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Mafia FAQ/Walkthrough

by Bloviator

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|    \      /    |     / / \ \     | |_______| | |     / / \ \
|  /\ \    / /\  |    / /   \ \    | |         | |    / /   \ \
| |  \ \  / /  | |   / /     \ \   | |_______  | |   / /     \ \
| |   \ \/ /   | |  / /       \ \  | |_______| | |  / /       \ \
| |    |  |    | |  | |_______| |  | |         | |  | |_______| |
| |    |  |    | |  | |_______| |  | |         | |  | |_______| |
| |    |  |    | |  | |       | |  | |         | |  | |       | |
|_|    |__|    |_|  |_|       |_|  |_|         |_|  |_|       |_|


 

---------------------------------------
Game: Mafia
Platform(s): PC, PS2, Xbox (See Note 3)
Author: Bloviator
Contact: aapmcm2 (at) yahoo (dot) com
Guide version: 1.5
Last Updated: 9/5/05
---------------------------------------

(Please read all 4 notes before continuing with the rest of this guide)

Note 1: 

ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz01234567890123456789012345

The 79 characters above should all line up on a single line. If they do not, 
you may have trouble reading this guide, as line breaks and spacing may look 
odd. Go to Format-Font, and make sure that you are using Courier New, font 
size 10.

Note 2:

Regardless of where you are viewing this guide from, please visit 
http://db.gamefaqs.com/computer/doswin/file/mafia_e.txt This website will have 
the most current and up to date version of my guide that is available. That 
way, you can stay constant with the updates (as some secondary hosts don't 
update very frequently) and we can be on the same page if you don't understand 
something in the guide.
 
Note 3: 

Mafia was originally created for the PC. Shortly thereafter, console 
versions were made for the Xbox and PlayStation 2. While the main substance of 
the game was almost completely unchanged, certain specific details were 
modified, added, or deleted. Because of this, you should be able to read this 
guide and use its information to help or inform about Mafia, regardless of 
what system you're playing on. However, there may be certain minor 
discrepancies between this guide and your game if you are playing on the Xbox 
or PlayStation 2 versions. If you are playing Mafia on the PS2 or Xbox, please 
go to the "PC vs. Console Differences" Section under "Basic Game Information" 
to eliminate whatever discrepancies and confusions there may be. However, let 
me reiterate:

THE MAJORITY OF THIS GUIDE IS 99% RELEVANT AND APPLICABLE REGARDLESS OF WHAT 
SYSTEM YOU'RE PLAYING MAFIA ON.

Note 4: 

This guide contains "spoilers", "secrets", "given away plot twists", 
etc. While most sections other than the main walkthrough are spoiler-free, I 
cannot guarantee this. Do not read ahead to information of characters, cars, 
missions, etc. that you have not yet met/obtained/completed if you care about 
avoiding spoilers.

******************************************************************************
****************************** C O N T E N T S *******************************
******************************************************************************

Given the size of this guide, locating specific sections can be difficult. To 
facilitate this, I've made shortcuts for each major and minor section in the 
guide. On the right of each section in the contents, there will be a small 
code in brackets. Press Ctrl F, and copy this code (brackets included) into 
the find menu. This will instantly take you to the desired section.

In addition, to the right of these brackets, there may be the phrase "More 
coming," or "Coming soon." The former indicates that the section is already 
somewhat developed, but significant changes or additions will be implemented 
in the future. The latter indicates that the section has yet to be written at 
all, but will be created some time in the future.



I-     Legal..............................................[01-LEG]

II-    Introduction.......................................[02-INT]

III-   Basic Game Information.............................[03-BGI]
           i. PC vs. Console Differences..................[03-DIF]

IV-    Review.............................................[04-REV] More Coming
	
V-     Default Control Setup..............................[05-DCS]

VI-    Characters.........................................[06-CHA]
          i.      Major Characters........................[06-MAC] 
          ii.     Minor Characters........................[06-MIC]

VII-   Weapons............................................[07-WEA]
          i.     Melee Weapons............................[07-MEL]
          ii.    Pistols..................................[07-PIS]
          iii.   Shotguns.................................[07-SHO]
          iv.    Rifles...................................[07-RIF]
          v.     Throwable Weapons........................[07-THR]

VIII-  Cars...............................................[08-CAR] More Coming
          i.     Bolt.....................................[08-BOL]
          ii.    Schubert.................................[08-SCH]
          iii.   Falconer.................................[08-FAL]
          iv.    Crusader.................................[08-CRU] Coming Soon
          v.     Guardian.................................[08-GUA] Coming Soon
          vi.    Thor.....................................[08-THO] Coming Soon
          vii.   Lassiter.................................[08-LAS] Coming Soon
          viii.  Ulver....................................[08-ULV]
          ix.    Wright...................................[08-WRI] Coming Soon
          x.     Silver Fletcher..........................[08-SIL] 
          xi.    Bruno....................................[08-BRU] Coming Soon
          xii.   Celeste..................................[08-CEL] Coming Soon
          xiii.  Trautenberg..............................[08-TRA] Coming Soon
          xiv.   Brubaker.................................[08-BRU] Coming Soon
          xv.    Caesar...................................[08-CAE] Coming Soon
          xvi.   Carrozella...............................[08-ZEL] Coming Soon
          xvii.  Others...................................[08-OTH] 
          xviii. Prototypes...............................[08-PRO] Coming Soon 

IX-    The City of Lost Heaven............................[09-CLH]
          i.     Regions/Neighborhoods....................[09-REG]
          ii.    Specific Locations.......................[09-SPL]

X-     General Game tips and strategies...................[10-GTS] More Coming
          i.     Cars.....................................[10-CAR]
          ii.    Public Transportation....................[10-PUB]
          iii.   The police...............................[10-POL]
          iv.    Wielding Weapons Effectively.............[10-WWE]

XI-    Mission Walkthroughs...............................[11-MWT]
          i.     Mission "0"-Tutorial.....................[11-TUT]
          ii.    Mission 1-An Offer You Can't Refuse......[11-OFF]
          iii.   Mission 2-The Running Man................[11-RUN]
          iv.    Mission 3-Molotov Party..................[11-MOL]
          v.     Mission 4-Ordinary Routine...............[11-ORD]
          vi.    Mission 5-Fairplay.......................[11-FA1]
          vii.   Mission 6-Fariplay Part 2 (The Race).....[11-FA2]
          viii.  Mission 7-           
                    a. Sarah..............................[11-SAR]
                    b. Better Get Used To It..............[11-BGU]
          ix.    Mission 8-
                    a. The Whore..........................[11-WHO]
                    b. The Priest.........................[11-PRI] 
          x.     Mission 9-A Trip To The Country..........[11-TTC]  
          xi.    Mission 10-Omerta........................[11-OME] 
          xii.   Mission 11-Visiting Rich People..........[11-VRP]  
          xiii.  Mission 12-A Great Deal! ................[11-GD!] 
          xiv.   Mission 13-Bon Appetit! .................[11-BA!] Coming Soon 
          xv.    Mission 14-Happy Birthday! ..............[11-HB!] Coming Soon 
          xvi.   Mission 15-You Lucky Bastard! ...........[11-LB!] Coming Soon 
          xvii.  Mission 16-Creme De La Creme.............[11-CDC] Coming Soon 
          xviii. Mission 17-Election Campaign.............[11-ELC] Coming Soon 
          xix.   Mission 18-Just For Relaxation...........[11-JFR] Coming Soon 
          xx.    Mission 19-Moonlighting..................[11-MOO] Coming Soon
          xxi.   Mission 20-The Death Of Art..............[11-DOA] Coming Soon 

XII-   Freeride...........................................[12-FRR] 
          i.     Options..................................[12-OPT]
          ii.    Objectives...............................[12-OBJ]
          iii.   Hidden Cars..............................[12-HFC]

XIII-  Freeride Extreme...................................[13-FRE] Coming Soon 

XIV-   Frequently Asked Questions (FAQ)...................[14-FAQ] Coming Soon 

XV-    Miscellaneous (Easter Eggs, Bugs, Cheats, etc.)....[15-MIS] Coming Soon 

XVI-   Contributions and Contact..........................[16-CON]

XVII-  Revision/Update History............................[17-RUH]

XVIII- Coming Soon........................................[18-COS]

XIX-   Credits............................................[19-CRE]

XX-    Random Statistics (of this guide)..................[20-RST]

XXI-   Closing............................................[21-CLO]

------------------------------------------------------------------------------

**********************************************************************[01-LEG]
********************************* L E G A L **********************************
******************************************************************************

This guide is copyrighted by Harold Palms as of the year 2005. It is subject 
to all federal and international copyright laws. Under the United States 
Copyright Act of 1976 and the Digital Millennium Copyright Act of 1998, as a 
published work, this guide cannot be sold, re-printed, given away, or 
displayed without express permission of the author, regardless of the 
involvement, or lack thereof of money or funds of any kind. Even in a 
situation of public viewing without any charge, the author must be consulted 
in order for it to legally be given out. This guide cannot be posted on a 
personal website, or transferred to another user without permission of the 
author. Any reader who finds this guide is legally permitted to read, print 
out, or save a copy of this guide. Said reader is not permitted to sell, 
alter, or display this guide without the author's express permission, nor are 
they permitted to accredit any part or the entirety of the guide as their own 
(stealing/plagiarism). Anyone who disobeys or breaches the copyright laws that 
apply to this guide will be persecuted to the full extent of the law.

External links to this guide are allowed, but only if they link to a site 
where this guide has been verified to legally reside. Thus far, the only 
websites where this guide can legally be found are:
 
http://www.gamefaqs.com
http://www.gamespot.com
http://www.ign.com
http://www.neoseeker.com
http://www.supercheats.com
http://dlh.net
http://www.cheatcc.com

If you find this guide on any other site, please contact the author 
immediately. Check the most recent version to verify, as more sites may be 
added to this list. The most recent version of this guide can be found at 
www.gamefaqs.com. I cannot guarantee that a version of this guide on any of 
the other permitted hosts will be the most recent and up to date version. 
Also, anyone who attempts to place this guide on a site where it has not been 
allowed is subject to legal action under the Digital Millennium Copyright Act. 
If you would like to have this guide hosted or displayed on your website, 
please direct an e-mail to the author. The e-mail address can be found on line 
#18 of this document, as well as at the end of the Contributions and Contact 
section.

Any material used in this guide that has come from an outside source will be 
fully credited, and remain in an unaltered state from that which it was found. 
If any outside information appears in this guide that the author of the 
information does not permit, allow or desire, please have the author contact 
me, and it will be removed immediately, with priority above all else.

In addition, the author takes no responsibility for any actions that result 
from reading this guide. This guide contains "spoilers", "secrets", "given 
away plot twists", etc. While most sections other than the main walkthrough 
are spoiler-free, I cannot guarantee this. Do not read ahead to information of 
characters, cars, missions, etc. that you have not yet met/obtained/completed 
if you care about avoiding spoilers. I cannot be held liable for any 
discontent on your (the reader's) part due to spoilers or secrets that "ruined 
the story." All of the views and opinions expressed within this guide apply 
only to the game to which it refers. None of the actions that may be suggested 
can or should be applied to any situation outside of the game. I do not 
condone violence, extortion, homicide, cursing, rape, establishing any 
connection to organized crime, or any other objectionable or illegal material 
or activities presented in the game "Mafia." Essentially, the author does not 
suggest that you perform any action described or portrayed in the game "Mafia" 
or in this guide, and can take no responsibility, and cannot 
be held liable if you chose to do so. The author is not responsible or liable 
for anything that may happen as a result of reading this guide.

Copyright (C) 2005 by Harold Palms

------------------------------------------------------------------------------



**********************************************************************[02-INT]
************************** I N T R O D U C T I O N ***************************
******************************************************************************

Hello there dear reader. My name is Bloviator, and it is my pleasure to guide 
you through the wonderful gaming experience that is Mafia. Whether you're a 
hardcore gamer who considers yourself "1337", a less experienced person who 
needs some help with this game, or simply a cat who brought up this guide 
because you walked on the keyboard, I've provided my services to inform you 
about and help you with the game "Mafia." Though I have written numerous 
guides, help files, tips, and walkthroughs, this is the first that I have 
chosen to submit to an online database. As you can probably tell, my guide is 
rather large, especially compared to the other guides for Mafia that are 
available online. Despite my name, I try to bloviate as little as possible, 
but still present as much information as I can. As you read through this 
guide, you will find just how in-depth some of my walkthroughs can be. Also, 
not that it's relevant, but I'm a terrible artist. Did you see the handmade 
ASCII at the top?

While nowhere near finished, this guide should be able to give you very 
specific instructions on what you can, and should do throughout this game. You 
may want to follow every word written here, or you may simply want a few tips 
for a specific mission. I've tried to make this guide capable of accommodating 
all players, regardless of play style. However, you may notice that some 
aspects of this guide may seem somewhat basic. Again, I'm writing this in such 
a manner that anyone, whether a hardcore gamer, or someone who has never 
played a videogame before, can fully experience and enjoy this game.

As you probably know, Mafia is a stupendous game, and an amazing cinematic 
experience. From either reading the box, or reading or hearing about it from 
someone, you're most likely already aware of just how incredible this game is. 
Just sit back and play the game, and let me take you on a journey where you 
can experience the tale of Mafia unfold before you. 

Note: Mafia was originally created for the PC. Shortly thereafter, console 
versions were made for the Xbox and PlayStation 2. While the main substance of 
the game was almost completely unchanged, certain specific details were 
modified, added, or deleted. Because of this, you should be able to read this 
guide and use its information to help or inform about Mafia, regardless of 
what system you're playing on. However, there may be certain minor 
discrepancies between this guide and your game if you are playing on the Xbox 
or PlayStation 2 versions. Please e-mail me if you see such a discrepancy that 
you don't believe is simply one of the changes made to the console versions. 
I'd be happy to check with my game to verify. If you're running Mafia on the 
PC and have discrepancies, please contact me, as this couldn't be the result 
of console changes, and could easily be a major error that I need to correct.

Note 2: This guide contains "spoilers", "secrets", "given away plot twists", 
etc. While most sections other than the main walkthrough are spoiler-free, I 
cannot guarantee this. Do not read ahead to information of characters, cars, 
missions, etc. that you have not yet met/obtained/completed if you care about 
avoiding spoilers.

Note 3: I ran Mafia on the English version 1.2. I'd highly advise you to 
download and install either the 1.1 or 1.2 patch, as this will fix the few 
problems Mafia had to begin with, along with clarifying points with this guide 
(for example, the difficulty adjustment added for "Fairplay.")

I've made an effort to present all the information I can, while still giving 
you the opportunity to do practically anything in this amazing game. I hope 
reading this guide allows you to enjoy Mafia to its fullest. It's certainly 
been a pleasure for me.

-Bloviator

------------------------------------------------------------------------------

**********************************************************************[03-BGI]
***************** B A S I C   G A M E   I N F O R M A T I O N ****************
******************************************************************************

Game Name: Mafia
System: PC (Also Playstation 2 and Xbox)
Category/Genre: (Historical) Action, 3rd person shooter
ESRB Rating: M-Mature (17 +) for Blood and Violence
Developer: Illusion Softworks
Publisher: G.O.D. (Gathering of Developers) Games-Part of Take-Two Games
Maximum Players: 1

System Requirements:

Operating System (OS): Windows 98 or higher

Minimum:
500 MHz Pentium III or AMD Athlon processor
96 MB of ram
16x CD or DVD ROM drive
1.8 GH of free hard disk space
32 MB video card with DirectX 8.1 compatible drivers
DirectX 8.1 compatible sound card
Microsoft compatible keyboard and mouse

Recommended:
700+ MHz Pentium III or AMD Athlon processor
128+ MB of RAM
32x CD or DVD ROM drive
1.8 GB of free hard disk space
64 MB video card with DirectX 8.1 compatible drivers
DirectX 8.1 compatible sound card with surround sound support
Microsoft compatible keyboard and mouse

------------------------------------------------------------------------------

[03-DIF]
------------------------------
- PC vs. Console Differences -
------------------------------

As an introduction, I think I'll just use the same note from before. Mafia was 
originally created for the PC. Shortly thereafter, console versions were made 
for the Xbox and PlayStation 2. While the main substance of the game was 
almost completely unchanged, certain specific details were modified, added, or 
deleted. Because of this, you should be able to read this guide and use its 
information to help or inform about Mafia, regardless of what system you're 
playing on. However, there may be certain minor discrepancies between this 
guide and your game if you are playing on the Xbox or PlayStation 2 versions. 
Feel free to contact me about these alteration and differences between the 
versions. However, let me reiterate:

THE MAJORITY OF THIS GUIDE IS 99% RELEVANT AND APPLICABLE REGARDLESS OF WHAT 
SYSTEM YOU'RE PLAYING MAFIA ON.

This section was designed to list the differences between the PC and console 
versions, so as to eliminate the gray area between known discrepancy and 
unknown mystery. I own the PC version of Mafia only. Therefore, I am only 
capable of adding information to this section that I have verified with people 
who own either the PS2 or Xbox version.

I would greatly appreciate any contribution to this section, especially from 
someone who has both versions, or at least the console version. Go to the 
"Contributions and Contact" section to see how to contribute.

-Control differences: The PS2, Xbox, and PC versions all have different 
control setups, as they don't have the same buttons.

-In the console versions, large green arrows may be hanging over, and pointing 
to, important characters (e.g. Big Biff in Chinatown)

-The ingame map is slightly different in the PS2 and Xbox versions, and you 
can zoom in and out.

-The extra health cabinet that appears on Lucas Bertone's wall appears in 
earlier missions (such as "Omerta") in the PS2 and Xbox versions than in the 
PC version

-This is important, especially for this guide. All 3 versions have the same 
missions, but they are organized differently. Since this guide was written for 
the PC version, ALL MISSION NUMBERING WILL BE ACCORDING TO THE PC VERSION. If 
I write that something is in mission #11, that means "Visiting Rich People", 
NOT "A Trip To The Country."

Mission Listing:

-----------------------------------------------------------------------------
| PC:                                   | PS2/Xbox                          |
-----------------------------------------------------------------------------
| 1. An Offer You Can't Refuse          | 1. An Offer You Can't Refuse      |
| 2. The Running Man                    | 2. Taxi Driver (1st part of PC's  |
|                                            "The Running Man")             |
| 3. Molotov Party                      | 3. The Running Man                |
| 4. Ordinary Routine                   | 4. Molotov Party                  |
| 5. Fairplay Part 1                    | 5. Ordinary Routine               |
| 6. Fairplay Part 2                    | 6. Fairplay                       |
| 7. (a)Sarah, (b)Better Get Used To It | 7. Raceday (same as PC's "Fairplay|
|                                       |    Part 2")                       |
| 8. (a)The Whore, (b) The Priest       | 8. Sarah                          |
| 9. A Trip To The Country              | 9. Better Get Used To It          |
| 10. Omerta                            | 10. The Whore (includes PC's "The |
|                                       |     Priest")                      |
| 11. Visiting Rich People              | 11. A Trip To The Country         |
| 12. A Great Deal!                     | 12. Omerta                        |
| 13. Bon Appetit!                      | 13. Visiting Rich People          |
| 14. Happy Birthday!                   | 14. A Great Deal!                 |
| 15. You Lucky Bastard!                | 15. Buon Appetite! (Same as Pc's  |
|                                             "Bon Appetit!" It's just      |
|                                              spelled differently)         |
| 16. Creme De La Creme                 | 16. Happy Birthday!               |
| 17. Election Campaign                 | 17. You Lucky Bastard!            |
| 18. Just For Relaxation               | 18. Creme De La Creme             |
| 19. Moonlighting                      | 19. Election Campaign             |
| 20. The Death Of Art                  | 20. Just For Relaxation           |
|                                       | 21. Moonlighting                  |
|                                       | 22. The Death Of Art              |
-----------------------------------------------------------------------------

**********************************************************************[04-REV]
******************************* R E V I E W **********************************
******************************************************************************

My personal review of the game Mafia will be written soon. However, until that 
time, I hope that these other excellent reviews can shed some light onto this 
spectacular game.

PC Gamer Review: (Quoted verbatim from the review by Bert Salkmoor, PC Gamer 
reviewer in the December 2002 (Volume 9, Number 12) issue (pages 90 and 91). 
PC Gamer is a member of Future Networks.)(A copy of this review (minus all but 
one picture) can be found here: 
http://www.pcgamer.com/reviews/archives/reviews_dec02_mafia.html)

"Mafia

When this disk hits your drive like a big pizza pie, that's amore

Organized crime has inspired some of the best films and television shows ever 
made - the Godfather trilogy, GoodFellas, and The Sopranos, to name just a 
few. We've been waiting patiently for eons to play a PC game that really took 
full advantage of this fascinating and action-packed atmosphere. 
 
Thanks to Illusion Softworks (the Czech Republic developer responsible for 
Hidden & Dangerous), that time has come. Mafia: City of Lost Heaven is a 
fantastic game, as well as a firsthand look at what it might have been like to 
be a "made man" back in the "glory" days of the 1930s. 
 
You play the role of Tommy Angelo, who, after a life spent working for the 
Salieri family, decides to "flip" (mob-speak for becoming a traitor and 
working with the law to bring down your former associates) when he's ordered 
to kill some friends. Told as a series of flashbacks, the 20 missions of the 
campaign offer an amazing array of tasks to accomplish, ranging from stealthy 
assassinations to intense shootouts to competing in an auto race. Grand Theft 
Auto III is definitely a major influence on the game design, and always for 
the better. 
 
The biggest complaint that most players will have with Mafia is that you must 
get yourself to wherever your mob-designated assignment is taking place. So 
you'll have to drive to and fro, making sure all the while that you obey 
traffic laws, as one slip-up means game over when you're pulled over by cops. 
This method may be realistic and can even be construed as a gameplay 
challenge, but an option to zip to the beginning of the action sequences would 
have been much appreciated. 
 
Mafia's technical aspects are among the best in the business. It's rare in 
this day and age to be truly impressed by a game's graphics, but a lot of your 
early game time will be spent just marveling at the scenery. Those just 
scraping by with the minimum system requirements will still get a gorgeous, if 
somewhat sluggish, experience, but if you've been looking for an excuse to 
upgrade your video card, here's an excellent one. Most of the vehicles (more 
than 60 are eventually available) look like they were imported via time 
machine, and the texture-mapping of peoples' faces is outstanding. (There are 
no "faccia brutas" in this game.) 
 
The soundtrack is filled with sounds of the era, and though some of the voice-
acting can be charitably classified as "merely acceptable," the overall effect 
of music and speech pulls you further into the game's alternate reality. Cut-
scenes between missions are movie-like in their presentation, the camera is 
almost always in a good position, and, for me, the game was refreshingly 
crash-free throughout. The one fly in the antipasto is that even on the 
burliest machines, the graphics at the far horizon tend to "pop in" a little 
too noticeably. It's not disastrous, but with other details so stunning, this 
hiccup can be somewhat distracting. 
 
Backing up the sights and sounds is some of the best third-person action 
gaming since Grand Theft Auto III. Yes, the comparisons are valid, but only to 
a point: Mafia is much more focused on its story and, in turn, is more linear 
than GTA III. That's not a bad thing, as the result is a more structured form 
of storytelling, but keep it in mind if you think GTA III's open-ended style 
is the model for all future action gaming.  
 
Mafia also has a separate Free Ride mode, which offers a chance to explore the 
city at your own pace. This mode lets you adjust the amount of traffic, the 
number of people walking the streets, and how long the arm of the law will be. 
Completing the campaign opens up more options, including Free Ride Extreme. 
Here you completely rid yourself of the pesky police force, and open the 
opportunity to gain further vehicles by completing odd-job tasks. While it's 
nowhere near as fun as the campaign (or GTA III, for that matter), this 
loosening of the belt is a good bonus, and just adds another checkmark to the 
positive side of the ledger. 
 
Most of those negative checkmarks come from Mafia's dedication to realism. In 
addition to the driving requirement, another vehicle-related issue is that the 
cars are incredibly true to their real-life 1930s counterparts, meaning that 
most of them pretty much suck. Forget about high-speed chases - you'll be 
lucky if you can even get these babies started the first few times you turn 
the key! A few of the missions also seem a little too scripted, in that they 
don't reward you for thinking outside the box because events need to proceed a 
specific way to set the stage for later actions. Finally, you get a fairly 
generous but still limited save-game system that may frustrate some players 
during the more difficult missions. 
 
None of these complaints, though, takes away from the fact that Mafia is one 
of the more entertaining and impressively designed games to hit the PC in a 
while. Should you buy a copy right away? Fuhgeddaboutit!                
- Bert Salkmoor


FINAL VERDICT

HIGHS: Extremely high production values; interesting and varied missions; 
tells a great story.

LOWS: May be a bit too realistic; some irritating voice-acting; may be too 
linear for some GTA III fans.

BOTTOM LINE: The combinations of story, gameplay, and razzle-dazzle won't 
disappoint.

PC GAMER EDITOR'S CHOICE 91%"

(Here are the picture captions that appeared in the review, but not in the 
main text body of it) 
 
"THE BRUTAL UNDERWORLD
All part of the compelling story: On a routine protection-money pickup, 
Paulie, your partner, winds up on the wrong end of a bullet, proving you're 
not the only bad guys in town."

"In some missions, you'll have to rely on your fellow gangsters to help you 
out of tough spots."

"Reloading your weapon plays a big role in gunfights. Running low on bullets 
is not recommended."

"The Salieri family doesn't like what this politician has to say, and has sent 
you to shut him up."

"I don't think the cops will be retrieving any fingerprints from this crime 
scene!"

"The cut scenes are so well done, it's like getting to star in your very own 
Hollywood gangster film."

"Excellent physics modeling means everything behaves authentically - even your 
spent shells."

"The lighting effects are outstanding, raising the graphics from merely great 
to out of this world."

"The cars are incredibly realistic (and beautiful), right down to their 
pitifully underpowered engines."




GameSpot Review: (Quoted verbatim from the review by Erik Wolpaw in his 
GameSpot review on September 4th, 2002. GameSpot is owned by CNET. A complete 
copy of this review can be found here: 
http://www.gamespot.com/pc/action/mafia/review.html and here: 
http://www.gamespot.com/pc/action/mafia/review-2.html)

"GameSpot Score

9.3 Superb

Gameplay 9
Graphics 10
Sound 9
Value 8
Tilt 10

GAMESPOT EDITOR'S CHOICE

Difficulty: Hard
Learning Curve: About a half hour
Stability: Stable
Version: Retail

Between Swedish developer Digital Illusions' upcoming World War II shooter 
Battlefield 1942 and Czech Republic-based Illusion Softworks' newly available 
Mafia, September's turning out to be a banner month for great driving-shooting 
hybrids from European companies with the word "illusion" in their name. 
Arriving without much prerelease hype, Mafia is a highly engaging combination 
of the driving and living-city elements of Grand Theft Auto III and the story-
driven third-person shooting action of Max Payne. What's more, it isn't 
plagued by the litany of problems usually associated with ambitious games from 
small development houses. Mafia looks and sounds great, it's exciting, it's 
suitably bug-free, and, at a time when eight hours is becoming the standard 
length for single-player shooters, it's long. Quite simply, Mafia is one of 
the best games of the year.  

As implied by the first paragraph of this review, comparisons between Mafia 
and the famous Grand Theft Auto III are inevitable. Both games take place in 
detailed and sprawling clockwork cities, both games involve stealing cars and 
avoiding the police, and both games have plots in which you navigate a 
criminal underworld. The comparison breaks down when the details and structure 
of the games' gameplay are considered, however. In much the same way that 
Grand Theft Auto III includes an almost-complete version of Crazy Taxi as a 
minigame, Mafia can be considered a generally linear third-person shooter that 
features a miniature version of Grand Theft Auto III. Mafia's living city, a 
1930s metropolis called Lost Heaven, is almost as fully realized as Grand 
Theft Auto III's Liberty City. Lost Heaven's bigger, in fact, and it features 
plenty of vehicular and pedestrian traffic, lots of different neighborhoods, 
working lift bridges, a train system, and even some outlying country areas. It 
lacks only Liberty City's dynamic day-night cycle and weather patterns--each 
mission takes place at a particular time and in specific weather conditions.

Most of Mafia's 20 large missions are split into sections. You'll usually 
watch one of the game's long but well-done in-engine cutscenes, get assigned a 
few weapons, choose a car, and then drive through the city to a given 
destination. At this point, a separate level--generally a third-person action 
sequence--is loaded. After you complete the level, you'll usually drive home. 
Some missions mix the structure up a little, and some offer an optional bonus 
task on the drive home. The most serious complaint that can be made about 
Mafia is that the city isn't as tightly integrated into the missions as it is 
in Grand Theft Auto III. Often, driving across the city is more of a mood-
enhancing interactive cutscene than a gameplay element that poses an actual 
challenge. This is fine in the beginning, but by the time you've reached the 
halfway point, you may find yourself wishing that you could simply fast-
forward through these parts. You're often free to deviate from the quickest 
path to your destination and go exploring, but unlike in Grand Theft Auto III, 
there's little reason to do so. There are no bonuses to find, and, while you 
can run people around in a taxi for money, this option is available only in a 
mode that's completely detached from the single-player campaign and must be 
accessed separately from the main menu.

Mafia's realistic car physics and police behavior both add to the occasional 
tedium of the straightforward driving segments. For the most part, the game's 
60 or so 1930s-era vehicles aren't rocket cars. They don't often go very fast, 
they don't always start the first time you turn the key, and they have some 
serious problems climbing steep hills. You won't be making 300-foot barrel-
roll jumps in any of them. Furthermore, the Lost Heaven PD will see to it that 
you don't even drive as fast as the cars will go. They'll pull you over for 
driving over 40 and running red lights, among other things. Even if you're in 
a really cool-looking old-time car, a simulation of driving the speed limit 
isn't exactly a recipe for thrills.

Fortunately, the biggest part of the aggravation that will eventually be 
caused by the puttering-around-town driving segments will be your impatience 
to get to the next action portion of a given mission, which are uniformly 
amazing. Mafia offers one incredible action set piece after another. Some 
involve straightforward shootouts in enclosed areas, and some take place in 
huge compounds composed of outdoor areas, multiple buildings, and drivable 
vehicles. Most involve multiple paths to your goal. The developers have even 
managed to pull off some decent sneaking levels, though blasting your way 
through them is also always an option. Occasionally, you'll even have 
computer-controlled companions with you. For example, one level that takes 
place in a parking garage begins with a battle between six or seven of your 
guys and as many members of an opposing mob. Enemies will use cars for cover, 
and one tactical option is to aim for the vehicle and blow it up, taking 
nearby mobsters with it. Even better, you can break into and drive any of the 
parked cars and use them as mobile shields or battering rams. The whole battle 
is a truly exciting mixture of cat-and-mouse tactics, reckless charges, flying 
bullets, and exploding cars. To describe other missions would simply ruin the 
surprise of them. Thanks to its consistently memorable and ingeniously staged 
action scenes, Mafia never devolves into a long series of indistinguishable 
firefights.

The game is packed with great little details. In what might be a first for a 
shooter, reloading a gun means losing any bullets left in the current clip. 
Enemies also need to pause to reload and have a limited supply of ammo, and 
once they're out, they'll usually charge you with knives. Since you're given 
only one or two weapons and a limited supply of ammo at the beginning of any 
mission, and since you can loot dead bodies for their equipment, you'll often 
have to decide whether to stay hidden and hope an enemy runs out of ammo 
before he kills you, or risk attacking him in order to grab his supplies 
before he wastes them. Also, cars sustain damage in incredibly satisfying 
ways. You can smash out individual windows, blow out individual tires, break 
off headlights and bumpers, and even shoot holes in gas tanks, causing the 
fuel to begin draining out. You can also target a car's occupants, who'll 
expire in classic gangster death poses such as "slumped over the steering 
wheel" or "clutching a tommy gun while hanging out a rear window."

The graphics are generally top-notch. The cars look fabulous, and they're 
especially notable for the way they authentically re-create the curviness of 
the era's vehicle design. The texture work in the city segments is 
occasionally a little muddy, though, and there's some pop-up on the horizon 
that's especially evident when you're going over bridges. The action levels, 
on the other hand, contain some really beautiful lighting and texture work, 
and the game's cutscenes feature some of the most detailed and expressive face 
models ever created for a computer game. The sound is equally excellent. The 
period soundtrack, composed mostly of cuts by swingy jazz legend Django 
Reinhardt, with extra tracks by artists such as Louis Prima and the Mills 
Brothers, matches the game's theme perfectly and also acts as a brilliant 
alternative to the generic techno and orchestral music used in most games.

It should be noted that the developers have opted to rely on the widely 
unpopular limited save system. There are a few instances where this choice 
leads to some frustration, but for the most part the save points are both 
ample and intelligently placed. The 20 missions include more than 100 
automatic save points.

Once you finish the single-player campaign, which should take anywhere from 10 
to 15 hours, an extra mode called "Freeride extreme" becomes available. This 
mode lets you drive around Lost Heaven without any police interference while 
uncovering 19 wild driving challenges. Completing each one unlocks a special 
vehicle. The first task involves chasing down a man in his underwear who can 
run 50 miles an hour and has flaming feet, for which you're rewarded with a 
psychedelic hippie mobile. The missions get weirder from there and will occupy 
at least another five to 10 hours of your time, if not more.

Someday, some developer will successfully integrate the nonlinear portions of 
Grand Theft Auto III and the incredible action sequences of Mafia. Until that 
time, you can consider the two games halves of an eventual whole. Separate, 
but equally amazing."

(Here are the picture captions that appeared in the review, but not in the 
main text body of it)

"An onscreen map shows you where you are and where you need to go."

"Almost every action sequence in Mafia is incredibly well done."

"Driving around Lost Heaven can be fun, but don't forget the traffic laws."

"Freeride extreme isn't nearly as serious as the main campaign."


------------------------------------------------------------------------------



**********************************************************************[05-DCS]
**************** D E F A U L T   C O N T R O L   S E T U P  ******************
******************************************************************************

(can be changed at any time from the options menu)

On foot (player controls)

Forwards: Cursor Up, W
Backwards: Cursor Down, 
Left: Cursor Left, A
Right: Cursor Right
Toggle Run/ Walk: Caps lock
Walk: Right Shift 
Turn on the spot: Right Alt 
Action Button: Right Mouse Button
Fire/shoot: Left mouse button
Crouch: Right Ctrl
Jump/Climb: Num pad 0, E
Aiming: Mouse Axis X and Y
Cycle up and down through weapons: Mouse Wheel
Inventory: I
Hide Weapon: H
Drop Weapon: Backspace
Reload: L
Sniper Mode: S
Objectives: F1
City Map: Tab

Car controls

Accelerate: Cursor Up
Brake/Reverse: Cursor Down
Steer Left: Cursor left
Steer Right: Cursor Right
Handbrake: Spacebar
Toggle Speed Limiter: F5
Toggle Manual/Automatic Gears: M
Shift Gears Up: A
Shift Gears Down: Z
Horn: K
Look Left: ,
Look Right: .
Use Clutch: X
Change Camera: C
Replace (Will reset your car during the mission "Fairplay") - Numpad 0

------------------------------------------------------------------------------


**********************************************************************[06-CHA]
*************************** C H A R A C T E R S ******************************
******************************************************************************

[06-MAC] 
--------------------
- Major Characters -
--------------------

Thomas "Tommy" Angelo
From the instruction manual:
"Tom is the main character in the game. Originally a cab driver, but due to a 
combination of unpleasant circumstances, he is forced to join the Mafia. Tom 
is all in all a nice guy, but a tough childhood and life in the 1930's have 
changed his moral values a little. Thus, he's capable of doing things that a 
normal person wouldn't understand, but his conscience sometimes haunts him."

As the manual describes, Tom is the intriguing main character of Mafia, and 
the character that you control. Though Tom begins as a simple cab driver, he 
will end up becoming a powerful member of the Mafia in The city of Lost 
Heaven.  He is the main focus of the story, and his actions noticeably affect 
it. Tommy is the player that you will directly control throughout the game. 
You will become aware of his skills, and of his limitations. His driving skill 
is clear, given his profession as a taxi driver. His skill with firearms is 
developed through working with the Mafia. Like in most shooters, the main 
character is somewhat unbelievably resilient to damage. This is still the 
case, though to a lesser extent in Mafia. Though Tommy can still get killed in 
a single shot by an accurate rifle headshot, a point blank round of buckshot, 
or a grenade at his feet, he somewhat unrealistically resilient to most forms 
of damage.
Missions: "0", Prologue, 1, 2, 3, 4, Intermezzo 1, 5, 6, 7, 8,       
Intermezzo 2, 9, 10, 11, 12, Intermezzo 3, 13, 14, 15, 16, 17, 18, 19, 20, 
Epilogue, Freeride, Freeride Extreme

Norman
From the instruction manual:
"Norman is the typical example of a detective brought up through the school of 
hard knocks.  He is a scruffy, tough guy, who acts like he hates everybody 
around him.  Tom tells him his story, but doesn't get much sympathy."

The manual description of Norman omits the very important fact that he's never 
in any of the game's missions. He appears in the opening cinematic, the 
prologue, all the "intermezzo" and the finale/epilogue.  Essentially, the 
whole game of mafia is a flashback, being told by Tommy to Norman a few years 
after the events of the game take place.
Missions: Prologue, Intermezzo 1, Intermezzo 2, Intermezzo 3, Intermezzo 4, 
Epilogue

Don Salieri
From the instruction manual:
"The Don is the boss of the family that Tommy works for.  He's a guy who's 
lived through a lot ad doesn't get excited too easily.  He's typical of a 
Mafioso, who hasn't built up his position just for money and doesn't always 
kill to get what he wants. He is friendly, but when he gets tough he can 
become dangerous.  Sometimes business is more important than friendship to 
him."

That last sentence is foreshadowing the events in the mission "Omerta." 
Anyway, Don Salieri will act as your boss for nearly the entire game.  He 
gives you missions briefings, and tells you what to do.  As the game 
progresses, he develops a closer relationship with Tommy, and talks to him as 
more of a friend than a mindless goon/lackey. He stresses the Mafioso family 
above all else, and is willing to go to great lengths to keep its "family 
values" alive.
Missions:

Paulie
From the instruction manual:
"Paulie is Tom's sidekick, and energetic and hot-tempered guy, who sometimes 
behaves completely unexpectedly.  If he likes somebody he is the most loyal 
friend you could have, someone you can always rely on; if he doesn't cause you 
problems that is. Tom and Paulie are the greatest of friends and often work 
and have fun together."

Oddly enough, as the manual says, he is like Tommy's sidekick, even though he 
(Paulie) is a much more experienced member of the mafia. He is a very 
unpredictable person, as his motives are often unclear.  Sometimes he is very 
humble and willing to put himself aside for others' problems (Ordinary 
Routine), other times he is angry and revengeful (Better get used to it).  
Sometimes he's just greedy (Moonlighting). Still, he remains a useful and 
valuable member of Salieri's "family."
Missions:

Sam
From the instruction manual:
"Another of Tom's colleagues. He is a big, friendly guy, with a nice smile. 
In spite of his size, he is timid and a little clumsy, and doesn't talk much. 
He often works with Tom and Paulie, and they are good friends."

Though he seems to be a bit actor at the beginning, Sam will play a moderate 
role in many of the game's most dramatic missions. He also seems to be injured 
the most of all the people in this game. First he gets beat up, then shot, 
etc. 

Frank
From the instruction manual:
"Frank is Don Salieri's best friend, associate and advisor. His main concern 
is family finance and the legal side of business. He is well suited to this. 
At first sight he doesn't seem to belong among these criminals, as he is a 
very quiet inconspicuous nice guy. He does his work mainly because of an 
attachment to Don Salieri, as well as their mutant past. They grew up together 
in a poor quarter and thanks to Don he gained most of what he has, so he can't 
just turn his back on him. If he'd grown up in any other place he would 
certainly be a successful lawyer or businessman."

Frank, almost always seen behind Salieri, is indeed his "right hand." Though 
he deals with the paperwork and legal matters of the Mafia, he is no soft 
guy.  His motivating, if somewhat dramatically pessimistic, words inspire 
Tommy throughout  (such as in Fairplay).  His major part in the game occurs 
in the mission "Omerta". 
Missions: 3, 4, 6, 7a, 8b, 10

Vincenzo
From the instruction manual:
"He has worked for the family for a long time and it means everything to him. 
It's strange that such a good guy like Vincenzo found his greatest love in 
guns, but that's why he takes care of Salieri's arsenal of weapons and selects 
the best equipment for a mission."

Before most missions, you're going to want to check in with both Vincenzo and 
Ralph.  Vincenzo will set you up with your weaponry for the mission.  Usually 
he will supply you with a colt 1911 or another pistol, but depending on the 
mission, he can give you everything from sniper rifles to car bombs.
Missions:

Ralph
From the instruction manual:
"Ralph is excellent when it comes to dealing with vehicles. He can take 
apart, repair, improve and then rebuild whatever he gets his hands on and 
that's about it. His world revolves around anything on four wheels, and he 
knows little about anything else. That's why he'll only talk about vehicles, 
though even conversations about vehicles aren't easy for him."

Along with Vincenzo, you will want to pay a visit to Ralph before each 
mission. He will supply you with a car to suit your needs. Aside from his 
stuttering, Ralph is a very helpful character.  He teaches you how to steal 
new car models and supplies you with them as well.  In addition, any car you 
bring back to his garage will be added to the garage at mission completion.  
You can then use that car on any subsequent mission.
Missions:

Morello
From the instruction manual:
"Salieri's main adversary. Where Salieri opts for negotiation, Morello uses 
an army of men with Thompsons. Where Salieri punishes treachery, Morello 
indiscriminately shows his might. Because of this he has a big influence in 
the city, which he is trying to extend into Salieri family territory. He is 
greatly helped by his brother Sergio. However, he ultimately destroys 
everything he's involved in through his overly brutal behavior."

Morello is essentially the "bad guy" throughout the storyline of Mafia. He 
stands for every negative aspect of the Mafia and only cares about personal 
gains.  Most of the enemies you will face in the game will be his mindless 
goons. 
Missions:

Lucas Bertone
From the instruction manual:
"Lucas is a pleasant Italian of middle age, a car mechanic for the rich. He 
is very big-hearted even though, in view of the services he provides to the 
Mafia, he is no saint. 
NOTE: Although not part of the Salieri family its often worth visiting Lucas 
when you have spare time as unlike Ralph, Luca's work means that he has 
access to some of the more luxurious and exotic cars in the city."

Lucas' auto service shop is under the Giuliano Bridge in southern New Ark. As 
the manual describes, he can get you access to more high-end cars than Ralph. 
After many missions, you may have the option to take a detour and stop at his 
shop.  It's highly recommended that you do this because the side mission will 
unlock new, expensive, cars, which will aid you both in the story and in 
Freeride. 
Missions:


[06-MIC]
--------------------
- Minor Characters -
--------------------

Luigi: The bartender at Salieri's bar. He is a kind man who has many a 
conversation with Tommy. 
Missions:

Sarah: Luigi's daughter. Tommy escorts her home in "Sarah" and protects her 
from a street gang. They develop a relationship which evolves throughout the 
game.
Missions:

Bobby: The gate guard for the City of Lost Heaven racing track night shift.  
His assistance is needed in the mission "Fairplay"
Missions: 5

Michelle: She congratulates Tommy after his win in "Fairplay" 
and turns out to be "The Whore" in mission 8.  Under Tommy's request, she 
leaves the city, never to return.
Missions: 6, 8

Big Biff: An informant for the Salieri Family who usually hangs out in 
Chinatown. He informs you of the gang's base of operations in "Better get used 
to it" and tries to help you find Frank in "Omerta."
Missions: 7b, 10

Billy: An obnoxious little street punk. Tommy hunts him down in the mission 
"Better get used to it." However, as he is the son of an important
politician, his death creates quite a commotion, and a problem for Tommy.
Missions 7b, 8b

Billy's Friend (unnamed): This friend of Billy's somehow lives though his 
ordeal with Tommy in "Better Get Used To It" and brings the councilor and all 
of the corrupt politicians down hard on Salieri
Missions: 7b, 8b

Lucas' Friend (unnamed): Tommy has to warn him to escape from the police who 
are converging on his apartment in the mission "A Trip To The Country". This 
favor is greatly appreciated by Lucas.
Missions: 9

Little Tony: Another informant of the Salieri family. He hangs out in front 
of the art museum on Central Island
Missions: 10

Idiot Joe: A reluctant informant who gives Tommy a ton of snappy backtalk 
before telling him about Frank and the accounting books in "Omerta." He can be 
found not far from Lucas Bertone's shop, under the Giuliano Bridge.
Missions: 10

March: Frank's wife makes an appearance in the mission "Omerta." Play 
the mission for more information about their story.
Missions: 10

Alice: Frank's daughter also can be found in the mission "Omerta." Play 
the mission for more information about their story.
Missions: 10

Carlo: A friend of Lucas Bertone's. He has the personal vendetta against Stan, 
it's just that Lucas asks Tommy to beat up Stan. There's no mention as to 
whether this is the same Carlo as Salieri's driver.
Missions: 10

Stan: A big muscular type guy. He appears to be the bouncer at the Black Cat 
Bar in Little Italy.  Tommy beats him up on a request from Lucas.
Missions: 10

Salvatore: Salvatore is the best lock pick in the city. He aids Tommy in the 
mission "Visiting Rich People" by opening the gate and the safe in the 
office.
Missions: 11

William Gates (Bill): Whether or not any pun is aimed at Microsoft's multi-
billion dollar man is unknown. In this game, Bill is introduced as a whiskey 
dealer from Kentucky who arranges a deal with Paulie. His part is very 
minor, as he gets shot almost immediately after Tommy meets him. However, it 
turns out that he isn't from Kentucky. In fact, he's just a small time thief 
who stole from Morello, which is why the gangsters came to hunt him down.
Missions: 12

Pepe: Pepe is the owner of a fine Italian Bar and Pizzeria in New Ark. His 
restaurant is the personal favorite dining spot of Don Salieri. In the mission 
"Bon Appetit!" the Tommy accompanies the Don for a lunch at Pepe's, though the 
situation turns rapidly downhill once they finish their meal. However, Pepe 
survives the ordeal, and receives some money from Don Salieri to fix up his 
restaurant.
Missions: 13

Carlo: Salieri's double-crossing driver. He called in sick the day when 
Morello attempted to assassinate Salieri. Tommy hunts him down for 
retribution. Again, there's no mention as to whether or not, this is the same 
Carlo as Lucas' friend who wants Tommy to beat up Stan in "Omerta."
Missions: 13

Counselor (name?): Tommy is sent aboard his party steamer to kill him in the 
mission "Happy Birthday!"
Missions: 14

Sergio Morello: The younger brother of Salieri's rival Don. His uncanny 
ability to avoid death becomes evident in the mission "You Lucky Bastard" 
where Tommy is sent to kill him.
Missions: 15

Politician (name?): Tommy is sent to silence this political enemy of 
Salieri's in the mission "Election Campaign."
Missions: 17

Dick: "Dick? No, I'm big Dick," this informant exclaims. Tommy is sent to give 
him a package as a request from Lucas in "Moonlighting." He will have to fend 
off attacks from gangsters while fighting alongside Dick.
Missions: 19

Yellow Pete: A one-armed gunsmith who, despite being off the beaten path, is 
helpful to the game. Although you only have access to his shop in the last 
few missions, his arsenal of weapons is very helpful when trying to beat said 
missions.  His shop (though not his body) remains in Freeride mode and is a 
source of purchasing new weaponry. His shop can be found in the parking lot 
behind the Twister theater in Western Hoboken.
Missions: 19, 20, Freeride

------------------------------------------------------------------------------


**********************************************************************[07-WEA]
******************************* W E A P O N S ********************************
******************************************************************************


Given how this game is both centered around, and titled "Mafia", it's only 
natural that you will have to use weapons at some point during the game. After 
all, I'm assuming that you bought this game so that you could shoot people, 
not be a prosecuting attorney against the Mafia...right? Anyway, I have 
compiled a list of all the weapons in this game, organized in to categories, 
and described in great detail. 

The weapon list will be set up under each category like this:

Name: The name of the weapon as it appears in the game. For example, in the 
game, the "Smith and Wesson" is always abbreviated to be "S&W". Therefore, The 
Smith and Wesson Model 10 Military and Police is called the S&W Model 10 M&P

Size: This will either be small or large (or N/A in the case of fists). Tommy 
has 5 slots/holsters in his inventory for small weapons, his coat, and his 
hands. In that way, you can carry 6 small weapons (5 in his holsters, and 1 in 
his coat) and still have your hands free. If his coat "space" isn't being used 
up, Tommy can hide one large weapon in his coat and still have his hands free. 
Therefore, if you want your hands free (all weapons concealed from the police) 
you can carry either 6 small weapons, 1 large weapon, or 5 small and 1 large. 
Most melee weapons and handguns are small, and the shotguns and rifles are 
large.

Damage: a rough estimate of the damage that the weapon doles out. The type of 
weapon is somewhat factored into this rating. The ratings are: Very low, low, 
medium-low, medium, medium-high, high, extreme. This number will be followed 
by the maximum damage value (as shown by the weapon statistics editor, which 
shows the original stats before you modify them)

Range: a rough estimate of the range of the weapon. For melee weapons, this is 
either none, or very low. For guns, it is the maximum range at which the gun 
retains most of its accuracy. It is measured in the following ratings: None, 
very short, short, medium-short, medium, medium-far, far, extreme.

Clip/Max ammo: The first number will show the maximum amount that can be held 
in one clip, and expended before having to reload. The second number shows the 
maximum amount of ammo that Tommy can hold for that gun. This value will be 
N/A for melee and thrown weapons

Advantages: Advantages of the weapon, and why you might use it.

Disadvantages: Disadvantages of the weapon, and why you might not use it.

Ideal situation: This describes the ideal situation for using the weapon. It 
describes a number of enemies, their range, and what they are armed with, 
where the listed weapon would be most effective (ex. Shotgun against light-
medium armed enemies at close range)

Notes: A brief overview of the weapon, along with any additional information 
that would be useful to the user.

Cost: The price this weapon costs when purchased from Yellow Pete's gunshop. 
See the "Freeride" section for more information.

So without further ado, the weapons:


[07-MEL]
-----------------
- Melee weapons -
-----------------

The standard fists, bats, knives, crowbars, and other weapons represent the 
melee category. Though some missions are an all out melee brawl (such as the 
first part of "Better get used to it"), melee should usually be used only as a 
last resort. If you're going up against enemies armed with guns, you'll be 
shot down before you even get within striking distance. In general, these 
weapons aren't that great, and should only be used if you have no alternative.


Fists:

Size: N/A
Damage: very low
Range: None, you must be literally right up against your target
Clip/Max Ammo: N/A
Advantages: ? Not much, you can actually attack and do damage. Doesn't take up 
inventory space
Disadvantages: Low damage, nonexistent range, practically useless
Ideal situation: A single unarmed enemy, preferable a passive citizen who 
won't attack you.
Notes: The fists are your default weapon when you have nothing else to use. 
They are almost completely useless. When fighting another person where you 
both use fists, you'll be hurt quite a bit before you can kill them. When 
fighting someone with a gun, you don't stand a chance.
Cost: N/A

Knuckle Duster:

Size: Small
Damage: Low
Range: None
Clip/Max Ammo: N/A
Advantages: Slightly better than bare fists
Disadvantages: All the same as the fists
Ideal situation: A single unarmed enemy
Notes: If you were confused by the name, these are essentially brass knuckles. 
They pack a little bigger punch than the fists, but they still are near 
useless compared to a gun.
Cost: Not for sale

Baseball Bat:

Size: Large
Damage: Low*
Range: Short (Slightly longer reach than fists)
Clip/Max Ammo: N/A
Advantages: One hit kill feature, can be carried without drawing police 
attention.
Disadvantages: Two handed (you can only have 2 2-handed weapons in your 
inventory at once), low range
Ideal situation: A single unarmed, (or armed with a melee weapon) enemy, or 2 
unarmed enemies.
Notes: This is probably the best melee weapon. The star on low damage is 
because although it does low damage, if you can hit someone from behind with a 
fully charged swing, it's a one hit kill. Add that to the fact that you can 
carry the bat around without angering the police (unless you hit someone in 
front of them), and the fact that it's extremely common, and you have yourself 
a great weapon.
Cost: $10

Knife:

Size: Small
Damage: Medium*
Range: None
Clip/Max Ammo: N/A
Advantages: High damage for a melee weapon, one hit kill feature
Disadvantages: Rare in the game, low range
Ideal situation: A single unarmed, (or armed with a melee weapon) enemy, or 2 
unarmed enemies.
Notes: Like the baseball bat, a fully charged hit from behind is a one hit 
kill.  However, the knife does more normal damage by itself (it is a knife 
after all), but is very rare compared to the bat.
Cost: $10

Crowbar:

Size: Small
Damage: Low
Range: Very Short
Clip/Max Ammo: N/A
Advantages: OK damage, not much else
Disadvantages: Not that great damage, low range
Ideal situation: A single unarmed enemy
Notes: Not that great, the crowbar is a generic battering weapon. I wouldn't 
really bother.
Cost: Not for sale

Plank:

Size: Large
Damage: Medium (for a melee weapon)
Range: Medium (for a melee weapon)
Clip/Max Ammo: N/A
Advantages: Long range for a melee weapon
Disadvantages: Very rare, slow attack
Ideal situation: up to 3 or so unarmed or melee armed enemies
Notes: This "secret" weapon is one that many people never even find. In the 
mission "Sarah" it is propped up against some boards in the area where you are 
first attacked. I've also heard that one can be found in the mission "Better 
get used to it", though I haven't verified this. 
Cost: Not for sale

Steel Bar:

Size: Large
Damage: Medium (for a melee weapon)
Range: Medium (for a melee weapon)
Clip/Max Ammo: N/A
Advantages: Long range for a melee weapon
Disadvantages: Very rare, slow attack
Ideal situation: up to 3 or so unarmed or melee armed enemies
Notes: This is another of the "secret" weapons in Mafia. It can only be found 
in the mission "Bon Appetit!" After the Tommy hunts down Carlo at his 
apartment, a few of his friends will attack Tommy. One has a baseball bat, 
another has a colt detective special, and the third has this unique weapon.
Cost: Not for sale

Bucket:

Size: Small
Damage: Low
Range: Very Short
Clip/Max Ammo: N/A
Advantages: Is very interesting, better than fists
Disadvantages: Not all that great, only in one place in the game.
Ideal situation: A single unarmed enemy (though you won't get this opportunity 
given where you can get this weapon)
Notes: Another "secret" weapon. The bucket is needed to clean the restroom on 
the party steamer in the mission "Happy Birthday!" If equipped as a weapon, 
Tommy hits people with the bucket with his left hand, and with his right fist. 
Cost: Not for sale

[07-PIS]
-----------
- Pistols -
-----------

The bread and butter weapon in Mafia is the pistol. Varying in model, make, 
and statistics, they all do share some common characteristics. One of these is 
that they can all be concealed inside Tommy's coat by pressing the H key. This 
should keep you safe from the law. Also, all pistols can be used to do drive-
by shootings by equipping them when inside the car and then pressing whatever 
key is assigned to fire/shoot. Tommy will stick the gun out of the window, and 
you are then free to fire. To retract his arm, simply press action/use. So 
without further ado, here are the pistols.


S&W Model 10 M&P:

Size: Small
Damage: Medium (40)
Range: Medium
Clip/Max Ammo: 6/36
Advantages: Very common, certainly better than a melee weapon.
Disadvantages: Not extremely accurate or damaging
Ideal Situation: A few enemies armed with handguns or a single enemy armed 
with a more powerful weapon, such as a shotgun, at medium range
Notes: The standard issue handgun for all police officers.  Unfortunately, 
it's the worst of all the handguns. Its low damage and high recoil make it a 
last resort other than a melee weapon.
Cost: $30

Colt 1911:

Size: Small
Damage: Medium-high (55)
Range: Medium-Far
Clip/Max Ammo: 7/35
Advantages: Very high accuracy for a pistol, decent damage
Disadvantages: Not as powerful as the magnum.
Ideal situation: A few enemies armed with handguns or a single enemy armed 
with a more powerful weapons, such as a shotgun, at medium-long range
Notes: A basic pistol. Very effective when utilized correctly. It's accuracy 
is notably better than that of the other handguns.
Cost: $50

Colt Detective Special:

Size: Small
Damage: Medium-low (30)
Range: Medium
Clip/Max Ammo: 6/36
Advantages: Decent damage, Decent accuracy
Disadvantages: Relatively small clip, usually there is a better alternative. 
Not extremely common.
Ideal situation: A few enemies armed with handguns or a single enemy armed 
with a more powerful weapons, such as a shotgun, at medium range
Notes: It is similar to the colt 1911, but has a smaller clip, less knock back 
on objects, and worse accuracy. They 1911 will beat it in almost any 
situation. Also, the detective special isn't too common. Another note is that 
in most of the missions late into the game, Tommy begins the mission with a 
colt detective special with one clip of ammunition, even before he goes to see 
Vincenzo.
Cost: $10

S&W Model 24 Magnum:

Size: Small
Damage: High (for a handgun)(75)
Range: Medium
Clip/Max Ammo: 6/36
Advantages: High damage
Disadvantages: High recoil, accuracy can be questionable.
Ideal situation: A few enemies armed with handguns or a couple enemies armed 
with more powerful weapons, such shotguns, medium range
Notes: A very powerful magnum. It wages the damage vs. speed/accuracy war 
against the colt 1911. I prefer the colt 1911, but the magnum is just as 
effective when used correctly. Also, Though it's not rare, it's not nearly as 
common as the colt 1911 or Model 10.
Cost: $100


[07-SHO]
------------
- Shotguns -
------------

Although there are only two of them, the shotguns are the heavy hitters 
in Tommy's arsenal. They will save your life, time and time again. When used 
effectively, they will turn the tide of any battle. As they are "heavy", or 
two-handed weapons, Tommy can only conceal 1 at a time, and cannot use them in 
drive-by shootings.


Pump-Action Shotgun:

Size: Large
Damage: Extreme (250)
Range: Medium-short
Clip/Max Ammo: 8/32*
Advantages: High damage, no loss of ammo from reloading
Disadvantages: Not as damaging or fast firing as the Sawed-Off, relatively low 
range 
Ideal situation: A couple enemies armed with pistols or rifles, or shotgun (if 
you can beat them to the punch) at medium-close range 
Notes: Since each cartridge is individual, and not on a clip, reloading this 
weapon won't waste ammo. Besides the Model 10, this is the other gun carried 
by police (in squad cars only).
Cost: $500

Sawed-off Shotgun:

Size: Large (there's a misprint in the manual that classifies the sawed-off as 
small. It is actually a large-type weapon)
Damage: Extreme (250)
Range: Short
Clip/Max Ammo: 2/34
Advantages: Absurdly high damage, can fire two shots very quickly
Disadvantages: Must be reloaded after every two shots
Ideal situation: one or possibly two enemies armed with almost anything, but 
must be at very close range
Notes: At close range, this weapon will kill in one hit.  However, at medium 
range, the damage drops dramatically, and at long range, the gun is useless. 
Also, although you can fire 2 shots in rapid succession, the gun has to be 
reloaded after those 2 shots, which can become a pain in certain situations.
Cost: $500

[07-RIF]
----------
- Rifles -
----------

Though the bulkiest of the weapons (aside from the shotguns), the rifles in 
Mafia are some of the most powerful. Usually noted for their damage dealing 
capabilities, high accuracy, and low re-fire rate, rifles are an instrumental 
tool for any sniper, or for anyone who would like to keep their distance. I've 
included the Thompson in this category, as it is a (automatic) rifle, but it 
doesn't follow the characteristics of the other two rifles.


U.S. rifle M1903 Springfield:

Size: Large
Damage: High (80)
Range: Far
Clip/Max Ammo: 5/15
Advantages: High power, long range, High accuracy
Disadvantages: Slow rate of fire, not very common, small ammunition capacity
Ideal situation: Multiple enemies with pistols, shotguns, or other relatively 
inaccurate weapons, at long range
Notes: A very powerful rifle, though only available late in the game. Works 
well when coupled with the Thompson (then again, anything works well with the 
Thompson).
Cost: $2000

Mosin-Nagant 1891/30:

Size: Large
Damage: Extreme (100)
Range: Extreme
Clip/Max Ammo: 5/35
Advantages: High damage, Extreme range, very accurate, has a scope
Disadvantages: VERY rare (only once in the main game), slow fire rate
Ideal situation: A few enemies armed with just about anything (except rifles) 
at as long a range as possible
Notes: How can you have a shooter-type game and not have a sniper rifle? This 
gun addresses this "problem." It has a built in scope (default s key) that 
allows you to hit almost anyone from anywhere.  In addition, its high damage 
will almost certainly kill that "anyone" in 1 or 2 hits. The problem is that 
the weapon is extremely rare. You only get it in "election campaign" and you 
can buy one in Freeride (though with little ammo).
Cost: $2000

Thompson 1928:

Size: Large
Damage: High
Range: Medium-high (50)
Clip/Max Ammo: 50/200
Advantages: good damage, very fast rate of fire, decent range, very effective 
overall
Disadvantages: ??? Range isn't as good as some other guns
Ideal situation: Almost any number of enemies with any weapons (except rifles 
if at long range, and shotguns if within 10 feet), at almost any range
Notes: The Tommy gun, the T-Gun, The Chicago Typewriter, The Big-T. Whatever 
you want to call it, this is by far, the best weapon in the game. An 
experienced player will be able to take down almost anyone with this weapon, 
without even being hit. Its high rate of fire makes it capable of effective 
crowd control when facing multiple targets, as well as suppressive fire to 
keep the enemies from retaliating. Though I listed the range as medium, and 
effective user can hit almost anything with it (which is somewhat unrealistic, 
given the round clip inefficiencies of the real gun).  Finally, it is 
relatively abundant in the game, and in Freeride, meaning that you will have 
plenty of ammo to use.
Cost: $1000

[07-THR]
---------------------
- Throwable Weapons -
---------------------

Perhaps the most underused, and underrepresented weapons in Mafia are the 
throwables. Both are capable of dealing large amounts of damage if utilized 
correctly. Once the throwing arc is mastered, a good player should be able to 
hit enemies quite a distance away.


Molotov Cocktail:

Size: Small
Damage: High
Range: Medium-Far
Clip/Max Ammo: N/A
Advantages: High damage, can damage many enemies
Disadvantages: Can hurt yourself, takes practice to utilize well, dangerous in 
close quarters
Ideal situation: A medium-large clustered and tightly packed group of enemies, 
with almost any weapon(rifles might make a problem) at medium range
Notes: Not very common in either the story or Freeride mode, the Molotovs 
remain very effective at dealing with crowds. And no, I'm not talking about 
Stalin's foreign minister(that was a joke).  These cocktails are able to light 
large groups of people (including yourself) on fire.  Just make sure you're 
acquainted with the arc, lest you throw one 20 over an enemy's head, or drop 
it on your own foot.
Cost: $1000

Grenade:

Size: Small
Damage: Extreme
Range: Medium-Far
Clip/Max Ammo: N/A
Advantages: Can kill anyone, and destroy cars very easily
Disadvantages: Can kill Tommy very easily. Takes practice to throw well
Ideal situation: A group of enemies (or cars) at medium-long range
Notes: Extremely rare, but also extremely effective when utilized correctly. 
Grenades are able to kill anything in one hit (including Tommy if he's too 
close to it). Do not underestimate the blast radius of these things, they will 
blow you to pieces.  Also, they are able to blow up most cars if you land one 
underneath it. Like the cocktails, master Tommy's throwing arc before you go 
blowing yourself up.
Cost: $1000

------------------------------------------------------------------------------

**********************************************************************[08-CAR]
********************************* C A R S ************************************
******************************************************************************



All cars will be measured and classified under a number of different criteria. 
They will be listed by section/type/company, in the order in which they appear 
from the Freeride car-select menu. For each line/family, the following 
information will be given:

Name: The name of the family/group/line/manufacturer of cars (ex. Schubert)

Number of cars: How many cars are in this family

Number of groups: How many groups of cars are in this family (group numbers in 
parentheses). Cars are grouped for how they are unlocked. For example, there 
are 3 groups of Bolts: Bolt aces, Bolt model B's, and Bolt V8's. The aces are 
unlocked from the start of the game, the model B's are unlocked after beating 
mission 3, and the V8's are unlocked after beating mission 8. Therefore, there 
are 3 groups, of 6 each. So the number of groups would look like this: 
Number of groups: 3 (6)(6)(6)

A small synopsis/introduction to this particular group of cars
------------------------------------------------------------------------------
For each individual car, the following information will be given (information 
in parenthesis are usually the same data, simply in metric form):

Name: Name of the car as it appears in game. Not the name of the actual car 
that it's based off of.

Weight: How much the car weighs in kilograms

Power: The horsepower of the car in HP (in Kilowatts)

Max Speed: This is the maximum speed that the car is supposed to go in miles 
per hour (in kilometers per hour) 

True Max Speed: This is the fastest that the car can actually go (From 
http://mafiascene.com/modules.php?name=content&cid=27). These values 
only appear for certain cars (the ones that data has been collected for) For 
more information, see Contributions and Contact section.

Engine: The number of cylinders in the car's engine

Swept Volume: This is the volume (in cubic centimeters) that the piston covers 
during one stroke, or cycle. This is a value included in the carcylcopedia, 
but it really isn't that important unless you're a car buff.

Gear Box: How many gears the car has in its gearbox. Pretty basic, but if you 
don't drive manual, it won't really matter to you.

Seats: The number of people who can ride in the car. This value is usually 
either 2 or 4, but may be 1 for the race cars.

Top: This determines whether the top/roof of the car is hard or soft. If a 
soft top lands on its roof (upside down), Tommy will be killed instantly, 
regardless of his health level. Also, the racing cars have no roof, and Tommy 
will be affected the same as if they had a soft top.

Colors: This is the possible colors that the car can be found in.

Available After: This is either the beginning of the game, or a mission. After 
COMPLETING this mission (not just starting it), the car is unlocked and 
available for use in Freeride.

Notes: A brief description and relevant information covering the car. Also, 
any other points of interest.


[08-BOL]
--------
- Bolt -
--------

Number of cars: 18 
Number of groups: 3 (6)(6)(6)

The Bolt family of cars is the largest in the game. These cars are the 
most common to be seen driving around in the city, especially in the earlier 
1930's. They are divided into 3 groups, Bolt Aces, Bolt Model B's, and Bolt 
V8's. The Aces are the most basic and weak cars. The Model B's are mediocre 
and generic cars, that are very common in the early 1930's. The V8's are the 
more elegant and sporty of the groups. All three groups have the same basic 
models, only differing slightly in appearance and handling. 

Name: Bolt Ace Tudor
Weight: 800 kg
Power: 22 HP (16.2 kW)
Max Speed: 45 Mph (72 Km/h)
True Max Speed: 59 Mph
Engine: 4 cylinder
Swept volume: 2865 ccm
Gear Box: 2 speed operated by pedal
Seats: 2
Top: Hard
Colors: Blue, Dark Blue, Green, Brown, Red
Available After: From start
Notes: A pretty simple car, like most of the bolts. You will find this car 
throughout the levels that take place in the early 1930's. Like most of the 
bolt aces, it's not very powerful or stylish. However, it will get you across 
the city. Just don't expect to race around in it.

Name: Bolt Ace Touring
Weight: 800 kg
Power: 22 HP (16.2 kW)
Max Speed: 45 Mph (72 Km/h)
True Max Speed: 59 Mph
Engine: 4 cylinder
Swept volume: 2865 ccm
Gear Box: 2 speed operated by pedal
Seats: 4
Top: Soft
Colors: Blue, Dark Blue, Green, Brown, Red
Available After: From start
Notes: This simple bolt has a very distinctive slope on its back. Also, other 
than the windshield, it has no windows. This makes it even less desirable to 
fight in than some of the other bolt aces, as you can be shot from the side 
much easier.

Name: Bolt Ace Runabout
Weight: 800 kg
Power: 22 HP (16.2 kW)
Max Speed: 45 Mph (72 Km/h)
True Max Speed: 59 Mph
Engine: 4 cylinder
Swept volume: 2865 ccm
Gear Box: 2 speed operated by pedal
Seats: 2
Top: Soft
Colors: Blue, Dark Blue, Green, Brown, Red
Available After: From start
Notes: Characterized by its sloping rear, the runabout is one of the worst 
cars available in the early 1930's. Even though all the bolt aces have the 
same statistics, this one feels like the weakest. One of the smallest non-
racing cars, the runabout is extremely fragile, both to gunfire and to 
collisions. I really wouldn't recommend this car unless you have no better 
alternative.

Name: Bolt Ace Pickup
Weight: 800 kg
Power: 22 Horsepower (16.2 kW)
Max Speed: 45 Mph (72 Km/h)
True Max Speed: 59 Mph
Engine: 4 cylinder
Swept volume: 2865 ccm
Gear Box: 2 speed operated by pedal
Seats: 2
Top: Soft
Colors: Blue, Dark Blue, Green, Brown, Red
Available After: From start
Notes: This is one of only two pickups in the game. In addition, the bolt ace 
pickup is probably the rarer, though weaker of the two. However, if you'd like 
to organize your garage like me, with a few rare cars highlighting every year 
from 1930-1938, this car is a great choice. If you can't nab one early on, 
such as in "Molotov Party," you may never get another chance. 

Name: Bolt Ace Fordor
Weight: 800 kg
Power: 22 HP (16.2 kW)
Max Speed: 45 Mph (72 Km/h)
True Max Speed: 59 Mph
Engine: 4 cylinder
Swept volume: 2865 ccm
Gear Box: 2 speed operated by pedal
Seats: 4
Top: Hard
Colors: Blue, Dark Blue, Green, Brown, Red
Available After: From start
Notes: This car is almost identical to the Bolt Ace Tudor, with the exception 
of its capacity. It can seat 4 people, hence its (misspelled) name. As a 
result, it's slightly longer, but handles almost the same.

Name: Bolt Ace Coupe
Weight: 800 kg
Power: 22 HP (16.2 kW)
Max Speed: 45 Mph (72 Km/h)
True Max Speed: 59 Mph
Engine: 4 cylinder
Swept volume: 2865 ccm
Gear Box: 2 speed operated by pedal
Seats: 2
Top: Hard
Colors: Blue, Dark Blue, Green, Brown, Red
Available After: From start
Notes: Take a Bolt Ace Runabout, put a spare tire on the back, make the roof 
solid, and you've basically got a Bolt Ace coupe. The cars are very similar in 
their handling and appearance.

Name: Bolt Model B Tudor
Weight: 1075 kg
Power: 40 HP (29.7 kW)
Max Speed: 58 Mph (97 Km/h)
True Max Speed: 70 Mph 
Engine: 4 cylinder
Swept volume: 3285 ccm
Gear Box: 3 speed
Seats: 2
Top: Hard
Colors: Brown, Red, Green, Dark Blue
Available After: Mission 3: "Molotov Party"
Notes: The first car in the Bolt Model B series, the Tudor is a step up from 
the Bolt Aces. It is faster, stronger, and generally better all around. It 
also has an elongated body compared to the aces. Though available in Freeride 
from the beginning, Tommy doesn't know how to steal one until "Ordinary 
Routine."

Name: Bolt Model B Roadster
Weight: 1075 kg
Power: 40 HP (29.7 kW)
Max Speed: 58 Mph (97 Km/h)
True Max Speed: 70 Mph
Engine: 4 cylinder
Swept volume: 3285 ccm
Gear Box: 3 speed
Seats: 2
Top: Soft
Colors: Brown, Red, Green, Dark Blue
Available After: Mission 3: "Molotov Party"
Notes: Very similar to the Tudor, the Roadster is slightly longer (in length) 
and shorter (in height). It is also a soft top, open (no side windows) car, 
making it less desirable for firefights.

Name: Bolt Model B Pickup
Weight: 950 kg
Power: 40 HP (29.7 kW)
Max Speed: 58 Mph (97 Km/h)
True Max Speed: 70 Mph
Engine: 4 cylinder
Swept volume: 3285 ccm
Gear Box: 3 speed
Seats: 2
Top: Hard
Colors: Brown, Red, Green, Dark Blue
Available After: Mission 3: "Molotov Party"
Notes: Other than the Bolt Ace Pickup, this is the only other pickup in the 
game. It's slightly more common, and better in terms of speed and handling. 
Overall, it's very similar to the other Model B's.

Name: Bolt Model B Fordor
Weight: 1075 kg
Power: 40 HP (29.7 kW)
Max Speed: 58 Mph (97 Km/h)
True Max Speed: 70 Mph
Engine: 4 cylinder
Swept volume: 3285 ccm
Gear Box: 3 speed
Seats: 4
Top: Hard
Colors: Brown, Red, Green, Dark Blue
Available After: Mission 3: "Molotov Party"
Notes: This is the basic Bolt Model B. A generic four-seater car with decent 
speed, handling, and other statistics. In the early missions, you will 
probably spend much of your time looking at that very distinctive gold colored 
slats/grating covering the spare tire of a Fordor in front of you. It's rather 
bland, but not a terrible car.

Name: Bolt Model B Delivery
Weight: 950 kg
Power: 40 HP (29.7 kW)
Max Speed: 58 Mph (97 Km/h)
True Max Speed: 70 Mph
Engine: 4 cylinder
Swept volume: 3285 ccm
Gear Box: 3 speed
Seats: 2
Top: Hard
Colors: Brown, Red, Green, Dark Blue
Available After: Mission 3: "Molotov Party"
Notes: If you took a Model B Fordor and changed the entire back seats and rear 
into a large storage area, you've basically got a Model B delivery. As a 
result of this large storage space, it is only a 2-seater, and is a little bit 
longer than the Fordor. Also, it's a little bit lighter, but this doesn't seem 
to affect its handling much.

Name: Bolt Model B Coupe
Weight: 1075 kg
Power: 40 HP (29.7 kW)
Max Speed: 58 Mph (97 Km/h)
True Max Speed: 70 Mph
Engine: 4 cylinder
Swept volume: 3285 ccm
Gear Box: 3 speed
Seats: 2
Top: Hard
Colors: Brown, Red, Green, Dark Blue
Available After: Mission 3: "Molotov Party"
Notes: The Coupe of the Model B series is once again, rather generic. It's 
somewhat smaller than the other model B's, but handles rather the same. It 
will also be pretty common on the roads in the early 1930's. 

Name: Bolt Model B Cabriolet
Weight: 1075 kg
Power: 40 HP (29.7 kW)
Max Speed: 58 Mph (97 Km/h)
True Max Speed: 70 Mph
Engine: 4 cylinder
Swept volume: 3285 ccm
Gear Box: 3 speed
Seats: 2
Top: Soft
Colors: Brown, Red, Green, Dark Blue
Available After: Mission 3: "Molotov Party"
Notes: Except for the soft top, the Cabriolet is almost identical to the 
Coupe. It is also very slightly higher off the ground, but by an 
inconsequentially low amount.

Name: Bolt V8 Coupe
Weight: 1170 kg
Power: 65 HP (47.8 kW)
Max Speed: 76 Mph (122 Km/h)
True Max Speed: 86 Mph
Engine: eight-cylinder
Swept volume: 3622 ccm
Gear Box: 3 speed
Seats: 2
Top: Hard
Colors: Green, Red, Blue, Grey
Available After: Mission #8: "The Whore/The Priest"
Notes: This is one of the cars in the fancier class of Bolts, the V8 series. 
It handles quite nicely, and will serve you well for the early missions. 
Overall, along with the others in the V8 series, it is better than the other 
Bolts. 

Name: Bolt V8 Fordor
Weight: 1075 kg
Power: 65 HP (47.8 kW)
Max Speed: 76 Mph (122 Km/h)
True Max Speed: 86 Mph
Engine: 4 cylinder
Swept volume: 3285 ccm
Gear Box: 3 speed
Seats: 4
Top: Hard
Colors: Brown, Red, Green, Dark Blue
Available After: Mission #8: "The Whore/The Priest"
Notes: This is the standard "family car" or Fordor in the V8 series. It is a 
wise choice if you need to take more than one other person along with you in 
the car. It handles very similarly to the other V8's, but is somewhat longer, 
mostly as a result of its larger seating capacity.

Name: Bolt V8 Roadster
Weight: 1075 kg
Power: 65 HP (47.8 kW)
Max Speed: 76 Mph (122 Km/h)
True Max Speed: 86 Mph
Engine: 4 cylinder
Swept volume: 3285 ccm
Gear Box: 3 speed
Seats: 2
Top: Soft
Colors: Brown, Red, Green, Dark Blue
Available After: Mission #8: "The Whore/The Priest"
Notes: The V8 Roadster is essentially the closest thing to a sports car in the 
entire Bolt "family." Easily distinguishable from most other roadsters by its 
white (instead of the traditional black) soft top, the roadster is a nice way 
to travel efficiently, quickly, and in style. It's a nice choice in any 
garage.

Name: Bolt V8 Touring
Weight: 1075 kg
Power: 65 HP (47.8 kW)
Max Speed: 76 Mph (122 Km/h)
True Max Speed: 86 Mph
Engine: 4 cylinder
Swept volume: 3285 ccm
Gear Box: 3 speed
Seats: 4
Top: Soft
Colors: Brown, Red, Green, Dark Blue
Available After: Mission #8: "The Whore/The Priest"
Notes: Although this car looks very similar to the Bolt Ace Touring, it's 
significantly better. Its speed, power, handling, and nearly every aspect of 
has vastly improved from those of its ace counterpart. However, it still has 
no side windows, making it a bad place to be during a firefight.

Name: Bolt V8 Tudor
Weight: 1075 kg
Power: 65 HP (47.8 kW)
Max Speed: 76 Mph (122 Km/h)
True Max Speed: 86 Mph
Engine: 4 cylinder
Swept volume: 3285 ccm
Gear Box: 3 speed
Seats: 2
Top: Hard
Colors: Brown, Red, Green, Dark Blue
Available After: Mission #8: "The Whore/The Priest"
Notes: This car is almost identical to the V8 Fordor, except...surprise! It 
only seats 2. Overall, it handles the same way as the Fordor. You might as 
well get a Fordor instead, because there will be situations where you need 
that extra capacity.


[08-SCH]
------------
- Schubert -
------------

Number of cars: 6
Number of groups: 2 (2) (4)

The Schubert line of cars is another basic one that will serve you well early 
on in the game. Additionally, you'll recognize the Schubert as the trademark 
police vehicle. You should be able to easily identify the Schubert's distinct 
shape from quite a ways away (which is helpful for evading the police). 
Although there are 6 cars, there are truly only 2 Schuberts, with a number of 
minor variations. There is the Schubert Six and its police version, and the 
slightly more advance Schubert Extra Six, with both regular and police Tudor 
and Fordor versions.


Name: Schubert Six
Weight: 1346 kg
Power: 36 HP (34 kW)
Max Speed: 60 Mph (100 Km/h)
True Max Speed: 77 Mph
Engine: 6 cylinder
Swept Volume: 3179 ccm 
Gear Box: 3 speed
Seats: 4
Top: Hard
Colors: Red, White, Black
Available After: Mission 4, "Ordinary Routine"
Notes: This is the basic Schubert model. It will certainly hold its own 
against some of the weaker cars in the early game. However, after a few years 
(in game time), it will become rather antiquated, and hardly useful. The 
Schubert Extra Six that replaces it, carries on to have much more longevity.

Name: Schubert Extra Six Fordor
Weight: 1346 kg
Power: 85 HP (62.5 kW)
Max Speed: 80 Mph (130 Km/h)
True Max Speed: 99 Mph
Engine: 6 cylinder
Swept Volume: 3548 ccm
Gear Box: 3 speed
Seats: 4
Top: Hard
Colors: Green, White, Blue
Available After: Mission 9: "A Trip To The Country"
Notes: In the early-mid 1930's, the Schubert Extra Six begins to replace the 
Bolt line as the major "standard" or average line of cars. Most people driving 
around will be in a Schubert Extra Six. There will be no shortage of these 
cars driving around until the late 1930's. One note on the "white" color: What 
is called "white" has distinct reddish coverings over the front and rear 
wheels.

Name: Schubert Extra Six Tudor
Weight: 1346 kg
Power: 85 HP (62.5 kW)
Max Speed: 80 Mph (130 Km/h)
True Max Speed: 99 Mph
Engine: 6 cylinder
Swept Volume: 3548 ccm
Gear Box: 3 speed
Seats: 2
Top: Hard
Colors: Green, White, Blue
Available After: Mission 9: "A Trip To The Country"
Notes: Once again, like most Tudor/Fordor models, this Schubert is almost 
identical to the Fordor version of the Extra Six. Again, in place of rear 
seats/doors is a slightly elongated rear. Also, the Fordor has a spare tire on 
its rear, whereas the Tudor has a covered "hump." However, once again, they 
basically handle exactly the same.


Name: Schubert Six Police
Weight: 1346 kg
Power: 36 HP (34 kW)
Max Speed: 60 Mph (100 Km/h)
True Max Speed: 77 Mph
Engine: 6 cylinder
Swept Volume: 3179 ccm 
Gear Box: 3 speed
Seats: 4
Top: Hard
Colors: "White" (Police) only
Available After: Mission 4, "Ordinary Routine"
Notes: The Schubert Six Police model is identical to the regular Schubert Six, 
except for its paintjob, and who drives it. The default "white" color has the 
standard police insignia and will only be driven by police or Tommy (if he 
steals one). In the early parts of the game, this is pretty much the only car 
the police will drive. Even later in the game, you'll see this police version 
much more frequently than its civilian counterpart.

Name: Schubert Extra Six Police Fordor
Weight: 1346 kg
Power: 85 HP (62.5 kW)
Max Speed: 80 Mph (130 Km/h)
True Max Speed: 99 Mph
Engine: 6 cylinder
Swept Volume: 3548 ccm
Gear Box: 3 speed
Seats: 4
Top: Hard
Colors: "White" (Police) only
Available After: Mission 9: "A Trip To The Country"
Notes: Like the regular Schubert Six's police model, this Police version of 
the Extra six is basically exactly the same as it's civilian counterpart. Like 
the extra sixes, it can be distinguished from the regular Schubert Sixes by 
its more rounded shape, and improved speed and handling.

Name: Schubert Extra Six Police Tudor
Weight: 1346 kg
Power: 85 HP (62.5 kW)
Max Speed: 80 Mph (130 Km/h)
True Max Speed: 99 Mph
Engine: 6 cylinder
Swept Volume: 3548 ccm
Gear Box: 3 speed
Seats: 2
Top: Hard
Colors: "White" (Police) only
Available After: Mission 9: "A Trip To The Country"
Notes: Except for the fact that it only has 2 doors, this is almost exactly 
the same as the other Extra Six police model. Again, this makes it slightly 
longer, but relatively unchanged from the Fordor model. Also, like all the 
police cars, it has only one color: "White," which is really just the special 
police insignia.

------------------------------------------------------------------------------

[08-FAL]
------------
- Falconer -
------------

Number of cars: 3
Number of groups: 2 (2) (1)

Name: Falconer
Weight: 1520 kg
Power: 80 HP (58.8 kW)
Max Speed: 72 Mph (120 Km/h)
True Max Speed: 89 Mph
Engine: 6 cylinder
Swept Volume: 3956 ccm
Gear Box: 4 speed, mechanical
Seats: 4
Top: Hard
Colors: Blue, Violet
Available After: Mission 8: "The Whore/The Priest"
Notes: The falconer is a pretty basic car that will get you from point A to 
point B, but not too quickly. While you can't steal them right off the bat, 
you will notice quite a few of these driving around in the earlier parts of 
the game. They're useful cars if you need to drive somewhere, but there's 
almost always a better alternative.

Name: Falconer Yellowcar
Weight: 1520 kg
Power: 80 HP (58.8 kW)
Max Speed: 72 Mph (120 Km/h)
True Max Speed: 89 Mph
Engine: 6 cylinder
Swept Volume: 3956 ccm
Gear Box: 4 speed, mechanical
Seats: 4
Top: Hard
Colors: "Yellow" (taxi pattern)
Available After: From the start of the game
Notes: You'll become quite familiar with this car, as you'll use it for the 
first 2 missions. Although it is technically called a falconer yellowcar, most 
people would simply refer to this car as a taxi. After playing the first two 
missions, you'll probably get the idea that this isn't a very good car for 
speed or evasion. One note about when it's available: Although the Falconer 
sub-menu is grayed out until you beat mission 8, the falconer yellowcar is 
selected by default from the Freeride menu. Essentially, if you don't go into 
the car select menu, you'll have a yellowcar. If you do go into the menu, 
change your car, but still want the yellowcar, simply go back to the main 
menu, then click on Freeride again.

Name: Falconer Gangster
Weight: 1520 kg
Power: 80 HP (58.8 kW)
Max Speed: 72 Mph (120 Km/h)
True Max Speed: 89 Mph
Engine: 6 cylinder
Swept Volume: 3956 ccm
Gear Box: 4 speed, mechanical
Seats: 4
Top: Hard
Colors: Black (like other "gangster" vehicles)
Available After: Mission 8: "The Whore/The Priest"
Notes: This car is only available in Freeride mode (you'll never see it just 
driving around during the single player missions). It is exactly like the 
other two falconers, except for its color. It is jet black, like any other 
"gangster" vehicle. When you encounter this in Freeride, keep your distance if 
you don't want a fight. Also, don't be fooled by its weak statistics. Although 
when you're behind the wheel, it can't break 90 mph, the gangsters who 
normally drive it can "cheat." Essentially, they can drive stupendously, going 
nearly twice the maximum speed in order to catch up with you. Not fair, but 
get used to it.

------------------------------------------------------------------------------

[08-CRU]
------------
- Crusader -
------------
Coming Soon
------------------------------------------------------------------------------

[08-GUA]
------------
- Guardian -
------------
Coming Soon
------------------------------------------------------------------------------

[08-THO]
--------
- Thor -
--------
Coming Soon
------------------------------------------------------------------------------

[08-LAS]
------------
- Lassiter -
------------
Coming Soon
------------------------------------------------------------------------------

[08-ULV]
---------
- Ulver -
---------
Number of cars: 2
Number of groups: 1 (2)

Though Lucas Bertone seems to think that most people don't like the Ulver's 
different look, after their introduction into Lost Heaven, they become a very 
popular car. At the midpoint of the game, you should begin to see more and 
more of these very distinct cars driving around the city. In comparison to all 
the other "starter" cars, the Ulvers are much faster, more maneuverable, and 
better in general.

Name: Ulver Airstream Fordor
Weight: 1550 kg
Power: 130 HP (95.7 kW)
Max Speed: 90 Mph (145 Km/h)
True Max Speed: 100 Mph
Engine: 8 cylinder
Swept Volume: 4893 ccm
Gear Box: 3 speed
Seats: 4
Top: Hard
Colors: Yellow, Blue
Available After: Mission 9: "A Trip To The Country"
Notes: This is one of the two basic Ulver models. It's a little wide and 
heavy, given its above average speed. Also, though it may seem to take a while 
to accelerate and brake, once it gets going, this Ulver is quite fast. In 
addition, the extra seats in the back allow you to use this car in a mission 
involving more than 1 extra person. Maybe it's just me, but it seems like both 
Ulvers have a tendency to flip over, or on their sides, more than other 
vehicles.

Name: Ulver Airstream Tudor
Weight: 1550 kg
Power: 130 HP (95.7 kW)
Max Speed: 90 Mph (145 Km/h)
True Max Speed: 100 Mph
Engine: 8 cylinder
Swept Volume: 4893 ccm
Gear Box: 3 speed
Seats: 2
Top: Hard
Colors: Yellow, Blue
Available After: Mission 9: "A Trip To The Country"
Notes: This Ulver is almost identical to the Fordor model except that it only 
has two doors. This limits you if you have to take more than 1 other person 
with you. However, it handles and reacts almost identically to the Fordor 
model. They are essentially the same car.

------------------------------------------------------------------------------

[08-WRI]
----------
- Wright -
----------
Coming Soon
------------------------------------------------------------------------------

[08-SIL]
-------------------
- Silver Fletcher -
-------------------
Number of cars: 1
Number of groups: 1 (1)

Even though the Silver Fletcher family has only one car, it makes up for this 
by being one of the nicest, and best cars around. While you can sometimes see 
them on the street, Silver Fletchers are generally reserved for those with 
extreme class and wealth.

Name: Silver Fletcher
Weight: 2314 kg
Power: 175 HP (128.8 kW)
Max Speed: 115 Mph (185 Km/h)
True Max Speed: 117 Mph
Engine: 12 cylinder
Swept Volume: 7566 ccm
Gear Box: 3 Speed
Seats: 4
Top: Hard
Colors: Silver
Available After: Mission 11: "Visiting Rich People"
Notes: This exotic car is favored by the extremely wealthy and famous. The 
prosecutor that Tommy first steals one of these from is such a person. Also, 
the Silver Fletcher is the distinctive trademark car of Don Morello. It is 
capable of reaching extreme speeds, and is also a very strong car, being much 
better suited to collisions or gunfire than most other cars. The Silver 
Fletcher is a very exquisite car, and definitely earns its place in the garage 
of a serious collector.

------------------------------------------------------------------------------

[08-BRU]
---------
- Bruno -
---------
Coming Soon
------------------------------------------------------------------------------

[08-CEL]
-----------
- Celeste -
-----------
Coming Soon
------------------------------------------------------------------------------

[08-TRA]
---------------
- Trautenberg -
---------------
Coming Soon
------------------------------------------------------------------------------

[08-BRU]
------------
- Brubaker -
------------
Coming Soon
------------------------------------------------------------------------------

[08-CAE]
----------
- Caesar -
----------
Coming Soon
------------------------------------------------------------------------------

[08-ZEL]
--------------
- Carrozella -
--------------
Coming Soon
------------------------------------------------------------------------------

[08-OTH]
----------
- Others -
----------
Number of cars: 6
Number of groups: 1 (6)
This group of vehicles contains the kinds of cars and trucks that you 
generally won't want to drive. Though they are sometimes needed for missions, 
most of the time, these will be your last resorts for transportation. These 
trucks and emergency vehicles are all very heavy, slow, and difficult to 
handle at high speeds (assuming you can even reach high speeds).

Name: Bolt Ambulance
Weight: 950 kg
Power: 40 HP (29.7 kW) 
Max Speed: 58 Mph (97 Km/h)
True Max Speed: 72 Mph
Engine: 4 cylinder
Swept Volume: 3285 ccm
Gear Box: 3 speed
Seats: 2
Top: Hard 
Colors: White
Available After: Mission 3: "Molotov Party"
Notes: If you've ever seen an ambulance driving around in Lost Heaven, it was 
this car. Like all of the "Other" vehicles, it's not very good, and should be 
one of your last choices for transportation. You can almost always steal 
something better.

Name: Bolt Firetruck
Weight: 3000 kg
Power: 100 HP (74 kW) 
Max Speed: 60 Mph (100 Km/h)
True Max Speed: 72 Mph
Engine: 8 cylinder
Swept Volume: 4525 ccm
Gear Box: 3 speed
Seats: 2
Top: ? 
Colors: Red
Available After: Mission 3: "Molotov Party"
Notes: Despite its slow speed, massive size, and terrible handling, the 
firetruck actually has some advantages. Collisions with other cars usually end 
up with them thrown across the street, and you only a few feet from the point 
of impact. Because of it's massive size and weight, the firetruck can take 
quite a beating from collisions.

Name: Bolt Hearse
Weight: 950 kg
Power: 40 HP (29.7 kW) 
Max Speed: 58 Mph (97 Km/h)
True Max Speed: 72 Mph
Engine: 4 cylinder
Swept Volume: 3285 ccm
Gear Box: 3 speed
Seats: 2
Top: Hard 
Colors: Black
Available After: Mission 3: "Molotov Party"
Notes: There are only two "Funeral cars" in Mafia, and this is one of them. 
You'll probably never see one naturally on the street, only from your use in 
Freeride. However, it handles much like the ambulance (since they have the 
same statistics). There really isn't much to say about this Hearse, except 
that you probably won't be using it very much. 

Name: Bolt Truck Flatbed
Weight: 3000 kg
Power: 100 HP (74 kW) 
Max Speed: 60 Mph (100 Km/h)
True Max Speed: 72 Mph
Engine: 8 cylinder
Swept Volume: 4525 ccm
Gear Box: 3 speed
Seats: 2
Top: Hard 
Colors: Green
Available After: Mission 3: "Molotov Party"
Notes: Out of the three Bolt trucks, this is the one that you can see driving 
around commonly. The other two, though essentially the same, are never found 
on the streets randomly. Even though it technically has the same statistics as 
the firetruck, the flatbed isn't quite as large, though it still takes some 
practice to make it handle just the way you want to.

Name: Bolt Truck Covered
Weight: 3000 kg
Power: 100 HP (74 kW) 
Max Speed: 60 Mph (100 Km/h)
True Max Speed: 72 Mph
Engine: 8 cylinder
Swept Volume: 4525 ccm
Gear Box: 3 speed
Seats: 2
Top: Hard 
Colors: Green
Available After: Mission 3: "Molotov Party"
Notes: This truck is probably the most difficult to drive, simply because it 
has the massive covering over its back end. If you drive using the standard 
camera, you will barely be able to see anything around or over the car. I'd 
advise switching to one of the in-car cameras, or the farthest zoomed out one. 
Other than its appearance though, it isn't any different from the other 
trucks.

Name: Bolt Truck
Weight: 3000 kg
Power: 100 HP (74 kW) 
Max Speed: 60 Mph (100 Km/h)
True Max Speed: 72 Mph
Engine: 8 cylinder
Swept Volume: 4525 ccm
Gear Box: 3 speed
Seats: 2
Top: Hard 
Colors: Green
Available After: Mission 3: "Molotov Party"
Notes: This truck has the metal support rods that would clearly hold up the 
covering if it were a "Bolt Truck Covered." The only time you'll see this 
truck is in Mission 18 ("Just for Relaxation") or in Freeride, as it's one of 
the hidden Freeride cars (see "Freeride"). It also has the very noticeable 
"ATLANTIC IMPORT" written on its side.

------------------------------------------------------------------------------

[08-PRO]
--------------
- Prototypes -
--------------
Coming Soon
------------------------------------------------------------------------------

**********************************************************************[09-CLH]
*************** T H E   C I T Y   O F   L O S T   H E A V E N ****************
******************************************************************************


[09-REG]
-------------------------
- Neighborhoods/Regions -
-------------------------

./\/\/\/\/\/\/\/\.
< Within the city >
.\/\/\/\/\/\/\/\/.

Works Quarter:
The Works Quarter encompasses the southwestern part of the city. It is the 
main industrial part of the city, and is filled with many large buildings. It 
has tram/trolley lines running through it, but the monorail line only has a 
turnaround at Winslet avenue (which is arguably part of Little Italy).  On the 
south east bank of the West River is the Harbor (important in "You lucky 
Bastard").  To the north is Little Italy. It has an exit to the west to the 
racing circuit, and to the east to Central Island (over the West Marshall 
Bridge). It also has a gas station 1 block north of the bridge. Little of the 
game takes place in this sector, but it's important to be familiar with it, 
especially for the mission "Fairplay."

Little Italy:
Most importantly, it is the home to Salieri's bar: your base of operations.  
As a result, you will drive through it quite frequently, and become familiar 
with the surroundings. It has a tram line and a monorail stop 1 block east of 
Salieri's bar. To the north is China town and to the south is the works 
quarter. You can take the Central Island Tunnel east to reach central Island.

Chinatown:
I suppose I should call this the "international district." Anyway, this 
relatively small neighborhood is north of Little Italy. It has minor tram 
access and no monorail stops. You can take the Terranova bridge to the east to 
reach New Ark. It is closed off in the first few missions as will as in "city-
small" in Freeride.

Central Island:
This is the main business sector in the City of Lost Heaven. Most of the 
important buildings, as well as people are found in this area. It has a very 
large tram system and 2 monorail stops.  It has a gas station a block north of 
the central island monorail station. To the North West, the Central Island 
tunnel will take you to Little Italy.  To the South West, the west Marshall 
bridge will take you to the Works Quarter.  To the North East, the Giuliano 
Bridge will take you to New Ark. To the South East, the East Marshall Bridge 
will take you to Downtown. The main street running down its center is one of 
the longest straightaways in the city, allowing you to reach very high speeds. 
However, the tram tracks often flip your car if you hit them at a strange 
angle.  It's better to stay off to one side and just avoid traffic in your 
lane.

New Ark:
In the North Eastern region of Lost Heaven lies New Ark. It connects to 
Chinatown via the Terranova Bridge and to central Island via the Giuliano 
Bridge. It has a tram system and a monorail stop at New Ark station (about a 
block north and a block west of the Giuliano bridge). Lucas Bertone's 
auto service shop is also here, under the Giuliano bridge. The road to the 
North East heading North leads to the airport. Between New Ark and its 
southern neighbor, it's hard to determine where New Ark ends and Downtown 
begins.

Downtown:
South of New Ark and east of central island (via the East Marshall Bridge) 
lies Downtown.  Like you would expect from the downtown area of any city, it 
is bustling with people and business. However, there is little to note in this 
area. There is a gas station below the overpass into Oakwood. The Downtown 
area has a large tram system and one monorail stop in the northern area of the 
sector. 

Hoboken:
To the east of New Ark, and the North east of Downtown is the neighborhood of 
Hoboken. It has tram lines around its perimeter and a monorail stop in central 
Hoboken and a monorail turnaround at market avenue. The area is quite small, 
but still packed full of interesting locales. In addition, going from the 
north eastern most corner all the way down that main street is relatively 
straight, and has the potential to get you going really fast in the right car.  
This is the only way to jump the East River (Freeride Extreme only).

Oakwood:
Oakwood is essentially the upper-middle class residential sector of Lost 
Heaven. There is very little to do in the neighborhood, but it is quite nice 
and quaint. It has no tram and no monorail access, so you better get a car if 
you want to get around quickly. Tommy's house is in the south west block of 
Oakwood (Freeride Extreme only).

Oak Hill(s):
Commonly referred to as the millionaire's neighborhood, Oak Hill is the most 
scenic and grandiose areas in Lost Heaven. It is also the farthest East area 
in the entire city. Though the neighborhood itself is quite small, it is 
thoroughly populated by massive mansions. As it sits so high up on the cliff, 
Oak Hills is difficult and time consuming to reach.  Coming from Hoboken, the 
road is relatively short, but extremely steep. The average car won't be able 
to break 20 mph going up the hill, especially with traffic. The road from 
Oakwood is less steep, but is a long series of winding switchbacks which 
finally reach the South Western corner of Oak Hill. The mission "visiting rich 
people" takes place here, as do some missions involving the theft of valuable 
cars (such as the Lassiter Appolyon). There are no tram or monorail tracks in 
Oak Hill either. 

./\/\/\/\/\/\/\/\.
<Out of the city >
.\/\/\/\/\/\/\/\/.

Racing Circuit:
Found by taking the road west from southwest Works Quarter.  The racing 
circuit is used in the mission "Fairplay." 

Farm (better name?): 
North of Chinatown lies this farm.  Tommy, Paulie, and Sam attempt to get some 
Canadian whiskey from this area, but not without some resistance in "A trip to 
the country."

Clark's Motel:
A small motel north of the Airport. It is involved in "Ordinary Routine." 
There is also a gas station next to the motel.

Airport: 
North of New Ark, and south of the Clark's motel lies the airport. This very 
large and expansive area is only visited 1 or 2 times. During the mission 
"Omerta" and can be visited during the mission "Creme de la Creme." (see the 
mission walkthrough for more information). 

Party Steamer Boat:
This locale only exists for the mission "Happy Birthday!".  It can be boarded 
from the docks in southern Central Island."


[09-SPL]
----------------------
- Specific Locations -
----------------------

Salieri Bar: In the center of Little Italy. Center of operations for most 
missions.

Harbor: in the south west part of Works Quarter. Used in the mission "You 
lucky Bastard."

Hospital: In Northern New Ark, right next to the Terranova Bridge, lies the 
hospital. Though only minor in the story missions, it is very useful in 
Freeride, where it will heal you fully for only $1000.

Morello's Bar: In central New Ark is the bar of Salieri's rival. Used in the 
mission "Molotov Party."

Prison: Located at the northern end of Central Island, the prison facility 
serves Tommy as a sniping spot in "Election Campaign."

Lucas Bertone's auto service: Under the Giuliano Bridge (New Ark/Downtown 
side) lies Lucas' auto service shop. He supplies you with many missions to 
steal high end cars. In Freeride, he will repair your vehicle for $2000 

Hotel Corleone: About two blocks north of the East Marshall Bridge (in 
downtown) is the Hotel Corleone. Tommy enters in here in the mission "The 
whore."

Church: A block or so east of the Hotel is the church. Tommy fights in here 
during Bobby's funeral in "The Priest."

Gallery: The art gallery is the setting for the game's final mission "the 
death of art."

Palmero Club: This club lies in north eastern Hoboken. It is where Tommy and 
Paulie escape to with the stolen money in "Moonlighting." Other than that, 
it's really not that important.

Twister: Behind this theater in eastern Hoboken, lies Yellow Pete's gunshop. 
Here you can buy an array of weapons, most of which are not offered by 
Vincenzo.

Pepe's Restaurant: Tommy dines with, and protects, Don Salieri at Pepe's 
Restaurant in the mission "Bon Appetit!" It is found in western New Ark.

Bar Pompeii: Similar to, and only a couple blocks east of, the Palmero club. 
You will have to take a passenger here in your taxi in "The Running Man" and 
collect protection money from the bar in "Ordinary Routine."

Salieri's warehouse: In the North East corner of Hoboken (past the railroad 
tracks north) is this warehouse. His goods are stored here, and this building 
is used for the mission "A trip to the Country."

Art Museum: at the very bottom (south end) of Central Island is the city art 
museum. It is where Tommy begins his cab routes in "The Running Man," where 
your informant Joey is located ("Omerta") and where the mission "The Death of 
Art" takes place.

Theatre: In Northeastern Central Island is the Lost Heaven Theatre. This is a 
taxi destination in "The Running Man," and is also the location of a failed 
assassination attempt in "Creme de la Creme."

Lighthouse: South of Oak Hill and east of Oakwood, at the farthest South East 
point of Lost Heaven, lies the lighthouse. In Freeride, it has a bonus silver 
Fletcher parked outside. In Freeride extreme, it will show you the location of 
another challenge. In either mode, it is a useful place to avoid the police, 
as they will often drive off the cliff into the waters of the Saint Paul 
Coast.

Gas stations: there are 4 gas stations in Lost Heaven. One near Carlo's house 
and the West Marshall Bridge. Another is a block north of the central island 
monorail station.  One is below the overpass that leads to Oakwood. The final 
one is next to the Clark Motel.

Lost Heaven First National Bank: In the northern Downtown area is the First 
National Bank. Tommy takes a trip there to retrieve account books in "Omerta" 
and to "make a withdrawal" in "Moonlighting"

Service Station: In the eastern part of Chinatown is the small service station 
where a rival gang was beginning to take roots. Tommy and Paulie go to take 
them down in "Better Get Used To It."

Carlo's house: In the Works Quarter, not far from Salieri's bar (in Little 
Italy) is Carlo's house. Tommy Travels here to kill Carlo in "Bon Appetite!"

Doctor's house: Near central Oakwood lives the Salieri family doctor. Tommy 
and Paulie take Sam there after he's hurt in "A Trip To The Country", and it 
can be inferred that all of Salieri's men go there when they get injured.

Public Prosecutor's Villa: In Oak Hills, the neighborhood of the wealthy, The 
corrupt public prosecutor lives in his mansion. Tommy is sent there to steal 
incriminating evidence, and essentially the prosecutor's case against Salieri 
in "Visiting Rich People."

Sarah's Apartment: Only blocks away from the Salieri bar is Sarah's apartment. 
Tommy escorts her home, through the back alleys and thugs, to this apartment 
in "Sarah."

Paulie's Apartment: Like Sarah, Paulie lives only a few blocks east of the 
Salieri Bar. Tommy visits his apartment in "Moonlighting" and "The Death Of 
Art."

Tommy's House: Though Tommy's personal house is only available in Free Ride 
Extreme mode, it's still quite a nice residence. Situated in southern Oakwood, 
his house sports a door that saves the game, an infinite health cabinet, and a 
large lot to store his rare and exotic cars.

------------------------------------------------------------------------------

**********************************************************************[10-GTS]
****** G E N E R A L   G A M E   T I P S   A N D   S T R A T E G I E S *******
******************************************************************************

[10-CAR]
--------
- Cars -
--------

Transportation is a major aspect in Mafia. Nearly every mission involves you 
traveling somewhere far away from the Salieri Bar. With a few exceptions, the 
game doesn't just transport you to the action zone; you have to get there 
yourself. In addition, Lost Heaven is a large and realistic city. It's not 
just a few blocks and a parking lot, it's a massive environment with many 
neighborhoods and regions, over miles of cliffside and waterfront land, filled 
with roads, alleys, dirt paths, medians, bridges, ramps, hills, houses, 
skyscrapers, stores, and everything else found in a city. Due to the size of 
Lost Heaven and the nature of your missions, you'll be forced to provide your 
own transportation to many of your destinations. For the most part, you'll be 
using cars.

First off, remember that this is the 1930's. The cars are not supercharged; 
most have difficulty breaking 50 mph. Keep this in mind, and don't try to 
expect too much from your vehicles. Every car in the game can get you from A 
to B. However, given the nature of this game, sometimes it's more like going 
from A to B while being shot at, then from B to C while being run off the 
road, and then back to A while trying to chase down a fleeing enemy.

If you want more information about the cars themselves, I suggest looking in 
the "Cars" section of this guide. In this part, I'm going to outline 10 basic 
elements of the cars in Mafia that you should pay attention to and utilize to 
get where you need to go in a timely and safe manner.

1. Power and speed: Again, most of these cars from the 1930's are quite weak, 
and take quite a while to reach their (pathetically low) top speed. They also 
can take a while to start up, even taking a few turns of the key

2. Size, Shape and Roof: The size and shape of a vehicle may prevent you from 
going through extremely narrow alleyways, or may simply make it more difficult 
to weave in and out of traffic. It's important that you know if your car has a 
soft or hard roof, because if you flip over on a soft roof, you'll be killed 
instantly. Also, the size (actually, the capacity) is another important 
factor. 
If you have to take yourself and 2 other gangsters somewhere, you can't very 
well take a two-seater (Tudor) car. Be aware of what passengers you may have, 
and accommodate accordingly.

3. Steering (Rear/Front/All Wheel Drive): Unlike many modern cars that have 
front or all wheel drive, nearly all of the cars from the 1930s had rear wheel 
drive. As a result, their handling isn't as steady as cars you may be used to. 
However, some cars (such as the Thor group) are Front Wheel Drive, and are 
marked so (e.g. "Thor 810 Sedan FWD)

4. Transmission: Even though it probably wouldn't be available (or a very 
sound choice) at the time, both automatic and manual transmission is available 
for every car you drive in Mafia. Even better, you can freely switch between 
the two while driving (Default: M key). If you really want to focus on 
something ingame (other than shifting), really want to focus on something out 
of the game, don't know how to drive stick, or are simply lazy, automatic is 
your best bet. This will have the transmission automatically shift itself at a 
reasonably appropriate time. If you want to decrease the time it takes for you 
to accelerate, or to have that extra control, use manual. There's no button 
for the clutch (I suppose it's automatic) but simply use shift up and shift 
down (Default: Z and A keys) to change gears. Remember to use your tachometer 
to judge when it's best to shift. You'll also need to be somewhat familiar 
with the cars.

5. Handbrake: By using the handbrake (Default: Spacebar), you can stop your 
car's motion much faster than by using your normal brakes. While this is 
effective for near-collision situations under 40 mph, as the speed increases, 
the danger does as well. At high speeds, the handbrake will cause you to lose 
control of steering altogether, and if you try to steer, you risk spinning out 
or even flipping over.

6. Horn: By pressing the horn (Default: K key) you will honk. The sound 
depends 
on the specific vehicle you are driving. However, it is more useful than 
simply 
to vent your rage at someone who got in your way. If you're driving faster 
than 
40 mph (the speed limit), honking your horn will make other motorists pull off 
of the road, or veer out of your way. However, don't assume that it will clear 
the path for you. Let's say that you are going 60 mph, dramatically over the 
speed limit, and rapidly closing in on the car in front of you. You intend to 
pass on the right. However, if you honk when you're directly behind the car, 
it 
has a 50% of pulling over to the left and a 50% of pulling over to the right, 
which would result in a collision. When using the horn, always aim to the left 
or the right of the vehicle to avoid them accidentally swerving INTO you 
instead 
of away from you.

7. Speedlimiter: By pressing the speedlimiter button (Default: F5 key), a 
small 
warning sign with a large "40" will appear over your speedometer. This will 
prevent you from driving over 40 mph (the speed limit). If you're not doing a 
timed mission, or if you're not in a hurry, I'd advise using this, because it 
will reduce the number and seriousness of your collisions and it will prevent 
the police from ticketing you for speeding

8. Camera: There are 6 Camera angles that you can view your car from while 
driving. You can cycle between them by pressing the change camera view key 
(default: C key)
    1. Default Camera. A close distance following camera from behind the car
    2. This camera angle pulls back slightly from the first one
    3. This camera angle pulls back dramatically from the first two. It is 
recommended if you're driving a large vehicle that obscures your vision (such 
as 
a truck)
    4. Inside the driver seat camera, but with no dashboard, wheel or any part 
of your actual car
    5. Inside the driver seat camera. This is the most realistic, you'll see 
everything Tommy would, and from his perspective.
    6. This camera angle has the camera mounted along the left front tire. 
This 
angle isn't recommended for driving, but perhaps for precision parking...I 
don't 
really use it much

You can easily cycle through these camera views to chose one that you like in 
general, or for a specific situation. In addition, you can use the look right 
and look left keys (Default: . and , keys) to look right and left, or hold 
them 
down together to look behind you.


9. Radar: Every car in Mafia has a built in radar system. Now is not the time 
to 
point out obvious anachronisms, because this radar is quite useful. It will 
display your car as a white rectangle in the center, and all other vehicles 
around you in different colors: 

White: Your car (in the center), or an unlocked car (either one you stole and 
left parked, one in the Salieri garage, or a hidden Freeride car)

Green: A standard civilian car, driving or parked (they always lock them)

Blue: A police car. Currently at a non-hostile status

Orange: A gangster car. Currently at a non-hostile status (Freeride only)

Red: Either a gangster or police car at a hostile status. Even a cop just 
trying 
to give you a ticket counts as "hostile." 
 
Yellow: A tram, see the next section "Public Transportation"

10. Gasoline: While you will leave Ralph's garage with a full tank of gas, you 
can empty it by driving for extended periods of time, damaging your engine, or 
stealing a different car (one that was low to begin with). At this point, 
you'll need to get a different ride, or go fill up at a gas station. Be sure 
to check your gas gauge once in a while, just in case. More information in the 
"Freeride" section.

------------------------------------------------------------------------------

[10-PUB]
-------------------------
- Public Transportation -
-------------------------

While cars will get you through most of the missions in Mafia, the public 
transportation systems are arguably just as useful. The city of Lost Heaven 
has both Public Trams and Monorail lines. 

Trams: The tram lines are marked as yellow lines on the map (and the trams 
themselves are yellow rectangles on your radar).  The trams will stop every 
few blocks, where they will chime a bell. You can get on by pressing action 
when near one of the doors. Here are some other notes about trams:

-When inside a tram, you will be able to fire weapons, but you won't be able 
to see them (you're in a first person view). 

-You can only exit the tram when it is stopped. 

-If you kill the driver (either while in the tram, or from the street) the 
tram will instantly stop

-By killing the driver, trams will pile up on the line behind the stopped one

-If you, or any other person gets hit by a moving tram (while on foot) 
you/they will die instantly

Monorail: The monorail makes scheduled stops at a few select stations 
throughout Lost Heaven. Unlike the tram, the wait time may be quite long, and 
there is no driver for you to kill. The monorail will only be used in one 
mission in the game "Moonlighting."

Tram and monorail lines run throughout Lost Heaven, but only in certain areas:
 
Central Island: Tram lines through the center and left side, Monorail line 
with 2 stops ("Central Island", "Giuliano Street")

Chinatown: Tram lines along the southern border only, no Monorail

Downtown: Tram lines throughout, Monorail line with 1 stop ("Downtown")

Hoboken: Tram lines mostly along the borders, Monorail line with 2 stops 
("Central Hoboken", "Marked Avenue"(turnaround))

Little Italy: Tram lines through the center, Monorail line with 1 stop 
("Little Italy")

New Ark: Tram lines throughout, Monorail line with 1 stop ("New Ark") 
 
Oakwood: No tram lines, No monorail lines

Oak Hills: No tram lines, No monorail lines

Works Quarter: Tram lines throughout (with a turnaround near the racing course 
exit), Monorail line with 1 stop ("Winslet Avenue" (turnaround))

For more information on these areas, scroll up to the "City of Lost Heaven" 
section.

------------------------------------------------------------------------------

[10-POL]
-------------
- The Police-
-------------

The police force of the city of Lost Heaven is extremely efficient at taking 
down an aspiring criminal such as yourself. The police's interference in your 
actions have quite a bit to do with your play style. If you chose to go 
whatever speed you want, kill whoever you want, and essentially do whatever 
you want, you're going to attract tons of attention from the police. If you 
always use the speedlimiter, stop at red lights and for pedestrians, and don't 
kill people unless you need to, you shouldn't be hassled much, if at all, by 
the police. However at certain times throughout the story, you will have to 
deal with the police, or do things that will attract their attentions. 
Therefore, regardless of play style, you should be well informed of their 
capabilities and imitations.

Police states: (can be seen at the top center of the screen only when the 
police want to ticket/arrest/kill you. Otherwise, nothing is shown there)

Minor offences: These result in a ticket icon appearing at the top of the 
screen. In the story mode, simply stop running/driving and get out of your car 
(if you're in one). Let the cop ticket you, as it will do nothing (with some 
exceptions, see major offences). In Freeride mode, you will have to pay $1000 
for the ticket. If you get 4 tickets in a row, you will be wanted for arrest 
(see next section (major offences)).

Minor offences:
Speeding above 40 mph (but under 70 mph)
Running red lights
Lightly colliding with another car (minor fender-bender)
Lightly colliding with a pedestrian (while driving)
Results in: Ticket ($1000 in Freeride)

Major offences: These result in a handcuffs icon appearing at the top of the 
screen. In any mode, if you are caught by the cops, it's game over, so avoid 
this at all costs. If you remain at this state for an extended period of time, 
the cops will call in backup and a wanted bar will appear (more on this 
later). However, take note that the cops will not fire at you when you're 
wanted for arrest, though they will ram you with their car. Also, if you run 
or drive away from a ticket, but the icon remains for a while, it will change 
to handcuffs. 

Major offences:
Speeding above 70 mph
Crashing powerfully into another car
Killing a pedestrian (by running them over)
Colliding (even lightly) with a police car
Avoid ticket for extended period of time
Have 4 tickets
Show any weapon (except fists and the baseball bat) in public (in the view of 
an officer)
Results in: Arrest (game over)

Police Assault: In this state, the police will use lethal force, with deadly 
efficiency. When the colt 1911 icon appears, they have begun their assault. 
All police will begin firing at you with whatever weapons they have available. 
More police cars will join the chase, and the passengers will also fire at 
you. If you get the wanted bar and try to leave the immediate area, they will 
set up roadblocks at every couple intersections with 2-5 cars, many armed 
cops, and 1-2 spike strips. 

Assault causes:
Firing a weapon in public/within the view/earshot of a cop(even if it's not 
aimed at anyone or anything)
Killing a cop within view of another cop.
Results in: Death (game over)

Police confusion: This is shown by the icon of a cop with question marks 
around his head. It signifies that you have confused/evaded the police, but 
they still have a ticket/arrest warrant/death wish for you. This usually 
occurs if you are wanted for something, but get out of the sight of a cop, and 
slip into a different vehicle. If the cops figure out where you went (ex. you 
got out of the car you "slipped into" right in front of a cop), you return to 
the police status that you were beforehand.

Wanted bar: This will be a small red bar, located under the police status 
icon. Essentially, if the police are on any hostile status towards you, but 
you avoid capture/death for an extended period of time, they radio in for 
backup. While you are wanted, the police's assault is much larger, with more 
units against you. As long as you are within view of a cop, the wanted bar 
will remain at full red. If you get out if their range, it will slowly 
decrease, but will fill up again if another cop sees you. If the police are in 
a "confused" state, the bar will constantly decrease, unless they "re-
discover" you. However, regardless of state, the bar can never disappear 
instantly. You must wait for it to slowly decrease, even if you're in another 
car, miles away from any cop. Also worth noting, is that you can get a wanted 
bar on all the police states except a ticket. If you evade a ticket for an 
extended period of time, it simply becomes an arrest warrant (handcuffs).

./\/\/\/\/\/\.
<Police Types>
.\/\/\/\/\/\/.

On foot: You will see these men in blue calmly pacing up and down the streets. 
If they see you commit a crime, they will blow their whistle and chase after 
you. If they remain within close proximity of you for a while, you will either 
be wanted for arrest (if you originally had a ticket), or get a wanted bar (if 
you originally had an arrest warrant or an assault "warrant"). These officers 
are predominately armed with the standard Smith and Wesson Model 10 M&P. 

Facing when in a car: If you're walking around and commit a crime, officers on 
foot are actually somewhat of a hindrance. If you are however, driving, they 
should cause you no trouble at all. When driving, they will most likely try to 
ticket/arrest you for speeding or running red lights, but possibly any of the 
other crimes. Unless you're unable to, or you really don't want to, keep 
going. That's right, just drive right past them. Unless they are trying to 
kill you on assault charges, you should be able to leave them in the dust, 
even if you're driving a slow car like a falconer (taxi). Soon the 
ticket/handcuffs/colt 1911 icon will be transparent (meaning you're out of 
their range) and shortly after, it should disappear. Even for assault charges, 
you should drive away quickly, or turn and run them over if you can.

Facing when on foot: When you're also on foot, dealing with the police is 
slightly more problematic. When committing a minor or major crime, they will 
blow their whistles and come chasing after you. However, unless you are on 
assault terms, they will enact no hostile violence towards you. They may chase 
you for hours across the entire city, but they won't attack you until you 
attack first. Unfortunately, if they catch you, it's game over, so don't stand 
still. Generally speaking, Tommy runs faster than a police officer. Use this 
to your advantage. Outrun an officer, turn into a street where you're out of 
their sight, and quickly hijack a car. Assuming they don't see you, the 
confused cop icon will appear, and you can leave safely. If you're impatient, 
you could quickly hijack a car (within their view), then drive a couple blocks 
(out of their view) and hijack a different car. If however, you'd rather take 
the easy way out, you can always kill them. If you chose this method, take out 
your weapon, but don't fire. Again, they will chase after you, but not attack 
until you do. Pull out a powerful weapon (preferably a shotgun) and stop, then 
face them. Wait until they're almost close enough to arrest you, then fire. 
Continue to fire until they're dead. Be careful, as they might fall down, 
seeming to be dead, only to get up again and shoot you. Assuming there is only 
one officer in the area, and there is no wanted bar yet, the colt 1911 icon 
should disappear the instant he is killed. Use this rather than whether or not 
he "looks dead."

Officers in cars:
When stationed in a vehicle, 2 officers will drive in any of the following 
cars: Schubert Six Police, Schubert Extra Six Police Fordor, Schubert Extra 
Six Police Tudor, Lassiter V16 Police (only once in the main story).
They will be carrying the same Smith and Wesson Model 10 M&Ps as their 
comrades on foot, but can also have more devastating weaponry. Often, the 
passenger has a pump-action shotgun. These officers are much more dangerous 
than those on foot, but also far easier to spot and avoid, if you use the 
right tactics. Facing when in a car: You will probably be hunted by a police 
car for speeding, running red lights, or small collisions, at least a few 
times throughout the game. At least for me, speeding is always an issue, as I 
can be impatient and sick of using the speedlimiter. One very useful feature 
of the game that allows you to avoid many tickets is your radar. Unlike 
officers on foot, who you might not see as you speed past, police cars are 
clearly marked as blue rectangles on your radar. If you see one of these 
rectangles coming towards you, make sure you're not speeding. Once you're 
within 100 or so feet of the car (in front, not behind) you will have entered 
their "zone." Within this "zone", they will be able to "see" your crimes. This 
"zone" is between one half and one third of the radius of your radar. To 
clarify this, let me give an example. Let's say that you are speeding, and 
want to avoid a ticket/arrest. You look at your radar and see a blue rectangle 
enter at the very top of the radar coming towards you. By the time that the 
blue rectangle gets about half way to your rectangle (the center of the radar) 
you have to be going at, or under the speed limit, to avoid a ticket. If it's 
really a big deal to you, slow down immediately. Use the break, handbrake, 
steering, and horn all to your advantage to slow down without colliding into 
anything. If you're going really fast, do everything in your power to slow 
down, even stop if you can. Ironically, though the police will ticket you for 
going 1 mile per hour over the limit, they won't do a thing if you're flipped 
upside down, facing backwards, in, and blocking the opposite lane of traffic. 
If you have to kill officers in cars, it might be better to lure them out of 
their vehicles, as they are very dangerous drivers, and will run you off the 
road very quickly and efficiently.

Facing when on foot: On foot, you will have serious difficulty dealing with 
police in cars. The best strategy is to wait for them to pull over near you 
(assuming you just committed a crime), and let them get out. Then proceed to 
kill them, keeping your distance, especially if one of them has a shotgun. Try 
to put their parked car between you and both cops. This means that you should 
move to one side of their car, kill the cop who emerges from that side, but 
use the car as a barrier between you and the other cop. Then you can slowly 
circle around to kill the other one.

------------------------------------------------------------------------------

[10-WWE]
--------------------------------
- Wielding Weapons Effectively -
--------------------------------

Other than driving around, the action that you'll probably be doing most in 
Mafia is shooting/swinging. This game features over a dozen weapons, all of 
which you'll use at some point during the course of the story. While some 
weapons are common, and others only can be found in one mission, all weapons 
have some ability towards taking out your enemies. Any idiot can aim and fire 
a gun, but you'll need some tips if you hope to stay alive against numerous 
gangsters.

-Know your weapons: Don't go up against a shotgun wielding gangster with a 
baseball bat. Study the weapons in the game, and the strengths and weaknesses 
of each. Check the "Weapons" section for an in-depth analysis of each. Also, 
be aware that no enemy has a "super weapon"; every weapon that an enemy can 
wield, you can also wield, and vice versa.

-Don't waste your bullets. Unlike in many shooter-type games, reloading your 
gun when your clip is not empty WILL WASTE any remaining bullets in the clip. 
However, don't put yourself in a dangerous situation simply because you want 
to conserve ammunition. If you know you're about to enter a massive firefight 
and you have 1 bullet left in your Thompson's clip (and you have an extra 
clip), just reload. It's better to waste 1 bullet now, rather than going into 
a firefight when reloading. 

-Take Cover: A pillar, a wall, a car. When in trouble, put whatever solid 
objects you can between yourself and your attacker. Even running into a dense 
group of people can often shield you from gunfire.

-Make your shots count: With a few exceptions, you should always aim for 
either the chest or the head. This will ensure the more rapid elimination of 
your foes, and a higher survival chance on your part.

-Weigh your opposition: If you have two enemies, one with a rifle, and the 
other with a baseball bat, take out the rifle-wielder first. Again, with a few 
exceptions, but generally you should target the enemies with stronger or more 
dangerous weaponry first.

-Corpse Looting: Any weapon that an enemy was wielding will fall to his feet 
when he dies. You are capable of picking up and using any of these weapons. In 
certain missions where ammunition is scarce, the extra clips of a downed foe 
may determine life or death for you in the next shootout.

-Watch those reloads: When you reload your weapon, you're almost completely 
defenseless. Only reload when you have adequate cover, or you know that no 
enemy is nearby. Also, be on the lookout for enemies who are reloading. Try to 
single them out, because they are as defenseless as you. If you know the 
weapons well enough, you can do it just like in the movies, where you count 
the number of shots that your enemy fires

-Get down, Get down, Staying Alive!-When searching for cover, don't neglect 
the crouch feature. You standing up behind a overturned table vs. you crouched 
behind it can make the difference of life and death. Crouching also steadies 
your aim somewhat

-Don't Let Up-Using suppressive fire will help you immensely when facing 
numerous enemies. If you keep firing at an enemy, they will be busy in the 
"Taking Damage" animation, and will be unable to retaliate. The strength of 
the suppression is completely up to you, based on the current situation. If 
ammunition is a premium, get your shots off quickly, but don't sacrifice 
accuracy for speed. On the other hand, if you've got 200 rounds for your 
Thompson, spray fire in the general direction to keep your enemies pinned 
down, and unable to fire back.

-Watch your friends-In missions with other characters accompanying you, figure 
out how useful they are as fighters (or if they're completely incapable of 
fighting). Provide suppressive fire while they go for the accurate kill shots, 
or vice versa. Make sure that you know where they are, and don't accidentally 
shoot them in the back, thinking they are an enemy. Watch out for them too; If 
they die, you fail the mission.

Playing it Bogart-There are certain situations where you must navigate around 
and interact with people who could easily turn hostile (e.g. "Just For 
Relaxation"). Stay cool, and don't try to arouse their suspicions. Similarly, 
don't pull out a weapon just to try and scare them, you'll only blow your 
cover.

Sneaking Around-In a few missions, you may be able to sneak up on, or attack 
an enemy who is unaware. Don't underestimate the power of the element of 
surprise. If you're not suspected, you can get a critical kill shot off, even 
when surrounded by soon to be enemies (e.g. "Happy Birthday"). Also, don't 
neglect the baseball bat and knife, both of which are capable of doing one-hit 
kills if you charge fully and attack from behind.

Keep it holstered-Publicly displaying firearms, even without firing them, is a 
crime in Lost Heaven. By whipping out your gun for no good reason, you'll 
frighten civilians, possibly even ones you need to talk to, and you'll soon 
develop a police presence.

Get out that window!-Using pistols while driving allows you to do a drive-by. 
While aiming at stationary targets on the sidewalk may be difficult at 60 mph, 
the drive-by can be effective when trying to deal with pursuing enemies who 
are pulling up alongside you. Also, in a few situations, you'll get to ride 
shotgun, or in the back seat. In that case, you're not limited to pistols. 
Feel free to use a Thompson or shotgun to annihilate your opposition. You 
still can't use melee weapons or the Springfield or Mosin-Nagant.

------------------------------------------------------------------------------

**********************************************************************[11-MWT]
****************** M I S S I O N   W A L K T H R O U G H S *******************
******************************************************************************

This will be the basic setup for all the mission walkthroughs. Some additional 
categories in the Post-Mission Wrap up will be present or absent when 
applicable. 

Pre-Mission setup:

Overview: A brief overview of what's going to happen in the mission

Loading screen: The screen that appears when the level/mission is loading. 
Rather useless and irrelevant.

Year: The year that the mission takes place

Major Characters: The major characters that appear in this level/mission. They 
will be marked: 

(new) when it is their first appearance in the game. 

If they have no marking next to their name, they're in the level, and have 
their own life meter above Tommy's. 

If they have (ambient) next to their name, it means that they're in the level, 
and can be interacted with, but they have no life bar above Tommy's (with a 
few minor exceptions, they'll stay where they are as opposed to following 
Tommy around). 

If it says (cinematic) next to their name, then they're only in a cinematic, 
and not visible or accessible when you are in control of Tommy.

Minor Characters: The minor characters that appear in this level/mission. The 
same markings as for Major Characters apply to them.

Save points: The number of save points, followed by their names

Health Cabinets: The number of health cabinets, followed by their location and 
healing "power" (how much they heal).

Walkthrough: The walkthrough of the level

Post-Mission Wrap up

Objective Summary (#): The number of objectives, followed by all objectives in 
order

Alternate Paths: An alternate path or route through the mission

Notes: Any other notes of interest about the mission. For example, an Easter 
egg.

Cars added to garage: What cars would be added to your garage (assuming you 
didn't destroy them, didn't steal any new ones, and DID the Lucas Bertone 
mission (if applicable))

Rewards: rewards gained by the end of the mission. These are mostly rewards 
that have an effect in Freeride. For example, the unlocking of countryside-
night as a playable Freeride level.

Mission # 0

**********************************************************************[11-TUT]
***************************** T U T O R I A L ********************************
******************************************************************************

Pre-Mission Setup:

Overview: This mission is an optional tutorial, which will provide you with 
the basics of "Mafia." This is recommended for people who haven't played the 
game before, and is practically required if you've never played a shooter 
before. The tutorial is very simple and not very time-consuming to complete. 
However, it should give you a very good sense of the many aspects and features 
of the game Mafia, and how to utilize them to complete the missions you are 
given. Also, this tutorial is a very objective-rich mission, with a total of 
23 objectives. Most regular missions only have 2-10 objectives. I've made the 
tutorial walkthrough very long, because the tutorial is a good starter for 
someone who hasn't played this game, if a videogame at all, before. Also, 
since the subtitles don't work in the tutorial, I've copied all the lines 
down.

Loading screen: A target range target, with accuracy rings from 1-8 (1-3 
white, 4-8 black), and a colt 1911 lying beneath it.

Year: N/A

Major Characters: 
Tommy (new)

Minor Characters: None

Save points: 0
Health cabinets: 1 
1. (100 health) In the first area, a health cabinet can be found on the wall 
at the back of the stage

Walkthrough:

As you begin the mission, you will appear in a small corridor. Almost 
immediately, you will hear a voice begin to give you instructions. This voice 
(along with myself) will be your guide through the tutorial.

Guide: "OK kid, here's where you're gonna learn what it takes to be a real 
Mafioso. Every wise guy has a compass in his head, telling him which way, and 
where to go. So, follow your inner compass and go to the stage with the table 
on it."

Your compass in the upper-left hand corner of the screen will now begin to 
flash, showing you which way to go. In addition, a new objective will pop up 
in front of you. Also, a message should come up in the bottom left part of the 
screen, saying "to look at your tasks, press OBJECTIVES (default: F1 key)."

New Objective (A): Go to the stage in the direction indicated by the compass. 
Press forwards, backwards, left and right to move (default: cursor keys). Use 
the mouse to turn around and look at your surroundings.

Guide: "Are you sure you're not being followed?"

After acclimatizing yourself to your surroundings, feel free to walk/run 
around, experimenting with the controls. For a complete list of controls, look 
under the options-controls screen, or in the default controls section of this 
guide. When you're ready, walk or run forward and then left through the 
archway. You will find yourself in a large open room. There are many wooden 
support pillars around you, and a table with some cans in front of you. 
Explore the room if you wish, but eventually make your way to the stage at the 
other end of the room. Once you reach the stage, the guide's voice will again 
speak to you. You will also get a new objective

Guide: "Alright, now climb up on the stage. Be careful not to rip your suit."

New Objective (B): Stand in front of the stage and press JUMP (Default: 0 on 
numpad)

Depending on how your controls are set up, it would be much easier just to use 
the "E" key, but whatever, it's your choice. Anyway, climb up on the stage in 
this manner. Remember, if you're not next to anything, Tommy will just jump 
forward. However, if you're next to an object, he will climb it (if he can). 
Once on the stage, you will get a new objective, and more instructions from 
the guide.

Guide: "Well you got yourself dirty climbing up here anyway, so you may as 
well practice a side roll. You're no good to the Don if you get shot."

New Objective (C): Crouch down by holding CROUCH and press the LEFT or RIGHT 
button twice (default: Right CTRL and cursor keys)

Like it says, after crouching down, quickly double tap either to the left or 
to the right. Tommy will then roll to the side that you tapped. This is a very 
useful aspect of Tommy's evasive maneuvers, and can save your life throughout 
the game. After completing your side roll, you will get a new objective, a 
small talk from the guide, and then another objective.

New Objective (D): Move to the table

Guide: "Now go to the table. When you're next to the table, the exclamation 
mark will appear in the bottom left-hand corner of the screen. It's the action 
button. The action button symbol indicates that you can perform and action or 
interact with the environment. Here, you can take the guns from the table. Go 
on, do it."

New Objective (E): Collect the guns by pressing the ACTION BUTTON (Default: 
Right mouse button)

Like the guide said, move towards the table. On top of it, you will see two 
pistols: a colt 1911 and a colt detective special. Also, like the guide said, 
you will see an exclamation mark in the lower left-hand corner of the screen. 
When you right click, you will pick up one of the guns. Take note however, 
that if you're in a position where you could take both guns, a small screen 
will pop up asking you which one you'd like to pick up. If this is the case, 
either click on one, or hit the corresponding number key to pick up that 
weapon. Then simply right click again to pick up the other. Once you have both 
weapons picked up, you will get another message.

Guide: "You can perform one more action on stage. See what you can find."

Basically there's one more major action that you can do on the stage by using 
the action button (right-mouse button by default). Remember that you can see 
if an object has a performable action by seeing if the small exclamation mark 
appears next to it. Go ahead and search for the action. It's really not that 
hard. If you can't get it, look down a few lines. If you're unable to get it 
after a while, the guide will speak again.

Guide: "If you're not sure what you should be doing, you can review your 
objectives."

If you do this (by pressing F1 by default), you will see a new objective that 
tells you what to do.

New Objective (F): Speak into the microphone by using the action button.

Once you use the action button next to the microphone, Tommy will speak, and 
then you'll get a new objective and another message from the guide.

Tommy: " *Microphone feedback* Hello, is anyone home?"

Guide: "Stop making a fool of yourself. It's time to get on with more serious 
business. Choose a weapon from your inventory."

New Objective (G): Open the INVENTORY and select a weapon (Default: I)

Like the objective says, use this I key (unless you changed your controls 
drastically), to open your inventory. Choose either the colt 1911 or colt 
detective special by clicking on one of them. You will then get a new message 
and objective.

Guide: "Let's see how you handle a gun. Shoot the cans off of the table."

New Objective (H): Shoot the cans by pressing FIRE (Default: Left mouse 
button)

With your gun equipped, you will notice a crosshair in the center of your 
screen. This crosshair can be customized from the options menu to be a point, 
a crosshair, or a point and a crosshair. Assuming you have any of 
those options chosen, there should be some sort of a white object in the 
center of your screen. That is where Tommy will be aiming when you fire your 
weapon. Of course, Tommy isn't an expert marksman, so his shots won't hit 
perfectly every time. Anyway, like the objective and guide says, shoot the 
cans. If you're standing, you have to left click once to raise your weapon, 
and again to fire. If you're crouching, your weapon is already raised. Fire 
off your pistol at the cans. You can chose to fire rapidly and inaccurately, 
wasting much of your ammo, or slow and precisely (or rapidly and precisely, if 
you're a good shot). You can fire from the stage, or from point blank, it 
doesn't matter where you shoot from. However, if you're going to shoot from 
the stage, I'd recommend the colt 1911. From that distance, the colt detective 
special will hit the cans, but not have enough force to knock them off the 
table. After knocking off all 7 of the cans, the guide will give you another 
tip, this time about reloading.

Guide: "Always remember to reload, just in case you get into trouble. But 
remember, when you throw away a magazine, or empty a chamber that isn't 
completely empty, you will lose the unused rounds."

New Objective (I): Reload your gun by pressing RELOAD (Default: L)

After reloading, either with the L key, whatever else you may have assigned to 
"reload", you will get another message and objective. However, in order to 
complete the reloading objective, you must manually reload, you can't auto 
reload (auto reloading is where you press fire/shoot when your clip is empty, 
and Tommy automatically reloads)

Guide: "You should also be prepared to switch weapons as quickly as possible"

New Objective (J): Cycle through your weaponry by using CYCLE UP and CYCLE 
DOWN (Default: Mouse wheel)

Before you even have time to practice cycling through your weapons, you'll 
have to hide them.

Guide: "Just because you're part of the Mafia doesn't mean that you can walk 
around waving a gun. The police will arrest you if they see you carrying a 
gun. Hide your weapon now."

New Objective (K): Hide the gun by pressing HIDE (Default: H)

Once you hide your weapon, you will see a message that says "empty hands", 
meaning that there was enough room to hide your weapon, and that it is now 
hidden. Then the guide will instruct you again.

Guide: "Now, take the baseball bat from the table."

New Objective (L): Pick up the baseball bat from the table.

Take a wild guess as to what you're supposed to do...That's right, pick up the 
bat from the table. Return to the stage, and on the table where the colt 1911 
and colt detective special were, there is now a baseball bat. Use the action 
button to pick it up. The guide will give you another tip and objective.

Guide: "You can't carry and hide all of the weapons under your coat. If you 
have a large weapon like a shotgun hidden, but are also carrying another one, 
and you spot a policeman, you're just gonna have to throw it away to avoid 
attention."

New Objective (M): Drop the weapon you're holding by pressing DROP WEAPON 
(Default: Backspace)

As soon as you drop it, get ready to pick it right back up again.

Guide: "OK. You're gonna need that bat, so pick it up again."

New Objective (N): Pick up the baseball bat.

Guide: "The police won't give you any trouble if you're carrying a bat, even 
if you might use it to...erh...say, knock someone out. See that guy over 
there. Walk up behind him and knock him out cold. As hard as you can."

New Objective (O): When you hold down the FIRE button, a progress bar will 
appear. When the bar is full, you can stun people if you hit them from behind. 
Stun that guy over there.

You will notice that there is now a man standing behind the table where you 
shot the cans off of. Run up to him. Don't worry, he has no AI programmed, and 
will not attack, or even see you. You can bash him in the face all you want, 
but that won't get your objective completed. Circle around him, charge up your 
swing all the way, and hit him in the back to complete the objective.

Guide: "Oh Ho! That's gotta hurt! Now, to get around the city, you're gonna 
need to know how to drive. Walk over to that car."

New Objective (P): Follow the compass and walk to the car parked outside.

From the angle you're standing when you knocked out that man, you should turn 
almost 180 degrees around. Follow your compass, like the objective said. 
Return to the small hallway where you began the tutorial. Now, when you 
approach the door, you should see the action icon appear. Use the right mouse 
button to open the door and head outside. Walk towards the car to your left. 
It should be marked "Lost Heaven Taxi" on the side. This car is called a 
Falconer. Ignore the two men talking nearby and walk up to the Falconer. The 
Guide will tell you how to steal it.

Guide: "You're able to steal any car that you come across. But, only if you've 
been shown how to get into it. Try to pick the lock on the car door."

New Objective (Q): Press and hold the ACTION BUTTON. A progress bar will be 
displayed. When it is full, the car is yours. Get into the car.

You will also notice that a message popped up in the bottom left of the 
screen, saying "You've learnt how to steal a Falconer." From now on, you will 
be able to pick the locks of any Falconer (taxi) that you see in the city. 
Anyway, go up to the driver-side door and hold the action button. While the 
progress bar is filling up, you can move the camera around to look for people 
who might see you stealing the car. Tommy will also peer around suspiciously. 
Once you've picked the lock, the guide will give you another message.

Guide: "Make sure that the police don't spot you when breaking into cars. Now, 
get in the car."

Right click when next to the driver-side door to enter the car. When you get 
in, you should see many new icons on the screen. There should be radar, a 
speedometer, rpm gauge, and other icons as well. If no new icons appeared on 
the screen, you probably got in the back seat by accident. It isn't uncommon 
in this game to accidentally get in the back seat and not realize it. Anyway, 
once you get in the car, the name of the car will appear in the bottom left 
hand corner of the screen: Falconer Yellowcar. The name of whatever car you 
enter will be displayed here for a few seconds after you get in it. Now you 
will get a speech from the guide and a new objective as well.

Guide: "When you get in a car, a radar will be displayed next to the compass. 
It shows other vehicles that are in your surrounding area, and it'll also 
display your destination, when you're close enough. Drive to the place 
indicated."

New Objective (R): Drive towards the location indicated.
Use the following keys to drive cars (default controls)
Accelerate: Cursor key up
Brake and Reverse: Cursor key down
Steer Left: Cursor key left
Steer Right: Cursor key right
Handbrake: Spacebar
To change the transmission from automatic to manual, press MANUAL/AUTOMATIC 
GEARING (Default: M key)
Press GEAR UP and GEAR DOWN to change gears (Default: A and Z)

Inside the car, press "accelerate" to turn on the ignition. Wait a second 
(remember, these are cars from the 1930's, they're not exactly hotrods), and 
then drive forward. Follow your compass, and head down the hill to your left. 
You don't even have to accelerate down the hill, as it is quite steep. It's 
your choice whether you want to run over pedestrians who are walking across 
the street, but I'd really recommend slowing down, because you don't want to 
crash into the traffic going the other way. At the bottom of the hill, turn 
right, and head down that street. Try to get a basic feel for how the Falconer 
handles. Follow your compass down the street. When you get close to your 
objective, you will notice a red "X" on your radar. Drive directly to this 
"X." The guide will then give you a tip about the speed limiter.

Guide: "OK. Every car has a speed limiter. When used, it will allow you to 
drive at the maximum speed limit allowed, and not go over it. Use this to 
avoid worrying about being stopped by the police for exceeding the speed 
limit. The police will appear as blue cars on the radar. Turn on the limiter, 
and drive in the direction indicated by the compass."

New Objective (S): Turn on the speed limiter by pressing the SPEED LIMIT key 
(Default: F5). Drive in the direction indicated by the compass.

Like the guide and objective both say, turn on your speed limiter by pressing 
F5 (by default), and then continue following the road and your compass. Keep 
going the way you were before you reached your previous objective. Follow the 
road to the left when it curves, and then continue straight. You will probably 
see the red "X" on your radar on your right. Up ahead, you will see an 
entrance to the area on your right. Turn right into it, and then drive to the 
red "X". When you reach it, the guide will tell you how to drive and shoot 
simultaneously.

Guide: "Even when you're driving, you may have to defend yourself.  You can 
shoot from a car while driving, but can only use handguns. Chose a colt and 
try 
it."

New Objective (T): After selecting a gun, press the FIRE button to draw your 
gun. You can now look around and shoot out of the driver's side of the car. 
Shoot from the window.

Go into your inventory and equip either of your guns. I hope you didn't waste 
ALL the ammo shooting at the cans. Press fire once to roll down your window 
and stick the gun out. You can then move your arm, and the camera around. 
Practice firing at objects, such as the barrels lying around, both from a 
stopped and from a moving position. Take note that Tommy's accuracy when 
shooting from a car window is significantly decreased from when he's on foot, 
even if the car is stopped.

After firing a few rounds from the car window, you'll get a new objective, a 
message from the guide, and another objective.

New Objective (U): Press the ACTION BUTTON to switch back to the car

Guide: "If someone steps into the road in front of you, you should warn them 
by sounding the car horn."

New Objective (V): Sound the horn by pressing the HORN key (Default: K)

After you sound the horn a few times, the guide will return to give you a very 
lengthy talk about the police, and wanted levels. If you want more information 
on this, I suggest that you read the section about police in this guide.

Guide: "Now listen up. In our line of work, you don't want to draw attention 
to yourself, so be aware of the police patrolling the city. If you commit a 
minor offence, a symbol of a fine will be displayed. Simply stop and pay the 
fine, and then you can be on your way. When you're spotted committing a 
serious offence, a handcuff symbol will be displayed. You can try to evade the 
police, but if they catch you, you'll be arrested. Lastly, always keep your 
weapons hidden when out in the city. If the police detect shots being fired, a 
symbol of a gun will be displayed. You will now be wanted by all of the police 
in the area, and they will return fire. How you're gonna get out of that 
situation is up to you. That's it. From now on, it's down to you to see what 
you make out of yourself."

New Objective (W): Enter the door that's indicated on the radar to exit 
tutorial.

The tutorial is now officially over. You can still drive around, shoot things, 
etc. Maybe you want to try jumping those ramps with your Falconer; maybe you 
want to shoot some random pedestrians. Whatever your choice, you are free to 
mess around for as long as you want. When you're ready to stop, just follow 
the compass. From where the tutorial officially ended, head back out of the 
entrance to the small area with ramps and barrels, and turn right. Follow the 
road as it turns to the left. You should be able to see the red "X" on your 
radar. Stop your car and get out. You should see a brown door, directly to the 
left of a yellowish building on the right side of the street. Press the action 
button when next to the door to end the tutorial.

MISSION COMPLETE

Post-Mission wrap up:

Objective Summary (23):
(A) Go to the stage in the direction indicated by the compass. Press forwards, 
backwards, left and right to move (default: cursor keys). Use the mouse to 
turn around and look at your surroundings.

(B) Stand in front of the stage and press JUMP (Default: 0 on numpad)

(C) Crouch down by holding CROUCH and press the LEFT or RIGHT button twice 
(default: Right CTRL and cursor keys)

(D) Move to the table

(E) Collect the guns by pressing the ACTION BUTTON (Default: Right mouse 
button)

(F) Speak into the microphone by using the action button

(G) Open the INVENTORY and select a weapon (Default: I)

(H) Shoot the cans by pressing FIRE (Default: Left mouse button)

(I) Reload your gun by pressing RELOAD (Default: L)

(J) Cycle through your weaponry by using CYCLE UP and CYCLE DOWN (Default: 
Mouse wheel)

(K) Hide the gun by pressing HIDE (Default: H)

(L) Pick up the baseball bat from the table. 

(M) Drop the weapon you're holding by pressing DROP WEAPON (Default: 
Backspace)

(N) Pick up the baseball bat.

(O) When you hold down the FIRE button, a progress bar will appear. When the 
bar is full, you can stun people if you hit them from behind. Stun that guy 
over there.

(P) Follow the compass and walk to the car parked outside.

(Q) Press and hold the ACTION BUTTON. A progress bar will be displayed. When 
it is full, the car is yours. Get into the car.

(R) Drive towards the location indicated.
Use the following keys to drive cars (default controls)
Accelerate: Cursor key up
Brake and Reverse: Cursor key down
Steer Left: Cursor key left
Steer Right: Cursor key right
Handbrake: Spacebar
To change the transmission from automatic to manual, press MANUAL/AUTOMATIC 
GEARING (Default: M key)
Press GEAR UP and GEAR DOWN to change gears (Default: A and Z)

(S) Turn on the speed limiter by pressing the SPEED LIMIT key (Default: F5). 
Drive in the direction indicated by the compass.

(T) After selecting a gun, press the FIRE button to draw your gun. You can now 
look around and shoot out of the driver's side of the car. Shoot from the 
window.

(U) Press the ACTION BUTTON to switch back to the car

(V) Sound the horn by pressing the HORN key (Default: K)

(W) Enter the door that's indicated on the radar to exit tutorial.

Notes: There is a health cabinet on the stage that you can also use, but it 
doesn't count as the object that you're supposed to "use." However, if you're 
hurt at some point in the tutorial, and you'd like to heal yourself, you can 
return to this health cabinet.

Cars added to garage: None

Rewards gained: None

------------------------------------------------------------------------------


**********************************************************************[11-OFF]
************* A N   O F F E R   Y O U   C A N' T   R E F U S E ***************
******************************************************************************

Pre-mission setup

Overview: This mission depicts Tommy's first interaction with the Mafia, 
certainly none too pleasant. After the initial cinematic, you'll have to evade 
hostile gangsters who want nothing more than to kill you and your passengers. 
This provides a very action-packed beginning to the main story missions of 
this game.

Loading Screen: An envelope full of money, laying on top of a $100 bill, with 
blood splatters all over it.

Year: Autumn, 1930

Major Characters: 
Tommy 
Paulie (new)
Sam (new)

Minor Characters: None

Save Points: 1
01 An Offer You Can't Refuse

Health Cabinets: 0

Walkthrough:
In the opening cinema sequence, you will see Tommy taking a break from his 
taxi shift. He hears the squealing of tires and the crash of a car. Suddenly, 
two men emerge from around a corner, one of them limping. They hold a gun to 
his head and force him to drive them to safety. As soon as the cinematic ends, 
you'll be in control with a new objective.

Game saved: 01 An Offer You Can't Refuse

New Objective (A): Lose the tail

As Paulie instructs you to, your main objective here is to evade your 
pursuers. As the mission begins, you will have 100 health, and so will Sam. 
Paulie (who was seen limping in the opening cinematic) only has 79 health. 
However, you will all lose about the same amount of health from collisions, so 
you should act like you all only have 79 health. Remember that you will fail 
the mission if Tommy, Paulie, or Sam dies, or if you get out of the taxi and 
desert them. First lets analyze how the gangsters will attack you.

The gangsters have two main methods of dealing damage to you or the other men 
in your taxi: ramming and shooting. Firstly, they will try to ram into your 
car and/or push it into an object such as a wall, pole, or another car. This 
will do minimal damage to all members of your car, but can do serious damage 
to the car itself. The second method of hurting you is the most obvious, 
shooting. These gangsters will be shooting at you almost nonstop. Though they 
will usually only get a lucky shot that hits every once in a while, these 
shots deal out some serious damage. The most important thing for you to do is 
to avoid letting them pull up alongside you (especially on your left). If this 
happens, the passenger in their car will fire repeatedly into either you or 
Paulie, and can kill their target in a matter of seconds with their rapid and 
powerful fire.

The best way to evade these gangsters, and to complete your objective is to 
get them in a situation where they cannot easily get out of, then turn around 
and drive quickly away. Once you're a reasonable distance away, your objective 
will be completed. A good strategy for shaking them off involves their 
strategy of running you off the road. You will notice that they often try to 
pull alongside of you, to the left or right. Even if you cannot see their car, 
you should be able to see that on the radar, their car is slightly to the left 
or right of yours. Once they're close to pulling alongside you, set your aim 
for one of the many traffic poles around the streets. Squeeze your car between 
the wall and the pole. However, if your pursuers are not right behind you, but 
instead are on your side, they will plow directly into the pole. This 
technique can also be used with other cars on the road. If you can shave your 
pursuers by darting through oncoming traffic, it will have about the same 
effect. Anyway, after colliding into the pole/car/object, you can try to race 
off, leaving them in the dust, hoping that they won't recover fast enough to 
catch you. Another option is to turn around and go exactly the opposite 
direction you were before. Using that strategy, not only will they have to 
back up from the street pole, but will then have to turn completely around, 
and THEN catch up with you. You can also try this radical 180 degrees 
technique, even if you haven't caused them to collide with a pole, though it 
won't work as well. In any case, try to get them stopped dead in a position 
where it will take them a long time to dislodge themselves, and then try to 
distance yourself as much as possible. Assuming you did this correctly, as 
well as had a little luck, you should have successfully lost the tail. 

Sam: "Great! We did it!" 
Paulie: "Good work brother! Now take us to Salieri's Bar. I'll show you the 
way."

New Objective (B): Get the gangsters to the Salieri Bar.

You now will have a destination on your compass: Salieri's Bar. Also, you will 
see a stopwatch in the upper right hand corner of the screen. However, you 
have more than enough time to reach the bar. Take note that when you begin the 
mission, you are smack in the middle of Hoboken, and Salieri's Bar is near the 
middle of Little Italy. If you have a map handy, or have read the section of 
this guide that describes the city of Lost Heaven, you know that these two 
places are just about as far apart as you can get. In the tutorial, you could 
just follow your compass to your objective, but here, doing that will probably 
lead you right to the water. Remember that your compass gives you the 
direction to go, but not the exact path. If you're up against the edge of the 
island, but your compass is still pointing west across the water, you'd better 
find a bridge. I would seriously advise using either the map that came 
packaged with the game or the in-game map (Default: Tab Key). Depending on 
where you ended up after ditching the gangsters, you may have to change which 
routes you're going to take. Take a look at your map. You'll see that you'll 
first have to take either the East Marshall or Giuliano bridges to get to 
Central Island. Once on Central Island, you'll have to take either the West 
Marshall bridge or Giuliano street tunnel to get to Little Italy (if you take 
the West Marshall bridge, you'll have to drive North to reach Little Italy 
from the Works Quarter). 

A note about the drive back: The Falconer (taxi) that you drive in this 
mission is extremely prone to a damaged engine from head on collisions. If you 
ran into anything during the entire chase, it's possible that you took engine 
damage. Once you complete the first objective, check your gas gauge. It is in 
the bottom right hand of the screen, below your speedometer. If you can 
actually see it decrease as you drive, you've ruptured your engine, and it's 
now leaking gas. If you run out of gas, you'll be stuck. If you leave your 
taxi, you will fail the mission for deserting Paulie and Sam. If this occurs, 
you can try to make the trip back to Salieri's, but you will have to stop at 
every gas station along the way. They are marked by red triangles on your map, 
and are listed in the city section of this guide. A better alternative might 
just be to start the mission again, since it's really a pain to try to make it 
to Salieri's in this fashion, and even more of a pain when you run out of gas 
2 blocks away from the bar.

Anyway, by whatever means, once you arrive in Little Italy, follow your map 
and compass to reach Salieri's Bar. It will be marked with a red "X" on your 
radar and a large blue "X" on your map. Once you get to the bar, the final 
cinematic will occur.

Post-Mission Wrap up:

Objective Summary (2):

(A) Lose the Tail

(B) Get the gangsters to the Salieri Bar

Notes: The gas dilemma, described above.

Rewards gained: progression of story... No real rewards.

------------------------------------------------------------------------------



Mission #2

**********************************************************************[11-RUN]
************************ T H E   R U N N I N G   M A N ***********************
******************************************************************************

Pre-Mission Setup

Overview: After his run in with the Mafia in the previous mission, Tommy 
greatly appreciated their financial contribution, but didn't really want to 
get mixed up in that sort of stuff. He decided to go back to his regular job 
of being a taxi driver, and hoped he could just leave the Mafia out of his 
life. Little did he know what the future had in store for him.

Loading Screen: A wallet with a few $1 bills hanging loosely out of the side

Year: 1930

Major Characters: 
Tommy
Paulie (Cinematic only) 
Sam (Cinematic only)

Minor Characters: 
Luigi (new)(Cinematic only)

Save Points: 6
02-01 The Running Man-Taxi Rank
02-01 The Running Man-Passenger 2
02-01 The Running Man-Passenger 3
02-01 The Running Man-Passenger 4
02-01 The Running Man-Passenger 5
02-02 The Running Man-Coffee Break

Health Cabinets: 0

Walkthrough: 
As you begin the mission, Tommy is waiting in his taxi, hoping to pick up some 
passengers. A man steps up, gets in the taxi, and gives you a destination to 
drive to.

Game saved: 02-01 The Running Man-Taxi Rank

New Objective (A): Take your passenger to the Church Downtown

This first objective will give you a feel for what most of this mission 
is...boring. You have more than enough time to get all your passengers to 
their destinations, but if you mess up, you'll have to start all over from 
where you first picked up your passenger. You will fail this mission if you 
desert your taxi, kill a pedestrian by (accidentally) running them over, 
frighten your passenger, or kill your passenger or yourself. Basically take 
things nice and cool, possibly with the speed limiter on, and just obey the 
basic traffic laws. The main point of this mission isn't to be action packed, 
it's to try to give you a feel for the city. By the end, you should be a 
little more comfortable in the city of Lost Heaven, and should know your way 
around better than when you started.

Anyway, on to completing your first objective. You will notice that you start 
right outside the museum at the southern end of Central Island. Since you're 
trying to get to the church in downtown, you first need to get to downtown. 
I'd advise going East over the East Marshall bridge. Remember that both the 
East and West Marshall Bridges are raising bridges. It's possible that they 
will be going up for a ship to pass. In this case, it's better to wait. 
Believe me, it's almost impossible to jump the bridge with a falconer if it's 
almost all the way raised. If you really wanted, I suppose you could go all 
the way up Central Island, over the Giuliano bridge, and then back down 
through New Ark, but that would be a waste of time. Basically, go east a few 
blocks, over the East Marshall Bridge. After you've gone over the bridge, 
drive east a few more blocks and then North until you reach the church. Let 
your passenger out near the red "X" on your radar. After a while, another 
person will get in for a ride.

Game saved: 02-01 The Running Man-Passenger 2

New Objective (B): Take your passenger to the church in New Ark.

Since you are already downtown, outside the church. Your next destination 
really isn't that far away. The hospital is predominately north, and a little 
to the west, of the church. If you feel like being dangerous, you can shave 
off the corner a few blocks north of the church by using the large set of 
stairs as a ramp. However, this could hurt you and your passenger if you mess 
it up, and won't really save you much time. Pretty much, just drive north into 
New Ark, and then continue going north as far as you can. Eventually, right 
next to the Terranova Bridge (which is closed for repairs) is the hospital. Go 
ahead and drop off your passenger. A woman will come up and ask you to taxi 
her to a new location.

Game saved: 02-01 The Running Man-Passenger 3

New Objective (C): Take your passenger to the theatre on Central Island, by 
going across the Giuliano Bridge.

Again, this objective isn't that hard to complete. It's really just to 
acclimatize you to the city, and make you more familiar with it. Make your way 
down to the Giuliano Bridge. It's very large, red, and almost impossible to 
miss. It looks like a miniature Golden Gate bridge. You can either go down the 
straight streets a little to the east, or drive on the curvy road that is 
right on the waterfront. If you choose this method, You'll have to either 
drive around the bridge, or up the small alley next to it. Whatever way you 
choose, find your way to the bridge. Take it across the East River to Central 
Island. Follow the ramp all the way down to the main street, then turn off and 
head for the theatre. Drop your passenger off, and wait for another person to 
come up and ask for a ride.

Game saved: 02-01 The Running Man-Passenger 4

New Objective (D): Take your passenger to the Pompeii Bar in Hoboken

Turn right around and get back on the Giuliano Bridge that you just took to 
get over here. Take in back into New Ark. Keep following the road straight, 
then take a left, and then a right down the hill. Near the eastern part of 
Hoboken, turn right and make your way to the Bar. A much more dangerous, but 
quicker alternative route is also possible here. After coming down the 
Giuliano Bridge (on the New Ark side) continue going straight. Even when the 
road curves to the left, keep going straight. Crash through the small 
guardrails and off the multi-leveled alley way. Continue straight and hug the 
right side so as to avoid the small "shack" on the left side of the alley. 
Eventually, you'll find yourself in central Hoboken. Make your way to the 
Pompeii Bar. This method is much more dangerous and detrimental to your 
health. If you're going full speed when you enter the "alley" you will 
probably get hurt quite a bit. I wouldn't really advise this path unless you 
are purposefully seeking danger. Anyway, once you get to the Pompeii Bar, you 
will have yet another passenger. Don't worry, you're almost done.

Game saved: 02-01 The Running Man-Passenger 5

New Objective (E): Take your passenger to the department store car lot in 
Little Italy, by going across the Giuliano Bridge and then through the tunnel.

Clearly, your first order of business is to get to the Giuliano Bridge. 
However, you can't just drive back up that multi-leveled shortcut. You're 
going to have to take the long road that serves as the northern border of 
Hoboken. From the Pompeii Bar, head directly forward (North), through the 
alleyway and then turn left onto this main street. Make sure that you're going 
relatively fast (over the speed limit), because if you're only going 40 mph or 
so, the Falconer might not be able to make it up the hill (Have you figured 
out that it's a crappy car yet?). At the top of the hill, your passenger 
should make a remark asking you if you even know where the bridge is. From the 
top of the hill, make your way to the Giuliano Bridge. The alternative, if you 
can't make it up the hill, is to go south, then into Downtown, then north into 
New Ark, and THEN over the bridge. Once you get onto Central Island, slow down 
and turn almost completely around. Take the road to the Giuliano Street 
Tunnel. The Giuliano Bridge and Tunnel make a "Y" shape with the main street 
on Central Island. When you're coming from New Ark, you're on the right "/" of 
the "Y" shape. When you reach the "l" you want to turn around and take the 
"\". Hopefully that made some sort of sense. Anyway, take the tunnel over to 
Little Italy. Assuming you haven't knocked them off from a crash, your 
headlights will automatically turn on when you enter the tunnel. Keep going 
west, and then turn south when you can't go any farther west. Follow 
your compass/map to the department store. 

Tommy: "And I need a coffee break"

New Loading Screen: A Baseball bat. Really, that's it.

Game saved: 02-02 The Running Man-Coffee Break

Tommy stops to take a coffee break. He notes that he's not very far from 
Salieri's bar. As he's sitting in his taxi, Tommy is rudely interrupted by 
pounding on his taxi. According to Tommy, gangsters who had chased him when he 
drove Paulie and Sam to Salieri's bar had remembered his license plate number, 
and had chased him down. After smashing his taxi, they pull Tommy out of the 
car. One of them kicks him in the face a few times, then the other comes at 
him with a baseball bat and take aim at him. Suddenly, Tommy breaks free and 
bolts away.

New Objective (F): Escape to the Salieri Bar. Take cover in the back alleys

Even though the gangsters were using melee weapons in the cinematic, they'll 
be using pistols to hunt you down now. The man who tried to hit you with a bat 
will still be using a bat, but the other gangster will use a Smith and Wesson 
Model 10 M&P (see weapon section for more information). I will give you a step 
by step guide of how to get to the bar, but there are some general strategies 
that you can use to minimize the damage you take on the way there. In general, 
you should always be moving, never stopped. When running forward, also strafe 
to the right and to the left in a zigzag pattern. Put whatever you can between 
yourself, and the path of the bullets being fired at you. If you can get in 
front of a person, a wall, a car, or any object that can absorb the shots, do 
so. Now, here's how you go about escaping to Salieri's Bar.

As soon as you're in control of Tommy head forward and follow the sidewalk. 
Try to put pedestrians behind you, as a buffer for the bullets being fired at 
you. Continue forward and you should see a large, floating green arrow 
pointing to the right. Turn right and continue running into the next alleyway. 
Run to the left and then forward through the small space between a fence and a 
"shack." Keep strafing and running forward to avoid being hit. Cross the 
street here, trying to put a parked car between yourself and your pursuers. 
Keep following your compass onto the sidewalk. You should see another green 
arrow pointing to the right into an alleyway. Follow the arrow and turn right 
here. You should see a man saying, "Where the hell is she? I said 3 o' clock 
in the passageway" and a man peeing in the corner. Turn left here and keep 
running. Head up a staircase, still doing your best to avoid taking too much 
damage. Turn right here into a more wide-open alley. Head left around the wall 
and down another flight of stairs. You should see a man on a balcony above 
you. Go forward and then right down more stairs. You should now be back on the 
street. Turn left here, and follow the sidewalk some more. You should see 
another green arrow, this time pointing left into the alleyway. Run through 
here, trying to avoid as much damage as possible. Don't worry, you're almost 
there. Head to the left and through another passageway where you will find a 
woman asking "Where is he? He said to meet him at 3 in the passageway."	Turn 
left onto the sidewalk after going through this passageway. You should be able 
to see Salieri's Bar in the distance and across the street. It also has a 
large green arrow pointing down at it. Even though it may seem out of place, 
given that there are men shooting at you, look to make sure no cars are 
coming. Though rare, a few times when I've played this mission, I've been run 
over and killed when crossing the street only 50 feet from the bar. 

Tommy will run into the bar, and the two gangsters will come up and also 
enter. A cinematic will occur where the gangsters are killed and Tommy decides 
that he has no better choice than to join the Mafia.

MISSION COMPLETE

Post-Mission Wrap up

Objective Summary (6):

(A) Take your passenger to the Church Downtown

(B) Take your passenger to the church in New Ark

(C) Take your passenger to the theatre on Central Island, by going across the 
Giuliano Bridge

(D) Take your passenger to the Pompeii Bar in Hoboken

(E) Take your passenger to the department store car lot in Little Italy, by 
going across the Giuliano Bridge and then through the tunnel

(F) Escape to the Salieri Bar. Take cover in the back alleys

Notes: Some optional paths for the Taxi missions. Also, if you get a chance, 
listen/watch all the people in the alleyways. They're conversations are pretty 
humorous. For example, the man and woman who both are wondering where the 
other one is. They said 3 o' clock in the passageway, but they both went to 
different passageways. Also the man who pees constantly, regardless of 
gangsters firing nearby.

Mistakes: The gangster in the brown suit carries a baseball bat when he first 
tries to hit Tommy. If you turn around at some point during the mission and 
run back TOWARDS the gangsters, he's still carrying a baseball bat. However, 
in the cinematic when they enter the Salieri Bar, he has a colt 1911. It seems 
unlikely that he would use the bat to kill Tommy if he had a gun all along.

Rewards gained: None

------------------------------------------------------------------------------


Mission #3

**********************************************************************[11-MOL]
************************* M O L O T O V   P A R T Y **************************
******************************************************************************

Pre-mission setup

Overview: Tommy is introduced to, and joins Don Salieri's Mafia. His first 
assignment is to go and get retribution on the gangsters who wrecked his taxi. 
He will be sent over to Morello's bar in New Ark to smash up and burn some 
cars. A pretty straight forward mission, but certainly more entertaining than 
driving people around all day.

Loading screen: A bottle filled partially with gasoline, and with a rag 
hanging out of it. In other words, a picture of a molotov cocktail.

Year: 1930

Major Characters: 
Tommy 
Paulie 
Don Salieri (cinematic only)(new)
Frank (cinematic only)(new) 
Ralph (cinematic only)(new)
Vincenzo (cinematic only)(new) 
Sam (cinematic only)

Minor Characters: 
Luigi (cinematic only)
Sarah (cinematic only)(new)

Save Points: 3
03-01 Molotov Party-Salieri Bar
03-02 Molotov Party-City
03-03 Molotov Party-Morello's Bar

Health Cabinets: 0

Walkthrough:

Game saved: 03-01 Molotov Party-Salieri Bar

During the opening cinematic to this mission, Tommy will be introduced to Don 
Salieri, and Join his Mafia. Afterwards, Tommy and Paulie go to see Vincenzo 
for weapons. He gives Tommy a baseball bat and two molotov cocktails. Next, 
they go and see Ralph, who has a Bolt Ace Fordor for them to ride in. When the 
mission begins, Tommy and Paulie will be in the car and ready to drive away.

Game saved: 03-02 Molotov Party-City

New Objective (A): Drive to the Morello Bar and destroy the cars parked in the 
back yard

Morello's Bar is located in New Ark. Hopefully, you've already become 
reasonably familiar with the city during the previous mission, and can 
navigate around by yourself. If not, use the map (default: Tab key) or my 
instructions. The best way to get to his bar is to Take the Giuliano street 
tunnel and then the Giuliano Bridge over to New Ark, then go a couple blocks 
Northeast. When you arrive at the bar, the next part of the mission begins.

Game saved: 03-03 Molotov Pary-Morello's Bar

Paulie will tell you to go around back instead of through the front. It would 
be wise to follow his instructions. After all, the 1 guard and 4 Morello 
gangsters are armed with S&W Model 10 M&P's, and one with a S&W M&P model 27 
magnum, and you only have a bat and cocktails. Anyway, your mission is to 
destroy their cars, not their owners. 

When you arrive, drive near the bar, but not in front of the windows. Park 
somewhere slightly farther away. A good place is the small, empty area 
directly west of the bar. Get out of your car and walk near the car lot 
attached to the back of the bar. However, DON'T walk through the main gates. 
You will see a man there, if he sees you acting suspiciously, he will call out 
the gangsters (who will kill you very quickly). Instead, circle around to the 
west of the lot. You should see a very narrow passageway. Follow it. About 
halfway down the "passageway" you will see a metal, chain linked gate on your 
right. Open it. Now you are in Morello's car lot. However, don't damage the 
cars yet. Your first order of business is to take out that guard. Equip the 
baseball bat and walk up behind him. Charge your swing all the way, and hit 
him from behind. Just like the gangster in the tutorial, he will fall from a 
single fully charged swing from behind. Now the gangsters won't come after 
you, unless you deliberately walk in front of the bar and start attacking 
them.

Note #1: Though much riskier, it is possible to turn into the car lot and run 
over the guard. However, if you only knock him over, not kill him instantly, 
he'll call out to the guards and you'll have a major firefight on your hands. 

Note #2: I wouldn't recommend this, but it is quite possible to kill the guard 
and all 4 of the gangsters. One of the best strategies is to sneak around back 
and attack the guard, but not kill him. He'll call out to the gangsters. 
Notice 
how they all come out of that door? Well, throw one of your cocktails in the 
doorway to kill most, if not all of them. After the fire subsides, run in, 
grab one of their guns, and clean up who ever is still alive. Then you can 
deal with destroying the cars.

Once the guard is taken out, take out your baseball bat and go up to any of 
the three cars parked in the lot. Start smashing it up. It doesn't matter 
where, or how, just as long as you make contact with your bat and the car. You 
will see a damage meter at the bottom of the screen. When it gets full, the 
game will tell you that you've done enough damage. Now would also be a great 
time to practice using those molotov cocktails. They will do tremendous damage 
to the cars, and can even destroy them. Just remember that you only get 2. 
Also, I'd recommend that if you're going to use the cocktails at all, use them 
at the very end of your damage dealing spree. If you use them first, and then 
come at the cars with the bat, one of them is liable to explode without 
warning, seriously injuring you. Once you have "done enough damage" to all 3 
cars, you will get a new objective.

New Objective (B): Return to Salieri's

Just get back in the car with Paulie and drive all the way back to the Salieri 
Bar. I'm pretty sure that you can find your way back, given how you made it 
out here. You can just follow the same path back. Once you get back to the 
bar, you'll have another cinematic, and then the end of the mission.

MISSION COMPLETE

Post-Mission wrap up

Objective Summary (2): 

(A) Drive to the Morello Bar and destroy the cars parked in the back yard

(B) Return to Salieri's

Notes: Killing the gate guard and killing the gangsters. These notes, #1 and 
#2 respectively are found in the walkthrough above.

Mistakes: Even though you may park your car in the back lot of Salieri's and 
enter through the back door, the cinematic shows you entering through the 
front door.

Cars added to garage: Bolt Ace Fordor Green

Rewards gained: 

Bolt Model B series unlocked for Freeride: (see cars section for more 
information)

Bolt Model B Tudor
Bolt Model B Roadster
Bolt Model B Pickup
Bolt Model B Fordor
Bolt Model B Delivery
Bolt Model B Coupe
Bolt Model B Cabriolet

"Other" cars unlocked for free ride: (see cars section for more 
information)

Bolt Ambulance
Bolt Firetruck
Bolt Hearse
Bolt Truck Flatbed
Bolt Truck Covered
Bolt Truck

------------------------------------------------------------------------------


Mission #4

**********************************************************************[11-ORD]
********************** O R D I N A R Y   R O U T I N E ***********************
******************************************************************************

Pre-Mission setup:

Overview: After winning Don Salieri's acceptance and trust, Tommy has now 
become a member of the "family." His first assignment is to go on a routine 
protection money collection run. He will drive Paulie and Sam around Lost 
Heaven, and then north into the countryside to pickup their money. Nothing 
should go wrong, it's just ordinary routine.

Loading Screen: A black attache case with gold-colored clasps on the side and 
top

Year: 1930

Major Characters: 
Tommy 
Paulie
Sam
Salieri (ambient)
Frank (ambient)
Vincenzo (ambient)
Ralph (ambient)

Minor Characters: 
Luigi (ambient)

Save Points: 4
04-01 Ordinary Routine-Salieri Bar
04-02 Ordinary Routine-After the Briefing
04-03 Ordinary Routine-Clark's Motel
04-04 Ordinary Routine-Get Him!
 
Health Cabinets: 1
1 (30 health)-Once you get inside the Clark Motel's top level. Turn left, then 
after a few feet forwards, turn right and head down the hall. Enter the door 
at the end of the hall, then go through the door on the other side of the 
room. In this bathroom you will find the health cabinet.

Walkthrough:

After the cinematic where Salieri and Frank give you a basic idea of what 
you're going to do in the mission, you'll have control of Tommy again.

Game saved: 04-01 Ordinary Routine-Salieri Bar

New Objective (A): Go and see Vincenzo to get a weapon
Talk to Ralph
Collect Protection Money

Leave Salieri's private office by opening his door. Head out past the pool 
table and into the bar. Loop around the bar, past Luigi, and turn left, away 
from the front entrance. Head down the hallway, and then go out the door at 
the end to reach the back lot. You'll see Paulie off to the right standing 
around, and Sam to the left, having a smoke. Ralph will be tinkering away at a 
Bolt Ace Fordor in front of you. In addition, you'll see the green Bolt Ace 
Fordor from the previous mission (unless you destroyed it), along with any 
other car you might have stolen so far. I'd recommend that you first see 
Vincenzo.

Head out the gate and up the stairs, just like in the cinematic in "Molotov 
Party" where Tommy was first introduced to Vincenzo. This time, they'll have a 
little chat, and Vincenzo will give Tommy a S&W Model 10 M&P with 18 rounds. 
Return to the car lot and talk with Ralph. After some stuttering, Ralph will 
show you how to steal the Bolt Model B Fordor parked in the corner. From now 
on, you know how to steal all Bolt Model B's you come across. Once you get in 
and start up the engine, Paulie and Sam will come running over and get in. 
Drive forward, right out the gate. You will now have to load the city. Once 
you do, it's time to begin with the real mission.

Game saved: 04-02 Ordinary Routine-After the briefing

New Objective (B): Collect protection money on Central Island.

As Paulie tells you, your destination is a restaurant on Central Island. This 
is your first stop. I'm guessing that by this time, you're relatively 
comfortable with the city of Lost Heaven, and can get there yourself. If not, 
basically, take the Giuliano bridge onto Central Island, then go south a 
couple blocks, and follow your map/compass the rest of the way to the 
restaurant. Once there, stop outside where the "X" is on your radar and let 
Paulie get out and go retrieve the money. After a while, Paulie will come out 
with a bag full of money, and get in the car. Now he tells Tommy to head for 
the Pompeii Bar in Hoboken.

New Objective (C): Collect protection money in Hoboken

Before you leave, keep in mind that the game has NOT saved, and will not save, 
until you reach the Clark Motel. In other words, if you want to screw around 
and then get killed, you'll have to reload from where you left the Salieri 
Bar, even if you've already collected the protection money from the first 2 
places.

From your location in Central Island, either take the Giuliano Bridge into New 
Ark, or the East Marshall Bridge into Downtown. From either New Ark or 
Downtown, head to Hoboken. The Pompeii Bar is pretty much right in the center 
of Hoboken. If you remember, it's where you picked up your final passenger in 
"The Running Man." Once you get near the bar, Paulie will again hop out and go 
inside to collect the protection money. Once he returns, you'll get a new 
objective.

New Objective (D): Collect protection money from the motel outside of town.

You now need to head to Clark's Motel, which is north of Lost Heaven. From the 
Pompeii Bar, head north, through a small alleyway, or around. You should end 
up on the large street heading East-West. Follow it west up the steep hill and 
then turn right (heading north). Continue northward until you reach the 
countryside. You will then be off the map or "Out of city limits." Just keep 
following the road as it twists and turns, and eventually, you'll find 
yourself at Clark's Motel. During the cinematic however, nothing goes as 
planned. Just watch it for yourself. Basically, Paulie is shot and manages to 
get outside, but Sam is still inside the motel, and it's Tommy's job to go and 
save him.

Game saved: 04-03 Ordinary Routine-Clark's Motel

New Objective (E): Save Sam

If you go up to the door in front of you, you'll notice that it's locked. 
You'll have to find another way inside so that you can save Sam. You will also 
notice a very nice looking, bright yellow car (Lassiter V16 Phaeton) to your 
left. If you want to save yourself some trouble, follow this alternate path:
 
Alternate Path: Before trying to get inside the motel, go up to the Lassiter 
V16 Phaeton parked outside. Using your S&W Model 10 W&P, fire directly at the 
center of one of the tires (at the hubcap). After 4 shots, the wheel should 
fall off. You could shoot off all the wheels, but this isn't advised since it 
would leave you with very little ammo, and after all, you only need to shoot 
one off for this alternate path to work. This alternate path will allow you to 
skip the somewhat difficult end of this mission.

Back to regular path: Whether or not you shoot the Phaeton's wheels out, you 
still have to get inside that motel. Circle around the motel to the left. You 
should see a dog running around outside. You can kill it, but you might waste 
too much of your ammo doing this. It's better simply to avoid it. Regardless, 
don't touch it, as you will take some damage. You should see some boxes on 
your right. Use the jump key (default: e) to climb up onto the wooden 
platform. Then climb up the "stairway of boxes," and finally onto the balcony. 
The door here is unlocked, so you can enter.

Once inside the motel you should be aware of what you're up against. There is 
one gangster sitting on the toilet in the small bathroom to your right. There 
are 3 more gangsters downstairs that will come upstairs and start attacking 
you when you open fire. The first order of business to facilitate your mission 
is to head straight forward and a little to the left. There should be a door 
right in front of you (NOT the one down the hall). Go inside here, and you 
should see a Thompson sitting on the bed. Though it only has one clip (50 
rounds), it will make your mission here much easier. 

Leave this room, go into the bathroom and quickly kill the man sitting on the 
toilet before he has time to draw his weapon. Turn around and crouch down. 3 
gangsters should begin to climb up the stairs. From your crouched position, 
you should be able to hit them in the head or upper torso before they can fire 
at you. I'd use the Thompson, but you can use the Model 10 or a colt 1911 
(from the gangster in the bathroom) if you'd like. The three men who climb the 
stairs have a S&W Model 10 M&P, a S&W Model 27 Magnum, and a colt 1911. If you 
need healing after that encounter, there is a health cabinet on this level. 
However, if you aren't about to die, it would be better to save it until 
you've dealt with almost all the enemies here. If you'd like to use it, head 
down the short hallway on the upper floor. Enter the room through the door on 
the right (at the end of the hallway). Go through the other door at the back 
of this room. In the bathroom, you should see a health cabinet, which will 
heal you 30 points of health. 

Next, head down the stairway slowly. The hallway at the bottom of the stairs 
has 2 open doorways, both on the left. Slowly approach the first one. A 
gangster should start shooting you. Take cover behind the doorway, hopefully 
you didn't get hit. If you want to count shots, after 6 shots, his Model 10 
will need to be reloaded. Quickly move towards the door and hit him repeatedly 
in the head (most of his body is obscured by the pool table anyway). However, 
be sure not to stick too much of your body out into the doorway, as there are 
2 other gangsters who will make short work of you. After the first one is 
dead. Slowly edge farther down the hall until you can get some shots off at 
the next gangster. The final gangster is hiding behind the bar and is armed 
with a Thompson. If you have any rounds left in your Thompson, now would be a 
good time to put them to use. Either dart quickly out and hit him in the head 
until he goes down (don't give him time to retaliate), or run down the hallway 
and fire at him from the second doorway before he turns to face you. Unlike 
the other gangsters, try to avoid letting him empty his clip and then attack 
him. Once you kill him, you're going to take his Thompson, and you're going to 
want it to have as much ammo in it as possible. 

Once all of these gangsters are dead, a man in a white tank top will come 
running out of the back room. He will try to hit you with his fists. That's 
right, his fists. Take him down however you please. Then head into the room he 
just burst out of. You will see Sam laying on the ground, clearly injured. A 
cinematic will occur and Tommy will help Sam to his feet and try to help him 
escape. However, the same man who tried to hit you with his fists is still 
alive somehow, and lands a powerful punch on Tommy. You will immediately 
regain control, but now the man has a colt detective special. Kill him as 
quickly as you can (probably use the Thompson). After he's dead, return to 
where Sam is laying, propped up against the table. During another cinematic, a 
gangster holding the protection money threatens Sam and Tommy. Tommy tells him 
to just take the money and leave, but Sam says that they have to get that 
money.

New Objective (F): Kill the man who stole your money

Now if you took the alternate path, and shot a tire off of the Lassiter, the 
man will just be standing there with a colt 1911. He's pretty pathetic. Just a 
few shots and he'll be down, and the mission will end. If however, you left 
his Lassiter intact, he'll be in it, driving away as you burst out through the 
door. You can try to hit him in the head while he's driving away, but you'll 
probably miss. Quickly jump into your Bolt Model B Fordor and give chase. Soon 
the game will be saved.

Game saved: 04-04 Ordinary Routine-Get Him!

This is nothing but a simple car chase. The difficulty presents itself in the 
fact that he is driving a very high-quality luxury car, whereas you are 
driving a simple working man's car. In general, he will be able to pull away 
from you without any difficulty. Also, his Lassiter is much heavier than your 
Model B. Even if you try to sideswipe him and cut him off, he can just plow 
through you and keep going, leaving you in the dust. Your best chance is if he 
hits oncoming traffic. Because the Lassiter is so long, he will probably 
fishtail. Get in front of him, and quickly jump out. Then gun him down as fast 
as you can. If you'd like to do the "Get Him!" part of this mission (not use 
the alternate route), but are finding it too difficult, you can shoot out his 
tires (not wheels) at the beginning of the Clark's Motel part (where you'd 
normally shoot off an entire wheel using the alternate path). If he has flat 
tires, he won't be able to go nearly as fast, and the car chase will be much 
easier.

Regardless of how, when you kill him, the mission will end almost instantly. 
Tommy says "If that's regular routine, I wonder what the next job will be 
like."

MISSION COMPLETE. 

Post-Mission Wrap up:

Objective Summary (6):

(A) Go and see Vincenzo to get a weapon
       Talk to Ralph
       Collect Protection Money

(B) Collect protection money on Central Island

(C) Collect protection money in Hoboken

(D) Collect protection money from the motel outside of town

(E) Save Sam

(F) Kill the man who stole your money

Alternate Paths: Shoot off one or more of the tires on the Lassiter V16 
Phaeton parked outside the motel. When "the man who stole your money" goes to 
make his escape, his car will be unusable. He will just stand there. Kill him 
and skip the entire "Get Him!" car chase sequence.

Notes: There is a humorous "Easter egg" of sorts in the Clark Motel. On the 
lower level (main floor), go to the hallway where the (locked) front door 
enters into. You should see a sign that says WC on the door at the end of the 
hall. Open it. Immediately turn left and go through that bathroom door. In 
this room, go up to the first stall. You will see the action icon appear. 
Right click to have Tommy urinate excessively. You can also hold a gun while 
doing it. Try out a few guns, for example, the S&W Model 27 Magnum. 

Cars added to garage: Bolt Model B Fordor Brown

Rewards:

Partial Schubert line available for use in Freeride

Schubert Six
Schubert Six Police

------------------------------------------------------------------------------
Intermezzo 1
------------------------------------------------------------------------------

Mission #5

**********************************************************************[11-FA1]
****************************** F A I R P L A Y *******************************
******************************************************************************

Pre-mission Setup:

Overview: This mission revolves around the upcoming race at the Lost Heaven 
Racetrack. Don Salieri, along with almost all of his friends and "family" bet 
on the racer who was sure to win. Unfortunately, a new racer with a hot new 
European import car has better technology, and has an unstoppable racing 
machine. Tommy must go and steal this car, have it analyzed, copied, and 
returned, all before the race.

Loading Screen: A wrench and a nut and bolt. Not much else

Year: 1932

Major Characters: 
Tommy 
Salieri (ambient)
Ralph (ambient)
Lucas Bertone (ambient)(new)

Minor Characters: 
Luigi (ambient)
Sarah (cinematic)
Bobby (ambient)

Save points:5
05-01 Fairplay-Salieri Bar
05-02 Fairplay-City
05-03 Fairplay-The Racing Circuit
05-04 Fairplay-Lucas Bertone
05-05 Fairplay-Return to Salieri's Bar


Health cabinets: 0

Walkthrough:

Game saved: 05-01 Fairplay-Salieri Bar

New Objective (A): Talk to Ralph

At the start of the mission, there will be a cinematic where Salieri explains 
to Tommy, what he has to do. After the cinematic ends, walk around the bar and 
out into the back lot. There will be a large fire in the middle of the lot, 
and Ralph will be tinkering around in the garage. Go up to him, and he'll come 
out from under the Bolt Model B Coupe he's working on. Like Salieri, he'll 
give you some additional information about your mission. In addition, he'll 
lead you across the back lot, to the red Schubert Six parked in the corner. 
Ralph will show you how to pick the lock of this Schubert Six, and like 
before, this means that you can steal any Schubert Six model you may come 
across. Pick the lock, get in, and drive out of the Salieri lot. Before you 
get out and get a new save point, you'll notice your new objective.

New Objective (B): Find Bobby

Leave the Salieri lot and head out into the city. You'll have your game saved 
as soon as the city loads.

Game saved: 05-02 Fairplay-City

As soon as you get out into the city, you should notice that you have a timer. 
Remember, like Ralph said, this entire mission has to be finished by 1:15 AM. 
Although you only have a timer, and not a clock, you still have no time to 
mess around. Bobby is located at the gate to the racetrack. The racetrack is 
out of the city, from the southwestern exit. To get there, head west through 
Little Italy until you reach the Works Quarter. Then head south, switching 
streets and turning quite a few corners. Eventually, near the very bottom left 
of your map, you should see a path leading west off of the edge of the map. 
Drive down this road when you reach it. You will go off the map and onto a 
country road. Continue driving until you reach a gate. This is where you will 
find Bobby.

Stop near this gate, and Bobby should walk out of the gatehouse to your right. 
Get out of your Schubert Six, walk over and talk to Bobby. After a small chat 
with Tommy, he'll walk forward and open the gate. DON'T immediately jump back 
in your Schubert Six and drive off. Stop and wait for him to climb in the 
passenger seat. If you raced away, you'd have to come back and get him anyway, 
and that would cost you precious time.

With Bobby in the car, drive forward past the gate and through the tunnel. 
Follow the basic road/path here to your next objective. Once near it, step out 
of the car and move towards the garage doors. After again reminding you of the 
shortness of time, Bobby will follow you and open the garage doors. After a 
short chat, your game will be saved, and you'll have a new objective.

Game saved: 05-03 Fairplay-The Racing Circuit

New Objective (C): Deliver the sports car to Lucas Bertone without damaging 
it.

Hop in the Carozella C-Otto 4WD in front of you. If you're having trouble, 
remember that you can only enter from the car's right side. Slowly drive out 
of the garage. You're basically going to drive back the way you came. However, 
like Bobby said, the car goes FAST. Don't believe me? Get yourself lined up 
and step on the gas. That's right, it DOES go fast. However, you still should 
have plenty of time, and it's much better to go slower (by which I mean 50-75 
mph) than absurdly fast (90+ mph) and risk a crash, since you'd have to start 
over from the garage. 

A few other things you should know about this car are: It has no headlights, 
so your visibility in the dark will be severely worsened. Also, it has no 
horn, so you'll have a harder time making other cars move out of your way. In 
addition, you have probably noticed the damage bar at the bottom of the 
screen. If this fills up all the way, you fail the mission. A light collision 
that wouldn't mean anything in another car will fill it up 1/4-1/3 of the way. 
A major collision means almost certain failure. Also, though it would probably 
destroy the car anyway, if you land upside down, Tommy will be killed 
instantly.

Anyway, drive the car out of the garage and down the road. Go through the 
gate, down the country road, and continue into the main city. Chose what route 
you're going to take across the works quarter. Whatever way you chose, you're 
going to want to take the West Marshall Bridge over to Southern Central 
Island. When you reach Central Island, find your way onto the main street that 
runs North-South down the center of the Island. Take it northward, and turn to 
the right of the "Y" shape. Be careful about driving on the tram tracks in the 
center though. They have a tendency to flip cars over for no apparent reason. 
Anyway, take the Giuliano Bridge across the East River and into New Ark. Stay 
to the left on the bridge as there are a large number of cars blocking the 
right lane (see "Notes" in post-mission wrap up). 

As soon as you're on the other side of the river, and coming down the bridge, 
start to slow down. When you reach the part where the road flattens out again, 
turn left (slowly). This is before the intersection though. You should be able 
to slowly drive down a small alleyway, going exactly the opposite way that you 
were going before. At the bottom, you should reach the road that goes along 
the waterfront in New Ark. Turn left, drive a couple hundred feet, and turn 
left again into Lucas Bertone's (again, go slowly when maneuvering in these 
tight areas). If you don't understand these instructions, you could just go 
around, but this is the fastest way. I'll try to get some pictures later on.

Once you reach Lucas Bertone's a cinematic will start where Tommy drives the 
car in, and Lucas begins tinkering with it. Once the cinematic is complete, 
your game will be saved and you'll have a new objective.

Game saved: 05-04 Fairplay-Lucas Bertone

New Objective (D): Return the sports car to the garage at the race track 

The trip back may be more difficult, as the car is weaker, and the clock will 
be ticking. However, you already know the way back, just exactly the opposite 
of how you got to Lucas' garage. I'll spare you the repetitive instructions on 
how to get there. Again, make sure to avoid damage as much as possible. Once 
you return the car to the garage, Bobby will thank you and talk a little more 
about how practically everyone bet on Salieri's car.

Game saved: 05-05 Fairplay-Return to Salieri's Bar

New Objective (E): Return to Salieri's

Get back in your Schubert Six and make the much slower drive back to 
Salieri's. No time limit, no sweat. Once you reach the bar, the mission will 
end.

MISSION COMPLETE

Post-Mission wrap up

Objective Summary (5)

(A) Talk to Ralph

(B) Find Bobby

(C) Deliver the sports car to Lucas Bertone without damaging it

(D) Return the sports car to the garage at the race track

(E) Return to Salieri's

Alternate Paths: None

Notes: 
1. Despite what almost everyone tells you in this mission, there are no police 
out on patrol. Ralph and Bobby both stress that you HAVE to avoid the cops. 
However, there really aren't any. Then again, if it helps you go faster, feel 
free to believe that there are.

2. When crossing the Giuliano Bridge, you'll probably notice a large group of 
cars blocking one of the lanes. If you stop and take a look (though it will 
probably cost you the mission), you'll see that it is a large group of people 
trying to stop a man from committing suicide by jumping off of the bridge. 
It's rather interesting, but not useful for anything in the mission, except 
perhaps slowing you down.

Cars added to garage: Schubert Six Red

Rewards: None

------------------------------------------------------------------------------

Mission #6

**********************************************************************[11-FA2]
************* F A I R P L A Y   P A R T   2 ( T H E   R A C E ) **************
******************************************************************************

Pre-Mission Setup

Overview: This continuation of the mission "Fairplay" involves the race that 
is so important to Salieri, and everyone he employs. Of course, nothing could 
go as planned, and once again, Tommy ends up doing all the work

Loading Screen: A wrench and a nut and bolt. Not much else (The same as 
Fairplay part 1)

Year: 1932

Major Characters: 
Tommy 
Salieri (cinematic)
Frank (cinematic)
Lucas (ambient)

Minor Characters: 
Luigi (ambient)
Sarah (cinematic)
Michelle (new)(cinematic)

Save points: 5
06-01 Fairplay-Salieri Bar
06-02 Fairplay-City
06-03 Fairplay-Before the race
06-04 Fairplay-Victory
06-05 Fairplay-Lucas Bertone

Health Cabinets: 0

Walkthrough:

Game saved: 06-01 Fairplay-Salieri Bar

During the opening cinematic, Tommy receives a rather curt phone call from 
Frank, telling him that Salieri's racecar driver got his arm broken, and Tommy 
is going to have to drive in the race. Despite Tommy's attempted 
interjections, Frank tells him to get there in half an hour. The cinematic 
ends, and you've got your first objective.

New Objective (A): Drive to the racetrack and find Frank

Head out into the back lot of the bar. However, since everyone is at the 
racetrack, there's no one back here. Even Ralph is no where to be seen. So 
even though you have no new car, you're going to have to get there quickly. 
Get into any car that you've collected thus far in the game. Even if you never 
stole any car and brought it back to the lot, you should still have a green 
Bolt Ace Fordor, a brown Bolt Model B Fordor, and a red Schubert Six. Pick any 
of these cars, or anything else that you've stolen so far. I'd recommend the 
Schubert Six because once you get into the city, there will be a time limit. 
Anyway, chose your car, get in, and drive into the city.

Game saved: 06-02 Fairplay-City

Once in the city, make your way to the racetrack. After doing the previous 
mission, I'm pretty sure that you can find your way there without any 
difficulty. The good news is that it's daylight and you have no car damage to 
worry about. The bad news is that you've got a somewhat strict time limit, a 
slower car (than the racecar), and the police are back out on the streets. 
Once you reach the racetrack, another cinematic will play.

After some inspiring words from Frank, the game will be saved, and the race 
will begin.

Game saved: 06-03 Fairplay-Before the race

If you are running Mafia version 1.1 or 1.2, you will have a menu come up 
before the race begins, allowing you to chose difficulty (very easy, easy, 
normal, hard, extreme) and whether or not you want to be able to damage your 
car and Tommy. If you're on Mafia 1.0, you won't get this menu. Anyway, set it 
however you like, and get ready to race in your Brubaker 4WD.

Let me give you a basic outline of how the race will play out. It is a 5 lap 
race over a small course. There are 13 racers, and one will drop out right at 
the beginning. You have to place 1st at the end of the 5th lap in order to win 
the race and complete the mission. 2nd place doesn't cut it. All of the cars 
in the race will be going extremely fast, and this can be a difficult mission 
if you don't know what to do. There are many ways to make the race easier, 
aside from changing the difficulty (if you have version 1.1 or higher). Many 
people have suggested that you change your driving controls onto the numpad. 
However, this never made it easier for me. If you have a racing wheel/pedals, 
I'd recommend that you hook up and calibrate those. It can make the race quite 
a bit easier. Also, using manual transmission should allow you to get a leg up 
on the competition. Really, the biggest help on this mission is experience. 
The race cars in the game behave very realistically, so if you know how to 
drive (in real life), you should have somewhat of an advantage in this 
mission. I am in no way suggesting that you get in your car and try to go 100+ 
Mph. I'm just saying that if you know how to drive, especially if 
you've raced before, you'll probably find this mission significantly easier. 

Now I'm going to walk you through every twist and turn on the race course, to 
make it even easier for you. Right from the start, watch out for Martin 
Lichtenberg in the blue Carrozella C-Otto 4WD in front of you. His car will 
die and not move from its starting position. Just weave around him to avoid 
colliding with him. Continue forward down the short opening straightaway. This 
first turn may be the most difficult in the entire course. It goes around 
practically 360 degrees. Slow down here and try to make it around the turn. 
You can try to cut the corner close, but slowly, or drift around the outside. 
You may have to try this one part a few times, but you'll finally get a knack 
for making this turn. If you slow down, it really shouldn't be too hard. Take 
a look at how the other drivers take it the turn. That's right, slowly. Once 
you get through the turn, continue down this straightaway.

After a blocked off road on your left, you'll reach a checkpoint and then the 
track curves to the right. Follow it, but be prepared for a medium turn back 
to the left. This one isn't that hard, just don't try to cut it too close, or 
you'll probably end up fishtailing it the dirt.

Continue going forward down the straightaway. There is a wide left turn at the 
end here. It wouldn't normally be too hard to take the turn, but with all the 
speed you've probably gathered from speeding straight ahead, you might overdo 
it. Slow down a little (not too much), and turn left. There's a checkpoint 
right here. There is an s-curve up ahead, but it's nothing drastic. Before you 
reach the s-curve stay on the far right side of the track. When you get to the 
curve, veer over to the left. If you had stayed in the middle or on the left, 
you wouldn't be able to cut into the curve at the same angle. As a result, the 
rear of your car would probably hit the red and white fringe on the right, 
causing you to flip over.

As you enter the "forest" area, slow down and be prepared for some turns. Take 
the left as soon as you go into this area. Make sure not to take this one too 
wide, as you can go off into the trees and rocks, almost guaranteeing a crash. 
After a short straightaway, take a banking right turn. You'll hit another 
checkpoint. 

From here, go straight a little further, then turn left on the very steep 
banking turn. Then it's the home stretch. Rev your engine and blast through 
the final straightaway. Just remember that 360-degree turn coming up...

Congratulations, you've completed one lap. Only 4 more to go, heh heh.

A note about resetting: During the race, you can reset your car by pressing 
car reset (Default: Numpad 0). If you end up in a really ugly situation, you 
might want to use it. However, be warned that your car has to disappear, 
reappear, then wait for 3...2...1...and then start rolling again from a 
stopped position. In other words, using the reset will cost you a ton of time, 
all of your speed, and possibly your position in the race. Seriously, only use 
it if you HAVE to.

Another note: After the beginning of the race, Martin Lichtenberg's car is 
moved off of the track onto the platform on the left. Therefore, when you come 
roaring down the homestretch on each subsequent lap, you won't have to worry 
about avoiding his car.

It may take you one try, or hours of frustration, but eventually, you will 
finish the race in first place. When that happens, you'll get the best times 
screen, and then a cinematic showing Tommy accept his trophy.

After it's all over, Salieri thanks Tommy and tells him to go see Lucas 
Bertone, who won a ton of money off of Tommy's win at the racetrack.

Game saved: 06-04 Fairplay-Victory

New Objective (B): Drive to Lucas Bertone's

You remember Lucas Bertone, don't you? He was the man Tommy delivered that 
race car to for "tuning," earlier in "Fairplay." Drive to his auto shop under 
the Giuliano Bridge (New Ark/Downtown side of the bridge (East)). Once there, 
Tommy will walk in and have a chat with Lucas. Do you recognize that car in 
the cinematic? It's the Lassiter V16 Phaeton that the gangster tried to escape 
in during the mission "Ordinary Routine." As Lucas hints, you should stop by 
later. Throughout the game, after some missions, you can take a few extra 
minutes to stop by Lucas' place. He'll almost always have some new expensive 
car for you to steal. After the cinematic, the game will be saved, and you'll 
have a new objective.

Game saved: 06-05 Fairplay-Lucas Bertone

New Objective (C): Steal the Lassiter parked near the Municipal building. 

The Municipal building to which the objective refers is in southern Central 
Island. Take either the Giuliano or East Marshall Bridges over to Central 
Island, then head south. When you get close to the building, you should see 
the very bright and obvious Lassiter parked outside. There are sometimes some 
police officers wandering around here, so watch out. Once you're sure no one 
is watching, quickly run up and steal the Lassiter. Once the lock is picked, 
you're home free. Hop in the car, and you'll get your final objective.

New Objective (D): Return to Salieri's

Just like always, make your way back to the bar. The difference is that this 
time you can do it in style. Also, don't worry about whatever car you brought 
here. Any of the cars that you begin a mission with will be returned to the 
garage, regardless of where they end up, unless they are completely destroyed 
(explode or sink in the water). Once you reach Salieri's the mission will end.

MISSION COMPLETE

Post-Mission Wrap up

Objective Summary (4):

(A) Drive to the racetrack and find Frank

(B) Drive to Lucas Bertone's

(C) Steal the Lassiter parked near the Municipal building

(D) Return to Salieri's

Alternate Paths: None. Lucas Bertone's mission is required this (first) time. 
After this, it will always be optional.

Notes: Note about resetting and Note about Martin Lichtenberg (above, in the 
race walkthrough)

Cars added to garage: Lassiter V16 Phaeton Yellow 
 
Rewards: Partial Lassiter line available for use in Freeride:

Lassiter V16 Phaeton
Lassiter V16 Charon

------------------------------------------------------------------------------


Mission #7 (a)

**********************************************************************[11-SAR]
********************************** S A R A H *********************************
******************************************************************************

Overview: As Tommy has gained more respect from his neighborhood, as well as 
the other members of Don Salieri's "family", more and more people are looking 
to him for help. Luigi, Salieri's bartender, wants Tommy to help escort his 
daughter Sarah home. The last time, she was apparently attacked or at least 
roughed up by some neighborhood thugs. Tommy agrees to help take her home.

Loading screen: "Knuckle Dusters" or a pair of brass knuckles. Also a knife 
with a black grip and gold plating.

Year: 1932

Major Characters: 
Tommy 

Minor Characters: 
Luigi (cinematic only)
Sarah (ambient)

Save Points: 3 
07-01 Sarah-Salieri Bar
07-02 Sarah-Moonlight Stroll
07-03 Sarah-Surprise

Health Cabinets: 0

Walkthrough:

Game saved: 07-01 Sarah-Salieri Bar

After the opening cinematic, and a short chat with Sarah, you will be in 
control of Tommy, right outside the Salieri Bar. Your game will be saved, and 
you'll have a new objective.

Game saved: 07-02 Sarah-Moonlight Stroll

New Objective (A): Escort Sarah on her way home.

This objective isn't at all difficult, at least at first. Just walk along with 
Sarah. You can try to keep pace (use the walk/run toggle or walk key), or just 
run circles around her. As Tommy and Sarah walk along, she'll start to have a 
simple conversation. Again, just follow along with her. The real action won't 
start for a while. However, you will notice that you have knuckle dusters in 
your inventory. Go ahead and equip these, just don't practice using them on 
Sarah.

After complementing your win on the race (from the previous mission), Sarah 
will turn left into an alleyway. This is where the action begins. Some of the 
"punks" who attacked her earlier show up yet again. They seem unfazed by 
Tommy's threatening tone. A fight is imminent, so get ready.

Game saved: 07-03 Sarah-Surprise.

After the cinematic, the three men will run towards you and try to attack you 
with basic melee weapons. Sarah will run about, trying to hide as best she 
can. Though they don't often attack her, if she dies, the mission will be 
failed. A very helpful secret here, that many people miss, is the plank. From 
where you are ambushed, right in front of you, there should be a board leaning 
up against the wall on your right. If you go up to it and hit action, you'll 
pick up the plank. This is a very effective weapon for this mission because it 
allows you to keep your distance from the thugs. I'd recommend first picking 
up this plank.

As Sarah tries to flee, run after her, making sure to hit anyone who's trying 
to hurt her. In the next area, you will be assaulted by even more of these 
thugs. Though you might be tempted to charge up full power swings, that isn't 
the best strategy here. What works very well is to face your enemies and walk 
steadily backwards, continually swinging (no charge whatsoever). Assuming that 
no one is behind you, you should be hit very little, if at all, while still 
inflicting tons of damage on your enemies. After numerous hits, one of these 
thugs will drop their weapon, put their hands above their head, and run away. 
Don't bother chasing these ones, just focus on the guys still attacking you. 
As the crowd thins out, you could run a short distance, charge up, and then 
attack. After all the enemies run away, you can progress.

Once all of the enemies have entered their "fleeing" pose, you will notice 
that Sarah stands up from where she's crouching. Go over to her and interact 
with the action button. She'll thank Tommy, and offer to look at his wound 
once they get to her place. From here, just follow her back to her house. 
Notice how nonchalantly she walks as frightened thugs run around. Anyway, just 
walk her the rest of the way home, and that'll be the end of this half 
mission. The cinematic will show some major plot and character development 
between Tommy and Sarah

MISSION COMPLETE

Post-Mission wrap up

Objective summary (1):

(A) Escort Sarah on her way home

Alternate paths: None

Notes: The "secret" plank found when Sarah and Tommy are first attacked. Also, 
the beginning of the Sarah/Tommy relationship

Cars added to garage: none

Rewards: None 

------------------------------------------------------------------------------


Mission # 7 (b)

**********************************************************************[11-BGU]
****************** B E T T E R   G E T   U S E D   T O   I T *****************
******************************************************************************

Pre-mission setup:

Overview: Though Tommy managed to get Sarah home safely, Don Salieri is not 
pleased with these thugs in his territory. He decides to send Tommy and Paulie 
to take care of the leader of this "gang." Technically, this is a continuation 
of "Sarah" and they are considered to be a single mission.

Loading screen: A colt 1911 with three empty shell casings next to it.

Year: 1932

Major Characters: 
Tommy
Paulie
Salieri (ambient)
Frank (ambient)
Sam (ambient)
Vincenzo (ambient)
Ralph (ambient)

Minor Characters: 
Luigi (ambient)
Big Biff (ambient)
Billy (ambient)
Billy's Friend (unnamed)(ambient)

Save points:
07-04 Better Get Used To It-Salieri Bar
07-05 Better Get Used To It-City
07-06 Better Get Used To It-Service Station
07-07 Better Get Used To It-Chase

Health Cabinets: 0

Walkthrough:

After the opening cinematic, which is highlighted by an impassioned speech by 
Don Salieri, Tommy and Paulie will be sent to their informant in Chinatown. 

Game saved: 07-04 Better Get Used To It-Salieri Bar

New Objective (A): Go to see Vincenzo and get a weapon
Find Biff in Chinatown and ask him where the hoodlums are hiding

Right off the bat, follow Paulie into the bar. You'll notice that if you talk 
to him, Luigi will thank you for helping Sarah (this is different from his 
usual scripted response). Walk around the bar and then into the back lot. Head 
outside, and up the stairs to Vincenzo's workshop. Once there, Vincenzo will 
give you a baseball bat (supposedly autographed, not that it's of any 
relevance) and a colt 1911. Follow Paulie back out, and down the stairs. You 
can go and talk to Ralph if you'd like, but he doesn't have any new car for 
you. All he'll give you is a list of your cars. Simply click on one to have it 
removed from the garage. However, I seriously doubt that by this point, your 
garage is even half full. Anyway, take any of your cars and drive out of the 
lot. Again, I'd really recommend the Phaeton. Not only does it look good, but 
it is the best car that you have, and the end of this mission is a car chase, 
meaning that its capabilities will be put to the test.

Once you're out in the city, your game will be saved. Your objective will also 
change, though it's only that the "Go and see Vincenzo and get a weapon" has 
been removed.

Game saved: 07-05 Better Get Used To It-City

New Objective (B): Find Biff in Chinatown and ask him where the hoodlums are 
hiding.

Up until this point, Chinatown has been closed off, and you were not able to 
drive there. However, it is now "unlocked," and it's time to make your way in 
that direction. Chinatown is located north of Little Italy. Simply drive 
northwards, and you'll probably come upon on of the hills that lead up into 
Chinatown. If you have difficulty, just use your map. The fastest way to get 
there is to turn left from Salieri's, then turn left into the alleyway where 
Sarah and Tommy were attacked in the previous mission. After going through 
this alley, cut through the park and then take the hill northward into 
Chinatown.

By whatever method, once there, head to the center of the Chinatown square, 
and park somewhere close by. There will most likely be a police officer 
around, so make sure to either have your fists or bat equipped (NOT your colt 
1911). Get out of the car, follow your compass and go up to Biff. Talk to him. 
During the conversation, Bill will tell you that the gang is located at the 
Service Station near the Terranova Bridge. This station is easy to find by 
compass or map. It's on the only street in Chinatown that isn't going exactly 
straight north-south or east-west (it's angled). 
 
New Objective (C): Drive to the old service station

Make your way over to the service station to which Bill referred. Once there, 
get out of your car. Paulie will follow suit.

Game saved: 07-06 Better Get Used To It-Service Station

Remember, like Paulie said, you aren't allowed to shoot for the first part of 
this mission. You can only use melee weapons. Either kick the door open, or 
wait for Paulie to do it for you. Walk forwards a ways and a small cut scene 
will occur. As the first "hoodlum" runs towards you, a new objective will 
appear.

New Objective (D): Teach those bastards a lesson 

Throughout the first part of this mission, you will be fighting in an all out 
melee brawl. The strategies you used in "Sarah" will apply here quite 
effectively. However, since you now are fighting alongside Paulie, you can 
implement a new strategy. Find someone who is fighting Paulie. Assuming that 
he's preoccupied with hitting Paulie, you can easily circle around him and 
knock him out with a single fully charged baseball bat strike from behind. 
Though Paulie will lose some life, it's a very fast-working strategy that 
should take down the gang with ease.

You can try this strategy on the first thug that you meet. Using whatever 
method you please, knock this first enemy out. Follow Paulie through the alley 
into this next, more open area. Here there are 4 enemies, armed with knuckle 
duster, fists, crowbar, and a baseball bat. Do your best to avoid too much 
damage when dealing with these guys. Also, try not to get surrounded, as 
you'll quickly take a beating. In addition, the strategy where you circle 
around an enemy who's distracted by Paulie will work wonders here. Also, you 
can facilitate this by letting Paulie use the same strategy to help you out. 
Once you're down to only 2 enemies, start walking backwards, keeping the 
enemies following you. Paulie should be able to follow behind and take them 
out easily. Once they're all dead, collect whatever weapons you want from them 
and continue on.

In the next area, you will meet a (non-hostile) man who will give you some 
insight into this gang of thugs. Apparently, the leader is the son of "someone 
at city hall," so the police has pretty much left the gang alone. The next 
area will be a gunfight, even though this was only meant to be a melee brawl. 
If you want to have a jump on the enemies, equip your colt 1911 now, just 
don't fire. Head up the stairs, across the path, and then jump down the other 
side.

As soon as you turn the corner, you'll see a man standing in front of you. 
Once he takes out his magnum, and Paulie tells you that "those bastards have 
heaters," you're free to fire. Two more thugs, both with colt detective 
specials, will climb over the wall a little to the right of the first man. 
Deal with all of these men using your colt or any other gun you pick up. Be 
sure to go slowly, and be sure not to be ambushed. Be careful as you turn the 
corner past the wooden shack to your left. A thug is waiting in the alleyway 
to your left. You can use the third person view to your advantage, while still 
taking cover. Peek out, and kill this man. Hopefully, he'll be unable to hit 
you from the medium-long range that you're at. 

Retrieve all the weapons from the men you just killed and head towards the 
alleyway where that last man was firing at you from. Again, go slowly, as 
there is another man farther back in the alley. Go ahead and collect the colt 
1911 from the first man and the magnum from the second. There are two more 
thugs at the very far end of this alley. One with a colt detective special, 
and the other with a model 10. Make short work of these guys with whatever 
weapon you can. Once they're dead, a cinematic will begin. As soon as it's 
over, you'll have a new save and objective.

Game saved: 07-07 Better Get Used To It-Chase

New Objective (E): Chase the escaping gang members

Quickly jump into your car (if you have the Phaeton, this part will be 
significantly easier) and give chase. Though you may think that time is of the 
essence, it really isn't. You'll only get a timer if you fall drastically 
behind the other car. As soon as you get close to it again, the timer will 
disappear. You are free to use one of your pistols to fire at the car, but it 
won't do much good, and you really don't want the police chasing you. Better 
to just let Paulie do the shooting (and the cops don't care about him 
shooting). Continue to chase the car, doing your best to get near it, or even 
alongside it. The idea here is to make the car crash. If you can run it off 
the road, that's great. If not, just keep chasing them all around the city. 
The driver isn't very good and will eventually crash by himself, without 
needing your "assistance." Still, do your best to put an end to this chase by 
getting that car to crash. When it finally does, a cinematic will play.

MISSION COMPLETE

Post-Mission Wrap up:

Objective Summary (5):

(A) Go to see Vincenzo and get a weapon
Find Biff in Chinatown and ask him where the hoodlums are hiding

(B) Find Biff in Chinatown and ask him where the hoodlums are 
hiding.

(C) to the old service station

(D) Teach those bastards a lesson

(E) Chase the escaping gang members

Alternate Paths: None

Notes: The strategy with the baseball bat and Paulie

Cars added to garage: None

Rewards: New Freeride Options unlocked:

Location: City-Night
Location: Countryside-Night

------------------------------------------------------------------------------


Mission #8 (a)

**********************************************************************[11-WHO]
***************************** T H E   W H O R E ******************************
******************************************************************************

Pre-Mission Setup

Overview: In this mission, Tommy will be sent to hotel Corleone to eliminate a 
woman who is thought to be a snitch or informant against Don Salieri. Because 
of her secrets, many members of Salieri's "family" have died. Tommy is sent to 
silence her. Also, he has to liquidate the manager of the hotel, and blow up 
his office

Loading screen: A traditional catholic necklace. A silver necklace with a 
cross and Jesus Christ on the end. (this loading screen is actually for the 
second half of this mission: "The Priest.")

Year: 1932

Major Characters: 
Tommy
Frank (cinematic)

Minor Characters: 
Michelle (cinematic)

Save Points: 3
08-01 The Whore-Talk With Frank
08-02 The Whore-Hotel Corleone
08-03 The Whore-Rooftops

Health Cabinets: 1
1. (30 health) In the small room behind the hotel clerk in the main lobby of 
the Corleone hotel. In this same room is the key to the director's office.

Walkthrough:

After your conversation with Frank during the cinematic, you'll be in control, 
as usual, with a new objective and save.

Game saved: 08-01 The Whore-Talk With Frank

New Objective (A): Drive to the Corleone Hotel

Right off the bat, you'll start with a  colt 1911 with a full (7 round) clip 
and 21 additional shots (3 magazines). Also, you've learned how to steal a 
falconer.  The Corleone hotel, which is your destination for this mission, is 
in southern Downtown. Take the Giuliano Street Tunnel or the West Marshall 
Bridge to central Island, and then the East Marshall Bridge into Downtown. 
Once there, follow your map/compass to the hotel. It's not far from the 
bridge. Just go north about 2 blocks after you get off of the bridge. Once 
there, hit the action button at the front doors to load the interior. When 
you're inside, the game will be saved, and you'll have new objectives:

Game saved: 08-02 The Whore-Hotel Corleone

New Objective (B): Kill the manager
Search the hotel to find and kill the prostitute Frank mentioned
Steal the documents and set the explosives in Directors office

Open the doors in front of you and head forward into the main foyer of the 
hotel. Go up to the desk and speak with the clerk there. Tommy will ask where 
the manager is, and the clerk will gesture to the left. If you interact with 
him again, Tommy will ask about the whereabouts of the prostitute he's trying 
to locate. If you continue to harass the clerk, he will threaten you with a 
sawed-off shotgun under the counter. Don't believe him? Take out any weapon 
and you'll see that he's not lying at all. After getting these instructions, 
head through the doorway to your left, then down the hall and through another 
room. Finally, you should end up in the dining room. 

Here in the dining room, the hotel manager is having lunch. He is the man in 
the white suit, sitting at the table that's in the right of the room (up a few 
steps). If you look across the room, you will see the manager's bodyguard 
sitting down at a table near him. Make your way around the manager and get 
ready for a major firefight. Draw a weapon and quickly kill the manager (it 
should only take a few shots). After that, try to also kill the manager's 
bodyguard across the room as quickly as you can. After a short while, more 
gangsters/bodyguards will stream through the doors towards you. Use whatever 
weapon you please to take them out. Be careful when maneuvering past the 
sailor in the next room. Though he may seem scared and harmless, sometimes 
when you turn your back, he'll pull out a model 10 and start firing at you. 
Make your way back to the foyer, but be wary of the desk clerk. His sawed-off 
shotgun can kill you very quickly if you're not careful. Once he's dead, go 
around the desk and into the small room behind it. Use the action key on the 
key rack to pickup the key to the director's room. There is also a health 
cabinet here, which will heal you 30 health. If you're lower than 70 health, 
you might as well use it.

Note: If the manager runs off before you can kill him, don't worry. You'll get 
another even easier/better chance to deal with him later. Don't bother 
restarting the mission for that reason, or anything like that.

After this part is over, it's time to search for "The Whore." Head up the 
staircase to the second floor. There will be a few enemies here, and possibly 
one with a sawed-off shotgun. Again, exercise caution when dealing with them. 
Once this is complete, head up the stairs to the third floor, still dealing 
with anyone in your way. At the top of the stairs, turn right through the 
glass doors. Then right down the hallway. Turn right around the corner and go 
to the first door that has a mat outside. Open it, and a cinematic will 
commence. Tommy will let Michelle escape, as long as she never returns. This 
is one part that shows how Tommy is actually human, compared to some of the 
other gangsters and Mafiosos he has to deal with.

After the cinematic has ended, you have only one objective remaining. Continue 
up the small flight of stairs onto the forth floor. Turn right through the 
glass doors and you should see a wooden door on your left marked "Director." 
Prepare a good weapon (the sawed-off shotgun would work very well here), 
crouch down, and open the door. There will be an enemy crouched down right in 
front of you. Make sure that you shoot first, and he'll probably go down while 
you take no damage at all. Also, if you let the manager get away, he'll be 
cowering here in this room. Just kill him with whatever weapon you don't 
really want to conserve ammo for. Run up to the desk and press the action 
button to pick up the documents, and then place the explosives beneath the 
desk. As you've probably noticed, the fuse isn't that long. Run out the door 
and down the hall. A cinematic will occur.

After the cinematic, "The Whore" part 2 will load (different loading screen). 
Immediately, the game will be saved, and you can be on your way.

Game saved: 08-03 The Whore-Rooftops

From your starting location, run forwards and then turn to the right. You will 
see a small pathway between two buildings on your right. Also, there is a 
large black fire escape that goes both up and down the buildings. After the 
explosion in the hotel, it's not that surprising that the police are on their 
way. From here you will almost certainly pick up the sound of their sirens. 
However, you should continue regardless.

Head up the fire escape. At the bottom of these stairs, 5 police officers will 
start to climb up towards your position. Also, there is a single officer armed 
with a Thompson on the street. You can either rush down the fire escape and 
try to kill all the officers, or head up and try to ambush them. You also can 
just try to avoid them altogether. Though the officer on the street who has a 
Thompson is very deadly, it's recommended that you simply avoid him, rather 
than trying to kill him. Whatever your choice of actions, head up to the top 
of the fire escape.

At the top of the fire escape, the path will fork to the left and to the 
right. The left path leads to another rooftop, but is otherwise a dead end. 
However, this can be a useful place for killing the police if you choose to do 
so. When you're ready to progress, head to the right from the top of the 
stairs, around the building and through the door. Head up the stairs and 
through the other door, and you will find yourself on a new set of rooftops.

Go forward here and climb up on the ledge. While still standing on the ledge, 
turn left and climb up to the ledge of the higher rooftop (the two ledges make 
a "T" shaped intersection). From this highest rooftop, turn right and head 
forward to the end. Climb on the ledge at the far end of the rooftop and leap 
to the one that is about 5 feet in front of you and 15 feet lower. 

Once you've reached this area, you will notice that you are being fired at, 
though it's unlikely that you'll immediately be able to identify the source. 
Actually, there are a few police officers at the far end of the rooftops who 
are shooting at you. They're mostly harmless, except that one of them has a 
Springfield rifle. Though slow, it can deal massive damage if he manages to 
hit you with it. To move on, head forwards, down to the lower roof in front of 
you, then left and over the ledge to an even lower roof. 

From here, head forwards and then slowly turn to the right. You should see a 
series of platforms that looks somewhat like a set of 3 or so stairs. If you 
edge out, next to this corner, you should be able to see the officer with the 
Springfield, thanks to the 3rd person camera. Also, another 5 officers, armed 
mostly with colt detective specials, will be on the ground in this area. 
Carefully dispatch them, making sure to take adequate cover to protect 
yourself from the sniper. Once they're taken care of, try to take out the 
sniper, using whatever weapon you feel most comfortable with. Slowly edge 
towards where his corpse lays, carefully watching the wall to your left. 
Eventually, you should notice two more officers on the rooftop to your left. 
You should be able to kill them by taking shots at the small bit of their head 
that is exposed when they stand up. Using this method, they should be unable 
to hit you, but you can still hit their heads. Also, don't worry too much 
about getting hurt, because there's a health cabinet coming up very shortly 
(in the next submission).

To move on, head to where the Springfield-toting officer used to be. Head 
across the rooftops 20 or 30 feet away from him. On your left, you should see 
a staircase much like the fire escape at the beginning of the level, except 
made out of wood. Stand on the ledge and jump down to it. If you go all the 
way up the stairs, you can reach the top of the building where the men were 
just shooting at you. If you have difficulty with my head sniping method 
mentioned above, it might be easier to simply go up the stairs and face them 
in a more traditional manner. When you're ready to progress, head up the 
stairs to the middle level (or down the stair from the top roof), around the 
building, and a cinematic will occur, leading you to the next submission.

MISSION COMPLETE

Post-Mission wrap up

Objective summary (2):

(A) Drive to the Corleone Hotel 

(B) Kill the manager
Search the hotel to find and kill the prostitute Frank mentioned
Steal the documents and set the explosives in Directors office 

Alternate paths: None

Notes: Head-sniping method for the rooftops

Cars added to garage: none

Rewards: Falconer line available for use in Freeride:
Falconer
Falconer Yellowcar
Falconer Gangster


------------------------------------------------------------------------------

Mission #8(b)

**********************************************************************[11-PRI]
***************************** T H E   P R I E S T ****************************
******************************************************************************
Pre-Mission Setup

Overview: This mission takes place immediately after the events of "The 
Whore." They play one after another, so that they really feel like a single 
long mission as opposed to two shorter ones. Here, Tommy tries to escape from 
the Corleone hotel by heading into a church, but is met by an unexpected 
surprise.

Loading screen: A traditional catholic necklace. A silver necklace with a 
cross and Jesus Christ on the end. 

Year: 1932

Major Characters: 
Tommy

Minor Characters: 
Billy (cinematic)
Billy's Friend (unnamed) cinematic)

Save Points: 2
08-04 The Priest-Surprise
08-05 The Priest-Escape

Health Cabinets: 1
1. (100 health) At the start of the mission, between the two different flights 
of stairs, this health cabinet is on a wall. Hard to miss, and will make your 
life much harder if you do.

Walkthrough:

Game Saved: 08-04 The Priest-Surprise

Once this mission begins, head down the stairs in front of you. After going 
downwards for a few seconds, you should notice a health cabinet in front of 
you. This cabinet will refill you to full (100) health, regardless of how 
injured you became in the previous mission. Unless you already have very high 
health, or are simply being foolish, USE THE CABINET. Once you're done, 
proceed down the next flight of stairs. At the door at the bottom, you will 
witness a cinematic.

Once the cinematic is over, you'll be plunged into a major firefight. 
Immediately, back away behind the door, using it for cover. You should take 
out the first gangster, standing closest to you, as quickly as possible. Once 
he's down, slowly edge out, and scan the benches on the left for another 
gangster shooting at you. From a crouched position, you should be able to get 
a few bullets in his head; certainly enough to kill him. 

Continue to inch your way out of the doorway and aim for another gangster 
crouching near the benches on the right. Once he's down, take out a powerful, 
accurate weapon. If you picked up the Springfield from the previous mission, 
it would help significantly here. Edge out a couple more inches from the 
doorway, and aim all the way to the right, and up about 15-20 feet. You should 
see the pulpit off to your right. Inside is a gangster, who you should try to 
kill as quickly as you can. Once he's down, run to the pulpit, but stay behind 
it. Carefully peek out, and look high up in the rafters at the far end of the 
church. A gangster with a Thompson will be there, firing at you. Use whatever 
accurate weapon you have to dispatch him. Don't be too concerned about the 
threat he poses, because at that range, he's not very accurate. There is also 
a man across the church, on the floor, who you should take out whenever you 
can. 

After the enemies in the church are all killed, 4 more gangsters, armed with 
pump-action shotguns, will rush in through the front door. You can try to 
close in on them and beat them to the punch with your own shotgun, or you can 
keep your distance and hit them with small-arms fire, where their shotguns 
will be unable to reach you. Whichever method you chose, make sure that all 
the gangsters are dead. Once this is complete, another cinematic will play.

Game Saved: 08-05 The Priest-Escape

New Objective (A): Return to Salieri's

Once you're outside of the church, you will immediately notice that you have a 
handcuff sign (arrest warrant) and a wanted bar. Run forwards, and down the 
steps. The hearse, or rather, the Lassiter V16 Charon, is parked out in front. 
Go ahead and get into it, as it's unlocked. Make your way back to the Salieri 
bar, but be careful about the police. You might try to get rid of your wanted 
bar immediately, by simply hiding, stealing another car, or simply "laying low 
for a while."

Whatever method you use, drive back to the Salieri bar to end this double 
mission.

MISSION COMPLETE

Post-Mission wrap up:

Objective summary (1):

(A) Return to Salieri's 
Alternate paths: None

Notes: None

Cars added to garage: Falconer Blue, Lassiter V16 Charon Black (if you took it 
from outside the church)

Rewards: Bolt V8 line available for use in freeplay
Bolt V8 Coupe
Bolt V8 Fordor
Bolt V8 Roadster
Bolt V8 Touring
Bolt V8 Tudor

------------------------------------------------------------------------------
Intermezzo 2
------------------------------------------------------------------------------

Mission #9
**********************************************************************[11-TTC]
***************** A   T R I P   T O   T H E   C O U N T R Y ******************
******************************************************************************
Pre-mission Setup

Overview: In this mission, Tommy and Paulie are sent out to a farm outside of 
town to get the latest shipment of Canadian whiskey. Sam should already be out 
there, loading the trucks. However, once Tommy and Paulie get to the farm, 
they sense that something isn't right.

Loading Screen: A large crate that says "Canadian Whiskey" on the side, and 
also has a maple leaf painted on

Year: 1933

Major Characters: 
Tommy
Paulie
Sam
Frank (cinematic)
Ralph (ambient) 
Lucas Bertone (ambient)

Minor Characters: 
Lucas' friend (unnamed and only mentioned)

Save Points: 8:
09-01 A Trip To The Country-Salieri Bar
09-02 A Trip To The Country-City
09-03 A Trip To The Country-The Farm
09-04 A Trip To The Country-Saving Sam
09-05 A Trip To The Country-Return Journey
09-06 A Trip To The Country-The Warehouse
09-07 A Trip To The Country-Lucas Bertone
09-08 A Trip To The Country-Lucas Bertone 2


Health Cabinets:2

1. (30 health) At the farm, the building opposite the barn has a health 
cabinet next to the stairs (this is the same building that Paulie gets the 
crowbar in)

2. (30 health) At the farm, in the barn where Sam can be found, a health 
cabinet is right in front of you on the second floor, right after you finish 
climbing the stairs.

Walkthrough:

After the short opening cinema and basic overview of your mission, you'll be 
in control of Tommy with, big surprise, a new save and objective:

Game Saved: 09-01 A Trip To The Country-Salieri Bar

New Objective (A): Meet Paulie at the warehouse

Although you could just take off on your own, it's advisable that you go and 
check in on Ralph. He's inside the garage, deeply pondering...something, about 
the gutted car in front of him. Snap him out of his trance, and he'll lead you 
to the Bolt V8 Roadster parked outside. After the usual routine of showing you 
how to open it, you'll now be able to pick the lock of/carjack any Bolt V8 on 
the street. That means that you now have the complete Bolt line finished and 
fully "learned." Anyway, take the Roadster, or any other car in the garage, 
and head out into the city.

Game Saved: 09-02 A Trip To The Country-City

Your objective will still be the same once you get out into the city. You need 
to head to the warehouse, which is just north of Hoboken. I'm pretty sure that 
by this point, you know the city well enough to be able to find your own way 
there. However, you should be aware that for this mission, and most of the 
missions after this point, the Terranova bridge IS open, and you can use it. 
In this mission, it would give you the fastest and most direct route to the 
warehouse, but who says you were in a hurry?

Game Saved: 09-03 A Trip To The Country-The Farm

New Objective (B): Find out what happened to Salieri's men and the alcohol 
shipment

After the cinematic, and your little "discussion" with Paulie, you'll arrive 
fully loaded (with a pump-action shotgun and colt 1911) at the farm. Cross the 
bridge, and then follow the path ahead of you, past all the small shacks on 
either side. Continue straight, past the large red barn on your left. The path 
will split at a "T" intersection. From here, you should be able to see the 
truck parked nearby. Walk over to it, and get ready for some action.

While I like to think that with good instructions, playing skill will make any 
situation possible, in this case that isn't true. No matter how skilled you 
are, there is a reasonable chance that the millisecond the cinematic ends, 
you'll be hit by a lucky shotgun blast. You can choose to load the save and 
try again, or simply keep playing with a large dent in your health. Whatever 
the case, immediately fire at the two men in front of you, and the third 
around the corner, using cover as necessary, until they're dead.

New Objective (C): Return back

From here, you need to make your way back to the trucks at the entrance to the 
farm. However, there will be enemies popping up from every barn and every 
window. You can simply run, trying to avoid as much fire as possible, you can 
go "Rambo" style, or you can slowly go inch by inch, killing everyone. 
Whatever method you utilize, find your way back to the trucks. 

Once you get back, Tommy will explain what's going on, and suggest that Sam 
may be inside the barn. Now with Paulie, make your way back down the road. If 
you killed everyone on your way to the trucks, it's ok. However, if you simply 
ran, avoiding most of them, you'll have some hell to pay. Luckily, Paulie is 
quite helpful.

When you reach the barn, go in the other large, open barn/shack, directly 
opposite it. Here, you'll have to face a few enemies in close quarters. 
However, they aren't too hard, especially with Paulie's help. Also, there's a 
health cabinet right next to the stairs that will heal you 30 points. Make 
your way up the stairs, eliminating anyone who gets in your way. At the top, 
Paulie will grab a crowbar that's laying around. Return back down and to the 
red barn.

Game Saved: 09-04 A Trip To The Country-Saving Sam

New Objective (D): Save Sam

As soon as Paulie kicks the door open, be ready for a fight. There are 2 men 
on the ground floor, armed with pump-action shotguns and colt 1911s. Also, 
from the doorway, you should be able to kill the man on the second level; just 
look up. Continue up the stairs, being careful of the man positioned right 
behind you. Right at the top of this staircase is another health cabinet, 
again worth 30 points. Keep going up to the third level, where you will find 
Sam.  
 
After Paulie leaves, focus your attention out the main window here. Like Sam 
says, those aren't your trucks. Two police cars will pull up outside. 
Immediately begin firing on them with your colt 1911. Don't be concerned if 
you don't kill many of them though, because you'll get a much easier chance 
very shortly. Once you back away from the window, the remaining officers will 
come through the door and up the stairs. Position yourself right behind the 
stairs so that when they come up, they'll have their backs to your loaded 
shotgun. Fire away, until every single one is dead. Head down to the ground 
floor, and out towards the cars to have another talk with Paulie.

Game Saved: 09-05 A Trip To The Country-Return Journey

Now it's time for a little change of pace. This segment can be quite 
difficult, especially if you don't know what to do. Also, it's significantly 
harder if you don't have much health. Anyway, you're in the back of the truck 
with a Thompson, and enemy cars will come up behind you, trying to kill you. 
You can't let them kill you, or drive in front of you. There are two ways to 
make the vehicles stop. You can shoot out their engine, or you can shoot out 
their driver. The engine is a much larger target, but takes quite a few 
bullets before rupturing. The driver on the other hand will die with only a 
few well placed shots, but he's difficult to hit, given the Thompson's 
accuracy, visibility, and the fact that you're shooting from the back of a 
moving vehicle. I personally like shooting the driver, but whatever method 
works best for you is the one you should definitely use. Also, although there 
were only 2 cars in the cinematic, there are technically an infinite amount of 
cars chasing you. After each "kill," the car will swerve off to the side of 
the road, about 10 second will go by, and then another one will be visible in 
the distance. All you have to do is hold out until you reach the warehouse. 
Remember, shoot the engine or the driver. Keep your health high, and watch 
your ammo consumption. 

Game Saved: 09-06 A Trip To The Country-The Warehouse

New Objective (E): Return to the Salieri bar, alternatively, you could visit 
Lucas Bertone on the way.

If you simply want to end the mission and move on, simply drive back to 
Salieri's bar and scroll down to the next mission walkthrough. However, if 
you'd rather get a bonus car from Lucas Bertone, keep reading.

Head down to Lucas' Auto shop down by the Giuliano Bridge. Once there, simply 
drive up to the door, get out, and go talk to Lucas. Apparently, the police 
are coming to arrest one of Lucas' friends, and he is completely unaware. You 
have to get to his house and warn him before the cops show up.

Game Saved: 09-07 A Trip To The Country-Lucas Bertone

New Objective (F): Warn Lucas' friend

Like Lucas said, his friend lives in Hoboken. Quickly run out to where you 
parked your car. Get in, and start racing off to Hoboken. Though it's not that 
far, your time limit isn't very generous, and you really can't waste time. 
Lucas' friend is smack in the middle of Hoboken. I'd advise that you head 
south down the main street from Lucas' shop, then cut east across the center 
of downtown, and then along the southern border of Hoboken. Then turn left on 
the middle street, and drive north to the house that you're aiming for. Once 
there, get out of your car and go and knock on the door in front of you. After 
you warn Lucas' friend and he thanks you, the cops will probably arrive. Just 
get back in your car and head back to Lucas'. The cops aren't a problem, 
despite the two shotgun wielding men guarding the door. Just don't attack 
them, and they'll leave you alone.

New Objective (G): Return to Lucas Bertone's.

Once you get back to Lucas', he'll thank you, and give you the scoop on the 
new Ulver Airstream. As usual, you'll learn how to steal one as soon as he 
finishes showing you. He'll also point you to a house in Oakwood where you can 
procure one of your own.

Game Saved: 09-08 A Trip To The Country-Lucas Bertone 2

New Objective (H): Steal the car in Oakwood

Leave Lucas' shop and get in your car. Make your way southeast to Oakwood. It 
doesn't really matter how you get there, since there's no time limit. However, 
the fastest and most logical route would be to follow the larger main streets 
and arterials as much as possible, and to only go on minor side street when 
you have no other alternative. The house that you're aiming for is only a 
block or so south of the circle/roundabout in the middle of Oakwood. Pull up 
somewhere near the house, and start picking the lock on your new car. Unlike 
in the previous Lucas mission, there is no one who's looking out for the car, 
so you can steal it unhindered. Once you're done, just head back to Salieri's 
with your new Ulver Airstream Fordor to finish the mission.

New Objective (I): Return to Salieri's

Just make your way back. There really isn't much more to say about your 
return. I'm pretty sure that you can find your way there with little or no 
difficulty.

MISSION COMPLETE

Post-Mission Wrap up

Objective summary (9):

(A) Meet Paulie at the warehouse 

(B) Find out what happened to Salieri's men and the alcohol 
shipment

(C) Return back

(D) Save Sam

(E) Return to the Salieri bar, alternatively, you could visit 
Lucas Bertone on the way.

(F) Warn Lucas' friend

(G) Return to Lucas Bertone's.

(H) Steal the car in Oakwood

(I) Return to Salieri's 

Alternate paths: Lucas Bertone's optional side mission to steal a Ulver 
Airstream Fordor

Notes: None

Cars added to garage: 

Bolt V8 Roadster Blue
Ulver Airstream Fordor Yellow


Rewards: 
 
Schubert line now completely unlocked for use in Freeride:
Schubert Extra Six Fordor
Schubert Extra Six Tudor
Schubert Extra Six Police Fordor
Schubert Extra Six Police Tudor

Ulver line unlocked for use in Freeride:
Ulver Airstream Fordor
Ulver Airstream Tudor

------------------------------------------------------------------------------

Mission #10

**********************************************************************[11-OME]
******************************** O M E R T A *********************************
******************************************************************************

Pre-mission Setup:

Overview: In this mission, deep blows are inflicted to the Salieri "family" 
after it turns out that Frank, Don Salieri's "Right hand" has betrayed the 
family and given their financial records to the police. Though astounded by 
this sudden change of heart, Don Salieri regretfully sends Tommy to 
"liquidate" his old childhood friend.

Loading Screen: A sawed-off Shotgun with two shells next to it

Year: 1933

Major Characters: 
Tommy
Salieri (ambient)
Ralph (ambient)
Vincenzo (ambient)
Lucas Bertone (ambient)

Minor Characters: 
Luigi (ambient)
Big Biff (ambient)
Little Tony (new)(ambient)
Idiot Joe (new)(ambient)
March (new)(ambient)
Alice (new)(ambient)
Carlo (new)(only mentioned)
Stan (new)(ambient)

Save points:8
10-01 Omerta-Salieri Bar
10-02 Omerta-City
10-03 Omerta-City 2
10-04 Omerta-The Airport
10-05 Omerta-Frank
10-06 Omerta-An Act Of Grace
10-07 Omerta-Lucas Bertone
10-08 Omerta-Lucas Bertone 2

Health cabinets: 2
1. (100 health) At the airport terminal where you have your first shootout of 
the mission, there is a health cabinet on the wall opposite the counter. You 
could use it after the shootout, but it might be better to save it for later

2. (50 health) In the building where Frank's family is waiting for him, 
there's a health cabinet on the wall behind them. You might as well get it at 
that point, even if it's only to top of your health.

Walkthrough:

Right off the bat, your game will be saved, and you'll have a new objective, 
which you could have figured out from the cinematic.

Game Saved: 10-01 Omerta-Salieri Bar

New Objective (A): Find Frank and acquire the account books, then kill him.

Head out of the bar and into the back lot of Salieri's. As usual, pay a visit 
to Vincenzo and Ralph so you can get some firepower and some wheels. Vincenzo 
will give you a colt 1911 and the deadly lupara, otherwise known as a sawed-
off shotgun. Head back outside and find Ralph, who should be underneath a Bolt 
Model B, tinkering around. He'll get up, give you a few stuttering sentences, 
and then lead you to your new car. As usual, after he shows you how, you'll be 
able to open any Schubert Extra Sixes that you find in the city. This will 
really be useful, as they become a rather common sight on the city streets for 
the next few missions. Anyway, you can choose to take the Schubert Extra Six 
Fordor, or any other car in your garage. Whatever your choice, hop in and 
drive out to the city.

Game Saved: 10-02 Omerta-City

You already know your first contact, Big Biff, from the mission "Better Get 
Used To It." As you know, he likes to loiter about in the central square in 
Chinatown. Head north from the bar and to the Chinatown neighborhood. Unlike 
in "Better Get Used To It," Biff is now on the sidewalk slightly north of the 
main square. Go up and ask him about Frank. Unfortunately, it seems that he 
doesn't know anything, but he recommends your other contact, Little Tony.

Little Tony can be found outside the museum at the south end of Central 
Island. Since you're in Chinatown, taking the Giuliano Street Bridge would be 
the fastest route to Central Island. Then, simply take the main arterial south 
to the bottom of the island. Get out and the museum and talk to Little Tony, 
just be careful of the dog that's walking around. However, just like Big Biff, 
Little Tony seems to be short of critical information. He also passes you on 
to another contact, Idiot Joe. 

Little Tony tells you that Idiot Joe hangs out under the bridge, but isn't 
much more specific than that. As a matter of fact, Idiot Joe and his group are 
within a couple hundred feet of Lucas Bertone's Auto shop, on the East side of 
the river (in Downtown). Once you get close to the group with Idiot Joe, the 
game will be saved and you will be reminded of your objective (though it 
doesn't change).

Game Saved: 10-03 Omerta-City 2

Remember how Little Tony said that Idiot Joe was "the bald one." Well, go up 
to the bald man standing there, and talk to him. At first he denies 
everything, saying his name is Pete, and that you have no business there. If 
you keep trying to talk to him, he'll accidentally let slip that he is in fact 
Joe (as if it wasn't obvious that he was lying to begin with). However, no 
matter how much you try to interrogate him, he refuses to say something about 
Frank. Instead, he tells you to go to hell. Well, Idiot Joe sure is an idiot 
to be so rude to a member of the Mafia. Use your fists (or a bat if you have 
one) to start smacking Joe around. After only a few blows to the head, Joe 
decides that it's better to cower in fear and tell you everything. It turns 
out that Frank is being held near the tennis courts in Oakwood, and is being 
moved to Europe if he complies with the prosecutor's demands.

Get back in your car and make your way east to Oakwood. Head to the Southeast 
corner of Oakwood, and follow your map/compass to Frank's house. After the 
cinematic, you'll get a new objective.

New Objective (B): Follow the car carrying Frank.

You better step on it, because that car isn't going to wait for you. Try to 
maintain visual contact with the car, watch where it goes, and follow it. It's 
really not that difficult, even though the traffic can often get in your way. 
When the car goes through a construction zone, watch out. A large truck will 
pull in front of you, blocking your path. Either go around or smash through, 
and continue your pursuit. Eventually, the car will drive north into the 
country from the road at the Northeast corner of New Ark. Follow it into the 
countryside, and it will turn left into the airport. Follow it there, and get 
ready for some action.

Game Saved: 10-04 Omerta-The Airport

New Objective (C): Get rid of the guards, acquire the account books from 
Frank, and then liquidate him.

Right after the small cut scene ends, immediately move to the right, or you 
risk being run over by the same car that brought Frank here. Slowly edge up 
towards the building in front of you. Inside are 4 gangsters armed with colt 
1911s, S&W Model 10 M&Ps and even one with a Thompson. If you lean out into 
the doorway, you should be able to get a few shots off at the gangster to your 
right, behind the wall, and the one behind the counter. Take your time, and 
feel free to run back outside if you feel that you're taking too much fire. 
After these two are dead, edge out slightly farther into the doorway and try 
to kill the last two gangsters. The one with the Thompson could pose a 
problem. Use the pillars as cover, and try to fire when he's reloading or off 
guard. Once they are all dead, Frank will run outside with his escorts. 
Collect all the ammunition and weapons from the dead gangsters, and get ready 
for some more action. Also, if you're hurt, there's a health cabinet in here 
that heals fully, but I wouldn't recommend using it just yet.

As you exit through the rear doors of the terminal, continue out onto the 
airstrip. If you didn't kill everyone in the terminal, you will be attacked by 
3 more Thompson-wielding gangsters. You can try to get in close and use the 
sawed-off shotgun, or retreat into the terminal to take cover. In reality, you 
aren't supposed to have to fight them here. If you had killed all 4 gangsters 
in the terminal (who are all dressed in black, whereas these escorts are 
dressed in a light brown/khaki color), they would have left with Frank.

Anyway, head out onto the airstrip. Look down the strip in front of you, and 
you should see a green flatbed truck heading towards you. I'd advise hiding or 
dropping your weapons (you'll see why in a minute). Follow the truck until it 
stops and a man gets out. If you don't have any weapons out, he should ask you 
what's going on and offer to help. If you have weapons out, he assumes that 
you're just another gangster, and comes at you with a crowbar. You can kill 
him, but you're better off just stealing his truck. Actually, steal the truck 
even if you're not on hostile terms with him. He doesn't seem to care. Drive 
through the hangar on the left, and you'll notice plenty of gangsters. While 
you could just as easily have a massive shootout, using all the crates as 
cover, and expending hundreds of rounds of ammunition, I find it much easier 
to use the truck. Short of the windshield, almost no bullets can enter through 
the truck and hit you, it's high off the ground, making you an even smaller 
target, and it weighs 10 times as much as one of the gangsters. Essentially, 
I'm recommending that you run them over. Simply accelerate towards them, wait 
until they try to dive out of the way, and use the handbrake to quickly spin 
your front or rear sideways, crushing them. Anyone who's run someone over with 
a warthog in "Halo" should be familiar and proficient with the concept. If you 
can, I'd actually recommend running them over backwards, because then there's 
even a smaller chance of you getting shot (since the back of the truck is all 
they'll be able to hit). Of course, everything's not going to be perfect. 
You'll probably have a gangster who hides in a place too narrow for your 
truck. In this situation, just get out and shoot him. Anyway, when you've 
killed them all, keep driving through and to the other side. You'll face more 
gangsters here. Again, you can run them over, shoot them, or a combination. 
Whatever your strategy, try to kill them all, and then head over to the 
parking lot. Kill the last few stragglers here, and walk over to the pole, 
where you will see Frank. After the cinematic, you'll have a new objective and 
save game, just like always.

Game Saved: 10-05 Omerta-Frank

New Objective (D): Find Frank's family.

Head forward from your current position, then around the corner to the left. 
There will be some gangsters here, so be careful. It's not an issue if you're 
low on health, because you'll have plenty of healing opportunities soon. 
Anyway, go right, up the stairs, and into the small building. You should see a 
couple hugging in front of you. Turn left and you should see a woman and 
daughter, and a man making a phone call. If you listen to the man, you'll 
realize that he's calling the police. Now remember what Frank said about the 
police and Morello? Essentially, if you let that man finish his call, you'll 
have a full squad car of shotgun-toting cops waiting for you back at the 
terminal. So what do you do? Kill the man making the phone call, before he can 
even say "send help." Then talk to the woman and daughter, who turn out to be 
Frank's wife and child. Also, there is a health cabinet worth 50 health here. 
Even if you have more than 50 health, I'd advise using it. After speaking with 
March (Frank's wife), head back outside and free Frank from his handcuffs, 
then lead him back to his family. After their reunion, head back outside with 
your new objective.

New Objective (E): Find and bring the plane tickets for Frank's wife and 
daughter.

Though the game doesn't tell you, the tickets are on the counter in the 
airport terminal (where you had the first shootout). You can choose to walk 
back, or steal a car and drive back. If you opt for the former, watch out for 
a sniper with a Springfield on top of the red and white antenna-like object. 
Make your way back to the terminal, with whatever method you choose. If you 
didn't kill the man on the phone, you'll have a rather unpleasant reunion with 
a few very angry shotgun-wielding cops. If however, you followed my advice, 
you'll have no one to worry about. Head into the terminal and collect the 
tickets, which are on the counter, then return to Frank. Their family is 
standing outside the building, waiting for you. Talk to Frank to begin a 
cinematic. After it's over, you'll have a new objective.

New Objective (F): Collect the account books from the bank in Downtown.

As Frank specifies in the cinematic, the bank in question is the First 
National Bank of Lost Heaven. Make your way back to the terminal. This time, 
use the health cabinet if you haven't done so already, since you won't be 
returning here for quite a while (not in this mission at least). Somewhere 
along the way, procure a car. It's really up to you, it shouldn't matter what 
you choose. After that, head back out into the countryside, where your game 
will be saved.

Game Saved: 10-06 Omerta-An Act Of Grace

From here, just head back into Lost Heaven and into the Downtown neighborhood. 
Follow your map/compass to the First National Bank. "Use" the front doors of 
the bank to acquire the books. Your mission is now over, if you so choose, but 
Lucas Bertone is still available for a mission.

New Objective (G): Return to the Salieri Bar, alternatively you could visit 
Lucas Bertone.

Like always, I'm assuming that you are doing the Lucas Bertone mission. If 
not, simply drive back to the Salieri Bar and pick up with this walkthrough on 
the next mission ("Visiting Rich People"). Head over to Bertone's Auto shop 
near the Giuliano Bridge, and go have a word with Lucas. After explaining what 
he wants from you, Lucas suggests that you look for Stan at the Black Cat Bar.

Game Saved: 10-07 Omerta-Lucas Bertone

New Objective (H): Find Stan and teach him a lesson

While you aren't allowed to kill Stan, you aren't limited to your fists. As a 
matter of fact, if you can procure a baseball bat (perhaps from a random 
carjackee), you'll have a much easier time with this mission. Anyway, head 
west to Central Island, and then west again to Little Italy/Works Quarter 
(depending on which bridge you take). The Black Cat Bar is on the very 
southwestern edge of Little Italy. Drive there, and you should notice a raised 
sidewalk, about 10 feet above the ground. Park near the staircase and get out. 
Walk up the stairs and along the sidewalk until you see a sign for the Black 
Cat Bar, and a very muscular man standing nearby. After talking to him, you'll 
have to fight Stan, and he isn't any weak pedestrian. You'll both hit each 
other with a large number of punches and inflict a fair amount of damage 
before Stan finally topples. Two things that will save your health in this 
fight are having a high health amount to begin with (remember to use the 
health cabinet in the airport terminal before leaving) and a baseball bat 
(if you can find one). However, you'll both shed some blood in the end. Once 
Stan flees, you'll have a new (though obvious) objective.

New Objective (I): Return to Lucas.

Make your way back to Lucas'. I'm pretty sure you don't need directions there. 
When you get back, Lucas will show you how to steal a new stylish car: the 
Thor 810. Once he's done with that, your game will be saved, and he'll tell 
you where you can steal one of those hot new 810s.

Game Saved: 10-08 Omerta-Lucas Bertone 2

New Objective (J): Steal the Thor 810 parked in Oak Hill.

It's time for a leisurely drive into what is aptly named "the Millionaires 
Quarter." From Bertone's Auto shop, head eastward. There are only two roads 
that lead into Oak Hills: One in southern Hoboken, and the Other in Northern 
Oakwood. Take your pick as to which one you'd rather drive on. However, I 
wouldn't recommend going the Hoboken way if you have an older car or your car 
is damaged, because many of these 1930s cars can simply stall on the very 
steep hill. Either way, it's going to take you a while to get to the prime 
real-estate that sits higher than anywhere else in Lost Heaven. When you 
finally get there, follow your map/compass to the house in question, which is 
on the east edge of Oak Hills.

You may not immediately recognize the car as the same from Lucas' shop, 
because this one is bright orange. However, they are in fact the same vehicle, 
simply different colors. Now don't forget what Lucas said about there being 
guards around. As you drive by, you should notice something unusual. While all 
the other pedestrians are walking around with a destination in mind, you 
should see one man simply pacing in circles around the car. Suspicious, no? If 
there are not cops around, I recommend getting up to 35+ mph and running him 
over. You should be pretty good at this by now if you followed my truck 
strategy at the airport. If not, or if you can't kill him, he'll alert the 
police. All that really means is some more people for you to deal with. When 
everyone who's trying to get you is dead, you're free to go after the Thor. 
Just remember, with these sporty cars, it takes a much longer time to pick the 
locks. That's really only relevant if you're trying to quickly steal the Thor 
810 Sedan FWD, and race away without killing your pursuers/enemies.

New Objective (K): Return to the Salieri Bar.

You know the drill, just don't kill yourself or that new car by careening down 
from Oak Hills. Take your time, unless you want to start again from Lucas' 
shop. Also, don't underestimate that Thor you're driving. Compared to most, if 
not all other cars you've driven up to this point, it's quite fast and nimble, 
especially if you don't use the speedlimiter.

MISSION COMPLETE

Post-Mission Wrap up

Objective summary (11):

(A) Find Frank and acquire the account books, then kill him.

(B) Follow the car carrying Frank.

(C) Get rid of the guards, acquire the account books from 
Frank, and then liquidate him.

(D) Find Frank's family.

(E) Find and bring the plane tickets for Frank's wife and 
daughter.

(F) Collect the account books from the bank in Downtown 

(G) Return to the Salieri Bar, alternatively you could visit 
Lucas Bertone.

(H) Find Stan and teach him a lesson 

(I) Return to Lucas.

(J) Steal the Thor 810 parked in Oak Hill.

(K) Return to the Salieri Bar.

Alternate paths: Lucas Bertone's optional side mission to steal a Thor 810 
Sedan FWD

Notes: The truck strategy for the airport. Also, killing the man who's calling 
the police so that they don't show up.

Cars added to garage: 

Schubert Extra Six White
Thor 810 Sedan FWD Orange

Rewards: 
 
Partial Thor line now unlocked for use in Freeride:
Thor 810 Phaeton FWD
Thor 810 Sedan FWD

------------------------------------------------------------------------------

Mission #11

**********************************************************************[11-VRP]
****************** V I S I T I N G   R I C H   P E O P L E *******************
******************************************************************************

Pre-mission Setup:

Overview: In this mission, Tommy has to pick up expert locksmith Salvatore, 
and take him to the public prosecutor's villa in Oak Hills. Once there, Tommy 
must lead Salvatore into the house, and to the prosecutor's office, where 
Salvatore can crack the safe and steal the incriminating documents against 
Salieri.

Loading Screen: Black notebook with pens and pencils on top of it. This is the 
"incriminating evidence" against Salieri.

Year: 1933

Major Characters: 
Tommy
Salieri (ambient)
Sam (ambient)
Ralph (ambient)
Vincenzo (ambient)
Lucas Bertone (ambient)

Minor Characters: 
Luigi (ambient)
Salvatore (new)

Save points:5
11-01 Visiting Rich People-Salieri Bar
11-02 Visiting Rich People-City 
11-03 Visiting Rich People-The Villa
11-04 Visiting Rich People-The Safe
11-05 Visiting Rich People-Escape

Health cabinets: 0

Walkthrough:

After the opening cinematic, your game will be saved and you'll have your 
starting objective.

Game Saved: 11-01 Visiting Rich People-Salieri Bar

New Objective (A): Pick up Salvatore on the corner next to the stadium in 
Hoboken.

Make your way around the bar and into the back lot. As usual, go and talk to 
Vincenzo, who will give you a colt 1911 and a baseball bat. This time however, 
Ralph has no new car for you. If you talk to him, all you'll get is the menu 
from which you can get rid of cars in the garage. So go out and get in your 
favorite car, and take it out into the city.

Game Saved: 11-02 Visiting Rich People-City

By this point, I'm pretty sure that you can get from Salieri's Bar to Hoboken 
without needing directions. If for some reason you're having trouble, use your 
map and compass. When you get to Hoboken, go to the Stadium in the Northwest 
part of the neighborhood. You should see Salvatore standing around by the 
telephone booth. Pull up and come to a complete stop, and Salvatore will get 
in your car. You'll now get your new objective.

New Objective (B): Retrieve the evidence that would implicate Salieri from the 
Prosecutor's villa.

Make your way to the prosecutor's villa in Oak Hills. Unless you don't think 
your car can make it up the steep hill, I'd recommend using the path in 
eastern Hoboken. Once there, follow your map/compass to the back entrance to 
the prosecutor's villa. When you get there, stop, get out of the car, and talk 
to Salvatore, who will unlock the door. Open it, and you'll be in the villa 
courtyard.

Game Saved: 11-03 Visiting Rich People-The Villa

New Objective (C): Retrieve the evidence that would implicate Salieri from the 
Prosecutor's villa.
You can give WAIT and FOLLOW ME orders to Salvatore by talking to him.

Just like your objective says, you can keep Salvatore close behind you, or 
make him stay where he is, just by talking to him. Each time you talk to him, 
it toggles between the two options. Getting through the courtyard and villa is 
a very non-linear process, and there are really many ways to do it. However, 
I'm going to describe the one that seems to work the best, and is the safest. 
In general, unless otherwise noted, you shouldn't run during this mission. 
Always walk or sneak (crouch).

Start off by walking forwards a few feet to the lamp, crouching, and telling 
Salvatore to wait there. Go forward and stop at the "intersection." Wait until 
the gangster to left begins to move before turning left and following him. Run 
after him, but as you get closer, slow to a walk. Charge up your baseball bat 
all the way, and when he pauses, move in and release. Assuming he didn't turn 
around, you'll have knocked him out cold with a single blow. Take the pump-
action shotgun and key from his body. Now go to the light post that is 
directly opposite from where you left Salvatore (you probably already passed 
it when you were stalking the gangster). Next to it, you should see a fuse 
box. Press action once to open it, and again to cut power to the courtyard. 

Run back to where Salvatore is, going the long way, so that you don't alert 
the two gangster standing near the fountain. Look towards the villa, you 
should see the outline of a man running down from inside. He's coming to 
investigate the sudden loss of power. After cutting through the courtyard, 
he'll follow the same path that the first gangster did. Just like before, walk 
up behind him, and as he pauses to check the fuse box, knock him out. Make 
sure you do this quickly though, because if he turns the lights back on, he'll 
quickly turn around, and probably blow you away.

Return to Salvatore, and have him follow you. Turn right at the "intersection" 
and head forward down the path. You should see a gazebo/covered deck slightly 
off to the right, as you approach the next "intersection." Have Salvatore wait 
behind the hedge, and slowly walk or crawl up towards the gazebo. Sneak up and 
knock out the gangster here. Make sure your path is wide, so that you don't 
end up in his field of vision. He's not that big a deal, but one less gangster 
to shoot at you later is a good thing. Go back and have Salvatore follow you 
again.

Head straight towards the villa, you should pass a fountain (that's turned 
off) on your way. You will also see the driveway to the front entrance. 
However, don't go there, because you'll be killed. Instead, turn left towards 
the back entrance of the villa and the large, empty pool. Walk up the steps 
towards the back entrance, and you should be able to see a dining room through 
the glass. You have to be careful here, because there is a maid who will call 
for the guards if she sees you. Slowly enter the dining room, and quickly scan 
to find this maid. Take her out from behind before she notices you. She also 
may be in one of the rooms connecting to the dining room, so be patient and 
hunt her down.

Once she's gone, go through the door at the left side of the dining room (left 
if you were looking in from outside), turn right in this hallway, and go 
through the door at the corner. Go up the stairs here. At the top, turn right, 
and then immediately left and through the door. Crouch and slowly edge along 
the second floor balcony, since there is sometimes a guard around. In the 
first door, you will find a woman talking on the phone. Since she has 
cucumbers in her eyes, she can't see you, so you're free to take her out 
(silently). Go back onto the balcony and go all the way straight until it 
turns to the left. Go through this door (opposite the one you first entered 
the balcony from) and turn left again. Go to the door at the end of this 
hallway, which leads to the prosecutor's office. Once you get there, make sure 
Salvatore's right next to you, and press action on the safe. There will be a 
cinematic, and game save point.

Game Saved: 11-05 Visiting Rich People-The Safe

The first thing here, which many people forget to do, is to actually get the 
documents you came for. Go to the safe and press action to pick up those 
incriminating notebooks.

New Objective (D): Take Salvatore back home on the corner next to the stadium 
in Hoboken.

Now that the prosecutor is home, you've basically got nothing to lose. Take 
out your shotgun (just drop the baseball bat, it's not going to do you any 
more good). Head down the hallway, turn right and go back out onto the second 
floor balcony. Right about here, you could leave Salvatore if you don't think 
you can protect him, but that's not required. Quickly run down the stairs and 
take cover right up against the doorframe (but not in front of the door). By 
this point, the gangsters outside should have seen and started shooting at 
you. However, they shouldn't be able to hit you if you're hiding (remember to 
crouch) next to the door. As they run through the door, hit them with point 
blank shotgun rounds to kill them easily. It's essential that you do this all 
very quickly, you must reach the door before the prosecutor enters and turns 
on all the lights. Once you've killed all the gangsters who are in plain 
sight, go retrieve Salvatore if you left him elsewhere. If not, just continue. 
Edge out the front door, looking carefully around for gangsters (especially to 
the left). If you've gotten a Thompson by this point, now's the time to equip 
it. Make sure not to accidentally kill the prosecutor, or you will fail. Edge 
out to where the prosecutor's car sits in front of the villa. Again, watch for 
gangsters around the left side of the house (right side from your 
perspective). When you reach the car, have Salvatore pick the lock. Just like 
if he were Ralph or Lucas, Salvatore has now taught you how to open a Silver 
Fletcher, one of the nicest cars in the game. Quickly get in and drive out 
through the driveway. Just be careful, the frightened prosecutor sometimes 
stands or cowers around in the driveway, be sure not to accidentally run him 
over.

Game Saved: 11-05 Visiting Rich People-Escape

From here, just return to Hoboken and drop Salvatore at his house across the 
street and a couple hundred feet away from the stadium. As I've said before, 
don't underestimate that Silver Fletcher, you can get going dangerously fast 
in it, especially coming down from Oak Hills.

New Objective (E): Return to the Salieri Bar.

You know the drill, make your way back to the bar in one piece, and you'll be 
done. If you're a speed demon and want to test out your new car, try racing 
from the armory, past the hospital, over the Terranova Bridge, and into 
Chinatown. From there, you can turn south and return to the bar.

MISSION COMPLETE

Post-Mission Wrap up

Objective summary (5):

(A) Pick up Salvatore on the corner next to the stadium in Hoboken.

(B) Retrieve the evidence that would implicate Salieri from the Prosecutor's 
villa.

(C) Retrieve the evidence that would implicate Salieri from the Prosecutor's 
villa.
You can give WAIT and FOLLOW ME orders to Salvatore by talking to him.

(D) Take Salvatore back home on the corner next to the stadium in Hoboken.

(E) Return to the Salieri Bar.

Alternate paths: None

Notes: Strategies for sneaking and stealth-killing many guards, as well as how 
to deal with the final firefight outside the villa

Cars added to garage: 

Silver Fletcher Silver

Rewards: 
 
Complete Silver Fletcher line now available for use in Freeride:
Silver Fletcher
------------------------------------------------------------------------------

Mission #12

**********************************************************************[11-GD!]
************************* A   G R E A T   D E A L ! **************************
******************************************************************************

Pre-mission Setup:

Overview: Tommy, Paulie, and Sam try to make a deal with a new alcohol 
supplier named Bill. However, their agreements get cut short by incoming 
gangsters, leaving many dead, and Tommy, Paulie and Sam fighting for their 
lives.

Loading Screen: 4 bottles of whiskey, one laying on its side

Year: 1933

Major Characters: 
Tommy
Sam 
Paulie
Salieri (cinematic)

Minor Characters: 
Bill (new)(cinematic)

Save points:4
12-01 A Great Deal!-Salieri Bar
12-02 A Great Deal!-The Parking Lot
12-03 A Great Deal!-Car Chase
12-04 A Great Deal!-Back At The Bar

Health cabinets: 2
1. (50 health) As soon as you enter the parking garage, you should notice the 
ticket booth/building to your left. On the outside wall of this room, right 
next to the door is a health cabinet. However, you probably won't use it until 
your return journey to the ground floor.

2. (50 health) On the 4th floor (second from the top), inside the small fenced 
room, is a health cabinet on the side of a shelf. Like the first one, you'll 
probably use it on your way back down.

Walkthrough:

As usual, you'll start out with a cinematic of Salieri explaining what you're 
going to do on this mission. The game will be saved from this cinematic, and 
when you get to the parking lot, so actually, your game will be saved twice 
before you are even in control of Tommy.

Game Saved: 12-01 A Great Deal!-Salieri Bar

Game Saved: 12-02 A Great Deal!-The Parking Lot

Once you arrive at the parking lot, you'll have a new objective.

New Objective (A): Find Bill and make the deal.

Walk forwards, into the parking lot, and you should see a man in the small 
booth/room off to your left. Go up towards him, and he'll tell you that 
they're already waiting for you. You now have to make your way to the top 
level. You can either go the long route, through the garage, as if you were a 
car, or the short route, up the stairs to your right. Regardless of which 
route you take, you'll eventually end up on the top level, where you should 
see some men loitering around next to a truck at the far end (to your left if 
you took the stairs). Go near them, and a cinematic will begin. 

As soon as the cinematic ends, you'll be thrust in the middle of a massive 
firefight. Already, many people from both sides have been killed. One thing 
that might help you if you're having trouble here is to fiddle around before 
the cinematic. Go to the top level, but don't get close enough to Bill to 
start the cinematic. Steal some of the cars (it is a parking lot after all) 
and use them to set up blockades so that when the gangsters attack, you'll 
have additional cover. Another good tip during the firefight is to aim for the 
engines of the gangsters' cars. Often, you can get them to explode, causing 
massive damage to those standing nearby. Also, don't neglect Paulie or Sam. 
Though they are capable fighters, try to keep them covered, because if they 
die, you fail. 
 
After you kill the first 2 carloads of gangsters, a third car will come 
screeching up the ramp. Try to blow this one up before the occupants get out, 
or very far away, because this will guarantee kills, rather than injuries. 
Once all 3 groups have been killed, gather up any remaining ammo scattered 
about, and make your way slowly towards their cars (or burnt out husks if you 
blew them up). I'd recommend taking the Thompson and Pump-action shotgun, but 
it's your choice, if you'd rather use different weapons. Anyway, approach the 
ramp that these gangsters came up from. There should be two more gangsters on 
foot in the next area. They aren't always in the same place, but one of them 
is usually inside the fenced area in the middle. Once they are both dead, move 
towards this fenced rectangle, and go inside. There is a health cabinet here, 
worth 50 health. If you've already sunk below 50 health, I'd really recommend 
starting over from the beginning of the parking garage, but suit yourself. 
Head back outside, and crouch down. Look around until you locate a white 
Schubert Six on this level. If you crouch and look underneath, you might get 
to see the legs and feet of a gangster. Either shoot him from where you are, 
or sneak around and shoot him from another angle. Whatever you do, make sure 
he's dead. Right next to him, behind the Schubert, is a 3x3 box with 4 
grenades in it. I'd recommend picking up all 4, as they will help you 
immensely later on.

From here, head forwards towards the next ramp down. Slowly edge out, peering 
over as far left as you can aim. There should be a few more gangsters here. 
Try to use suppressive fire from the Thompson, as Paulie and Sam fire, or 
quickly take them out yourself. You may have taken serious damage here, so go 
back up the ramp and heal. In fact, I'd recommend healing yourself, even if 
you have more than 50 health, simply to top it off for the next (more 
difficult) area. Continue down the next ramp. 

This level is completely devoid of enemies, but the following ramp is where 
you'll have trouble. The gangsters have blocked off the ramp using two cars, 
and will begin throwing Molotov cocktails at you when you get near. Also, many 
of them have Thompsons, and will be firing at you from behind their cover of 
flames and cars, making it extremely difficult to pinpoint their location and 
return fire. I've also had some issues here with Paulie and Sam running 
forward and getting cut to pieces or dying from the flames. This is where 
those 4 grenades will come in very handy. Assuming you have a basic grasp of 
the throwing arc, and how far Tommy can throw (if not, practice, practice, 
practice), you should be able to get a few grenades down there from very far 
away. Make sure to land one or two directly under the two cars, so as to 
destroy the roadblock, and the gangsters' source of cover. After launching all 
your grenades in their general region, the blockade should be completely 
destroyed, and the resulting explosions should have killed most of the 
gangsters. Look around from your current position, and use your Thompson to 
kill anyone who's still alive. As you near the ramp, be careful. There will 
most likely be two gangsters to the left of the ramp who evaded your grenades. 
Take them down, and clear out this bottom level. You will also notice the 
health cabinet to the right of the door to the booth/ticket office. It's worth 
50 health, and I'd use it now, regardless of your health level.

One note about the stairs: When you're coming into the garage, and when you're 
returning upstairs for the truck, feel free to use either the ramp or the 
stairs. However, when you're making your way down, fighting gangsters on every 
level, you should use the ramps, not the stairs. Finally, if you try to use 
the stairs to get to the bottom level (essentially bypassing the car 
blockade), you'll have an enemy grenade land at your feet, guarantying your 
death.

After that's all taken care of, head back up to the top level, and get in the 
Bolt Model B Pickup that has the crates of whiskey in the back. Immediately, 
you'll notice that it has a damage meter. Because of this, you must be very 
careful as you drive down the ramp to the bottom level. Navigate around the 
gangster cars until you reach the ground floor. If the 2-car roadblock is 
still in your way, either slowly and carefully push your way through them, or 
steal another car and ram through, then get out and back into the pickup. 
Drive out of the garage and your game will be saved with a new objective.

Game Saved: 12-03 A Great Deal!-Car Chase

New Objective (B): Drive the truck to Salieri's Warehouse. 

If you remember from the mission "A Trip To The Country," Salieri's Warehouse 
is in Northeast of Hoboken. However, it's not as simple as a Sunday drive, 
you'll soon pick up a tail. Don't forget, you're driving a Bolt Model B, not 
some Silver Fletcher here. Your car isn't very fast, agile, or strong, so you 
might have some trouble with your pursuers. Like in the very first mission "An 
Offer You Can't Refuse," try to shave off the gangsters by waiting until they 
try to pull up along side you, and then cutting close by another car, lamp 
post, etc. so that they run into it. 

Note: I recently discovered another method of dealing with your opposition. 
You must have kept at least one single grenade for this to work. As soon as 
you leave the parking garage, get out of the truck. Walk to the left, where 
the gangsters (who would soon get in their cars and chase you) are. Stand 
back, and aim a grenade to land somewhere near the middle of their group. If 
you did it right you should have killed every single one. If one or two are 
left alive, simply mow them down with your Thompson before they have a chance 
to get up. Then get back in the truck and enjoy your gangster-free drive to 
the warehouse.

However you manage to deal with your pursuers, make your way to the Salieri 
warehouse. Once there, get out of the car and Talk to Paulie to trigger 
another cinematic, save game, and the end of the mission. 

Game Saved: 12-04 A Great Deal!-Back At The Bar

MISSION COMPLETE

Post-Mission Wrap up

Objective summary (2):

(A) Find Bill and make the deal.

(B) Drive the truck to Salieri's Warehouse.

Alternate paths: None

Notes: Strategies for car blockades, and killing your pursuers before they get 
in their cars

Cars added to garage: None

Rewards: 
 
Partial Lassiter line now available for use in Freeride:
Lassiter V16 Roadster

------------------------------------------------------------------------------
Intermezzo 3
------------------------------------------------------------------------------

Mission #13

**********************************************************************[11-BA!]
************************* B O N   A P P E T I T ! **************************
******************************************************************************

Pre-mission Setup:

Overview: On this outing, Don Salieri has planned to go to his favorite 
restaurant: Pepe's. However, his personal bodyguard has called in sick. As a 
result, the Don asks Tommy to chauffer and protect him. However, at the 
restraint, the situation rapidly worsens, and Tommy and Salieri are left 
fighting for their lives

Loading Screen: A pizza with blood stains all around it and two pieces cut out 
(there would be 8 total pieces if the entire pizza was cut in this 
fashion...hey, I told you this was irrelevant information)

Year: 1935

Major Characters: 
Tommy
Salieri

Minor Characters: 
Pepe (new)(cinematic)
Carlo (new)(ambient)


Save points:4
13-01 Bon Appetit!-City
13-02 Bon Appetit!-Pepe's Restaurant
13-03 Bon Appetit!-After The Attack
13-04 Bon Appetit!-Carlo

Health cabinets: 1
1. (25 health) In the back hallway of Pepe's restaurant. You'll go through 
here when trying to flank the gangsters. It's on the wall on your left.

Walkthrough:

After the opening cinematic, your game will be saved, and you'll have a new 
objective.

Game Saved: 13-01 Bon Appetit!-City

New Objective (A): Drive Salieri to Pepe's restaurant in New Ark for Lunch

You'll start off standing right next to the passenger side door of Salieri's 
Lassiter V16 Roadster. Circle around and get in. Drive northeast towards New 
Ark, using whatever roads and bridges you please. There's no time limit, so 
hurrying isn't advised. Also, be extra sure to avoid damaging yourself and 
(especially) the Don. Once you arrive in New Ark, follow your map/compass to 
Pepe's restaurant. It's in western New Ark, but still relatively near the 
center of the neighborhood. When you get within half a block or so of the 
restaurant, you'll have a cinematic.

Game Saved: 13-02 Bon Appetit!-Pepe's Restaurant

After the cinematic ends, you and Don Salieri are pinned down behind a table, 
while numerous Morello gangsters are firing at you. Your job is to circle 
around the back, flank the gangsters, and kill them all. Don Salieri will 
remain behind his table for this whole time. However, don't underestimate him. 
He's a wicked shot with his S&W Model 27 Magnum, and as long as one of the 
gangsters doesn't get a perfectly clear shot at him, he should be able to stay 
alive without much intervention on your part. Still, once in a while, one 
gangster will manage to target some part of the Don that isn't behind the 
table, and his health will drop rapidly. Other than going as fast as you can, 
there really isn't much you can do. Sometimes, you'll just get unlucky and 
have to reload the save game.

You start with your trusty Colt 1911 with a full clip and 2 extra magazines of 
ammunition. From your starting point, immediately crouch down and spin 180 
degrees. Run to the wall, turn right, and go through this door. If you've 
taken more than 25 damage by this point, I'd recommend reloading your save 
game. Up ahead, in the next hallway, is a health kit worth 25 health. You can 
use it now to heal any wounds you got from random fire during the first 10 
seconds of the mission. Alternatively, you could leave it for (slightly) 
later. Make sure that you run quickly by the window on your right, as an enemy 
is sometimes in place to fire at you through it. 

From the health cabinet (whether you used it or not), go forward and out the 
door. Turn right, and peek around the long, narrow alley to your left. There 
should be a gangster with a Thompson here. Use your colt to deliver 
suppressive fire to his head or chest. If he's not there, edge forward, as 
he's probably right around the corner. Try to ambush him and quickly take him 
out before he can fire too much at you. Depending on how much you just got 
hurt, and how Salieri's holding up, now might be a good time to return for 
that health cabinet. However, watch out on your way back. There was a closed 
door directly on your right when you first exited Pepe's. There is a good 
chance that it's now open, and gangsters may be coming out of it. That door 
leads into a hallway that lies parallel to Pepe's. However, this isn't the 
most effective way to deal with the gangsters.

Make your way to where the first man with the Thompson was (if you never went 
back to get the health, you're already in the right place). Turn right and run 
along the sidewalk and right around the corner. You've now essentially flanked 
the gangsters. Use your Thompson from long range, use suppressive fire 
liberally, and make sure that you don't let gangsters with shotguns get too 
close to you. Stay near or up against the wall on your right, because there is 
sometimes a man upstairs (in the building parallel to Pepe's). Once all the 
gangsters from the front of the building are eliminated, you might get a 
cinematic. This means that every one of them is dead. However, if you don't 
get a cinematic, there are still some left alive. Head back into the building 
parallel Pepe's, and slowly ascend the staircase. There may be a man up here, 
but you should be able to pick him off, especially if he's still facing 
outside. Mop up the area, and be sure to get the health cabinet if you haven't 
done so already. Once the last gangster is killed and the cinematic begins, 
you won't be able to return for the health.

After the cinematic, you'll be outside the restaurant with the Don. All the 
weapons of the gangsters are here (and I'd advise that you collect them), but 
the back alley and other buildings are all closed off. Your game will also be 
saved, and you'll have a new objective.

Game Saved: 13-03 Bon Appetit!-After The Attack

New Objective (B): Drive to Carlo's house near the West Marshall Bridge and 
kill him.

Get back into your Lassiter V16 Roadster, or take on of the gangsters' three 
Schubert Extra Six Fordors. Make sure the Don gets into the car before you 
drive away. Make your way towards the northern part of the Works Quarter, 
where Carlo lives. Like your objective describes, the West Marshall Bridge is 
a good landmark/indicator of being close. Follow your map/compass the rest of 
the way to find his exact location. Once you reach his apartment building, get 
out of the car, run up, and open his door. The game will be saved.

Game Saved: 13-04 Bon Appetit!-Carlo

Follow Don Salieri up the stairs towards Carlo's apartment. When he reaches 
the door, Salieri will yell out a threat, and then tell you to go and get him. 
Press action to kick open the door, and you should see Carlo fleeing down the 
fire escape. Move towards the window and Tommy will climb out. Run down the 
fire escape and chase Carlo. You should be able to watch him from high up on 
the fire escape, giving you a good idea of where he's going to be hiding. Head 
down the fire escape, and try to find Carlo, who has a S&W Model 27 Magnum. 
You may be rather injured from the firefight at the restaurant, and as a 
result, Carlo's magnum can kill you surprisingly fast you don't locate and 
eliminate him immediately. As soon as he goes down, a few of his buddies will 
come and attack you. Only one of them has a firearm (a colt detective 
special), whereas the others just have melee weapons. Take them all down using 
your Thompson or shotgun. 

Note: One of the men here has a "Steel Bar" as a melee weapon. This is the 
only time you can find it naturally in the game. It's basically the same as 
the plank from "Sarah", but made of metal.

Once all the men are dead, you'll have two cinematic sequences, and the 
mission will be over.

MISSION COMPLETE 

Post-Mission Wrap up

Objective summary (2):

(A) Drive Salieri to Pepe's restaurant in New Ark for lunch.

(B) Drive to Carlo's house near the West Marshall Bridge and kill him

Alternate paths: None

Notes: The unique weapon "Steel Bar" in the fight with Carlo's friends

Cars added to garage: Lassiter V16 Roadster Green

Rewards: 
 
Complete Crusader line now available for use in Freeride:
Crusader Chromium Fordor
Crusader Chromium Tudor

------------------------------------------------------------------------------

Missions 14-20 Coming Soon

**********************************************************************[12-FRR]
******************************* F R E E R I D E ******************************
******************************************************************************

Introduction: Freeride is essentially a free-play mode where you can drive, 
shoot, steal things, and everything else you can do in the normal game, except 
without missions. Sure you can make up your own, but there's no guidance as to 
what you have to, or should do.
------------------------------------------------------------------------------

[12-OPT]
-----------
- Options -
-----------


Traffic, Pedestrian, and Police Patrol Density:
These sliders are only active once you complete the game (mission #20-"The 
Death Of Art"). After that, you can adjust how many cars, people, and police 
you want in your Freeride through Lost Heaven. Until you beat the game, the 
sliders are grayed out and inaccessible.

Location (s):

City-Small: This is the only location that's unlocked from the beginning of 
the game. You will start in the parking lot about a block west of the Salieri 
bar. Also, the "small" in the title refers to the fact that the Terranova 
Bridge, Chinatown, Oakwood, Oak Hills, and anywhere out of the City is blocked 
off and inaccessible.

City-Night: You can begin City Night mode in one of 4 locations:

Little Italy-A block West of the Salieri Bar
Central Island-?
Downtown-?
Hoboken-Right across the street from the steep road that leads into Oak Hills

In addition, all areas of the city are open for use, and you can leave the 
city, and go into the countryside. When this occurs, it simply loads 
"Countryside-Night." This location is unlocked after completing mission #8-
"Sarah/Better Get Used To It."

Countryside-Night: 
You have free roam of the countryside and can travel back into the city (upon 
which it will load City-Night). You have 4 choices of starting locations:

Chinatown Exit- Where you would be if you'd left the city from Chinatown
Dam- Near the base of the dam. A series of windy roads lead to the top
Lay-by-?
Motel- Right next to the Clark Motel. Already far up into the mountain (high 
elevation)

Like City-Night, it is unlocked after completing mission #8-"Sarah/Better Get 
Used To It."

City-Daytime:
This is identical to City-Night, except it's constantly daytime. Everything 
else is the same. It is unlocked after completing ?

Countryside-Daytime:
This is identical to Countryside-Night, except it's constantly daytime. 
Everything else is the same. It is unlocked after completing ?

Car: From the subsequent garage menu, you can select your manufacturer and 
within the manufacturer's sub-menu, choose the car itself. If the car comes in 
more than one color, you must specify what color you want it in from the menu 
provided. If no selection is made within the car menu, or the cars menu isn't 
even opened, the Falconer Yellowcar (Taxi) is selected by default. If you 
haven't yet unlocked it normally (if you haven't completed mission #8 "The 
Whore/The Priest"), you can still use it if you don't make a selection for 
your car. Check the "Cars" section for more information about 
manufacturers/groups and individual cars.
------------------------------------------------------------------------------

[12-OBJ]
--------------
- Objectives -
--------------

Objectives, AKA How to make money in Freeride, and what to spend it on.

When you first start a Freeride game, a list of "objectives" are displayed. 
These each are either ways to make money or to spend money. I'll cover each in 
Depth with an in-game quotation, and then explanations and strategies:

1-4: Making Money
5-10: Spending Money

1. TAXI

"Taxi: When Driving a taxi, you can make money by picking up and dropping off 
people."

Are you one of those people who thought that the first half of mission #2 
("The Running Man") was the most fun part of the entire game? Even if you 
don't particularly like the taxi, you can still make good money by being a 
driver. All you need is a taxi vehicle. For most people, options will be 
limited to the Falconer yellowcar, and, um, well, that's it. However, those 
who have unlocked certain prototypes in Freeride Extreme know that there are 
separate taxi versions of the Masseur, and Manta, and that the Luciferon and 
Hotrod both count as taxis. However, I'm going to assume that all you have is 
the Falconer Yellowcar. 

All you have to do is drive around in it, scanning the sidewalks. You should 
see some people waving their arms about, signaling you. Pull up reasonably 
close to them, and come to a complete stop. They should stop waving their 
arms, and walk towards your car, eventually getting in the back seat (or front 
seat for the prototype cars). Once they close the door, you will see a picture 
of their destination for a few seconds onscreen. Don't worry if you don't 
recognize it, it's still marked on the compass and map. You will also notice 
that a timer has appeared. You need to reach their location within the 
allotted time. The amount of time you get is determined by how far away their 
location is, and partially takes into account obstacles, such as having to 
diverge from the bee-line path in order to take a bridge across the river. 
When you arrive at or very near to your location, pull up your car to a 
complete stop, and the passenger will exit. You will get a sum of money based 
on how long you took versus how much total time you had and the total distance 
of the trip. I don't want to generalize too much, but I'd say that $600 is an 
average reward for your taxiing service. You may be saying "What!!!! $600 for 
a cab ride!!!" but keep in mind that in Lost Heaven, a tank of gas costs $500 
(and you thought our gas prices were bad).

2. Gangsters

"Gangsters: You will receive money for every Gangster you eliminate"

This is one of the most entertaining of the money making jobs in Freeride, and 
the one that you will probably be doing the most. It's as simple as this: For 
every gangster that you kill directly, you are instantly awarded $500. 
Indirect kills, such as a gangster dying in crossfire that isn't from your 
gun, a gangster dying because you pushed their car into the water, or a 
gangster dying because you rammed their car with enough force to kill them, DO 
NOT COUNT, and you will not get your $500 if you kill a gangster that way.

Gangsters are easily visible in Lost Heaven because they wear jet black trench 
coats. Only one of the pedestrian "types/models" wears anything close to 
similar, and if you look at them back to back, you'll be able to recognize the 
difference easily. Also, gangsters on the street walk calmly, even arrogantly. 
The pedestrian with the grey coat (that could be confused with a gangster) 
leans over and hunches his shoulders when he walks.

Gangsters can either be found on the street, where they will always be armed 
with a Thompson, or in either a Falconer Gangster, or Wright Coupe Gangster. 
In either car, they always travel in pairs, and carry any combination of a 
Colt 1911, S&W Model 27 Magnum, or Sawed-Off Shotgun. If you want to kill one 
on the street, approach quickly from behind, anticipate his dodge/roll, and 
run him over (if you're in a car). If you're on foot, your best chance is to 
either follow 2 inches in front or behind him with a shotgun ready. If you're 
at point blank range, a shot from either shotgun to the chest or head will be 
lethal 99% of the time. If you're dealing with gangsters in the car, you 
should use a different strategy. Park your car in front of them (or in front 
of a line of traffic) so that they can't move. Make sure not to ram them, 
because this gets them angry and they start attacking you. Have either a 
Thompson or a shotgun ready. Walk up to the driver's side window, Aim at the 
driver's head, and fire. Continue to fire until the driver is dead, even if he 
tries to get out of the car. If they were in a Wright Coupe Gangster, you have 
a good chance of having wounded or even killed the passenger as well. If not, 
then circle around the car and quickly put a bullet or two in his head. If you 
have no car available to block them, wait until they're stuck in a traffic 
jam, so they can't move. It's imperative that they are stopped when you do 
this, otherwise they won't get out of their car, but instead, just run you 
over. Get a good feel for shooting into both the Wright Coupe Gangster (which 
is very low to the ground) and the Falconer Gangster (which is very high off 
the ground).

A note about gangsters: Both Gangster's weapons and cars are "cheated." The 
sawed-off shotgun, when wielded by a gangster, is capable of firing up to 8 
rounds in (almost instantaneous), rapid fire, even though its magazine 
capacity is only 2. As soon as you pick it up, it becomes a regular sawed-off 
again. Also, the gangster vehicles, when they are behind the wheel, are 
capable of going much faster than their top speeds if they are trying to chase 
you. As soon as you take their car however, they become perfectly normal 
again.

Another note: I think it goes without saying, but just in case it wasn't 
clear...All of this gangster killing stuff never be done when police are in 
the area. While they have to see you run over a gagster to get mad, the 
gunshots when you try to kill a gangster can and will alert a police officer 
even if they're not facing you.

3. Speeding

"Speeding: You will be rewarded with money for driving at high speed"

This is one of the simplest methods of earning money in Freeride, and you may 
do it somewhat without even knowing it. Essentially for every 1-2 seconds that 
you maintain your speed at or above 70 mph, you gain $100. Unfortunately, 70 
mph is the point where you are wanted for arrest, rather than just a ticket, 
if the police see you. So once again, you have to try to avoid the cops, and 
be prepared to brake suddenly when you can see them in the distance, or on 
radar.

Using speeding to get money is quite simple, and you might do it 
unintentionally if you have a fast car. However, if you have a really basic 
1930s car that has trouble pushing 60 mph, you're going to need some help. 
Study the map of Lost Haven (either in game, from the box, or an online map) 
and look for long straightaways where you could gather speed. Some curves are 
fine, just nothing so sharp that you couldn't take it at 70+ mph. Also, be 
aware that once you reach the end of the path, you can simply turn around and 
take it back the other way for, more or less, the same speed benefits. I've 
provided some examples:

Chinatown to Armory: Start in the Northwest corner of Chinatown and head East 
over the Terranova bridge, into New Ark. Once you reach the end of the 
straightaway, turn around and do it the other direction.

Gallery to Little Italy: Start at the Art Gallery at the south tip of Central 
Island. Speed up and get onto the main arterial leading north. Get to the 
left, so you can take the Central Island Tunnel. Be careful in the tunnel as 
there is little margin for error at high speed with high traffic. Continue 
straight until you can't go any farther. Turn around and repeat.

Gallery to Hoboken: Start at the Art Gallery at the south tip of Central 
Island. Speed up and get onto the main arterial leading north. Get to the 
right and take the Giuliano Bridge into northern Downtown. You can stop when 
the road curves abruptly to the left. However, if you're feeling dangerous, 
feel free to plow on through the guard rails, which is a secret path to 
Hoboken. Try your best not to slow down or flip over, and stay as far right as 
you can (so you don't collide with the shack/fence on your left. Continue 
straight until you can't go any farther. Now would be a good time to do the 
next speed zone.

Oak Hills road to Superramp-Start in Hoboken, either near the Oak Hills road, 
or even farther east. Accelerate up this road and follow it into Downtown. The 
most difficult part is making the medium right turn up the hill. If you can 
get through that without losing control, you're home free. Just make sure to 
decelerate and brake a little early, since you can easily go flying out to sea 
if you don't. If you're in Freeride Extreme mode, this is just about the only 
way you can use the Superramp to cross the East River.

These are just a few examples. I'm sure you can find your own paths and roads 
that get you going really fast, and get you some hard cash. Just remember to 
decelerate and brake near the end of your run. An extra $100 for speeding 
until the very last second isn't worth dying and losing all your money if you 
careen into a solid wall at 90 mph.

4. Boom

"Boom: Destroying a car will earn you money"

This is another simply way to make money, but much more dangerous than your 
other options. Basically, for every car you destroy, you get $100. Again, it 
has to be directly caused by you, and sinking a car doesn't count. We're 
talking about actually blowing up a car (where there's the explosion and 
flying parts, leaving only a shell and the burnt corpse of the driver). The 
two best ways to do this are either to use guns or grenades. 

With guns, I'd recommend either the Thompson, or Sawed-off or Pump-action 
shotguns. With these, get a car to stop (stand in front of one, then kill the 
driver by shooting through the windshield), move a safe distance back, and aim 
at the hood, where the engine is. Commence firing all around that area. 
Eventually, the car should explode. As you practice, you will get a sense of 
how big the blast radius is, and how far away you have to stand to avoid 
getting hurt. You'll also become familiar with which cars blow up easily, and 
which are notoriously difficult to destroy with conventional weaponry.

With grenades, first off, make sure you have some. You'll have to go to Yellow 
Pete's gunshop (more on this in the "6. Weapons" of this Freeride section, as 
well as the "Weapons" section of this guide). Take note that they aren't 
cheap, and you'll probably end up losing money, since you won't blow up enough 
cars to break even. If you're trying to turn a profit (versus just having 
fun), you're better off sticking to guns. Anyway, once you have at least 2 or 
3 grenades, go to a nice area where there shouldn't be police interference. A 
long straightaway will work fine. Stop a car in one lane by getting in front 
of it and shooting out the driver. You can do this in multiple lanes if you 
want a greater effect. Wait for traffic to pile up at least 5+ cars. If you're 
using multiple lanes, make sure they line up so there are the most cars within 
the smallest space. When you feel comfortable, and there are no cops around, 
move back to a safe distance (seriously, get far away), and lob a grenade 
somewhere near the middle of the sea of cars. If you haven't before, use this 
as a time to practice with the arc of grenades in this game. If you go with 
the correct angle and power, Tommy can throw pretty far. Anyway, wait until 
the first grenade goes off. Whatever car it ended up under or right next to is 
almost guaranteed to have exploded. In addition, many nearby cars are also 
severely damaged. Launch your second and third grenades on either side of 
where you put the first one. When they go off, you should notice significantly 
more cars exploding because they're taking the residual damage from the first 
blast. Continue until you've expended all your grenades, and then wait. That's 
right, wait. It's a pretty good guarantee that if you launched at least 3 
grenades, and have already had at least 4-5 cars explode, that more are on 
their way. In that sea of cars before you, at least a few are at terminal 
damage, and a state where they are unstable, and will explode randomly and 
without warning. If you've really thrown all those grenades and blown up all 
those cars already, I can almost assure you that if you wait, a few more will 
explode.

5. Health

"Health: You can heal yourself at the hospital, but it will cost you money"

You have probably already noticed, either from a map, or from driving around, 
that there is a Lost Heaven Hospital. In northern New Ark, right at the 
intersection leading onto the Terranova Bridge, is the hospital. Simply get 
out of your car, walk up the steps, and you should see a health cabinet there 
with a $1000 sign above it. If you have at least $1000, press action, and 
you'll be fully healed. If you don't have that much, you'll be informed that 
you "don't have enough money." It's really as simple as that.

6. Weapons

"Weapons: You can buy weapons at Yellow Pete's gunshop"

Many people have been confused as to where Yellow Pete can be found, since 
he's not marked on the map. However, if you've played mission 19 or 20, you'd 
already know where to find him. If you don't know, his shop is in Hoboken, 
behind the Twister Theatre. The map should mark the Twister in far western 
Hoboken. Simply drive there, and park in the parking lot. There is a door 
opposite the parking spaces. Open it, go down the hallway and stairs into 
Yellow Pete's gunshop. Unlike in the single player missions, Yellow Pete is 
nowhere to be found. However, nearly every normal weapon in the game is in 
this room, and they all have a price tag. Here are the prices (see the weapons 
section of this guide for more information on the weapons themselves):

(in order of price)
Plank: Not available at Yellow Pete's
Bucket: Not available at Yellow Pete's
Crowbar: Not available at Yellow Pete's
Knuckle Duster: Not available at Yellow Pete's
Knife: $10
Baseball Bat: $10
Colt Detective Special: $10
S&W Model 10 M&P: $30
Colt 1911: $50
S&W Model 27 Magnum: $100
Sawed-off Shotgun: $500
Pump-action Shotgun: $500
Grenade (1): $1000
Molotov Cocktail (1): $1000
Thompson 1938: $1000
U.S. rifle M1903 Springfield: $2000
Mosin-Nagant 1891/30: $2000

To buy any of these weapons, simply go up and press action when next to it. 
Due to the fact that they are arranged quite closely together, you'll probably 
have to select from the action button menu (that pops up when the game is 
unsure of which action you're trying to take)

7. Vehicles

"Vehicles: By visiting Bertone' service station, you can pay to have your car 
repaired"

Just like the healing, this one is quite simple. Just go to Lucas Bertone's 
service station/auto shop and drive your car into the open garage. It'll 
close, You'll lose $2000, and your car will come out like it's brand new. Now 
some of you may be wondering why you'd pay $2000 to repair a car, when you 
could just ditch it and steal a new one. Well, that's a perfectly sound 
strategy. You have a pretty good chance of seeing another car that you could 
steal. However, the main advantage of the repair feature is for prototypes. 
You see, when you unlock prototypes, you have that one car in the entire city. 
There are no replacements for it. So if you get it blown up, you'll have to 
start all over to get it again. This really becomes a problem if you're 
playing extended sessions of Freeride. This problem is alleviated by two 
things, one of which is Bertone's Auto shop, the other is the next 
"opportunity."

8. Save

"Save: If you visit Salieri's Bar, you can save your game at any time."

Basically, if you go to Salieri's Bar and use action on the front door, you 
will lose $2000, but your game will be saved. This is another great feature 
for playing long Freeride sessions, or simply wanting to jump right in and 
play your favorite moments again. For example, you could spend a long time 
getting $8000, stocking up on 5 or 6 grenades, and then saving your game at 
Salieri's. This way, you could load up your save on a whim, and blow a traffic 
jam load of cars to kingdom come, over and over, without having to spend half 
an hour each time making the money all over again. Other than the price, the 
only real limitation of the save feature is that you must be at Salieri's Bar. 
So if you really want to load your save and buy a new weapon at Yellow Pete's, 
you're going to have to drive all the way over there every time. Other than 
the fact that it ties you down to Little Italy, the save feature is quite 
useful.

9. Gasoline

Of all 10 money making/spending activities and/or "things to do in Freeride," 
this is probably the one you'll do the least. Many people finish the game, and 
still aren't even aware that the gas stations are there for more than show. 
Yes, you can actually fill up your tank. Simply drive to one of the 3 gas 
stations within the city (the one at the Clark Motel IS just for show), drive 
in with your left side facing the pump, and press action. You should get the 
option to "refuel." This will cost you $500. Yes $500 for a tank of gasoline. 
We'll ignore the fact that in 1930, you could buy a decent car for that much. 
It's all for the sake of balancing the game mechanics. There are only two 
reasons that you should want to spend $500 for a simple "fill 'er up." The 
first is if you really want the car and can't ditch it for something else. 
Like I mentioned before, this will probably only apply to prototypes or other 
cars that won't be driving around in the city. However, to naturally empty 
your tank (it starts full), you have to do quite a bit of driving. The more 
logical answer brings us to the second reason: you've damaged your engine. 
Often a hard front impact collision damages your engine so that it begins to 
leak gas. You can tell this if you can noticeably see your gas gauge continue 
to drop as you drive. However, I wouldn't even recommend getting refueled, 
since it won't fix your tank. If you really care about the car (such as a 
prototype), immediately head for Lucas Bertone's. Depending on how far away 
you are and how fast you're losing gas, you may have to stop and refuel on the 
way. You will continue to drain gas, but that extra tank might get you to 
Lucas'. Once you arrive there, you better have the $2000 needed for the 
repair. If you do, then it's smooth sailing until you crash your ride again. 
If not, you better make some money, fast. One interesting thing about filling 
up your tank is that you can do it when you have $0. You actually go into 
negative figures. There is only one other thing that you have to pay for that 
also can go negative (as opposed to just saying you don't have enough money) 
and that thing is...

10. Police Ticket

Sure, in the single player missions, if you got stopped by the police, Tommy 
would just hand them over an invisible wad of money from his bottomless 
pockets. In Freeride, a police ticket will cost you. In fact, I'll cost you 
$1000. I know the cops are corrupt in Lost Heaven, but that's one hell of a 
bribe. Like the gasoline, a police ticket is one of only two items that you 
can get if you have no money, you'll simply go into negative figures. That 
makes sense after all. It'd be a scam if you were exempt from all fines simply 
because you had no money.

Recap:
1. Taxiing: $100-$1000 (avg. $600) earned per ride taxied.
2. Gangster Killing: $500 earned per gangster directly killed
3. Speeding: $100 earned per 1-2 seconds of maintaining speed above 70 mph
4. Car Destroying: $100 earned per car destroyed (blown up, not sunk)
5. Healing: $1000 paid to heal fully at the hospital in New Ark
6. Weapons: $10-$2000 paid for weapons from Yellow Pete's (see above for 
pricing list)
7. Repairing: $2000 paid to repair your vehicle to "good as new" quality
8. Save: $2000 paid to save your Freeride game
9. Gas: $500 paid to refill your tank (can go negative)
10. Ticketed: $1000 paid to pay police ticket for a minor offence (can go 
negative)(see "General Game Tips and Strategies: Police" for more information)
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[12-HFC]
---------------
- Hidden Cars -
---------------

Hidden Freeride Cars:
Essentially, there are a handful of cars which are parked in out of the way 
places around Lost Heaven. In Freeride mode, if you can uncover them, you're 
free to take them and drive off with your new ride. Believe or not, these 
beauties are unlocked, so you don't have to have progressed in the game to use 
them. Luckily, I can give you directions to each and every one of them (in 
alphabetical order). Two tips that are sure to help you if you're having 
trouble finding them: 
1. Make sure it's available; some vehicles don't appear in City-Small. 
2. Check your radar. An unlocked parked car is marked by a white rectangle on 
your radar. If you're driving along and see a white rectangle other than your 
own, it's either a car that you left there, or a hidden car.

Bolt Truck (Atlantic Import Version): The Bolt Truck should be there in any of 
the 3 Freeride "city" locations. This rare (though not very good) hidden 
car can be found in the far southwest of the Works Quarter. Head onto the 
street that leads out into the racing circuit. Go all the way until you're 
right on the edge between city and country. Now turn around 180 degrees. Head 
back the way you came, but turn right at the first intersection. Head south 
down this street, past the pumping station and follow the road to the left. 
Follow this road until it turns, but don't turn. Instead, get out of your car 
and walk towards the factory. A bolt truck should be sitting there on a 
slightly raised platform. Just jump/climb up to get to it. 

Bruno Speedster 851: The Bruno Speedster 851 can be found in City-Night, or 
City-Daytime, but not City-Small. This very nice sports/race car can be yours 
if you know where to look. Believe it or not, you've probably driven past it 
many times without noticing. Well, head over to Central Island and drive on 
the North/South main arterial. You'll notice that this arterial is bisected by 
a two-lane, median divided road one block south of the West Marshal Bridge 
(which goes into the Works Quarter). About half a block between the bridge and 
the bisecting road, you should notice a white rectangle on your radar (you 
should still be driving on the main arterial). Off to the right of the 
arterial is a small alcove between two buildings. There should be a banner 
overhead that says "Ferrara" and a sign for the star hotel, close by. Head 
inside and, low and behold, a Bruno Speedster 851, and the only one with that 
color scheme that you'll ever see naturally in the game.

Lassiter V16 Appolyon: This car can be found in any of the 3 "City" locations.
This rather bizarre, custom made Lassiter can be found in Downtown, quite 
close to the Corleone Hotel. To find it, go to the Corleone Hotel and put your 
back (or rear end of your car) up against the front doors. Take 2 successive 
left turns, and you should see the telltale mark on your radar. Dart right 
into the small alleyway and up the ramp to retrieve your reward. 

Lassiter V16 Phaeton: This car can only be found in City-Night. Unlike the 
other cars, you probably won't have much interest in tracking this one down. 
If you've completed mission 6 "Fairplay" then you already have this car 
unlocked, and probably have seen a few driving around on the street. Whatever, 
I'm still going to show you where it is. If you've played mission 18 "Just For 
Relaxation," then you already know where to find this car: At "The Meeting 
Spot" where Tommy Paulie and Sam Rendezvoused before going on the mission. If 
you don't know where that is, I can help. Go to the Works Quarter. Either 
follow the tram track, or look on your radar, but find where the tram stops 
and does a full turnaround (the end of the line). Go one block east from here, 
where the road turns about 50-60 degrees to the Northeast. You should notice 
the rectangle on your radar by this point. Look for two white doors right at 
the apex, or "elbow" of the turn. Just smash through these, and you'll end up 
in "the meeting spot" where your Phaeton sits.

Lassiter V16 Roadster: This car can be round in any of the 3 "City locations." 
Salieri's personal ride of choice can be yours, even if you haven't yet 
reached mission 13 "Bon Appetite!" Like many of the hidden cars, it can be 
found in the Works Quarter. I'll give you two ways to explain where it is. 
1. Find your way onto the Harbor Road (the one that goes by the Lost Heaven 
port). Drive West until the road goes right (don't take the small, one-lane 
alley in front of you). Follow the road to the right, and on a raised platform 
is the Roadster.
2. If that wasn't clear enough, try these directions. Start at the very edge 
of the city limits by the Lost Heaven speedway (racetrack). Ignore the first 
turn, but turn right at the second intersection. Go straight, then turn left. 
In front of you, on a raised platform, is the Roadster.

Silver Fletcher: This car is only available on City-Night, and City-Daytime, 
not City-Small. Morello's personal car of choice is probably the most out of 
the way of all the vehicles. First, drive out to Oakwood. Now go to the 
Southeast corner, and take the road to Oak Hills. However, before you start 
getting into the series of switchbacks that leads up to the hills, you should 
notice a dirt path on your right. Follow this (slowly, there's no need to fly 
off the cliff and die) road to the lighthouse. Parked right next to it is a 
Silver Fletcher.

Secrets:
Hidden Doors-See Section 15-Miscellaneous (Easter Eggs, Bugs, Cheats, etc.)

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COMING SOON... 

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AWAITING READER SUBMISSIONS
See Contributions and Contact to see how you can help

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COMING SOON...

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************* C O N T R I B U T I O N S   A N D   C O N T A C T **************
******************************************************************************

As you can clearly tell, this guide is far from complete. Also, you've 
probably figured out that I like to be complete in my analysis of the game. 
Meaningful and useful contributions are welcome. Said (acceptable) 
contributions are as follows:

-Reader submitted walkthroughs for specific missions

-Pointed out game-information errors (general errors or typos of mine about 
the game)

-PC versus Console (PS2/Xbox) differences between each version of the game. 
This is very important, and any contributions of this type would be immensely 
appreciated

-Specific weapon information

-Maximum Speed data (under reasonable circumstances, and accompanied by a 
screenshot)

-Questions regarding anything in the guide

-Pointed out grammatical, spelling, or line formatting errors, or typos

-Something that has been requested as a contribution in the guide

-Something in the guide that is marked with a question mark, where it is clear 
that I don't know, but would like, the answer

-Anything else that you think would be a useful addition to this guide. Please 
use good judgment when deciding if your contribution is "useful."

In addition, questions about anything in the guide, or anything else that 
either wasn't clear, or wasn't addressed at all, are welcome. Though the 
mission walkthroughs are far from complete, I have completed Mafia 5 full 
times, so I am perfectly willing to answer any questions you may have. 
However, don't be surprised if I (politely) tell you to simply wait until the 
next version, where your question might be answered for all to see. However, 
there are some questions that I cannot or will not answer:

I WILL NOT ANSWER QUESTIONS REGARDING TECHNICAL ISSUES, such as why Mafia 
isn't running on your computer, or why the game freezes at a certain point.

I WILL NOT ANSWER QUESTIONS REGARDING MODs, or anything that alters the game 
script, other than a patch. If you have questions like these, I'd suggest 
writing to the mod's designer or creator.

I WILL NOT ANSWER QUESTIONS REGARDING HACKS, CRACKS, WAREZ, or any other type 
of illegal pirating or emulating activities. If you refuse to take heed on 
this issue, and do e-mail me a question regarding this, I will not hesitate to 
report you to any number of anti-piracy organizations.

When composing your e-mail, be thoughtful and courteous. I'm not expecting you 
to write the a literary masterpiece, but some consideration and thought into 
what you're writing would be appreciated. Here are some do's and don'ts:

Do:

-Put the word "Mafia" somewhere in the subject line so that I have a clue what 
you're asking about, and don't immediately delete your e-mail.
-Use reasonably decent spelling, grammar, punctuation, English etc.
-Describe your suggestion, question, submission, (etc.) carefully and clearly. 
If I don't understand what you're saying, then it's unlikely that I will print 
it in this guide.

Don't:

-Use all caps to compose your message
-Use terrible spelling, or grammar to the point where I can't even understand 
what you're trying to say.
-E-mail me in any other language than English
-Swear excessively, or write rude or demeaning things.
-Write your email in code, 1337, or any other form of writing that will waste 
my time
-Send spam, hate mail, or anything that's either rude or irrelevant to Mafia
-Add me to your address book, buddy list, or any other form of contact/mailing 
list.
-Attach a relevant screenshot as an attachment. If you need to show me a 
picture as evidence or for whatever reason, use a free image hosting 
website such as www.imageshack.us or www.geocities.com or 
http://photobucket.com


Assuming your contribution is thoughtful and relevant, it will be added to the 
guide as soon as possible. You will be given complete recognition as to the 
contribution, unless you state in your e-mail that you want anonymity. With a 
few exceptions, your e-mail will remain mostly unaltered from the way it was 
sent, so be aware that what you write will probably end up in this guide 
almost exactly how you wrote it. However, I have the authority to change or 
alter what you wrote, though I will only do this for clarification or 
censorship purposes, and I will never claim credit for what someone else did.

If you'd like to contact me, send an email to this address. Replace the "(at)" 
with an "@" and the "(dot)" with a "." (remove all quotation marks). This is 
to avoid automatic spam bots and similar programs

aapmcm2 (at) yahoo (dot) com

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**********************************************************************[17-RUH]
**************** R E V I S I O N / U P D A T E   H I S T O R Y ***************
******************************************************************************

Version 1.0 - 6/5/05- This is the very first version of the guide. It was 
important that I get the basic layout of the guide, as well as some of the 
major parts at least started. Though I have beaten Mafia numerous times, I 
have only completed the walkthrough up to "Sarah." I have a (mostly) complete 
weapons section, a just beginning car section, and very small sections for 
everything else.

Version 1.1 - 6/7/05- This update contains some small updates, but little in 
the way of game-related information. The most major update is the addition of 
the PC Gamer and GameSpot reviews of Mafia. The rest is mostly just minor 
corrections, and some alterations on the Legal, Contributions, and Credits 
sections, and added the Random Statistics and Basic Game Information sections. 
Also, I changed the (terrible) ASCII for the top of the document. Not that 
anyone cares, but the old ASCII can be found near the bottom of this guide, in 
the Random Statistics section.

Version 1.15 - 6/8/05 - All that was added in this micro update was two sites 
into the "allowed hosts" section (in the legal section). These sites are 
www.neoseeker.com and www.supercheats.com. This new version of the guide 
should appear on their sites as well as GameFAQs and GameSpot soon.

Version 1.2 - 7/7/05 - Added mission walkthroughs and information for Mission 
7a and 7b: "Sarah" and "Better Get Used To It," and 8a "The Whore." Also, 
http://dlh.net was added as a legal host of this guide. Some other minor 
alterations and corrections throughout the guide as well.

Version 1.3 - 8/22/05 - Added mission walkthroughs and information for Mission 
8a and 8b ("The Whore/The Priest") and all of mission 9 ("A Trip To The 
Country"). Added more sections on cars (number, groups, synopses), more data, 
and the Falconer and Ulver lines.

Version 1.35 - 8/26/05 - Added www.cheatcc.com as a legal host of the guide. I 
also made adjustments to account for lostheaven.co.uk changing to 
mafiascene.com 

Version 1.4 - 8/28/05 - Added walkthrough for mission 10 ("Omerta"), mission 
11 ("Visiting Rich People"), and mission 12 ("A Great Deal!"). Also added more 
car, weapon, characters, and locations information. Added the entire 
"Freeride" section (still some missing data). Other than that, a number of 
other small changes and alterations.

Version 1.5 - 9/5/05 - Added walkthrough for mission 13 ("Bon Appetit!"). Also 
added "Cars", "Public Transportation" and "Wielding Weapons Effectively" 
sections to "General Game Tips and Strategies." Added more information to the 
legal section. Also added a number of notes about the PC vs. Console versions, 
as well as a new section to describe and show the main differences. Added some 
missing data and fixed some errors here and there.
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*************************** C O M I N G   S O O N ****************************
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On the table of contents, many entries have a "Coming Soon" tag. This means 
that the section has not been started. Other sections that have been started, 
but are incomplete (such as characters, vehicles, etc.). These are not 
indicated, but will be clear upon reading the section. Tentatively, here are 
the main points of this guide which are "coming soon."

-A (personal) review of the game
-Walkthroughs for Missions 14 ("Happy Birthday") through 20 ("The 
Death of Art")
-More Character Information
-More information about the cars 
-More general tips and strategies
-The Prologue, Intermezzos 1-4, and Epilogue
-Missing data in the "Freeride" section
-The Freeride Extreme section
-The FAQ section
-The Easter Egg/Bug/Cheats section (miscellaneous)
-All sorts of other stuff

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******************************* C R E D I T S ********************************
******************************************************************************

Thank you to all of these people/companies/websites:

Illusion Softworks for developing Mafia

Gathering of Developers for publishing Mafia 

Take-Two Games for supporting the development and funding of Mafia

PC Gamer for their review and (very) brief mission walkthroughs

Bert Salkmoor for his PC Gamer review (see above)

GameSpot for hosting my guide, their wealth of information, boards, etc. and 
for their official and community reviews

Erik Wolpaw for his GameSpot review (see above)

GameFAQs for hosting my guide, their wealth of information, boards, etc., and 
their community reviews

aliabuaziz, Andy787, animorph1000, Anti Hero00, BannedAccount, 
CloudStrife5671, Croco, EliteNemesis, Fila, FullBurst41, Iceburgh, Jambob, 
Janors, Kaynine, Mad Monarch Gyl, midgar77, quikkacrakka, sajb007, 
Showtime1080, Splinter02, sylvester, TrueGamer14, ViagraPolice121, wonkots42, 
and zippy142 for their reviews at GameFAQs

Gumpo, whateve_r, JereStarsJ, Don_Alexei, Dazooz, gsantor, heyday10103, 
Jason210, vermouth, Everclearules, hus2215, FUBUSH, toocooldragon, mclazyj, 
AudioSoldier, EqualPlatinum, 2FacedJanus, PhreddiesDead, Rattlesnake_8, 
dierk467, martlume, BentSea, sorte, Dr0wnage_PhD, GTAMAN5, cheetah_TM, 
Epicsoldier, Big-Dog, Alec-Eiffel, Xydar, ocbarry, PonoDclown, ReBuKe2991, 
doctor_kaz, wprensky, drbob, Elkdog, Poblasai, JoystikJoe, azrael, zsciaeount, 
GrizzlyJim, and Psaris for their reviews at GameSpot

http://mafiascene.com for all the information that they've provided.

www.neoseeker.com for hosting my guide

www.supercheats.com for hosting my guide

http://dlh.net for hosting my guide

www.cheatcc.com for hosting my guide

You, the reader, for bothering to read through all this bloviation

Without trying to be too arrogant, Myself, for writing this guide

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********************** R A N D O M   S T A T I S T I C S *********************
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(Of this guide)

   /\= = = = = = = = = = = = = = = = = = = = = = =/\ 
  //\\ Game: Mafia                               //\\
 ///\\\ Platform(s): PC, PS2, Xbox (See Note 3) ///\\\
////\\\\ Author: Bloviator                     ////\\\\
\\\\//// Contact: aapmcm2 (at) yahoo (dot) com \\\\////
 \\\/// Guide version: 1.5                      \\\/// 
  \\//Last Updated: 9/5/05                       \\//
   \/= = = = = = = = = = = = = = = = = = = = = = =\/ 

Guide first started on: 5/23/05
Guide last updated on: 9/5/05	
Total number of versions: 8
Word Count: 60,478
Character Count (not including spaces): 292,555
Character Count (including spaces): 353,361
Lines: 7,695
Pages: 136
Paragraphs: 6,097
Guide Size: 368,752 bytes = Approximately 364 KB on disk

(old ASCII title, for no good reason)

|\                /|         /\         ||======> <=========>         
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||\\            //||       //  \\       ||            ||            //\\ 
|| \\          // ||      //    \\      ||======>     ||           //  \\ 
||  \\        //  ||     //      \\     ||            ||          //    \\     
||   \\      //   ||    //========\\    ||            ||         //======\\
||    \\    //    ||   //          \\   ||            ||        //        \\    
||     \\  //     ||  //            \\  ||            ||       //          \\   
||      \\//      || //              \\ ||            ||      //            \\  
\/       \/       \/ \/              \/ \/       <=========>  \/            \/


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Thanks for reading my guide. I hope it was as fun and informative for you as 
it was for me. Regardless of what you learned, or found, I'm pleased that you 
took the time to take a look at my guide. Maybe you learned something. Maybe 
you didn't. All I was trying to do while writing this, was get a half-decent 
guide out there that would help someone else enjoy this game as much as I 
have. 

Until next time,

-Bloviator








----------------------------------
Copyright (C) 2005 by Harold Palms