The Lost and Damned 100% Checklist

What counts22 missions, 25 Gang Wars, 12 Bike Races, 10 bike thefts, 5 Dirty Laundry jobs, 50 seagulls, 3 random character jobs, 4 game wins, 7 friend activities
Opens afterMost of it opens after Bad Cop Drop and Politics
Counts toward 100%Everything on this page except the optional list near the bottom
RewardUnlimited ammo purchases, see Completion Rewards

Johnny’s 100% is a list of nine kinds of jobs. Finish every one and the game gives you a notice that your Game Completion has gone up, and the reward is unlimited ammo purchases. There is no 100% trophy in this episode, so the only prize is the ammo. Here is each item with where to start it, in the order a first-time player will meet them.

The Gang War 25 of 25 notice appears as Johnny stands amid an explosion.
Johnny stands by a parked car on a night street as a subtitle says just one seagull is left.
A Game Completion notice shows at the top left as Johnny walks a night street after the last seagull.

Quick reference

ItemHow manyWhere it startsJump to
Missions Story missions22The Lost clubhouse, then phone callsMissions
Gang Wars25Map blips, after Bad Cop Drop and PoliticsGang Wars
Race Bike Races12Helmet blips, after Liberty City ChoppersBike Races
Bike theft Angus’ Bike Thefts10Phone call to AngusBike thefts
Stubbs Dirty Laundry5Calls from Stubbs, after Off RouteDirty Laundry
Seagulls50Anywhere, from the first missionSeagulls
Random charactersMalc and Dave GrossmanBlue person icon on the radarRandom characters
Arm Wrestling1 winClub tablesArm Wrestling
Pool1 winClubhouse, Homebrew CafePool
Darts1 winLucky Winkles, Steinway Beer GardenDarts
Air Hockey1 winMemory Lanes bowling alleysAir Hockey
Terry Friend activities with Terry7 activitiesPhone, any friendFriend activities
Clay Friend activities with ClayThe same 7Phone, any friendFriend activities

Checking your progress

The pause menu has a stats page that lists your totals, so it is the quickest way to see what is left. Look it over every few hours of play. It shows your Gang War count, race wins, bike thefts and seagulls, which are the long jobs. The game does not list the friend activities or the four game wins, so keep your own tally of those. Tick things off as you finish them, and use the stats page to catch anything you missed.

The full list

All 22 story missions

The story starts with Clean and Serene and ends with Get Lost. Every mission counts, and the game moves you through them in a fixed order, with some phone calls in the middle opening a few at once. The full order, with each mission’s reward, is on the walkthrough. After Bad Standing you can reach Diamonds in the Rough and Roman’s Holiday once the earlier ones are done. Several missions hand out a bike you can order from Clay, which is covered on Completion Rewards.

Two Lost members stand by a parked chopper with the objective to take out the Angels of Death.
Johnny aims an assault rifle at a gunman on a scaffold with the objective Take out the Triads.
Johnny rides an empty road with the objective to lead The Lost back to the clubhouse.

25 Gang Wars

Gang War blips begin to appear after Bad Cop Drop and Politics. Ride to the blip with your brothers and wipe out the rival gang. The pay climbs by $250 each time, from $1,250 for the first war to $7,250 for the 25th. Terry and Clay come with you, which also builds their toughness for the Full Chat trophy. All 25 wars are on Gang Wars.

Johnny fires a submachine gun down a dark street beside a brother on a chopper.
The Gang War 1 of 25 notice appears with $1,250 pay as Johnny jogs along the street.
The Gang War 20 of 25 notice shows with $6,000 pay among burning cars.

12 Bike Races

Terry calls about the races once Liberty City Choppers is done. Win each of the 12 once. Only first place counts, and the pay goes from $500 to $3,250. Swing your bat at the other riders as you go, because 69 knockdowns earn the Get Good Wood trophy. Every race has a section on Bike Races.

Johnny leans out beside a rival rider on a curving road during a night race.
The Races 1/12 emblem appears after Johnny wins, with a $500 payment at the top right.
The Races 12/12 emblem appears on a night street as Johnny finishes the last race.

10 Angus’ Bike Thefts

Jim phones after Bad Cop Drop and Politics to say Angus has work. Call Angus, steal a bike and ride it to the garage in the alley beside the clubhouse. A clean bike pays $1,400, and a wrecked one pays much less. Each of the ten jobs is explained on Bike Thefts.

Johnny walks the alley as a $600 payment appears on screen.
A bike sits inside the raised garage door in the alley beside the clubhouse.
Johnny stands in the clubhouse alley as a $1,400 payment appears.

5 Dirty Laundry jobs

Stubbs calls with these after Off Route. There are five, they come in a random order, and each one pays $1,000. Check your weapons and your bike before you answer, because most have a clock or a fail condition from the moment you pick up. See Dirty Laundry for all five.

Johnny drives a black SUV away at night with a $1,000 payment shown.
A red Infernus drives past refinery pipes with a deadline shown at the bottom of the screen.
Johnny steps out of the dented Sentinel at the plaza with a $1,000 payment shown.

50 seagulls

Seagulls are out in the open all over Alderney and Liberty City, and they glow red at night. Shoot every one. The game counts down in a subtitle after each kill, so you always know how many are left. The last one shows a message that all seagulls are dead. Locations and a route are on Seagulls. Killing all 50 also unlocks the Innovation.

Johnny stands beside a parked car on a night street as a subtitle says 45 seagulls are left.
Johnny aims a rifle on a brick-fronted street as a subtitle says 21 seagulls are left.
A sniper scope shows seagulls on a pipe as a subtitle says 11 seagulls are left.

Malc and Dave Grossman

Watch the radar for a blue person icon. Malc has two jobs and Dave Grossman has one, and you need all three for 100%. Shifting Weight opens Malc, and This Shit’s Cursed opens Dave. Malc’s second job only appears a few in-game days after the first. Details are on Random Characters.

Johnny stands by two parked bikes with a $500 payment shown on screen.
Malc sits by his green bike and talks to Johnny, whose back is to the camera.
Johnny walks along a city street with a $500 payment shown.

Win at Arm Wrestling

You need one win. The Lost clubhouse table is the easiest, the Angels of Death table is in the middle and the Uptown Riders table is the hardest. Tap fast in each round and win two rounds out of three. You can also take on Terry, Clay or Jim after a Hang Out. The wager rules are on Activities.

Johnny grips hands with an Angels of Death biker as the arm wrestling instructions appear.
Johnny clenches his fists beside the wooden table while an Angels of Death biker strains against the arm.
The Angels of Death biker's arm is pinned to the table while Johnny pumps his fist.

Win at Pool

Pool is eight ball, and the clubhouse table is the easiest to reach. The Homebrew Cafe has another. Clear your group, then sink the 8-ball last. Sinking it early loses the game on the spot. One win is enough. Play it from a Hang Out and it also helps with the friend list.

A pool table with racked balls, and the on-screen help saying any colored ball may be hit.
The cue ball lines up a shot with help text saying to hit a solid ball, as two bikers watch.
An overhead view of the pool table with the help text saying a solid colored ball must be hit.

Win at Darts

Darts is a game of 301 at Lucky Winkles or the Steinway Beer Garden. Your last dart has to land on a double or the bull, so aim for a double when you have a few points left. Hold the crosshair steady before each throw. One win counts, and the full rules are on Activities.

A dartboard with Johnny and Clay both at 301 points and the prompt to step up to the line.
Johnny hits near the bullseye and the scoreboard shows 171 points remaining.
Johnny's score reads 2 points remaining on the dart scoreboard.

Win at Air Hockey

The tables are in the Memory Lanes bowling alleys, one in Firefly Island and one in Golden Pier. First to seven goals wins. Block first and shoot second, and save your hard shots for gaps in the defense. One win is all you need.

Johnny plays air hockey from above, with the game's controls listed on the left.
Johnny stands beside an air hockey table in the Memory Lanes alley as his opponent waits at the far end.
Johnny and his opponent each hold a mallet at opposite ends of the air hockey table.

Take Terry and Clay to all 7 friend activities

The seven are Air Hockey, Darts, Drinking, Eating, Pool, a show at Split Sides and the strip club. Calling any friend brings all three, so one outing per activity covers both Terry and Clay. The game does not track which ones you have done, so keep a tally. Friends has the places and tips.

Johnny and a friend stand by the dartboard as the subtitle says You win.
Johnny rides down a city street with his two friends on bikes beside him.
Johnny pays $50 as a friend stands beside him in a parking lot at night.

Not required for 100%

These do not move your completion number, though some are worth doing anyway.

  • Meeting Brian Jeremy as a random character, which only happens if you spared him in Bad Standing.
  • Winning 50 Gang Wars instead of 25, which brings every reward weapon to your safehouses.
  • Marking every location on the map.
  • Buying every ringtone, sound effect and theme from the phone’s web site.
  • Giving the street busker $10 three times to earn a ringtone.
  • Adding the ZiT! contact to your phone.
  • Building every gang member’s toughness to 100%. Terry and Clay at 100% earn the Full Chat trophy.
  • Using a car wash.
  • Holding up every store in the city.
  • Beating the high score at the QUB3D arcade game.
  • Paying for a prostitute’s services.
  • Finishing all five helicopter tours.
  • Taking Jim to every friend activity.
  • Winning a game of Hi-Lo.

What you can miss

Almost nothing is locked out for good, but a few things do disappear. Jim’s activities end after Was It Worth It?, so finish them first if you want him on every outing. He also stops joining Gang Wars, and Hang Out stops working. Hi-Lo and the clubhouse games also vanish once Get Lost ends the clubhouse, so finish your Arm Wrestling and Pool wins before the last mission. Brian Jeremy only shows up as a random character if you spare him. That one is not on the 100% list, so killing him costs you nothing. For the Brian encounter itself, see Random Characters.

Two club members arm wrestle across a table with a help message about arm wrestling your brothers.
Club members sit at a card table in front of a wall covered with colorful posters.
A framed photo and a tombstone plaque on the clubhouse memorial wall with a help message about paying respects.

A good order to play in

Start with the story up to Politics, since that opens Gang Wars, bike thefts and Dirty Laundry. Take the races once Liberty City Choppers is done. Shoot seagulls as you ride, because they pop up anywhere. Pick the friend activities and game wins in free minutes, ideally before Was It Worth It? so Jim can come along. Keep the Gang Wars for last, because they pay the most and each one also trains Terry and Clay. Check the stats page, then save. Finish Get Lost only when everything else is ticked, since the clubhouse games close with it.

The brick clubhouse stands on a quiet Acter street with a subtitle naming it as the Lost clubhouse.
Johnny sits on his Hexer in front of the clubhouse with a help message about riding in convoy.
Johnny rides a night street toward a stone arch during a bike race.