Walkthrough / Sequences
Sequence 05 – Memory 02: Traveling Salesman
Plan the first rooftop landing before the targets enter the restricted area. During the tail, stay inside the displayed eavesdrop range and spend takedowns only when they preserve the follow route or advance the gunner counter; save smoke-bomb kills for a clear fight window.
- Location
- Havana rooftops and manor route
- Reward
- Sequence progress and the completed eavesdrop route
- Sequence
- Sequence 05
- Memory
- Memory 02
Player workbench
Keep the Havana tail and eavesdrop alive while routing two optional combat counters around the story's actual fight window: four gunners and five guards killed after smoke-bomb stuns.
A kill that helps an optional counter can still cost the required tail if it pulls Edward outside the eavesdrop circle. Secure roof position and conversation range first; stage smoke-bomb kills after the manor scene rather than spending them blindly during pursuit.
Why this entry is useful
A memory-specific phase map from Ade's briefing to rooftops, eavesdrop radius, manor grass, five-guard smoke window, and Kidd tackle. It tells players which optional counter belongs in which phase and what to recheck after the objective changes.
Classic walkthrough text names Prins and Torres, rooftop tailing, an eavesdrop radius, a manor/grass stop, four gunner kills, five kills on smoke-stunned guards, and a final Kidd pursuit/tackle. These details are historical route leads, not a firsthand Resynced test; obey the current circle, target markers, and optional counters if they differ.
Plan the first rooftop landing before the targets enter the restricted area. During the tail, stay inside the displayed eavesdrop range and spend takedowns only when they preserve the follow route or advance the gunner counter; save smoke-bomb kills for a clear fight window.
The targets' conversation registers, the manor encounter closes, Kidd is tackled, and the memory completes. The four-gunner and five smoke-stunned-guard results are each visible as their own optional counters.
What are you trying to do with this entry?
Choose one decision and follow 3 checks in order.
- Read the stageCheck whether the current objective says tail, eavesdrop, manor, or pursuit before moving.
- ReacquireUse the active target marker and return to the last confirmed roof/range position instead of sprinting through guards.
- Hold rangeMatch the on-screen eavesdrop circle; the roof route is useful only while the conversation remains in range.
Start with the first check above and keep the confirmed area, marker, or objective beside the next move.
A kill that helps an optional counter can still cost the required tail if it pulls Edward outside the eavesdrop circle. Secure roof position and conversation range first; stage smoke-bomb kills after the manor scene rather than spending them blindly during pursuit.
The targets' conversation registers, the manor encounter closes, Kidd is tackled, and the memory completes. The four-gunner and five smoke-stunned-guard results are each visible as their own optional counters.
Route optional kills around the tail state
The opening is a movement and range problem, not a broad combat clear. Keep Prins and Torres within the active eavesdrop zone, verify gunner kills as they happen, then use the post-conversation guard encounter for the five smoke-stunned kills before finishing Kidd's pursuit.
When one counter is complete but the memory is not
Treat the tail/eavesdrop, four-gunner count, five smoke-stunned kills, manor fight, and Kidd tackle as separate stages. Read the one still missing in the save and change only that route; a completed optional counter is not proof that the story memory has closed.
Ade → roof tail → eavesdrop circle → manor fight → Kidd
- Speak to Ade to begin the memory and read both optional counters. Before Prins and Torres move into the first restricted area, identify the nearest roof landing and the next roof edge; use rooftops as a way to follow, not as permission to outrun the pair.
- When the objective changes to eavesdropping, treat the on-screen circle as the boundary: remain within it while staying off the ground guard lane when possible. If a gunner takedown is safe, check that the four-gunner counter advances; do not let optional combat pull you outside the conversation range.
- At the manor, follow the objective into its nearby stalking/grass approach and wait for the target conversation to register. After the scene, the guard encounter is the clearest classic window for the smoke objective: stun guards with smoke bombs, then kill them and check the five-count after each qualifying action.
- Once the guard phase resolves, pursue Kidd and tackle him as directed. Before leaving the restricted area, verify memory completion and keep the gunner and smoke counters separate in the result screen.
Route Plan
How to use Sequence 05 – Memory 02: Traveling Salesman
Use this mission entry to plan objectives around Havana rooftops and manor route, then confirm optional objectives in the current Resynced build.
- Read the current objective, identify the blocker, then open the matching system guide before replaying.
- Start with Havana rooftops and manor route check before moving to nearby markers.
- Use the in-game map marker, viewpoint sync, or route clue to confirm the exact spot.
- Confirm the reward shown in your save: Sequence progress and the completed eavesdrop route.
Save Checklist
Save Checklist
Use these checks before marking Sequence 05 – Memory 02: Traveling Salesman complete.
- Entry type: Mission Walkthrough.
- Recommended check: Check memory.
- Main risk: Failed optional objective, mission reset, or unnecessary replay time.
- Confirm the marker, reward, or requirement in the current Resynced build.
- Open next: walkthrough.
Objective Prep
Objective Prep
Treat this mission entry as prep before replaying memories or chasing optional objectives.
- Confirm the active sequence, memory, and objective text in your save.
- Identify whether the blocker is stealth, combat, parkour, naval power, or a location route.
- Use nearby map and collectible pages if the mission sends you back through a region.
Full-Sync Risk
Full-Sync Risk
Optional objectives fail fastest when the player starts moving before reading the tracker.
- Read the optional objective before the first checkpoint.
- Restart early if detection, combat, or route timing breaks the objective.
- Open Stealth, Combat, Parkour, or Naval before replaying the same failure.
Replay Recovery
Replay Recovery
When a replay goes wrong, recover by naming the failed system rather than repeating the same path.
- If stealth failed, plan crowd, rooftop, and crouch options before restarting.
- If combat or boarding failed, check tools, ammunition, and Jackdaw power.
- If the route sent you across a region, open Map and Collectibles before replaying again.
Common Questions
What is the route objective in Sequence 05 – Memory 02: Traveling Salesman?
Tail Prins and Torres, remain within the active eavesdrop range when prompted, then complete the manor encounter and pursue Kidd. Optional checks: kill four gunners and kill five guards stunned by smoke bombs. Work around Havana rooftops and manor route; the safe first move is Plan the first rooftop landing before the targets enter the restricted area. During the tail, stay inside the displayed eavesdrop range and spend takedowns only when they preserve the follow route or advance the gunner counter; save smoke-bomb kills for a clear fight window.
How should I run Sequence 05 – Memory 02: Traveling Salesman from start to finish?
Speak to Ade to begin the memory and read both optional counters. Before Prins and Torres move into the first restricted area, identify the nearest roof landing and the next roof edge; use rooftops as a way to follow, not as permission to outrun the pair. When the objective changes to eavesdropping, treat the on-screen circle as the boundary: remain within it while staying off the ground guard lane when possible. If a gunner takedown is safe, check that the four-gunner counter advances; do not let optional combat pull you outside the conversation range. At the manor, follow the objective into its nearby stalking/grass approach and wait for the target conversation to register. After the scene, the guard encounter is the clearest classic window for the smoke objective: stun guards with smoke bombs, then kill them and check the five-count after each qualifying action. Once the guard phase resolves, pursue Kidd and tackle him as directed. Before leaving the restricted area, verify memory completion and keep the gunner and smoke counters separate in the result screen. The required tail/eavesdrop stages advance, the manor encounter resolves, Kidd is tackled, and the memory closes. Verify the four-gunner and five-smoke-stunned-guard counters as separate optional results.
How do I recover a failed Sequence 05 – Memory 02: Traveling Salesman attempt?
If the tail or eavesdrop range breaks, stop sprinting ahead and follow the restored objective toward the last confirmed target position; let the live marker show whether the pair must be reacquired. If smoke stuns register but kills do not, use the objective's exact wording and check whether each guard was both stunned and killed before advancing. Retry only the missing objective if the memory menu offers a replay. Preserve the last confirmed checkpoint and retry the smallest broken step instead of replaying unrelated cleanup.