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Walkthrough by DG-le-Ste

Version: 1.00 | Updated: 11/09/13

                 * Grand Theft Auto: IV - The Lost & Damned *
                 *              Xbox 360 Version            *
                 *          Version 1.00 - Complete         *
                 *                Walkthrough               *
                 *                 Revision 0               *
                 *       By Daniel "DG-le-Ste" Stephen      *
                 *          Copyright (C) 2012-13           *
                 *   Email - danielstephen62[at]gmail.com   *

The [at] replaces the "@" symbol. This is used by many guidewriters to
discourage spambots.

This guide is dedicated to the Xbox 360 version of the game, because of the
use of an Achievements section. This section can be discounted, although it
provides a quicker alternative to finding an "IV" Trophies section in a guide
should you stumble upon this guide. Nevertheless, the rest of the guide can
be used and is applicable to all versions of this game.


"Grand Theft Auto: IV - The Lost & Damned" is a video game produced by
Rockstar Games, a subsidiary of Take-Two Interactive Inc. All rights reserved.
No copyright infringement is intended.

And on that note: gracias.

Any other sources of information, either during or after development and
completion of this guide, are acknowledged. This guide was constructed with a
very detailed playthru of the game; therefore much of this guide’s content is
that of mine, the guidewriter. Any content that is not mine will be
highlighted, and I will credit the author in my guide.

Note that this guide does contain major spoilers. I suggest searching for
another guide if you want to keep your future rewards to yourself. Otherwise,
enjoy this guide.

Version Differences:
1.00 – The fully complete version of the guide.

As of November 2013, I have only given permission to the following gaming
websites to host this guide: 


You may ask my permission via email for posting of my, or parts of my guide.
However, I will not allow you to post the whole guide, or the majority of it,
unless I can trust you with it. If I allow you to post one of my guides, it
must be left UNALTERED, and a credit to my name. Do not copy my guide without
my permission, unless for personal use. Copyright infringement is something I
won’t take lightly, and I will do everything in my power to have plagiarism

This guide takes advantage of the "Quick-Find" feature used on many servers.
By pressing "Ctrl-F" (PC) or "Clover-F" (Mac), you are able to quickly find
what you are looking for in my guide. There are codes at the beginning of
titles to help you quickly go through the guide – for example, "SJ1" or "TT3".
This will save minutes of scrolling back and forth to find what you are
looking for.


Feel free to email me for any of these following reasons:

>> Stories and anecdotes, if they are relevant, and especially if they are
strange and/or funny.

>> Any strategies of your own. It would be great for you to share them, and
you receive full credit for it. Please make these strategies simple, and send
it to me clearly, for the benefit of my readers.

>> Any mistakes, whether it be grammatical or regarding information in the
guide. There will be a few here and there, so if you spot one, it would be
great for you to help me keep this guide clean, flowing and free of mistakes.

>> Any "congratz" you have for me. I greatly appreciate it if you are a fan
of my guides. It’s what I do, and knowing people enjoy reading my guides gives
me all the more reason to continue writing them.

Any posts from other gamers that I put into my guide are “as is” - in other
words, I am simply copying and pasting the email. They may feature grammatical
errors or misspellings, and I will only clear up the major cases of this.
Please do not send emails telling me of these errors.

If your suggestion is not featured, I have not updated the guide yet. I make
monthly revisions of all my guides at the end of each month, clearing up
errors and adding extra information. If it still isn’t featured, send a calm
email to remind me!

Also, do not spam me, flame me or troll me in your emails. You’ll simply
receive a blocking if you do so, and that will be the end of the matter.


Table of Contents:

1.	About The Writer
2.	"Grand Theft Auto: IV - The Lost & Damned"
3.	Johnny Klebitz – The Protagonist
4.      The Lost Motorcycle Club
5.	The Main Menu
6.	The HUD
7.	Busted & Wasted
8.      The Order Of The Guide
9.      "Clean And Serene"
10.     Side-Content
         SIC1. Friends
               FRI1. Terry, Clay & Jim
               FRI2. Activities
         SIC2. Arm Wrestling
         SIC3. Seagulls
11.      The Storyline
        CP1. Billy Grey
             BIG1. "Angels In America"
             BIG2. "It's War"
             BIG3. "Action/Reaction"
        CP2. Jim Fitzgerald
             JIF1. "Liberty City Choppers"
         SIC4. Bike Races
             JIF2. "Bad Cop Drop"
         SIC5. Angus' Bike Thefts
        CP3. Elizabeta Torres
             ETO1. "Buyer's Market"
        CP4. Thomas Stubbs III
             THS1. "Politics"
        CP5. Ashley Butler
             ASB1. "Coming Down"
         SIC6. Gang Wars
             THS2. "Off Route"
         SIC7. Stubbs' Dirty Laundry
             BIG4. "This Shit's Cursed"
             RCH1. Random Character - Dave Grossman
             JIF3. "Hit The Pipe"
             ETO2. "Heavy Toll"
             ETO3. "Marta Full Of Grace"
             ETO4. "Shifting Weight"
             RCH2. Random Character - Malc
             JIF4. "End Of Chapter"
             JIF5. "Bad Standing"
             RCH3. Random Character - Brian Jeremy
             ASB2. "Roman's Holiday"
        CP6. Ray Boccino
             RAB1. "Diamonds In The Rough"
             RAB2. "Collector's Item"
             RAB3. "Was It Worth It?"
             THS3. "Get Lost"
12.      TLaD Achievements
13.      100% Completion Checklist
14.      100% Completion Rewards
15.      Credits
16.      Goodbye!


1.	About the Writer

My name is Daniel Graeme (or Graham) Stephen, otherwise known on GameFAQs as
DG-le-Ste. I am only 18 years old, but I have a number of years of GTA gaming
under my belt. Say what you want to say, but there are millions of kids that
aren’t even 13 playing “Grand Theft Auto” games. This is what I think is a
simple fact, but I‘ll leave the arguments to you. This is a guide, not a

Anyhoo, I come from the northeast of England, but with strong Scottish roots.
I was originally born in Aberdeen, in the northeast of Scotland, until my
family moved to the northeastern English town of Middlesbrough when I was very
young. Most of my lifelong friends are gamers, and that includes me, and so we
are a strong group when it comes to opposable thumbs.

You could say GTA is my specialty. I grew up going on mad rampages on the
comfort of my games console whilst playing as Carl Johnson or Claude Speed.
Because of my childhood memories mostly being of this game series, it has
inspired me to write these guides.

I have studied subjects such as Law and Politics to a high level, which does
require very good reading and writing skills. I have honed these skills into
my guides.

I started writing these guides in the summer of 2012, during the very start of
my gap year before I went to university. This gave me a lot of spare time, and
thus many of my guides have come to be.

I would go into my private life, but this is unnecessary. So, instead of that,
we’ll get under way.

A list of my guides are available from my profile on GameFAQs. Previous guides
feature a list within them, but I hope to avoid numerous updates as I publish
more. Go back to the top of the page and click on the link with my username to
access the list.


2.	"Grand Theft Auto: IV - The Lost & Damned"

With "IV" a year old, we thought that our time in the all-new Liberty City was
finished for another few "Grand Theft Auto" games. But in 2009, Rockstar
announced the first of two additional mission packs for the game.

"The Lost & Damned" was released to the Xbox Live Marketplace, and brought
about a new character, a new storyline, additional vehicles, additional
weapons, and more Achievements to unlock. It was then released with "The
Ballad Of Gay Tony" on "Episodes From Liberty City" for PS3, PC and Xbox 360
in 2010.

The game follows Johnny Klebitz and his band of merry Bikers. This gives more
focus on the gangs of Liberty City, and the angle of a biker gang, something
Rockstar hadn't done before. "Innovation" would be a choice word.

The storyline weaves into the story of the main game, and there are areas
where missions from "IV" and this game intertwine - "Buyer's Market" and
"Collector's Item" the most notable. This was all in Rockstar's plan, pushing
themselves in the way they can bring a storyline together - missions from
other perspectives are done well.

So, let's delve into "TLaD"...


3.	Johnny Klebitz – The Protagonist

Johnny is the Vice President of the Lost Motorcycle Gang chapter in Alderney.
His boss, Billy Grey, was accosted and ordered to attend rehab, meaning that
Johnny had to take the reins.

He was born into a humble Jewish family, but his life had led him into the
criminal underworld. He abandoned his faith in order to be part of the Lost

He is a natural leader and has taken the Lost into another direction. However,
that will become disrupted at the beginning of the storyline.

There's not much else to say about Mr. Klebitz, other than the gang he leads.


4.       The Lost Motorcycle Club

The Lost Motorcycle Gang has chapters dotted around Liberty City - Johnny is
part of the leadership in the Alderney chapter. They are natural enemies with
the Angels of Death, another motorcycle gang operating in Liberty City, but
peace is currently upheld between the two gangs. The Lost have their
connections with the Pegorino Mafia through Ray Boccino, Elizabeta Torres and
the Bohan drug trade, and the Uptown Riders, a bunch of hoodlum gangsters
turned into an updated version of a biker gang.

The gang features several other members who are prominent in the game:

>> Billy Grey - Club President
>> Jim Fitzgerald - Treasurer
>> Brian Jeremy - Club Secretary
>> Terry Thorpe - Sergeant-at-Arms
>> Clay Simons - Road Captain
>> Jason Michaels - Enforcer
>> Angus Martin - Wheelman
>> Ashley Butler - Billy's old lady and Johnny's ex-girlfriend
>> Dave Grossman - Lawyer & Legal Representative

You will come across all of these characters through the storyline. Some you
will grow to love - others to hate.

Your gang will build up Toughness as you complete missions and Gang Wars.
This appears as a stat when you complete them. This gives you a guideline to
the "level" of a gang member - the tougher they are, the more effective they
will be in combat.

Terry and Clay's Toughness can be measured in the Stats. Keep an eye on it for
that Achievement.


5.	The Main Menu

The Main Menu is useful for many things. It includes anything else you are
unsure about:

Map - This will show you a map of Liberty City. You can also plot a marker,
giving you a GPS route to it.

Brief – If you forgot what you were doing, have a look at your brief to jog
your memory.

Game – Load or delete your saved game, or start anew.

Stats – If you want to admire your records, scroll through your statistics to
see what you have done. Your Stats are also split into sub-sections, like
general information, combat, etc.

Controls – Get to grips with how you plan to travel in and around the state.

Audio – Control the volume of your radio, and listen to the radio from the
comfort of your Pause Menu.

Display – Change the aspects of the in-game engine, such as the brightness and


6.	The HUD

The Heads-Up Display gives a little extra information. The right-hand corner
of the screen displays your weapons and ammunition for it, the amount of money
you have and a Wanted Level meter (if you gain a Wanted Level). Your money,
weapons and ammunition will not be displayed unless you load/reload your game,
or if you "prompt" it to pop up. In the bottom right, the name of the vehicle
you are driving, the district and the street/road you are on is shown, but
like the information in the top-right, isn't displayed unless you "prompt" it.
In the bottom right is the radar, to show you how to get around, your Health
on the left side of the radar, and your Body Armor on the right side of the
radar. And that’s the HUD!

The in-game display is quite grainy - not too much, but noticeable. This is
meant to add to the game experience. The color for your Health and Armor
displays are different, but those are the only changes from "IV".


7.     Busted & Wasted

You can have fun in this game – in fact, the possibilities are endless. But
eventually, you take one bullet too many, or you choose to surrender to the
L.C.P.D. before things begin to get out of hand.

If you are Wasted, you are sent to the nearest hospital, and are only billed
10% of your current balance. This is capped at a maximum of $10,000. You will
not lose your weapons if you are Wasted.

In contrast, if you are Busted, you will lose all your weapons, but will not
be billed any money.

Both occurrences will result in you losing your Body Armor if you were wearing


8.       The Order Of The Guide

Normally with the "Grand Theft Auto" titles, you would have to complete a
certain mission so you could access a new area of the city. However, the whole
of Liberty City is available to you right from the off. Added to that, there
isn't a time-based Achievement tied into this game.

So, this means that we will have a lot of things available to us to complete
in good time. I will be going for 100% Completion in this game, so everything
is woven into the storyline and completed as soon as it becomes available.

We will be starting off with side-content, and then completing missions. When
a side-mission pops up, I will halt the storyline to complete it before I
continue. This means that you should achieve 100% Completion with the last

So, with that noted, we can begin!


9.       "Clean And Serene"

The opening credits begin with Johnny and his Lost boys, giving us a potted
introduction to the senior members of the gang. The pack ride to Westdyke
Memorial Hospital.

Here, we meet Billy Grey, freshly released from court-ordered rehab. He gives
us a taste of his attitude as he reassumes his position as Leader. You will
then be riding with him back to the Clubhouse in Acter.

After the welcoming drinks are downed, Billy asks for his bike. Johnny had to
use it as a peace offering, given to the Angels of Death - but now Billy wants
it back, and Brian (chief ass-kisser) backs him up as the talking turns to
arguing. This is the first sight of the leadership's clashes, as Billy is more
practical in the gang scene than Johnny's attitude of a suit-and-tie. Johnny
eventually caves in, and has to set about getting Billy's bike back. It's all
forgive and forget.

You are riding with Billy on the back to Bohan, to a chop shop on Guantanamo.
"Pretty Boy" plays it dumb, but loses his cockiness when Billy shows his face.
After some "persuasive technique", he spills - the Angels are keeping it in
their Northwood hangout.

The hangout is the breaker's yard on Grummer Rd. in Northwood. Using Johnny's
Sawn-off Shotgun, you need to tear apart the Angels of Death protecting the
bike. As you clear them out on the right-hand side, more will spawn on the
left. Clear them out to finish up.

Billy's now back on his bike. Get back on yours and follow the pack back to
the Clubhouse. Note that when you ride back, a Lost MC badge will appear,
keeping up in the middle of the pack - if you stay in it for long enough, you
are able to recuperate your Health and gain some Body Armor. This is a nice
feature when you're riding with the pack.

So with that all done, you can go through the introduction with the Clubhouse
and your friends.

Reward: $750, in addition to $100 you already had on hand

So you can get acquainted with the digs. You can have a drink at the bar, save
your game, watch TV or surf the web and check your emails on the ground floor,
and play Pool, QUB3D, Hi-Lo Cards and Arm Wrestling on the first floor. A thin
strip of parking can be used outside the Clubhouse. Bikes will spawn around
the Clubhouse as you unlock them. At the moment, only Johnny's custom Hexer
will spawn in an alley next to the Clubhouse, to the right of the entrance.

You can hang out with Terry, Clay and Jim. They also have special abilities
available to you - Terry can deliver guns nearby, similar to Little Jacob's
ability in "IV"; Clay will deliver a bike to your location if you want it;
and Jim will leave a choice weapon in the Clubhouse, which will be placed on a
table on the first floor. Activities with the three are covered later in the

Billy's missions will be available from the Clubhouse. Jim will call you soon
after this mission, unlocking his missions on Aspdin Drive.


10.      Side Content

There is some side-content available straight from the completion of the
opening mission. We shall clear it up before we continue on with the story.


SIC1. Friends

The aspect of friends in Liberty City continues with Terry, Clay and Jim. Jim
will arrive on his own when called on for an activity - calling either Terry
or Clay will have both of them show up.


FRI1. Terry, Clay & Jim

Terry and Clay's Activities are required for 100% Completion. The beautiful
thing about their activities are that when one is called up, the other shows
alongside them. This means that you need only go on each Activity once.

Jim's Activities are NOT required for 100% Completion, but it might be worth
checking them out if you're curious.

As all friendship bonuses are available straight away, this may seem like a
waste of time, but the 100% Completion requirements may give you an excuse.


FRI2. Activities

Where some Activities have been added, some have been taken away to compile a
list of seven Activities for each friend:

>> Air Hockey - Memory Lanes Bowling Alley, The Meat Quarter
>> Darts - Lucky Winkles, Purgatory
>> Drinking
>> Eating
>> Pool
>> Show - Split Sides featuring Frankie Boyle
>> Strip Club

Those noted have new additions to them - a new location or a new variant. Each
one is available to all of your friends.

100% Completion requires you to beat someone at Pool, Darts and Air Hockey, so
play those Activities and make sure you win a game in each.


SIC2. Arm Wrestling

A new side-mission, Arm Wrestling will appear in three locations - in the Lost
Clubhouse; outside the Angels of Death Clubhouse in North Holland; and at the
Uptown Riders hangout in North Holland.

Using the Left Stick, you need to out-muscle your opponents in a best of 3
match. You compete against a CPU character for cash. Beating someone at Arm
Wrestling is required for 100% Completion.

The more difficult variants feature in Algonquin. The AoD stakes stand at $200
with $400 to win back, and the Uptown Riders stakes stakes at $300 with $600
to win. This is best done straight away.

The easiest variant is in the Lost Clubhouse, with a $100 wager with $200 to
win. Your opponents are significantly easier to defeat compared to the others.

What you essentially have to do is mash the stick until you win the round.
Rest your arm for the next one and take it. This one will take it out of you
physically, having to have a good hold on the Stick and moving it fast enough.

Innuendo aside, you can make the 100% requirement easier if you do this
straight away. It will still test you, but it's much easier than taking on the
competition in Algonquin.

Replay this mission if you want to claim profit in the wagers. Otherwise, just
play this once to earn victory, and then save up and never face it again. This
one was unreasonably difficult to me until I set out for it straight away.


SIC3. Seagulls

We finish off our current side-content with Seagulls, the collectible that
features in TLaD.

This is the same deal with the Flying Rats in "IV" - you're hunting down birds
and killing them with a firearm. 200 may have been enough to drive you crazy,
but you are only hunting down 50 across Liberty City.

Seagulls are required for 100% Completion. Added to that, the counter for how
many you have left remains, so you can have an idea of how far you've come
along in the hunt.

Extermination of all fifty Seagulls will reward you with an Innovation, a
custom bike that will spawn at the Clubhouse and/or your Safehouse. Plus, a
step to 100% Completion is taken.

The Seagulls are set out like so:

-- Seagull # (S-#)
   District, Street Name
         >> Plus any additional advice and information.

As there is less to cover, I will list all 50 in one Chapter. Hence, I will
list the borough that the Seagull is located in.

I will begin in Broker, heading south to north to finish up in Bohan, before
doing the same in Algonquin. The hunt will finish up close to the Clubhouse.

The breakdown of Seagulls to boroughs is like so:
    >> Broker: 5
    >> Dukes: 7
    >> Bohan: 7
    >> Algonquin: 15
    >> Alderney: 16

So, we shall begin.

-- Seagull #1 (S-01)
   Hove Beach, Wappinger Ave.
         >> Begin from the intersection with Crockett Ave., and head north up
            the street. Look to your right to find the Seagull sitting at the
            bottom of the steps up to the house.

-- Seagull #2 (S-02)
   Firefly Projects, Ringo St.
         >> Head east down this road and pass the intersection with Mohegan
            Ave. Look to your left to see a wall, and the Seagull sitting on
            top of it.

-- Seagull #3 (S-03)
   Rotterdam Hill, Onion St.
         >> In the middle of this street as it ends to the north, on the west
            side of the street, is a building with a green awning. The Seagull
            is sat on the fencepost in front of it.

-- Seagull #4 (S-04)
   Schottler, Boone St./Seneca Ave.
         >> Near the intersection of Boone St. and Seneca Ave. is an alleyway.
            Head down it and head north to find it near a set of stairs.
            Alternatively, you can enter it from an alley on the east side of
            Seneca Ave.

-- Seagull #5 (S-05)
   Beechwood City, Carson St. & Tutelo Ave.
         >> At the north side of this intersection is a concrete ramp facing
            over the Expressway road signs. The Seagull is sitting on the
            barrier to the right of the ramp.

-- Seagull #6 (S-06)
   Francis Intl. Airport, Broker-Dukes Expressway (south)
         >> Head on the turn-off to Francis Intl. as you come out of Beechwood
            City. The Seagull will be sat on top of the barrier to your right.

- Seagull #7 (S-07)
  Francis Intl. Airport, the airport tarmac
         >> Head to the north side of the Main Terminal, and turn left to go
            on the tarmac. Take the first left and look carefully around this
            area to find the Seagull on the ground.

            You will get a 4-Star Wanted Level for this, so you will need to
            evade that before continuing.

-- Seagull #8 (S-08)
   Meadows Park, Cleves Ave.
         >> From this street, head north towards the Broker-Dukes Expressway.
            Head onto the grass to the right, and you'll find the Seagull on
            the ground near the Expressway overpass.

-- Seagull #9 (S-09)
   Willis, Seymour Ave.
         >> Stop in the middle of the street after passing the intersection
            with Parr St. Look to your right to find the entrance to a block
            of apartments. The Seagull is on the grass next to the entrance.

-- Seagull #10 (S-10)
   Cerveza Heights, Concord Ave. & Trenton Ave.
         >> Between these two streets are three alleyways that can be seen on
            the map. The Seagull is on the wall of one of the houses at the
            southernmost alley.

-- Seagull #11 (S-11)
   Cerveza Heights, Dukes Boulevard & Stone St.
         >> At the northwest side of this intersection is a building. On the
            west side is the Seagull, on a platform.

-- Seagull #12 (S-12)
   Charge Island
         >> The Seagull is sat on a concrete block near one of the tollbooths.
            It can be seen as you go southbound. You are certain to get a
            Wanted Level with the cops manning the booths. Shoot it from the
            comfort of your vehicle, and drive away.

-- Seagull #13 (S-13)
   Little Bay, Coxsack Ave. & Alcatraz Ave.
         >> Between these two streets is an un-named street. On the south side
            of the street is the entrance to an apartment block, with the
            Seagull sitting on the ledge to the steps leading up to it.

-- Seagull #14 (S-14)
   Northern Gardens, northern coast
         >> The Seagull is sat on the edge of the cliffside.

-- Seagull #15 (S-15)
   Boulevard, Valdez St.
         >> Head to the east end of the street and go onto the large pathway.
            Stretching down this pathway is a planter. At the eastern end of
            it is the Seagull.

-- Seagull #16 (S-16)
   Boulevard, Butterfly St.
         >> Head off to the north side of Butterfly when you have a smooth
            stretch of hillside to navigate down to the waterfront. The
            Seagull will be found on the ground, between trees and shrubbery.

-- Seagull #17 (S-17)
   Boulevard, Grand Boulevard & Uprock St.
         >> The Seagull can be found on this corner on top of a circular post
            at the southwest corner of the Park.

-- Seagull #18 (S-18)
   South Bohan, the Projects (San Quentin Ave.)
         >> The Seagull can be found on the grass between the two southern
            apartment blocks.

-- Seagull #19 (S-19)
   Fortside, Rykers Ave. & Lotus St.
         >> At the northeast corner of this intersection is a Deli Grocery
            Store. The Seagull is sitting on the overhang of this building.

-- Seagull #20 (S-20)
   Northwood, Frankfort Ave.
         >> The Seagull is located on the grass as the road curves north to
            east before it runs into the Northwood Heights Bridge.

-- Seagull #21 (S-21)
   Northwood, Wardite St. & Vespucci Circus
         >> The Seagull is at the base of a potted tree at the south side of
            this intersection.

-- Seagull #22 (S-22)
   Northwood, Ivy Drive North
         >> As you head south, stop when you come to a set of stairs leading
            to the apartment blocks. The Seagull is on a ledge right at the
            top of these steps.

-- Seagull #23 (S-23)
   Middle Park, north side
         >> This can be found on the ground on the pathway running north to
            south, from the Quartz St. divide nearest to Frankfort Ave.

-- Seagull #24 (S-24)
   Middle Park, south side
         >> This can be found on the ground on the pathway near the southeast
            entrance to the park, running closest to Columbus Ave.

-- Seagull #25 (S-25)
   Middle Park West, Galveston Ave.
         >> You can find the Art Center as three rectangular buildings on the
            same block. Head to the northwest corner of the block to find the
            Seagull on the ground of the courtyard in this sitting area.

-- Seagull #26 (S-26)
   Purgatory, Hell Gate & Frankfort Ave.
         >> Head north from this intersection, and stop at the alley on this
            block. Head down into this alley, and the Seagull can be found sat
            on the ground.

-- Seagull #27 (S-27)
   Star Junction, Kunzite St.
         >> Head down the alley after you pass the intersection with Frankfort
            Ave. The Seagull is sat on the ground near a tree in the middle of
            this large alley.

-- Seagull #28 (S-28)
   Lancet, Albany Ave. & Jade St.
         >> Look to your right as you head north up Albany from this inter-
            section. The Seagull is sat next to one of the potted trees.

-- Seagull #29 (S-29)
   Colony Island, parking lot
         >> Head off Leaper's Bridge onto Presidents Ave., and take the first
            right turn. This will lead to the parking lot. At the west side is
            a building, and the Seagull is near a corner railing of the

-- Seagull #30 (S-30)
   Easton, Grand Easton Terminal Station
         >> The G.E.T. takes up the block surrounded by Columbus Ave., Albany
            Ave. and Hematite St. Head onto Columbus and head up the steps to
            the Terminal on this side. Head south on this upper level, and you
            will find the Seagull along the wall to your right.

-- Seagull #31 (S-31)
   The Meat Quarter, Hematite St.
         >> Head west down this street from the Grand Easton Terminal. Stop
            as you head under the bridge before the intersection with
            Galveston Ave. There will be an alley to your right. Head down it,
            and you will come across a loading dock. There is a metal overhang
            with the Seagull sitting on it.

-- Seagull #32 (S-32)
   Suffolk, Back Passage
         >> This street is westernmost running north to south between Garnet
            St. and Feldspar St. The Seagull is sitting on the steps near the
            Didier Sachs storefront.

-- Seagull #33 (S-33)
   Chinatown, Emerald St. & Bismarck Ave. (north)
         >> Bismarck breaks off at Emerald, so you want to be at the southern
            end on the northern section of this street. You will find a
            building with roller shutters at the northeast side of the
            intersection. The Seagull is on top of the shutters.

-- Seagull #34 (S-34)
   The Exchange, Columbus Ave. & Barium St.
         >> At the southwest corner of this intersection is a building with
            large pillars supporting the overhang. The Seagull is on the
            ground near this corner.

-- Seagull #35 (S-35)
   Westdyke, the abandoned mansion
         >> You can enter the ground near the intersection with Beaverhead and
            Sacramento. Head up the path and take the left path. Head near the
            end of this path, and look to the edge facing over Beaverhead. The
            Seagull will be sitting right near the drop.

-- Seagull #36 (S-36)
   Leftwood, Beaverhead Ave. (west)
         >> As you come to the intersection with Big Horn Drive, head out onto
            the coastline and go south. There is a small seawall poking out
            from the cliffside, and the Seagull will be sat on it.

-- Seagull #37 (S-37)
   Leftwood, L.C.P.D. Precinct
         >> The Precinct is on Franklin St. and Bridger St. Head up Bridger
            and turn right to enter the parking lot. The Seagull is sitting on
            the grass median in the lot. You will definitely get a Wanted
            Level for this one.

-- Seagull #38 (S-38)
   Leftwood, Lockowski Ave.
         >> Head north up this road, and turn right to get onto the Plumber's
            Skyway. Partway up this on-ramp, sitting on the ledge to your
            right, is the Seagull.

-- Seagull #39 (S-39)
   Alderney City, Applewhite St.
         >> Head along this road as it curves south to pass over Mahesh Ave.
            As the curve straightens out, you can find a bus shelter. The
            Seagull will be sat on top of it.

-- Seagull #40 (S-40)
   Alderney City, Koresh Sq.
         >> Head onto the road that divides the two blocks that form Koresh.
            At the southeast end of the street is the LomBank building. The
            Seagull is at the south end of the sign for the building.

-- Seagull #41 (S-41)
   Alderney City, Keneckie Ave. & Bedrock St.
         >> From this intersection, head west onto the grass leading up to
            Plumber's Skyway. A little due southwest from the intersection is
            the Seagull, near a bush.

-- Seagull #42 (S-42)
   Berchem, Cockerell Ave.
         >> Head west and stop after you pass the intersection with Vitullo
            Ave. On the south side of this part of the street is a staircase.
            The Seagull is on the short wall at the base of the steps.

-- Seagull #43 (S-43)
   Normandy, Ron Oil containers
         >> The containers are located off the road leading up to the northern
            entrance to Port Tudor. There is a parking lot next to them. The
            Seagull is on the railing at the north side of the lot.

-- Seagull #44 (S-44)
   Acter, Mueri St. & Farnsworth Rd.
         >> Take this intersection and head west down Farnsworth. At the north
            side is a brick wall. The Seagull is sat on top of it.

-- Seagull #45 (S-45)
   Tudor, Babbage Drive
         >> Head south and slow down as you pass the intersection with
            Hardtack Ave. Look to your left to find an alleyway. The Seagull
            is sat on the disused tracks that run down this alley.

-- Seagull #46 (S-46)
   Acter Industrial Park, Toggle Ave. & Grenadier St.
         >> From this intersection, head west down Toggle and stop before the
            next intersection. The Seagull is at the south side of the street,
            next to the chain-link fence.

-- Seagull #47 (S-47)
   Acter Industrial Park, Muskteer Ave.
         >> As you go under Plumber's Skyway, head south to the walkways near
            the industrial plant. Head up the steps of the walkway closest to
            Muskteer, and you will find it on the railing.

-- Seagull #48 (S-48)
   Acter Industrial Park, Red Wing Ave.
         >> Head west down this road and look to your right as you pass under
            Plumber's Skyway. Along this road is a garage. The Seagull can be
            found on the roof of the garage, near the corner.

-- Seagull #49 (S-49)
   Tudor, Ivy Rd. & Tinderbox Ave.
         >> From the north side of this intersection, on Ivy Rd., turn right
            on Tinderbox. Turn left at the next intersection, and stop at the
            next intersection. At the northwest corner of this intersection is
            the Seagull, sat on a wall nearest to the metal structure.

-- Seagull #50 (S-50)
   Berchem, Plumber's Skyway
         >> The Seagull is on the grass on the east side of the Skyway, and is
            in line with the intersection of Berners Rd. and Aspdin Drive.
            You can access it from the area south down Aspdin to go around the
            houses on this street.

And with that, you should only be a stone's throw away from the Clubhouse with
all 50 nailed. Well done for completing them, and enjoy the bonus vehicle.


11.      The Storyline

With our brief introductions to Johnny, Billy and the Lost, we can begin
delving into another Liberty City storyline. As mentioned before, I will break
off from the storyline once new content becomes available.


>> CP1. Billy Grey

A known felon to the L.C.P.D. and true biker at heart, Billy is the Club
President who rules with an iron fist. Now on probation from court-ordered
rehab, Billy has gone back into the saddle and has picked up where he left
off. Whilst he was incarcerated, Johnny led the Lost as a business venture,
cutting deals and forming truces so he could pay Billy's way and keep a roof
over his boys' heads.

However, Billy and Johnny want to take the Lost in different directions, and a
clash in executive decisions is always bound to occur. Johnny is loyal to his
lifelong friend, and has to stick by him no matter their differences.

Billy has four missions to complete, the first from the Clubhouse.


BIG1. "Angels In America"

Johnny comes in as Billy and the gang unwind. Before an argument gets out of
hand, Jason orders them outside to meet with some passing Angels of Death (the
"Deadbeats", as they are nicknamed). They question the status of the truce -
which Johnny forgot to inform Billy on. He ends up putting a bullet in the
ringleader's back, and the situation's about to boil over.

You will need to chase down and kill the Deadbeats before they make it back to
the chapter. Your Sawn-off Shotgun can be used as a drive-by weapon, so you
will have to get close to take them down. They will fight back, so be careful.

Shortly after, a phone call with Billy orders Johnny over to Grummer Rd. in
Northwood. You will meet with Jason and Billy - Jason, the boyfriend of Anna
Faustin (you may remember him from Mikhail's mission, "No Love Lost"), plans
to go and pay a visit to her. Meanwhile, Billy is confident that the Angels of
Death have had their warning.

Reward: $750

You will be given a basic instruction on accessing Multiplayer.


BIG2. "It's War"

Billy speaks to Dave Grossman - a corporate lawyer by day, a big bad biker by
night. After he's made a little joke out of him, Johnny walks in. He's not
really thrilled that they have an intellectual in the ranks, but Billy thinks
it is a good fall-back. Billy wants him and Johnny to quit the arguments for
the sake of their cause - and Johnny is willing to do so. Shortly after this,
Billy receives a text. He orders everyone outside.

The Angels of Death are attacking some of the boys, and you have to follow him
to the scene in Acter Industrial Park. Keep up with the badge to get the
Health and Body Armor boost, as you will need it for the fight. Deadbeats will
be scattered all across the complex on Red Wing Ave. If you don't have a long-
range weapon, you will need to slowly advance through the complex, using your
Sawn-off Shotgun to take them down. It is advised to take cover, take out the
immediate threat, and then look for more cover close to the next group of
enemies. Some reinforcements will arrive on bikes and in vans, so find cover
and take them out.

Get back on your bike, and follow Billy to the next scene, off Muskteer Ave.
It is basically the same deal, but with less use of cover aside from the car
wrecks and the derelict buildings. Two will take cover in the building, and a
few on walkways; the rest will stick near cover on ground level. Deadbeat
reinforcements are light, so you can clear them out and then head back to your

When you get back, you go straight into a cutscene. Billy has some unfortunate
news to share - Jason has been killed in Broker for all he got up to with a
Russian guido's daughter. He vows to avenge his death; for the time being, the
group honor his memory and those who they have already lost.

Reward: $750

In the order of events in Liberty City, this comes soon after the mission "No
Love Lost". Jason's death comes as a result of Niko by orders of Mikhail
Faustin for that mission. You will see how some missions from "IV" blend in
nicely with this game.


BIG3. "Action/Reaction"

Johnny is introduced to a familiar face - Ray Boccino. It seems that Billy has
an outstanding debt with him, but he doesn't go into it. Instead, he leads
everyone back outside. You will be following him to the Angels of Death
Clubhouse in North Holland. As you get onto the Plumber's Skyway, you will
race the pack there - winning brings no bonus, and losing won't fail the

After arriving, Billy explains his reasons - according to his sources, the
AoD is actually responsible for Jason's death. Using the Grenade Launcher
provided, you need to aim a grenade into their window to draw them out. Aim
slightly higher than the window to account for the rise and fall of the shell.
With that done, the Deadbeats will appear outside.

You will regain control behind cover. Be careful with the Launcher, as a
misjudged shot can easily kill you. As you clear out the Deadbeats, more will
come in vans, on bikes and down the steps of the alleyway in front of you.

When you have cleared the outside, you will need to enter the Clubhouse and
clear out the several Deadbeats inside. Get in cover beside the entrance to
the bar and take out the four Deadbeats - two will appear in front of the
entrance, and two out of range (one behind the bar and one near the entrance
to the basement). One more can be found at the steps in front of you, and the
last three will be in the basement. Clear them out.

Billy finds two bags in the basement - both filled with heroin. This leads
Johnny to question his intentions, as he thinks that "payback" meant stealing
their product. Seeing as this was a very profitable hit, Billy couldn't care
less and ridicules him. He also feels the need to put Johnny back in his place
under him.

All that's left to do is to get back on your bike and get away from the

Reward: $1,000

The Arm Wrestling variants in Algonquin will also be unlocked. The Grenade
Launcher weapon is now available to buy from Terry.

A text message with Billy will unlock Elizabeta Torres' missions from her
apartment in Bohan. Meanwhile, this spells the end for Billy's missions for


>> CP2. Jim Fitzgerald

Johnny and Jim are very close friends, and both enjoy nothing more than going
out on criminal escapades together. He is mentioned to be an ex-Marine, and
has a wife and two kids to look after. He manages to keep his criminal life
and his family life separate. He has five missions spread throughout the
storyline, the first one from Aspdin Drive.


JIF1. "Liberty City Choppers"

Jim and Johnny have a cozy introduction, before Jim tells him of the job at
hand - taking bikes from the Angels of Death. Despite this being a job for the
young thrill-seeker, Jim hears that this one will fetch a lot of cash from one
of his connections. This job is one that will be a ride down memory lane.

You are heading to the truck parked off Babbage Drive in Alderney City. You
will then have to drive down to a parking lot in Tudor, where the Deadbeat
bikes are located. There are five bikes in this parking lot, which you must
take and then load up on the truck. After the first bike is loaded up, the
AoD will be alerted to your presence, and they will attack you. They are
dotted around the parking lot.

You are just riding the bikes onto the ramp up to the back of the truck. You
will then have to switch from theft to fighting off the Deadbeats. You can
phone Terry or Clay to bring them out and to clear the Deadbeats. If you do
that, or just take them out yourself, you will have no trouble with them for
the remainder of this heist.

With the bikes loaded up, you will be driving Jim back to the same place you
picked up the truck in Alderney City. The Deadbeats will pursue you as soon as
you leave, so take them out or just ignore them, as the only impact they could
have is taking some of your Health/Armor.

Jim and Johnny celebrate the haul, but they are cut short when a couple of
undercover L.C.P.D. officers pull up. They were watching the Angels of Death,
and they witnessed the whole heist. Instead of taking them down, they want a
cut of the payment - so these guys are bent cops. They pull away, leaving Jim
and Johnny to plan their next steps.

Reward: $1,000

A call from Jim will unlock our next side-mission...


SIC4. Bike Races

Covering for Brucie's Street Races in "IV", you can do Bike Races straight
after completion of the mission "Liberty City Choppers".

There are twelve races to complete. The first one will be marked on your map.
When you complete the first one, the second one will appear in another
location. There are twelve races in total, spread all around Liberty City.

Races are random and scattered around the city. With completion of all twelve,
the race location to replay is set depending on your position after completing
a mission or a side-mission - if you complete a side-mission in Algonquin, the
replayed race location is bound to that borough.

Completion of your first race will net you $250. Your second will reward you
with $500. Your reward will go up until completion of the final race, which
will net you $3,250. A profit of $22,750 is welcome if you want to purchase
better weapons and plenty of ammunition for them.

The races are replayable, netting you the maximum $3,250 each time. Plus,
completing all races will unlock the Hakuchou superbike at the Lost Clubhouse.

These races have a twist - you have a Baseball Bat. Using the buttons, you can
swing left and swing right to knock your opponents off course. Unfortunately,
they can do the same to you, so you can't get too close. You won't lose any
Health, but it can knock you off-course and result in losing your position.

However, holding the button and timing the release will automatically knock a
rider off their bike. The "Get Good Wood" Achievement requires you to knock 69
racers off their bikes to unlock it. So you have two aims - winning races for
100% Completion, and knocking off bikers for an Achievement. Because these
races are replayable, you can't be penalised if you don't get the required

Otherwise, you want to bring the Hexer to these races. It's a good bike that
can easily pass other riders. These guys don't seem to have the handling down
on their bikes, so they're pushovers. Just make sure you stay out of their way
on the straits.

So, with these noted, I will run through each of the twelve races to complete.
The locations are covered from Alderney through to Broker, going north to

>> Race #1 - Alderney Casino
   Laps: 3
   Info: A race with laps that navigate through the abandoned casino.

>> Race #2 - Northwest Alderney
   Laps: 2
   Info: A race around Westdyke.

>> Race #3 - Northeast Alderney
   Laps: 3
   Info: A race on the beach, cutting through metropolitan Westdyke.

>> Race #4 - Alderney City
   Laps: 3
   Info: A race through the streets of Alderney City, filled with many turns.

>> Race #5 - Tudor Docks
   Laps: 3
   Info: A race through Port Tudor.

>> Race #6 - Alderney Industrial
   Laps: 2
   Info: A race going through and around Acter Industrial Park.

>> Race #7 - Holland
   Laps: 3
   Info: A race sticking to the Holland and Northwood area.

>> Race #8 - Park Circuit
   Laps: 2
   Info: A race beginning in Northwood, going through Middle Park West.

>> Race #9 - Bohan Beach
   Laps: 3
   Info: A race on the beach, sticking to the Little Bay area.

>> Race #10 - Bohan Steps
   Laps: 3
   Info: A race in and around Boulevard, navigating the steep streets.

>> Race #11 - Bohan Strip
   Laps: 3
   Info: A race beginning in Industrial, going through Northern Gardens.

>> Race #12 - Schottler Station
   Laps: 3
   Info: A race beginning in Beechwood City and going around eastern Broker.

Just get into the circuits and you should get each one. Just stick it out and
watch out for the swinging of bats.


JIF2. "Bad Cop Drop"

Johnny meets up with a very tense Jim, understandably pissed off at the bent
cops from their last job. He suggests their next course of action - those guys
are set up near the Clubhouse, so he wants The Lost to take affirmative

You are handed a new weapon - the Automatic Pistol. It has the same clip as
the Semi-Automatic standard pistol, but it can shoot off that clip much faster
for great effect. Whilst the damage this can inflict is lower, it can stun and
tear apart anyone unfortunate enough to be down the sights of it.

You will race Jim over to the cops, who are positioned on Berners Rd. across
from the Clubhouse. Just arrive there, no matter if you win or you lose. Jim
has a chat with them, hitting one in the groin and pelting the other with his
coffee. You will then have to lead them the Lost ambush set up in Acter
Industrial Park.

The cinematic view is replaced by an inside look of the cops' vehicle. You
need to stay in their sights. It's a catch-22 because they will shoot at you,
so you can't let them too close; you can't get too far ahead in case you lose
them. As you approach an open road, enter the cinematic view to check how far
ahead you are, and adjust yourself if you need to.

When you arrive at the ambush point, you will have to face off with the cops
and all of their colleagues - which makes up many enemies and floods of
reinforcements. Stay in cover, and use explosive weapons to clear out the
vehicles. Otherwise, stick to your other weapons and pick them off. Just stay
in this position until you have cut them down to a few, and finish them off.

You will then have to leave the area quickly, else the cops will close in.
Lose the 2-Star Wanted Level issued on you to finish up.

Reward: $2,000

The Automatic Pistol can now be requested from Jim and bought from Terry's Gun
Van. Jim's missions will be halted for now.

A phone call from Jim will unlock...


SIC5. Angus' Bike Thefts

After completion of the last mission, Jim will call concerning the opportunity
to make money from stealing bikes. This side-mission is unlocked, and you can
access it through Angus in your Phonebook.

Call up Angus, and he gives you the target vehicle and its location. There are
ten bikes to steal for him. The variant and the bike itself is tied together,
but the order of completing them is random.

You must track down the bike, steal it, and then bring it back to the garage
back at the Clubhouse. The lockup is in the middle of a 90-degree angled alley
with entrances on Berners Rd. and Aspdin Dr. Just run the bike into the marker
and Johnny automatically drives it inside.

Your reward is based on the type of bike and the condition it is in. A beat-up
and cheap bike will not be very profitable, but a good one in mint condition
will fetch you a good sum of money. The rewards listed are the maximum profit.

Completion of all 10 bikes will spawn a Bati 800 superbike at the Clubhouse.
This is a good vehicle to use for the Bike Races.

Each variant has its own name, and is listed in the order of least to most
profitable, otherwise in alphabetical order:

+ >> Theft #1                           \
+    Delivery Boy's Hardship             \
    | Vehicle: Bati 800   |
    | Location: Chinatown |
    | Reward: $1,400      |

The theft is simple. The target vehicle is being driven calmly by one person,
who will flee when you take the vehicle from them. Just 'jack it and carefully
bring it back.

+ >> Theft #2                           \
+    A Ride In The Park                  \
    | Vehicle: Sanchez      |
    | Location: Middle Park |
    | Reward: $900          |

The theft is simple. The target vehicle is being driven calmly by two people,
who will flee when you take the vehicle from them. Just 'jack it and carefully
bring it back.

+ >> Theft #3                           \
+    Beachcomber                         \
    | Vehicle: Bati 800        |
    | Location: Firefly Island |
    | Reward: $900             |

The vehicle is being driven around by one man, who will be travelling around
at a fast pace. You will need to dismount him to get the bike and bring it
back. Use a car or a drive-by weapon to nail him.

+ >> Theft #4                           \
+    Ex-Display                          \
    | Vehicle: Hakuchou  |
    | Location: Westdyke |
    | Reward: $900       |

The vehicle is inside Westdyke Autos. You will get a 2-Star Wanted Level when
you steal from right under the dealership's nose. There are two good things
about this theft, though - you have a straight drive to break out of the
showroom window, and the Wanted Level can easily be lost as you bring it back.

+ >> Theft #5                           \
+    Get Off Your High Horse             \
    | Vehicle: Hakuchou             |
    | Location: East Borough Bridge |
    | Reward: $900                  |

The vehicle is being driven along the East Borough Bridge, towards Dukes. The
driver is being escorted by two other bikes, but these guys won't cause any
trouble. You will have to dismount him, but it is easy to claim. Carefully
bring it back.

+ >> Theft #6                           \
+    Short Stay Parking                  \
    | Vehicle: NRG 900    |
    | Location: Purgatory |
    | Reward: $900        |

The vehicle is parked in the multi-storey parking lot. It is just parked up,
with no-one protecting it. However, as soon as you can drive away on it, you
are given a 2-Star Wanted Level. The NRG 900 is a fast bike, so you can easily
evade the cops. Lose your Wanted Level before you bring it back.

+ >> Theft #7                           \
+    Stripclub Hog                       \
    | Vehicle: Hellfury          |
    | Location: Northern Gardens |
    | Reward: $900               |

The vehicle is parked at The Triangle Strip Club. It will be guarded by an
Angel of Death, accompanied by a stripper. Use melee to take him down quickly,
as using your guns will alert the club security, making this Theft more of a
nightmare. Just deal with the Deadbeat, and then bring his bike back.

+ >> Theft #8                           \
+    Take Out Liquor                     \
    | Vehicle: Hellfury   |
    | Location: Schottler |
    | Reward: $900        |

The vehicle is parked outside a liquor store on Dillon St. When you arrive,
you will find four Angels of Death guarding it. If you try to just steal it,
or if you attack them, they will fight back - one will have a pistol, and the
others will try to melee-attack you. Take each one out, making sure you deal
with the gun-wielding Deadbeat before he can damage you, and then you can
bring it back with no more dramas.

+ >> Theft #9                           \
+    Tattoo Parlor Lament                \
    | Vehicle: Wolfsbane      |
    | Location: Alderney City |
    | Reward: $900            |

The vehicle is parked outside a tattoo parlor on Lockowski Ave. A man will be
attending it, cleaning and polishing it. You can just grab it from him, as he
will simply flee and put up no sort of fight. You can easily bring this one

+ >> Theft #10                          \
+    Zorst Fumes                         \
    | Vehicle: Hellfury          |
    | Location: Plumber's Skyway |
    | Reward: $600               |

The vehicle is being driven southbound down the east stretch of the Skyway. It
is being escorted by the Angels of Death, and they will shoot at you on sight.
You will need to use your SMG if you have one on hand, and pick them off from
slightly far back. If you ride up to them with your Sawn-off, that will do
more harm than good; but if you only have that weapon at hand, it is your only
choice. Full Health and Armor is strongly advised. Take out the Deadbeats,
lose any Wanted Level that is warranted for the fight, and then bring it

With the tenth done, you get the Bati 800 spawn, the money earned, and an
extra step towards 100% Completion to enjoy.

We can now go back to the storyline...


>> CP3. Elizabeta Torres

The woman as we knew her from "IV" now takes a different angle - from Johnny's
perspective. Niko gets to witness her meltdown as the authorities begin to
close in on her; but in TLaD, we focus on the events before that. She has four
missions, focusing on her other contacts.


ETO1. "Buyer's Market"

This mission is effectively the TLaD take on the mission "Blow Your Cover".

Johnny meets Elizabeta as her house party starts up. The two seem to be good
associates; and she's lining up a deal for the heroin now in The Lost's
possession. She's figured out how they should deal with the heat if it comes
down on them, and they trust each other to make the outcome painless, no
matter what. When Niko, the "help", finally puts in an appearance (bringing us
to "Blow Your Cover"), Johnny heads off to pick up the product.

You are heading over to Brian, who is holding the heroin, from an alley off
Inchon Ave. Following a little altercation, typical of Brian, you then have to
head to the third floor of the building on Cassidy St. in Schottler. Here, you
wait for Playboy X and Niko to arrive.

And so we come to the deal with Charlie. Of course, you know how this will go
down if you've completed the mission "Blow Your Cover". As Niko and Playboy
are stuck to the living room, you will be on the other side, fighting off
several N.O.O.S.E. agents. Stick behind cover and pick them off. Carefully
advance to the door to your right - N.O.O.S.E. will gather here. Take them out
at the top of these stairs, and clear out the last one at the bottom of the

The next agent will be stood at the wall looking over the top of the next
flight of stairs. Take him out, and then head back to the other side of this
corridor. You will come to a window facing over Cassidy St. You can take out
the L.C.P.D. and N.O.O.S.E. outside to aid your getaway on the Hexer.

Two more N.O.O.S.E. agents await you at the front door, so take them out. The
2-Star Wanted Level earned from the start of the fight will be bumped up to
3-Star when you exit. There may be a few that you missed from the window, but
they should not overcome you if you were thorough.

The Wanted Level is difficult to lose for only the chopper following you. The
Hexer easily outpaces the L.C.P.D. on the ground. If you are having trouble,
head for the nearest Pay 'n' Spray whilst you are out of sight so you can use
it. When you have lost it, the mission is complete.

Reward: Nothing.

Johnny will call Billy to inform him of the outcome of this deal. He isn't too
pleased, but he tells of a new contact he's aligned himself with - a man from
Congress. This unlocks the missions for Thomas Stubbs III from The Jousters
in Middle Park East.

Shortly after this mission, you will get two calls. One is from Elizabeta, who
is informed of the circumstances, and expresses her trust in Niko. The next
call is from an agent in the F.I.B., who knows everything about the busted
deal. He will pester you from time to time, asking Johnny to sell out - of
course, he wouldn't do that to his brothers.


>> CP4. Thomas Stubbs III

As his name and his profession suggests, this man is one of America's elite.
However, he's not exactly the finest example of a Congressman - he's dirty,
conniving, and overall a crook. The only thing separating him from other bent
men of power is that he accepts what he is, and doesn't pretend to be anything
else. The Lost's relationship with Stubbs is a symbol of "moving up in the
world", according to Billy Grey. He has two missions plus side-content, and
the final mission.


THS1. "Politics"

Johnny is stopped from seeing Stubbs by the doorman at this club. Johnny mocks
him and the customers he serves, but when Stubbs is mentioned, he is more
lenient to this out-of-place biker. He leads Johnny to the day spa, where Mr.
Stubbs is enjoying his full-body massage. He soon gets Johnny one-on-one,
and carries the conversation despite being in the buff. He's very candid, open
and honest about his intentions: he plays dirty to get what he wants. One man
is bound to crash his chances of re-election - his uncle, who has taken charge
of the Stubbs family trust fund. He knows enough of The Lost to lock them away
for a long time. Johnny must kill Stubbs' uncle under his orders.

Stubbs wants his uncle's death to appear as an act of terrorism. Provided is
an RPG Launcher with 5 RPGs. You will have to get to Francis Intl. Airport in
the time allotted. This will be randomized based on your time of day, and is
always enough to allow you to get there in time. You are ordered to Stubbs'
contact at the gate if you get trapped on the tarmac.

You will need to land an RPG shot on the chopper to kill Stubbs' uncle. You
are given a 2-Star Wanted Level for entering the landing area, and once Uncle
Stubbs is dead, this is bumped up to 4-Star. Head to the southwest gate whilst
you dodge the authorities. Once you leave Francis Intl., the Wanted Level is
knocked back down to 2-Star. Lose the Wanted Level to finish up.

Reward: $3,000


>> CP5. Ashley Butler

Ashley is Johnny's ex-girlfriend. She's a meth addict and the "old lady" of
Billy - meaning that she literally gets passed around between the gang. It is
her addiction and her sexual activity that continues to drive Johnny away from
her. However, despite all of his complaints, Johnny doesn't seem to have the
heart to leave her to fend for herself. She is known by Ray Boccino and the
Russian Mafia, due to the favors she has made to get her fixes. She has two


ASB1. "Coming Down"

Some time after the mission "Politics", you will get a call from Ashley. She
needs help - not anything towards her next fix, but to get her away from what
she's got herself into. This call throws you straight into this mission, so
you will have to drop whatever you were doing.

You will need to go to the southeastern apartment block on the complex in
Northwood. Head to the second floor, and head onto the floor to find a man
standing next to a door. Kill him. The door he is guarding is the apartment
where Ashley is crashing in.

There are several enemies inside, two of which can pack in some damage. Take
out the enemies - one will be standing in the main room, and the others using
the doorways to other rooms as cover. Advance carefully, taking out each enemy
before they can get shots at you, and then go to Ashley when she's marked on
your radar.

Ashley is clearly out of it, and Johnny can't help but share a moment with
her. As you go to exit, two thugs will rush at you with Baseball Bats. If you
have a shotgun, you can take them out pretty easily. You will then have to
take her back to her place on Babbage Drive in Berchem.

It seems that Ashley kicked in the meth, but soon relapsed and nearly suffered
the consequence. She thinks that one day, she and Johnny can get away from
everything. Johnny doesn't agree, and leaves her to ride out the crash.

Reward: Nothing.

Jim will call you, cuing our next side-mission...


SIC6. Gang Wars

We need our fix of gang warfare, and this side-mission provides it. Following
the mission "Coming Down" and Jim's phone call, you will see a new red marker
placed on your map. Head over to it to activate your first Gang War.

This introduces you to the whole thing. You will meet up with Terry, Clay, Jim
and a few other soldiers. You will lead them to the enemies marked on your map
and you must kill them. When the last enemy is dead, the Gang War is complete.
Of course, the involvement of guns and (possibly) explosions doesn't make
completing them that straightforward.

The game requires you to complete 25 Gang Wars for 100% Completion. As you
complete them, the gang members' Toughness goes up if they survive the ordeal.
Your first Gang War rewards you $1,000. This reward goes up $250 per Gang War
completed. That means your 25th nets you $7,000. This reward is not capped, so
you can keep on doing them as you wish.

The Gang Wars are split into four different locations once you have completed
the first - one in each borough (Broker & Dukes, Bohan, Algonquin and
Alderney). Their positions within the borough will shift, but are tied to
several different points.

You are given a weapon spawn per 10 Gang Wars you complete up to fifty:

>> 10 Gang Wars: Sawn-off Shotgun
>> 20 Gang Wars: Automatic Pistol
>> 30 Gang Wars: Carbine Rifle
>> 40 Gang Wars: Assault Shotgun (after the mission "Heavy Toll")
>> 50 Gang Wars: Grenade Launcher

Unlocking the weapon spawns are NOT a 100% Completion requirement, but they
have their benefits. If you are looking to do 50, you can earn quite a lot of
money - $13,250 once you unlock the Grenade Launcher spawn.

All that aside, here is the lowdown of your enemies and the variants that the
Gang Wars take:


>> Albanians
>> Angels of Death
>> Italian Mafia
>> Jamaicans
>> Russian Mafia


>> Stationary
    -- The enemy gang members will be stood in one area, and will not move out
       of it.

>> In Vehicles
    -- The Angels of Death will be riding on bikes. Other gang members will be
       in four-door cars. Once one is attacked, any others will come over to
       you, possibly running you over, before the occupants exit and go into

>> Escort Vehicle
    -- The escorted vehicle is the primary target, and the deaths of the
       protection being secondary. The Angels of Death will use a Slamvan as
       an escort vehicle. You want to waste as little time on the protection
       unless they are causing you problems.

And in regards to other pieces of information:

-- The amount of cops and pedestrians will be significantly lower, but are not
   removed altogether. This will make your life easier, as there is less
   chance of having to deal with additional problems, Wanted Level or

-- As you complete more Gang Wars, the variants become harder. Enemies will be
   better-armed and come in greater numbers, meaning you are facing more
   enemies who can deal much more damage. Bear that in mind.

-- In regards to preparation, I should state the obvious: have full Health and
   Body Armor, and save regularly. In terms of weapons, using an SMG for
   drive-bys and any assault rifle for attacking on foot work best. Put your
   money rewards to good use when you prepare for the Wars.

-- Make use of your surroundings. If you are attacking stationary enemies in a
   place with plenty of cover, duck into it. If the enemies take a straight
   line, advance up it, picking off enemies as you do. Use any shortcuts where
   you can to put yourself in a good position to deal damage. Knowledge of the
   streets will also pay off. In other words, try to play clever.

-- As you complete the Gang Wars, the gang members' Toughness stat will go up.
   Jim, Terry and Clay will constantly feature throughout these Wars, allowing
   you to get them to 100% Toughness. Not only will their Toughness aid you in
   the Gang Wars, it also helps with missions if you need their help. The stat
   will appear in your HUD if you prompt it twice, and will show the Toughness
   boost at the end of each successful Gang War.

-- If a gang member is killed, their status is put as Deceased in place of the
   Toughness boost. Their name and picture will go up on the wall of
   remembrance in the Clubhouse, and they will be replaced by new gang members
   accordingly. This can happen to Jim, Terry or Clay, except that they won't
   actually be Deceased - instead, they will not earn the Toughness boost and
   will join you on the next Gang War.

-- If you prompt the HUD three times, you get the display for Jim, Terry and
   Clay. It will show their Max. Health, Accuracy, the type of weapon they are
   using, and so on. It is good to know these guys from the inside out.

Just keep on restocking when you have to, and your bank balance should be put
to good use. Have fun with this side-mission - it can be a hair-puller, but
the money and other rewards are worth the trouble.


THS2. "Off Route"

Johnny acts much more kindly towards the doorman, and asks him if he is happy
with his life in terms of working the club. After shrugging him off, he leads
Johnny to Stubbs in the sauna. He has no remorse for ordering his uncle's
death, and now has another problem. Some of Liberty City's "outstanding
civillians" have been accosted by the L.C.P.D. He can't get any favors outside
the Lost, so he directs Johnny to a prison transport bus at Leftwood Precinct.

Time for some "liberation". Head over to the station in Leftwood. As you come
to a stop outside it, you will see the prisoners being loaded onto the bus.
Entering the parking lot will give you a 1-Star Wanted Level, alerting the
cops guarding the bus. They wield SMGs, so you will need to approach them
carefully and take them out before coming to the bus.

After Johnny jumps aboard, you will have to drive away from the station and
lose the 3-Star Wanted Level that is put against you. Some of the police
action is scripted, such as the patrol cars forming blockades, but the Prison
Bus is surprisingly fast. Head south from the station and head along Rand Ave.
and turn right as you come to the Booth Tunnel. If you drive fast enough, you
should be able to escape the police radius. The Angels of Death will put in an
appearance, but will only block your way.

When you finally lose the cops, you will have to drive the prisoners down to
the Globe Oil Plant in Acter Industrial Park. Once they are dropped off, the
prisoners will board boats and the mission is complete.

Reward: $5,000

You will receive two texts - one from Billy, unlocking his missions, and one
from Stubbs, unlocking...


SIC7. Stubbs' Dirty Laundry

The name comes from how the side-mission is tracked in your Stats - as
"Laundry Washed". We can do this straight after completing his two initial

Go into your Phonebook, select Stubbs, and then select Job. Stubbs will assign
you one of five "missions". They play out exactly like the storyline, but are
non-linear, informal and are pretty straightforward. Each one is separate with
similar, basic requirements for you. Important information is given by Stubbs
over the phone.

Completion of each one will net you $1,000. All five are required for 100%
Completion. They are also assigned at random. A follow-up phone call will cap
off the completion of missions.

You can't put much preparation into these missions, other than having full
Health and Armor and a gun if things get heated. With that, you can go "wash
some laundry".

I will begin with the hardest instance, and then go in alphabetical order:

>> When The Blue Chips Are Down

Stubbs is dealing on the stock market - and one of his associates, a C.E.O and
financial power-player, has been accosted by the F.I.B. Johnny will need to
"liberate" her.

The C.E.O. is cuffed-up behind an FIB Buffalo in the alley off Vitullo in
Berchem. Protection around here is heavy, and attacking the authorities that
are guarding the area will give you a 3-Star Wanted Level. Fight your way in,
make sure you take down all of the agents in this alleyway before you uncuff

You will have to get her to her chopper at the helipad atop the Booth Tunnel.
Losing the Wanted Level is not required. You will have to protect her for a
brief time as she boards the helicopter, so if you still have some Health, you
shouldn't fail the mission at this point.

Once she's away, the mission is complete.

>> Communication Breakdown

Stubbs has a snitch on his hands, who has enough dirt on him to hand in to the
press for a juicy scandal story. You will need to get to the contact in the
time allotted.

Of course, the contact won't give in that easily, and he'll drive off. He will
only drive normally, so you can easily take him out from this point. Once he
is dead, the mission is completed.

>> First Impressions

Johnny will phone whilst Stubbs is meeting the Mayor. He needs an old friend
"dealing with", who is sitting inside the Superstar Cafe in Lancaster.

When you arrive at the cafe, you will see a man in a suit guarding the
entrance. The target will be sitting near a window on the ground floor, which
is convenient. It is best to deal with him outside.

When he is dead, you will have to leave the area whilst fighting off his
bodyguards. Act quickly and ignore the bodyguards to finish up.

>> Knowing Me, Knowing You

Stubbs has made good progress on a Congress bill that he's upholding, and he
wants Johnny to make his day even better by having him gathering information
on Bryce Dawkins.

You need to get to Bryce's Infernus, parked outside his home in Westdyke - the
one given to Niko by Bernie, if you're curious. You will have to drive it to
the garage on Muskteer in Acter Industrial Park. You can do some damage to it,
but you still want to drive carefully. You're also on the clock, so try to go
as fast as you're reasonably comfortable with.

The mechanic will bug the Infernus, and you will need to get it back to
Dawkins' home with the time you have left. You cannot afford to crash, so try
to be quick and careful, keeping the vehicle in mint condition. If you are a
good driver, this is a challenge that isn't too bad.

Some time after completing this mission, Stubbs will text you the number to
Bryce's Bug, which will be put in your Phonebook. If you call it up every now
and again, you will hear some interesting dialogue.

>> Phone Ho'

Stubbs has dirt on a Congressman, and he wants to exploit it. He will be
cruising on Traeger St. near Port Tudor. Johnny needs to snap a photo on his
phone and then send it to him.

You will need to get to the vantage point in the alley off Traeger. Go down
the alley with the local AmmuNation, and head down until you come to some
steps. Go up them and head right to find a wooden crate against the building.
Climb on it, and onto the roof, and you can get to the vantage point.

A call from Stubbs will inform you of who you're looking for - whoever pulls
up in a red Cognoscenti. He won't appear straight away, but you want to pull
out your phone and select the Camera to snap a picture. Get a good shot of him
talking to a "woman of the night", and send it to Stubbs. As long as you take
one that is clear, you are done.

Once the missions are completed, Stubbs will text you to formally end the
relationship between him and Johnny in terms of shit-stirring.

This ends all of the side-content in this guide. All that is left is the
storyline and three Random Encounters, but they will come later.


BIG4. "This Shit's Cursed"

Billy's back to arguing again - this time, with Jim. Johnny walks in as it
begins to build up. The heroin that supposedly belonged to the Angels of Death
is actually property of the Chinese, and they will want it back. For once,
Johnny agrees with Billy's "fuck you" stance to the Triads, but Jim seems to
know how dangerous they are. In short, he wants to give it back. Seeing as the
Angels of Death and the authorities are pressing problems, plus the constant
arguing amongst each other, Johnny now sides with Jim. Billy agrees to it.

You are following Billy to Dragonheart Plaza in Chinatown. Jim shares a bit of
history concerning the H - it came on the Platypus, which seems to be the
center of all trouble. As you come onto Union Drive West, Billy's big mouth
begins a race. Win or lose, just arrive at the Plaza.

Billy dishes out duties - Johnny and Jim will do the talking, whilst Billy and
Brian watch over them. Their Chinese connection is not happy with the deal,
and it goes sour quickly.

You will be thrown straight into the action. In front of you will be some
scaffolding, with one of your enemies running across it. Take him down, and
the second thug who will remain stationary on the scaffolding. Near you will
be a thug in cover with a shotgun, so take him out. One more thug is located
up top. The rest will be in cover or along the way of your path. With all of
them dead, follow Jim.

Two thugs will pop out on this ledge, so take them out. A third thug will be
around the corner. The rest of the thugs are stationed in the next section of
the Plaza. Follow Jim, taking care of a single thug who will try to take you
by surprise. You will be looking down on the next set of thugs, so advance
with care.

Locate the ladders to begin climbing down through this section of the Plaza.
Two thugs will be waiting on the second level you climb down onto, so take
care of them before they can take positions. You will then have to get to the
front of the building.

Billy is surrounded by the cops, and blames his takedown on Johnny's supposed
treachery. You will have to run to your bike, and you will hear Brian's blind
loyalty shine through. You will now be Chapter President, and you need to lead
Brian and Jim back to the Clubhouse. Brian is still sucking up to Billy, even
with him behind bars.

Reward: Nothing.

Jim's missions open back up, and we have our first Random Encounter...


RCH1. Random Character - Dave Grossman

There are three Random Characters you may come across - two that will be
unlocked with completion of missions, and one that is affected by the decision
you make in one of the later missions. Dave Grossman provides one of two
instances. The Characters will be represented by the normal figure as it was
in "IV".

Your first Encounter is with Dave Grossman, the Lost's legal representative.
He can be found outside Goldberg, Ligner & Shyster Offices in The Exchange at
any time. He wants a favor, but Johnny isn't really interested. He's being
blackmailed by his secretary, and if she presses charges, Dave could lose
everything. He asks Johnny to "persuade" her lawyer that there isn't a case.
With the chance to mess with the man, Johnny jumps at the chance.

You will need to catch up with the lawyer, who is driving down Denver Ave. He
will speed up as you chase after him. Pack in some non-lethal shots with an
SMG or a burst of your pistol to get him to stop. You don't want to kill him.
When you stop him, you can walk up to him - he knows when he's "beaten", and
Johnny has done enough to help Dave.

Reward: $500

Now, we can go back to the story.


JIF3. "Hit The Pipe"

Johnny arrives to meet with Jim and his friends, Malc and DeSean. These guys
are part of the Uptown Riders - a cross between ghetto boys and bikers. They
prefer Japanese superbikes over American choppers, but they will make good
allies. The guys have hooked the boys up with explosives, and they will prove
to be a useful tool to cripple the Angels of Death's business.

You will be given 25 Pipe Bombs, which act as an alternative weapon to
Grenades. If you are a good drive-by toss with Grenades, you will know how to
take out a vehicle - hold it, let the fuse run down, and drop it in time to
take out your target.

You have to take out three AoD vans driving around Alderney. The vans will be
heavily guarded as you go on, so the Pipe Bombs are not the preferred weapon
when dealing with each one. Stick to your other drive-by weapons to take out
the Deadbeats that will retaliate, and disable the vans before you blow them
up. You may need to conserve ammunition, so use the Pipe Bombs to make the
final blow.

With all three vans destroyed, the mission is completed.

Reward: $2,000

A call from Jim will unlock the opportunity to use Terry and Clay's help on
missions. You can select either one in the Phonebook and then "Backup" to have
them help you on missions. This is the only way to up their Toughness outside
of Gang Wars. Jim will text you at the beginning of each missions, advising
you to do so.

Pipe Bombs can now be bought from Terry's Gun Van. We also unlock Elizabeta's
missions once again.


ETO2. "Heavy Toll"

After getting past Elizabeta's house guard, Johnny is reunited with the woman
herself and Malc, the urban biker. She's surprised at this alliance, but the
state of Liberty City isn't exactly normal, criminally or economically. Liz
wants the guys to take down some of her competition, who have paid off the
cops manning the East Borough Bridge tollbooths not to check their load. Of
course, they will need to lay down the law properly.

You will be driving a Presidente over to the booths. You are given the Assault
Shotgun along the way. As you find out later, it is a very good weapon, with a
much higher ammo capacity than other shotguns. As the Angels of Death approach
the booths, the guys take them over.

Let the convoy vehicles pass through, and when the guys tell the Deadbeats to
give up the van, take this as a cue to start shooting. Take out the guys in
the van, plus the Deadbeat protection. You will be fighting two groups on both
sides, so clear the Dukes side of the bridge before mopping up the rest.

Get in the van, wait for Malc, and then drive it down to the lockup in Chase
Point. If you have taken everyone out, the only problem you will have is with
losing the cops.

Reward: $1,000

The Assault Shotgun is now available to buy from Terry's Gun Van. If you
completed 40 Gang Wars, it will now spawn at the Clubhouse.


ETO3. "Marta Full Of Grace"

Johnny walks into Elizabeta's abode as she speaks to her contact. After she is
finished, Johnny asks about the nature of the last job, and Elizabeta passes
it off as upholding her reputation as Liberty City's most psychopathic female
crime boss. She explains her life story before she assigns Johnny on his next
job - to pick up her contact, Marta, from the Airport.

Marta is a drug mule and a good friend of Elizabeta's from her homeland. It's
Johnny's job to pick her up from the Main Terminal. When you arrive, she is
accosted, and Johnny is forced straight into action. You will be in cover
behind a bollard, fighting against the authorities, and given a 2-Star Wanted

The cops are marked on your map, and you will need to clear them out before
you can make a getaway. There will also be a chopper circling around. You do
not have to take it down, but it'll make escaping a whole lot easier. When you
have thinned out the numbers, shoot down the chopper and clear up before you
take down the few remaining.

When you have cleared out the cops, head to Marta. If you head north up the
sidewalk from her position, you'll find your Hexer parked near one of the
blocks of the Terminal. You will have to lose a 3-Star Wanted Level before you
can drop her off at Elizabeta's.

Reward: $2,000

You will have to wait for a text before you unlock Elizabeta's final mission.
Have full Health and Armor before you activate it.


ETO4. "Shifting Weight"

Elizabeta's keeping house when Johnny arrives. She talks about the heat that
will inevitably close in and take her down, but it's business as usual. Marta
has the merchandise that she smuggled into the country, and now it's time for
her boys to sell it.

You are going with Malc and DeSean to a deal at the courts on Butterfly St.
At this point, it would be sensible to ask Terry and Clay for their help.
Once the stuff is in their hands, the buyers stick them up. The only victim
here is the female buyer, and the merch is taken back - at the expense of
Johnny's bike.

You'll be riding on the back of Malc's bike as he and DeSean try to make a
getaway from the 4-Star Wanted Level. The concentration of cops after you,
plus a long, dragged-out chase makes this mission quite difficult. If it isn't
you who gets wasted, chances are that DeSean won't make it. You'll need to
cover him from both ground patrols of L.C.P.D. and N.O.O.S.E., plus a few low-
flying choppers. You will have an Assault Shotgun with unlimited ammunition
and no clip to take out whoever chases you.

You will race out of Bohan into northern Algonquin, and N.O.O.S.E. will join
you as you come towards Lancaster on Walnut Way. You can take out the cops
chasing you when you come to the gas station, if you shoot the gas pumps.

The chase pauses at the car dealership in Middle Park East, with a roadblock
that can pack some damage into you. Act fast to shoot out the windows of the
dealership and continue the chase. Malc will lead you down onto Union Drive
East, and the chase pauses as DeSean makes his way off a walkway. You will
resort to using Pipe Bombs to take out the cops.

The chase ends in Presidents City, underneath the Union Drive. These Riders
make it their responsibility to bring the stuff back to Elizabeta, allowing
Johnny to rest up.

Reward: $3,000

A phone call with Elizabeta ends her mission line. Ashley will contact you
soon, unlocking Ray Boccino's missions and her own missions on Babbage Dr.
The fed who called before puts the pressure on Johnny again, talking about a
"close friend" who is going to snitch. I think I can draw my own conclusions
on that.

We have our second Random Encounter after this mission...


RCH2. Random Character - Malc

We will know Malc by now - an outfit of the Uptown Riders Motorcycle Gang, and
a good connection of Elizabeta Torres. He has two Random Encounters.

The first Random Encounter is available anytime after the mission, "Shifting
Weight". Malc is uptight as he tunes his ride, because he hasn't heard from
DeSean. You can take a Bati 800 to your right to follow Malc. As you follow
him, he will get a call from DeSean - he's been shot. Follow Malc down to The
Meat Quarter to meet him.

He's only been grazed, but he's still pissed off at them. Follow him to Union
Drive West to find the racers hanging out at Westminster. These guys will be
armed, so take them out quickly. With them dealt with, the Encounter is

Reward: $500


The second Random Encounter will become available a few in-game days after the
first, at any time of day. Malc and Johnny have a little spat, and he is
challenged to a bike race.

This race is the same as Park Circuit for the Bike Races, with only Malc the
only change. If you brought your Hexer or a fast bike, this is no bigger
challenge than before to beat. Victory comes with finishing, but if you want
the reward, then you want to go for 1st place. Just watch out for those bats.

Your reward depends on how many Bike Races have been completed. Your maximum
reward, then, stands at $3,250. Not bad for repeating a race. If you have been
following this guide, you should get this reward.

Now, back to the story...


JIF4. "End Of Chapter"

Johnny meets up with Jim and the few leadership on their side. The Lost is now
split between him, the leader, and Brian - and he wants to call a truce with
Johnny. Going off past experience, truces don't work, so Johnny would rather
take him down to make sure peace would last.

You are leading the guys down to Port Tudor Docks. Brian is still defensive of
Billy, and hateful of Johnny. Brian's wise to Johnny's plans, and he orders
his boys to take Johnny and Jim out.

The enemy Lost will be circling around on bikes, and you will have to take
them out. Use your assault rifle or SMG to take them out from a distance, or
your shotgun if they get close. Reinforcements arrive on bikes or in vans. If
you stick in cover, this part of the mission is made slightly easier.

The last of the attackers will be vaulting the wall of the docks to the south.
Once that is done, you will have to chase down four bike-loads of Lost and
kill them, before regrouping with Jim.

You are brought back to the Clubhouse, where Jim and Johnny reflect on events.
The Lost are crippling themselves, and Brian is still out there, but at least
he has managed to take down much of Brian's faction. They also have a strong
companionship between them, which should carry them on.

Reward: $2,000


JIF5. "Bad Standing"

Johnny meets back up with Jim, and Ray Boccino is in tow once again. He talks
about the problems with his family, and then tells of the Lost's problems. Ray
certainly gets around. He spoke to Brian, and knows where he's hiding out. He
passes off treachery for his own interests - he wants to use the Lost for his
business, and needs things settled. Johnny and the boys aren't too fond of
Boccino, but his information is invaluable. Johnny wants to pay a visit to his
"old friend".

Brian is hiding out of a crummy house on Tinderbox and Emery in Tudor. He is
barricaded inside, and you need to get to him. You can call Terry or Clay to
help out. When they arrive, carefully make your way inside the house and clear
out the ground floor, before heading up to the first floor. You will then come
to Brian.

You have a choice here - kill Brian, or spare him. It's your decision to do
whatever suits you. Make your decision, and drive away from the the house to
complete the mission.

Reward: $2,000

Brian's house is now your Safehouse. The bikes you earned for completing side-
missions, and the weapon spawns for completing Gang Wars, will appear here.
This is no different to the Clubhouse, minus the minigames you can play, the
computer, and the television. The save point is a mattress on the first floor.

Our next mission is with Ashley. But if you spared Brian, then you will


RCH3. Random Character - Brian Jeremy

This will come if you spare Brian in the mission "Bad Standing". He will be
available in Acter anytime after that mission. This does NOT count for 100%

Johnny isn't pleased by the sight of Brian, because he's meant to be exiled.
He's changed his tune - in some way, he admits that maybe his loyalty was
blind. Johnny isn't accepting his apologies, but he's promised an opportunity
to save the Lost before they are taken down. Johnny, apprehensively, accepts,
but promises to do what he wanted to do before if this is a set-up.

Follow Brian to a parking lot in Middle Park. It is a bust, and you will need
to fight your way past Brian's would-be hit squad and put him down for
definite. He will run up the steps, so quickly get past all of his faction and
kill him.

When he is dead, the Encounter is complete. You may have wanted to kill Brian
straight away in "Bad Standing", as you get no recognition for this one - no
money reward, no 100% Completion boost, nothing.

His eventual death, however, spells the end for side-content in this guide.
We have five more missions and the Achievements to cover before we can wrap


ASB2. "Roman's Holiday"

Johnny's visit with Ashley turns into a sit-down. Her addiction has her in
deep trouble, as a Russian thug sitting down in the room explains to them. She
owes money to Dimitri Rascalov's organization. They want something done -
Johnny kidnaps someone for them, or Ashley's life won't be spared. He is given
directions, and a name: Roman Bellic. This won't make a dent on debts, but it
will "pay off interest".

So, this mission is interesting. Johnny will enlist the help of Malc. Get to
him in Northwood. You'll driving a Presidente to the backroom gambling spot on
Dillon St. in Schottler. Roman's kidnapping will go smoothly. You will then
have to drive him to Bohan Industrial, to a warehouse off Lompoc.

There is an alternative method to this. You may remember Elizabeta texting you
the number to Roman Bellic's cab firm (555-2222). Call him, and bring him to
your position. You can do this as soon as you pick Malc up. Kidnap him from
this position, and you can take him to the warehouse in his cab.

If you slow down for any reason, he will make a run for it. You will have to
chase him down and bring him back to the car, and continue the ride over. When
you have Roman in Russian hands, the mission is complete.

Reward: Nothing.

This mission will set up the mission "Hostile Negotiation" in "IV". Yet
another neat little tie-in to the main game.

Ashley's missions are over, and we only have Mr. Boccino left.


>> CP6. Ray Boccino

This guido should be familiar to you from "IV". Ray is self-serving, and has
aligned himself with The Lost (amongst other crime syndicates) for the diamond
deal he has planned. Whilst Niko Bellic works as his right hand, it is up to
Johnny to get things in motion. He has three missions in this game, all
revolving around the deal.


RAB1. "Diamonds In The Rough"

Johnny arrives to meet Ashley, who is quite jumpy. She talks about a job in
store, and she points him into Drusilla's to talk to Mr. Boccino. He talks
about diamonds - not legitimate, therefore easy to pass hands. He needs to
keep distance with them, most likely to keep himself from getting killed
whilst others (i.e. Johnny) put their asses on the line for the sake of a big
payday. The diamonds are currently in possession of Tony Prince, a.k.a. Gay

A call from Jim points you to the Broker faction of The Lost to help out with
the bust-up. Catch up with them on the Broker Bridge, and they will arrive. If
you want, you can take this opportunity to call for backup. You will lead the
Lost to the Platypus on East Hook. Johnny's dialogue with the boys foreshadows
the proceedings of later missions.

Here, we see the deal go down with a chef, Gay Tony, Luis Lopez, and his boy.
Before the Lost can take them by surprise, Luis spots them and it's going to
be tougher.

You will have to take out Tony's boy to claim the ice. He will be driven in a
Stretch, with a car full of bodyguards as additional protection. Destroy the
protection, and aim at the rear window of the limo to take out the boy. Once
he is dead, pick up the dropped diamonds and lose any Wanted Level you gained
for hunting them down.

Ray will tell Johnny where to drop the diamonds. There are two trash piles -
one on Hematite, and the other on Emerald. When you have dropped them off,
taking care of any resistance along the way, the mission is complete.

Reward: Nothing.

This mission will set up the mission "Taking In The Trash" for "IV", as these
will be the diamonds Niko will recover for Ray. In "The Ballad of Gay Tony",
the bust will play the main part of "Frosting On The Cake", where you will
have to escape the Lost attack. Tony's Boy, or Evan, will be killed by Johnny
in this mission.

With that aside, you'll be waiting for a call from Ray before we start the
next mission...


RAB2. "Collector's Item"

Ray calls about the diamonds - he isn't going to hand over the cut until they
are sold for profit. The deal is happening at the Libertonian, and all Johnny
has to do is make sure that the money is traded, and "Nicky" splits it with

Head over to the Libertonian, and enter through the side. Head through the
main exhibit area, and then to the loading docks to wait for "Nicky". Niko
Bellic will turn up to oversee the deal.

This is a throwback to the mission "Museum Piece", and has the same outcome.
However, this one has Johnny with the money in hand, and having to fight
through enemies. They wield Combat Pistols to Carbine Rifles. Niko will be on
the ground floor, and you'll be fighting your way down from the balconies.
Advance through cover and be vigilant as you make your way down. Once you're
on the ground, exit the way you entered.

The last enemies to deal with are Ray's crews - one will roll out of cover
near the exit, and the rest will pull up in PMP 600s. Once they are thinned
out, they will try and run away. You will have to finish them off, and then
take the stolen cash to Jim in an alley on Exeter Ave.

Reward: $10,000

Johnny will lie to Ray about the money in the phone call. Jim's next text sets
up the next mission.

It is also interesting that this mission involves all three "IV" protagonists.
In "IV", you take Niko's perspective of walking away empty-handed from "Museum
Piece"; in "TBoGT", you take Luis' perspective of the bust-up, reclaiming the
diamonds, and escaping the authorities.


RAB3. "Was It Worth It?"

When Johnny arrives, he meets a not-so-happy Ray, who pulls out a gun and
directs him to the cellar. Jim is down there, being subject to a flame-torch
torture. Ray has figured out their grand scheme in ripping him off, and he
wants it back. Ray tries to break him - pistol-whipping him and telling him
that he's slept with Ashley - but before there's any chance of that, Jim
breaks free and takes his torturer hostage. In the distraction, Ray has the
gun kicked out of his hand, and Jim picks it up. The tables have turned, and
now the two can make a getaway.

You have to meet up with Ashley. However, once you enter Alderney, she calls
to inform Johnny of hit squads that Ray has sent out for him. Call Terry or
Clay for backup, and you can make this part of the mission easier.

They will set up an ambush point at the top of Aspdin Drive. Get to the roof-
top with them, and wait for one of the four hit squads to approach. You have a
vantage point over them, and it makes them much easier to take out compared to
street level. Their money drops are quite lucrative, so pick them up if you
have the opportunity to do so. Once they are dead, meet up with Ashley at the

Everything is now falling to pieces - Jim has been killed. Add to this Angus'
handicap and Billy's incarceration, and things are not sweet at all. The
metaphorical nail in the coffin is Billy himself - Ray has managed to mess
with his mind, and this means that he is going to turn states, leading to the
Lost's downfall and his freedom. Ashley advises the help of Stubbs to get them
out of this spot, or at least give them a fighting chance.

Reward: Nothing.

You will have to wait for a call from Stubbs before the next mission. This
mission also links in with the mission "No Way On The Subway" from "IV", as
that mission will involve Jim's death at the hands of Niko.

Coming up next is the final mission. Stock up on Health and Body Armor before
beginning it.


THS3. "Get Lost"

For the first time, we see Stubbs outside his club and in clothing. Johnny is
not happy to see him, but he has news to share - the Pegorinos are under
surveillance, and that means that Ray won't be a problem once his family
begins to fall apart. Meanwhile, Billy has been ratting inside, thinking that
he can frame the Lost for a major drug organization; Billy would go into
Witness Protection and walk free whilst his former brothers take a fall. It's
going to take a lot to silence Billy, but Mr. Stubbs may have his uses.

You are going to the Alderney State Correctional Facility, where some of the
Lost will be located. Go to Terry's Gun Van and stock up on ammunition for
your weapons - also, take an RPG Launcher and some ammo for it. You'll be
blowing through the prison doors and fighting your way into the Facility to
hunt down Billy.

Between you and him are quite a few prison guards with powerful weaponry, so
advance carefully and let the boys thin them out if you get stuck in a tight
spot. As you come closer to the Prison Yard, the concentration of authorities
will get higher, so stick in cover and pick them off before you go for Billy.
They seem to be more focused on the other boys, so they shouldn't cause throw
too much trouble your way.

Once the group is cleared out, you can go to Billy and execute him. He goes
down like the treacherous snake he is. Once you have done that, pick off the
stragglers near your bike, and then get on it. Lead your way out of the prison
and bring the boys back to the Clubhouse.

The Clubhouse has been ransacked, and is a complete mess. It wasn't too
liveable in the first place, but now it's too wrecked to house the brothers.
After they reflect on events, the boys get to burning the place down. If it's
going to be derelict, it'll go that way with the strike of a match.

The credits will roll. The end of the game.

Reward: $7,000

The Clubhouse will no longer be a Safehouse. You will only have the Tudor
Safehouse to use. The minigames and other features there will no longer be


12.      TLaD Achievements

TLaD brings five extra Achievements for an extra 250G to add to "Grand Theft
Auto: IV".

1. One Percenter (5G)
   Help Billy get his bike back.

This will come with completion of the mission "Clean And Serene", the opening

2. The Lost Boy (25G)
   Become President of the Lost M.C.

This will come with completion of the mission "This Shit's Cursed".

3. Easy Rider (100G)
   Finish the story.

Complete the 22 missions plus "Get Lost", the final mission. In all, you have
to beat 23 missions for this one.

4. Get Good Wood (50G)
   Knock 69 bikers off of their bikes.

This one is achieved through the Bike Races and knocking other racers off of
their bikes. If you hold back X or B, you will be able to knock a racer off
their bike with no trouble. You'll just have to worry being taken out by them.
Races can be replayed, so this one is not missable.

5. Full Chat (70G)
   Build Terry and Clay's Toughness to 100%.

Completion of Gang Wars and missions with Terry and Clay will build up their
Toughness. This one is hard to miss.


13.      100% Completion Checklist

Below are the requirements needed for 100% Completion in "TLaD":

>> Complete all 23 missions:
         -- From "Clean And Serene" to "Get Lost"

>> Complete the two Random Characters:
         -- Dave Grossman (1 Encounter), Malc (2 Encounters)

>> Go on all 7 Activities with Terry and Clay at least once:
         -- Air Hockey, Darts, Drinking, Eating, Pool, Show and Strip Club

>> Win at least one game on the following minigames:
         -- Air Hockey
         -- Arm Wrestling
         -- Darts
         -- Pool

>> Complete the other side-content:
         -- Exterminate all 50 Seagulls
         -- Win all 12 Bike Race locations
         -- Complete all 10 of Angus' Bike Thefts
         -- Complete at least 25 Gang Wars
         -- Complete all five missions of Stubbs' Dirty Laundry


14.      100% Completion Rewards

Let me clarify that as REWARD, as you will only earn the unlimited ammo cap
for your weapons, which will reset after saving and reloading. This will be
minus an Achievement that is tied to earning this feat.

However, there is much less to cover than in "IV", plus L.C. in the "IV Era"
is defeated through and through for a second time - fourth in all.

We have beaten TLaD, and covered the Achievements for good measure. This is
the end of the guide.


15.      Credits

Here's the people who I would like to thank:

>> Rockstar Games
You create some of the best games I’ve ever played, including those outside
the “Grand Theft Auto” franchise. I salute you for that.

>> All Gaming Hosts
Those who host my guides, I thank you for getting my work out there. I thrive
on helping people, and also perceiving other ways I can go about my gaming.

>> The GTA Wiki
I have used the website to confirm information and gather it to make my guide
as detailed as possible. I appreciate how much effort has gone into a non-
profit project, and I salute them. Thanks.

>> I have no individuals to thank as of yet. Feedback is appreciated, even if
it is just a "thanks".


16.      Goodbye!

And another guide is capped off. Thank you for reading my guide.

"Grand Theft Auto IV - The Lost & Damned" is a video game produced by Rockstar
Games, a subsidiary of Take-Two Interactive Inc. All rights reserved. No
copyright infringement is intended.

Any other sources of information, either during or after development and
completion of this guide, are acknowledged. This guide was constructed with a
very detailed playthru of the game; therefore much of this guide’s content is
that of mine, the guidewriter. Any content that is not mine will be
highlighted, and I will credit the author in my guide.

You may ask my permission via email for posting of my, or parts of my guide.
However, I will not allow you to post the whole guide, or the majority of it,
unless I can trust you with it. If I allow you to post one of my guides, it
must be left UNALTERED, and a credit to my name. Do not copy my guide without
my permission, unless for personal use. Copyright infringement is something I
won’t take lightly, and I will do everything in my power to have plagiarism

(C) 2012-2013 DG-le-Ste. All rights reserved.

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