Items

Our three Mafia: Definitive Edition item pages describe four sets of things to find in Lost Heaven: the 20 Terror Tales magazines, the 12 phone booths whose calls start the Free Ride side missions, and the 5 postcards that make 5 hidden cars appear. Read together, the pages agree on something none of them says outright: every pickup sits behind a different number of steps once Free Ride is open. Fifteen magazines and the five postcards ask nothing beyond being in the mode. The cars ask for the postcards. The booths ask for notes, one booth asks for nightfall, and five magazines ask you to be inside a particular story chapter. This page is sorted by that ladder.

The Ladder: Zero to Three Steps, Then the Story Clock

SetSteps after Free Ride opensWhat has to happen firstCount
Free Roam Terror Tales0Nothing; be in the mode15
Postcards0Walk into Bertone's Auto Service garage; all five hang on one board5
Hidden cars1Hold all five postcards, or the cars cannot be taken5
Phone booth #11Play at least four chapters, then read the note in Salieri's Bar's pool room1
Phone booths #2 to #102Finish booth #1's mission, then read the ten notes that appear in the bar9
Phone booth #113The ten notes, plus switching to night through the framed picture in the conference room1
Phone booth #123The ten notes, plus one final note upstairs in the bar1
Story Terror TalesOutside Free RideReach chapters 9, 10, 12, 17 and 20; the chapter 9 pickup closes when the barn cutscene starts5

Free Ride itself opens after the first story chapter, according to the phone-booths page, and the note that starts the booth chain does not appear until at least four chapters have been played. So the bottom rungs are reachable soon after the prologue, and the top rung, the twelfth booth, needs a completed mission, ten notes and one more note in the bar's upstairs rooms.

Zero Steps: Fifteen Magazines and One Notice Board

The magazines page lists its 20 issues in the order it expects you to meet them, five inside story chapters and 15 in Free Roam. Grouped by district instead, the 15 free ones cluster in the same parts of the city the booths do, with Works Quarter holding the most.

DistrictIssuesWhere each one sits
Works Quarter#1, #4, #13The lower of the two docks near West River; a pile of wood past the fences at the water's edge; a chair and wooden table to the left of Central Rail Station
Oakwood#7, #15The church entrance; the alleys by a dumpster at the top left of the district
Lake Fyer#2, #14A dock below the dam, next to a chair; the top left of the dam, on the floor in front of two chairs
Countryside#10, #12The well behind the church on the road to Clark's Motel; the dock at Berry Wood Creek Lake on the right side of the Countryside
Holbrook#6, #11A worn chair at the park's southern edge; inside a small wooden hut in the middle of the district
Beech Hill#9Right of the big mansion's entrance on the district's east side
Central Island#3The end of a small boat bridge under Giuliani Bridge, beside a chair and a fishing rod
Chinatown#8An alley under the O and W of the district's map lettering, next to some junk
Jayhawk Bluff#5Outside the leftmost of three small huts on the top side

The postcards are simpler still. The postcards page puts all five on the board inside Bertone's garage, and collecting them is one of the steps toward the achievement it calls The Whole Story.

One Step: The Five Cars and the First Booth

Two rungs need one prior act. The cars need the postcards: the postcards page says the hidden cars cannot be collected until all five cards are, and driving off in all five pays the Car Thief Number One achievement.

CarDistrictGetting in
Trautenberg SportDowntown, the Waterfront on the lower western sideKick down a wooden door, then shoot through the crates behind it, so bring a gun
Flame SpearCentral Island, south-eastA street garage you open; the page calls this the fastest car at 280 km/h
Manta PrototypeWorks Quarter, the east wall of Central Rail StationClimb the crates over the wall, then follow the single path through the crate maze to a garage
DisorderCountryside, the north-east cornerA street garage you open
Lassiter V16 AppolyonBeech Hill, off the easternmost streetThe owner fights you when the garage opens; beat him and drive away

The first booth needs the first note. Once at least four chapters are behind you, it waits in Salieri's Bar in the room with the pool table, to your right as you enter, and the booth it points to stands midway between Little Italy and Works Quarter on the road that bends south. Completing that call's mission is what unlocks the other eleven.

Two and Three Steps: Booths Two to Twelve

After the first mission, ten more notes appear in the bar: one by the stairs, two in the conference room beside the pool room, two in the dining room, one on the upstairs table to your right, three in the room beside that table and one in the room opposite. Each note opens a booth, and the phone-booths page gives a map grid reference for every booth after the first.

BoothWhereGridExtra step
#2Chinatown, outside the Chinese RestaurantF-13 to G-14None
#3North Park, outside the Liquor StoreM-14None
#4Central Island, on the N of the map letteringJ-17None
#5Downtown, the last buildings before Saint Paul CoastN-18 to N-19None
#6Outside Wanchouse, as the page names itQ-13 to Q-14None
#7Between Downtown and OakwoodO-16 to O-17None
#8Before Saint Paul Coast, to the south-east of OakwoodQ-18 to Q-19None
#9Works Quarter, the last buildings before the coastF-19 to G-19None
#10To the south-east of Lake Fyer's R on the mapJ-5 to J-6None
#11West of Works Quarter, at the bend in the roadD-17Night only: interact with the framed picture opposite the conference room door
#12South of Little Italy, level with the R in West RiverG-16 to H-16One final note in the bar's upstairs area

The Story Clock: Five Magazines Inside Chapters

The five remaining magazines are not in Free Roam at all. The magazines page places them inside chapters 9, 10, 12, 17 and 20, and it gives one of them a window that closes.

ChapterIssueWhereWindow
9, A Trip to the Country#20On a crate on the barn's ground floor while Sam is being defendedTake it before the last enemy falls; the cutscene removes the chance
10, Omerta#18The bar counter when you go in to talk to TonyNone stated
12, Great Deal#16A table on the right in the room where the sprinklers are turned onNone stated
17, Election Campaign#19The first office on the left during the prison escape, on a table behind barsNone stated
20, The Death of Art#17A table outside the room where Sam is killedNone stated

Neither of our two mission walkthroughs covers one of these five chapters. The Saint and the Sinner page does tell you to search the Corleone Hotel's rooms and watch the rooftop chairs and tables for collectibles, but no Terror Tales issue is listed there, so whatever it means belongs to a set our pages do not describe.

Where to Go Next

The two missions themselves, Sarah and The Saint and the Sinner, are walked objective by objective on our quests guide. The Mafia: Definitive Edition hub puts all five pages on the game's two clocks, the story and Free Ride.

Collectible Questions

How many Terror Tales magazines are there?

Twenty. Five are inside story chapters and 15 are in Free Roam, and the issue numbers 1 to 20 each appear exactly once on the magazines page.

Do the hidden cars need the postcards first?

Yes. The postcards page says the cars cannot be collected until all five postcards are, and the five cards hang together on one board in Bertone's garage.

When do the phone booth missions unlock?

Free Ride opens after the first story chapter, but the note that starts the chain needs at least four chapters played. The phone-booths page describes these calls as the game's only side quests.