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    _______________________________________________________________________________GameFAQs Neoseeker Cheatmasters Supercheats

    _____ ____ ____ _________ ___ ____ ________________ \ / / \ / \ `-. .-` \ / / \ _____ / \ \/ / /\ \ / /\ \

    \ / _____ __ _____ __ __ __ .-` `-.

    _______________________________________________________________________________. (c) Kraiz . [email protected] . Version Le0.1 . September 1st, 2010

    TABLE OF CONTENTS [TB.CT]===================================================

    1. GAME MECHANICS [GM.MC]===================================================Combat .................................... [GM.KC]Driving ................................... [GM.WL]Crime & Law ............................... [GM.CR]

    2. MAIN WALKTHROUGH [00.00]===================================================

    CH01: The Old Country ..................... [01.00]CH02: Home Sweet Home ..................... [02.00]CH03: Enemy of the State .................. [03.00]CH04: Murphy's Law ........................ [04.00]CH05: The Buzzsaw ......................... [05.00]CH06: Time Well Spent ..................... [06.00]CH07: In Loving Memory .................... [07.00]CH08: The Wild Ones ....................... [08.00]CH09: Balls & Beans ....................... [09.00]CH10: Room Service ........................ [10.00]CH11: A Friend of Ours .................... [11.00]CH12: Sea Gift ............................ [12.00]

    CH13: Exit the Dragon ..................... [13.00]CH14: Stairway to Heaven .................. [14.00]CH15: Per Aspera Ad Astra ................. [15.00]

    3. COLLECTIBLES [CL.TI]===================================================Playboys .................................. [CL.PB]Wanted Posters ... [Coming soon, perhaps as a map?]

    4. CAR DATABASE [CB.DB]===================================================

    5. CHARACTER BIOGRAPHIES [CH.IF]

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    ===================================================

    6. VERSION HISTORY & CREDITS [CD.HT]===================================================

    _______________________________________________________________________________

    I. GAME MECHANICS [GM.MC]______________________________________________________________________________________________________________________________________________________________COMBAT [GM.KC]_______________________________________________________________________________Whether it be his fists, guns, or vehicle, Vita Scaletta will do anything totake care of anybody who gets in his way.

    Hand to hand fighting is an effective and well used portion of combat in Mafia2. Use the indicated commands to dodge, punch, hard punch, and finish off youropponents. The best method for fighting is to hold the dodge button until youropponent throws a punch, then strike back after they miss.

    Guns and grenades match well with the new cover system, take cover using theappropriate button and wait for your enemies to become vulnerable. Always aimfor the head if possible, if using an automatic weapon such as the ThompsonM1A1 aim for the chest and let the recoil of the gun move upwards. Aim for gastanks whenever possible to take out groups of enemies easily.

    The next method of killing and injuring is to take your vehicle to yourenemies. Ramming into unsuspecting enemies, civilians, or police officer will

    surely kill them. Body inprints on your car can be repaired for a minor fee inthe garage, but watch out for those who want to shoot at you. Bullets canseriously harm you when in a vehicle, move quick to avoid being killed in yourseat.

    _______________________________________________________________________________DRIVING [GM.WL]_______________________________________________________________________________One of the most important aspects of Mafia II is driving; however, before youcan drive you need to get into a vehicle. You can get into a locked vehicle bysmashing windows or picking locks, wiring the vehicle will be doneautomatically. If you need to get into a vehicle quickly you can hijack oneusing an indicated button, watch for gang members who might want their carback.

    The police can be strict when it comes to speeding, keep an eye on posted speedsigns and your speedometer if you want to avoid the law. View the controlssection of this walkthrough to look for the "speed limiter" button for yoursystem, this toggle feature allows you to drive without worrying about yourspeed.

    Killing people while driving will give you a three star notoriety level, inmost cases your license plate will be wanted even after you lose the police.

    Drive to any garage in town to have your license plate changed for a small fee.

    Vehicles can run out of gas in the game just as in real life, keep an eye on

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    your gas just under the speedometer on the hud, when you get low make your wayto a gas station and fill up by driving next to a pump and honking._______________________________________________________________________________CRIME & LAW [GM.CR]_______________________________________________________________________________

    Seeing as how you are part of a mob you will be dealing with crime and lawenforcement throughout the game. Various things you can do to break the law arespeeding, hit and run, theft, and murder.

    Stealing from stores can have a big payout, especially if you don't get caught.You can rob stores in Empire Bay by holding up the place or by using yourfists. The higher the risk, the higher the pay. If you hold up a has stationyou might not get much money but the clerk will not fight back, watch for himto call the police once you leave. Try robbing a gun store or pub and the clerkor bartender will defend their establishments by pulling out a shutgun andfiring, in this case you will have to kill the keeper before you get thereward, which usually results in a wanted level for murder.

    Once you are wanted for murder you need to change your clothes as the policewill be looking for you, stay away from convertibles and try not to walk ordrive by the police. You can change your outfit by going to your house andchanging or by buying new clothes from a boutique when you aren't being chasedby police.

    If you are wanted for a crime such as theft or hit and run you can stop for thepolice and offer them a bribe if you have enough cash. Once you are wanted formurder the police will shoot to kill.

    _______________________________________________________________________________

    II. MAIN WALKTHROUGH [00.00]______________________________________________________________________________________________________________________________________________________________CHAPTER ONE: THE OLD COUNTRY [01.00]_______________________________________________________________________________

    Sicilty, July 1943

    Begin behind cover and aim for the dictator on the steps. Take him out with aheadset and begin shooting the other soldiers when the firefight break out.Move up the stairs when it's clear, watch out for the fire coming from the maindoors. Climb through the window to the left of the front doors and moveforward.

    Take cover next to the wood and equip a grenade, hold the aim button to leanfrom cover and use the fire button to throw the grenage. Equip your rifle andmove to the next room, take your time and pickup the weapons and ammo near thetable, an SMG works well for the next part.

    When you're ready take cover next to the door. The soldier will kick it in,shoot the enemy on the stairs then fire at the other enemy soldier above. Oncethe first floor in clear go up the stairs and make a left, take cover at thenext doorway. There are two enemies in this room, one behind the desk and the

    other behind the crates to the left. After clearing this room mothe to the nextdoor and kick it in.

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    Shoot the soldier in the head, make sure not to hit the hostage. Stay clear ofthe doors in front of you. Follow the private to the balcony and take cover,shoot the the enemy soldiers on the ground, they will be taking cover behindthe stalls and pillars. Move back inside and mount the MG-42. You have infiniteammo so keep pumping the enemies with bullets until the chapter ends.

    _______________________________________________________________________________

    CHAPTER TWO: HOME SWEET HOME [02.00]_______________________________________________________________________________

    Empire Bay, February 8th, 1945

    After meeting with Joe you'll be back in Little Italy. Go up the stairs next tothe diner and follow the road the the red blip. Once inside the apartment go upthe stairs and to the door next to the power meter. After the scene go to yourbedroom and sleep in the bed.

    When you wake up go to the closet and get dressed. Leave the apartment and

    begin the fighting tutorial. Follow the onscreen commands to beatup thecollector, a good strategy is to hold the dodge button until he attacks, thenstrike in when he misses. After beating the collector go to Joe's place, atthis point you cant steal cars so enjoy the short walk to the red blip. Joelives on the 3rd floor to the right.

    Once you regain control of Vito grab the [PLAYBOY PLAYMATE #1] magazine fromthe coffe table and follow Joe to his car. Get in the car and drive, followJoe's warning about the ice and follow his directions to Giuseppe's.

    Go to the door and follow Joe upstairs to the glowing door, after the scenebrowse Giuseppe's products and purchase the lockpicks. Begin the lockpickingtutorial by moving to the lock, use the indicated button to move the sliders

    and pick the lock. Follow Joe back outside and walk over to the '42 Jeffersonfrom earlier. Use your lockpick on the car, take your time and get used to themechanics. Once you break into the car a cop will appear and you will have atwo star notoriety and your plates will be wanted.

    Drive away and lose the police, once they are off your tail go to the bodyshopmarked by the red blips and honk your horn. Everything is on Joe so make sureto repar any damages, change the paint if you wish, change the rims, and tuneyour car before you leave the shop. After leaving the bodyshop follow the pathto the next marker, be careful with your new car.

    Once the scene ends shoot the tires out of the old wreck then aim for the gastanks to blow the car up. Now look for the car crushed across from Mike'soffice and enter through the mandoor. Grab the [PLAYBOY PLAYMATE #3] magazinefrom the shelf to your right and go back outside.

    Follow the path on your minimap to the LoneStar bar. Once the scene ends climbthe fence and steal the car, you can either shoot the guy on the other side ofthe fence and take cover or run directly to the car and smash the window. Onceyou've got the car drive through the gate and run away. You will be chased byenemy gangmembers and cops. Lose them and go back to Mike for your reward.

    Drive back to Joe's apartment and store your car in the garage, you can getyour vehicle from the garage anytime you go out from now on. Sleep on the couchin Joe's kitchen to end the chapter.

    _______________________________________________________________________________

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    CHAPTER FOUR: MURPHY'S LAW [04.00]_______________________________________________________________________________

    Little Italy, February 11th, 1945

    Get dressed and meet Joe at Freddy's Bar, later on you will gain control ofVito outside of the bar with a uniform on. Drive to the mall and approach the

    glowing door to the jewlery store and pick the lock.

    Follow Joe and take cover when you get to a counter in the bookstore, shoot theIrish thugs if they bother you then grab the [PLAYBOY PLAYMATE #9] magazine onthe box after you go up the small stairs. Joe will go the next set of stairs,go to the left towards the doors and get [PLAYBOY PLAYMATE #2] from the floorto the right. Catch up with Joe and guard him from the police until he opensthe door.

    Once on the roof take cover and takedown the cops that follow you, once threeof them are dead approach the ledge. Follow Joe across the platform then takecover on the low wall and fire at the police on the next rooftop. Move with Joe

    to the next area and engage the police once more. Through the next door lookstraight ahead at get [PLAYBOY PLAYMATE #8] next to the shelve then follow Joedown the fire escape.

    You'll be wanted by the police once you control Vito again, try to avoid thepolice and go to the nearest clothing store. Once you make it to Joe'sapartment building go down the stairs towards the gate and get the [PLAYBOYPLAYMATE #7] from the floor.

    _______________________________________________________________________________CHAPTER FIVE: THE BUZZSAW [05.00]_______________________________________________________________________________

    Joe's Apartment, February 20th, 1945

    Get dressed and leave the apartment. Walk over to the girl that was in Joe'sapartment and speak with the guy. After fighting him drive over to Freddy's tomeet Joe. Once the scene is over drive to Harry's Shop, marked by a red blip,to get the MG-42. Load the gun into the van and carefully drive to your nextmarker, use the speed limiter if you have to.

    After the scene use the MG-42 to kill everyone on the road, aim at the gastanks to make quick work of them. Disarm the MG-42 and follow Henry and Joe tothe stairs, go up the stairs and get [PLAYBOY PLAYMATE #11] on the floor nextto a door. Now go back down the stairs and kill the remaining henchmen on theroad, grab any weapons that they might've dropped to make the next part easier.

    Move across the street to the distillery and kick in the door. Take cover nextto the stairs and shoot the henchmen behind the crates and pillars. Moveforward with Joe and Henry, watch out for the molotov on the left. Kill theenemies behind the pillars and on the stairs. Go into the office on the leftand get the [PLAYBOY PLAYMATE #10] from the shelf next to the lockers.

    Continue up the stairs where you kill the last enemy and grab some cover. Usethe cover on either side of the area to move up and kill the guards. Take coverwhen the elevator and kill the enemies in the lift. Take the lift up andimmediately take cover to the left, avoid the warehouse door. Flank the enemies

    by using the blue mandoor to the left while Joe and Henry face them head on.Grab their weapons move forward, kill the enemy on the stairs then take coverbehind the crates. Watch the another guard in this area and move forward to

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    trigger a cutscene.

    After the scene get the [PLAYBOY PLAYMATE #12] next to the wood chairs to yourright and make your way out of the distillery. Don't worry about Joe and Henry,they will catch up. When the building shakes watch for two henchmen to comefrom the next door ahead. Take cover in the next room and kill the thirdhenchman, now turn around the do down the stairs. There are no badies on this

    floor so move to the door and outside.

    Drive through the two fences and follow the red marker to your destination, youshould lose the police on the way. There is a bodyshop on your way, you can seethe icon at the end of the bridge, to make things easier go there to changeyour plates if the cops aren't chasing you. Now quickly drive to El Greco'sbefore Henry's timer runs out. Drive to Mamma's apartment and meet Francesca.

    _______________________________________________________________________________CHAPTER SIX: TIME WELL SPENT [06.00]_______________________________________________________________________________

    Little Italy, February 26th, 1945

    Once you gain full control of Vito walk with the guard down the hall and up thestairs to your cell then use the bed. Once free in the yard go to the bleachersto the right and grab [PLAYBOY PLAYMATE #13] near the sleeping prisoner. Nextwalk across the basketball court towards the shed, walk between the fence andthe shed and get [PLAYBOY PLAYMATE #14] from the ground.

    Turn around and approach the old man playing chess. Brian O'Neil is yourtoughest fight yet, make sure to doge his attacks and hit him after he swings.After the scene follow the fighting tutorial with your sparring partner. Youcan either speak to the prisoner using the punching bag for more fighting

    practice or leave the gym. On your way out you'll be interrupted and beginanother fight. Use your counterattacks to tire your opponent and defeat him.

    Follow the prison guard who will hand you off to another prisoner, walk withhim to the laundry room for your next fight. Use the moves that you did earlierto take down this opponent. After the fight look for [PLAYBOY PLAYMATE #15] onone of the machines.

    Follow the guard to your next job, cleaning the dirty urinals. Do this severaltimes and go take a shower. In the shower you'll have to fight some moreprisoners, take them out one by one. Your next fight is Brian O'Neil once more,fight him just as you did before. Use finishing moves to knock him down, oncehe takes the knife out a scene will begin, ending the chapter.

    _______________________________________________________________________________CHAPTER SEVEN: IN LOVING MEMORY [07.00]_______________________________________________________________________________

    Empire Bay, April 10th, 1951

    Climb the stairs to the top floor of Joe's apartment building and get [PLAYBOYPLAYMATE #50] from the floor down the hallway, then go back down and visit Joe.Go down to the garage drive to your new place. On the way stop at Harry's Shopand get [PLAYBOY PLAYMATE #16] from the floor. Continue to your apartment and

    park in your new garage enter the apartment building. On the second floor getthe [PLAYBOY PLAYMATE #17] magazine from the table, once you're ready take thetour of your new place.

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    After checking out your new place go back to Joe's to meetup with Joe and Eddiethen go to the Cathouse. After the cutscene get in Eddie's car and follow theradar to the Panetarium to drop the body. Once the body is taken care of driveJoe and Eddie back to Joe's apartment and head home.

    _______________________________________________________________________________

    CHAPTER EIGHT: THE WILD ONES [08.00]_______________________________________________________________________________

    Uptown, April 11th, 1951

    Before leaving your apartment go to the kitchen table and grab [PLAYBOYPLAYMATE #46], now go down and meet Joe and Marty. Drive the truck to are spotmarked on your map. Once you get there grab the cigarettes that the customerswant, first a pack of reds then a pack of blues. Once the cop shows up toss hima carton of whites and get back in the drivers seat

    Drive to the next spot and continue selling smokes. Chase after the Greasers,who will eventually get away. Phone booths are not displayed on your map,continue driving on the freeway and take a right towards the gunshop, there isa phone booth just down the street from here. After the phone call drive to theCrazy Horse to meet Steve, Marty, and a few others.

    The others will start shooting up the place, save your ammo and let them gowild. After a little while grab the Molotov cocktails out of the trunk andthrow them at the building. Follow Steve and his crew to the foundry.Immediately take cover and take out your favourite weapon, preferably theThompson 1928. Shoot gas tanks to do heavy damage and look for plates of foodif your health gets too low.

    When the first wave is clear look for a shack to the left and go inside, hereyou will find [PLAYBOY PLAYMATE #19] on an oil barrel to the left. Use thetraincar to the left of the shack to flank the enemies while your friendsattack from the front. Watch for greasers on the catwalk above. Under thecatwalk and next to some oil barrels is [PLAYBOY PLAYMATE #21].

    Once you clear the foundry you'll need to take the hotrods to raise the moneyEddie wants. Before you take off take an immediate left under the stairs, leftof the fire is [PLAYBOY PLAYMATE #20] on the ground.

    Go back and get the hotrod and drive it to the indicated spot on the dock. Getout and walk away for your reward. Drive to the Maltese Falcon to conclude thechapter.

    _______________________________________________________________________________CHAPTER NINE: BALLS & BEANS [09.00]_______________________________________________________________________________

    Uptown, May 6th, 1951

    Answer the phone and meet Eddie at The Maltese Falcon, ignore the police inyour apartment. After speaking with Eddie get [PLAYBOY PLAYMATE #41] at theedge of the bar. Drive to Freddy's to intercept Luca then carefully follow himfrom a distance, if you get to close a meter will appear, don't let it drain!

    Once Luca goes through the gate get out of your car and go through the hole inthe fence to the sewer. Open the sewer door and sneak through. Once you get

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    your sewer shower look to the left and get [PLAYBOY PLAYMATE #23]. Continuethrough the sewers and take cover once you get back to ground level.

    Go to the obstacle and climb to the pipe then on the platform and enter theslaugherhouse from there. Crouch by the sleeping guard and look between thegarbage cans and the coal pile for [PLAYBOY PLAYMATE #22] and continue to thecorridor.

    Sneak down the corridor using any cover available, enter the area across fromthe steel door the butcher closes and to the right twice. In the next roomyou'll hear two workers talking about becoming a voice actor, here you willfind [PLAYBOY PLAYMATE #24] next to shelves against the wall. Sneak behind thecover around the outside of the room and to the sink after a guard enters. Oncethe workers and the guard leave the room go to the open doorway and to theright again. Two guards will be talking but they shouldn't see you, sneakthrough the double doors to your right.

    Fight the henchman using counterattacks and your finishing moves. After thenext scene you'll start behind cover, kill the enemy behind cover to the left

    and take cover for the next wave of guards. After killing them go to the browndoor and take cover under the window. A couple cars of badies will arrive,shoot the gas tanks to save yourself some ammo then kill the remaining enemieswho may have made it inside. Go ahead and take Luca's car and get yourself somefresh clothes.

    _______________________________________________________________________________CHAPTER TEN: ROOM SERVICE [10.00]_______________________________________________________________________________

    Villa Scaletta, June 15th, 1951

    Get some clothes and head over to Joe's apartment right away, from here take acar and drive to the Empire Arms Hotel. The garage door is still locked socontinue over to the left to an open door. When inside take a right into thelaundry hall, when you get to the exit look to your left and go through thedoor under the "stairs" sign then through the next door straight ahead. You'llsee a guard here, go through the open door next to him and grab [PLAYBOYPLAYMATE #25] on the desk next to the worker. Backtrack to the exit and to theclosed garage door.

    When Joe gets in go to the next room to change into your uniforms, once you'redisguised take the elevator to te 18th floor. Exit the elevator and walk downthe hall to the conference room, marked by a red blip on your minimap. You'llbe escorted, keep moving and don't let anybody recognize you. When you get inthe conference room walk over to the window with Joe to help him cut a hole init.

    The guard will come back, walk over to the stain to start scrubbing it. Whenit's clean follow Joe back down the hall, once again making sure not to getrecognized. When you get to the stairs don't follow Joe right away, go down thestairs and get [PLAYBOY PLAYMATE #27] at the bottom, now go back up and followJoe to the roof.

    Open the door and take the closest possible cover. Watch for the enemies withTommy Guns on the top level while others with pistols will shoot at you fromyour level. Use cover to flank them and take them out, pick up any weapons you

    can as yours has a small clip. After clearing the area move to the top leveland take cover as more enemies will attack from the same door you came from.When it's clear walk to the platform and take [PLAYBOY PLAYATE #26] next to the

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    railing, now hiw the switch to bring up the lift.

    Take the lift down to the 18th floor conference room and use the squeegee toclean the window while Joe connects the wires. After the explosion kill anyliving henchmen in the conference room and move to the bar. Take cover andwatch for bullets to come through the glass. Use the bar as cover and shoot atthe enemies as they reload. When they are dead move forward and pickup any

    weapons and ammo that have been dropped.

    Kick in the left door and kill any enemies in this area then proceed down thehall. An enemy will block the hall with a molotov so move to the next hall overand continue. Wait at the elevator and take it back down to the ground floor.Immediately when the door opens will be an enemy, take him down then move tothe open doors to the right. Take cover and get the enemy on the platform aboveand behind the press. Move to the left and take cover behind the lockers, onceagain watch for a hostile above and in the hall. Keep moving and take cover atthe doorway again, either throw molotov into the room or shoot at the enemiesin this room. Move forward to the garage when it is clear.

    Chase the two cars, when the split up make sure you follow the larger onemarked on your map. Clemente's ride will slow down just before the underpass,use this opportunity to ram his car and Joe will take care of the rest. Go backto your place and look at the bathroom floor next to the tub for [PLAYBOYPLAYMATE #48].

    _______________________________________________________________________________CHAPTER ELEVEN: A FRIEND OF OURS [11.00]_______________________________________________________________________________

    Villa Scaletta, July 27th, 1951

    Take Henry's car to The Maltese Faction, after the scene you'll have to make itto Leo's fast. Henry will have taken his own car so steal one and follow yourmarker to Leo's place in Highbrooke. Once you get there go through the frontdoor.

    When you regain control of Vito immediately turn around and walk along thewindow, get [PLAYBOY PLAYMATE #47] from the windowsill. Go through the door infront of you to the bedroom then the door to the right; take the next door toyour left to the bathroom and pickup [PLAYBOY PLAYMATE #29] from the basket.Turn around and face the laundry hamper, use the indicated button to grab thesheets. After driving Leo to the bus station head home.

    Get in your car and drive to Eric's location marked by the red blip on yourmap. Head up the stairs to an open door, walk across the hall of this door isanother door, open it and grab [PLAYBOY PLAYMATE #28] between the passed outguys legs. Go back and walk through the party to the kitchen to confront Eric.After breaking up the party leave the apartment and head home, answer the phonethen catch some sleep.

    Escape out your bedroom window, you have two options: go around the back ofyour house to fight the Irish mobster and take his gun or sprint straight tothe road and steal a car. After making your getaway get over to Joe'sapartment, find [PLAYBOY PLAYMATE #49] next to his new bed. If your health islow go into Joe's kitchen and grab a sandvich while he's on the phone.

    Drive over to the red marker on your map and kick in the front door. After thescene grab some cover and start shooting at the enemies in the bar. Once theroom is clear you can rob the cash register and restock on weapons and ammo. Go

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    through the swinging doors behind the bar and get [PLAYBOY PLAYMATE #30] on thefloor at the end of the hall. Go down the hall across the bar and through thedoor to the left ouside.

    Mickey will try run way, use an automatic weapon to shoot his gas tank and blowup his car before he can get away. If you missed then chase him down with Joe.After the job is done drive to Joe's place and to Marty's old place in Oyster

    Bay.

    _______________________________________________________________________________CHAPTER TWELVE: SEA GIFT [12.00]_______________________________________________________________________________

    Marty's Apartment, September 22nd, 1951

    Drive to Lincoln Park to meet Henry and Joe and listen in on the plan. Afterthe scene drive to Bruno to get the loan you need to buy the drugs. Now thatyou've got the money drive to the Sea Gift warehouse for the deal. Follow the

    Asian gang member inside.

    Follow Joe and Henry when you've got the drugs, just down the alley you'll beswarmed by fake police. Take the stairs to your left across the walkway intothe warehouse. On the way you'll see [PLAYBOY PLAYMATE #33] on the floor acrossfrom a window. Take cover behind the crates in the warehouse and fire at theenemies below. Go around to the stairs at the other end of the warehouse toflank the enemies, move around and use anything you can as cover. Pickupweapons and ammo before stepping on the loading dock.

    Take cover outside the warehouse door and shoot the gas tanks of the vehiclesthat by. Once the enemies have been taken care of go down the alley to the leftand look behind the dumpter for [PLAYBOY PLAYMATE #31]. Now walk past the gas

    pumps and you'll see [PLAYBOY PLAYMATE #32] behind the SeaGift Fishing Co.truck.

    Get into a car and and drive through the courtyard gate, take a right andfollow the marker to your destination. Drive quickly and you shouldn't have toworry much about the gang members chasing you, if they get close Joe and Henrywill fire at them. If the shootout has alarmed the police your plates willbecome wanted, you can end the mission with the police next to you so don'tworry about changing your plates.

    _______________________________________________________________________________CHAPTER THIRTEEN: EXIT THE DRAGON [13.00]_______________________________________________________________________________

    Joe's Apartment, September 24th, 1951

    Meet Henry at the park, when you get there use any available cover to protectyourself while shoot at the Asian gang members. When they are dead follow Mr.Wong back to the restaurant, keep your distance just as you did when youfollowed Luca.

    When you get to the restaurant appraoch the front door then take cover near theplants. Enemies will be using the bar and booths as cover, after killing themothers will come and use the railing above as cover, you can shoot through the

    railing. Move forward and aim at the other enemies that are shooting from thenext level. When clear move to the stairs, a henchman will come from the otherside as well as another hiding behind a pillar, kill them and take cover by the

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    windowsill on top of the stairs. Kill the remaining enemies that appear on theground floor then walk to the last booth to the left and get [PLAYBOY PLAYMATE#34].

    Go back down the stairs and through the door to the kitchen, the cooks arehostile so kill them and follow Joe down the hall. When you get to a door shootthrough it and get two enemies, another will be hiding on the stairs but you

    can shoot through the railing, the final enemy of this area is on the walkwayabove you.

    Follow Joe to the next room and down the stairs to the Opium Den. At the bottomof the stairs go to your left and into the small room, grab [PLAYBOY PLAYMATE #36] from this room follow Joe to the elevator.

    From the elevator sneak to the right and stealth kill the enemy when he isalone. Move forward to the hall and to the next area. Joe will stealth kill thenext guy you see, next to the guy Joe killed is a room, go inside and restockon weapons and ammo then grab [PLAYBOY PLAYMATE #35] across from the table. Usethe grenades you picked up the clear the next area, save at least one for the

    enemes that come down from the elevator.

    When the room is clear take the elevator down and meet Mr. Wong. Go back to theelevator and take it back up, then go straight ahead to the stairs and outside.There will be lots of cops around, spring across the street and steal a car,once you turn the corner the cops will lose you, change cars and go straightdown the alley to Dipton Aparrel to change your clothes. Now clear from thelaw, bring Joe home to end the chapter.

    _______________________________________________________________________________CHAPTER FOURTEEN: STAIRWAY TO HEAVEN [14.00]_______________________________________________________________________________

    Oyster Bay, September 25th, 1951

    Meet Joe outside and get in the car, you are assigned to take out a rat. Makesure you don't wreck the car. Drive to the rats house following the marker,once Joe kills him drive away. Take a right on the next road and follow themarker to Joe's car.

    After dropping off Joe head to the docks by follow the marker, there is aclothing store on the way. When you get to the docks follow Derek and his crewto the disgruntled workers. Chase Derek to the warehouse while killing off hisguards. He will begin throwing explosives at you while his henchmen attack,useing a shotgun against the enemes on the stairs is a good strategy whileavoiding the flaming object being hurled towards you.

    Once you are clear to go on the stairs grab the Thompson 1928 and kill Derek ashe tries to escape. Go to his office and get his money, if you still need morecash to pay off Bruno take cars to the crusher in Mike B's yard. When you haveenough money head to Joe's apartment. From here you'll need to drive to the redblip on your map to see if Eddie knows where Joe's here. Next, go see ifGuiseppe has heard anything on Joe's whereabouts. Once you find out whathappened to Joe race over to the Mona Lisa bar and find him.

    After waking up and taking control over Vito sneak around the area and take outthe guards silently. When the three of them are dead find the catwalk next to

    the stairs and walk across it. On the other side walk to your right and aroundthe corner you'll find [PLAYBOY PLAYMATE #44].

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    Make your way down the stairwell, the first group you encounter are threeenemies, use headshots to kill them then take cover to the left. Some of thehenchmen are in the open os carefully aim for their heads when you areshooting. Clear the area with Joe and continue down the stairs, next to abarrel will be an enemy with a shotgun, kill him and pickup his shotgun. Lookto your left and get [PLAYBOY PLAYMATE #37] from the pallet.

    Climb up the ledge and take cover behind the crate, after firing a few shotsyou may want to sprint across the corridor to the next stack of cover. Whenclear go through the doorway to the right and grab [PLAYBOY PLAYMATE #38] fromthe corner of the area. Move ahead when the area is clear and take out the lasttwo enemies further down, making sure to grab the Thompson when it is dropped.

    Continue through the building with Joe and down more stairs, grab the grenadesthen take cover. Use the grenades to help clear the area, using your Thompsonon the enemies across. Move down the stairs to the lobby and finish the rest ofthe henchmen. Now outside, get a car and drive Joe t El Greco's for healing.

    _______________________________________________________________________________

    CHAPTER FIFTEEN: PER ASPERA AD ASTRA [15.00]_______________________________________________________________________________

    Oyster Bay, Septermber 26th, 1951

    After your encounter with Leo get a car and drive to the observatory. After thescene sprint to cover and kill the enemies shooting at you, make sure to takesome ammo as you go up the stairs. Walk along the path and use your minimap tosee the location of enemies, with a Thompson 1928 or M1A1 you don't have toworry about taking cover here if you can quickly kill the groups of henchmen.

    Enter the observatory and take cover, watch for an enemy to throw a grenade and

    look out for an enemy on the roof above. When the room is clear look at thestairs going down, push the bar out of the way and go down the stairs and grab[PLAYBOY PLAYMATE #45] fom the floor and go back. Go up the next stairs to theroof, again an enemy will throw a grenade. If you move quick enough to can killthree of the enemies before they can make it to cover, the fourth will bestraight ahead behing the bushes. Go straight and kill the next two then turnright and go around the corner and pickup [PLAYBOY PLAYMATE #39].

    Go into the room and walk straight past the telescope and get [PLAYBOY PLAYMATE#43] from the ground under the stairs. Now go down the stairs to the right andtake cover next to the doorway. Kill the enemies here, use grenades if you havethem and move ahead. In the next room more enemies will appear, one might trycharge you with a shotgun so watch out. Once it is all clear go ahead and gothrough the green doors.

    Stay in cover behind the seats and kill the first wave of enemies and quicklysprint to the middle, climb over the ledge and grab [PLAYBOY PLAYMATE #42].This area is a good place to stay for the rest of the waves of enemies, don'tlet them see your back and continue to fire at them as they appear until thescene begins.

    Once the scene ends walk with Joe and leave the observatory.

    _______________________________________________________________________________

    III. COLLECTIBLES [CL.TI]_______________________________________________________________________________

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    _______________________________________________________________________________PLAYBOYS [CL.PB]_______________________________________________________________________________

    I. CHAPTER TWOPlaymate #1: Sitting on the coffee table in Joe's apartment.

    Playmate #3: After meeting Mike Buski, walk through the office door at the carcrusher. This issue is on the shelf to your right.

    II. CHAPTER THREEPlaymate #4: Left of the small shelf inside Maria Agnello's apartment building.

    Playmate #40: On the edge of the lobby desk in the Federal Building.

    Playmate #6: In the basement of the Federal Building go through the first dooron the left of the far wall. The issue will be next to a box under the light.

    Playmate #5: On the windowsill of the Industrial Specialist's office, which isright across the hall from where you get the key to the safe.

    III. CHAPTER FOURPlaymate #9: In the bookstore of the mall, this issue is on a stack ofPlayboy's behind counter.

    Playmate #2: On the staircase immediately after #9 go down the stairs, this

    issue is on the floor to the right.

    Playmate #8: When you go through a green door on the roof go straight and lookfor this issue on the floor next to shelving.

    Playmate #7: Back in Joe's apartment building, go down the stairs to the gate,the issue is on the floor in front of the gate.

    IV. CHAPTER FIVEPlaymate #11: After using the MG-42 go up the stairs, the Playboy is on thefloor in front of a door.

    Playmate #10: In the office on the first floor of the distillery, issue is onthe shelf next to three lockers.

    Playmate #12: On the floor next to the wood chairs right after Henry is shot.

    V. CHAPTER SIXPlaymate #13: Behind the bleachers in the prison yard to the right of where youtake control of Vito.

    Playmate #14: In between the chainlink fence and shed near the basketball courtand guard tower.

    Playmate #15: Following your second fight in the laundry room, look for theissue on one of the laundry machines.

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    VI. CHAPTER SEVENPlaymate #50: Inside Joe's apartment building, before visiting him go to thetop floor and look for the issue on the floor down the hall.

    Playmate #16: Stop at Harry's shop, this issue is on the floor next to the

    stairs.

    Playmate #17: Sitting on a table on the second floor of your new apartmentbuilding.

    VII. CHAPTER EIGHTPlaymate #46: On the kitchen table of your apartment, get it before leaving.

    Playmate #19: After defeating the first wave of greavers enter the wood shed onthe left, issue is on an oil barrel inside.

    Playmate #21: Next to oil barrels underneath a catwalk greasers were standingon to shoot you.

    Playmate #20: Before taking a hot rod look to your left and walk under thestairs, go to the right, this issue is on the ground between the fire and bedto the left.

    VIII. CHAPTER NINEPlaymate #41: On the edge of the bar after speaking with Eddie at the MalteseFaction.

    Playmate #23: When you are showered in the sewer follow the left fork to the

    gate, issue is in plain sight.

    Playmate #22: In the room of the slaughterhouse with the sleeping guard, theissue is between the garbage and the coal on the left.

    Playmate #24: In the room with two butchers and a guard, issue is on the floornext to shelves on the other edge of the room.

    IX. CHAPTER TENPlaymate #25: Go through the open garage door and to the laundry hall, take aleft before the exit then through the door straight ahead. From here go throughthe door next to the guard, issue is on the desk next to the worker.

    Playmate #27: Before following Joe to the roof go down the stairs and look tothe right.

    Playmate #26: On the window-washer platform, collect it before stepping on thelift.

    Playmate #48: Next to the tub on the floor in your bathroom.

    X. CHAPTER ELEVENPlaymate #47: After the scene turn around and walk down the hall, issue is on

    the windowsill.

    Playmate #29: Go through the door at #47, take a right then a left. Playboy is

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    on the basket in the bathroom.

    Playmate #28: When entering the apartment with the pink floor go to the nextdoor straight ahead and find the issue between the passed out guys legs.

    Playmate #49: Next to Joe's new bed in his apartment.

    Playmate #30: After killing the enemies at the bar go through the swingingdoors and follow the hall to the issue on the ground.

    XI. CHAPTER TWELVEPlaymate #33: After meeting the police go up the stairs on the catwalk andfollow it to the dark hallway. This issue is on the floor to the right abouthalfway down the hall.

    Playmate #31: Go down the alley next to the loading dock and look behind thedumpster.

    Playmate #32: Pass the semi truck and past the gas pumps, issue is on theground behind the SeaGift Fishing Co. truck.

    XII. CHAPTER THIRTEENPlaymate #34: Once the restaurant is clear go up the stairs and take a left,issue is on the booth at the very end to the right.

    Playmate #36: In the small room at the bottom of the stairs to the opium den.

    Playmate #35: In the room next to the guy Joe stealth kills.

    XIII. CHAPTER FOURTEEN

    Playmate #44: At the construction site walk across the catwalk and to theright, issue is around the corner.

    Playmate #37: At the bottom of the stairs with the fire, this issue is on apallet to the left.

    Playmate #38: After #37, clear the area and go through the doorway to theright, issue is on the floor ont he far right side.

    XIV. CHAPTER FIFTEENPlaymate #45: Once you've entered the observatory, the stairs going down aren'tactually blocked, go down and find the issue on the floor.

    Playmate #39: On the roof after killing two enemies go to the right and aroundthe corner.

    Playmate #43: Enter the telescope room from the roof, go straight past thetelescope, this Playboy is on the floor under the stairs.

    Playmate #42: In the planetarium, when clear sprint to the middle and get theissue from the floor. This area is a good place for cover for the rest of themission.

    _______________________________________________________________________________IV. CAR DATABASE [CB.DB]

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    _______________________________________________________________________________

    ASCOT BAILEYBasic max. power: 131 bhpTop speed: 123 mph

    Weight: 1887 lb

    BERKLEY KINGFISHERBasic max. power: 188 bhpTop speed: 104 mphWeight: 4314 lb

    CULVER EMPIREBasic max. power: 139 bhpTop speed: 94 mph

    Weight: 3858 lb

    CULVER EMPIRE POLICE SPECIALBasic max. power: 164 bhpTop speed: 96 mphWeight: 3858 lb

    HOUSTON WASPBasic max. power: 160 bhpTop speed: 100 mphWeight: 3607 lb

    ISW 508Basic max. power: 150 bhpTop speed: 120 mphWeight: 2899 lb

    JEFFERSON PROVISIONALBasic max. power: 129 bhpTop speed: 91 mphWeight: 3571 lb

    LANCASTER SERIES 69Basic max. power: 161 bhpTop speed: 102 mphWeight: 4129 lb

    LASSITER SERIES 75 HOLLYWOODBasic max. power: 188 bhpTop speed: 105 mphWeight: 4564 lb

    MILK TRUCKBasic max. power: 91 bhp

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    Top speed: 62 mphWeight: 5357 lb

    POTOMAC INDIANBasic max. power: 118 bhpTop speed: 96 mph

    Weight: 3695 lb

    QUICKSILVER WINDSORBasic max. power: 110 bhpTop speed: 95 mphWeight: 3571 lb

    QUICKSILVER WINDSOR TAXIBasic max. power: 110 bhpTop speed: 95 mph

    Weight: 3571 lb

    SHUBERT 38Basic max. power: 84 bhpTop speed: 82 mphWeight: 3131 lb

    SHUBERT 38 PANEL TRUCKBasic max. power: 84 bhpTop speed: 76 mphWeight: 3969 lb

    SHUBERT 38 TAXIBasic max. power: 84 bhpTop speed: 82 mphWeight: 3131 lb

    SHUBERT ARMOURED VANBasic max. power: 150 bhpTop speed: 69 mphWeight: 9922 lb

    SHUBERT BEVERLYBasic max. power: 162 bhpTop speed: 102 mphWeight: 3450 lb

    SHUBERT FRIGATEBasic max. power: 150 bhpTop speed: 104 mphWeight: 2851 lb

    SHUBERT HEARSEBasic max. power: 84 bhp

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    Top speed: 79 mphWeight: 3595 lb

    SHUBERT PICKUPBasic max. power: 90 bhpTop speed: 83 mph

    Weight: 3571 lb

    SHUBERT SERIES ABBasic max. power: 60 bhpTop speed: 70 mphWeight: 2579 lb

    SHUBERT SNOW PLOWBasic max. power: 165 bhpTop speed: 63 mph

    Weight: 10141lb

    SHUBERT TRUCKBasic max. power: 165 bhpTop speed: 63 mphWeight: 9921 lb

    SHUBERT TRUCK COVEREDBasic max. power: 165 bhpTop speed: 63 mphWeight: 9921 lb

    SHUBERT TRUCK FLATBEDBasic max. power: 165 bhpTop speed: 63 mphWeight: 10195lb

    SMITH COUPEBasic max. power: 51 bhpTop speed: 70 mphWeight: 2403 lb

    SMITH CUSTOM 200Basic max. power: 190 bhpTop speed: 110 mphWeight: 3307 lb

    SMITH CUSTOM 200 POLICE SPECIALBasic max. power: 228 bhpTop speed: 118 mphWeight: 3307 lb

    SMITH DELUXE STATION WAGONBasic max. power: 82 bhp

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    Top speed: 67 mphWeight: 3274 lb

    SMITH MAINLINEBasic max. power: 110 bhpTop speed: 93 mph

    Weight: 3307 lb

    SMITH THUNDERBOLTBasic max. power: 194 bhpTop speed: 117 mphWeight: 2981 lb

    SMITH TRUCKBasic max. power: 94 bhpTop speed: 60 mph

    Weight: 7231 lb

    SMITH V8Basic max. power: 84 bhpTop speed: 79 mphWeight: 2571 lb

    WALKER ROCKETBasic max. power: 166 bhpTop speed: 125 mphWeight: 4233 lb

    WALKER COUPEBasic max. power: 63 bhpTop speed: 60 mphWeight: 2077 lb

    _______________________________________________________________________________V. CHARACTER BIOGRAPHIES [CH.IF]_______________________________________________________________________________

    I. VITO SCALETTAVito Scaletta came to America from Sicily as a child, learning about povertyfirst-hand in Empire Bay's Italian ghetto. He watched his father work himselfinto an early grave and soon decided that life inside the law wasn't for him.Growing up on the streets, Vito crossed paths with Joe Barbaro, a loudmoutedbully who eventually became his best friend. Vita and Joe were the brains andthe brawn behind a hundred petty crimes, all the while watching theneighborhood's wealthy gangsters and dreaming of the good life. Now an adult,Vito is determined to make something out of hmself at all costs.

    II. JOE BARBARO

    Joe Barbaro is a career criminal and lifelong friend of Vito Scaletta. Brashand unpredictable, Joe can seemingly make trouble out of nothing. As a child,

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    Joe was the neighborhood bully. He met Vito when the younger boy offered tofight him for a place in his gang. Over the next 10 years, the two of them madea great team, rational Vito keeping wild Joe in check as they enjoyed a life ofpetty crime. These days, Joe lives large-strong booze, fast cars, and loosewomen. Moving up the criminal ladder is the perfect way for him to feed hisvices.

    III. HENRY TOMASINOThe son of a Sicilian mobster, Henry Tomasino was sent to America in 1931 byhis father to escape Mussolini's crachdown on the Sicilian mafia. Upon arrivingin Empire Bay, Henry came under the protection of family friend and ruthlessmob boss Alberto Clemente. Now a full member of the Clemente family, he isregarded as a loyal soldier and respected hitman. Henry is reserved and has fewfriends. His sole motivation is pride.

    IV. MRS. SCALETTAVito's mother, Maria Scaletta, has seen tough times. She came to America with

    her husband, Antonio, and their two children seeking a better life. Instead,America brought little but poverty and hardship. She watched as her husband'swill was broke through years of toil and alcoholism, and as her son turned to alife of petty crime. Devoutly religious, Maria has faith that God will save herfamily and steer Vito to an honest life. Now a widow after Antonio's death,Maria still lives in the small family apartment with her daughter, Francesca.

    V. MR. SCALETTAAntonio Scaletta married his wife, Maria, in the tiny Sicilian village of SanMartino in 1920. Their daughter, Francesca, arrived one year later, soonfollowed by Vito. In 1932, Antonio and his family made the long journy toAmerica. Arriving in Empire Bay nearly penniless and unable to speak English,

    Antonio accepted work and housing from union boss Derek Pappalardo. Trapped ina vicious cycle of backbreaking labour an extortionate rent, Antonio grewdistant from his family as he turned to drinking, his dreams shattered. Hedrowned at the Southport docks in 1943 after falling into the water, apparentlydrunk.

    VI. FRANCESCA SCALETTAFrancesca Scaletta is Vito's older sister. A shy and quiet girl, she graduatedfrom high school with honours and has run the church youth club since she wassixteen. Francesca tried to steer Vito away from the local street gangs whenthey were young, rewarding him with candy for doing chores and attendingchurch. Now that they're older, all she can do is pray. Francesca, or"Frankie" as Vito calls her, lives at home with her mother, supporting themboth with her bookkeeping job at the Trago Oil Co.

    VII. ERICEric Reilly was born in Empire Bay to Irish immigrant parents in 1918. He grewup in Millville, working with his father servicing trucks for Trago Oil. Ericmarried Sara Collins, the daughter of the Trago motor pool boss, in 1936. Afterthe wedding, Eric was rarely at home, stumbling in late at night after drinkingwith his delinqent friends and often verbally and physically abusing his wife.She left him after two miserable years. Eric lost his job soon after, and nowearns money working occasional bar shifts and dealing marijuana.

    VIII. MARTY

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    Martin Santorelli was born in Empire Bay in 1933. His dad worked asaprojectionist in the huge theatre in midtown, so Marty watched a lot of moviesas a kid, especially gangster films. Marty dreamed of life in the mob, and inhis teens took to hanging around at Freddy's Bar, just like his childhoodneighbor and role model, Joe Barbaro. He now runs errands for Joe - deliveringmessages, collecting his winning bets, and waxing his car. He nags Joe to lethim come along on some of his jobs, but Joe see Marty as a kid brother and too

    naive to get involved in serious business.

    IX. EDDIE SCARPAOne of the most dangerous men in Empire Bay, Eddie Scarpa is a jovialsociopath. Once a Moretti family hitman, Eddie now runs many of Carlo Falcone'srackets out of the Maltese Faction restuarant. Born in 1908 in Tamborra, Eddiefell in with organized crime at an early age. He and Carlo met while smugglingliqour into Empire Bay during Prohibition. When Carlo became the head of theMoretti (now Falcone) criminal family, he wanted to reward Eddie so heappointed him the owner of the Cathouse. The two are still close friends,although Carlo secretly views Eddie as a liability due to a poorly concealed

    drinking problem.

    X. LUCA GURINOLuca Gurino is a capo in the Clemente family, a position which he rose afterentombling his predecessor in the foundation of the Culver Dam. Alwaysmeticulously presented, Luca tries to mask his crude nature with an air ofsophistication, though his ignorance always shows through. He was involved inthe Clemente's bootlegging operation during Prohibiton, and afterwardsattending to some of the family's more grim tasks at the Clementeslaughterhouse, where his ruthless nature drove him up the ranks.

    XI. DEREK PAPPALARDO

    Federico "Fat Derek" Pappalardo is a Vinci family capo and head of the localchapter of the longshoreman's union. He started working the docks as astrikebreaker in 1916. It was his involvement in dockyard smuggling that led tohis introduction to the Vinci crime family. After spending two years in prisonfor embezzlement, he played a prominent role in Empire Bay's Vinci-Moretti warin the early 1930's, after which he was rewarded with his current position. Hethen married Frank Vinci's goddaughter, bringing him further prestige. Derek isvulgar, violent, and greedy - perfect attributes for his job.

    XII. CARLO FALCONECarlo Falcone arrived in America in 1913 and quickly fell in with the

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    by the other families. This is mostly due to Clemente's crooked businesspractices, even by mob standards.

    XIV. FRANK VINCIFrank Vinci is the long-standing boss of the Vinci family. Arriving in EmpireBay in 1908 with close friend Leo Galante, Vinci quickly set up extortion

    rackets in the Italian immigrant community. His gang ruled the city for thenext decade. Frank operates discreetly, having close ties to politicians andpolce. When Prohibition cash dried up in the early 30s, tension between theVinci and Moretti families erupted into a full-scale war. This conflict costVinci his underworld primacy, but he remains a powerful advocate of traditionalmafia values, especially when it comes to drugs.

    XV. LEO GALANTELeo Galante is a consigliere to Frank Vinci, and the mastermind behind the mostsuccessful criminal organization in Empire Bay's history. Upon arrival in 1908,the pair set up the Vinci family; Leo strategized and Frank provided the

    muscle. The pair took control of the Southport docks in the early 1920s, whichmade for easy smuggling of alcohol during Prohibition. Leo's passion lies insports, especially boxing and horse racing. For 20 years, Leo ran the city'sbiggest bookmaking operation. He was arrested for fixing fights in 1943 andsentence to five years in jail.

    XVI. STEPHEN COYNEStephen Coyne is an enforcer for the Vinci family. Steve grew up in ruralBirkland, moving to the city at the age of sixteen. While being arrested forbattery, Steve badly beat an EBPD officer and was sentenced to ten years, ofwhich he served five. It was in prison that he started working as muscle forfellow inmate Derek Pappalardo, a relationship that continues on the outside.

    Steve can never be a full member due to his Dutch-Irish heritage, but becamethe family's most trusted associate after he assassinated rival boss TamasoMorretti to end the Empire Bay mob war.

    XVII. BRIAN O'NEILLDipton and Kingston are two of the oldest districts in Empire Bay, and theO'Neill gang that rules these areas has a longhistory. Brian O'Neill is thegrandson of Jimmy O'Neill, head of the Empire Bay's once-powerful Irish mob.The O'Neill clan first settled in the city in the early 1800s. Brian has hisown ragtag gang of flunkeys, and employs them in rash and violent criminalacts. Smash-and-grabs, burglaries, muggins, and hold-ups are Brian'sspecialties - anything where his brute force and limited intellect can earn himthe cash for a night out and the company of the city's many prostitutes.

    XIX. MR. WONGMr. Wong holds the rank of Enforcer in Empire Bay's Triad criminalorganization. He operates out of the Red Dragon restaurant in Chinatown. Theyoung Zhe Yun Wong came to America as forced labour on a ship smuggling opium.He escaped when they made port at Cape Peak, and headed east to Empire Bay.Penniless and unable to speak English, he fell into servitude to the Triads. Hemoved up the ranks slowly, guarding opium dens and eventually mastermindingtheir smuggling operation. He killed his cousin for stealing a shipment ofopium, proving his loyalty and thus earning his current position.

    XX. ANTONIO BALSAMO

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    Antonio "Tony Balls" Balsamo is an aging mafia soldier in the Falcone rimefamily. Tony has worked for the Falcone family for over twenty years. He wasonce Tamaso Moretti's personal driver, and was badly injured when a car bombkilled Moretti in 1933. Since then, he has spent most of his time working theFalcone family's protection rackets. His most recent assignment is to protectthe family's accountant, Harvey "Beans" Epstein, and the secrets he holds.

    XXI. GREASERStreet punks known as Greasers first appeared across America in the early1950s, named after their slicked-back hairstyles. Greasers interests includemotorcylces, hot rods, and rock and roll. Rebellious troublemakers, greasersare the dirier side of the rock and roll generation - barely organized, toughdelinquents with attitude. Greasers in Empire Bay are led by ex-U.S. Army tankengineer Billy "Bones" Barnes, and hang around the garages and vacant lots ofMillville, racing their cars, drinking alcohol, and partying.

    XXII. MIKE BRUSKI

    Mike Bruski runs the junkyard in Riversike. Ostensibly a mechanic, Mike is acareer criminal, having served two brief prison terms in his early twenties forinvolvement in Lost Heaven bank heists. After his second stretch, Mike moved toEmpire Bay and used his stashed earnings to open a junkyard. Mike runs variousscams - trading in stolen auto parts, fencing stolen goods, and allowing themob to use his junkyard to dispose of incriminating evidence.

    XXIII. HARRYNathaniel Harold "Harry' Marsden III is a gun nut who sells blck marketmilitary ordnance out of his basement ship in Kingston. He served six years inthe U.S. Army and fought in France in WWII. It was in Normandy, during anighttime visit to a whore house, that Harry earned a discharge when he poked

    his left eye on a branch while climbing over a fence. Upon returning to EmpireBay, Harry worked with some Army contacts to get his hands on surplus ordnance.In between studying military history and drinking with fellow war vets, hesupplies weapons to various organized crime elements in the city.

    XXIV. BRUNOBruno Levine is a mob-backed loan shark based out of asmall office inSouthport. He sits at the top of a network of loan sharks in Empire Bay, and isofficially sanctioned by the Commission. He lends mob money to small-timesharks, crooks, and businessmen, charging extortionate rates of interest andbacked up by mob muscle. He is fair in so far as he treats all debtors equally.He will honour his side of any bargain to the letter, but expects the same inreturn. Numberous stories exist those those who have failed to pay Bruno backon time.

    XXV. EL GRECOAndreas "El Greco" Karafantis is an expatriate Greek doctor. He providesdiscreet medical services to Empire Bay's mafia families. El Greco studiedmedicine in London, and originally served as a doctor in the Greek Embassy. Hewas transferred in 1927 to the office of the U.S. Ambassador in Empire Bay. ElGreco was dismissed from the embassy three years later after a dalliance withthe Ambassador's wife, and went into private practice. After being handsomelyrewarded for saving the lives of a number of gangsters during Empiree Bay's

    Vinci-Moretti war, he began offering his services to the underworld.

    XXVI. GIUSEPPE

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    Giuseppe Palminteri was regarded as Italy's most talented forger and safecracker, renowned by the underworld and police alike. He often worked directlyfor the Sicilian mafia, including when he helped to break thirteen notoriousgangsters (including Alberto Clemente's uncle Silvio) out of Palermo jail in1917. When Mussolini rose to power, Giuseppe relocated to Empire Bay, where heonce again began providing illicit services to the city's mob families. Now

    retired, Giuseppe is a friendly old man with no known family, who lives onlyfor his craft.

    XXVII. FREDDY MACCHIONEFreddy Macchione is the bartender and proprietor of Freddy's in Little Italy.Freddy's was a speakeasy during Prohibition, funneling alcohol smuggled byAlberto Clemente to thirsty customers, and enjoying protection from Clemente'sgang. After Prohibition, Clemente capitalized on Freddy's gambling debts to buyinto the bar, funded a refit,a nd re-opened it as a bar and restaurant.Freddy's now plays host to the day-to-day operations of the Clemente family, inaddition to laundering money from Clemene's protection racket.

    XXVIII. JACK OLIVEROJack Olivero is the bartender at the Maltese Falcon, one of the classierrestaurants in Empire Bay and the base of the Falcone family's operations. Jackworked for Eddie Scarpa during Prohibiton, running alcohol out of Tamborra.When Jack was arrested for smuggling in 1928, he refused to cooperate withauthorities and did his time. He was rewarded with his current job by Eddie andCarlo upon his release. These days, Jack is happy to work the bar at the Falconand turn a blind eye to the daily traffic of mobsters, money, and contrband.

    XXIX. SIDNEY PEN

    Sidney Pen, or "The Fat Man" as he is widely known in the Empire Bayunderworld, is a crooked businessman and former associate of Alberto Clemente.Clemente bought a stake in Pen's Empire Bay Cab Co. in the late 1920s and beganlaundering his bootlegging profits through the company. The two fell out whenPen opened a distillery in Sand Island in 1939 and refused to give Clemente apiece of the action, assuming the evidence he had against him would keep himsafe. After his men killed two would-be hitmen sent by Clemente, Pen stepped uphis personal security.

    _______________________________________________________________________________VI. VERSION HISTORY & CREDITS [CH.IF]_______________________________________________________________________________August 30th, 2010 - Began work on guide, finished 10 chapters.August 21st, 2010 - Compelted story, characters, cars, and playboy locations.September 1st, 2010 - Submitted walkthrough to Gamefaqs.com.

    Coming soon - wanted posters, controls section, introduction, whatever else isneeded.

    Stay tuned - I imagine I made at least some mistakes in this guide, be theyspelling or factual. Will be correcting those in the coming days.

    This walkthrough was written for the intended purpose of aiding people for no

    cost, any intention of selling this guide is strictly prohibited and will bedealt with. This document has been written for Gamefaqs, Supercheats,Cheatmasters, and Neoseeker. This guide is not to be hosted on websites other

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    than specified here. Linking to this document is allowed. Please do not emailme asking to host this guide, I have chosen a few respectable websites to hostmy work and I'd like to keep it that way, especially you CheatCC.