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The mission where you smash windows is called Shakedown, not Bad Brawl


* "Bar Brawl". Right after you [[spoiler:off Diaz and become the new boss]], you have to go to the mall to smash store windows. The clock is set to five minutes... starting from your mansion! For reference, the mall is at the north end of the first island, and you start from the center island. A good driver with a fast car (which the house will provide) can get there within 1-2 minutes, leaving three minutes to kill everything in sight, but if you get bogged down you fail. There's a helicopter on the roof that can get you there even faster, but there's a chance that won't spawn, forcing some SaveScumming to get it.

to:

* "Bar Brawl"."Shakedown". Right after you [[spoiler:off Diaz and become the new boss]], you have to go to the mall to smash store windows. The clock is set to five minutes... starting from your mansion! For reference, the mall is at the north end of the first island, and you start from the center island. A good driver with a fast car (which the house will provide) can get there within 1-2 minutes, leaving three minutes to kill everything in sight, but if you get bogged down you fail. There's a helicopter on the roof that can get you there even faster, but there's a chance that won't spawn, forcing some SaveScumming to get it.
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* Any mission where you are the driver and the passenger is the shooter, especially if it's on a motorcycle. By and large, they are all terrible shots.

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* Any mission where you are the driver and the passenger is the shooter, especially if it's on a motorcycle. By and large, [[ImperialStormtrooperMarksmanshipAcademy they are all terrible shots.shots]].
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* "Cop Land", where you dress up as cops and set up explosives at the mall. You can only drive to the mission in a cop car, [[ThisIsGonnaSuck with all other traffic in the area also being cop cars]], and RIGHT after you set the explosives off, and despite wearing cop uniforms you IMMEDIATELY gain a five star wanted level and everyone zeroes in on you, somehow. Since you presumably don't have a regular car and the Pay 'N' Spray won't take a cop car, the point of the mission is to get back to the mansion from the other side of the island with a near full wanted level and survive. It's incredibly tough to do even in a fast, tough cop car. Did we mention this mission is only at the halfway point of the story mode? Adding to the frustration is that you need to keep Lance from getting killed, and he's relatively easy for the cops to kill. If all you needed to do was get ''yourself'' to safety, it would be significantly easier. There exists a resprayable Vice Cheetah somewhere parked somewhere in the PC versions onward, but if you don't know where it is or if you're playing on the [=PS2=] original, you're out of luck.

to:

* "Cop Land", where you dress up as cops and set up explosives at the mall. You can only drive to the mission in a cop car, [[ThisIsGonnaSuck with all other traffic in the area also being cop cars]], and RIGHT after you set the explosives off, and despite wearing cop uniforms you IMMEDIATELY gain a five star wanted level and everyone zeroes in on you, somehow. Since you presumably don't have a regular car and the Pay 'N' Spray won't take a cop car, the point of the mission is to get back to the mansion from the other side of the island with a near full wanted level and survive. It's incredibly tough to do even in a fast, tough cop car. Did we mention this mission is only at the halfway point of the story mode? Adding to the frustration is that you need to keep Lance from getting killed, and he's relatively easy for the cops to kill. If all you needed to do was get ''yourself'' to safety, it would be significantly easier. There exists a resprayable Vice Cheetah somewhere parked somewhere in the PC versions onward, but if you don't know where it is or if you're playing on the [=PS2=] original, you're out of luck.
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* Right after you [[spoiler:off Diaz and become the new boss]], you have to go to the mall to smash store windows. The clock is set to five minutes... starting from your house! For reference, the mall is at the north end of the first island, and you start from the center island. A good driver with a fast car (which the house will provide) can get there within 1-2 minutes, leaving three minutes to kill everything in sight, but if you get bogged down you fail. There's a helicopter on the roof that can get you there even faster, but there's a chance that won't spawn, forcing some SaveScumming to get it.

to:

* "Bar Brawl". Right after you [[spoiler:off Diaz and become the new boss]], you have to go to the mall to smash store windows. The clock is set to five minutes... starting from your house! mansion! For reference, the mall is at the north end of the first island, and you start from the center island. A good driver with a fast car (which the house will provide) can get there within 1-2 minutes, leaving three minutes to kill everything in sight, but if you get bogged down you fail. There's a helicopter on the roof that can get you there even faster, but there's a chance that won't spawn, forcing some SaveScumming to get it.
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None


* "Stunt Boat Challenge" and ""Checkpoint Charlie", both boat driving missions where you have to drive through a set number of checkpoints under a rather unforgiving time limit. The boat itself has pretty bad controls, with sensitive steering, slidey handling, and pitiful acceleration.

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* "Stunt Boat Challenge" and ""Checkpoint "Checkpoint Charlie", both boat driving missions where you have to drive through a set number of checkpoints under a rather unforgiving time limit. The boat itself has pretty bad controls, with sensitive steering, slidey slippery handling, and pitiful acceleration.

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* The race against Hilary is an utterly infuriating case of TheComputerIsACheatingBastard. This one little mission has spawned ''countless'' pages of text on Website/GameFAQs explaining every theory and method in this world to beat it. It's ''technically'' optional, but everyone suffers through it anyway because you get $50,000 for the bank robbery, and $10,000 a day for completing the night club asset missions. Money that provides for powerful weapons and a comfortable cushion in the final mission where [[spoiler:Sonny Forelli's men start robbing you blind while you chase after Lance to kill him.]] To give some background, you're setting up a bank heist and you need a good driver. No doubt you are one, but for the purpose of the story it needs to be someone other than you. That someone is Hillary, a very effeminate man with abandonment issues who insists that the only way he'll work for you is if you beat him in a race. Sounds fair, right? Let us count the ways it screws you over.
** Hilary gets a ''supercharged muscle car''. You get a puny little family sedan. Unfortunately, you don't have a say in the matter. You have to drive the sedan. There is no way in hell you can win a straight race, because your car is in every way inferior. You have to cheat, i.e. knock Hillary off the road, to win. Or just try to keep up with him and hope he crashes into something before you do; sometimes another car will get in his way and cause that to happen, but it's pretty much pure luck.
** Not two blocks in, the cops get on your tail for street racing. And ''[[GangUpOnTheHuman only your]]'' tail. They don't even see Hillary.
** Due to game mechanics, you are further punished for getting too far ahead of Hillary. Normal traffic is dynamically spawned within 100 meters or so of your car. If the distance between your car and Hillary's is great enough, you get bogged down in traffic while he has a clear road with no such obstacles, either allowing him to catch up (if he's behind you) or get yet further ahead (if he's in front of you). Either way, much hair has been torn out.
** And there's a glitch where you might fall ''straight through a bridge'' just before you cross the finish line. This is more likely to happen on the [=PlayStation=] 2 version, due to loading times.
** The same glitch can happen to ''Hilary'' if you're too far ahead of him, instantly failing the mission.
** The worst thing about this mission is that it doesn't even make sense. Hillary is supposed to be the best driver around; that's why you want him. So why would you have to race him first? If he only works for people that can beat him, he's obviously NOT the best driver especially if you can beat him in a much more inferior vehicle. His abandonment issues are no excuse. This guy has effectively locked himself out of his own profession by personally ensuring that he will look incompetent to anyone that hires him.[[note]]Another member of your team, Phil, won't work for you unless you can prove you're a better shot than he is, which doesn't make sense for the same reasons. But his mission is nowhere near as tough as Hilary's.[[/note]]
** The real insult to that mission is that, despite the effort you go through trying to recruit him, [[spoiler:much like everyone else other than Phil, Hillary ultimately proves to be almost completely useless for the heist. He's there to drive your getaway car. He pulls up in front of the bank in time for your team to get in, but immediately after that he decides to get out and "cover you" by running out towards the SWAT team, who mow him down in seconds. With the getaway driver you worked so hard to recruit dead, you have to make the escape yourself.]]
* "Death Row", which is easily the most hated mission next to racing Hilary. To explain, you now know that Díaz is the one that messed up your deal at the beginning of the game. Tommy is content to wait it out, but Lance, like an idiot, [[LeeroyJenkins jumps the gun and gets himself captured]]. You have to rescue him before he's beaten to death. You have to do this starting at the Malibu, while Lance is being held at the dump on the other side of the map. His remaining health [[TimedMission is your timer]], and starts right away. Sounds annoying yet? Good, because [[FromBadToWorse it gets worse]]. The dump is barricaded by mooks armed with automatic rifles and high-powered machine guns which will chew through even an armored Tommy or a helicopter if you do a flyover. They're positioned high up on cover to make killing them harder and more time-consuming. Once you rescue Lance, you have to get him to the hospital, which is when three sports cars with goons decide to chase you down. If you blow them up, a fourth comes along. It also respawns (albeit slowly). On top of ''all of that'', there's literally no reward. You don't get paid jack for one of the hardest missions in the game. Perhaps to make up for it, Díaz's mooks drop the largest amount of lootable money, the next mission gives you the most powerful assault rifle in the game, and is practically a cakewalk unless you're criminally incompetent thanks to not only Díaz's guards less frequent at his mansion, but [[ArtificialStupidity they often fail to notice you if you're far enough away, and tend to have trouble navigating certain pathways to get to you]]. If you know where a helicopter is parked, it becomes a bit more manageable.
* Right after you [[spoiler:off Diaz and become the new boss]], you have to go to the mall to smash store windows. The clock is set to five minutes... starting from your house! For reference, the mall is at the back end of the first island, and you start from the center island. A good driver with a fast car (which the house will provide) can get there within 1-2 minutes, leaving three minutes to kill everything in sight, but if you get bogged down you fail. There's a helicopter on the roof that can get you there even faster, but there's a chance that won't spawn, forcing some SaveScumming to get it.
* "Cop Land", where you dress up as cops and set up explosives at the mall. You can only drive to the mission in a cop car, [[ThisIsGonnaSuck with all other traffic in the area also being cop cars]], and RIGHT after you set the explosives off, and despite wearing cop uniforms you IMMEDIATELY gain a five star wanted level and everyone zeroes in on you, somehow. Since you presumably don't have a regular car and the Pay 'N' Spray won't take a cop car, the point of the mission is to get back to the mansion from the other side of the island with a near full wanted level and survive. It's incredibly tough to do even in a fast, tough cop car. Did we mention this mission is only at the halfway point of the story mode? Adding to the frustration is that you need to keep Lance from getting killed, and he's relatively easy for the cops to kill. If all you needed to do was get ''yourself'' to safety, it would be significantly easier. There exists a resprayable Vice Cheetah somewhere parked somewhere in the PC versions onward, but if you don't know where it is or if you're playing on the [=PS2=] original, you'll have to have hoped one is in your safe house garages.
* Love Juice. You start at the [=VRock=] HQ and have to head to a nearby location to meet a drug dealer. Upon meeting him, he then takes your money without giving you the product and runs, while a cutscene lets him escape on an incredibly fast PCJ-600 bike, while the game expects you to chase him down. If you aren't aware this is going to happen, you might not even be facing the right way, and you have about five seconds to follow him before the game declares the misison a failure. Once you take out the dealer, you get a call telling you to go and pick up Mercedes from her apartment to bring her to the gig before the band start playing. Once you pick her up, the game gives you an absurdly strict timer of only 1 minute and 20 seconds to get to the gig location. If you fail it (which you will if you don't know what's coming next), you do it all again. Chase down the dealer, pick up Mercedes, and drive like crazy to make it on time.
* "Stunt Boat Challenge", the first mission given by Umberto Robina, is flat out insane. You are required to collect 27 checkpoints strewn across the water canals, but you have to do it under a strict time limit and in a boat that is unforgivingly slow and takes too long to accelerate. While turning the frame limiter on might make the mission easier, it does not always work, and ultimately it all comes down more to luck than actual skill.

to:

* The "The Driver", where you race against Hilary Hilary, is an utterly infuriating case of TheComputerIsACheatingBastard. This one little mission has spawned ''countless'' pages of text on Website/GameFAQs explaining every theory and method in this world to beat it. It's ''technically'' optional, but everyone suffers through it anyway because you get $50,000 for the bank robbery, and $10,000 a day for completing the night club asset missions. Money that provides for powerful weapons and a comfortable cushion in the final mission where [[spoiler:Sonny Forelli's men start robbing you blind while you chase after Lance to kill him.]] To give some background, you're setting up a bank heist and you need a good driver. No doubt you are one, but for the purpose of the story it needs to be someone other than you. That someone is Hillary, a very effeminate man with abandonment issues who insists that the only way he'll work for you is if you beat him in a race. Sounds fair, Odd, but reasonable, right? Let us count the ways it screws you over.
** Hilary gets a Sabre Turbo, a ''supercharged muscle car''. You get a puny little family Sentinel, a slower, clunkier sedan. Unfortunately, you don't have a say in the matter. You have to drive the sedan. There is no The only way in hell you can you'll win in a straight race, because your car race is in every way inferior. You have to cheat, i.e. knock Hillary off the road, to win. Or just try to keep up with him and hope if he crashes into something before you do; sometimes another car will get in his way and cause that to happen, or spins out, but it's that's pretty much pure luck.
** Not two blocks in, the you get a two-star wanted rating for street racing, causing cops to spawn and get on your tail for street racing.tail. And ''[[GangUpOnTheHuman only your]]'' tail. They don't even see Hillary.
Hilary.
** Due to game mechanics, you are further punished for getting too far ahead of Hillary. Normal normal traffic is dynamically spawned within 100 meters or so of your car. This does not apply to [=NPCs=] such as Hilary. If the distance between your car and Hillary's Hilary's is great enough, you you'll get bogged down in traffic while he has a clear road with no such obstacles, either allowing him to catch up (if he's behind you) or get yet further ahead (if he's in front of you). Either way, much hair has been torn out.
you).
** And there's a glitch where you might fall ''straight through a bridge'' just before you cross the finish line. This is more likely to happen on the [=PlayStation=] 2 version, due to loading times.
**
times. The same glitch can happen to ''Hilary'' if you're too far ahead of him, instantly failing the mission.
** The worst thing about this mission There is that it doesn't a trick to even make sense. Hillary is supposed to be out the best driver around; that's why you want him. So why would you have to race him first? If he only works for people that can beat him, he's obviously NOT the best driver especially if odds where you can beat him in park a much more inferior vehicle. His abandonment issues are no excuse. This guy has effectively locked himself out of his own profession by personally ensuring that he will look incompetent to anyone that hires him.[[note]]Another member of your team, Phil, faster car or bike just far away enough from the starting point so it won't work for despawn and on the path of the race before you unless you can prove you're a better shot than he is, which doesn't make sense for start the same reasons. But his mission is nowhere near as tough as Hilary's.[[/note]]
** The real insult to that mission is that, despite the effort you go through trying to recruit him, [[spoiler:much like everyone else other than Phil, Hillary ultimately proves to be almost completely useless for the heist. He's there to drive your getaway car. He pulls up in front of the bank in time for your team to get in, but immediately after that he decides to get out
and "cover you" by running out towards the SWAT team, who mow him down in seconds. With the getaway driver you worked so hard switch to recruit dead, you have to make the escape yourself.]]
it mid-race.
* "Death Row", which is easily the most hated mission next to racing Hilary. To explain, you now know that Díaz is the one that messed up your deal at the beginning of the game. Tommy is content to wait it out, but Lance, like an idiot, [[LeeroyJenkins jumps the gun and gets himself captured]]. You have to rescue him before he's beaten to death. You have to do this starting at the Malibu, while Lance is being held at the dump on the other side of the map. His remaining health [[TimedMission is your timer]], and starts right away. Sounds annoying yet? Good, because [[FromBadToWorse it gets worse]]. The dump is barricaded by mooks armed with automatic rifles and high-powered machine guns which will chew through even an armored Tommy or a helicopter if you do a flyover. They're positioned high up on cover to make killing them harder and more time-consuming. Once you rescue Lance, you have to get him to the hospital, which is when three sports cars with goons decide to chase you down. If you blow kill them up, all, a fourth car comes along. It along, which also respawns (albeit slowly). On top of ''all of that'', there's literally no reward. You don't get paid jack for one of the hardest missions in the game. Perhaps to make up for it, Díaz's mooks drop the largest amount of lootable money, the next mission gives you the most powerful assault rifle in the game, and is practically a cakewalk unless you're criminally incompetent thanks to not only Díaz's guards less frequent at his mansion, but [[ArtificialStupidity they often fail to notice you if you're far enough away, and tend to have trouble navigating certain pathways to get to you]]. If you know where a helicopter is parked, it becomes a bit more manageable.
slowly).
* Right after you [[spoiler:off Diaz and become the new boss]], you have to go to the mall to smash store windows. The clock is set to five minutes... starting from your house! For reference, the mall is at the back north end of the first island, and you start from the center island. A good driver with a fast car (which the house will provide) can get there within 1-2 minutes, leaving three minutes to kill everything in sight, but if you get bogged down you fail. There's a helicopter on the roof that can get you there even faster, but there's a chance that won't spawn, forcing some SaveScumming to get it.
* "Cop Land", where you dress up as cops and set up explosives at the mall. You can only drive to the mission in a cop car, [[ThisIsGonnaSuck with all other traffic in the area also being cop cars]], and RIGHT after you set the explosives off, and despite wearing cop uniforms you IMMEDIATELY gain a five star wanted level and everyone zeroes in on you, somehow. Since you presumably don't have a regular car and the Pay 'N' Spray won't take a cop car, the point of the mission is to get back to the mansion from the other side of the island with a near full wanted level and survive. It's incredibly tough to do even in a fast, tough cop car. Did we mention this mission is only at the halfway point of the story mode? Adding to the frustration is that you need to keep Lance from getting killed, and he's relatively easy for the cops to kill. If all you needed to do was get ''yourself'' to safety, it would be significantly easier. There exists a resprayable Vice Cheetah somewhere parked somewhere in the PC versions onward, but if you don't know where it is or if you're playing on the [=PS2=] original, you'll have to have hoped one is in your safe house garages.
you're out of luck.
* Love Juice. You start at the [=VRock=] HQ and have to head to a nearby location to meet a drug dealer. Upon meeting him, he then takes your money without giving you the product and runs, while a cutscene lets him escape on an incredibly fast PCJ-600 bike, while the game expects you to chase him down. If you aren't aware this is going to happen, you might not even be facing the right way, and you have about five seconds to follow him before the game declares the misison mission a failure. Once you take out the dealer, you get a call telling you to go and pick up Mercedes from her apartment to bring her to the gig before the band start playing. Once you pick her up, the game gives you an absurdly strict timer of only 1 minute and 20 seconds to get to the gig location. If you fail it (which you will if you don't know what's coming next), you do it all again. Chase down the dealer, pick up Mercedes, and drive like crazy to make it on time.
* "Stunt Boat Challenge", the first mission given by Umberto Robina, is flat out insane. You are required Challenge" and ""Checkpoint Charlie", both boat driving missions where you have to collect 27 drive through a set number of checkpoints strewn across the water canals, but you have to do it under a strict rather unforgiving time limit and in a limit. The boat that is unforgivingly slow itself has pretty bad controls, with sensitive steering, slidey handling, and takes too long to accelerate. While turning the frame limiter on might make the mission easier, it does not always work, and ultimately it all comes down more to luck than actual skill.pitiful acceleration.



* "Checkpoint Charlie" from the same game. A checkpoint race where you need every single second to do the course... and you have to do it in a boat, which means that you can never predict how you'll come off of a wave, or how you'll land after a jump. Not something you'd ever want to do again.
* There are two missions with toy helicopters. The first is tolerable, because the helicopter is only slightly awkward in its controls and you're not up against too much resistance. The optional one, a checkpoint race, has controls so damn sensitive that you'd plow into the ground if you so much as ''pressed'' forward. You have to tap the keys as light and as fast as possible just to make controlled movements, and it's ''still'' the most awkward thing in the entire game. Even the full-sized news chopper isn't as bad, and it's the worst of the four helicopters. Mercifully, it doesn't matter if you spend 20 minutes doing it, as long as it gets done.
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* The finale mission definitely qualifies, not because it's difficult (as you'd expect it to be) but because regardless with option you take, the mission is extremely long, with no opportunity to save and no checkpoints. Both versions involve a very long car chase, then an intense gun battle, then a chase in the water or in the air, and then finally a footchase. Not to mention, during your first time of this finale, it's easy so mess up during the chase if you don't know the scripted sequences or signs of them.

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* The finale mission definitely qualifies, not because it's difficult (as you'd expect it to be) but because regardless with option you take, the mission is extremely long, with no opportunity to save and no checkpoints. Both versions involve a very long car chase, then an intense gun battle, then a chase in the water or in the air, and then finally a footchase. Not to mention, during your first time of this finale, it's easy so mess up during the chase if you don't know the scripted sequences or signs of them. Both missions (depending on what console you're playing on) also include a GameBreakingBug involving the prompt for climbing into a helicopter being unable to work, rendering the mission ''unfinishable''.
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* "Freefall" can be frustrating beyond all comprehension, mostly due to the fact that you're screwed by the interface from the start. The short version is that you have to kill a jet full of targets by jumping to it from a ''Dodo''. The jet won't arrive until you find it up north, beyond the borders of map. This means you only get a second or two or warning when you do finally find it, which takes a while. Then you have to do a 180 degree turn without screwing up so you can fly through a ring just above its tail while going the same general direction. Your Dodo can barely outrun the jet, and that's if you have the advantage of being higher than it. You'll never catch it if you have to climb. This you have to do while struggling with very frustrating controls. Oh, and you have less than a minute to manage all this, because the jet counts as landed if it gets over the city. ''Then'' you have to kill all the bad guys on the plane, while forced into a first-person target mode that only lets you duck behind cover, and you can only use a pistol which takes several headshots just to waste one of them. This is one of those missions where cheating through various means may actually be preferable to doing it fairly, given how difficult it can be to pull off. The best part is that it's ''delightfully ridiculous''. If the widely-touted "something new in every mission" pre-release prospect showed itself rather questioningly in any one mission, this would probably be it.

to:

* "Freefall" can be frustrating beyond all comprehension, mostly due to the fact that you're screwed by the interface from the start. The short version is that you have to kill hijack a jet full of targets by jumping to it from a ''Dodo''. The jet won't arrive until you find it up north, beyond the borders of the map. This means you only get a second or two or warning when you do finally find it, which takes a while. Then you have to do a 180 degree turn without screwing up so you can fly through a ring just above its tail while going the same general direction. Your Dodo can barely outrun the jet, and that's if you have the advantage of being higher than it. You'll never catch it if you have to climb. This you have to do while struggling with very frustrating controls. Oh, and you have less than a minute to manage all this, because the jet counts as landed if it gets over the city. ''Then'' you have to kill all the bad guys on the plane, while forced into a first-person target mode that only lets you duck behind cover, and you can only use a pistol which takes several headshots just to waste one of them. This is one of those missions where cheating through various means may actually be preferable to doing it fairly, given how difficult it can be to pull off. The best part is that it's ''delightfully ridiculous''. If the widely-touted "something new in every mission" pre-release prospect showed itself rather questioningly in any one mission, this would probably be it.
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* There's two missions from Catalina which qualifies:
** The first is "Tanker Commander", in which you'll have to drive into the red marker outside of the Dillimore gas station to trigger a cutscene. Afterwards, you'll get in the cab with Catalina and back it directly into the trailer to attach it to the cab. Catalina knows of a buyer in Flint County, which is quite a ways away from Dillimore. You have to be very careful when driving the tanker, because too sharp of a turn will detach the trailer which results in a mission failure. The two gas station attendants will pursue you and try to destroy the tanker; the trailer will explode if the health bar the top-right quarter of the screen reaches zero. This can be hilariously easy if you hop out and cap them as soon as you've hitched up the tank, but first-time players may not think to do this because the game tends to vary between "get back to your car or fail" or "fail because you left the car".

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* There's There're two missions from Catalina which qualifies:
qualify:
** The first is "Tanker Commander", in which you'll have to drive into the red marker outside of the Dillimore gas station to trigger a cutscene. Afterwards, you'll get in the cab with Catalina and back it directly into the trailer to attach it to the cab. Catalina knows of a buyer in Flint County, which is quite a ways away from Dillimore. You have to be very careful when driving the tanker, because too sharp of a turn will detach the trailer which results in a mission failure. The two gas station attendants will pursue you and try to destroy the tanker; the trailer will explode if the health bar at the top-right quarter of the screen reaches zero. This can be hilariously easy if you hop out and cap them as soon as you've hitched up the tank, but first-time players may not think to do this because the game tends to vary alternate between "get back to your car or fail" or "fail because you left the car".
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* "Bomb da Base Act II" is commonly the first mission that's a stopgap to even veterans of the series. You have to have $100,000 before starting the mission. You have to snipe Colombian Cartel members on a cargo ship to get 8-Ball to blow it up, but thanks to ArtificialStupidity, he sometimes [[LeeroyJenkins rushes in headfirst into Cartel gunfire]], causing an immediate failure. There's an Adrenaline pickup close to where the mission takes place, provided the player remembers where it is. The good thing is that the player [[AntiFrustrationFeatures is you only have to pay the $100,000 once and not on every subsequent mission attempt]].

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* "Bomb da Base Act II" is commonly the first mission that's a stopgap to even veterans of the series. You have to have $100,000 before starting the mission. You have to snipe Colombian Cartel members on a cargo ship to get 8-Ball to blow it up, but thanks to ArtificialStupidity, he sometimes [[LeeroyJenkins rushes in headfirst into Cartel gunfire]], causing an immediate failure. There's an Adrenaline pickup close to where the mission takes place, provided the player remembers where it is. The good thing is that the player [[AntiFrustrationFeatures is you only have has to pay the $100,000 once and not on every subsequent mission attempt]].
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* "Silence the Sneak" has a lot of FakeDifficulty in the [[ScrappyMechanic maligned grenade throwing system]] since it requires you to throw a grenade in a precise spot which is several stories above ground. It is even harder to accomplish on mobile devices. Aside from potentially forcing the player to waste a lot of grenades just to blow up the damn window, it can be very easy to get killed by the splash damage. And then there come the target himself (who is in a pretty fast Sentinel) and his two bodyguards which carry AK-47's. Oh, and you get a three star wanted level too, which means that many cop cars will try to obstruct you from completing the mission.

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* "Silence the Sneak" has a lot of FakeDifficulty in the [[ScrappyMechanic maligned grenade throwing system]] since it requires you to throw a grenade in a precise spot which is several stories above ground. It is even harder to accomplish on mobile devices. Aside from potentially forcing the player to waste a lot of grenades just to blow up the damn window, it can be very easy to get killed by the splash damage. And then there come the target himself (who is in a pretty fast Sentinel) and his two bodyguards which carry AK-47's.AK-47s. Oh, and you get a three star wanted level too, which means that many cop cars will try to obstruct you from completing the mission.



* "Escort Service" has you guard the Old Oriental Gentleman's armoured truck as it makes its way to Shoreside Vale from Staunton Island. Sounds easy, right? You and the van will get harassed by the Cartel cruisers, though they are the least of your problems. The true nightmare is the gunmen which are placed in such a way you will not be able to reach them with your Uzi before they attack, and they shoot very precisely, whittling the truck's health points down in no time at all. It also does not help that the truck takes a long detour through the underground tunnel, and the Colombians won't stop pursuing you even there.
* The "Espresso 2 Go!" mission requires you to go round the entirety of Liberty City destroying Colombian SPANK dealers posing as coffee sellers under a time limit. It is nearly impossible to hit all the espresso stands in time unless you look for them all first (they show up on the map when you see them, but the timer only starts once you destroy the first one), which is very tiring. While part of the mission is in Saint Mark's, the Mafia only uses Uzis for this mission, making it a bit less difficult. Even more tedious is finding a good route because you will inevitably run out of time if you chose the wrong route after hitting a coffee stand.

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* "Escort Service" has you guard the Old Oriental Gentleman's armoured truck as it makes its way to Shoreside Vale from Staunton Island. Sounds easy, right? You and the van will get harassed by the Cartel cruisers, cruisers filled with mooks wielding AK-47s, though they are the least of your problems. The true nightmare is the gunmen which are placed in such a way you will not be able to reach them with your Uzi before they attack, and they shoot very precisely, whittling the truck's health points down in no time at all. It also does not help that the truck takes a long detour through the underground tunnel, and the Colombians won't stop pursuing you even there.
* The "Espresso 2 Go!" mission requires you to go round the entirety of Liberty City destroying Colombian SPANK dealers posing as coffee sellers under a rather strict time limit. It Along with the lack of a map, it is nearly impossible to hit all the espresso stands in time unless you look for them all first (they show up on the map radar when you see them, you're close to one, but the timer only starts once you destroy the first one), which is very tiring. While part of the mission is in Saint Mark's, the Mafia only uses Uzis for this mission, making it a bit less difficult. Even more tedious is finding a good route because you will inevitably run out of time if you chose the wrong route after hitting a coffee stand.



* In the final mission, "The Exchange", you are stripped of all your weapons and dropped in a courtyard outnumbered and outgunned by Cartel members. Then you have to negotiate the wharf, which is a sniper alley, followed by shooting down a helicopter with a rocket launcher from a long distance away. If the chopper gets away, you start the whole mission over again.

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* In the final mission, "The Exchange", you are stripped of all your weapons and dropped in a courtyard outnumbered and outgunned by Cartel members. Then you have to negotiate the wharf, which is a sniper alley, followed by shooting down a helicopter with a rocket launcher from a long distance away. If the chopper gets away, you start the whole mission over again.again, always stripped of your weapons at the start.
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* "Grand Theft Auto" would be a pretty easy mission if it weren't for one thing. At this point in the game, you have [[spoiler:assassinated Salvatore]] and earned the ire of the Mafia. One of the vehicles you are tasked to steal is a Mafia Sentinel, which can only be found on Mafia turf, turf that is now crawling with shotgun-wielding wise guys that can waste you in seconds. You better hope that you have a Mafia Sentinel saved in your Portland garage.
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* The race against Hilary, on so many different levels, it an utterly infuriating case of TheComputerIsACheatingBastard. This one little mission has spawned ''countless'' pages of text on Website/GameFAQs explaining every theory and method in this world to beat it. It's ''technically'' optional, but everyone suffers through it anyway because you get $50,000 for the bank robbery, and $10,000 a day for completing the night club asset missions. Money that provides for powerful weapons and a comfortable cushion in the final mission where [[spoiler:Sonny Forelli's men start robbing you blind while you chase after Lance to kill him.]] To give some background, you're setting up a bank heist and you need a good driver. No doubt you are one, but for the purpose of the story it needs to be someone other than you. That someone is Hillary, a very effeminate man with abandonment issues who insists that the only way he'll work for you is if you beat him in a race. Sounds fair, right? Let us count the ways it screws you over.

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* The race against Hilary, on so many different levels, it Hilary is an utterly infuriating case of TheComputerIsACheatingBastard. This one little mission has spawned ''countless'' pages of text on Website/GameFAQs explaining every theory and method in this world to beat it. It's ''technically'' optional, but everyone suffers through it anyway because you get $50,000 for the bank robbery, and $10,000 a day for completing the night club asset missions. Money that provides for powerful weapons and a comfortable cushion in the final mission where [[spoiler:Sonny Forelli's men start robbing you blind while you chase after Lance to kill him.]] To give some background, you're setting up a bank heist and you need a good driver. No doubt you are one, but for the purpose of the story it needs to be someone other than you. That someone is Hillary, a very effeminate man with abandonment issues who insists that the only way he'll work for you is if you beat him in a race. Sounds fair, right? Let us count the ways it screws you over.

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* "Grand Theft Auto" would be a pretty easy mission if it weren't for one thing. At this point in the game, you have [[spoiler:assassinated Salvatore]] and earned the ire of the Mafia. One of the vehicles you are tasked to steal is a Mafia Sentinel, which can only be found on Mafia turf, turf that is now crawling with shotgun-wielding wise guys that can waste you in seconds. You better hope that you have a Mafia Sentinel saved in your Portland garage.



* Portland as a whole becomes flat out dangerous after you beat the Staunton Island missions. Out of the three gangs that reside there, [[spoiler:all of them turn on you at one point or another, including the infamous Mafia goons with shotguns that hit like a truck. Mafia mobsters in particular occupy the area north of where the hospital and the police station are]].



* The race against Hilary, on so many different levels, it is utterly infuriating. This one little mission has spawned ''countless'' pages of text on Website/GameFAQs explaining every theory and method in this world to beat it. It's ''technically'' optional, but everyone suffers through it anyway because you get $50,000 for the bank robbery, and $10,000 a day for completing the night club asset missions. Money that provides for powerful weapons and a comfortable cushion in the final mission where [[spoiler:Sonny Forelli's men start robbing you blind while you chase after Lance to kill him.]] To give some background, you're setting up a bank heist and you need a good driver. No doubt you are one, but for the purpose of the story it needs to be someone other than you. That someone is Hillary, a very effeminate man with abandonment issues who insists that the only way he'll work for you is if you beat him in a race. Sounds fair, right? Let us count the ways it screws you over.

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* The race against Hilary, on so many different levels, it is an utterly infuriating.infuriating case of TheComputerIsACheatingBastard. This one little mission has spawned ''countless'' pages of text on Website/GameFAQs explaining every theory and method in this world to beat it. It's ''technically'' optional, but everyone suffers through it anyway because you get $50,000 for the bank robbery, and $10,000 a day for completing the night club asset missions. Money that provides for powerful weapons and a comfortable cushion in the final mission where [[spoiler:Sonny Forelli's men start robbing you blind while you chase after Lance to kill him.]] To give some background, you're setting up a bank heist and you need a good driver. No doubt you are one, but for the purpose of the story it needs to be someone other than you. That someone is Hillary, a very effeminate man with abandonment issues who insists that the only way he'll work for you is if you beat him in a race. Sounds fair, right? Let us count the ways it screws you over.
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* "The Portland Chainsaw Massacre" will definitely give even the most seasoned GTA veterans trouble. For one, due to the awkward camera perspective that's unique to this mission, you can be blindsided by chainsaw-wielding mobsters. One slice of a chainsaw can easily leave you near critical health, even with full armor and health! If you get surrounded by them, you're dead, no matter what. Your best bet is to gather a lot of Uzi rounds, you're gonna need them.

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* "The Portland Chainsaw Massacre" Masquerade" will definitely give even the most seasoned GTA veterans trouble. For one, due to the awkward camera perspective that's unique to this mission, you can be blindsided by chainsaw-wielding mobsters. One slice of a chainsaw can easily leave you near critical health, even with full armor and health! If you get surrounded by them, you're dead, no matter what. Your best bet is to gather a lot of Uzi rounds, you're gonna need them.
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* ''Wrong Side Of The Tracks''. You're trying help Smoke gun down some Vagos on top of a train. The problem is that [[GuideDangIt there isn't an indication]] that you need to stay at least another train's width apart from the train or Smoke can't hit them. Furthermore, you'll often find yourself smashed by a train coming the other way. The mission is rather trivial once you figure out the correct way of doing it but expect to hear "All we had to do was follow the damn train, CJ!" a lot until then.

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* ''Wrong "Wrong Side Of The Tracks''.Tracks". You're trying help Smoke gun down some Vagos on top of a train. The problem is that [[GuideDangIt there isn't an indication]] that you need to stay at least another train's width apart from the train or Smoke can't hit them. Furthermore, you'll often find yourself smashed by a train coming the other way. The mission is rather trivial once you figure out the correct way of doing it but expect to hear "All we had to do was follow the damn train, CJ!" a lot until then.
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* ''Wrong Side Of The Tracks''. You're trying help Smoke gun down some Vagos on top of a train. However, Smoke's aim is very poor, and you'll often find yourself smashed by a train coming the other way. Expect to hear, "All we had to do was follow the damn train, CJ!" a lot.

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* ''Wrong Side Of The Tracks''. You're trying help Smoke gun down some Vagos on top of a train. However, Smoke's aim The problem is very poor, and that [[GuideDangIt there isn't an indication]] that you need to stay at least another train's width apart from the train or Smoke can't hit them. Furthermore, you'll often find yourself smashed by a train coming the other way. Expect The mission is rather trivial once you figure out the correct way of doing it but expect to hear, hear "All we had to do was follow the damn train, CJ!" a lot.lot until then.



** And those are cake compared to "Supply Lines". You have to fly an RC plane around San Fierro gunning down five couriers that can spread through out the entire city [[GuideDangIt if you don't know the exact routes they take]] and then land the plane on Zero's store. The catch is you have a ridiculously low amount of fuel to do it with. That mission's actually a lot easier in the post-Hot Coffee editions of the game. The problem with the original is that your fuel acted more as a time meter, i.e. draining even when you weren't accelerating. In later editions, this is fixed so that fuel is consumed only while you're holding the gas button, on top of tripling the amount of fuel you have, making the mission much more manageable (but still by no means easy). Even so, the mission is in itself also pointless. Zero insists that you use his model plane to take out the couriers, and admonishes you for failing at it, when you could have killed all of them in half the time if he just sent you out on foot.

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** And those are cake compared to "Supply Lines". You have to fly an RC plane around San Fierro gunning down five couriers that can spread through out the entire city [[GuideDangIt if you don't know the exact routes they take]] and then land the plane on Zero's store. The catch is you have a ridiculously low amount of fuel to do it with. That mission's actually a lot easier in the post-Hot Coffee editions of the game. The problem with the original is that your fuel acted more as a time meter, i.e. draining even when you weren't accelerating. In later editions, this is fixed so that fuel is consumed only while you're holding the gas button, on top of tripling the amount of fuel you have, making the mission much more manageable (but manageable. It's still by no means easy).easy, however, since the plane is difficult to control - ironically, it's actually easier to land the plane some distance away from the courier and gun him down from the ground instead of trying to attack from the air. Even so, the mission is in itself also pointless. Zero insists that you use his model plane to take out the couriers, and admonishes you for failing at it, when you could have killed all of them in half the time if he just sent you out on foot.
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* "Interdiction". You must protect the contraband helicopter from CIA choppers by shooting them down with a rocket launcher. The helicopters are very hard to hit since they constantly move around in addition to being faster than any other helicopter encountered in the game and you have very little time before the contraband helicopter is destroyed. Even when you do finally shoot down one of the enemy choppers, there's a good chance it'll fall right on top of you and kill you. And even if you sprint away from the crash, you'll probably still take some damage because the radius of the initial explosion from a helicopter crash is enormous. It's recommended that you grab the heat-seeking rocket launcher located nearby in Aldea Malvada before doing this mission as it'll make shooting down the choppers much easier.
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You'll be wishing you have followed the damn train once you get through these tough ''VideoGame/GrandTheftAuto'' missions.

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You'll be wishing you have had followed the damn train once you get through these tough ''VideoGame/GrandTheftAuto'' missions.
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* "Smackdown" is a tough mission. It's the exact same premise as Kenji's last mission from ''Grand Theft Auto III''. The only difference is that you have a very strict mission timer. It comes down to luck and traffic patterns to complete it.

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* "Smackdown" is a tough mission. It's the exact same premise as Kenji's last mission from ''Grand Theft Auto III''. The only difference is that "Smackdown", where you have to kill a very strict total of ''ten'' Yardies (who are all MadeOfIron, since they don't seem to take much damage from getting run over with a car) spread out across Shoreside Vale in less than 4 minutes. Think of this as the scaled-down counterpart of ''GTA III'''s Espresso-2-Go. And like that mission, you have no choice but to memorize every possible route, every twist and turn, in order to even get a ''chance'' at succeeding. Not only that, but this mission timer. It comes down is at the point in the storyline where [[EverythingTryingToKillYou half of the city's gangs are out for your blood]], lots of cops are patrolling the streets that will chase you if you collide into them or if they catch you stealing a car (which is bound to luck happen, since you'll most likely have to switch cars a lot during the mission to either reach the next target fast enough or speed over the grassy terrain around the roads). But at least this mission only takes place on one island, and traffic patterns the map shows you where all the gang members are so you that don't need to complete it.waste time searching for them.
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[[folder:The Lost and Damned and The Ballad of Gay Tony]]

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[[folder:The Lost and Damned and The Ballad of Gay Tony]][[folder:Grand Theft Auto IV: Episodes from Liberty City]]
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Removed GTA V examples because it has its own page



[[folder:Grand Theft Auto V]]
* "Mr. Philips" - Though redeemed by the fact that you get to play as everyone's favourite badass psychopath, Trevor Philips, for the first time, if you're not sharp on your gunplay, this mission can become a real pain, as it's very easy to get flanked by the Lost M.C. and have your health drained rapidly, even with your special ability activated.
* "Did Somebody Say Yoga?", where a large portion of the level consists of you having to fiddle around with the controls in ''very'' specific combinations in order to perform exercises. And if you fail at any point during a set, you have to do that ''entire'' set all over again. Mess up three times, and you fail the mission. Oh, and the whole time, you have to put up with the annoying chatter of Amanda and Fabien as they comment on your physique. At least the same mission makes up for it somewhat by having [[spoiler:one of the most awesome drug-addled hallucination sequences in video game history.]]
* "The Humane Labs Raid" from ''Online''. ThatOneSidequest on the [[YMMV/GrandTheftAutoV YMMV page]] of the game mentions two of the setups [[note]]"Key Codes" and "Deliver EMP", if you're wondering[[/note]], and the finale is just as bad. You and your crew are split into two teams, and each team has reasonably difficult tasks, but what makes this worse is that both teams are separated from each other and cannot help each other out until about 3/4 into the finale. Coupled with this is a fairly difficult challenge where you and your crew have to complete the finale in exactly 11 minutes, ensuring that [[NoDeathRun nobody gets wasted]] and chopper damage is under 2%. These are what makes this the least popular heist.
** The ground team has to navigate corridors while the lights are out. Despite the whole facility being pitch black, [[TheComputerIsACheatingBastard the enemy guards have no problem pelting you and your partner with bullets from the first moment they can]]. Normally this wouldn't be so bad except the game pressures you and your partner to hurry to avoid the chopper team from having to put up so much resistance. The game also [[FakeDifficulty reduces the ammo count of assault rifles and pistols to 120 for the duration of the heist]], two weapon types that would be much for useful in the hallways they keep throwing you and your partner into than [=SMGs=] and shotguns, two other weapon types that you will most likely resort to due to you bringing your own ammo.
** The chopper team has to deal with enemy infantry, trucks, and helicopters outside. The helicopters themselves aren't too bad, but with only one gunner means it can be really difficult to avoid taking a missile to the face due to how long it can take for the pilot and gunner to coordinate an assault on the enemy helicopters. Complicating things is the fact that the chopper team has to focus on both the enemy attack helicopters and try to attack enemies on the ground before they reach the labs and approach the ground team from behind, becoming another factor to hurry the ground team. Finally, you need to hope you have the right players on your heist, because helicopter flying and gunning are both skills a player might not have gotten, while fighting on the ground is mandatory to learn for any player. Also, the game does not make it clear that the gunner can take one of the chaingunners' seats, rather than the front-mounted explosive round cannon, and that it would allow them to switch what side they're on (making coordination much easier), but doing so subjects the gunner to the AI's [[TheComputerIsACheatingBastard pinpoint aim]], making the chaingunner position a liability.
* The Prison Break finale in ''Online'' has absolutely no margin for error, and [[CheckpointStarvation only one checkpoint]] shortly after the beginning: failure means having to start over practically from the start. The players split into three teams, each of which have it rough:
** The "Prisoner" and "Guard" have to infiltrate the prison and [[EscortMission escort the client]] out of the prison and into the escape plane. The client, thankfully, is [[ArtificialBrilliance smart enough to find cover and stay out of harm's way]], but the players still have to deal with [[EliteMooks NOOSE]] bearing down on them like a wall of bricks.
** The "Demolitions" player is tasked with stealing a prison bus to run as a decoy while the "Prisoner" and "Guard" team infiltrate the prison. That part is easy: the hard part is protecting the plane the "Pilot" is flying, as well as the escortee once he and two players accompanying him get to a transport truck and start making their way to the airstrip. They are given an armed helicopter to pull this off, but helicopters in this game tend to be very unwieldy: you'll need nerves of steel and a good deal of dexterity to be of any use.
** The "Pilot" is tasked with bringing the plane to the airstrip for the escortee. Shortly before reaching your destination, however, fighter jets will start coming after you. You can stay mostly safe by staying behind the jets (and if the "Demolitions" player is a decent helicopter pilot, that will make things easier). The tortuous part comes when the escortee, the "Prisoner", and the "Guard" come to the airstrip and it's time to pick them up, all while dealing with a '''five-star wanted level'''. Anything can go wrong here: someone can die, the plane can get shot up, or a stray NOOSE van may clip a wing on takeoff and destroy the plane.
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* Rasta Blasta (the second Vice City level) is notoriously difficult. Not only are the missions noticeably more difficult than the other five missions, you need to amass 5,000,000 points to complete it, the most in the game. It's both a MarathonLevel and CheckpointStarvation eventually kicks in because getting GameOver means you have to redo the entire level from the beginning.

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* Rasta Blasta (the second Vice City level) is notoriously difficult. Not only are the missions noticeably more difficult than the other five missions, levels, you need to amass 5,000,000 points to complete it, the most in the game. It's both a MarathonLevel and CheckpointStarvation eventually kicks in because getting GameOver means you have to redo the entire level from the beginning.



* "Stunt Boat Challenge", the first mission given by Umberto Robina, is flat out insane. You are required to collect 27 checkpoints strawn across the water canals, but you have to do it under a strict time limit and in a boat that is unforgivingly slow and takes too long to accelerate. While turning the frame limiter on might make the mission easier, it does not always work, and ultimately it all comes down more to luck than actual skill.

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* "Stunt Boat Challenge", the first mission given by Umberto Robina, is flat out insane. You are required to collect 27 checkpoints strawn strewn across the water canals, but you have to do it under a strict time limit and in a boat that is unforgivingly slow and takes too long to accelerate. While turning the frame limiter on might make the mission easier, it does not always work, and ultimately it all comes down more to luck than actual skill.



[[folder:Grand Theft Auto IV and Episodes from Liberty City]]

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[[folder:Grand Theft Auto IV IV]]
* Several levels have the potential to be this depending upon the player's skill with gunfighting or driving certain vehicles. The mission "No Way on the Subway" is spectacularly difficult as it requires riding a poorly handling motorbike while trying to shoot down two guys riding motorbikes, all while avoiding traffic (and, later, subway trains). Oh,
and Episodes from Liberty City]]if you don't take out the bad guys fast enough you have to jump your bike off bridges, and if you don't know how to handle a bike in the air, it's sayonara.



* Any of Phil Bell's missions, but Catch the Wave in particular. Having to fight a couple dozen Russian drug runners with automatic weapons in a cramped building with only one entrance is bad enough. The fact that it's also an EscortMission, and Phil happens to be a LeeroyJenkins who frequently gets himself killed is what makes this mission so annoying[[note]]A common strategy is position the truck in a certain way so Phil gets stuck in the door when he gets out, keeping him safe until you clean out the building.[[/note]]. The rest of the mission involves protecting Phil from attacking boats while trying to get to the safe point, and that isn't much easier.

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* Any of Phil Bell's missions, but Catch "Catch the Wave Wave" in particular. Having to fight a couple dozen Russian drug runners with automatic weapons in a cramped building with only one entrance is bad enough. The fact that it's also an EscortMission, and Phil happens to be a LeeroyJenkins who frequently gets himself killed is what makes this mission so annoying[[note]]A common strategy is position the truck in a certain way so Phil gets stuck in the door when he gets out, keeping him safe until you clean out the building.[[/note]]. The rest of the mission involves protecting Phil from attacking boats while trying to get to the safe point, and that isn't much easier.


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* "Three Leaf Clover", [[BestLevelEver despite its reputation]], could be this due to not only multiple officers shooting you and the brothers, but the most of the [[{{Mooks}} NOOSE officers]] can kill you very easy with their rifles if you're not careful. To top it all off, after exiting the subway underground, you still must escape the 3-star police pursuit using a 4-door car and you must be quick to escape.


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* The finale mission definitely qualifies, not because it's difficult (as you'd expect it to be) but because regardless with option you take, the mission is extremely long, with no opportunity to save and no checkpoints. Both versions involve a very long car chase, then an intense gun battle, then a chase in the water or in the air, and then finally a footchase. Not to mention, during your first time of this finale, it's easy so mess up during the chase if you don't know the scripted sequences or signs of them.


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[[folder:The Lost and Damned and The Ballad of Gay Tony]]
From ''VideoGame/GrandTheftAutoIVTheLostAndDamned'':
* "Buyer's Market", which comes close to TheComputerIsACheatingBastard territory in terms of the amount of firepower Johnny has to overcome in order to survive. Made more vivid by the relatively easy "Blow Your Cover" level from GTA IV which is supposed to be ''the same mission'' but it's from a different perspective and in that one the player has backup, as well as a much less contested path. Fits the criteria for the trope as a number of players have complained about the level's difficulty on the boards (especially when compared to the GTA IV counterpart), while others have stated the mission isn't that difficult.

From ''VideoGame/GrandTheftAutoIVTheBalladOfGayTony'':
* "Going Deep". After a very long car ride, you have to fight off wave after wave of heavily armed, heavily armored NOOSE agents in a parking garage, and you only get partial body armor(if you enter a Stockade vehicle). And if any of the agents get close, they will tear your health bar to shreds. It's strongly advised you save some explosive shotgun ammo for this mission to make it less hair-pulling.
* Likewise, "In The Crosshairs", which involves fighting your way across several rooftops through an army of guys with automatic weapons and grenade launchers, fending off the occasional ''helicopter attack'', and ''then'' jumping down a fire escape to street level, where there are yet more gun-toting goons, stealing the nearest car and driving away until the mission ends.
* "Caught With Your Pants Down". Yusuf has you acquire an [[TankGoodness APC]], which, unfortunately for you, is suspended high above the city from a sky crane. He expects you to have the ImprobableAimingSkills needed to snipe the cables holding up the APC from a moving helicopter. When you finally do get past all that, you find that the APC is a bit of a [[PowerUpLetdown letdown]], seeing how it's not completely ImmuneToBullets, and will take damage from StuffBlowingUp too close to it, so you have to deliberately hold yourself back from going apeshit with it.
* Most of the helicopter missions tend to be like this considering the awkward handling of helicopters. In particular, "Sexy Time" could be this for many fans, as you have to aim downward and maintain both low altitude and distance to hit the boats that are running away, while dodging RPG fire. Because of these mechanics, it's very easy to crash the chopper into the ocean. In addition, the forums often have contradictory advice regarding how to deal with the mission. Many users have compared this to GTA: San Andreas' infamous (but optional) mission "Supply Lines".
* "Party's Over" is this to many people. Mainly because [[NintendoHard you're left with little cover, you must defeat more than four waves of enemies that can easily kill you should you make even the simplest of mistakes.]] And it '''IS''' possible for Gay Tony to die a bit easily.
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* "Pay Day for Ray" can be a very hard mission, considering that it is not only a very strict timed mission, but you have to go to several pay phones far from each other around Staunton Island and the game doesn't feature any map to help you with that. The traffic spawns don't help either because sometimes a car can spawn at the wrong time and cause your vehicle to spin out.
* For UsefulNotes/PlayStation2 players, "Waka-Gashira Wipeout!" is a tough mission. First, you must drive a Cartel Cruiser to take out [[spoiler:Kenji Kasen]]. Some of the Yakuza goons have [=M-16s=], who will be more than happy to turn your vehicle into scrap metal. To make this mission even more annoying, you have to be driving the Cartel Cruiser and cannot leave it. While the mission got toned down in later releases, it's still a challenging mission.
* The "Espresso 2 Go" mission requires you to go round the entirety of Liberty City destroying Colombian SPANK dealers posing as coffee sellers under a time limit. It is nearly impossible to hit all the espresso stands in time unless you look for them all first (they show up on the map when you see them, but the timer only starts once you destroy the first one), which is very tiring. In addition, at this point in the game several gangs that own portions of the map with a coffee stand are hostile, most infamously the Mafia in Portland with their shotguns that kill vehicles in two shots, meaning they will shoot at you as you travel through the area - the only upshot is that the game takes some pity on you by deliberately programming them to not use shotguns for this one mission, which would otherwise make it impossible. Even more tedious is finding a good route because you will inevitably run out of time if you choose the wrong route.

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* "Pay Day for Ray" can be a very hard mission, considering that it is not only a very strict timed mission, but you have to go to several pay phones far from each other around Staunton Island and the game doesn't feature any map to help you with that. The traffic spawns don't help either because sometimes a car can spawn at the wrong time and cause your vehicle to spin out.
out, costing valuable time.
* For UsefulNotes/PlayStation2 players, "Silence the Sneak" has a lot of FakeDifficulty in the [[ScrappyMechanic maligned grenade throwing system]] since it requires you to throw a grenade in a precise spot which is several stories above ground. It is even harder to accomplish on mobile devices. Aside from potentially forcing the player to waste a lot of grenades just to blow up the damn window, it can be very easy to get killed by the splash damage. And then there come the target himself (who is in a pretty fast Sentinel) and his two bodyguards which carry AK-47's. Oh, and you get a three star wanted level too, which means that many cop cars will try to obstruct you from completing the mission.
*
"Waka-Gashira Wipeout!" is a tough mission. First, Wipeout!", in which you must drive a Cartel Cruiser need to take out [[spoiler:Kenji Kasen]]. Some of the Yakuza goons have [=M-16s=], who will be more than happy to turn your vehicle into scrap metal. To make this mission even more annoying, waste [[spoiler:Kenji]]. The problem is that not only is he heavily guarded, but you have to be driving kill him and his guards without ever leaving a car, rendering your body armor and any weapon other than Uzi useless in this mission. This does however become a lot easier when you realise that you can kill him using the splash damage of a rocket launcher through the roof below him, although one isn't normally accessible at that stage of the game. In the [=PS2=] version, several [=NPCs=] had [=M16s=], so if they spotted you first, your car was pretty much dead. This was toned down beginning with the PC port, where they have weaker weapons instead.
* "Escort Service" has you guard the Old Oriental Gentleman's armoured truck as it makes its way to Shoreside Vale from Staunton Island. Sounds easy, right? You and the van will get harassed by
the Cartel Cruiser cruisers, though they are the least of your problems. The true nightmare is the gunmen which are placed in such a way you will not be able to reach them with your Uzi before they attack, and cannot leave it. While they shoot very precisely, whittling the mission got toned truck's health points down in later releases, it's still no time at all. It also does not help that the truck takes a challenging mission.
long detour through the underground tunnel, and the Colombians won't stop pursuing you even there.
* The "Espresso 2 Go" Go!" mission requires you to go round the entirety of Liberty City destroying Colombian SPANK dealers posing as coffee sellers under a time limit. It is nearly impossible to hit all the espresso stands in time unless you look for them all first (they show up on the map when you see them, but the timer only starts once you destroy the first one), which is very tiring. In addition, at this point in the game several gangs that own portions While part of the map with a coffee stand are hostile, most infamously mission is in Saint Mark's, the Mafia in Portland with their shotguns that kill vehicles in two shots, meaning they will shoot at you as you travel through the area - the only upshot is that the game takes some pity on you by deliberately programming them to not use shotguns uses Uzis for this one mission, which would otherwise make making it impossible. a bit less difficult. Even more tedious is finding a good route because you will inevitably run out of time if you choose chose the wrong route.route after hitting a coffee stand.



* Portland as a whole becomes flat out dangerous after you beat the Staunton Island missions. Out of the three gangs that reside there, [[spoiler:all of them turn on you at one point or another, including the infamous Mafia goons with shotguns that hit like a truck. Mafia mobsters in particular occupy the area north of where the hospital and the police station are]].



* But possibly the really most jerk-ass mission in all Vice City is "Death Row". See, you have found that it was [[spoiler: Díaz]] who spoiled the drug transaction upon your arrival at Vice City, so you are quietly drawing closer to him to time the perfect moment to take him out. However, Lance can't stand working for him anymore because he was the one responsible for his brother's death. So he attempts to kill him, fails, is kidnapped and brought to the city's dump to be tortured to death. Right after you are given the mission, a bar appears on the screen indicating Lance's life which is diminishing, and you have to dash to the dumps (note that you start the mission at the very night club mentioned above, and the city's dump is across the other island of Vice City), break through a car barricade blocking the dump's entrance, gun down everyone there to make Lance's escape safe (take into account that the goons are packing submachine guns and automatic rifles, and are even firing from above in the dump's cranes!), and then take him to the Downtown's hospital while sports cars keep pushing and chasing you. While you don't get the money for the mission itself, what's probably the only redeeming part of the mission is that you actually get quite a lot of money from [[spoiler: Diaz]]'s mooks if you kill them. You can make this mission easier by flying a helicopter to get Lance...provided you know where they're parked on the map.

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* But possibly the really most jerk-ass mission in all Vice City is "Death Row". See, Row", which is easily the most hated mission next to racing Hilary. To explain, you have found now know that it was [[spoiler: Díaz]] who spoiled the drug transaction upon your arrival at Vice City, so you are quietly drawing closer to him to time the perfect moment to take him out. However, Lance can't stand working for him anymore because he was Díaz is the one responsible for his brother's death. So he attempts that messed up your deal at the beginning of the game. Tommy is content to kill him, fails, is kidnapped wait it out, but Lance, like an idiot, [[LeeroyJenkins jumps the gun and brought gets himself captured]]. You have to the city's dump to be tortured rescue him before he's beaten to death. You have to do this starting at the Malibu, while Lance is being held at the dump on the other side of the map. His remaining health [[TimedMission is your timer]], and starts right away. Sounds annoying yet? Good, because [[FromBadToWorse it gets worse]]. The dump is barricaded by mooks armed with automatic rifles and high-powered machine guns which will chew through even an armored Tommy or a helicopter if you do a flyover. They're positioned high up on cover to make killing them harder and more time-consuming. Once you rescue Lance, you have to get him to the hospital, which is when three sports cars with goons decide to chase you down. If you blow them up, a fourth comes along. It also respawns (albeit slowly). On top of ''all of that'', there's literally no reward. You don't get paid jack for one of the hardest missions in the game. Perhaps to make up for it, Díaz's mooks drop the largest amount of lootable money, the next mission gives you the most powerful assault rifle in the game, and is practically a cakewalk unless you're criminally incompetent thanks to not only Díaz's guards less frequent at his mansion, but [[ArtificialStupidity they often fail to notice you if you're far enough away, and tend to have trouble navigating certain pathways to get to you]]. If you know where a helicopter is parked, it becomes a bit more manageable.
*
Right after you are given [[spoiler:off Diaz and become the mission, a bar appears on the screen indicating Lance's life which is diminishing, and new boss]], you have to dash go to the dumps (note that mall to smash store windows. The clock is set to five minutes... starting from your house! For reference, the mall is at the back end of the first island, and you start from the center island. A good driver with a fast car (which the house will provide) can get there within 1-2 minutes, leaving three minutes to kill everything in sight, but if you get bogged down you fail. There's a helicopter on the roof that can get you there even faster, but there's a chance that won't spawn, forcing some SaveScumming to get it.
* "Cop Land", where you dress up as cops and set up explosives at the mall. You can only drive to
the mission at the very night club mentioned above, and the city's dump is across the in a cop car, [[ThisIsGonnaSuck with all other island of Vice City), break through a car barricade blocking traffic in the dump's entrance, gun down area also being cop cars]], and RIGHT after you set the explosives off, and despite wearing cop uniforms you IMMEDIATELY gain a five star wanted level and everyone there to make Lance's escape safe (take into account that the goons are packing submachine guns and automatic rifles, and are even firing from above zeroes in the dump's cranes!), and then take him to the Downtown's hospital while sports cars keep pushing and chasing you. While on you, somehow. Since you presumably don't get have a regular car and the money for Pay 'N' Spray won't take a cop car, the mission itself, what's probably the only redeeming part point of the mission is that you actually to get quite a lot of money back to the mansion from [[spoiler: Diaz]]'s mooks if you kill them. You can make the other side of the island with a near full wanted level and survive. It's incredibly tough to do even in a fast, tough cop car. Did we mention this mission easier by flying a helicopter is only at the halfway point of the story mode? Adding to the frustration is that you need to keep Lance from getting killed, and he's relatively easy for the cops to kill. If all you needed to do was get Lance...provided ''yourself'' to safety, it would be significantly easier. There exists a resprayable Vice Cheetah somewhere parked somewhere in the PC versions onward, but if you don't know where they're parked it is or if you're playing on the map.[=PS2=] original, you'll have to have hoped one is in your safe house garages.
* Love Juice. You start at the [=VRock=] HQ and have to head to a nearby location to meet a drug dealer. Upon meeting him, he then takes your money without giving you the product and runs, while a cutscene lets him escape on an incredibly fast PCJ-600 bike, while the game expects you to chase him down. If you aren't aware this is going to happen, you might not even be facing the right way, and you have about five seconds to follow him before the game declares the misison a failure. Once you take out the dealer, you get a call telling you to go and pick up Mercedes from her apartment to bring her to the gig before the band start playing. Once you pick her up, the game gives you an absurdly strict timer of only 1 minute and 20 seconds to get to the gig location. If you fail it (which you will if you don't know what's coming next), you do it all again. Chase down the dealer, pick up Mercedes, and drive like crazy to make it on time.
* "Stunt Boat Challenge", the first mission given by Umberto Robina, is flat out insane. You are required to collect 27 checkpoints strawn across the water canals, but you have to do it under a strict time limit and in a boat that is unforgivingly slow and takes too long to accelerate. While turning the frame limiter on might make the mission easier, it does not always work, and ultimately it all comes down more to luck than actual skill.
* Trojan Voodoo. Okay, get this: you start at Umberto's cafe and have to go on a mission to destroy a Haitian drug factory. This involves stealing a specific type of car (a Voodoo) and then driving it to the factory. But if the game happens to simply not spawn any Voodoos on the street, you're going to be stuck waiting for one to roll on by, or going to some unmarked locations where one can be known to spawn in order to steal it. Once you've gotten the car, you drive to a meeting point with some other Cubans, and then drive to the factory proper, which is full of Haitians with guns. You have to head inside, survive being shot, and place three bombs around the building. From the moment you plant the first bomb, you have exactly 45 seconds to plant the other two and make your escape. So, you run back out the way you came in, right? Wrong. Glancing at the minimap, it looks as if there's a way around the right side of the building, right? Wrong again. You have to go back to the closed gate, then do a 180, where you'll see a very small stairway tucked in on the left side, hidden by buildings and walls. Climb the stairway and it leads you to a roof. Run across the roof, and the game will trigger a cutscene showing the factory being destroyed, which ends the mission successfully.



* "Stunt Boat Challenge", the first mission given by Umberto Robina, is flat out insane. You are required to collect 27 checkpoints strawn across the water canals, but you have to do it under a strict time limit and in a boat that is unforgivingly slow and takes too long to accelerate. While turning the frame limiter on might make the mission easier, it does not always work, and ultimately it all comes down more to luck than actual skill.

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* One opening mission, "Sweet & Kendl," can be this. You're on a BMX... and must avoid a Voodoo full of Ballas who specifically target you. Not to mention that they have Submachine Guns -- before you're even introduced to armor and weapons (barring GameplayAndStorySegregation). While not too bad, it's still a bit jarring for such an early mission.
* "OG Loc" features an annoying motorcycle chase, and the guy being chased not only shoots back (this is at the time where Ammu-Nation is still closed, thus you can't buy armor yet and your max health is still low), but also immune to damage. In the end you are even ambushed by his thugs. Thankfully at the end of the chase, you can kill him. You can [[SequenceBreaking blow up the bike]], but you need a lot of SMG ammo to do that, and at this time, Ammu-Nation did not open yet and the one SMG pickup can only be slowly periodically picked up.
* ''Wrong Side Of The Tracks''. You're trying help Smoke gun down some Vagos on top of a train. However, Smoke's aim is very poor, and you'll often find yourself smashed by a train coming the other way. Expect to hear, "All we had to do was follow the damn train, CJ!" a lot.
* "Cesar Vialpando" is a mission where you have to bounce a lowrider to the rhythm of the music.[[GuideDangIt The PC version switches the button to the numpads without any indication except that the numpad can be used to manually do hydraulic bounce outside of the minigame]]. And even if you guess you need to use the numpad to bounce the car, you'll probably fail the minigame thanks to an abysmal score the first couple of attempts, because the Up[=/=]Down commands [[DamnYouMuscleMemory are inverted]].
* "Life's a Beach", another early mission. You have to impress a girl by dancing on the beach (read: playing a button-timing mini-game). Since this game pre-dated ''VideoGame/GuitarHero'' (though notably came after ''VideoGame/DanceDanceRevolution''), the concept of [=HDTV=] lag hadn't really hit the public consciousness yet. A lot of early adopters couldn't beat that mission. History repeated itself when the "Remastered" version was unwinnable for some, but thankfully since then a [[GoodBadBug Good Bad Bug]] was discovered [[https://www.youtube.com/watch?v=k2s9SSRTDIE that allows it to be skipped.]]
* "Robbing Uncle Sam". You have to take a truck -- which is very easy to tip over, incidentally -- and Ryder down to the military area at Ocean Docks and then use a hard to maneuver forklift to get six crates into the back of the truck while Ryder stops the National Guard. Except Ryder is nothing but TheLoad -- he can't hit soldiers standing less than six feet away from him so you have to keep stopping, getting out of the forklift and doing his job so he doesn't die and fail the mission for you. If you do manage to get all six crates on without Ryder dying, he then insists you drive as well. So then you have to drive this very easy to tip truck as you are pursued by two Humvee style military trucks with soldiers firing semi-automatics while Ryder tells you to beep the horn so he'll throw an explosive crate at the trucks. Except his aim is equally terrible and if it takes you too long to get to the lockup he'll either fall out of the truck or get shot by the soldiers, and you can't tell how much health he has this time because there is no gauge as there was for the section in the docks. Basically this mission would be orders of magnitude less difficult if Ryder had simply stayed at home. The real kicker is that before the mission starts properly Ryder brags about how no weekend soldiers are a match for him, and the thought that if you know the story of the game he's probably going to be running all the guns stolen on the job to rival gangs anyway. On a touchscreen device it's frustrating from beginning to end.
* There's two missions from Catalina which qualifies:
** The first is "Tanker Commander", in which you'll have to drive into the red marker outside of the Dillimore gas station to trigger a cutscene. Afterwards, you'll get in the cab with Catalina and back it directly into the trailer to attach it to the cab. Catalina knows of a buyer in Flint County, which is quite a ways away from Dillimore. You have to be very careful when driving the tanker, because too sharp of a turn will detach the trailer which results in a mission failure. The two gas station attendants will pursue you and try to destroy the tanker; the trailer will explode if the health bar the top-right quarter of the screen reaches zero. This can be hilariously easy if you hop out and cap them as soon as you've hitched up the tank, but first-time players may not think to do this because the game tends to vary between "get back to your car or fail" or "fail because you left the car".
** The other is "Local Liquor Store", primarily because the quadbike you're driving is very difficult to control. In this one, you are tracking down some guys (three of them) who robbed a liquor store, each of the robbers holds a briefcase full of money, so your job on the quadbike is to get Catalina close enough to gun them down. You can use your own SMG if you're carrying one, otherwise you're limited to driving. If the robbers get too far ahead the mission is a failure. You'll have to be especially careful on dirt roads, because if the rancher tips over, it will be nearly impossible to catch up with the bandits.
* The two Wu Zi Mu races in a car that has basically no traction on the dirt tracks that make up most of the courses. Unlike Zero's missions, these are not optional and definitely reduce San Andreas' replayability.
* "Photo Opportunity". To elaborate, this mission has you meet up with Cesar halfway across the map, tedious but not especially difficult. Where it starts to suck is when you have to drive his lowrider from the meeting point to Angel Pine, which means taking either a massive detour or taking the freeway. The kicker? The car is prone to rolling especially on hilly roads, and the freeway has a lot of speeding cars. Its saving grace is that there is no time limit at all.
* "Toreno's Last Flight" can be a nasty one. This mission has you chase down Mike Toreno's helicopter onto the freeway and shoot it down with a rocket launcher. Since you can't shoot rockets from vehicles, this means standing in the middle of the freeway with maniac AI traffic barreling towards you. Plus, the initial shootout at the helipad tends to draw police attention, so cops are also thrown into the mix. Good luck.
* Zero's first mission was truly frustrating--for a while, it made even the next two seem manageable--in that you stand on a roof, shooting down model bomber planes with a minigun so they don't get a chance to destroy Zero's transmitters. These little buggers ''just keep coming from every single direction'' and worse still, our ''pacifist "friend"'' Zero simply won't stop whining at you. Note that the PC version of Zero's first mission is ''really'' easy, for ironically the opposite reasons as why flight school is so much more difficult (precision aiming with a mouse is simpler).
** And those are cake compared to "Supply Lines". You have to fly an RC plane around San Fierro gunning down five couriers that can spread through out the entire city [[GuideDangIt if you don't know the exact routes they take]] and then land the plane on Zero's store. The catch is you have a ridiculously low amount of fuel to do it with. That mission's actually a lot easier in the post-Hot Coffee editions of the game. The problem with the original is that your fuel acted more as a time meter, i.e. draining even when you weren't accelerating. In later editions, this is fixed so that fuel is consumed only while you're holding the gas button, on top of tripling the amount of fuel you have, making the mission much more manageable (but still by no means easy). Even so, the mission is in itself also pointless. Zero insists that you use his model plane to take out the couriers, and admonishes you for failing at it, when you could have killed all of them in half the time if he just sent you out on foot.



* Zero's first mission was truly frustrating--for a while, it made even the next two seem manageable--in that you stand on a roof, shooting down model bomber planes with a minigun so they don't get a chance to destroy Zero's transmitters. These little buggers ''just keep coming from every single direction'' and worse still, our ''pacifist "friend"'' Zero simply won't stop whining at you. Note that the PC version of Zero's first mission is ''really'' easy, for ironically the opposite reasons as why flight school is so much more difficult (precision aiming with a mouse is simpler).
* And those are cake compared to "Supply Lines". You have to fly an RC plane around San Fierro gunning down five couriers that can spread through out the entire city [[GuideDangIt if you don't know the exact routes they take]] and then land the plane on Zero's store. The catch is you have a ridiculously low amount of fuel to do it with. That mission's actually a lot easier in the post-Hot Coffee editions of the game. The problem with the original is that your fuel acted more as a time meter, i.e. draining even when you weren't accelerating. In later editions, this is fixed so that fuel is consumed only while you're holding the gas button, on top of tripling the amount of fuel you have, making the mission much more manageable (but still by no means easy). Even so, the mission is in itself also pointless. Zero insists that you use his model plane to take out the couriers, and admonishes you for failing at it, when you could have killed all of them in half the time if he just sent you out on foot.
* "Freefall", where you have to act as some sort of air pirate and jump from your plane to another one in order to kill four mafia assassins. It's not just the difficulty of the mission (which mainly comes from how tricky it is to to turn the plane at exactly the right moment at exactly the right altitude; if you don't turn at the right time, you will never catch up to the plane since the plane you're forced to use has inferior speed), but the sheer ridiculousness of not choosing to just gun them down ''after they land'' (even though Salvatore's plan before CJ showed up was to have some of his own men ''do just that''). And also the minutes you spend flying until you get to the place where you intercept the incoming airplane.

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* Zero's first mission was truly frustrating--for "Highjack" is a while, it made even the next two seem manageable--in that you stand on bit of a roof, shooting down model bomber planes with a minigun so they don't get a chance to destroy Zero's transmitters. These little buggers ''just keep coming from every single direction'' and worse still, our ''pacifist "friend"'' Zero simply pain, just because Cesar won't stop whining at you. Note that the PC version of Zero's first mission is ''really'' easy, for ironically the opposite reasons as why flight school is so much more difficult (precision aiming with a mouse is simpler).
* And those are cake compared to "Supply Lines".
shut up. You have to fly an RC ride along side a truck at just the right speed, and be RIGHT NEXT TO IT, and it's timed. Have fun.
* "Stowaway" requires the player to drive a motorbike into the back of a
plane around San Fierro gunning down five couriers as it is taking off, with literally no pause between "mission starts" and "plane is moving". This would be difficult enough were it not for the fact that can spread you have to run through out a group of people shooting at you (and their boxes and cars in the entire city [[GuideDangIt if you don't know the exact routes they take]] and then land way), but the plane on Zero's store. The catch is dumps barrels periodically to make it even harder. Worse, there's no leeway. One mistake means you have a ridiculously low amount of fuel to do it with. That mission's actually a lot easier in lose, because the post-Hot Coffee editions plane only has to reach the end of the game. runway. On the early PC releases, there was an issue where frame rate would affect how fast the plane moved relative to you; basically the lower fps it is, the faster the plane is (usually this can be remedied by turning off frame limiter - which Rockstar warns the players against - and also lowering resolutions to the lowest possible).
* Before Stowaway, there's also "N.O.E.". There's a time limit, yes, and that's exactly why you want to finish that mission as soon as possible.
The problem with is, the original is that your fuel acted more as a time meter, i.e. draining Surface-To-Air Missiles surrounding the Restricted Area won't allow you to take the shortcut above the area even when you weren't accelerating. In later editions, this is fixed so that fuel is consumed only while if you're holding just passing by. And that's only the gas button, on top of tripling [=SAMs=]. There's still the amount of fuel you have, radar, which will detect your presence and will send the Hydra (a fighter jet) to hunt down your Rustler (mentioned above, it's only slightly better than the ''Dodo''), and if you're unable to shake it off in time, that Hydra will fire missiles at you. And no, not only one missile, but possibly up to three at one time! And aside from the radar and [=SAM=]s, the area the player has to get to (Angel Pine) is surrounded by high trees and rocks, making it very difficult to keep below the radar without blowing the Rustler up. The best way to get this while avoiding the radar detection is taking a longer path above the ocean. There are many hills or canyons which will help concealing your presence as well. Although it may take longer, you can still actually finish the mission much more manageable (but still by no means easy). Even so, before the time expires.
* "High Noon" can get extremely infuriating, mostly because your target is driving a car twenty times tougher than it has any right to be while your dune buggy is prone to spinning out and/or flipping over on a whim. On top of that,
the mission is in itself also pointless. Zero insists that you use his model plane to take out the couriers, and admonishes you for failing at it, when you could have killed all of them in half the time fails if he just sent you gets out on foot.
* "Freefall", where
of mini-map range, so you have to act as some sort keep up on top of air pirate and jump from trying to stop him. And when you finally do manage to coax him out of the thing, he's got a Desert Eagle that can blow up your plane car if you've taken damage trying to another one in order to kill four mafia assassins. It's not just get him out of his. You can alleviate the difficulty of somewhat by popping his tires before he gets a chance to get in (you can reliably get the entire left side with a rifle), then watch as he flails about in a vain attempt to outrun you. Or just drop near the quest with a Jetpack, and lots of SMG ammo. As soon as mission (which mainly comes starts, get the jetpack, and fire at will. A real cakewalk.
* A mission where you need to save [[spoiler:Madd Dogg
from how tricky it is to to turn killing himself]] would have him jump before you can save him (at the plane at exactly very beginning of the right moment at exactly mission), and players literally would have to start over and hope the right altitude; glitch didn't happen again. Worse is that the only confirmed reason why it happens is if you don't use the "pedestrians riot" cheat, which can't be turned off once you activate it unless you have a save from before doing so - and even without cheating ''at all'' it might happen to you anyway. The sole saving grace is that it's apparently rare enough that if you are forced to start over from the beginning, it most likely won't happen again when you make it back that far.
* "Freefall" can be frustrating beyond all comprehension, mostly due to the fact that you're screwed by the interface from the start. The short version is that you have to kill a jet full of targets by jumping to it from a ''Dodo''. The jet won't arrive until you find it up north, beyond the borders of map. This means you only get a second or two or warning when you do finally find it, which takes a while. Then you have to do a 180 degree
turn at without screwing up so you can fly through a ring just above its tail while going the right time, same general direction. Your Dodo can barely outrun the jet, and that's if you will have the advantage of being higher than it. You'll never catch up it if you have to climb. This you have to do while struggling with very frustrating controls. Oh, and you have less than a minute to manage all this, because the plane jet counts as landed if it gets over the city. ''Then'' you have to kill all the bad guys on the plane, while forced into a first-person target mode that only lets you duck behind cover, and you can only use a pistol which takes several headshots just to waste one of them. This is one of those missions where cheating through various means may actually be preferable to doing it fairly, given how difficult it can be to pull off. The best part is that it's ''delightfully ridiculous''. If the widely-touted "something new in every mission" pre-release prospect showed itself rather questioningly in any one mission, this would probably be it.
* "Cop Wheels". You have to steal four specific police motorcycles at designated spots in Las Venturas, and then load them onto the Packer that is driving around the city perimeter, all in under 12 minutes. Stealing any of the bikes will automatically give you one star on your wanted level, while killing the cop to get the bike will net you two stars and send the cops chasing after you. And
since a couple of cops are scripted to get on the plane motorcycles and drive away in them for one reason or another, you'll have to chase after them unless you're forced fortunate enough to use has inferior speed), but the sheer ridiculousness of not choosing to just gun shoot them down ''after they land'' (even though Salvatore's plan before CJ showed up was to off their bikes. And there will be a lot of remote areas that the Packer will go through that will leave you stranded on foot without a vehicle, and traffic will decrease significantly if you have some of his own men ''do just that''). And also a wanted level. All you can do is pray that a vehicle (usually a car driven by the minutes police chasing after you) will show up so that you spend flying until you get can jack it and then head to the place where you intercept the incoming airplane.next motorcycle to steal it.



* The two Wu Zi Mu races in a car that has basically no traction on the dirt tracks that make up most of the courses. Unlike Zero's missions, these are not optional and definitely reduce San Andreas' replayability.
* There's two missions from Catalina which qualifies:
** The first is "Tank Commander", in which you'll have to drive into the red marker outside of the Dillimore gas station to trigger a cutscene. Afterwards, you'll get in the cab with Catalina and back it directly into the trailer to attach it to the cab. Catalina knows of a buyer in Flint County, which is quite a ways away from Dillimore. You have to be very careful when driving the tanker, because too sharp of a turn will detach the trailer which results in a mission failure. The two gas station attendants will pursue you and try to destroy the tanker; the trailer will explode if the health bar the top-right quarter of the screen reaches zero. This can be hilariously easy if you hop out and cap them as soon as you've hitched up the tank, but first-time players may not think to do this because the game tends to vary between "get back to your car or fail" or "fail because you left the car".
** The other is "Local Liquor Store", primarily because the quadbike you're driving is very difficult to control. In this one, you are tracking down some guys (three of them) who robbed a liquor store, each of the robbers holds a briefcase full of money, so your job on the quadbike is to get Catalina close enough to gun them down. You can use your own SMG if you're carrying one, otherwise you're limited to driving. If the robbers get too far ahead the mission is a failure. You'll have to be especially careful on dirt roads, because if the rancher tips over, it will be nearly impossible to catch up with the bandits.
* "Stowaway". Here's a bike, there's a plane that's taking off ''right now''. Go drive up its loading ramp without being killed by the government agents or hitting a single barrel dropped out the back, because a single mistake equals failure.
* ''Wrong Side Of The Tracks''. You're trying help Smoke gun down some Vagos on top of a train. However, Smoke's aim is very poor, and you'll often find yourself smashed by a train coming the other way. Expect to hear, "All we had to do was follow the damn train, CJ!" a lot.

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* Any mission (especially the valet missions) which requires you to keep a vehicle at or near pristine condition. The two Wu Zi Mu races game does not in a car that has basically no traction on the dirt tracks that make up most of the courses. Unlike Zero's missions, any way encourage careful driving, and these are not optional and definitely reduce San Andreas' replayability.
* There's two
missions from Catalina which qualifies:
** The first is "Tank Commander", in which you'll
are timed more often than not. That means you not only have to drive into the red marker outside of the Dillimore gas station to trigger a cutscene. Afterwards, you'll get in the cab with Catalina and back it directly into the trailer to attach it to the cab. Catalina knows of a buyer in Flint County, which is quite a ways away from Dillimore. You have to be very careful when driving the tanker, because too sharp of a turn will detach the trailer which results in a mission failure. The two gas station attendants will pursue you and try to destroy the tanker; the trailer will explode if the health bar the top-right quarter of the screen reaches zero. This can be hilariously easy if you hop out and cap them as soon as you've hitched up the tank, but first-time players may not think to do this because the game tends to vary between "get back to your car or fail" or "fail because you left the car".
** The other is "Local Liquor Store", primarily because the quadbike you're driving is very difficult to control. In this one, you are tracking down some guys (three of them) who robbed a liquor store, each of the robbers holds a briefcase full of money, so your job on the quadbike is to get Catalina close enough to gun them down. You can use your own SMG if you're carrying one, otherwise you're limited to driving. If the robbers get too far ahead the mission is a failure. You'll have to be especially careful on dirt roads, because if the rancher tips over, it will be nearly impossible to catch up with the bandits.
* "Stowaway". Here's a bike, there's a plane that's taking off ''right now''. Go drive up its loading ramp without being killed by the government agents or
avoid hitting a single barrel dropped out car on the back, way there, but do so while driving in the typical fashion because a single mistake equals failure.
* ''Wrong Side Of The Tracks''. You're
you simply won't make it in time otherwise. And that's not even getting into the fact that the car you're trying help Smoke gun down some Vagos on top of a train. However, Smoke's aim is very poor, to keep intact can be difficult to drive, and you'll often find yourself smashed by a train coming the other way. Expect game actually counts scraping damage from ''driving up hills'' if you're moving too fast.
* Until you get the hang of them (and even then), flight missions are just awful. Helicopters are reasonably easy
to hear, "All we had fly around (except the Hunter, which is a lot more sensitive), but planes are horrible. One ding usually makes them catch fire, you have to do was follow gimmicks like flying near ground level to dodge radar, and you have to successfully land the damn train, CJ!" things when you're done (most of the time). If you haven't aced every flight school test, go back and do that first so you won't be totally driven up the wall. And you think the regular aircraft are tricky, try flying the Hydra, a lot.fighter jet with hover jets that you can manipulate to hover in place. Luckily, it seems the developers realized that the Hydra controls were awkward and only force you to fly it for one mission.

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[[folder:Grand Theft Auto Liberty City Stories]]

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[[folder:Grand Theft Auto Auto: Liberty City Stories]]



* "Dead Meat" isn't that difficult, but it can really throw off inexperienced players. You have to stalk Giovanni Casa through a maze-like sawmill, using the game's (non-existent) sneaking mechanics to take Casa by surprise, all while some idiot constantly reveals your location.



[[folder:Grand Theft Auto Vice City Stories]]

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[[folder:Grand Theft Auto Auto: Vice City Stories]]



* The ATV race can easily be a source of frustration due to the Quad's tendency to fishtail. If it's raining, you might as well forget the race.
* "High Wire". You're basically pulling an EscortMission with cocaine crates using a huge magnet on the bottom of a helicopter for the first two thirds, and it seems like everything's normal, but then you hear this: "HELP! THE BIKERS ARE ON ME, I CAN'T GET THEM OFF!" and you must go after a moving car that has bikers constantly shooting at it with Sub-Machine Guns, making it move around erratically, in turn causing FakeDifficulty as you're attempting to drive down and collect the car. The [[SarcasmMode BEST PART of this]], you may ask? The car has an HP meter of sorts, and if the bikers hit it enough times (read:about 15 or so streams of bullets), it'll blow up and you'll have to start over from THE VERY BEGINNING OF THE MISSION. Have fun.

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* The ATV race can easily be a source of frustration due to the Quad's tendency to fishtail. If it's raining, in "When Funday Comes" is anything BUT fun. To better elaborate, you might as well forget the race.
* "High Wire". You're basically pulling an EscortMission with cocaine crates using a huge magnet on the bottom of a helicopter for the first two thirds, and it seems like everything's normal, but then you hear this: "HELP! THE BIKERS ARE ON ME, I CAN'T GET THEM OFF!" and you must go after a moving car that has bikers constantly shooting at it with Sub-Machine Guns, making it move around erratically, in turn causing FakeDifficulty as you're attempting to drive down and collect the car. The [[SarcasmMode BEST PART of this]], you may ask? The car has an HP meter of sorts, and if the bikers hit it enough times (read:about 15 or so streams of bullets), it'll blow up and you'll
have to start over from THE VERY BEGINNING OF THE MISSION. Have fun. win a quadbike race around the trailer park against some rednecks. Which ''should'' be easy except that the quadbike handles horribly.


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* "High Wire". You're basically pulling an EscortMission with cocaine crates using a huge magnet on the bottom of a helicopter for the first two thirds, and it seems like everything's normal, but then you hear this: "HELP! THE BIKERS ARE ON ME, I CAN'T GET THEM OFF!" and you must go after a moving car that has bikers constantly shooting at it with Sub-Machine Guns, making it move around erratically, in turn causing FakeDifficulty as you're attempting to drive down and collect the car. The [[SarcasmMode BEST PART of this]], you may ask? The car has an HP meter of sorts, and if the bikers hit it enough times (read:about 15 or so streams of bullets), it'll blow up and you'll have to start over from THE VERY BEGINNING OF THE MISSION. Have fun.
* If you thought picking up cargo containers and a gang car with a helicopter in "High Wire" was bad, you haven't seen "White Lies" yet. You have to follow Lance's helicopter in a hovercraft and collect cocaine that drops from his helicopter. This is easier said than done, considering that the hovercraft handles horribly.
* One of the final missions, "Light My Pyre". The mission begins with a highly annoying car chase that wouldn't be so bad, except you have to escort [[TheLoad Lance]], who is riding a motorcycle and seems to enjoy [[AnnoyingVideoGameHelper getting in your way (sometimes, even in your line of fire) and getting himself killed, which is a Game Over.]] Then, you have to fight through a small army of heavily armed, respawning goons to get around the back of a building and through a door. THEN, you have to fight [[spoiler:Armando Mendez]], who is wielding a flamethrower. If that weren't enough, you're forced to fight him in a disorienting top-down perspective -- not to mention, his goons storm in and fight you, as if a man setting you on fire with a flamethrower wasn't enough. (This part is made almost laughably easy [[GameBreaker if you have a minigun with you]], but if you don't...) And if you die? Back to the beginning. And if you do finish it? You find that [[spoiler: Louise, the woman you went through all this hell to save, is dead.]] [[SarcasmMode What fun!]] On top of that, the game does not leave you close to a vehicle at all, as the goons blow up Lance's Infernus in the cutscene, and Lance takes off in his Angel, leaving you to find a vehicle on the streets. There is a PCJ nearby that's ideal for the mission because you'll want to do drive-bys facing forward, [[GuideDangIt but it's not readily apparent when you are scrambling to catch up with Lance.]] Your first few attempts on a blind playthrough will likely involve you carjacking a much slower vehicle and getting nowhere near the mansion as a result.
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** In the final mission, "The Exchange", you are stripped of all your weapons and dropped in a courtyard outnumbered and outgunned by Cartel members. Then you have to negotiate the wharf, which is a sniper alley, followed by shooting down a helicopter with a rocket launcher from a long distance away. If the chopper gets away, you start the whole mission over again.

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** * In the final mission, "The Exchange", you are stripped of all your weapons and dropped in a courtyard outnumbered and outgunned by Cartel members. Then you have to negotiate the wharf, which is a sniper alley, followed by shooting down a helicopter with a rocket launcher from a long distance away. If the chopper gets away, you start the whole mission over again.



* "The Portland Chainsaw Massacre" will definitely give even the most seasoned GTA veteran trouble. For one, due to the awkward camera perspective that's unique to this mission, you can be blindsided by chainsaw-wielding mobsters. One slice of a chainsaw can easily leave you near critical health, even with full armor and health! If you get surrounded by them, you're dead, no matter what. Your best bet is to gather a lot of Uzi rounds, you're gonna need them.

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* "The Portland Chainsaw Massacre" will definitely give even the most seasoned GTA veteran veterans trouble. For one, due to the awkward camera perspective that's unique to this mission, you can be blindsided by chainsaw-wielding mobsters. One slice of a chainsaw can easily leave you near critical health, even with full armor and health! If you get surrounded by them, you're dead, no matter what. Your best bet is to gather a lot of Uzi rounds, you're gonna need them.



* "High Wire". You're basically pulling an EscortMission with cocaine crates using a huge magnet on the bottom of a helicopter for the first two thirds, and it seems like everything's normal, but then you hear this: "HELP! THE BIKERS ARE ON ME, I CAN'T GET THEM OFF!" and you must go after a moving car that has bikers constantly shooting at it with Sub-Machine Guns, making it move around erratically, in turn causing FakeDifficulty as you're attempting to drive down and collect the car. The [[SarcasmMode BEST PART of this]], you may ask? The car has an HP meter of sorts, and if the bikers hit it enough times(read:about 15 or so streams of bullets), it'll blow up and you'll have to start over from THE VERY BEGINNING OF THE MISSION. Have fun.

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* "High Wire". You're basically pulling an EscortMission with cocaine crates using a huge magnet on the bottom of a helicopter for the first two thirds, and it seems like everything's normal, but then you hear this: "HELP! THE BIKERS ARE ON ME, I CAN'T GET THEM OFF!" and you must go after a moving car that has bikers constantly shooting at it with Sub-Machine Guns, making it move around erratically, in turn causing FakeDifficulty as you're attempting to drive down and collect the car. The [[SarcasmMode BEST PART of this]], you may ask? The car has an HP meter of sorts, and if the bikers hit it enough times(read:about times (read:about 15 or so streams of bullets), it'll blow up and you'll have to start over from THE VERY BEGINNING OF THE MISSION. Have fun.



[[folder:Grand Theft Auto IV]]

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[[folder:Grand Theft Auto IV]]IV and Episodes from Liberty City]]
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''VideoGame/GrandTheftAutoV'' has enough of these to have [[ThatOneLevel/GrandTheftAutoV its own page]].

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''VideoGame/GrandTheftAutoV'' has enough of these to have [[ThatOneLevel/GrandTheftAutoV its own page]]. For examples relating to ''VideoGame/GrandTheftAutoOnline'', [[ThatOneLevel/GrandTheftAutoOnline click here]].



[[folder:Grand Theft Auto (Classic), London 1969 and 1961]]
* Rasta Blasta (the second Vice City level) is notoriously difficult. Not only are the missions noticeably more difficult than the other five missions, you need to amass 5,000,000 points to complete it, the most in the game. It's both a MarathonLevel and CheckpointStarvation eventually kicks in.

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[[folder:Grand Theft Auto (Classic), London 1969 1961 and 1961]]
1969]]
* Rasta Blasta (the second Vice City level) is notoriously difficult. Not only are the missions noticeably more difficult than the other five missions, you need to amass 5,000,000 points to complete it, the most in the game. It's both a MarathonLevel and CheckpointStarvation eventually kicks in.in because getting GameOver means you have to redo the entire level from the beginning.



* "Bomb da Base Act II" is commonly the first mission that's a stopgap to even veterans. You have to have $100,000 before starting the mission. You have to snipe Colombian Cartel members on a cargo ship to get 8-Ball to blow it up, but thanks to ArtificialStupidity, he sometimes [[LeeroyJenkins rushes in headfirst into Cartel gunfire]], causing an immediate failure. There's an Adrenaline pickup close to where the mission takes place, provided the player remembers where it is. The good thing is that the player [[AntiFrustrationFeatures is you only have to pay the $100,000 once and not on every subsequent mission attempt]].

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* "Bomb da Base Act II" is commonly the first mission that's a stopgap to even veterans.veterans of the series. You have to have $100,000 before starting the mission. You have to snipe Colombian Cartel members on a cargo ship to get 8-Ball to blow it up, but thanks to ArtificialStupidity, he sometimes [[LeeroyJenkins rushes in headfirst into Cartel gunfire]], causing an immediate failure. There's an Adrenaline pickup close to where the mission takes place, provided the player remembers where it is. The good thing is that the player [[AntiFrustrationFeatures is you only have to pay the $100,000 once and not on every subsequent mission attempt]].

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[[folder:Grand Theft Auto (Classic)]]

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[[folder:Grand Theft Auto (Classic)]](Classic), London 1969 and 1961]]



* The ''London 1961'' expansion has a lot of its missions as this, because unlike its ''London 1969'' original, you have a lot of missions with strict timers with very little room for error.

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* The ''London 1961'' expansion has a lot of its missions as this, because unlike its ''London 1969'' original, predecessor, you have a lot of driving missions with strict timers with very little room for error.



* "Bomb da Base Act II" is commonly the first mission that's a stopgap. You have to have $100,000 before starting the mission. You have to snipe Colombian Cartel members on a cargo ship to get 8-Ball to blow it up, but thanks to ArtificialStupidity, he sometimes [[LeeroyJenkins rushes in headfirst into Cartel gunfire]], causing an immediate failure. There's an Adrenaline pickup close to where the mission takes place, provided the player remembers where it is. The good thing is that the player [[AntiFrustrationFeatures is you only have to pay the $100,000 once and not on every subsequent mission attempt]].

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* "Bomb da Base Act II" is commonly the first mission that's a stopgap.stopgap to even veterans. You have to have $100,000 before starting the mission. You have to snipe Colombian Cartel members on a cargo ship to get 8-Ball to blow it up, but thanks to ArtificialStupidity, he sometimes [[LeeroyJenkins rushes in headfirst into Cartel gunfire]], causing an immediate failure. There's an Adrenaline pickup close to where the mission takes place, provided the player remembers where it is. The good thing is that the player [[AntiFrustrationFeatures is you only have to pay the $100,000 once and not on every subsequent mission attempt]].



* The "Espresso 2 Go" mission requires you to go round the entirety of Liberty City destroying Colombian SPANK dealers posing as coffee sellers under a time limit. It is nearly impossible to hit all the espresso stands in time unless you look for them all first (they show up on the map when you see them, but the timer only starts once you destroy the first one), which is very tiring. In addition, at this point in the game several gangs that own portions of the map with a coffee stand are hostile, most infamously the Mafia in Portland with their shotguns that kill vehicles in two shots, meaning they will shoot at you as you travel through the area - the only upshot is that the game takes some pity on you by deliberately programming them to not use shotguns for this one mission, which would otherwise make it impossible. Even more tedious is finding a good route.

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* The "Espresso 2 Go" mission requires you to go round the entirety of Liberty City destroying Colombian SPANK dealers posing as coffee sellers under a time limit. It is nearly impossible to hit all the espresso stands in time unless you look for them all first (they show up on the map when you see them, but the timer only starts once you destroy the first one), which is very tiring. In addition, at this point in the game several gangs that own portions of the map with a coffee stand are hostile, most infamously the Mafia in Portland with their shotguns that kill vehicles in two shots, meaning they will shoot at you as you travel through the area - the only upshot is that the game takes some pity on you by deliberately programming them to not use shotguns for this one mission, which would otherwise make it impossible. Even more tedious is finding a good route. route because you will inevitably run out of time if you choose the wrong route.



[[/folder]]

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[[/folder]][[/folder]]
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You'll be wishing you have followed the damn train once you get through these tough ''VideoGame/GrandTheftAuto'' missions.

''VideoGame/GrandTheftAutoV'' has enough of these to have [[ThatOneLevel/GrandTheftAutoV its own page]].
----
[[foldercontrol]]
[[folder:Grand Theft Auto (Classic)]]
* Rasta Blasta (the second Vice City level) is notoriously difficult. Not only are the missions noticeably more difficult than the other five missions, you need to amass 5,000,000 points to complete it, the most in the game. It's both a MarathonLevel and CheckpointStarvation eventually kicks in.
* The ''London 1961'' expansion has a lot of its missions as this, because unlike its ''London 1969'' original, you have a lot of missions with strict timers with very little room for error.
[[/folder]]

[[folder:Grand Theft Auto III]]
* "Bomb da Base Act II" is commonly the first mission that's a stopgap. You have to have $100,000 before starting the mission. You have to snipe Colombian Cartel members on a cargo ship to get 8-Ball to blow it up, but thanks to ArtificialStupidity, he sometimes [[LeeroyJenkins rushes in headfirst into Cartel gunfire]], causing an immediate failure. There's an Adrenaline pickup close to where the mission takes place, provided the player remembers where it is. The good thing is that the player [[AntiFrustrationFeatures is you only have to pay the $100,000 once and not on every subsequent mission attempt]].
* "Pay Day for Ray" can be a very hard mission, considering that it is not only a very strict timed mission, but you have to go to several pay phones far from each other around Staunton Island and the game doesn't feature any map to help you with that. The traffic spawns don't help either because sometimes a car can spawn at the wrong time and cause your vehicle to spin out.
* For UsefulNotes/PlayStation2 players, "Waka-Gashira Wipeout!" is a tough mission. First, you must drive a Cartel Cruiser to take out [[spoiler:Kenji Kasen]]. Some of the Yakuza goons have [=M-16s=], who will be more than happy to turn your vehicle into scrap metal. To make this mission even more annoying, you have to be driving the Cartel Cruiser and cannot leave it. While the mission got toned down in later releases, it's still a challenging mission.
* The "Espresso 2 Go" mission requires you to go round the entirety of Liberty City destroying Colombian SPANK dealers posing as coffee sellers under a time limit. It is nearly impossible to hit all the espresso stands in time unless you look for them all first (they show up on the map when you see them, but the timer only starts once you destroy the first one), which is very tiring. In addition, at this point in the game several gangs that own portions of the map with a coffee stand are hostile, most infamously the Mafia in Portland with their shotguns that kill vehicles in two shots, meaning they will shoot at you as you travel through the area - the only upshot is that the game takes some pity on you by deliberately programming them to not use shotguns for this one mission, which would otherwise make it impossible. Even more tedious is finding a good route.
* "S.A.M." is a mission in which you need to take down a plane using a rocket launcher. You have two options to do it, get a boat and take down the plane by the sea (which makes it very hard to aim, considering the distance and speed of the plane) or head straight to the landing strip in the airport, where several heavily armed mooks wait for you. After the plane is destroyed, your wanted level will raise to 4 stars and he will have to go back to the construction site with the heavily armed law enforcement after you. It may get a little easier after you get Ray Machowski's bullet-proof Patriot, but it's still a pretty hard mission.
** In the final mission, "The Exchange", you are stripped of all your weapons and dropped in a courtyard outnumbered and outgunned by Cartel members. Then you have to negotiate the wharf, which is a sniper alley, followed by shooting down a helicopter with a rocket launcher from a long distance away. If the chopper gets away, you start the whole mission over again.
[[/folder]]

[[folder:Grand Theft Auto: Vice City]]
* The race against Hilary, on so many different levels, it is utterly infuriating. This one little mission has spawned ''countless'' pages of text on Website/GameFAQs explaining every theory and method in this world to beat it. It's ''technically'' optional, but everyone suffers through it anyway because you get $50,000 for the bank robbery, and $10,000 a day for completing the night club asset missions. Money that provides for powerful weapons and a comfortable cushion in the final mission where [[spoiler:Sonny Forelli's men start robbing you blind while you chase after Lance to kill him.]] To give some background, you're setting up a bank heist and you need a good driver. No doubt you are one, but for the purpose of the story it needs to be someone other than you. That someone is Hillary, a very effeminate man with abandonment issues who insists that the only way he'll work for you is if you beat him in a race. Sounds fair, right? Let us count the ways it screws you over.
** Hilary gets a ''supercharged muscle car''. You get a puny little family sedan. Unfortunately, you don't have a say in the matter. You have to drive the sedan. There is no way in hell you can win a straight race, because your car is in every way inferior. You have to cheat, i.e. knock Hillary off the road, to win. Or just try to keep up with him and hope he crashes into something before you do; sometimes another car will get in his way and cause that to happen, but it's pretty much pure luck.
** Not two blocks in, the cops get on your tail for street racing. And ''[[GangUpOnTheHuman only your]]'' tail. They don't even see Hillary.
** Due to game mechanics, you are further punished for getting too far ahead of Hillary. Normal traffic is dynamically spawned within 100 meters or so of your car. If the distance between your car and Hillary's is great enough, you get bogged down in traffic while he has a clear road with no such obstacles, either allowing him to catch up (if he's behind you) or get yet further ahead (if he's in front of you). Either way, much hair has been torn out.
** And there's a glitch where you might fall ''straight through a bridge'' just before you cross the finish line. This is more likely to happen on the [=PlayStation=] 2 version, due to loading times.
** The same glitch can happen to ''Hilary'' if you're too far ahead of him, instantly failing the mission.
** The worst thing about this mission is that it doesn't even make sense. Hillary is supposed to be the best driver around; that's why you want him. So why would you have to race him first? If he only works for people that can beat him, he's obviously NOT the best driver especially if you can beat him in a much more inferior vehicle. His abandonment issues are no excuse. This guy has effectively locked himself out of his own profession by personally ensuring that he will look incompetent to anyone that hires him.[[note]]Another member of your team, Phil, won't work for you unless you can prove you're a better shot than he is, which doesn't make sense for the same reasons. But his mission is nowhere near as tough as Hilary's.[[/note]]
** The real insult to that mission is that, despite the effort you go through trying to recruit him, [[spoiler:much like everyone else other than Phil, Hillary ultimately proves to be almost completely useless for the heist. He's there to drive your getaway car. He pulls up in front of the bank in time for your team to get in, but immediately after that he decides to get out and "cover you" by running out towards the SWAT team, who mow him down in seconds. With the getaway driver you worked so hard to recruit dead, you have to make the escape yourself.]]
* But possibly the really most jerk-ass mission in all Vice City is "Death Row". See, you have found that it was [[spoiler: Díaz]] who spoiled the drug transaction upon your arrival at Vice City, so you are quietly drawing closer to him to time the perfect moment to take him out. However, Lance can't stand working for him anymore because he was the one responsible for his brother's death. So he attempts to kill him, fails, is kidnapped and brought to the city's dump to be tortured to death. Right after you are given the mission, a bar appears on the screen indicating Lance's life which is diminishing, and you have to dash to the dumps (note that you start the mission at the very night club mentioned above, and the city's dump is across the other island of Vice City), break through a car barricade blocking the dump's entrance, gun down everyone there to make Lance's escape safe (take into account that the goons are packing submachine guns and automatic rifles, and are even firing from above in the dump's cranes!), and then take him to the Downtown's hospital while sports cars keep pushing and chasing you. While you don't get the money for the mission itself, what's probably the only redeeming part of the mission is that you actually get quite a lot of money from [[spoiler: Diaz]]'s mooks if you kill them. You can make this mission easier by flying a helicopter to get Lance...provided you know where they're parked on the map.
* "Checkpoint Charlie" from the same game. A checkpoint race where you need every single second to do the course... and you have to do it in a boat, which means that you can never predict how you'll come off of a wave, or how you'll land after a jump. Not something you'd ever want to do again.
* There are two missions with toy helicopters. The first is tolerable, because the helicopter is only slightly awkward in its controls and you're not up against too much resistance. The optional one, a checkpoint race, has controls so damn sensitive that you'd plow into the ground if you so much as ''pressed'' forward. You have to tap the keys as light and as fast as possible just to make controlled movements, and it's ''still'' the most awkward thing in the entire game. Even the full-sized news chopper isn't as bad, and it's the worst of the four helicopters. Mercifully, it doesn't matter if you spend 20 minutes doing it, as long as it gets done.
* "Stunt Boat Challenge", the first mission given by Umberto Robina, is flat out insane. You are required to collect 27 checkpoints strawn across the water canals, but you have to do it under a strict time limit and in a boat that is unforgivingly slow and takes too long to accelerate. While turning the frame limiter on might make the mission easier, it does not always work, and ultimately it all comes down more to luck than actual skill.
[[/folder]]

[[folder:Grand Theft Auto: San Andreas]]
* "Flight School". Hours upon hours upon ''god-damned hours'' at failing to pull off perfect barrel rolls and loop-de-loops, and ''it's necessary to continue the game''. The worst part is that flight school starts off deceptively easy. The first two challenges involve simply taking off and landing the plane, respectively, and they're both really easy. But on the third challenge, flight school takes a steep nosedive into the depths of Hell. It's "Circle Airstrip", where you have to take off and fly from corona to corona, all while you're most likely wrestling with the wonky plane controls. It wouldn't be so bad if you didn't have to fly through the damn coronas - which are rather small targets - nigh-perfectly. And when you finish that one, guess what the next challenge is? You have to do the exact same thing, only when you're done you have to land the plane, which is incredibly easy for beginners to screw up. What fun! You CAN make all the flight school challenges a bit easier by just switching to first-person view, but it's still a huge pain in the ass.
** Oh, and on PC even the first two missions are damn near impossible if you don't have a gamepad, due to the fact that the missions were built around an analog stick.
* And the Flight School missions are easy compared to the driving school missions, notably Burn and Lap.
** Even Burn and Lap is easy compared to City Slicking. What makes City Slicking so damn difficult, you ask? Having to drive from the driving school to the car showroom across town and back. ''In just two minutes''. Made all the more frustrating by the fact you'll have to dodge endless bouts of traffic on your way there, along with cars making turns at intersections. And that's not all! The car you're using has notoriously bad handling, which means you'll have to slow down a lot before making a turn or you'll fishtail out of control. And if that wasn't bad enough, this mission becomes a goddamn nightmare if you're going for [[HundredPercentCompletion 100% Completion]], because you'll have to make it there and back ''in 1 minute and 40 seconds'', '''''without any damage on your car'''''. Did we mention that you can never stop the car, and that giving in to your instinctive urge to brake when you see you're about to crash into something will count as a failure? Needless to say, this mission will cause a lot of [[RageQuit broken controllers]].
* Zero's first mission was truly frustrating--for a while, it made even the next two seem manageable--in that you stand on a roof, shooting down model bomber planes with a minigun so they don't get a chance to destroy Zero's transmitters. These little buggers ''just keep coming from every single direction'' and worse still, our ''pacifist "friend"'' Zero simply won't stop whining at you. Note that the PC version of Zero's first mission is ''really'' easy, for ironically the opposite reasons as why flight school is so much more difficult (precision aiming with a mouse is simpler).
* And those are cake compared to "Supply Lines". You have to fly an RC plane around San Fierro gunning down five couriers that can spread through out the entire city [[GuideDangIt if you don't know the exact routes they take]] and then land the plane on Zero's store. The catch is you have a ridiculously low amount of fuel to do it with. That mission's actually a lot easier in the post-Hot Coffee editions of the game. The problem with the original is that your fuel acted more as a time meter, i.e. draining even when you weren't accelerating. In later editions, this is fixed so that fuel is consumed only while you're holding the gas button, on top of tripling the amount of fuel you have, making the mission much more manageable (but still by no means easy). Even so, the mission is in itself also pointless. Zero insists that you use his model plane to take out the couriers, and admonishes you for failing at it, when you could have killed all of them in half the time if he just sent you out on foot.
* "Freefall", where you have to act as some sort of air pirate and jump from your plane to another one in order to kill four mafia assassins. It's not just the difficulty of the mission (which mainly comes from how tricky it is to to turn the plane at exactly the right moment at exactly the right altitude; if you don't turn at the right time, you will never catch up to the plane since the plane you're forced to use has inferior speed), but the sheer ridiculousness of not choosing to just gun them down ''after they land'' (even though Salvatore's plan before CJ showed up was to have some of his own men ''do just that''). And also the minutes you spend flying until you get to the place where you intercept the incoming airplane.
* Any mission where you are the driver and the passenger is the shooter, especially if it's on a motorcycle. By and large, they are all terrible shots.
* The two Wu Zi Mu races in a car that has basically no traction on the dirt tracks that make up most of the courses. Unlike Zero's missions, these are not optional and definitely reduce San Andreas' replayability.
* There's two missions from Catalina which qualifies:
** The first is "Tank Commander", in which you'll have to drive into the red marker outside of the Dillimore gas station to trigger a cutscene. Afterwards, you'll get in the cab with Catalina and back it directly into the trailer to attach it to the cab. Catalina knows of a buyer in Flint County, which is quite a ways away from Dillimore. You have to be very careful when driving the tanker, because too sharp of a turn will detach the trailer which results in a mission failure. The two gas station attendants will pursue you and try to destroy the tanker; the trailer will explode if the health bar the top-right quarter of the screen reaches zero. This can be hilariously easy if you hop out and cap them as soon as you've hitched up the tank, but first-time players may not think to do this because the game tends to vary between "get back to your car or fail" or "fail because you left the car".
** The other is "Local Liquor Store", primarily because the quadbike you're driving is very difficult to control. In this one, you are tracking down some guys (three of them) who robbed a liquor store, each of the robbers holds a briefcase full of money, so your job on the quadbike is to get Catalina close enough to gun them down. You can use your own SMG if you're carrying one, otherwise you're limited to driving. If the robbers get too far ahead the mission is a failure. You'll have to be especially careful on dirt roads, because if the rancher tips over, it will be nearly impossible to catch up with the bandits.
* "Stowaway". Here's a bike, there's a plane that's taking off ''right now''. Go drive up its loading ramp without being killed by the government agents or hitting a single barrel dropped out the back, because a single mistake equals failure.
* ''Wrong Side Of The Tracks''. You're trying help Smoke gun down some Vagos on top of a train. However, Smoke's aim is very poor, and you'll often find yourself smashed by a train coming the other way. Expect to hear, "All we had to do was follow the damn train, CJ!" a lot.
[[/folder]]

[[folder:Grand Theft Auto Advance]]
* "Smackdown" is a tough mission. It's the exact same premise as Kenji's last mission from ''Grand Theft Auto III''. The only difference is that you have a very strict mission timer. It comes down to luck and traffic patterns to complete it.
[[/folder]]

[[folder:Grand Theft Auto Liberty City Stories]]
* Any of Maria's missions. 90% of the time, the missions consist of [[TheLoad her making you help her buy drugs]], the buyers trying to screw you over in some way, and then you have to chase them down ''on a motorcycle''. Keep in mind, you have to go top speed to keep up with them, which increases the likelihood that you'll crash into some other jackass who comes out of nowhere, which wastes even more time than usual because, again, you have to do so with a ''motorcycle'', and when you crash into something, you are sent flying off of it.
* "The Portland Chainsaw Massacre" will definitely give even the most seasoned GTA veteran trouble. For one, due to the awkward camera perspective that's unique to this mission, you can be blindsided by chainsaw-wielding mobsters. One slice of a chainsaw can easily leave you near critical health, even with full armor and health! If you get surrounded by them, you're dead, no matter what. Your best bet is to gather a lot of Uzi rounds, you're gonna need them.
* "False Idols" requires you to take out three characters who come from different vehicles, one of which is in a helicopter; another drives a bulletproof vehicle. They each have their own destinations, which requires memorization of their routes. You're guaranteed to fail the mission on your first time you play this game.
* "The Shoreside Redemption" requires you to drive to the courthouse with Salvatore Leone in a police van, all while you have enemies ramming your vehicle along the way. Thanks to NoFairCheating, trying to cheat will cause a unique mission failed scenario that's only used in this mission.
[[/folder]]

[[folder:Grand Theft Auto Vice City Stories]]
* "Boomshine Blowout" is a TimedMission inside a burning factory that is TheMaze. Due to how wobbly the Forklift is, it's probable you come close to finishing it, only to get stuck behind something and fail.
* The ATV race can easily be a source of frustration due to the Quad's tendency to fishtail. If it's raining, you might as well forget the race.
* "High Wire". You're basically pulling an EscortMission with cocaine crates using a huge magnet on the bottom of a helicopter for the first two thirds, and it seems like everything's normal, but then you hear this: "HELP! THE BIKERS ARE ON ME, I CAN'T GET THEM OFF!" and you must go after a moving car that has bikers constantly shooting at it with Sub-Machine Guns, making it move around erratically, in turn causing FakeDifficulty as you're attempting to drive down and collect the car. The [[SarcasmMode BEST PART of this]], you may ask? The car has an HP meter of sorts, and if the bikers hit it enough times(read:about 15 or so streams of bullets), it'll blow up and you'll have to start over from THE VERY BEGINNING OF THE MISSION. Have fun.
* "Jive Drive", which must wholly be blamed on the PSP's lack of a second analog stick. After a hair-raising drive to an abandoned lot, being shot at all the way there (thankfully this isn't terrible as your car has decent armor), you must survive a gauntlet of fire on you and your brother. Lance is useless with a gun and if he dies, WHOOPS, start over. The fact that you can't get a clear look around you with the PSP's limited control scheme is the main reason you will fail this mission.
* "Turn on, Tune in, Bug out". You have to destroy 6 police antennas, and with each one you destroy your wanted level goes up and using the Pay'N'Spray trick will only fix your car but ''not'' reduce your wanted level for this mission... that is until ''after'' you destroy all the antenna, which by then you have a nearly maxed out wanted level with the FBI on your tail as you try to get to the nearest spray shop. By the way, reducing your wanted level after the antennas are destroyed is mandatory, or else you fail the mission. And then to top it all off, you get a paltry $300 reward for all the ridiculously hard work.
* "Unfriendly Competition" is a MAJOR DifficultySpike compared to missions before it, it's not too hard until you get to the swimming pool, which is absolutely crawling with enemies and has very little cover, making it insanely hard to kill all the enemies without getting killed yourself, and if you somehow survive you have to chase down and kill the last two guys using a quad-bike, which is very awkward to control and it's hard to drive and aim at the enemies at the same time.
[[/folder]]

[[folder:Grand Theft Auto IV]]
* The motorcycle chase ones are the worst, because you'll usually fall off your bike from the slightest brush against any obstacle (at which point they'll invariably escape by the time you can get back on.) You will likely break your controller on the mission "I Need Your Clothes, Your Boots, And Your Motorcycle," in which you have to chase and gun down a [[strike:professional stunt cyclist]] mob guy who starts the mission with a block's worth of lead on you, while the game throws every conceivable obstacle at you, up to and including trucks overturning right in front of you.
* Undress to Kill can be extremely annoying for beginners, especially if you don't know tricks like knifing the first strip club manager. Not to mention it's possible to get a GameBreakingBug where Playboy won't open up the next mandatory mission, The Holland Play, after completing Undress to Kill, making the story unwinnable.
* Any of Phil Bell's missions, but Catch the Wave in particular. Having to fight a couple dozen Russian drug runners with automatic weapons in a cramped building with only one entrance is bad enough. The fact that it's also an EscortMission, and Phil happens to be a LeeroyJenkins who frequently gets himself killed is what makes this mission so annoying[[note]]A common strategy is position the truck in a certain way so Phil gets stuck in the door when he gets out, keeping him safe until you clean out the building.[[/note]]. The rest of the mission involves protecting Phil from attacking boats while trying to get to the safe point, and that isn't much easier.
* The Snow Storm. You have to retrieve a package of cocaine from an abandoned hospital while fighting a dozen or so gang members, but the confined spaces make it difficult to aim at the enemies without getting into their line of fire. After you get the cocaine, police special forces (NOOSE) storm the building, and the only way back to the streets is guarded by several police cars. You must push through their lines and escape a three star wanted level (meaning they aggressively ram you, keep shooting your car and have a helicopter). Since the mission takes place on Charge Island, there's only one bridge off, with heavy traffic going out and cops coming in. There ''is'' a lifesaving secret, in the form of a boat at the docks behind the hospital that can be used to easily escape the police, but finding it [[GuideDangIt without a guide is unlikely]].
* Holland Nights. You have to make your way through a project building to get to a target on the roof, all while fighting off enemies. This part isn't that bad if you have good weapons, plenty of ammo and full health and armor on Niko, and they do give you a few health packs throughout the mission. But after finding your target (and either killing him or letting him go), you've got a 2-star wanted rating to shake, and have to escape the building while fighting off cops. And then, you have to lose the wanted rating (which may be even higher, depending on how many cops you killed in your escape) with them still on your tail. And if you die, you have to do the whole long mission again.
* "A Revenger's Tragedy". The mission is full of bottleneck moments. Most notably the part were you have to chase Dimitri's helicopter in a speed boat. Jacob will appear in an Annihilator to pick you up. You have a very limited window to board the Annihilator before Jacob hits the water and the timing can be so finicky at times that some people swear it's glitched.
[[/folder]]

[[folder:Grand Theft Auto V]]
* "Mr. Philips" - Though redeemed by the fact that you get to play as everyone's favourite badass psychopath, Trevor Philips, for the first time, if you're not sharp on your gunplay, this mission can become a real pain, as it's very easy to get flanked by the Lost M.C. and have your health drained rapidly, even with your special ability activated.
* "Did Somebody Say Yoga?", where a large portion of the level consists of you having to fiddle around with the controls in ''very'' specific combinations in order to perform exercises. And if you fail at any point during a set, you have to do that ''entire'' set all over again. Mess up three times, and you fail the mission. Oh, and the whole time, you have to put up with the annoying chatter of Amanda and Fabien as they comment on your physique. At least the same mission makes up for it somewhat by having [[spoiler:one of the most awesome drug-addled hallucination sequences in video game history.]]
* "The Humane Labs Raid" from ''Online''. ThatOneSidequest on the [[YMMV/GrandTheftAutoV YMMV page]] of the game mentions two of the setups [[note]]"Key Codes" and "Deliver EMP", if you're wondering[[/note]], and the finale is just as bad. You and your crew are split into two teams, and each team has reasonably difficult tasks, but what makes this worse is that both teams are separated from each other and cannot help each other out until about 3/4 into the finale. Coupled with this is a fairly difficult challenge where you and your crew have to complete the finale in exactly 11 minutes, ensuring that [[NoDeathRun nobody gets wasted]] and chopper damage is under 2%. These are what makes this the least popular heist.
** The ground team has to navigate corridors while the lights are out. Despite the whole facility being pitch black, [[TheComputerIsACheatingBastard the enemy guards have no problem pelting you and your partner with bullets from the first moment they can]]. Normally this wouldn't be so bad except the game pressures you and your partner to hurry to avoid the chopper team from having to put up so much resistance. The game also [[FakeDifficulty reduces the ammo count of assault rifles and pistols to 120 for the duration of the heist]], two weapon types that would be much for useful in the hallways they keep throwing you and your partner into than [=SMGs=] and shotguns, two other weapon types that you will most likely resort to due to you bringing your own ammo.
** The chopper team has to deal with enemy infantry, trucks, and helicopters outside. The helicopters themselves aren't too bad, but with only one gunner means it can be really difficult to avoid taking a missile to the face due to how long it can take for the pilot and gunner to coordinate an assault on the enemy helicopters. Complicating things is the fact that the chopper team has to focus on both the enemy attack helicopters and try to attack enemies on the ground before they reach the labs and approach the ground team from behind, becoming another factor to hurry the ground team. Finally, you need to hope you have the right players on your heist, because helicopter flying and gunning are both skills a player might not have gotten, while fighting on the ground is mandatory to learn for any player. Also, the game does not make it clear that the gunner can take one of the chaingunners' seats, rather than the front-mounted explosive round cannon, and that it would allow them to switch what side they're on (making coordination much easier), but doing so subjects the gunner to the AI's [[TheComputerIsACheatingBastard pinpoint aim]], making the chaingunner position a liability.
* The Prison Break finale in ''Online'' has absolutely no margin for error, and [[CheckpointStarvation only one checkpoint]] shortly after the beginning: failure means having to start over practically from the start. The players split into three teams, each of which have it rough:
** The "Prisoner" and "Guard" have to infiltrate the prison and [[EscortMission escort the client]] out of the prison and into the escape plane. The client, thankfully, is [[ArtificialBrilliance smart enough to find cover and stay out of harm's way]], but the players still have to deal with [[EliteMooks NOOSE]] bearing down on them like a wall of bricks.
** The "Demolitions" player is tasked with stealing a prison bus to run as a decoy while the "Prisoner" and "Guard" team infiltrate the prison. That part is easy: the hard part is protecting the plane the "Pilot" is flying, as well as the escortee once he and two players accompanying him get to a transport truck and start making their way to the airstrip. They are given an armed helicopter to pull this off, but helicopters in this game tend to be very unwieldy: you'll need nerves of steel and a good deal of dexterity to be of any use.
** The "Pilot" is tasked with bringing the plane to the airstrip for the escortee. Shortly before reaching your destination, however, fighter jets will start coming after you. You can stay mostly safe by staying behind the jets (and if the "Demolitions" player is a decent helicopter pilot, that will make things easier). The tortuous part comes when the escortee, the "Prisoner", and the "Guard" come to the airstrip and it's time to pick them up, all while dealing with a '''five-star wanted level'''. Anything can go wrong here: someone can die, the plane can get shot up, or a stray NOOSE van may clip a wing on takeoff and destroy the plane.
[[/folder]]

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