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
| Set | Steps after Free Ride opens | What has to happen first | Count |
|---|---|---|---|
| Free Roam Terror Tales | 0 | Nothing; be in the mode | 15 |
| Postcards | 0 | Walk into Bertone's Auto Service garage; all five hang on one board | 5 |
| Hidden cars | 1 | Hold all five postcards, or the cars cannot be taken | 5 |
| Phone booth #1 | 1 | Play at least four chapters, then read the note in Salieri's Bar's pool room | 1 |
| Phone booths #2 to #10 | 2 | Finish booth #1's mission, then read the ten notes that appear in the bar | 9 |
| Phone booth #11 | 3 | The ten notes, plus switching to night through the framed picture in the conference room | 1 |
| Phone booth #12 | 3 | The ten notes, plus one final note upstairs in the bar | 1 |
| Story Terror Tales | Outside Free Ride | Reach chapters 9, 10, 12, 17 and 20; the chapter 9 pickup closes when the barn cutscene starts | 5 |
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.
| District | Issues | Where each one sits |
|---|---|---|
| Works Quarter | #1, #4, #13 | The 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, #15 | The church entrance; the alleys by a dumpster at the top left of the district |
| Lake Fyer | #2, #14 | A dock below the dam, next to a chair; the top left of the dam, on the floor in front of two chairs |
| Countryside | #10, #12 | The 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, #11 | A worn chair at the park's southern edge; inside a small wooden hut in the middle of the district |
| Beech Hill | #9 | Right of the big mansion's entrance on the district's east side |
| Central Island | #3 | The end of a small boat bridge under Giuliani Bridge, beside a chair and a fishing rod |
| Chinatown | #8 | An alley under the O and W of the district's map lettering, next to some junk |
| Jayhawk Bluff | #5 | Outside 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.
| Car | District | Getting in |
|---|---|---|
| Trautenberg Sport | Downtown, the Waterfront on the lower western side | Kick down a wooden door, then shoot through the crates behind it, so bring a gun |
| Flame Spear | Central Island, south-east | A street garage you open; the page calls this the fastest car at 280 km/h |
| Manta Prototype | Works Quarter, the east wall of Central Rail Station | Climb the crates over the wall, then follow the single path through the crate maze to a garage |
| Disorder | Countryside, the north-east corner | A street garage you open |
| Lassiter V16 Appolyon | Beech Hill, off the easternmost street | The 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.
| Booth | Where | Grid | Extra step |
|---|---|---|---|
| #2 | Chinatown, outside the Chinese Restaurant | F-13 to G-14 | None |
| #3 | North Park, outside the Liquor Store | M-14 | None |
| #4 | Central Island, on the N of the map lettering | J-17 | None |
| #5 | Downtown, the last buildings before Saint Paul Coast | N-18 to N-19 | None |
| #6 | Outside Wanchouse, as the page names it | Q-13 to Q-14 | None |
| #7 | Between Downtown and Oakwood | O-16 to O-17 | None |
| #8 | Before Saint Paul Coast, to the south-east of Oakwood | Q-18 to Q-19 | None |
| #9 | Works Quarter, the last buildings before the coast | F-19 to G-19 | None |
| #10 | To the south-east of Lake Fyer's R on the map | J-5 to J-6 | None |
| #11 | West of Works Quarter, at the bend in the road | D-17 | Night only: interact with the framed picture opposite the conference room door |
| #12 | South of Little Italy, level with the R in West River | G-16 to H-16 | One 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.
| Chapter | Issue | Where | Window |
|---|---|---|---|
| 9, A Trip to the Country | #20 | On a crate on the barn's ground floor while Sam is being defended | Take it before the last enemy falls; the cutscene removes the chance |
| 10, Omerta | #18 | The bar counter when you go in to talk to Tony | None stated |
| 12, Great Deal | #16 | A table on the right in the room where the sprinklers are turned on | None stated |
| 17, Election Campaign | #19 | The first office on the left during the prison escape, on a table behind bars | None stated |
| 20, The Death of Art | #17 | A table outside the room where Sam is killed | None 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.