Jump to content
    1. Welcome to GTAForums!

    1. GTANet.com

    1. GTA Online

      1. The Criminal Enterprises
      2. Updates
      3. Find Lobbies & Players
      4. Guides & Strategies
      5. Vehicles
      6. Content Creator
      7. Help & Support
    2. Red Dead Online

      1. Blood Money
      2. Frontier Pursuits
      3. Find Lobbies & Outlaws
      4. Help & Support
    3. Crews

    1. Grand Theft Auto Series

      1. Bugs*
      2. St. Andrews Cathedral
    2. GTA VI

    3. GTA V

      1. Guides & Strategies
      2. Help & Support
    4. GTA IV

      1. The Lost and Damned
      2. The Ballad of Gay Tony
      3. Guides & Strategies
      4. Help & Support
    5. GTA San Andreas

      1. Classic GTA SA
      2. Guides & Strategies
      3. Help & Support
    6. GTA Vice City

      1. Classic GTA VC
      2. Guides & Strategies
      3. Help & Support
    7. GTA III

      1. Classic GTA III
      2. Guides & Strategies
      3. Help & Support
    8. Portable Games

      1. GTA Chinatown Wars
      2. GTA Vice City Stories
      3. GTA Liberty City Stories
    9. Top-Down Games

      1. GTA Advance
      2. GTA 2
      3. GTA
    1. Red Dead Redemption 2

      1. PC
      2. Help & Support
    2. Red Dead Redemption

    1. GTA Mods

      1. GTA V
      2. GTA IV
      3. GTA III, VC & SA
      4. Tutorials
    2. Red Dead Mods

      1. Documentation
    3. Mod Showroom

      1. Scripts & Plugins
      2. Maps
      3. Total Conversions
      4. Vehicles
      5. Textures
      6. Characters
      7. Tools
      8. Other
      9. Workshop
    4. Featured Mods

      1. Design Your Own Mission
      2. OpenIV
      3. GTA: Underground
      4. GTA: Liberty City
      5. GTA: State of Liberty
    1. Rockstar Games

    2. Rockstar Collectors

    1. Off-Topic

      1. General Chat
      2. Gaming
      3. Technology
      4. Movies & TV
      5. Music
      6. Sports
      7. Vehicles
    2. Expression

      1. Graphics / Visual Arts
      2. GFX Requests & Tutorials
      3. Writers' Discussion
      4. Debates & Discussion
    1. Announcements

    2. Support

    3. Suggestions

*DO NOT* SHARE MEDIA OR LINKS TO LEAKED COPYRIGHTED MATERIAL. Discussion is allowed.

GTAIV: Blood And A Four Leaf Clover (Remastered)


Akaviri
 Share

Recommended Posts

 

 

Rockstar Games presents

0mE8NcSgeh_nsFdH3VafemvamRRa8hsvr78Ai6AJFM76mm8eU1OhQHiws4VRJrJA7rId1522Qpgj7T1etzr-T8Ws048RkT_7agdMP2P3dJpyus4dy4diX6v4f-60v4D1cW1YqSk3=s1600

REMASTERED EDITION

Theme Song

Concept by Akaviri. Title art by Narcis_Speed6.

Big thanks to Jeansowaty for mod integration.

Mod content sourced from GTAAll.com.

 

 

 

U77zpMcHpWhQgOfFH8YPdPvlv58zypBFw1bTzCN649iOiI_qUzby9gsN8yGPq22vdEhT2_J_v5JAk904d9Xpi_5IPAsQCDyNk570uDHbiejcnSe2V0c60Pl4_r24vsT_RlByh-mp=s1600

HISTORY

For decades, the Irish-Catholics from Liberty City had a reputation as some of the fiercest fighters. Some were blue-collar family men of stalwart character. Others were reckless madmen and strung out animals. In spite of small numbers, they were able to fend off the much larger Commission Families. Tales of kidnappings, armed robberies, and murder turned their mere six blocks of Purgatory into one of the most avoided neighborhoods in Algonquin. Mafia captains soon learned to avoid war with these men - some even hired them as prized muscle and contract killers. Lacking the rigid bureaucracy of the Italians, they eventually folded from internal power struggles. Soon most were dead or in prison, and their influence faded into obscurity. All but one organized outfit remains - the McReary crime family out of Dukes. Established by their ruthless father, the McReary brothers have been the last cascade of great Irish criminals in Liberty City. The alienated Francis McReary has his sights set on becoming the commissioner of the LCPD. Acting gang leader Gerald McReary has designs for a power play through his Alderney mob ties, with the fabled Derrick McReary returning from Ireland after more than a decade in hiding. With young Packie and his crew of heathens loose on the streets, willing to put it all on the line, things may just come together for their defunct clan.

GAME INFORMATION

Blood On A Four Leaf Clover features Gordon Sargent as a new main character. Gordon is a tough Irish hood and soldier for the remnant McReary mob. These days reduced to a mere stickup crew, their income is traditionally squandered on vices as they recount the glory days of old. Disappointed with the way things are, Gordon has slipped into a bitter lifestyle, with misplaced gambling endeavors about to catch up to him. He will soon be put to the test as he searches for a way out of his dilemmas while maintaining an obligation to the only allies he has ever known.

New missions run parallel and cross over with Grand Theft Auto IV, with a gameplay style catering to street brawls, armed robbery, kidnapping, open shootouts, and enough new weapons, vehicles, and mission content to breathe life back into Liberty City.


 

 

 

CHARACTERS

kdb-sGMEFX_5ppsxkIwC5rh6Uy9nszmbx4CaIW5utmzQVLU2uMDbdK8ohPdXB3xQiBQiIONbEhNn29hXrxRkWXPUAKyqZckOZqsKXjC5SvARsWPOwgL0G4XaEjUC6Ge2sabDUyQJ=s1600

Gordon Sargent

Irish-American outlaw native to Steinway. Came up from a broken family in a tough neighborhood. A formidable brawler, he dropped out of school with the prospect of becoming a professional boxer. This was short-lived after financial difficulties, injuries and broken teeth which cause him to slur words at times. Once Packie introduced him to the fast money and adrenaline of armed robbery, the rest was history. Years were spent in prison, and then out of prison trying to make it on the straight, only to double down on more serious scores and fall deeper into the life. Split between working class pride and disdain for authority, Gordon's refuge as a troublemaker and lawbreaker has inevitably found him ensnared in a degenerative circle of life, where his pastimes include drinking at dives and gambling it all on sports. Since the recent passing of his father, Gordon lives alone in his old family house on Concord Ave, overlooking the Gantry Park in Dukes.

Age: 29

Criminal Record:

1998 - Possession Stolen Property

2000 - Petty Larceny

2002 - Possession Gambling Records

2003 - Kidnapping

 

456vvYT8nlf4eJSxIexeI_mbGVEwPslQLEsl1jpL5EP84tM58E5BoLf2FrLBAFMsSZNoAuZyzJrfAZ7NoRxqqgYQykxcxP9rSPeq8YsnNQ23RxH878bZOUWPv6PCtOg7hg9OIodm=s1600

Michael “Saint Michael” Keane

A close companion to Gordon and Packie, and the youngest of the three. Together, their dysfunctional trio has managed through the years. His optimistic demeanor and naivete earned him the nickname “Saint Michael”. He defuses many a conflict between Gordon and Packie when they find each other at odds. The two still regularly mock him, but despite their ridicule, Michael has always looked up to them as brothers. Unlike them, he often uses his take from scores to help his family and has been saving what he can to eventually retire to something better. 

Age: 27

Criminal Record:

2000 - Grand Larceny

2003 - Armed Robbery

 

4r6HZc0OwRZOJb-e6_eatoHrBS9xtuDkPIW9nrHyK3ReJ0Dpqfc6aeDQLDYxYAN9QXSvcIvH6Xr11__OsNd0DB5kz6dHTuxb6V6eO46PrYOjZ6D8ilggG1lMyZLo9Ss7wxazS2im=s1600

Patrick McReary

Young wild card of the McReary brothers. Packie carries himself as care-free but is deeply under the pressure of his brothers expectations and family trauma which haunts him to this day. In his ignorance of coping, Packie has always lived fast and dangerous, seeing only as far as his next adrenaline rush. He and Gordon grew up alongside each other since the days of high school bullying, enjoying the rack and ruin that follows wherever they go. Once Packie was put on to the family business, he brought Gordon in as muscle with tall promises for the future. Unfortunately, years later it hasn't worked out that way. His brother Gerald rightly sees him as foolish - the constant partying and drug use weakening his stature to lead, but inevitably depends on him as the boots on the ground.

Age: 29

Criminal Record:

1997 - Grand Theft Auto

1998 - Grand Larceny

2000 - Hijacking

2005 - Possession Controlled Substance: Cocaine

 

3l23aEY9uQpZsLFxF4W00hLLj73S3wpnUKXqLjH6VfaGUnsn6tw6vdpeGfsv4tRi8yxLNGQIV7_dDN2QUhLxqYvGZPRnDXdo6Zvg2yII-IlOYdHKx6LnTYvpaMZbIfrrR0DTd4b_=s1600

Gerald McReary

The active leader of the McReary family, a man in the throes of middle-age, three forsaken marriages, and heavy alcoholism. As a problem child, Gerald was groomed to be the prodigal career criminal by his father, who went to sick lengths to condition and desensitize him. Capable of extreme violence, and standing at a staggering height with a grizzly physique, his very presence instills fear. Gerald took over the family after his father's demise and began working heavily with the Algonquin mafia families as hired muscle. His ultimate aspiration is to exceed the status his father once held, perhaps out of spite. This ideal is frustrated by his disorganized outfit and constant police surveillance. As a result he is compelled to use Packie and third parties as his chess pieces. Gerry is aggressively cynical but calculating and shrewd. Despite endless obstacles, he continues to call the shots and keep work flowing through his current connections in the Alderney mob.

Age: 35

Criminal Record:

1986 - Grand Larceny

1990 - Assault

1992 - Armed Robbery and Hijacking

1999 - Conspiracy to Commit Extortion

2005 - Tampering with Sports Contest: Dog Racing

 

bsypLE5JosnIVAnGBpyHfuJB1NfReb3aWswqPt347WxEOG9NsleO8xva7ZrktBJRw0XatIGsOQQ2cmfXD_p429oGXw3Qvqw7R2XspSSCjzddX6KPzpXm8mbO9IZnWqg-0OIon_6B=s1600

Derrick McReary

The oldest of the McReary brothers. Idealistic and a romantic for the old country, his symbol of hope against the backdrop of a crooked upbringing in Liberty City. Revered for his time spent in the Provisional Irish Republican Army, he is adorned with a shrine in every nationalist Irish pub in the city. Underneath his reputation, Derrick is a broken man haunted by guilt and addiction. A venerable figure from the 'golden years' of the McReary mob, Derrick and his crew were known as some of the most dangerous stick up men of their time. They robbed everyone in the city, from the banks to the drug dealers all the way to the mafia itself, under the pretense of fighting for something bigger. Derrick frequently found himself at odds with his family, and the world, all because of his sympathies and ideals. The fallout of insurmountable bloodshed led him to heavy drug use to cope. Once his life was in serious danger, he turned informant at the behest of his brother Francis, but ultimately fled the country entirely. In spite of his personal demons, Derrick’s extensive combat experience and knowledge of explosives is unparalleled. After so many years away, he has decided to return to Liberty City to settle big scores, old and new.

Age: 51

Criminal Record:

1970 - Disorderly Conduct

1971 - Civil Disobedience

1974 - Resisting Arrest

1978 - Armed Robbery

1980 - Possession Controlled Substance: Cocaine

1985 - Criminal Possession Weapon: Explosives

 

UoINXUakRO-VMYrexGq5R9MWX1hwu_XrMR_61VTowdFkBothXf-3jWqFOHch5-8VSUVyMjMV9DOelvSAk0gXSe1zYPVm81e07gFwwPx6Hx0spzSjRXblUfXMHyTAv1iS_TKBdbkc=s1600

Neil Kelly

Irish-American heavy and working class hero. Massive physique; frequents the bar and drinks everyone under the table. Not too sharp, but a simple man of his word with a stand-up attitude. He works as a perpetual plumber's apprentice in Broker. Loves to hunt deer in Upstate Liberty. Self-confessed survivalist and gun nut with an ever-updating collection of illicit hardware. Owns a Bravado Youga - an old work van that doubles as a rolling arsenal-for-sale when the need arises.

Age: 30

Criminal Record:

1998 - Assault

2001 - Patronize Prostitute

2003 - Armed Robbery

2006 - Public Intoxication and Disorderly Conduct

 

hkV0Eb4yAIbuvqP9U9PQe78RYhWl3zwj14XqGvsbPVugf2Ub02icxJroLnpxjBE2OsjdJokBwtP7PEVHBG-DJJVTFsb5Ghd2dSNuDAePgpWuIkH7jVZmCCUVD0PeC-8g1R1x3F-m=s1600

Liam Ross

Irish-American car thief with a death wish and nine lives. Cunning and risk-taking, but unpredictable at times. Came from a hopeless situation: a drug-addled mother and an absent father, growing up on the streets. A hardcore punk in his youth, Liam used to frequent the now-defunct BGBJ club and developed a heroin addiction. Like Gordon and Packie, chaos follows him. These days, when not strung out, he pays his bills driving a tow truck and planning odd capers. Liam is a passionate car enthusiast and is involved with figures in the street racing scene.

Age: 32

Criminal Record:

1999 - Grand Theft Auto

1999 - Speeding Violation

2000 - Hijacking

2002 - Burglary: Illegal Entry with Criminal Intent

2003 - Speeding Violation

2003 - Possession Controlled Substance: Heroin

 

_GtBiTrUBVeyTLyY0qJNFJeLXk0XQM9TrQLQh4Iq2daOvGAHuEiK7FbPcI8Zhuk2hpvPiK0Vb3nDsEEHeRvVA-LK210pxahmqYQ8mjhkKFPqL9q9iRzLvCjuQ9xGAcuk2gfcS2N3=s1600

Stevie “the Collector” Johnson

Connected businessman and fence for stolen vehicles, distributing parts through several chop shops in Liberty City. Not much is known about Stevie Johnson. Rumors say he's Jewish. Some say he's in deep with the Russians. Stevie keeps a low profile and launders through legitimate business fronts. He has known ties to street racing figures such as Lyle Rivas and Brucie Kibbutz, and he may be involved with more serious, high profile criminals.

Age: 36

Criminal Record:

2000 - Tax Evasion

 

ebHJaR3q_D-G0p_tvgJzntpP2vyikeXC-Oz3yW8qUXCXe2Zly7YyxqdkhTQQxfEYYTjglM9HrsZ4uF3re7D6cDFJWMdEpkcjEP-E7ILpIgyN5WUkPXrlu3MgQ6_Jpj_tZlaQGjmv=s1600

Francis McReary

LCPD Deputy Commissioner and black sheep of the family. Desperate to redefine himself using a position of high power and moral symbolism. In spite of his efforts to distance himself from his cursed family, he is as bad or worst. To the public, he succeeds in projecting himself as an ambitious and effective police figure. Behind this façade, he is utterly corrupt and ruthless, using desperate tactics to manipulate crime stats in his jurisdiction and silencing anyone who threatens to disparage him. Blackmail, bribery, and assassination are Frankie's tools of the trade. Francis once tried to flip Derrick as a criminal informant, to his ultimate disappointment. Francis and Gerald remain at odds with each another, but have traded enough blackmail over the years to be put at a stalemate.

Age: 45

Police Record:

1997: Drinking on duty. Issued warning.

1998: Patronizing prostitute. Allegations; Issued warning.

2000: Use of excessive force. Suspended with pay.

2005: Misfiling evidence. Ruled as accidental; issued warning.

 

aBOy5ITcRaLGuRrL6bZKg-eiJ350Fwm33_nDGDh5E6V9DmvMjesxelX1nCWJaUjwjknFjvFf8tVHMCxF7WgzQD3V3H2OwAAEpTAWYEaXna35h3dTmjqwTSA5XikMpSpFjwal2nV8=s1600

Niko Bellic

A mysterious foreigner gunning his way through the Liberty City underworld. He is clearly after money, but has an honest way about him. Paired with professional combat expertise, he is a valuable asset to have on any dangerous job. His hasty induction to the McReary outfit is met with skepticism, but his track record speaks for itself over time.

Age: 30

Criminal Record:

2008 - Grand Theft Auto

 

4xVV_px7YrDYP3J20ZMp-zTZCAskqeqLfvLZ4pPYCsXWOhrvkeXENzJsKicdAWIJCr-yFA0HUOKHiB53d7dyhncN7R6oZnpGjKqPB7zy-vS3TcSQKrwfr7Gt-sEQIy49VGhyjXJm=s1600

Phil Bell

Irish-American consigliere to Jimmy Pegorino. A semi-legitimate businessman and a divorced family man, he manages the Honkers strip club and several other interests for the Pegorino Family. His impure heritage acts as a boundary for his advancement within the family, yet he denies this fact and behaves like an Italian in order to fit in. Despite his close friendship with Jimmy, he maintains a questionable relationship with Angie Pegorino. Phil is extremely paranoid ever since an indictment for racketeering three years prior, based on FIB surveillance bugs. Ever since then, he takes extensive precautions whenever discussing business matters.

Age: 40

Criminal Record:

1984 - Grand Theft Auto

1988 - Promoting Gambling

1990 - Manslaughter

2005 - Racketeering

 

mM1drgGL--1VGd4qAgP4caA1RbobhpN7tS2x8WJ2tm-26tsd4rEoKNf0OZLatWWElD9dZUlpGSMuIC4rcWCsWZWWZ2eNdq4ZnQEcBFZ1kBW5phsuasp1TKDqfvzTxhDvzEcTuz4z=s1600

Sullivan Bristol

Known colloquially as "Sully". Bookmaker and shylock based in Dukes and Broker. Involved in sports betting, mainly in the blue-collar bar scene. Notorious for bribing college athletes and amateur boxers to influence matches. Sully is hard-nosed and unscrupulous. He stays busy and is relatively connected. Throws his weight around in his circuit, but he's a big fish in a small pond. He operates under the jurisdiction of Messina capo Mark Volpe, a connection that compromises most of his clout.

Age: 45

Criminal Record:

1994 - Loansharking

1998 - Promoting Gambling

2000 - Possession Gambling Records

2002 - Tampering With Sports Contest: Boxing

2004 - Possession Stolen Property

 

bE8yL71LtUFgqvTCF03ipkrR9RhGAL8lp2q-Ycvra2K9mZwxRwy-q8SZ4QRK9TL6pFwmFsTKKTXDDUPgjESjiWr7-S2cNruaX6iAZF7Qvn62cbJ50XkfHxxAkrYQTmc9nmYGqvId=s1600

Mark Anthony Volpe

Feared caporegime of the Messina Family, in charge of their large-scale gambling operations. Became a made man at a mere 19 years old after he gunned down the former boss under orders. Took a ten year sentence before successfully appealing, never breaking his silence. Was promoted to capo a few years after his release. He built a reputation for violence and is fiercely protective of his brother Fredo. He once cut out the tongue of an enforcer to protect his name, an egregious act that would have cost him his life if the bosses hadn't decided to give him a pass. Like a mad dog on a leash, the bosses are always one sit-down away from putting him down over one dispute or another. Mark rules his operation with an iron fist and enjoys gambling himself, but only places bets on rigged games.

Age: 45

Criminal Record:

1982 - Murder

1993 - Extortion

1994 - Manslaughter

1995 - Assault

1996 - Manslaughter

1998 - Promoting Gambling

2000 - Promoting Gambling

2005 - Manslaughter

 

Fredo.png

Frederico "Fredo" Volpe

Messina Family caporegime and younger brother of Mark Volpe. Involved in the life alongside his brother since he was 16 years old, driving the getaway car for his brother's first major hit. Being a minor, he was given a light sentence and later began working for the family while his brother was in prison. During this time he developed drug habits. Mark was made a capo in the years following his release from prison, and Fredo shortly after. He was more-or-less handed the position as a result of his brothers influence. Freddy was last arrested in 1998 after falling asleep in a getaway car high on tranquilizers. He was released shortly after, sparking rumors that he had turned informant. This rumor was quickly retaliated by Mark, who cut out a man’s tongue to set an example. In the years since then, no one dares speak ill of Fredo in spite of his incompetence - even regarding him with special treatment just to stay on Mark's good side.

Age: 42

Police Record:

1982 - Accessory to Murder

1983 - Possession Controlled Substance: Heroin

1985 - Armed Robbery

1986 - Armed Robbery

1993 - Extortion

1995 - Grand Larceny

1998 - Possession Controlled Substance: Tranquilizers

 

Harry1.png

Harry Hall

Consigliere to the Messina Family, half Irish-Catholic and half Italian. He is a rare example to have climbed the ranks in spite of his mixed background. He has led a long, successful career alongside acting boss Harvey Noto. Adamantly charismatic and precautious, with an impeccable criminal record and a masters degree from Vespucci School of Law. Runs profitable rackets out of top-class hotels, namely Opium Nights and The Majestic, where cocaine and high-class escorts make their rounds amongst the wealthy and vetted.

Age: 60

Police Record:

1978 - Speeding Violation

 

Harvey.png

Harvey Noto

Boss of the Messina Family. A name that carries with respect across the Commission. Harvey has always been well-liked for his gentlemanly class, a man of few words carried with high esteem. Harvey has unquestionable trust in his old friend and consigliere Harry, who serves as his exclusive defense in the court of law. In spite of current family rivalries, Harvey is a close friend of Jon Gravelli going back to the old days. He came to power and overturned the former boss back in 1982. His two main capos, the Volpe brothers, were instrumental in his succession to power. Having raised them up in the life from pups, they have since grown into respective mongrels, much to his weariness. Talk of federal indictments on the horizon has everyone suspicious of a rat, and at this point Harvey cannot decide who to trust.

Age: 66

Police Record:

1958 - Grand Theft Auto

1960 - Loansharking

1960 - Extortion

1965 - Extortion

1970 - Possession Controlled Substance: Intent to Sell

1982 - Manslaughter

 

 

MISSIONS (LEGACY VERSION)

#1: Shamrocks and Shenanigans

Spoiler
On 10/2/2010 at 3:41 PM, Akavari said:

Shamrocks and Shenanigans

 

A long introductory cutscene will showcase the theme song while the camera pans around Dukes, with cameos of Niko jacking a car and Johnny escaping a police cruiser on his Hexer. The camera slowly enters the Steinway Beer Garden, where Gordon Sargent, Packie McReary, Michael Keane, and Neil Kelly are having a drink, with Packie in the middle of telling a story of how he and Neil almost got killed the other day for trying to score some coke (the events of the mission Luck of the Irish). They will be interrupted when a familiar drunk starts causing a ruckus toward Gordon, claiming that he stole his drink, then breaks a glass bottle and threatens to attack. Gordon dodges his swing and retaliates by slamming Mel's face into the bar counter, knocking him out cold. The barkeep will tell you all to leave for causing trouble or he will call the police.

 

On the way out, one well-dressed mafioso intercepts you to have a word about how he hasn't returned any of his calls about an unpaid debt. After revealing himself to be Mark Anthony Volpe of the Messina Family, he makes a deal with you; an opportunity to work off the debt by doing a few favors for him. He also subtly threatens you not to leave town or you will be found at the bottom of the Humboldt River. With that said, he hands you his business card and leaves.

 

Packie will ask you to drive him home, and on the way inquires about your bad history with Mark. Gordon merely explains that he made a "bad investment" in Mark's bookies in the past, leaving him in debt for a lot money. Normally, Gordon would merely scare off or kill a debt collector this persistent, but this particular mobster has too many powerful friends for that. After dropping Packie off at his Ma's house, return to your safehouse. You are now free to explore Liberty City, armed with a Revolver and 50 rounds of ammo free of charge. You can now choose to go to Mark Volpe or Packie McReary for your next mission.

 

Reward: $500

#2: Pony Up

Spoiler
On 10/2/2010 at 7:23 PM, Akavari said:

Pony Up

Mark Volpe

 

After arriving at Mark's home, Gordon knocks on the door, and after a few seconds Mark will answer, dressed very casually, and invite you in cheerfully. He tries to start some small talk, but Gordon impatiently tells him to cut to the chase and explain what he needs done. Mark brings up his bookies and how, unlike you, he makes sure there is a 100% chance of winning before making a gamble. In other words, he only bets on fixed horse races. In particular, he wants you to help fix an upcoming horse race so he can make a large bet.

 

A special Benson is transporting one of the racehorses from an animal clinic in Dukes to the Francis International Airport to be flown to the track. Move quickly and steal the truck before it gets to the airport, then take it to Mark's garage so the horse can be drugged. Be careful not to damage the truck too badly along the way, as this will injure the horse and the fail the mission. After the horse is drugged, take it to the airport on-time so it can be flown to its race. A worker with a clipboard, who is apparently in on the job, will take the truck off your hands.

 

 

You call Mark, who is impressed and would like you to be his errand boy some more, but this time to see him at the Inside Track in East Island City.

 

Reward: Nothing

 

Afterwards, a short tutorial will show the interior of the Inside Track, explaining how the horse races work and the process of placing bets. The Inside Track is now unlocked and you can gamble on horse races.

#3: Taken To The Cleaners

Spoiler
On 10/3/2010 at 10:55 AM, Akavari said:

Taken To The Cleaners

Packie McReary

 

Gordon exchanges greetings with Michael Keane in the living room, followed by Packie excitedly strolling into the room with a shotgun in each hand. He complains that you are late, but nevertheless is glad to see you as they are about to pull a serious job. Ray Boccino informed Packie that the Triads are laundering money out of Mr. Wong's Launderette in Broker, and wants to put it out of action. In exchange for dealing a financial blow to the Triads, Ray will let you keep whatever cash payout you can steal from the business.

 

You will be provided with a loaded Assault Rifle and 10 Sticky Bombs for the job, in addition to whatever weapons you possessed before-hand. Start off by getting a 4-door car to pick up Packie and Michael. Drive to the business front, which will be teeming with armed triads guarding the money stash inside, as well as a line of 3 Laundry Vans parked around the back. All of the Triads inside the building as well as the company vans will need to be destroyed for Ray Boccino. You can choose to assault the business front head-on or through the back, although either way will have heavy resistance. You can also detonate the laundry vans with Sticky Bombs first, which will lure the Triads out of the building. When they are dead, pick up your reward: a duffel bag packed with laundered bills.

 

You hear the screeches of Triad cars entering the block. Two cars of Triads will try to counterattack the Launderette; using Sticky Bombs to blow up their cars before they can get out is a smart tactic. When they are no longer a threat, get a vehicle and drive back to the Packie's house before the police arrive to the scene. Michael will exclaim that that was some black-ops military sh*t they just pulled off, and Ray better be happy with the result.

 

Reward: $2,000

 

  phone-icon-footer.png   After completion of the 2 previous missions, Liam Ross will give you a call asking you to come meet him at the garage in Willis.

#4: Grand Theft Auto

Spoiler
On 10/3/2010 at 2:13 PM, Akavari said:

Grand Theft Auto

Liam Ross

 

After entering the garage, Liam says the guy he wants you to meet is called Stevie, a black market car trader who runs a chop shop. Gordon and Liam approach Stevie in his office, who appears to be a professionally dressed businessman having an intense conversation on the phone (with Brucie Kibbutz) about a car. Stevie sees you and gives a hand signal to let yourself in. Liam leaves you and him to talk business in private. After he puts the phone away, he cuts to the chase, stating firmly that he has a tight schedule and needs someone who he can rely on. His partner Brucie owed him a fast car after taking Stevie's gold Comet (and giving it to Niko Bellic), so he gave Stevie his gold and black Banshee as collateral. Unfortunately, Brucie gave the car to Stevie in broken down shape, and now refuses to take it back. Forced to fix the car up himself, Stevie has his eyes on three cars with unique parts, which he wants to salvage to install in the Banshee. The catch is that these cars are pretty well protected, so he doesn't trust Liam to get the job done alone. Stevie also doesn't have any time to waste, giving you 6 minutes to hijack the cars and bring them back to the garage. He says Liam will accompany you and give you more details on the cars.

 

When you are outside, try to get a decent car so you can save time. The parking spaces next to Stevie's garage should have a few cars available. Pick up Liam, who will tell you the first car is an Elegy in LCPD custody in the East Holland Police Department. Breaking into the car will get you a two-star wanted level, and all the cops in the station will most likely open fire. Liam will help by providing some support fire with an SMG. Try your best to keep the car safe and escape the wanted radius. After dropping the car off at the garage, get another nearby vehicle to find the next car Stevie wants.

 

Liam says a Packer carrying an Spectre should be driving around in Broker. Both the driver and his passenger are Russian gangsters, so they will defend the truck with Micro SMGs at the first sign of trouble. The best strategy would be to cut off the truck or run it off the road, then kill the Russians driving it. The Spectre cannot be separated from the Packer, so simply steal the entire truck and bring it back to the garage.

 

The final car, a Hellenbach, will be parked at S'wish Pizza in Broker. The owner of the car, a Gambetti mobster, will be having lunch with his buddies outside the restaurant. When he realizes its being taken, he and his comrades will open fire at you with Combat Pistols. If you want to take precautions, you can get the jump on the mobster and his friends and take them out before stealing the car. By the time you get the last car, you should be running out of time, so drive back quickly and flawlessly and drop it off at Stevie's garage.

 

Reward: $1,500

#5: Bang For Your Buck

Spoiler
Spoiler

Bang For Your Buck

Mark Volpe

 

Gordon walks toward the back of the Inside Track to Mark's office but is stopped by an Italian goon wielding a shotgun. Gordon says he's here to see Mark, and the goon accompanies him inside. Mark is seen fiddling with a Revolver, and unlike before, seems irritable and frustrated. After a long awkward silence, he casually loads the cylinder on the gun and whips it in place, then aims it at the goon and pulls the trigger, only yielding a defective clicking noise. The goon is outraged, shouting "What the f*ck is wrong with you, I could be dead right now!" Mark looks to Gordon and asks him what he thinks is wrong with this picture, who banks on Mark having some kind of mental disorder. Mark chuckles very sarcastically, then retorts that the problem is that the gun is as fake as Gordon's pathetic tough guy demeanor. He explains that he sent someone to buy the guns from a group of arms dealing Angels of Death. The guns they sold him, however, are worthless replicas, so he wants you to sort the mess out by confronting the bikers at their hangout in BOABO.

 

Get a car and drive to BOABO. When you get to their hangout, a lone member will emerge to negotiate with you. You demand that Mark Volpe wants his money back, but the biker will look back to his friends and laugh, stating that you have balls coming alone. He then tells you to f*ck off and pulls a knife at you. Gordon parries the biker's stab and struggles with him for a moment, ending with Gordon forcing him to gouge deep into his eye with his own knife. Leaving the biker on the ground screaming, he makes a humorous comment saying he "shouldn't play with knives." The group of bikers behind him will rally up in arms, to which Gordon will respond to by taking cover around the corner of the building.

 

Most of the bikers will be armed with Repeater Shotguns, but hopefully you still have one of the weapons given to you in earlier missions. Additionally, you can always call Liam and Neil to back you up. After the majority of the bikers are dead, a few survivors will escape on their choppers with Mark's money. Grab one of the nearby Hellfurys and chase after them. If you managed to pick up one of the AOD's Repeater Shotguns, you can blast them off their bikes with ease. Finally, pick up Mark's cash off the street and bring it back to the Inside Track, where the familiar goon from before will come outside to collect it and pay you.

 

Reward: Nothing

#6: Waste Deep

Spoiler
On 10/3/2010 at 9:21 PM, Akavari said:

Waste Deep

Packie McReary

 

Packie invites you inside and asks you to wait until the new guy Niko arrives. Gordon sits down with Michael and Kate, and Packie will tell a long joke (something about hiding diamonds in the queen's ass). After the joke, Niko will arrive right on time and Kate will leave, telling you guys to "play nice", unaware of what is about to go down. Packie draws some freshly bought firearms, handing Michael an Assault Rifle and you a Pump Shotgun for the mission. Niko inquires about the risk and pay of the job, which Packie reveals to be stealing a large cash payoff from the Ancelotti-owned waste management facility. It will be dangerous and risky but a lot of money is in it for all of them. Gordon makes a sarcastic threat toward Niko, asking "Are you in, big guy? Or are we gonna have to kill ya?". Niko thinks hard about it for a moment, saying "Well since you put it that way...I'm in."

 

You, Packie, and Michael will be transported into an Oracle, with Niko driving the car to the waste management facility on Colony Island. The car ride is treated as if it were a taxi ride; you can choose to listen to the dialogue on the way there or skip the car ride for convenience. When you get there, you will have to jump the fence into the facility with the other guys. Ancelotti goons will open fire once they realize your intentions. You will still have the loaded Pump Shotgun given to you earlier by Packie. Taking out the facility's security should be fairly easy with the help of your three allies. When you manage to kill your way inside the building, Niko will run up to the office and grab the cash. Make sure you provide covering fire so he doesn't get smoked out by the Ancelottis. He and Packie will then escape out the back of the building to a nearby boat waiting in the river. You and Michael will split apart from them and emerge outside from the front entrance.

 

Several cars of Ancelotti enforcers will pull onto the property. After you clear them out, take one of the cars and head back to Dukes. One last car will pursue you on the way there, but will retreat after you leave Algonquin, if not dead by then. Michael will start a conversation, asking if Packie told you about the big bank job they are about to pull soon. Gordon has no clue what he is talking about, and Michael says that Packie chose to use the new guy, Niko, for the job instead of you. Gordon is furious for a moment, but changes his mindset after considering how well Niko handled himself on this particular job. Instead of acting greedy, he trusts that Niko will fill his role in the bank job responsibly. Michael mentions that he intends on using his cut to retire to Vice City for warm sandy beaches and cocktails with little straw hats. Gordon wishes him well with that notion. Drop Michael off at the Steinway Beer Garden to finish the mission. (This will be the last you ever see of dear old Saint Michael. http://media.gtanet.com/gtaforums/images/html/emoticons/cryani.gif)

 

Reward: $3,000

 

4564-gta-iv-text-message.png   Liam will text you, saying he wants you to meet his cousin-in-law at the projects in Steinway. There could be some money in it for you.

#7: The Art of Stealing

Spoiler
On 10/9/2010 at 1:42 PM, Akavari said:

The Art of Stealing

Packie McReary

 

You find Packie briefly prepping a Boxville to make sure it is functional before shutting its back doors. He reveals that the truck is part of the job you and him are about to pull. He got a tip that a near-priceless painting is being held at the National Union of Contemporary Arts on Dukes Boulevard. It won't be there for long, and it is well guarded, but he is confident he can arrange a buyer for it on the black market for a lot of money.

 

Get in the Boxville with Packie and drive over to the NUCA museum. On the way there, Gordon will convey uncertainty, telling Packie they shouldn't be doing this without Michael. Packie tells him to quit complaining, clearly still deeply conflicted by Michael's unexpected death. Gordon blames Packie for bringing the immigrant Niko on the bank job, claiming he wasn't on-point and subtly suggesting that he was why Michael got killed. Packie starts to argue, saying Niko can handle himself and it wasn't his fault; it was a freak occurrence and it was just Michael's time to go. When you live this kind of life, you have to be ready to die at any time. Gordon agrees and apologizes. The rest of the trip will be silence between the two.

 

Arriving at the NUCA museum, you will find a lot of armed guards standing inside the courtyard. The main entrance to the museum is in the courtyard, so you will have to assault them hard. There will be pedestrians rushing out of the building in terror, with a few lightly armed security guards among them. The painting will be resting on an easel, wrapped in a tarp. Packie will pick it up, requiring both hands, so he will be defenseless while walking to the Boxville. Guard him and make sure he or the painting don't take too much gunfire. He will load the painting in the back of the truck and shout at you to drive. You will have a 3-star wanted level, which you have to lose before proceeding to the next step. The Pay 'n' Spray in Broker will suffice to get rid of the police, otherwise you may have a hard time eluding them because the Boxville handles fairly sluggish. When the coast is clear, drop the Boxville off at the lockup in Purgatory. Packie will say he still has to take some time to connect with his fence, but nonetheless compensates you for the job in advance.

 

Reward: $2,000

 

4564-gta-iv-text-message.png   Liam will text you about some three-man robberies he has put together with Neil. If you don't feel like waiting on Packie for more work, you can join them in ransacking Liberty City.

#8: Bait

Spoiler
On 10/16/2010 at 9:56 AM, Akavari said:

Bait

Gerald McReary

 

You find Gerald drinking whiskey straight from the bottle in the living room. He gets up to speak with you, reminiscing about his violent past and how he doesn't get the respect he deserves. Gordon politely agrees, then asks what he needs done. Gerald refers to a certain notorious Albanian, who is known for racing motorcycles and commands his own personal crew of bikers. He is closely involved with the Albanian muscle being used by the Ancelotti Family, so Gerry wants to capture him for a scheme to start a war between the Ancelottis and the Albanians. Unfortunately this won't be easy, because the Albanian is always surrounded by his crew. They are known to linger at a hangout spot in Hove Beach, drinking beer and flaunting their motorcycles in public. In order to kidnap this Albanian, Gerald wants you to take the appearance of a rival biker and lure them to an ambush in Dukes, where Packie and some goons are waiting.

 

You will be instructed to get on the Bati 800 outside. Drive down to the 24/7 in Hove Beach where you will find the Albanian in a black and white leather jacket, and his buddies loitering and drinking just like Gerry said. Their various sports bikes are parked next to them in a row. There are several ways to get their attention and have them pursue you. Gerald will send you a text message suggesting you do a burnout in front of them, which should be enough to challenge them. If you choose this strategy, start a burnout in the given yellow marker and hold it for a few seconds. The Albanians will notice you and take offense, smashing their beer bottles on the ground and hopping on their bikes to chase you. Other methods to taunt them include damaging their bikes or shooting at them, but this will earn their wrath and make the rest of the mission more difficult as they will shoot at you during the chase.

 

Race up to the ambush in Dukes, making sure the Albanians are still on your tail; if you lose them, the mission is failed. When you get to the ambush (which is the same alley you steal Lyle Rivas' car from as Niko), a cutscene will show Gordon speeding through the alley with Packie and his guys peeking out of cover. When the Albanians start to drive through the alley, Packie and the other Irish goons will clothes-line them off their bikes with Baseball Bats. The rest of the Albanians will get off their bikes and fight back with guns. Help Packie and his men finish off the Albanians, but make sure Packie doesn't get killed in the process. Afterwards, a cutscene will show Packie and Gordon stuffing the leader into the trunk of a dark green Vincent. Packie will then will take the Albanian's unique red-and-gold PCJ 600 and drive off. The final leg of the mission will simply be to take the Vincent to Gerry. Be careful, because if you damage the car a certain way the trunk may pop open and reveal the dead corpse. When you get to the McReary house, Gerry will come outside, now sobered up, and briefly examine the trunk before thanking you for a job well done. (This Albanian is later impersonated in the mission I Need Your Clothes, Your Boots, And Your Motorcycle.)

 

Reward: $2,500

#9: Crime Doesn't Pay

Spoiler
On 11/12/2010 at 8:30 PM, Akavari said:

Crime Doesn't Pay

Gerald McReary

 

This time you meet Gerry at the Pillows Club in Cerveza Heights, not too far from the McReary home. He will be having a drink and watching a stripper do her thing before speaking to you. He alludes that there is a rat in his outfit, which would explain the police surveillance he has been paranoid about. It must be some kind of special task force, most likely the FIB, because his brother Francis wouldn't allow a case to be made on his own family. Nonetheless, this organization is moving on him and he doesn't have much time; he is probably going to get locked up very soon. In the meantime, he is trying to enjoy what time he has left on the outside while he tries to find the informant. Gerry already cleared you as a suspect, which is a sign of relief for Gordon, and has a hunch about who he is after. He tells you to meet him outside with some wheels to discuss it further, as there are probably undercover government agents listening in as they speak.

 

Get a car and drive round back of the club to pick up Gerry. As soon as he gets in the car, he will point out a black Washington down the street with two men in it. They are obviously undercover agents tailing you, so Gerry tells you to step on it and lose them. Hopefully you picked a fast car, because you will have to gain a lot of distance from your pursuers. Attacking them is strictly out of the question and will fail the mission. Gerry will tell you when they are gone, and then continue about the rat; he heard from a reliable source that an undercover agent started building his reputation as a legitimate criminal from the ground up months ago, and now he's gathered dirt on half the criminal underworld, including Gerry. Gerry states that he is supposed to be meeting with his superior in a construction site on Concord Avenue (down the street from your safehouse). Drive there and wait in the yellow marker to see what unfolds.

 

Eventually, a familiar man will pull up to the property in a black Stallion, then proceed to enter the multi-story building under construction. Gordon will put two-and-two together and mention how he recognizes him as D-Mack, and how you worked with him in a drug deal (during the events of Project Mayhem). Gerry will exclaim that he knew this guy was too good to be true, and to follow him up; Gerry wants to look this motherf*cker in the eyes before he kills him. A cinematic cutscene will show the inside of the building as you and Gerry creep up the flights of stairs to where D-Mack and his superior are supposed to meet. D-Mack can be heard arguing, asking for more time to gather intelligence, etc, where his superior will inform him that he has done his job and it is time to start making arrests. They hear your footsteps, and D-Mack escapes somehow while his superior stands to confront you both. Armed with Pistols, you both aim at him and Gordon demands to know where he's hiding that son of a bitch. D-Mack's superior will insist that he has no idea what you're talking about, and Gerry will get fed up and shoot him square in the stomach. He then tells you to grab his legs, and both of you toss him out of the building: a four-story drop. Needless to say, he splatters on the sidewalk and doesn't survive.

 

Sirens can be heard in the distance as several FIB Buffalos pull onto the property. Now in a troublesome situation, Gerry warns you to get out quickly; he will stay behind and take the heat so you can escape. Gordon refuses, calling that a bullsh*t idea, but Gerald points out that he was meant to be taken down sooner or later. Also, he will need you to be operating on the outside. Gordon makes the tough decision of abandoning Gerald and climbs down the side of the building, landing somewhat safely in a dumpster, seconds before many FIB agents take the floor by storm. Finally, you will be given control of Gordon and will be tasked with escaping the property. Either find a car or escape to the adjacent Dukes Park, but if you aren't quick, you will catch a 3-star wanted level. Once you are safe from police, the mission is complete.

 

 

phone-icon-footer.png  You call Packie, informing him that you "happened to see" Gerry get pinched. Packie will be disappointed, but had seen it coming anyway.

 

Reward: Nothing

 

 

phone-icon-footer.png  You will get an unexpected phone call from Mark Volpe, who says he has work for you. Gordon warns him that they had an agreement, and he is no longer is required to work for him. Mark will clarify, saying that the Messina Family's underboss, Harry Hall, is interested in employing you. Gordon respectfully declines at first, communicating his distaste for working with Italian gangsters, but Mark tries to persuade him further by saying the McRearys are fading away and there is no future for you in working with them. This is a lucrative opportunity that shouldn't be passed up. If you decide to change your mind, you can find Harry at the Pillows Club in Dukes.

#10: Disorganized Crime

Spoiler
On 11/13/2010 at 6:49 PM, Akavari said:

Disorganized Crime

Harry Hall

 

Harry Hall, along with Mark Volpe and his brother Freddy, are sitting a VIP table in the Pillows Club. Harry and Mark are arguing about family affairs with the Ancelottis, Fredo sitting quietly. When you approach, Mark greets you with the old "long time no see" shtick and introduces you to your new acquaintances, Fredo and Harry. He jokes that you and Harry might get along better since you both share Irish heritage. Gordon tries to get in on this conversation about the Ancelotti Family, reminiscing about the job you and your partners pulled at their waste management facility (Waste Deep) as well as the war you started between them and the Albanians for Gerald, which impresses Harry further. Gordon interrupts himself and gives Fredo a confused look, because he is standing awkwardly close to Gordon while he is telling the story, and asks jokingly, "Is this guy going to hump my leg or something?" Harry tells the Volpe brothers to go get a lap dance or something, dismissing them, then takes a walk with you and continues about some problems that need taken care of.

 

The Ancelottis have sabotaged the business relationship between the Messinas and the LTA, Rocco Pelosi going as far as to kidnap a Messina union official. Harry won't stand to let the family stay bent over while they get f*cked up the ass, so in retaliation he wants you to hit one of the Ancelotti crews hard. They have few soldiers as it is, so this offensive will cripple their muscle for now. The crew hangs out in a small compound in the Meat Quarter of Algonquin. They have a stash of money made from their coke dealings on the nightclub scene of that area.

 

The Ancelotti compound will be filled with shotgun-wielding goons, and a Stinger will be parked in the adjacent garage although it will be locked off. You can call Liam and Neil to ease the enemy attention on you, because it will be a close-quarters deathtrap with shotgun blasts from around every corner. When they are dead, a cutscene will depict Gordon moving in on the garage, only to jump out of the way when the Stinger busts out of the garage door and tries to make an escape with the loot. A Bati 800 will be left in the garage, which Gordon will jump on and chase after the car. You will be given control once again when you are on the freeway, where you follow the Stinger in a high speed chase. Above all, avoid traffic blockades or you will get knocked off the bike and the Stinger will get away. Eventually, the chase ends when a Phantom truck comes screaming down an intersection and t-bones the Stinger, sending it into a hardcore barrel roll across the street. The two Ancelotti goons will crawl out injured, and will be easy pickings for Gordon. After that, pick up the loot.

   

Reward: $5,000

 

phone-icon-footer.png   You call Harry and tell him that the Ancelotti crew is history, and ask where he wants you to bring the money. Harry tells you to keep it as payment for your hard work.

 

4564-gta-iv-text-message.png   Harry sends a text later, telling you to come to Opium Nights in Middle Park East for more work.

#11: A Picture's Worth A Thousand Words

Spoiler
On 12/2/2010 at 11:49 PM, Akavari said:

A Picture's Worth A Thousand Words

Harry Hall

 

Gordon looks around for Harry in Opium Nights, who happens to pass through the lobby, and joins him. He and Harry take a walk up to his office, with Harry shaking hands and receiving respect from every direction along the way. A well-dressed African man with a beautiful woman in each arm (Claude Wome) passes by and exchanges a salute with Harry. Finally they reach his office, where Harry sits at his desk and starts to talk business. He mentions a big job that the Messinas are about to pull in the future, and questions your effectiveness when it comes to heists. Gordon replies confidently that robbing is in Irish blood, inspiring Harry to request whether or not you are in or out. He won't release any specific details about the job, but it's high stakes and well planned out. The con on your part is that you will have to work with someone you don't quite like; Mark Volpe. Gordon considers it for a moment and inevitably accepts, deciding the money will be worth it. Now that that issue is out of the way, Harry moves on to what he needs done at the present moment.

 

A certain painting has been shifting hands recently (déjà vu) and Harry wants it in his possession as a gift for Don Messina. However, he has come to a dilemma now that he is locked in a bidding war with another buyer. This other buyer won't back down, so now comes the time to "persuade" him. Harry wants you to pay a visit to the other buyers accountant, who is fond of playing golf at the Golden Pier. He will have some protection, so you know what to expect when you move on him.

 

Get to the Swingers Golf Club, where the accountant will be at the 3rd floor practicing his swing. He will have about 6 bodyguards with him; two at his side, two on the second floor, and two at the staircase to keep it cordoned off from strangers. They will all wield Golf Clubs as weapons, but if you come at them with a gun they will produce Pistols instead. If you wish, call Liam and Neil for some extra muscle to take down the guards; they will equip themselves with Golf Clubs for the brawl about to come. A Golf Club will be propped up against the building entrance for your convenience. Fight your way up the building, killing the guards as they come at you. When you get to the third floor, the accountant will panic and try to escape back down the staircase you came while his two personal bodyguards engage you. If he makes it to the ground he will try to make off in a Caddy. Chase his ass down and beat him to death with a Golf Club or kill him in any manner you please. Gordon will then call Harry and tell him that the accountant has been taken care of (if you used excessive force and murdered him, Harry will be a bit appalled but it still suffices for completion). Harry tells you to photograph his body with your phone and send it to him, so he can in turn use it to intimidate the other buyer into backing out of bidding on the painting. Once you have a good shot of his brutal corpse, text message it to Harry and the mission is complete.

 

Reward: $5,000

 

  phone-icon-footer.png  You call Packie and tell him about the heist you have been offered a part in, and if he wants to get in on it for old times sake. Packie accepts the offer, mentioning how his cut from the bank job is almost spent anyway.

#12: Sky High

Spoiler
On 12/3/2010 at 10:58 PM, Akavari said:

Sky High

Mark Volpe

 

As Harry instructed, Gordon pays a visit to Mark at his home in Dukes. Despite bad blood between them in the past, Mark invites Gordon in with a more respectful attitude since they will be working closely and legitimately now. Assuming you are in on the big heist, he enlightens you with some details. The bank corporation Lombank is scheduled to be moving a couple million dollars in bank notes via a new, state-of-the-art armored van called a Brickade. This van differs from Securicars you may have come across in the sense that it claims to have an impenetrable vault, but the Messinas have gathered a team that can crack the vault with the help of some heavy duty machinery. Mark randomly asks Gordon how his piloting skills are, which is obvious that he has very little experience, and warns him that it is time for a crash course. As a precursor to the heist, Mark needs you to hijack a special helicopter called a Skylift. It should currently be located on the helipad in the East Holland Police Department. Gordon tries to refrain from barking at Mark's ridiculous request due to the fact that he signed up for this so he can't really back out now.

 

Get to the East Holland Police Department. When you are within range, a short cutscene will show the Skylift approach from the sky and slowly land on the helipad, prompting you to move fast and take it. There are two ways to get to the helipad. You can assault the police station and ascend the staircase, but you will be met by heavy resistance from the LCPD. The other way is to enter the adjacent apartment building, which you can get to the roof via stairs. From the roof, you have a vantage point to take out guards with a rifle from long range. More importantly, you can fluidly hop from the apartments' rooftop to the rooftop of the police department. Once you enter the Skylift, you will be instructed to fly it over to a baseball field in Dukes. A pilot will be waiting there to take the Skylift off your hands, flying away and completing the mission.

 

Reward: Nothing

 

phone-icon-footer.png   About 24 hours after completing the mission, Mark will call to tell you that the plans are about to go in motion and to come to Lucky Winkles.

 

4564-gta-iv-text-message.png   Harry sends you an angry text full of fowl language; apparently Opium Nights was the victim of a massive shootout and Harry's business was robbed, including the painting he bought for the don.

#13: Money Talks

Spoiler
On 12/4/2010 at 6:08 PM, Akavari said:

Money Talks

Mark Volpe

 

Mark Volpe, Packie, Liam, Neil, and some random Messina gangsters are gathered around a map of Liberty City sprawled across a pool table in the Lucky Winkles basement. Packie looks a bit uncomfortable about having these Italian guineas in Lucky Winkles, sitting away from them with a beer. Gordon enters and embraces his buddies, then proceeds to listen in on Mark's briefing of what is about to go down. Mark talks about how the Brickade will be on-route in a matter of minutes, which is your queue to get in position with your boys. You four will wait for the van as it exits the underpass, then start the ambush and hit it hard. Keep it isolated in the open until the Skylift arrives, and then it will carry you and the van to the safe zone where the vault will be cracked. Mark goes over the payout, telling you guys that you four will receive each receive 100 grand cuts, but Gordon protests and demands 200 grand each. Mark condemns and refuses his request, but Gordon justifies by explaining that he and his friends are doing the real work and taking all the risks; all the Messinas have to do is sit back and collect their cash. Mark takes a moment to consider it, but an Italian gangster calls Gordon out, saying "Mark, f*ck these greedy mick bastards!". Gordon grabs the gangster and they fight for a second until immediately broken up by everyone. Mark settles the dispute by agreeing to Gordon's request of 200 grand each for he and his friends, but warns Gordon never to haggle with him like that ever again or he will regret it. On that note, he tells you to gear up and move out. Neil goes to a table draped with a tarp and yanks it off, revealing dozens of loaded guns and tools for the job. Gordon takes a loaded Burst Carbine while the others arm up with their favored equipment before heading out.

 

You will be transported into a Speedo, with Packie in the passenger and Liam/Neil hidden in the back. You will have to drive the Speedo down to the ambush spot. When you reach the marker, a cutscene will depict the Brickade traveling through the dark underpass towards you. When it reaches the outside, Gordon cuts it off from ahead with the Speedo and everyone rushes out with guns and balaclavas. The Brickade comes to a stop, then tries to back up but a Messina-coordinated Trashmaster blocks it off from behind. Now you and your partners must unleash a hail of suppressive fire at the Brickade as it slowly accelerates toward you to escape. It will move very slow since it is heavy and is moving on against an incline, so you should have enough time to shoot out its four tires. It will come to a stop and the guards will hop out with Carbine Rifles to engage you. Once they are killed off, simply guard the Brickade where it sits until the Skylift arrives, which should be about 30 seconds. You will have a 4-star wanted level at this point, so fend off the LCPD vehicles that come at you from both directions. Finally, the Skylift will appear and touch down to latch onto the Brickade. You and your comrades will be instructed to get inside the Brickade, and then the Skylift will hoist you up in the air and fly you away. Gordon will comment while they are in the air, hoping the helicopter doesn't drop them by mistake.

 

After your relaxing ride the Skylift drops you off at the safe zone, the top of a construction site in Bohan, and then flies away in the distance. A handful of blue-collar looking fellows will approach you as you all exit the Brickade, as they are the team responsible for cracking the Brickades vault. The apparent leader of the team introduces himself as Joe, and says he and his boys are confident they will have the cash extracted in a matter of minutes. Suddenly a Police Maverick flies overhead, informing you that the plan wasn't so clever after all because the LCPD found out where you are. Everyone panics and Joe tells you and your crew to defend him while they do their job. Keep Joe and his guys out of harms way as LCPD and N.O.O.S.E gradually encroach on the property. You will have the high ground, and your Burst Carbine will prove very effective at such range. After a minute or so, Joe will announce that they have the cash. Gordon, Packie, Liam and Neil all equip themselves with a duffel bag stuffed with cash and now the final task of the heist will be to escape your 4-star wanted level. Descend the building in the construction site and grab a vehicle; there will be a Schafter and a Cavalcade FXT provided as a getaway. Choose one and get you and your crew out of the area. When you lose the heat, a waypoint marker will instruct you to go to a garage in Dukes to drop everyone off.

 

 

You call Mark and inform him that the heist was a success, but his plan concerning the Skylift wasn't as brilliant as he thought; they still had to escape a thick storm of police with the cash. Mark expresses some relief that you at least got away with the cash, and thanks you for a good job. However, Mark's responsibility isn't over. He has to worry about handling the evidence and making sure no one attracts attention or else the police will be all over the operation. He suggests you come up with a good alibi just in case. Nonetheless, come see him soon for more work.

 

Reward: $200,000

 

4564-gta-iv-text-message.png  Liam texts you, telling you he has some lucrative sh*t for you.

#14: Extraordinary Ordnance

Spoiler
On 12/5/2010 at 5:03 AM, Akavari said:

Extraordinary Ordnance

Liam Ross

 

Gordon searches for Liam near Dukes Boulevard, but he is no where to be found. Suddenly, a roaring engine can be heard followed by a quite sexy Euros drifting around the corner at high speed before coming to a stop a few yards short of where Gordon is standing. Gordon shields his face from the beaming headlights aimed at him as Liam drunkenly climbs out of his Euros and greets him. Gordon accuses Liam of almost killing him before asking where he got the car, and Liam says he bought it brand new with cold hard cash (that he got from the Brickade job). Gordon tells Liam he is surprised he didn't put all the money in his arm yet, followed by an inquiry about this "lucrative sh*t" Liam told him about. Liam says he heard the Chinese are importing a lot of hot, military-grade sh*t. You are gonna take it from them, and according to Liam, the Irish will be the only ones in the city rolling with Teflon, hollow-point heat-seeking missiles and sh*t. He then stumbles and suggests you drive since he's clearly wasted.

 

Liam tells you to drive to a warehouse in Purgatory. Along the way he will sober up and reminisce about how you two make a great duo. When you get to the property, Gordon and Liam will exit the vehicle and sneak towards the warehouse. Several Triads will be posted closely around big crates of ammunition and firearms, with their leader negotiating with what seems like a terrorist arms dealer. You and Liam will be safely hidden behind some crates, yet reasonably close to the deal going down. You will have the jump on them, so blind tossing a Grenade or two to thin their numbers and disorientate them is a smart tactic. Pick them off and kill the terrorist arms dealer, who will be tougher because he is wearing body armor. When they are dead Liam will go to the nearby Flatbed, which is equipped with a crane, and hotwire it. He will tell you to operate the crane on the back to pack the crates of munitions onto the truck. A small mission-exclusive mini-game will have you use the Flatbed's crane to grab all four crates and stack them on the truck. When the crates are packed, Liam will take off with the truck while you are still riding in the back.

 

As you leave the property, a pack of Chinese Triads riding all types of Japanese motorcycles will emerge from the nearby multistory car park, catching up to you once your truck reaches the highway. You can use the crane on the truck as effective cover from the Triad bikers, as they will attack you wildly with Micro SMGs and Repeater Shotguns. They are dangerously armed to the teeth but are also very vulnerable targets on their bikes. Since you are sitting right next to a cache of weaponry, you will temporarily have infinite ammo which you can use to sweep up the Triads with streams of bullets. Eventually, after killing about 10 motorcycles-worth of Triads, Liam will point out that the Triads are finally off your tail, and expresses his love for some good old-fashioned armed robbery with the Gordo'. Gordon, on the other hand, doesn't take as much pleasure in getting shot at by bloodthirsty criminals. Liam will stop the Flatbed at a safe spot and Gordon will hop off, completing the mission.

 

Reward: $7,500

#15: Don't Mess With The Bull

Spoiler
On 12/6/2010 at 11:33 PM, Akavari said:

Don't Mess With The Bull

Mark Volpe

 

Gordon looks for Mark at the Inside Track to find him talking on the phone in his office. Mark seems to be discussing family matters with somebody (most likely Harry), and it doesn't look good. After the phone conversation, Mark fills you in on the situation: someone has been making a play on the Messina Family. Opium Nights was robbed and some of Mark's bookies were firebombed. Gordon suggests it was the Ancelotti Family, since there has been bitterness between the two families. Mark explains how that was his first guess, that is, until they shot up a family restaurant and whacked Bobby the Bull. This is significant because Bobby was an important made man who had more than put in his share of work for Harvey; Old Man Ancelotti wouldn't have the nerve to put a hit on him. Gordon becomes confused with all of this mafia politics and tries to have Mark cut to the chase. It appears that since Bobby Scarfino had been murdered, he has been discussing the issue round the clock with Harry and other high ranking members, and they have come to the conclusion that it must be the Gambetti Family orchestrating these attacks. The reasoning behind this is that since Jon Gravelli is now in a terminal state, there must be tension over the possibility that the Messina Family will reign number one on the commission after he passes. Harvey keeps advising the family to be diplomatic about resolving the issue, but many of them are fed up and want blood. In an underhanded fashion, Mark is going to send you to rough up one of their business rackets. This secret counterattack will go under Harvey's nose, so it is crucial that it stay between the both of you.

 

Go to the construction site in Broker (the one from the mission Ivan The Not So Terrible), where a Bulldozer will be parked near the street. The first objective is to steal that Bulldozer. Once you have the Bulldozer, a cutscene will show a construction worker calling the police as he watches you take off with the machine. With your new 2-star wanted level from that 9-11 call, you will have to drive the Bulldozer up to the corner of Montauk Ave and Earp St. where you will find a Gambetti-owned eatery that protrudes out as an enclosed glass cabin with tables inside. The mission will be scripted to allow the Bulldozer to plow right through the glass structure, demolishing it. The innocent pedestrians on their lunch break won't be so lucky, flattened under the mighty treads of your Bulldozer as the eatery collapses into rubble. Once you finish causing catastrophic collateral damage, your wanted level increases to 3 stars and you have to lose the heat. Ditching the Bulldozer will it easier, because it is very slow and poor at maneuvering. The Pay 'N' Spray is close by, which will be a convenient outlet to lose the police.

 

  You call Mark and tell him about the Gambetti restaurant's unfortunate accident. He will be very pleased that the plan came together, but was confident you would pull through due to your consistent reliability.

 

Reward: $5,000

 

The Bulldozer now regularly spawns at the Messina construction site in Castle Gardens.

#16: Paint The Town Red

Spoiler
On 12/10/2010 at 5:19 PM, Akavari said:

Paint The Town Red

Mark Volpe

 

Gordon returns to Mark's home and routinely knocks, to be met by the shotgun of a somewhat familiar Messina gangster (the goon from early missions). Gordon freaks out and tries to refresh the goon's memory that he is cool with Mark, and the goon pulls away his gun and brings Gordon in. After apologizing, he explains that he is paranoid about security because they have kidnapped an important Gambetti soldier. He walks you to the basement where the Volpe brothers, Mark and Freddy, are torturing the said Gambetti soldier. He looks bloody and bruised up with straggled clothes, handcuffed to some rusty water pipes. As Mark beats the man with his Pistol, Freddy fills you in by identifying the captured man as the notorious Nicky Bottino. He has been behind everything, having organizing all of the attacks on the Messina Family infrastructure, so he should also know the whereabouts of Harry's expensive painting. After recovering from several acute pistol whips to the face, Nicky spits up some blood. He then laughs at Mark and mocks him up, saying he hits like a pregnant woman. Mark becomes frustrated to the point where he jams his pistol into a soft spot in Nicky's kneecap. Nicky now becomes trouble, and softly warns him that his friends know where he is and will be swarming Mark's house in a matter of minutes, but Mark laughs at him and assures him that no one is coming to rescue him. Following that demoralizing commentary, Nicky gives him a stern look and tells him to f*ck himself, so Mark lets the hammer blow on his gun, causing Nicky to scream in excruciating pain. Mark yells over the screams, demanding to know where the painting is, and Nicky finally cracks, revealing that he fenced the painting to a guy in East Hook. If he hasn't already sold the painting to someone else, it should be in the warehouse. Mark wipes the blood off of his hands with a handkerchief and orders you to go get the painting.

 

Head to the warehouse in East Hook (the same one used in Russian Revolution), preferably arming yourself up along the way. When you get close to the warehouse, a cutscene will show Gordon creep inside the dark building to find it littered with Russian gangsters. Nicky's fence will be negotiating with one of them about how Mr. Bulgarin will wire the money to his account, while some men will be loading a secure crate into the back of a Yankee. By now it should be self explanatory that Nicky's fence is in the middle of offloading the painting for Mr. Bulgarin, so you caught them at the perfect time for an ambush. You will be free to stalk around in the shadows for a bit without being noticed, allowing you to find a good vantage point to make the first strike. You can also call Liam and Neil for reinforcements, because once you open fire the whole warehouse will be consumed in a massive firefight.

 

Killing off all of Bulgarin's men in the warehouse, the remaining men will try to escape with the painting out the back of the warehouse in their Yankee. You will have to chase the truck in a Sentinel XS, conveniently placed outside of the warehouse. As you pursue the Yankee in a scripted chase up through BOABO, the back doors of the truck will open and a Russian armed with an RPG will be stationed inside. He will take a few inaccurate pot shots at you with the RPG, but they will mostly fly off-course and blow up some pedestrian cars instead. After he runs out of what few rockets he has, he will switch to a mere Pistol and the scripted part of the chase will end, allowing you to catch up. Kill the final Russians in the truck and hijack it like any other vehicle. Once you manage to get behind the wheel of the Yankee, drive it up to a garage in Cerveza Heights to complete the mission.

 

 

You call Harry and inform him that the painting is back in his possession. He will be very satisfied and tells you that your hard work will not go unnoticed. He believes you have earned the right to meet Harvey Noto soon, a privilege not many are given. In the meantime, he has a new contact for you who might have some very lucrative work. Claude Wome, an African diamond-dealer operating out of Opium Nights. Harry has been trying to build a strong business relationship with him, figuring his powerful connections will be quite useful for the Messina Family sooner or later. Go see him at his Suite in Opium Nights and do whatever he asks of you.

 

Reward: $8,000

#17: Claude's Speed

Spoiler
On 12/10/2010 at 6:30 PM, Akavari said:

Claude's Speed

Claude Wome

 

As Harry instructed, Gordon strolls into Claude's suite in Opium Nights. The place is chaotic with gangster rap playing and half naked women doing lines of coke. Claude can be seen in the middle of the suite bowling, using priceless vases as pins. Before Gordon makes it two steps inside, however, a menacing looking African soldier appears out of nowhere and cocks a Revolver at Gordon's mouth. Gordon raises his hands, asking nervously for Claude, and the intimidating soldier chuckles to himself, pleased by Gordon's fear. Claude notices you after destroying the decorative vases with his bowling ball and assumes you were sent by Harry, so he calls off his guard who now goes by the name of Sergeant Vile. Claude explains that you will fulfill his bidding for the time being, as promised by Harry. He goes on about some kind of race that has been arranged by wealthy moguls in Liberty City, so they can gamble on it with high stakes. Claude is expected to provide one of the drivers, which unfortunately will be you. Gordon initially refuses, making it clear that he is not a goddamn race car driver, provoking Sergeant Vile to threaten Gordon's life with the Revolver again. Claude rephrases himself, telling Gordon that there is money in it for him, but if it is too great a task for him to tackle then maybe Sergeant Vile will put a bullet in his head and Claude will merely get another one of his lapdogs to do it. After that threat, Gordon is persuaded into the task and asks where the race will be. Claude tells him to go to the starting line at the Francis International Airport. Gordon asks another question about what kind of car he will be driving, but Claude laughs to himself and tells Gordon that that is his problem to figure out. Claude also adds that he has a lot of money invested in you winning, and if you fail to deliver, the consequences on your part will be bloody.

 

Upon leaving Opium Nights, Gordon will call up Stevie and ask for a favor; to provide him with a fast vehicle for this race. Stevie reminisces about that black-and-gold Banshee he was rebuilding when you pulled that job for him awhile back, which is now fully functional and faster than ever, and gives you permission to use it for your race. It is waiting outside Stevie's garage in Cerveza Heights. Now pick up Stevie's Banshee, which will have some new visual modifications, and you will be notified that it is equipped with nitrous. Drive to the starting line at Francis International, where 7 other super-cars will be lined up and ready to go. A Swift helicopter fitted with a camera and microphone, operated by the people hosting the race, and will be streaming the race to the wealthy figures who organized it via video.

 

The race will function similar to any normal side mission race in GTA IV, but will have some scripted events go down. You and the other cars will have to do 3 laps around the airport, with airplanes screaming down the runways and airport personnel crossing your paths. The other racers will have nitrous available as well, making the race extremely intense. Some racers will be unfortunate enough to lose control and get crushed under heavy planes' landing gear in a scripted fashion, which Gordon will comment on and panic about the craziness. The Swift will be gliding overhead you and the other racers, documenting it like some kind of sick extreme sports event. After the first lap, 2 or 3 of your opponents will already have been taken out of the equation. On the second lap, the police will respond to the race by sending Annihilators and Police Buffalos to chase you and the other cars. A few more opponents will be killed in high-speed crashes or blown up by Annihilator shells, leaving only you and about 2 other racers left. By the third lap you will be neck-and-neck with your opponents to get to the finish line, which will be where the start of the race was.

 

Hopefully you win, which will initiate a cutscene with Claude talking to you over the phone telling you that you just won him a fortune, but the bad news is you are now locked in the airport by the authorities. The only way you will have a chance to escape the authorities is by landing your car on the barge off the coast of the end of the runway. You will now have to gain a lot of speed and hit the ramp at the end of the runway, which will show a cutscene of Gordon flying over the water and onto the barge, breaking his landing by crashing through the heaps of cardboard boxes. The Swift from before hovers overhead and descends onto the barge where Gordon will climb out of his wrecked Banshee and hop in the helicopter, escaping back to Algonquin.

 

Reward: $10,000

 

phone-icon-footer.png   You call Harry and yell at him about Claude being a goddamn psychopath and how he almost got you killed. Harry knows Claude may be crazy, but you will have to man up and keep doing favors for him. Besides, he will most certainly make you a rich man in return, so you shouldn't be complaining.

 

4564-gta-iv-text-message.png  Stevie will send you a text informing you that there is a hot street racing scene in Liberty City. Call him if you want him to get you into a race. You can also take your cars to Brucie's Executive Lifestyle Autos to modify your vehicles from now on.

#18: Shock And Awe

Spoiler
On 12/12/2010 at 2:43 PM, Akavari said:

Shock And Awe

Claude Wome

 

Once again, Gordon reluctantly finds himself seeking out Claude in his place of business. In contrast to last time, the suite will be peaceful and deserted. That is, until Claude comes storming into the room with an RPG, ranting to himself in a harsh African language. He notices Gordon and asks furiously where he has been, but before Gordon can give a response he continues his rant. He says there is something urgent he needs done, but Sgt. Vile is out getting his dick wet which left Claude with no choice but to do it himself. However, since you conveniently arrived, you can take care of it. He carelessly tosses the loaded RPG over to Gordon, who shuffles to catch it safely as to not blow up the whole f*cking room. Claude then briefs you that one of his former business associates is going to turn over information on his blood diamond smuggling operations to the Civilization Committee. In a few minutes he is going to be on his way to the Civilization Committee Building, traveling to Algonquin on the Colony Island Tramway which will make him a very vulnerable target. Gordon will protest with "The Civilization Committee? You gotta be f*cking kidding me." Regardless of his opinion, however, Gordon unfavorably leaves the suite to carry out the task.

 

When you get to the station, it will be littered with agents who are awaiting the arrival of the informant so they can escort him to the Civilization Committee Building down the street. Get a vantage point in which you can get a good shot at the Skycar with your RPG. All you have to do is hit it dead-on with a rocket, which triggers a cutscene of the Skycar exploding and coming apart as it detaches from the rail and falls hard into the water. If you want to take a more blunt approach, though, you can take out all the guards waiting at the station and just wait for the helpless snitch to come to you so you can blast him.

 

 

phone-icon-footer.png   You call Claude and tell him the deed is done, although killing one man won't stop a whole international organization from coming down on him. Claude rhetorical questions how he thought he was paying you to do his dirty work, not advise him on his business matters with your worthless two cents.

 

Reward: $15,000

#19: Death From Above

Spoiler
On 12/29/2010 at 4:24 PM, Akavari said:

Death From Above

Claude Wome

 

Gordon enters Claude's residence, only to be halted by a knife-wielding Sergeant Vile. Claude is nearby, relaxed in his expensive sofa watching I'm Rich on the television. He openly pities and laughs at the people featured on the show as if they were broke peasants, showing off how excessively wealthy he really is. He rambles on about how the diamond trade isn't what it used to be, though. There is a member of the Civilization Committee who is starting some kind of crusade on Claude's business interests. Needless to say, Claude needs him neutralized. Gordon is skeptical about the request, as assassinating a politician is no simple task. Claude complains that Gordon is a good worker but can never just keep his mouth shut and do what he is told. He says he has a present for you that will make the task a bit easier, leaving the room to go fetch it. While Claude is away, Sergeant Vile merely stands and sharpens a huge knife, staring at Gordon while he does it. After that awkward moment, Claude returns with a futuristic looking Silenced Sniper and gifts it to Gordon. He instructs you to go to the Africa Tower, opposite the Civilization Committee building complex. He has pulled some strings to grant you access to the roof, which will be a perfect vantage point for you.

 

Get to the Africa Tower, which is only a few blocks away. Entering the yellow marker outside the building will transport you to the rooftop balcony. A cutscene will divert your attention to the mob of paparazzi and bodyguards swarming the entrance to the Civilization Committee building. A line of black Washingtons will be waiting to load up the VIP. Claude will send you a text of who you are looking for, a bald man in a smart suit. After a short while, some bodyguards will escort the bald man out of the CC building. However, once you line up a shot and put a bullet in his head, you will be notified that he was not the actual target. He was actually a double/scapegoat and you took the bait. The good news is that you aren't completely exposed yet, thanks to your silenced rifle. The actual VIP will then try to make an escape from another part of the building leading up to the helipad. A Maverick will touch down on the helipad to extract your target, prompting you to quickly take him out before he can make an escape. Once you have popped him, you will want to get back to ground level and get out of the area. Depending on how sloppy you were with taking your shots, you could be in a good position to escape or you could have a 3-star wanted level by the time you reach the ground. Regardless, lose any attention at your friendly neighborhood Pay 'N' Spray if you have to. Alternatively, backtracking to the beginning of the assassination, you could have ignored the decoy and let him make it safely to his Washington. Security would have then thought the coast was clear and the real committee member would stroll out to his car shortly after, allowing you to deliver a clean kill and not attract any attention to yourself.

 

  phone-icon-footer.png   Gordon calls Claude to tell him the news that the assassination has been carried out. Gordon also discloses that he is done doing these dangerous tasks for Claude, cutting their ties for good.

 

Reward: $20,000

 

  phone-icon-footer.png   Some time after the mission, you will get an unexpected call from Gerald McReary. He explains that he is in the pen, but he has put you on his visitors list. Come to the Alderney State Correctional Facility to see him.

#20: Room Service

Spoiler
On 1/27/2011 at 5:13 PM, Akavari said:

Room Service

Harry Hall

 

Harry guides you into the residence of Don Harvey Noto, who is seen puffing a choice cigar in his office as he awaits your arrival. After a very respectful introduction to one another, Gordon affixes his attention to a very familiar painting which is hanging on the wall. Harvey notices and takes the cigar from his mouth before justifying the work of art as a gift from Harry, who in turn educates Harvey on how you did your part in retrieving it for him. Harvey conducts a half-assed gesture of gratitude. Harry states that there is good news and bad news. The good news is Harvey paid his respects to Jon Gravelli, an old friend on his death bed, and they worked out the problems between the families. Now that the families' relationship is back to an even keel, the Messinas aren't fighting a two-front war anymore. The bad news is that Claude Wome has been causing a lot of trouble for the family and has fallen out of favor. Harry's outlook toward Claude has become grim after learning of the reckless stunts he had you pull. He warns that it hasn't gone unnoticed by the authorities, but Gordon defends himself saying he was only following the orders he was given. Harvey understands your argument and clears you of responsibility for the problems, even appreciating your sense of loyalty in following orders that don't sit well with you. Instead, he blames his foolish underboss for associating with a mentally unstable African warlord in the first place. He then orders you to get rid of Mr. Wome, as if it were as simple a task as fetching his newspaper, and dismisses you from his quarters.

 

On the outside, you will be instructed to seek out Claude at his penthouse. As you can expect, Claude will not go down without a fight, so prepare for violent onslaught. Upon entering the yellow marker outside Opium Nights, a cinematic cutscene has Gordon enter the penthouse to encounter Claude with his head buried in lines of cocaine. Claude assuming you have returned to continue working for him, figuring the smell of money must have led you back. Gordon will say nothing, but reveal a Pistol from behind him to hint his true motives. Claude mumbles "I see", and with a cocaine-induced nosebleed, warns that you have just signed your own death warrant. Sergeant Vile emerges from another room with body armor and an Assault Rifle to defend his boss, letting loose with machine gun fire. Gordon jumps to cover behind the expensive furniture to dodge the wall of bullets. Claude disappears into another room to escape to the roof, summoning a crowd of heavily armed and ill-disciplined African illegals to aid Sergeant Vile in the process.

 

You will be given control of Gordon, pinned down behind a Krapea sofa by gunfire from Claude's private army across the room. Some explosives or heavy duty weaponry should be in order, which will clear out the lesser enemies. Sergeant Vile will most likely be the last one standing due to his immense amount of health, trying to frighten you with propaganda describing his heinous war crimes and how he enjoys killing innocent people. A few well-placed headshots will render his body armor useless and put him in the ground. After the coast is clear, you have to catch up with Claude who had previously made a run for the roof of Opium Nights. Ascend some staircases which will lead you to the top of the building. Claude will be in a frenzy on the roof, realizing he has led himself to a dead end (literally). Predictable of a man of his status, he will plead for his life and try to bargain with you. If you make use of the execution reticule, Gordon will deliver a firm boot to Claude's chest which will launch him off the building, falling to his death down a dirty back alley and landing in a dumpster.

 

Reward: $25,000

#21: Bust A Capo

Spoiler
On 2/2/2011 at 7:46 PM, Akavari said:

Bust A Capo

Harry Hall

 

Returning to Harvey's prestigious mansion, Harry will meet you outside and suspiciously shoot some questions at you regarding whether you have seen Mark, who has apparently gone into hiding because Harvey has put a price on his head. Gordon inquires why and ergo learns that Mark may be an informant, or at least according to Harvey. Reaching his private office, you find Harvey in a worked-up attitude pertaining to the recent arrests of several of his gangsters. He paces around the room slandering Mark as a two-bit rat, responsible for the police tearing apart the Messina family because he turned states and has now vanished into witness protection. Harry tries in vain to reason with him, suggesting Mark may not be the grass and probably decided to lay low for his own safety, considering Harvey has a personal dislike of Mark which clouds his judgment. Suddenly one of Harvey's lackeys bursts into the room with urgent news of Mark's whereabouts, claiming one of the boys spotted Mark's accomplice at a bistro in Alderney of all places. Harvey turns to you and offers you fifteen grand to go whack that double-crosser, which Gordon contemplates for a bit. Harry tries to undo the order but is condemned by Harvey, whose superstition claims that the painting Harry gave him has brought this bad luck upon the organization. To Harry's distress, Harvey orders his unnamed lackey to take the painting out of his sight and destroy it, then prods Gordon out of his home to carry out the hit on Mark.

 

You will have to travel across the map to Alderney, which can end up being a long drive or short taxi trip. Mark's unnamed goon from earlier missions will be at the Pizza This in Leftwood. Park in the yellow marker down the street and keep an eye on his Cavalcade FXT. After a moment the man will walk out to his truck with 3 other gangsters, then proceed to drive off. You will have to stalk them from a distance or else he will easily recognize you and realize he is in danger. He'll pull onto the freeway and pick up some speed, then turn off the exit to West Tudor. Finally, he will pull up to Mark's sly hideout, an abandoned, run-down building on the outskirts of Alderney.

 

If you were crafty, you could have rigged the Cavalcade FXT with a Sticky Bomb beforehand. Now would be a perfect time to detonate all four men since they are of no more use to you and they comprise all of Mark's security. Otherwise, you can silently infiltrate the property through one of its two entrances and get the drop on them some other way. Once inside the building, you will find Mark on the second floor. He will find himself trapped in one of the building's filthy corridors, shocked to see you out to kill him. He and Gordon will exchange some dialogue in a cutscene, with Mark claiming he was never the rat and that Harvey and the rest of the Messina organization are probably being taken down by the police as he speaks, but he would gladly sacrifice himself if it meant protecting his brother from being whacked instead. He will then light a final cigarette and embrace his fate. You will now have control of his execution, in which Gordon will hesitantly put a bullet in Mark's heart, preferring to give him a quick and dignified death out of respect rather than using an excessive amount of violence.

 

Reward: $15,000

 

  phone-icon-footer.png   Gordon will call Harry to confirm the deed but will only get his voice mail.

#22: Thinking Inside The Box

Spoiler
On 2/10/2011 at 7:30 PM, Akavari said:

Thinking Inside The Box

Gerald McReary

 

Entering the Alderney State Correctional Facility to visit a now-incarcerated Gerry, Gordon sits at the booth and waits for a moment before Gerry comes escorted by a guard. Casually picking up the phone, Gerry greets you with a long-time no-see. Gordon questions how Gerry is holding up in the joint, who jokes that aside from the scumbag biker he shares a cell with and his concern over whether his bonehead brother is running things properly on the outside, prison is like a home away from home. Reminding you of his good old friend Jimmy, he talks about how he promised he would handle some chores for his poor family. Gerry instructs you to seek out a mutual friend, an Irishman who goes by the name of Phil. He can be found at the Honkers Gentlemen's Club in Tudor. Having provided sufficient information, Gerry rests the phone down and the nearby guard escorts him out.

 

After traveling to Honkers, another cutscene will show Gordon waltz in and look around for Phil. He asks the first security staff he comes across, who directs him to a man over by the bar. Interrupting a conversation between he and the bartender, Gordon tries to distinguish himself as one of Gerry's boys. Phil's reaction indicates he has been eagerly expecting your arrival, although snapping his fingers whilst trying to remember your name. He heard through the grapevine that you are the real deal when it comes to pulling certain kinds of jobs. After a successful introduction, he summons his trusty handyman Tommy. While managing to keep the conversation low profile, he partners you and Tommy up for some old-school debauchery against the Pavanos. Tommy has the down-low on the operation, so Phil saves his breath and sends you two out.

 

On the outside, Tommy will wait while you fetch a car to pick him up. He'll tell you to drive to Port Tudor, going over the details of the job along the way. The Pavanos have earned Jimmy Pegorino's wrath after attempting to whack him at a sit down, so now he wants to hit them where it hurts -their wallet. The Pavanos derive most of their income from a heroin distribution ring they operate in Alderney, moving a lot of product through a warehouse in West Tudor. Jimmy himself came up with a strategy, one that Tommy describes as ingenious, which is to smuggle an enforcer (you) into their warehouse via one of the crates they ship their heroin in. They will carry you inside right under their noses, allowing you to initiate a surprise attack. Gordon's response to the idea contrasts heavily with Tommy's enthusiasm, calling it a f*cking suicide mission, but according to Tommy the boss's final orders cannot be questioned or negotiated.

 

You will park outside the dock, where Tommy points out a specific crate marked with a yellow marker: the one you must be hide inside. Gordon gets out of the car then asks Tommy which crate he will hide in, who laughs and says thankfully that his purpose during this job is strictly advisory; on that note he wishes you good luck and drives off with the car. A now forsaken Gordon must sneak past the light roaming security posted at the docks and make it to the marked crate without being detected. After you are successfully hidden in the crate, a Forklift will come and load you onto a Mule. The screen will fade to skip the journey to the warehouse. You will be blind, but hear sounds of two workers struggling to carry the crate you are in, complaining how it is much heavier than the last crate. Suddenly, you will regain vision of your surroundings outside the Pavano warehouse. The two men pry off the top of the crate with a crowbar, unleashing Gordon who rises into an uppercut which knocks one of the men out cold. The other one near sh*ts his pants with fear and flees for help.

 

You are now more-or-less a sitting duck in an exposed space, with pistol-wielding workers emerging from inside the warehouse. Two Sultans packed with heavily armed Pavano gangsters will approach from the road and screech to a stop, although conveniently sitting under the shadow of a suspended crane platform holding some dangerously heavy construction pipes. You should shoot the thick cable holding it up, causing the pipes to crash down upon the car with such force that it explodes, effectively killing off that wave of enemies and sparing you of a difficult firefight. Once you start gaining a foothold in killing off the Pavanos' security, the remaining workers will commandeer two Forklifts carrying the bulk of the Pavanos' product and attempt an escape out of the opposite end of the warehouse. One Forklift will be left behind for you to pursue them in a silly, slow-paced chase down the roads. You will need to muster some finesse behind the wheel, because the slightest oversteering can cause the Forklift to spin out of control. Aim for the propane tanks on the back of the escaping Forklifts, which is the most vulnerable and volatile spot. After destroying the two enemy vehicles, the mission is complete.

 

Reward: $9,250

 

phone-icon-footer.png    Gordon calls Phil Bell to inform him of the job's success, who loudly tries to play it off as something waste management-related. Also, Gerry arranged for you to come straight to the strip club from now on.

#23: Truck Of The Irish

Spoiler
On 2/13/2011 at 1:43 PM, Akavari said:

Truck Of The Irish

Gerald McReary

 

Heeding Gerry's new orders, Gordon reports to Phil Bell's office in Port Tudor. Phil Bell will be at his desk with his head down, asleep. Gordon claps his hands and yells to wake him up, causing Phil to surge out of his daze and panic about the time, checking his watch. He starts to open up to you about a big job the Pegorinos have planned. The Ancelotti Family, who you Irish had deprived of their Albanian muscle, have resorted to working with the Russians importing a lot of "sugar" from Vice City. The Pegorinos plan to take a slice of it using yet another plan formulated by Jimmy P, which is to steal the truck the Ancelottis will use to pick up their product from the boatyard it arrives at. Then they will go to the boatyard and pose as the Ancelottis, deceiving the Russians into giving them a load of coke without any hassle. Phil continues on about the job to say that the coke is scheduled to arrive in Liberty City 3 days from now, so the task at hand will be to snatch that truck from the Ancelottis while you still can. Suddenly Phil's phone starts blaring, urging him to tend to other business matters. He navigates that the truck is sitting in an alley in Alderney City. When you get a hold of it, you will be taking it to a drop-off in Leftwood.

 

The truck is located in a back alley loading dock off of Asahara Rd. There doesn't appear to be strong security guarding the truck, although three lookouts are posted around the area. If they notice you or any sign of trouble, they will phone up some armed backup. The target truck is a Steed parked in the loading dock. If you have any silenced guns, or even a knife, they will prove very valuable. You should take a minute to analyze the patrol route of each guard to figure out the best moments to take them down. Or if you don't really care to take the time, you can bum rush the truck and steal it plain and simple. Although, then three Ancelotti Sentinels will start to approach from each passageway. This, coupled with the Steed's clumsy performance, will make the alleyways a deathtrap and you will have a tough time getting to the drop-off without becoming swiss cheese. Regardless of what path you chose, get the truck safely to the drop-off on Panhandle Rd.

 

Reward: $9,250

 

 

phone-icon-footer.png   Gordon will call Phil and tell him the truck is his. Phil will be ecstatic, but explain that this was only phase one. The real work will come when the Russians arrive with the coke. Until then, he tells you to keep in touch.

#24: Wet Work

Spoiler
On 2/13/2011 at 10:54 PM, Akavari said:

Wet Work

Gerald McReary

 

The next meeting with Phil, Gordon walks in on him having a heated argument over the phone about legalities. After waiting patiently for a few seconds, Phil hangs up the phone and Gordon asks if everything is doing ok. Phil merely gives his advice to Gordon: don't get married. Gordon chuckles a bit and then asks about that job, which Phil says was canceled due to a change of plans and bad information on his part. The stuff came a bit earlier than expected but fortunately he managed to handle it without you. He says he got some serb named Niko to do it; it seems like he stole your pay day. On the flip side, a new opportunity has arisen concerning the "rival in waste management." He then leads you out of his office to talk in more specific terms, away from possible wiretaps.

 

Phil will expect a car of you, but his Intruder will be provided for convenience. He will tell you to drive to Colony Island. Apparently the Ancelottis are now moving coke through their waste management front. Gordon remembers being familiar with the place, which convinces Phil that he is qualified for the job. Gordon will go on to explain how Niko was present at the job he pulled at the Ancelotti waste facility in the past. It seems like everywhere Gordon goes, he is competing with this f*cking guy Niko for paying work, even though they are on good terms with each other. Upon entering the small harbor next to the waste management facility, you and Phil will taste resistance from the locked-and-loaded mob security. Several unarmed dockworkers will flee the area at the first sign of gunfire. Some of the gangsters guarding the property will even recognize you from before, shouting things like "Didn't you rob us last time you f*cking prick!?" or "You're the same asshole who put me in the hospital!" Phil will provide support fire with his Pistol, although an amateur shooter. You will probably be watching his back more than he is watching yours.

 

After the coast is somewhat clear, he will come up with an idea to move the crates of drugs onto the nearby Tug Boat by using the Forklift that is present. Phil will run to the Tug and get it hotwired; you will be tasked with moving the two crates with the Forklift. Simply drive up to the crates and they will slide themselves onto the lift, and the Forklift will automatically raise it the lift for you. Then approach the boat and position the Forklift so the crate is hovering over the boat's deck, and it will drop itself onto the boat. Once the boat is loaded up, jump on while Phil operates it to make an escape.

 

The Ancelotti family will not be too excited about their second coke shipment being stolen from them, because now they are out of pocket and their business relationship with the Russians is starting to look bad. Gunmen will run from the back of the waste management facility to it's jetty, loading up the Dinghys to start a chase. Phil will yell for you hold them off, because the Tug can't outrun them. In fact, the Tug is very slow and the Dinghys will catch up rather quick, making the real issue keeping them from hopping aboard the boat. You will have to shoot out all 3 of the Dinghys, or they will board the Tug and overwhelm you. When all three Dinghys' worth of enemies are dealt with, Phil will arrive the boat at some docks. Phil reckons this is the last job he will need you Irish boys for, so he drops you off and takes his leave.

 

Reward: $9,250

 

  phone-icon-footer.png   Packie gives you a call after a long time without speaking, saying Gerald has a dastardly scheme and you're gonna help out. Go see him at the prison.

#25: The Honeymoon...

Spoiler
On 2/14/2011 at 4:09 PM, Akavari said:

The Honeymoon...

Gerald McReary

 

Gordon's next visit to the prison will have him listening with a confused expression from the other side of the visitors' window as Gerry congratulates you and your newlywed spouse, and apologizes for missing your wedding. He hopes you will like your new home and wishes you two well on your honeymoon. Gordon realizes Gerry is being clever and talking in some sort of code, using this "honeymoon" as a metaphor for something else. After Gordon briefly plays along to let Gerry know you are on the same page, he directs you to speak with Packie to further discuss the plans for your honeymoon before hanging up the phone and parting ways with you.

 

On the outside, Gordon calls Packie for more information about what's going on. Packie explains that they plan to kidnap Gracie Ancelotti, the bitch daughter of Old Man Ancelotti, holding her hostage in exchange for some diamonds that Gerald is after. Niko is on his way to Gracie's house, under the guise that he is interested in buying her Pink Feltzer that she put up for sale. Gordon asks how he fits into the ordeal, and Packie reveals that you will be looking after Gracie temporarily. He has arranged a safehouse in Leftwood, where you will rendezvous with Niko to take Gracie off his hands. Packie has to take care of some things, but he will swing by later to take your place and watch over her. As for her Feltzer, dump it in the river or something so it won't attract any unwanted attention.

 

Whilst driving up to Leftwood, Gordon will call Stevie concerning Gracie's pink Feltzer, who happens to be very interested in acquiring it. He agrees to take it off your hands and even compensate you for it. This works out well in the sense that you will get a nice little payday for yourself. Stevie asks you to pick him up since he is in the neighborhood, the Auto Eroticar Showroom in particular, which just happens to be on the way to the safehouse. After picking up Stevie, drive around the block to the safehouse where a cutscene will depict Niko cruising into the alleyway with the pink Feltzer and an unconscious Gracie in the passenger seat. Niko hands over Gracie and Stevie drives off with his new Feltzer. Gordon carries Gracie up to the safehouse on the second floor, dropping her limp body onto a wooden chair and tying her down.

 

Gordon will doze off in the armchair for awhile, only to wake up to a now conscious Gracie who has somehow weaseled her way out of the chair you tied her to. She bursts out of the apartment, struggling to scream for help through the gag in her mouth. You will have to act fast and chase her down, catching up to a yellow marker floating behind her which will initiate a small cutscene of Gordon tackling her to the ground. He delivers a slap to her face to restrain her before he throws her over his shoulder. The screen fades to indicate the time lapse of him bringing her back to the safehouse, showing him tie her to the wooden chair to prevent any further mishaps. Mere seconds later, Niko walks in and she will be slapped again by him to take a clean picture of her on his phone, most likely to be sent to her father. Packie will soon arrive to take your place, so meanwhile just kill a minute watching television (Republican Space Rangers, anyone?). Finally, Packie will arrive to take your place. He expresses some paranoia over being followed by a helicopter, although he probably just needs to slow down with his coke habit.

 

Reward: $7,500 (courtesy of Stevie)

#26: ...The Honeymoon

Spoiler
On 2/14/2011 at 4:15 PM, Akavari said:

...The Honeymoon

Packie McReary

 

The mission will be initiated some time after you complete the first part. Packie will give you a ring and order you back to the safehouse in Leftwood, justifying by explaining how he has to tend to his ma momentarily and needs you to take over watching Gracie. Make your way to Leftwood where you will find Gracie safe and sound. After a moment, you will hear loud banging from the other side of the door. A man will call Gracie's name, who will respond with some muffled wailing. Suddenly the door gets kicked in by an Italian, obviously working for the Ancelottis. He will be armed with only a Baseball Bat, but in such close quarters it will prove a nuisance. If you have a firearm you can easily take him out, but keep Gracie out of harm's way in the process. Gordon will call up Packie and alarm him that the Ancelottis have caught up with them. Packie eases Gordon, mentioning how Gerry took the precaution of arranging an alternative safehouse for just this scenario. He instructs you to merely hold down the fort from any more scumbags who try to take Gracie back; Niko will swing by soon to take Gracie to the new hideout.

 

You may want to call up Liam and Neil for backup, because you will have to stave off a reasonably difficult invasion of Ancelotti soldiers soon. Tire screeching can be heard from outside the building, which will indicate a new wave of mafioso trying to break in. Since the safehouse is on the second floor, you can make the hallway staircase into a choke point in your favor. After a few attempts to break your defense, the attacks will cease and Niko will arrive. A cutscene will show Gordon force a tied-up Gracie out to a dark green Vincent. Stuffing her in the trunk, he removes Gracie's filthy mouth gag, who bursts out with insults and threats that she's been holding in since you gagged her. Slamming the trunk shut on top of her loud ranting, Gordon will send Niko on his way to the new hideout. The next step will have you take a decoy car parked in front of the building, driving it away from the safehouse to ease the pressure on Niko's escape. A wolf pack of mob cars will be hot on your tail as you drive around Alderney, under the assumption you have Gracie in the trunk. Your destination will be the old abandoned mansion in Westdyke. After luring the gangsters there, eliminate them with deadly force.

 

Reward: $5,000

 

phone-icon-footer.png   You call Packie and ask how things turned out, who responds positively that the move was a success. He also informs you that the old safehouse is of no use to Gerry anymore, so he figures you might as well have it for helping out. He jokes that you're the only one with low enough standards to live in the dump anyway.

 

4564-gta-iv-text-message.png   You get a text from Harry Hall. It's merely an address: Columbus & Pyrite in Lancaster. There is no explanation with it.

 

Safehouse.png  You now have a new safehouse in Alderney.

#27: Day Of Reckoning

Spoiler
On 2/18/2011 at 11:33 PM, Akavari said:

Day Of Reckoning

Harry Hall

 

Gordon stands on the corner, scanning his surroundings for some sort of indication as to why Harry sent him the address. While he is standing confused, two shady looking men sneak up on him from behind. In a coordinated fashion, they threaten him with Pistols from behind and throw a sack over his head. While this is happening, a Stretch swerves to the sidewalk and the two men forcibly herd Gordon into it, then the Stretch peels out and drives off. Gordon will have the sack on his head removed to reveal a poker-faced Harry Hall sitting on the opposite side of the interior, JNR playing in the car to contradict the tension. Gordon asks what the f*ck is going on, and whether he is being kidnapped, killed, or what. Harry comes to the assumption that you must not watch the news. Harry tosses a certain Liberty Tree article into Gordon's lap and quotes it. "Following the gangland murder of known mafia caporegime Mark Volpe, the notorious mob boss Harvey Noto was arrested by police in a federal racketeering charge." He continues that Fredo Volpe, of all people, was apparently the police informant they were looking for the whole time. He has been collecting incriminating wiretap evidence for years. He has even promised a testimony against Harvey as a way to exact revenge for the assassination of his brother. Gordon skims over the article and calls it a damn shame, obviously not too upset since it isn't really his problem. On the contrary, however, Harry reveals that you are also wrapped up in this mess thanks to some evidence implicating you in the armored car heist and several other crimes. There is even a whole wiretap recording dedicated to Gordon reciting the job at the waste management facility in all of its criminal detail. In fact, Harry calls it a miracle that the police haven't snatched you off the streets yet and put you in the electric chair for some of the sh*t you've done.

 

Harry emphasizes that you are one of the only guys he can trust right now. He needs that evidence to be disposed of. His sources tell him that the majority of these files are located in the East Island City Police Department in Dukes. You'll have to infiltrate the precinct and retrieve it. Gordon is apprehensive, surprised that such an absurd idea would come from a top mafia adviser. "You want to hit a police station? What are you, f*ckin' mental?" Harry advocates the strategy as the only way to get a hold of the evidence. Although it seems counter productive, he can pull whatever strings he needs to keep some distance between you and the job afterward. He will also pay you a fortune. If you refuse this, he subtly threatens that you won't make it very far on your own. The Stretch then comes to a stop and spits out Gordon to the sidewalk before driving off.

 

You may want to prepare for a heavy assault before entering the police station. Upon walking in, you will notice a receptionist sitting behind a desk, preoccupied with some paperwork. Behind him, in the back of the lobby, are stairs leading to the second floor. If you trespass to the second floor, you will gain a wanted level and the whole place will go on lockdown. On the left of the lobby, there is a short hallway with an electrical box. You can approach the electrical box and smash it, causing the power inside the precinct to go haywire and cause commotion. On the right of the lobby, another passage leads to some holding cells. You can unlock them and release a few psychotic drunks and addicts who will run around the station attracting the attention of any nearby officers. By using these two opportunities, you can create a diversion so Gordon can slip up to the second floor unnoticed. Alternatively, you're entitled to your right to run in guns blazing and slay every pig in your crosshairs. Your targets are located on the second floor offices. The first target is a folder packed with paperwork regarding the Messina family. The second target is a storage device containing wiretap recordings. Depending on the route you took, you could be in the middle of a heated deathmatch with the LCPD or stalking around a dark, chaotic station and snatching up the targets. Once you have what you came for, exit through the back doors on the second floor. A few police cars will be available for a quick getaway if necessary. After losing any possible wanted level, you will be instructed to bring the items to Harry at the same address he abducted you from earlier. He will pull up with the same Stretch and make an exchange through the window. Gordon will comment that the police will probably know the Messinas were behind it, since the evidence conveniently vanished. Harry doesn't pay it any mind, and teaches you a first lesson in law "It ain't what you know, kid. It's what you can prove in court." Harry pays you a fat stack of cash as promised and orders his chauffeur to depart the scene.

 

Reward: $50,000

#28: Dead Men Tell No Tales

Spoiler
On 2/19/2011 at 1:17 PM, Akavari said:

Dead Men Tell No Tales

Harry Hall

 

The mission will be initiated at the Steinway Beer Garden, some time after the previous mission. Gordon will casually walk into the dive bar like it's his own home, then take a seat at the bar and huddle around a glass of beer. Before he can enjoy himself, though, a professionally dressed Harry cruises in and sits next to Gordon at the bar counter. Gordon takes a sip of the brew and asks how things are turning out. According to Harry, things are looking up from a legal standpoint. It will be hard coming back from this mess, but it will work. Harvey's court suit is happening very soon, which would explain Harry's prestigious attire since he represents his boss in court. Gordon pokes some fun and calls Harry a jack of all trades; one day he's a pimp, the other he's a legitimate attorney. Harry's trouble that he comes to you with is that there is the final piece of the puzzle: Fredo. The snitching capo will make an appearance in court to testify against his own family. This will be the only time to strike him down, seeing as he will vanish into witness protection afterward. Harry clears his way that what he is about to ask is a big favor; he wants you to whack Fredo in the middle of the trial before he can open his treacherous mouth. Harry will have no standing chance against the state if they have Fredo's testimony backing them up. He resorts to near begging for a moment, saying you are the only one who can get the job done. He presents a bargain: he will pay you a lot of money to carry this out. He will also guarantee that no heat will catch up to you; he will eliminate any factors implicating you to the crime. However, it would be in the best interests of you both if you never associate with each other again after this. He encourages you to just take the money and vanish; retire while you are one step ahead. Gordon remains silent in contemplation, and Harry states that the trial is in a few hours and he doesn't want to be late. "You'd better be there."

 

On the outside, it will be clear that Gordon made up his mind. Your destination is the Broker courthouse. Liam and Neil will not back you up on this one; you must lone wolf this mission on your own. Upon coming into view you should notice that the front of the building is cluttered with people, police, press, etc. You will want to enter through the back, which is unguarded. Harry will have provided a Silenced Pistol dead dropped outside the back doors. The doors are locked, so use the Silenced Pistol to shoot off the padlock without raising any pulses prematurely. Entering the building you must navigate through a few small empty hallways and the jury room. Once you reach a certain point, a cinematic cutscene takes over. The court trial will be in session, with Harvey and Harry seated as the defendants. Gordon finds himself taking cover against the entrance to the jury room which happens to be right near the witness stand. Harry and the district attorney will be at each others throats with legal argument and courtroom drama. Harry will be in a calm and collected attitude whilst the DA will be stressed out and frustrated, since his case revolved around the hard evidence you stole. Finally he calls Fredo Volpe to the stand as his secret weapon. Gordon will fit himself with a ski mask and prepare to strike. As requested by the DA, Fredo takes a seat in the witness stand and identifies Harvey Noto by pointing him out in the audience. Harvey will look furious, staring Fredo down and strangling him in his mind.

 

"Moment of f*cking truth" Gordon murmurs to himself while slowly cocking back his Silenced Pistol. Wasting no more time, he lunges out of cover into the middle of the trial. In delicious slow motion, Gordon whips his Silenced Pistol around the room, sifting through the audience for security guards and dropping them with precision marksmanship. Harry and Harvey try to blend in with the mob of people fleeing for their lives out the main entrance, Harry briefly stopping to project a priceless gesture to you as a means of goodbye. The room will then be void of people aside from you and Fredo, who stays scared frozen at the witness stand like a coward. You will now have in-game control of Gordon, with your Silenced Pistol all warmed up and aimed at Fredo with a tempting red execution reticule. Pull the trigger and Gordon pumps three hiccups of lead into Fredo's chest, sending him into the wall from the impact. His last words are masked by bloody gurgling for air, and then he's gone. By now you have a 4-star wanted level, and should take out a more intimidating weapon to deal with the serious wave of police officers who will emerge into the courtroom. Use the various stands, tables and benches for tactical cover. After they are dealt with, you will make your way outside through the main front entrance of the building (the way you entered from will be locked off).

 

By the time you get there, the whole street will be occupied with LCPD response units. The Theme Song will start playing to emphasize the climax. Two Enforcers will start to park up and unload N.O.O.S.E teams. An Annihilator will descend upon the street and hover with a squad of snipers locked and loaded to take you out. All units take a defensive formation outside the entrance to unleash hell once you expose yourself. A negotiator with a megaphone orders you to come out with your hands up (as if you would consider that an option, pfft). Now your backup from Liam and Neil will be active, so if you want to call them up to ease the pressure on you, do so. Otherwise you should jump to the stone pillars of the courthouse for cover. A constant storm of enemy fire will try to keep you suppressed, making it difficult to return fire. With the help of some explosives you can sweep up their forces, turning the safe cover of their vehicles against them. The Annihilator will be your worst enemy, but a dose from an RPG should take it out. Once you gain a foothold in the fight, it will become something akin to Three Leaf Clover with you gunning your path into the streets with heavy resistance. Helicopters and pursuit vehicles will quickly be on your ass, so grab a getaway car and lose that wanted level at the nearby Pay 'N' Spray in Broker to complete the mission.

 

Reward: $100,000

 

 

Gambling.png  Achievement unlocked: End Of The Rainbow

 

 

Raffica.png

 

 

NEW WEAPONS

hPP6Od79oijlwTiikjVd-jROY08ZY_lh9N2NLI4PzPJ5KBGDnU_V22T9QhXGxJZ7tE7xEb1GdPZrIk57lAx10F35DoSIM34FzfClG9V4KdORPoeS7pXAVbJsY5ycNU5t7l2Xf1qd=s1600


 

 

Brass Knuckles

A pugilist’s friend. Activates special knockout moves.

fBqM5CwlCzqNiTZz4U49BP3ReFgfCipuhyxYFI1q75pPblcZqNpHpiZe9qorxJrumrG_i5I9FsIRPFBg0UvHkd0Ydg5vT1KzcGLtP4GflpiIuTDrldybO0qFL6_1-EEtwkD7XP5l=s1600

 

 

 

Nightstick

Non-lethal baton, reissued due to wrongful death lawsuits.

1a-Revolver.png

 

 

Revolver

Stainless six shooter with double-action magnum power.

1b-Machine-Pistol.png

 

 

 

 

Raffica Pistol

Lightning-fast 3 round burst fire. 21-round magazine.

2b-Repeater-Shotgun.png

 

Repeater Shotgun

Devastating 10-gauge buckshot and lever-action. Packs 5 shells.

FDI2Xs6gyBKkWFx0xRnCFRZLQgpQoaizQvgNiwYuW8pvIWOZlQr0se_tl0E36rRGvLhivBGND9tvM5-vLHxhihyZsRnEKyYRC7TR20FPjRxSPrUS1z5HxAWK5Fv51ji1R5bFc_Dr=s1600

 

 

 

Heavy Shotgun

Fires high-impact slugs, dealing massive damage. 8-round magazine.

3a-Combat-SMG.png

 

 

Combat SMG

Zippy fire rate. Accurately hoses targets with 9mm. 36-round magazine.

B9BA2gM39qxvWqLhes9VYx8AuVfBOEayY-hRTMk5yhAnmEALQGN-GxXS1S60La6IF6R2p3iSWgYNhzAsOBbr1JT2g5rXVdvIQ7MTQX0wLGkw6-EGs9rK0ReAc3-WuQdzxEJjmHsA=s1600

 

 

Car Bomb

High explosive PE4 charge. Activated by cell phone.

 

 

NEW VEHICLES

 

Declasse Impaler

Old school big-block sedan. Built like a tank.

Impaler.png

Dewbauchee McQueen

Iconic Vinewood hero. 450ci with a 5 speed to boot.

McQueen2.png

 

 

Declasse Tampa

Supercharged 310ci, stiff handling, and poor brakes.

Tamp3.png

 

 

Declasse Vamos

Mean little suicide coupe packing a 396ci engine.

Vamos.png

 

 

Declasse Yosemite

The stout American farm truck that simply won’t die.

Yosemite.png

 

 

Bravado Youga

Rolling trouble with a rich-smelling exhaust.

Youga4.png

 

 

Karin Rebel

Japanese 4X4 with nimble off-road handling.

Rebel2.png

 

 

Vapid Tahoma

Low-key and lofty. Long retired from police fleets.

Tahoma.png

 

 

Übermacht Evolution XS

Bespoke performance coupe. Turbocharged inline-4.

Evolution-XS.png

BF Club

High-revving hatch with snappy maneuvering.

Club.png

 

 

Vapid Towtruck

Cumbersome and slow as hell, but she can hook alright.

flEHRSWovao0uBLGIakWipAbhEWXqsUG8Yw3dkb0UySfFQW4BSnS9lHTXR9G4n6v7C1lYlcMgB4MgkaVfN2YZ_iLH3PEWR-FU8KHKahLz9dfE8XKKw3LxxrCnyJLZ9cnGjfInUh6=s1600

 

 

HVY Skylift

Specialized towing aircraft with magnetic winch.

zzXnuZwpEH7Xv1sB8wmn11LIMtlnA57P75Vgd5n7Bmkzi0LQv9juP3WmOdHRvD6D_r5mkXh5e0uLRbkYsmfMbifn3CrYucxFD6gkvaNhnYUKyofihOSwsStZmiykEra-Qarguy4Q=s1600

 

 

Western Sovereign

Heavy touring bike for highway sailing.

6O_DM-txyWLOVbItO36HA4DuoAwDySpt0HA50abcX1o-HE_j7YQShpKk3YCpKKKaSRkM3FEL9TcfoXolNWmzRrisjG0RelodPUBCB_TejazWSoCqw8aRpuygTkM1_kSoJ8WZQFuh=s1600

 

 

Pegassi Ruffian

Carbon-clad 3-cylinder superbike. Excellent handling.

YtpaNYhipjzbAHqbTTtx-QczRZd2zFKZ5CV-n9ttWArNfep0lH6bHYlMd8ClmP7i99aR9mzLtEAUmv08SB32F8fW_1bBiObIk4-aW7twPQywg9QMBS9IzplH2Uv8XECJjVrwcjRt=s1600

 

 

 

Sovereign.png

 

 

 

RADIO STATIONS
 

RADIO BROKER

1. Deerhunter - “Lake Somerset

2. Oneida - “Happy New Year

3. Liars - “Houseclouds

4. Zach Hill - “Dark Art

5. Grinderman - “Honey Bee (Let’s Fly To Mars)

6. Black Mountain - “Evil Ways”

7. Excepter - “Kill People

8. The Kills - "M.E.X.I.C.O.

9. Sightings - “Perforated

10. TV On The Radio - “DLZ

LIBERTY CITY HARDCORE

1. Beastie Boys - “Square Wave In Unison

2. Gorilla Biscuits - “New Direction

3. Heart Attack - “You

4. The Icemen - “No Guts No Glory

5. Kraut - “Kill For Cash

6. The Undead - “Evening of Desire

7. Warzone - “The Sound of Revolution

8. Dropkick Murphys - “Citizen CIA

9. Murphy’s Law - “Beer

10. Mucky Pup - “Hotel Penitentiary

LIBERTY ROCK RADIO

1. Mott the Hoople - “Soft Ground

2. Rolling Stones - “Fingerprint File

3. Thin Lizzy - “Suicide

4. Rory Gallagher - “Big Guns

5. Nazareth - “Expect No Mercy

6. Motorhead - “Lawman

7. Boomtown Rats - “Mary of the 4th Form

8. Skids - “Into the Valley

9. Mama’s Boys - “Needle in the Groove

10. The Waterboys - “The Big Music” 

 

 

 

Drinking.png

 

 

 

SERVICES
 

                                                  

A7MxIxWXzBt862_OlaL3vTStVvEtWKpGpxiiHUqXu28BzJD6y3YyToMyEnWuJTZ8HPWX6K6wOHDTIpu0af5-vqVvuQg0AHKndnuSXqkNYUcmo_hvgkKuji0LwMcG5AQBLvpHSlrG=s1600

Gordon’s Cell Phone

Target-White.png Backup - Liam

Send for your boys and they will show up ready for war.

 

Weapons.png Guns - Neil

Rendezvous at a location for access to Neil’s mobile arsenal.

All DLC weapons are available for purchase.

 

Vehicle.png Vehicle - Stevie

Special order a unique vehicle.
Pick up at the shop in Dukes. Not cheap

 

Escort.png Escort - Harry

Arranges a unique mistress for you to enjoy.

Go on a date or simply return to a safehouse to close the deal.

Harry’s girls are the real deal. Try not to fall in love. Costs $1500.

 

 

 

SAFEHOUSE
 

t7Zb-1Gvr6DoECZx_5yNAnbqP2C-02XUQT-8D6zG8WuLN_sKc-FzX1mVd1gun7Mat2wbVqn_yY5FmauYfwup2SZ_nwcmA0ITL1x73G_I0jL5_3PjmjvDLcWgK9j-rxPiqDkKBo4N=s1600

Gordon’s primary safehouse is located in Steinway, Dukes. It is the Sargent family home. Gordon’s late brother and father are displayed in picture frames, shown to be Union Stevedores down at the docks. Strewn about are whiskey bottles, pizza boxes, magazines of muscle cars, smut, and sports alike. There is a television, a laptop, a bed, and a radio playing. A Baseball Bat rests against a wall, Brass Knuckles on the coffee table, and a Medkit on the kitchen counter. Back door leads to a crummy backyard space. Down the front steps is a functional garage for storing a vehicle.

 

 

Outfits.png Gordon’s wardrobe includes seven outfits.
Available headgear includes the Flat CapSki Mask
 

Outfits-Small.png

 

 

 

SIDE MISSIONS
 

Gambling.png Bookie Wars

Mark Volpe eventually sends for you as muscle to assist his gambling operations, typically involving debt collection, intimidation, kidnapping, and theft of collateral. Inside information related to gambling or robberies can be acquired.

 

Bar.png Hotel Management

Harry Hall will eventually trust you to run errands for Opium Nights. Chauffeur Harry’s girls around town, protect them and punish unruly customers. Occasionally deal with emergency favors such as picking up packages or disposing of evidence. Full completion is rewarded with a permanent safehouse suite at the hotel.

 

Cash-White.png  Heists

The cellar of Lucky Winkles eventually serves as a planning headquarters for robberies. Akin to GTA V, each heist will involve preparatory steps - surveillance, securing vehicles, and sabotaging equipment. Additional heists can be unlocked via Bookie Wars or the Story Missions. Heists are one time jobs: high-risk and high reward.

 

 

 

Beer-Garden-Backroom2.png

 

 

 

RECREATION
 

Arm-Wrestling.png Arm Wrestling

Available at the Steinway Beer Garden. Difficulty scales with payout, ranging from $200-$600.

 

Inside-Track.png Horse Races

The Inside Track in Steinway offers televised races with terminals to place bets up to $5,000.

 

Gambling.png Poker

Texas Hold 'Em is playable at several locations, with varying difficulty and stakes. Small-time games are held at the Discount Hardware in Broker for gambling addicts and working class.

The exclusive high-stakes game is played at the Majestic Hotel: attended by professionals and mobsters.

 

Race.png Drag Races

Liam can be called to locate a street race. Difficulty and payout will vary accordingly.

Opponent in muscle car: $250 buy-in = $1500 payout.

Opponent in in sports car: $500 buy-in = $3000 payout.

Opponent in in supercar: $1000 buy-in = $6000 payout.

 

 

 

Crew.png

 

Thank you for reading. More to come in the future!

Edited by Akaviri
  • Like 28
Link to comment
Share on other sites

universetwisters

WOW I remember the original thread was one of the first things I read here on gtaf before I signed up. Gg can't wait to read more of the remaster!

  • Like 2
  • Best Bru 1
Link to comment
Share on other sites

1 hour ago, universetwisters said:

WOW I remember the original thread was one of the first things I read here on gtaf before I signed up. Gg can't wait to read more of the remaster!

Ah yes a familiar face! Thanks for the comment, glad to hear you remember it from way back.

  • Like 1
Link to comment
Share on other sites

The Coconut Kid

Look at how they remastered my boy 😍

 

This is how you do it.

 

I have so many fond memories of this the first time around. Everything you've added in compliments the original so well.

 

Those new character models you've included are outstanding by the way. Great work.

  • Like 2
  • Realistic Steak! 1
Link to comment
Share on other sites

The Notorious MOB

Really glad to see this posted. And I must say it's looking well. As far as the characters go however, it might be better to put the names above the picture and the descriptions below. It looks ok on desktop, but when you look at it on mobile everything looks really squashed. Wasn't too keen on going back to GTA IV just yet, but I've gotten a sudden urge to boot it up after seeing this, so well done.

  • Like 2
Link to comment
Share on other sites

This is wonderful! Great additions to the original.

 

But a question; how in-depth will the heist planning be? Is it just you collect a few things, no big deal, relying on Lester to magically handle the rest and you're all set? Or like in San Andreas where you have a complex plan that requires a lot of prep work?

 

I like the latter. I always found GTA V's set-ups kinda uninspired.

Link to comment
Share on other sites

I really love how neat the paragraphs and layouts look. Is there a software or resource you've used to get the paragraphs exactly in place next to the pictures like in the History and  Game Information section?

Link to comment
Share on other sites

1 hour ago, sabitsuki said:

I really love how neat the paragraphs and layouts look. Is there a software or resource you've used to get the paragraphs exactly in place next to the pictures like in the History and  Game Information section?

I used Google Docs to create and edit the tables, then copy and pasted it over here. You can reduce the line weight to 0 pts so it is invisible. It also allows you to align the table to center, and fix the dimensions of the cells as you see fit. It was a painstaking process and I'm a bit OCD but it was worth it in the end. For some reason the text inside the tables appears bold, so I used the Remove Format button and then reconfigured the font size and whatnot. It will take you some time to figure out, play around with it and let me know if you need any help.

Link to comment
Share on other sites

2 hours ago, E Revere said:

This is wonderful! Great additions to the original.

 

But a question; how in-depth will the heist planning be? Is it just you collect a few things, no big deal, relying on Lester to magically handle the rest and you're all set? Or like in San Andreas where you have a complex plan that requires a lot of prep work?

 

I like the latter. I always found GTA V's set-ups kinda uninspired.

There will be no magic Lester. God, I hated him.

 

Just imagine Gordon and his knuckleheads arguing and bickering over plans, figuring it out as they go. I will try to write interesting but sensible preliminary tasks.

Link to comment
Share on other sites

The Notorious MOB

It's kind of cool to see people retaining certain aspects of the backstories I crafted for characters like Fredo Volpe, with him driving the getaway car for his brother on his first major hit. Some of the more dodgy stuff has been fixed up over the years but I really must go back to Family Ties and make everything cohesive now that I've started bringing in more of the historical stuff with Greed & Grit and Mob Rules.

  • Like 2
Link to comment
Share on other sites

The Coconut Kid
23 hours ago, Akaviri said:

There will be no magic Lester. God, I hated him.

 

Just imagine Gordon and his knuckleheads arguing and bickering over plans, figuring it out as they go. I will try to write interesting but sensible preliminary tasks.

Lester is a tricky one.

 

I loved and loathed him.

 

On the one hand, his technical criminal knowledge was on point. We've never seen a character like him before. Lester talking about this alarm or that approach were some of my favourite dialogues in the game.

 

On the other hand, I abhorred the creepiness and silliness he'd lapse into. Just a low-key bloke who wanted to be left alone to enjoy his Righteous Slaughter would've been enough. Like Kelso from Heat.

 

But for you? Cut the sh*t parts, keep the good, and you could have yourself a Ben Affleck type from The Town. Someone technically proficient, but also willing to get on the tools and make things happen.

 

Or Fergie the Florist and his 'RA minder. Same approach as the film too. Knew the Sargent family. Deep roots in Steinway. We get some fun heists and get to explore Gordon's heritage. How about?

 

Even a guy like Dillon from The Friends of Eddie Coyle. A two-timer and a sleaze, two-strands of hair left on his head, taking meals at the mission. Neighbourhood guy; knows everyone. Trades information on everyone too.

 

Just throwing ideas around for the sake of it though. What you do will be cool. I'm too hyped for this.

  • Like 1
Link to comment
Share on other sites

Maybe so, the premise of Lester was interesting. In fact most of the characters in GTA V weren't bad at all in concept, but were purposefully made insufferable with silly writing. Like they should have shaved at least 15% off the top there with literally every character. To me, GTA IV was great because inside of the story was mostly dark and serious. On the outside, the streets and media then ooze comedy and insanity. I believe this balance was lost with Gay Tony, the obnoxiousness thrown in your face every cutscene. I could understand this as an element of the high life of out-of-touch rich people, but that it continued rampantly throughout V is a reason I still have not completed the game to this day.

 

Back on topic, I have some ideas in mind for such a character. More likely I would have a key character featured on each heist, someone holding a crucial piece or angle on the job. We'll see new faces added in once I've smoothed things out to my satisfaction. I will work them into the characters section as they get introduced.

 

I'm also running out of worthy pedestrian portraits. Luckily I've got a buddy who's an expert in pedestrian portraits. Let me give him a call.

Link to comment
Share on other sites

Claude4Catalina

new Call of Duty releasing soon?  meh, I'll pick it up at some point.  new Forza Horizon on the horizon?  dope, should give some decent plug-in and play entertainment, no harm no foul.  GTA V "Expanded and Enhanced Milk Me Harder Daddy Rockstar?  yawn, call me when there's real news.  GTA Trilogy coming out shortly?  the 2000s called, they want their games back.  Akaviri remastering one of the cornerstone concept threads?  LETS f*ckING GO BOYS!

 

 

good to see you back at it chief, looking forward to getting totally lost in this again!

Link to comment
Share on other sites

The Coconut Kid
22 hours ago, Claude4Catalina said:

new Call of Duty releasing soon?  meh, I'll pick it up at some point.  new Forza Horizon on the horizon?  dope, should give some decent plug-in and play entertainment, no harm no foul.  GTA V "Expanded and Enhanced Milk Me Harder Daddy Rockstar?  yawn, call me when there's real news.  GTA Trilogy coming out shortly?  the 2000s called, they want their games back.  Akaviri remastering one of the cornerstone concept threads?  LETS f*ckING GO BOYS!

 

 

good to see you back at it chief, looking forward to getting totally lost in this again!

Hello stranger! Dealing & Stealing next to get the remastered treatment please! ;)

 

@Akaviri I've been through your classic topic and got you a list of your old missions. I know that thread is a pain to load. Hope this helps.

 

 

Link to comment
Share on other sites

Is this supossed to be the third episode we never had? Because I love it. 

  • Like 2
  • YEE 1
Link to comment
Share on other sites

On 10/27/2021 at 10:28 AM, The Notorious MOB said:

It's kind of cool to see people retaining certain aspects of the backstories I crafted for characters like Fredo Volpe, with him driving the getaway car for his brother on his first major hit. Some of the more dodgy stuff has been fixed up over the years but I really must go back to Family Ties and make everything cohesive now that I've started bringing in more of the historical stuff with Greed & Grit and Mob Rules.

I felt the same way when you kept Harvey Keitel and Ray Winstone in the cast for Family Ties. Although I gotta tell ya, diving back into this after so many years I was going back over what we know of Mark and Fredo in the sacred LCPD database. Seeing how young they were in 1982, I kind of figured Fredo was either a getaway driver or spotter for his brother. Of course I then revisited Family Ties, because it's like an unofficial encyclopedia of the Commission Families, which confirmed this as a canon detail. It's really impressive how much the community has extrapolated upon the LCPD database, which must have been like a recycling bin for unused writing content during GTA IV's development.

 

9 hours ago, The Coconut Kid said:

You're the real man's man, man. Thank you :)

 

I spent many late nights rebuilding the main page, struggling to figure out tables and editing images and such. I've still got a lot of work to do as far as mission writing. This will be of great help!

 

I also would like to hunt down the GTA IV mission timeline, which I think I posted somewhere with the BAAFLC missions spliced in. This was a major driving factor of my writing process that I'd like to keep in mind as I make changes.

Link to comment
Share on other sites

The Notorious MOB
13 hours ago, Akaviri said:

I felt the same way when you kept Harvey Keitel and Ray Winstone in the cast for Family Ties. Although I gotta tell ya, diving back into this after so many years I was going back over what we know of Mark and Fredo in the sacred LCPD database. Seeing how young they were in 1982, I kind of figured Fredo was either a getaway driver or spotter for his brother. Of course I then revisited Family Ties, because it's like an unofficial encyclopedia of the Commission Families, which confirmed this as a canon detail. It's really impressive how much the community has extrapolated upon the LCPD database, which must have been like a recycling bin for unused writing content during GTA IV's development.

I think back then was quite interesting because most of the characters in these stories were drawn directly from the database, which I believe was actually the work of one man, and we weren't just taking somebody from real life and basing the character completely on them. It came to the surface over time that Noto could probably be based on Joe Massino, but you hear Harvey, you're probably thinking Keitel. And with Harry, The Departed hadn't long been released, so that image of Winstone just seem to really fit. I can't remember exactly who was the first to use in game models, but for a while that was the trend. Then it went back to the actors and now you're going back to the models and bringing it full circle, which is great.

Link to comment
Share on other sites

universetwisters

OP I know you wanna use GTA car mod stuff for the pictures because they actually look like they fit, but nearly everything being from GTA Online makes this feel a bit amateurish like a fan's wishlist more than an actual episode. Maybe some cars from this workshop could be fitting? I can see the Tahoma being some sh*tty disposable getaway car like the Electra in Heat.

Link to comment
Share on other sites

Claude4Catalina
On 10/30/2021 at 11:44 AM, The Coconut Kid said:

Hello stranger! Dealing & Stealing next to get the remastered treatment please! ;)

 

 

oh buddy I went back through and read that trope filled mess and dear lord I wish I could purge it from existence!  is quite funny to look back and think that when I wrote it I was an angsty 16 year old scrotum and considered myself an expert on fine arts for not caring about fancy graphics or giving the readers what the wondered.  that was a real David Chase maneuver there!  also my infatuation with helicopter mounted M60s seemed to know no bounds, all that was missing was Ride of the Valkyries.  but reading back through it did give me the urge to replay GTA IV and picked up the X360 backwards compatible version for six or seven quid so if anyone on Xbox is looking to jump back in, could be the time to rebuy it if necessary.

Edited by Claude4Catalina
  • Best Bru 2
  • Bruh 1
Link to comment
Share on other sites

2 hours ago, universetwisters said:

OP I know you wanna use GTA car mod stuff for the pictures because they actually look like they fit, but nearly everything being from GTA Online makes this feel a bit amateurish like a fan's wishlist more than an actual episode. Maybe some cars from this workshop could be fitting? I can see the Tahoma being some sh*tty disposable getaway car like the Electra in Heat.

I felt this way too at times, but I honestly wanted to have mostly classic muscle cars, a few odd sports cars courtesy of Stevie, and the rest mainly utilitarian or low-key. Some of the vehicles I had originally, like the late-60s fastback Mustang (originally the McQueen), were later named in GTA V/Online so I figured I might as well keep with the new canon and keep with the GTA renditions. The alternative would have been using the real-life models, which I find even less immersive.

 

Anyways, I see your point and I'll consider making some changes to the section. I actually was thinking to put in the Tahoma at some point. I love the old sh*tty Caprice style cars. It reminds me of Ryan O'Reilly in Oz.

 

 

Thank you for the feedback, if you've got any other suggestions let me know guys!

  • Like 2
Link to comment
Share on other sites

Maybe I didn't have to do this, but in the end, I did... ;) 

Gordo1.PNG

Gordo2.PNG

That said, good luck on the concept :} one thing I would like to ask though, could you maybe send over some links to the mods you're using?

  • Like 1
  • YEE 1
  • Best Bru 1

DhF4CUK7S5mrQmZkTLK8DA.png

Link to comment
Share on other sites

1 hour ago, Jeansowaty said:

Maybe I didn't have to do this, but in the end, I did... ;) 

Gordo1.PNG

Gordo2.PNG

That said, good luck on the concept :} one thing I would like to ask though, could you maybe send over some links to the mods you're using?

My MAN! That is so awesome! 😍

I was going to ask if this sort of thing was possible. Is there any way to share the file with me so I can play my game like this?

I'll gladly send over the mods I have been using, I'm guessing you can find the ped models for the outfits but I can provide that as well.

Here's some of the weapons:

Revolver

Raffica Pistol

Repeater Shotgun

Heavy Shotgun is direct from GTA V, a Saiga 12 model.

Have not yet found a Smith & Wesson 76 (Combat SMG) but it remains a favorite from the original concept.

All the vehicles should be easy to locate with a search, if any are difficult to find let me know!

Link to comment
Share on other sites

Just now, Akaviri said:

My MAN! That is so awesome! 😍

I was going to ask if this sort of thing was possible. Is there any way to share the file with me so I can play my game like this?

I'll gladly send over the mods I have been using, I'm guessing you can find the ped models for the outfits but I can provide that as well.

Here's some of the weapons:

Revolver

Raffica Pistol

Repeater Shotgun

Heavy Shotgun is direct from GTA V, a Saiga 12 model.

Have not yet found a Smith & Wesson 76 (Combat SMG) but it remains a favorite from the original concept.

All the vehicles should be easy to locate with a search, if any are difficult to find let me know!

I can send you over the Gordo ped I made so far but unfortunately most clothes are a little bugged, I'll be ironing that out soon tho :)

https://drive.google.com/file/d/1WyJAfyvwCbRW58kCEiYi86sr2tSPmNWY/view?usp=sharing

 

Thanks for the links. The Repeater in particular was what I wanted to install on my own game. I was sure the Combat SMG is a Carl Gustaf m/45, wahee, the more you know. If I could have a model of it or something I could easily rig it up to be a working gun for IV if that helps. Also, me and @donnits have made our own replica of the Beretta M93 in IV style and a Revolver, maybe that could interest you. The Beretta is built off the Silenced Pistol I released a while ago.

 

unknown.png

unknown.png

  • Like 1
  • Realistic Steak! 1

DhF4CUK7S5mrQmZkTLK8DA.png

Link to comment
Share on other sites

You're technically not wrong, the M76 is just the American-produced clone of the good old Swedish K. Fell in love with these guns ever since watching 70s crime flicks. The Joker wielded one in the Dark Knight. Its mean looking!

I did find this one for San Andreas, looks to be of good quality. Is that any help?

 

I think the pistols I have now are good. I do like the Beretta you made, looks composite with the Automatic 9mm from TLAD. Originally I had the Revolver cast as like a Colt Python, but from what I've gathered the Combat Pistol is .357 based on its magazine size, so it would be kind of redundant to have the Python. The Smith and Wesson 500 snubnose as a bigger cartridge appeals to me. Compact, explosive power, intimidating to wave around but not totally obnoxious either.

Link to comment
Share on other sites

10 minutes ago, Akaviri said:

You're technically not wrong, the M76 is just the American-produced clone of the good old Swedish K. Fell in love with these guns ever since watching 70s crime flicks. The Joker wielded one in the Dark Knight. Its mean looking!

I did find this one for San Andreas, looks to be of good quality. Is that any help?

 

I think the pistols I have now are good. I do like the Beretta you made, looks composite with the Automatic 9mm from TLAD. Originally I had the Revolver cast as like a Colt Python, but from what I've gathered the Combat Pistol is .357 based on its magazine size, so it would be kind of redundant to have the Python. The Smith and Wesson 500 snubnose as a bigger cartridge appeals to me. Compact, explosive power, intimidating to wave around but not totally obnoxious either.

The Revolver we have is ported straight from Manhunt, plus slightly edited and with a new, more IV-ish texture. It's based on a Smith and Wesson 686 iirc, we just wanted to recreate the beta version seen on one render :)

 

Yeah that's perfect tbf. Rigging guns from SA to IV is easy. I'll try my best to deliver it soon. However, it'd be nice if you could somehow get ahold of a weapon icon for it as I'm not that great with these :p to be fair me and my bois when writing our custom DLCs (which we aren't releasing on GTAF just yet, they're still too young for that), we usually keep the guns to be more... generic I guess? For example in the Russian DLC we do have a Soviet Pistol based on the Tokarev TT-33, but it's solely the player's side-arm and no one else uses it. Though there's also an MG (RPD), a Mini SMG (Skorpion) and a Stubby Shotgun (Serbu Super Shorty) which are often seen in the hands of rival and allied gangbangers alike. Then there's the AP Pistol (Pernach pistol) and Heavy Shotgun (just like in your concept, a Saiga 12) which are solely used by the high-rollers of the Russian Mobs, including named characters and Kenny Petrovic's personal bodyguards.

 

That said, I'm curious how you're gonna rewrite the story. My personal take on the matter is, I really loved Claude Wome's strand in the old version of the concept. He was the most unique mission giver, not being a bitch for the McRearies or the Italians for a while felt very refreshing :p so I just hope he's not gonna get the boot.

Edited by Jeansowaty
  • Like 1

DhF4CUK7S5mrQmZkTLK8DA.png

Link to comment
Share on other sites

I appreciate all that you're doing, and I'll surely throw you a credit in the preface.

 

Yeah I wouldn't omit Claude Wome. He's such a large name, a dangerous guy, and was always just perfectly close by to get involved in the story. I never wanted him to be a primary antagonist, just a serious problem to crop up that would prove to be Gordon's real rite of passage. The mafia is so used to having the keys to the city, but sometimes a foreign juggernaut wanders into town and refuses to play by the rules. I was listening to a Sammy Gravano podcast where he described this eccentric Czech millionaire. He threw around extravagance and wealth and wanted to buy Sammy's club. At first this guy seems like an easy score, but it proves to be a mess of a situation that quickly gets out of hand. It really reminded me of guys like Yusuf Amir, Bulgarin, and of course Claude Wome. This guy gets really comfy in Opium Nights, throwing money around, indulging his whole entourage with limitless budget. The Messinas see this as an opportunity of greed only to find out that this guy is a complete psychopath. For Gordon to step up to the task of working for him and later killing him is his rite of passage. In the after, he will no longer be another goon from Steinway, but will stand among the legendary Irish enforcers whose stories will be recalled years later. Now, I don't want to paint Gordon as a James Bond superspy like Luis Lopez was. He is what he is and I prefer to keep the bulk of the missions at the street level. That said, the Claude Wome arc will still be a circus.

 

Overall the story will be mostly the same. I will try to keep the missions relatively compact but with deeper dialogue. I want to fill in some gaps I found with the original story, and capitalize more on Derrick and Francis which was originally too complicated for me to figure out at the time (given their situation).

  • Like 2
  • Best Bru 1
Link to comment
Share on other sites

The Coconut Kid
On 10/31/2021 at 6:59 AM, Akaviri said:

I also would like to hunt down the GTA IV mission timeline, which I think I posted somewhere with the BAAFLC missions spliced in. This was a major driving factor of my writing process that I'd like to keep in mind as I make changes.

Found it!

 

This is from Tales From Liberty City. I have left the missions from Code of The Streets intact if @The Notorious MOB might find them useful.

 

This & The Possible Trinity completely changed how I played GTA IV. I would revisit it in a heartbeat if my Xbox wasn't knackered!

 

Spoiler

[R] The Cousins Bellic
[N/A] Shopping Spree
[R] It's Your Call
[R] Three's a Crowd
[TJ] The Debt Penalty
[R] Bleed Out
[TJ] Heist Almighty
[M] First Date
[AJ] Backing The Wrong Horse
[R] Easy Fare
[AJ] The Pickup Artist
[R] Jamaican Heat
[LJ] Concrete Jungle
[AJ] Chasing The Dragon
[V] Bull In a China Shop
[V] Hung Out to Dry
[AJ] A Heated Situation
[V] Clean Getaway
[TJ] Supplyin' The Man
[V] Ivan the Not So Terrible
[R] Uncle Vlad
[DM] See See T.V. [+]
[R] Crime and Punishment [-]
[DM] An Informal Meeting
[MF] Do You Have Protection?
[TJ] Tipping The Dealer
[LJ] Shadow
[BG] Clean and Serene
[MF] Final Destination
[BG] Angels In America [+]
[MF] No Love Lost [=]
[X] Hustle and Go
[R] Logging On
[X] The Customer is Always Right
[MF] Rigged to Blow
[J] Liberty City Choppers
[DR]The Master and the Molotov
[X] Severence Package
[J] Bad Cop Drop
[DR] Russian Revolution
[X] Community Service
[R] Roman's Sorrow
[BG] It's War [-]
[DM] Russian Roulette
[ME] Escuela of the Streets
[TJ] Branching Out
[ME] Street Sweeper
[BG] Action/Reaction
[E] Luck of the Irish
[E] Buyer's Market [+]
[E] Blow Your Cover [-]
[N/A] Shamrocks and Shenanigans
[O] Cutting Out The Competition
[BK] Search and Delete
[MV] Pony Up
[O] Loose Women
[BK] Easy As Can Be
[S] Politics
[BK] Out of the Closet Part 1
[A] Coming Down
[PMC] Taken To The Cleaners
[BK] Out of the Closet Part 2
[BK] No. 1
[LR] Grand Theft Auto
[O] Deal Or No Deal [+]
[ME] The Puerto Rican Connection
[E] The Snow Storm [-]
[MV] Bang For Your Buck
[E] Have a Heart
[S] Off Route
[FMC] Call and Collect
[G] Sk8 & Destroy
[PMC] Harboring a Grudge
[PMC] Waste Deep [+]
[PMC] Waste Not Want Knots [-]
[G] Need 4 Speed
[PMC] Three Leaf Clover [+]
[GT] I Luv LC [-]
[MV] Forgive and Forget
[DMC] Smackdown
[PMC] The Art of Stealing
[GT] Chinese Takeout [C] [+]
[FMC] Final Interview
[BG] This sh*t's Cursed [-]
[G] Parking Violation
[ML] Momma's Boy
[FMC] Holland Nights
[DM] P.I.M.Pwnage
[PO] Cop Out [+]
[ML] Corner Kids [-]
[FMC] Lure
[J] Hit the Pipe
[ML] Clocking Off
[PO] Trial By Fire
[GMC] Actions Speak Louder than Words
[DM] The Peruvian Standoff
[E] Heavy Toll
[GMC] Bait [+]
[GMC] I Need Your Clothes, Your Boots and Your Motorcycle [-]
[DM] The Blizzard Of Oz
[YA] Sexy Time
[RB] A Long Way to Fall
[E] Marta Full Of Grace
[TJ] Playing Cops and Robbers
[DMC] Babysitting
[PO] Project Mayhem
[YA] High Dive
[DMC] Tunnel of Death
[TJ] Pier Pressure
[GMC] Crime Doesn't Pay
[YA] Caught With Your Pants Down
[FMC] Blood Brothers
[LR] Graveyard Shift
[E] Shifting Weight
[GT] Practice Swing [H]
[DM] Gatecrash The State Bash
[PMC] Undertaker
[GMC] Disorganised Crime
[J] End of Chapter
[GT] Bang Bang [H]
[X] Deconstruction for Beginners
[HH] A Picture's Worth A Thousand Words
[DM] A Night To Remember
[J] Bad Standing
[MK] Kibbutz Number One
[D] Ruff Rider
[MV] Sky High
[MK] This Aint Checkers
[D] Undress to Kill
[A] Roman's Holiday [+]
[DM] Import Tax
[X] Photo Shoot
[MK] No. 3
[DM] Cemetery Junction
[R] Hostile Negotiation [-]
[MV] Money Talks
[DM] To Russia, With Love
[X/D] The Holland Play
[GT] Blog This! [C]
[NB] Deception
[ULP] Wrong Is Right
[OT] The Ex Factor
[LR] Extraordinary Ordnance
[ULP] Portrait of a Killer
[GT] Frosting On The Cake [H] [+]
[RB] Diamonds In the Rough [=]
[RB] Taking In the Trash [-]
[NB] Messin' With The Messinas
[GT] Boulevard Baby [C]
[RB] Meltdown
[NB] Silent Witness [+]
[GT] ...Blog This!
[MV] Don't Mess With The Bull [-]
[RB] Museum Piece [+]
[RB] Collector's Item [=]
[GT] Not So Fast [-]
[NB] Lost Cause
[RB] Was It Worth It? [+]
[RB] No Way on the Subway [-]
[MV] Paint The Town Red [+]
[RB] Late Checkout
[NB] Mackin Out [-]
[RB] Weekend at Florian's
[CW] Claude's Speed
[RZ] Dirty Laundery
[S] Get Lost
[ULP] Dust Off
[RZ] Fast Cars and Fast Women
[CW] Shock and Awe
[ULP] Paper Trail
[B] Going Deep
[RZ] Clipping The Grass
[BC] Hating the Haters
[CW] Death From Above
[RZ] State of Emergency
[BC] Union Drive
[RZ] Scrappage Scheme
[HH] Room Service
[BC] Buoy's Ahoy
[RZ] Out of The Loop
[B] Dropping In
[HH] Bust a Capo
[PB] Truck Hustle
[RZ] Made in Algonquin
[JP] Pegorino's Pride
[KL] Enter The Dragon
[GMC] Thinking Inside The Box
[JP] Payback
[YA] For The Man Who Has Everything
[TJ] Hostile Takeover
[GMC] Truck of The Irish
[PB] Catch the Wave
[TJ] Pigs To The Slaughter
[PB] Trespass
[GMC] Wet Work
[B] In The Crosshairs
[PB] To Live and Die In Alderney
[TJ] The Great Fall of China
[GMC] I'll Take Her [+]
[GMC] The Honeymoon... [=]
[PMC] Ransom [-]
[GT] Ladies' Night [+]
[GMC] ...The Honeymoon [=]
[GMC] She's A Keeper [-]
[GMC] Diamonds Are A Girl's Best Friend [+]
[GT] Ladies Half Price [-]
[G] Entourage
[HH] Day Of Reckoning
[G] Dining Out
[G] Liquidize the Assets
[HH] Dead Men Tell No Tales
[JP] Flatline
[JP] Pest Control
[ULP] That Special Someone
[JP] One Last Thing
[DR] If the Price Is Right / A Dish Served Cold
[RP] Party's Over
[R] Mr. & Mrs. Bellic
[LJ] A Revenger's Tragedy / Out of Commission
[GT] Departure Time
[PMC] Epilogue

 

  • Like 3
Link to comment
Share on other sites

Neat. I always figured Claude was replaced with Frickie Van Hardenburg from TBOGT but your portrayal of him was magnificent. The Russian Roulette will feature a character of a similar trope, Eduard Borodin, a Russian oligarch whom Bulgarin tries to use to get close to Marki Ashvili. As we know from TBOGT the whole affair ends in trouble, but in TRR it's revealed it's even worse. In short, if Niko and Jacob didn't whack him, the Russians would. 

DhF4CUK7S5mrQmZkTLK8DA.png

Link to comment
Share on other sites

The Notorious MOB
22 hours ago, universetwisters said:

OP I know you wanna use GTA car mod stuff for the pictures because they actually look like they fit, but nearly everything being from GTA Online makes this feel a bit amateurish like a fan's wishlist more than an actual episode. Maybe some cars from this workshop could be fitting? I can see the Tahoma being some sh*tty disposable getaway car like the Electra in Heat.

I actually think the vehicles are cool looking tbf.

Link to comment
Share on other sites

Per request, here's the Combat SMG, ported from a SA mod (credits for the model go to the original author, hazmi_satria on GTAInside)

https://www.gtainside.com/en/sanandreas/weapons/105748-smith-wesson-m76-smg/

 

To make it more alike to the version you wanted to use in the concept, I got rid of the folding stock too :) also features a sh*tty icon which is just an edited TEC-9 one haha. Hopefully you can do a better one, iirc you had some experience with weapon icons.

unknown.png

https://cdn.discordapp.com/attachments/452421818867777537/904752572341030972/SW_M76.zip

 

Enjoy!

DhF4CUK7S5mrQmZkTLK8DA.png

Link to comment
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
 Share

  • 1 User Currently Viewing
    0 members, 0 Anonymous, 1 Guest

×
×
  • Create New...

Important Information

By using GTAForums.com, you agree to our Terms of Use and Privacy Policy.