Quests
Favors are the errands your crew hands Lincoln Clay once he has people working for him, and the three chains we walk share one gate: none of them appears until you have finished an Emotional Attachment in Bayou Fantom: Sitdown. What separates them is not difficulty but what you are left holding at the end. Two of the three run a set number of jobs and finish with an achievement. The third is repeatable by design, and every run puts more money on a racket that was already earning.
| Chain | Who asks | Starts in | Jobs | What it leaves you with |
|---|---|---|---|---|
| I.R.A. Don’t Ask | Thomas Burke, underboss | Pointe Verdun | Five | The I.R.A. Don’t Ask achievement once the fifth one lands |
| .45 in My Hand | Cassandra, underboss | Delray Hollow | Three | The .45 in My Hand achievement once the third one lands |
| Are We Cool | Emmanuel Lazare, Cassandra’s lieutenant | Delray Hollow, then the Bayou | Two halves, repeatable | $20,000 added to the racket’s earnings, every single run |
The Two Chains That Finish
Burke wants cars, and he wants them intact. His favors exist to keep his I.R.A. contacts supplied, and each of the five jobs marks three vehicles that have to arrive in decent condition, at his salvage yard in Pointe Verdun for the four car jobs and at a drop point for the one that asks for boats. The first of them tells you to read the green screwdriver icon on the map, which is where the vehicles you want will spawn. Our I.R.A. Don’t Ask walkthrough runs them in the order they unlock, and the interest is in how each one changes the theft rather than the target count.
- Three orange Samson Richmond-Luxes, which is the plain version of the job. Intel View picks the car out once you are standing at the icon.
- Three red De’Leo Capulets, sitting inside police stations. A Police Dispatcher call or a Screaming Zemi gets you in and out.
- Three green Bullworth Aspens, which our page calls a repeat of the first job: mark the nearest one and take it.
- Three Cutler 50s, which are boats rather than cars. This one also waits until you have handed a second district to an underboss.
- Three blue Samson Dukes, the one job in the chain that warns you about guards. Tag them in Intel View and clear them from cover first.
Cassandra asks for the opposite. Her worry is that the Hollow cannot defend itself, so her three jobs are about moving guns rather than cars, and each one is flagged with a purple SMG icon. The .45 in My Hand walkthrough covers a weapons shipment guarded in Barclay Mills, where the high ledge along that building’s southeast edge puts you over the alleyway before you deal with the five men around the truck; a Dixie gun stash compound you are better off entering on foot through the northwest opening, with one shooter on the roof; and a police van in Southdowns, which is the fiddliest of the three because you have to draw the officers out of the guard post, clear the back lot and remember the one officer standing behind the van. Once you are in the van, losing the cops matters more than driving quickly, and Police Dispatcher does that work for you.
The One That Keeps Paying
Are We Cool is commissioned by Emmanuel Lazare, who is not an underboss at all: our mob bosses guide lists him as Cassandra’s lieutenant, and the money from his runs lands on her rackets rather than his. You meet him at the boathouse behind the First Baptist Church in Delray Hollow once the Hollow is yours and Cassandra has been made its gang leader. The first half is a boat lifted from Church Dock, a run out to Smuggler’s Dock, a wait for the drop and a load of weed hauled back, finished off by hijacking a truck to deliver it. The second half, Our Losses, has you take the shipment boat off the Dixie Mafia instead.
Every completed run raises what the racket earns by $20,000, and the mission reappears from the bayou afterwards, so it behaves like an income tap rather than a quest. How often you can pull it depends on how much Cassandra holds: two runs are available while her share is small, and more trafficking work opens up as she takes on further rackets. The Are We Cool guide also explains the one condition that stalls it, which is starting a run while the racket behind it is already fully developed.
Getting The Markers To Behave
The complaints filed against Are We Cool read like bugs and are mostly the game explaining itself badly. Drive to the destination after the first errand and get out of the car there, because staying in it is what leaves you with either no marker for the next objective or a marker pointing back at ground you have already cleared. That, plus the fully developed racket condition above, accounts for the stalls.
One set of favors is missing here, and it is worth knowing which: our underbosses guide names I Need a Favor and Seems Simple Enough as Vito Scaletta’s side missions, and we have no walkthrough for either yet. For the rest of the loop these errands feed, the underbosses and mob bosses guide covers who has to be removed before a district can be handed over, and the Mafia 3 guide keeps the ledger of what sits inside each district of New Bordeaux.