Mafia 3 All Missions in Order: Full Story Walkthrough

Complete list of Mafia 3 all missions in order, from the prologue to the final sit-down, plus district rackets, capos, and DLC chapters.

Mafia 3 drops you into New Bordeaux in 1968 with one goal: tear down Sal Marcano's empire piece by piece. The problem is that the game never hands you a clean checklist, and its district-based structure makes it easy to lose track of what comes next. That's why so many players search for Mafia 3 all missions in order before starting a second playthrough or cleaning up missed chapters. This walkthrough breaks down every story mission by district, explains how rackets and capos gate your progress, and covers the optional and DLC chapters that are easy to skip.

Related Mafia III guides you may find useful:

How Mafia 3's Mission Structure Actually Works

Mafia 3 doesn't use a straight line of numbered levels like its predecessors. Instead, the campaign is split into two mission types: story chapters that advance the main plot, and optional chapters that flesh out characters and rackets.

Each of the nine districts in New Bordeaux has one main story chapter divided into two parts. Those two missions are tied to the district's two rackets — you have to take over both before a third mission unlocks that lets you kill the lieutenant or capo running the district. The final three districts add an extra wrinkle: a key character has to be dealt with before the capo becomes available.

There's also a set of betrayal chapters. Depending on which underbosses you favor with district assignments, one of them may turn on Lincoln, and you'll have to put them down. According to community reports, these missions only trigger under specific loyalty conditions, so not every playthrough includes them.

Story Chapters vs. Optional Chapters

Chapter TypeRequired to Finish?Who Gives ItWhat It Unlocks
Story chaptersYesAutomatic progressionNext district, capo kill
Betrayal chaptersConditionalStory triggersRemoves a hostile underboss
Agenda missionsNoUnderbossesCharacter backstory, perks
Conversation missionsNoVarious charactersBackstory, expire if ignored
Trafficking missionsNoUnderbossesRacket earn boost, side mission

Why the Order Isn't Always Identical

Because you choose which districts to hand to Cassandra, Burke, and Vito, the sequence of some missions shifts between playthroughs. The fixed content is the prologue and the district chapters themselves — the order you tackle districts in after the opening is largely up to you. That flexibility is why a single "canonical" mission list is tricky, and why most guides organize everything by district instead.

The Prologue: Missions 1–9

Everything before you take the reins of the empire is linear. Guides like the GamePressure story mission breakdown group this opening stretch as the prologue, running nine missions before the game opens up. This is where you meet Lincoln Clay, witness the betrayal at the Federal Reserve, and survive the ambush that sets the revenge plot in motion.

Key beats in this section include:

  • The Vietnam flashback that establishes Lincoln's combat skills
  • The robbery that goes sideways
  • The massacre at the bar and Lincoln's near-death recovery
  • Father James's role in sheltering him
  • The first sit-down with your future underbosses

Once the prologue wraps, you'll recruit your first lieutenant — Cassandra — in the mission often listed as Old Times' Sake. From there, New Bordeaux is yours to dismantle in whatever order you like.

Mafia 3 All Missions in Order by District

Below is the full district-by-district breakdown. Remember: within each district you clear both rackets first, then the capo mission opens up. The final three districts also require handling an additional key character before the capo is vulnerable.

Delray Hollow

MissionType
Thicker Than BloodRacket takeover
The Way of FleshRacket takeover

Delray Hollow is typically your first real district and serves as a tutorial for the racket system.

Barclay Mills

MissionType
The Dead Stay GoneRacket takeover
A Little Late for ThatRacket takeover

Pointe Verdun

MissionType
The Blade Stained RedRacket takeover
Brave New WorldRacket takeover

River Row

MissionType
Work the Man Who BleedsRacket takeover
Fish Gotta EatRacket takeover

Tickfaw Harbor

MissionType
Hot Rubber & Cold BloodRacket takeover
The Connection to CubaRacket takeover

Southdowns

MissionType
The Fists & the FlamesRacket takeover
Jesuit in New MexicoRacket takeover

French Ward

MissionType
Evil That Men DoRacket takeover
The Poor SumbitchRacket takeover

Frisco Fields

MissionType
The Privileged Die SlowRacket takeover
There's a War Goin' OnRacket takeover
Yet Here We AreCapo mission

Frisco Fields is one of the later districts and includes the extra key-character step before the capo becomes available.

Downtown

MissionType
Compromised CorruptionRacket takeover
Everyone Will NoticeRacket takeover

Bayou Fantom

MissionType
Sit DownStory mission

New Bordeaux (Finale)

MissionType
In Comes the DevilFinal story mission

The endgame converges on the In Comes the Devil chapter, where Lincoln's war against Marcano reaches its conclusion and the fate of your underbosses is decided.

Optional Chapters You Shouldn't Ignore

Optional chapters aren't required, but skipping them costs you money, perks, and story context. There are three flavors, and each behaves differently.

Agenda Missions

Agenda chapters come from your underbosses and only advance when you hand them more districts. To see all three agenda missions for a given underboss, you need to give that character control of three districts. These missions chain short tasks with backstory reveals and are the main way to unlock underboss perks.

Conversation Missions

Conversation chapters unlock at fixed story points and offer quick character insight. The catch: they expire. If you don't complete a conversation mission before a certain progression milestone, it's gone for that playthrough. If you're a completionist, prioritize these as soon as they appear.

Trafficking Missions

Trafficking chapters give background on whoever assigns them and open an optional side mission that raises the earn rate of that underboss's rackets. In practical terms, these are your best passive income boosters, so run them early.

Optional TypeExpires?Best Time to Do It
AgendaNoAfter assigning 3rd district
ConversationYesImmediately on unlock
TraffickingNoEarly, for racket income

DLC Missions and Their Place in the Timeline

Mafia 3's three major story expansions add their own mission chains. They're separate from the main campaign, but each is worth slotting in once you've finished the base game.

DLCNotable Missions
Faster, Baby!Another Brother Falls, Herbalism
Stones UnturnedCreature of Habit
Sign of the TimesA Little Closure

Faster, Baby! sends Lincoln to Sinclair Parish to help Roxy Laveau, Stones Unturned pits him against a military conspiracy with John Donovan, and Sign of the Times deals with a cult terrorizing New Bordeaux. Community consensus is that Stones Unturned has the strongest mission design of the three, while Sign of the Times adds the most new systems.

Tips for Keeping Your Mission Order Straight

A few habits make the campaign far less confusing:

  1. Finish both rackets before hunting the capo. The capo mission literally won't spawn until both rackets in a district are under your control.
  2. Assign districts deliberately. Spreading districts evenly unlocks agenda missions across all three underbosses, but concentrating them builds loyalty and avoids betrayal triggers.
  3. Do conversation missions on sight. They vanish silently, and there's no in-game warning before they expire.
  4. Use the map's district view. It shows racket status and remaining objectives at a glance, which is faster than digging through the mission log.
  5. Save before big assignments. Betrayal chapters hinge on your choices, so a manual save lets you see both outcomes.

If you want the official patch notes and update history while you play, the Mafia series page on Steam is the most reliable source for version changes that occasionally affect mission triggers.

How Long Does the Full Mission List Take?

Based on player experience, a focused run through the main story chapters takes roughly 20–25 hours, while clearing every optional chapter, racket, and collectible pushes a completionist run past 50 hours. The DLC adds another 8–12 hours combined. Betrayal chapters can shorten or lengthen that depending on how many underbosses you lose.

Frequently Asked Questions