Grand Theft Auto 5 remains one of the greatest entries in the famed Rockstar series over a decade after its debut. The game has stayed alive due to its online mode, with numerous fresh updates being introduced for everyone to enjoy. But one of the primary reasons GTA 5 was such a huge hit was its narrative mode, which is now one of the most popular single-player games out there.
While every single task was action-packed, each chapter was loaded with wonderful narrative moments that made gamers laugh or tremble. But, while every mission is unique, there are a handful that stand out.
1. “Crystal Maze”
It’s clear from the first few missions with Trevor that he’s a lot more rash and has a lot more people going after him than Franklin and Michael. This may be seen in Crystal Maze as he pursues the O’Neil brothers. After the family takes Trevor’s company, he plans to eliminate each and every one of them.
This is a usual shootout a mission in which players must eliminate all targets in their path. The icing on the cake, though, is being able to blow up their house in a dramatic way in the end.
2. “Three’s Company”
This is the first task in the main plot that incorporates all three playable characters. The task is to assist the FIB in stealing Ferdinand Kerimov, who the FIB thought was dead but is now alive and being questioned by the IAA.
This task is very fun since each character has a particular purpose in the objective, and the player gets to interact with them all. Trevor pilots the helicopter, while Michael descends to grab Kerimov. Meanwhile, Franklin is prepared to strike with a sniper rifle.
3. “Lamar Down”
Lamar Davis is one of the best personalities in GTA 5. He originally appears as Franklin’s long-time buddy before befriending Trevor. After Lamar was betrayed and kidnapped by the Ballas gang, the three crew members banded together to attack the gang’s sawmill stronghold in the “Lamar Down” mission.
Michael, Trevor, and Franklin conduct a three-way attack on the sawmill, allowing players to knock out the Ballas and rescue Lamar in a planned manner. “Lamar Down” is enjoyable to replay since it is one of the game’s best-developed non-heist missions.
4. “Meltdown”
Michael and his son Jimmy may now travel to Vinewood and walk the red carpet. The “Meltdown” mission begins innocently enough, with Michael going to pick up a suit, but quickly escalates when Devin appears and informs Michael that Amanda and Tracey are in danger.
Michael and Jimmy must then run home to confront Merryweather troops who have taken over Michael’s land and are keeping Amanda and Tracey prisoner. This is a difficult assignment that entails returning home and eliminating all of the troops in a short amount of time, but it concludes with a little witty from Jimmy.
5. “The Bureau Raid”
Steve Haines, a cocky FIB agent for whom Michael has been working, requests that the primary trio steal any evidence of Haines’ misdeeds from the FIB building. This is one of the game’s later heists, but it also just features Michael and Franklin (Trevor isn’t present since he is unhappy with Michael). This one offers two alternatives as well.
In “Covert,” Michael disguises himself as a janitor and rigs the FIB with explosives. They infiltrate as firefighters after they detonate to obtain the information. “Roof” has them all fly to the top of the FIB building, parachute down, and steal the data from there.
6. “The Paleto Score”
This is most certainly the most silly mission in the game. It appears to be insignificant since Michael, Franklin, and Trevor want to rob a bank near Paleto Bay. However, this bank has more than $8 million in its vaults, and there are plenty of cops ready to apprehend anyone who attempts to steal it.
This is why they have been assigned the mission of acquiring heavy military-grade armor and weaponry. To escape with the money, players must fend off cops and the local army while dealing with tanks coming at them. It’s nonstop action from start to finish, so don’t expect to be able to take a breather.
7. “Derailed”
While Michael and Trevor are hiding from Martin Madrazo, Trevor discovers that Merryweather Security is currently transporting something significant via train. Trevor takes a motorcycle to try to reach the train, and the two work together to reach and grab this possible wealth. Not only that, but players will be able to land on and drive along the moving train’s top.
Once towards the front, Trevor will hijack the train and seize control long enough for it to pass through the station and collide with another approaching train at the precise place required. The operation concludes with a firefight with Merryweather and a Dinghy pursuit down the river.
8. “The Third Way”
Players can choose how the game ends, with Franklin being asked to kill either Michael or Trevor. However, the third option is the best and most authentic. The three of them band together to wipe out several of the enemies that have tortured them throughout the game.
It begins with a shoot-out between the FIB and Merryweather and finishes with each character killing one victim at a time. When all is said and done, they all work together to take the life of another person who has been a pain in the buttocks since he entered their lives.
9. “The Merryweather Heist”
Trevor wants to make a large score, which is why he is ready to carry out “The Merryweather Heist.” Trevor becomes aware that Merryweather has unique cargo in their hands that he wishes to get and sell. And, unlike other missions, which require taking multiple methods to the same task, this robbery offers two drastically different possibilities.
The first plan is for Michael to get onboard a cargo and set bombs that will sink the ship. The other option is to utilize a submarine to dive deep underwater and retrieve a gadget. Each strategy delivers a unique gameplay experience, yet they both result in the same prize at the end.
10. “Father/Son”
After losing his job at the dealership, Franklin seeks advice from Michael on how to advance in life. This is cut short when Jimmy phones to report that Michael’s boat, which has Jimmy on board, has been stolen. They rush into Amanda’s car and race after it. The concept is that players will follow the truck that has the boat down but will never be able to pass it.
Players must get near enough to Franklin to jump on, then drive alongside it so Jimmy can fall into the automobile and Franklin may exit. The automobile will ultimately break down, resulting in much irritation and a heated back-and-forth.