2. Fat City Story walkthroughUpdate notes

The goal of each mission is simple: draw a path from your starting position, through the ‘danger diamond’ and the ‘heist’ (cash symbol), then to the safe house. As missions get more advanced, there will be cops patrolling the area, alarms that trigger during the ‘heist’ that cause faster-moving cops to show up and chase you, and gates blocking your path. However, none of these obstacles are particularly challenging, and you’ll have so much money after the first couple of areas that you’ll be able to buy the ‘blueprint’ for each mission after that to show you the optimum path for your main guy and all of the crew members.

One thing to remember is that you cannot backtrack against your own path. When drawing your path with the left stick, your character can only move forward. If you need to backtrack, you’ll have to draw a path all the way around the block he’s in at that time to circle back. This is rarely an issue, but some of the later stages will have you circling the block so that your timing is right when hitting a certain obstacle or triggering an alarm. When you’re working with crew members, you’ll sometimes need to manage the timing for who is doing what, when. However, by then you’ll be buying a blueprint for every stage, most likely, and won’t need to worry about how to draw your paths. Then you’ll just be focusing on when to hit cn_A to start things running, and when to switch characters with cn_RB to use their various abilities to clear obstacles.

You start off the game in Brooklyn. As with the other crew members later, your first missions will encompass Knox’s training. To open up new areas, you need to earn diamonds. Each mission has three diamonds to earn, one for the danger diamond, one for the heist, and one for finishing under par time. You’ll usually get all three in one go, but might mess up on a latter mission or two and have to replay for the par time diamond. You don’t NEED to get all three in one attempt. The missions that require you to have specific crew members or gear to complete (aka impossible without said crew/gear), will give you all that you need for free.

You can buy EXTRA gear in almost any mission, and hire additional crew in latter missions, to make them even easier, but this is largely unnecessary. If you do get busted, the game ‘remembers’ the path you drew, so you can just press cn_A at a different time. Buying blueprints to get the optimum path and just changing when you start things up based on the cops’ locations will allow you to beat just about any of the latter missions through trial and error on when you press cn_A that first time, without buying extra gear.

I will give you an “ideal path” for the early levels. When I say this, the legend is as follows: D = down, U = up, R = Right, Left = Left, and the number (1,2,3,etc) is how many blue dots you should move in that direction. If I combine two, like DR or UL, that means to move diagonally in that direction (this is rare).

Brooklyn

Note: When doing these missions, purchase a safecracker tool a few times on missions that don’t provide one so that you work toward the achievement for using it 10 times. Or just replay a mission that provides one for free a few times to unlock the achievement.

Mission 1 – Easy target – Just draw a path through the danger diamond (DD) and the heist, then to the safe house at the end. Press cn_A, and you’re done.

Mission 2 – Most Wanted – Draw your path through the DD and up through the heist, then over to the safehouse. Wait to press cn_A until the cop is travelling away from your starting position so you don’t get caught. Simple.

Mission 3 – Life Is Short – Draw your path up through the diamond and heist, then back down and over to the exit. Start when the nearest cop just starts to travel away from you. Another easy one!

Mission 4 – Keep It Quick – You’ll get your first required tool for this mission, the safecracker, which will help you speed up how long it takes to do the heist. This is necessary for this mission, as the heist is in the path of a cop. Draw your path up through the heist and DD and to the safehouse. Press cn_A to start just as the cop is approaching the heist, about 3-4 red dashes away from it, so that you hit the heist just after he has passed it. Press cn_A to use your speed cracker tool to speed up the heist, so that you continue on before the cop arrives back at its location to bust you. Done.

Mission 5 – Dirty Pony Money – One speed cracker required (again, required items are given to you for free, don’t buy more). Ideal path: D1, R1, U1, R1, U1, R1, D2, R1 to exit. There are two cops circling. Press cn_A when the bottom of the two cops is between 2-3 red dashes and up to one full blue dot to the right of the $ symbol so that he passes by it before you hit it. Use your safecracker tool on the heist as well. After that your guy will be just ahead of a cop on his way to the safehouse for a clean exit.

Henceforth you will be able to buy Knox’s facial ID scrambler, which will allow you to drive right through a cop by pressing cn_A when within a cop’s active circle.

Mission 6 – Go With The Flow – This mission requires a facial ID scrambler and provides one for you. Just draw a path up through the left cop, DD, and heist, then over to the exit. The right cop isn’t even a factor. Activate your facial ID scrambler (I’ll call this simply scrambler from now on) when you reach the left cop to pass through him. Simple. Missions that introduce a new gear item usually are.

Mission 7 – Razor’s Edge – Two scramblers required (given free), one safecracker optional (must be purchased). Optimum path: D1, R1, U1, R1, U2, R2 (gets DD), D1 (heist), L2, U1, R3, U1, R1 (exit). Press cn_A to start (henceforth I’ll just say ‘start’) when the nearest cop is 1-2 red dashes to the right of the blue dot under you, heading toward you. You’ll follow just behind him. Use your first scrambler when you hit this first cop. After you pass through the DD and hit the ‘heist’ (safecracker optional) you’ll have to pass to the left, ‘through’ the 2nd cop. Use your 2nd scrambler here to pass him and sail smoothly to the exit.

Mission 8 – Sneak A Peek – This is Knox’s final training mission. You get the sprint/sneak ability here. When near a cop, you can sneak with cn_X or sprint with cn_Y to escape, depending on the situation. Optimum path: D2, R2, U1, R1, D1 (get the DD here), R2 (heist), U1, R1, U1, R1 (exit). Start when the cop beneath you is 1-2 red dashes below the blue dot in front of you, heading toward you, so that you track just behind him. Use sneak cn_X to slow down when nearing the 2nd cop so he turns and heads the other way before you collide, and you’re home-free.

Mission 9 – Trial Sprint – Path: U1, R1, D1, R2 (heist), D1, L1, D1, R2, U2, R1, U2 (exit). Start when the first cop is 1-2 red dashes to the right of your dot, heading toward you, so you follow behind it after it turns. Use dash cn_Y when below the 2nd cop to get ahead of him before he turns and comes back down, and you’re home-free.

Mission 10 – Brooklyn National – Two sneak/sprints required, safecracker and scrambler optional. Path: D2, R1, D2, R1, U3, R1, D1, R2, D1, L1, D1, R2, U2, R1, U2. Start right when the first cop hits the blue dot below you. Press cn_X to sneak (I’ll skip say press X from now on) just before you hit the 2nd cop so he tracks away. Press cn_Y to spring (from now on just ‘sprint’) about one blue dot or so below the 2nd cop so that you beat him around the corner, and that’s it.

Knox's Training Day

Complete every training job for Knox.

Knox's Training Day

Mission 11 – Filthy Money – One safecracker required. The rest is optional. Path: L1, U1, R4, D1, DR1, R3, UR1 (exit). Remember that things like DR and UR in the directions is a diagonal moving down/right or up/right, etc. Start when the first cop is just to your left on the blue dot so that you track behind him through the diamond. Use your safecracker when you get to the heist. That’s it.

Mission 12 – The Little Odessa Hit – Two sneak/sprint required, everything else optional. Path: R1, D1, R2, U1, R1, D1, R1, DR1, R3, UR1 (exit). Even though it says two sprints are required, if you start when the first cop is about 1-2 red dashes below the blue dot to your right, you’ll cruise right past the first two and just have to sprint once to get past the third cop.

Mission 13 – Cash on the Rocks – One scrambler required. Purchase a safecracker tool. Path: L2, D2, R2, UR1, R3, UR1, R2 (exit). You can do this without the safecracker if you time it right based on the cops’ movement, but this is just simpler and you’ll have plenty of cash. Start when both cops are just to the left of the $ heist. Use your scrambler to get past the first cop you run into on the bottom path, then use your safecracker on the heist to finish before the 2nd cop arrives.

Brooklyn In The Bag

Complete every job in Brooklyn.

Brooklyn In The Bag
Offline Mode - These achievements require play in game modes that do not necessitate a connection to any online services.Single Player - These achievements can be obtained by a single player.Main Storyline - These achievements are gained automatically by progressing through the main game modes.

Bronx

Mission 1 – Secured Transaction – We are now introduced to alarms. When you do the $ heist on each mission, it will trigger an alarm. Cops will arrive that move much faster than the standard ones. The planning stage shows you the path the arriving cops will take. For some missions this is merely a matter of taking the quickest path to the exit, for others it will require a scrambler, or another crew member, to deal with the alarm and/or the cops that arrive. Path: D2, R3, DR1, R1, UR1, U1 (exit). Don’t worry about the alarm. You’ll outrun the cop. Ace the hacker is now a part of your crew.

Mission 2 – Chicken Dinner – Switch to Ace and draw his path R2 to the alarm. Switch back to Knox. His path is D2, R3, DR1, R1, UR1, U1 (exit). When you start with cn_A, immediately switch to Ace (you always start as Knox) with cn_RB. Press cn_A to disable (just disable from now on) the alarm. Switch back to Knox, or not, as it doesn’t matter. Knox will carry on to the end and finish the mission with no alarm to hinder him. Some missions, especially latter ones, will require rapid switching between members of the crew.

Mission 3 – Don’t Be Alarmed – Ace required, scrambler optional. Path: Ace – R1, D1, R1, U1, R1, U2, R1 (alarm) Knox – R1, D3, R1, U1, R3, U2, R1, D2, R1, U2 (exit). The two cops are moving in opposite directions. Start when the bottom cop is one dot up and one dot to the right from the blue dot directly in front of Ace, and the other one is one dot up from the blue dot directly in front of Knox. Switch to Knox and disable the alarm when he gets there. That’s it. If you’re struggling with timing the cops, you can buy a scrambler for Knox and just worry about the timing for Ace.

Mission 4 – Patience is a Virtue – Ace with two RFID Decrypt tools required. Path: Ace – R2, U1, R1, U1, R1, D1 Knox – R2, D1, L2, D1, R3, U1, R1, D2, R1, U2 (exit). Start things off and switch to Ace. Don’t press cn_A to open the gate until Knox has finished the heist and is near you so that both are moving together, but open the gate quick when he arrives, then open the next gate. The first gate will stop the cop.

Mission 5 - Stumbling Blocks – Ace with one RFID required, sneak/sprint and scrambler optional. Path: Ace – D2, R1, D2, R3 Knox – U2, R1, D1, R2, U1, L1, U1, R4, U1 (exit). Start when the cop nearest the two crew members is on the bottom-left blue dot of his path (the one nearest to Knox). Switch to Ace as they move and wait at the gate for Knox to arrive so you can open it with the RFID tool. The gate will close, blocking the responding cop from the alarm, and the timing for the other cop should work out fine.

Mission 6 – The Best Defense – Ace with one EMP grenade required. Path: Ace – R1, D1, R3, U1, R1 (alarm) Knox – R1, U1, R3, D1, R1, U2, R1 (exit). Press A whenever you want. Just switch to Ace and use the EMP to get past the cop, then disable the alarm. Easy.

You can begin purchasing schematics for missions now if you wish. I chose to wait until the last mission of the Bronx area, but you should have plenty of cash.

Mission 7 - Raising The Alarm - Ace with alarm cutter required, safecracker/scrambler/emp optional. Path: Ace - D1, DR3 Knox - R2, UR2, U1, L1, UL1, UR2, U2 (exit). Start when both of the two cops are just above the diamond, so that you follow a couple dots behind the lower one as you hit the diamond. Switch to Ace and disable the alarm right when you start. If Ace winds up hitting his cop, start a little earlier or later. Feel free to buy a scrambler and an EMP to make this mission easier.

Mission 8 - Ace In The Hole - Path: Ace - D2, R1, U1 Knox - U1, L4, D1, R3, D1. You'll disable the left alarm with Ace after you start. Don't worry about the right one, as Knox will finish before that cop arrives. Start when the cop that's already present is on the left side of his path.

Mission 9 - Eyes On The Ace - Path: Ace - D1, L2, D1, L1, U2, L2, D4, R1 Knox - U1, R1, U2, R1, D1, R4, U1, R1, D2, L1, U1, L4, U1, L2, U1. Buy three scramblers so that you don't have to worry as much about timing the cops. Start when the cop nearest Knox is on the blue dot one up and one to the right right from him. Switch to Ace and disable the alarms as you path through. If time slows down, switch to Knox and use your scrambler. It will take all three to get through. There is a better way to time the cops so you don't need the scramblers, but this is quick and easy and you'll have tons of money left over anyway.

Mission 10 - Butch & The Kid - Path: This is where you'll just start using cn_back to get the schematic. So do that and use your first free one. You'll need to open the gates for Knox with Ace as they path through the level. Just watch the first cop and time him so that Ace can get grouped up with Knox. If you're getting annoyed with the timing on this one, buy a couple of EMPs for Ace and scramblers for Knox so that you can deal with the cops if the need arises.

Mission 11 - Silence Is Golden - Again, buy a schematic so you don't have to worry about the traveling. Knox has to make a loop so he doesn't reach the heist before Ace gets to the 2nd alarm. Start when the bottom cop is on the far left end of its path. Make sure to switch to Ace and disable both alarms.

By the end of this area you should have Ace's training complete, and will also unlock Bought Out Bronx.

Ace's Training Day

Complete every training job for Ace.

Ace's Training Day
Offline Mode - These achievements require play in game modes that do not necessitate a connection to any online services.Single Player - These achievements can be obtained by a single player.Main Storyline - These achievements are gained automatically by progressing through the main game modes.
Bought Out Bronx

Complete every job in Bronx.

Bought Out Bronx
Offline Mode - These achievements require play in game modes that do not necessitate a connection to any online services.Single Player - These achievements can be obtained by a single player.Main Storyline - These achievements are gained automatically by progressing through the main game modes.

From here on out, you'll be purchasing a schematic on every mission except for the super easy, obvious ones. Usually when you're introduced to a new crew member, your next mission is super easy. Also when you get a new gear item (such as the C4 explosive), you'll get an easy mission or two. These ought to be extremely obvious, so from here on out I'm just going to point out any missions where I feel like you might need advice on when to start. I bought a schematic on the majority of the missions from here on out, as well as lots of extra scramblers, smoke bombs, EMPs, etc, and I still finished the game with over 250,000 in cash. So get schematics and use your extra cash to exploit the equipment liberally. This will let you worry much less about timing your start based on the cops' paths, and will speed up the completion by at least 30 minutes, if not a full hour. Don't be conservative. Trust me, you won't need to be.

Queens

Mission 1 - The Long Way - Path: U1, R1, U1, R1, D4, R1, U1, R1, U1 (exit). Start when the upper cop is at the far right end of his path and you'll dodge both.

Mission 2 - Not To Be Stopped - Fish and his C4 are introduced here. Just path both guys straight through the diamond, heist, and the two barricades. Use Fish's C4 to blow the barricades. The cops aren't even a factor here.

Mission 3 - Tear Down This Wall - Path both of them through the diamond, around the corner through the heist, and over to the exit. Blow the walls with Fish as he reaches them. Start when the cop is one or two red dashes below the diamond, traveling up.

Mission 4 - Come Falling Down - Buy a schematic to speed things up, although it's entirely unnecessary as the path is obvious. Switch to Fish and blow up the manhole cover (darker red circle on the ground to the right of the alarm) when he passes over it.

Mission 5 - Nowhere Else To Go - Path Knox down through the diamond, left and down through the heist, and over to the exit. Path Fish straight over to the left so he passes under the manhole cover, then down somewhere (you can just leave him sitting somewhere safe). Or just buy a schematic. Buy a smoke bomb for Fish. Start when the cop is on the lower-left corner of his square path. Use your smoke bomb to disable him, then blow the manhole cover as Fish passes to the left.

Mission 6 - Old Tricks - This one is obvious. Just path Knox through the loot and to the exit, then path Fish through the cop and to the exit. Use the provided smoke bomb on the cop, and the C4 to blow the barrier.

Mission 7 - Second Verse - This one should look familiar, but with two cops now. Use a schematic or draw the obvious paths. Just buy a couple smoke bombs and scramblers and start whenever it strikes your fancy. Disable the cops with the smoke if Fish gets near them, or scramble them if Knox does. The two should meet up on the right side of the bottom barrier, so if there are still any mobile cops in your way you'll have Fish's smoke bombs handy. Start when the nearest cop is on the blue dot directly to your right, traveling up.

Mission 8 - Steel Metal Shield - Buy a schematic. If you used up your smoke bombs and/or scramblers, replace them. Start whenever you like, and just disable or bypass the cops with your equipment. If you time the start right you won't need them, though. Make sure to blow the manhole covers with Fish as he passes them.

Mission 9 - Science Exhibition - Buy a schematic. Start when the outer cop passes by the dot directly in front of Knox, traveling down. Don't forget to blow the barriers with Fish so you don't lose time sitting in front of them, especially the 2nd one as Fish will get caught if you wait.

Mission 10 - Hot Art - Buy a schematic. Buy a couple scramblers, a safecrack, and a couple smoke bombs just in case. Start when the outer cop has just passed by the dot directly in front of Knox, going up. Keep an eye on Fish as he's the most likely to run into a cop if you time his C4 explosives wrong on the barriers.

Mission 11 - Explosive Force - Buy a schematic and a couple of scramblers, just in case. It would be too hard to describe when to start here due to the cops' intricate pattern. Just start when it looks like you have a mostly clear path, and use your scramblers if you run into a cop. It shouldn't take more than two scramblers to finish.

By the end of this area, you should have Fish's training complete as well as the Captured Queen achievement at the end.

Fish's Training Day

Complete every training job for Fish.

Fish's Training Day
Offline Mode - These achievements require play in game modes that do not necessitate a connection to any online services.Single Player - These achievements can be obtained by a single player.Main Storyline - These achievements are gained automatically by progressing through the main game modes.
Captured Queen

Complete every job in Queens.

Captured Queen
Offline Mode - These achievements require play in game modes that do not necessitate a connection to any online services.Single Player - These achievements can be obtained by a single player.Main Storyline - These achievements are gained automatically by progressing through the main game modes.

Staten Island

Mission 1 - Off The Beaten Path - Draw your path up through the diamond and back down through the heist to the exit. Start it up when the cop is on top of the $ heist location, traveling to the right. You can buy a safecracker tool just in case, to speed up the heist.

Mission 2 - A Road Not Taken - Path: R1, U1, L1, U2, R1, U1, L1. Start when the cop to the right is on the blue dot directly to your right.

Mission 3 - Follow The Leader - Buy a schematic. Buy a couple ID scramblers if you don't have any. Start when the nearest cop is directly above you on the blue dot. You shouldn't need the ID scramblers but they'll help if you accidentally start too early or too late.

Mission 4 - Walk In The Park - Path: R1, U3, UL1, UR2, UL1, L1, DL1, DR1, D5, DL1, R2 (exit) or just buy the schematic. Start when the final cop in one of the groups to your right has just passed the dot directly to your right.

Mission 5 - Governor's Parade - R1, U3, UL1, UR2, UL1 (exit). Make sure you have two scramblers and start when the 2nd of the two cops in one of the two groups to your right has just passed by the blue dot directly to your right. Use the scramblers to get past the two cops you'll run into with this timing.

Mission 6 - Hall Of Records - Use a schematic and a few scramblers to make quick work of this one. There are more efficient ways money-wise, but you don't need the money and this one can be annoying to try to do cheaply.

Mission 7 - Watch The Middle - Draw your path right through the diamond first, then up and over through the heist, and over to the exit on the upper-right. Buy a few scramblers to avoid fiddling with or worrying about timing the cops very well. Start when the bottom cop is directly to your right and you should only need two scramblers.

Mission 8 - Nerves Of Steel - Path up through the diamond first, down through the heist, and back up and to the exit. Make sure you have a few scramblers, and start when one of the cops is directly to your right on the blue dot. This timing should require three scramblers.

Mission 9 - Staten Latin Hustle - Path straight over to the heist first, then hook back up through the diamond on your way to the exit. Grab a few scramblers if you're low, and start when the nearest cop is on the blue dot directly to your left, traveling up. This timing should require two scramblers.

Mission 10 - Landfill Makeover - Just buy a schematic and use a few scramblers for this one. It isn't worth the hassle trying to time the cops. Starting when the nearest cop is on the 2nd blue dot to your right should require two or three scramblers tops.

Mission 11 - Thread The Needle - Draw your path up through the diamond, right and down through the heist, then back up and to the right in a stair-step pattern to reach the exit. Buy a couple scramblers if you're out, just in case. Start when the nearest cop is on the blue dot directly to your right, so that he travels right as you come out of your starting point. You shouldn't even need the scramblers with this path, but they're a nice safety net and will carry over anyway.

Off The Island

Complete every job in Staten Island.

Off The Island
Offline Mode - These achievements require play in game modes that do not necessitate a connection to any online services.Single Player - These achievements can be obtained by a single player.Main Storyline - These achievements are gained automatically by progressing through the main game modes.

Lower Mahattan

Mission 1 - Pedal To Metal - Just draw your path through the diamond and heist and down to the exit. An alarm will sound, but the cop won't reach you in time.

Mission 2 - Drag Race - This one is identical to the last for the path, but you hit the heist sooner. Fortunately your getaway driver Dali is here. Once you reach her, use cn_Y to activate your boost and outrun the cop. You have two free boosts this mission, so use them both.

Mission 3 - Blow Thru - You'll just run straight through the heist, diamond, and even the cops in this one. You have two free boots. Use them to blast right through the two cops.

Mission 4 - Straight At Em - Again you'll just be using Dali's boost to blast right through the cops, this time four of them. Buy a schematic for speed's sake and start when the first in the line of four cops is still over on the right side of the map. Boost through all four of them with a single use of cn_Y and you're home-free.

Mission 5 - In A Pinch - Buy the schematic and start it up. Use the caltrops with cn_A to disable the cop on your tail after the alarm sounds.

Mission 6 - The Road Taken - Buy the schematic and a few turbos, and start when the group of cops is traveling to the right. Once you reach Dali, just use your turbos to boost through the cops and the diamond, and cruise to the exit.

Mission 7 - Riding Shotgun - Buy the schematic and make sure you have a few turbos and a scrambler or two. Start it up when the cops to either side of Knox are both on the first blue dot down from the top, with the left one traveling up and the right one traveling down. Ace will be riding with Dali, so switch to her and use those turbos to blast through the cops and reach the alarm to disable it before it goes off when Knox does the heist. You'll probably have to use a scrambler once for Knox on the leftmost cop.

Mission 8 - Hitch A Ride - Buy the schematic. Start when the cops are directly to the sides of Knox, traveling down. Use a couple boosts (buy them if need be) with Dali so that she and Fish get past the cops in time, then blow the manhole cover with Fish. You'll probably need a scrambler or two for Knox as well.

By the end of this area, you will have Dali's training complete as well as unlocking the Big Bite of the Apple achievement for completing the area.

Dali's Training Day

Complete every training job for Dali.

Dali's Training Day
Offline Mode - These achievements require play in game modes that do not necessitate a connection to any online services.Single Player - These achievements can be obtained by a single player.Main Storyline - These achievements are gained automatically by progressing through the main game modes.
Big Bite of the Apple

Complete every job in Lower Manhattan.

Big Bite of the Apple
Offline Mode - These achievements require play in game modes that do not necessitate a connection to any online services.Single Player - These achievements can be obtained by a single player.Main Storyline - These achievements are gained automatically by progressing through the main game modes.

Upper Manhattan

Mission 1 - View From A Gun - Schematic + scramblers is all you should need here. You should still have tons of money to burn. Starting when the nearest/upper cop is two blue dots diagonal down/left and one blue dot over to the left from you, traveling to the right, should see you only needing two or at most three scramblers to finish.

Mission 2 - Save For A Rainy Day - Once again schematic + a scrambler or two should make this stupid easy. Start when the nearest cop is right in front of you on the blue dot, about to travel right past the heist, and the other two cops are at the bottom and lower-right sides (not the upper part) of the mission. This timing should only require one scrambler.

Mission 3 - Profiteers - Path over to the right for the diamond first, then through the heist and straight through the middle of the area to the exit. Make sure you have two or three scramblers so you don't have to time the cops much. Start when one of cops is on the blue dot in the middle area straight out from where you start. This timing should require two scramblers.

Mission 4 - The Posse - Buy the schematic here, and make sure to use boosts (buy if needed) with Dali to blast through the cops and get Ace to the alarm to disable it before Knox hits the heist. Just to be safe, have a couple of scramblers ready for Knox and a safecracker tool. Start when the 1st of the two cops that roam the outer square in tandem passes right in front of Knox, heading up and to the left. If the upper-left cop is closing in on Knox before he finishes the heist, use the safecracker to finish it and get away before the cop arrives. Don't forget to switch to Ace and disable the alarm after boosting over to it.

Mission 5 - Conning A Con - Buy the schematic and ensure you have at least two scramblers. Start when the top-center cop is on the third blue dot from the left on his path, traveling to the right. This timing should require one or two scramblers to finish.

Mission 6 - Split The Difference - Buy the schematic and make sure you have a scrambler and a smoke bomb. I believe the game provides a C4 on this one, but if not buy one of those as well. Start when there is a cop directly to your right, two blue dots over, on the corner dot where he turns and heads up and to the left. Make sure to blow the manhole cover with Fish so that the cops that come from the alarm can't chase you down, and use the scrambler only if you have to. There's one cop you'll have a close shave with but avoid, and another that you'll need the scrambler for with this timing. Buy a 2nd scrambler if it's too much hassle, moneybags.

Mission 7 - Park Side View - Buy the schematic and a couple of EMPs, smoke grenades, and scramblers. Start it up when it looks like you'll have a clear path, and just deal with the cops as necessary using the gear. Make sure to blow the barriers with Fish's C4 and open the gate with Ace's RFID scanner.

Mission 8 - The Gang Is All Here - Buy the schematic and load up on scramblers, boots, EMP, whatever your heart's content. This is the last mission, so go nuts. Start it up whenever, and just blast the cops with whatever gear you feel like to put them out of commission and give your crew members a clear path. Make sure to blow the barriers with Fish, disable the alarm with Ace, and drop the gate with Ace (but only when everyone is present, especially Knox since he has to escape for you to finish).

You'll get The Last Heist for finishing this area. Assuming you got all of the diamonds on each stage (how could you not?), you will unlock Diamonds Are Forever.

The Last Heist

Last known job in NYC complete! You've bleed the Big Apple dry, there are no more places to rob in t

The Last Heist
Offline Mode - These achievements require play in game modes that do not necessitate a connection to any online services.Single Player - These achievements can be obtained by a single player.Main Storyline - These achievements are gained automatically by progressing through the main game modes.
Diamonds Are Forever

Three diamonds on all jobs, a perfect score, you are a truly gifted thief!

Diamonds Are Forever
Offline Mode - These achievements require play in game modes that do not necessitate a connection to any online services.Single Player - These achievements can be obtained by a single player.Collectable - These achievements are obtained by exploring the game environment to find a set of unique objects.Time/Date - These achievements require you to play the game or perform actions at certain times, within a time limit, or on specific dates.

Mop Up

By now all should should possibly have left are a few of the achievements for using the crew members' abilities 10 times. You likely already unlocked most, if not all of these during the course of the game. If any are left, just load up a level where you can use them (the mission right after you first got an ability is usually good) and run it a couple of times to finish these off.

For Sleight of Hand, if you somehow didn't finish it, just play any of the latter missions in Brooklyn that shows safecracker as required, as a free one is provided.

Sleight Of Hand

Rob 10 Targets using the Safecracker Tool.

Sleight Of Hand

For Master Hacker, replay Bronx - Chicken Dinner.

Master Hacker

Hack 10 alarms using Ace's Alarm Jammer.

Master Hacker

For Infiltrator, replay Bronx - Patience is a Virtue.

Infiltrator

Hack 10 Gates using the Decryption Tool.

Infiltrator

For The Pinch, replay Bronx - The Best Defense.

The Pinch

Disable 10 Cops using EMP Grenades.

The Pinch

For Demolition Man, replay Queens - Not To Be Stopped.

Demolition Man

Destroy 10 Walls using C4 Explosive

Demolition Man

For Fog of War, replay Queens - Old Tricks.

Fog Of War

Disable 10 cops using Fish's Tactical Smoke Grenade.

Fog Of War

For Burnout, replay Lower Manhattan - Straight At Em.

Burnout

Disable 10 Cops using Dali's Turbo.

Burnout

For Pop a Wheelie, replay Lower Manhattan - In a Pinch.

Pop A Wheelie

Disable 10 cops using Dali's Tire Spikes.

Pop A Wheelie

Congrats on another easy 1k!

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