Akaviri Posted September 11, 2012 Share Posted September 11, 2012 (edited) LC72 EVENTS Vietnam war protest riot Upstate prison riot Ancelotti boss murder attempt; put in coma Ancelotti vs Gambetti war Corsican Connection bust Mosque massacre; murder of corrupt police covered up by Black Muslim mafia Hotel heist; political campaign fundraiser Bohan gang peace meeting HITMAN MISSIONS HUSTLER MISSIONS Arrive in LC from Saint Denis. Owes Salty Powers a successful uptown bar after a bad poker game. Reconnect with Pretty Willie. Acquire a fixer-up property to build a new bar. Must see Irv Williams to gain racketeering permission and a liquor license. More debt. Stalk drug syndicate patterns. Rip off the Corsicans for their haul of cash. Return of Crazy Joe Gallo. Collects on old debts; demands assassination for commensuration. CONNECTION MISSIONS PRISON EVENTS Influx of prisoners Moved from solitary confinement Boxing match Mafia captains shanked Prisoner escape Riot in the yard HITMAN MISSIONS Reconnect with Giovanni Rossi on good terms after jewelry heist years prior. Money never came back to them, but Varna ate the time and didn't squeal. HUSTLER MISSIONS Collect wagers on the prison match for Bunk Williams. Overhear Bunk on telephone; nephew has stolen his reserve of money. Scheme to fix the match by drugging opponents. Make enough swing money to take care of Bunk and earn his favor. CONNECTION MISSIONS Released from solitary confinement in a weakened state. Confirms he will still compete in boxing tournament. Returns to cell. Sixto making an alliance with Leer Valente in exchange for Gambetti captains being taken out. LC78 EVENTS Construction union wars Drug crew turf wars Lufthansa heist HITMAN MISSIONS HUSTLER MISSIONS CONNECTION MISSIONS Edited Saturday at 05:02 PM by Akaviri Shhh Link to comment Share on other sites More sharing options...
wwinterj Posted September 11, 2012 Share Posted September 11, 2012 Destructible buildings won't happen this gen in anyway, shape or form although it would be nice. Link to comment Share on other sites More sharing options...
Akaviri Posted September 11, 2012 Author Share Posted September 11, 2012 (edited) Spoiler Hermes Split windshield and suicide doors. Popularly customized by street gangs. Empress Elegant upscale coupe for your super rich bitch missus. Greenwood Large in charge police fleet car in its off-duty livery. Esperanto Pastel styling, landau top, and a hood large enough to have a picnic on. Glendale Coal-rolling diesel sedan with indestructible class. Presidente King-sized with enough trunk space to fit your rivals entire crew. Oceanic Heavy steel body, concave front-end. Seemingly designed as a battering ram. Stretch There is nowhere to park this in Liberty City, but it can fit up to 7 strippers. Merit The modern fleet car of federal G-men. Unassuming yet relatively fast. Admiral Oversized road sofa catering to the extra big and tall. Tulip Blue-collar durability with a working class lack of amenities to match. Virgo Stealth meets high class. Typically seen down the block harboring standby hitmen. Voodoo Slow lowrider typically seen ferrying gangbangers and hoods in customized livery. Chazal 24-karat pimpmobile. Mink carpet and rear liquor cabinet. Mobile phone. Hakumai Sips fuel like fine wine and has the durability of an empty beer can. Stafford Posh-lined steel scarab. Slow as hell, but true elites are never in a hurry. Tahoma A gracefully weak attempt in compressing American luxury. Super Diamond Top-notch ride quality and 16-way adjustable seats. Intruder Comfortable commuter with front mirrors. Fit for a high school principle. Angelus Roomy and cleverly lightweight notchback powered by a V6. Ambassador Dream machine with pre-banned tailfins known for decapitating bicyclists. Madame High performance features with a gilded mahogany interior. Marbelle Nondescript box sedan with lackluster performance aside from its mild V8. Jackal Kingsman sedan propelled by the bespoke Ocelot V12. Oracle Executive stockbroker special. Factory in-car dictaphone. Envoy Heavy luxury steed, thrown forward by a 440ci big-block. Clique Built like a Red Scare bomb shelter on wheels. Statesman Powerful secret-service sedan with excellent brakes. Esquire Old-school police fleet car. Struggles to get out of its own way. Chino Cabriolet comfort rocket and pioneer of the 7-point turn. Stanier Minimalist government fleet car of lonely IRS employees. Fortune Consumption and performance of a middle-aged alcoholic. Chamon This Swedish sedan comes with acceptable power and handling. Faction Velvet upholstery with a multiplicity of ashtrays. Fagaloa Ponton classic from a time when seatbelts were considered a main selling point. Idaho Heavily flared body. Limited-slip rear makes for effortless burnouts. Convoy The factory soft-top is stronger than its flimsy sheet metal body. Manana Stripped-down city car. Set it on fire when you're done with it. Schafter 69S V8 sleeper sedan for executives late to a presentation. Brutta Smooth and intermediate. Likely a hand-me-down from your aunt. Feltzer Tasteless luxury roadster driven by dentists and spoiled mob children. Bravura Its decadent pillow velour rocks you to sleep at the wheel. Coquette Aerodynamic and muscular. Barely enough room for your briefcase. Epsilon Basic cable American brick with a detuned V8. GT500 Potent power-to-weight in a short wheelbase. Perfection. Premier Punctual transport with quiet luxuries such as swivel seats. Calico The world-class statement that put Japanese automobiles on the map. Jester Deluxe economy liftback. Quite popular; voted import of the year. Elegy Japanese muscle: a straight-six tuned with triple carburetors. Broadway Its hey dey of surfboards and milkshakes ended a long time ago. Windsor Top-notch luxury V12 tourer to suit a greedy London mob boss. 190Z A handsome driver with satisfying feedback. Prone to fishtailing. Centaur Refined grand tourer packing a V8 and weird flip-up headlamps. Sultan Gutless single-cam engine wrapped in a beautiful exterior. Comet Turbocharged flat-six, whaletail spoiler, and a haunch stance. Sentinel Executive and ergonomic. Popular among lawyers and accountants. Jaeger Turbocharged inline-4 track midget. Handles like its on rails. Nebula The only thing stronger than a brick is one made by Swedes. Mercier Fiberglass rally ninja. Swerves and pivots effortlessly. Super delicate. Previon Sharp-looking Swedish coupe with added turbocharged pep. Rocket Six headlights, six cylinders, and a six figure price tag. Altruist Small-block V8 hot hatch with a chip on its shoulder. Stirling GT Landmark German sportscar and Carraways sweetheart. Club Cleverly designed to feel fast while you save gas. Mamba Barebones track roadster. Pray it doesn't roll over. Corsica Sleek and fuel-injected sport hatch. Exemplar Cutting-edge family wedge with a digital dash display and a litany of issues. Weevil Lemon trendsetter with snail performance. Choice of serial killers. Rapid GT British-crafted wood-grained muscle queen. Feroci Another sad example to thank the oil crisis for. Cheetah Overcompensating and dangerous, just like its owners. Rhapsody Call shotgun or face the back seat of pain. Hyena Downsized little brother of the Cheetah. Still packs quite a punch. Asea Sparsely trimmed and unimaginative to the extreme. Stinger Massive front-mounted V12 with an insane top speed. Blista Compact Matchbox of a car that fits in half of a traffic lane. Turismo An entry-level Grotti. Mild and balanced with a V6 mounted mid-rear. Crapea Fairly quick V6 catering mostly to young women. Casco Carefully crafted with a tube-framed chassis and built rear V8. Thunderbolt No-frills soap box roadster. Proof that less can be more. Pigalle Ingenious hydraulic-assisted handling and braking power. Michelli GT Straight out of Naples and praised by those mafia zips. Tropos Compact rally weapon with an angry sounding throttle-bodied V6. Futo Bogged-down rodent with a carbureted lawnmower engine. Viseris Barbaric sounding V8 midship. Heavy but well balanced. Savestra Rotary-engine pit bull with loud, eye-watering exhaust. Ardent Remarkable aerodynamics and handling without much engine power. ZR150 Modern rotary-engine streetfighter boasting high agility. Lynx V12 slammed into a tight fit. A work of art. The road is its canvas. Noble Flat-six boxer engine, 5-speed transmission, and no expenses spared. Infernus Futuristic aero, scissor doors, and zero peripheral vision. Panto Haphazardly produced and will likely explode if rear-ended. Monroe Original king of the supercar jungle, armed with a lion V12. Radius Zippy fuel-sipper with good looks and ergonomics. Zion Aerodynamic body and stroker six-cylinder with generous torque. Stratus Flat-four boxer, excellent brakes and all-wheel drive traction. Camper Slow-moving hippy mothership trailed by marijuana smoke. Buccaneer Low-end muscle car for the low-end mob muscle. Youga Shag-carpeted disco shuttle with diesel power. Deviant Bad-mannered machine built for bad men. Pony Windowless privacy for your illegal and kidnapped cargo. Renegade Limited-edition flagship with every bell and whistle. Romero Ceremonial funeral wagon. Quite slow, so as not to disturb the dead. Vespid Angry little car with medium power and excellent brakes. Journey Gigantic vacationing motorhome. The family college fund well spent. Angler Loud and proud nemesis of the Dukes. Difficult to launch straight. Picador Hotrod and utility vehicle, accomplishing both in mediocre fashion. Coyote Boxy highway-gunner with a high displacement V8. Frigate Performance speedwagon to ease a fatherly midlife crisis. Clover Sought after by gearheads for its sporty heritage. Perennial Cornerstone grocery getter of the suburban nuclear family. Fugitive Broad-shouldered road bully and unmarked FIB hunter. Burrito Aggressive muscle van and pride of many street gangs. Destrier Massive engine fashioned in front-wheel drive. Poor braking ability. Speedo Skeletal delivery van with traffic-weaving handling and poor durability. Stallion Hits just about every sweet spot except for its durability. Regina Kingly station wagon crowned with wood paneling. Walter Oddly extruded body. Engine makes impressive torque. Ahead of its time. Rumpo Vivid-colored pillbox of leftwing activist students and meddling kids. Impaler Coke-bottle contours, vinyl bench seats, and a strong engine. Slamvan Steel tortoise demanding to haul cases of beer and military ordnance. Sabre GT The biggest name in big blocks which marked the end of a golden era. Ingot Oddball two-stroke wagon. Screams at high RPM to reach 35 mph. Tampa Lightweight for its class. Boasts aggressive handling. Tornado Built like a tank and carries credibility amongst mechanics. Bison Monstrous truck catering to the Napoleon complex. Vamos Mean power-to-weight ratio. Accelerates fast, but has a low top speed. Seminole Family-oriented SUV with a bit of off-road grit. Hellenbach GT Heavyset acceleration with flexible handling. Poncho Frontier styling and denim seats. Pairs well with a ten-gallon hat. Remington Fastback styling, fender skirts, and a brawling powerplant. Bobcat Rough country stepside. Good for hauling illegal workers. Dukes Maximum displacement with minimum handling in mind. Rancher Boxy 4X4 with plenty of room. Popular used for security convoys. Dukes Hotring Supercharged titan in need of an airport runway to stretch its legs. Walton Patched-up relic begging for its retirement. Nightshade Lowered prowler always looking for the next drag race. Yosemite The pinnacle of a robust American pickup truck. Phoenix Hammered to death by emissions standards. Huntley Classy, British-manufactured, underpowered oil-leaking money pit. Fusilade Limited-edition lead sled with a tricked-out engine. Collectible. Everon Extra light duty pickup with a struggling 4-cylinder. Blade Fastback unibody and small V8. A skilled driver is what makes it work. Outrider Turbodiesel 4X4 beast with unstoppable inertia. Dominator Overstated exterior to mask its castrated engine performance. Riata Stout 4X4 with a high stance and a torquey inline-6. Hustler Custom drag queen built by your local Puerto Rican mechanics. Sadler Likely driven by the same geezer since it rolled off the dealer lot. Imperator Supercharged road warrior. Spins its tires without proper restraint. Peyote Humble and ladylike. A good Sunday driver. Bifta The original recreational dune buggy, likely cruising around Beachgate. Enduro Cross-country cocaine courier. Chimera Three-wheeled abomination. Half chopper, half Dune-Buggy. Diabolus Customized to the liking of an outlaw biker. Injection Hotrod monstrosity, courtesy of Muscle Mary's in Bohan. Angel Patriotic easy rider of the Angels of Death MC. Bodhi All-terrain warrior with zero comforts. Fitting daily for a psychopath. Daemon Accelerates like a bat out of hell with difficult oversteer. Mesa Military workhouse. Slow but hardy. Hellfury For when bravado must be turned up to eleven. Raider Armored scout car with a tube-framed roll cage. Hexer One-of-a-kind. Hand-built with only the best stolen parts. Blazer All-terrain big-wheel, the first of its kind. Ruggero Slapped together out of what was laying around the shop. Caddy Snail carrier of aristocrats with a couple of clubs in the back. Sanctus High horse icon of a cult-minded biker formation. Zombie Ground-rumbling hog of the Lost MC. Must ride with a thousand-yard stare. Taxi Heavy-handed physique for bullying its way through heavy LC traffic. Manchez Anemic dirt bike with spongey suspension. Securicar Bulletproof cash transport, routinely bushwhacked by Irish madmen. Sanchez Powerful dirt bike with stiff handling. Kalahari Decrepit utility wagon, mostly fleeted by struggling small businesses. BF400 High-revving streetfighter with six gears. Boxville Widespread step van, the blood of the city economy. Bati 1000 Handcrafted and tuned to unparalleled horsepower. Cabbie Favorited by the most spirited and psychopathic of taxi drivers. Esskey Sporty scrambler with high maneuverability. Airtug Aircraft taxi with the strength ratio of an ant. Faggio Annoying choice of transport for Lower Easton thespians. APC Indestructible armored car used in extreme emergency response situations. FCR900 Evolutionary superbike with a flat-twin boxer engine. Barracks National guard troop transport. Unleashes a whole platoon of weekend warriors. Ruffian Elongated café racer with a very high top speed. Fishtank Exudes natural odors befitting of its nickname. Vortex Growling beast with an eccentric straight-six engine. Trashmaster Waste management chieftain and dead body receptible. NRG500R Grand Prix legend with a screaming two-stroke engine. Wichita Bucket truck used by electrical workers. PCJ750 Classic landmark of Japanese sports bikes. Hauler Colossal transport with a ground-shaking diesel powerplant. ZR-X Smooth and high-revving cruiser with a two-stroke rotary engine. Biff Dump truck shouldering metric tons of load. An unstoppable force. Bagger Saddle-bagged down for some sand-bagged cruising. Phantom The livelihood of real truckers and lot lizard prostitutes. Cliffhanger Desert racer driven by daredevil stuntmen in San Andreas. Mr. Tasty Everyone has a weakness for the ice cream. Freeway Medium-sized hog with good performance. Taxi Most likely rife with scratches, dents, and bullet holes. Lycan Deluxe cruiser with speed and distinction. Towtruck Humble wrecker for extracting the totaled and double-parked. Nightblade An excellent blend of speed and handling. Revenant Vintage beauty with not much speed. Favored by the wildest ones. LCPD Patrol Tank-like fleet car with old school color-scheme. Currently being phased out. Sovereign Over-saddled behemoth with poor turning radius. APD Monitor Newest model with lower fuel consumption and functioning air conditioning. Wayfarer Heavy cruiser with low RPM torque. APD Patrol Spacious collector of Alderney undesirables. Wolfsbane Slick and cool-mannered like the greasers who ride it. Meat Wagon Limousine-style endloader and express corpse collector. LCPD Cruiser Littered with donut crumbs and coffee stains. Pop the trunk and grab the pump. Swift VIP executive carrier with GPS and a luxury cabin space. Enforcer Reinforced riot transport made simple on the nonexistent city budget. Havok Featherweight single-seater. Trick escape plan for assassins. LCPD Faggio The destiny of cops who get canned for roughing the wrong guy. Frogger Acrobatic lightweight two-seater. Ambulance Tin can workhorse keeping the city mortality rate at bay. Buzzard Nimble recon chopper with a fixed minigun. Strictly for military use. APD Cruiser Too clean-kept to have ever patrolled Liberty City. Sparrow General-purpose lightweight two-seater. LCPD Cruiser Dented-up destroyer of fruit stands and master of the failed pit maneuver. Sea Sparrow Amphibious helicopter with a fixed machinegun for deals on the water. Firetruck As shiny as it is loud. Fire Axe can be found inside. Maverick Used frequently by news agencies. Interceptor Hides in plain sight to tail suspects. Government wheels are the giveaway. LCPD Maverick Eye in the sky, routinely shining a spotlight through South Bohan. LCPD Wintergreen Smugly ridden by ticket-writing authority complexes. Armadillo Large chopper with a high carrying capacity. Raindance Amphibious search-and-rescue vessel. Skylift Heavy-lift air transport owned by the LTA. Seldom used. PERSONAL VEHICLES They stash your belongings and won't disappear if left somewhere. Register one by parking it at your safehouse. Stolen cars should be cleaned up with a new plates beforehand unless you want cops banging on your door. If you turn up missing, hospitalized, or arrested, your personal car will be towed back to its respective safehouse for a fee. If arrested, it will be impounded to the police station in the same manner. Boats and helicopters are saved to their place of purchase. The high end safehouses with dock space or helipads can accommodate them later on. TRUNK STORAGE Holds your mobile Stash for excess cash and weapons. Corpses or kidnapping victims may also be loaded and transported. Beware of routine police stops when hauling anything sensitive. Pay nosy beat cops to keep walking before they go snooping into your trunk. VEHICLE SALES Vehicles can be purchased outright with cash. Drive one off the lot, or send it to a specific safehouse with available driveway space. Using a bought car comes with its own measures of convenience and avoids building up unnecessary Heat. Furthermore, the most exotic vehicles will scarcely be found outside of key missions and East Carraway driveways. Play the auction house or drop a duffel bag on the dealership to get the rarities. There are many vehicle outlets spread across the map with inventories rotating every few days. Quality Jalopy - Low end beaters, kidnapper vans. Located in Northern Gardens, Bohan. Cheap Heaps - Econoboxes and foreign motorcycles. Located in East Island City, Dukes. Big Paulie's Budget Cars - Poor man luxury cars. Located in Tudor, Alderney. Piston Trade-Ins - Suburban wagons, minivans, and pickup trucks. Located in Richmond, Staunton. Drag Queens - Customized hot rods and vintage muscle. Located in Chase Point, Bohan. Beechwood Strokers - Muscle cars and sports vans. Located in Beechwood City, Broker. Fully Loaded Tailpipes - Executive cars. Located in Westminster, Algonquin. Styledrivers Auto Sales - Luxury cars and foreign sports cars. Located in Willis, Dukes. Minted Vintage Showroom - Vintage collectibles. Located in Downtown, Algonquin. Decadent Estates Auction House - Supercars and exotics. Located in East Carraway. Liberty Chop Shop - American motorcycles and choppers. Located in Industrial, Bohan. Shot Haulers Truck Sales - Big rigs and industrial vehicles. Located in Normandy, Alderney. Slippery Hulls Boatyard - Dinghies and cabin cruisers. Located in Charge Island. Motorboaters Yacht Club - Luxury sailboats and yachts. Located in East Carraway. MODIFICATION Most vehicles can be customized at shops around the city. Each place offers its own specialized services and selection. Pay N Spray - Will repair your car and swap clean plates. They offer a basic selection of paint jobs and replacement wheels. One is located in each borough. Mothers of Suspension - Specializes in outrageous chrome trim, white-wall wheels, smoked windows, hydraulic suspension and superfly paint jobs. Located in North Holland, Algonquin. Blanco Leather Upholstery - Handmade interiors of snakeskin, tiger and zebra stripe, cheetah print, cow hide, and pillowed Italian leathers. Custom embroidered logos. Located in Chase Point, Bohan. Muscle Mary's Hot Rods - Install superchargers, disc brakes, sport suspension, performance exhausts and aggressive paint jobs. Located in Chase Point, Bohan. Government Upfitters - Install police radios, sirens, searchlights, bull bars, winches, roll bars and bulletproof glass. Located in Richboro, Staunton Island. Liberty Chop Shop - Tune up motorcycles with better carburetors, tailpipes, saddle bags and custom gas tanks. Located in Industrial, Bohan. VEHICLE HEAT A car covered in blood attracts police attention, as does one witnessed at the scene of a crime. A hot car has an imposed radius around it indicating its danger. If the cops are looking for your car, sometimes your best bet is to send it and run the other way. If that's not an option, sneak it to a paint booth and hope you weren't followed. MANUAL SHIFTING OPTIONAL Driving is now much more challenging, especially because most vehicles are heavy-handling with poor braking. High end cars may treat you to an automatic, but many cars are stick shift. Simply hold in the left shoulder button to disengage the clutch (temporarily suspending camera control) and select a gear with the right analog stick. Release the clutch and you have just shifted gears. Feel the new adrenaline of flying 100 mph down the expressway. Spend time to learn how to down shift coming into turns to assist in slowing the car. Expect to crash often as you fumble the controls under pressure of police chase. If you rev your engine high and drop the clutch in first gear, you can spin a wicked burnout. Shift into the wrong gear and well, you stalled it. Can't handle it? Consider hiring a professional driver next time - or get a bus pass. Edited October 31 by Akaviri Link to comment Share on other sites More sharing options...
Eagle-Eye Posted September 11, 2012 Share Posted September 11, 2012 Yeah, sure. Lets just throw one Molotov at the base of a building, the whole building collapses and kills you. Some how it's rebuilt after you get out of the Hospital. Link to comment Share on other sites More sharing options...
Akaviri Posted September 11, 2012 Author Share Posted September 11, 2012 (edited) "Anti-social survivalist. Repressed war trauma and cynical outlook. Strongly principled. Animal instincts behind a gentleman mask." Michelangelo Varna - Born in 1933 (45 years old) Raised in rural South Yankton to immigrant parents, Michel was introduced to hard labor as a boy to assist in paying bills. Served two years in 1958 for Grand Theft Auto. Returned to a fallout with his parents refusing to take him back. Enlisted in the Army in 1960 to escape poverty and see the world. Graduated with the Airborne Division, just in time to spend two tours in the Vietnam War. By 1965, Varna had been hand-picked for the Long Range Recon Patrol, an offensive guerilla unit. His unit produced high body counts deep behind enemy lines and were even accused of war crimes. His only remaining relative, a younger sister, stopped writing him in his second tour. Michael was honorably discharged with multiple distinctions for valor and returned home to South Yankton but his relatives had all vanished. There he lasted a while, working odd jobs and kept in touch with an old war buddy who lived in Liberty City. Struggling with lingering combat trauma and lack of employment, Michael packed up his life and took a bus to Liberty City for a fresh start. Rather quickly he would find himself in deep with organized crime, conspiracy, and murder. For such crimes he served time from 1973 to 1978. "Covert narcissist with a charming aura. Effortless liar and gas lighter. Ladies man and manic gambler. Upping the stakes until the system breaks." Darius Wallace - Born in 1943 (35 years old) Born in Saint Denis to a jazz musician, Darius was named for good fortune. His father was murdered by Klansmen when he was still young. His family moved to Liberty City in 1950 to escape racial violence, settling in North Holland. Lack of money and opportunity led him to desperate measures of survival. He formed an industrious duo with his neighborhood pal Willie. Together they designed capers on local merchants and anyone they deemed 'suckers', often misleading and conning them out of their coin or goods. This feeling of reward became a sort of addiction, which would eventually roll over into gambling as Darius grew older. He was drafted into the army in 1964 for the Vietnam War, but was eventually kicked out for running scams and smuggling contraband on the base. After his return in 1966, he was arrested for Grand Theft Auto. Upon his release in 1968, he began the same old cycles of fraudulent hustles, gambling and thievery. He continued occasional cons with his old friend Willie, who had became a bartender. Darius had fashioned himself into a skilled card shark and pool hustler, which had at times also gotten him into serious debts and bad blood with dangerous people. Some of these names included Spanish Sixto Callejas and Screwy Louie Corolla. Troubling circumstances with these figures led Darius to be implicated in a litany of crimes, serving time from 1973 to 1978. "Rebellious sociopath. Impulsive authority complex. Master of confrontation. His name is everything. Any hill is fit to die on." Ricardo Cuervas - Born in 1958 (30 years old) Lifelong Bohan native of Puerto Rican descent. Came from hard working immigrant parents, packed into a low income tenement with many siblings. Ricardo fought hard as an adolescent to protect himself from the vicious neighborhoods of South Bohan. He left school as a result of fighting, truancy, and absence. He clashed with his family and left home to join a street gang called the Apaches, formed by one of his older brothers. He was arrested as a young adult for Grand Theft Auto in 1968, serving two years in prison and one additional year in a rehabilitation program. He returned to the street in 1972 with no opportunities and blocked in on every side by enemy gangs; the only way out of his neighborhood was through them. His street fighting escapades would go on to become something of local legend, and he would rise to become the leader of the Apache gang in rite of succession. He would go on to represent the Apaches at the controversial Frankfort Avenue Peace Meeting of 1972, where the major Bohan gangs agreed to peace terms and made progress toward collectively owning the borough. Ricardo was arrested shortly after for criminal conspiracy and other charges, serving time from 1973 to 1978. LIFE BEHIND BARS "Listen here - this prison is up to its eyeballs with you freeloaders. We're booking three to a cell with guards working triple shifts. The books are open for parole appeals." The base game begins in 1978, confined to the interior walls of the Alderney State Correctional Facility. Each protagonist is finishing out respective sentences on a waitlist to see the parole board. The prison population is at an all-time high and living conditions are at an all-time low. It is the hottest summer to date, the air conditioning is busted, and tension is high. Fights break out every other hour and the guards are overwhelmed. The yard is a powder keg as war brews between inmate factions. The yard is where scores are settled, men die, and favors are earned. The three anti-heroes must manage to find a way to get paroled to the free world. Experience the prison from different cell blocks, each filled with different characters and situations. The player's first missions will be tutorials on how to engage in conversation, how to trade, and how to fight. Your cell block offers activities such as playing spades, getting tattoos, and reading to learn about current events. The cell bunk is used to save as well as skip forward to the next phase - the cafeteria hall, the yard, and the workshop. Opportunities for side hustles arise, such as: smuggling goods, stashing weapons, collecting debts and delivering beatings. Money earned can be spent on commissary or paid to the guards to travel freely between parts of the prison. Being caught by the guards and stepping out of line will have you beaten and sent to the hole: a windowless darkroom designed to break you. You will see a quick montage of the protagonist's hallucinogenic despair. Get wasted by inmates and you will respawn at the infirmary before being escorted back to the cell block. Respect peoples space and follow orders from the guards to minimize your time spent in this hellhole. Major mission givers (Giovanni Rossi, Bunk Williams, Sixto Callejas) are the key to jumping the waitlist for the parole board. Once this has been achieved, the protagonists meet with the parole board where their file is reviewed. The archetypal loner, Michael Varna has avoided any close affiliation in prison at the cost of having to prove his violence on occasion. The few times he has been tested were enough to show he was no pushover. Still, he had generally kept his head down and avoided any unnecessary drama. He always made good on what he borrowed and was respected by the Italians for his good credit. He was successful in the labor workshop and awarded a supervisory role. This afforded him clout to earn favors by smuggling items or manufacturing shanks. He became closely allied with Giovanni Rossi, a Gambetti soldier and fellow war veteran. Giovanni's power as a made man would help Michael achieve selection for parole. A slick manipulator, Darius Wallace is always working the people around him. In prison, he was surrounded by many fools and sensitive psychos. His penchant for dice rolling and spades was naturally his biggest strength and weakness. He managed to befriend certain guards and authority figures with his charm. Others had it out for him as a trickster. Darius earned a role in the library, where he would push the cart delivering books to each cell. This way he got in on the gambling rackets in the prison, running numbers and collecting tabs. He would also deliver contraband in hollowed-out books. He began playing chess with the former black godfather of Holland, Bunk Williams. From the start he had Darius rightly figured for a con man but respected his power to make moves (especially in chess). Bunk would spin tales of Liberty City from the old school days. Bunk's influence would help Darius achieve selection for parole. As a hot-tempered rebel, Ricardo Cuervas could not be restrained easily. He spent a lot of time in the hole and the infirmary for fighting both inmates and guards. He never backed down from confrontation and earned a solid reputation. He was nicknamed the Apache, for his taste for warfare and legends of his gang on the outside. The prison held a boxing tournament and Ricardo was top contender for the Latino inmates. He would eventually work his way up to running the kitchen in the mess hall, a position with much power and opportunity. One day, a changeup in the cell block brought in Sixto Callejas, a legendary Puerto Rican gangster. The two had a run-in years prior and as cellmates became thick as thieves. Sixto educated Ricardo about the mob days, the drug trade, and life principles. He corrected Ricardo in that to own the streets is not taking the land, but owning its economy. The drug trade was disliked by the street gangs Apache grew up with because of its collateral damage. Now he saw it for what it was: the key to real power in the city. Sixto's connections to high level mob figures would help Ricardo achieve selection for parole. Eventually the protagonists will be called upon to see the parole board for review of their appeal. They are asked questions about their time spent in rehabilitation, as well as the context of their crime committed. They will begin to speak on the events leading up to their arrest, fading to black as you are optioned to play through the LC72 prologue story or continue into the primary story of LC78. WINTER OF 72 "One hell of a year -- Protests, prison riots, mosque massacres, hotel robberies, drug smuggling conspiracies, and of course the presidential election. Better start from the beginning." The Winter of 1972 is an optional DLC prologue chapter that takes place six years prior. Learn the origins of the protagonists, the reasons behind their time in prison, and witness infamous events inspired by real life. The Vietnam War is still ongoing, civilians protest in Middle Park and Vespucci University. The black civil rights movement has splintered off violent militant groups that have declared total war on the police. Young street gangs have exploded and divided up Bohan. The presidential election depends on Liberty City for a swing vote and campaign propaganda is plastered across billboards and television screens. The oil crisis has yet to hit the country and thirsty V8s of the 1960s still dominate the road. Wintertime brings a cold overcast and intermittent snow storms. Burn barrels light the streets and pedestrians bundle up in layers. Gangsters walk around buttoned-up in leather trench coats and heavy double-breasted suits. The streets of Liberty City feel barren and bleak, like its III-era rendition. Inspired by films such as Death Wish, The Warriors, Shaft, and the French Connection. PLOT SUMMARY Spoiler Michael Varna arrives as a nobody in Broker and moves into a tenement neighboring an old war buddy. While he is away, the building is ransacked by a gang. They steal his war medals and savings. With no help from police, he goes out on his own to track down the culprits. After shaking down a pawn shop to clues, he ends up at a biker bar to confront the fraud posing as a fake war hero. After exposing his stolen valor, an ensuing rumble lays waste to the bar they are in. It turns out to be a bar owned by the Gambetti Family; reparations are demanded. Soldier Giovanni Rossi cuts some slack for the fellow veteran and gives him time to pay. Varna is able to find the ones that robbed his apartment building and tracks them down to their hideout in Schottler. He lays waste to their clubhouse and takes back what is left of his savings. He pays back Rossi for the damages to his bar, who in turn respects his character. Aware of his fighting skills, he offers Varna an opportunity to fight in a bareknuckle grudge match for a lot of money. Michael defeats the opponents and begins a friendship with Rossi that would take him into the fold of his crew. He is shoehorned into the makings of an elaborate hotel heist to take place on New Years Eve. A cab fare takes him to Star Junction where he locates his long lost sister turning tricks. She is clearly using drugs and does not recognize him. He attempts to free her from the lifestyle to little avail. He manages to pay her pimp to let him have coffee with her. They catch up on years apart - her pursuit of acting went the way of many naïve girls. Michael makes promises to fix things, before her pimp returns to drag her back to the streets and threatens him to stay away. Later on, his sister calls him from the police station after being busted by an undercover john. She claims to want to get clean, so Varna bails her out of jail. Outside, he is faced down by her pimp and kills him in a knife fight. His sister escapes as a result of heroin withdrawal and disappears for awhile. The hotel heist goes underway. During a campaign fundraiser at the Nicoise Hotel, they bypass security and stick up the patrons for their jewelry. Extremely wealthy people are in attendance; they make out like bandits. Safety lockboxes in the lobby are broken into, containing millions worth of precious jewels. The heist is a massive success. Varna is told to lay low and wait patiently for the loot to be offloaded to the fence so everyone can get paid their fair share. Meanwhile, Detective Mitt Fitzsimmons finds and interrogates Michael. The good news is he knows nothing about the hotel heist. The bad news is he asks Michael to identify his sisters body, which was found in the trash in Northwood. She had overdosed and been disposed of. He is wrought with guilt and goes to Northwood to track down the dealers in the area. When he finds them, he murders them in brutal fashion. He is taken down by Detective Fitzsimmons for the massacre and never gets to see his share of the money from the jewelry heist. His charges were able to be reduced due to the plausibility of self defense and loss of evidence. He serves time in prison from 1973 to 1978. Darius Wallace arrives in Francis International from Saint Denis where he meets his oldest partner in crime, Pretty Willie. They con some suckers at the airport for old times sake, before heading to North Holland. Willie warns Darius that there are loan sharks still asking around about him, in spite of having skipped town over a year ago. Darius comes clean about worst news - he is in debt to someone even more powerful. He had a hot streak playing cards in Saint Denis, fronting his way into a game with kingpin Salty Powers. To keep up his credit with the ante, he began boasting about a successful bar he owned in Liberty City. He planned on cheating Salty with tricks, figuring it wouldn't matter, but Salty somehow knew this and was able to fold his hand. He narrowly escaped with an alibi to return and make preparations before signing it over. He expects to be visited in a few weeks time and likely killed. Without any options, he begs Willie to help him. Using their con duo synergy, find a suitable vacancy and pay some dope fiends to break in and ruin the place. Darius is able to haggle the renter down considerably due to the damage. They run out the fake tenants and attempt to rebuild the place, hijacking a liquor supply truck to fill their shelves. Willie introduces him to Freddie Shine, an endearing finesse pimp smoother than silk. Freddie is hired to provide a stable of beautiful girls to fill the bar and attract locals. They arrange to see the black godfather Bunk Williams himself to arrange for a liquor license and permission to run the racket. Bunk pulls strings to make it happen in exchange for a sizable cut of the profits. The bar becomes a hit sensation, with beautiful women and uptown players making their rounds and partaking in backroom card games. Darius has set up the gambling den with cheating in mind - secret peepholes allow him to spy other players hands. This is his get rich quick scheme. Pavano mobster Crazy Larry finds Darius and squeezes him, claiming an exorbitant amount of compounded interest over his previously unpaid debts. Threatened by a gun to his head, he is instructed to kill a made man of the Ancelotti Family. Darius is paired with a ragtag team of hired guns, including Marcus Forge. The assassination takes place at a public rally and leaves a huge mess; two of his team members are shot dead almost immediately. He narrowly escapes with Forge. Always expecting the worst, Forge rightly assumes that they will also be killed as loose ends. They team up to take out Crazy Larry, using Forge's connections to black Muslim gangsters. Ricardo Cuervas is released from the Bohan Youth Development Center after having completed community service from his last arrest. He is awaited by his brothers and they all pack into a roughed up Hermes. Together they drive back to Fortside, but the car breaks down in enemy territory. Rival gang thugs descend upon them and they are outnumbered. They fight back, are shot at and forced to escape through back alleys and shortcuts. They reach their Fort Apache Clubhouse, a four-story tenement building abandoned and made into a barracks complete with its own jail cell. Ricardo is then expected to pass the pugilistic initiation ritual to prove himself. On the roof of the clubhouse, a turntable record is played. Ricardo must fend off his entire gang as they try to beat him to a pulp. It lasts until the record stops spinning. Afterward they throw him a welcoming party. Ricardo helps the brothers with various problems and grows in rank as they take back many blocks of territory. The Apache warlord is assassinated, so Ricardo is elected to take his place and lead them on the warpath for revenge. Ricardo has a chance street encounter with legendary gangster Sixto Callejas and saves him from an assassination attempt. This favor would not be forgotten, when they meet again in prison years later. Into the picture comes Mitt Fitzsimmons, a prodigy policeman with good intentions but bent tactics. He has been ostracized to the worst precinct in the city but looks to make a difference in the borough and redeem his name. He makes a pact with Ricardo's game to go to war with the dealers in exchange for benefits. A full-scale war for supremacy threatened to kick off after several large battles and blood feuds. They organize a legendary sit-down and are able to manage a truce that ushers in a new era in Bohan. SUMMER OF 78 "Today's your lucky day, scum. You've been selected for parole. Collect your sh*t and get out. See your PO for instructions. Get a damned JOB and stay out of trouble." Freshly paroled thanks to unprecedented prison budget constraints, the protagonists hit the streets with ambitions to do things differently. Their first order of business is to meet with the despicable parole officer, an unapologetically crooked authority figure who assigns them insufferably menial day jobs. He threatens to file a violation report if they refuse, and demands a ridiculous cut of their earnings. The characters face abysmal disrespect from their new bosses. Each job can be taken advantage of for an inside score, giving the player some juice to start off with. After the jobs are completed, they are free to choose their own paths for the foreseeable future. Each falls into respective get-rich-or-die-trying schemes - the Hitman throws himself into armed robberies with nothing to lose. The Hustler plays all sides to maneuver his way into the drug game. The Connection builds an army of street soldiers to take over the city underworld from the ground up. Michael leaves the prison and must make his way to the parole officer. Take a cab, walk, or acquire some transportation. The PO assigns Michael to work on a demolition crew. He is sent to a construction site and given a sledgehammer to break down infrastructure. Irish heavies from the unions come by to threaten them to stop. The foreman talks back to them and is thrown off the building. Michael witnesses it happen He is located by Giovanni Rossi with proposition for a heist. He meets with Irish killer Jack McReary and his crew of thieves. They successfully rob a freight train. He is awarded a no-show union job to satisfy his parole, liberating him from any more miserable duties. He is schooled on how to manage the newfound money by investing in legitimate businesses. Varna begins working with McReary to take over Purgatory from another more powerful Irish gangster, Mickey Mulligan, who has fallen out of favor with the Commission. They sabotage his construction contracts and kidnap his lieutenant for ransom before assassinating him. Jack becomes the new Irish mob boss of Purgatory. Michael starts partnering with Rossi in various rackets. He helps run a nightclub and gains insight about the corrupt music industry. He eventually meets Gambetti underboss Jon Gravelli, who has a special mission for him. He sends Michael to infiltrate the crew of one of the family's suspiciously successful earners - Roy DeMare. He does not have the qualities of a made man, but with the books open it seems he may be anointed instead of their venerable Giovanni. Michael goes to DeMare's Scorpio Lounge and meets DeMare. He turns out to be a disgusting human being running a murder-for-hire business. He puts Varna to work slaying mobsters, innocents, and law enforcers. Once gaining his trust, he uncovers DeMare is into a massive heroin smuggling operation with a mysterious partner. Shortly after informing Gravelli, Michael is picked up by the IAA - at this time it is implied that Jon Gravelli has been one of their protected assets. They brief Michael that DeMare is doing business with a threat to national security and they must both be neutralized. They offer many benefits for his participation. Michael sets up a sting where DeMare plans to meet his supplier. It turns into a blitzkrieg between law enforcement and the heavily armed drug smugglers. Roy escapes - figures he was set up by Michael and sends some of his personal hitmen after him. Jon Gravelli goes to the Commission to get the green light to whack DeMare, but is denied by Cangelosi despite evidence of DeMare's extensive drug dealing. This goes against Gambetti code, and the blatant hypocrisy leads to an internal war. Michael assassinates the don of dons. Roy DeMare goes into hiding but is captured by the IAA and tortured for information before being disposed of. Afterward, Jon Gravelli is elected the new boss of the Gambetti Family. Meanwhile, the Messina Family is taken over in mutiny by recently paroled madman Leer Valente. With Cangelosi gone, there is a power vacuum regarding who will rule the Commission. Valente kicks off a war and a bloodbath ensues. Gravelli sends his man Michael to assist capo Harvey Noto and other fledgling loyalists to destroy Leer Valente. Willie is a bartender around town and knows a lot of people - he has hooked an old mark with a lot of money and plans to rob him blind, but needs help to pull it off. He introduces Freddie Shine, a smooth talking finesse pimp. Freddie schools Darius on the pimping game and takes him to a high rollers card game. One of the pimps folds and gives him one of his girls as payment. He takes the girl downtown to work for him with the help of Freddie. He runs into all kinds of trouble but is schooled on how to deal with it. Darius acquires additional girls as he succeeds and builds his own stable. Freddie invites Darius to the Platinum Lounge where he runs into big names like Ezekiel Turner, Ira Williams, Benjamin Stokes and Marvin Rhodes. He meets Marcus Forge, a gorilla pimp and gunman who wants to rob some drug dealers pissing him off, playing it as an easy score. The stickup goes way over their heads and they end up violently robbing the Council and the Pavano Family. Darius lays low after the botched job. Willie makes arrangements with his mark and Darius burgles his home to enter the private safe. They find cash, jewels, and controversial documents implicating city officials in a conspiracy. The Council is looking for the guys that ripped them off and sends their hitman Swift to interrogate Darius. He holds up under questioning and spins the story. Some one has to go down, so he betrays Forge. They go to his house and Darius kills him. Rich's gang has all but dissipated into obscurity. Some are working odd jobs, others are dead or in prison still. His name still rings out to those with history on the block. The block, however, has changed quite a bit. Drugs are rampant and the rigid walls of gang territory in the early 70s are much looser as a result of the Frankfort Avenue Peace Meeting. Different neighborhoods intermingle once again for block parties. Revolution in music has helped bring together the community. On one hand, it is a beautiful thing. On the other, the martial law of the street gangs was to protect their own. Now drugs have perforated every scene. Hard names of the past have dissipated through addiction and arrests. The crews Ricardo came up with wanted to dress like outlaw bikers. The new kids on the block want to dress like pimps and pushers. Disco came through and changed a lot. Rich is frustrated trying to survive and plans to take back the famous spots he grew up on. Sacred territory has been defaced and disrespected. He does his duty to satisfy his parole while trying to survive financially, but it is impossible. He rallies his most loyal brothers that have survived the years and they put local phony gangs in the dirt. Ricardo takes over blocks once again. This time, they are in it for real money and power. As Sixto taught Ricardo about the drug trade, they begin sticking up dens of dealers that refuse to cooperate with their new world order. The Apache numbers begin to grow as more veteran hoods join the ranks. Rich struggles to obtain a supplier to fuel his new territory. He branches out to East Holland and allies with a gang called the Spanish Lords led by Augie Ciquala. They put together an enormous amount of cash to buy into the wholesale connection available through Sixto Callejas, who has been released from prison. Mitt Fitzsimmons has yet another sit down with Ric, this time calling him out on his transformation into drug kingpin. They now sit on opposite sides of a war table, but with potential for mutual benefit. Mitt is interested in taking down organized crime figures in the Commission. He wants certain people and offers to trade inside information for cooperation. This does not play, as Rich Does Not Snitch. However, the warning is passed on that he is about to be doing business with extremely dangerous people. Sixto intends to open up the floodgates of drugs through Leer Valente, the psychopathic Messina underboss. They have mutual connections in the Corsican Mafia overseas, but bad blood of the past has to be mended before business can be smoothed over. There are many meetings and sit downs, one of which is ambushed by assassins. Sixto is murdered. Leer Valente continues on with the arrangement and plays Cuervas and Ciquala against each other. Sonny Cangelosi GAMBETTI FAMILY Gambetti don with the required vision necessary to bring the Gambetti Family to new heights of power, but possesses none of the street-smarts desired to execute his skills. Sonny Cangelosi's ascent to the head of the organization is a case of sheer nepotism; the nephew of previously deceased boss Carlo Gambetti, he is rumored to have never pulled the trigger himself on a hit. Despite this, he favors the use of unruly contract killers to take care of his dirty work, operating a world away in his luxurious Staunton estate. This only serves to isolate him further from day-to-day operations. Cangelosi simply cannot translate his lofty schemes to his men on the street, and relies on Jon Gravelli to keep them in check. Jon Gravelli GAMBETTI FAMILY Old school Gambetti underboss with an iron fist. World War II veteran. Frustrated with the current Gambetti leadership. Waiting for the chance to seize the throne. Giovanni Rossi GAMBETTI FAMILY Godson of Gravelli. Tough street guy and patriot. Volunteered to serve instead of ducking the draft. Reveres his godfather but resents the nepotism that precedes him. Soldier in every sense of the word. Competing with Roy DeMare to make Capo. Matty Santangelo GAMBETTI FAMILY Gambetti union man. Low-key capo. Old school. Loyal. Sacrificed anyway. Roy DeMare DEMARE CREW Controversial affiliate to the Gambetti Family. Leads a dedicated enterprise of murder with aims to become a made man. Roy has his fingers in all kinds of pies, with reckless ambition. Type-A Machiavelli. Started out with a tow truck in Beechwood City. Over ten years, he built a car theft syndicate from the ground up. By 1972 he had spread his wings into loan sharking, assassination, and pornography. Now he's taking his small-time antics into the pressures of the big leagues with a major drug operation from overseas. Sonny Cangelosi sees him as a golden goose of earning potential and wants him to be a made Capo. DeMare shares his ideals of corporate mentality and rampant capitalism, disregarding the dignity of old school Cosa Nostra ways. Jon Gravelli sees him as a greedy animal without conscience, ethics, or loyalty. Josef Dunin DEMARE CREW The Big Pollack. Desensitized serial killer with a quiet, estranged personality. Soft-spoken, sometimes childlike personality. Provides for wife and kid in suburban Alderney that believe he paints houses. Carefully groomed by Roy DeMare to be a loyal murder machine. Walter Knox DEMARE CREW Sadistic killer with a borderline personality disorder. Switches on and off between hyper dependency and anti-social detachment. Walt is a true wild card with base tendencies and outrageous methods of murder, almost conflating his work as a sole form of artistic expression. Mr. Whoopee DEMARE CREW Ex-military arms dealer operating out of an ice cream truck. Makes his rounds through middle park slinging ice cream and hand grenades. Ask for the special combination sundae to gain his trust and buy assault weapons. Harvey Rosenthal DEMARE CREW Expert car thief and getaway driver with a mixed mutt heritage. Encyclopedic knowledge of cars with obsessive compulsions to rant about their mechanical aspects. Awkward yet benevolent. Got out of his last charges based on claims of mental illness. Giovanni Ancelotti ANCELOTTI FAMILY The rude don from Naples. Controls the fish markets in Algonquin. Stocked up on gunmen; wants to overtake the Gambetti family out of personal spite. Generous money loaner; his main source of leverage. Giuseppe Ancelotti ANCELOTTI FAMILY The boss man in name only; been in a vegetative coma since 1972 after being shot. Tommy Calabrese ANCELOTTI FAMILY Legendary Ancelotti underboss. Fraternizes with A-list Vinewood celebrities. Record company ripoff magnate. On parole with a lot of heat on him. Meets in weird places and changes cars constantly. Gino Calabrese ANCELOTTI FAMILY Gentleman wiseguy riding his fathers name while making millions in the new gas tax rackets. Too clean cut and condescending for the streets. Collectively disliked by lesser earners. Charles "Chubby Charlie" Matteo ANCELOTTI FAMILY Mafia royalty. Son of deceased former Matteo Family don. Now represents new-man Giovanni Ancelotti. Owns Bari Produce in Tudor. Backbone of the family business. Gustavo "Gus" Sciarra ANCELOTTI FAMILY Last of the South Broker holdouts. Ancelotti soldier. Untouchable. Possesses a scary level of access to inside information. Grand larcenies and hijackings are his bread-and-butter. Moving in on the drug trade. Vincent Pelosi ANCELOTTI FAMILY Ancelotti street muscle and punk errand boy. Aspires to rise but lacks the talent to earn. Reluctantly thrown bones by his step brother-in-law, the Rude Don himself. Consistently fails to deliver. Calogero "Leer" Valente MESSINA FAMILY Psychopathic crime boss recently paroled from prison. The consummate narcissist, Leer Valente returns to Liberty City after a long stretch. Feels entitled to seize control of the Messina Crime Family which has recently fallen into a period of inner turmoil. Orders unauthorized killings of made men and orchestrates a hostile takeover of the Star Junction sex trade. Leer wastes little time in pissing many people off. Intent on realizing his grand dream of ruling over the entire Commission and leading the Mafia towards overall control of the drugs trade. Tony Genna MESSINA FAMILY Heartless enforcer and bodyguard of Leer Valente. Enjoys a celebrity lifestyle of bedding actresses and commanding respect off Valente's name. Tall stand-over man; enjoys humiliating others. Sonny Kenpo MESSINA FAMILY Disgraced former intelligence agent. Cut loose due to a twisted psychological profile, even by IAA standards. Expert marksman and martial artist. Top paid assassin, currently on retainer for Leer Valente. Harvey Noto MESSINA FAMILY Ambitious Messina capo in his prime. Runs much of his action from the Francis International Airport. Taking cues from Gravelli and playing his cards carefully. Gerardo Germanotta LUPISELLA FAMILY Lupisella capo with a private army of bankrolled police officers. Owns detectives in the narcotics department - sells Corsican heroin straight out of the evidence locker. Billy Barr LUPISELLA FAMILY Wannabe wiseguy and greedy middleman between the Lupisellas and buyers across the city. Never to be made due to mutt heritage. Disposable fall guy with an inflated sense of worth. Sal Merkin LUPISELLA FAMILY Former career enforcer with the Lupisellas, now king of smut in Star Junction. Owns entire blocks of adult theaters, peep shows, and porno stores. Jack LaRocca LUPISELLA FAMILY One-time Welterweight champ. Now a general lackey for Sal Merkin. Works the door at Fascination. Wears a coin-belt where his Welterweight title used to be. Punchdrunk. John "the Ox" Cifra PAVANO FAMILY Pavano underboss, nicknamed for his formidability in negotiation. Controls the family on a three-man panel with 'Joey the Toad' and 'Killer Pete'. Never in one place for long and practically lives in the back of a Stretch limousine. Has secret interests in S&M clubs in Westminster. Joey "the Toad" Spargo PAVANO FAMILY Pavano Capo, nicknamed for his bad skin and reverence of John Cifra. Key figure in the supply of narcotics, acting as the family earpiece from their Palermo Social Club in East Holland. Hands off all dirty work to Killer Pete and his low-down murder network. Pete "Killer Pete" Farina PAVANO FAMILY Rogue Pavano Soldier handling heaps of dirty work on the side. Gladly murdering anyone standing in the way of their lucrative heroin ring. Known to dish out hit contracts on the side without permission from the five bosses. Lorenzo Renzulli PAVANO FAMILY Ineffective acting boss. Desperate to make plays to maintain control of gambling and drug trade in Alderney City. Futile attempts to compete with the Cuban Mob and the Tongs. Dickie Benedetto PAVANO FAMILY Montagna Soldier involved in the most depraved areas of Algonquin sex trade. On a sinking ship and looking for a way out. Ready to throw in with the Commission. Pepe Martelli MARTELLI FAMILY Saint Denis crime boss. Inherited the keys to the city from his late father and mutually retired his main competition. Trying to open up connections with the Commission. Maurice Chamberlain British-born film 'genius' pushing the boundaries of pornography. Connected and indebted to dangerous London gangsters. Often pitching strange ideas to potential producers in nightclub VIPs. Bugsy Sterling Legendary Jewish gangster; made his name trafficking heroin in the 1960s. Has spent most of his life in prison. Lives by a strict criminal code that he will not compromise. Despises rats. Went down for a long stretch and has survived multiple assassination attempts inside prison - still never squealed on his partners. Frank Sente CORSICAN MAFIA Elusive Marseille gangster with many passports. Key ambassador to overseas suppliers. Ruthlessly vets his associates. Liable to abort a million dollar deal if one detail is out of place. Giangiacomo Masciangelo CORSICAN MAFIA Calabrian drug czar. Involved in high-level political killings. Orchestrating open warfare with the police and Leonesi. Owns the heroin trade. Mickey Mulligan IRISH MOB Irish union boss and racketeer from Purgatory. Professionally dressed yet noticeably unkempt. Red-faced functional alcoholic with no time to sit at the bar - nurses himself from a flask instead. Has ambitious construction contracts around the city and is under pressure from the Commission to share the action. He won't budge. Mickey is also giving a runaround to black kingpin Salty Powers, bleeding out his investments in new construction. On the fast track to a shallow grave. Jack McReary IRISH MOB Irish Catholic gangster, feared alpha of his violent pack of dogs. Spent years in prison for murder, where he developed his deranged beliefs in faith and penance. Taking over Purgatory through sheer violence and fear. Eli Nash IRISH MOB Grizzly associate of Jack McReary, often seen in the pubs in Purgatory. Mad dog murderer and cowboy armed robber. Girlfriend problems and drug abuse. Chip on his shoulder toward the Italians. Danny O'Malley IRISH MOB Proud Irishman straight from Clare. Stand up guy with a difficult accent. Heavy equipment vehicle operator. Bareknuckle scrapper on the side just for the craic. Machine Gun Whelan IRISH MOB Master machinist by day -- after hours he's manufacturing assault weapon parts for the IRA. Neurotic focus. Brags that he can mill his way through any safe lock mechanism. Derrick McReary IRISH MOB Impressionable son of Jack. Manipulated, abused and neglected by his father. Heartfelt complex steered down the wrong life path. College chemistry dropout. Explosives hobbyist. Bucky Sligo IRISH MOB Serial carjacker with poor people skills and some crazy ideas about the world. Speedball enthusiast. Goes on drug-fueled tirades about politics. Devil's advocate to Derry boy. Hsin Jaoming CHINESE TONGS Hard-boiled Hong Kong gangster. Tong street boss with little patience for disobedience. Deals directly with their lower street gangs. Overwhelmed by their arrogance. Big Feng CHINESE TONGS Chinese heavy who used to worked the meat market. Full time bodyguard and driver to Hsin Jaoming. Huge guy. Carry a butcher's cleaver in his jacket. Handsome Chen SOUL SHADOWS Unnerving leader of the Soul Shadows. Infamously calm demeanor and god complex. Unleashes sudden, explosive violence on those who disappoint him. Martial arts enthusiast - owns his own dojo in East Island City. Park Young-Guk North Korean business associate of the Tongs. Money counterfeiter, drug smuggler and third-world slush fund manager. Cooking the books to send back home while he lives like a king. Degenerate casino gambler. Marvin Rhodes UPTOWN COUNCIL Untouchable heroin kingpin with partners in the Pavano Family. Funneling a massive volume of drugs down the pipeline in North Holland. Arrogantly flashes his extreme wealth to his own detriment. Leon 'Swift' Hatton UPTOWN COUNCIL In charge of security. Swift has been around a long time, with a respected reputation. Reads fools like a detective and pockets a silenced chrome .380 to deal with liars and loose ends. Holly 'Banks' McDonald UPTOWN COUNCIL Ivy league money man trusted by Marvin Rhodes. Launders money for the Council, moving a massive volume of money through all kinds of investment fronts. Struggling to keep up. Roger Byrd UPTOWN COUNCIL Old school drug baron from the East side of the Humboldt. Had legendary run-ins with Bunk Williams back in the day. Getting shafted by Marvin on the price of kilos and gets the feeling he's being phased out. Brother Zaeim UPTOWN COUNCIL Muslim mobster from Carcer City. Preaches twisted strains of Islam onto deaf criminal ears. Wanted for bank robberies and police station bombings. Operates from a North Holland Mosque with immunity. Ezekiel Turner UPTOWN COUNCIL Hypnotic entrepreneurial messiah and Islamic minister. Hosts many fundraisers, including a Back to Africa sham. Owns the Platinum Lounge in Bohan, his power brokering headquarters. Big political connections. Julius St. Clair UPTOWN COUNCIL West Indian gang chief with an impossible accent. Runs a crew with indiscriminate cop killers and is constantly under scrutiny for recent slayings. Saul "Salty" Powers CORNBREAD BOYS Southern crime lord who started out bootlegging and made fortunes from Saint Denis to Vice City. Sold his empire to Martelli and retired to Westdyke. Investing in legitimate businesses in Liberty City but getting raked over the coals by city officials and union red tape. Ike Jackson CORNBREAD BOYS Bodyguard and enforcer of Salty Powers. Country boy with a slow vernacular and a large, imposing frame that commands fear. Ira "Silk" Williams MACKS & PIMPS Loud-mouthed popcorn pimp. Living off his father's name. Hosts lavish gatherings for Liberty City's macks. Communicates in riddled jives, makes extensive introductions, and carries an ornate cane gun. Useless yet omniscient. Freddy Shine MACKS & PIMPS Smooth talking finesse pimp with a high end Midtown stable. Pretty boy and ladies man. Fur coat and jewelry connoisseur. His girls love him unconditionally. When they don't, they get pawned to Benjamin Stokes. Benjamin Stokes MACKS & PIMPS Mean-mannered racketeer and gorilla pimp. Owns sex parlors uptown where he keeps girls dosed on heroin. Bought the Neptune Theater and it has become a money pit. Brandishes fancy pistols and cowhide jackets. Throwdown MACKS & PIMPS Abusive pimp; the last resort for desperate girls. Two-bit gangster and professional player hater. Dice roller with poor sportsmanship. Marcus Forge MACKS & PIMPS Paranoid schizophrenic with high blood pressure. Beats his wife and pimps out his mistress. Brutal temper and at war with everyone. Takes what he wants and gets what he deserves. Supreme Pharoah BOULEVARD BLACK ACES Well-read black nationalist with a lengthy prison resume. Trying to tame the next generation of hoods as the de facto leader of the Black Aces. Declared war on the drug trade in north Bohan, which has cost him in power. Leviticus Runs a Northwood pawn shop. Watchmaker and jewelry appraiser by trade. Talented locksmith, but takes his time and works slower than Rockstar Games. Casper ??? Pretty Willie Tall flamboyant socialite and master of the con. Has charmed a few closeted wealthy men into his back pocket. Well-liked. Natural hustler. Clinton Vietnam vet and working man tired of poverty. Skilled gunman looking for an early retirement plan. Bricks Amateur boxer barely getting by. Lacks promotion and trains in a dilapidated gym. Family problems. Tempted to trade in green gloves for a ski mask. Thibodeaux Slick talking knucklehead addicted to the dice. Eye and ears on the streets. Always ducking his loan sharks, yet quick to flaunt his wealth when he's flush. Inconsistent tales about how he lost his eye. José 'Dios De Jefe' Chiviraco CUBAN MAFIA The original Cuban mob boss. Political exile after the failed Sea of Swines coup. Runs a drug empire stretching to Vice City from his Westdyke mansion. His organization is rooted in Alderney City and controls the Bolita racket across Liberty City. Nelson Chiviraco CUBAN MAFIA MACKS & PIMPS Cuban pimp and cocaine dealer. Supervises his fathers drug operations and Bolita rackets in East Holland and South Bohan. Spoiled prince spending most of his time flagrantly socializing with other wealthy pimps. Sincelejo Severo COLUMBIAN CARTEL Columbian cartel boss overseeing Liberty City operations. Dead eyes and deplorable methods. His associates don't seem to stay alive very long. Bruno Indacochea COLUMBIAN CARTEL Exile. Building political connections in Argentina with eyes on the cocaine game. Jumps around the world under the alias Bruce Campbell. Gilberto Bobadilla COLUMBIAN CARTEL Dominican drug peddler with valuable Columbian connections. Runs a crew of cowboys in East Holland. Direct ties to Sincelejo Severo; not to be trusted lightly. Sixto Callejas Legendary Puerto Rican gangster that had a monopoly on drugs in Spanish Holland and South Bohan in the 1960s. Still has a few powerful friends on the Commission. He was charged with a career sentence, but was later released on controversial legal technicalities. Felix Vasquez VASQUEZ CARTEL Mexican marijuana smuggler trying to set up his own operation apart from the Columbians. Setting up shop with his little brother. Chain-smoker with a weakness for women. Augie Ciquala FORTSIDE APACHES Ruthless chieftain ruling over pure chaos. Doesn't say much; stares down his opponents and gives orders with silent gestures. Steadily moving his gang, the Spanish Lords, into the drug trade. Victor Quinonnes FORTSIDE APACHES An original member of the Apaches. Hardened warrior with scars to prove it. Passionate for the barrio with a robin hood mentality. Never backs down from a fight. Fiercely loyal to the lifestyle. Rudy Oliveras FORTSIDE APACHES Joyrider car thief and tortured artist. Known for his ambitious graffiti works. Introverted and insecure; envious of senior Apache members. Hides a needle habit. Angel Morales FORTSIDE APACHES Life of the party. Recounts tales of the gang with great energy while he drinks beer by the case. Skirt chaser and hot rod enthusiast. Connected with a few chop shops in Chase Point. Maynard ANGELS OF DEATH Angels of Death lieutenant in charge of moving narcotics. Forging alliances with street gangs such as the Satan Skulls in order to expand distribution. Wild Merle LOST BROTHERHOOD Lost MC biker from San Fierro. Vietnam vet. Frequenter of hard drugs and LSD. Seemingly on another planet at times. Jolly and unpredictable. The Fixer Assembles black market mercenaries for clandestine government contracts and brokers hits on those considered threats to the American way of life. Deep asset of the IAA. Parole Agent Bigsby LIBERTY CITY POLICE DEPARTMENT Despotic parole officer. Extorts newly released convicts to supplement his salary. Enjoys going out of his way to be as condescending as possible. Detective Leslie West LIBERTY CITY POLICE DEPARTMENT Hard-boiled uptown homicide detective. Once a real policeman but sold himself out. On a heavy payroll to make sure certain murders remain unsolved. Bitter hypocrite. Detective John Stancamp LIBERTY CITY POLICE DEPARTMENT Washed out alcoholic vice cop. Loose cannon behavior beyond the imagination. Divorced and in debt with a death wish. Murderer for-hire. Detective Howard Hoffman LIBERTY CITY POLICE DEPARTMENT Crooked first-grade narcotics detective. Former partner of Stancamp. Operates a drug ring conspiracy within his unit and silences any who threaten to talk. Lieutenant Mitt Fitzsimmons LIBERTY CITY POLICE DEPARTMENT Real policeman surrounded by sharks. Weary of the corruption and revolving door ethics. Dealing directly with key gangsters in order to reclaim neighborhoods. Bending the rules to make a difference. Edited December 4 by Akaviri Link to comment Share on other sites More sharing options...
Shreddy Krueger Posted September 11, 2012 Share Posted September 11, 2012 Destructible buildings won't happen this gen in anyway, shape or form although it would be nice. It wouldn't be that hard. They don't have to be that destructible, just scripted to look like they're on fire from the inside. Think about Roman's Sorrow ^^ that is exactly what they should do but apply it to most buildings. When the fire is put out by a firetruck or helicopter, it will looked damaged from the fire but when you leave and come back later it could be restored to normal. We've seen that there are open windows on certain buildings in GTA V, so it's not too unreasonable to think that they could do this. Not a bad concept, but where's the practical application? You can't tell me that setting fires to buildings only to watch a firetruck come and put it out will be absolutely fascinating for hours on end. If it was a regular tactic that could be used in and out of mission/random encounters, say by chasing a bad guy and blocking his way by tossing a molotov, making him change direction and finding the nearest exit in order to lure him to an ambush or something, then it becomes useful. but making evrey building burnable just in case a player may want to become an arsonist for a while, i dunno. Link to comment Share on other sites More sharing options...
Racecarlock Posted September 11, 2012 Share Posted September 11, 2012 Destructible buildings won't happen this gen in anyway, shape or form although it would be nice. Ahem/ They're not the biggest buildings, but it still counts. I want to start forest fires like in far cry 2. Link to comment Share on other sites More sharing options...
Akaviri Posted September 11, 2012 Author Share Posted September 11, 2012 (edited) Spoiler Criminal factions always have, and always will rule Liberty City. They feed on the decay of a city in disrepair. The 1970s are the golden age of the Commission and its five families - Gambetti, Ancelotti, Messina, Lupisella, and Pavano. Together they own the city lock stock and barrel, but not without heaps of internal drama. Their collective reign is far from unchallenged, as the Irish Mob in Purgatory are at their strongest since Prohibition days. African-Americans uptown have organized to control of their own territory. The Cuban Mafia have solidified themselves in East Holland, South Bohan, and Alderney City. The Columbian Cartel and Chinese Tongs have set up their own massive independent drug smuggling routes. Street gang skirmishes across South Bohan and Chinatown regularly feed the newspaper obituaries. Biker gangs enjoy a free reign of terror. Government agencies and city police run amuck in criminal conspiracies. GAMBETTI FAMILY ROTTERDAM HILL Liberty City crime family based out of Rotterdam Hill. Originated from the waning Little Sicily of Broker. The most powerful family with the largest stakes in gambling, numbers, and white collar crime. They are the only family on the Commission to abstain from the narcotics trade, a precedent set in place during the 1940s by their namesake don. Plenty of members are into narcotics anyway, but have to keep it hidden or risk facing death as a consequence. The family is currently led by Sonny Cangelosi, a multimillionaire businessman first and Cosa nostra second. As far as administration, street boss Jon Gravelli is hailed as the popular favorite. Many high ranking members have been killed within the same year, so the books to be Made have opened for the first time in decades. DEMARE CREW ACTER Fledgling organization linked to the Gambetti Family. Originally a car theft ring from Beechwood City, now graduated to dealing in the darkest of trades -- indiscriminate murder-for-hire, taboo pornography, and drug trafficking. They work outside of the traditional rules abided by Gambetti members. Solely based on his earning potential, DeMare grows closer to his goal of attaining a captain position within the Gambetti Family. Founder Roy DeMeo is loosely supervised by Sonny Cangelosi, to whom he contributes massive revenues. The DeMare crew is highly volatile, composed mostly of serial killers and sociopaths. They are headquartered in Beechwood City at their notorious dive bar, the Scorpio Lounge. MESSINA FAMILY CERVEZA HEIGHTS Dukes crime family, strong enough to rival the Gambettis. They own a large piece of the Aquarius Racetrack and the Francis International Airport. ANCELOTTI FAMILY BORDELLO Downtown Algonquin crime family centered around Little Italy. They have the keys to the fish markets and piers up along Union Drive East. LUPISELLA FAMILY LITTLE BAY Bohan crime family with influence in Algonquin. They profit off of insurance fraud and arson in their borough as well as the narcotics trade. They are heavily into pornography and adult entertainment along Star Junction and Kunzite Street. PAVANO FAMILY EAST HOLLAND Uptown Algonquin crime family with interests in Alderney. They are heavily into narcotics trafficking, supplying most of the black neighborhoods uptown. They also dominate the uptown gambling and numbers rackets. The Fortside Fish Market in West Bohan is their hub of illegal trade, bringing in shipments from the Corsican Mafia overseas. CORSICAN MAFIA MARSEILLE International heroin-smugglers that have had a monopoly on the market since the 1940s, funneling their product in from Turkey and Southeast Asia. Deep connections with Sicilians, government, and police. Narcotics powerhouse behind the Pavano Family. Very elusive organization with a small footprint in the city; their main contact on the street level is Frank Sente, an older Marseille gangster. MONTAGNA FAMILY ALDERNEY CITY On the outside looking in. While generally a respected family, the lesser Alderney faction has always been sidelined and trespassed on by the larger five families. They have great influence on the Port Tudor waterfront and Alderney truckers unions. They home turf has been further encroached on by immigrant organizations. The Tongs and Cuban Mafia have become their biggest threat locally, having long been overtaken by them in the narcotics trade. Moreover, the internal structure of the family is at a weakened state as senior members have grown unable to lead convincingly. PEGORINO CREW WESTDYKE Fledgling associates of the Montagna Family. Handed down dirty work, often with less than desirable results. Composed largely of exiled associates and outcast types. Its members are not fit to be made. Their leader is ambitious and desperate to make a name for himself. IRISH MOB PURGATORY Irish-Catholics from Purgatory and Steinway. Tough to work over and even tougher to work with. Plenty are alcoholics, addicts, and misanthropes. In contrast to the Commission, in which everything runs through a democracy, the Irish have the advantage of bold brazen action. Since the early 60s, they have been led by Mickey Mulligan -- a charismatic union leader and racketeer. His careful politics with the Italians has allowed them to grow independently. Collectively they have the strength and numbers to rival the Italians, but lack the organization. Mickey sits on massive construction contracts but won't cut any of the five families in on it. He has also made enemies in his own circle. MARTELLI FAMILY SAINT DENIS Southern lords of gambling and prostitution. Recently taken over by Pepe Martelli from his deceased father. The Martelli Family was rivalled for many years by Salty Powers' gang, who recently hung his hat and retired to Westdyke. UPTOWN COUNCIL NORTH HOLLAND Cooperative cartel based in North Holland, represented by the seven most influential black gangsters in the city. Formed to settle disputes and maintain leverage similar to the Mafia. Marvin Rhodes is the undisputed chairman, taking cues from his friends in the Commission on how to run a tight ship. Fiercely dependent on the Pavano Family for narcotics supply, with no end in sight. MACKS & PIMPS LIBERTY CITY While not a gang by nature, the pimps of Algonquin and Bohan have a larger-than-life presence in the underworld. With girls on the street as their eyes and ears, they are prime brokers of information. Some are into the drug trade, while others have graduated to legitimizing their girls in pornography. They brush shoulders with all kinds of seedy figures. COLUMBIAN CARTEL CERVEZA HEIGHTS A booming source of marijuana and cocaine in the city, staking claim largely due to anti-drug policies of the Commission. The age of disco and cocaine fueled them with a starving market. They now have distribution centers in Dukes, Bohan, and Alderney. CUBAN MAFIA ALDERNEY CITY A national organization stretching to Vice City. They run the popular Bolita numbers racket across the city, which comprises most of their revenue stream. The rest is loan sharking and drug trafficking. Mixed relationship with the Commission families. CHINESE TONGS CHINATOWN Hong Kong gangsters set up as a legitimate labor union to serve the Asian community. Heavily into heroin trafficking, sex parlors, and gambling. Rarely seen in street dealings, preferring to use the street gangs as muscle and distributors. They operate an exclusive underground casino in Chinatown running 24-7 Mah Jong, complete with branded house chips. DRAGON HEART BOYS CHINATOWN Chinese street gang with territory in Chinatown and Dukes. Flamboyant thugs with a penchant for silk shirts, turtleneck suits, dungaree jackets and jewelry. Lack of discretion; they like to make a statement wherever they pop up. Protection rackets and arson are their bread and butter. Popular loan sharks fueling the underground Tong Casino with fresh suckers. SOUL SHADOWS LITTLE TAIWAN Chinese street gang rivalling the Dragon Heart Boys, wearing uniformed black and white. Low key but deadly. Known for ambushing with knives. Retailing pure heroin supplied by Tong smuggling routes. Sex parlors across the city. APACHES FORTSIDE Known to be the toughest Puerto Ricans from Bohan in spite of their lesser numbers. They are bordered by rival gangs in every direction and always have to fight their way out of the neighborhood. Members pass a brutal initiation to prove their fighting ability. Their uniforms are patched denim vests, white undershirts and red bandanas. SATAN SKULLS SOUTH BOHAN Hell-raisers from South Bohan. Mostly Puerto Ricans, but they accept all races. They don patched black leather vests. Many wear steel WWII helmets, brandished with the Nazi 'SS', simply to stir outrage and invoke fear. BLACK ACES BOULEVARD African-American gang with huge numbers along Grand Boulevard and Welham Park, with additional chapters in Northwood and Westminster. Loose black power doctrine. They rough up drug peddlers and tax them to operate on the hot corners. Members wear all black - patched leather vests, gloves and berets. High ranking members wear gold chains and sunglasses. GUINEA LORDS LITTLE BAY White greaser gang made up of mostly Italian transplants from East Holland. They like to wear letterman jackets, wife beaters and fedoras. Baseball fanatics, often carrying a club or two. Frequent clashes with the Black Aces around the Northern Gardens projects and Welham Park. They have a low key relationship with the Lupisellas, who run Little Bay and sometimes take advantage of the gang's street presence. SOUTH BROKER FELLAS FIREFLY ISLAND A coalition of street clubs dating back to the 1950s. They have since declined in influence and aren't as blatantly aggressive as Bohan gangs, but are still not to be messed with. Most active around Firefly Island. The Gambetti Family is known to have roots in these gangs - some have even graduated from street punks to full-fledged mob soldiers. MOHAWKS FIREFLY PROJECTS Black youth gang originating from the Firefly Projects and Mohawk Ave. Initially formed to push back against gratuitous police violence. They throw protests and demonstrations often escalating to full-on riots. They wear shiny black letterman jackets. Their headquarters is the Broker Cinema, for which they run security in exchange for weekly salary and free admission to Kung-Fu flicks. ANGELS OF DEATH MC EAST HOOK Racist troublemakers, bar busters and independent racketeers involved in gun running and drug dealing. They have set up large clubhouses in BOABO and North Holland, as well as a chop shop in Industrial Bohan. They are known to take on hit contracts if the money is right. They are trying to break into Bohan territory but are at odds with its local street gangs. LOST BROTHERHOOD MC BEECHWOOD CITY Drifters from San Fierro, comprised mainly of Vietnam vets. Unlike the Angels of Death, they are less motivated by money and are all about the outlaw lifestyle. Many of them are used to surviving with nothing but their bike and have no problem holding up in abandoned buildings throughout the city. They are hard to pin down to one location, rolling through the city in packs leaving a trail of destruction behind them. They ambush drug deals for mere sport. INTERNAL AFFAIRS AGENCY Clandestine federal bureau with hands in highly classified criminal conspiracies. In charge of maintaining national security at all costs. Pursuant of so-called terrorist groups and political threats. Maintaining a careful balance in the underworld of organized crime in order to maintain leverage with high profile informants. The IAA outsources numerous assassinations to third-party professionals. LIBERTY CITY POLICE DEPARTMENT The worst gang in the city. All precincts are on the take - officers that resist don't last on the street. On one end there are the grass eaters - beat cops and detectives who do enough dirt to appear clean to their peers. They may accept bribes to look the other way, and tax their findings for a little weekend bonus. On the other end, there are the meat eaters. These sharks smell blood in the water and have no moral compass. Narcotics detectives selling drugs, protecting the dealers who pay and raiding those who don't. Vice detectives round up prostitutes to ransom back to pimps. They regularly extort the brothels and gambling dens for a cut, and then use their badges to run up obscene tabs. Beat cops live up to their name, looking for any reason to give a beating and prove superiority. The higher-ups are under constant pressure from the community but cannot do anything; without these crooks, the city would fall overnight. Spoiler The seventies are new territory for the Grand Theft Auto games, and it's only right that the story builds upon the series' reputation for storytelling by revisiting the pinnacle of its success: Liberty City. Explore some of the themes that the story here challenges, including: 1978: a big year in the HD Universe. The gift that was the LCPD Database tells us much happened in the HD Universe during 1978 specifically, and the story here aims to flesh these incidents out. Consider the conflicts between the five Mafia families, the McRearys and Irish Mob in their heyday, and the downfall of Mr. Forge. Decline: Liberty City is at its knees, rotten at the core thanks to rampant street crime and lack of funding. As the storyline progresses, the city progressively worsens; the West Side Highway collapses and turns into a wasteland; buildings collapse. You will witness neighborhoods flattened as decay sets in. The 1978 Liberty City blackout stokes fears that the city has been cut off by the government. Further explored is the decline of industry, which also manifests itself through the decline of criminal industry. The Mafia have reached the peak of their power and are now being challenged by other elements. Morals are challenged, with it now acceptable to rob old ladies to fix up your next nickle bag and Star Junction a cesspit of cheap pr0nography. Hostility: You are presented with a reactive environment, one that is incredibly volatile. The city is overbearingly hot. It's a heatwave and there's no AC. People are going crazy in the streets, losing their minds in open water fountains. Walking down the street with your character feels like someone's going to jump out and carve you up for so much as looking at them the wrong way. Mayor Winkler, a prominent voice throughout the game, is the subject of constant ridicule. Inspiration: Much like Vice City, the storyline has clear film inspiration, with the Blaxploitation genre providing a unique flavor to proceedings; think Shaft, Superfly, Foxy Brown. References include Carlito's Way, The French Connection, Goodfellas, Serpico and Across 110th Street among others. Beyond films, the game also takes from real life events, and you will encounter such random characters as the Boy of Bohan, who strikes fear into your movements through the map at night time. Race: Playing as each of the protagonists, you're going to be an unwelcome face in some neighborhoods. More than this, playing as Darius and Apache, you're going to come under increased scrutiny of law enforcement. Set 30 years previous to the prior incarnation of Liberty City, the map incurs some major changes and feels almost like an entirely new location altogether. With the backdrop of the game being set to decay and the city facing financial ruin, ample reasons are provided for these locations to exist in 1978 yet be completely absent in 2008. The death of the labor and industrial industries also play a massive impact in changes to the Algonquin and Broker maps in-particular, especially the West Side of Algonquin. Both boroughs once thrived on imports and exports, but by 1978 are facing death. In 2008, all indications of their existence are mere memories. Stemming from the Broker expressway is the Castellano-Narrows Bridge, a massive double-decker leading to the forgotten borough - Staunton Island. This suburban island is known for its ferry terminal, community zoo, fishing spots, and expansive retail mall. It is most populated to the north, in the tight urban waterfront district of Northport. The east side of the island encompasses the quaint historical township of Richboro. The southeast end of the shore is a quiet beachfront town called Pleasant Bay. The western half of the island is mostly back woods populated only by a few remote trailer parks. The remainder of the forest gradually unravels into wet swampland to the South, and the massive Landfill to the west. Its southwest inlet is the Dead Harbor, a graveyard of decommissioned ships. Bohan is now much more vast. Its familiar neighborhoods expand many more blocks than before. The Fortside Fish Market is a bustling trading hub on the west shore. The defunct Bohan Zoo in southeast Boulevard is a hangout for gangs. Little Bay is much larger and includes sections of middle-class suburban housing. To the northeast is the Little Bay Park. The East Bay Bridge connects the southeast tip of Bohan much further east in Dukes, eventually merging into the Broker-Dukes Expressway. Dukes has minor changes. Steinway has a functional waterfront district and has a remote bridge connection to Ranken Island, a maximum security prison. South of Meadows Park is a satellite Chinatown known as Little Taiwan. There is the Aquarius Racetrack to the southeast, before the airport. The expressway leading to the airport spreads eastbound into new territory of Liberty State. The extending landmass is called Horn Island and is comprised of three parts - Nautia, Chester, and Carraway. In Nautia you will find suburbia sprawling from Dukes. It is anchored by the NARC airbase and NIPS nuclear plant. Chester begins the ascent in wealth with gated communities, greenbelts, and a large vineyard and takes up the northern end of Horn Island. South of Chester is West Carraway, featuring an exciting Motorsports Circuit and Automobile Auction. East Carraway is on the edge of Liberty, lorded over by mega mansions and immaculate beaches; the peak of wealth in Liberty State. It is home to a most prestigious Carraway Country Club golf course and the Motorboaters Yacht Club. A bridge connects the Southern peninsula of the Carraways to Horn Beach, a long strip of bourgeoisie beach town that ends in conjunction with Beachgate in Broker. Spoiler MAP OF LIBERTY BROKER HOVE BEACH & LITTLE SODOM Shadowed by the Broker Line, Mohawk Avenue has transformed its obscure vacancy as many Jewish Russians and Ukrainian immigrants have moved in. Broker's scarce Little Italy has given way to Little Sodom. Still, Hove Beach is still ripe with cheap flophouses for drug users and the mentally ill outpatients. FIREFLY ISLAND & FUNLAND The iconic beach town is more than alive, but has lost some of its innocence. Funland is a functional playground of rides and games. A revolving door of out-of-town tourists, petty hoods and pickpockets stalk the premises looking for easy marks. Addicts and sex workers do their business under the boardwalk, and street gangs from all over the city throw down to own the place for the day. FIREFLY PROJECTS Much squalor and urban decay emanates from the housing projects. In fact, it was named quite appropriately as the amount of reported arsons rival that of South Bohan. The neighborhood is always on the brink of riot. The Mohawks street gang lead demonstrations against rampant police violence. BOABO Beneath the Off-ramp of the Algonquin Bridge Overpass. The abandoned industrial arm of Broker has become a cheap haven of loft apartments for artists and warehouses for drug processing. The hustle of trucks indicates the industrialization never ended - just changed commodities. NAVY YARD Alongside East Hook, the BOABO docks is Broker's major seaport. Placed next to the Twitchin's Sugar Factory, the dock receives goods from all over the country via train with the tracks running underground into Cerveza Heights. Car Floats are used to get goods out of the Eastern boroughs and into Algonquin. EAST HOOK The transition from BOABO becomes dead silent, as East Hook is no man's land. Utterly detached from its borough, it gets little to no response from law enforcement. The Angels of Death run their clubhouse here, where they are free to do as they please. SCHOTTLER & SOUTH SLOPES The botanical gardens offer a breath of fresh air from the wastes, with brownstone neighborhoods are back on the rise as young professionals from Downtown settle in. Walk one block in the wrong direction and you'll find yourself jumped by the Jolly Rogers gang of bandits. DOWNTOWN Traffic-laden and noisy as everyone scrambles to get onto the highway to Algonquin or Francis International. The municipal courthouse is always flogged with cases and news teams. The LTA bus depot under the overpass brings in all sorts of budget out-of-towners ready to throw their lives away. DUKES BEECHWOOD CITY Working class whites have left and West Indians have been moving in. Seedy pawn shops, strip joints and closed storefronts fill the area. See the Beechwood Strokers dealership to pick up a top-of-the-line big block Carcer City muscle car. BEECHWOOD DUMP Completely engrossing Mohegan Avenue is a vast landfill, notorious for the dumping of dead bodies by the Mafia. Overlooked by project blocks built on unused areas of the dump and with the Broker-Dukes Expressway running alongside it, there are two main entrances and exits to this maze of trash. HORN BEACH An isolated strip off the coast of Broker and Dukes with substantially cleaner beach than its Firefly counterpart. Tolls and expensive parking keep plebian scum off the sand so that the wealthy can enjoy their boats and beachfront homes. At the tip stands an iconic lighthouse - good for sniping the wealthy enjoying their boats and beachfront homes. EAST ISLAND CITY & CERVEZA HEIGHTS The pocket of Chinese residents in East Island City are presided over by the Soul Shadows gang with the Tongs permission. They run massage parlors and nail salons that are fronts for sex workers and heroin. Cerveza Heights is home to a substantial Italian population. The Messina Family has firm roots in the area. MEADOWS PARK Suburbs home to the meat of the middle class - union workers, police officers, white collar company men, and their collegiate offspring. Meadows Park is a regulated clean space with many casual activities - chess, tennis courts, carousel, art gallery, and an ice skating rink. The Liberty State Pavilion Towers are a street gang headquarters, and the Circus Arena has been sanctioned as a demolition derby to raise funds for the city. STEINWAY SUBWAY YARDS The end of the road for elevated travel in the Eastern Boroughs, one step beyond the functioning Dukes Boulevard station. Located in the shadows of the East Borough Bridge and in close proximity to the Irish Mob controlled neighborhood of Steinway, the area is the host of many a shady deal. While protected by Transit Police and regular rent-a-cops, at night this is the favored location of ambitious street gangs looking to throw up a tag on a subway car. WILLIS Blocks of low-rise retail and middle-class tenants surround the Big Willis Mall and the Canyon Megaplex, where youth spend their parents hard-earned money to catch the latest Vinewood double-features. Car dealers such as Cheap Heaps are rampant all the way up until the Algonquin-Dukes expressway, unhindered by lemon laws. AQUARIUS RACETRACK Just off the expressway before the Francis International Airport churns Liberty City's major thoroughbred horse racing facility, welcoming to all deadbeat gamblers from across the city. Jetlagged tourists are known to splurge their wads here before they even make it to the Statue of Happiness. ALGONQUIN KUNZITE STREET Once (and later once again) a thriving strip of shows and theaters, Kunzite Street began its decline into the Red Light capital of the world in the early 70s. Highlighted as a bright-neon beacon of filth to all those entering Algonquin from the suburbs of Alderney and Broker-Dukes, and those arriving from out of town at the Transport Authority, Kunzite Street runs through the heart of Midtown Algonquin and is unavoidable to those passing through from any direction. STAR JUNCTION Sleazy, dangerous, and downright dirty. A major portion of criminal elements congregate here, from street hustlers to Mafia capos who control the adult theaters. Chain restaurants are few and far between; the main eateries here are Big Johnson's and Mamma Cipriani's, as well as the $2 Nuts & Sprunk combos you can pick up with any XXX movie. For things to do, why not shoot 8-BALL at the pool hall, visit the Fascination amusement arcade or ring a cousin to bowl at Liberty City Lanes? Looking for high-class? Pay a visit to Studio 69 on the precipice of Middle Park or catch a musical on Burlesque. THE TRIANGLE Cousin to Star Junction, lorded over by the Rotterdam Tower and of course the Triangle Building itself. Large play theaters rub shoulders with nonstop peep shows, grindhouses and skin flicks. Prostitutes are on display in rotation in an open air sex market. Punks and crazies march at night looking for trouble. THE EXCHANGE The World Commerce Center and the 69 Stock Exchange, where brokers make and break the economy for profit. Briefcases and suits trample their way up and down the blocks, fighting over pay phones and arguing with each other in broad daylight. WORLD COMMERCE CENTER Dominating Castle Gardens and the Liberty City skyline, the iconic World Commerce Center towers are the go-to for high stakes trade. Always surrounded by an abundance of foot and road traffic, pay a visit for majestic views of the city from heights never before realized in Liberty City. LIBERTY CITY COLOSSEUM Replacing the Time Warner Building at the border of Middle Park and Purgatory is the Liberty City Colosseum, a relic of old Liberty City that houses shows, events, and generally serves as the series' missing rendition of Madison Square Garden. NORTHWOOD Known for its poverty-stricken housing projects where the Black Aces bear additional chapters. The abandoned buildings and piers to the north are a drug-addicted wasteland. Chain-snatchers and pickpockets flee to cop their next fix and grifters sell stolen items on the street. Police hover about but do little to risk their necks. NORTH HOLLAND The heart of Uptown Liberty and its black population. A bustling underground economy in heroin and gambling rackets. Back alleys host dice games. Former class acts such as the Neptune Theater being are transitioned into brazen adult entertainment. The new Linen Lounge is the hotspot for established uptown players. PURGATORY & WESTMINSTER Neighborhoods of the waterfront district, a mix of commercial and residential territory. Plenty of dive bars in Purgatory, which is haunted by the Irish Mob. If you make it through without being kidnapped, you can pick up a new luxury car from the Fully Loaded Tailpipes dealership in Westminster. The gay community is rooted here with with its own underground night life, including secret bondage clubs. SPANISH & ITALIAN EAST HOLLAND Colloquially known as Spanish Holland, where the Puerto Rican population has staked their claim. Tunes can be heard from the many corner bodegas. Latin gangs clash with Italian gangs for turf and store owners keep a gun under the counter. The Pavano Family is known to congregate at their Palermo Social Club, an exclusive café and cigar lounge favorited by top Commission fellas. UNION DRIVE WEST Connecting Downtown Algonquin with Uptown, the elevated portion of Union Drive West begins in the shadows of the World Commerce Center at Castle Gardens and ends at the Hickey Bridge, with exits throughout. In a state of deep disrepair, it will collapse after a portion of the storyline and be rendered unusable by pedestrian traffic. ALGONQUIN FERRY TERMINAL The last bastion of escape when the bridges and tunnels get jammed up. The ferry is free of charge and transports vehicles, but works at slow intervals. It takes passengers on a scenic route between Union Drive West and northern Staunton. SUFFOLK The cast-iron faced district is undergoing a major renaissance, as artists and film creators have flocked toward its affordable lofts and studio spaces in the past years. The Suffolk Chapel stands unchanged by time, other than desperately needing a fresh coat of paint. HIGH-LINE & WEST SIDE TRAINYARDS The High-Line functions through Westminster & The Meat Quarter as a goods delivery route to the West Side Yards at Purgatory, coming to rest at Hematite ST. The High-Line Train receives its loads at Garnet ST Station, accessible by the notorious underground Garnet Corridor linking the station with the subway. The train cars are often shipped over to Port Tudor via the famous rail bridge. The Suffolk Trainyard has become somewhat of a graveyard, with closure on the horizon and development in its future. WEST SIDE PIERS With the exception of Purgatory railyard, this once thriving dockland is now abandoned to the elements, the West Side Piers sitting along the banks of the West River in various states of disrepair, though still able to be walked for unique views of both the Downtown skyline and Alderney State. Men of hard labor once occupied these piers. Now they are lost to freaks, junkies and crazed old wharf rats. CASTLE GARDENS CITY Disused landfill being built over, Castle Gardens in 1978 is no more than sprawl of empty lot undergoing sporadic construction. Liberty City intends to build over the rubbish the same as they constructed the WCC on the same wasteland -- but not for many, many years. LITTLE ITALY Encroached on by Chinatown, the old school enclave is tightly knit with cafes and restaurants - best cup of espresso in town, if it's not closed off to a mafia murder scene that day. THE MEAT QUARTER The meat packing district has seen decline equal to the waterfronts. Typically busy with delivery routes and the produce market. The many abandoned warehouses have become popular nightclub seed investments. BORDELLA The area that would later become Fishmarket North and Fishmarket South. Heavily under Mafia control, with operations at the Fortside Fish Market supervised by the Pavano Family. BOOTH TUNNEL Traffics thousands of commuters, drug mules, and prostitutes a day from Alderney to Algonquin. Poorly lit; bulbs flicker and sparks chirp from the ceiling. The tunnel becomes a congested nightmare on the regular; guys pay for road head and all of a sudden forget which pedal does what. One accident can back up the whole city. BROKER-GARDENS TUNNEL Union Drive East and West connect at the southern end of Algonquin, where the underground tunnel expressway leads to BOABO in Broker. There is a toll for passing through either which way. THE LIBERTONIAN Dignified tourist trap for stoned city visitors. Struggling to fight vandalism, yet offers a comprehensive exhibit of American history, ancient paintings and stolen relics - pay for a tour and be taken through. It can be hard to differentiate between the exhibit art and gang graffiti. ALDERNEY ALDERNEY CASINO A bustling and inviting entertainment complex and casino, Alderney Casino and the adjoining boardwalk populate the otherwise suburban neighborhood of Westdyke. Despite falling into ownership conflicts throughout the 70s, people still frequent in droves and famous property developer Lyle Cleethorpes IV is known to be taking an interest in developing the site further. PLUMBERS SKYWAY Elevated high speed commute running from uptown Algonquin straight through the heart of Alderney and ending in Staunton. The view of the Liberty City skyline is best enjoyed with a luxury automobile and a fat cigar. ALDERNEY CITY Downtown Alderney is noticeably divided up by ethnicity. The Cubans, Italians, African-Americans and Koreans operate their own blocks. Walk the wrong way and expect to be hollered at in a foreign language before receiving a royal beatdown. Plenty of big-time construction happening with mafia union interests in the mix. BERCHEM & LEFTWOOD Berchem is the commercial sibling to Alderney City. Major corporations hold offices here, separated by plenty of bad fella dive bars. Leftwood is a multicultural suburb segregated similarly to downtown. The Leftwood Community Hall is a popular soapbox for campaigning politicians. PORT TUDOR The pride of Alderney - a major import/export hub where shipping containers tend to go missing. The waterfront is key to the power of the Montagna Family, where they have a piece of the dockworkers union. The district is trafficked with big trucks. Greasy spoon diners and low end strip joints are scattered between the large industrial yards. ALDERNEY STATE CORRECTIONAL The destination for most of Liberty City's unfortunate criminals, at capacity and suffering endless logistical debacles. It houses many big names from the past underworld. The biggest figures have great influence within its walls. The general population is separated into cliques mostly by race, but when money talks, many will listen. There is an intricate business network to be explored when doing time. ACTER Depressed suburbs filled with undeveloped lots and salvage car dealers. Truck drivers rest in droves off of the Skyway so wretched prostitutes can make their rounds. Italians swear by the precious meats at the pork store off Moog Street. ACTER INDUSTRIAL The industrial counterpart is anchored by its nuclear power plant, fire-belching oil refineries and the Alderney State Correctional Facility. STAUNTON ISLAND FERRY TERMINAL Funnels the suburban commuters to the sibling Alderney Ferry Terminal. The ship can transport vehicles across the water. Easily accessed off the expressway which runs between the bridge to Broker and the south of Alderney. NORTHPORT Northern waterfront town with urban elements. Populated by fisherman and longshoreman. Home to the headquarters of the Liberty City Coast Guard and the Ferry Terminal. NORTHPORT DERBY So close to the city landfill, what better place for bumper cars to gladiator against each other? The demolition derby is a local favorite. The player can enter as a contestant to take on various challenges or simply survive the longest. STAUNTON ZOO A popular tourist attraction and playground for pickpockets. It's been a bad year for the zoo - bodies have been found dumped in the crocodile pits; Sonny Cangelosi has tried to buy the tigers to keep at his mansion; Monkeys have escaped and allegedly stolen a helicopter in Alderney. Nonetheless, it remains an interesting experience and great place to take photos. Located on the east side of Northport. RICHBORO A historical and mildly urban district, dumped straight off of the Castellano-Narrows Bridge. Red brick low-rises line the streets as family diners, small stores and barber shops make up the main strip. Truck depots stage their daily delivery routes into Broker. The district takes up a large chunk of the east side of Staunton, stretching north to Port Staunton. RICHBORO SUPERMALL Newly built tourist attraction - an orgy of boutique retail outlets and corporate department stores begging to be sacked at gunpoint. Vast parking lots on every side. Easy pickings for carjackers and muggers. The loading dock receives constant truck deliveries. Situated on the west side of Richboro. CANGELOSI MANSION Home of Gambetti business magnate Sonny Cangelosi. An ambitious marvel of real estate and testament to American excess, staffed around the clock by security guards and servants. Includes its own golf course for the don. Always under renovation or repair due to sheer size. The estate sits on a lush acreage between Richboro and the Greenbelt. GREENBELT A large swath of wooded pastures that blends into the western landfill. Makes up most of central Staunton Island. Narrow backroads tangle through the small creeks and backwoods mobile home communities. The greenbelt is a great place for hunting, whether it be deer or human victims escaped from the trunk of your car. PLEASANT BAY Shoreside town making up a residential block south of Richboro. Quiet suburban area with beachfront attractions. Multiple safehouses with boat storage available. Not a bad place to lay low from the chaos of Liberty City. Its west side disperses into the Wetlands. WETLANDS Residual swampland of mud and bog soil. Navigated by dirt roads, if any at all. Lifted truck or all terrain vehicle is recommended. Secret graveyard to many unsolved murders. The wetlands begin at the southern tip and up the west shore, overlapped by disgusting filth that emanates from the city landfill. CITY LANDFILL The biggest on the east coast. Cranes struggle to pack in the mountains of garbage and seagulls swarm above feeding on the refuse. A place of absolute nihilism. SHIP GRAVEYARD Neighboring the hellish landfill is a forgotten yard of decommissioned city boats, barges, and shipwrecks. Plenty of hiding places and cover - one hell of a place to stage a major drug transaction. BOHAN BOULEVARD Major traffic hub for the highway running through Bohan and connecting to northern Algonquin. Grand Boulevard is lined with tenement apartments and small stores, many of which are being burned out for insurance in the name of white flight. The Black Aces occupy the major street corners. Welham Park offers a greenspace for joggers running from muggers and dope fiends hiding from their . SWINGERS STADIUM In a state of disrepair akin to the rest of Bohan, the legendary Swingers Stadium occupies Boulevard on the banks of the Humboldt River, receiving traffic from and directly overlooking Northwood. Patrons are tolled by the Boulevard Black Aces. Those who refuse go home with medical bills and car insurance claims. SOUTH BOHAN A dystopia of urban decay. Parked cars are scavenged until they become burned out wrecks. Derelict buildings wait to crumble into even more vacant lots. The Southside Satan Skulls aimlessly roam its wastes as working class families lock their doors and peer through the window blinds. In spite of the high crime, there is a growing light of community outreach. A community botanical garden was built upon some of its vacant lots. CROSS-BOHAN EXPRESSWAY Considered by many to be the blight of Bohan, this poorly constructed (evidenced by its collapse in mid-2000s) expressway connecting South Bohan with the Industrial area covers the south end of the Northern Expressway. Running over Bohan River, it exits onto Rocket ST and receives Northbound traffic from San Quentin Ave/Hollowback ST, where the lane runs through what would become the construction site in 2008. FORTSIDE The Bohan hub is shadowed by the high rise Liberty City Subway, an essential means of leaving the borough. Mill Street hosts the struggling police precinct. San Quentin Avenue is lined with pawn shops and the Fortside Apaches clubhouse. The west end is shipping container yards, the port and the Fortside Fish Market dominated by the Pavano Family. BOHAN DEVELOPMENTAL CENTER A revolutionary hospital for the physically and mentally disabled, the East Bohan Developmental Center is located within the Industrial district, an odd beacon of hope among a financially decrepit borough. Community outreach programs are designed help veterans, ex-gang members, and wayward youths as an alternative to prison. CHASE POINT Street corners of this mixed industrial area are bustling with pimps and prostitutes day and night. It is mostly comprised of warehouses, including a busy fruit and produce distributor. INDUSTRIAL Mostly a neighborhood of auto garages such as Muscle Mary's. Auto body shops in the area receive stolen cars from various street gangs. The Angels of Death are known to hang out around the Liberty Chop Shop which sells custom motorcycles. LITTLE BAY The remnants of white flight remain in this residential area. The district now includes a few blocks of middle class suburbs similar to Dukes. The Lupisella Family has an undisputed grip on the area. White greaser gang the Guinea Lords wreak havoc on its residents and frequently clash with minority gangs from the outlying projects. NORTHERN GARDENS Known for its housing projects adjacent to acres of basketball courts and park space. The Northern Gardens Hospital is the largest in Bohan and always has its hands full. The territory is a regular fighting ground between the Guinea Lords and the Black Aces. HORN ISLAND NAUTIA COUNTY The destination of middle-class white flight from the inner city. Scrolling wastes of middle class strip malls. Railroads penetrate eastward coming from Dukes. Historic landmarks include the Ivy League Hoffa University. Hundreds are employed at the Naval Aerospace Research Corporation and the Nuclear Industries Power Station, both located within dangerous proximity of each other. CHESTER COUNTY Upper-class echelons of old money and gated communities. Expensive pleasantries include wine-tasting at the Pealmia Grape Vineyard and trap shooting at the Clay Pride Sporting Club. The district reeks of old money and is heaven for seasoned cat burglars and driveway carjackers. Unlike the inner city, the police are well funded and less corruptible. Backroad greenbelts offer a freshening transition as you approach the fabled Carraways to the southern half of Horn Island. WEST CARRAWAY Visit the Decadent Estates Auction House to bid on exuberant supercars, vintage motors and rare imports. Enlist in various amateur motorsport events at the Clarkson Speedway, or pay respects to deceased contestants at its adjacent cemetery. The track involves many curves and is known to be quite deadly. Depending on the day of the week, there are races of vintage automobiles, stock cars, and motorcycles. EAST CARRAWAY The yellow brick road of wealth ends here with massive shoreside estates owned by aristocrat politicians, superstar celebrities and warlord stockbrokers. The premier Carraway Country Club golf course takes up a large portion of the land, rivalled in prestige only by Cangelosi's home course. Complete your descent to the top by joining the ranks of the Motorboaters Yacht Club. Enjoy your endgame safehouse as property taxes erode your bank account. Edited November 8 by Akaviri Link to comment Share on other sites More sharing options...
Acetaminophen Posted September 11, 2012 Share Posted September 11, 2012 I would Love to see the fire spread that SA had back in V with better looking fire and more realistic spread ofcourse. Link to comment Share on other sites More sharing options...
Wayne Daniels Posted September 11, 2012 Share Posted September 11, 2012 I made a thread about this not long ago, would really love too see proper fire return. http://www.gtaforums.com/index.php?showtopic=522431&hl= Link to comment Share on other sites More sharing options...
loki18760 Posted September 11, 2012 Share Posted September 11, 2012 I would like to see wildfires with foam dropping boeings. Link to comment Share on other sites More sharing options...
Johan Posted September 12, 2012 Share Posted September 12, 2012 Destructible buildings won't happen this gen in anyway, shape or form although it would be nice. It wouldn't be that hard. They don't have to be that destructible, just scripted to look like they're on fire from the inside. Think about Roman's Sorrow ^^ that is exactly what they should do but apply it to most buildings. When the fire is put out by a firetruck or helicopter, it will looked damaged from the fire but when you leave and come back later it could be restored to normal. We've seen that there are open windows on certain buildings in GTA V, so it's not too unreasonable to think that they could do this. Not a bad idea, but .. not really important to me. Nice suggestion Link to comment Share on other sites More sharing options...
Mr_Leone Posted September 12, 2012 Share Posted September 12, 2012 Fire should cover areas that have compatible terrain. If you throw a Molotov on grass, it should expand further. Link to comment Share on other sites More sharing options...
JoeJoeMcTwist Posted September 12, 2012 Share Posted September 12, 2012 fires make any normal action scene way more intense, hopefully interiors could catch fire if there's flammables inside. There must be a way of doing it that won't kill the ram like making one wide are flame rather than 20 multiple little flames. Not expecting this though and I'm cool if its not in the game. I think next gen is when we'll see some dynamic fire effects Link to comment Share on other sites More sharing options...
Kifflom112 Posted September 12, 2012 Share Posted September 12, 2012 Let's have it this way. I can throw a Molotov cocktail onto a car in the middle of nowhere, the car explodes and burns out of control, then the fire spreads and spreads gets bigger. When it catches onto a car it damages it, obviously and that fuels the fire. Basically I'd love to start a virtual wildfire. Link to comment Share on other sites More sharing options...
Mr_Leone Posted September 12, 2012 Share Posted September 12, 2012 Let's have it this way.I can throw a Molotov cocktail onto a car in the middle of nowhere, the car explodes and burns out of control, then the fire spreads and spreads gets bigger. When it catches onto a car it damages it, obviously and that fuels the fire. Basically I'd love to start a virtual wildfire. That would make 911 more useful too. LSFD! Link to comment Share on other sites More sharing options...
Wayne Daniels Posted September 12, 2012 Share Posted September 12, 2012 (edited) Let's have it this way.I can throw a Molotov cocktail onto a car in the middle of nowhere, the car explodes and burns out of control, then the fire spreads and spreads gets bigger. When it catches onto a car it damages it, obviously and that fuels the fire. Basically I'd love to start a virtual wildfire. That would make 911 more useful too. LSFD! Yeah the LCFD just came, one guy got out sometimes then they drove off, but with saying that by the time you pulled out the phone and rang them the fire had gone out. You can discuss it here: http://www.gtaforums.com/index.php?showtopic=522431&hl= Edited September 12, 2012 by gta_aus Link to comment Share on other sites More sharing options...
AtomicPunk Posted September 12, 2012 Share Posted September 12, 2012 Far Cry 2 has good fire progression. I'd definitely like to see more of it. As far as destructable buildings, Mercenaries done it. Would it work for GTA? Maybe if only some of the buildings can be dropped. Link to comment Share on other sites More sharing options...
Akaviri Posted September 12, 2012 Author Share Posted September 12, 2012 (edited) Spoiler With a focus on the player enacting and evolving their criminal means in free-roam gameplay, Liberty City 1978 introduces a series of innovative features of which aim to place each of the protagonists in a tough and fluctuating criminal underworld. You will navigate the riches the city has to offer from the ground up, from pick-pocketing businessmen at the World Commerce Centre to planning your own daring heists in the warehouses of Bordella. Rooted in the overarching themes of identity, race and interaction, each feature considers all protagonists in equal measure with facets of their personalities determining the features they prefer to engage. Introducing an Inventory System that allows the character to build up, buy & sell and use various items acquired throughout the game, expanded Physical and Mental attributes that can be increased throughout the game, and criminal enterprises of which increase in generated income the more you invest time in, Liberty City 1978 makes use of both the city and the criminal climate of the 1970s to the fullest extent STASHING As referenced in the Vehicles section, the excess of items that don't fit on your person can be allocated to your trunk stash. Alternatively, the trunk stash can be moved from car to car or left in a remote location. Your Mobile Stash is transported in the form of a large backpack, briefcase or duffel bag. Carrying it will encumber your mobility on foot, inhibiting your ability to sprint and jump - so it is not smart to lug it around everywhere. You can fit a large amount of items in the Mobile Stash, whether drugs, cash, supplies, or weapons and ammunition. The stash will be saved and will not disappear unless it is found by police or stolen by a passerby. Hiding spots are indicated on the mini map when the Mobile Stash is equipped - in dumpsters, behind crates, inside cabinets, etc. INVENTORY Very similar to RDR2, protagonists have an item wheel populated for various uses. Some are consumable; others are equipped. The wheel slots can be arranged and configured to your liking. Tools - Equip the Slim Jim for jacking cars, Flashlight for night time burglary, Camera for scoping out the block, and the Walkie talkie to communicate with your nearby crew members. Toys - Strictly for your amusement. Whip out the Harmonica, blast the Boom Box on the corner, waste time with the YoYo or a throw Tennis Ball at someone. Accessories - Jewelry, hats, masks, wigs, fingerless gloves. Take off those gold chains when you walk through gang territory. Put on cool sunglasses after having the last word. Food - Pocket snacks like the Chocolate Bar or Can of Tuna will recover a portion of the health bar. Pack in that protein to stay jacked. Slam down a Pisswasser after a hard day of crime. Medicine - Pop a Painkiller or inject Morphine for full health recovery. Bandage up gunshot wounds or apply a tourniquet to keep from bleeding out. Drugs - Illicit substances are used to augment your attributes. Consisting of uppers, downers, and psychedelics with an array of drastic side effects. DRUG ABUSE For the first time ever, drugs can be consumed to experience euphoric effects and unique consequences. Generally drugs are taken for a purpose, such as to numb pain or aid in composure. The temporary relief is paid for in one form of ailment or another. Hard drugs push this concept to the extreme, as well as putting you at risk with the police. Some items range from milder to more potent variants. The risk of drugs is indicated by a spectrum meter influenced by uppers or downers. Reaching the top or bottom for too long puts at risk serious repercussions such as overdose or blackout. Combinations of drugs are used to cancel out the negatives. Welcome to the the slippery slope of degenerate drug use. Now pick your poison. Tobacco - Pack of Redwoods, tin of Yukon, or Cuban Cigars. Bought at any corner store. Sobering effect. Boost to Composure and Charisma. Penalty to stamina regeneration. Alcohol - Flask of bourbon or the whole handle. Bought at any corner store. Boost to Strength and Resilience. Penalty to Awareness and Intelligence. Go too far, you will throw up or black out. Cocaine - Do a quick bump and hit the dance floor. Sobering effect. Reduced hunger. Boost to all stats. Infinite stamina regeneration. Comedown penalty to all stats. Risk of heart attack hospitalization. Downers - Get the ludes. Boost to Composure and Resilience. Penalty to Awareness, Charisma and Intelligence. Slurred speech. Combined with alcohol may induce a black out. Marijuana - Roll up a doobie or hit the bong. Soft colorful visuals. Sobering effect. Increased hunger. Boost to Awareness and Charisma. Penalty to Intelligence. Beware of uncontrollable laughter. Heroin - Strictly snorted. Use only in dire situations. Warm sensational visuals. Boost to Composure. Relieves injuries. Slowed movement. Comedown penalty to all stats. Risk of overdose. Angel Dust - A spliff laced with PCP. Nightmarish hallucinations. Huge boost to Strength. Infinite health. Penalty to Charisma and Intelligence. May go insane; expect a police takedown. Psychedelics - Open your mind with shrooms or a tab of acid. Shapeshifting visuals. Boost to Charisma and Intelligence. Penalty to Strength and Awareness. Distractions will occur; clear your schedule. INJURY While the classic health and stamina bar persists, there is the added complication of injuring different parts of the body. The extreme danger of Liberty City is intensified by the punishments of bodily harm. Your wallet becomes your life line as you will need to get your hands on medicine or visit the hospital if critically injured. Think twice about starting unnecessary fights, as you may find yourself stranded with broken bones. Multiple gunshot wounds accumulate in heavy bleeding that ends with blackout or death. Hunger - Returns as a mild, lingering symptom. Influenced by blood loss and taking certain drugs. It will tax your total stamina and Strength. Just go eat something - or do some Cocaine. Concussion - Occurs from heavy car accidents and blunt trauma. You will experience dizzying camera movement and stumbling. Wait it out or take a sobering drug to clear it up. Limp - Occurs when falling from car accidents, falling from great heights, or getting kneecapped by debt collectors. Movement speed is greatly reduced until it wears off. Take medicine or drugs to remedy it. Bleeding - Urgent symptom. If you get badly shot or stabbed, you will slowly lose health while you leak out. Police will follow your blood trail. Wrap it in a field bandage or tourniquet to stop the effect. Trauma - Occurs when the Composure stat is critically depleted. Occurs after near death or companion loss. The protagonist will pause to collect themselves from stress overload. Wait it out or remedy it with drugs. Broken - Semi-permanent effect from serious impacts or sustained abuse. Arms, ribs, and legs can break, causing severe movement penalties. Opiates will get you through it, but the only solution is a hospital visit. ATTRIBUTES Player stats return from GTAV and GTA: Online, expanded and redefined. Each protagonist has his own measure of physical and mental attributes. These attributes can be increased individually by both progressing throughout the game naturally, or through the player's own excursions in free-roam. While physical attributes place the majority of focus upon how the character handles themselves when they are in a situation -- how hard they can hit, how fast they can navigate corners in a vehicle -- mental stats contribute to how the protagonist functions psychologically, effecting how the player interacts with the maelstrom of Liberty City and the seedy individuals that populate it. This goes hand in hand with the increased NPC interaction featured in LC78. Like GTAV, all three protagonists begin proficient and deficient in their own specific areas. The Hitman, being a hardened combat veteran, is in peak physical condition and freakishly composed with weapons; he is, however, the consummate outcast, lacking in awareness and charisma. The Hustler is the polar opposite; ice-cold confident, streetwise and strikingly intelligent. The Connection begins with a boost in resilience, battle hardened from many violent gang battles out in Bohan. Strength - Damage that the protagonist deals out hand-to-hand. It is built up by engaging any type of physical activity; training with weights at one of the gym's or in prison, doing pull-ups and press-ups in the gang clubhouse. Resilience - How well the protagonist absorbs damage, both from fists and firearms. The more you increase this stat, the fewer health points the character loses when damaged. Increase resilience by taking blows during a fist fight and staying on your feet, or by surviving six-star rampages when you're down to your last amounts of health. Awareness - Functions as the protagonist's level of street smarts, literally how well they know the map, the shady back-alley dealers, and the mistakes that can be made & how to avoid them. Boosting awareness not only places icons on your mini-map as to where NPC dealers can be found lurking, but also gives you a heads up to danger before you walk into it. A heart-throbbing beat will escalate to indicate approaching danger. Charisma - Your magnetism, your leadership credentials; it is also your ability to not only charm the pants off women, but talk your way out of a fight if need be. Ways to increase this are two-fold, as are the effects. Firstly, you'll boost this stat by engaging NPCs in conversation; the more charismatic the player is, the less incidents you'll have of pedestrians getting randomly pissed off at you and calling for cops. Charisma also effects how well you perform as a leader, and increasing this skill will reward you with the increased capabilities of crew members when you're out on a heist. Composure - Your ability to remain calm under pressure, and can influence the game's core mechanics of driving, shooting and fighting. Boost this by doing difficult things and by doing them well. You'll have a steadier shot, a cooler hand on the driving wheel and won't get overwhelmed in a fist-fight. Intelligence - The sum of your book smarts and the skill of processing complex ideas. This translates to gameplay in unique ways. By reading books, or by attending classes at the local YMCA, the protagonist can gain the skills to create more accurate & detailed plans for more successful heists. In addition to this, protagonists can also become more proficient with second languages. This is reflected in gameplay by subtitles offering an English translation to what is being said around you. Very useful for when you're knee-deep in Spanish Holland and have a running chance at avoiding being jumped by the Lords, or when you're navigating the backalleys of Chinatown trying to avoid captors. Reputation - Accumulated through success and wealth. Progressing through the story will increase it, but it can be further augmented by flashing your cash in one way or another. Driving a fancy car, wearing a mink coat or a Perseus suit - these choices will help you impress everybody from street punks and cops to crime bosses and politicians. NPC INTERATION Being set in a time before mobile phones and internet use, LC78 draws heavily on player vs NPC communication to introduce new levels of immersion. Anybody can be approached on the street and talked to. Walk up and use the Greet button to say hello. Hold it to open up the familiar action wheel and select different dispositions. Conversate - Tax free small talk. Make regards to the weather, recent news, or culture. Builds up rapport to succeed in riskier gestures. Relies on Charisma and Intelligence. Gossip - Riskier form of conversation to gather information. If they trust you, you will receive useful tips on the location of events, valuables, or blackmail. Relies on Charisma and Intelligence. Persuade - The art of the con. Used to request commands from people - let me inside; hold this; follow me; and so on. Relies on Charisma, Composure, and Reputation. Intimidate - The most risky, but very useful. If they aren't afraid of you, expect to be laughed at or attacked. Go overboard, they may run to the police. Relies on Strength and Reputation. Pacify - For de-escalation. Threaten the wrong guy and you may be able to save yourself with an apology. Calms irate customers and police. Relies on Charisma and Composure, and Intelligence. Trade - Opens up the ability to share inventory items. Offload some stolen gear. Guns can be acquired this way. Relies on your relationship with the person and their faction. PAYPHONES Beyond face-to-face meets, which are the backbone of mission progression, payphones are your primary mode of communication and are located throughout the map. Though sparse in the more rural areas of the map, such as Alderney State, payphones are everywhere; street corners, subway stations, interiors. These can be used to dial any contact in the protagonist's black book and initiate missions when necessary. Car phones provide the most luxurious form of phone communication in the game. These are able to be purchased as you acquire greater fortunes throughout the storyline, and can be installed in any car you own to allow you to receive communication as and when you please. Walkie talkies can be used to talk to nearby crew members. FAVORS Major characters will ask you for favors from time to time - special missions on short notice. If you accept and fulfill them, you will earn significant goodwill with them and a get-out-of-jail free card. Much like the special abilities offered by friendships in GTA IV, these abilities will be made available for a single instance. For example, if this character has influence and you are at war with a gang, they may be able to broker a truce free of charge. A favor can only be spent once and then you are square even with that person until next time. FACTION RELATIONS With many gangs and mob families, the city is sliced into territories. Doing business on a gangs territory will attract their attention. You may be approached by emissaries with either a warning or requested kickback to their faction. If you refuse or kill them, you will negatively influence your relation with that faction. Cutting them in on your action increases your goodwill with them, which has its own benefits. You may be able to get support form them in the form of backup muscle, money loans, or drug consignments. If you piss off a faction by various means, they may go to war with you. At that point, expect hit squads to hunt you down or pipe bombs to shut down your businesses. NEWSPAPER LC78 introduces the ability to read about your antics within an actual, physical newspaper. These can be purchased for $1 from many of the street vendors around the city. Newspapers also serve to provide in-game parody and advertisements concerning unique, one-off items, as well as personal ads if the protagonist wants to hit up some lonely kitty. REAL ESTATE The newspaper is the primary means of locating and acquiring property. See something for sale, call the phone number or visit the address to sign it over. Businesses for sale will also appear in the newspaper. Each protagonist has an exclusive list of businesses they can own. SAFEHOUSES Ranges from tenement apartments in the projects to suburban homes in Westdyke and mansions in East Carraway. Safehouses offer recreational activities based on their level of furnishing. You can order more things for your safehouse using the newspaper. Purchase nice furniture, decorations, and functional upgrades. Radios, record players, televisions, gym equipment, gun cabinets and workbenches, combination safes, and more can be installed depending on whether the safehouse is compatible. MAILBOX With all three protagonists versed in the art of letter writing -- The Hitman from his tours in Vietnam, The Connection and The Hustler from their stints in prison -- mail communication replaces the email function from GTAIV & GTAV respectively. You'll simply collect your pending letters at the mailbox and the protagonist will respond to them accordingly, with the choice of a positive or negative response being entirely the player's choice. In addition to mail from unseen characters, which serves as additional background development, the player will also receive catalogues that serve a similar purpose to websites in GTAV. Interested in that shiny new weapon or the latest Albany Esperanto? Simply mail an order and have it delivered the next day. Spoiler DIVE BARS Dingy rathole bars are the place to be. Hangout with working stiffs, scumbag criminals and prostitutes. Great place to conversate and make low level contacts. RESTAURANTS Dine out Liberty City style, sampling the fine fare of Big Johnson's and Mamma Cipriani's. Mainly used for dating and hangouts. MOVIE THEATER Watch something on the big screen. Recent hits are Padrino, Rum Runner and Glassjaw, while Richards Majestic classics High School! and Nelson in Naples still pull in the crowds. SHOWS Catch something abstract on Burlesque. There's all sorts of weird sh*t -- unsafe Chinese acrobats, female dancers, classical operas, and theatrical plays. DISCO DANCING Strut your stuff at Studio 69 or Paradise. Take drugs for a much better time - increased music volume, visual sensations, and crazy dancing. Impress a girl at the bar to receive her number for a booty call same as in the Ballad of Gay Tony. PEEPSHOW You stick it through a hole in the wall and come out with full health. Need I say more? ARCADE GAMES The new big thing. Visit Fascination in Star Junction to take on Armies of the Night, Shlong and Womb Polluter. Driving games more your thing? Have a crack at Speedway 400. FUNLAND The legendary Firefly Island experience. Ride the Liberty Eye, brave The Screamer and enjoy the Go-Karts. Try and avoid the Crockett Avenue Cheetahs -- they run this part of town. BLOCK PARTY From time to time you may notice the streets of Bohan barren - simply follow the sound of music to an oasis of barbecue and music. RAP It was born on the streets of South Bohan. Plug your gear into a streetlight, face down that sucker from around the way and lyrically tear them to shreds over a beat from W-JIVE. Hit the combinations at the right time to maintain your flow. BREAKDANCE Get down and breakdance in the streets of Bohan. Bring your boombox and face down the competition. GRAFFITI An artistic way of immortalizing your most fierce gang battles and fallen soldiers. Murals can be placed on many sizable, spacious walls throughout the map. You'll need spray cans aplenty and a healthy amount of backup if you're spraying in enemy territory. Completing a mural earns you massive reputation bonuses. Tagging is more common, available in more areas and more forms than murals. Throw up an Apache tag in rival turf or on the side of a subway car to let everyone in town know you were there. DRINKING Treat the bar to a round to raise your reputation. Take shots until you pass out. Wake up in the gutter with an empty wallet. Good times! FISHING Take a boat out and see what you can ring in. Don't be too surprised if it's a rotten, three-fingered hand or one-eyed fish. BASKETBALL Shoot hoops at your local ball court. STICKBALL Stoopball, an old neighborhood favorite. Join in a street game the next time you find yourself in East Holland. BOWLING Take in the famous Liberty City pastime at the lanes in Star Junction. CHESS The thinking man's game. Boost your intelligence by facing off against old Cuban exiles in Acter park. Contributes significantly to the player's intelligence stat. GYM Resistance based weight training, forming a great contributor to your strength based physical stats. Develop your punching power with the bench press, your ability to jump and scale walls quicker by mastering the squat, and overall resistance by maxing out your deadlift. Each protagonist can additionally perform pull-ups, press-ups and sit-ups in their desired home properties. Spoiler BAREKNUCKLE BOXING ALL Street fighting is the combination of a broad spectrum of organized bouts that each protagonist can compete in. With each protagonist possessing their own unique brawling style, you will first need to go about establishing a reputation for yourself. This can be as simple as participating in an existing underground fight circuit and earning their respect, or getting yourself known as someone who's good with your fists by favoring non-lethal takedowns in combat over gun-play. Over time, your reputation culminates as a record as your successes on the street fighting scene. Reputation serves as your currency. You will be challenged by tougher opponents with bigger purses at stake as you progress. Be warned though. Should you lose, your reputation resets itself and you'll have to work your way back up to infamy. TAXI DRIVER HITMAN ONLY Purchase the Bickle Cab Depot and start hacking. No background check required. LIMO DRIVER HUSTLER ONLY Buy the limousine depot to begin escorting Liberty City's elite. Take great care to avoid damaging the vehicle. TRUCK DRIVER CONNECTION ONLY Purchase the Shot Haulers depot to transport cargo on a time limit. Go to the port, hook the container and get it to the correct warehouse in one piece. VIP SECURITY HITMAN ONLY With John Rossi intent on expanding his profile of Algonquin based nightspots, his ambitions attract an increasing number of high-profile clientele who wish their debauched antics to remain beyond the confines of the velvet rope. From Studio 69 you will escort and protect the interests of several celebrities and VIPS from the gossip columns, crazed fans and insane stalkers that prowl the city. VIGILANTE HITMAN ONLY Lash out at the filth and grime by joining the Avenging Angels - defenders of the subway. Approach one of its members at any station to relieve them of duty. Receive a bomber jacket and beret and get to work. Purse snatchers will appear on your mini map. Loitering gang members will appear as red dots to be destroyed. Completion of each task results in a modest payout. ASSASSIN HITMAN ONLY Encountering shady government operatives through his dealings with Liberty City's Mafia families, The Hitman is recruited by a determined IAA operative to take down a series of politically motivated assassinations for the greater good of the United States safety and stability. Many targets have heavy protection or are difficult to get close to. Certain contracts require special methods to make it look like an accident. BOUNTY HUNTING ALL There are 20 Most Wanted fugitives in Liberty City. Stalk and kill them, or successfully bring them in alive for a higher payout. Follow leads based on their last known whereabouts. Eavesdrop, interrogate and rough up nearby locals to track them down. ARSON CONNECTION ONLY Liberty City is burning -- rents are too high and with vandalism hitting profits, merchants want out. The Connection will be approached by mobsters and property owners throughout the city to burn down their dwellings. In return for your fire-starting expertise, collect a generous sum of the insurance claim. GANG WARS CONNECTION ONLY Later evolving to full on armed combat, gang brawls are The Connection's means of evolving the Apache's status as a heavy set throughout Liberty City. At first limited to strictly hand-to-hand combat, with a handful of your toughest soldiers going head-to-head with rivals throughout the city, brawling quickly progresses to increasingly challenging melee encounters. The outcome of these, and the more battle hardened your soldiers become, develops into points-based reputation for the Apaches. The greater points you amass in-game, the more contacts you'll unlock. Conversely, the more challenging battles will become. Territory and influence can be gained through completing gang wars, after which you will station your men in the turf you acquire. DRUG DEALING HUSTLER & CONNECTION ONLY Explore Liberty City's drug economy from the ground up in different ways. Play the game how you like. Building a drug empire takes time and dedication, more than any other side hustle. That being said, it offers a huge stream of income when run smoothly. Neglect will quickly turn it upside down and put you back at square one. Drug dealing is passively activated in three parts. The Pusher - Hit the streets with all you can carry. Load up your car and find potential customers in drug addled areas; cruise slow and profile people, honking at them to bring them over. On foot, walk up to people and gesture for trading. Awareness is crucial to spying out undercover cops and stick up men. Hand-to-hands yield the highest profit margin per amount of drugs, but is time consuming and dangerous. Slinging ain't easy. The Distributor - Once you've got a stash house, you can start to supply prime retail locations. If they accept, you can start delivering packages to them. Once they work for you, they will call for resupply. Deliver drugs from your stash house to their place of business and collect your cut from their previous consignment. Sometimes they come up short with various excuses. Deal with them as you wish - your reputation is on the line. Beware of police stops and rival gangs following you. If you lead them to your stash house, you are in for a world of trouble and could lose the entire stash. If your clients run dry for too long, you will lose their business to other providers and have to earn their loyalty back. The Wholesaler - Buy or sell a large amount of drugs in one risky transaction. Call your trusted source or set up through proxy - a friend of a friend wants to buy some weight and will meet you at this location. This can either be a huge setup, a police sting, or an easy payday. If you have a large amount of drugs but no retail under your control, or are simply wanting out of the game for awhile, this can be a handy way to do business. Wholesale purchasing is necessary to keep the stash house stocked up. ARMS DEALING HITMAN ONLY The Hitman does not deal in drugs, out of personal dislike and strict Gambetti code. Instead, he is given an equivalent side business in dealing weapons. Jack McReary introduces a contact in the IRA paying top dollar for military grade hardware to ship back to Northern Ireland. After this mission, caches of weaponry can be found and flipped to various customers throughout the city in the same manner as a drug wholesale. This requires meeting somewhere in the city on a time limit. The goods vary from a large briefcase to a loaded vehicle or speedboat. Sensitive explosives require utmost care for obvious reasons. Traffic stops from police could result in a five star wanted level. PIMPING HUSTLER & CONNECTION ONLY Building on the simple provision of sex to clients around the map, pimping in Liberty City 1978 is a multi-faceted feature that relies on how your build your appearance, manage your corners and treat your hoes to determine your success. To first begin pimping, you'll need to establish your front. A Pimpmobile is required: acquire an expensive vehicle and visit Mothers of Suspension to add the necessary upgrades. Usually, a fat helping of chrome trim and an extra back tire is more than enough to suffice. Once you have your wheels looking fly, you need to upgrade your vine. Assemble any outfit that totals more than $5,000, sourcing furs and exotic silks from stores throughout the city. Now you look the part, you need to recruit some pussy. You can cruise known red-light-districts such as Chase Point and impress experienced whores, making their pimps look like two-dollar chumps, or head to the Transport Authority to sucker some fresh blood. Once you've started to build your stable, you need to put your girls on a corner. When you're active in pimping, it will become clear on the map as to which corners are available and which corners are taken. If you choose to seize a corner, you need to come by every so often to collect your money and keep your hoes in line. Dangerous johns will need to be dealt with or your girls may be lost permanently. Rival pimps will return to finesse your girls away, they must be scared off or whacked. LOAN SHARKING HITMAN ONLY With your ties to both the Italian and Irish elements of crime, from very early on Michael will be called upon to collect debts owed to the Gambetti and McReary families. While these side-missions can be simple enough -- or extremely difficult if collecting a debt from someone who is also mobbed up -- progressing through them allows you the ability to loan money yourself. Michael will need to establish a base; setting one up in an Italian or an Irish neighborhood will determine his backup and the investors in the business. You will profile and loan money to clients, turning a profit based on your ability to collect money owed to you and enforce punishment on those who late pay you. Be too easy and people will start to avoid paying you altogether. GAMBLING CASINO ALL Visit the thriving Alderney Casino along the Westdyke shoreline and play Poker, Roulette, Blackjack or the Slot Machines. HORSE RACES ALL Visit the Aquarius Racetrack in Dukes to spectate horse races live from the stands. Place wagers at the booth and root for your favorite jockey. SPORTS BETTING ALL Various sports can be bet on - boxing, football, and baseball. Much like the Numbers, you wait for the result. Find out the winners in the newspaper or simply be notified by your irate debt collector. NUMBERS LOTTERY ALL Numbers Lotteries are set up in every ghetto and ethnic enclave in the map. The Cubans operate their own unique version of the lottery: Bolita. In both games, the player chooses three numbers and places their bet with a runner, and the lottery is drawn the following game day. BOOKIES ALL Take on heavy debts with your local Italian gambling chief. Depending on your standing with the families, bookies may be willing to lend you gambling money at 5% interest a week. As with the drug dealing feature, roaming the map will grant you access to better or worse odds on various sports spreads, depending on the family you lay your action with: The Gambettis from Rotterdam Hill in Broker and Willis in Dukes. The Pavanos from East Holland in Algonquin and throughout the Alderney waterfront. The Lupisellas from Fortside and Boulevard in Bohan. The Ancelottis from Hove Beach in Broker and both Acter and Berchem in Alderney. The Messinas from Little Italy in Algonquin and Cerveza Heights in Dukes. POKER GAMES ALL Mafia controlled card games are sanctioned in special backrooms. With invitation you can make acquaintance and play high stakes poker with valuable contacts. STREET CRAPS ALL This simple dice game takes place in random alleyways of the ghetto. You guess the sum of the roll and ante up. When the pot grows large enough, it runs the the risk of a stick up. COCK FIGHTS ALL Found in the Latin corners of South Bohan and Alderney City. Two roosters duke it out and you bet on the winner. Don't get chicken blood on your new suit. WAGERS ALL Back up your big talk with wagers requiring varying degrees of skill. The quality of your physical and mental stats also contribute to how good you are under pressure. Settle bets over Pool (8-Ball or trick shots, depending how flash you are), Dwarf Tossing, or Arm Wrestling. STREET RACING ALL Take your vehicular lunacy to the next level. Gossip with folks to discover the popular drag racing spots - go there with your fastest car and ante up. Follow them to the starting line and keep it a clean race. Skilled shifting with the transmission is crucial to winning. CON ARTIST HUSTLER ONLY Practicing the art of the con, Darius is able to operate within this side-mission from several perspectives: that of the street level con-artist or larger schemes in conjunction with his accomplice, Pretty Willie. To continue the theme of interaction, Darius is a keen observer of exchanges between pedestrians and providing you keep your ear to the ground, you'll be able to work out suckers for yourself. Simply approach these people once you identify them in the crowds, and interact with them as you would a normal conversation in San Andreas or GTAV. Increasing your mental skill of charisma will boost the dialogue options available to you, allowing Darius to run a scheme on the spot and con unsuspecting NPCs out of their money. The further you attempt and progress through street hustles, the more Darius will become aware of them in free-roam gameplay. Hustling marks runs a little differently. You'll be partnered with Sport and have to fulfill a specific role in the scam for it to work correctly and the mark to fall prey to it. Marks may not always be people -- the job may be to run up lines of credit through a dummy company, or to pass counterfeit bills at certain soft target stores throughout Liberty City. PICKPOCKET ALL Like mugging, there are various ways to operate as a pickpocket throughout Liberty City, expanding on existing game mechanics. The Bump: Time your approach right and simply bump into your target. How fast you are to press Triangle/Y determines if you're able to swipe anything. The more you work on your mental skills, the more you will tend to steal watches instead of 'dummy wallets'. The Rear Pocket: Hit the action button from behind and dive into your mark's back pocket. How skilled you are with your time will get you either a wallet full of dollars or a punch on the nose. MUGGING ALL By far the easiest way to get your hands on fast cash, plan this street crime by impulse and grab some wallets, or a little more thoroughly and stick up public transport: Hit up an unsuspecting civilian and run off with their valuables. Fence stolen watches and jewelry at pawn shops. COURIERS ALL Cash carriers are an inevitable weakness to the numbers and extortion rackets. The runners that collect weekly revenue are juicy targets to hit if you can find them. Be careful who you rip off. VENDING MACHINES ALL Smash anything that takes coins. Parking meters, soda machines, cigarette dispensers, jukeboxes. Many of these machines are owned by gangsters - be careful where you smash. Requires a Sledgehammer. CAR RADIOS ALL Break a window and unscrew sound systems. Sell them to pawn shops for a quick buck. Requires a Screwdriver. CHOP SHOP ALL Locate a car on the list and drop it off, as long as it isn't falling apart or hot from a quintuple homicide. The condition and prestige of the vehicle will determine the payout. If it's a piece of sh*t, they won't want it at all. BURGLARY ALL Prowl the night and empty homes of their valuables. Wealthier neighborhoods offer better yield at the cost of quicker police response. Requires a Crowbar and in most cases, a Flashlight. STORE ROBBERY ALL Threaten a store owner at gunpoint and clean out the cash register. Be careful they aren't packing a Saturday Night Special under the counter. BUS ROBBERY ALL Simply get onto any bus at any spot around the city and start waving a piece around. Keep the driver & passengers under control and force them to hand over their belongings. SUBWAY ROBBERY ALL Corner an entire car of commuters with your gang and take them for everything they have. Beware of plainclothes officers and Avenging Angels. Try not to kill the conductor and cause a runaway train situation. TRUCK HIJACKING ALL Find trucks in plentiful amounts around Francis International Airport. Inspect the company logo to boost ones carrying something of value. Offload the cargo to your fence for a payday. PLANNING HEISTS Expanded beyond its previous incarnations in Vice City and GTAV, LC78 provides you with a wealth of opportunity to lay down heists of varying degrees of risk and reward. Discovering new marks and informants unlocks access to planning new heists. RANSOM Find a wealthy mark and kidnap them or their fiancée. Bring them to a secure location to be held captive while you phone their beneficiaries and set up the trade. STASH HOUSE Gang compounds safeguard caches of drugs and weapons. Hitting them yields a large amount of merchandise for your own Drug Dealing or Arms Dealing endeavors. Expect heavy backlash. GAMBLING DEN Backroom poker games can be soft spots to hit for a large payout. They are protected by gangs and are difficult to take without violence. Remain anonymous or receive heavy backlash later. NIGHTCLUB Bust your way into the backroom safe and collect your taste of the bar revenue and illicit drug sales. Crowd control is a major obstacle, as well as keeping track of the club security. Indoor shootouts become chaotic very quickly. ART MUSEUM Bypass the lazy security at the Libertonian to lift a few paintings and historical artifacts. Best executed after-hours with no witnesses. Deliver to a black market collector to secure the payout. FREIGHT TRAIN Hold up the goods train as it makes its way over the High Line in Westminster. You will need to blockade the train or disable it with explosives. Bring a vehicle with plenty of storage space and high tail it before the police envelop you. AIRPORT SHIPMENT Gain inside intel on valuable shipments of bonds, jewelry, and cash. Plan a high-speed ambush on the runway to intercept the goods; authorities will be alerted shortly after you've entered the restricted runway area. SHOPPING MALL Hundreds of retail outlets drop daily earnings into a centralized vault at the Staunton Mall. Break in through the loading dock and hit them for all they got. Smash and grab storefronts for extra loot on your way out. ARMORED CAR Intercept a fattened cash transport after it has made its rounds. Bring it to a secure location to crack the vault, or try your luck onsite with an explosives expert. JEWELRY STORE High end jewelry stores have extensive security systems to be disabled. The store cases have plenty to snatch and grab, but the backroom safe has the crown jewels. Fence the goods to get paid. BANK Enter a Savings & Loan with crew and clean them out. Crowd control and efficiency is paramount. Screw up and take too long, you will find yourself trapped inside with police barricades outside. CASINO The Westdyke safe haven for guernsey gamblers has extensive security and restricted access to protect the millions in its vault. The cashiers counter is easier to hit and carries hundreds of thousands in casino chips. SPORTS STADIUM Both the Aquarius Racetrack and the Liberty Coliseum regularly collect hundreds of thousands in concessions and ticket sales. Break past security to the holding room to steal it. Expect a war with police on the way out. CREW MEMBERS Crew members are criminal associates selling a service. They can be hired on as companions to accompany you on regular business, but where they really shine is when putting together a heist. Contacts made throughout the game will add to the pool of resumes you may consider taking along. BODYGUARD A pugilistic bully to watch your back. Aside from protection, they can assist in intimidation and extortion. Order them to give someone a beating or throw out any bums giving you a hard time. They typically carry a melee weapon or pistol. Hiring a bodyguard may cost you, but it doubles your chance of survival on the streets. The best bodyguards will take a bullet for you. GUNMAN Designated marksman on a shoot-to-kill basis. Firearm experts are essential for raids and robberies, as they can effectively hold hostages. They are excellent drive-by shooters whether it's a chase or getaway. Call a gunman before a risky transaction to set up a vantage point and watch over your deal. Many gunman are hair triggers, liable to shoot up the place at the first sign of trouble. Enlist them carefully. WHEELMAN Specialist driver summoned by phone. Unlike taxis, a wheelman doesn't rattle under pressure. Whether a shootout or police chase, they use a heavy foot to escape. You can give them specific orders to stand by, go to a waypoint, chase down fleeing targets or escape your wanted level. As the passenger you will be able to handle your larger firearms out of the window. Expensive drivers arrive in equivalent vehicles, and will evade police through alleyways and shortcuts. Cheap drivers may show up drunk, late, or not at all. CONMAN Masters in the art of decoy, disguise and distraction. A good conman will have a silver tongue and the acting skills of a Sammy-winning Vinewood actor. Usually they initiate the first move on the heist - faking car trouble to block a key road; impersonating officials to gain private access; fabricating a situation to occupy the security. A poor conman is liable to be exposed before succeeding, creating a major setback or even aborting the entire operation. CRACKSMAN Experts at infiltrating and disabling security systems. They will get you past locked doors. A careful safe cracker is the golden goose on a bank heist, allowing you to remain discreet and escaping with little to no police response. The other option is an explosives expert to blow the vault open. EMPIRE BUILDING BANKING Your personal cash is vulnerable to thieves, therefore the bulk of your savings should remain deposited in the bank to remain safe. However, there are two types of money: CLEAN and DIRTY. Clean money is accounted for with a paper trail that won't land you in prison. Legitimate day jobs, revenue streams from legal businesses, and casino winnings are considered clean and can be deposited in your bank account. Here your money is insured and untouchable, even if you end up serving time. Dirty money is from the streets - drug sales, robbery, extortion, etc. It spends perfectly fine as cash, but it can't be put in the bank. It can only be stored in a stash, as in your car or a safe on one of your properties. When the police come cracking down at the higher heat levels, they will go right into your vaults with a dodgy warrant to empty you out. Rival gangs may also raid your business to the same effect during times of war. MONEY LAUNDERING The mob has endless legitimate businesses to launder dirty money, and are willing to share this power. You can deposit your dirty money to them and have it converted for a diminished return, as they will take a sizable cut for processing fees. Until you have your own established businesses to launder, you will have to go through these guys to solidify your net worth. Either that, or keep hiding it under the mattress and see how that works out. BUSINESS FRONTS Tired and troubled businesses are an opportunity to invest. Each business comes with at least one mission involved to get it up and running after purchase. Once functional, it will generate a passive source of income as well as laundering your dirty money; deposit your dirty money in the safe and return at the end of the week to collect what's been converted. The size and function of the business determines its money laundering ability. Business can always go up and down. Businesses can also be shut down for weeks if raided by cops or firebombed by a rival gang. FOOD Spoiler NONNA'S CAFE HITMAN ONLY Old world cannolis and espresso. Been on the block for ages; the last bastion of the borough's Little Italy. Sit and read the newspaper with the Gambettis. Located in Rotterdam Hill, Broker. SILVESTRI'S PORK STORE HITMAN ONLY Grab the gabagool and always keep a thumb on the scale. Grind your unfortunate victims through the sausage machine. Spawns a free Meat Cleaver. Located in Acter, Alderney. RUBY'S SOUTHERN SOUL FOOD HUSTLER ONLY Deepthroat some deep southern deep-fried chicken. Favorited by all country boys. Located in East Holland, Algonquin. SLIM'S GREASY SPOON HUSTLER ONLY This little diner spot is frequented by drunks, dealers, pimps, prostitutes, cops, and johns alike. The cure for hangovers and late night shift changes. Located in Westminster, Algonquin. MAMA JUANA LIQUOR CONNECTION ONLY This little Dominican grocer is tough as nails; got robbed 13 times last year. Everyone hangs out on its famous corner. Outrageous cock fights are hosted in the basement. Located in South Bohan. SICILIAN CONNECTION PIZZERIA CONNECTION ONLY Brick-oven pizza parlor getting secret ingredients from Turkey, Southwest Asia, and South America. Located in Cerveza Heights, Dukes. CLEANING Spoiler HIGH AND DRY CLEANERS HITMAN ONLY Apparel gets mixed up and lost all the time - especially police uniforms. Access a variety of costumes and disguises for heists and assassinations. Located in South Slopes, Broker. WILLIS WASH AND LUBE HUSTLER ONLY Local used car dealers rely heavily on this detailing spot. Lots of cars and foot traffic. Easy to cook the books in your favor. Free hand washes and buff jobs for the boss. Located in Willis, Dukes. SWIRLIES LAUNDROMAT CONNECTION ONLY Cash business with entire housing projects vested in it. Launder both your money and bloody clothes in ironic fashion. Located in Boulevard, Bohan. CLOTHING Spoiler TIGHT FIT TAILORING HITMAN ONLY The only place for pinstripe. Get tape-measured a million ways and clad with a cuff linked, double-breasted suit and tie that you can throw a punch in. They'll even leave room for your bulletproof vest. Located in Suffolk, Algonquin. MISHA MINK AND FUR HUSTLER ONLY These Russians have a line on the best illegally farmed and endangered animal pelts. Pimps and drug lords will be lined up outside for a turn to get wrapped in chinchilla. Located in Little Sodom, Broker. BLANCO LEATHERS CONNECTION ONLY Bail out this workshop of a lost art. Custom embroidered gang vests, supervillain trench coats, and snakeskin boots. Located in Chase Point, Bohan. DISTRIBUTION Spoiler OFF THE RECORD VINYL HITMAN ONLY Album sales are the heart of the music industry. Counterfeit records are a lucrative racket and savage way to defraud rival artists. Located in Willis, Dukes. MOURNING GLORY FUNERAL HOME HUSTLER ONLY Who is to question someone's final wishes? People pay money for lavish funeral arrangements. Coffins have space for 'other' commodities, and the crematorium may prove useful. Located in Steinway, Dukes. ST VALENTINE FLOWERS CONNECTION ONLY This flower shop runs its delivery vans all over the city to cater wedding events and more; an easy method to distribute grand bouquets of drugs. Located in East Holland, Algonquin. FLEET Spoiler BICKLE CAB DEPOT HITMAN ONLY Down and dirty cabbies. Slip 'em an extra hundred and they'll keep the engine running while you rob a liquor store. Offers complementary transport services. Located in BOABO, Broker. LIBERTINE LIMOUSINE DEPOT HUSTLER ONLY Transport VIPs and their escorts, learning the routine of Liberty City's elites. Pick up on valuable intel and blackmail. Call a Stretch to chauffeur you in style for free. Located in Middle Park East, Algonquin. SHOT HAULERS TRUCK DEPOT CONNECTION ONLY Big rigs are the holy grail for shipping an early retirement's worth of illicit goods. Load up marked shipping containers from the port and bring back a load of drugs. Located in Port Tudor, Alderney. SOCIAL CLUBS Spoiler 8-BALL'S POOL HALL HUSTLER ONLY This billiards joint will put you in the mix. Working stiffs, pushers, pimps, and mobsters all come by to crack a few shots and drink. Cigarette machines and jukebox revenue. Located in Westminster, Algonquin. FUBAR MUSIC CLUB HITMAN ONLY This rough-and-tough biker bar scared away all its customers and is now F*cked Up Beyond All Repair. Flip it into a legendary punk rock venue - headlined by the Crystal Ship. Located in Easton, Algonquin. GET CLIPPED BARBERSHOP HUSTLER ONLY Sit down for a trim with vain, gossiping men and get the lowdown on recent happenings and rumors. Located in Boulevard, Bohan. LINEN LOUNGE NIGHTCLUB HUSTLER ONLY This legendary old jazz club was famously frequented by Bunk Williams. Lost its class to two-bit drunks and hoods. Throw out the bums - bring in the fine women and Vinewood talent. Located in North Holland, Algonquin. HAVANA HAVEN CIGAR CLUB CONNECTION ONLY Sit back and puff on a Cuban leaf-wrapped felony. Everyone in the mob smokes; this is your way to brush shoulders with powerful bosses. Located in East Holland, Algonquin. VICTORY LAP GENTLEMEN'S CLUB CONNECTION ONLY Down and dirty strip club. Loud music makes it difficult to wire tap. Great networking spot for degenerates. Complimentary lap dances for the boss. Located in Northern Gardens, Bohan. Spoiler Grand Theft Auto's wanted system and its effects receive a substantial overhaul in LC78. Considering more complex interactions with Liberty City's wasteland warriors and Alderney's state troopers, factors including heat levels, bribery and visibility are introduced. Owing to the grittiness of the game's 1970s Liberty City setting, and the brutal circumstances under which they must operate, the game's police officers are the toughest of the series. Revered for their bravery and outright tenacity, they follow their own unique measures with which they will attempt to clip your wings. SPOTTING THE POLICE Police in your radius - when your 'awareness' mental stat is high enough - will appear as small blue blips on your mini-map. A small arrow will indicate which direction they are looking or heading, and this is crucial to you getting away with your crimes. TYPES OF PATROL The LCPD and Alderney State Patrol are a visible presence on the streets and subways, cruising in squad cars and patrolling their beat in pairs. Cops on the beat carry the Service .38, but will mix it up with Billy Clubs or even Flashlights if you try to scrap with them. Special units can be found, such as horseback patrolmen in Middle Park or scooter-bound meter maids. Motorcycle cops cruise the highways. VISIBILITY Visibility occurs when you're committing a crime out in the open. Every car you hotwire, every sucker you mug out in the open, earns you a certain level of visibility. This is indicated by the six wanted stars appearing in the right corner of the screen and becoming partially filled according to your actions. Officers call for backup using police whistles, or via radio if you're in a car chase. Hearing the whistle of a brother officer will bring all cops in the vicinity down on your ass, so be ready to move. Eyewitness reports (witnesses being indicated on your mini-map) contribute to your heat levels, should you fail to kill them during your rampage. The amount of heat again depends on the crime you've committed. The LCPD won't care too much about stolen cars and picked pockets. They will, however, come down hard on random killings. Plan things out and be stealthy. How visible you are relates to your environment. Committing crimes no longer earns you an instant wanted level. Instead, depending on how obviously you're performing your criminal acts, your wanted stars will begin to fill with visibility. Murder a hobo on a dark unpopulated street, and you're not going to register any visibility, let alone pick up a wanted level. Start killing civilians in public and you're going to attract a serious police response if you haven't fled the scene. If you've blown up Star Junction in a six-star rampage, you can expect to receive some police attention if you pass through there any time soon. These areas of the map remain 'hot' for a period of time, depending on the severity of your crimes. TRAFFIC STOPS If you are a suspect or have committed a serious enough traffic violation, cops will pull you over. If you comply, they will come up to your vehicle and start to negotiate. At this point, a bribery can be initiated. If this falls through they will ask you to step out and put your hands on the vehicle. At this point, you can make a break for it on foot or speed off. Surrendering at the lowest wanted levels will only result in confiscation. BRIBERY Overworked and underpaid, Liberty City's finest are always interested in earning a little extra scratch - so long as there aren't any prying eyes around. Pay off beat cops to keep the heat off your score, or deliver a brown paper bag to your local precinct to make sure activities go smoothly for the foreseeable future. CONFISCATION The most likely outcome of any low wanted level police attention when you're unarmed. Choose to surrender without a fight, then you will have your weapons and drugs confiscated, as well as a portion of your cash. If you're beaten into submission by the LCPD after resisting arrest or, God help you, assaulting a cop, you will have the sh*t kicked out of you down to critically low health. Detectives will take all your cash and drugs then dump you in a bad neighborhood for your trouble. If you're feeling brave, you can strike back at street cops to get your stuff back. SHAKEDOWNS While the police you encounter on the streets will respond to any crime you commit within their line of sight - unless they have been bribed - throughout both the storyline and free-roam, you will encounter police officers who act more like gang members. They will rival your protection rackets, going into stores to collect money. In certain precincts, the police are organized more like a gang. Street cops collect protection money from local businesses, and will drop this money if you attack them. At times you will have to compete with the LCPD for control of a business. The shakedown mini-game occurs at any point when you are cornered by street cops. You can talk your way through to minimize losses and smooth your way out of a trip to the precinct. Different dialogue options are available to offer up a bribe in the form of cash, information, or favors. If your respect level is high enough, you can threaten them off your back. TAKEN FOR A RIDE When you piss off people powerful enough to have corrupt detectives on the payroll, you'll be ambushed walking down the street by unmarked cruisers that close in on you. Assuming they arrest you, they will beat you black-and-blue in the back seat of their car, rob you blind and dump you on the street. ARREST You can get yourself hospitalized 50 times in any playthrough by messing with the cops, but how many times have you been "busted?" And even then, what comes of you surrendering to cops? You'll lose $5,000 and your weapons. Not in LC78. The LCPD favor placing you in cuffs as opposed to hospital, and will take you downtown if you give them any jive. Arrest is the outcome of surrendering -- dropping your weapon and standing unarmed -- being cuffed during a brawl with street cops or being busted by Detectives if you let your heat run out of control. Rarely, you will be the victim of profiling and have to fight arrest to make an escape. LAWYER In most cases of arrest, you can bribe your way out or make bail from the precinct jail as per usual. If you can't afford this or your heat level is too high, you will spend time in the Alderney State Correctional Facility or Ranken Island Prison. This will initiate a prison phase where you have to serve days locked down until your lawyer can commute your sentence by paying off the judge. Each protagonist receives an ace lawyer contact through their respective connections. The best defense isn't cheap. This will likely put you in the red financially with a heavy debt to pay as soon as you hit the streets again. HEAT LEVEL Your level of police heat is how aggressively the police pursue you, both when you have a wanted level and when you do not. Depending how well you bribe the LCPD, there are four levels of police heat: Level 1: Increased police response to you visibly committing crimes. They'll arrive faster and come down on you harder. Level 2: Undercover cops begin to tail you. Unless you lose them, they'll jump on you with shotguns at the first sign of trouble. Worse still, they'll take down your deals if you don't lose them beforehand. Level 3: The LCPD begin to raid your businesses, cracking down on your rackets and terrorizing your profits. Level 4: At this point you're too much trouble to be kept on the streets and at you're next save, you are busted and thrown in prison. This may happen at your safehouse, with LCPD busting down the doors with sledgehammers and carting you off, or if you quick save you will be surrounded and subdued. Police heat also effects how the police operate. If you've generated a high enough level of heat, expect to see four officers patrolling in cars instead of the usual two. At the highest levels, the FIB and National Guard will respond to your crimes as opposed to Liberty City's finest. RIOT POLICE Cause enough mayhem in an area with fires, brawling, and gunfire to cause a riot. Pedestrians may join the fighting, spray paint graffiti or break into cars and storefronts. Riot police arrive in Boxvilles with shields and helmets, bullying through their path with Billy Clubs and the odd Cattle Prod. If this fails they will respond with machine guns and tear gas. CORRUPT COPS Bent cops are a dime a dozen but a few are willing to sell their badges to the highest bidder. With enough goodwill they will offer services to you. Narcotics detectives sell street drugs before they reach the evidence locker. Hell, they'll sell it straight from the evidence locker if the price is right. They randomly offload drugs at a bargain, but do so on short notice and will not wait around - first come, first serve. Bad lieutenants are difficult to tame, but having one on the payroll can expunge moderate wanted levels, warn of upcoming raids, and provide valuable intel on rival gangs. WANTED LEVELS ★ Interrogated, patted down. Pay fine/bribe. Surrendering after resisting arrest will result in a beating and confiscation. ★★ Guns drawn and backup is called. Surrender at gunpoint or get ready to shoot back. Squad cars of two will be looking for you. ★★★ Riot cops are on their way for a rumble. Detectives in souped-up interceptors will chase and pit maneuver you. Helicopters track you by spotlight. ★★★★ Riot cops resort to tear gas and assault weapons. Roadblocks with shotguns at the ready. Police negotiators will demand your surrender. Snipers occupy rooftops and helicopters. ★★★★★ Riot police may break out the APC. FIB agents with body armor and Assault Rifles shore up in black sedans. It's too late to be taken alive. ★★★★★★ Now you've done it. A wave of national guard are in town with Service Rifles and Combat MGs. There's no way out of this alive. VEHICLES The main mode of transport used by the police in the game are their cruisers. The LCPD favor Argyle and Imponte squad cars; Alderney State Patrol use souped up Bravados and Vapids for their fleet. However, in the borough of Algonquin, the LCPD also patrol on Horseback and by Scooter, adding to the diversity of your pursuit. Detectives and FIB lurk in unmarked sedans which tend to be quite fast. The Enforcer is the major transport for backup and riot police, but they keep an armored APC on standby for terrorist threats. Edited October 31 by Akaviri Link to comment Share on other sites More sharing options...
Chukkles Posted September 12, 2012 Share Posted September 12, 2012 Destructible buildings won't happen this gen in anyway, shape or form although it would be nice. It wouldn't be that hard. They don't have to be that destructible, just scripted to look like they're on fire from the inside. Think about Roman's Sorrow ^^ that is exactly what they should do but apply it to most buildings. When the fire is put out by a firetruck or helicopter, it will looked damaged from the fire but when you leave and come back later it could be restored to normal. We've seen that there are open windows on certain buildings in GTA V, so it's not too unreasonable to think that they could do this. Not a bad concept, but where's the practical application? You can't tell me that setting fires to buildings only to watch a firetruck come and put it out will be absolutely fascinating for hours on end. If it was a regular tactic that could be used in and out of mission/random encounters, say by chasing a bad guy and blocking his way by tossing a molotov, making him change direction and finding the nearest exit in order to lure him to an ambush or something, then it becomes useful. but making evrey building burnable just in case a player may want to become an arsonist for a while, i dunno. Callling the police out was so useful too. It was mainly just for show with no real practicle application. Link to comment Share on other sites More sharing options...
Meezarawcks Posted September 12, 2012 Share Posted September 12, 2012 All the ideas sound interesting and nice but when did GTA turn into a fire simulation game? Link to comment Share on other sites More sharing options...
Racecarlock Posted September 12, 2012 Share Posted September 12, 2012 All the ideas sound interesting and nice but when did GTA turn into a fire simulation game? San Andreas, I believe. Hell, even IV has it to some extent. Try setting wooden objects on fire. Also, well, come on. Have you never dreamed of starting a forest fire in GTA? I would set whole neighborhoods ablaze. Link to comment Share on other sites More sharing options...
Mig10 Posted September 13, 2012 Share Posted September 13, 2012 In GTA IV you throw a molotov cocktail and it barely has an effect on the environment. I noticed some things hold onto fire, like cars and hot dog stands and stuff, but they never really gave us the ability to burn down a building outright. How about all buildings being scripted to burn down after taking a certain amount of damage is done via fire? Like if we lob a firebomb through the window like we've done in past missions, the building will gradually spread and burn up from the inside out. Now imagine, you started this fire and now it's engulfed a whole house. The firetrucks actually have a purpose now, to come in and create a dramatic scene. If that's too much to ask for, then they could at least create a random encounter where a building will be burning and all types of emergency services are there, redirecting traffic and such. Other engines like the frostbite 2 allow all objects to be destroyed, but i don't think that that option is available or possible on rage, it needs to be within certain limits, and perhaps by lack of knowledge or other interests, it never made part of IV, RDR, but was previewed on MP3, i say previewed cause it was not to the level of frostbite 2 games, let's hope, lately the investment on smarter engines have led to better games even though the consoles are the same. Link to comment Share on other sites More sharing options...
Akaviri Posted September 13, 2012 Author Share Posted September 13, 2012 (edited) Spoiler Billy Club Police issued baton. Considered nonlethal, but with enough effort anything is possible. Tire Iron Found in the trunk of cars. A sufficient thief deterrent at best. Better than nothing. Hammer Skull-cracking carpenters tool. Short range of attack, but deadly. Crowbar Crucial for prying locked doors. Fair range, a decent fighting weapon. Baseball Bat Trade tool of the Liberty City Swingers and the American mafia. Golf Club Acquired from golf carts. Dense stainless steel and a large swing range. Brutal. Shovel Necessary for cleaning up after a job. Swings awkwardly but with heavy impact. Sledgehammer Mammoth pendulum of steel. Incredibly heavy. Crushes windshields and ribcages with ease. Cattle Prod High voltage stun baton. Illegally used for riot control, kidnapping, interrogation, and torture. Screwdriver Primitive and borderline cruel to use. Guaranteed tetanus infection. Switchblade Butterfly-style knife, popular amongst street gangs. Not to be toyed with. Cleaver Hefty handheld guillotine. Pray it was washed beforehand. Chef Knife 10 inch blade honed to the molecular level. Quintessential for any self-respecting serial killer. Combat Knife Military surplus fighting knife. Serves utility functions such as opening cans as well as abdomens. Tomahawk Native American-style hatchet. Lightweight and sharp. An effective throwing weapon. Fire Axe Ubiquitous door-chopper acquired from department Firetrucks. A hell of a way to kill someone. Machete Agricultural blade for clearing dense vegetation. Makes short work of human obstacles. Chainsaw Gasoline-powered murder machine. Extreme loud and terrifying. Don't forget the choke. Pocket .25 Capacity: 6 (Ankle/Belt/Shoulder Carry) Pygmy mouse gun. Pathetic range. Prostitute purse-carry, flashed by lowly street punks. Snub .38 Capacity: 5 (Ankle/Belt/Shoulder Carry) Simple five-shooter for personal protection. Quickly drawn. Issued to detectives. Compact .380 Capacity: 6 (Ankle/Belt/Shoulder Carry) Lightweight double-action. Quickly reloaded. Favored by undercover agents and dealers. Target .22 Capacity: 10 (Belt/Shoulder Carry) High accuracy and effortless recoil. Anemic stopping power. Imperceptible when silenced. Service .38 Capacity: 6 (Belt/Shoulder Carry) Working class six-shooter. Double-action, heavy barreled and well-balanced. Beat cop issue. Frontier .45 Capacity: 6 (Belt/Shoulder Carry) The gun that won the West: reduced to pawnshop antique. Slow single action. Make 'em count. Combat .45 Capacity: 8 (Belt/Shoulder Carry) Pre-war army classic with hard stopping power. Rack the slide to prime the firing sequence. Special 9MM Capacity: 14/20 (Belt/Shoulder Carry) Newfangled semi-automatic with double-stacked magazines. Carried by government agents. Auto 9MM Capacity: 10/20 (Belt/Shoulder Carry) Vintage machine pistol with a wicked fire rate. Favorite of the Chinatown gangsters. Magnum .357 Capacity: 6 (Belt/Shoulder Carry) Top-shelf double-action. Point and destroy. Comes with speedloaders. Quite expensive. Heavy .44 Capacity: 7 (Belt/Shoulder Carry) Stainless semi-auto with thundering magnum power and a long effective range. Hefty price tag. Enforcer Rifle Capacity: 15/30 (Hip/Back Carry) Chopped down .30 caliber with rude kickback and wild bump firing. Can be shot from vehicles. Carbine Rifle Capacity: 15/30 (Back Carry) Semi-automatic .30 caliber rifle. Versatile with fair power and accuracy. Police issued. Assault Rifle Capacity: 20/40 (Back Carry) Full auto with good firepower and range. Affordably manufactured for the urban mercenary. Service Carbine Capacity: 20/30 (Hip/Back Carry) Special army-issue with high rate of fire and mobility. Familiar in the hands of the Veteran. Heavy Rifle Capacity: 20 (Back Carry) Walking-fire juggernaut from World War II. Blows trees apart with shoulder-bruising recoil. Rimfire MG Capacity: 180 (Back Carry) Stitches targets with .22 caliber at a blistering 1200 rpm. Issued to riot police and prisons. Combat MG Capacity: 100 (Back Carry) Belt-fed machine gun. Tears up the scene with endless suppressive fire. Slow to reload. Cowboy Rifle Capacity: 10 (Back Carry) Classic Western lever-action rifle. Delivers high-powered .44 magnum with deadeye accuracy. Sniper Rifle Capacity: 5/10 (Back Carry) Bolt-action with adjustable long-range scope. One shot, one kill. Used by rooftop snipers. Precision Rifle Capacity: 10/20 (Back Carry) Swiss masterpiece rifle. Semi-auto crafted for speed and comfort. The best money can buy. Crossbow Single Shot (Hip/Back Carry) Silent hunting recurve complete with scope. A novel choice for stealth killing. Sawed-off Shotgun Capacity: 2 (Hip/Back Carry) Utterly primitive and hopelessly inaccurate. Dirt cheap and easily concealed. Hunting Shotgun Capacity: 2 (Back Carry) Long barreled break-action. Excellent range and accuracy for trap shooting. Pump Shotgun Capacity: 4 (Hip/Back Carry) Lightweight, powerful, and quickly reloaded. Ideal for close quarters combat. Combat Shotgun Capacity: 5 (Back Carry) Sporty and semi-automatic. Comfortable, easy to operate, and favorable for all conditions. Riot Shotgun Capacity: 8 (Back Carry) Deluxe pump-action with extra capacity at the cost of heavy handling and long reloads. Assault Shotgun Capacity: 8 (Hip/Back Carry) Rare compact bullpup. Shreds targets with a high rate of fire. Optional flashlight. Micro SMG Capacity: 30 (Hip/Back Carry) Ludicrous fire rate with .45 caliber recoil. Designed for battle in a phonebooth. Compact SMG Capacity: 32 (Hip/Back Carry) The industry standard 9mm. Fast cycling and manageable. Favored by clandestine agencies. Special SMG Capacity: 20/40 (Hip/Back Carry) Imported Italian 9mm with a foregrip and tame rate of fire for refined accuracy and control. Assault SMG Capacity: 36 (Hip/Back Carry) Designed for special forces use. Large frame provides firing stability. Very fast damage output. Heavy SMG Capacity: 20/50 (Hip/Back Carry) The classic Gusenberg sweeper is hard to retire. High power and stiff recoil; best fired in bursts. Molotov Arsonist calling card. Torches surroundings on contact. Great for destroying evidence. Grenade Baseball-shaped frag with a 4-5 second fuse. Accurately thrown. Fire in the hole. Pipe Bomb Crudely improvised with a wick fuse and huge blast radius. Poorly thrown; best rolled under cars. Remote Mine Explosive booby trap triggered by tripwire or remote clacker, making for an effective car bomb. Demo Charge Unstable bundle of dynamite with a set timer to obliterate businesses and bust open bank vaults. Tear Gas Launcher Single Shot (Hip/Back Carry) Tear gas rounds obscure vision and incapacitate the unmasked. Issued to riot police units. Grenade Launcher Single Shot (Hip/Back Carry) High explosive shells make short work of crowds and roadblocks. Veterans call it the 'thumper'. Rocket Launcher Single Shot (Hip/Back Carry) Fires an anti-tank warhead capable of vaporizing any helicopter, boat, or vehicle. Flashlight Police issue. Large and heavy; an effective baton. Pairs well with a pistol. Binoculars Long distance zoom for scoping out scores. Birdwatching and voyeurism are also welcome. Camera Durable for field photography. Manually focused. Used for blackmail and reconnaissance. Flare Gun Fires an incendiary round. Useful for decoys and lighting petrol. Found in some aircraft and boats. Tranquilizer Fires a dart sedative powerful enough to put a horse to sleep; a handy kidnapping tool. HOLSTER SLOTS Firefights will now require some planning beforehand. Not everything can be carried at once. Melee weapons share a singular slot. Guns are allocated to different holsters on your person. Configure your own combinations. Back Sling for long rifles and machine guns. Hip Sling for submachine guns, sawed-offs, and launchers. Shoulder Holster for larger sidearms. Belt Holster for regular sidearms. Ankle Holster for the smallest sidearms. You would want to conceal your weapons as best as possible when out on your normal business. Walking down the street with a machinegun on your back will raise an alert. Carrying around many large weapons will tax your movement speed. Pack a light kit for regular business. When the time comes for war, pay a visit to your stash. SKILL LEVEL Practicing with each gun increases competency in accuracy and handling. Clear jams and reload quicker. Unlocks weapon modifications. Full mastery doubles your ammunition pool for that weapon and unlocks a special perk. Pistols may be dual wielded. Reloads take longer. Alternate weapon replaces the aim function. Sawed-off shotgun may be fired while driving cars and motorcycles. Pump-action shotguns may be slam-fired from the hip. Rifles and SMGs may be quickly reloaded with jungle-style magazines. Heavy rifles may be accurately hip-fired while running. Sniper rifles may be scoped-in very quickly with zero sway factor. CUSTOMIZATION Guns will sometimes be found already customized. Otherwise they can be taken to any competent gunsmith to repair and modify. Performance modifications offer a tradeoff. Aesthetics provide a boost to Reputation. Choose carefully and tailor your weapons to suit the job at hand. Scope adds valuable sight range, but delays aim response. Silencer reduces noise and recoil, but delays draw speed and aim response. Longer Barrel increases accuracy, but delays draw speed. Shorter barrel increases draw speed, but decreases accuracy. Weapon may be optioned to smaller holsters. Shoulder Stock increases accuracy and reduces recoil, but delays draw speed. No Stock increases draw speed, but increases recoil. Weapon may be optioned to smaller holsters. Extended Magazine increases bullet capacity, but delays reload speed. Frame can be Blued, Parkerized, Nickel or Chrome plated. Reduces rate of wear. Grip can be swapped between Walnut, Rosewood, Ebony, Ivory, and Pearl. WEAR CONDITION Guns have a relative lifespan, indicated by the condition bar under its icon. High mileage hardware is prone to jam and eventually be discarded. This is likely to happen with rusty weapons picked off corpses or found in dumpsters. Take your weapons to a gunsmith to have them fully restored. Use the Gun Oil out on the road to keep your hardware in tip-top shape. GUN STORES Legal gun stores offer a limited selection of handguns, revolvers, shotguns, and long rifles. No background check or questions asked. Each place has a shooting range to hone your weapon skills and socialize with fellow disturbed patriots. Gat-A-Rama - Acter, Alderney. Ammunation - Little Bay, Bohan. Serpico Surplus - Little Italy, Algonquin. Fully Cocked - Richboro, Staunton Island. Liberty City Gun Club - Willis, Dukes. Clay Pride Sporting Club - Chester County. BLACK MARKET What cannot be found over the counter must be located on the black market. This is the only way to get your hands on banned military grade machineguns and explosive devices. Private dealers are acquired as contacts. Some will meet up with briefcases or rolling arsenals of merchandise. Others will dead drop you the gear in a discreet location or trunk of a parked car. PAWN SHOPS Consignment shops are all over town and offer randomized selections at any given time. Here you can find most of the melee weapons as well as the odd firearm. Hock some stolen merchandise and leave with a deadly novelty. You may find odd accessories such as the Blue Hawaiian Shirt or Fingerless Gloves. Spoiler Tune in to a station before you keep scrolling! LIBERTY ROCK RADIO Hard Rock & Roll "To those drinking beer, and smoking cigarettes in leather jackets: We Salute You." LISTEN TO PLAYLIST 1. Aerosmith -- "Sweet Emotion" 2. Black Sabbath -- "Children of the Grave" 3. Blue Oyster Cult -- "Quicklime Girl" 4. Deep Purple -- "Space Truckin" 5. Derek & The Dominos -- "Layla" 6. Eagles -- "One Of These Nights" 7. Electric Light Orchestra -- "Ma-Ma-Ma-Belle" 8. Foghat -- "I Just Wanna Make Love To You" 9. Foreigner -- "Long, Long Way From Home" 10. Grand Funk Railroad -- "Walk Like A Man" 11. Humble Pie -- "I Don't Need No Doctor" 12. Jefferson Starship -- "Sweeter Than Honey" 13. Joe Walsh -- "Turn To Stone" 14. Journey -- "Mystery Mountain" 15. The Kinks -- "Mr. Big Man" 16. KISS -- "Love Gun" 17. Led Zeppelin -- "The Rover" 18. Montrose -- "Rock Candy" 19. Nazareth -- "Expect No Mercy" 20. Queen -- "Fight From The Inside" 21. Robin Trower -- "Tale Untold" 22. Rolling Stones -- "Shattered" 23. Scorpions -- "Catch Your Train" 24. Status Quo - "Spinning Wheel Blues" 25. The Stooges - "Down On The Street" 26. Thin Lizzy -- "Johnny The Fox Meets Jimmy The Weed" 27. UFO -- "Rock Bottom" 28. Van Halen -- "Atomic Punk" 29. The Who -- "Slip Kid" 30. 10CC -- "Wall Street Shuffle" STUDIO PARADISE Disco "Shag carpeted, receded hairline disco dynamite that never stops grooving." LISTEN TO PLAYLIST 1. Ashford & Simpson -- "It Seems To Hang On" 2. Bionic Boogie -- "Risky Changes" 3. Boney M -- "New York City" 4. Bumblebee United -- "Lady Bug" 5. Candi Staton -- "Nights On Broadway" 6. Caroline Crawford -- "Comin' On Strong" 7. Champ Boys Orchestra -- "Tubular Bells" 8. Chic -- "Dance, Dance, Dance (Yowsah, Yowsah, Yowsah)" 9. Chilly -- "For Your Love" 10. D.C. Larue -- "Do You Want The Real Thing?" 11. Dinosaur -- "Kiss Me Again" 12. Discognosis -- "Step By Step" 13. El Coco -- "Dancing In Paradise" 14. Hamilton Bohannon -- "Let's Start The Dance" 15. Johnnie Taylor -- "Disco Lady" 16. Le Pampelmousse -- "Le Spank" 17. Belle Epoque -- "Miss Broadway" 18. Macho -- "I'm A Man" 19. Marsha Hunt -- "The Other Side of Midnight" 20. Midnight Flyer -- "I Just Want To Love You" 21. Miquel Brown -- "Symphony Of Love" 22. Musique -- "(Push Push) In The Bush" 23. NY Port Authority -- "I Don't Want To Work Today" 24. Odyssey -- "Native New Yorker" 25. Phreek -- "I'm A Big Freak (R*U*1*2)" 26. The Rimshots -- "Do What You Feel" 27. Rinder & Lewis -- "Lust" 28. Rod Stewart -- "Do Ya Think I'm Sexy" 28. Rosebud -- "Have A Cigar" 29. Salsoul Orchestra -- "Magic Bird of Fire" 30. Sine -- "Happy Is The Only Way" 31. Sticky Fingers -- "Wastin' My Love" 32. The Supremes -- "Let Yourself Go" (Larry Levan Remix) 33. Sylvester -- "Down Down Down" 34. Universal Robot Band -- "Dance & Shake Your Tambourine" 35. Yvonne Elliman -- "Uphill Piece of Mind" W-JIVE Soul "For all you players, pimps, hoes, tricks, marks, trick ass marks and johns out there." LISTEN TO PLAYLIST 1. B.T. Express -- "If It Don't Turn You On" 2. Bar-Kays -- "Holy Ghost" 3. Betty Davis -- "Don't Call Her No Tramp" 4. Brass Construction -- "One To One" 5. Cameo -- "I'll Be With You" 6. Chocolate Milk -- "Chocolate Pleasure" 7. Commodores -- "Assembly Line" 8. Curtis Mayfield -- "Pusherman" 9. The Dramatics -- "Shake It Well" 10. Earth, Wind & Fire -- "Shinin' Star" 11. Fat Larry's Band -- "Sparkle" 12. Faze-O -- "Get Some Booty" 13. Funkadelic -- "Standing On The Verge Of Getting It On" 14. Heatwave -- "Ain't No Half Steppin'" 15. Isley Brothers -- "Fight The Power" 16. James Brown -- "Down and Out In New York City" 17. The Kay-Gees -- "Keep On Bumpin'" 18. Kool & The Gang -- "Open Sesame" 19. Mandrill -- "Git It All" 20. Melba Moore -- "Just Another Link" 21. Ohio Players -- "Fire" 22. Parliament -- "Gamin' On 'Ya" 23. People's Choice -- "Cold Blooded and Down Right Funky" 24. Pointer Sisters -- "Goin' Down Slowly" 25. Slave -- "Screw Your Wig on Tite" 26. Sly Stone -- "Crossword Puzzle" 27. Smokey Robinson -- "Do Like I Do" 28. The Temptations -- "Shakey Ground" 29. WAR -- "Youngblood" 30. Wild Cherry -- "Baby Don't You Know (The Honkies Got Soul)" HEAD RADIO Contemporary Pop Rock "Giving you Non. Stop. Head!" LISTEN TO PLAYLIST 1. America -- "Tin Man" 2. Andy Gibb -- "Shadow Dancing" 3. Average White Band -- "Work To Do" 4. Bee Gees -- "Jive Talkin" 5. Billy Joel -- "Stiletto" 6. Blondie -- "X Offender" 7. Bobby Caldwell -- "What You Won't Do For Love" 8. Bryan Ferry -- "You Go To My Head" 9. Boz Scaggs -- "Lowdown" 10. Carly Simon -- "Tranquilo (Melt My Heart)" 11. David Bowie -- "Fame" 12. David Gates -- "Took The Last Train" 13. Doobie Brothers -- "Here To Love You" 14. Elvis Costello -- "This Year's Girl" 15. Exile -- "Kiss You All Over" 16. Gino Vanelli -- "Mama Coco" 17. Hall & Oates -- "Melody For a Memory" 18. Iggy Pop -- "The Passenger" 19. J. Geils Band -- "Wild Man" 20. James Taylor -- "Your Smiling Face" 21. Manfred Mann's Earth Band -- "Blinded By The Light" 22. Nick Gilder -- "Hot Child In The City" 23. Pablo Cruise -- "Love Will Find A Way" 24. Peter Gabriel -- "Modern Love" 25. Player -- "Baby Come Back" 26. Rupert Holmes -- "Brass Knuckles" 27. Starbuck -- "Fool in Line" 28. Steely Dan -- "Peg" 29. Toto -- "Georgy Porgy" 30. Scott Walker -- "Nite Flights" 30. Warren Zevon -- "Night Time in the Switching Yard" THE VIBE 98.3 R&B "This music here for Grownnnn folks, ya dig?" LISTEN TO PLAYLIST 1. Archie Bell & The Drells -- "Don't Let Love Get You Down" 2. Barry White -- "Never, Never Gonna Give Ya Up" 3. The Blackbyrds -- "Soft and Easy" 4. Bobby "Blue" Bland -- "Ain't No Love In The Heart of the City" 5. Bobby Lyle -- "Good Inside" 6. Edwin Starr -- "Easin' In" 7. Evelyn "Champagne" King -- "The Show Is Over" 8. Gloria Jay -- "Know What You Want" 9. High Inergy -- "You Can't Turn Me Off (In The Middle Of Turning Me On)" 10. Holland & Dozier -- "Why Can't We Be Lovers?" 11. Isaac Hayes -- "Walk On By" 12. KC & The Sunshine Band -- "Ain't Nothing Wrong" 13. Kool & The Gang -- "L-O-V-E" 14. Labi Siffre -- "Doctor Doctor" 15. Leon Ware -- "Learning How To Love You" 16. Leroy Hutson -- "All Because of You" 17. Marvin Gaye -- "I Wanna Be Where You Are" 18. Michael Henderson -- "Let Me Love You" 19. Minnie Riperton -- "Baby, This Love I Give" 20. Peabo Bryson -- "Crosswinds" 21. Quincy Jones -- "Body Heat" 22. The Sylvers -- "Cotton Candy" 23. Sylvia Robinson -- "Private Performance" 24. The Four Tops -- "Still Water (Love)" 25. Willie Hutch -- "The Way We Were" NON-STOP WOP Doo-Wop "For the Real Goodfellas." LISTEN TO PLAYLIST 1. The Belmonts -- "I Wonder Why" 2. The Cadillacs -- "Speedoo" 3. The Charts -- "Desiree" 4. The Chiffons -- "One Fine Day" 5. The Cleftones -- "You Baby You" 6. The Crests -- "Trouble in Paradise" 7. The Crystals -- "Then He Kissed Me" 8. The Drifters -- "Up on the Roof" 9. The Elgins -- "Darling Baby" 10. The Five Satins -- "In The Still of the Night" 11. The Flamingos -- "I Only Have Eyes For You" 12. The Four Tops -- "Baby I Need Your Loving" 13. The Jive Five -- "Never, Never" 14. The Kodaks -- "Oh Gee Oh Gosh" 15. Little Anthony & The Imperials -- "Shimmy Shimmy KO-KO Bop" 16. The Marvelettes -- "Please Mr. Postman" 17. The Passions -- "I Only Want You" 18. The Quotations -- "Imagination" 19. The Revels -- "False Alarm" 20. Santo & Johnny -- "Sleep Walk" 21. Barbara Lynn -- "You'll Lose A Good Thing" 22. The Timetones -- "Here In My Heart" 23. The Valentines -- "Lily Maebelle" 24. The Videos -- "Trickle, Trickle" 25. The Four Directions -- "Tonight We Love" SPANISH HOLLAND SOUNDS Latin "Soundscapes of the barrio. Ayayayee!" LISTEN TO PLAYLIST 1. Bobby Valentin -- "Ki Ki Ri Ki" 2. Charlie Palmieri -- "Mambo Show" 3. Chuito & The Latin Uniques -- "Spanish Maiden" 4. Eddie Palmieri -- "Ay Que Rico" 5. Freddie Rodriquez -- "Banana Baby" 6. George Guzman -- "Hierba Buena (Good Grass)" 7. Joe Bataan -- "Good Feeling (Riot)" 8. Joe Cuba -- "Push, Push, Push" 9. Johnny Ventura Y Su Combo -- "El Mamito" 10. Latinaires -- "Ya Llegaron" 11. Lat-Teens -- "El Enemigo" 12. Louie Ramirez -- "Lost In The Jungle" 13. Manny Corchado & His Orchestra -- "Chicken & Booze" 14. Mongo Santamaria -- "Mongo's Boogaloo" 15. Pete Rodriguez -- "I Like It Like That" 16. Pucho & The Latin Soul Brothers -- "Shuckin' & Jivin'" 17. Ray Barretto -- "Latin Doll" 18. Santana -- "Toussaint L'Overture" 19. Tito Puerte -- "Hit The Bongo" 20. TNT -- "Mr. Slick" 21. Tony Middleton & Bobby Matos -- "Return To Spanish Harlem" 22. Willie Bobo -- "Spanish Grease" 23. Willie Colon -- "The Hustler" 24. Willie Rosario & His Orchestra -- "Viento En Popa" 25. 107th Street Stickball Team -- "On Old Broadway" IF-99 Afrobeat "The West African Afrodisiac." LISTEN TO PLAYLIST 1. Akwassa -- "Give Me Some Funk" 2. Aktion -- "Groove The Funk" 3. Aura -- "I Love Somebody" 4. Black Blood -- "Shaba" 5. Blackman Akeeb Kareem -- "Tomorrow" 6. Buari -- "Karam Bani" 7. Fela Kuti -- "Upside Down" 8. Geraldo Pino -- "African Hustle" 9. Harry Mosco -- "I Feel Funky" 10. Jake Sollo -- "Deiyo Deiyo" 11. Joe Mensah -- "Shakamo" 12. Joni Haastrup -- "Watch Out" 13. Keyboard -- "Big Mess" 14. Manu Dibango -- "Big Blow" 15. Max-B -- "Sex Revolution" 16. Mighty Flames -- "Road Man (Mystic)" 17. Ofege -- "Bomp Your Booty" 18. Ozobby Horn -- "Hay! Mr. Man (I'm Your Superstar)" 19. Pazy & The Black Hippies -- "Papa's Black Dog" 20. Pierre Didy Tchakounte -- "Soul Magabe" 21. Ray Stephen Oche & His Matumbo -- "Owoicho Oche" 22. Rock Town Express -- "We're Making A Hell" 23. Theadora Ifudu -- "Four In A Tangle" 24. Tribe -- "Siggy Siggy" 25. William Onyeabor -- "Ride On Baby" JAZZ NATION RADIO Bebop Swing "Percolating ensembles live from the Linen Lounge." LISTEN TO PLAYLIST 1. Art Blakely & The Jazz Messengers -- "Are You Real?" 2. Cannonball Adderley -- "Somethin' Else" 3. Chet Baker -- "Moonlight Becomes You" 4. Chick Corea Trio -- "Windows" 5. Dexter Gordon -- "Second Balcony Jump" 6. Duke Ellington -- "Wig Wise" 7. Freddie Hubbard -- "Arietis" 8. Herbie Hancock -- "Driftin'" 9. Horace Silver -- "The Kicker" 10. John Coltrane -- "Locomotion" 11. Kenny Burrell -- "Saturday Night Blues" 12. McCoy Tyner -- "Four By Five" 13. Miles Davis -- "Boplicity" 14. Sonny Rollins -- "Reflections" 15. Wayne Shorter -- "Black Nile" THE JOURNEY Psychedelic Progressive "Are you experienced?" LISTEN TO PLAYLIST 1. Alan Parsons Project - "I Robot" 2. Deep Purple - "Child In Time" 3. Emerson, Lake & Palmer - "Fanfare For The Common Man" 4. Frank Zappa - "Peaches En Regalia" 5. Genesis - "The Lamb Lies Down On Broadway" 6. Gentle Giant - "The House, The Street, The Room" 7. Hawkwind - "Orgone Accumulator" 8. King Crimson - "Easy Money" 9. Pink Floyd - "One Of These Days" 10. Procul Harum - "Fool's Gold" 11. Rush - "Xanadu" 12. Soft Machine - "Joy Of A Toy" 13. Tangerine Dream - "Rubycon (Part I)" 14. Uriah Heep - "July Morning" 15. Yes - "No Opportunity Necessary, No Experience Needed" JAH RADIO Reggae "Real Roots Rocka Reggae Radio. Liberty City-a-shambles!" LISTEN TO PLAYLIST 1. Augustus Pablo -- "No Entry" 2. Al Campbell -- "Gone Down The Drain" 3. Althia & Donna -- "Up Town Top Ranking" 4. BB Seaton -- "Is Life + DUB" 5. Big Youth -- "Some Like It Dread" 6. Bullwackies All Stars -- "Bullwackies Revenge" 7. Chester Coke & Spaner -- "African Race" 8. Dennis Brown -- "I Am The Conqueror" 9. Dillinger -- "Flat Foot Hustling" 10. Dr Alimantado -- "Poison Flour" 11. Horace Andy -- "Ital Vital" 12. I-Roy -- "The Godfather" 13. Joe Gibbs & The Professionals -- "Walls of Jericho" 14. Lee Perry -- "Dreadlocks in Moonlight" 15. Lloyd Parks -- "Mafia" 16. Lone Ranger -- "Natty Dread On Di Go" 17. Mercenaries -- "Ecko Bass" 18. Pablo Gad -- "Blood Suckers" 19. Poet & The Roots -- "Dread Beat 'An Blood" 20. Ronny Davis -- "Holligan Style" 21. Shorty The President -- "President Mash Up The Resident" 22. Tappa Zukie -- "Escape From Hell" 23. Turnell McCormack & The Cordells -- "Three Card Man" 24. U-Roy -- "Double Cross" 25. Wailing Soul -- "Joy Within Your Heart" FUSION FM Acid Jazz Fusion "Slappin' you in the face with funky bass." LISTEN TO PLAYLIST 1. Alphonse Mouzon -- "Before You Leave" 2. Billy Cobham - "Panhandler" 3. Bob James - "Westchester Lady" 4. Bobbi Humphrey -- "New York Times" 5. Brian Bennett - "Solstice" 6. Brothers Johnson - "Tomorrow" 7. Candido -- "I'm On My Way" 8. Colosseum II - "Dark Side Of The Moog" 9. The Crusaders - "Free As The Wind" 10. Donald Byrd - "Lansana's Priestess" 11. Doug Richardson -- Night Talk 12. Eddie Harris -- "All Right Now" 13. Eumir Deodato - "West 42nd Street" 14. Gene Harris -- "Losalamitoslatinfunklovesong" 15. Jeff Lorber Fusion - "Curtain" 16. Joe Thomas - "Coco" 17. Johnny "Hammond" Smith - "Star Borne" 18. Lonnie Smith -- "Space Lady" 19. Mahavishnu Orchestra - "One Word" 20. M.F.S.B. - "Layin' Low" 21. Oneness of Juju - "The Connection" 22. Pleasure - "Joyous" 23. Rhythm Heritage -- "Sky's The Limit" 24. Roy Ayers Ubiquity -- "The Black Five" 25. Tom Scott -- "Midtown Rush" ELECTRO WAVE Synth Pop "Digitally synthesized for your robot brains." LISTEN TO PLAYLIST 1. Arpeggio - "Love & Desire" 2. Black Devil Disco Club - "H Friend" 3. Can - "Dizzy Dizzy" 4. Computer -- "Nobody Loves A Computer Because A Computer Does Not Dance" 5. Devo - "(I Can't Get No) Satisfaction" 6. Ganymed -- "It Takes Me Higher" 7. Gina X Performance – "Nice Mover" 8. Giorgio Moroder - "Evolution" 9. Human League - "Being Boiled" 10. Kraftwerk - "Neon Lights" 11. Little Nell -- "Fever" 12. The Normal - "Warm Leatherette" 13. ORS - "Moon Boots" 14. Soft Machine - "Soft Space" 15. Space -- "Magic Fly" 16. Suicide - "Ghost Rider" 17. Supermax -- "Love Machine" 18. Tubeway Army - "Bombers" 19. Ultravox - "Dislocation" 20. Yellow Magic Orchestra - "Firecracker" BREAKS 105 Breakbeat "Choppin' up tracks with turntables we pulled out the trash." LISTEN TO PLAYLIST 1. Babe Ruth - "The Mexican" 2. Blowfly - "Sesame Street" 3. Cymande - "Bra" 4. Daly Wilson Big Band - "Dirty Feet" 5. Dennis Coffey - "Ride Sally Ride" 6. Duke Williams - "Chinese Chicken" 7. Funk Inc - "Kool Is Back" 8. Gap Band - "I Yike It" 9. Ike Turner - "Funky Mule" 10. Incredible Bongo Band - "Apache" 11. John Davis Monster Orchestra - "I Can't Stop" 12. Magic Disco Machine - "Scratchin'" 13. Manu DiBango - "Soul Makossa" 14. Manzel - "Space Funk" 15. Mohawks - "The Champ" 16. Placebo - "Humpty Dumpty" 17. The Winstons - "Amen Brother" 18. ZZ Hill - "I Think I'd Do It" 19. 20th Century Steel Band - "Heaven and Hell Is On Earth" 20. 24 Carat Black - "Ghetto: Misfortune's Wealth" RADIO ANARCHY Punk "It's time for Anarchy in LC mother-f*cker!" LISTEN TO PLAYLIST 1. Buzzcocks - "Autonomy" 2. The Cramps - "Surfin' Bird" 3. The Damned - "Looking At You" 4. Dead Boys - "Flame Thrower Love" 5. Death - "Rock 'N' Rock Victim" 6. The Dictators - "Faster and Louder" 7. Fear - "I Love Livin' In The City" 8. Heartbreakers - "Chinese Rocks" 9. Johnny Thunders - "Leave Me Alone" 10. Misfits - "Some Kinda Hate" 11. New York Dolls - "Bad Girl" 12. Pagans - "What's This Sh*t Called Love?" 13. Patti Smith - "Rock'N Roll Ni**er" 14. Ramones - "Commando" 15. Sex Pistols - "Problems" 16. The Shirts - "Teenage Crutch" 17. The Stooges - "Search and Destroy" 18. Tuff Darts - "Fun City" 19. The Voidoids - "Blank Generation" 20. Wire - "Pink Flag" NO/LC No Wave "There is no wave. Only the ocean." LISTEN TO PLAYLIST 1. Arto/Neto -- "Pini, Pini" 2. Contortions -- "Dish It Out" 3. DNA -- "Egomaniac's Kiss" 4. Marie Et Les Garcons -- "Re-Bop" 5. Mars -- "Tunnel" 6. Rosa Yemen -- "Larousse Baron Bic" 7. Snatch -- "All I Want" 8. Suicide -- "Harlem" 9. Teenage Jesus & The Jerks -- "Less of Me" 10. Theoretical Girls -- "You Got Me" Edited Saturday at 04:02 PM by Akaviri Link to comment Share on other sites More sharing options...
Signal1 Posted November 7, 2012 Share Posted November 7, 2012 Would be great in missions. As for entire map, wouldnt happen. Link to comment Share on other sites More sharing options...
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