In GTA 4 you start with a few dollars, no gun, and a narrow bed in Roman’s apartment in Hove Beach, which matters more than the cutscenes let on. Every early decision, from which errand to take first to how much to spend on armor, shapes how smoothly the first borough goes, and the city does not leave weapons lying around on street corners for you to grab.
| Starting district | Hove Beach, Broker |
| First safehouse | Roman’s apartment |
| Boroughs | Broker, Dukes, Bohan, Algonquin, Alderney |
| Hidden collectibles | 200 pigeons |
| Stunt jumps | 50 |
The opening chapter keeps Niko close to home. Roman needs rides, Michelle wants company, and Little Jacob calls with jobs that introduce the Jamaican side of Broker, while Vlad Glebov hangs over everything as the debt collector Roman cannot shake. These missions double as a driving course, because most of them involve getting someone across town in one piece without attracting a cruiser. It is easy to rush them, but they are where the heavy car physics and the cover system first click.
Weapons show up gradually, mostly through story jobs and the back-room gun shops.
Once Mikhail Faustin and Dimitri Rascalov take an interest in Niko, the tone darkens and the jobs start involving armed crews. Hits around the Perestroika cabaret and the docks feel like a different game compared with the cab rides of the first hour, and new players who skipped buying armor usually notice the difference on their first failed attempt.
Cash is limited early, so the order of purchases matters more than it will later. A sensible sequence keeps Niko alive through the Russian mob missions without leaving him broke:
Later, Little Jacob’s friendship perk lets Niko buy guns from the trunk of Jacob’s car at a discount, which changes the math completely. Until then, the gun shops are the main supply, and grabbing armor from fallen gunmen during missions quietly saves a lot of money.
Healing works on a similar budget. Hot dog stands and vending machines top up health for pocket change, and new players often forget they exist until a mission ends with Niko limping and a long drive ahead.
Early in the game the bridges are closed off, and crossing them before the story allows brings an instant heavy wanted level. After the Broker chapter falls apart, Niko and Roman move to a new place in Bohan, and from there the map opens toward Algonquin. New contacts arrive quickly: Elizabeta Torres and Manny Escuela in Bohan, then Playboy X, Dwayne Forge, and the McReary family once Algonquin is in play.
The difficulty curve jumps here. Firefights stretch across rooftops and warehouses, gangs carry rifles instead of pistols, and police respond faster in the dense streets around Star Junction. Players who trained their cover habits in Broker handle this smoothly, while anyone still sprinting into fights starts seeing the retry text far more often.
Choices begin stacking up as well. Deciding between Playboy X and Dwayne Forge, or between Francis and Derrick McReary, changes which friends, safehouses, and calls Niko gets, so many players keep a separate save before each one.
Alderney belongs to the last third of the story, where Ray Boccino and Jimmy Pegorino pull Niko into the Italian side of Liberty City crime. Missions grow longer, helicopters appear more often, and armored gunmen take several body shots before going down, so headshots from cover stop being a luxury. The late jobs also bring Ray Bulgarin back into the picture, tying Niko’s past to the present in a way that pays off the earlier hints about his war years.
This stretch is where opinions split. Some players find the Pegorino missions repetitive, with one more errand for one more boss, while others argue that the repetition is the point, since Niko keeps saying he wants out and keeps getting pulled back in. The heroin deal with Dimitri that closes the story is the payoff for both readings.
Ammo and armor become less of a worry by now, because missions and side work keep the wallet full. The real challenge shifts to patience, since long jobs have no midpoint checkpoints and a single mistake near the end means starting over.
Hot dog stands and vending machines restore health instantly if one is nearby, and body armor taken from downed gunmen buys extra time. Once Niko is dating Carmen Ortiz, she can restore his health over the phone. Dialing 482-555-0100 also refills health, armor, and ammo, though the stats screen records every cheat, which completionists usually avoid.
Algonquin and Bohan open through story progress after the Broker chapter collapses and Niko has to leave Hove Beach. Crossing a closed bridge early triggers a heavy LCPD response, so it is rarely worth it. Alderney follows later, around the time Ray Boccino and Jimmy Pegorino enter the story.
New safehouses come from the story rather than purchases. Niko moves to Bohan after leaving Broker, and choosing to kill Playboy X hands him the penthouse in Northwood, which many players use as their main base. Each safehouse lets Niko save, change clothes, and sleep away a wanted level.
GTA 4 opens slowly, but the slow start in Hove Beach is what makes the later chapters land. Buy armor before the Faustin jobs, learn cover while the stakes are low, and treat each bridge into Bohan, Algonquin, and Alderney as a step up in difficulty, and Niko Bellic’s climb from Roman’s cramped apartment to Jimmy Pegorino’s final deal feels like a rise you earned one mission at a time.