The Omerta - City of Gangsters game guide provides both game mechanics details and a complete walkthrough of the main storyline.
The guide contains:
Main View
Show gangsters / businesses
Previous occupied business
Next occupied business
Previous independent business
Next independent business
Jobs
Gang Management
Fire Sale
The Boss
Move characters / select targets
Cancel action
View active units
Aggressive behaviour
Defensive behaviour
Cowardly behaviour
Aim shot
Attack 1
Attack 2
Attack 3
Talent 1
Talent 2
Talent 3
End Turn
When you begin a mission, you'll see a view on the whole city and an interface consisting of several buttons - this is the main view of the game which you'll spend the most time with, slowly expanding your small empire. This is where you'll be sending orders to your henchmen, acquire new sites, get your businesses going and complete story objectives.
The "operations room" gives you a view on the situation in the city.The most part of the screen is taken by a 3D area map. By pressing the left mouse button on individual buildings, you can display more details about them, and in most cases you'll also get the option to send a henchmen there to have them perform one of many available actions. You can view the details of such a maneuver (prices, individual member bonuses, predictable results) in a window which shows at the bottom of the screen.
Planning window - here's where you pick henchmen and confirm actions.Displayed right above the information window are portraits of gangsters currently under your employment - in case you have an opening to hire another henchman, there will be a special icon to tell you about it. When you press Space, instead of a list of characters you'll get a list of locations you own and buildings earning your income. At the beginning of a mission it will usually be only a Hideout, but as the situation progresses, new buildings will become available: Speakeasies, Breweries or Distilleries, which will make the list a great help in navigating through your domain.
Available gangsters (and their maximum number). When you press Space, you'll see a list of buildings in your possession.At the bottom of the screen, there is a bar which provides detailed information on the current mission. You can see how much money you have (both clean and dirty), what stored resources you posses (Beer, Liquor, Firearms) and your Liked, Feared and Heat ratings. By placing the mouse over individual icons, you can view the daily balance of your resources, which is extremely helpful if you're running a chain of Breweries and Speakeasies. The difference between clean and dirty money, and ways of obtaining them, will be described in the further part of the guide.
Status bar. From left: Clean and Dirty Money, Storage, Beer, Liquor, Firearms, Liked, Feared, Heat.The upper left corner of the screen contains a minimap to help navigate through the area. The icons it displays help find the desirable spot very quickly. Keep in mind that:
The last element of the interface is right below the minimap. Those are buttons: Gang Management, Jobs and Fire Sale, which let you do as follows: view the list of all currently available gangsters, trade and perform special assignments, quickly empty your warehouses (which is useful if you have a surplus of resources and no way to get rid of them).
Once you've familiarized yourself with the interface, it's high time to understand the way in which to expand your business so that it gave you profit. Currency available in the game is divided into Dirty ($) and Clean ($$). Most of things you do in the game will get you dirty money - it can be used practically for everything. You will need clean money only for buying building sites and putting new buildings on them, and in the course of completing particular missions.
Both dirty and clean money can be obtained in two ways: by setting up specific buildings or doing Jobs. Locations in turn are divided into three types: those set up in Joints, rented in Premises, or built on building sites.
Joints:
Premises:
Building Site:
Once you've gotten to know your capabilities, it's time to learn how they work. At the beginning of most of your missions, you're going to need a source of income. The easiest way to do that is to build a Brewery and then a Speakeasy. You should do it in that order for one other reason: a lot of times your own beer business will cause a local Speakeasy to take a liking to you, and instead of setting up your own building, you could buy the local one out for a small price. It will not only save you money, but eliminate the competition at the same time!
Speakeasies don't earn a lot, but you know what they say: "grain by grain", and you'll have a couple thousand $.Protection Racket is a very universal building - it's cheap to establish and gives a solid income. Unfortunately, is has two drawbacks: it quickly loses efficiency when there are several of them in the city, and requires a lot of independent businesses to operate. However, when the conditions are right, it's proves a very reliable investment.
Protection Racket can quickly lose its efficiency when there is competition in the area.Ponzi Scheme, Boxing Arena and Bookmaker work in a similar way - the make more money the more the district residents like you. The first joint, however, has a huge disadvantage - when you take money from it, the Liked rating decreases. I don't recommend using it - regaining the lost trust will cost you more that it is worth it. The two other buildings are a very good investment, and they also increase the efficiency of other locales.
Buildings that earn clean money are Pawn Shop and Pharmacy. The first one operates "passively" - it doesn't require any additional resources, but gives little income. Pharmacy can gather money way faster, but requires a constant supply of Liquor; if you want to use it as your main source of clean money income, build a Distillery to become independent of suppliers.
Pharmacies get you clean money, but require a constant supply of alcohol.Apart from the buildings above, there are two more of a very great significance: "The Don" Pizzeria and Soup Kitchen. They improve Fear and Liked ratings respectively by increasing the efficiency of your premises and getting you an easier access to informants through the Intimidation or Favor options. It's doesn't always pay off to set them up at the beginning of the game, because they don't give any income, but once you've secured yourself a steady flow of cash, they can greatly speed things up.
Soup Kitchen, otherwise known as exchanging money for the citizens' respect.Among the more advanced building are, for example, Accountant or Counterfeiter. The former will continuously launder your dirty money - unfortunately, its efficiency won't be any good without improvements. However, if you choose both options... try and remember that in the background of your operations there is one active accountant, because he sometimes can completely block your dirty money flow by "producing" clean cash. Counterfeiter will continuously print dirty money as long as your Heat doesn't drop below two stars. Personally, I don't recommend using it - you won't always be able to control your Heat levels and the business will therefore give little income.
The most expensive premises are Wholesaler, Weapons Store and Labor Union. They cost a lot, but what they earn can return your investment in an instant. Maxed out, they can return your money within one-two days of the game time. Unfortunately, you won't always have the time to use them. What's more, Wholesaler and Weapons Store require a constant supply of goods, which demands not only your attention, but also available gangsters to perform specific assignments. If you want to build at least one of them, I recommend focusing solely on Labor Union.
Labor Union, or in other words: "I don't do anything, but money flows". Building costs were returned in a day.Locations such as Safe House, Hidden Storage or Loan Shark won't rather be needed during the course of the game - they take up space which can be allocated to a more lucrative business.
Much more interesting are the buildings you can put on building sites. They can earn you earn both dirty money (Insurance Company, Casino) and clean money (Night Club and Hotel). They are much more efficient than the previously described lots, but they're also much more difficult to construct. The amount of cash they require may prove to be an impassable barrier during many missions.
Lawyers will make it harder for police to work, therefore lowering the increase of Heat.The bar also has auxiliary buildings, with Lawyer among them - which is one of the most important locations in the game. It not only slows down law enforcement activities and therefore decreases the levels of Heat, but also lowers the cost of Bribes. If you have an area where police activity is higher than "lower", setting up a Lawyer is going to be a necessity.
Similarly to joints and premises, building sites can also be used to set up auxiliary buildings such as Flophouse, Warehouse or Clinic. They will support some of your activities, but they will usually come second after the more relevant structures.
A long list of premises means an adequately high income.Further part of the guide, which describes mission walkthroughs, contains detailed information as to which buildings are useful for the completion of particular objectives. The list is not definitive and depending on your experience and preferences, you can easily modify it. The information are there mostly to serve as help for players who got stuck and can't go on their own.
Apart from buildings, there is one other way to earn money: Jobs. They "work" on a very easy basis: similarly to selecting an action for a gangster to perform, select a job on the city map, choose a character, and accept. Then, wait a few minutes and view the results. The biggest drawback of jobs are random events: a lot of times a simple attempt to buy alcohol will backfire as your people will get arrested or beaten up. On the other hand, some events can be quite helpful: you can get a discount or the payer will offer you additional services.
The question is: how to earn on jobs? Generally speaking, if you buy goods, they will always be below the market price, so by selling them you will always make money. Consequently, the most important thing is the amount of money you can gain on specific interchanges. Study the payers - they have their own habits and their own prices, which usually don't change. If you find a good source of income, stick to it.
Below is the list of payers and goods that ought to be bought from them or sold to them. It also contains descriptions of some of the random events that may take place while in contact with that payer.
Beer:
Bought from:
Sold to:
Liquor:
Bought from
Sold to
Yours or neutral Speakeasies and Pharmacies
Firearms:
Bought from:
Mike Hedges (NOTE: he'll sometime deliver an additional portion of whisky of weapons)
Sold to:
Charlie Luciano
This "pleasant" face can mean only one thing: you're about to make a lot of money.
Battles in Omerta: City of Gangsters are similar to other tactical games on the market, both in terms of visuals and gameplay. Battles are divided into turns which allow your men to move, perform actions or use special abilities. When the action is over and you press the "End of Turn" button, another character becomes active. There is no "my turn, your turn" mechanics; the emphasis has been put on increased control over your units.
This bar shows the active gang member and closest turns.The characters are moved by pressing the left mouse button - the first click shows the path, the second moves the character. To shoot at an enemy unit, first select the type of attack and then the target. Every command can be cancelled by pressing the left mouse button. Moving the character uses up Movement Points, whereas attacking and using special abilities uses up Action Points. Keep in mind that a hit with a cold steel weapon or a shot from a firearm will automatically use up all remaining Movement Points! Make sure your unit is placed accordingly before you perform an action. Of course, there are exceptions to that rule - if so, abilities of these type are described in the game.
The units can move only on a horizontal plane - they can't climb crates or jump over barriers. The only action they can perform while moving is taking a cover (small green shield on the battlefield), If they hide behind it, they will be partially covered from enemy range attacks (the cover doesn't work in melee combat).
Each attack has a designated range. Melee combat requires approaching the enemy unit, while firing a gun means you need to take into consideration the area of attack. Pistols, submachine guns and revolvers have "infinite" range, but their accuracy drops with distance. Submachine guns and shotguns (and some revolver attacks) display their maximum firing range, but same as with the other weapons, the farer the target the harder it will be to hit it. In both cases, terrain barriers and units (allies as well as enemies) may obstruct the target and get shot by accident.
The accuracy of area attacks drops with distance. Above: a shootout with a Thompson.Successful hits reduce both the unit's Health and its Courage. When the amount of Health drops to zero, the unit loses consciousness and receives one incurable wound - it will reduce its effectiveness for a couple of days of the game's time. When Courage drops to zero, it decreases the amount of available Health and Action Points, which greatly lowers the overall effectiveness of the gangster.
The game gives you 16 (17 in the special edition) characters to use at your disposal.
All gangsters have different characteristics which affect their effectiveness in combat:
The above statistics make it easier to divide characters into those who will be fighting hand-to-hand, become snipers or attack from the second line with pistols or shotguns. Additionally, all characters may choose 10 extra Perks which increase their particular strengths or give bonuses. Selecting Blood Thirst or Battle Rage will allow you to eliminate several enemy units in one turn, while Resistance, Thick Skin or Luck will decrease the amount of received damage. After completing several initial missions, you will be able to reset the Perks for $500 and experiment with your characters' bonuses at will.
A specified set of Perks has oriented my character towards ranged combat using the Thompson submachine gun.The last characteristic of each gangster are their Talents. Talents are optional abilities which can be activated during combat (same as attacks) to give you an edge over your opponent. Bandage or Second Wind will allow them to stay on their feet, while Grenade and Incendiary Bomb will let you defeat large groups of enemies. There are also supporting abilities, such as Rage or Defensive Stance, which affect the combat abilities of your crew. The most important Talent is, however, Act Now - if you use it, your gangster can perform a second action. There's nothing better than to fire two shots from Thompson just to do it again a second later. This Talent will come in handy especially towards the end of the game, when battles become exceptionally challenging.
Weapons available in the game include three types of cold steel: a bat, a knife and knuckles, and four types of firearms: pistols, revolvers, shotguns and submachine guns. Each weapon has its own special attacks and one extra ability, and with a balanced team they should give you great diversity. Below are short characteristics of each weapon type:
You can switch weapons with the Equip option; there's nothing stopping you from giving your Boss knuckles and your sniper a submachine gun. What's more, during missions you will be able to obtain better or Unique Equipment; it's usually available from police officers or Dons residing in a particular district. Before you leave the location, check out their apartments and buy out all available gear.
Your handy weapons storehouse - there are some unique specimens in stock.How to form a team? I suggest that the main character (The Boss) used a ranged weapon. Make sure to give him good mobility and a lot of Action Points, because there will be two times where you're going to have to fend off several enemies at once all on your own; it would be better if you could shoot the Thompson (13 AP) or the shotgun twice. The rest of the squad depends on the situation. Personally, I prefer two submachine guns, a shotgun and a pistol (to eliminate individual units), but more than once I strongly felt the need for a bat-wielder. Despite how interesting hand-to-hand combat can be, I don't recommend having four characters with only cold steel weapons: some battles will have you seriously outnumbered and the only way to survive would be to eliminate several units at once. A balanced team should have two ranged weapons (i.e. shotgun plus a Thompson), a bat (to wound the toughest opponents) and a quick character equipped either with knuckles or a pistol to finish off individual wounded units.
The selection of particular characters will be dictated by the situation. Gangsters that may use Bandage or Second Wind can stay on the battlefield despite being seriously wounded, and you should hire them first. Equip them with weapons that match their statistics and add adequate Perks. Characters that fight hand-to-hand should have increased Health and defensive Perks (i.e. Thick Skin or Luck). Gangsters fighting at a distance should be focused on dealing as much damage as possible: Ranged Specialist, More Criticals and Savvy will allow you to perform more successful attacks. It's also an interesting idea to combine Blood Thirst with Battle Rage - this way the longer the fight lasts the more often the character will attack.
Mission rewards:
Maine Ave is the first available mission and it serves as a sort of tutorial to introduce you to the world of the game. One of your friends, Freddie Tanino, will give you several missions to allow you to familiarize yourself with controls and the game's interface. Once you've mastered the control of the camera (simply look around the area) and selecting buildings (click the left mouse button on the building with a hat icon), you can proceed to the proper mission.
Hideout, your base of operations.Your first task is to get the lay of the area. Highlight the building where the informant is (indicated with a question mark) and choose one of two options: Big Spender or Cheers. The former costs $5, the latter a Beer. The choice has no effect on the playthrough. After accepting the "mission", the character will go to a shopkeeper to seek information about the local buildings. In future, informants will demand much more cash or Beer; some of them will have to be threatened with guns or bribed with alcohol - in most cases it will be necessary to push the plot forward.
Informants will provide information necessary to take control over a district.Since your character has discovered several Breweries in the area, it's high time to plan your first mob action. You're going to have to do a raid to obtain several dozen casks of Beer. To do it, proceed in the same way as with the Informant: press the left mouse button on the designated building, and select Raid. After confirming the action, your man will go for a "walk", and come back a while later with spoils.
Brewery raid. Some gangsters (such as Squigs) can bring home bigger spoils.Unfortunately, you won't be able to take control over the district all by yourself - you're going to need to hire a henchman. Press the left mouse button twice on the icon reserved for the second gangster, select Vincento "Squigs" Rizzo from the list, and hire him. From now on you will be able to perform two actions at the same time. Time to use your new henchman and plan another brewery raid. Your warehouses should quickly get richer in 40 casks of Beer, and you will have successfully completed another mission.
The panel displays all currently available gangsters. In the first mission, you can only use your character and Squigs.Now it's time to earn some cash - click on Jobs, select the Beer tab and get into talks with Ben O'Connor. After choosing a gangster to perform the assignment (in this case it doesn't matter which one you pick) and accepting the mission, you'll need to wait a few minutes before you get your money. The first job will go without problems - in the future, however, it may happen that the payer will want to rip you off, scam or steal from you, or you may fall into a police trap.
Jobs will appear throughout the whole game - they're the best source of dirty and clean money.Next, go deeper into the city. Pay a visit to your (new) informant again - you'll learn of some new locations. Unfortunately, it will turn out that your partner Squigs has gone missing. To find him, ask the close-by gentleman if he hadn't seen your friend. Choose the question mark and send the Boss to investigate.
Sometimes, you're going to have to seek information among the people walking on the streets. Just as informants, they are marked with an exclamation mark.It will turn out that Squigs had been captured and is currently held in a nearby warehouse. Look at the map and roll the cameras over the building indicated with a red cross - on the main screen it will be a warehouse with an eye icon floating above it. Here's where you should save your game - your first encounter with firearms is about to start.
In future, almost every mission which ends with a shootout will have the eye icon.The way of controlling characters and using options has been described in the previous section of the guide. Your job is to rescue Squigs and escape from the warehouse. Since the path to your partner is blocked only by one thug, end your turn just in front of the door, then make use of the full amount of Movement Points to run into the adjacent room and easily eliminate the opponent.
The first opponent is just behind the door - before firing, get as close to him as possible.Now you only need to go to the back and stand on the monkey wrench symbol to open the cell. Two more enemies will appear. Using the crates in the warehouse as cover, move towards the exit. As soon as you see an enemy, try to get rid of him in one move - perform the action when the initiative bar shows both your character's portraits one by another. Your accumulated firepower should be enough to get him down before he has a chance of striking back. Do the same with the other thug, and the way outside will be open.
When two consecutive moves belong to your characters, you may be able eliminate the opponent before he has a chance to react.When the mission ends, you can level up your characters. Select the according option and choose a new Perk - try to pick one which best matches your playing style. Since my character is designed to fight with firearms, I chose Ranged Specialist. Squigs also uses pistols, so I picked the same Perk for him.
Time for the last mission, after which you'll leave Maine Avenue. You need to collect $1000 using your previously acquired abilities. Have Squids do some brewery raids and sell the spoils yourself. When you have a free moment, you can d some trading: use job to buy goods for low prices and sell them to whoever needs it. $1000 isn't a lot of cash and it shouldn't take more than a day of the game time to have the complete sum.
The last battle in Maine Ave jest childishly easy: focus on eliminating thugs one by one and the victory is yours.Before you leave Maine Ave, there's one more thing to do. The thugs who had previously captured Squigs have come to exact revenge, so you'll have to fight with them again. This time you'll be outnumbered, but it won't be a problem if you're prepared. Just hide in the first room and wait for them to come - as soon as they're in range, concentrate fire on one thug at a time. After the three of them are defeated, the mission will end in success and you can pick another district to go to.
Mission rewards:
Start questing in the new district by building your own chain of Breweries and Speakeasies. Beforehand, hire the newly met Emmet "Doc" O'Connel. First, you're going to need to look around for an adequate location: look for a Premise, meaning a building with a home icon floating above it. Once you've found it, send one of your gang members to buy it.
If you want to start your own business, you're going to have to rent premises.Time to set up a Brewery. Select the newly purchased Premise (you can press Space on the main screen, or switch to a list of all owned locations) and chose the only option available. Select Beer and wait and until your character has performed their duties. After a while your warehouses will start stockpiling casks of Beer. Now you only need to upgrade the Brewery to increase its efficiency, and therefore the production time of Beer.
Each Premise can perform one of ten functions.The next step involves establishing a Speakeasy in a Joint (the building with the tent icon). In order to find an adequate location, use an informant. Once you've got the right place, have one of your agents go there. Similarly to the Brewery, open the building menu and select a Speakeasy. From on it will secure you a steady flow of cash by selling your Beer.
Put your less legal businesses in Joints.Unfortunately, the game would be too easy if the above activities were enough to complete a mission. The current district has some Speakeasies that belong to your competition, which battles with you over clients. To get rid of the rival owner, you can do a raid (requires five pieces of Firearms - the Doc will get you what you need) or buy them out for $250. Given that the second option will guarantee an increase of your influence in the city, that's what I'd recommend to do. What's more, you can rent another premise and establish a second Brewery in it so that you could produce a surplus of Beer for trade through Jobs.
Eliminate the competition to increase the efficiency of your Speakeasy.It's high time to show the citizens who's running the neighborhood - this is when you need to set up the infamous "The Don" Pizzeria. Before you do that, however, first you're going to need to upgrade your Hideout to level 2 (press the left mouse button on it and select the adequate option). This will allow you to use more advanced buildings and increase the capacity of your warehouse by 20 units. What's left now is to rent a Joint and establish the pizzeria. The business will serve not only as a cover for your activities: it will also increase the effectiveness of all your buildings and instill Fear among the citizens of the district.
Hideout, Brewery and two Speakeasies. Now you only need "The Don" Pizzeria to increase their effectiveness.Once the pizzeria starts running, another character should join you: Brigitte "Daredevil" Laval. In contrast to the other two, she's a hand-to-hand to fighter who uses knuckles to attack twice in a turn, but inflicts less damage.
A good mafia boss should care not only for the fear of the citizens, but for their affection as well. The easiest way to get the latter is to establish a Soup Kitchen which will give out free meals to the hungry. Once again, rent premises to establish the business. This will get your Liked rating go up.
The more liked you are, the better discounts you get.Almost immediately, another problem will arise. The thugs from the previous mission owed some money to a local boss - Louie Castaneda. Since you were the one to take them out, their debt is now yours. Luckily, the Don won't demand cash - he'll want you to eliminate a few "pests". Begin the quest by visiting an informant. The gangsters you're looking for are hiding in the blue hotel (with the eye icon floating above it).
The gangsters pesting Louie Castaneda are hiding in this hotel.Fighting will start as soon as you get there - you're free to use your new characters. I suggest moving slowly and close to each other, and on encounter firing everything at once. Watch out when you're passing by windows, because enemies can use them to fire at you from inside the building. The quest gives you a good opportunity to train before proceeding to the more complicated fights.
It's better to control the fights yourself, because the AI may not be able to deal with enemies.Your problems won't end once you get rid of the enemies. It turns out the police has opened an investigation and will try to take your gang down. Save the game! If you're not able to mislead the investigators, you'll automatically lose the game. Press the Investigation button to open a list of available options, each of them with different consequences. I advise against destroying evidence in the beginning stages of the game - these quests will guarantee a confrontation with police forces, and federal agents make very challenging opponents. The easiest way to get the police off your neck is to bribe the investigators, since money is easily obtained.
It's absolutely crucial to mislead the investigators - failure means the end of the game!Now for the last mission objective: to collect $4000. Using what you've learned so far, either from the last couple of minutes or during the previous visit to Maine Ave (trade from jobs, raids and robberies), you shouldn't have any problem with that. You can also pay a visit to the local Don and do a quest from him, for which you'll get some substantial payment. When you have the money, the mission will end and you'll have three locations to choose from. The order in which you want to go through them doesn't really matter, you'll visit all three of them either way; I suggest starting from the one where is the least police activity.
The local Don offers $1500 for taking some thugs down. The battle is much harder than all the previous ones so far.
Mission rewards:
Your new district has the "King Liquor" warehouse - your job will be to buy it and get the alcohol. To do it, you're going to need clean money ($$), which you can earn by running a legitimate alcohol business - by selling it as medicine in a Pharmacy. Rent a Joint and establish the business. Next, secure alcohol supply - use Jobs to buy Liquor; it will be automatically delivered to the Pharmacy and sold for $$. From now on it's enough to restock your warehouses and wait until you've collected $$1000. In the meantime, you can upgrade the Pharmacy to increase its effectiveness.
Pharmacies are a first step to getting clean money.Sadly, it will soon turn out that a guy named Joey had bought the warehouse before you could get the required sum. You're going to have to talk to him face to face, but for that you need to find out where he's at. All leads point to a garage run by his brother - Mario. Let your informants earn some cash, find the garage and go for a walk. To soften the owner, give him two Beers, which you can easily buy through Jobs.
Bring him two Beers, and Mario will tell you everything you want to know.You'll find out that Joey may be found in another part of the city, with a third Tucci brother - Luigi. Use your informants to unlock the junkyard, and go for a little visit there. As it happens, Joey had gotten a loan which he cannot pay, and it will be up to you to see if he can be freed and the warehouse's title deed retrieved.
The second Tucci brother, Luigi, works at the junkyard.Use an informant again (this time you're going to have to threaten him with a gun) - you'll learn that the young Tucci is currently held at a Loan Shark. There are several ways to free him: by threatening the owner (you need 40 Feared rating), causing a fight (Heat will go up), or paying $$1000 of his debt. The choice is yours; remember, though, that you've recently collected the required sum, so there's nothing stopping you from using it now. In return, the Tucci brothers will join you and you will receive the deed to the warehouse.
The Tucci brothers will join you and you will get the deed to the warehouse.Next objective - to recover whisky seized by the police. The easiest way to do that is to bless it, given that alcohol used in rituals is legal. However, you'll need help from a local rabbi. To win him over, upgrade your Hideout to level 2, then rent premises and establish a Soup Kitchen. The rabbi will be happy to bless the alcohol, making you a happy owner of 400 casks of Whisky. Time to start making some real money!
Rabbi Hobsbaum will only want us to feed the needy, which is what Soup Kitchen is for.Sadly, your plans will be thwarted by an old friend - Louie Castaneda. He demands to share the profit at $$5000. Once again, you're going to have to expand your little empire and start making money. Make sure to secure a steady flow of dirty money right from the beginning - you can do it the quickest by setting up a Brewery and selling Beer - both through a Speakeasy or Jobs In the meantime, you should establish a second Pharmacy to increase your income. Now you have a couple of options - you can either wait a little until the beverages are sold and you gather the $$5000, or you can speed the whole process up by laundering dirty money through city officials or Jobs. Meanwhile, you're also going to have to defend your warehouse against attacks from the competition. If you don't want any problems, use the Tuccis (i.e. by hiring Luigi instead of Doc). After you've collected $$5000, the mission will successfully end, and you can move over to the next district.
A city official can exchange $1000 for $$5000. You'll only need to gain his respect (raise Liked rating).
Mission rewards:
Another mission from Louie Castaneda. This time you'll have to take complete control over Baltic Avenue. The first thing to do is to upgrade the Hideout to level 2, then renting a nearby Joint to establish a Protection Racket. It will ensure control over the district and secure a steady flow of cash. It's also a good idea to expand your domain by setting up a Speakeasy and a Brewery - it's never wrong to have an additional source of income.
The near future will have you play the role of an errand boy for Louie Castaneda.Since there are three similar establishments in the area, the efficiency of your new business is quite low. Louie will tell you to eliminate all competition, leaving the means entirely up to you. You can threaten the owner by doing a drive-by shooting or choose a more peaceful solution - buy the joint out. The latter will require gaining the owner's trust first, and since there are three protection rackets to eliminate, the drive-by seems like a better choice. For the money you get, use Jobs to buy firearms and send a gangster to get the job done - one drive-by is enough to send the owner packing for good.
A drive-by is the easiest way to eliminate competition.In the meantime, Freddie Tanino will tell you about a certain guy living in the district. To contact him, you're going to have to get to his apartment. Pay off informants, then walk to his hideout. Frank "Wolf" Joseph, the guy in question, is a local benefactor and a gun for hire in one. He'll promise to join you on one condition: help solve a problem with mass lay-offs in a local factory first. To do it, bribe the security guard (requires 20 bottles of Whisky) to gain access inside.
Buy Whisky through Jobs.Save the game and send the agent to the factory to begin the fight - your goal is to get the account book incriminating the factory's owner. The fight has two stages. First, get rid of enemies and pick up the account book. When you do that, more enemies will appear - this time you can either continue fighting and eliminate them all, or escape through the back door (move your conscious team members over the indicated area). Regardless of the choice, the mission will be successful and Frank "Wolf" Joseph will join you. I strongly recommend using his services - he's expensive, but highly effective. His equipment includes a scope-mounted rifle which is perfect for eliminating opponents.
The fight in the factory may be quite challenging. Focus on eliminating individual enemies effectively and taking cover.Once the Wolf crusade is over, you can go back to your previous activities, which is eliminating the competition. Use an informant to uncover the whole city map, and then do the last two drive-bys. When the problem is solved, Louie Castaneda will give you another objective: collect $7000 dirty money. Again, use whatever abilities you've learned and slowly stash the cash away. Louie will take $5000, leaving $2000 at your disposal.
$7000 is a lot of money, but a little bit of trade and a couple of properly established businesses should collect it within a few days.This is not the end of your problems. Castaneda wants you to eliminate the boss of a local gang. Use your informants (if you haven't uncovered the whole map yet) and send your agents to all three red dots on the map. In the meantime, you can be attacked by an enemy gang - luckily, the characters en route on a mission can be still used in a battle.
This time you'll be defending your Hideout from a rival gang.Once you've visited all locations, another one will appear on the map - a dock warehouse. Send your gagster there. This time things will go without a fight - Wolf will eliminate the target by himself and the mission will end successfully.
In the docks, Wolf will get the job done by himself.
Mission rewards:
In this location you'll deal with the racist members of Ku Klux Klan. Begin by gaining the trust of local residents - upgrade your Hideout level 2, rent Premises and establish a Soup Kitchen. Try and have a look around the area at the same time, and setup a Brewery, Speakeasy and a Protection Racket in the Joints you uncover. These will suffice to pay your gang members and slowly start accumulating cash.
Your first contact in the new district - Eliza Jackson.You need to increase the Liked rating to 40. There are several ways to do it: by upgrading the Soup Kitchen through adequate Jobs (last tab) or by dealing with the thugs stalking the city streets. You're going to need the help of informants to unlock this quest.
Eliminate the thugs to make the residents like you more.It turns out Ku Klux Klan doesn't like competition - through city officials it will force your Heat rating to increase by one point each day, so you're going to have to work fast. A certain Walker "Big Man" Johnson will get in touch with you and promise to help you in return for 60 casks of Beer for a local jazz club. Breweries you own (you can freeze Speakeases for a while so they don't use up your supplies) and Jobs should let you get what you need.
"Big Man" himself - soon you'll be using his services to your advantage.Ku Klux Klan will make another move - there will be a direct confrontation in the jazz club. Having defeated five opponents (watch out for the ones in red robes - they're armed with Thompsons, which deal huge damage), the fight will come to an end, but you'll probably be left with having to mislead police investigators. As a reward, each of your characters will level up.
Jazz club battle. Eliminate the red robes first.Time to help out your big friend: collect $5000. When you're at it, don't forget to grow your business and uncover more parts of the city. Soon you'll get a proposal from Samuel Johnson: $1000 for each completed quest he gives you. Nothing hard about it: the first one requires that you have 5 pieces of Firearms, the second that you establish a Bookmaker (you may be forced to close business in one of the joints, because there are only two of them on the map). Luckily, Bookmaker combined with Protection Racket and Soup Kitchen (and high Liked rating) generate enough money that you only need to wait a few days.
Two missions for Samuel Johnson and you have $2000 in your pockets.After a while, "Big Man" will reach out to you with information on a Ku Klux Klan gathering. It's a perfect opportunity to get rig of them. I suggest saving the game right here, as it may turn out that after collecting $5000, Walker has been captured and you're going to have to rescue him - this will automatically commence the last battle in the district.
Shotguns are perfect for clearing out rooms.Once again, the battle can be divided into two stages. In the first one, eliminate enemies and open the cell. Once "Big Man" is free, it's time for the final showdown - defeating the Ku Klux Klan leader. You can find him in the opposite warehouse. Several accurate shots will secure your victory.
Mission rewards:
It's high time to end your "cooperation" with Louie Castaneda. In return for clearing the district, he'll offer you a free hand in planning your next moves, and since he wants to get rid of the competition as quickly as possible, he'll send you some money every day. Additionally, right at the beginning, you can level up your whole team and therefore unlock another ability which will come in handy in future battles.
Squigs and Wolf will gain the ability to throw grenades.Start exploring the district. Through commissions, buy several casks of Beer and Liquor, then turn to informants. Each of them will get you access to different points on the map, and the locals will supply the details; unlocking new city fragments is the most important objective in the mission. If you can't get any information, continue asking around - sooner or later you'll stumble upon a well-informed person.
Seeking information, the continuation...Just in case, get the locals to trust you and prepare for the worst. Setup a Soup Kitchen and increase Liked rating to 60 as soon as possible (use the building and Jobs). Apart from that, make sure to take care of your financials (you never know if Castaneda wants to trick you) - establish a Bookmaker and a Protection Racket. You can also build the classic duo: Brewery and Speakeasy. In the meantime, you'll be attacked by a rival gang - you can skip the battle, but a victory will get you additional $1000.
The rival gang will try to stop you from learning the whole truth.Continue seeking information. Liked rating at 60 will let you talk to the informants up north without spending money on alcohol (otherwise you'd need 20 bottles of Whisky on each location). When you're done, you'll learn that a local gang gathers in a church once a month - it's the best moment to get rid of them. When Louie Castaneda finds out about it, he'll stop sending you money and demand that you take out the competition. Luckily, you've already predicted that move and have your own source of income.
Your money flow will soon be closed.New information will shed some new light on the matter. As it turns out, Castanea is trying to frame you for murder of Big Danny Corsinio, which would make the other gangs in the city attack you. You can't let that happen! Prepare for a fight, because you'd need to protect the Don. It pays off to visit the local residences - police officers' apartments can sell you some unique weapons. Purchase a Thomson, better knuckles and the "Serve & Protect" revolvers. Distribute the equipment among your gang members, hire five, and go to the church.
Support Role has a chance of hiring an Assassin who will randomly fire at your enemies.Again, the last battle in the mission is divided into two stages. The first thing to do is defeat the group north of you - it's a perfect spot to use area weapons, such as revolvers, shotguns or submachine guns. If you have grenades, save them for later. When you're done with the first group, prepare for the second one - they'll show up near the cars parked in the south. Try to scatter your team around, because the opponent - Louie Castaneda himself - has a submachine gun which he uses with deadly efficiency. When you see the enemies, throw grenades at them and manually finish off whoever's left. The mission, as well as the first act of the game, will come to a successful end.
The last showdown with Louie Castaneda. The enemies move in groups, so it's easy to hit them with area weapons.
Mission rewards:
Once again, you'll have three locations to choose from - I'd suggest to take Garden Pier first; it'll allow you to equip your henchmen, and better equipment will surely come in handy in the coming battles. What's more, police activity is quite low, and the risk of a bad break small. Your first job would be to take control over local gambling. Nothing to it - pay off informants and the location in which a rival Irish gang is hiding will show up on the map. Go there and take everybody down to become the owner of a prosperous business.
Grenades and shotguns will eliminate enemies in an instant.The next step involves establishing a Boxing Arena. Before you do that, though, setup some buildings that will secure you a steady flow of cash. The traditional trio of Brewery, Speakeasy and Protection Racket will to the job. The latter will work very efficiently right from the start, as there are as many as 10 independent businesses in the area. Now you can proceed to the main task and setup a Boxing Arena (if you run out of Joints, use informants). When the building is ready - and as long as you have the special edition of the game - a new gangster, Jan Koloff, will join you; he's armed with a unique weapon: "Stone Fists" Knuckles.
You can send your own people to fight on the Boxing Arena.The arena will slowly generate income, but you need to look to the future and become the owner of a casino. You can get it in two ways. The first option involves taking it over from the current owner (to do that, play at his place several times and loose so that he grows to like you, and then pay $8000 to buy the place out). The second option is to establish your own place. You will need a lot of clean cash (around $$3500; Pharmacies will come in handy) to buy a Construction Lot and set it up, and dirty money to upgrade your Hideout to level 4. The choice is yours: both ways are equally time consuming and none of them outweighs the other.
Your first casino.In the meantime, there are some side quests to do. The first of them revolve around the arena: you can send your own men to fight for you. Winning will increase the income from gambling and therefore speed up the process of gathering money for the casino. There are three fights: in the first you fight 1v1, in the second 2v2. The last one is a 1v1 fight against the current champion - it's much harder than the previous ones, so I suggest saving the game beforehand and using your best fighter. Even a muscleman such as Jan Koloff will have a challenging ordeal ahead of him.
The last fight on the arena is very challenging.The second side quest continues the topic of the numbers game. You're going to need to set the maximum amount of winnings, keeping in mind that the higher it is, the more players will take part, but your income won't be too high. Setting the prize at 600 seems like the best choice. Next, find a Joint and establish a Bookmaker (it'll be your source of dirty money dependent on your Liked rating) and do a checkup of the games (by visiting subsequent locations on the map). If there is more than one winner, you can cheat them by not paying them the main prize (it'll lower your future income from the fights) or humbly agree to the defeat. If you're getting close to finishing the casino, you can easily choose the first option; otherwise, if you have enough cash, I'd recommend the second.
The numbers game - setting the amount of winnings.Once you become the owner of a casino, you'll be given the last quest: to eliminate competition. You can buy all the places out, but since it would require enormous amounts of time and money, it's easier to... burn them. Use Jobs to purchase some firearms and spread your men among the joints. Before you get rid of the last casino, visit local officials to buy two available unique weapons: "Nice Gesture" and "Judge". Now you're free to set fire to the last building and conclude the venture in Garden Pier.
The quickest way to eliminate competition is through fire.
Mission rewards:
An exceptionally short and easy mission. Your job is to help Eliza Jackson increase popularity of her Harlem Club, which is done through completing different objectives scattered around the map. Each of them will increase the club's popularity by 1 point, and each point gives you $$150 a day. At first, you only have access to two tasks: one to get rid of a group of thugs, the other to deliver 50 casks of Beer. To secure a continuous flow of clean money, choose the first one.
Defeating the thugs shouldn't be any problem to you.Meanwhile, Freddie Tanino will give you another task - to setup a Bookmaker in order to control the bets in the Harlem Club. After doing that, complete the objective given right in front of the building to get another popularity point and open access to other tasks. Bookmaker will keep earning you enough dirty money to last until the end of the mission.
Betting on horse races may prove an excellent source of income.The next thing you should do is to complete the remaining objectives. You can obtain both Beer and Liquor (by trading through Jobs), build a Hotel (though it's a very expensive option and it's better to leave it at the end) or take out a rival gang. The forcible solution is the easiest, so do it. Gather the required amount of alcohol and give it to the club. If you're lacking cash, take some Jobs and exchange small sums of clean money for large sums of dirty money. In the meantime, your gang will increase in numbers by the addition of Romeo and Juliet: Will Patterson and Marie Lucille.
"Julia" is armed with a Thompson submachine gun - an excellent addition to your gang.Once you've gotten the 5 popularity points, your henchmen will be able to level up. You can still do the club missions and increase your dirty money income.
Each objective increases your daily income by $$150.When your men level up, Freddie Tanino will give you another task: to become the owner of three Night Clubs. To do that, you're going to need enormous amounts of clean money. Take Jobs, use officials to launder dirty money, sell alcohol in Pharmacies, whatever it takes to gather enough cash for the first club. From then on it should get easier - supply the place in Beer and Liquor and it will generate clean money all on its own. You can also setup your own Brewery and Distillery so that you'd be at least partially free from payers.
Night Club in the making.Build the last two Night Clubs. Before you setup the last one, I recommend uncovering the whole map and purchasing weapons from officials. You won't find any unique weapons here, but every piece of equipment will count in the near future. Once the third club is up and running, the mission will end.
Mission rewards:
At the very start of the mission, a new gangster will join you - "Stanislaw "Loony" Kowalski". He's a skilled knife-wielder, useful in narrow area battles.
The Bureau is on your tail - your Heat level will increase faster then usual, and you'll have to gather $$500 to bribe the officials. Pharmacy and alcohol bought through Jobs should take care of the lack of clean cash. In the meantime, take care of dirty money: setup a Brewery to win over a local Speakeasy and buy it out (send one man). Don't forget to upgrade it to increase the income from selling beer. It's also a good idea to establish a Bookmaker and a Protection Racket - the latter will work less efficiently due to two rival joints in the area, but the money it generates should be enough for now.
There is a huge amount of work to be done before you can complete Georgia Ave.After gathering the sum it will turn out the feds haven't taken the bribe and two of your men have been put in jail. Luckily, a local smuggler, Aleksy Lieven, will offer you help in exchange for three favors. Get him $1000, 15 pieces of Firearms and a gangster to help in transporting cargo. Save the game! When the last objective is done, the game will automatically move you to the prison where you'll have to fight your way to freedom.
Some of your people are in prison, the rest is trying to get them out.This is another two-stage battle. First, sneak towards the cells where your people are held. If there are police units standing in your way, try to get rid of them in one attack before they have the chance to open fire. Open the cells with the monkey wrench (stand on the icon). An alarm will raise and every officer present in the building will start running your way. The best solution would be to escape the prison through the back gate. The guards are slow, so the only time you can actually cross paths is right at the exit. You can return fire or just ignore them and escape.
Prison escape - soon you'll have six people at your command.Your actions will enrage the Bureau. This time they will try to get to you through their lawyers by accusing you of tax evasion. There's only one thing to do - establish a business which will serve as a cover for your underground activities. Buy a Construction Lot, build an Insurance Company and find "customers", and your lawyers will start working on trying to solve the problem. Unfortunately, to complete this task you're going to need enormous amounts of cash, and the police doesn't sleep (if you want to get clean money faster, temporarily freeze your Speakeasy to stop it from using the alcohol supply for the Pharmacy). Make sure to uncover new parts of the district and buy at least one Construction Lot; the first building you should put on it is Lawyer. It will not only slow the feds down, but also give you access to the lawyer standing near your Hideout, who'll reset your Heat rating one time.
A one-time Heat reset is a much needed thing.You can gather the rest of the money by expanding the empire. Setup another Bookmaker and buy out other Protection Rackets. "The Don" Pizzeria will increase the efficiency of all your Joints. You can spend the money for police bribes and buying weapons (including the unique "Nasty Sticker" knife). The sole equipment will cost you $5000. Setting up an Insurance Company is another $$60 (Construction Lot), $2000 (Hideout level 4) and $$320 for the building proper.
The Insurance Company's building. Now you need customers.Once you've established the Insurance Company, you need to find some clients. It's up to you to "convince" local residents to lay their signatures on the documents. To conclude the Bureau situation, use the local authorities. The person you're looking for is deputy Kingsley. In exchange for getting rid of a corrupt cop who is disrupting his business, he offers to deliver false information to the feds. Save the game before you go on the mission!
Settling the score with the police. Thompson submachine guns will have no problem in taking down several enemies at a time.There's nothing left than to defeat the enemies. Two submachine guns and a shotgun work best to clear the police ranks in a blink of an eye. Once the target is down, finish off whoever is left or escape; in both cases the mission will be a success.
Mission rewards:
Once again, a new mission will greet you with access to a new character. This time it's Alfredo Costa, a born sniper with the Rage ability, which increases his dealt damage. If he hits the enemy unit, you can be sure he'll eliminate it from the fight for good.
Somebody wants to assassinate you! Not only you've been constantly followed, but a while later a known assassin came to town. The situation is getting hot, but before you make any move you need to gather more information. The assassin currently resides in Ritz-Carlton Hotel: bribe the maid ($800) to check his bags. You can send one of your men at once; the rest can take care of earning you money: setup a Protection Racket to secure a steady flow of cash.
Ritz-Carlton Hotel: where the assassin is staying.The info gathered by the maid will tell you that the assassin carries a police uniform. Get more details before taking any action. Follow the guy - simply have your men visit the same places he has been at. You're also going to need to increase your Liked rating. You can do it with a Brewery; the Beer it produces will additionally get you some cash. The next location requires that your Liked rating is at least 40.
The search goes on.In the meantime, expand your business and uncover more parts of the city. Establish a Brewery, take over one Speakeasy, setup a Protection Racket and a Bookmaker, and you should have the money flow. An additional Pharmacy, supplied in Liquor from time to time, will soon become the only source of clean money. The next place you need to visit requires 10 pieces of Firearms - buy them in town or through Jobs.
This should be the last piece of the puzzle.Doing all that will allow you to level your men up. You'll also learn that police is involved in the whole thing - time to pay a visit to an old friend: Deputy Kingsley. He's not too eager for a chat, but an unsecured transport of alcohol (60 casks of Liquor at least) should draw his attention. You can buy the Liquor in distilleries scattered around town, or through Jobs.
Deputy Kingsley, the corrupt coward himself.It turns out Kingsley has been threatened and won't be able to help you out. You're going to have to pull some strings - payoff informants, uncover officials' residences and give them some money. Once you get on their good side, ask for a favor three times. NOTE! Remember to buy weapons first, because once you select this option, the officials become unavailable.
Before going on the third action, save the game! I suggest equipping The Boss in the best weapon available as he is about to fight off several opponents all on his own. Kingsley will contact you after he finishes the last favor. The assassin hasn't been hunting you, but your brother - you have to save him!
As it happens, even cowards can have a little "courage".You have 10 rounds to run into the building and shoot three false cops together with the assassin. Time is money, so you're going to have to eliminate targets while running. Use every option you have that will help you move, such as Tide, as well as ranged weapons: the Thompson submachine gun can take down several units at a time. The mission ends once the battle is over.
Eve to eye with the assassin.
Mission rewards:
Time to take the fight to Big Danny Corsini's turf. Your first task is to rent a Joint or Premise. Unfortunately, there are no Joints or Premises on map. In this case, use and informant. Another problem will arise: the only person who can help you - Frankie "The Mug" - is one Corsini's lieutenants. You have two options: you can either pay him $2000, or throw him out of the game. I recommend the second option - $2000 will come in handy and the forceful solution will increase your influence by 10 points.
The first encounter with Corsini's gang, or rather with his lieutenant: Frankie "The Mug".The next goal is to gather 100 influence points. To that end, rent and buy joints belonging to Corsini and eliminate his lieutenants by one by one. A nearby warehouse, which should hold 150 casks of Beer, is unfortunately a trap, but defeating the rival gangsters will get you some influence points.
The warehouse is a trap, which doesn't mean you shouldn't go there.Soon, two other of Corsini's lieutenants will stand in your way: a sniper "Smiling" Jake", and the crime lord's cousin - Jimmy Corsini. Same as before, you can choose a forceful or a peaceful path: the first mobster demands 40 bottles of Liquor, the other can be threatened when your Fear rating reaches 60.
This joint is run by Jimmy Corsini, Big Danny's cousin.There are several ways to get to Corsini. As soon as you get rid of his first lieutenant, setup a Brewery in the now empty Joint. Then, after collecting 30 casks of Beer, sell them to a local Speakeasy, and when it grows to like you, buy it out. Now you'll have money to buy Firearms (Jobs) and do a drive-by on a Protection Racket. Take the place over and establish your own. In the nearest future, these two joints will serve as your only source of income. Soon you'll get another type of Jobs, Special: they will hit Corsini's business directly. Use them to increase your influence.
Special Jobs will let you increase your influence in the city.NOTE! When your influence reaches 50, you'll be attacked by Corsini's men. You'll once again be forced to fight them off all on your own. This time you'll have two solutions: defeat everyone or escape. Given that the location is quite big, eliminate only those who stand in the way to the exit and escape as soon as the opportunity presents itself. When the battle is over, your people will level up (gaining another ability to use in combat) and your influence will increase by 5.
Escaping Corsini's men.Continue your march inside Corsini's territory. The next lieutenant, "Little Nicky", may be removed by the local Irish gang if you get them 20 pieces of Firearms. In the meantime, you can buy or destroy some of Corsini's joints.
Leo "the Banker" is the last obstacle in the way to Big Danny Corsini.The last lieutenant, Leo "the Banker", can be removed by handing him $$1000. When you take out Corsini's bodyguards and gather 100 influence points, the rival boss will come before you. It's high time to end this turf war. Buy all equipment from the officials and the local crime lords (he has a unique weapon: the "Baseball's Sultan" bat; you're going to need to use the gift option), then save the game. As soon as you arrive at the hotel, the shootout will commence.
The battle with the crime lord - victory will belong to only one side.I recommend taking units who can deal substantial damage to single targets. Two men armed with Thompson submachine guns, one with a pistol ("Judge" would be the best) and one with revolvers should take care of both Corsini and hid bodyguards without problems. When the fight ends, you'll be taken back to the city map.
Mission rewards:
Time to end the fight over the city. There are three gangs in the district: the Jews, the Irish and Crazy Jonas Twins and their men, and your task will be to force them to come to a summit and declare a ceasefire. Begin the mission the usual way, by securing a source of income through a Brewery, Bookmaker, Protection Racket and by uncovering the map. Next, you're going to need to increase your Feared and Liked rating - they will be useful in dealing with informants.
A sample list of buildings I had before proceeding to any task.The tasks you uncover will let you get in touch with subsequent gangs. The first are the Jews. You'll very quickly learn that their leader, Rabbi Goldstein, is in jail. To rescue him, you're going to need lawyers. Through Pharmacy and Jobs you should be able to gather enough clean money to establish a Lawyer. Unfortunately, your brother happens to be in the middle of the matters - he'll make sure that red tape doesn't give any results. Your only option is to free the Rabbi by force. The battle is very easy; just get through to the cell and open it - that will be the end of the quest and you won't even have to plan your escape. Rabbi Goldstein will agree to come to the summit.
Your brother took it upon himself to hinder your every move.The second group you need to contact are the Irish. First, get them 40 casks of Beer. Then, $2500 to pay a "blood debt" - they will give it to their late gangster's widow. The third and last objective involves delivering 40 pieces of Firearms. Having secured it all, you've secured their presence at the summit.
The Irish will be happy to come to the summit as soon as you give them firearms.The last group are the Crazy Jonas Twins. They demand $3000. I suggest saving the game because you'll be in a battle quite soon. When you give them the sum, the brothers will attack you. As long as you have characters that can deal lots of damage to single units (i.e. armed with pistols), the battle is pretty easy. Afterwards, one of the lieutenants will take control over the gang and promise to come to the summit.
The Jonas Brothers - that's how traitors end up.You can now level up your men, buy every weapon available in the city (I strongly recommend the "Cleaver" Thompson submachine gun) and save the game. Time to meet the other gangs at Haddon Hall Hotel.
Haddon Hall Hotel - the place of the summit.The summit is going to be attacked by Ku Klux Klan. You have to fight! To some point, the battle is a lottery - a lot depends on the initial positioning of your units. Watch out for the door; Ku Klux Klan members may be hiding behind it with knives in their hands. They can eliminate one unit within a round. It's best to wait for 1-2 rounds for your allies take care of some your opponents and uncover the others. Now you can join in the action - use the Thompsons and shotguns to get rid of larger groups of enemies, and pistols to kill those carrying submachine guns. Don't forget to continuously use your special abilities. Your character's Act Now will be particularly useful - it can "give" an ally additional move.
Another white-robed KKK pumped with lead.After the battle you'll be declared Capo Di Tutti Capi (boss of all bosses), thus ending the mission and concluding another Act.
Mission rewards:
One your warehouses has been robbed. Your task is to find the thieves and make an example of them to anybody who may wish to raise a hand on you. To get to the culprits, follow the leads. The first place to visit is the warehouse - send a gang member and wait for the results. At the same time, grow your business: establish a Protection Racked and a Bookmaker. Next, pay visits to informants and use the newly discovered joints to setup a Brewery and a Speakeasy.
Your fist task is to search your own warehouses.Time to move the investigation forward. Visit all available points on the map; after examining the exit road you'll learn that no truck has left the district. It can mean only one thing: the stolen alcohol is still somewhere around. The next piece of information lies in the local club - it turns out there is another speakeasy which is probably selling your alcohol. Somebody must be supplying it in it.
A drink party means alcohol. Find out where it comes from.Given that visiting another location would require $2500, you can put the investigation back for a while to take care of other businesses. It's a perfect time to expand your dominion and see how other buildings, such as Ponzi Scheme, Pawn Shop or Smuggler, work.
An efficiently run business will fill your pockets in an instant.Return to the investigation once you've gathered $2500. When you visit the joint, you'll learn that the business using your alcohol is thriving. Get 30 bottles of Liquor and find a buyer - he can get you more information. It seems your old Irish friend, Ben O'Connor, may know something about the robbery. In the meantime, Squigs will disappear too - it turns out it was his hat that you've found in the warehouse. Ben will point you to where the alcohol is hidden. Save the game and go to the second warehouse to get back what is yours.
The first of two encounters - take back your alcohol supplies.The battle is childishly easy; a few Thompson submachine guns and shotguns is enough to take everybody down. Afterwards it will turn out that Squigs has been framed by one of your lieutenants. He'll join you again with an offer to lay a trap on the traitor. Level your men up, save the game and embark on another mission.
Set a trap on the traitor; another battle is in store.There will be another easy battle. Towin, take cover and attack whole groups with Thompsons. You can also use Squigs armed with the "Judge" pistol - it's a perfect combination if you want to quickly finish off wounded enemy units.
Mission rewards:
This time you'll almost solely operate on clean money. First task: to gather $$200; to that end rent a Premise and setup an Accountant. Purchase both upgrades, and your dirty money laundering will start working like a dream. Establish a Protection Racket and a Soup Kitchen to increase your Feared and Liked ratings.
The Boardwalk is a paradise for accountants - they will launder any sum of dirty money.Once you've collected the required sum of clean money, you'll get another assignment: to buy 5 residential buildings (regular houses, without markings on the map). Before you come into possession of the last one, make sure to obtain both unique weapons: one from the official ("Punch in the Face" knuckles), the other from the local crime lord ("Louisiana Justice" shotgun). Also, have at least several sources of clean money other than the Accountant - trouble is just around the corner and soon your money fountain will dry out. I recommend establishing a Brewery and a Distillery, taking over the local Night Club, and setting up a Hotel. You can also secure a dirty money source: a maxed-out Labor Union and a Bookmaker together with a Protection Racket should do the job. Lawyer will also come in handy. Thus "armed", you can now buy the last residential building.
Purchased residential buildings will secure a small source of clean money income.As you know, money make money. Your next task is to buy 8 Construction Lots or already existing buildings. Here's where the problem I mentioned before starts. The Bureau will try to stop your activities: your accountants will be blocked and you'll lose one source of laundering dirty money (the other is through Jobs). A while later you'll be cut from your source of dirty money - you'll stop getting it from the other districts.
Your brother, agent D'Angelo, will try to make your life miserable.After buying a few buildings, agent D'Angelo will find another way to get to you. From now on, the amount of dirty money you haven't spent will drop to zero every day! You'll need to either launder it (through Jobs) or spend it before losing every last penny. If you're having trouble with this mission, you can rob a bank. The battle is quite difficult, but a victory would guarantee an additional $$5000. Regardless of the financial side, once you have 8 buildings, the mission will come to a successful end.
In case of financial trouble, you can always rob a bank.
Mission rewards:
This is probably one of the easiest missions in the game. Mr. Smith wants you to help him win an election; to that end you're going to have to ensure him the support of six different districts. Begin with the classics: build a Protection Racket, Bookmaker and a Soup Kitchen. Upgrade them as soon as possible so that your Feared (Protection Racket) and Liked (Soup Kitchen) ratings increase to 60. Make sure to uncover other parts of the city.
Secure Mr. Smith a victory in the coming election.You can gain the support in seven locations, each with different conditions:
I suggest beginning by increasing the Feared and Liked ratings and setting up a Labor Union. Once upgraded, it will generate huge amounts of cash, allowing you to easily accomplish the other tasks. The objectives are so simple that it doesn't matter how you complete them, you practically can't lose.
One of seven available objectives. Setup a Soup Kitchen.In the meantime, make sure to purchase every unique weapon in the city. Local crime lords have two of them, buy the last one from the official.
Each crime lord has a unique weapon.After winning over six neighborhoods, it will turn out that somebody has stolen a ballot box and you have to find it. First, check the three buildings behind the city hall. Then, go to the local prison - here you can either bribe the supervisor or send one of your men on reconnaissance (he'll be put in prison for a day). The ballot box is kept in the residence of one of the convicts. When you get to the first apartment, you'll have a choice: escape (one of your men will be imprisoned) or fight. Since there are only few battles in this mission, go ahead and select the latter.
One of few battles in Downtown.When it's over, go to the apartment of the other convict. There will be another battle, and when you win, the mission will successfully end.
Mission rewards:
Unique Weapon: The Chicago Piano (Thompson Submachine Gun)
As opposed to the previous mission which was one of the easiest in the game, Michigan Ave jest the most difficult, and the last, you'll come to play in Omerta. Your Heat rating will go up exceptionally quickly, income won't be too high, and what's worse: you're pressed for time. If you're too slow, you will lose and will have to start the mission over. There are, however, a few ways to win; below you'll find one of them.
This is the last mission in the game, but before you get to the end, you're going to have to work for it.The police is on to you: cover every lead that may take them to you and your business. There are 9 sub quest you're going to have to complete. Begin by upgrading your Hideout, renting Premises and setting up an Accountant; purchase both upgrades to it at once. Laundering dirty money and exchanging clean money for large amounts of dirty cash will be your primary, and in the near future only, source of income.
Jobs involving laundering dirty money will be your primary source of income.Send your agents to informants - you want to uncover the whole map of the district as soon as possible. Don't increase your Feared or Liked ratings. If you want to "talk" to reluctant residents, purchase weapons through Jobs. Additional ways to get money include:
Exchange the cash for goods (Beer, Liquor, Firearms) and use them in the joints on the map. When you have clean money, use some of it for trade through Jobs, and the rest to complete the other objectives. There are also three additional tasks that involve combat (with thugs and police) - each one is harder than the last.
Each task is linked to a quest you've been involved in previously.There are the following objectives to complete:
You need to be quick about every one of them, because every time the police take action, one of the points of interest will disappear. Police take action more frequently when your Heat rating is high, so if it's possible, bribe Kinglsey through special jobs.
Try to keep your Heat rating as low as possible.Once you've covered the leads, you'll have some time to catch breath. Now's the time to expand your business so that you could buy a unique weapon ("The Chicago Piano" Thompson submachine gun) at the local crime lord. Your next objective will be to kill a crown witness at the Marlborough-Blenheim Hotel. Before you get to it, make sure to free all of your men from prison - use another Special Job and go through a battle. When your men are free and any potentially wounded units healed, save the game and head for the hotel. I suggest equipping two units with Thompsons (Boss, Dandy), taking Doc (revolvers or submachine gun) or Squigs (has grenades) and one unit with a shotgun (Fixit is perfect for the job).
The encounter at the hotel entrance - the witness is inside.As you may be guessing, this is the last and the hardest battle in the whole game. There are 13 enemies armed mainly with pistols and Thompsons to take down. There are 8 more inside the building, another 5 five show up in front of the entrance as backup. I suggest falling back behind the car line and having one man throw a grenade towards the entrance before joining the rest in the back. The police will start moving towards you - you'll be able to eliminate them one by one as they leave the building. After several rounds, your opponents will get backup, but your position and ranged weapons should take care of them easily.
Eliminating the crown witness. It's almost the end.Once you've depleted the enemy's ranks (keep healing your units with Second Wind), enter the hotel and take down everyone who's still alive. Victory can mean only one thing: concluding the storyline portion of Omerta: City of Gangsters.