Our Mafia: Definitive Edition coverage is five pages: two mission walkthroughs and three collectible guides, gathered on a quests page and an items page. No page numbers the chapter it belongs to, and none is a chapter list. What every one of them makes clear is which mode it belongs to. The two missions and five of the magazines belong to the story; the phone booths, the postcards, the hidden cars and the other fifteen magazines belong to Free Ride, which the phone-booths page says opens once the first story chapter is finished. This hub is split the same way, and inside each half it runs in the order the game lets you at things.
Reading Order
| Page | Mode | When you can use it | What it holds |
|---|---|---|---|
| Sarah walkthrough | Story | A chapter the page does not number, starting as Salieri's Bar closes | Two objectives: an escort and a brawl |
| The Saint and the Sinner walkthrough | Story | A mission the page does not number | Fifteen objectives, three of them drives, and a trophy |
| Terror Tales magazine locations | Story and Free Roam | Five in chapters 9, 10, 12, 17 and 20; fifteen once Free Roam is open | Twenty issues, numbered 1 to 20 |
| Phone booth locations | Free Ride | After chapter 1, with the first note appearing once four chapters are played | Twelve booths, twelve notes, the game's side missions |
| Postcard locations | Free Roam | Any time in the mode | Five postcards on one board and the five cars they release |
The Story Half: Two Missions and Five Chapters With a Magazine
Sarah is the short one. Luigi asks Tommy to walk his daughter home as the bar shuts, she has a food basket to deliver on the way, and the men who have been bothering her turn up after the delivery: four or five punks fought one at a time, one of whom drops a knife worth taking, then a large hoodlum introduced by a cutscene and beaten with the knife, a plank, a bat or bare hands. The page ends it in her apartment, where she offers to treat Tommy's injuries, and notes that the chapter ends there too.
The Saint and the Sinner is the long one, and the page calls it one of the game's more iconic missions, rebuilt from the 2002 original. It runs from a bomb collected upstairs at a shop, through two drives with Sam to St Michael's Church and the Corleone Hotel, into a hotel searched room by room for Michelle in 208 and then for the manager, up to his office across a terrace to plant the bomb and take his papers, and out over the rooftops and through the church to Johnny and a hearse. Finishing it earns a trophy, Murder in the House of God. The quests page sorts all seventeen of the two missions' objectives by what each asks of Tommy.
Five Terror Tales issues can only be picked up inside story chapters, and the magazines page is the only one of ours that names chapters by title and number: 9, A Trip to the Country, where the issue on a crate in the barn is lost once the last enemy dies and the cutscene runs; 10, Omerta, on the bar counter; 12, Great Deal, on a table in the sprinkler room; 17, Election Campaign, inside the first office you pass on the left while breaking out of the prison; and 20, The Death of Art, on a table just outside the room in which Sam dies. Neither of the two walkthrough missions is one of those chapters.
The Free Ride Half: A Bar, a Garage and the City
Free Ride begins in Little Italy, where the phone-booths page says you spawn, and Salieri's Bar there is the base for the mode's side missions. Nothing happens until at least four chapters of the story are behind you; then a note appears in the room with the pool table, pointing at a booth on the road west out of Little Italy where it turns south toward Works Quarter. Answering that call and finishing its mission unlocks the rest, and ten more notes are waiting in the bar afterwards, spread across the stairs, the conference room, the dining room and three upstairs rooms. Two booths carry a condition of their own: the eleventh only exists at night, which you reach by interacting with the framed picture facing the conference room door, and the twelfth waits for one last note upstairs. The page gives a map grid for every booth but the first, and calls these calls the only side quests in the game.
Bertone's Auto Service is the second base. All five postcards hang on the board inside his garage, and holding them is what makes the five hidden cars appear: the Trautenberg Sport behind a kicked-in door and a wall of crates on Downtown's waterfront, the Flame Spear in a Central Island garage (the fastest car in the game at 280 km/h, the page says), the Manta Prototype past the crates on the east wall of Central Rail Station, the Disorder in the Countryside's north-east corner, and the Lassiter V16 Appolyon in Beech Hill, whose owner has to be beaten before it can be driven away. The postcards count toward the achievement The Whole Story and the cars toward Car Thief Number One.
The fifteen Free Roam magazines are scattered rather than gathered, and the magazines page places them by district: three in Works Quarter, two each in Oakwood, Lake Fyer, the Countryside and Holbrook, and one each in Beech Hill, Central Island, Chinatown and Jayhawk Bluff. The items page lays all four sets on one ladder by how many steps stand between Free Ride opening and each pickup, from the magazines and postcards that need nothing to the two booths that need three things.
The Map the Five Pages Share
Four of the five pages give directions by district, and the phone-booths page goes further, reading positions off the letters of the district names printed on the map, so that booth two sits above the C of China Town and booth four on the N of Central. Works Quarter is the busiest district on our pages, with three magazines, the Manta Prototype behind its rail station and booths on two of its edges. Central Island, Downtown, Oakwood, Chinatown, Lake Fyer, the Countryside and Beech Hill each appear on at least two of the collectible pages, while Holbrook, Jayhawk Bluff and North Park appear on one. Salieri's Bar is the address the story half and the Free Ride half share: Sarah begins as it closes, The Saint and the Sinner ends with Sam driving back to it, and every phone booth note is read inside it.
What These Pages Do Not Cover
Chapter numbers are the biggest gap. Our five Mafia: Definitive Edition pages contain no chapter list and no walkthrough beyond Sarah and The Saint and the Sinner, so the numbers above, 1, 4, 9, 10, 12, 17 and 20, are the only ones any of them states. The twelve phone booth missions are located but not described past the first call. The hotel mission mentions collectibles in the Corleone's rooms and on its rooftops that are not Terror Tales issues, so they belong to sets none of our pages lists, and the two achievements and one trophy named above are the only ones the pages mention.
Mafia: Definitive Edition Questions
When does Free Ride unlock?
Once the first story chapter is done, the phone-booths page says. The phone booth missions inside it need more: the note that starts them appears only once at least four chapters have been played.
How many collectibles do these pages locate?
Twenty Terror Tales magazines, five postcards and the five hidden cars they unlock, plus the twelve phone booths that start the Free Ride side missions. Any other collectible set in the game is outside what our pages describe.
Which mission pays out Murder in the House of God?
The Saint and the Sinner. The trophy is awarded when the mission ends, after Johnny is dead and the hearse has lost the police.

