Special Cargo/Steal Missions

There are several possible Steal Cargo mission scenarios that a player can encounter when buying cargo to store as part of the Further Adventures in Finance and Felony update in Grand Theft Auto Online.

Scenarios can involve shooting down military helicopter convoys, or simply stealing a loot van.

The blip of the warehouse the player is delivering special cargo to will only appear on the map if the crates are loose; if it doesn't appear, the crate(s) will be found inside a truck. In general, a time limit appears should the player(s) take too long to get all the cargo back to the warehouse.

Cargo Vehicles
There are several possible vehicles that can contain the cargo, of which several are limited to specific outcomes.

Standard Pickup
"They got the product in the back of a truck. Pick it up and get it back to the warehouse."

- Assistant.

The cargo is located in a van marked on the map. The player is free to retrieve it and deliver it at their Warehouse with no problems.

Way Back Trouble
Similar to the Standard Pickup mission, the player can take the van without trouble, yet they will encounter enemies on the way back (wave of enemies = crate number in regular, 3 waves for the special item, 4 enemies in 2 vehicles for each wave).

Spooked
The dealer was spooked, and so has moved the position of the cargo van. This is only discovered on arrival of the initial location and so the player is given an updated location to retrieve the van.

Moving Pickup
The player is tasked with retrieving the vehicle. Once they do so, they will encounter enemies on the way back (wave of enemies = crate number in regular, 3 waves for the special item, 4 enemies in 2 vehicles for each wave). The vehicle may also only start to escape once a player approaches it, with armed guards attempting to hamper the player's progress.

Helicopter Packages
The cargo may be transported by helicopter, but the vehicle is usually randomized. Sometimes it can be Froggers (Frogger number = crate number in regular, 3 Froggers for the special item) with side bay gunners. In order for the player to obtain the cargo, the helicopter must be destroyed with any means.

Deal Gone Wrong
"I got nothing for you this time. Whatever the hell happened, the goods are still nearby - must be some clues in the area."

- Assistant text message to the player.

Similar to a random event in story mode, the player arrives at the scene, not finding any cargo, but instead found several gangsters dead, with several gang cars (Buccaneers if the Aztecas was involved, or Lost Slamvans if the Lost MC was involved) parked around, usually severely damaged and cannot be entered. The assistant then proceeds to tell the player to look for clues that may lead them to the cargo. A yellow area is then indicated on the map, always at the shootout scene. The cargo is always in this area. If after some time the player still fails to find the cargo, the assistant will locate the cargo and pinpoint them on the radar.

Once the player leaves the scene, and when they are carrying cargo, enemies will arrive in vehicles and attempt to intercept them (wave of enemies = crate number, 4 enemies in 2 vehicles for each wave).

Crash Site
A Shamal carrying cargo has crash-landed and police are on scene. The Cargo will be found in separate crates scattered around the jet. The crash site consists of the destroyed Shamal prop used in Caida Libre, along with two Sheriff SUVs and several police and FIB officers guarding the area.

The player will be given a wanted level once they enter the area and police will give chase after stealing the cargo. They will need to lose their wanted level before reaching the warehouse.

There are five possible locations each consisting of the exact same set up:

Air Drop
In the beginning, each organization member is given 8 Flares. There are 2 types of the missions:

Standard
There will be a drop zone marked on the map, and the player(s) are required to throw the flare inside a marked area, after which the cargo will drop from the sky and is free to be taken. Only one flare is required to send the cargo down from the skies, and they immediately appear on the map once dropped.

The Valkyrie Issue
Harder than the standard type, a Valkyrie will appear, carrying the cargo and quickly flying away from the player. In order for the player to obtain the cargo, the Valkyrie must be destroyed, after which there will be a few soldiers parachuting down, with the number of them dependent on the number of cargo purchased (3 soldiers for the special item). Note the player must be careful to take out the Valkyrie, as the gunners on the helicopter will attack the player with miniguns and the autocannon.

On the ground, Merryweather Mesas may spawn as backup units, although there are examples where no further NPC pursuers arrive at all in certain scenarios.

Personnel Issue
"So, the seller won't give us the pickup location unless we take someone out for him. This wasn't the job description, boss, but anything for the company, right? Details on the way, location's on your GPS."

- Male Assistant to the player.

The organization is blackmailed by the dealer, who only agrees to hand in the cargo if they take out some of the dealer's rivals. The organization members are then instructed to go to the vantage point, where a Heavy Sniper spawns. Upon arrival, they will receive a text, hinting the targets, who are easily visible from the vantage point. Sniping is not compulsory and the players can kill them whatever way they want. Once all targets are dead, the players may get a wanted level, but a vehicle loaded with the cargo is now marked on the map. Players are then required to take it back to the warehouse, with no further resistance (target number/wanted level = crate number in regular, 3 targets for the special item).

Multiple Vehicles
There are 2 types of the missions:

Map Searching
"Someone's taking us for a ride. I'm seeing multiple tracker signals, but we're only expecting one shipment. Not much I can do from here: you'll need to check them on the ground."

- Assistant.

There are multiple vehicles scattered around the map and are always on the move (van number = crate number +1 in regular, 4 vans for the special item). Only one of them contains the cargo the player needs to move closer to inspect them. The assistant will always text the player a message, either urging them to take the vehicle, or inform them to check others if it does not hold the cargo. Once the correct vehicle is identified, the organization can then take the vehicle and bring it back.

Trackify Searching
Sometimes, the game does not list them on the map, instead requiring the use of Trackify app (replaces Securoserv icon). If this happens, the mission is made much harder, since it only lists a vague location and the direction, and that it only tracks targets through linear distance. A helicopter will make that slightly easier though (target number = crate number in regular, 3 targets for the special item).

In general, the last target to show up on the map or Trackify app is the actual cargo vehicle.

Thieves
When the player arrives at the location, it's revealed that thieves had stolen the player's cargo, and they are running away. They will not fight back, though a weapon can be dropped if they are killed. Their number depends on the number of crates brought. There will be no resistance after their death.<!--

THERES MORE :) Some script stuff for if needed.

Some scenarios involving the Kuruma, Gang Burrito, Phoenix? switch (iParam0) {		case 4: if ((!iParam4 && func_156(iParam2, 11)) || (iParam4 && iParam5 == 0)) {				switch (iParam1) {					case 6: return joaat("kuruma"); case 7: return joaat("manana"); case 8: return joaat("daemon"); case 9: return joaat("gburrito"); case 10: return joaat("phoenix"); }				default: }

//////////////////////////////////////////////////////////// Some scenario involving the Schafter, Speedo, Phoenix?

{				switch (iParam1) {					case 6: return joaat("schafter2"); case 7: return joaat("kuruma"); case 8: return joaat("daemon"); case 9: return joaat("fugitive"); case 10: return joaat("speedo"); }				default: } ///////////////////////////////////////////////////////////// Some scenario involving the Hexer, Cavalcade, Buccaaneer? {				switch (iParam1) {					case 11: return joaat("hexer"); case 12: return joaat("cavalcade2"); case 13: return joaat("kuruma"); case 14: return joaat("cavalcade2"); case 15: return joaat("buccaneer"); }				default: }

or Slamvan? {				switch (iParam1) {					case 11: return joaat("slamvan2"); case 12: return joaat("emperor"); case 13: return joaat("fugitive"); case 14: return joaat("huntley"); case 15: return joaat("buccaneer"); }				default: } //////////////////////////////////////// Some scenario involving the Gang Burrito, Buccaaneer, Daemon? {				switch (iParam1) {					case 31: return joaat("buccaneer"); case 32: return joaat("daemon"); case 33: return joaat("buccaneer"); case 34: return joaat("gburrito"); case 35: return joaat("buccaneer"); }				default: } ////////////////////////////////////////// Speedos and Mules? if (!iParam4 && func_156(iParam2, 23)) {				return joaat("mule"); }			if (!iParam4 && func_156(iParam2, 25)) {				return joaat("speedo"); }			if (!iParam4 && func_156(iParam2, 26)) {				return joaat("speedo"); }			if ((!iParam4 && func_156(iParam2, 0)) || (iParam4 && iParam5 == 0)) {				return joaat("phoenix"); }			if ((!iParam4 && func_156(iParam2, 1)) || (iParam4 && iParam5 == 1)) {				return joaat("phoenix"); }			break; /////////////////////////////////// Romero? if ((!iParam4 && func_156(iParam2, 24)) || (iParam4 && iParam5 == 0)) {				return joaat("romero"); }			break; //////////////////////////////////////////// Buzzard, some boats? if (!iParam4 && func_156(iParam2, 28)) {				return joaat("buzzard2"); }			if ((!iParam4 && func_95(iParam2, 0)) || (iParam4 && iParam5 == 0)) {				return joaat("marquis"); }			if ((!iParam4 && func_95(iParam2, 1)) || (iParam4 && iParam5 == 1)) {				return joaat("suntrap"); }			if ((!iParam4 && func_95(iParam2, 2)) || (iParam4 && iParam5 == 2)) {				return joaat("suntrap"); }			if ((!iParam4 && func_95(iParam2, 3)) || (iParam4 && iParam5 == 3)) {				return joaat("dinghy3"); }			break; ////////////////////////////////////// //// Scenario case, Speedo, color set 21, 21, 0, 156 /// -->

Ambush
There are 2 types of the missions:

Gang Ambush
Should it be an ambush by gang members, they will pretend to be normal workers, and there will be Bensons parked nearby occupied by them. In the case of a gang ambush, The gang members will use the Bensons to block the player's way and attack the player who takes the cargo vehicle. Gang members must be killed before the cargo vehicle is able to be picked up.

Police Ambush
Police will ambush the player with FIB Grangers and Unmarked Cruisers. The player will gain a wanted level (wanted level = crate number in regular, 3-star wanted level for the special item) for just getting the target vehicle, although if another player destroys the police vehicles prior, it will take off some heat for the player who's stealing the vehicle.

Gang Fights
In this mission, the player gets involved in a gang fight. When the player reached the collection point, two gangs will start a fight for the cargo vehicle. If one gang wins, one of them will get in the vehicle and drive away. The player has to observe them, find the right time, and take the vehicle.

Note that if the player takes out the gangs before they start a fight, then other gang members will spawn to attack on the way back.

Cargo on the Sea
"This isn't cool. The shipment's held up on a boat off the coast. Looks like the crew turned hostile, too. I would take them out, and get the goods to the warehouse as soon as possible."

- Male Assistant pre-mission phonecall.

In order to get the cargo, the player is tasked with destroy a Marquis, which is carrying the cargo, along with 2 Suntraps guarding the sailboat (6 enemies in total, 2 in each boat, with Micro SMGs).

A Dinghy will spawn on the coast that is nearest to the Marquis; the player can drive it to approach and destroy the sailboat. The enemies will fight back, and even a Buzzard Attack Chopper spawns to attack.

If the player is wasted on the sea, they will spawn on a Seashark.

Robbed Cargos
For some reasons, the cargo was robbed by the gang, the player have to take out the enemies and bring the cargo back to the warehouse. Once the player leaves the scene and carries cargo, enemies will arrive in vehicles and attack them (wave of enemies = crate number, 2 enemies in 2 vehicles for each wave).

There are 5 possible gangs that the player can be encountered:

The Police Transporter
"Law enforcement seized the goods, but the tracker's still live. They won't know you're coming: jack the van and bring it home."

- Assistant text message to the player.

The Police Transporter holding the cargo is on the move and has 2 NOOSE officers in it. Killing them and any responding police incurs a wanted level (wanted level = crate number in regular, 3-star wanted level for the special item).

Note that the vehicle has a bulletproof windshield, so the occupants can only be killed through the side windows.

Police Confiscation
The police have seized the vehicle and brought it to a police station. Several police officers are usually at the scene. Killing or even provoking them in any way will incur wanted levels (wanted level = crate number in regular, 3-star wanted level for the special item).