Mafia 2 All Collectibles Guide May 2026

This guide serves as a complete methodology for locating and acquiring all collectible items within the action-adventure video game Mafia II (2010). The game features two distinct categories of collectibles: Wanted Posters and Playboy Magazines. Unlike many open-world games where collectibles are strictly abstract gameplay extensions, the items in Mafia II are deeply rooted in the game's 1940s and 1950s aesthetic. This document provides a categorical breakdown of all items, organized by game chapter to ensure chronological acquisition efficiency, along with contextual analysis of their placement within the narrative.


Besides the bragging rights and the Platinum/1000G Trophy/Achievement, there are tangible in-game rewards: mafia 2 all collectibles guide


Empire Bay is large and detailed. The hunt pushes you into back alleys, rooftops, docks, and abandoned buildings you’d otherwise ignore, revealing the game’s atmospheric ’40s–’50s setting. This guide serves as a complete methodology for

  • Chapter 5: The Buzzsaw (Magazine #5 – Missable): In the back room of the slaughterhouse, just before you confront the target. Once you leave, you can never return.
  • Chapter 6: Room Service (Magazines #6–#9 – Highly Missable): The entire mission takes place in the luxurious Hotel Empire. Magazines are in the laundry room, the kitchen pantry, a maid’s cart on the 3rd floor, and the penthouse bathroom. Get them all before the fire spreads.
  • Chapter 7: The Wild Ones (Magazines #10–#12): In the auto garage where you steal the hot rods. #10 is under a car lift, #11 is in a locker room, #12 is in the foreman’s office.
  • Chapter 9: Balls and Beans (#13 – #16): Inside the massive warehouse shootout. Search every office and catwalk. #16 is on a crate near the exit.
  • Chapter 10: The Bridge (#17 – #19): During the mission to blow up the observatory. #17 is in the ranger station at the base of the mountain. #18 and #19 are in the observatory itself—one in the planetarium, one in the basement.
  • Chapters 11–14 (The Remaining 31): From this point, the world is fully open. Most of the remaining magazines are in static locations: the Oyster Bay tenement (Vito’s building, three different apartments), the King’s Corner bar (behind the bottles), and the various dockside warehouses. The final magazine (#50) is in Leo Galante’s office during "Sea Gift," on his personal desk—a final nod to the power of print.
  • | Issue | Impact | |-------|--------| | No in-game checklist by chapter | You need external notes or a wiki | | Posters are very tiny / hard to spot | Easy to miss even with map markers | | No reward for 100% completion (original) | Later patches added a car & outfit | | Map markers appear only after getting close | Still requires searching | Empire Bay is large and detailed

    In the pantheon of open-world action games, Mafia II, developed by 2K Czech, stands apart. Unlike the sprawling, activity-filled maps of its contemporaries like Grand Theft Auto IV, Empire City is a meticulously crafted, linear narrative first and a sandbox second. This design philosophy extends to its collectibles. There are no arbitrary 200 pigeon carcasses or hidden jumps. Instead, Mafia II offers a curated, manageable, and highly rewarding hunt for 159 Wanted Posters and 50 Playboy Magazines. These items are not mere padding; they are time capsules that enrich the game’s 1940s–1950s noir atmosphere, offering mechanical benefits and social commentary. This essay provides a definitive guide to finding every collectible, structured by the game’s chapters, ensuring that Vito Scaletta’s rise through the criminal underworld is also a tour of its hidden history.