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Mission 3: Payback (level87)

The third story mission: Rembrandt leads a warparty into East Coney Island to tag over the Destroyers' burners, in reply to the previous mission's insult. Its scripts use tagging at tag spots, radios, fog and steam effects and door-opening goals.

Part of this summary is paraphrased from web sources until our own walkthrough of the mission replaces it. Sources:

Status 🚧 In Progress
Level level87 (story mission 3)
Checkpoints 0 of 5 built, 0 approved

Checkpoints

# Status Note
1 🚧 In Progress Plays to checkpoint 2 driven by the pad: the walk and climb to the first burner, triangle at its flag (the spray intro 334 where he stands, then the stick game as the loop 335 starts), the tag finished with the left stick, and the walk to the streets. Played on into checkpoint 2, chapter 2's set-up fails (the preLoadFile fix is being merged).
2 🚧 In Progress Played on from checkpoint 1 (2026-10-12, f325e018), chapter 2 sets up and plays its scene; the fight stance no longer cuts its first spray short (fix 2, #353), and a spray cut short there gives the spot back to the script (fix 1, #330). From a checkpoint 2 start the passers-by hold the money their types roll (the bums $1-$3, a civilian $5-$20), so the $1 muggings plausibly were of bums ($1-$3), the $0 ones of a seller or a Destroyer soldier (inferred; the victim is not logged); fix 3 (spawned humans carry no money) is withdrawn (#354).
3 🚧 In Progress From a checkpoint 3 start (2026-10-12, f325e018): the objective, the five spots and the spray-attack hint come in the script's order, but with no paint (three muggings paid $0; the sellers and a Destroyer soldier roll $0 in Coney, an open question) and no money dropped by a downed Destroyer (fix 4) no burner can be tagged.
4 🚧 In Progress From a checkpoint 4 start (2026-10-12, f325e018): Poizo's intro camera, the objective and the running-attack hint in order. The street burner needs paint; on the path links the roof burners are reached only through a door (the bar door, number 11) or a jump link, and the player could not pass the door; whether it is open in the original is an open question. No path link leaves the street for checkpoint 5: the way out is the scripted door ch4.Exit opens.
5 🚧 In Progress From a checkpoint 5 start (2026-10-12, f325e018): the stealth tutorial runs in order to the kill lesson and the player hides and sneaks, but creeping up on the guard puts him in the fight stance and there is no stealth kill, so the guard calls for help and the mission fails (fixes 5 and 6; Stealth).

What it needs

Its scripts can call 261 script bindings. 87 of them are new, which no earlier level of the story calls: 87 are implemented in Coney and 87 are traced. The full list is on the coverage page.

Family New bindings In Coney
Characters 13 13
AI 24 24
Gangs 10 10
Cameras 8 8
World and objects 6 6
Effects and lighting 3 3
HUD and menus 2 2
Sound and music 2 2
Scenes and movies 3 3
Levels and game state 6 6
Script flow 1 1
Configuration (Cfg) 8 8
Utilities 1 1

Research:

Run it in Coney

With your own disc (Playing a level); --checkpoint picks where it starts, 1 to 5:

coney --disc /path/to/disc --play-level level87 --checkpoint 1

Its disc test (needs CONEY_DISC; Building):

coney_tests "[disc][story]"

Open questions

  • Chapter 3 names a callback its script never defines (ch3.BoozerChallenge); Coney logs and skips it, and what the original does is not traced (Scripts, errors in a fresh state).
  • How the player reaches checkpoint 4's roof burners in the original: whether the bar door (number 11) is open at the checkpoint's start (Scripts, the fix list).

Notes

All five checkpoints play headless on the disc with no script error and player 1 moving under the pad. At checkpoint 1 the first tag spot's flag offers its prompt, triangle plays the spray intro and starts the stick game, and tracing the pattern with the left stick finishes the tag (coney_tests "[tagging]"); nobody has played it to the end yet.

All missions and how a mission moves between states.