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Mafia III eGuide Story Missions

TICKFAW HARBOR: The Connection to Cuba

Mission: “Kill Frank Pagani: The Setup”

By now you should have all of the Tickfaw Harbor Junction Boxes wiretapped. But just in case, we marked the two box locations in the sectors you visit in this mission.

Meet with Donovan to Discuss Frank Pagani

Prerequisite: Complete “Auto Theft” Racket OR “Smuggling” Racket

Find Donovan’s blue van (1) parked behind a warehouse at the southwest tip of Tickfaw Harbor, and enter via the vehicle’s back door.

Inside, Donovan plays a wiretapped conversation between Frank Pagano and Tommy Marcano, Sal’s other brother. Lincoln learns that the Tanager is arriving at port soon, and Pagano’s beloved car is aboard, though Frank is not. Frank will fly back later.

Frank Pagano
Tommie Marcano

Donovan gives Lincoln a tracking device for the car. When planted, it can lead Lincoln to Frank’s location when the car is delivered.

Get to the

Tanager

Start by making sure you have a full complement of grenades from your gun dealer. Activate the objective and follow the trip route to the pier where the Tanager(2) has now docked. Approach from the north along the waterfront and go through the fence opening (A) marked “A1” to enter the loading area. Spot the two guards in the enclosure to the left; take them out and use the dumpster (B) to climb over the next wall. Before you hop over, check your Intel View up ahead.

Proceed stealthily or guns blazing down the walkway between buildings to the open dock where you see the Tanager looming ahead. Veer leftward as you work across the dock to the staircase (C) using crates and stacks of pipes and bags for cover. Descend the stairs and hustle to the Tanager’s boarding ramp.

Locate Pagani’s Car

Now you need to find Frank’s vehicle. Just follow the passage as it leads downstairs to the lower deck. Two guards face away from you in a room filled with gambling equipment like slot machines and blackjack tables—bound for Sal’s casino, no doubt. Silently take down the guy on the right first; the other won’t notice. Then KO the other guard from behind too.

Plant the Tracking Device

Go through the hatch into the cargo hold and approach Pagani’s slick red sports car. No guards are posted in here! Plant the tracking device.

Escape

Retrace your route back up to the dock. The way will be clear until you hit the top of the stairs. Suddenly, two carloads of Marcano’s men arrive, four gunmen per car. Quickly toss a grenade onto each car before the gunmen can deploy away from their vehicle. If you time it right, each carload is eliminated with one toss.

Sprint out the main gate (open now because the mob cars entered) and steal one of the cars in the lot. To complete your escape, you must drive out of the area marked by a yellow circle on your map.

RACKET: Smuggling

By now you should have all of the Tickfaw Harbor Junction Boxes wiretapped—but we put their locations on this map, just in case.

Talk to Pablo Duarte (First Time)

Prerequisite: Meet with Donovan (First Tickfaw Harbor Meeting)

Find the trailer (1) near the railroad siding in the Tickfaw Harbor commercial shipping dock and enter to speak to Pablo. “Pops” Holland, Junior’s dad, is an old-time smuggler with a vast network of old-time connections, and he goes way back with Frank Pagani. Getting to him won’t be easy.

Kill Pops’ Enforcer

Jerry “The Ferret” Verret

Prerequisite: Talk to Pablo Duarte

Travel to this huge freight center (2) to find Jerry the Ferret and his boys intimidating the local warehouse crew. If you have Vito’s Hit Squad available, this is a good place to call and let them lead the way. Otherwise, approach down the middle aisle between warehouses using the dumpster and power box for cover.

The Ferret won’t run, so you can work methodically to reach him. After you take him out, be sure to shoot up the Holland Bros. cargo crates and grab the stacks of cash around the trucks and railcars of the loading area. Remember to use your Intel View to spot outlines of pickup (yellow) and destructible (red) items, even through walls.

Steal Pops’ Smuggling Money

Prerequisite: Talk to Pablo Duarte

Travel to the two-story warehouse (3) over on the district’s western waterfront. Use Intel View (after wiretapping) to see six goons spread over two levels inside, the money stash on the ground floor, and five crates of smuggled goods..

Climb the exterior stairs, pry open the locked door, then quickly take cover—a goon with his back to you is just inside, studying info on a blackboard. Take him down and move through the next room to the doorway. Another guard out on the walkway looks away from you; make him pay for this mistake.

Two mobsters play dice downstairs, so a quick grenade or Molotov nails both with one toss. Clear out the last two gangsters then shoot all of the destructible equipment (highlighted red in Intel View). Finally, grab the big pile of $2500 cash sitting on the desk in the corner of the main floor.

Dismantle the Air Drop Operations

Prerequisite: Talk to Pablo Duarte

Interrogate Radio Operator

Travel to the Holland Bros. Shipping & Freight yard (4) on the waterfront up in northeast Tickfaw Harbor. From the west entrance, move through the first warehouse; no hostiles are present here, just workers. Exit via the loading dock in back and cross the yard to the second building, a covered dry dock with a ship inside, the Zavi’s Sky. Climb the stairs to enter the second level office area.

Use Intel View to spot your target marked with an “Interrogate” icon overhead. Sneak down the walkway and turn left to take down the guard at the window. Then proceed into the control room to knock down and interrogate the radio operator. He tells Lincoln about a fellow named Butterbean who coordinates all airdropped drug shipments from a small marina south of Tickfaw.

Be sure to rob the control room, grabbing stacks of cash and raiding the two Weapon Lockers, before you retrace your route out of the dry dock. Or, if you want, you can clear out the entire building, which holds lots of cash and ten shipments of destructible smuggled goods. You can also find a Vargas painting hanging on the wall in the main office across the skywalk from the dry dock building.

Unlocks: Kill Butterbean

Kill Butterbean

Prerequisite: Interrogate Radio Operator

Travel south to the island where the marinas are located. Go to the main marina and wiretap the Junction Box (circled in our shot) on the lower level of the pier. Then return to the road and head over to the smaller NBPD police boat dock (5) just to the west.

Here’s a sneaky way in. Approach from the north and veer left to the small break in the trees. Go through the opening; you’re right next to the dock, but you can’t climb up. However, you can swim down the length of the dock to the first corner. Look for a guard next to a gas pump further down the dock; he won’t see you if you stay in the water. Swim around the corner, pull yourself onto the dock where it’s lower, and dive into cover at the railing.

Observe the guards patrolling the dock then take down the fellow facing away from you near the building. (Use your Minimap to monitor enemy movement/facing to make sure you’re not spotted.) Then climb the nearby ladder to the second level balcony.

You find a Manitou Model 67 sniper rifle here, if you want to take the shooting route. Otherwise, sneak around the balcony corner and take cover at the next corner. Lure over the two guards, one at a time, posted on the large patio.

Now take cover at the station door. Butterbean is just inside. Lure him over for a silent takedown, or rush him for a brutal takedown, or lean in the doorway and gun him down. Now you can either retrace your route quietly back to the road, or clear out the building and dock to collect loose cash and generate unholy mayhem.

Talk to Pablo Duarte (Second Time)

Return to Pablo’s trailer (1) to learn that Pops Holland is trying to shape up his crew back at the Holland Bros. freight yard.

Unlocks:Confront Walter “Pops” Holland

Confront Walter “Pops” Holland

Prerequisite: Talk to Pablo Duarte (Second Time)

Return to the Holland Bros. Shipping & Freight yard (4) on the waterfront up in northeast Tickfaw Harbor. Here’s a quick and violent way to reach Pops: accelerate hard into the west entrance and ram open the entry gates next to the Holland Bros. sign directly ahead! Shoot from your car to gun down the Sentry (circled in our shot) on the other side, then speed straight to the stairs leading up into the dry dock building. Hop out and sprint upstairs, gunning down the goon at the top.

Inside, fight down the walkway through two doorways then turn left and proceed down the corridor into the control room. (Grab a Tac-Vest from the Weapons Locker there if you want.) Use the switch on the control panel to raise the Zavi’s Sky out in the dry dock.

Hustle back down the same corridor and turn left through the doorway that leads out onto the dry dock walkway. Run down the walkway to the second ramp that leads to the boat’s starboard side.

Use the ramp to board the raised Zavi’s Sky and run across the boat’s bow to the opposite ramp on the port side. Run across that ramp, turn right on the far walkway, then take the next doorway on the left onto the enclosed skywalk.

Here’s a wide view of the dry dock (left) and the skywalk (circled) running to the office building (right).

Run across the skywalk to the office building. Pops is in the first office on the right. Take out the guard; then incapacitate Pops. Seize Pops and kill or recruit him to secure the Smuggling racket in Tickfaw Harbor. Assign it to one of your Underbosses.

Unlocks Story Mission:Kill Frank Pagani: The Takedown

Mission: “Kill Frank Pagani: The Takedown”

By now you should have all of the Tickfaw Harbor Junction Boxes wiretapped. But just in case, we marked the box locations in the sectors you visit in this mission.

See Donovan for the Latest on Frank

Prerequisite: Complete BOTH Tickfaw Harbor Rackets (“Auto Theft” and “Smuggling”)

Activate this objective and follow the trip route to find John Donovan’s blue van (1) parked next to the towering tanks and pipes of the chemical plant. Approach the driver’s side door to talk to Donovan. The news: Frank Pagani is back in town, and Lincoln can use the tracking device to hunt him down. As Donovan drives away, you can hear the tracker clicking.

Get to Pagani’s Car

Open your Map to see a large yellow circle. This marks the area in which Pagani’s car is located in Tickfaw Harbor. You can drive around the area while listening to the clicking of the tracker. When the clicking speeds up, you’re getting closer to Pagani’s car. Watch your map. When the clicking is fast and you see a cluster of red blips appear, head for them to find Pagani.

(Or you can just drive directly to the destination (2) marked on our district map.) You end up on the perimeter of Pagani’s Fine Motors lot.

Make Your Way Inside

Here’s a quick, sneaky way to beat this mission. Park your car just outside the right post of the lot entrance (A) and plant a C4 charge on it. Sure, it sounds crazy, but you’ll see why soon. Also note that spry green De’Leo Stiletto sports car sitting nearby (D). You’ll need that ride if your sneaky plan fails.

Take cover at the wall (B) to assess the situation with Intel View. Two guards stand nearby, so whistle them over in succession for silent takedowns. (If you wait too long and they separate, don’t worry—get the first one by the entrance, then sneak through the nearby hut and take down the second guy from behind.)

Cross the lot to approach the front door (C). Frank Pagani is inside the garage just to your left, next to his red De’Leo Traviata. When you do something to trigger an alert, Frank will hop in his car and flee. Several tactical options exist, but the easiest is to start by kicking open the door.

Get to Frank

Kicking the door hard alerts a guard, who comes running down the corridor just inside. Take cover behind the wall just outside the door and gun him down. Be ready to take out a possible second guard too. Then step into the corridor and look left through the security window to see Frank hop into his car. You can’t shoot him through the window; it’s glass is too thick.

Do Not Let Pagani Escape!

Immediately rush back outside and open fire on Frank’s red sports car as it pulls out of the garage. You can inflict some damage here, but as Frank drives past you, don’t forget your ace in the hole: your booby-trapped car just outside the gate. The moment Frank’s car exits the gate and drives past your car, detonate the C4 charge. The explosion should destroy Frank’s car.

Note that if you can’t destroy Frank’s car before he pulls onto the street, you’ll have to chase him down. Sprint to the green Stiletto and hop in to give chase. Frank’s car is fast and nimble, but so is your Stiletto. Shoot Frank’s tires to disable the car, or ram him off the road and block his path. Then hop out and toss a grenade.

Kill Frank Pagani

If his car explodes, Frank will survive the blast and stagger out. Shoot him until he’s incapacitated and goes down on one knee.

Confront Frank Pagani

Grab Frank to trigger the chapter-ending cinematics: Lincoln learns the truth about Sal Marcano’s actual motive for robbing the Federal Reserve—Giorgi grabbed something more than just money from that vault. He also learns that Marcano has an expert Cuban counterfeiter named Alvarez working for him now.

Assign Tickfaw Harbor at the Sitdown

After the FBI’s Maguire makes a stark pronouncement about Lincoln’s true nature, you see another sitdown meeting. When the moment comes, assign the newly acquired district to one of your Underbosses. Keep in mind that loyalties will be strained if you aren’t equitable in distributing favors.

Finally, Lincoln returns to Donovan’s tac-ops center and fills in his ex-CIA associate on the new aspects of the situation. The pair agrees that finding Alvarez is a new priority. They also begin to focus on Tommy Marcano and his Southdowns rackets.

Unlocks: “Gambling” and “Black Market” Rackets (Southdowns)