Don of NYC Walkthrough by dmikester

Version: 1.0 | Updated: 09/02/06 | Printable Version

The Godfather: The Game Don of NYC Guide

Version 1.0
September 2nd, 2006

By Mike "Dmikester" Feldman


This document is Copyright 2006 Michael "Dmikester" Feldman. It may be 
not be reproduced under any circumstances except for personal, private 
use. It may not be placed on any web site outside of GameFAQs. It may 
not be distributed electronically outside of the GameFAQs web site, and 
it may not be distributed otherwise at all. Use of this guide on any 
other web site or as a part of any public format is strictly 
prohibited, and a violation of copyright. 


1.0 (9/2/06):  The write-up of Part 1 (Tom's Way)

2.0 (??/??/??): Corrections in spelling and grammar will happen here, 
and most importantly, Sonny's Way will be added.


1. Introduction

2. Tom's Way: The Natural Order of The Godfather: The Game Introduction

3.  Mission and Hits Walkthrough

4.   Little Italy Takeover

5. Brooklyn Takeover

6. New Jersey Takeover

7. Hell's Kitchen Takeover

8. Midtown Takeover and Don of NYC Status Attainment

9. Sonny's Way: The Everything at Once Order of The Godfather: The Game

10. Prologue Missions and Freelancing

11. Act 1 Missions and Freelancing

12. Act 2 Missions and Freelancing

13. Act 3 Missions and Freelancing

14. Act 4 Misisons and Freelancing

15. Conclusion and acknowledgements

1. Introduction

Welcome to my second-ever guide.  This guide is for The Godfather: The 
Game, and is specifically for achieving the coveted Don of NYC title.  
Along the way, if you wish, you can achieve 100% in the game, but this 
is for some odd reason not required in order to become the Don of NYC.  
Miss a few safes by accident or an execution style or two?  Not a 
problem if you want to become the Don of NYC!  Also, there's no special 
reward for getting 100%, only a sense of finality and accomplishment.  
Becoming the Don of NYC, however, gets you infinite ammo (which of 
course is utterly useless at the end of the game) and all the respect 
you need to get to level 50!  So, let's begin!

There are several things to address before we get into the actual 
walkthrough.  First off, this isn't a typical walkthrough in that I 
won't be giving you a step by step breakdown of the missions or the 
hits.  I will point out various strategies for tough spots, but I 
figure you're smart enough to figure out the missions on your own.  
Also, in general, the missions and the hits, like in almost all sandbox 
games like this, are relatively easy to pull off compared to other 
genres.  I plan to write guides like this for most of the platform 
sandbox games, and I'll demonstrate that all of the optional stuff that 
improves your stats or gives you more money is 99% of the time 
unnecessary in order to actually beat the main game (GTA: San Andreas, 
I'm looking at you, kid!).  

Another thing to address is the aspects of this game that I will NOT be 
covering in this guide.  These are things that are either not needed 
for becoming the Don of NYC or not even needed for 100%.  They include:

Locations of Film Reels (not needed for 100%)
Execution Styles (except for one)
Black Market Merchants (not needed for 100%, and totally unnecessary; 
I've beaten the game 100% without ever upgrading my weapons)
Bank Heists (not needed for 100%)
Racket Trucks (not needed for 100%)

Everything else will be covered extensively.

The last thing is likely something very different than what you may 
have seen before in a guide of this nature.  The reason I love sandbox 
games so much outside of their virtually limitless replay value is that 
they present the player with a mission and objective order that is 
clearly mapped out, yet allow the player to go about beating those 
missions in anyway they see fit.  However, often with these games, 
there is a clear story in which it wouldn't make sense for the 
character to suddenly take three weeks gallivanting around and doing 
random things that don't tie into the urgency or plot of the main 
campaign.  Thus, sandbox games change the concept of linearity and in 
particular the concept of how a player plays through a story in video 

The way I've always enjoyed playing these games, and how I honestly 
think the designers intend for these games to be played, is to play 
through the main campaign all the way through, receiving all the 
rewards and experience from the campaign, and then striking out on 
one's own afterwards and accomplishing all the little things one may 
have noticed during the campaign.  Playing the game this way makes for 
a fun challenge and makes much more sense from a story standpoint.  The 
Godfather: The Game is clearly designed to work in this way, yet more 
than any other sandbox game before it, doing all of the side activities 
and missions makes sense during the main campaign, to a certain extent. 
For example, you're encouraged to extort businesses throughout the 
game, and it makes sense that an associate would be doing this.  At the 
same time, your ultimate goal is to eliminate the other four families.  
Doing this before the final mission in which you eliminate the Dons of 
the other four families makes virtually no sense story-wise, especially 
considering Don Barzini's final words to you (which I won't spoil 

One final point to make here is how the designers in sandbox games 
design the missions so that they incrementally increase their rewards 
based on what the designers likely feel is either their difficulty 
level or the optimal story order.  GTA: San Andreas is the game where 
this most applies, and I'll be writing a guide in this vein for that 
game soon.  In The Godfather: The Game, the missions and hits follow 
this concept in terms of both monetary reward and respect points 
reward.  Therefore, for this guide, the story missions and the hits 
will be woven together as the main campaign, since I'm certain that's 
how the designers meant for the game to be played.

So, with all of this in mind, I am presenting here two completely 
different ways to play through the game and become the Don of NYC.  The 
first way is what I'm naming the "Natural Order" of the game, which 
basically consists of playing through the main story first and then 
doing all the side activities.  This will also be known as "Tom's Way," 
for reasons to be made clear once the walkthrough begins.  The second 
way, or "Sonny's Way," involves eliminating the families during the 
main campaign, one at the beginning of each act.  This is presented not 
as my recommended way of playing the game, but as another option that 
may appeal to those players that like to do side missions during the 
game.  When I say eliminating families, by the way, I don't just mean 
destroying their compounds, but taking over all of their businesses, 
rackets, warehouses and hubs as well.

And, finally, let's begin!

2. Tom's Way: The Natural Order of The Godfather: The Game Introduction

Welcome to the way of becoming the Don of NYC that makes the most sense 
story-wise, and as you'll see if you try both methods presented in this 
guide, by far the easier of the two!  This is why I call this the 
Natural Order of the game; it's the easiest and makes the most sense at 
the same time, and it's also just more fun in general.  It allows you 
to focus and keep track of what you're doing much more than if you 
freelanced in the middle of the game.

The reason this is called Tom's Way is that fairly early on in the 
game, Tom Hagen and Sonny Corleone give you tips on how to extort 
businesses.  While Sonny basically suggests brute force, Tom suggests 
diplomacy.  If you follow this guide, you will be able to count the 
number of businesses and rackets you will have to extort with force on 
one hand.  The rest will be through diplomacy, which will not only 
guarantee an optimal amount of money received, but will simply be 
easier to manage considering that you can practically ignore all the 
gangsters guarding the businesses when you use diplomacy, whereas if 
you use force, you'll have to take down numerous gangsters, increasing 
your vendetta levels and reducing your ammo needlessly.

So let's get going! 

3. Mission and Hits Walkthrough

If you're a total beginner, definitely play through the Prologue.  Not 
only is it a well-done scene, but it'll give you essential practice if 
you don't know how to fight in the game yet, considering that in this 
scene only, you're invulnerable.  Try to get used to it, since it's a 
bit awkward at first, but becomes quite intuitive after practice.

Now, go through the Prologue, which consists of Missions 1-3.  In 
Mission 1, make sure to break the crate against the wall to your right 
by throwing one of the punks against it.  It'll give you an extra 
$1000, which at this point in the game is a very large amount of money.

All the story missions have bonus money like this, and I'll give you 
strategy on how to collect them.  They're essential for building up 
your money early on, which will help with buying clothes and just 
generally saving up money for all the negotiating you'll be doing.  
Buying clothes, by the way, gets you respect, which is critical early 
on for building up your stats.  The tips I'll give you for buying 
clothes are based pretty much exclusively on the official strategy 
guide for the game, an excellent resource in general.  

In Mission 2, you'll be introduced to side missions.  You'll extort 
your first business, take over your first racket, and crack your first 
safe.  The business, Emilio's Butcher Shop, is one of two or three 
you'll actually take over with force, but hey, Luca Brasi isn't exactly 
the best diplomat of all time, is he?  Punch and slam Emilio until he 
starts to be willing to pay, then hold him and wait until the payout 
price gets to be around 1100, then talk to him.  Congrats on your first 
business extorted!  Only 83 to go.  

Go upstairs, and again, use force.  This time, though, you'll actually 
be fighting gangsters as well.  You should be able to pull off a number 
of Execution Styles here, about 2 or 3.  Threaten the racket boss in 
the same way that you did Emilio, and threaten him until he pays around 
750, then talk to him.  Finally, go over to the safe, plant your 
dynamite, run behind cover, and get the money and dynamite from the 
safe.  A safe will always conveniently include dynamite to replace the 
one you used to crack it!  The money from the safe, $1500, is the 
"bonus" money for this mission.  

Before Mission 3, buy some clothes, specifically a Closed w/ rolled up 
vest, Casual Pants with belt, Oxford shoes, a snap brim hat, and wire-
frame glasses.  This will likely drain you of money, but don't worry.  
If you can't afford it all, don't worry about it.  Just make a mental 
note of what you didn't buy, and buy it first chance you get.  

Now chances are you've gone up a few levels, and can upgrade.  Without 
a doubt, the three most important are Fighting, Shooting, and Health.  
After these, get your Street Smarts up to Level 4 so that you can steal 
parked cars without any heat, and then upgrade your speed.  Speed 
really only comes into play in the end when you're taking out compounds 
and need every advantage you can get.  Also, don't completely upgrade 
Health, but save some points.  When you upgrade your Health, you get 
fully healed, which can be a lifesaver in some of the last missions.

Go ahead and do Mission 3.  The bonus money, $2000, is in the graveyard 
that you beat up the second college brat in.  Before you beat him up, 
run to the other side of the graveyard and towards the right.  You 
should see the money behind a gravestone.  Then go ahead and finish up 
the mission.  Congratulations, you're through the Prologue!

Now for Act 1.  Here, the official strategy guide assumes that you've 
been doing an insane amount of freelancing before you do Mission 4, and 
therefore assumes you can afford a $12,000 closed double-breasted coat 
with a tie.  Wow.  Well, don't worry about that.  Let me just say if 
you did that much freelancing before this you'd likely be close to a 
vendetta with the Tattaglia's and would have to deal with them shooting 
at you at every turn.  Sound like fun?  Didn't think so.  

Anyhow, don't worry about the coat yet (but buy it first chance you 
get), and try to buy Dress Pants, Loafers, and a wide-brim Fedora.  
Then go meet Luca Brasi.  The bonus money, $2500, is quite fun in this 
one.  When you're shooting the first dummy, shoot it in its left knee 
(it's the knee on your right in case you're confused) and it'll fall on 
the crate with the money in it.  Now finish the mission.  Well, that 
sucked, didn't it?  This is the first real challenge of the game, and 
should be a real wake up call to what this game will mostly be like in 
terms of missions.

Now, in an annoying design choice, you have to wait to meet with Monk 
until the next day in the afternoon.  Now, you could freelance in this 
time if you'd like, but I wouldn't recommend it.  You'll just get 
gangsters needlessly angry with you.  If you want to buy weapon 
upgrades and get film reels, be my guest.  In any event, before Mission 
5, try to purchase Dress Pants with a belt, Wing Tips, and Sunglasses.  
Then go ahead and do Mission 5; you have to activate it by picking up a 
phone.  The bonus money here is in a car parked on the bridge where the 
ambulance stops and you have to interrogate the capo.  It's the car on 
the left side of the bridge that's sitting all alone.  Shoot it until 
it blows up and collect $3000.  

Now get to your first "rendezvous," which is at the Corleone Compound.  
If you can, buy an Open Sport Coat with a Vest and a Homburg hat 
beforehand.  Now get over there and get promoted to Enforcer.  With 
great power comes great.  Oh whoops, wrong movie.  Anyhow, now you get 
to do Hits!  Yes!  These are really fun, and if you go for the bonus 
objectives, which you should and will, occasionally quite challenging.  

Let's do the first Hit by chatting with Tessio and getting the 
contract.  Before you actually whack the guy, go ahead and buy a Dress 
Shirt rolled up with suspenders.  Now, the bonus here is very easy; 
just kill him with no weapons of any kind.  In other words, punch him 
to death!  Easiest one you'll get, by far.  The reason for doing the 
bonuses is that you get much more money and respect for doing them, and 
when you do the hits with the bonuses, the respect rewards correspond 
very nicely with the main story missions, suggesting that the designers 
meant for it to be this way.  

Next, take on Mission 7, where you get to be the guard at the hospital 
while Don Corleone is sick!  Excellent.  Buy, if you can, a Leisure 
Coat open with a vest and a tie.  Also, prepare yourself for the 
complete transformation of Michael Corleone, both in regards to his 
body and his voice.  I have to admit, they did an excellent job with 
this considering the bizarre circumstances of Pacino not giving them 
permission to use his likeness.  Here, the bonus money, $2000, is in 
Don Corleone's room, which opens up once your objective is to meet 

All right, now do Mission 8, which is really just another rendezvous.  
Buy a narrow brim Fedora for this one.  Just get in and out.  Go ahead 
and do Mission 9, which is also the end of Act I.  Buy an Open Vest 
rolled up and untied before the mission.  The bonus money, which totals 
$5000, is on the roof of the building you have to throw the sergeant 
off of in the form of five separate $1000 bags hidden in crates.  Shoot 
them open, collect the money, and then throw the sergeant off the roof.  
Act I is complete.

Act II begins with you being called to the Corleone Compound.  To 
prepare for the occasion, buy a closed dress coat.  Head over to the 
Compound and get promoted to being an Associate!  Now let's pull off 
another hit.  Head back to Tessio and prepare to whack another 
Tattaglia.  The bonus here is to kill him using a baseball bat.  This 
actually only means you have to deliver the final blow with a baseball 
bat, but to play it safe, use the bat the whole time.  

Now go ahead and do Mission 10, where you help out Clemenza by taking 
out Paulie Gatto.  The bonus money here is the first real challenge 
you'll have as far as collecting bonus money goes.  When you go 
upstairs to plant the bomb, you'll likely notice a locked door to your 
right.  Once you plant the bomb, that door opens and a gangster comes 
out of it.  In order to collect the money, which totals $20,000 (!), 
you have to rush past him, collect the money, dash downstairs and vault 
out of a downstairs window, likely seconds before the bomb goes off.  
This will likely take you a couple of tries, but it's definitely 
doable, and you'll be much richer for it.  Also, note that you get a 
new safehouse after this (finally!)

Mission 11 is next, and it's yet another rendezvous.  Buy some horn rim 
glasses and a dress shirt with suspenders for the occasion.  Meet with 
Monk, and yes, ignore the Trojan for now.  We'll do his hits later on.  
Besides, it's more fun to meet him for contract hits in a church 

Mission 12 is the excellent recreation of the horse head scene, where 
you escort the man who planted the horse head.  Of course, if you're a 
big fan of the film, you might cringe at how out of sequence this is in 
the game (this should have happened before the Don was shot in the 
street), but it doesn't take away from how awesome the mission is.  
This is really the only main story mission where you'll have to use 
stealth exclusively.  Just make sure to follow Rocco's lead and to wait 
for people to exit rooms before you follow them.  You'll likely have to 
do this mission multiple times just to get used to the guard positions, 
but you'll get it eventually.

This is by far the hardest bonus money to get, but at $20,000, it's 
definitely worth it.  When you get to the final corridor, when you see 
the maid exit out to a door on the right, you have to sneak out the 
other door (the door closest to you) quickly, grab the money that's 
lying against the wall, and sneak back out without the guard or the 
maid seeing you.  Again, this may take you a couple of tries, but it's 
one of the more interesting challenges you'll face.  For all you Metal 
Gear Solid fans, this'll be easy.  

Mission 13 is the fourth rendezvous you'll have, but this one has an 
excellent reward.  You'll get a new safehouse and finally make your 
relationship with Frankie official.  And in one of the stranger moments 
in the game, you never end up taking Frankie dancing. Huh. Anyhow, now 
it's time to do your third hit.  Quite appropriately, the bonus for 
this mission, which is to kill Bianchi with only a garrote, involves 
sneaking, just like Mission 12, but this one is much easier.  Take the 
skills you learned from Mission 12 and use them here to good effect.

And for Mission 14, you get to be the guy who plants the pistol in 
Louis' Restaurant!  How great is that?  Go ahead and buy a sport coat 
open with vest and tie and sunglasses for the mission.  This isn't a 
particularly difficult mission, so go ahead and complete it.  The bonus 
money here is obtainable after Michael kills Sollozzo and McCluskey.  
When you have to meet up with Michael at his car, first go upstairs in 
the restaurant and you'll find a weapon stash and $5000.  Then run 
outside and complete the mission, which also signals the end of Act II.

For the beginning of Act III, you have a meeting at the Falconite Club.  
Go there and be promoted to a Soldier by Don Corleone himself!  

Now we have Mission 15, the beginning of the end.  Appropriately titled 
Now It's Personal, this mission will, at least storyline-wise, harden 
your character by killing your lover.  Nice parallel to what happens to 
Michael in Sicily, no?  Well, OK, it's nowhere near as good, but it's a 
nice effort on the part of the designers.  Notice by the way that this 
is the only time in the whole game that anyone even makes any kind of 
effort to whack you, and they were really gunning for Frankie in this 
case.  How odd.  Oh well.  The bonus money is simple here.  In the 
beginning of the mission, go upstairs in your safehouse and find $5000 
behind a bar in a room on the top floor.  That's it.  Now finish the 
mission and witness the transformation of Monk and how your character 
doesn't even shed a tear at Frankie's death.  

To take your revenge, at least a little bit, perform another hit from 
Tessio.  Buy an open Leisure Coat for the occasion.  This is actually 
one of the trickier bonuses to achieve, at least if you want to do it 
with no innocent deaths.  You have to kill Nobile with no witnesses.  
You can either sneak your way around the garage, avoiding the maid, or 
just kill her, any Tattaglia thugs lying around, and then Nobile.  
While the second method is by far the easiest and most feasible, it's 
certainly not the most elegant of solutions.  I leave it up to you, but 
I'd recommend killing everyone, which is contrary to the strategy 
guide.  It just makes the bonus easier.

Mission 16 is a very brutal but damn satisfying mission.  It also fills 
in a hole in the movie, which is exactly how Bruno Tattaglia was 
killed.  The bonus money for this mission wins for strangeness.  When 
you get to the funeral home, look in the nook on the corner of 34th 
Street, which is on the same side of the street as the funeral home for 
$7,500.  The game will warn you that you're going out of bounds, but 
nothing bad will happen.  Then go to the funeral home and throw Bruno 
into the fire.  That'll wipe that slimy smirk off his face.  

And now for Tessio's final hit, Don Tattaglia's son.  You'll need a 
molotov cocktail for the bonus objective here, which is to kill Johnny 
Tattaglia by burning him alive.  While there are explosives all around, 
blowing them up in Johnny's face almost never kills him (or any 
gangster for that matter).  Once Johnny's been critically wounded from 
the explosions, throw a molotov cocktail in his face to get the bonus 
objective.  And that's it for Tessio's hits!  

Now for your fifth rendezvous, which is also Mission 17.  What's fun 
here is that Jaggy will recommend that you bomb the Tattaglia compound 
now.  Uh-huh.  Kinda jumping the gun there, Jaggy.  Well, we'll whack 
him in good time. :)

Next up, go back to the Trojan.  Head over to Hell's Kitchen and get 
your first hit against the Straccis.  The bonus here again is to burn 
Ottavio alive, so make sure you have Molotovs.  Conveniently, there's a 
merchant that sells Molotovs right next to the hit location, so use 
that if needed.  The best way to do this is to drive down to where 
Ottavio is, get out and shoot out all the crates and random thugs, 
wounding Ottavio in the process, and then throw a cocktail in his face 
to finish the job.  In other words, do this just like the last hit, but 
make sure to drive down to Ottavio's level rather than trying to kill 
him from the bridge above.

Next up is the most epic mission you've had thus far, Mission 18, or 
Sonny's War.  This will take a long time and can be very challenging in 
parts.  It will give you excellent practice in taking over a warehouse 
though, which you'll need to do a lot after the story is complete.  The 
bonus money here is simple.  After you get the information from the 
racket boss (kill him if you really want to, but he'll be the only 
business or racket owner you'll ever kill), run up to the roof of the 
warehouse and collect $10,000 from the wired-off chicken coop.  Then 
run over to the warehouse and take it over (this warehouse doesn't 
actually count as one of the warehouses you need to own for some 
reason, so it really is just practice).

Go back to the Trojan for your next hit.  The bonus objective for this 
hit is to kill Grossi by throwing him in the baker's oven, exactly like 
how you killed Bruno Tattaglia (what's up with these bonus objectives 
and fire?!).  Go ahead and do your worst.

Now for the tragic Mission 19, where Sonny is brutally murdered in one 
of the most famous scenes in movie history.  It's actually quite nicely 
done in the game.  The bonus money, which totals $15,000, is located in 
the tollbooth on your right as soon as the mission starts.  So yes, you 
have to get out of the car, sprint into the tollbooth and grab the 
money, then run back to the car and drive as fast as you can after the 
tollbooth attendant.  You won't have a problem in terms of losing the 
attendant's car if you do everything efficiently.  Also, beating this 
mission signals the end of Act III.  

And now, it's time to do a ton of hits.  Four, to be exact.  Head over 
to the Trojan and get your next hit against the Straccis, Oscar 
Zavarelle.  The bonus objective here is rather odd.  You have to shoot 
Zavarelle in three different parts of the body, and in a specific 
order.  First, shoot him in the knee (kneecap him), then the shoulder, 
and finally, the head.  This actually isn't nearly as hard as it 
sounds, but you have to make sure to shoot him in that order.  

The next hit is from Clemenza in the basement from the Corleone 
Compound, and is your first against the Cuneos.  You might think by 
walking into the Corleone Compound that you'd activate the next 
mission, but you don't.  You have to go meet Michael specifically to do 
that.  If you head straight to the basement, you'll be able to do the 
next hit without activating the next scene.

For this hit, you have to throw Marcolini off of the bridge.  This is 
one of the tougher ones to accomplish.  First off, if he doesn't run 
down the flight of stairs in the middle of the bridge on his own, you 
have to drag Marcolini down there yourself, which can be hard.  Also, 
make sure you take out all the gangsters guarding him, including the 
one at the bottom of the stairs.  Once you've gotten Marcolini down 
that flight of stairs and against the balcony, the objective is easy.  
It's getting to that point that's tough.

Next up from Clemenza is another Cuneo hit, Marco Debellis.  This is 
one of the easiest bonus objectives to pull off.  Here, you have to 
kill Debellis by running him over with any vehicle.  Get a truck, drive 
down to the rail yard and up the ramp where Debellis is.   Hit him and 
then repeatedly run him over to finish the job.  This should take you a 
total of thirty seconds if done right.  

One more hit from Clemenza for now, and it's another Cuneo hit.  This 
one, in my opinion, is the hardest bonus objective to pull off outside 
from the last hit.  Your bonus objective is to kill Tosca with a single 
shot to the head.  This is very difficult due to two things; the number 
of gangsters around and the fact that Tosca is an aggressive shot that 
moves around a lot.  This took me many tries, and I got really lucky 
when the targeting system just randomly targeted Tosca's head for me.  
The best way to do this is either by systematically taking out all the 
gangsters and getting into a difficult shootout with Tosca in the back 
room of the barbershop, or trying again and again like I did and 
getting lucky.  If you don't pull this one off, don't worry about it.  
You don't need the bonus objectives for 100%, and you have plenty of 
respect by this point.

Now head back to The Trojan for your next and last hit for now, which 
is against the Straccis.  This is one of the strangest bonus objectives 
to accomplish in terms of execution.  The bonus objective is to 
strangle Fontana with your bare hands.  You need to drive up to the 
party, park, and walk right up to Fontana and strangle him.  You won't 
encounter any resistance until after you kill him and achieve the bonus 
objective.  Very odd.  Anyhow, now we're done with hits for a little 
bit.  Head to the Corleone Compound and now enter the Don's study to 
meet with Michael and truly begin Act IV, which is also the last Act.

You begin Act IV by being promoted to Capo Regime!  Also, you get to 
meet Al Neri, who will be providing you with many hits in the future.  
For now, though, we've got The Trojan's final hit.  Head to him and get 
your last hit against the Straccis, this time against the Don's son 
Salvatore.  You've gotta love how the Trojan claims you and him will 
kill Salvatore and that therefore you'll learn more about who The 
Trojan really is, but he completely disappears after he gives you the 
hit, never to return.  Nice.  Anyhow, your bonus objective is to kill 
Salvatore before he blows up the warehouse he's located in.  This is 
very easy to do.  Just make sure when you get to him shooting at you 
that you don't go up the steps he's shooting at you from.  Stay at the 
base of the stairs and kill him from there.

The next hit is from Al Neri who is now located in Bryant Park (for 
some reason, I love where people assign you hits in this game).  This 
hit is against, of all people, Jaggy Jovino, your old friend who has 
randomly become a snitch.  Note that basically every character made up 
for this game outside of you gets killed somehow.  So, let's take him 
out.  The bonus objective is to not harm any of the escort girls around 
him.  This is very easy.  The only person you have to watch out for is 
Rosa, who Jaggy holds hostage.  But with good aiming skills, you can 
hit Jaggy in the head and no one will be harmed.  

The next hit is from Neri, and it's the first against the Barzinis, by 
far the hardest family to take out.  Understandably, these will be 
harder to pull off than the other hits have been overall, but they're 
all fairly straightforward except for the final hit.  This one is 
against Big Bobby Toro, and the bonus objective involves not killing 
any officers of the law before you kill Toro.  This just takes patience 
and good kneecapping skills.  If you can put some police officers out 
of commission before you kill Toro, you'll be in good shape.  Also, 
don't be afraid to take some punishment from the officers if it means 
you get to kill Toro first.  Getting iced (killed) in this game has 
practically no penalty other than you losing a tiny bit of money, and 
it's worth it in a situation like this where you can get a bonus 
objective just before you get iced.

Mission 20 is next, which involves meeting Monk in Little Italy.  This 
is another sad mission where you have to take out Monk.  The bonus 
money here is easy, and it's only $5,000 for a reason.  When Monk walks 
out of the alley at the start, go into the alley and you should see the 
money in a nook to the left.  After that, do the mission and discover 
Monk's treachery.  Whack him, and watch your character be sadder about 
losing Monk than Frankie.  Strange.

Now, let's do some more hits.  Head to Al Neri and get your next hit 
against the Barzinis.  This hit is rather interesting.  For the bonus 
objective, you have to kill Testa while he's shaking hands with the 
police chief.  This can be rather finicky, but basically make sure that 
it looks like Testa and the cop are talking, and then snipe Testa in 
the head.  This is actually much easier to pull off than it seems at 
first.  It's really more about the timing than the actual shooting 
part.  You may have to try this a couple of times.

Next up from Neri is one of the hardest hits to pull off in general, 
bonus or otherwise.  You have to kill Domenico Mazza, who has fortified 
himself in Union Square, complete with numerous Barzini thugs all 
around.  The bonus objective is to bribe one of the bodyguards on the 
edge of Union Square before you kill Mazza.  Bribing the guard is by 
far the easiest part of the whole hit.  I've had much better luck 
bribing the bodyguard near 12th Street as opposed to 34th Street.  You 
just have a better overall position to advance into the square with 
when you start from there.  After you bribe the guard, this all comes 
down to your skill with this game.  Best of luck, and watch out for 
Mazza, who is actually a very good shot himself.

Next up is the last hit from Neri, and it's against Don Barzini's son, 
Emilio Jr.  The bonus objective here is to kill all of Emilio's guards 
before you kill him.  This is tough only because it's the Barzinis.  
Again, this all comes down to skill.  Definitely start by going into 
the graveyard to the right of the church and taking out the guards 
there.  When you eventually kill all the guards, Emilio will run down 
the street (coward!).  Chase him and kill him anyway you see fit.  I 
always enjoy running him over.

Mission 21 is the final rendezvous.  Meet up at the Corleone Compound, 
and drive to the Embassy Club.  Time to conduct some business, as 
Tessio would say.  Notice by the way that if you rush after Tessio's 
car, you'll notice it literally disappear in the distance as you follow 
it.  Guess the designers didn't think you'd do that.

We're now down to the last two missions of the game, which are by far 
the hardest (or at least the most complicated) missions of the game.  
Definitely save before you do Mission 22, which involves whacking 
Tessio in three minutes.  This is very hard to pull off considering 
that the Barzini's have you horribly outnumbered and will be gunning 
for you at every turn.  You'll likely have to do this mission several 
times, but don't give up.  

One thing to do that might help in the beginning is this.  When you 
first enter the club, run to the right and into the bar where Tessio 
gave you your first hits so long ago.  Take out anyone in the bar, and 
then open the doors and madly dash to your immediate right and get in 
the elevator.  During the time when the screen fades to load the second 
floor of the club, which is where you need to go, it will look like 
you're getting pummeled by bullets, but when you get to the second 
floor, the game will act as if those bullets didn't touch you.  Odd, 
but a great way to get out of wasted ammo, and it saves you time.  

The bonus money here, which totals $10,000, is in a crate in a room 
that you have to go through on your chase of Tessio.  It usually has 
one guard in it, and the crate is on the right.  If you get to the 
final room with Tessio and die, you'll actually continue right near the 
room where the crate is in.  You can take your time shooting it to get 
the money, so don't stress out about it.  You should also have plenty 
of time in regards to the three- minute time limit.  

And now, the final two hits.  These are both given by Clemenza in the 
basement of the compound, and are both against the Cuneos.  The first 
is against Luciano Fabbri, and is simple.  The bonus objective is to 
talk to him before you kill him.  This involves killing the guards 
around him, kneecapping him, and walking up to him, talking to him, and 
then killing him in any way you like.  Straightforward, and not too 

The final hit, however, is a very different story.  Get it from 
Clemenza, and then prepare for hell.  The bonus objective is to kill 
Cuneo (of course, the Don's son) by throwing him into a ditch or a 
railyard, which is conveniently right near him.  Of course, actually 
getting to the point where you can pick him up and throw him over the 
railing successfully will take an enormous amount of skill, and really, 
mostly luck.  Cuneo is beautifully positioned on a corner and is 
guarded on all sides by some of the fiercest guards you'll encounter in 
this game.  He also happens to be an amazingly aggressive and good 
shot, and he defends himself very well.  

Basically, I highly recommend NOT getting the bonus objective here.  
It's just too aggravating to pull off, and it doesn't really feel like 
a major accomplishment when you do because of the amount of luck that 
it requires.  In any event, once you've executed the hit, either by 
doing the bonus objective or not, you've beaten all the hits!  Great 
work!  Now let's wrap up the story.

Mission 23 is the incredible end to the story, and reenacts the 
assassinations of the dons of the other four families during the 
baptism.  Except this time, YOU get to kill all four of them!  Does it 
make any sense logically?  Of course not.  Is it incredibly fun to play 
and a rush?  You bet!  For some reason, I don't find this mission 
particularly hard to beat, but it takes a lot of focus.  However, the 
mission is 90% skill, so it's a great final test of your abilities.  
Just a couple of notes below about each hit.

First off, when you take out Don Stracci, definitely go through the 
motions of meeting him in the elevator and offing him on the way down.  
It makes the hit much easier and gives you a clear shot instead of you 
just gunning for him.  In other words, do the hit like Clemenza tells 
you to.  With Don Cuneo, don't go down into the garage.  Hide behind 
the orange stand across the street from the hotel, wait for him to walk 
out the door, and shoot at him then.  You likely won't hkill him, but 
you'll send the guards running and he'll still be out in the open.  
Kill everyone from that point on.  

With Don Tattaglia, try not to kill the hostage he takes when you enter 
his room, as it'll attract unneeded heat.  Lastly, with Don Barzini, 
the hard part is killing the guards, and it's likely you'll have to 
retry this hit several times.  You'll continue from just before Al Neri 
goes in to shoot at people, so you won't have to drive all the way back 
to the Don or anything.  When you kill the Don, of course, kill him in 
as brutal a way as possible to get revenge for your father.  

Finally, the bonus money, which is $20,000, is behind a pillar of the 
courthouse, and only appears after you kill Don Barzini.  Just run 
around and search for it; if anything, it'll run down the clock a 
little bit, which you need to do.  Once you get the money, drive around 
randomly until the clock stops, and then get back to the church and 
inform Michael of your success.  

And you're done!  Head over to the Corleone Compound and get promoted 
to Underboss, and also get a Safehouse for your troubles!  Now, you may 
be proud of yourself and all, but guess what?  Don't get too settled.  
We've got a TON of work to do yet to become the Don of NYC.  Go ahead 
and get a drink, eat a solid meal, do whatever you need to do.  I'll be 
here when you come back.

4. Little Italy Takeover

Welcome back!  Now, let's recap in regards to the stats we'll be 
keeping track of throughout this next part of the journey.

Missions: 17/17
Contract Hits: 20/20 
Extortions: 1/84
Rackets: 1/56
Warehouses: 0/8
Transport Hubs: 0/4
Compounds: 0/4
Safehouses: 4/24
Safes: 1/100
Execution Styles: ?/22

You'll notice one interesting anomaly above, namely the question mark 
next to how many execution styles you've pulled off.  These can happen 
quite haphazardly (in other words, you'll do one flawlessly during a 
mission and the game won't count it for some inexplicable reason), and 
thus it's next to impossible for me to explain exactly when or in what 
order you'll get them.  Chances are that you'll get most of them 
without trying, and will be left confused as to how to do the rest 
(there are some strange ones, mainly Traffic Accident).  

Just remember, execution styles are NOT necessary for Don of NYC, but 
are necessary for 100%.  There's an excellent guide up on GameFAQ's 
about the requirements for each one, so consult that if needed.  From 
now on, I won't be listing them in the stat recaps, since I'll assume 
you'll get them all eventually and I won't be going into detail about 
them in the guide.

Now then, as you can see from above, we've got a ton of work to do.  
Fortunately, by playing the game in the manner I described, you've made 
this work pretty easy and actually quite fun.  Now, I'm going to 
describe how to do this with the mindset of taking over entire 
neighborhoods rather than eliminating families.  In other words, you 
won't be eliminating any family entirely until near the very end of 
your completing the Don of NYC requirements, but you'll be taking over 
neighborhoods in an orderly fashion.  

Now one could easily argue that this goes against my whole idea of 
playing this game in a "natural" style, since it would seem that 
destroying a compound should logically eliminate a family instead of 
simply taking over their last business.  Well, not necessarily (the 
family could be hanging on desperately for life by keeping some 
businesses running), and doing this by neighborhood will make this 
guide much more organized.  Also, honestly, it's more satisfying to 
conquer neighborhoods in the end.

Now remember, we're negotiating when we extort businesses and taking 
over rackets, not forcing people!  The way the game works is that when 
you get to a certain level, certain business and racket owners will 
accept your initial persuasion without argument, and you'll 
automatically get the maximum amount of money you could get without 
discovering their "weak spot" while using force!  

For anyone that feels like they'll be losing a ton of money, believe 
me, you won't be.  By using this strategy and buying every safehouse as 
soon as I got to their neighborhoods, as well as buying every piece of 
clothing (totally unnecessary but good for respect), I never came close 
to dipping below a million dollars!  That seems like a solid financial 
strategy to me.  What's interesting is that for every successful 
negotiation you do, you get the amount of money you'll be receiving 
every payday from the business right away!  With 84 businesses to 
extort, that's a lot of instant money.

Just for future reference, businesses are considered Very Easy, Easy, 
Medium, Hard, and Very Hard based on what level you need to be in order 
to successfully negotiate your way to extortion without force.  A Very 
Easy business will require a lower "No Pressure" level than an Easy 
business and so on.  At your current level, and with all the levels 
you'll gain as you extort and take over neighborhoods, you will only 
have to worry about Very Hard businesses in terms of being at too low a 
level to not use pressure.  Again, don't worry.

Remember, most businesses will have a racket and a safe in them.  More 
often than not, when the business has a racket, the safe will be 
located in the vicinity of the racket.  This can be bad when there are 
a ton of gangsters around and you could kill one of them by mistake.  
If you feel nervous about accidentally killing a gangster, take over 
the business and the racket, drive away for a while, then come back and 
there will be nothing but Corleone guards present, leaving you to blow 
up the safe in peace.

One final note before we begin the walkthrough in earnest.  The 
strategy guide claims that an Easy Barzini business is harder to take 
over than any other Easy business owned by a different family, which is 
absolutely untrue, at least when you're negotiating.  Every business is 
equal regardless of what family owns it.  The only thing you have to be 
careful for is if you decide to crack a safe and a gangster gets killed 
in the process.  All the gangsters will then attack you, and in that 
situation, yes, a Barzini-owned business will be much harder to get out 
of than a business owned by a different family.  But that's it.  

So, we begin in Little Italy.  Remember to talk to the business owner 
to negotiate, and always buy out the racket instead of using force.  
Again, trust me.  Start with the following Very Easy businesses:

Arezzo Seafood- Racket, Safe
DeMantagna's Barbershop- Safe
Global Trading Company- Racket, Safe
Grand News- N/A

Next, the Easy businesses:

Bella Sciliana- Racket, Safe
Boolie's Bakery- Racket, Safe
Harry's Bar- Racket, Safe
Primola- Racket, Safe
Saint Martin Hotel- Racket, Safe, Safehouse
Sicilian Imports Incorporated- Safe
Trapani's Bakery- Safe

Now we're going to try something totally new; taking over a warehouse!  
This is a big step up from taking over businesses, but you've already 
taken one over during Sonny's War, so at least you have practice.  
There are three different layouts, and none are too difficult.  The one 
you're going to take over right now is actually the exact layout of the 
one you took over in Sonny's War, so you shouldn't have a problem.  
Remember to take out everyone you see, and watch out for people that 
appear behind you.  Just be cautious and you should be fine.

Also, there's a bit of strategy when it comes to dealing with the 
warehouse (or hub) owner.  Most of the time, I highly recommend 
pressuring the boss instead of buying them out.  More often than not, 
you'll have to pay double what the warehouse will actually pay you, so 
pressuring is more cost-effective in this situation only.  

However, warehouses and hubs have an interesting distinction.  When you 
successfully take them over and get the large respect bonus for doing 
so, the warehouse or hub instantly becomes filled with Corleone guards.  
If you left any enemy gangsters gunning for you, they'll still be 
around, but the warehouse will be yours, and if you leave and come back 
(or if you get iced) there won't be enemy gangsters around.  So, if 
you're desperate to finish the job as soon as possible lest you get 
iced before, which will likely happen once or twice with the Barzini-
owned warehouses and hub, buy out the owner, and then get iced and 
return at your leisure.  A bit crazy, but it works.  

Remember, though, in general, pressure the warehouse owner.  I'll be 
providing the price around where you should extort the warehouse owner.  
So, go after the Chinaware warehouse first.  Note that these DON'T 
count as rackets in the list of 56 you have to take over, even though 
they technically are.

Chinaware Warehouse- Safe, Extort at 4,000

Fun, right?  Next up, Medium businesses:

The Continental- Safe
Hotel Alioto- Racket, Safe, Safehouse
Sammy's- Racket, Safe
Smoke Signals- Racket, Safe
Va Va Voom Room- Safe

Now, for two more warehouses.  When you get to one with two guardhouses 
(Italia), remember to take out everyone in the immediate vicinity and 
then without running into the courtyard, run to the right and up the 
staircase you'll find there.  Go through the warehouse, take out all 
the guard from high up, go out the door across the balcony and down the 
staircase.  Run into the building and shoot up the staircase.  You'll 
have to deal with guards at the top of the staircase, but not too many.  
Run to the right at the top of the staircase, take out the guard, then 
run to the other side (don't open any doors!), take out the guard 
there, and pressure the racket boss.  Enjoy.

Italia Warehouse- Safe, Extort at 8,000
Verona Warehouse- Safe, Extort at 8,000

Hard businesses next:

Bowery Hotel- Safe, Safehouse

And the last warehouse:

Costello Imports- Safe, Extort at 14,000

And you, my friend, have taken over Little Italy!  Excellent!  The only 
thing left to do is visit the two doctors in the area and crack their 
safes.  They are:

Dr. Harvey's Clinic- Safe
Dr. Valachi- Safe

And that's all.  Let's recap:

Missions: 17/17
Contract Hits: 20/20 
Extortions: 18/84
Rackets: 11/56
Warehouses: 4/8
Transport Hubs: 0/4
Compounds: 0/4
Safehouses: 7/24
Safes: 23/100

5. Brooklyn Takeover

Now on to Brooklyn.  This will be quite a bit harder what with a rival 
family's compound and transport hub around.  Get used to it.  This is 
how it will be for the rest of the game.  Let's extort!  Very Easy 
businesses first:

Global Trading Company- Racket, Safe
Michelangelo Salera- Safe
Pitkin Garments- N/A

Now for Easy businesses:

The Full Moon- Racket, Safe
Midnight Rosie's- Racket, Safe
Valentino's- Racket, Safe


Sicilian Goods- Racket, Safe


The Ambassador Hotel- Safe
Liberto's- Racket, Safe
St. Sebastian Hotel- Safe, Safehouse
Wright Wronsky's- Racket, Safe

And now for a new experience, taking over a hub!  These share the same 
strategy for the warehouses discussed above.  The only thing is that 
these tend to be much harder than warehouses, with more guards and 
tougher layouts.  If you can, take out every roadblock so that no one 
will sneak up on you.

Tattaglia Hub- Safe, Extort at 15,000

And now, for your first Very Hard business.  For now, you will have to 
use pressure.  When you get to Level 42 or 43 (which will happen fairly 
soon), you can negotiate, but for now, pressure them with the price 
listed below:

Caf‚ Vitales- Racket, Safe, Extort at 3,000  

Next up, the warehouse in Brooklyn, and it's a rough Barzini one.  Good 

Sant'Ella Warehouse- Safe, Extort at 20,000

And at long last, a Compound!  These are by far the hardest things to 
take over in the game, but don't require anything other than your basic 
weapons fully loaded, a good amount of skill, and sometimes a lot of 
luck.  Each compound, once you get inside, is exactly the same (and is 
identical to the Corleone Compound).

The following strategy is the same for every compound.  The overall 
objective is to plant a bomb in the basement of both houses. 

Start by taking out everyone in the courtyard that you can see, but 
stay near the house on the right (from now on, known as House 1).  Your 
shooting will likely attract guards from inside House 1 to come out the 
front door, so take them out too.  

When the coast is clear, enter House 1 and take out the two or three 
guards on the ground floor.  One will be hiding behind a couch in the 
living room to the right, one will be in the kitchen, and there might 
be a random one when you first walk in.  When you've cleared the ground 
floor, head upstairs.  There are two guards here.  One will likely be 
in the hallway, and the other is in a middle bedroom on the left.  Once 
they're both gone, find the safe up here, crack it and head down to the 
basement.  Take out the guard down here hiding behind the boxes and 
collect all the ammo, but DON'T plant the bomb.  Head back up the 
stairs to the front door, get behind cover, and open the door to find 
FOUR guards waiting to ambush you.  Take them all out, then run 

Head to the other house across the courtyard (from now on, known as 
House 2) and take out all the guards hiding in the various corners of 
the courtyard.  Then run up to House 2's front door, open the door and 
rush in and out quickly.  Then get behind cover and wait.  This will 
have attracted most of the guards on the ground floor and they'll rush 
out gunning for you.  Take them out and then run into the house and 
take care of any guards left (there is usually one in the kitchen).  
Since there's only a basement in House 2, run down the stairs, take 
cover, and take out the guard hiding behind the boxes.  This time, 
though, there's a second guard, so stay behind cover and try your best 
to free-aim and kneecap him.  Then kill him as you like.  

Now, collect all the ammo lying around, and then plant the bomb and run 
like mad to the front door and out of the building and into the 
courtyard.  Repeat the process for House 1 and you have taken down the 
compound!  Now you'll have a huge heat level for doing this, so grab a 
car from the courtyard and dash to the nearest safehouse and save.  

OK, so using that strategy, take out the Tattaglia Compound.  The only 
strategy in terms of getting to the compound is to make sure to 
methodically go through the park and take out every guard.  You don't 
want people sneaking up behind you.

Tattaglia Compound- Safe, Safehouse

Finally, go to the one doctor in the area and crack his safe.  

Dr. Marshall's Clinic- Safe

And Brooklyn is complete!  Two neighborhoods down, three to go.  Let's 

Missions: 17/17
Contract Hits: 20/20 *
Extortions: 30/84
Rackets: 19/56
Warehouses: 5/8
Transport Hubs: 1/4
Compounds: 1/4
Safehouses: 9/24
Safes: 38/100

6. New Jersey Takeover

And on to New Jersey.  This is a neighborhood that you never have to go 
to for a main story mission, and only for a few hits.  Therefore, 
you'll likely be quite unfamiliar with its layout.  Don't worry.  It's 
small and not too difficult.  However, there are no Very Easy 
businesses around!  Therefore, we'll start with a random safehouse you 
can buy and the one Easy business:

Lamplight Rooms- Safehouse (not extortable)
Velveteens- Racket, Safe

Next up, the Medium businesses:

Arnold's Famous 47- Racket, Safe
Boris Amchini's Barbershop- Safe
The Highway Hotel- Racket, Safe, Safehouse
Joey's Baked Goods- Racket, Safe
Sicilian Goods- Racket, Safe

And the Hard businesses:

The Crane Club- Racket, Safe
Fabio Satriani and Sons- Racket, Safe
Joe Foley's- Racket, Safe
Johnny Conger's- Racket, Safe
Santo- Racket, Safe

Next is a Stracci warehouse.  Not too tough, but be careful as always.

Waterside Warehouse- Safe (Take Over at 14,000)

Remember, you'll have to extort with force for the Very Hard business:

The George Hotel- Racket, Safe, Safehouse (Extort at 3,000)

Next up is the Stracci Hub.  Be methodical here.  This will be the last 
fairly simple hub.  

Stracci Hub- Safe (Take Over at 17,000)

And last is the Stracci Compound.  Here, drive down into the rail yard 
and approach from the sandy hill to the left.  This way, you can shoot 
the trucks from a distance and take out a bunch of guards.  You'll 
discover that the Stracci's are insane, since gunning through the path 
leading to their compound, you'll discover that they fill the pathway 
with explosive barrels you can use to your advantage.  Be careful 
though; the Stracci's are better shots and are fiercer than the 
Tattaglia's.  The strategy for taking over the compound remains the 

Stracci Compound- Safe, Safehouse

Lastly, head to the one doctor and get his safe.

B. Fidanque MD- Safe

And New Jersey is yours!  We've taken over the majority of 
neighborhoods now.  Let's recap:

Missions: 17/17
Contract Hits: 20/20 *
Extortions: 42/84
Rackets: 30/56
Warehouses: 6/8
Transport Hubs: 2/4
Compounds: 2/4
Safehouses: 13/24
Safes: 54/100

We're getting there!  Unfortunately, it's going to be an uphill battle 
from here.  The Cuneos and Barzini's are definitely at a different 
level of difficulty than the other families.  Extorting businesses 
shouldn't be harder, but the gangsters are much more aggressive from 
now on, so they may shoot at you while you're extorting for no apparent 
reason.  Keep your wits about you.

7. Hell's Kitchen Takeover

So, head on over to Hell's Kitchen.  As always (well, except for 
Jersey), let's start with the Very Easy businesses:

Arezzo Seafood- Racket, Safe
Dale Mangano's- Racket, Safe
Doc Thody's Dahlias- Racket, Safe
Mrs. Spillane's- Safe, Safehouse

And the Easy businesses:

After Hours- Racket, Safe
The Colonial Tavern- Racket, Safe
Orchid Incorporated- Racket, Safe
Poppy's Westside- Racket, Safe
Providence Hotel- Racket, Safe, Safehouse
Tyler's Top Cuts- Safe
West Side Philly's- Racket, Safe


Casey Quinn's- Racket, Safe
The Elegante- Racket, Safe, Safehouse
Holden Holding's- Safe
Marinelli's Fish Shop- N/A
The Red Fox- Racket, Safe
Scotty's Biscotti- Racket, Safe
The Tunnel Club- Safe

Now the Hard businesses:

Caruso!- Safe
M. Powers and Sons- Racket, Safe
The Roost- N/A

And believe it or not, there are no Very Hard businesses in Hell's 
Kitchen, so we're done with extortion here!  This also means that we'll 
be at a high enough level when we get to Midtown to extort Very Hard 
businesses without force, which is a good thing.  

Let's take out the Cuneo warehouse and hub here now.  These are 
definitely a step up in difficulty from the other two warehouses, so 
get ready and hit them hard.

Milk Co. Warehouse- Safe (Extort at 14,000)
Cuneo Hub- Safe (Extort at 28,000)

And now for the Cuneo Compound.  This is actually a damn hard compound 
to get to, probably the hardest one in the game.  Approach it from 50th 
and 10th, and be extremely methodical.  Take out every roadblock, and be 
more cautious than you've ever been up to this point.  There's only one 
way to get into the compound, and it's both narrow and teeming with 
guards.  Once you've gotten in, use the same strategy you used for the 
other two.  

Cuneo Compound- Safe, Safehouse

And you only have one more neighborhood, and thus one more family, to 
go!  Before you get too excited, collect the safes from the two doctors 
in Hell's Kitchen.

Dr. O'Rian's- Safe
Hell's Kitchen Clinic- Safe

And now, get up, and stretch, and prepare for hell.  The Barzini's are 
no joke, but if you've taken out the other three families, you're 
ready.  Just know that you will likely die several times at seemingly 
random times due to the toughness of the Barzini's.  You gotta hang in 
there!  Let's recap:

Missions: 17/17
Contract Hits: 20/20 *
Extortions: 63/84
Rackets: 44/56
Warehouses: 7/8
Transport Hubs: 3/4
Compounds: 3/4
Safehouses: 17/24
Safes: 78/100

8. Midtown Takeover and Don of NYC Status Attainment

And now for the endgame!  Midtown is where it all ends.  You'll start 
eliminating families once and for all, complete your stats, and qualify 
for being Don of NYC in the process.  Again, note that you only need 
92.5% to be Don of NYC, so if you miss a couple of things, such as an 
execution style or even a safe or three, it's not a problem at all.  If 
you're going for 100%, of course, it's a different story, but you'll 
still be fine if you're following this guide.

Let's begin!  Start with the one Very Easy business and a random 

Lucy's Apartment- Safehouse (cannot be extorted)
Saint Alban's Hotel- Safe, Safehouse

Scared about how much those safehouses were?  That ain't nothin!  Of 
course, by now, money should be a second thought to you.  Let's go to 
Easy businesses:

Orchid Incorporated- Racket, Safe
Palladio Widow- Safe
Next up, Medium businesses and a nice reward after the first business 
you take over:

Flowers of Scotland- Racket, Safe (Elimination of Stracci's)
Hotel Madison- Racket, Safe, Safehouse
Lumpy's Bar- Racket, Safe
The Luna Bar- Safe
Raphael's- Safe

That's right, the Stracci's have been eliminated!  Very cool.  No more 
purple.  Now, for the Hard businesses and another, bigger reward:

The Carnegie Club- Racket, Safe, Safehouse
Chateau Toledo- Racket, Safe
Hawk's Steakhouse- Racket, Safe
J. Sizzle's Steakhouse- Racket, Safe
Madame Polly's- Racket, Safe
Savannah Hotel- Safe, Safehouse (Elimination of Cuneo's)
Tito Morelli's- N/A (Elimination of Tattaglia's)

Two more families off the map.  No more tan or red.  And now for the 
final businesses, the Very Hard ones in Midtown:

The Colonial Club- Racket, Safe
Isao Kimota's Barbers- Safe
Louis' Restaurant- N/A
Mookie's- N/A
The Peak- Racket, Safe, Safehouse
West Side Willy's- Racket, Safe

And at long last, we're done with extortion!!!  Now, in a slight change 
of pace, head to the one doctor in the area and get his safe:

Dr. Alexander Noel- Safe

And with that, let's take out the last warehouse and the last hub.  
These are very difficult, and you'll likely have to employ the strategy 
described above of buying out the warehouse or hub owner just to own 
the business, get iced by a bunch of guards following you, then come 
back and crack the safes.  If you can pressure the owner, use the 
prices below.  You're in the home stretch now!

Palermo Warehouse- Safe (Extort at 20,000)
Barzini Hub- Safe (Extort at 40,000)

And all we have left is the final compound!  Let's recap first:
Missions: 17/17
Contract Hits: 20/20 *
Extortions: 84/84
Rackets: 56/56
Warehouses: 8/8
Transport Hubs: 4/4
Compounds: 3/4
Safehouses: 23/24
Safes: 99/100

Ready to finish this thing?  Then head on over to the Barzini compound.  
Oddly enough, this is by far the easiest compound to reach, and doesn't 
require much strategy.  You'll probably be surprised when you fight 
your way past the initial guards only to suddenly be inside the 
compound.  The Barzini's more than make up for this easy approach 
though.  You'll very likely be taken out by a wayward guard hiding in 
the courtyard at some point.  

I'd set a goal of taking out one building at a time.  In other words, 
don't freak out if you die after taking out one building.  You'll get 
iced, come back to an easy approach to the compound, and only have one 
more building to bomb.  In any event, enjoy the final compound and the 
final challenge!

Barzini Compound- Safe, Safehouse (Elimination of Barzini's)

And there you have it!  First, you'll get a ton of respect bonuses, 
such as taking over all compounds and elminiating the Barzini's.  Then 
you'll be called to a couple of "important meetings," the first being 
your promotion to Don at the Corleone Compound, and the next at the 
Hotel Alioto where you'll be promoted to.


Yee-haw!  Stick a fork in us, we're done!  Great job.  You now have 
infinite ammo, which I guess you can use on innocent civilians for no 

Sonny's Way: Arriving soon

This will be included in the next update of the guide, which may not 
happen for a week or so.  Until then, try Tom's Way and enjoy.  Feel 
free to contact me at with any comments, 
questions, suggestions.  Thanks for reading!

Before I go here, I would like to acknowledge the official strategy 
guide for providing me with much of the information regarding the 
difficulty levels of the businesses and at what money level to extort 
warehouses and hubs.  It's really an excellent guide, with only a few 
mistakes along the way.  Highly recommended.