Mission: “Get Enzo Conti”
Prerequisite: Secure “Garbage” and “Guns” Rackets
See Donovan to Discuss Enzo Conti
Return to Donovan’s tac-ops center in the Blue Gulf Motel (1) in Delray Hollow to trigger a scene: Lincoln is ready to make a deal with Enzo Conti, and Donovan puts them in touch. Enzo wants to meet in the quarry.
Talk to Enzo
Follow the trip route to the main entrance of the Chitimacha Hill Mining Company (CHMC) quarry located (2) on our district map. Use your vehicle to smash right through the front entry gates (A). Then follow the tire tracks past the trailer (B) (a Vargas painting hangs inside) up to the main building (C).
Enter the building to trigger a cinematic: a tense initial meeting turns into a deeper understanding between Lincoln and Enzo. Enzo reveals the integral involvement of Remy Duvall in all aspects of Sal Marcano’s casino. Remy is the front, the legit face of the project. He lives up in fancy Frisco Fields, but he’s hard to find because Sal’s sister-in-law Olivia Marcano is keeping him sequestered and safe.
As Lincoln and Enzo drink to their new partnership and prepare to move out, a squad of Sal’s assassins arrives looking to short-circuit the deal.
Kill Marcano’s Hit Crew
This is just an old-school gun battle. Take cover behind the wooden railing and start picking off the hitmen. Work fast because their gunfire tears apart the railing chunk by chunk, eventually stripping away your cover. If that happens, hop over the railing and take cover behind the crate with the pizza box. A Pasadena AR30 assault rifle sits on the crate too.
When the first wave of hitmen is eliminated, get ready—an explosion tears open the building’s left wall and more gunmen open fire from outside! This event triggers a new objective for you.
Plant Explosives in the Quarry
This is a three-step objective. Enzo wants to demolish the entire CHMC plant so Sal can’t draw income from it. Three objective markers appear onscreen that lead you to TNT caches where you must plant bombs.
Rock Crusher Building
The nearest TNT cache is less than 30 meters away. First, gun down the multiple attackers outside the newly blasted hole. Then go climb the stairs to the big red building next door (D), which houses the industrial rock crusher. Watch out for a shooter on the exterior balcony!
Enter the building, turn left, and follow the objective marker to the crate of explosives. Plant a bomb here to complete the objective’s first step. To reach the next bomb-plant location on an upper level of the quarry, continue through the white door next to the CHMC logo. Climb several flights of stairs, ready for more hostile gunmen at the top.
Rock Extraction Area
You emerge from the rock crusher building onto a high landing that overlooks a pair of construction trailers and a rock extraction area (E) just 60 meters ahead. Target the explosive red barrels (circled in our shot) in the distance to take out several foes then descend the exterior stairs.
Head inside either one of the trailers for cover and start gunning down the next wave of attackers. Once the immediate area is clear, exit and climb the next staircase to a long, open storage shelter with a corrugated tin roof. Go inside the shelter and plant a bomb on the explosives crate indicated.
Loading Depot
Descend the dirt ramp to the quarry’s lower level and take cover at the staircase railing. Watch as more carloads of Marcano’s men pull up and block your path to the loading depot (F) across the road. Shoot to draw their attention; when they rush forward to cover, target the two explosive red barrels to knock out several enemies. If they take cover behind their cars, toss grenades to detonate the vehicles!
Here you can hustle into the blue trailer on the right and use it for cover, moving from window to door as you clear out the remaining hostile goons. When you finally get inside the depot, plant your last bomb on the crates marked Explosives and exit via the side door into the garage.
Escape the Quarry
A brawny Bulworth Mohican sits in the garage. Press the button indicated to open the garage door and then hop into the jeep and wait for Enzo to join you. Marcano’s crew block the main gate, but you can drive straight for the train tunnel (G) directly across the quarry instead. Entering the tunnel triggers a quick glorious cutscene of the explosions behind you.
Lose Marcano’s Men
Accelerate hard down the tunnel, veering toward each small team of shooters posted along the route in order to scatter them. You finally emerge in the Barclay Mills warehouse district (3). Unfortunately, several more cars full of Marcano’s killers are waiting for you. Now you need to lose them!
A nice move is to keep following the railroad tracks as they curve south between warehouse rows. The mob cars can’t follow your Mohican as well over tracks or other rough terrain, so use that advantage for your escape. Keep an eye on the red blips on your Minimap, taking routes that avoid them as best you can.
Take Enzo to Henrietta’s Hotel
When you finally shake the pursuit, take Enzo to the Carousel Hotel (4) in Delray Hollow. This triggers Lincoln’s first interactive sitdown meeting with his three Underbosses at the old plantation mansion (5) down in Bayou Fantom.
Assign the District to an Underboss
You previously assigned the district’s two rackets, Garbage and Guns, to your Underbosses. But now you must assign the entire district of Barclay Mills to an Underboss. When you assign the whole district, full control of its two rackets also goes to that Underboss. The other two Underbosses will resent this, especially if they lose a racket in the deal. But it’s early enough that they’ll grudgingly stick with Lincoln. Later, when more districts are available for assignment, you can redress the imbalance and keep everyone’s loyalty, if you want.
Note that when a boss loses a racket, you lose any Favors you gained by assigning him/her that racket earlier. You can scroll through each boss to see what Favors are gained or lost before you make the assignment.
After the sitdown meeting, another scene plays: Lincoln reports Enzo’s news about Remy Duvall and Olivia Marcano to Donovan. He learns that Duvall is head of the Southern Union, a KKK-like racist fraternity. And although Olivia comes from old Southern money, with all its power and high society connections, she’s not above getting her hands dirty in the drug business. As a female capo, she makes a unique target.