
Heists
Three's Company
Act II · Lucia & Jason
- Location
- Vice City
- Protagonists
- Lucia & Jason
- Summary
- Raul brings a third specialist for a multi-site takedown. Switch across three simultaneous breaches.
Mission briefing
Three's Company is a Heists mission in Act II, playable as Lucia & Jason and set primarily in Vice City. Raul brings a third specialist for a multi-site takedown. Switch across three simultaneous breaches.
Inside the Leonida campaign structure, this entry feeds the Heists thread: its contacts, tone, and unlocks matter more to that lane than to unrelated hubs. Finishing it advances Triple-site heist template, with an immediate listed payout of $40,000 · Advanced switch set-piece.
Tone-wise, Act II missions in this category mix free-roam travel with scripted set-pieces. You should expect driving, on-foot objectives, and at least one surprise that forces a change of plan - a chase, a betrayal, a wanted-level spike, or a dual-character switch.
Scout the pause map before committing to the first yellow pin. Players who learn district exits in Vice City finish cleaner and medal faster than players who only follow the GPS line.
There is one backbone path, but dialogue picks and how loudly you resolve encounters can still change later mission lines and relationship outcomes.
Location guide
Three's Company anchors on Vice City. Dense traffic, CCTV clusters, and multi-lane chases. Garages and underground lots are your best star-clear tools. Avoid beachfront promenades during wanted levels.
Before the mission marker goes active, ride the block once in free roam if you can. Note one-way streets, garages, alley motorcycle cuts, and any water ramps. That five-minute scout saves restarts when the alarm hits.
Ambient threats in this district match the Heists fantasy: Private security opens most scores; police, then air units, then multi-agency response follow the alarm timeline.
If you fail and restart, your world position usually snaps to the checkpoint - but ambient wanted level and damaged personal vehicles may persist depending on how the checkpoint was written. Re-armor before re-entering the hot zone.
Objectives
- Breach site Alpha as Lucia
- Breach site Bravo as Jason
- Cover the specialist at site Charlie
- Link up for extraction
Recommended loadout
Pack a carbine or assault rifle with extended magazines, a shotgun for doorways and interiors, full body armor, max snacks, and either a high-handling sports car or a motorcycle for alley escapes. Heavy weapons (RPG, MG) belong in the backup vehicle - not always in your hands at mission start - so you are not slow during the opening stealth or social beat. Dual-character note: gear both Lucia and Jason before the mission. Switches mid-fight leave the idle partner on their last weapon and armor state.
Opposition & threats
Private security opens most scores; police, then air units, then multi-agency response follow the alarm timeline. Rival crews may attempt mid-escape theft of the take on larger jobs.
Detailed walkthrough
Classic Rockstar switch mission on timers. Final chopper or boat extract.
Mission start & preparation
Mission start places Lucia & Jason in or near Vice City. Before you touch the first objective marker, open the full map and note police stations, hospitals, garages, and any water routes - Three's Company punishes players who improvise without geography.
Read every line of the phone, corkboard, or in-person brief. Rockstar-style Leonida missions often hide soft fail conditions in dialogue: do not kill a contact, do not leave the district, keep a vehicle intact, or protect a VIP. Raul brings a third specialist for a multi-site takedown. Switch across three simultaneous breaches.
Recommended opening routine: repair or replace your vehicle, buy armor and snacks if a shop is available, set a waypoint to the primary pin, and approach without sideswiping traffic. Early wanted stars almost never help a gold medal run.
Dense traffic, CCTV clusters, and multi-lane chases. Garages and underground lots are your best star-clear tools. Avoid beachfront promenades during wanted levels.
Walkthrough overview
Quick reference walkthrough: Classic Rockstar switch mission on timers. Final chopper or boat extract.
Rewards on completion: $40,000 · Advanced switch set-piece. Unlocks tied to this mission: Triple-site heist template.
This mission follows a single primary path. How loud you play and which dialogue choices you pick can still alter later banter, relationship flags, and optional contacts.
Walkthrough - Breach site Alpha as Lucia
Objective 1 of 4: Breach site Alpha as Lucia.
This opens Three's Company. Travel to the marker without farming wanted stars. Use the approach roads around Vice City that keep you off camera clusters and police stations. If a cutscene plays on arrival, your loadout and vehicle state carry through - arrive prepared.
Stay oriented on the mini-map. Heists missions in Act II often spawn secondary markers (escape vehicles, allies, or optional loot) that are easy to miss under fire.
Dense traffic, CCTV clusters, and multi-lane chases. Garages and underground lots are your best star-clear tools. Avoid beachfront promenades during wanted levels.
Walkthrough - Breach site Bravo as Jason
Objective 2 of 4: Breach site Bravo as Jason.
Mid-mission objective in Vice City. Expect the resistance level to rise compared to the previous pin. Clear the immediate area, complete the interaction or combat beat, then reassess ammo and armor before moving on.
Gameplay tip: this is often where Three's Company teaches or stresses a mechanic - hacking, trailing, intimidation, boat handling, or protagonist switching. Failures commonly restart at a mid-checkpoint rather than the mission start.
Dense traffic, CCTV clusters, and multi-lane chases. Garages and underground lots are your best star-clear tools. Avoid beachfront promenades during wanted levels.
Walkthrough - Cover the specialist at site Charlie
Objective 3 of 4: Cover the specialist at site Charlie.
Mid-mission objective in Vice City. Expect the resistance level to rise compared to the previous pin. Clear the immediate area, complete the interaction or combat beat, then reassess ammo and armor before moving on.
Complication tip: plans break here on purpose. Prioritize the objective over perfect cleanup. Civilians and side enemies only matter if a gold criterion calls them out.
Dense traffic, CCTV clusters, and multi-lane chases. Garages and underground lots are your best star-clear tools. Avoid beachfront promenades during wanted levels.
Walkthrough - Link up for extraction
Objective 4 of 4: Link up for extraction.
This is the closing beat. Classic Rockstar switch mission on timers. Final chopper or boat extract. Confirm gold-sensitive conditions before you trigger the end marker: vehicle health, VIP health, wanted level, and any cargo integrity. Once the final cutscene starts, you usually cannot reverse a failed criterion.
Stay oriented on the mini-map. Heists missions in Act II often spawn secondary markers (escape vehicles, allies, or optional loot) that are easy to miss under fire.
Dense traffic, CCTV clusters, and multi-lane chases. Garages and underground lots are your best star-clear tools. Avoid beachfront promenades during wanted levels.
Escape, delivery & cleanup
When the last combat or interaction objective clears, Three's Company still requires a clean handoff. Lose heat with tunnels, public garages, mangrove blinds, district borders, or chop shops depending on where Vice City sits in Leonida.
Deliver cargo, intel, cash, or VIPs to the final marker with integrity intact. Damaged vehicles and bleeding allies can fail gold after an otherwise perfect shootout.
Do not skip the debrief cutscene on a first playthrough - Triple-site heist template often appear as map icons or phone contacts immediately afterward. Save manually if you are about to chain heist prep.
Fail conditions & restarts
Common fail states in Three's Company include death of a required character, destruction of a mission-critical vehicle, abandoning the mission area for too long, or killing a contact the brief told you to keep alive.
Wanted-level soft fails appear on stealth-leaning medals even when the story continues. If you are hunting gold, treat stars as a fail and checkpoint-restart rather than fighting the whole district.
On dual-character missions, letting the idle partner die in the world while you play the other can still fail the mission - watch both health bars when the UI shows them.
Gold medal strategy
Gold medal checklist for Three's Company:
- 1. All sites cleared
- 2. No specialist down
- 3. Sync extractions
Strategy: run a learning attempt to memorize routes, spawn points, and fail triggers. Then replay specifically for medals with cutscenes skipped and a pre-staged loadout.
If a criterion conflicts with another (speed vs stealth, for example), prioritize the harder one on a dedicated replay - many players unlock gold across two focused attempts rather than one perfect run.
After gold pops, you can freely replay for fun or collectibles without worrying about medal state.
Gold medal criteria
- All sites cleared
- No specialist down
- Sync extractions
Tips & tricks
- Replay from the last checkpoint if a gold criterion fails late - Three's Company evaluates medals per attempt, not across combined sessions.
- Stock snacks, armor, and ammo before accepting the mission; Vice City does not always expose a shop once the script locks the area.
- Open the pause map during the opening drive and pin a hospital plus a garage. Three's Company rarely gives you time to browse mid-chase.
- Before the score cutscene, mark a secondary escape on the map. Primary routes clog with scripted traffic the moment the alarm hits.
- If your stolen ride is smoking, swap to Lucia's nearby default vehicle - story spawns are usually undamaged and untraceable.
- Death during the final delivery drive can void payouts on heist-tier missions even after objectives show complete. Survive until the mission-passed banner.
Aftermath
When Three's Company completes, the game grants Triple-site heist template. Cash, gear, and contacts listed under $40,000 · Advanced switch set-piece apply after the mission-passed state - not merely after the last shootout.
Narrative aftermath depends on cleanliness and any mid-mission choices (spare/kill, approach, loyalty). First-completion flags usually stick even if you replay for gold later.
Suggested follow-up: open the missions catalog and queue other Act II entries in Heists, restock in or near Vice City, and check the phone for new texts from characters this mission advanced.
If this was heist prep, return to the planning board before starting unrelated side content - some assets despawn or require re-acquire if you wait too long in certain designs. Chain prep while the board is hot.
Rewards & unlocks
- Rewards
- $40,000 · Advanced switch set-piece
- Unlocks
- Triple-site heist template
Trivia
- Three's Company adapts classic GTA mission pacing into Leonida's Vice City geography - compare its beat list to similarly themed heists missions from earlier mainline games.
- This dossier's lead image is sourced from supporting-cast.jpg in the site media library.
- Tracked objectives: 4. Gold criteria: 3. Act placement: Act II.
- Heist-tier entries typically contribute more to late-game bank balance than story errands, but they also raise federal heat flags used by later missions.
- Playable cast label: Lucia & Jason. Primary setting pin: Vice City.
- Short summary retained for cards and SEO: “Raul brings a third specialist for a multi-site takedown. Switch across three simultaneous breaches.”



