10th anniversary update — Oct 8, 2026 · PS5 & Xbox Series 60 fps versions out now
Mafia III: Definitive Edition

All Mafia III endings

Quick answer

At the end you choose to leave New Bordeaux, rule it with your underbosses, or rule it alone. Leaving triggers one of three takeover epilogues depending on who runs the city; ruling alone (killing your underbosses) gets Lincoln killed by a car bomb. Betrayal missions depend on loyalty you spent the whole game managing.

Mafia III saves its biggest structural choice for the last ten minutes, and it hides the second half of the answer in decisions you made hours earlier. Here is how the final scene actually branches, what every epilogue says, and how district handouts and loyalty feed into it.

The last act turns dark — official screenshot

The final choice, on the record

After Sal Marcano dies, Lincoln's story closes through one of three paths:

  • Rule together — Lincoln stays and runs New Bordeaux with his underbosses. He expands across the South, gets richer than he ever expected, pays the right people, rebuilds Delray Hollow and buys up Frisco Fields — and loses Father James, the one person who truly cared, because of what he has become.
  • Rule alone — Lincoln kills his own underbosses and walks out of Eaglehurst Plantation as the only power left. As he turns the key in his car it explodes: Father James planted the bomb, deciding Lincoln had become no different from Sal Marcano.
  • Leave New Bordeaux — Lincoln disappears. The FBI deprioritises him, but Agent Maguire keeps the file open for decades, chasing sightings through California, Alaska, New York, South America and Vietnam.

If you leave: who inherits the city

Leaving triggers a takeover epilogue based on which underboss ended up with the city's strongest position. All three are worth watching at least once:

UnderbossTheir version of New Bordeaux
CassandraThe Commission, the Colombians and the Cubans all try to take her claim and learn what a mistake that is; the state answers with funding cuts, and the hurricane that bears her name eventually buries the city
Thomas BurkeA black-market liver transplant buys him sixteen more years; he floods the city with booze and then cocaine, becomes one of the South's richest men, renames the town Bourbon City and dies in a gang war with a Cuban crew
Vito ScalettaHe finishes what Sal Marcano never could — the Paradiso casino — and keeps building until New Bordeaux is the Las Vegas of the South, watching it all from his penthouse

If Lincoln stays and rules, the game leaves Cassandra, Burke and Vito in place running their territories — no fixed fates are shown for them, and the recorder stops there.

What actually decides your ending

The ending screen depends on two things, and only one of them is the final choice:

  1. Which underbosses are still alive and loyal. Any betrayal mission you trigger along the way is a death sentence for that underboss, and killing them locks in their second-in-command — kickback from that faction drops to 0.4% for the rest of the run.
  2. The final sitdown choice. Leave, rule together, or rule alone — with "rule alone" available precisely because your underbosses are dead by your hand.

Loyalty itself is managed across the whole campaign: assign rackets and districts, run agenda and trafficking missions, and avoid stripping turf at sitdowns. The underboss guide breaks that math down; the short version is that a three-way split of nine districts keeps everyone earning, and every district you claw back costs you percentage points and perks.

John Donovan's own ending

Whatever you choose, the epilogues keep following Donovan: in 1971 he testifies before a Senate committee, names Senator Blake as part of the conspiracy that killed President Kennedy, and shoots him dead on camera before walking out of the hearing. After that his fate is left open. It is the loudest scene in the epilogue reel and the one that buttons up the game's documentary framing.

Playing for all of them

Four clean outcomes (leave with three different inheritors, plus ruling together) and one explosive fifth means the endings are not a single choice but a district-ledger: keep backups of saves at the last sitdown, and the final two hours replay fast. If you want the trophy side too, the achievements page covers the two mutually exclusive sets — recruiting for Live Another Day versus killing for Can't Trust a Rat — that make a second run almost mandatory anyway.