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This article or section contains information on Grand Theft Auto III beta content. It may feature speculation and/or unintentional misinformation.
Please add references when adding content to this page. Any speculative/misinformed content that is not verified should be discussed on the talk page.
Beta-GTAIII-Missions-DesignDocument

GTA III: The Game Design Document - Version 1.39, 29th December 2000.
(Source: Vadim M on VK)

This subpage documents removed and changed missions during the development of Grand Theft Auto III.

The following content uses information directly from official developer notes, available after the 2011 release of the 10 Year Anniversary edition of Grand Theft Auto III for mobile devices, and the 2021 release by GTA Series Videos of the information contained in GTA III: The Game Design Document[1][2], a DMA Design/Rockstar North document lastly updated on December 29th, 2000, used in the creation process of the game.

The Design Behind GTA 3

In the 2011 release of the iOS versions of Grand Theft Auto III by War Drum Studios (current Grove Street Games), the outsourced studio accidentally left all of the original mission source code in the game files, containing further information about the various changes that the level designers at Rockstar North had to perform, with additional developer notes.

Storyline Changes[]

During the game's development, the main storyline had at least three known versions. All three follow the same progress, with the main antagonist gang being rebranded as a South American cartel, and the rich mission contact in Staunton Island being rebranded from a Yakuza crime syndicate leader to a major necrophiliac media mogul.

Design Document Content[]

The Design Document, dated December 2000, contains several pages detailing to the developers how the mission structure should work, complete with Flowcharts (describing each mission objectives, rewards and order of progression) and Storyboards (describing the cutscenes, camera positions and dialogue). Both the Flowcharts and Storyboards are up to date with the Colombian Cartel version of the story.

At the end of the document, on page 172, a section of the document titled "Cut-scenes and missions for Industrial" contains a full script of the earliest version of the game storyline, still referring to The Masks as the main antagonists and Claude being directly mentioned by name. As the section name suggests, it contains the early story script for the missions in Portland only, with the Staunton/Shoreside story likely not being fully developed at that point.

The Masks and the Colombian Cartel[]

  • "The Masks" version: The very first version of the storyline, described in the Design Document's "Cut-scenes and missions for Industrial" script page. Claude looking for revenge on the antagonistic "The Masks" organization for ambushing him and his crew during a bank robbery and stealing their cash.
Claude escapes from prison in an unexpected jailbreak due to a Yakuza convict – an important Old Japanese Gentleman – being rescued by the gang while being transported to the penitentiary. The story is followed by Claude working for the Mafia in the Industrial district (Portland), later introduced to the Mafia Don Frankie Leone and his wife Maria. Claude is betrayed by the Don, moves to the Commercial district (Staunton Island), starts working for the Yakuza, and is later introduced to the Yakuza oyabun Toshiro, leader of a major counterfeiting operation and mentor of Kenji Kasen. Toshiro is eventually assassinated by a rival gang and Kenji temporarily replaces him as the new oyabun until he faces the same fate.
The Masks appear to have been scrapped from the story during the development of the Yakuza missions, as in the Design Document dated December 2000, Catalina and the Cartel are first mentioned to exist during Staunton Island missions, abruptly replacing The Masks from the story.
  • First "Colombian Cartel" version: The version of the storyline described in the Flowchart and Storyboard. "The Masks" are replaced with a new organization, the Colombian Cartel. Claude's story is adapted into a Bonnie & Clyde-style background with the addition of Catalina's character.
  • Current "Colombian Cartel" version: The version of the storyline in the final product. It replaces Toshiro and his counterfeit operation from the storyline with Donald Love and his Love Media conglomerate, rendering Kenji as an optional/missable mission boss, and subsequently giving the Old Oriental Gentleman a very ambiguous background.

Mission Progress Changes[]

Up to eight named missions were entirely removed, two of them being simply cutscenes for a future paywall:

Up to five additional missions (unknown names) were planned for Darkel, and they were slowly removed during development due to the use of civilians as targets.[3] A single Darkel mission survived (I Scream, You Scream) and was adapted for El Burro as a gang rivalry-related mission.[4]

Aside from "I Scream, You Scream", up to five missions originally related to the Yakuza swapped mission bosses after the replacement of Toshiro with Donald Love:

Up to nine missions are identified as late development additions, not part of the original script as of December 2000.

Up to three mission strands had the order of two missions swapped during development.

Storyline Missions[]

Introductory Cutscene (INTRO)[]

Bank Robbery & Jailbreak Scenes[]

"The Masks" version changes (Design Document)[]
Cut Scene One:

(I1) The Player is backing out of a bank with two cohorts. All three wear ski masks, all are armed - the player with a pump action shotgun. All three carry hold-alls full of cash. The alarm is ringing and the staff and customers are all lying face down on the floor. The player's[sic] cohorts turn and run out the back door. The player lets off two shots into the ceiling eliciitng screams from those on the floor, showering them with chunks of polystyrene tiling. The Player turns and follow[sic] his mates

Cut Scene Two - Ambush, Prison Break and 8-Ball.

(I2) The Player is gunned down and the lead Mask strolls over and takes the player's hold-all.

Fade to black with the Dual Shock beating out a weak pulse.

The player hears paramedics, surgeons, judge and jurry[sic] saving his life and convicting him respectively. The clamour of voices becomes louder and louder until the Judge's gavel silences the crowd like a gunshot. This marker coincides with a sudden switch to bright white. The Player's view clears a little as we soar in the sky above Liberty. There is no sound except the hushed roar of the city below. The player gets a look at the different areas to be explored in Liberty as the camera sails about the sky.

We focus attention on the suspension bridge that leads into the industrial sector and a police convoy heading that way. The camera swoopes down into the thunder of the early morning traffic, dropping in behind the Prison Truck.

[fx: cue suitably botty-kicking tunes]

Two black vans speed past the camera, overtaking the convoy.

[Opening credits start to punctuate and accentuate the action with freeze-frames and strobed visual effects.]

Inside the truck we see The Player sitting beside another convict (8-Ball) who has bandaged hands. The player looks up at an old Japanese gentleman (OJG), flanked by a guard, sitting opposite. The OJG turns his head away and looks out of the thick armoured glass in the rear door.

Cut to a camera following the truck at about 3m, we can see the OJG looking out of the rear window (applied texture). The camera rises above the truck to give a view of the road ahead, in the distance we can see the two black vans parked across the road. The camera zooms into the roadblock at hyperspeed and stops, framing two Yakuza soldiers who have exited a van and are pointing a rocket launcher at the oncoming convoy. Our POV is blinded by the flash of the rocket launcher (sound fx: kick ass tunes stop abruptly).

Camera POV changes to that of the rocket as it flies at hyperspeed towards the leading cop car. POV changes to above and behind the prison truck as the police car is blown into the air, spiraling over the truck (sound fx: kick ass tunes blast back into action). POV switches to behind the Yak roadblock, looking towards the convoy as the truck screeches to a sliding stop. The rear police car avoids the truck, handbraking to a stop across the road. The police get out as the Yaks open up with machineguns[sic] but they are rapidly gunned down.

Camera stays behind the Yaks as they advance on the truck, emptying their magazines into the truck cab (civilian vehicles continue to add to the pile up a few metres behind the truck). They go around the back, point the rocket launcher at the rear doors and shout in Japanese, "BLA-DE-BLA". The doors open and a cop staggers into the sunlight, hands in the air.

OJG gets out, is greeted with a bow from the Yaks, and he is lead away. The cop keeps his arms in the air as he turns, following the OJG's progress and keeping an eye on the Yak's guns. His arms lower slowly, then <BLAM!> he's whacked in the jaw by a huge bandaged fist.

The camera pulls back and we see 8-Ball and Claude stood[sic] over the unconscious cop.

8-Ball: "Damn that hurt!"
Claude: We need to get out of here! Do you know this city?"
8-Ball: "Sure thing. I know where we can lay low for a while but" (he holds up his bandaged hands), "I can't drive or use a piece."
Player: "It only takes once of us to drive. We need some wheels."
— "Cut-scenes and missions for Industrial"; GTA III: The Game Design Document - Version 1.39, 29th December 2000. Rockstar North.

"Nixon Island" (returning name from the 2D Universe) mentioned in an example for the police radio in the Design Document:

The broadcasts help the player by informing him when he is wanted, being chased etc. They take the form of 'There's a 10-88 in north east Nixon Island'

This quote, alongside the removed "Prison Island" marked in "The Locations" section of the Design Document as a mission location for the introduction, suggests Nixon Island from the original Grand Theft Auto (inspired by Roosevelt Island, former penitentiary island in real-life early-1900s NYC) was originally intended to be reimagined for the 3D Universe.

"Colombian Cartel" version changes (Final Version)[]

One line from Miguel was cut ("Catalina! Move your ass!"), seen in the script picture shared via Rockstar Newswire:

Originally intended to display the Grand Theft Auto III logo on-screen after the first fade to black and before starting the Jailbreak cutscene, commented out in the mission script file.

intro.sc[5] - Lines 447-452:
//LOAD_TEXTURE_DICTIONARY INTRO
//LOAD_SPRITE 1 gtalogo
//LOAD_SPRITE 2 gta3bit
//DRAW_SPRITE 1 192.0 96.0 256.0 256.0 255 255 255 text_alpha
//DRAW_SPRITE 2 339.0 224.0 128.0 128.0 255 255 255 text_alpha
//REMOVE_TEXTURE_DICTIONARY

Give Me Liberty (8BALL)[]

Main article: Give Me Liberty

There were no major changes in the mission during development. The name "Give me Liberty" remains as the final title of the mission.

Give me Liberty
FLOWCHART
  • The player must steal a car and take 8Ball to the player's hideout to get a change of clothes.
  • Then they must drive round to Luigi's Club.
GTA III: The Game Design Document - Version 1.39, 29th December 2000. Rockstar North.[6]

According to the script found in the Design Document, this is one of the two rare moments where Claude would speak.

8-Ball: "Damn, that hurt!"
Claude: "We need to get out of here! Do you know this city?"
8-Ball: "Sure thing. I know where we can lay low for a while but," [he holds up his bandaged hands], "I can't drive or use a piece."
Player: "It only takes one of us to drive. We need some wheels."
— "Cut-scenes and missions for Industrial"; GTA III: The Game Design Document - Version 1.39, 29th December 2000. Rockstar North.[7]

Luigi's Girls (LUIGI1)[]

Main article: Luigi's Girls

Luigi's Girls is referred to by three different names in the Design Document – "Whore Drop-off", "Ho Drop-off", and its final name "Luigi's Girls".[8]

The reason for the plural "Girls" in the final name is more evident by its description in the document and a very early version of the mission script left in the Mobile and The Definitive Edition versions of the game, revealing that the mission originally involved picking up two different girls: Misty at the clinic and Trixie at Reverend Flannery's, the latter being a generic prostitute pedestrian.

The first known iteration of this mission is described in the Design Document, and involved picking up girls from Luigi's club and delivering them to the clinic/priests. In this version, the Design Document script reveals that Claude would receive new clothes during the cutscene of this mission, before picking up the girls.

DESIGN DOCUMENT CONTENT
SCRIPT
(iL1b) When the player gets to the back door;

The narrow alleyway is almost totally blocked by <Muscles>.
<Muscles>: "Da bozz[sic] will be oud to see you shortly."
Luigi comes out the back door.

Luigi Mission One; Whore Drop-off.
"8-Ball's vouched for ya so I guess I can give ya some work. He's got other business ta deal wit but he sez he'll catch up wit ya later.
"I got a coupla girls for you ta drop off round town. When you finished come back here and I might have more work for ya.
"We better sortya wit some new threads -we gotta dress code y'know![sic]"

(iL1c) Claude enters the back door and is spat out wearing new clothes.

On screen mission title: "Ho Drop-off"
— "Cut-scenes and missions for Industrial"; GTA III: The Game Design Document - Version 1.39, 29th December 2000. Rockstar North.
FLOWCHART
  • Steal a 4 door car
  • Pick up two hookers from Luigis[sic]
  • Drop one hooker off at the clinic
  • Drop one hooker off at the priests
STORYBOARD
[NO IMAGE AVAILABLE] LUIGI: Grab some wheels and pull up front of the club. Take Trixie to the Rev's and Misty to the Clinic. Come back here when you're finished.

The second iteration of the mission (script found as a leftover in Mobile/The Definitive Edition files) sees the player doing the same objective but in reverse: picking up the girls from clinic/priests and delivering them to Luigi's club. In the early version of the mission cutscene (still played using simple ped animations before the motion capture version was included), Luigi had the following dialogue with Claude:

luigi1.sc[9] - Lines 298-310:
PRINT_NOW ( LM1_A ) 7000 1 //"But he vouched for you. So I was thinking maybe you can do me a favour."
MESSAGE_WAIT 7000 flag_played_luigi1_already
PRINT_NOW ( LM1_B ) 7000 1 //"A couple of my girls need a ride so grab a car and pick up Trixie from the Reverend Flannery's and Misty from the clinic."  
MESSAGE_WAIT 7000 flag_played_luigi1_already
PRINT_NOW ( LM1_C ) 7000 1 //"Then bring them back here. Remember no one messes with my girls so keep your hands on the wheel!"
MESSAGE_WAIT 7000 flag_played_luigi1_already
PRINT_NOW ( LM1_D ) 7000 1 //"If you don't mess this up there might be more work for you."
MESSAGE_WAIT 7000 flag_played_luigi1_already
This inaugural mission involves Luigi, pimp and owner of a seedy strip club called Sex Club Heaven, getting you to pick up two ‘ladies of the night’, one from a shop and the other from a clinic (it isn’t made clear why she’s there but you can take a guess). Because the task is to carry two people, a four-door car is needed. Pick up the girls and return them to Luigi who rewards you handsomely. Simple maybe, but this mission is for you to familiarise yourself with game controls and city layout.
— Hyper Magazine Issue 93, Page 26 (July 2001)[10]

Since the mission tasked the player to pick up two characters, this mission originally required a 4-door car beforehand.

Moreover, Misty's coordinates in the early script places her inside the Sweeney General Hospital building model, as this area was originally a different clinic building with a completely different layout.

luigi1.sc[11] - Line 329 (spawns Misty):
CREATE_CHAR PEDTYPE_SPECIAL PED_SPECIAL2 1158.0 -536.0 20.0 girl1_lm1
luigi1.sc - Line 339 (spawns Trixie):
CREATE_CHAR PEDTYPE_PROSTITUTE PED_PROSTITUTE 1383.0 -392.0 -100.0 girl2_lm1
GTA 3 - Luigi's Girls Restored from Sources - Feat. BadgerGoodger

Luigi's Mission Strand[]

Don't Spank Ma Bitch Up (LUIGI2)[]

Don't Spank Ma Bitch Up is referred to by two different names in the Design Document – "Don' smack ma Bitch Up" and "Don' Smacka ma Bitch Up" – the reason being that the drug named SPANK that gives the mission title a double meaning was originally named "Rapture", while it was still treated as a Masks gang-made drug. The final name "SPANK" is used in the storyboard, likely written in a late stage of development.

The mission always involved killing a drug dealer who is selling drugs to Luigi's girls. However, in the earliest iteration of this mission described in the Design Document, there were no objectives involving stealing a vehicle afterwards.[12]

DESIGN DOCUMENT CONTENT
SCRIPT
Luigi Mission Two; Don' Smacka ma Bitch up.

TEXT:
There's some new high on the streets that's screwing people bad style. They call it 'Rapture' but all I see is bad shit.
Some pusher's been hassling my girls and I want you to deliver a VERY physical message to this guy. My girls stay clean and he stays off my territory.

On screen mission title: 'Don' Smacka ma Bitch up'
FLOWCHART
  • Find dealer[sic] and beat him with the baseball bat until he gets the message
STORYBOARD
[NO IMAGE AVAILABLE] LUIGI: Some fucker's been pushing 'SPANK' on my girls down the docks. Take a bat and rearrange his face!

The objectives of stealing the SPANK Dealer's vehicle, respraying it and delivering it to a garage was included in a later stage of development.

Shortly before the game's release, an early screenshot of this mission was included in an Electronic Gaming Monthly magazine, revealing two differences:

  • The dealer was originally found next to the Emergency Vehicle exporting cargo ship in the northeastern end of Portland Harbor, instead of the entrance.
  • The target vehicle was originally a pink Perennial, instead of the final version's red Stallion.

Drive Misty For Me (LUIGI3)[]

Main article: Drive Misty For Me

Drive Misty For Me is referred to by a different name in the Design Document – "Misty Drive". No major changes in the mission itself.[13]

DESIGN DOCUMENT CONTENT
SCRIPT
Luigi Mission Three; Misty Drive.

TEXT:
One of my girls needs a drive over to Joey Leone's place. I've had a word with Joey and he might have some work for some one[sic] who can handle himself. This is your foot in the door so don't blow it. But hey, don't be a stranger - I've still got plenty of work for a guy with your talents.

On screen mission title: 'Misty Drive'
FLOWCHART
  • Pick up Misty the hooker
  • Take Misty to Joey's before timer runs out (Joey is desperate for a shag)
STORYBOARD
DesignDocument-GTAIII-Storyboard-DriveMistyforMe-1 DesignDocument-GTAIII-Storyboard-DriveMistyforMe-2 DesignDocument-GTAIII-Storyboard-DriveMistyforMe-3
LUIGI: Joey Leone's the Don's son and he's desperate for some quality pussy. He runs a garage down Portland Industrial Estate. Misty's cleaned up, so pick her up from Hepburn Heights and run her over there pronto! MISTY: Hiya Joey, are we going to play with your 'Big End'?!! JOEY: Be through in a minute. Hi, I'm Joey. Luigi said you were a good guy to get things sorted so come back later and I'll have some work for you.

Pump Action Pimp (LUIGI4)[]

Main article: Pump Action Pimp

Pump Action Pimp was originally Luigi's 5th mission, swapping order with The Fuzz Ball. No major differences in the mission itself, apart from the original script using the term "wise guy" (mostly used towards Mafia members) to describe the Diablos target, which could suggest that the target pimp was originally from the rival Mafia (Forelli Brothers).

The storyboard dialogue refers to the Diablos as in the final script.[14]

DESIGN DOCUMENT CONTENT
SCRIPT
Luigi Mission Five; Pump Action Pimp.

TEXT:
There's some wise guy thinks he can just strut his dick all over my turf. He's been bussing his own scabby ho's in to[sic] the area and lowering the quality of the local product. He's made a big mistake but he don't know it yet and I want you to educate this young fool. I think you could say he's made a FATAL error, capiche?

On screen mission title: 'Pump Action Pimp'
FLOWCHART
  • Kill pimp[sic] who has been moving in on Luigi's territory
  • Ram him in car
  • Shoot him when he comes out of car
STORYBOARD
DesignDocument-GTAIII-Storyboard-PumpActionPimp NOTE: One of those Diablo motherfuckers has been pimping his scabby bitches on my turf.
He's made a big fucking mistake and I want you to educate this young fool, capiche?
If you need a piece go around the back of AmmuNation.

The Fuzz Ball (LUIGI5)[]

Main article: The Fuzz Ball

The Fuzz Ball was originally Luigi's 4th mission, swapping order with Pump Action Pimp.

According to the early script in the Design Document, this mission was originally intended as the introduction for the Pager, which in the final version is unexplainably available as soon as Claude escapes the prison convoy in the introduction.

The Pager is provided to Claude by Mickey Hamfists (a.k.a. "Muscles" in the Design Document), under orders from Luigi, to receive mission objectives faster and replace the usual paper notes from Luigi's cutscenes.

As for the mission objective, the only major difference given in the early script is that originally, the player was required to steal a bus and use it to deliver the girls to the Old School Hall, referred to as the "town hall" in the script. In the final version, the method of transportation is of the player's choice.[15]

DESIGN DOCUMENT CONTENT
SCRIPT
(iL4) When the player gets to the back door;
The narrow alley way is almost totally blocked by <Muscles>.
<Muscles>: "Luigi's busy but he asked me to give you this".
<Muscles> produces a pager.

Luigi Mission Four; The Fuzz Ball.

Pager TEXT:
Tonight's my annual gift to those hard working officers who have helped business by keeping their vigilance channelled else where. We're going to need a bus to transport the ladies to the Fuzz Ball.

Player Prompt: When Player has a bus;

Pager TEXT:
When you got the wheels pick up the girls from the club and drive them down to the Fuzz Ball on the corner of <Street> and <Street>.
FLOWCHART
  • Travel round map collecting hookers
  • Drive hookers to the Policeman's ball
STORYBOARD
DesignDocument-GTAIII-Storyboard-TheFuzzBall LUIGI: The Policeman's Ball is being held at the town hall tonight. My girls will make a bundle if you get them there in time.
The girls are working the streets. Get as many of them to the Ball before the cops have pissed away their cash!

Joey's Mission Strand[]

Mike Lips Last Lunch (JOEY1)[]

Main article: Mike Lips Last Lunch

Mike Lips Last Lunch is referred to by a different name in the Design Document – "'Lips' Forelli's Last Lunch". No major changes in the mission itself.

According to Joey's original lines from the early script in the Design Document, the car bomb was originally planted by Joey himself in his garage. Although at the end of the same early script text, the objective is changed to 8-Ball's garage as in the final version.[16]

DESIGN DOCUMENT CONTENT
SCRIPT
Joey Mission One (a); Mike Lip's[sic] Last Lunch pt.1.

"Hi, I'm Joey and you must be Claude. I got some work for you.

"Mike Lips has owed me money for too long, and he still finds the cash to stuff his big pig face at the best restaurants. Well he's chugged his last chowder.
"He's shovelling slops at <Restaurant Name>. Go get his wheels and bring'em back so we can fit 'em with a surprise."

On screen mission title: 'Mike Lip's[sic] Last Lunch'

(iJ1b) The Player returns with Mike Lip's[sic] car.
Joey is working under a car in the yard.

Joey Mission One (b); Mike Lip's[sic] Last Lunch pt.2.

"Take the wheels over to 8-Ball's Lockup. He'll sort you with a surprise for Mike, then return Mike's car and blow that motherfukka!"

FLOWCHART
  • Steal Lips car from restaurant
  • Take car to bomb shop (8 balls) and get it rigged
  • Deliver car back to restaurant before timer runs out
STORYBOARD
DesignDocument-GTAIII-Storyboard-LipsForelliLastLunch JOEY: Howya doin'. I got a little job for you. The Forelli brothers have owed me money for too long. Well the Forelli's need to learn that no one fucks with Joey Leone! 'Lips' Forelli is shovelling slops at the St. Marks Bistro. Get his wheels and get 8-Ball to fit them with a bomb. But hurry, he won't be there forever!

In the cutscenes for the following missions, Joey would stay under the car inside the garage while telling Claude to read an envelope containing the objectives.

Farewell 'Chunky' Lee Chong (JOEY2)[]

Farewell 'Chunky' Lee Chong is referred to by two different names in the Design Document – "Kill Chunky Dave" and "Take-out Chunky Dave" – Dave being the early name of Lee Chong. No major differences in the mission itself.

According to the early script in the Design Document, this mission served as a tutorial for the Shotgun, provided for free by Sam at Ammu-Nation for this mission. In the storyboard and the final version, Joey tells Claude to pick up a Pistol instead.[17]

DESIGN DOCUMENT CONTENT
SCRIPT
Joey Mission Two; Kill Chunky Dave.

TEXT:
Chunky Dave runs a noodle stand on the edge of China Town.
Word is he's been pushing this Rapture shit for a new gang.
He has no family, so he leaves no empty mouths. Catch my drift?
Take the main drag up to <nth & nth>. Go round back of <'Pump Action'> and <shop owner> will sort you with a piece.

On screen mission title: 'Take-out Chunky Dave'

Mid-mission prompt: <gun training>
FLOWCHART
  • Get a gun
  • Kill Chunky at his stall in the market. He has 2 guys to back him up.
  • As soon as the player attacks, Chunky will escape in his car.
  • Chase car & kill Chunky.
STORYBOARD
DesignDocument-GTAIII-Storyboard-KillChunkyDave JOEY: 'Chunky' Lee Chong runs a noodle stand in Chinatown. Word is he's pushing SPANK for a new gang. He has no family so he leaves no empty mouths, catch my drift?
If you need a piece go around the back of AmmuNation and sort yourself with a 'nine'.
Remember, watch your back. Chinatown is Triad territory.

Van Heist (JOEY3)[]

Main article: Van Heist

Van Heist remains mostly unchanged in terms of gameplay and mission objectives.

The original dialogue described the targeted Securicar as "the armored car that does the weekly pay run to the chemical plant", mentioning the cut location in northern Portland.[18]

DESIGN DOCUMENT CONTENT
SCRIPT
Joey Mission Three; Van Heist.

TEXT:

The armoured car that does the weekly pay run to the chemical plant looks like it doesn't get a police escort today! It leaves the bank on the corner of <name> and <name> at 4:00pm. Hit it hard and the geriatric part timers they got as security should run. Get it to the warehouse on <name> and some of the guys will be there to crack it.

On screen mission title: 'Van Heist'
FLOWCHART
  • Steal armoured bank van doing the weekly wage run. Van is bullet proof so ram it with car until the drivers flee.
  • Take van to rendezvous point to get cracked.
STORYBOARD
DesignDocument-GTAIII-Storyboard-VanHeist JOEY: We're gonna hit the payroll van. It leaves the edge of Chinatown every day. Bullets won't get through the armour, so you'll have to ram it off the road. Hit it hard and the geriatric part timers they got as security should run. Get it to the lock up and some of the boys will be there to crack it.

However, the outcome of the mission is completely different: this was originally meant to be a failed robbery, and Joey's unidentified contacts are killed before Claude arrives with the van. An entire cutscene was removed, which would set up the war between the Leones and The Masks/Colombian Cartel.

After delivering the van to the drop-off location, Claude is ambushed by The Masks but manages to escape alive during the cinematic.

The description for the warehouse given in the Masks Ambush cutscene script suggests the drop-off location was in a different warehouse.

Masks Ambush (Van Heist Cutscene 2)[]
Masks Ambush
(iM1) When the Player gets the stolen armoured car to the warehouse.

The warehouse is a ramshackle corrugated steel construction.
The warehouse doors slide open and the Player drives in. There is a scene of devastation.
Numerous overalled bodies lie in pools of blood and <Mask One> is standing there with his hooded goons.
A goon approaches the van. The Player kicks the door open, knocking the goon to the floor, and dives out of the van, grabbing the goon's dropped Uzi.
The Masks open up with Uzi's[sic] and the Player sprints towards some crates/drums and dives for cover.
As the crates/drums get riddled with bullets the Player uses the Uzi to cut an arc in the corrugated wall and he kicks it through.
Cut to alley outside. Claude runs down the alley into the street. End cut.
— "Cut-scenes and missions for Industrial"; GTA III: The Game Design Document - Version 1.39, 29th December 2000. Rockstar North.[19]

Cipriani's Chauffeur (JOEY4)[]

Main article: Cipriani's Chauffeur

Cipriani's Chauffeur is referred to by two different names in the Design Document – "Escort Toni Home" and "Take Toni Home" – while Toni Cipriani is named Toni Fucile in the script. No major changes in the mission itself.

In the early script for the mission cutscene in the Design Document, the overheard dialogue between Joey and Toni was originally about the Masks, referring to the removed segment of the previous mission. In the final version, Joey is simply talking about an upgrade he made to Toni's Mafia Sentinel.[20]

Early gameplay footage of the mission was available on the game's promotional Flash website.[21]

DESIGN DOCUMENT CONTENT
SCRIPT
(iJ4) When the Player enters the yard Joey and Toni emerge from the garage, Joey approaches but Toni hangs back.

Joey Mission Four; Escort Toni Home.

"Shit, things are getting hot. Everyone's jumpy with these Masks fucking everyone over. People shoot first an' don' bother asking questions.
"I been shooting some pool with Toni Fucile here but he needs a ride and I got things to take care of. Drop him off at his place. He's heard good things about you and he's Pa's numero uno, so keep yourself sweet and you'll find yourself with some more work.
[quieter to the Player] "I'm planning a big job, so don't be afraid to drop by sometime - I could use with a good driver like you on a job like this."

On screen mission title: 'Take Toni Home'
FLOWCHART
  • Drive Toni home and stop at laundrette in Chinatown on the way there. Toni runs out of the shop with the sound of gunfire behind him and jumps back into car.
STORYBOARD
DesignDocument-GTAIII-Storyboard-EscortingToni-1 DesignDocument-GTAIII-Storyboard-EscortingToni-2 DesignDocument-GTAIII-Storyboard-EscortingToni-3 DesignDocument-GTAIII-Storyboard-EscortingToni-4
JOEY: Meet Toni Cipriani. He's Pa's lieutenant and he needs a ride across town. Take him to his Momma's restaurant on the main drag at the edge of St. Marks.
I'm planning a job that needs a good driver, so drop by some time later, OK?
TONI: Ok kid, drive us to the laundry in Chinatown, I got a bit of business to take care of. Wait here for a while and keep the engine running. TONI: Burn Rubber kid! Get us out of here! TONI: The laundry ain't heard the last of this. Drop by sometime, I could use a guy with your balls.

Further information on Toni's mission strand in the Design Document confirms that, after completing "Cipriani's Chauffeur" for Joey, the game would automatically start Toni's first mission, "Taking Out the Laundry".

Dead Skunk in the Trunk (JOEY5)[]

Dead Skunk in the Trunk is missing from the script available in the Design Document, suggesting it was a later addition. This is further supported by the script for the following mission, The Getaway, described as Joey's 5th mission.

The storyboard and flowchart for the mission is available in the document, describing the mission as it is in the final version.[22]

In the game's mission script file, commented out text for the JM5_2 text label suggests the warning text given by the player upon noticing the Forelli's ambush was different – "Gosh! it's the Forelis![sic]" in developer notes, and "It's the Forelli brothers!" in the final game. The variables for the Forelli's Sentinels refer to the enemies as "Lips' Brothers", referring to Mike "Lips" Forelli.

joey5.sc[23] - Lines 263-275:
		IF NOT IS_CAR_DEAD lipsbrother1_car
			IF NOT IS_CAR_HEALTH_GREATER lipsbrother1_car 999
				PRINT_NOW ( JM5_2 ) 5000 1 // Gosh! it's the Forelis! 
				GOTO kill_the_player
			ENDIF
		ENDIF
 
		IF NOT IS_CAR_DEAD lipsbrother2_car
			IF NOT IS_CAR_HEALTH_GREATER lipsbrother2_car 999
				PRINT_NOW ( JM5_2 ) 5000 1 // Gosh! it's the Forelis! 
				GOTO kill_the_player
			ENDIF
		ENDIF
DESIGN DOCUMENT CONTENT
FLOWCHART
  • Pick up car that has dead body in the trunk
  • Take car to crusher but Forelli brothers will try and kill player en route.
STORYBOARD
DesignDocument-GTAIII-Storyboard-DeadSkunkintheTrunk JOEY: We got a quick job for a good driver. There's a car stuffed with a stiff at the cafe near Callahan Point.
Get it to the crusher in Harwood.

The Getaway (JOEY6)[]

Main article: The Getaway

The Getaway is referred to by two different names in the Design Document – "The Bank Job" and "Daylight Robbery".

According to the early script in the Design Document, the player was originally required to find a van to pick up the bank robbers, and drive around the block for exact 45 seconds to avoid getting attention. After the robbery is done, the player was tasked to drop the bank robbers at a different getaway vehicle stashed somewhere, while the player was tasked to get rid of the van at the car crusher.

The mission objectives on the flowchart in the Design Document also mention the last objective of getting rid of the van at the car crusher after returning the robbers to the warehouse. In the final game, the mission ends as soon as they are dropped off in the warehouse, with no need to destroy the van.[24]

DESIGN DOCUMENT CONTENT
SCRIPT
(iJ5) The garage is shut, but there's an envelope on the bench.
TEXT: Get a van then go pick up the boys at <location>. Then wait for my pager message.

Joey Mission Five; Daylight Robbery.
Cut: If the playert turns up at <location> in a van, three goons get in.
Once the 'boys' have been picked up;

Pager TEXT:
Drop the boys at <the Bank> then drive around the block. After 45 secs the boys will be back out and needing a quick getaway.

Cut: When Player stops outside <the bank> the three goons run into the bank.
On screen prompt: Counter 45 secs.
The goons re-emerge after 45 secs. After 50 secs the alarm goes off.
Cut: If the Player stops by the 'boys' they'll pile into the van.
Once the 'boys' are back in the van;

Pager TEXT:
Get the boys to the switch and they'll take the second car while you take the van to the crusher.

FLOWCHART
  • Steal vehicle with 4 doors and drive to rendezvous point
  • Pick up bank robbers
  • Take robbers to the bank and wait until they do the job
  • Return robbers to safe house with a police wanted level
  • Take vehicle to crusher to be destroyed
STORYBOARD
DesignDocument-GTAIII-Storyboard-TheGetaway-1 DesignDocument-GTAIII-Storyboard-TheGetaway-2 DesignDocument-GTAIII-Storyboard-TheGetaway-3 DesignDocument-GTAIII-Storyboard-TheGetaway-4
JOEY: Get some wheels to the safehouse down by Little Italy and pick up the boys. They'll tell you what to do. GOON: We're hitting the bank on the main Drag. Wait while we do the job - we should be in and out in no time. GOON: Get us out of here!! Shake the cops and get us to the safehouse!!

Toni's Mission Strand[]

Taking Out the Laundry (TONI1)[]

Originally started automatically after "Cipriani's Chauffeur" for Joey. No major changes in the mission itself, except for the dialogue and the explosives provided by the mission.

According to the flowchart and storyboard for the mission in the Design Document, 8-Ball would provide the player with Boomshine-based Molotov Cocktails at Eightballs Autoyard to destroy the Triad laundry vans.[25] Boomshine is an in-universe type of moonshine mentioned on the Liberty Tree promotional website, but only properly introduced in Grand Theft Auto: Vice City.

The Molotov Cocktails are replaced with Grenades in the final version.

DESIGN DOCUMENT CONTENT
SCRIPT
(iT1) When the Player first drops off Toni at the end of Joey's mission, Toni gets out of the vehicle, as does Claude.

Toni: "C'mon, have a set[sic] at my table."

Claude and Toni sit at Toni's table.

Toni Mission One: Take out the Laundry

"Ok, Ok. So you're pretty good in a tight situation, Ok, I like that. Good, good. And, err, Joey's a good boy, right? Yeah, he's a good boy so I'm willing to give you a break, y'know? I don't HAVE to give you nothing, am I right? I'm right, Ok? OK. So we know where I stand and we know where you stand, am I right? Ok.
"So, err, we got a good family here - you don't think so? You don't think this ain't a great place? Oh you do, - you got respect and that's good 'coz I FUCK mutherfukkers who gotta no respect!

MOMMA [from kitchen]: "You watch your mouth Toni Fucile. I'm not above teaching you some launguage in front of your friends!"

"OK Momma, it's the coffee, I've had too much coffee. Ok? Ok.
"So, err, we got a wish here, and that wish would be nice if it like, you know, came true - you with me? Ok. Now this wish is about territory, about territory that ain't ours. Some thongs think they don' need protection in case, y'know, something terrible should happen to their laundry business. Now I gotta feeling that, err, something IS going to happen to their laundry business, to their laundry TRUCKS to be precise. Don' ask me how I know, I just got this feeling, y'know? Ok."

On screen mission title: 'Take out the Laundry'

FLOWCHART
  • Laundry in Chinatown has failed to pay protection money
  • Take out 3 laundry vans with supplied molotov cocktails
STORYBOARD
DesignDocument-GTAIII-Storyboard-TakingouttheLaundry TONI: So the laundry won't pay any protection eh? The Triads must be getting ideas above their station! We gotta teach these motherfuckers some proper respect or word will get out that Toni Cipriani is a fucking pussy.
TONI'S MUM FROM KITCHEN: Watch your language Toni Cipriani! I'm not above teaching you some manners in front of your new friend!
TONI: I'm sorry Momma! Torch their laundry vans and kill any Triad motherfucker that tries to stop you! 8-Ball can supply you with some 'Boomshine' to help deal with the trucks.

The Pick-Up (TONI2)[]

Main article: The Pick-Up

The Pick-up is referred to by two different names in the Design Document – "The Pick-up" and "Thong Ambush" – "Thong" being the early name of the Liberty City Triads and a pun on The Tongs. No major changes in the mission itself.[26]

The enemy Triads in this mission are still referred to as Thongs in the variables in the script file.

toni2.sc[27] - Lines 23-25:
// Variables for mission

VAR_INT thong1 thong1B thong2 thong2B thong3 thong3B thong_car	// gang members for mission
DESIGN DOCUMENT CONTENT
SCRIPT
(iT2) The Player approaches the restaurant but Toni's not there. Claude sits at the table and picks up the menu.

Toni Mission Two: Thong Ambush.

TEXT:

The Laundry wants to pay protection - you did real good.
Go and pick up the cash but watch your back. If it's a trap then it means the Thongs want war, so get out of there alive and high tail it back here.
FLOWCHART
  • Go and pick up protection money that laundry has decided to start paying again
  • This is a trap and the Triads trap the player in an alley.
  • Escape the Triads.
STORYBOARD
[NO IMAGE AVAILABLE] MOMMA: My little soldier is running an errand for me. He left a note on the table.
TONI NOTE: The laundry have agreed to pay - you did real good! Get down there, collect the cash and bring it back here. But watch your back. Word will have reached the Triads and they won't be happy. They may try to stirfry your ass.

Salvatore's Called a Meeting (TONI3)[]

Salvatore's Called a Meeting is referred to by two different names in the Design Document – "Salvatores[sic] called a meeting" and "Frankie & Maria" – Frankie being the early name of Salvatore Leone, originally named after his voice actor Frank Vincent.

According to the early script in the Design Document, the original objective was to pick up Salvatore and Maria instead of driving Luigi, Joey and Toni to Salvatore's Gentlemen's Club.[28]

Commented out text in the script file for the mission suggests the player was meant to collect the Stretch at Joey's Garage and drive to Salvatore's location.

In the storyboard and flowchart in the Design Document, the mission is described as it is in the final game.

DESIGN DOCUMENT CONTENT
SCRIPT
(iT3) The restaurant is closed.
After visiting the closed restaurant twice;

Toni Mission Three: Frankie & Maria.

Pager TEXT:
We're going to war with the Thongs. Frankie's called a meeting tonight and he wants to meet you. Get over there and pick him and Maria up.
FLOWCHART
  • Pick up Frankie's limo from Joey's garage
  • Collect Joey, Luigi and Toni and take them to Frankie's place
  • Limo is ambushed by Triads on the way
STORYBOARD
[NO IMAGE AVAILABLE] MOMMA: Toni's popped out to get some pile cream. He left a note on his table!

TONI NOTE: We're going to war with the Triads. Don Salvatore is calling a meeting tonight.
Get over to Joey's an' collect him and the Don's Limo. Then go get Luigi from his club.
Pick me up last and we'll drive over to Salvatore's club.


Triads and Tribulations (TONI4)[]

Triads and Tribulations and Blow Fish were originally one single mission, referred to by two different names in the Design Document – "Triads & Tribulations" and "Thongs for the Memory".

It was split into two missions later in development, the second part being the subsequent mission "Blow Fish". As the early script in the Design Document suggests, the Triads were meant to be wiped-out in the mission[29], while in the final game they remain active in normal gameplay without any further appearance in missions (except for Rampages).

In the storyboard and flowchart descriptions in the Design Document, Triads and Tribulations is already split into two missions.

DESIGN DOCUMENT CONTENT
SCRIPT
(iT4) The restaurant's open, but Toni's table is empty.
Claude sits at the table and reads the menu.

Toni Mission Four: Thongs for the Memory.

TEXT:
We're at WAR! The Thongs have their operations based at some fish factory south of China Town. Frankie wants the factory, their trucks, their market and any fishy thong mutherfucker wasted, ok? He wants it to be raining fish - we're talking biblical here, am I right? I'm right.
FLOWCHART
  • Trash the Triads fish market in Chinatown then:
  • Kill twenty Triad gang members wandering around Chinatown
STORYBOARD
[NO IMAGE AVAILABLE] MOMMA: Toni's tummy ain't too good today. He left a note for you in the menu on his table.
TONI'S NOTE: We're at WAR! The Triads use a fish business as a front. Most of their business goes down at the fish market in Chinatown. The laundry still owes us twenty big ones in protection, so I say we exact a fitting punishment. Take some of the boys over, wreck the market and kill twenty of those Triad Motherfuckers!

Blow Fish (TONI5)[]

Main article: Blow Fish

Originally part of the aforementioned Triads and Tribulations, referred to as Blowfish (single word) in the Design Document. No major changes in the mission itself.[30]

DESIGN DOCUMENT CONTENT
STORYBOARD
DesignDocument-GTAIII-Storyboard-BlowFish TONI: OK. Now we put these miserable bastards down for good. We're gonna finish the Triads in Liberty! 8-Ball's rigged a dustcart to blow. It's on a timer so if you fuck up there'll be no evidence. The Triad fish factory will open its gates for a dustcart. Park up between the gas canisters and let it blow! Go and pick up the dustcart. Careful though, 8-Ball says the slightest bump could set that thing off!

Salvatore's Mission Strand[]

After Chaperone, Salvatore's missions were not triggered by a mission icon in his house. Instead, he would send a message to the player's pager telling them to reach a specific payphone around Portland and call him for the details.

This feature appears to have been scrapped after the replacement of The Masks with the Colombian Cartel, as the payphone is only mentioned in the cutscene scripts in the document, while in the Storyboard, each mission clearly started at Salvatore's Gentlemen's Club.

Chaperone (FRANK1)[]

Main article: Chaperone

Originally started immediately after arriving at Salvatore's Gentleman's Club whilst at Toni's third mission, "Salvatore's Called a Meeting".

Chaperone is referred to by a different name in the Design Document – "Pulp Friction" – one of the many references towards Quentin Tarantino's 1994 film Pulp Fiction in the Grand Theft Auto series, particularly the date between crime boss Marsellus Wallace's wife Mia and his hired hitman Vincent Vega.

In the early script in the Design Document, the original objective was to drive both Salvatore and Maria in the Stretch limousine, first dropping off Salvatore at Luigi's club and subsequently, as in the final game, dropping off Maria at the warehouse rave.[31]

According to the mission script, this is the second mission in which Claude would have some brief dialogue while collecting drugs from Chico for Maria. This is the second and last moment in the entire early script from the Design Document where Claude has lines of dialogue.

In the final version, Maria deals with Chico herself.

Maria: "That's Chico over there!"
Chico: "Hey my man, what's your product of choice?"
Claude???: "I'm looking for Maria's usual."
Chico: "No problemo. Here you go, enjoy your evening."
Claude??: "Nice doing business."
Maria: "I know of a warehouse party going down at the North end of Portland Harbour East. Let's go and party!!"
Claude: "Nah, I'll just park up here, catch some zzz's and make sure the car's OK."
— Pulp Friction Part 2; "THE MISSIONS" - GTA III: The Game Design Document - Version 1.39, 29th December 2000. Rockstar North.[7]
DESIGN DOCUMENT CONTENT
SCRIPT
(iF1) [The Player triggers the cut scene when he arrives outside Frankie's whilest on Toni's third mission.]

There are already some mob cars sat[sic] outside Frankie's place. These are for the other mobsters in his entourage. Frankie's entourage exists his place, a couple of goons first who spread out up and down the street.
The Player gets out of the car as Frankie approaches.

Frankie: "So this is the Claude I've been hearing so much about! It's a blessing to the Family to have such a skilled individual working for them. I see good things for you my boy, good things.
"I'll need a ride to Luigi's and Maria, if she ever gets her big butt down here, needs a chaperone for the night.
Why do broads take so long getting dolled up? It's one of life's great mysteries I'm sure.
"HEY MARIA, DON'T MAKE ME COME BACK IN THERE AND GET YOU! IF I'M LATE I'LL GET ANGRY AND YOU KNOW WHAT AN ANGRY FRANKIE IS LIKE, HUH?
"Dumb broad does this every time and then she wonders why I have to teach her some respect. You can train a dog but you can't train no bitch, heh? Ha! Get it? You can't train no fuckin' bitch!"

[Maria exits Frankie's place]

Frankie: "So here she is: The Queen of Mutherfukkin' Sheba! One minute longer and you'd have been pushing me, d'ya hear?"
Maria: "So sue me you dumb ape."
Frankie: "Oh-ho! She got fire Claude, huh? She got fire." [He slaps her ass real hard] "Get in that car and keep your big mouth shut." [They both enter the Player's car.] "Take me to Luigi's."

Frankie Mission One: Pulp Friction

[When Frankie has been successfully dropped at Luigi's;]

Frankie: "You take care of Maria now, y'hear. Watch that dumb broad, she can be trouble. You hear me Maria? Don't get this young man in no trouble!"
[Frankie and goons enter Luigi's]

Maria: "Ok, Claude, let's see if a charming young man like yourself can bring me one night's respite from the hellish life of Maria Leone. Let's hit The Crazy Camel and do some wild, free shit!"

[This point needs some more discussion I think - JW]
FLOWCHART
  • Frankie wants to discuss war with his lieutenants so he wants Maria, his woman, out of the house.
  • Drive Maria to a dealer to get her party gear
  • Take her to illegal warehouse party and wait for her
  • Police arrive while waiting
  • Escape from police with Maria and lose wanted level
STORYBOARD
DesignDocument-GTAIII-Storyboard-PulpFriction-1 DesignDocument-GTAIII-Storyboard-PulpFriction-2 DesignDocument-GTAIII-Storyboard-PulpFriction-3 DesignDocument-GTAIII-Storyboard-PulpFriction-4
SALVATORE: So this is Toni's friend I heard all about. I see nothing but good things for you my boy, good things. Me an' the fellas need to talk war so Maria, if she ever gets her big butt down here, needs a chaperone for the night. SALVATORE: HEY MARIA! MOVE YOUR BUTT OR I'LL BE LATE! Dumb broad does this every time. And here she is, the Queen of motherfucking Sheba! One minute longer and you'd have been pushing my patience, d'ya hear? MARIA: So sue me you dump ape!
SALVATORE: Oh-ho! She got fire, huh? Get in that car and keep ya big mouth shut. Take the limo but bring it back in one piece, y'hear? And watch that dumb broad, she can be trouble.
MARIA: Yeah, yeah, yeah, I'm sure your new watchdog has everything covered. C'mon, Fido, time to take Maria for walkies!

As revealed through commented-out text in the script file for Chaperone, and the model file names for the warehouse, the location of the warehouse rave swapped between Portland Harbor to Atlantic Quays during development.

The original warehouse used for the rave is revealed to be the same warehouse used for the Import/Export garage in the final game, as confirmed through its file name "doc_rave" (the current warehouse is internally named "doc_rave2"). The rave venue's name in the document is "The Crazy Camel", unnamed in the final version.

Commented-out text revealing the old version of Chico's dialogue also reveals the rave venue's original location being in the north end of Portland Harbor:

frank1.sc[32] - Lines 726-733:
	IF chico_audio_flag = 9
		IF HAS_MISSION_AUDIO_LOADED
			GET_CHAR_COORDINATES chico chico_x chico_y chico_z
			PLAY_MISSION_AUDIO
			PRINT_NOW FM1_S1 15000 2 //"You should check out the warehouse party going down at the North end of Portland Harbour."
			chico_audio_flag = 10
		ENDIF
	ENDIF

Commented-out text reveals the old version of the police dispatch dialogue, once again mentioning Portland Harbor.

frank1.sc[33] - Lines 1283-1284:
PLAY_MISSION_AUDIO
PRINT_NOW (FM1_SS) 4000 2 //"Calling all cars, request back-up for narcotics raid. Warehouse party Portland Harbour East."

Aside from the existing rave track loop used in this mission, a few additional rave track loops are left unused in the .RAW file, all of which also originate from the original Grand Theft Auto.[34][35][36]

Cutting the Grass (FRANK2)[]

Main article: Cutting the Grass

The name "Cutting the Grass" remains as the final title of the mission. However, the final objective of the mission was simplified, likely due to limitations.

In the early script in the Design Document, it is suggested that Curly Bob leaked Joey's armored van robbery to The Masks/Colombian Cartel during Van Heist. In the final version of the script, Curly Bob is still an informant, although without any mentions of the Van Heist ambush which never happened in the final game.

As with the final version of the mission, the objective was always to follow Curly Bob and find out the gang's hideout in the end. The final objective was originally to capture Curly Bob alive to be interrogated by the Mafia at Luigi's club, instead of simply killing him.[37]

From this point in the Design Document, the flowchart and storyboard are up to date with the Colombian Cartel version of the story, with the Masks being cut from the storyline. Both Catalina and Miguel appear in the storyboard for Cutting the Grass, and the objective to "Kill Curly Bob" is listed in the flowchart.

DESIGN DOCUMENT CONTENT
SCRIPT
NB: Frankie is never available as a mission contact. He approaches the Player when he needs a job done.

Pager TEXT:

We got a grass in the organisation[sic]. We think it was Curly Bob that handed the van heist to the Masks. When you're outside Luigi's he'll send Bob out on an errand. Follow him and see if he can lead you back to the Masks hideout. When he's finished, grab him and bring him back to Luigi's place where we'll squeeze him for info.

On screen mission title: 'Cutting the Grass'.
FLOWCHART
  • Follow Curly Bob, a suspected traitor.
  • Curly Bob walks then gets into a taxi (can drive taxi or follow) and meets with Columbians[sic] (baddies) at their Drug factory on a boat
  • Kill Curly Bob
STORYBOARD
DesignDocument-GTAIII-Storyboard-CuttingtheGrass-1 DesignDocument-GTAIII-Storyboard-CuttingtheGrass-2 DesignDocument-GTAIII-Storyboard-CuttingtheGrass-3 DesignDocument-GTAIII-Storyboard-CuttingtheGrass-4
SALVATORE: We got a grass in the organisation. We think Curly Bob is passing info to the Cartel. He's due to finish work at Luigi's. He always gets a taxi home after work. Follow him, see who he meets and where, then phone me from a call box. MIGUEL: Here comes our little rat! CATALINA: Were you followed?
CURLY: N-no...no. I eerr, got the info you wanted.
CATALINA: Here's your SPANK little man. Now run along and get your ugly face out of my sight.

Bomb Da Base: Act I (FRANK2.1)[]

Main article: Bomb Da Base: Act I

No major changes in the mission itself, always intended as a pay wall to progress through the story.

The name "Bomb Da Base" remains as the final title of both missions (Act I and Act II). In the flowchart, the mission is simply identified as "Buy explosives".[38]

DESIGN DOCUMENT CONTENT
SCRIPT
Bomb da Base: Cash Wall \ Buy explosives

NB; The pager message with close 8-Ball's bomb shop.

Frankie Mission Three: Bomb da Base (a)

Pager TEXT: Get to the payphone on <street>.

Cut of Claude on phone.

Dialogue, Frankie:

"My boys are gonna hit these Mask bastards on the streets while you take out their poison factory.

"8-Ball sez he'll need a big bang to take out that boat. He needs $ x,000 to get the right kit together. When you've got the cash, go pick up 8-Ball and blow those bastards to hell!"
FLOWCHART
  • Salvatore wants Columbians[sic] drug factory destroyed.
  • Collect $xxxxx to purchase enough explosives to blow up Columbian drug factory
STORYBOARD
DesignDocument-GTAIII-Storyboard-BombDaBaseCashWall SALVATORE: We gotta take out these miserable Colombian bastards but while we're at war with the Triads we just ain't strong enough. The Cartel has bottomless funds. If we make an open attack on them, they'll wipe the floor with us. I'm asking you to destroy the Cartel's SPANK factory. If you do me and the family this favor you will be as a brother to me. Go and see 8-Ball, you'll need his expertise to blow-up that derelict boat!

Bomb Da Base: Act II (FRANK3)[]

Main article: Bomb Da Base: Act II

No major changes as mentioned in the previous Act I.

In the early script in the Design Document, it is mentioned that Salvatore sent mafia goons to attack The Masks in the streets of Portland as a distraction for 8-Ball and Claude to destroy the freighter. In the final version, there are no mentions of the Mafia attacking Colombian Cartel members to create a distraction.

Moreover, the bomb used by 8-Ball to destroy the ship was originally intended to be thrown by him inside a ventilation duct on the cargo ship (described as a "funnel-thang-wotsit" in the early script).[39]

DESIGN DOCUMENT CONTENT
SCRIPT
Bomb da Base

(iF3) [When the Player has $ x,000 he can trigger a cut scene outside 8-Ball's garage.]
[If not enough cash then; On screen prompt; Pick up 8-Ball when you have $ x,000.]

Frankie Mission Three: Bomb da Base (b)

(iF3 - cont.) [8-Ball walks out of his bomb shop. If the player is in car, he gets in (in-game code)]

8-Ball: "I can set this baby up [he indicates a large suitcase] but I still can't handle a piece. You're gonna have to clear a way in, so I can do my thing."

KABOOM!!!

(iM2) When the last Mask is killed, 8-Ball runs onto the ship, kneels by a funnel-thang-wotsit, fiddles about, then throws the case down the funnel-thang-wotsit.

Cut to Claude and 8-Ball running down the quay towards the camera. There is a dull, deep 'whoomp' noise, then secondary explosions rip through the hull, cluminating in a final blast that destroys the upper super structure in a huge fireball, breaking the ships[sic] back.
FLOWCHART
  • Use explosives supplied by 8-Ball but these will cost $xxxxx
  • Protect 8-Ball while he sets explosive[sic] on boat using the sniper rifle. Take out all the guards within time limit.
STORYBOARD
DesignDocument-GTAIII-Storyboard-BombDaBaseII 8-BALL: Yo my man! Salvatore phoned ahead but a job like this needs a BIG bang. I'll need $100000, $200000, $300000 ? to cover expenses! Come back when you have the money and bring some wheels!



8-BALL: Okay, let's do this thing! I can set this baby to detonate, but I still can't use a piece. You're gonna have to clear a way in for me. Here, this rifle should help you pop some heads!

Last Requests (FRANK4)[]

Main article: Last Requests

Last Requests had a major change during development.

In the early script, the mission is referred to as "AWOL Moll" and was triggered via a payphone. It focused on Maria leaving Salvatore's mansion, with the player being tasked by a furious Salvatore to find her. Shortly after, Maria would send a message on the player's pager telling them to meet her in Staunton Island, originally meant to be first accessed via a player-chosen route. The car bomb trap and Salvatore's betrayal are completely absent from this version of the script.[40]

In the storyboard and flowchart, the mission is described as it is in the final game, with minor changes in dialogue.

DESIGN DOCUMENT CONTENT
SCRIPT
Frankie Mission Four: AWOL Moll

Pager TEXT:
Get to the phone on <street>.

(iF4) Cut of Claude on phone.

Dialogue, Frankie:

"That dumb bitch wife of mine has gone AWOL. Packed her bags and runaway like a thief in the night. Well no one, NO ONE, leaves Frankie and keeps their face. Do hear me[sic], NO ONE!

"Get out there and find the stupid broad."

Pager TEXT:
Claude? It's me, Maria. I can't explain everything but you've got to meet me at <location> in the Commercial District. Please hurry!

Commercial Fly-by
(iC1) After Maria has contacted the Player (in-game text) the Player is driving to the newly opened Commercial District.
Once in the Commercial District a cut scene will be triggered.

Because the Player can use different routes into the Commercial District, this scene should be a generic intro to this second level. Go crazy.
FLOWCHART
  • Steal specific parked car
  • Player is told on way to job by Maria that it is a trap and she asks to meet player
  • Meet Maria & progress to commercial
STORYBOARD
[NO IMAGE AVAILABLE] If player has not completed all Toni's missions, he will be sent back with the following text:
SALVATORE: I'm proud of you my boy, you kicked the shit out of those fucking slimeballs. Just one little job I got for ya before we can all celebrate.
There's a car around the block from Luigi's. It's covered in prints. Take it to the crusher before the cops find it.


MARIA PAGER: Hi, it's Maria. You've been sent into a trap! Meet me at the jetty near Liberty Bridge.
MARIA: Salvatore was offering you to the Cartel to make a pact. I couldn't let him do it. You're a marked man on Mafia turf and I've decided it's time to make a run from that ugly bastard. This is Asuka. She's a friend we can stay with for a while.
ASUKA: We better get out of here before Salvatore realises he's lost BOTH of you.

Asuka's First Mission Strand[]

At this point in the Design Document, there are no more scripts or storyboards available for the following missions set in Staunton Island and Shoreside Vale. Flowcharts detailing mission objectives are still available in the document.

Listed as Maria's mission strand after Last Requests Design Document script summary, without any further content.

Sayonara Salvatore (ASUKA1)[]

Main article: Sayonara Salvatore

No major changes in the mission itself.

Sayonara Salvatore is referred to by a different name in the Design Document – "Farewell Salvatore" – with "Farewell" being replaced with the Japanese translation in the final title.[41]

DESIGN DOCUMENT CONTENT
FLOWCHART
  • Salvatore will be leaving Luigi's Club in 5 hours
  • The player will have to kill him before he arrives at his mansion.
  • He will come out of the club with a very large Mafia escort. (3 cars full and 5 extra goons)
  • If the player is spotted before Salvatore leaves the club, mission failed.
  • Designed in such a way that the player can use whatever method he wants to kill Salvatore - stealth, chase, gunfight, ambush.

Under Surveillance (ASUKA2)[]

Main article: Under Surveillance

Under Surveillance was originally Asuka's 3rd mission, swapping order with Paparazzi Purge.

According to the flowchart in the Design Document, the targets were originally FBI agents instead of Leone gangsters as in the original release.[42]

Curiously, the "FBI agents" version of the mission cutscene audio would be reused in later versions of the game, making the "Mafia targets" exclusive to the original PlayStation 2 release. The character models used in both versions are Mafia goons regardless of the description given.

DESIGN DOCUMENT CONTENT
FLOWCHART
  • There are five FBI agents watching contact points around the city.
  • They will be positioned on the top of buildings.
  • The player must drive to an FBI agent, jump out of his car and shoot him with the sniper rifle, then jump back into his car and on to the next one.
  • This will be within a strict time limit, and when they player has hit the third agent the FBI will be after him.

Paparazzi Purge (ASUKA3)[]

Main article: Paparazzi Purge

No major changes in the mission itself. Originally Asuka's 2nd mission, swapping order with Under Surveillance.[42]

Payday For Ray (ASUKA4)[]

Main article: Payday For Ray

No changes.

Two-Faced Tanner (ASUKA5)[]

Main article: Two-Faced Tanner

No changes.

Two-Faced Tanner is referred to by a slightly different name in the Design Document – "Kill Two faced Tanner[sic]".[43]

DESIGN DOCUMENT CONTENT
FLOWCHART
  • Tanner is in a locked car. (an Eldorado)
  • The player must chase and ram/shoot Tanner's car.
  • As soon as Tanner knows he is being attacked he will call for back up[sic] giving the player an instant police rating of 4.

Kenji's First Mission Strand[]

Kanbu Bust-out (KENJI1)[]

Main article: Kanbu Bust-out

No changes.

Grand Theft Auto (KENJI2)[]

Grand Theft Auto is referred to by a different name in the Design Document – "Gone in 60 Seconds" – referencing the 2000 film of the same name.[44]

Leftovers in the uncompiled mission script file lists two additional cars to be delivered to the garage – a Banshee and Landstalker – with their variables disabled in the code (listed as car number 2 and 5, respectively).

kenji2.sc[45] - Lines 27-35, 387-401:
// Variables For Mission
 
VAR_INT car_to_steal1_km2  //Testarossa
 
VAR_INT car_to_steal2_km2  //Viper
 
VAR_INT car_to_steal3_km2  //Boxter
 
VAR_INT car_to_steal4_km2 //Diablo
 
VAR_INT car_to_steal5_km2  //Offroad
REQUEST_MODEL CAR_CHEETAH //car1 to steal 
 
REQUEST_MODEL CAR_STINGER  // car3 to steal
 
REQUEST_MODEL CAR_INFERNUS  // car4 to steal
 
//REQUEST_MODEL CAR_BANSHEE // car2 to steal
 
//REQUEST_MODEL CAR_LANDSTALKER  // car5 to steal
 
WHILE NOT HAS_MODEL_LOADED CAR_CHEETAH
OR NOT HAS_MODEL_LOADED CAR_STINGER
OR NOT HAS_MODEL_LOADED CAR_INFERNUS
//OR NOT HAS_MODEL_LOADED CAR_LANDSTALKER
//OR NOT HAS_MODEL_LOADED CAR_BANSHEE

According to the flowchart in the Design Document, the player would alternatively have been able to steal these vehicles from traffic. In the final version, only the specific mission-spawned vehicles are allowed into the garage.

The drop-off location is described as a warehouse, possibly suggesting a location change.

DESIGN DOCUMENT CONTENT
FLOWCHART
  • Steal specific cars that are parked or wandering the city in a time limit.
  • The player must take the cars to the warehouse in a time limit undamaged.

Deal Steal (KENJI3)[]

Main article: Deal Steal

Instead of stealing a Yardie Lobo in traffic, the player was originally tasked to track down the Yardies heading to the deal with the Cartel and steal their Yardie Lobo, pick up "a load of Yakuza members" – implying either that the vehicle was originally a four-door car or the player would escort/follow more Yakuza members – and go to the deal.[46]

In the ambush, the Yakuza members would have killed most of the Cartel members, although a few of them would escape. The mission ends with the player chasing down and killing the Cartel members.

DESIGN DOCUMENT CONTENT
FLOWCHART
  • The player must kill the Yardies that will be going to the deal.
  • Take their car and pick up a load of Yakuza gang members.
  • Go to the deal. When the player arrives there will be Colombians'[sic] milling around outside their cars and a couple of cars.
  • Everybody will pile out of the car and kill the Colombians'[sic].
  • At this point one of the Colombians'[sic] cars will speed off. The player, once he has finished killing the remaining Colombians'[sic] must chase them and kill them as well.

Shima (KENJI4)[]

Main article: Shima

Shima had a minor change for its final objective, according to the flowchart in the Design Document.

The cutscene with the shopkeeper informing Claude about the Diablos trashing his storefront is seemingly absent. The flowchart suggests the player was meant to use the Diablos spray tag on the storefront (still available in the final game) to identify which gang stole the protection money briefcase, leading the player to find the briefcase at the Diablos mission contact point in Hepburn Heights in Portland.[47]

DESIGN DOCUMENT CONTENT
FLOWCHART
  • Pick up protection money around the city.
  • When the player arrives at the last pickup he finds the small business trashed by Hispanics.
  • They left a calling card in the form of their 'tag' sprayed over the frontage.
  • The player must work out that the tag relates to the Hispanics and go to industrial to find it.
  • Then he must kill the Hispanics involved and reclaim the money.

In the final version, the gang is automatically marked on the radar after the interacting with the shopkeeper via cutscene (no need to investigate the spray tag).

Liberator (LOVE1)[]

Main article: Liberator

Originally given by Kenji as a way to unlock Toshiro's mission strand, before Donald Love's character was created. No major changes in the mission itself.[48]

Liberator is referred to by a different name in the Design Document – "Save the Old Japanese Gentleman". In the final version, the mission is given by Donald Love (non-existent at this point in development) as "Liberator".

After the mission Shima, Kenji would task the player to save the Old Oriental Gentleman (still referred to as the "Old Japanese Gentleman") from the Colombian Cartel Compound, ending Kenji's first mission strand. The drop-off location is not given in the Design Document.

In the final version, the Old Oriental Gentleman's nationality is left ambiguous with no links to the Yakuza or counterfeiting.

DESIGN DOCUMENT CONTENT
FLOWCHART
  • Steal a Colombian gang car.
  • Drive into the Colombian compound.
  • Fight your way through the Colombian's[sic] to the OJG and rescue him.

The Official Strategy Guide section for "Liberator" shows an early screenshot of the mission, with Donald Love in his default outfit, likely from a point in development where his alternative outfit did not exist.

Ray's Mission Strand[]

Silence the Sneak (RAY1)[]

Main article: Silence the Sneak

No major changes in the mission itself, except for the background given for the target under witness protection. Instead of corrupt cop Leon McAffrey, the target is described as a witness of Salvatore's assassination.

Silent Witness[sic] - There was a witness to Salvatore's murder, kill him! Go to the witness protection house and flush him out by throwing a grenade through the window. The witness and some police escorts run out and leg it in a car, chase them and kill them.
— Developers' description for "Silence the Sneak" in the ray1.sc mission script file.[49]

This description originated from the Design Document flowchart, where it still used Salvatore's early name "Frankie" and other minor changes.[50]

DESIGN DOCUMENT CONTENT
FLOWCHART
  • There was a witness to the hit on Frankie, kill him.
  • Go to the witness protection house and flush him out by throwing a molotov/grenade through the window.
  • The witness and some police escorts run out and leg it in a car, chase them and kill them.

Arms Shortage (RAY2)[]

Main article: Arms Shortage

Arms Shortage is referred to by a different name in the Design Document – "Arms Protection".

No major changes in the mission itself.[51] Phil Cassidy is not named in the flowchart, simply referred to as the arms dealer, just as in the game files ("DEALER").

DESIGN DOCUMENT CONTENT
FLOWCHART
  • Ray has a friend who deals in arms and has heard that the Colombians'[sic] are getting some arms (without paying).
  • The player will need to go there and protect the dealer.
  • The player will have access to the arm dealer's full inventory with which to do it with in the form of a weapons rack.

Evidence Dash (RAY3)[]

Main article: Evidence Dash

No major changes except for the "evidence" items, due to Donald Love not existing at this point in development.

Instead of six incriminating pictures of Donald Love feasting in the morgue, the evidence in the back of the truck would have been eight packages of documents seized by Internal Affairs about Ray's activities in one of Ray's old haunts.

After collecting all packages, the player was intended to return them to Ray's hideout instead of torching the vehicle with the evidence inside.[52]

DESIGN DOCUMENT CONTENT
FLOWCHART
  • The Internal Affairs are aware of Ray's activities, but are unable to get any evidence until now. They have just raided one of Ray's old haunts and are leaving with the evidence.
    The player must chase them down and ram them with his car, when their vehicle is rammed one of the packages will roll off the back. The player must grab that first and then go get the next package off them. There will be 8 packages to retrieve.
    Once the player has the stash he must get it back to his hideout.

Gone Fishing (RAY4)[]

Main article: Gone Fishing

No changes.

Plaster Blaster (RAY5)[]

Main article: Plaster Blaster

No major changes in the Design Document.

Commented out text in the uncompiled script file "ray5.sc" (line 187)[53] shows a different ending text (final version: If he squeals, I squeal...):

PRINT_NOW RM5_D 2500 1 //"so go do the job you were paid for!"

Moreover, an unused pedestrian model "PLASTER" can be found in the game files for the PlayStation 2 release. This implies that McAffrey was supposed to escape the Ambulance on foot as a normal pedestrian instead of being dropped from the vehicle as a movable prop.

Toshiro's Mission Strand[]

After completing Kenji's first mission strand, Toshiro – the leader of the Yakuza – was intended to be unlocked as a mission contact.

While this character was entirely removed from the game's final storyline, all of his missions were adapted for Donald Love, who replaced Toshiro as the rich mission contact in Staunton Island.

Toshiro's original contact point can still be identified in-game as the same building used as the Love Media Building in the final version, still internally named "Toshiro's Skyscraper" in its model file name. This explains why the terrace of Donald's building shares Japanese props with Kenji's Casino, with his association with the Old Oriental Gentleman also inherited from the cut character.

A Drop in the Ocean (LOVE3)[]

Main article: A Drop in the Ocean

This mission is given by Donald Love in the final version.

The mission has no major changes compared to Donald Love's version. However, it is revealed in the flowchart in the Design Document that the packages dropped by the Dodo are actually forging plates used to create counterfeit money (Toshiro's mission strand is focused on his counterfeiting business).[54]

As with the final version, the packages are also a decoy for the real packages.

DESIGN DOCUMENT CONTENT
FLOWCHART
  • The Player must pick up several packages containing forging plates that will be dropped from a Cessna into the bay that night.
  • The player will use a boat to collect them.
  • It is a decoy (the player does not know this at the time) so the police are aware of them. As soon as the player has picked up the first package the police chopper will be on him.
  • Once the player has collected them all he must get them back to land and to his hideout in a car with the ensuing police chase.

Francis International Airport is referred to by its old name (still present in the final version's airport signs) in developer notes in the uncompiled script file love3.sc (final version of the mission with Donald Love).

love3.sc[55] - Line 139:
PRINT_NOW LOVE3_B 5000 1//"On it's approach to Liberty airport tonight, a light aircraft will pass over the bay."

According to commented-out text in the script file, the player was tasked to collect eight packages. It was changed to six later in development.

love3.sc[56] - Lines 322-325:
IF packge_01 > 0
AND	packages_collected < 6
	PRINT_WITH_NUMBER_NOW LOVE3_3 package_numbers 5000 1 //"The plane has dropped ~1~ of 8 packages."
ENDIF

The Official Strategy Guide section for "A Drop in the Ocean" shows an early screenshot of the mission, with both Donald Love and the Old Oriental Gentleman in their default outfits, likely from a point in development where their alternative outfits did not exist.

Getting into the Airport (REMOVED)[]

Similarly to Bomb Da Base: Act I, this mission is a paywall to unlock Shoreside Vale. Claude is told by Toshiro to get an unspecified amount of money to bribe the airport security in order to get access to the plane containing the real packages.[57]

In the final version, Shoreside Vale is immediately unlocked after "A Drop in the Ocean", with no paywall required for the subsequent airport-related mission, as Donald Love himself pays off the airport security.

DESIGN DOCUMENT CONTENT
FLOWCHART
  • The real packages are still in the fuselage of the Cessna, which is being stripped by customs officials at the airport.
  • The player will have to get into the airport by paying a very large cash bribe to the security and/or customs.
  • For this mission the player must raise the <$ xx,000> cash required by any means possible.

Included in the game files is a likely leftover of this paywall used to prevent the player from getting access to the airport. A duplicate of the existing sliding gate model is used to prevent access to certain areas by the player unless they're following a specific requirement (for example, the gate used in the Colombian Cartel Compound in Liberator, requesting a Cartel Cruiser), except this one bears the "Liberty International Airport" logo.

Grand Theft Aero (LOVE4)[]

Main article: Grand Theft Aero

This mission is given by Donald Love in the final version.

The mission progresses in the same way as the final version of the mission given by Donald Love. According to the flowchart of this early version of the mission, once the player arrives at the airport, two Palantic (not Panlantic) vans are seen leaving the hangar.

The Dodo containing the forging plates are guarded by the Colombian Cartel. After killing the Cartel members in the hangar, Claude discovers that the forging plates were delivered to the Palantic construction site in Staunton Island. Arriving at the construction site, Claude fights his way through the Cartel members and finds Catalina and Miguel with the forging plates.[58]

In the final version, the story behind this mission is exactly the same, although the plot about Toshiro's forging plates are replaced by Donald Love's mysterious package.

DESIGN DOCUMENT CONTENT
FLOWCHART
  • When the player arrives at the airport and the Cessna he will see two Palantic Construction vans speed away.
  • As he gets close to the hangar that holds the Cessna some Colombians will come out of the hangar to get into the third Palantic Construction van, but seeing the player they will attack.
  • After the player has killed them, he will go into the hangar to find out that the plates are not there. The player must head over to the construction site.
  • The player must use a heavy vehicle to break down the fence to get into the construction yard.
  • The player will have to fight his way through the Colombians to Catalina & Miguel and the plates.

One of the gang (REMOVED)[]

Main article: One of the gang

Toshiro's final mission is "One of the gang". The plot behind the mission is unique, not kept or adapted into any other mission in the final version.[59]

After retrieving the stolen forging plates from Catalina and saving the Old Japanese Gentleman, Toshiro organizes a party at Kenji's Casino to celebrate the start of his counterfeit operation.

According to the flowchart, Claude is tasked to pick up Toshiro, who is betting at an illegal fight at an underground car park. The player originally had an opportunity to bet on a fighter, a feature that is not present in the final version.

After the fight, Claude drives Toshiro to the casino. When they arrive at the casino garden, the party is attacked from a nearby building rooftop. Toshiro is assassinated by a sniper, and Claude picks up a Sniper Rifle and eliminates the attackers. After Toshiro's death, Kenji replaces him as the new head of the Yakuza in Liberty City.

In the final version, no such mission exists in the storyline, and Kenji is treated as the head of the Yakuza since the beginning of the storyline (despite having the title of waka-gashira).

DESIGN DOCUMENT CONTENT
FLOWCHART
  • Toshiro will contact the Player and tell him to pick him up and drive to the Casino for a party celebrating the completion of the counterfeiting operation.
  • Toshiro will be at an illegal fight at an underground car park where the player will get the opportunity to bet on a fighter.
  • When they arrive at the casino garden, the party will be attacked from another rooftop. A sniper will kill Toshiro and the Player will have to grab a rifle and pick off the sniper.

Kenji's Second Mission Strand[]

Smack Down (KENJI5)[]

Main article: Smack Down

Smack Down was originally part of a second strand of missions given by Kenji as the new boss of the Yakuza, replacing Toshiro after his assassination in "One of the gang".[60]

In the original flowchart in the Design Document, the mission marked the start of this second strand of missions, while in the final version, it marks the end of Kenji's optional/missable mission strand.

According to the mission description in the uncompiled script file, the mission objectives had no major changes, except for Yardies calling for backup and chasing down the player in vehicles during the mission.

Smack Down - Kenji wants you to hit the Yardies pushing Spank for the Cartel. They're dotted about Liberty dealing in gangs or from vehicles. The player must race round the city splattering and killing all the dealers within a time limit. Occasionally they may have a 'backup vehicle' that will give chase to make the mission harder.
— Developers' description for "Smack Down" in the kenji5.sc mission script file.[61]

This description originated from the Design Document flowchart, where it still used the name "Rapture" to refer to SPANK.

DESIGN DOCUMENT CONTENT
FLOWCHART
  • Kenji wants you to hit the Yardies pushing Rapture for the Cartel. They're dotted about Liberty dealing in gangs or from vehicles.
  • The player must race round the city splattering and killing all the dealers within a time limit.
  • Occasionally they may have a 'backup vehicle' that will give chase to make the mission harder.

Boss Meat (REMOVED)[]

Main article: Boss Meat

Boss Meat is completely removed from the final game. The plot behind the mission is unique, not kept or adapted into any other mission in the final version.

During this mission, Kenji informs Claude that the Yardie posse lords are meeting with a Colombian Cartel representative at a derelict factory. The player is tasked to find a way to the roof of the factory and throw Molotov Cocktails at them during the meeting, making sure there are no survivors.[62]

There are no leftovers of this mission in the game files. As all three islands are unlocked at this point, the location of the derelict factory is left ambiguous.

DESIGN DOCUMENT CONTENT
FLOWCHART
  • The Yardie posse lords are meeting a Cartel representative at a derelict factory.
  • The Player must find a way onto the roof and throw molotov cocktails into their midst.
  • Then he must mop-up any survivors.

Defender (REMOVED)[]

Main article: Defender (GTA III)

Defender is completely removed from the final game. The plot behind the mission is unique, not kept or adapted into any other mission in the final version.

During this mission, Kenji informs Claude that the Colombian Cartel is attacking Yakuza businesses (Sushi restaurants are marked as likely targets in the flowchart). The player is tasked to head to Yakuza territory, rushing to any business paging the player.[63]

The idea for Yakuza-owned Sushi restaurants being sabotaged by rival gangs is later brought back in Grand Theft Auto Advance.

DESIGN DOCUMENT CONTENT
FLOWCHART
  • The Cartel is hitting Yakuza businesses (Sushi restaurants?).
    The player will have to patrol Yakuza territory, rushing to aid any businesses that pages him.

Escort Service (LOVE5)[]

Main article: Escort Service

Originally given by Kenji as part of his second mission strand, before Donald Love's character was created. No major changes in the mission itself, apart from the drop-off point.

Kenji informs Claude that one of the members of his counterfeit operation (inherited from the now deceased Toshiro) is missing, and he is worried that he might have been kidnapped, tortured for information or turned as a Cartel informant for cash. He is tasked to escort the first batch of counterfeit money in the armored truck to his casino while protecting it from the attacking Cartel members.[64]

In the final version, the story is adapted after the addition of Donald Love as a character, changing the final destination to a warehouse in Pike Creek, while the armored truck loot is no longer related to counterfeiting.

Curiously, the Old Oriental Gentleman (originally the Yakuza's counterfeit plate engraver) is still present in this mission, with his character being rewritten as a mysterious associate of Donald Love.

DESIGN DOCUMENT CONTENT
FLOWCHART
  • The first batch of counterfeit cash is ready for transport to the casino for laundering.
  • One of the counterfeiters has gone missing and Kenji fears he may have been kidnapped and tortured or just turned for cash.
  • Either way he fears the cash may get ambushed.
  • The player must escort the van with the cash from the counterfeiting set-up to the casino.
  • The van will be attacked en-route by the Cartel, the player must fight off any attackers and protect the van at all costs.

Decoy (LOVE6)[]

Main article: Decoy

Originally given by Kenji as part of his second mission strand, before Donald Love's character was created.

Decoy is referred to by a different name in the Design Document - "Swat the S.W.A.T.".

Before Donald Love's addition to the storyline, the mission was given by Kenji and, while the concept is mostly unchanged, the context is completely different and still related to the Yakuza's counterfeit operation.

According to the Design Document flowchart, Kenji is informed by Ray that the LCPD is about to raid the Yakuza's counterfeit operation. Three SWAT vans have been sent to approach the Yakuza hideout from different directions to prevent any escaping cash, equipment or Yakuza member during the ambush.

Kenji sends Claude to help the Yakuza members escape the hideout with their counterfeit money and equipment, while eliminating the SWAT teams.[65]

DESIGN DOCUMENT CONTENT
FLOWCHART
  • Ray has tipped off Kenji that the Liberty PD are going to mount a raid on the Yakuza's counterfeiting operation.
  • Three S.W.A.T. vans are going to approach the hideout from different directions to trap any escaping cash, equipment or Yakuza.
  • The Player must help them to escape by taking out the S.W.A.T. teams by any means possible.

This mission has been replaced by Decoy, as confirmed by the mission description in the uncompiled script file, which was clearly taken from the Design Document flowchart and adapted for Donald Love. While Kenji's name is replaced with Love in script file, Ray's involvement is not mentioned in the final version:

Swat the SWAT[sic] - Ray has tipped off Love that the Liberty PD are going to mount a raid on his pad. Three SWAT vans are going to approach the contact point from different directions to trap any one escaping. The player must take out the SWAT teams.
— Developers' description for "Decoy" in the love6.sc mission script file.[66]

Kenji's Dead (REMOVED)[]

This mission is simply a cutscene, and appears to have been merged along with "Asuka's Dead" into Ransom, as suggested by the purpose of both cutscenes.

According to the flowchart, Claude would have found Kenji nearly dead at his contact point, where he would inform Claude about Maria's kidnapping before dying.[67]

DESIGN DOCUMENT CONTENT
FLOWCHART
  • Player reaches contact point to find Kenji is nearly dead. Kenji tells player that Maria has been kidnapped.

Asuka's Second Mission Strand[]

Bait (ASUSB1)[]

Main article: Bait

No major changes in gameplay. However, the targets in the final version have been swapped.

According to the Design Document flowchart, the player's objective is to lure Cartel-associated Yardie pushers selling SPANK into the Yakuza trap. The Yakuza ambushers were originally armed with Rocket Launchers. Additionally, the flowchart suggests the player was meant to sound the horn near the targets to get their attention.[68]

DESIGN DOCUMENT CONTENT
FLOWCHART
  • Miguel has revealed the extent to which the Yardie factions are selling Rapture for the Cartel.
  • Asuka suggests that they set up a kill zone and that someone lures the Yardies there.
  • The Player will be the bait. The horn button becomes an insult button? The Yardies give chase in their gang cars.
  • Timed mission - bonus cash for each Yardie killed.
  • When the gang cars arrive at the kill zone there will be Yakuza gang members waiting with bazookas.

In the final version, the targets are replaced with Cartel death squads, while the Yakuza ambushers are armed with shotguns and assault rifles.

In the uncompiled script file, a fourth target is disabled in the code. The variables for a fourth cartel car and its four passangers are disabled.

asusb1.sc[69] - Lines 22-26:
VAR_INT cartel_car_a_as1 cartel_car_b_as1 cartel_car_d_as1 //cartel_car_c_as1
VAR_INT cartel1_as1 cartel2_as1 cartel3_as1 cartel4_as1
VAR_INT cartel5_as1 cartel6_as1 cartel7_as1 cartel8_as1
//VAR_INT cartel9_as1 cartel10_as1 cartel11_as1 cartel12_as1
VAR_INT cartel13_as1 cartel14_as1 cartel15_as1 cartel16_as1

The location coordinates for two of the death squads, including the disabled one, are commented out as different locations from the final version - "Punk Noodles" (the office building in Pike Creek) and "AIRPORT" (disabled one).

asusb1.sc[70] - Lines 378-388:
cartel_a_x = -996.85// Punk Noodles
cartel_a_y = -247.5

cartel_b_x = -877.0// Dam (east end)
cartel_b_y = 562.0

//cartel_c_x = -714.0// AIRPORT
//cartel_c_y = -722.0

cartel_d_x = -459.0// Cedar Grove
cartel_d_y = 251.5

Espresso-2-Go! (ASUSB2)[]

Main article: Espresso-2-Go!

No changes, appear from the mission title being spelt differently in the Design Document - "Expresso to Go".[71]

Coffee Co. (REMOVED)[]

Main article: Coffee Co.

Coffee Co. is completely removed from the final game. The plot behind the mission is unique, not kept or adapted into any other mission in the final version.

In the Design Document flowchart, this mission is listed as the 3rd mission of Asuka's second mission strand.

During this mission, Miguel reveals that the Cartel is using a coffee company as a front to import cocaine. In the final version, this information is given in the previous mission, "Espresso-2-Go!".

The player is tasked to find the coffee company's headquarters with Yakuza allies and break into their facility, where a major gun fight would have happened.[72]

DESIGN DOCUMENT CONTENT
FLOWCHART
  • Miguel reveals that the Cartel is using a coffee company to import cocaine. The Player must sneak in to open a door and let in the Yakuza - big gun battle etc.

S.A.M. (ASUSB3)[]

Main article: S.A.M.

S.A.M. is referred to by a different name in the Design Document - "Plane Sailing".

No major changes in the mission itself, apart from the collectibles dropped by the target plane being described in the document as crates containing a fresh shipment of cocaine from the Cartel instead of SPANK packages, and the drop-off location being at an unidentified old dockside warehouse instead of the Panlantic construction site.[73]

DESIGN DOCUMENT CONTENT
FLOWCHART
  • Miguel reveals that on the nth of every month a fresh shipment of cocaine is flown into the freight terminal at Francis International.
  • The Player must get a boat out to a runway light pontoon.
  • Shoot down the aircraft.
  • Collect the crates from the debris and stash them in an old dockside warehouse.

"Ransom" was not consecutively started with the completion of this mission, as another mission by the name of "Emergency Services" took place after this mission.

Emergency Services (REMOVED)[]

Main article: Emergency Services

Emergency Services is completely removed from the final game. The plot behind the mission is unique, not kept or adapted into any other mission in the final version.

In the Design Document flowchart, this mission is listed as the 5th mission of Asuka's second mission strand.

As a follow up for the events of the mission "S.A.M.", the airport security has been strengthed up, making it impossible for the player to access it.

Asuka is informed that the Colombian Cartel is flying in reinforcements after their smuggling plane has been destroyed and the loot has been stolen. In order to access get pass the airport security, the player is required to steal a Firetruck and pick up a group of Yakuza members dressed as firemen.

Arriving at the airport, the player would have the objective to trigger the airstrip fire alarm. The flowchart suggests that only way to trigger it is by throwing Molotov Cocktails over the fence onto any flammable materials. As the alarm is triggered, the player is free to enter the airport using the Firetruck and massacre the Cartel reinforcements as they get off the plane.[74]

DESIGN DOCUMENT CONTENT
FLOWCHART
  • The Cartel is flying in reinforcements.
  • After the hit on the Cocaine shipment, security at the airport has been stepped up, making it impossible for the player to bribe his way in.
  • The player must steal a fire engine, gather some goons (dressed as firemen) and drive to the airport.
  • Throwing a molotov over the fence onto some debris sets off the airstrip fire alarm and then they can drive through the gates, meet the plane and massacre the Colombians as they get off the plane.

Ransom[]

Main article: Ransom

No changes. Referred to as Asuka's Dead in the Design Document flowchart.[75]

No mention of Maria's kidnapping note in the Design Document, as the information was originally given by the first iteration of Kenji's character in "Kenji's Dead".

DESIGN DOCUMENT CONTENT
FLOWCHART
  • Player finds Asuka and other all dead.[sic]

Ray's Second Mission Strand[]

Marked Man (RAY6)[]

Main article: Marked Man

No major changes in gameplay. The reward for completing the mission has been changed.

The Design Document flowchart and mission description on the script file, suggests that Claude would arrive at Ray's contact point, only to find it empty. Ray would then send a message via pager telling Claude to meet him somewhere else, and then drive him to the airport while being chased by the CIA agents.[76]

Marked Man[sic] - The CIA is making money from Cartel deals and is concerned that the Yakuza are hindering the operation. They've discovered that Ray is helping them and they've decided to 'rub him out'. Ray is running scared and needs a ride to the airport. His contact point is empty, but the player will get a pager message. The player is followed by the C.I.A Ray is dressed in a Hawaiian shirt and has two cases packed. He's booked on a flight (timed mission). The CIA give chase.
— Developers' description for "Marked Man" in the ray6.sc mission script file.[77]

An alternative character model for Ray wearing a Hawaiian shirt was intended for this mission. Moreover, the CIA agents were intended to chase the player (with helicopters marked as likely vehicles in the flowchart) are stationary in the mission.

Commented out text in the script file reveals tha originally, the reward vehicle was an bulletproof Cheetah instead of a bulletproof Patriot.

ray6.sc[78] - Lines 1230-1236:
OPEN_GARAGE	rays_prize_garage
 
ADD_PAGER_MESSAGE RM6_666 140 666 1	//"Take care of my armoured Cheetah, I had it modified to be bullet proof. See you in Miami, Ray"
 
WAIT 13000
 
GOTO mission_ray6_passed

Catalina's Mission Strand[]

Cash for Maria[]

No major changes in the paywall objective. The Design Document flowchart suggests that money to raise was mainly to replace the stolen drugs in S.A.M., as well as serving as the ransom money to rescue Maria.[79]

DESIGN DOCUMENT CONTENT
FLOWCHART
  • The player must raise <$ xx,000> for Catalina to replace the drugs that the player stole in Asuka mission 10, or Maria will die.

The Exchange (CAT1)[]

The Exchange is referred to as simply Exchange in the Design Document, and was originally simply a cutscene which immediatelly triggered the final mission "Catalina's Escape". Both missions were merged into one in the final version.[80]

DESIGN DOCUMENT CONTENT
FLOWCHART
  • When the player arrives at the Colombian Mansion they will frisk him and strip him of weapons.
  • Then he is taken before Catalina, who orders him dead then leaves, taking Maria with her as hostage.
  • The player sows some seeds of doubt in the remaining Colombian goons regarding Catalina motives and in the confusion the player must fight his way free grabbing as much fire power as he can on the way.

One of the lines from Catalina has been cut from the cutscene audio, with the subtitles text left unused in the american.gxt file:

[CAT2_A1] Come on you dumb bitch!

As seen in the first trailer, the "Rebel" Colombian Cartel cutscene models from the introduction's jailbreak scene were once used in this cutscene.

Moreover, the uncomplied script code shows that a fourth Colombian Cartel member (unarmed) was removed from this cutscene at some point.

cat1.sc[81] - Lines 116-126:
//CREATE_CUTSCENE_OBJECT PED_SPECIAL3 cs_colub1
//SET_CUTSCENE_ANIM cs_colub1 col2 //(unarmed) 

CREATE_CUTSCENE_OBJECT PED_SPECIAL4 cs_colub2
SET_CUTSCENE_ANIM cs_colub2 colrob //(Pistol)  

CREATE_CUTSCENE_OBJECT PED_GANG_COLOMBIAN_A cs_colub3
SET_CUTSCENE_ANIM cs_colub3 gang11 //(unarmed)

CREATE_CUTSCENE_OBJECT PED_GANG_COLOMBIAN_B cs_colub4
SET_CUTSCENE_ANIM cs_colub4 gang12 //(unarmed) 

After leaving the mansion alive, the second part of the mission, dubbed "Catalina's Escape" starts with the player being tasked to chase Catalina's helicopter to Cochrane Dam, where a major gunfight with the cartel happens. This entire section is kept in the final version, except from its original outcome, which did not involve destroying the helicopter and feature two alternative endings - kill Catalina or leave her to the cops.[80] No further details on these endings are given in the document.

DESIGN DOCUMENT CONTENT
FLOWCHART
  • Once the player has escaped the mansion he must chase Catalina to the dam where her helicopter is waiting.
  • The player must fight his way through goons to Catalina.
  • Once the goons are dead and Catalina is injured a cut scene starts where the player will have the choice to execute Catalina or leave her for the police.
  • Alternate endings!

Later Additions[]

Donald Love's Mission Strand[]

As confirmed by the Design Document, Donald Love did not exist in December 2000. He was first mentioned as part of the game in promotional material in the March 2001 update of the Liberty Tree promotional website, in the article "Donald Love coming to Liberty".

Donald Love's mission strand is made of 5 recycled missions from Toshiro and the removed Kenji's second mission strand, with two additional missions (Waka-Gashira Wipeout! and Love's Disappearance):

  • Kenji Mission 5: "Save the Old Japanese Gentleman" → Love Mission 1: "Liberator"
  • Toshiro Mission 1: "A Drop in the Ocean" → Love Mission 3: "A Drop in the Ocean"
  • Toshiro Mission 3: "Grand Theft Aero" → Love Mission 4: "Grand Theft Aero"
  • Kenji Mission 8: "Escort Service" → Love Mission 5: Escort Service
  • Kenji Mission 9: "Swat the SWAT" → Love Mission 6: Decoy

Waka-Gashira Wipeout! (LOVE2)[]

Main article: Waka-Gashira Wipeout!

In order to keep Kenji's death in the storyline, and the Yakuza-Cartel rivalry originally triggered by Toshiro's version of Grand Theft Aero, Rockstar North mission developers included an entirely new mission named "Waka-Gashira Wipeout!", in which both events happen at the same time as a result of the player's actions – Kenji is killed by the player disguised as a Cartel assassin and purposedly leaving witnesses to trigger the war.

As of cut content related to this mission, a unique character model - Donald Love's Butler - was intended to appear in the mission cutscene. The original code requesting his character and cutscene head model are commented out in the script file for the mission.

love2.sc[82] - Lines 251-256, 288-298:
LOAD_SPECIAL_CHARACTER 1 love
//LOAD_SPECIAL_CHARACTER 2 butler
 
LOAD_SPECIAL_MODEL cut_obj1 PLAYERH
LOAD_SPECIAL_MODEL cut_obj2 LOVEH
//LOAD_SPECIAL_MODEL cut_obj3 BUTLERH 
//CREATE_CUTSCENE_OBJECT PED_SPECIAL2 cs_butler
//SET_CUTSCENE_ANIM cs_butler butler
//CREATE_CUTSCENE_HEAD cs_butler CUT_OBJ3 cs_butlerhead
//SET_CUTSCENE_HEAD_ANIM cs_butlerhead butler

Love's Disappearance (LOVE7)[]

Main article: Love's Disappearance

Originally named "Left the Scene". No major changes.

Left the Scene - Love has disapeared!
— Developers' description for "Love's Disappearance" in the love7.sc mission script file.[83]

Payphone Missions[]

El Burro's Mission Strand[]

Turismo (DIABLO1)[]

Main article: Turismo (mission)

No major changes in the mission itself, except for its title "Low rider race" in the Design Document mission flowchart, likely a placeholder name.[84]

DESIGN DOCUMENT CONTENT
FLOWCHART
  • Race to see who is the man
  • Start at top of bridge and race round industrial map
  • Player must get to finish line before three Hispanic rivals

Early gameplay screenshots of the mission are available in the official strategy guide, page 46, showing that the race opponents originally drived Diablo Stallions instead of Cheetahs.

Drive By/Uzee Lu... (REMOVED)[]

Main article: Uzee Lu...

Entirely cut mission, due to the same reason as Darkel's missions - random civilians are never intended to be targets in the final game.

The mission sees the player performing drive-bys on customers in front of two Forelli-owned restaurants in order to ruin the reputation of both businesses.[85]

DESIGN DOCUMENT CONTENT
FLOWCHART
  • Give two Forelli restaurants a bad name by gunning down their customers
  • Player is given a UZI[sic] and fast car
  • Perform drive by quickly and escape quickly

I Scream, You Scream (DIABLO2)[]

Main article: I Scream, You Scream

No major changes in the mission itself, except for its title "Fried Ice Cream", and the targets.[86] This mission is identified as one of Darkel's recycled missions through an IGN preview.[4]

According to the flowchart, the mission tasked the player to steal a Forelli-owned ice cream van, rig it with explosives and use it to kill customers (random civilians). In the final version, the player steals the ice cream van from a random civilian, and uses it to kill Forelli mobsters instead. The bomb is activated by the Detonator item, instead of a timer.

DESIGN DOCUMENT CONTENT
FLOWCHART
  • Steal a Forelli Ice Cream Van and rig it with explosives
  • Take van to busy pedestrian area and use jingle to attract customers
  • When surrounded by customers set the explosives timer and run

The targets are not explicitly identified as the Forellis in-game, only through the official strategy guide and developer notes in the mission script file.

Trial By Fire (DIABLO3)[]

Main article: Trial By Fire

Originally El Burro's 4th mission (not counting the removed one), swapping order with Big'n'Veiny.

No major changes in the mission itself, except for its title "Burn them, Burn them all!" in the Design Document mission flowchart.

The reason for the revenge on the Triads was different according ot the flowchart - the Triads captured and burned down El Burro's pet donkey alive.[87] In the final version, El Burro simply wants to get revenge on a burned his car with his prized collection of donkey porn inside.

DESIGN DOCUMENT CONTENT
FLOWCHART
  • Some Triads thought it would be funny to tie up El Burro's pet donkey and set light to it.
  • Use flame thrower to take out Triads

Big'n'Veiny (DIABLO4)[]

Main article: Big'n'Veiny

Originally El Burro's 3th mission (not counting the removed one), swapping order with Trial by Fire.

No major changes in the mission itself, except for its title "Donky[sic] porn shipment" in the Design Document mission flowchart, likely a placeholder name.

The porn magazine delivery van was not stolen but simply inadvertently dropping bundles of donkey porn in the streets of Portland.[88]

DESIGN DOCUMENT CONTENT
FLOWCHART
  • El Burro brags about his porn business, Big 'n' Veiny Productions
  • Indicating one of his delivery vans pulling away with a full load, he notices that the van is dropping huge bundles of Donkey Porn.
  • Chase the van and collect bundles of porn

King Courtney's Mission Strand[]

The Yardies mission strand consisted of 3 missions instead of 4, with "Uzi Rider" being absent from the Design Document. King Courtney used the placeholder name of Muff Daddy.

Bling-bling Scramble (YARD1)[]

Main article: Bling-bling Scramble

Bling-bling Scramble had a few changes during development. Its original title is referred to as "Drug Rush" in the Design Document mission flowchart.[89] Shortly before the official release, the mission was titled "Job Interview" as seen on page 75 of the official strategy guide. In the Design Document flowchart, the single objective of the mission is to deliver some kind of the drug to freelance drug dealers before the rivals do. In the final version, the mission is adapted as a race where the player must pick up checkpoints before the rivals do.

DESIGN DOCUMENT CONTENT
FLOWCHART
  • Get the stuff to freelance pushers before rivals do.

The vehicle used by one of the three opponents was swapped from a Esperanto to a Patriot shortly before the official release, as seen in the same strategy guide page.

Uzi Rider (YARD2)[]

Main article: Uzi Rider

This mission is missing from the Design Document, meaning it was created in a late stage of development.

Gangcar Round-up (YARD3)[]

Main article: Gangcar Round-up

No major changes in the mission itself, except for its title "Gang Cars" in the Design Document mission flowchart, likely a placeholder name, and one of the target vehicles on the list.

In the Design Document flowchart, the list included a Triad gang car instead of the Yakuza Stinger.[90]

DESIGN DOCUMENT CONTENT
FLOWCHART
  • The Yardies like cars, especially harder to get cars. And they like them quick!
  • The player must get a Mafia gang car, a Triad gang car, and a Hispanic gang car within a time limit.

King Courtney's dialogue audio in final version mentions a "Diablo Infernus" instead of Diablo Stallion.

In-game subtitles Audio
King Courtney: I want you to boost some gang cars so we can do hits on our enemies' turf. I need a Mafia Sentinel, a Yakuza Stinger and a Diablo Stallion so we can hit up any gang in Liberty. Drop them off at the garage in Newport and remember, they're no use to us wrecked! King Courtney: I want you to steal me some gang cars so we can do some naughty ting on our enemies' turf. I want me a Mafia Sentinel, a Yakuza Stinger and a Diablo Infernus so we can hit up any gang in Liberty. Drop them off at the garage in Newport and hear this, they're no use to me all broke up now!

Kingdom Come (YARD4)[]

Main article: Kingdom Come

Kingdom Come had a few changes during development. In the Design Document, the mission is referred to as "Suicide Bombers".

Instead of King Courtney selling out Claude to the Colombian Cartel, the story behind the mission was originally the Colombian Cartel discovering that Claude has links to the Yardies (the Cartel's new allies, as revealed in Smack Down) and setting up an ambush for him with the SPANKed-up Madmen, literally referred to as suicide bombers in the original mission title and the original PlayStation 2 release.

The flowchart also suggests that the mission could have been alternatively completed by escaping the madmen instead of killing them. There are no mentions of the target vans in the flowchart.[91]

King Courtney is referred to as "Muff Daddy" followed by a "working name" note, showing that Rockstar North was still using a placeholder name for him at this point in development.

DESIGN DOCUMENT CONTENT
FLOWCHART
  • The Colombians have found out that their new allies (Yardies) have been employing their enemy (the player).
  • So they have set up a trap for the player.
  • They have rigged up some psychos that are high on rapture, with explosives.
  • The player must go and steal a car for Muff Daddy (working name).
  • As soon as the player gets into the car the psychos will run at him and try and detonate.
  • The player must kill them all and/or escape while avoiding the flying body parts.

D-Ice's Mission Strand[]

The Hoods mission strand consisted of 4 missions instead of 45, with "Uzi Money" being absent from the Design Document. D-Ice used the placeholder name of Dr. G.

Uzi Money (HOOD1)[]

Main article: Uzi Money

According to the developer notes in the uncompiled script file for the mission, its original title was "Uzi Driver". This mission is missing from the Design Document, meaning it was created in a late stage of development.

Toyminator (HOOD2)[]

Main article: Toyminator

Toyminator had a few changes during development. It is referred to by a different name in the Design Document - RC Assassin.

According to the flowchart in the Design Document, instead of Securicars used by the Purple Nines to transport drugs, the targeted vehicles were armored police vans (presumably Enforcers), suggesting a rivalry between the Southside Hoods and the LCPD.[92]

DESIGN DOCUMENT CONTENT
FLOWCHART
  • The player must destroy three armoured police vans.
  • The vans are heavily armoured but have weaker armour on the underside.
  • The player must use RC cars that are loaded with explosives to take them out.

Rigged to Blow (HOOD3)[]

Main article: Rigged to Blow

Rigged to Blow had a minor change during development.

According to the flowchart in the Design Document, the garage used to disarm the explosives was originally 8-Ball's garage[93], not the unmarked garage in Saint Mark's.

DESIGN DOCUMENT CONTENT
FLOWCHART
  • Dr 'G's (hoods gang head) favorite car has been rigged with explosives.
  • The player must get the car and take it to 8Ball's bomb shop to get it disarmed before the fuse runs out.
  • Then the player must get it back to Dr 'G' undamaged.

Bullion Run (HOOD4)[]

Main article: Bullion Run

Bullion Run had a few minor changes during development.

Instead of platinum, the player was supposed to collect gold bars instead of platinum. Moreover, the Federal Reserve flight which dropped the bars in the final version was originally an ordinary van attacked by the Hoods, who were killed by the police during the robbery.[94]

DESIGN DOCUMENT CONTENT
FLOWCHART
  • Hoods like their gold!
  • Some of their operatives tried to attack a van carrying bullion to the bank, but police killed them.
  • Now the damaged van is careening around the city dropping gold.
  • The player must chase the van and grab the gold. The more gold the player picks up the heavier his car will get (making it harder to drive).
  • The player must balance, picking up more gold or dropping off the gold he has and losing time.

Rumble (HOOD5)[]

Main article: Rumble

Rumble had a few minor changes during development. It is referred to by a different name in the Design Document - Baseball bats at dawn.

According to the flowchart, the player was meant to drive a group of Red Jacks to the baseball bat fight location, instead of just one.[95]

The flowchart reveals the earlier names of the Purple Nines and Red Jacks: The Zeros and the Hoods, respectively. The latter name is used in the final version for the main gang (Southside Hoods), which is split into two rival sets during the events of the game.


DESIGN DOCUMENT CONTENT
FLOWCHART
  • There is a regular organised rumble between the Zeros and the Hoods.
  • Contenders are only allowed to fight with baseball bats or fists. Any other weapons used will result in the fight being suspended and the instigator being attacked by both gangs.
  • The hoods[sic] would find it an honour if the player will join in with the rumble, and also drive everyone there.

Marty Chonks' Mission Strand[]

Marty Chonks' entire mission strand is missing from the script available in the Design Document, suggesting his character was a later addition. This is further supported by the LoveMedia.tv promotional website, where the Bitch'n' Dog Food brand is first mentioned after Donald Love's character creation.

The american.gxt contains an unused text for a Pager message telling the player the location of Marty's phone missions, suggesting the idea of a "invisible mission boss" not marked in the radar was not intentional:

[MEAT1_A] A friend said you could fix some problems I got. Get to the payphone in Trenton if you think you can help.

Rockstar North's Wishlisted Missions[]

The Design Document also features a page full of ideas considered by Rockstar North/DMA Design for possible other missions.[96] More than half of the items were include as part of mission objectives and freeroam elements, except:

Possible Missions
Objective
(as described in the Design Document)
Note
"Knock out power plant... start riot" Power plant was removed from the game during development.
"Rob a bank" Introduction cutscene only, not an objective. "Getaway driver" is listed as a separate objective, which is used in The Getaway.
"Rob Banks"
"Deliver Pizzas" First introduced as an oddjob in Grand Theft Auto: Vice City.
"Recover a body from the rubbish dump... a limb at a time..." This objective was never used in-game, nor can be done outside missions.
"Gamble" First introduced as an activity in Grand Theft Auto: San Andreas.
May have been related to the illegal fight club intended to be introduced in the cut mission "One of the gang" for Toshiro.
"Kidnap a baddie and take him out of town and shoot him" According to the Design Document, the Cedar Grove mansions were designed for kidnapping jobs.
"Kidnap rich guys daughter"
"Stop a plane taking off..." This objective was never used in-game.
"Chase and destroy plane dodging in and out of moving jets" This objective was never used in-game.
"Kill a witness coming in off a plane with the FBI" This objective was never used in-game.
"Break into military base" Military base was removed from the game during development.
"Race on dirt tracks out of town" This objective was never used in-game.
"Deliver a music demo to a radio station. Hear it on the radio when complete." This objective was never used in-game.
"Pick your mum up from the hospital (see you're a nice boy really)" This objective was never used in-game.
Typical DMA Design humor of parents of GTA Protagonists interacting with them during gameplay.
As the protagonist is new in town, this objective makes no sense for the final storyline.
"Kill gang members playing basketball" This objective was never used in-game.
"Steal limo from showroom and get it home..." This objective was never used in-game.
"Use a funeral to lure gang members together then kill them all" This objective was never used in-game, although the concept was later reused partially in Two Bit Hit in Grand Theft Auto: Vice City, and fully in Los Sepulcros in Grand Theft Auto: San Andreas.

References[]

  1. GTA III: The Game Design Document. (Link to video)
  2. GTA III: The Design Document itemized from GTASeriesVideos' video on GTA Forums
  3. He started with 5 missions and they were slowly all cut. When only one or 2 were left, they were all removed as the character just didn’t work alongside the other characters. None of these missions involved blowing up buses of school children although that is a funny rumor!
  4. 4.0 4.1
    [...] In this one case, Darkel sets you out to steal an ice cream truck and to acquire some dynamite. Your job is to attract as many people to the truck as possible and to set off the bomb to kill as many of them as you can! Dark! Evil! Gruesome! But hey? When was the last time you did that in a game?!
  5. Script data
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  6. Timestamp
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    1:06:21 - The Design Behind GTA 3
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  7. 7.0 7.1
    Timestamp
    (10/08/2021)
    0:37:52 - The Design Behind GTA 3
    Original content retrieved from GTA III: The Game Design Document - Version 1.39, 29th December 2000. Rockstar North.
  8. Timestamp
    (10/08/2021)
    1:06:32 - The Design Behind GTA 3
    Original content retrieved from GTA III: The Game Design Document - Version 1.39, 29th December 2000. Rockstar North.
  9. Script data
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  10. Hyper Magazine Issue 93 (Internet Archive)
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  12. Timestamp
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    1:07:30 - The Design Behind GTA 3
    Original content retrieved from GTA III: The Game Design Document - Version 1.39, 29th December 2000. Rockstar North.
  13. Timestamp
    (10/08/2021)
    1:08:03 - The Design Behind GTA 3
    Original content retrieved from GTA III: The Game Design Document - Version 1.39, 29th December 2000. Rockstar North.
  14. Timestamp
    (10/08/2021)
    1:08:15 - The Design Behind GTA 3
    Original content retrieved from GTA III: The Game Design Document - Version 1.39, 29th December 2000. Rockstar North.
  15. Timestamp
    (10/08/2021)
    1:08:26 - The Design Behind GTA 3
    Original content retrieved from GTA III: The Game Design Document - Version 1.39, 29th December 2000. Rockstar North.
  16. Timestamp
    (10/08/2021)
    1:09:04 - The Design Behind GTA 3
    Original content retrieved from GTA III: The Game Design Document - Version 1.39, 29th December 2000. Rockstar North.
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    (10/08/2021)
    1:09:27 - The Design Behind GTA 3
    Original content retrieved from GTA III: The Game Design Document - Version 1.39, 29th December 2000. Rockstar North.
  18. Timestamp
    (10/08/2021)
    1:09:49 - The Design Behind GTA 3
    Original content retrieved from GTA III: The Game Design Document - Version 1.39, 29th December 2000. Rockstar North.
  19. Timestamp
    (10/08/2021)
    1:09:53 - The Design Behind GTA 3
    Original content retrieved from GTA III: The Game Design Document - Version 1.39, 29th December 2000. Rockstar North.
  20. Timestamp
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    1:11:09 - The Design Behind GTA 3
    Original content retrieved from GTA III: The Game Design Document - Version 1.39, 29th December 2000. Rockstar North.
  21. (3:13) GTAIII » Early Footage
  22. Timestamp
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  24. Timestamp
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  25. Timestamp
    (10/08/2021)
    1:12:50 - The Design Behind GTA 3
    Original content retrieved from GTA III: The Game Design Document - Version 1.39, 29th December 2000. Rockstar North.
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    1:13:20 - The Design Behind GTA 3
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  40. Timestamp
    (10/08/2021)
    1:18:16 - The Design Behind GTA 3
    Original content retrieved from GTA III: The Game Design Document - Version 1.39, 29th December 2000. Rockstar North.
  41. Timestamp
    (10/08/2021)
    1:22:25 - The Design Behind GTA 3
    Original content retrieved from GTA III: The Game Design Document - Version 1.39, 29th December 2000. Rockstar North.
  42. 42.0 42.1
    Timestamp
    (10/08/2021)
    1:22:35 - The Design Behind GTA 3
    Original content retrieved from GTA III: The Game Design Document - Version 1.39, 29th December 2000. Rockstar North.
  43. Timestamp
    (10/08/2021)
    1:23:09 - The Design Behind GTA 3
    Original content retrieved from GTA III: The Game Design Document - Version 1.39, 29th December 2000. Rockstar North.
  44. Timestamp
    (10/08/2021)
    1:23:19 - The Design Behind GTA 3
    Original content retrieved from GTA III: The Game Design Document - Version 1.39, 29th December 2000. Rockstar North.
  45. Script data
    (28/11/2024)
    Lines 27-35, 387-401
    GTA3\Scripts\Main\Commercial\kenji2.sc
  46. Timestamp
    (10/08/2021)
    1:23:46 - The Design Behind GTA 3
    Original content retrieved from GTA III: The Game Design Document - Version 1.39, 29th December 2000. Rockstar North.
  47. Timestamp
    (10/08/2021)
    1:24:18 - The Design Behind GTA 3
    Original content retrieved from GTA III: The Game Design Document - Version 1.39, 29th December 2000. Rockstar North.
  48. Timestamp
    (10/08/2021)
    1:24:35 - The Design Behind GTA 3
    Original content retrieved from GTA III: The Game Design Document - Version 1.39, 29th December 2000. Rockstar North.
  49. Script data
    (28/11/2024)
    Lines 6-9
    GTA3\Scripts\Main\Commercial\ray1.sc
  50. Timestamp
    (10/08/2021)
    1:25:11 - The Design Behind GTA 3
    Original content retrieved from GTA III: The Game Design Document - Version 1.39, 29th December 2000. Rockstar North.
  51. Timestamp
    (10/08/2021)
    1:25:28 - The Design Behind GTA 3
    Original content retrieved from GTA III: The Game Design Document - Version 1.39, 29th December 2000. Rockstar North.
  52. Timestamp
    (10/08/2021)
    1:25:35 - The Design Behind GTA 3
    Original content retrieved from GTA III: The Game Design Document - Version 1.39, 29th December 2000. Rockstar North.
  53. Script data
    (28/11/2024)
    Line 187
    GTA3\Scripts\Main\Commercial\ray5.sc
  54. Timestamp
    (10/08/2021)
    1:26:07 - The Design Behind GTA 3
    Original content retrieved from GTA III: The Game Design Document - Version 1.39, 29th December 2000. Rockstar North.
  55. Script data
    (28/11/2024)
    Line 139
    GTA3\Scripts\Main\Commercial\love3.sc
  56. Script data
    (28/11/2024)
    Lines 322-325
    GTA3\Scripts\Main\Commercial\love3.sc
  57. Timestamp
    (10/08/2021)
    1:26:36 - The Design Behind GTA 3
    Original content retrieved from GTA III: The Game Design Document - Version 1.39, 29th December 2000. Rockstar North.
  58. Timestamp
    (10/08/2021)
    1:29:23 - The Design Behind GTA 3
    Original content retrieved from GTA III: The Game Design Document - Version 1.39, 29th December 2000. Rockstar North.
  59. Timestamp
    (10/08/2021)
    1:30:28 - The Design Behind GTA 3
    Original content retrieved from GTA III: The Game Design Document - Version 1.39, 29th December 2000. Rockstar North.
  60. Timestamp
    (10/08/2021)
    1:31:05 - The Design Behind GTA 3
    Original content retrieved from GTA III: The Game Design Document - Version 1.39, 29th December 2000. Rockstar North.
  61. Script data
    (28/11/2024)
    Lines 6-9
    GTA3\Scripts\Main\Commercial\kenji5.sc
  62. Timestamp
    (10/08/2021)
    1:31:37 - The Design Behind GTA 3
    Original content retrieved from GTA III: The Game Design Document - Version 1.39, 29th December 2000. Rockstar North.
  63. Timestamp
    (10/08/2021)
    1:31:57 - The Design Behind GTA 3
    Original content retrieved from GTA III: The Game Design Document - Version 1.39, 29th December 2000. Rockstar North.
  64. Timestamp
    (10/08/2021)
    1:32:13 - The Design Behind GTA 3
    Original content retrieved from GTA III: The Game Design Document - Version 1.39, 29th December 2000. Rockstar North.
  65. Timestamp
    (10/08/2021)
    1:32:43 - The Design Behind GTA 3
    Original content retrieved from GTA III: The Game Design Document - Version 1.39, 29th December 2000. Rockstar North.
  66. Script data
    (28/11/2024)
    Lines 6-8
    GTA3\Scripts\Main\Suburban\love6.sc
  67. Timestamp
    (10/08/2021)
    1:33:09 - The Design Behind GTA 3
    Original content retrieved from GTA III: The Game Design Document - Version 1.39, 29th December 2000. Rockstar North.
  68. Timestamp
    (10/08/2021)
    1:33:21 - The Design Behind GTA 3
    Original content retrieved from GTA III: The Game Design Document - Version 1.39, 29th December 2000. Rockstar North.
  69. Script data
    (28/11/2024)
    Lines 22-26
    GTA3\Scripts\Main\Suburban\asusb1.sc
  70. Script data
    (28/11/2024)
    Lines 378-388
    GTA3\Scripts\Main\Suburban\asusb1.sc
  71. Timestamp
    (10/08/2021)
    1:33:49 - The Design Behind GTA 3
    Original content retrieved from GTA III: The Game Design Document - Version 1.39, 29th December 2000. Rockstar North.
  72. Timestamp
    (10/08/2021)
    1:33:35 - The Design Behind GTA 3
    Original content retrieved from GTA III: The Game Design Document - Version 1.39, 29th December 2000. Rockstar North.
  73. Timestamp
    (10/08/2021)
    1:34:12 - The Design Behind GTA 3
    Original content retrieved from GTA III: The Game Design Document - Version 1.39, 29th December 2000. Rockstar North.
  74. Timestamp
    (10/08/2021)
    1:34:31 - The Design Behind GTA 3
    Original content retrieved from GTA III: The Game Design Document - Version 1.39, 29th December 2000. Rockstar North.
  75. Timestamp
    (10/08/2021)
    1:35:08 - The Design Behind GTA 3
    Original content retrieved from GTA III: The Game Design Document - Version 1.39, 29th December 2000. Rockstar North.
  76. Timestamp
    (10/08/2021)
    1:35:18 - The Design Behind GTA 3
    Original content retrieved from GTA III: The Game Design Document - Version 1.39, 29th December 2000. Rockstar North.
  77. Script data
    (28/11/2024)
    Lines 6-11
    GTA3\Scripts\Main\Suburban\ray6.sc
  78. Script data
    (28/11/2024)
    Lines 1230-1236
    GTA3\Scripts\Main\Suburban\ray6.sc
  79. Timestamp
    (10/08/2021)
    1:36:12 - The Design Behind GTA 3
    Original content retrieved from GTA III: The Game Design Document - Version 1.39, 29th December 2000. Rockstar North.
  80. 80.0 80.1
    Timestamp
    (10/08/2021)
    1:36:54 - The Design Behind GTA 3
    Original content retrieved from GTA III: The Game Design Document - Version 1.39, 29th December 2000. Rockstar North.
  81. Script data
    (28/11/2024)
    Lines 116-126
    GTA3\Scripts\Main\Suburban\cat1.sc
  82. Script data
    (28/11/2024)
    Lines 251-256, 288-298
    GTA3\Scripts\Main\Commercial\love2.sc
  83. Script data
    (28/11/2024)
    Lines 4-6
    GTA3\Scripts\Main\Suburban\love7.sc
  84. Timestamp
    (10/08/2021)
    1:20:00 - The Design Behind GTA 3
    Original content retrieved from GTA III: The Game Design Document - Version 1.39, 29th December 2000. Rockstar North.
  85. Timestamp
    (10/08/2021)
    1:20:15 - The Design Behind GTA 3
    Original content retrieved from GTA III: The Game Design Document - Version 1.39, 29th December 2000. Rockstar North.
  86. Timestamp
    (10/08/2021)
    1:20:38 - The Design Behind GTA 3
    Original content retrieved from GTA III: The Game Design Document - Version 1.39, 29th December 2000. Rockstar North.
  87. Timestamp
    (10/08/2021)
    1:21:41 - The Design Behind GTA 3
    Original content retrieved from GTA III: The Game Design Document - Version 1.39, 29th December 2000. Rockstar North.
  88. Timestamp
    (10/08/2021)
    1:21:30 - The Design Behind GTA 3
    Original content retrieved from GTA III: The Game Design Document - Version 1.39, 29th December 2000. Rockstar North.
  89. Timestamp
    (10/08/2021)
    1:27:07 - The Design Behind GTA 3
    Original content retrieved from GTA III: The Game Design Document - Version 1.39, 29th December 2000. Rockstar North.
  90. Timestamp
    (10/08/2021)
    1:27:21 - The Design Behind GTA 3
    Original content retrieved from GTA III: The Game Design Document - Version 1.39, 29th December 2000. Rockstar North.
  91. Timestamp
    (10/08/2021)
    1:27:37 - The Design Behind GTA 3
    Original content retrieved from GTA III: The Game Design Document - Version 1.39, 29th December 2000. Rockstar North.
  92. Timestamp
    (10/08/2021)
    1:28:05 - The Design Behind GTA 3
    Original content retrieved from GTA III: The Game Design Document - Version 1.39, 29th December 2000. Rockstar North.
  93. Timestamp
    (10/08/2021)
    1:28:29 - The Design Behind GTA 3
    Original content retrieved from GTA III: The Game Design Document - Version 1.39, 29th December 2000. Rockstar North.
  94. Timestamp
    (10/08/2021)
    1:28:36 - The Design Behind GTA 3
    Original content retrieved from GTA III: The Game Design Document - Version 1.39, 29th December 2000. Rockstar North.
  95. Timestamp
    (10/08/2021)
    1:28:52 - The Design Behind GTA 3
    Original content retrieved from GTA III: The Game Design Document - Version 1.39, 29th December 2000. Rockstar North.
  96. Timestamp
    (10/08/2021)
    1:37:22 - The Design Behind GTA 3
    Original content retrieved from GTA III: The Game Design Document - Version 1.39, 29th December 2000. Rockstar North.
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