Mafia III Playboy Magazine Locations: All 50 Issues
Track down every Mafia III Playboy magazine location across New Bordeaux with this district-by-district collectible guide.
If you're chasing 100% completion in New Bordeaux, the fifty Playboy magazines scattered across the map are some of the most easily missed collectibles in the game. Nailing down every Mafia III Playboy magazine location matters because these issues aren't just retro eye candy — they're tied to trophies, achievements, and a genuinely interesting slice of 1960s pop-culture history that 2K baked into the world. The tricky part is that the game never hands you a checklist. You have to comb through ten districts, from the swamps of Bayou Fantom to the docks of Tickfaw Harbor, and many of the magazines sit on desks, porches, and rooftops you'd otherwise sprint right past.
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What Are the Playboy Magazines in Mafia III?
The Playboy magazines are a set of 50 collectible issues hidden throughout New Bordeaux. Each one is a period-accurate replica of a real magazine cover and centerfold from the 1960s, and picking one up unlocks it in a gallery menu where you can flip through the pages at your leisure.
According to 2K Games, the collectibles were designed so that players would "look carefully on desks and tables throughout New Bordeaux" to find classic issues. That's a good hint about placement philosophy: the developers rarely hid these in absurd spots. They wanted them to feel like objects that naturally belonged in a 1968 Louisiana crime setting — left on a bar counter, tucked in a motel room, or sitting on a workbench.
Why They're Worth Collecting
| Reason | Detail |
|---|---|
| Trophy/Achievement progress | Collecting issues contributes to completion-related trophies |
| Gallery unlock | Each issue opens a readable digital replica in the menu |
| Historical flavor | Covers and articles reflect real 1960s publishing |
| Exploration incentive | Encourages visiting every district, including optional areas |
Beyond the checklist appeal, the magazines double as environmental storytelling. Flipping through them gives you a window into the era's advertising, fashion, and journalism — a nice touch in a game that leans hard into its late-'60s setting.
When Can You Start Collecting?
Here's the good news: all 50 magazines are available from the very start of the game. You don't need to finish a single story mission before the first issue becomes collectible, and you can grab them any time you're free to roam the open map.
That flexibility cuts both ways. On one hand, you can chip away at the collection between missions and never feel pressured. On the other, there's no in-game tracker pointing you toward the nearest one, so it's easy to forget a district entirely. A practical approach is to clear collectibles district by district as the story naturally sends you into each area.
A Sensible Collection Order
- Start with districts you already control — no hostile patrols slowing you down.
- Sweep interiors first — bars, warehouses, and motels hide a large share of issues.
- Check rooftops and porches last — these are the spots players most often miss.
- Cross off districts as you finish them — the game won't do it for you.
Mafia III Playboy Magazine Locations by District
Below is the full district breakdown. Each entry lists the issue date and a description of where it sits, so you can match the location to your in-game map. Note that the dates don't follow a strict chronological order across the map — the issues jump between 1961 and 1966 depending on the district.
Bayou Fantom
| Issue | Location |
|---|---|
| March 1962 | Inside a shack southeast of the Catfish Queen |
| June 1962 | Inside a shack on an isolated island east of the southern tip of Delray Hollow |
The Bayou issues are the ones most players find last, because the area is easy to skip once the story moves downtown. The island shack in particular requires a boat or a swim, so set aside a few extra minutes.
Barclay Mills
| Issue | Location |
|---|---|
| September 1963 | Inside a shack home in west central Barclay Mills |
| November 1963 | On the back porch of a house in south Barclay Mills |
Barclay Mills is an industrial district, so the "shack home" description can be confusing — look for the smaller residential structures tucked between the mills rather than the factory buildings themselves.
Delray Hollow
| Issue | Location |
|---|---|
| May 1964 | Inside the Double Barrel Bar |
| August 1964 | In the basement of Sammy's Bar |
Delray Hollow is one of the earliest districts you'll spend time in, which makes these two a natural starting point. Sammy's Bar basement is a spot plenty of players walk past without realizing there's a lower floor.
Downtown
| Issue | Location |
|---|---|
| December 1964 | Inside a Hangar Supply Co. building along the southwest shore |
| April 1965 | In a portable building behind Shaker's Club and Bar |
Downtown's issues are split between the waterfront and the nightlife strip. The Hangar Supply Co. building is easy to overlook because it reads as scenery rather than a point of interest.
French Ward
| Issue | Location |
|---|---|
| April 1961 | Inside a nondescript brick warehouse along the eastern shore |
| February 1962 | In the side yard of a brown two-story house along the north shore |
The French Ward warehouse is genuinely nondescript — there's no signage to guide you, so you'll want to hug the eastern shoreline and check each brick building.
Frisco Fields
| Issue | Location |
|---|---|
| March 1965 | Under a pergola in the back yard of a house in southeast Frisco Fields |
| September 1965 | Inside a shack house in the southwest corner, across from Fareham Grocery |
Frisco Fields is the upscale district, which makes the "shack house" placement a little unexpected. Use Fareham Grocery as your landmark and work outward from there.
Pointe Verdun
| Issue | Location |
|---|---|
| July 1965 | On a park bench overlooking the bay in northern Pointe Verdun |
| August 1965 | Inside a garage behind Blarney's Pub |
The park bench issue is one of the few that's genuinely out in the open — if you're strolling the northern waterfront, you may grab it by accident.
River Row
| Issue | Location |
|---|---|
| May 1963 | In the back room of Baby Bear B.B.Q. |
| July 1964 | Inside Bayside Shipping at the northern tip of River Row |
Both River Row issues sit inside businesses, so expect to walk through a front door before you can reach them.
Southdowns
| Issue | Location |
|---|---|
| March 1966 | Inside a room at the Pearl Diver Motel |
| April 1966 | On a rooftop next to the Catfish Queen |
The rooftop issue is the standout here. You'll need to find a way up, so scan for ladders, fire escapes, or adjacent structures before giving up.
Tickfaw Harbor
| Issue | Location |
|---|---|
| July 1962 | On top of a building behind Blarney's Pub at the northern end of Port Bourbon |
| August 1962 | Inside a portable building at the southern end of Port Bourbon |
Note that Blarney's Pub appears in both Pointe Verdun and Tickfaw Harbor references — they're separate placements, so don't assume you've already grabbed one because you found the other.
Tips for Finding Every Issue Faster
Collecting 50 items across a sprawling open world is a test of patience more than skill. A few habits make it far less tedious.
Use Landmarks, Not Coordinates
The game gives you named businesses, bars, and motels as reference points. Memorizing those beats trying to eyeball map coordinates, especially since interiors don't show up on the map at all.
Check Vertical Space
A meaningful chunk of the list sits above ground level — rooftops, upper floors, and porches. If a district feels "done" but your count is short, look up.
Sweep at Night or During Downtime
Hostile districts are easier to search when you're not dodging firefights. If a district is still contested, consider finishing its racket takeover first, then return for a calm collectible pass.
Keep a Written Checklist
The game tracks how many you've found but not which ones. Community reports consistently say the biggest cause of a "missing" magazine is simply losing track of which district you've already cleared.
What's Inside the Magazines?
The collectibles aren't just covers — several issues include readable articles that reference real publishing history. Two examples worth noting:
- The January 1964 issue announces a Playmate Review, inviting readers to vote on their favorite Playmate from the previous decade.
- The February 1964 issue features an article titled "Georgia Peach" about that month's Playmate, Nancy Jo Hooper.
These details are drawn from the in-game gallery and match the real magazine's editorial style of the period. It's a small touch, but it's part of why the collectible set has held up as one of the more memorable side activities in the game.
Common Mistakes Players Make
| Mistake | Fix |
|---|---|
| Assuming magazines only spawn after a certain mission | They're available from the start — begin early |
| Skipping Bayou Fantom | It holds two issues, including an island one |
| Confusing Blarney's Pub placements | There are two separate issues near similarly named spots |
| Ignoring interiors | Most issues are indoors |
| Forgetting rooftops | At least one issue requires climbing |
If you're cross-referencing with a video walkthrough, keep in mind that community uploads sometimes label districts differently than the in-game map, which can send you to the wrong neighborhood.
Wrapping Up Your Collection
The Mafia III Playboy magazine locations span all ten districts of New Bordeaux, and grabbing all fifty is one of the more satisfying completion tasks in the game — partly because it forces you to actually explore the world the developers built. Start early, sweep district by district, check every interior and rooftop, and keep your own checklist. Do that, and you'll close out the set without a second pass.
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