One Last Thing to Do...

## Mission Objectives

* Dispatch Greene's thugs.
* Get to the cruise ship port.
* Fight your way to Greene's ship.
* Run and jump aboard Greene's ship.
* Dispatch the guards in the hold.
* Go to the hold exit.
* Navigate through the corridors and find the exit.
* Dispatch the thugs in the ballroom.
* Use the elevator to get to the upper decks.
* Dispatch the thugs.
* Find Greene.
* Dispatch the remaining thugs.
* Confront Greene in his cabin.
* Escape the ship before it explodes.
* Fend off the last wave of thugs.
* Dispatch the final remaining thugs.
* Shoot the thug.

## Conditions of Failure

* Protagonist dies
* Paul fails to reach Greene's ship in time.
* Paul fails to jump aboard the ship in time.
* Paul jumps off of the ship.
* Paul fails to escape the ship in time.
* Paul fails to shoot the final thug, leading to death

* Story Complete
* $4,000,000
* The Captain Outfit
* The Hurricane Cruise Lines are open

**One Last Thing to Do...** is the 21st and final mission of Chapter 8 as well as the final storyline mission in *Wolves' Dens 4,* given to protagonist Paul Brown by Detective Grant Miller. It immediately starts after "Justice Served to the Cook". The mission is checkpointed for the player where if the player quits the game, the mission will reload without any progress lost.

## Synopsis

> *"Per his word, Detective Miller has finally tracked Henry Greene down to a hijacked cruise ship stationed at a cruise terminal in Galveston, Texas. Having just finished off the corruption of the Biloxi Police Department, Paul must now reach the ship before it could sail away, find and put down Greene once and for all, for everyone in the past..."*
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## Plot

### Cruise Terminal 89, Galveston, Texas, 2:34 P.M.

Paul and Miller finally arrive at the cruise ship port terminal in Galveston, with Jack on getaway with a dinghy boat near the coast. Paul then walks into the terminal and starts heading towards the docked cruise ships, but he is recognized by some of Greene's stationed men and they proceed to start shooting at him, prompting him to run into a back area, leading to a luggage area. Paul then arms himself with his hidden Lucius Sawed-Off Shotgun and his .50 Caliber Venom and starts storming the security stationed in the loading area. Paul then fights his way towards the area where the cruise ships were stationed, where he notices Greene's ship starting to sail off. Paul then desperately looks for a way on board and finds that the luggage door for the cargo hold was left open, prompting him to jump on board. Paul then fights his way through the cargo hold and cautiously through the corridors of the ship. Paul then notices explosives planted and realizes that Greene has the ship rigged to blow shall it be compromised. Paul then navigates his way through the ship until he reaches the ballroom, where he notices Greene taking a lift towards the upper decks. Paul then assaults the ballroom and starts attacking the dozens of enemy thugs stationed within.

## Note

* Once this mission is started, players cannot exit the mission, regardless of whether they fail or not. If players quit, it will take them back to the main menu. The only way to exit the mission is to reload a previously saved game.

## Deaths

* Henry Greene - Shot through the chest once (Merciful) or multiple times (Vengeful) by Paul Brown for causing the downfall of the original Southern Hounds as well as being involved with Lenny Brown's death (Vengeful as Lenny).
* Numerous counts of the Greene Mafia - Killed by Paul Brown for getting in his way of killing Henry Greene.

## Trivia

* This mission takes inspiration from *Max Payne 3*.
	+ In both adaptions, the main protagonist (Paul and Max Payne) storm a terminal in an attempt to reach and stop their main target(s). In Paul's case, he stormed a cruise ship terminal in an attempt to reach Greene's ship, while in Max's case, he stormed an airport terminal in an attempt to track down Victor Branco to his hangar.
	+ In both adaptions, the song "TEARS" by HEALTH plays when both characters face a large room full of enemies. In Paul's case, it played when he stormed the ballroom full of thugs, while in Max's case, it played when he stormed the main waiting area terminal full of guards.
	+ In both adaptions, both characters dove towards danger and fired their pistol in a slow-motion action in an attempt to blow up their final target. In Paul's case, he fires his gun at a thug aiming his RPG at him, causing the bullet to hit him in the neck and accidentally fire the RPG in the helicopter, while in Max's case, he fires his gun at Armando Becker, a corrupt police general, who was firing his grenade launcher. Max hit his grenade, causing it to explode next to Becker.
		- On top of that, both characters narrowly survive the ensuing explosions.
	+ In both adaptions, they were assisted by a police detective after bringing down a corrupt police department. In Paul's case, he is assisted into action by Miller after helping him get rid of the corrupt department in Biloxi, Mississippi, while in Max's case, he is assisted into action by Wilson Da Silva after helping him bring down the Sao Paulo branch of the U.F.E..