
Mafia The Old Country — Complete Story & Chapter-by-Chapter Walkthrough
Set in early‑1900s Sicily, Mafia The Old Country is a tightly directed, story‑first prequel in the Mafia saga. It follows Enzo Favara, a carusu (child laborer) from the sulfur mines of San Celeste, as he’s pulled into Don Torrisi’s orbit and forced to choose between loyalty, love, and survival. Recent coverage confirms the August 8, 2025 launch and the linear, chaptered structure focused on narrative over open-world filler.
In This Post
Cast & Factions (Quick Reference)
- Enzo Favara — Protagonist; mine-born survivor shaped by the Old Country’s codes.
- Don Bernardo Torrisi — Head of the Torrisi family; charming, implacable.
- Luca Torrisi — The Don’s volatile nephew; envy wrapped in silk.
- Clara Bellanti — Teacher and conscience of San Celeste; Enzo’s anchor.
- Damiano “Il Merlo” Bastoni — Brutal mine foreman; emblem of exploitation.
- Corrado “L’Ombra” Bastoni — Il Merlo’s stealthy brother; fixer and betrayer.
- Don Ruggero Spadaro / Baron Fontanella — Old-guard power brokers; rivals in the countryside.
Critics note the game’s emotional prologue in the mines and Enzo’s worker‑to‑enforcer arc as standout strengths.
Full Story of Mafia The Old Country
Prologue — Tremori
Sicily, 1904. Far below San Celeste, gas seeps through the sulfur galleries. Enzo and his friend Gaetano plan to bolt the next payday, but the mine collapses before sunrise. Enzo claws into a pocket of air; Gaetano doesn’t. The quake turns the tunnels into a tomb. Enzo stumbles topside, blood-slick and ash-choked, and swings at Il Merlo in grief—a punch that puts the entire Bastoni crew on his heels. He bolts into the alleys… and into Don Torrisi’s carriage. The Don offers a hand, then a bargain: “You’ll owe me—life for life.”
Chapter 1 — Famiglia
Debt becomes apprenticeship. Enzo runs quiet errands and learns omertà: see nothing, say less. He meets Luca, all grin and knives; Clara, who teaches letters to children and compassion to men who’ve forgotten it; and the wine merchants whose casks carry more than Nero d’Avola.
- Core beats: Enzo enters the household; meets Luca & Clara; learns omertà.
- Objectives: Deliver sealed letters; learn stealth takedowns; no civilian alerts.
- Choice texture: Intimidate vs. mediate a baker’s late pizzu—both ripple into Ch. 3.
Chapter 2 — Palio
To prove himself, Enzo rides courier on a contraband run timed to the village Palio. A festival masks a gun hand; a horse blanket hides stamped plates for counterfeit lira. In a midnight sprint above terraced fields, he learns Sicilian roads and Torrisi rules.
- Core beats: Festival run doubles as contraband courier test.
- Objectives: Time‑trial ride; stash plates; avoid patrols.
- Setpiece: Fireworks cloak a back‑alley handoff.
Chapter 3 — Pizzu
Protection money buys peace until it doesn’t. A shopkeeper refuses the pizzu after Luca’s men rough up his boy. Enzo brokers calm, but Luca wants blood. When a Ferraro scout appears with a pistol, Enzo fires first. A first kill echoes in a town that remembers everything.
- Core beats: First open gunfight; Enzo’s first kill.
- Objectives: Break ambush; secure shop row; extract witness.
- Moral beat: Comfort the shopkeeper’s family or press them—Clara will remember.
Chapter 4 — Il Barone
Baron Fontanella kidnaps Isabella Torrisi to squeeze the Don. Enzo and a lean crew rake through lemon groves and marble halls, a stealth‑then‑steel rescue that ends with Ludovici—the Baron’s butcher—begging God and getting Enzo. The Don kisses Enzo’s forehead at dawn: “You are of the house now.”
- Core beats: Isabella kidnapped; rescue & reckoning.
- Objectives: Infiltrate villa; sabotage generators; confront Ludovici.
- Coda: Dawn embrace from the Don; Luca’s glare.
Chapter 5 — Vendetta d’Onore
Torrisi, Galante, and their bankers press into counterfeiting—a river of false lira flowing to the ports. L’Ombra Bastoni sells routes to rivals; Luca pins leaks on Enzo. Clara begs him to walk away. Enzo doubles down: finish the job, then leave.
- Core beats: Counterfeit operation scales; leaks multiply.
- Objectives: Escort engraver; secure print shop; tail L’Ombra.
- Twist: Luca plants suspicions about Enzo.
Chapter 6 — La Difesa Siciliana
The traitor’s masked meeting at a hillside chapel devolves into a knife‑lit confession. Enzo drags L’Ombra under bell ropes and lets gravity do the rest. He expects relief; feels only weight.
- Core beats: The traitor flushed, the bell‑rope “trial.”
- Objectives: Shadow to chapel; eavesdrop; decide how the traitor falls.
Chapter 7 — Spirito Sportivo
A dress‑uniform truce becomes a race—carts over switchbacks, pride for pink slips. Enzo wins, Luca smiles thinly, and every rival memorizes the face of Torrisi’s golden boy.
- Core beats: Pride race through switchbacks.
- Objectives: Win without shortcuts for a purist reward; or win dirty for Luca’s approval.
Chapter 8 — Disgrazia
Authorities raid the printer. Ferraros torch a safehouse. Il Merlo ambushes Enzo in an alley of wet cobbles—Enzo leaves him breathing through broken teeth, a promise deferred.
- Core beats: Raids and reprisals; Il Merlo’s alley ambush.
- Objectives: Defend print route; survive close‑quarters melee; spare or maim Il Merlo.
Chapter 9 — Industria
With Spadaro’s funds frozen, the Torrisi seize the mine “to keep men fed.” Enzo walks the same shafts as overseer, freeing boys, raising wages… and making enemies in every class. Clara says progress wearing a gun is just a different tyrant.
- Core beats: Torrisi “stewardship” of the mine; Enzo reforms.
- Objectives: Clear unsafe shafts; free child workers; negotiate foremen buy‑in.
- Systemic beat: Your mercy/force balance affects worker allegiance in Ch. 11.
Chapter 10 — La Festa
At a feast lit by paper lanterns, secrets drip like olive oil. A toast from Baron Fontanella curdles into veiled threats, Luca whispers that the Don doubts Enzo, and a child sings as pistols settle under linen.
- Core beats: Gilded feast → poisoned alliances.
- Objectives: Social stealth; overhear Baron; smuggle a guest to safety.
- Clue: A ledger page exposes Fontanella‑Spadaro finance.
Chapter 11 — Mattanza
A “peace talk” at the tuna cannery is a trap. Blades flash among hanging fish. Enzo fights through shuttered aisles and brine stink to pull Torrisi clear. He earns a title, not trust.
- Core beats: Cannery trap; brutal counter‑ambush.
- Objectives: Regain weapons; rescue the Don; escape across the slips.
Chapter 12 — La Forza del Destino
Opera night. Enzo ghosts through velvet corridors toward Spadaro’s box. Gunfire shreds arias; a chandelier gasps loose. Spadaro falls with a red flower blooming on his lapel. Outside, Clara breathes, “I’m late—because I’m with child.” Two futures collide.
- Core beats: Opera assassination; Clara’s pregnancy reveal.
- Objectives: Black‑tie infiltration; synchronized shot; chandelier hazard.
- Moral beat: Spare a young tenor—he resurfaces in the epilogue letters.
Chapter 13 — Capiregime
The Don names Enzo capiregime over the mines. Luca smirks; the room applauds. Enzo tries to make the mine humane—safety lamps, pay envelopes, school funds through Clara—but Il Merlo’s ghost and Luca’s pride circle like carrion birds.
- Core beats: Enzo crowned; leadership burdens bite.
- Objectives: Balance mine books; confront Luca; choose investment (school, infirmary, armory).
- Ripple: Choices change who shields Clara during the finale.
Chapter 14 — La Merica
The mountain wakes. Etna (or her cousin in fiction) hurls ash across the valley. Under a soot‑black noon, Luca and Enzo duel among falling cinders. Clara is pushed toward the port. Don Torrisi confronts Enzo—love, hate, and obligation snarled in a dozen winters of debt. Steel flashes; Luca lunges; Enzo survives by inches and sin. The quay groans under refugees. Clara boards a steamer for Empire Bay, clutching a letter that promises a life Enzo may never reach. A last shot rings in the ash. Fade to black.
- Core beats: Eruption & exodus; duels amid ashfall; flight to Empire Bay.
- Objectives: Guard Clara to port; settle Luca; final reckoning with the Don.
- Ending cadence: Depending on prior mercies, a worker cadre opens a path—or blocks it.
Reviewers describe this finale as visually staggering and thematically bleak: beauty in Sicily, brutality in men.
Timeline of the Old Country
- Mine Collapse (1904) → Enzo’s debt to Torrisi begins.
- First Blood → Enzo graduates from errand boy to hitter.
- Counterfeit River → Rival factions and betrayals tangle.
- Cannery Ambush / Opera Hit → Enzo ascends; moral center frays.
- Eruption & Flight → Clara to Empire Bay; Enzo’s fate sealed in ash.
Conclusion
Mafia: The Old Country is a novel‑length tragedy draped in Sicilian sunlight and ash: meticulous sets, measured violence, and an ending that cleaves hope from victory. If you’re here for a tight, story‑driven crime drama that prizes atmosphere and character over sandbox busywork, this is the series’ most disciplined return to form yet.
Read Entire Mafia Story Timeline: Click Here
FAQs
How many chapters are there in Mafia: The Old Country?
There are 15 total (Prologue + 14 chapters); see the full mission list above.
Is it open world like Mafia 3?
No—this entry is linear and narrative‑first, with limited side activities.
Who is the protagonist?
Enzo Favara, a sulfur‑mine carusu drawn into Don Torrisi’s family in San Celeste.
What’s special about the presentation?
Stunning early‑1900s Sicilian setting, meticulous interiors, and a powerful mine prologue; reviewers praised the atmosphere even as they critiqued conservative mechanics.
Where can I verify the chapters and release window?
Check the official channels and press roundups; mission lists are mirrored by PCGamesN and RadioTimes, with launch coverage from GamesRadar and Windows Central.