Chapter 5 starts a run of missions where the clean route matters more than raw damage. Three optional achievements require remaining unseen, Chapter 6 closes its station once the printing plates move, Chapter 7 asks for controlled cornering, and Chapter 9 puts a timer on the escape through smoke. Prepare each checkpoint for the rule it is about to enforce.
Chapter 5: set the villa run before crossing the wall
Take the Wave of Anarchy newspaper on the way to Don Torrisi’s office. At Valerio’s armory, a rifle plus a shotgun covers the later balcony and garden fights, but the first half of the mission rewards silence. Equip Fantasma if it is available. At the stakeout, collect Races in Palermo from the nearby building before speaking to Tino’s group.
For the Fantasma achievement, ignore the villa’s front gate. Use the cart to reach the shed beyond the right wall, drop immediately into cover, and remove the isolated guard after a distraction. Follow the dirt path rather than engaging the conversational pair. At the inner compound, wait until the next two guards separate; a quick takedown followed by a body hide keeps the approach stable. Before entering the villa, take the Sicilian Parades newspaper from the bench by the main stairs.
Inside, the Caricato Charm and a Trinacria sit before the study. Opening the marked door changes the mission to open combat, so reload and finish the corridor search first. The balcony’s precision rifle is the correct answer to the garden: clear visible targets before going back inside, survive the ambush at the doorway, and collect the Mystery Fox by the dining-room fireplace before pursuing Ludovici.
Do not rush past living guards during the chase; they can flank the next position and prevent progress. Once Ludovici is captured, the execution prompt hides a separate checkpoint trick. Refuse the order—lower the weapon or deliberately withhold the shot—to trigger the Man of Honor achievement, then continue from the restart and complete the story action. This does not require sacrificing the chapter run.
Chapter 6: treat the station as a one-way evidence room
In the San Celeste market, look for a red-waistcoated man at the far-right edge, beside a tree and low parapet. Wait for the Guardie officer to leave before using the code phrase. While following the informant through the station, take the Tunnel Completed newspaper from the table; the later night infiltration does not reopen that same escorted route.
At night, circle right, use the lit alley to bypass the first pair, and distract the guard fixed to the cell door. Giuseppe’s cell contains the Abile Charm and a Trinacria. He will not leave without the printing plates, so the remainder of the building is a search with a hard endpoint: opening D’Amico’s safe starts the alarm and cuts off quiet access.
Clear the first floor before climbing. Brancati’s safe uses 00-01-02. For Marino’s safe, read the local combination record and the reminder in the office rather than relying on an online number: two readable references disagree on the final pair. That conflict does not block progress because the live documents resolve it. On the second floor, collect the Mystery Fox beneath the painting in the side office, then take the Acuto Charm from D’Amico’s office. The verified printing-plate safe is 02-19-62.
Open D’Amico’s safe only when the station audit is done. During the escape, the architecture limits flanks until the group reaches the exterior; use the rifle at range, then watch the sides when shotgunners enter the courtyard. Major D’Amico usually begins with a slow left-side attack. Parry that ordinary opener, avoid guessing at an unblockable move, and use the scripted half-health transition as the real finish line.
Chapter 7: win the road by giving up speed early
Before leaving the opening garage, take the Astuto Charm, the lockbox, and the shipping note. At Pasquale’s, collect the Workers Strike newspaper before talking to Leo because the conversation moves the story elsewhere. During the Porto Almaro infiltration, pull the wall guard over cover, bypass the pair at the gate using the right stairs, and collect the Mystery Fox beside the woman who points Enzo inside.
The route across the rooftops leads to a room with Chasing Shadows, the Medicale Charm, and a Trinacria. Photograph the Marquis through the window only after that room is cleared. The later train sprint is nearly straight; avoiding a collision is more important than correcting a small early gap. Crossing first grants Full Steam Ahead.
The main race punishes full-throttle steering. Let the other cars surge away, accelerate on straights, and feather the brake before Cesare’s corner callouts. Passing is safest when opponents take a wide bend and Enzo holds a tighter controlled line. The final sequence is right, left, right switchbacks followed by the finish: enter the first turn slower than instinct suggests, keep the car balanced through all three, then accelerate once the last steering correction is complete. First place is mandatory; finishing under eight minutes also grants Fastest Man in Sicily.
Chapter 8: the forger is in the riverside storehouse
Arm Enzo in the apartment before choosing a car or horse. A shotgun suits Fiumansa’s interiors; keep a longer-range sidearm for the chase and later cover fights. The ride to the tannery cannot be skipped, and the settlement remains full of side paths, but stopping for a countryside sweep while the mission is urgent creates no route advantage. Save that cleanup for Free Ride.
At the printing operation, enemies can use multiple alleys to flank. Loot between engagements, check the stairs by the ruined building for Traditional Games, then inspect the basement for the San Bernardo da Corleone Charm and another newspaper before moving back outside. Of the white-diamond buildings, Giuseppe is in the storehouse by the river. Searching every empty candidate first only drains ammunition.
After rescuing Cesare, L’Ombra’s car leads through town and then onto straighter roads in the fog. Avoid overcorrecting the heavy vehicle. When the chase becomes a foot search and the objective marker disappears, use the ruins as the boundary. Take the Heatwave newspaper from the ruined window and the Collettore Charm from the crate at the arched door. Vault the wooden gate to the right only after both are recorded; that is the story trigger.
Chapter 9: earn the stealth result before the factory burns
At the vineyard, the investigation is a conversation chain, not a combat search. The relevant witnesses lead from the people around the stairs and garage through Isabella, the armory, and finally Tino. At Collezolfo, speak to Lorenzetti’s mistress, then Camilo Burgio, then the card players Sebastian and Tonio. The office door is locked; a cart behind the building reaches the balcony.
Before entering the office, collect the Mystery Fox under the arches, Running the Tower across from the cart, and the San Francesco d’Assisi card at the southwest bend. Inside, take Police Chief Dismissal and the Perseveranza Charm before investigating the marked documents.
For The Old Ways, go toward the factory gate but turn right through the open wooden gate. Choke the lone guard, hide him, unlock the next gate, and deal with the isolated rail guard only after he turns away. The railroad route holds Chaos in Tbilisi; the western crate outside holds another Mystery Fox. Inside the dark factory, use Instinct, break up pairs with bottles, and keep bodies behind walls or in blue boxes. The Brutale Charm sits by the foreman’s office and marks the stealth endpoint.
The cutscene replaces stealth with a smoke escape. Health now drains while Enzo remains inside, so do not backtrack for a missed item. Use the squeeze-through between pipes, fight toward fresh air, heal after forced re-entry, and watch the side paths for shotgun flanks. Collect Pragmatico from the crate only if the nearby attackers are controlled. The final unnamed duelist uses an unblockable chain later in the fight and can throw dirt; create distance while blinded instead of attempting a blind parry.
The mid-game checkpoint that prevents a replay pile
The clean handoff to Chapter 10 is not “every icon found.” It is the set of state changes that story replay would otherwise have to reconstruct:
- Chapter 5: Fantasma stealth result, the dining-room fox, and the refusal checkpoint for Man of Honor;
- Chapter 6: escorted newspaper, Abile, the side-office fox, Acuto, and every safe room checked before taking the plates;
- Chapter 7: the brothel fox and room collectibles, Full Steam Ahead, and the sub-eight-minute race if desired;
- Chapter 8: Fiumansa basement items plus the two fog-ruin pickups before the vault;
- Chapter 9: Collezolfo street items, factory fox, Brutale, and The Old Ways before the fire.
The Chapters 10–14 walkthrough continues with the sniper attack and the finale. For a category-level cleanup instead of another story pass, use the collectibles and achievement roadmap.
What the route evidence can support
These checkpoints were built from readable chapter references and cross-checked against the current Steam listing. The safe-code conflict is intentionally preserved as a live-document check rather than resolved by guessing. The Man of Honor expansion, released August 14, 2026, adds two separate story chapters; this article covers only base-game Chapters 5–9. If a patched checkpoint changes guard placement, protect the objective state and collectible room first, then adapt the exact takedown order.