower despite the original ring's disastrous fate - with the help of Baldwin Matthews, Doug returns to his old tricks sans the deceitful Sergeant Major. With good work put in along with Doug's career advancements elsewhere, the missions become increasingly complex and doubly rewarding as time goes on. There are five varieties of missions:
- The Oceanic: Be it through stealing or purchasing, this mission takes Doug out on the water to complete his objective. That's not an indicator of anonymity - San Fierro has eyes on the sea 24/7 to protect the SF Naval Dockyard. Grease the Coast Guard's palms yourself or think of another way through, because naval warfare isn't a force to be reckoned with in these trying times.
- The Smuggler: Race to the given locations and stuff some weapons in anonymous dropboxes around the state - just watch out for setups and crackdowns.
- The Saboteur: As always, the arms race is not without opposition. Through force of wit or ferocity, let your competitors know that northern San Andreas has only one name for blackmarket weapons.
- The Deal: Meet with contacts statewide to seal the deal on a sale. Be aware - with no means of verification, you're always taking part in a risky business. Cop or crook, see to it that things are done on a level playing field.
Will be added to daily. TBC.