Your Account
    Log into your account here:
       Forgot Password

    Not registered? Sign Up for free
    Registration allows you to keep track of all your content and comments, save bookmarks, and post in all our forums.

Chapter 12: Sea Gift

Mafia 2 Walkthrough and Guide

by CMBF  

 
Back to Mafia 2 Guide Index More for this game: PS3 | Xbox 360 | PC |
 
Print page (no screenshots)   |   Print page



Chapter 12: Sea Gift


The Chinese Drug Trades

This is one of the tougher Chapters in the game so far  if you are playing on Hard Difficulty (I am), mostly because there is a large gap between save checkpoints.  This only gets worse in the next few Chapters, so you will want to be a bit more cautions as you play.

It starts with you waking up in the rat hole you are living in now.  The phone rings and you get a message to go to a meet -- and you agree.  Now, before we do that, there are a few minor matters for us to resolve, like money and restocking our personal arsenal!

Get dressed then head down and grab a car to hunt for a high-end car to steal and sell at the docks.  Three quick sales later and we now have a nest egg -- a small one -- but it is a start!  Now let's get some decent clothes first, then guns!

At this point you should be able to obtain the following weapons from the Army/Navy Shop:

• C96 Mauser Automatic Pistol
• Grenade MK II
• K98 Mauser Rifle
• M1 Garand Carbine
• MP40 SMG
• Remington 12 Gauge Pump Shotgun
• Smith & Wesson .357 Magnum Revolver
• Thompson Model 1928 SMG

From a regular Gun Shop you should be able to purchase:

• Colt Model M1911 Semi-Automatic Pistol
• Remington 12 Gauge Pump Shotgun
• Smith & Wesson .357 Magnum Revolver
• Smith & Wesson .38 Chief's Special

And of course ammunition for all of the above.  So go buy them!  And Ammunition!  Now we are ready to head for that meeting!

-- The Meeting --

When you arrive at the park you see Henry and Joe waiting for you.  They have some information about the enemy, and a plan to make serious money on drugs.  The problem is that the mob does not officially allow you to sell drugs.  You reluctantly agree to this plan, and drive everyone to the meet-up, where you meet Bruno the Loan Shark.  This probably is not going to end well, you know that, right?

After you get the money head to the warehouse marked on the map -- and park on the dot.  The boys head over to the Tong Soldier to go inside, but before you join them look past the entrance they are headed for and you will see a shallow dead-end alley -- at the rear of that on the left corner is a magazine (Playboy 38 of 50) which you should go and collect.  Now rejoin the boys and head inside!

When you approach the door at the end of the alley you trigger a CS in which you are searched -- then you meet Mr. Wong.  He checks the cash, then orders the dope be delivered to you.  They weigh a test kilo, then Henry tastes the stuff.  They bow to each other and you leave -- I told you this would be trouble!

The "cops" pounce, but they are not cops!  And then the shooting starts!  Take cover and defend yourself!   After the car explodes follow Joey up the stairs and over to the next building and go in.  Ahead of you on the right, on the floor, is your next magazine (Playboy 39 of 50) so grab that quickly as you do not have a lot of time here.  Kick the door in and enter for a brief CS, then take cover!

Your best tactic is to not stay in one place too long, and shoot from cover ALWAYS.  There is a bad part to this -- no save point until you exit back into the parking lot.  That means if you die, you have to start the fight over again, so don't die, okay?  Seriously your best tactic is to take your time, shoot from cover -- shoot from cover -- oh, and did I mention shoot from cover?  Yeah, shoot from cover!

Eventually you will fight your way to an open door at the loading docks -- and this is your moment where you must make a leap of faith and get outside and into cover before you get killed!  Do it and you checkpoint -- fail, and you have to do the whole thing all over again!

As you break from cover a new set of gangsters show up in cars -- now would be the time to blow up the cars while the gangsters are still IN them.  One of the goons below had a Thompson M1A1 (that is the clip version with a Krups Compensator on it) which you should try to grab as you are moving along behind the trucks.  It only has a 30-round clip as opposed to the 50 from your 1928 Model but you can have both at the same time and they do not draw from the same ammo pool!

There is one hold-out on the far side of the lot, who will not expose himself for you to kill him, so work your way along the left side of the lot to flank and kill him.  Now head forward and to the left towards that small loading dock with a truck parked by it.  Look on the ground between that truck and the loading dock for your next magazine (Playboy 40 of 50), your last magazine for this Chapter!

Grab ammunition from the dead guys then steal the Houston that is parked in the back, as you can all fit into that.  Now  your object is to get out of there so drive through the gates for a brief CS in which you learn that you did not kill them all -- and now they are chasing you!  Drive well and you will be okay, I promise.  Even if you are in a piece of crap car with a flat tyre...

-- Panic Run --

Fortunately that CS was also a checkpoint save, so if you do get killed you restart from there.  Whew.  Just follow the path on the map and let Joe and Henry deal with the bad guys -- all you need to do is drive and not die, okay?  Once you get to the mid-point on that large bridge you should be okay, because the cops will have caught up with the one car that is still on your tail, and with any luck that will allow you to escape, since the cops are now using automatic weapons too, and will have shot at least one of the pursuit car's tyres out!

Once the boys duck back into the car you know you are in the clear -- so drive the speed limit and do not overtly violate any traffic laws, as it would suck to end up in a police chase now that you have fought your way clear of that mess back there, right?

When you pull up to the dot you trigger a CS, and Henry takes the lead.  As the CS plays out you unlock the Achievement / Trophy "Chasing the Dragon" while a longer CS plays out in which you move the junk.  Sometimes it is smooth, sometimes not, but you appear to manage it well!   The combination of music and images is interesting, but the abrupt end to it sort of jars the nerves, and signals that the Chapter really is over!



 
 
Need some help with this game? Or can you help others?
Click below to go to our questions page to see all the questions already asked and ask your own.
PS3 | Xbox 360 | PC |

Comments for Chapter 12: Sea Gift

 
 

No comments yet. Tell us what you think to be the first.