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Mafia III: Definitive Edition

Rackets & the district takeover loop

Quick answer

Each of the nine districts holds two rackets. Damage a racket until it stops paying — kill enforcers, hit targets of opportunity — and its boss comes out to stop you. Deal with the boss, then repeat for the second racket; after that the district's capo is exposed and a sitdown follows.

Nine districts, two rackets each, one boss per racket and one very busy knife. The racket loop is the true skeleton of Mafia III — the story missions just bookend it — so here is how a racket falls, every racket in the game with its maximum earn, and the wiretap math that makes the whole thing cheaper.

A racket business interior — official screenshot

The loop, step by step

  1. Get the job. Racket contacts and interrogated informants mark two rackets per district on your map.
  2. Wiretap the sector. Three TL-49 fuses into each junction box; the map then reveals targets of opportunity, collectibles and — crucially — makes racket bosses recruitable when you finally meet them.
  3. Break the income. Kill enforcers, destroy targets of opportunity (stills, stashes, trucks — burn them, smash them or shoot the gas canister next to them). The earn bar drops until the boss steps out.
  4. Settle the boss. Without wiretap intel, your only option is to kill them. With it, you choose: cash now, or extra earn for the racket.
  5. Repeat, then sitdown. When both racket bosses are down, the district capo surfaces. Once the district falls, a sitdown at Eaglehurst Plantation decides which underboss keeps it.

A takeover does not lock you into anything: rackets can be worked in any order, districts started in parallel, and you can hand a temporary racket to one underboss and the finished district to another — at a loyalty cost. The consequences live on the underbosses page.

All 18 rackets and their max earn

DistrictRacketsMax earn each
Barclay MillsGarbage (Di Napoli Waste Removal), Guns (Barclay Railways)$60,000
Delray HollowProstitution (Perla's Nightclub), Smack (First Baptist Church)$50,000
DowntownConstruction (Cavar Construction Site), Blackmail (Imperial Men's Health Club)$60,000
French WardSex (Un Belle Jardin), Drugs (Big Mouth Jazz Club)$70,000
Frisco FieldsHuman trafficking (Bellaire's Supermarket), PCP (Duvall Hall Science Center)$70,000
Pointe VerdunMoonshine (Sweetwater Distillery), Protection (Roberdeau Meat Packing)$50,000
River RowUnion extortion (Rigolet's Canning Company), Contraband (Skidaway Durables)$50,000
SouthdownsGambling (Wilcock's Saloon), Black market (Mama Righetti's Bakery)$70,000
Tickfaw HarborAuto theft (Best Oil Racket), Smuggling (Holland Bros. Shipping)$60,000

The fat districts are the French Ward, Frisco Fields and Southdowns at $70,000 per racket; the starter districts — Delray Hollow and Pointe Verdun — are the cheapest at $50,000. The endgame cash comes from the north and centre.

Recruiting versus killing: the actual economics

Every racket starts $20,000 short of its maximum earn. Trafficking runs close that gap permanently, and recruiting informants and bosses raises the initial earn — but once deliveries are done, recruitment math stops mattering. Killing pays cash immediately. For a full breakdown of the break-even point (the short version: with a 2% kickback you are looking at roughly twenty-five in-game days to recover a $1,000 cash payout you gave up), the system never punishes either flavour — but the achievement list does. Live Another Day wants 15 recruited informants; Can't Trust a Rat wants 15 killed. Pick a lane per run.

Wiretap coverage: junction boxes per district

DistrictJunction boxesDistrictJunction boxes
Barclay Mills10Pointe Verdun7
Bayou Fantom10River Row9
Delray Hollow5Southdowns9
Downtown10Tickfaw Harbor9
French Ward9Frisco Fields11

Wiretapping survives into the postgame — and since the October 2026 patch, junction box data no longer vanishes when you finish the Stones Unturned DLC, which used to wipe coverage for part of the map.

What a taken racket gives you back

Owned rackets double as safehouses. Most contain free supplies — medicine cabinets, weapon lockers with a gun and ammo or a Tac-Vest — and guards will fight for you if a retaliation squad follows you home. Money in enemy locations mostly appears from the start of "Thicker Than Blood" and never respawns, so sweep each site thoroughly before you finish the district.