Quests
Our two Mafia: Definitive Edition mission pages are written the same way, as a run of bold objectives in the order the game hands them out. Sarah has two objectives and takes a few minutes; The Saint and the Sinner has fifteen and runs from a bomb collection to a hearse. Because the objective is the unit both pages count in, this guide sorts the seventeen of them by what each asks of Tommy: an errand, a drive, a search, a fight or an escape. Read that way, Sarah is a walk and a brawl, and the hotel mission is three drives wrapped around a building you clear floor by floor.
Seventeen Objectives, Five Kinds of Ask
| Kind of ask | Sarah | The Saint and the Sinner | What it comes down to |
|---|---|---|---|
| Errand | Walk Sarah to her apartment | Collect the bomb from Vincenzo; meet Sam at the car; plant the bomb and take the money and documents | Follow a marker, pick something up or put it down |
| Drive | None | To St Michael's Church; to the Corleone Hotel; back to Salieri's in the hearse | Follow the route on the map, not the marker |
| Search | None | Find Michelle; find her in room 208; find the manager's note; find a way up to the rooftops | Read a card or a note, then take the corridor it names |
| Fight | Teach the punks a lesson, then the large hoodlum | Kill the manager in the lounge; reach the manager's office; kill Johnny | Fists and a knife in Sarah; a rifle from the hotel rooms in the other |
| Escape | None | Over the rooftops; through the church | Cover, ladders and first aid boxes |
The counts are one errand and one fight for Sarah, and three errands, three drives, four searches, three fights and two escapes for The Saint and the Sinner. Fifteen and two make the seventeen in the title.
Sarah: A Walk Home and Two Rounds of Fists
The mission starts as Salieri's Bar is closing, when Luigi asks Tommy to see his daughter home past the men who have been bothering her. The first objective is the walk: Sarah is carrying a food basket to someone's house, so you knock on the door for her, then cross the road and follow her toward the apartment until the punks step in.
The second objective is the fight, and the page splits it in two. First come four or five punks, taken one at a time with dodges; one of them carries a knife, and beating him lets you take it. Then Sarah calls out, a cutscene has a large hoodlum tackle Tommy, and you finish him with the knife, a plank, a baseball bat or your fists. Sarah invites Tommy up to treat his injuries, and the page notes that this cutscene ends the chapter as well as the mission.
The Saint and the Sinner: Three Drives Around One Hotel
The page calls this one of the game's more iconic missions, faithfully rebuilt from the 2002 original, and its fifteen objectives fall into the five kinds above.
The errands. Leave the building, take the shop on the left and go up the stairs; the bomb is on a table in front of the door. Sam's car is right outside by the stairs, and you drive. Much later, in the manager's office on the top floor, you gather the papers from the shelves and desks and plant the bomb beneath the desk at the room's centre.
The drives. The route to St Michael's Church appears after a short conversation with Sam, and the page's one driving tip, given for that first leg, holds for the other two as well: follow the drawn route rather than the marker, or you end up in the river. The hotel is around the corner from the church. The last drive is the getaway, in a hearse parked outside the church, with Sam aboard before you pull away; build speed, avoid obstacles, and a route appears once the police are lost.
The searches. Two women in the lobby and on the first landing point you to a room where the second tells you Michelle is in room 208. Search the other rooms before hers, because they hold collectibles and weapons, including a rifle you will want later. Room 208 is on the second floor: a Hotel Calling Card on a trolley at the top of the stairs adds detail, then the corridor on the left, another left, and the room a little way down on the right. The manager's note is on a desk to the left inside that room. The way to the rooftops is a wall to climb, stairs on the right and a ladder on the left.
The fights. The manager waits in the room to the right of the main lobby, armed and running between cover while your ammunition is limited, so the page tells you to pick your shots; killing a guard first causes the panic that brings him out. The door on the right after the lounge has first aid on the wall, and the office is across the terrace on the top floor with armed men around every corner. Johnny is the last target: follow him through the church, take cover, kill the men with the better weapons and pick those weapons up, and shoot him the moment he comes into view.
The escapes. On the rooftops you run left, climbing walls and using ladders where a wall is too tall, with policemen to be shot from behind cover along the way and collectibles on the chairs and tables to watch for. The church is reached over construction boards and down a flight of stairs, with first aid upstairs if you need it before descending and another box on the right wall just before the exit. Finishing the mission pays the trophy the page names, Murder in the House of God.
What the Two Pages Share
Both missions touch Salieri's Bar: Sarah begins there at closing time and The Saint and the Sinner ends there with Sam. Both end in a fight, and only the longer one marks its first aid, three times: on the wall through the right-hand door after the lounge, upstairs in the church, and on the wall by the church exit.
Neither mission is one of the five story chapters our items guide lists for Terror Tales pickups, which sit in A Trip to the Country, Omerta, Great Deal, Election Campaign and The Death of Art. The hotel page's collectibles are therefore from sets our pages do not cover. Everything else across our five pages, including how Free Ride opens after the first chapter, is on the Mafia: Definitive Edition hub.
Mission Questions
What does The Saint and the Sinner reward?
The trophy Murder in the House of God, awarded when the mission ends after the hearse escape.
How many enemies are in Sarah?
The page counts four or five punks, one with a knife, followed by a single large hoodlum after a cutscene. No guns are involved.
Where is room 208?
On the second floor of the Corleone Hotel: up the stairs, down the corridor on the left, left again, and a short way along on the right.