godfather i & ii official guide - excerpt
DESCRIPTION
* Details on every building, business, racket, hub, and compound revealed* Covers all versions of the game including The Godfather: Mob Wars for the PSP!* Includes everything you need to dominate as the Don of New York City and complete 100% of the game* Optimal tactics and multiple paths for every mission and contract hit* All secrets uncovered – from safes, heists, and film reels to racket trucks and weapon upgrades* How to maximize your money and respecthttp://www.primagames.com/catalog/display.pperl?isbn=9780761562672TRANSCRIPT
15
Coming Up: Street Smarts
Intr
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The
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StranglingA lethal
counterpart to
the grab attack
is strangling.
In addition to
being silently
lethal, it’s a
great way to send a ripple of fear through a rival family
when dispatching one of their made men. To execute
this move, press in on both analog sticks while grabbing
an opponent.
In addition
to your own two
mitts, you can
use the garrote
to strangle an
opponent. You
need to fi rst
acquire the garrote. Once you have it, equip it via the
Weapon Wheel. Although the principles are the same, the
technique is entirely different. When using the garrote,
you need to catch your opponent unaware. To do this, go
into a crouch and use the Target Lock as you approach
from behind your opponent. Once in position, press in on
both punch buttons to garrote your target.
Other effective
ways to employ
the grab attack
include using your
environment as a
blunt instrument.
If you have your
opponent against a wall, you can press up on the left
analog stick to slam him into it. If you’re near a table,
press the left analog stick left or right to bash him into it.
Throws and Environmental AttacksWhile grabbing
a foe, you can
push the left
analog stick to
the left or right
while releasing
both punch
buttons to send your prey reeling across the room and
onto the fl oor. This is great for getting someone out of
your way or roughing up a stubborn shopkeeper.
If you really
want to give
your enemy a
fright, maneuver
him to a ledge
or window and
push him over
it (or through the window) without letting go. From here,
you can either simply let him go, or toss him over the
edge. Dangling an enemy over a ledge without killing him
is an effective intimidation technique when running an
extortion scheme.
Blocking is a great way to create an opening during a fi st fi ght. After you’ve successfully blocked an opponent’s blows, sock it to him!
The GrabPress and hold
the left and right
punch buttons
simultaneously
to grab your foe.
Once you have
him at your tender mercies, you have a number of options
for how you go about dealing with your target.
Aside from manhandling grabbed targets, you can also toss the poor saps off rooftops or into oncoming traffi c. It’s not the cleanest way to dispatch enemies, but no one ever said things wouldn’t get messy.
Putting up a solid block is just as important as throwing
a jab. Press and hold the block button to safely absorb
incoming attacks.
If playing on the PS3, you can gesture to throw and do environmental attacks once grabbed.
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25
This Thing of Ours
Intr
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Crime Rings and BonusesAs mentioned before,
controlling every businesses
in a particular crime ring will
grant your family a specifi c
bonus. Controlling all four
businesses in a drug ring, for
example, will double your drug
rackets income. Controlling all
of the businesses in a diamond
smuggling ring will grant your
family a bulletproof vest bonus,
and so on. The reasons for
controlling a crime ring are
plenty. Not only do you want to
remove the bonuses from the
rival families, but you need many of the bonuses to
help you in your rise to power.
Of course, after you’ve taken control of a crime
ring, you can lose it just as easily as you gained it.
If you lose operations in only one of the businesses
in a crime ring by losing it to a rival family or due to
a bombing, it will break the ring and deactivate your
bonus until you reacquire the business or rebuild the
bombed building.
Building an EmpireAlthough the ultimate goal is to be the last man standing, your goal at any given moment is to build your empire. That
means that you must accumulate wealth, take over rackets and fronts, and strengthen your family. By building your
empire, you will shrink the rival families’ empires and position yourself in a way to easily eliminate all of the remaining
families in the end.
Because it’s so easy to lose the bonus, it’s of paramount importance
that you protect your interests. Immediately after taking over a business, hire
guards to protect it. If a rival family attacks and attempts to take a business
from you, they’ll have to eliminate all of your guards to do so. The more
guards you have at a racket, the harder it will be to take over. If a family can’t
take over a business, they’ll resort to bombing it and shutting it down. While
a bombed business does you no good, it’s better than the alternative—at
least it’s still in your control until it is rebuilt.
You can also send made men from your crew to help your guards defend a business that is under attack.
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29
This Thing of Ours
Intr
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Moneymaking SchemesIn the world of the Godfather II, money is power. The more money you make, the more you’ll be able to do what you want,
be it upgrade your soldiers, hire guards for your businesses, and so on. However, you must diversify your moneymaking
methods. Don’t rely solely on one income stream, because if you lose it, you’ll be at a severe disadvantage.
Rackets, Fronts, and Crime RingsThe most obvious and bountiful
supply stream for moola are all
forms of extortable businesses
and rackets. Whenever you
take over one of the rival
families’ businesses, you take
one of their income streams
for yourself. Depending on
how well you intimidate the
proprietor, you can usually get
hundreds of dollars more out
of them if you take over the
business just before reaching
their boiling point.
Even though they’re not in the favors list above, cops can also be bought. Although they can’t be bought by granting them a favor, you can pay off cops with a
fl oating over their heads. By paying them off, they’ll look the other way while you take care of business. This is especially helpful when you want to rob a bank, steal a car, or rough up someone.
Once you have performed the favor one time, you can purchase those rewards from the same corrupt offi cials.
By using the proprietor’s weak spot while intimidating them, you’ll squeeze 25 percent more income from the business!
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35
The Cast
Intr
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UNDERLINGSUNDERLING NAME RANK BIO HANGOUT KILL CONDITION
Norman Rossi Capo Cut his chops with Pete Clamenza’s gang; a loyal but misguided enforcer.
Baja Inc. construction site, New York
Execute him with a pistol.
Jimmy Guidalatto Soldier Robbed a bank in Midtown when he was 16; has been on the run ever since.
Spicher Waterfront high-rises, New York
Toss him off a high ledge.
Franklin Credi Soldier Compulsive gambler with a talent for craps; never rolled snake eyes his entire life.
Parking lot of the Federal Building, New York
Strangle the life out of him.
Clyde Lando Soldier Nicknamed “Butterfl y”; likes to use a butterfl y blade to cut up his enemies.
Under the Midtown Expressway, New York
Run him over with a car.
Boss: Carmine Rosato
Carmine Rosato and his brother, Tony, were once capos in the Corleone Family. But after the death of the Corleone’s
New York boss, Aldo Trapani, they left the family to start their own gangs. Carmine Rosato is an ambitious man, but his
reach often exceeds his grasp. He has a tenuous hold on a handful of rackets and fronts in New York, most of which
were taken over from the Corleones. Although his business skills aren’t as fi nely developed as his brother’s, Carmine
Rosato is resourceful and cunning, and knows that appearing weak can actually be one of his greatest strengths.
The FamiliesEach city is inhabited by rival families. Though some arrive in the city later than others, all of the families detailed below
will be a thorn in your side ... until you pluck it out.
Carmine Rosato’s Family
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47
Tools of the Trade
Intr
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The Hand Cannon—Magnum
Level 2
Level 1
Level 3
PROS CONSHigh damage Low accuracy
Like the silenced pistol, the Magnum is
great for headshots. The Magnum, however,
is most effective at mid range. Although you
may be able to down or damage enemies
from a great distance, the Magnum’s kill
range is much shorter than the silenced
pistol. That does not mean, though, that it
should only be used in medium- to short-
range fi refi ghts.
In fi refi ghts where enemies are at a
distance or behind cover, use the Magnum
to weaken distant foes. If they’re on their
knees, they can’t fi re back. If enemies
take refuge behind cover, the Magnum
can quickly obliterate it—assuming it’s
destructible cover like wooden crates. The
Magnum’s reticle is similar to the silenced
pistol’s reticle, but the Magnum takes a bit
longer to shrink to its most accurate.
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Prima Offi cial Game Guide
presidential manor and take the stairs to the left of the
guard to the second level.
After descending to the second level, make a
sharp right and take the next set of stairs down to the
bottom fl oor.
As he
celebrates, Mr.
Roth divides
his interests
in the Cuban
operations
between
his various
partners for
after he retires.
The Hotel
Capris goes to
Don Corleone
and your boss, Aldo Trapani. The Granados family gets
control of the Nationale and the Savilla Biltmore goes to
Samuele Mangano, visiting from Sicily. The rest of the
families get control of Mr. Roth’s non-casino operations.
The champagne cork pops and the fi reworks begin.
As you mingle with the crowd, you spy Don Corleone by
the balcony. Walk up to the Don and speak to him. He
has big plans for the coming year and hopes that you
will be a part of them. In the meantime, however, Don
Corleone wants you to talk to your boss, Aldo, and make
sure everything is set for tomorrow’s meeting. Aldo is
downstairs, so turn around and walk past Mr. Roth and
Fredo, then make a right. Make another right inside the
Prologue: Hellish Havana
Your fi rst piece of real action occurs in Cuba. And though you will eventually return, your stay here for now is short and very structured, and serves more as an introduction to the controls. Because that is the case, this fi rst section of the walkthrough is not formatted like the rest. Maps and key locations will be detailed in the following walkthrough chapters.
Our story begins not in New York where one might expect,
but amidst a turbulent time on a little island 90 miles off
the coast of Miami. As the Cuban sun sets, Don Michael
Corleone and his associate Hyman Roth celebrate Roth’s
birthday. As Mr. Roth celebrates his birthday, he also relishes
in his and Don Corleone’s business accomplishments in
the small country. Their partnership with the current Cuban
government has yielded profi table results. But all of that is
going to come to a very abrupt end very soon.
Pay close attention to the layout of the presidential manor. Learn as much of it as you can, you’ll be visiting here again sooner or later.
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59
The Rise of a Don
Intr
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The
Blac
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commands to
execute a series
of left and right
punches. He’s
not much of a
fi ghter, so use
this encounter
to practice short combinations and your grappling. After
grabbing a hold of the soldier, maneuver him toward the
stove and practice slamming him against other objects.
After relinquishing the soldier of his duties, approach
the door at the rear of the kitchen to fi nd another saucy
soldier itchin’ for a fi ght. Give it to him! This time however,
grab him and pull him into the kitchen a bit. Once inside,
use grapple attacks like knees to the groin and sternum
to infl ict even more damage. Exit the kitchen and carefully
creep out into the courtyard.
As expected, things in the streets have gotten just
as crazy as they were inside the presidential manor. The
President’s announcement, or rather, the Ex-President’s
announcement, has stirred the population to riot! The
streets are ablaze and crowded with Cuban dissidents!
Follow the
onscreen
commands
to draw your
weapon, then
creep out
toward the main
gate. Make
a right out of
the gate and
immediately rush
to cover behind
Make a left
at the bottom
fl oor and enter
the ballroom
where the
festivities are
taking place.
Also Trapani
is standing by
a planter near
the dance fl oor.
Approach your
boss and talk to
him. Aldo says
that everything is set for tomorrow, but he’s still anxious
to leave Cuba. Unlike Mr. Roth and Don Corleone, he
doesn’t trust that the Cuban President has the rebels
under control.
After you attempt to assure Aldo that the rebels are
not a threat, he tells you a story about a recent encounter
he witnessed. As a rebel was being arrested, rather than
be taken into custody, the rebel exploded a grenade and
killed himself and the arresting soldiers. It is that kind of
dedication to their rebel cause that worries Aldo. Despite
the fact that it was only one rebel, Aldo still has an uneasy
feeling. Sure as the sun sets, Aldo was right. The Cuban
President makes a short speech announcing that he is
stepping down from his offi ce and relinquishing control of
the country to the rebels!
Before the
President’s
speech ends,
all hell breaks
loose and the
crowd begins
to scramble.
Escort Don
Corleone and
Fredo out of
Cuba quickly!
Follow the map
marker back
toward the
stairs and then left into the kitchen. A lone soldier guards
the kitchen. Dash toward him and follow the onscreen
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Prima Offi cial Game Guide
1 Appliance King
2 Richie’s Tavern
3 The Empire Room
4 Sweet Life Bakery
5 La Maison Rouge
6 SaniCo Incineration
7 SaniCo Dump and Disposal
8 Liberty Bank
9 Corleone Compound
10 Carmine Rosato Compound
11 Tony Rosato Compound
New York
All references to “right” and “left” are meant to be understood as right and left when you are facing the building from the outside.
12 New York Federal Building
13 New York Safe House
14 New York Police Department
15 New York Airport
16 New York General Hospital
Airport
Banks
Compound
Drugs
Hospital
POI Fronts
Police
Prostitutes
Safe House
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2 Richie’s Tavern
Initially Controlled by: Carmine RosatoMaximum Guards: 7Points of Entry: Front door; rear fi re escape (after destroying wall left of building with demolitions expert); stairs along the left side of the building
Proprietor: Richie DiscenzaProprietor Weak Spot: Slams and leans
Daily Income: $550.00
Like Appliance King, Richie’s Tavern has more than one entrance. However, because most of the guards always pool on the roof near the proprietor, none of the three entrances offers more advantage than the others. The fi rst way is through front door. Simply saunter in through the front entrance, ascend the steps at the rear of the bar, and move onto the roof. The other two ways in are through the exterior of the building. The easiest way to access the proprietor is by taking a fl ight of steps to the left of the building. The electrical box is on the roof, just left of the rear entrance. The gas main is left of the front door.
3 The Empire Room
Initially Controlled by: Carmine RosatoMaximum Guards: 8Point of Entry: Front door
Proprietor: Esther MorenoProprietor Weak Spot: Physical threats
The Empire Room has only one entrance—the front door. The electrical box and gas main, however, are extremely accessible because they are attached to the building’s right exterior wall. Inside the Empire Room is a bar that can be set on fi re to intimidate the proprietor.
Daily Income: $340.00
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Prima Offi cial Game Guide
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ISBN: 978-0-7615-5990-0
PRIMA Offi cial Game GuidePrima GamesAn Imprint of Random House, Inc.
3000 Lava Ridge Court, St. 100Roseville, CA 95661
www.primagames.com
Written by Fernando Bueno
Author BioFernando “Red Star” Bueno (aka dukkhah) has been a gamer since opening his fi rst Atari, and has been writing creatively since his early years in high school. During college he combined his loves for gaming and writing and
began freelancing for popular gaming websites. The San Diego native found his way to Northern California shortly after high school. After graduating from the University of California, Davis, with a dual degree in English and art history, he was able to land a job as an editor for Prima Games. Though happy with his position as an editor, his life called him to Las Vegas where he now resides. During the move to Nevada, he also made the move to author and has since written a number of game books, including Naruto Uzumaki Chronicles 2, Prince of Persia: Two Thrones, Fight Night Round 3, and Stubbs the Zombie.
In his time off he enjoys the works of Hermann Hesse, Johann Van Goethe, Franz Kafka, and EGM. When not writing for Prima, he continues to work on his craft as a poet.
We want to hear from you! E-mail comments and feedback to [email protected].
The Prima Games logo is a registered trademark of Random House, Inc., registered in the United States and other countries. Primagames.com is a registered trademark of Random House, Inc., registered in the United States.
Product Manager: Mario De GoviaEditor: Shaida BoroumandDesign & Layout: In Color DesignManufacturing: Suzanne Goodwin
Game software © 2009 Electronic Arts Inc. EA and the EA logo are trademarks or registered trademarks of Electronic Arts Inc. in the US and/or other countries. All Rights Reserved. ™, ® and © Paramount Pictures. All Rights Reserved. All other trademarks are the property of their respective owners.
All products and characters mentioned in this book are trademarks of their respective companies.
Please be advised that the ESRB Ratings icons, “EC,” “E,” “E10+,” “T,” “M,” “AO,” and “RP” are trademarks owned by the Entertainment Software Association, and may only be used with their permission and authority. For information regarding whether a product has been rated by the ESRB, please visit www.esrb.org. For permission to use the Ratings icons, please contact the ESA at esrblicenseinfo.com.
Important:Prima Games has made every effort to determine that the information contained in this book is accurate. However, the publisher makes no warranty, either expressed or implied, as to the accuracy, effectiveness, or completeness of the material in this book; nor does the publisher assume liability for damages, either incidental or consequential, that may result from using the information in this book. The publisher cannot provide any additional information or support regarding gameplay, hints and strategies, or problems with hardware or software. Such questions should be directed to the support numbers provided by the game and/or device manufacturers as set forth in their documentation. Some game tricks require precise timing and may require repeated attempts before the desired result is achieved.
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4
™
HOW TO USE TH IS BOOKHOW TO USE TH IS BOOK
This tome provides all the knowledge you need to run a mafi a empire across the landscape of New York City. To further your progress, this guide is divided into the following chapters (not including “Introduction”):
Training: Gaining Power – p. 5
From negoti ati ng menus, to choosing a Mobface and an outfit, to unders tanding th e
in-game icons and maps, everyth ing to get you st arted in your career as a fledgling
gangst er is here. Of special note are all th e Bla ckHand combat and grappling
techniques, wea pons informati on, and vehicles to drive.
Training: Earning Money and Respect – p. 26
Here you’ll lea rn th e techniques th at allow you to increa se your money and respect .
Lea rn how to level up, what skills to increa se, and how to dea l with extorti ons,
hea t, vendettas, and a mob war. Also lea rn about th e world of freela ncing, where
you make your own dest iny.
Meet th e Families – p. 42
This sect ion details ea ch of th e four rival Families, th eir Family trees, and where
th ey are based, plus biographies of th e main members of th e Corleone Family.
Tour of th e City – p. 49
This tour of all five neighborhoods shows every business proprietor, racket
boss,police st ati on, clinic, hospital, church, la ndmark, and compound. Find details
on every pers on you can extort money from, th e maximum amount you can extort,
and th e hist ory of th e business. There are also references to th e new buildings,
alternate venue la youts, and drug dens (DIRECT OR’S CUT).
The Walkth rough – p. 111
The bulk of th is book shows you preferred tact ics for completi ng all th e campaign
missions. Where appropriate, multi ple meth ods of completi on for ea ch part of a
mission are shown, along with a host of ti ps, notes, and cauti ons. After th is comes
a sect ion detailing all th e availa ble hits, tact ics on taking down warehouses and
compounds, and meth ods for heist ing banks . Also availa ble are tact ics for all
favors and drug den takedowns (DIRECT OR’S CUT). In additi on, tact ics and a
complete list of Mob Wars cards are shown here (MOB WARS ).
For cheat codes and more information on this title, visit the offi cial website: www.ea.com/offi cial/godfather/godfather/us/home.jsp
Art Galleries – p. 380
The final sect ion of th e guide is packed with pre-product ion sketches,
renders , and painti ngs. Peppered th roughout th e galleries are notes from
members of th e development tea m detailing th e key elements of designing th e
game, from incepti on to completi on.
This guide refers to three versions of the game: “ORIGINAL” refers to the PlayStation 2, Xbox, and PC version. “DIRECTOR’S CUT” refers to the Xbox 360 version. “MOB WARS” refers to the PlayStation Portable version. If no reference is shown, it applies to all versions.
TOUR OF TH E CITY TOUR OF TH E CITY
49
Neighborhood Tours
The fi rst fi ve sections are a tour of each neighborhood. They are divided into the following:
1. Businesses and rackets: Every business that can be extorted is shown in alphabetical order.
2. Warehouses and Transport Hubs: Exactly the same information is given for all the warehouses and hubs in the neighborhood.
2a. Warehouses and Transport Hubs: Exactly the same information is given for all the warehouses and hubs in the neighborhood.
2b. Drug Fronts: DIRECT OR’S CUT - Four drug fronts are dotted around the city, where Sollozzo’s men ply their illicit trade. Information on these locations is also available.
3. Safehouses: This shows the neighborhood safehouses, their ID number, location, items to fi nd inside, and how much a room costs.
4. Corleone-Owned Businesses: Any friendly venues are shown. Expect help if you fl ee here.
5. Compounds: The neighborhood compound is shown, with its ID number, map sector, cross streets, controlling Family, missions, use, and history.
6. Municipal Buildings: All the police stations, banks, hospitals, clinics, and churches receive their own information box.
7. Landmarks : Every landmark in the neighborhood is given a name and an ID number. You cannot enter these; just use them as reference points when negotiating the streets.
8. Bla ck Market Merchants: This lists the map sector and items sold for every black market merchant in the area.
9. FBI Agent: Where the agent is holed up, the map sector, and his costs.
10. Miscellaneous Occurrences: This shows the location of every ambush, execution, Family fi ght, and stolen shipment.
10a. Miscellaneous Occurrences 1: This shows the location of every ambush, execution, Family fi ght, and stolen shipment.
10b. Miscellaneous Occurrences 2: DIRECT OR’S
CUT - Also listed are every venue assault, bank job, construction zone, street market, and traffi c accident.
11. Film Reels: This reveals every fi lm reel location.
The order of Family diffi culty is the Tattaglias, Straccis, Cuneos, and Barzinis.
Therefore, a Cuneo-owned business marked “Easy” is more diffi cult than a “Medium” or “Hard” Tattaglia venue. The diffi culty for proprietors or racket bosses is the same throughout; it’s just more diffi cult to reach a Barzini Racket Boss.
These businesses do not currently pay a tribute to the Corleone Family
and should be extorted. Some also contain a racket in a back room, upstairs level, or basement. Take over all these locations, and be sure to blow any safes you see.
Sign: The neon sign above th e door is shown, along with
an exterior pict ure of th e business.
ID Number: This is an identi ficati on th e FBI uses for ea ch
residence in th e city .
Map Sect or: Use th is to cross-reference th e exact spot of
th e building.
Controlling Family: This shows you which rival cla n th e
business owner or racket boss pays.
Difficulty : This shows how ea sy it is to extort from a
proprietor or racket boss.
Venue Value: The more “$”s shown (from 1 to 5), th e grea ter
th e payout (and difficulty ) when taking over th is venue.
Missions: This shows wheth er th e venue is used during
th e campaign walkth rough.
Primary and Secondary Use: This shows th e venue’s use,
including th e main business, any racket, and if th e pla ce
is a safehouse.
Proprietor or Racket Boss: The pers on you’ll be shaking
down is pict ured.
Preferred Extorti on Tact ics: This shows th e proprietor’s
or racket boss’s wea knesses. Refer to th e “Training”
sect ion for th e exact techniques to try.
Brea king Point: When th ey agree to pay.
Boiling Point: When you push th em too far and
extorti on fails.
Min/Max Payout: What you can extort betw een th e
brea king and boiling points.
With P.E.T. (Preferred Extorti on Tact ics): What you can
extort betw een brea king and boiling points once th e
wea k spot is found.
“No Pressure” Level: The minimum level your charact er
needs to be before he can just walk in, talk to th e
proprietor, and receive th e business cut with out
negoti ati on or combat.
Buyout Price: The price th e racket boss is willing to take
so you can own th e racket and receive th e maximum cut.
Safe: If th e pla ce has a safe to crack, be sure you don’t
miss it!
Hist ory: A complete hist ory of ea ch est ablishment is given.
New Appea rance: DIRECT OR’S CUT - If th is is shown,
th en th e venue in quest ion has a different interior
compared to th e Original vers ion of th is game.
Merchant Favor: DIRECT OR’S CUT - If th is is shown,
th e merchant asks you for a favor. These are usually
quick to complete.
Crew for Hire: DIRECT OR’S CUT - If th e Crew
symbol is shown at th is venue, th en Corleone
henchmen are availa ble to be hired.
Police Chief: DIRECT OR’S CUT - Each of th e city ’s police
chiefs usually hang out away from th eir st ati ons. If you
see a badge at a venue oth er th an a police st ati on, th en th e
chief is here, rea dy to take a bribe to lessen th e hea t.
Tailor: DIRECT OR’S CUT - If th e tailor symbol is
shown, th is mea ns th at th e venue (always a tailor
shop) can supply you with new cloth ing. For a price!
Barber’s: DIRECT OR’S CUT - Visit any barber
locati on with th is symbol to fully tw ea k your
Mobface, not just your hair.
F
M
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Arezzo Seafood
Bella Siciliana
Boolie’s Bakery
Bowery Hotel
The Continental
DeMantagna’s
Emilio’s Butcher Shop
Global Trading
Grand News
Harry’s Bar
Hotel Alioto
Primola
St. Martin Hotel
Sammy’s
Sicilian Imports
Smoke Signals
Trapani’s Bakery
Va Va Voom Room
Proprietor
Alfredo Arezzo
Billy Delveccio practically wants to give away his link in the Tattaglia liquor chain. Just walk in and ask and he’ll probably hand it over. Old
fi shmonger Alfredo won’t be any trouble, but keep an eye out for police or gang activity outside.
Arezzo Sea food
Boss Difficulty : Very Easy
Preferred Extorti on Tact ics: Threa tening
with Firea rms
Brea king Point: 15
Boiling Point: 55
Minimum Payout: 200
Maximum Payout: 800
Min. Payout w/ P.E.T.: 250
Max. Payout w/ P.E.T.: 1,000
Buyout Price: 800
Racket
Racket Boss
Billy Delveccio
ID Number: 343
Map Sect or: S 14
Cross Streets: Allen Street and
Eldridge Street
Controlling Family: Tattaglia
Difficulty : Easy
Primary Use: Business (Liquor
Racket)
Secondary Use: Fishmonger
Preferred Extorti on Tact ics:
Grabs and Strangles
Brea king Point: 30
Boiling Point: 60
Minimum Payout: 300
Maximum Payout: 1,200
Minimum Payout with P.E.T.: 375
Maximum Payout with P.E.T.: 1,500
“No Pressure” Level: 18
Mandatory Mission Visits
None
Safe
Crack
it!
Racket Type: Liquor
Venue Value: $$$$$
Proprietor
Davi Queza do
Nobody really likes Paulie the Peel, not even his own Tattaglia Family. He’s certainly tough, but the guys helping him with his small counter-feiting racket are not very loyal. Fabulous restaurant owner Davi might welcome a change of Family loyalty, to get her establishment to really
live up to its big Broadway location.
Bella Siciliana
Boss Difficulty : Medium
Preferred Extorti on Tact ics: Rea soning/
Inti midati ng
Brea king Point: 45
Boiling Point: 70
Minimum Payout: 200
Maximum Payout: 800
Min. Payout w/ P.E.T.: 250
Max. Payout w/ P.E.T.: 1,000
Buyout Price: 1,600
Racket
Racket Boss
Paulie th e Peel
ID Number: 232
Map Sect or: O/P 13
Cross Streets: Broadway and East
Houst on Street
Controlling Family: Tattaglia
Difficulty : Easy
Primary Use: Business
(Counterfeiti ng Racket)
Secondary Use: Rest aurant
Preferred Extorti on Tact ics:
Threa tening Innocents
Brea king Point: 30
Boiling Point: 50
Minimum Payout: 300
Maximum Payout: 1,200
Minimum Payout with P.E.T.: 375
Maximum Payout with P.E.T.: 1,500
“No Pressure” Level: 18
Mandatory Mission Visits
None
Safe
Crack
it!
Racket Type : Counterfeiti ng
Venue Value: $$$$$
Proprietor
Boolie “th e Buns”
Bonnard
Boolie Bonnard may put up a bit of a fi ght, but this location is a pushover. Downstairs, Ralphie Finkerelli’s cigar racket is at the very
bottom of the Cuneo “food chain.” But be careful when shaking down this establishment because the police station is right across the road.
Boolie’s Bakery
Boss Difficulty : Easy
Preferred Extorti on Tact ics: Any;
hand-to-hand st rikes
Brea king Point: 30
Boiling Point: 60
Minimum Payout: 400
Maximum Payout: 1,600
Min. Payout w/ P.E.T.: 500
Max. Payout w/ P.E.T.: 2,000
Buyout Price: 1,600
Racket
Racket Boss
Ralphie Finkerelli
ID Number: 307
Map Sect or: Q 14
Cross Streets: Canal and
Bowery Street
Controlling Family: Cuneo
Difficulty : Easy
Primary Use: Business
(Cigars Racket)
Secondary Use: Bakers
Preferred Extorti on Tact ics:
Throws, Sla ms, and Lea ns
Brea king Point: 30
Boiling Point: 50
Minimum Payout: 300
Maximum Payout: 1,200
Minimum Payout with P.E.T.: 375
Maximum Payout with P.E.T.: 1,500
“No Pressure” Level: 18
Mandatory Mission Visits
None
Safe
Crack
it!
Racket Type: Cigars
Venue Value: $$$$$
Businesses and Rackets
N
53
TOUR OF TH E CITY TOUR OF TH E CITY
Proprietor
“Bowery” Bill Shipp
Bowery Bill grew up on the east side and is made of iron; he’s one of the most intimidating proprietors in the city, and he isn’t about to fold to some punk upstart. His fl ophouse hotel is not pretty, but it’s a great
location for mounting an assault on nearby warehouses.
Bowery Hotel
ID Number: 253
Map Sect or: S 13
Cross Streets: East Houst on Street
and Pitt Street
Controlling Family: Barzini
Difficulty : Hard
Primary Use: Hotel
Secondary Use: Safehouse (after
purchase: $20,000)
Preferred Extorti on Tact ics:
Threa tening Innocents
Brea king Point: 60
Boiling Point: 80
Minimum Payout: 600
Maximum Payout: 2,400
Minimum Payout with P.E.T.: 750
Maximum Payout with P.E.T.: 3,000
“No Pressure” Level: 35
Venue Value: $$$$$
Mandatory Mission Visits
Act 4: Order to Kill
Safe
Crack
it!
Proprietor
Fizz Ast aire
The fanciest nightclub in Little Italy, and the place to go in an evening for a mixture of atmosphere, singing acts, and copious alcohol at
reasonable prices. Host Fizz Astaire is always game for a laugh. The Cuneos are so proud of this club that they refused to run any illegal
rackets out of it.
The Conti nental
ID Number: 354
Map Sect or: P 15
Cross Streets: Canal Street
and Broadway
Controlling Family: Cuneo
Difficulty : Medium
Primary Use: Nightclub
Secondary Use: None
Preferred Extorti on Tact ics:
Using Firea rms
Brea king Point: 45
Boiling Point: 70
Minimum Payout: 450
Maximum Payout: 1,800
Minimum Payout with P.E.T.: 565
Maximum Payout with P.E.T.: 2,250
“No Pressure” Level: 26
Venue Value: $$$$$
Mandatory Mission Visits
None
Safe
Crack
it!
Proprietor
Dino DeMantagna
Dino is big with the stories of old Napoli; it’s a shame that all his customers are from Sicily. Any Tattaglias looking after this barbershop
are probably keeping one eye on DeMantagna, and one eye on the streets outside—there’s a rumor that Dino would appreciate an
intervention by the Corleones.
DeMantagna’s Barbers hop
ID Number: 368
Map Sect or: Q 14
Cross Streets: Grand Street and
Mott Street
Controlling Family: Tattaglia
Difficulty : Very Easy
Primary Use: Barbers
Secondary Use: None
Preferred Extorti on Tact ics:
Using Melee Attacks
Brea king Point: 15
Boiling Point: 55
Minimum Payout: 150
Maximum Payout: 600
Minimum Payout with P.E.T.: 190
Maximum Payout with P.E.T.: 750
“No Pressure” Level: 9
Venue Value: $$$$$
Mandatory Mission Visits
Act 1: The Don Is Dea d
Safe
Crack
it!
M
The name of each Mission is in the top-right tab, along with the section you’re in. The left tab (Encounters) shows any important individuals you meet on that particular left and right page. Next comes an Overview, giving a broad outline of what’s expected of you. Cutscenes are shown where they appear during the course of the adventure.An overview map showing the main Starti ng, Apuntamento Points
(Waypoints), and Finishing area s allows you to plan routes. The Object ives are listed, so you know exactly what needs to be done.The Pla yers section shows every major character you interact with during the mission.The Area s of Interest section reveals the look of every major venue you’ll visit.The Apparel section is optional, but in each mission, the character is dressed differently. This lists the clothing, pattern, and colors so you can recreate the look if you wish.
HOW TO USE TH IS WALKTH ROUGHHOW TO USE TH IS WALKTH ROUGH
The following portion of this guide is designed to walk you through the campaign adventure that follows the life of the Corleone Family from 1936 to 1955. It is composed of fi ve sections (a Prologue and four Acts). There are three different types of missions:
1. Ceremonies: Meetings of the Family, sometimes resulting in your promotion.
2. Rendezvous Missions: A quick meeting with Corleone members, to prepare you for a main mission.
3. Main Missions: The large and involved mission structure, with multiple routes and plans for every eventuality.
Then comes the Walkth rough itself. There are “recommended,” “opti onal,” and “not recommended” plans where appropriate. Tips offer you essential knowledge you should try out. Notes reveal interesting information that is useful to your progress. Cauti ons warn you of what to watch out for.After each section (or “Act”) is complete, there is a section marked “Keeping It in th e Family.” This shows optional (but optimal) freelancing opportunities to try. It also details how much of the city you need to conquer by the end of each act.After the main mission walkthrough, there are additional chapters to check out:
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PART 1: MISSIONSPART 1: MISSIONS
PART 2: CONTRACT HITSPART 2: CONTRACT HITS
There are 20 (original) or 25 (Director’s Cut) Contract Hits, and they are presented to you in batches of fi ve, with each Hit giver. The optimal time to complete them is when you receive them after a mission.
There are 12 Favors to complete, grouped together. Each is available at a different time, which is mentioned, along with tactics to complete all Favors.
Virgil Sollozzo is attempting to supply the entire East Coast with narcotics, and he begins with four dilapidated fronts scattered throughout the town. Tactics on defeating these dens of iniquity are listed here.
PART 4: DRUG FRONTSPART 4: DRUG FRONTS
The PlayStation Portable version of the game has an additional feature: a card-based tactical battle where you attempt to control the city. Tactics for completing this, along with a complete card list, are shown here.
PART 5: PSP MOB WARS PART 5: PSP MOB WARS
PART 6: OTH ER BUSINESSPART 6: OTH ER BUSINESS
Then come additional tactics for “Other Business,” freelance oppor-tunities that include:1. Prize Fights: Tactics on defeating the bruisers you can challenge to
a melee scrap.
2. Heisting Banks: Plans to heist both types of bank are shown.
3. All of the Racket Chains: A series of rackets of the same kind are shown across the city.
4. Taking down a Warehouse and Hub: Complete tactics for the types of warehouses and how to defeat the foes inside.
5. Roadblock Tactics: How to defeat the blockades near warehouses and compounds.
6. Taking down the four Compounds: Tactics for destroying both compound buildings and tackling the foes dotted about the grounds.
PART 7: CAPO DI TU TTI CAPIPART 7: CAPO DI TU TTI CAPI
At the completion of this chapter are the endings: Don’t peek if you don’t want to see them!
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PART 3: FAVORS PART 3: FAVORS
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The following information is purely optional and can be attempted at
any point during your adventure. You can elect to attempt fewer, the same, or more freelance opportunities than what’s presented here. The information below is the optimal amount of freelance extortion you should attempt before you begin “Act 1: The Outsider.” Find specifi c locations for safes, extortion tactics for businesses and rackets, and detailed takedown information in the “Tour of the City” section.
Opti onalOpti onal
If you require a detailed map showing all the available freelance
opportunities in the area, also check the “Tour of the City” section of this guide.
WHEN TO FREELA NCEWHEN TO FREELA NCE
WHAT TO FREELA NCE FIRS TWHAT TO FREELA NCE FIRS T
Vital
Useful
Rea sonable
PART 1: BUSINESSES AND RACKETSPART 1: BUSINESSES AND RACKETS
The greater the diffi culty of the businesses and rackets, the
more respect, skill points, and weapons you’ll need to complete the task.
Vital
DeMantagna’s Barbers hop: ID 368, Q 14
Grand News: ID 338, Q 13
Global Trading Company: ID 282, P 13
Vital
Sicilian Imports, Inc.: ID 292, Q 12
Trapani’s Bakery: ID 267, P 15
Arezzo Sea food: ID 343, S 14
Brunetti’s: ID 302, Q 14
Bella Siciliana: ID 232, O/P 13
Boolie’s Bakery: ID 307, Q 14
Harry’s Bar: ID 213, R 14
Primola : ID 323, S 14
Saint Marti n Hotel: ID 252, O/P 13
Attempt to freelance between the following missions (if there are other gaps between missions, it is preferable to continue with the next mission):Opportu nity After Before
1 Mission 2: Enforcer Mission 3: A Grave Situation2 Mission 3: A Grave Situation Mission 4: Sleeping with the Fishes
Are you overwhelmed with the number of nefarious activities available? Then look to our handy icons under every part of your freelance planning; they show you which activities are “Vital,” which are “Useful,” and which are “Reasonable” to attempt.
Nets you money and/or respect easily and effectively and is exceptionally important to try.
Good to attempt either now, or during the subsequent act, but not necessary to try right away.
Helps you gain a foothold in the area; a plan to consider if you have some spare time.
It is generally agreed that you should attempt to extort businesses that are near your safehouse, moving out in a concentric circle, and that aren’t Hard or Very Hard in diffi culty. Save after each successful extortion, and don’t forget to check for a racket in the back room of each. Select any or all from the following (which are presented in order of diffi culty):
Businesses to
Extort: Very Easy
Businesses to Extort: Easy
133
Businesses to
Extort: Medium
When you’re en route to a mission, about to extort a business, or on the streets without a purpose, and you spot a racket truck, attempt to halt it (stopping it at a junction and shooting the windshield), dispatch the crew inside, inter-rogate the driver, and then locate your nearest safehouse to fl ee from the cops. These can be dangerous, so be sure you’ve just saved, and you’re not in the middle (or at the end) of a mission. Try hijacking four to fi ve trucks to get the hang of this.
There are two banks in Little Italy, and you should aim to rob the one nearest your initial safehouse. The Bowery Bank is straightforward; park a truck facing your safehouse, drop the dynamite, then fl ee to your truck and race to the safehouse at breakneck speeds. Savings and Loans bank offers double the money, but it’s extremely far from your safehouse. With this in mind, try taking over the Stracci-owned Alioto Hotel (ID 068) to the south, then purchase that safehouse (for $40,000). The expen-diture may not seem worth it, but the safehouse is useful for more than just a bank hideout location (see Part 10 below).
Whenever you extort a business and a racket, be sure you check for a safe, then blow it up. You receive another stick of dynamite, and a bag of swag that could contain up to $1,000. Your goal is to collect all the items each business has to offer; the safe is the most important, but collect stray money, items, weapons, and ammunition too.
Don’t worry about looking for gangsters that have especially annoyed the Corleone Family; you haven’t met Salvatore Tessio (see picture) yet. You will in Act 1.
If you need to lose some heat, be sure you visit the cop shop; there’s only one in Little Italy. Head into the parking area to the left, and talk to the police chief. Have some money handy. Also bribe beat cops if your heat level escalates past two.
There are actually fi ve warehouses and hubs in Little Italy (one of which is derelict), but it isn’t wise to take them over until you’ve spent some more skill points. Drive by the places, but refrain from attacking until Act 1.
Little Italy is unique as there are no other Family compounds except for the Corleone’s (the Family you’re allied to). By all means head to the Corleone Compound; if you can get inside either building, check the basement for a stash of pistol ammunition.
There are around 12 black market merchants in the greater Little Italy area (including the industrial area to the west). Head there for ammunition, health (although the Doctor’s are better), and more importantly, an upgrade to your pistol. Note you don’t have to have bought the “level 2” to buy the “level 3”; but you’ll receive a large (7,500 respect) bonus for doing so. Check your expenses, then opt for the Level 2, then the Level 3 (Saturday night special) re-volver if you can afford it.
KEEPING IT IN TH E FAMILY 1: PROLOGUE, FREELA NCINGKEEPING IT IN TH E FAMILY 1: PROLOGUE, FREELA NCING
Useful
The Conti nental: ID 354, P 15
Va Va Voom Room: ID 355, O 16
Sammy’s: ID 353, Q 15
Smoke Signals: ID 283, P 14
Hotel Alioto: ID 068, O 17
PART 2: RACKET TRUCKS PART 2: RACKET TRUCKS
The Bowery Bank: ID 022, O/P 16
Savings and Loan: ID 026, O/P 16
PART 3: BANKS PART 3: BANKS
Blowing up a bank safe nets you cash, but unlike destroying a
safe, your dynamite isn’t replenished afterward. Therefore, visit the black market merchant in the alley near DeMantagna’s after every heist to replenish your stock of explosives.
PART 4: SAFESPART 4: SAFES
Demolishing a safe gives you a 1,000 point respect reward, which is
vital in the early part of this adventure. Remember to blast all the safes you can! Start by visiting the black market merchant in the alley by DeMantagna’s to get your fi rst explosive.
PART 5: CONTRACT HITSPART 5: CONTRACT HITS
Rea sonable
PART 6: BRIBING TH E POLICEPART 6: BRIBING TH E POLICE
Little Italy Police Stati on: ID 011, Q 14
Useful
PART 7: WAREHOUSES PART 7: WAREHOUSES
AND TRANSPORT HUBSAND TRANSPORT HUBS
Rea sonable
PART 8: RIVAL FAMILY COMPOUNDSPART 8: RIVAL FAMILY COMPOUNDS
Rea sonable
PART 9: WEA PON PURCHASES PART 9: WEA PON PURCHASES
AND UPGRADESAND UPGRADES
Vital
Useful
Vital
Vital
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It isn’t necessary to purchase a safehouse this early into your expedition, as the Grand Apartments provides access to the Bowery Bank and a cluster of businesses to extort. There are four safehouses in Little Italy: The Saint Martin Hotel (ID 252), which is only marginally closer to a Tattaglia warehouse (ID 087) to the west (extort the hotel, but buy the room later). The Bowery Hotel (ID 253) is only needed when taking on the Tattaglia warehouse on the east side (ID 088) of town. This is a Stracci stronghold, and should be left well alone. Hotel Alioto (ID 068) would be the fi rst choice for your next safehouse; it’s near Brooklyn so you can extend your empire before you’re given a safehouse there in Act 2. The cost is astronomical, so this is usually best left until Act 1.
Keep it stylish. Keep it smart. But keep on buying it! The respect bonuses (shown in the “Training” and “Appendices: Lists and Tables” sections of this guide) are exceptional, and the clothing is reasonably inexpensive. Try two or three complete outfi ts.
There’s only one FBI agent in the whole of Little Italy, and it’s only necessary to fi nd him if you start a mob war. As the Tattaglias are the major problem, you’re likely to be dealing with them primarily. Check Tom’s report; there’s no concern until you start tackling warehouses during Act 1.
There are no stolen shipments in Little Italy, so don’t concern yourself with fi nding any!
There’s only one spot where an attack between rival Families occurs; just north of the black market merchant selling the upgraded pistol you want. Meet him during the day to minimize the chances of being attacked, or at night to experience the battle. Look out for two locations where an execution takes place (see the “Tour of the City” section for details).
There are fi ve ambush areas in Little Italy, each near a black market merchant. Purchase
goods from them during the day to minimize your ambush chances. Locations of all the ambushes are shown in the “Tour of the City” chapter previously.
Collecting the 100 fi lm reels nets you a total of 100,000 respect points. It’s vital to fi nd as many as possible during the early stages, as they really help you race through the respect levels. Make sure you fi nd all 20 in the greater Little Italy area. Optionally, head to neighboring boroughs to claim the stashes there, too. Get as many fi lm reels as possible, as early as possible. The locations are shown in the “Tour of the City” chapter and the “Appendices: Lists and Tables.”
Defeating opponents in a particularly classy style, such as blowing up a mobster with a stick of dynamite or bomb, results in an execution; there are more than 20 to achieve, and all net you sizable respect points. Respect is vital in the early stages, so check the “Training” and “Appendices: Lists and Tables” sections for the complete list, and try as many as you can!
Useful
PART 11: MOBFACE CLOTH INGPART 11: MOBFACE CLOTH ING
Vital
PART 12: FBI/G-MENPART 12: FBI/G-MEN
Rea sonable
PART 13: ST OLEN SHIPMENTSPART 13: ST OLEN SHIPMENTS
PART 14: FAMILY FIGHTS AND EXECUTI ONSPART 14: FAMILY FIGHTS AND EXECUTI ONS
Rea sonable
PART 15: AMBUSHESPART 15: AMBUSHES
Rea sonable
PART 16: FILM REELSPART 16: FILM REELS
Vital
PART 17: EXECUTI ON ST YLESPART 17: EXECUTI ON ST YLES
Vital
Before you reach Luca and begin the next mission, be sure you’ve met him at Dino DeMantagna’s and extorted the barber. There are no other favors currently available. You cannot hire crew yet, as you’re not part of the Family. There are no drug fronts to destroy. Also, begin checking off your Xbox Live achievements.
Useful
PART 18: ADDITI ONAL BUSINESSPART 18: ADDITI ONAL BUSINESS
PART 10: SAFEHOUSESPART 10: SAFEHOUSES
Grand Apartments: ID 414, P 14
Hotel Alioto: ID 068, O 17
Favors are small, optional events that occur under a variety of different circumstances and involve an associate or colleague who’s looking to you for help. Complete the favor, and you receive a respect (and sometimes a monetary) reward. There are 12 favors to complete, and they’re listed here in the order you’re likely to encounter them, based on missions, hits, and other favors completed, and then freelancing activities completed. Note that some favors listed later in this section may be available sooner, depending on the “Availability” (the stipulations that start the favor).
FAVOR 1: PAY OFF TH E DON’S OFFICIALFAVOR 1: PAY OFF TH E DON’S OFFICIAL
“The Don’s Favorite”
Opti onalOpti onal Apparel BonusesType Description Price Respect Pattern ColorDouble- Closed w/tie $11,400 3,565 4/4 12/12Breasted CoatDress Shirt Bought with Coat — — 1/3 1/12Tie Pattern Bought with Coat — — 1/9 1/17Dress Pants w/Belt $1,200 375 1/4 7/12Shoes Wing Tips $720 225 — 1/6Hat Pork Pie $3,800 290 1/10 —Glasses Aviators $2,700 200 7/8 —Total $19,820 4,655
This outfi t was worn during all 12 favors.
DO ME A FAVOR: INTRODUCT IONDO ME A FAVOR: INTRODUCT ION
Favor Request ed By: Don Vito Corleone
Reward: +5,000 respect
Favor Availa bility : Mission 9: “Rendezvous 2” complete
Don Vito Locati on: ID 002. Q 12. St. Francis Hospital:
Bleecker Street and Mulberry Street.
Favor Locati on: ID 213. R 14. Harry’s Bar:
Grand Street and Allen Street.
During your conversations with Peter Clemenza and Michael Corleone at the tailor shop, during Mission 9: Rendezvous 2, a comment is made that Don Vito Corleone waits to give you a special undertaking. Move to the hospital on Bleeker Street, and enter.
“You may not remember this, but your father was a friend of mine. He had my trust. Now tell me, can I trust you?”
—Don Vito Corleone
Don Corleone is worried about disloyalty among his police chiefs and judges. Find the police offi cial at the party, and pay him off as a reminder of the Corleones’ allegiance to its men. The offi cial is a smoker and good with women.
Favor Object ive
Pay off the Don’s offi cial.
OVERVIEW: LITTLE ITALYOVERVIEW: LITTLE ITALY
Don Vito Corleone - Don Vito is waiting for you, troubled by the recent unrest with the police. The offi cials he’s paying aren’t doing the job, and he’s trusting you with the task of bringing them in line.
PLA YERS PLA YERS
AREA S OF INTEREST AREA S OF INTEREST
LIKE FATH ER, LIKE SONLIKE FATH ER, LIKE SON
331
332
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If you have a particular dislike of cops, you can elect to slaughter all but your informant. Hug the wall at the base of the stairs, and pinpoint the head of one of the three cops. Shoot him, and his two friends, staying in cover to avoid receiving fi re.
Two police detectives also produce weapons from the gambling den beyond, and they are precise shots, so fi re on them when they advance. One usually hides behind a partition
wall, so circle around and fi nish him off. Everyone else is cowering in the game room; the only one left with a “puppet” logo above his head is the man to bribe.
Pla n 2: Bribery
and Corrupti on
The other, much less violent plan involves actual investigation of the game room. Walk past the police, and scan the room for possible Corleone payoffs. There are a number to choose from. However, only one is smoking and speaking to a hussy.
Your man is in the near-left section of the room, behind the left pillar. Speak to him, and bribe him with $3,000. “Of course, let the Don know I’m always looking out for him,” he replies. Then he gives you some pertinent information: “Fredo’s got into some trouble; speak to a friend of mine, a detective.”
Head up the stairs, through the main double doors, and make a left turn. Don Vito Corleone is waiting for you at the end of the corridor in the room marked “Pharmacy.”
“Your visit and your services mean much to me,” the Don remarks. He mentions your father.Agree to help the Don. He talks about “making friends with judges and the police. The recent bloodshed has made them forget their loyalties.” Your task is to pay off a police offi cial at a retirement party in Little Italy. This guy is apparently a smoker, and likes the ladies.
Take your favored vehicle and drive it to East Houston Street, making a right onto the Bowery, and head south to Grand Street. Make a left, follow Grand Street all the way to Alley
Street, and park up on the right, outside of Harry’s Bar. Holster any weapons.
Enter the bar, ignoring the barkeep, and instead head through the door left of the stage. There are two ways down to the basement, but take the stairs at the end of the hallway. When
you reach the basement, you’ll notice three police offi cers chatting. There are two ways to play this:
Pla n 1: Bloodshed
and Concussion
Object ive:
“Pay off the Don’s offi cial.”
Be sure your heat is low or nonexistent before you enter Harry’s Bar; this is a
police retirement party after all!
Opti onalOpti onal
RecommendedRecommended
Bribe any of the other possible police detectives, and they pull
their pieces and begin to attack you! Back up to the stairs and hug the wall, then attack them one by one, as in Plan 1.
Completing this favor unlocks Favor 2: “Destroy Fredo’s car.”
Completing this favor helps unlock Favor 7: “Break up the union strike.”
Don Vito Corleone
354
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The racket or Family compound associated with a particular territory can be distinguished by the icon within that territory. There are 25 territories:
Little Italy has six and is th e Corleones’ home neighborhood.
Brooklyn has four and is th e Tattaglias’ home neighborhood.
Midtown has six and is th e Barzinis’ home neighborhood.
Hell’s Kitchen has four and is th e Cuneos’ home
neighborhood.
New Jers ey has five and is th e Straccis’ home neighborhood.
The following advanced strategies showcase the optimal paths and problematic pitfalls that stand between you and domination of New York. Follow this advice to easily conquer Mob Wars mode.
The PlayStation Portable version—The Godfather Mob Wars—has much in common with the other versions of the game, but also some distinct differences, all of which are contained within this chapter.
Game Overview
Your goal is to complete the Story mode and the all-new Mob Wars mode. Story mode is the same as the missions, but without any driving portions. Consult the “Missions Walkthrough” section for strategy on each mission. Consult the “Training” section to learn which missions contain the mission money bags. Continue your Story mode progress until you complete all the missions, stopping at any time to tackle the Mob Wars mode.
When you complete both mob wars and all the missions, you become Don of NYC.
Skills and Bla ck
Market Merchants
Skills are awarded for completing missions and winning territories in mob wars.
Mob Wars
Mob Wars mode is an all-new aspect to the game, only available on PSP, which takes the place of freelancing. Your goal as the Corleone Family is to make incursions into rival neighborhoods, and win them for your own empire, which gradually covers the entire New York map as you contin-uously encroach on turf. The Mob Wars map shows the available territories.
WELCOME TO MOB WARS WELCOME TO MOB WARS
1
23
4
5
10
67
11
8 9
12 13
14
15
16
17
1819
2120
22
23
24
25
1 Jersey City2 New Jersey3 Hamilton Park4 Hoboken5 Weehawken6 Clinton7 Theater District8 West Midtown9 East Midtown
10 Hell’s Kitchen11 Garment
District12 Midtown13 Murray Hill14 Union Square15 Gramercy Park16 East Village17 Tribeca
18 Little Italy19 Bowery20 Civic Center21 Lower East Side22 West Brooklyn23 Vinegar Hill24 Brooklyn25 Brooklyn
Heights
Legend
Follow the on-screen Help Guide for all the basic information on all aspects of
playing Mob Wars mode.
WINNING TH E MOB WARS WINNING TH E MOB WARS
355
MOB WARS : TH E WALKTH ROUGHMOB WARS : TH E WALKTH ROUGH
Rackets
Rackets, or illegal activities, are how you earn income. Each of the fi ve racket types earns a different amount of money:
Each racket you control at the end of the round generates income. For each racket type that you control, you get to draw an extra card when your next turn starts. Owning more than one of the same kind of racket gives you a cash bonus during the Accounting phase. Owning all fi ve rackets of the same type gives you a 50 percent bonus for that type’s income.
Compounds
A compound is a Family’s home base. You can eliminate the four rival Families by taking over their compounds. The Corleone Compound also provides for the recruitment
of new mobsters. New recruits have to be placed on an unoccupied, adjacent territory to the compound. Taking over a rival Family’s compound does not let you hire mobsters from that territory.
Mobst ers and
Mobst er Presence
Mobsters are your subordinates. You hire them in the Recruiting phase and move them in the Intimidation phase. You have three options when moving a mobster:
• You may move a mobst er from one controlled territory
to anoth er (moving a mobst er into an alrea dy occupied
territory switches th e positi ons of th e tw o mobst ers ).
• You can move a mobst er into a neutral territory.
• You can move a mobst er into a host ile territory.
Moving a mobster into a neutral or hostile territory triggers extortion or retaliation missions.
Mob Wars :
Game Pla y Flowchart
Preparing for Mob War
You need money to hire mobsters and play cards, and the easiest way to earn money is to progress through the Story mode. Card costs range from $50 to $2,000 depending on the card’s rarity and use. The easiest way to get an understanding of the gameplay is to play through an entire round using the fl ow chart and the following information. Mob Wars mode is not available until you’ve completed “Sleeping with the Fishes.” After completion, you are taken into Mob Wars mode, where you must complete a round before continuing in Story mode. Use this fi rst round to understand the various facets of the game.
The Game Board
The Mob Wars game board represents New York City and is divided up into fi ve neighborhoods: Little Italy, Brooklyn, Hell’s Kitchen, Midtown, and New Jersey.
Each neighborhood is divided into territories, and each territory has a racket business that you can take over. Taking over a territory’s racket gives you control of that territory. Holding all the territories in a neighborhood earns you bonus money. Each neighborhood has advantages and disadvantages; for example: Brooklyn is a poor neighborhood but it’s easy to hold, while Midtown is rich but hard to hold.
Payday ScreenAccounting Phase
Draw CardsAccounting Phase
Recruit/Place Mobsters
Recruiting Phase
Play CardsNegotiation Phase
Main Menu(Career Progress)
Enter Mob WarPolice Raid (3)
Rival Families Take Their Turns
Rival Families Phase
Move MobstersIntimidation Phase
Move to Neutral Territory
Swap MobstersMove to a Territory
Controlled by a Rival Family
Successful Takeover
Unsuccessful Takeover
Successful Extortion
Unsuccessful Extortion
Start
A “turn” is the action phase of either you or the rival Families.
Accounting to Intimidation phases are your action phases. A “round” is when you and your rival Family’s phases are complete and the police raids are fi nished. You are then taken to the main menu. When you reenter Mob Wars mode, a new round begins.
Gambling $200 Brothels $250
Liquor and Cigars $300 Guns and Explosives $350 Diamonds and Gold $400
CONTENTSCONTENTS
2
™
Introduct ion ..........................................................................3
How to Use th is Book ..........................................................4
Training: Gaining Power .....................................................5
Welcome to th e Family ......................................................................5
Getting Started: The Main Menu ....................................................5
Starti ng a Game .................................................................................5
Control Basics ...................................................................................6
Movement and Convers ati ons .........................................................9
Bla ckHand Combat..........................................................................10
Firea rms and Explosives Combat ...................................................14
Driving and Vehicles.......................................................................19
Leveling Up and Becoming more Skilled
Training: Earning Money and Respect ............................26
Missions, Hits, and Ranks ...............................................................26
Freela ncing .......................................................................................26
Freela ncing: Extorti on ...................................................................26
Freela ncing: Violent Repercussions ..............................................30
Freela ncing: Know Your Surroundings .......................................36
Freela ncing: Living World Encounters ........................................38
Freela ncing: Complete Money and Respect ..................................40
Xbox Live Achievements ..................................................................41
Becoming Top Don ...........................................................................41
Meet th e Families .................................................................42
Tour of th e City ...................................................................49
How to Use This City Tour .............................................................49
A Tour of Little Italy ......................................................................50
A Tour of Brooklyn ........................................................................64
A Tour of New Jers ey ......................................................................73
A Tour of Hell’s Kitchen ................................................................82
A Tour of Midtown .........................................................................95
A Tour of th e City : Direct or’s Cut Additi ons .......................... 108
How to Use This Walkth rough ......................................111
Part 1: Prologue ...............................................................112
Mission 0, Introduct ion: Fath er’s Day ................................ 112
Ceremony 1: The Wedding .................................................... 115
Mission 1, Training: The Alley ............................................. 116
Mission 2, Training: The Enforcer ...................................... 122
Mission 3, Training: A Grave Situ ati on .............................. 128
Keeping It in th e Family 1: Prologue, Freela ncing ............ 132
Part 2: Act 1 .......................................................................135
Mission 4: Sleeping with th e Fishes ..................................... 135
Mission 5: The Don Is Dea d… ............................................... 143
Mission 6: Tom is Sti ll Missing ............................................. 150
Mission 7, Rendezvous 1: Welcome to th e Kingdom ......... 156
Mission 8: Intensive Care ...................................................... 160
Mission 9, Rendezvous 2: Invitati ons .................................. 166
Mission 10: Fireworks ........................................................... 168
Keeping It in th e Family 2: Act 1, Freela ncing .................... 175
Part 3: Act 2 .......................................................................178
Ceremony 2: Family and Friends .......................................... 178
Mission 11: Dea th to th e Traitor ........................................ 181
Mission 12: Special Delivery ................................................ 190
Mission 13, Rendezvous 3: Friends and Enemies ................ 196
Mission 14: Hors epla y ........................................................... 198
Mission 15, Rendezvous 4: The Love Nest ........................... 204
Mission 16: A Recipe for Revenge ....................................... 207
Keeping It in th e Family 3: Act 2 Freela ncing ..................... 215
Part 4: Act 3 .......................................................................218
Ceremony 3: The Initi ati on ................................................... 218
Mission 17: Now It’s Pers onal ............................................. 220
Mission 18: The Silent Witness ............................................ 225
Mission 19, Rendezvous 5: It’s a Jungle out There ............ 229
Mission 20: Sonny’s War ....................................................... 232
Mission 21: Change of Pla ns ................................................ 239
Keeping It in th e Family 4: Act 3 Freela ncing ..................... 245
Part 5: Act 4 .......................................................................250
Ceremony 4: Michael’s Secret Army .................................... 250
Mission 22: Order to Kill .................................................... 252
Mission 23, Rendezvous 6: Prelude ..................................... 256
Mission 24: It’s Only Business .............................................. 257
Mission 25: A Royal Flush .................................................... 260
Mission 26: Bapti sm of Fire .................................................. 270
Ceremony 5: Respect .............................................................. 281
Keeping It in th e Family 5:
Act 4 and Complete Game Freela ncing ............................. 282
Hits .......................................................................................285
Sal Tessio Hit 1: Mikey Saleri .............................................. 286
Sal Tessio Hit 2: Donnie Marinelli ...................................... 288
Sal Tessio Hit 3: Tony Bianchi .............................................. 289
Sal Tessio Hit 4: Freddie Nobile .......................................... 290
Sal Tessio Hit 5: Johnny Tattaglia ....................................... 292
The Trojan Hit 1: Plinio Ottaviano .................................... 294
The Trojan Hit 2: Leon Grossi ............................................. 296
The Trojan Hit 3: Oscar Zavarelle...................................... 298
The Trojan Hit 4: Jack Fontana ........................................... 301
The Trojan Hit 5: Salvatorre Stracci ................................. 304
Peter Clemenza Hit 1: Bobby Marcolini ............................. 306
Peter Clemenza Hit 2: Mario DeBellis (Original) ............ 308
Peter Clemenza Hit 2: Ronnie Tosca (Direct or’s Cut) ...... 309
Peter Clemenza Hit 3: Ronnie Tosca (Original) ................ 311
Peter Clemenza Hit 3: Mario DeBellis (Direct or’s Cut) .. 311
Peter Clemenza Hit 4: Luciano Fabbri ................................ 312
Peter Clemenza Hit 5: Marco Cuneo .................................. 314
Rocco Lampone Hit 1: Luigi Fusco ...................................... 316
Rocco Lampone Hit 2: Michael Cost a ................................ 317
Rocco Lampone Hit 3: Kelly “KO” Berry ............................ 319
Rocco Lampone Hit 4: Nicola s Kla us .................................. 320
Rocco Lampone Hit 5: Giovanni Armanno ........................ 321
Al Neri Hit 1: George “Jaggy” Jovino ................................. 323
Al Neri Hit 2: Big Bobby Toro ............................................. 324
Al Neri Hit 3: Pietro Test a ................................................... 325
Al Neri Hit 4: Domenico Mazza .......................................... 327
Al Neri Hit 5: Emilio Barzini Jr. .......................................... 329
Favors ..................................................................................331
Favor 1: Pay off th e Don’s Official .................................... 331
Favor 2: Dest roy Fredo’s Car .............................................. 333
Favor 3: Dest roy th e Midtown Drug Market ................... 334
Favor 4: Inti midate a Grand Jury Member ......................... 336
Favor 5: Infiltrate th e Bank
and Retrieve Don Corleone’s Evidence ............................ 337
Favor 6: Stea l th e Cuneo Money ......................................... 339
Favor 7: Brea k up th e Union Strike .................................... 340
Favor 8: Stash th e Truck at Paulie’s Apartment ............... 342
*Favors 9-11 ...................................................... (see note below)
Favor 12: Retrieve th e Valuables from th e Top Floor ..... 343
Sollozzo’s Drug Fronts ...................................................345
Drug Front 1: Little Italy Indust rial Park ........................ 346
Drug Front 2: Brooklyn ...................................................... 348
Drug Front 3: New Jers ey ..................................................... 350
Drug Front 4: Hell’s Kitchen Indust rial Park .................. 351
Mob Wars : The Walkth rough .........................................354
Mob Wars : The Card Collect ion ......................................... 358
Prize Fights, Bank Heist s, and Racket Chains .............362
Warehouse, Hub, and Compound Takedown Tact ics ..366
Mission 27, Rendezvous 7: Capo Di Tutti Capi ............379
Art Galleries .....................................................................380
* Visit primagames.com after November ’06 for details on Favors 9–11.
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ISBN: 0-7615-5368-1Library of Congress Catalog Card Number: 2006902376
This book is dedicated to my godson, Samuel J. Williams.
This book would not have been possible without the months of tremendous help and support from the following people:
Hunter SmithDavid DeMartiniMike OlsenPhilip CampbellMike PerrySteven Smith
Ben WronskySteven RussellNina DobnerKiko ArikawaJohn CalhounGary Treangen
Jillian GoldbergDavid RosenGreg RizzerSimon Ffi nchGreg Roensch Dan Davis
Joel Wade Harry Lang Sandi Isaacs Dan Felts Robert Pitts