Walkthrough by BurlyBrawler777
Assassins Creed on SuperCheats.com




             I               HECROWDIAM
            AMA             ABLADEINTHE
           BLADE            CROW
          IN   TH           DIA
         EC     RO          AMA
        WD       IA         BLA
       MABLADEINTHEC        DEI
      RO           WD       NTH
     IA             MA      ECRO
    BL               AD     WDIAMABLADE
   EI                 NT     INTHECROWD





Game Title    Assassin's Creed
Console       Xbox 360, PS3, PS2, PC
Rating        M [Mature] for Blood / Strong Language / Violence
Version      - 1.20
Author       - BurlyBrawler777 / Sylvester Cooper
Copyright    - 2010
Date Created - 12/10/09
Last Updated  03/03/10
File Size    - 568 kB
File Font    - Courier New - 10 pt.
Site Hosting - www.GameFAQs.com, www.SuperCheats.com, www.NeoSeeker.com
Site Host    - CJayC & Sailor Bacon / Dennis / Leo Chan


THIS GUIDE IS MEANT TO COVER THE XBOX 360 VERSION ENTIRELY, BUT ALSO PROVIDES
BASIC INFORMATION FOR THE PS3 & PC VERSIONS (Controls and Mission Types), BUT
DOES NOT PROVIDE PC-ONLY MISSIONS. Thank you!

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 AA. Foreword                                                        ALTFORE
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Welcome to Assassin's Creed! This is a story of power-hungry Templars, angry
Assassins, and conspiracy theories! It is a story of the Crusades-era and
the unsanitary peasants who lived back then in earthen huts with their
donkeys! It is the story of old men who live on mountaintops, spending their
days cultivating hashish and arguing with armies, and of rock-throwing
beggars and corrupt merchants! It's the story of hooded heroes and their
utter reliance on blades, benches and haycarts! Excited? Keep reading!


Here are some friendly "reminders" about this guide:


01) Don't steal ANYTHING! Doing so will result in breaking laws, copyright
   infringement, and having to stay home the rest of your natural life when 
   your mom finds out! I will not be held responsible [if you steal 
   anything] when the Federal Bureau of Investigations, the Central
   Intelligence Agency, the Illuminati and the Men In Black knock on your
   door! ;-D
    
   This walkthrough is copyrighted according to the DMCA: 
      http://www.copyright.gov/legislation/dmca.pdf


02) I have an e-mail address for GameFAQ's readers now!

    burlybrawler777 [at] rocketmail [dot] com

    (When emailing, substitute the [at] for @ and the [dot] for . )

    See Closing for Terms of Use.


03) Check me out on Facebook! I have a page set up where you can check out
    some more awesome stuff and contact me there! Just go to www.facebook.com
    (you need your OWN account [it's FREE!]) and search for "Burly Brawler"
    (quotes unnecessary).


04) The only websites allowed to host this walkthrough is GameFAQs, NeoSeeker
    and SuperCheats. I may consider adding to this list, but these are all
    for now.


05) If you're checking this guide out to see if the game is worth the $20
    at GameStop, or if you want to put your money towards Assassin's Creed
    II, it's a hard choice. If you haven't played Assassin's Creed before,
    you really won't get the storyline in ACII. But if you know the
    storyline, you may want to go with Assassin's Creed II.


06) PARENTAL NOTE:

    This game is overrated (no, I don't mean it's a dud). The reasons that
    this game is rated M are the same reasons why Medal of Honor and the
    older Call of Duty are rated T. The violence and blood (blood can be
    turned off) are the same intensity as just about any war game. In fact,
    the only reason why this should be rated M is the language, which can
    get strong at times (for some players). But, hey, who am I to tell your
    kid what he can or cannot play! There is just this advice, though: If
    your kid thinks Barney is the greatest and darn is a bad word, then
    this game is not for him/her. However, this game IS cleaner (less
    violence/blood/language and no adult content) than the sequel. Of
    course, the cleanest version of AC or ACII is on the Nintendo DS or
    PSP, which is rated T for Violence (that's it, nothing more).
    But, it's your call. Of course, if your kid is 17 or older, he/she is
    perfectly able (and of legal age) to buy any game they want!


07) HEAD'S-UP NOTE:

    I have tried to be accurate when possible while writing the Free-Roam
    sections. Many of the in-game landmarks are fictitious and had no names
    given, so I had to use a little liberty and license to create names for
    them (what a genius!) Some in-game landmarks are based off of real
    landmarks and are correctly named when possible. ANY other names of
    locations found in this guide were created by me, and as such, I take
    full credit for them. Thanks! SEE CLOSING FOR MORE INFO.
    
    The Game Developers committed a usual game-developing style: Everything's
    there- but in the wrong place! The game's maps fit the storyline well,
    but are NOT actual maps of the Middle East! The in-game landmarks are
    representations of real-life landmarks, but they are geographically
    incorrect. (Translation: This game isn't Rand McNally or Google Earth!
    Don't play the game and expect your next Middle-Eastern tour to be like
    it!) I also take full credit for creating the names of the Assassin Ranks
    and Enemies list.


08) USAGE NOTE: I DO NOT recommend PRINTING of this guide, as it is WELL over
    250 pages! UNLESS you have LOTS of paper and ink (not to mention several
    hours to kill), DO NOT PRINT THIS GUIDE! Instead, save this page
    (File > Save As) to your computer and read it whenever you want!


09) Search Function: To use the Search Function, press Ctrl+F and enter the
    code you see on the right side of the page (in the TOC)!


10) GUIDE NOTE: This guide is meant to be read as a whole. You may read a
    certain portion and not need to read any other section, BUT you will miss
    a LOT of humor, suspense, epic battles and just plain fun! Also, you
    should re-read this guide AFTER you have finished the game, as there are
    a LOT of winks and nods throughout this guide to things that
    never-played-er's just won't get! Also, I do include a few (note FEW)
    'Hint, Hints' about AC2!



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 00. TABLE OF CONTENTS                                               ALTSURA
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    Section                                                     Search Code

AA. Foreword                                                      ALTFORE

00. Table Of Contents                                             ALTSURA

01. Introduction                                                  ALTINTR
    01.1 Intro
    01.2 Symbols used in the Walkthrough

02. HUD [Head's Up Display]                                       ALTHUDS

03. Controls [Low Profile]                                        ALTCRLP

04. Controls [High Profile]                                       ALTCRHP

05. Weapons                                                       ALTBLAD
    05.1 Fists
    05.2 Sword
    05.3 Hidden Blade
    05.4 Short Blade
    05.5 Throwing Knifes

06. Characters                                                    ALTCHAR
    06.0 The Main Character
    06.1 Civilians
    06.2 Enemies
         06.2.1 Assassin
         06.2.2 Saracen
         06.2.3 Crusader
    06.3 Allies
         06.3.1 Scholars
         06.3.2 Vigilantes
         06.3.3 Seated Civilians
         06.3.4 Horses
    06.4 Templars
    06.5 Assassination Targets
    06.6 Abstergo Employees
    06.7 Other Notable Characters

07. Getting Around                                                ALTNAVI
    07.0 Social Status: Anonymous
    07.1 Social Status: Watched by Unaware or Suspicious Gaurd
    07.2 Social Status: Watched by Informed Guard
    07.3 Social Status: Exposed - Combat
    07.4 Social Status: Exposed - Fleeing
                        07.4.1 Fleeing: Breaking the LOS
                        07.4.2 Fleeing: Hiding
                        07.4.2.1 Benches
                        07.4.2.2 Haystacks
                        07.4.2.3 Hay Carts
                        07.4.2.4 Roof Gardens
                        07.4.2.5 Scholars
                        07.4.3 Exposed: Vanished
    07.5 Distractions
    07.6 Drawing Attention
    07.7 Fistfights
    07.8 Types of Assassinations
         07.8.1 Stealth Assassination
         07.8.2 High-Profile Assassination
         07.8.3 Combat Assassination
         07.8.4 Air Assassination
    07.9 Synchronization
         07.9.1 Gaining Synchronization
         07.9.2 Losing Synchronization
         07.9.3 Regaining Synchronization

08. Gathering Information                                         ALTINFO
    08.1 Eavesdropping
    08.2 Pickpocketing
    08.3 Interrogating
    08.4 Informers
         08.4.1 Informer: Flags
         08.4.2 Informer: Stealth Assassinations
         08.4.3 Informer: Archer (PC ONLY)
         08.4.4 Informer: Escort (PC ONLY)
         08.4.5 Informer: Merchant Destruction (PC ONLY)
         08.4.6 Informer: Rooftop Race (PC ONLY)
    08.5 Memory Logs

09. Walkthrough                                                   ALTGUID
    09.0 Prologue
    09.1 Memory Block 1
         09.1.1 Robert de Sable - Solomon's Temple
         09.1.2 Defending Masyaf
    09.2 Memory Block 2
            Assassin Rank 0: Student
         09.2.1 Masyaf: Traitor
            Assassin Rank 1: Apprentice
         09.2.2 Kingdom and Damascus Introduction
         09.2.3 Damascus - Poor District: View Points
         09.2.4 Damascus - Poor District: Save Citizens
         09.2.5 Damascus - Poor District: Tamir   
    09.3 Memory Block 3
            Assassin Rank 2: Fledgeling
         09.3.1 Acre - Poor District: View Points
         09.3.2 Acre - Poor District: Save Citizens
         09.3.3 Acre - Poor District: Garnier de Naplouse
            Assassin Rank 3: Swordsman
         09.3.4 Jerusalem - Rich District: View Points
         09.3.5 Jerusalem - Rich District: Save Citizens
         09.3.6 Jerusalem - Rich District: Talal
    09.4 Memory Block 4
            Assassin Rank 4: Agile Swordsman
         09.4.1 Damascus - Rich District: View Points
         09.4.2 Damascus - Rich District: Save Citizens
         09.4.3 Damascus - Rich District: Abu'l Naqoud
            Assassin Rank 5: Skilled Swordsman
         09.4.4 Acre - Rich District: View Points
         09.4.5 Acre - Rich District: Save Citizens
         09.4.6 Acre - Rich District: William de Montferrat
            Assassin Rank 6: Expert Swordsman
         09.4.7 Jerusalem - Poor District: View Points
         09.4.8 Jerusalem - Poor District: Save Citizens
         09.4.9 Jerusalem - Poor District: Majd Addin
    09.5 Memory Block 5
            Assassin Rank 7: Warrior
         09.5.1 Acre - Middle District: View Points
         09.5.2 Acre - Middle District: Save Citizens
         09.5.3 Acre - Middle District: Sibrand
           Assassin Rank 8: Eagle Warrior
         09.5.4 Damascus - Middle District: View Points
         09.5.5 Damascus - Middle District: Save Citizens
         09.5.6 Damascus - Middle District: Jubair al Hakim
    09.6 Memory Block 6
            Assassin Rank 9: Master Assassin
         09.6.1 Jerusalem - Middle District: View Points
         09.6.2 Jerusalem - Middle District: Save Citizens
         09.6.3 Jerusalem - Middle District: Robert de Sable
         09.6.4 Arsuf: Robert de Sable
    09.7 Memory Block 7
         09.7.1 Paradise: Al Mualim
         09.7.2 End Memory

10. Additional Memories                                           ALTFLAG

11. - 13. FREE ROAM LOCATIONS                                     ALTROAM

11. The Holy Land                                                 ALTHOLY
    11.2 Masyaf
    11.3 Damascus
    11.4 Acre
    11.5 Jerusalem
    11.6 Kingdom
    11.7 Arsuf

12. Abstergo Industries                                           ALTABIN
    12.1 The Animus
    12.2 The Animus Room
    12.3 The Cell
    12.4 The Conference Room 

13. The Animatrix                                                 ALTANIM

14. Abstergo Email Network                                        ALTCOMP
    14.1 Lucy's Computer
    14.2 Vidic's Computer
    14.3 Alan Rikkin's Computer

15. Tips and Pointers for the Less Experienced                    ALTPROS

16. Glitches                                                      ALTOOPS
    16.1 Intended
    16.2 Unintended

17. Secrets                                                       ALTSCRT
    17.1 Unlockables
    17.2 Blood Glyphs
    17.3 Secrets / Easter Eggs
    17.4 DLC

18. Extra Things To Do                                            ALTMORE

19. Soundtrack                                                    ALTTRAX

20. Xbox 360 Achievements                                         ALT360S

21. Closing & Version History                                     ALTGBYE
    21.0 Free-Roam Credit
    21.1 Favorite Lines / Least Favorite Lines
    21.2 Could've been an Achievement!
    21.3 Questions / FAQ
    21.4 MISC
    21.5 My Guides / Facebook / Poll / Play online with Burly!
    21.6 E-mail Me
    21.7 Thanks / No Thanks
    21.8 Version History
    21.9 Closing / Legal Notice / Logo / Outro



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 01. Introduction                                                    ALTINTR
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Well, first off this guide is written by Those Who Came Before and played
the game! (AC2 Hint, Hint!)

I'm very excited for the opportunity to do this guide, since I played
AC for two months and loved every minute of it. This game is one of
THE BEST games I have ever played. Of course, I always liked huge, expansive
free-roam environments, so that plays a major part in my liking it. The only
other game series that can compare would be Oblivion, GTA, World of Warcraft,
Mercenaries, or the Spiderman series (when it comes to free-roaming).
However, only the sequel can compare (and actually surpass) the AI quailties
of this game. But if you coudn't care in the least about free-roam worlds,
high levels of AI and swordsmanship, then Animal Crossings, DJ Hero or just
plain Checkers 'n' Chess is the game for you. (jk!)

ABOUT ME -


NAME: Sylvester Cooper
NICKNAME: Sly Cooper
GUIDE WRITER NAME: BurlyBrawler777

Hi. My name is Sylvester Cooper (it really is!) but I am known as Sly Cooper
to all my friends, as I'm just as charming, attractive and sly as the Racoon
himself (or so all my friends say!). I have written walkthroughs for several
games, but this is the second that was published, the first being Need For
Speed: Most Wanted. For a complete list of my guides, see Closing!


On my current AC profile, I have achieved 100% completion, and with this 
guide you can too.

I plan on writing and publishing several more walkthroughs in the future.
See Closing for Details.


Have fun, enjoy, and remember: 

A M A D T R      D C N A T A               D
C B B E H O      W E I L U I             E W E
I U L I E W      O H E B B C           I H O H I
A T A N C D      R T D A M A         A E T R T E A
                                   B L D N C N D L B

There is more than one way to blend.


[NOTE: If you cannot for the life of you figure these out, go to the closing]





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SYMBOLS USED IN THE WALKTHROUGH
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MAIN CHAPTER HEADER
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SECTION HEADER
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-----------------------------
SUBSECTION HEADER
-----------------------------

----------------- 
SUB-SUB HEADER
-----------------

*****************************
*****************************
MEMORY BLOCK BEGINNING
*****************************
*****************************

!#!#!#!#!#!#!#!#!
MEMORY LOG -
!#!#!#!#!#!#!#!#!

()()()()()()()()()()()()()()()()()()()()()()()
ACHIEVEMENT UNLOCKED!
()()()()()()()()()()()()()()()()()()()()()()()

-:-:-:-:-:-:-:-:-:-:-:-:-
MEMORY BLOCK COMPLETE
-:-:-:-:-:-:-:-:-:-:-:-:-

<><><><><><><><><><><><><><><><><>
RANK / ABILITES & WEAPONS / E-TOA
<><><><><><><><><><><><><><><><><>

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
HEAD'S UP NOTE
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

0o0o0o0o0o0o0o0o0o0o0o0o
Investigations List
0o0o0o0o0o0o0o0o0o0o0o0o

-----------------------------------
| Ancestor's Memory Synchronized. |
| Now Recording...                |
-----------------------------------

>><< >><< >><< >><<
CITY ALERT
>><< >><< >><< >><<

*-*-*-*-*-*-*-*-*-*-*
EMAIL
*-*-*-*-*-*-*-*-*-*-*

*****************************************************************************
EMAIL DIVIDER
*****************************************************************************

- - - - - - - - - - - - -
ACHIEVEMENTS LIST / NOTE- 
- - - - - - - - - - - - -

^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^
GUIDE END
^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^

Now that we've got our little symbol key memorized, let's a go! (sorry, lol!)



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 02. HUD [Head's Up Display]                                         ALTHUDS
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The HUD provides necessary information regarding Altair and his 
surroundings. The different elements of the HUD will allow the Subject to
be aware of his status.


  __________________________________________________________________________
 |                                                                          |
 |         2.1                                                              |
 |---|------------------|                                        Y          |
 |2.3|------------------|                               2.4->  X   B        |
 |---|------------------|                                        A          |
 |                                                                          |
 |                                                                          |
 |                                                                          |
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 |                                                                          |
 |                                                                          |
 |                                                                          |
 |                                                                          |
 |                                 2.0                                      |
 |                                                                          |
 |                                                               / \        |
 |     2.5                                                    /-------\     |
 |                                                            |       |     |
 |     H B                                                    |  2.2  |     |
 |      |                                                     |       |     |
 |  SS -5- LS                                                 \-------/     |
 |      |                                                                   |
 |     F S                                                                  |
 |__________________________________________________________________________|


2.0 Character - 

   Altair (your character) appears in the middle of the screen.


2.1 Synchronization Bar -

    The Synch Bar is located at the top left corner of the screen.

    While reliving Altair's memories, you will need to stay in synch with
    his actions. While this does not mean that you must do only what Altair
    did, it means that you must not do anything that Altair would never do.

    Gain Synch by:
    Completing an Objective
    Staying Anonymous

    While anonymous, the synch bar will regenerate automatically. While
    exposed, the synch bar will still regenerate, but at a much slower rate.

    Lose Synch By:
    Killing or Harming an Innocent
    Becoming Injured in Combat
    Falling from a Great Height


2.2 GPS -

    The GPS is located in the bottom right corner of the screen.
    The GPS will help guide you by pointing where North is and by showing the
    location of important memories (and how far you are from them). Filling
    the GPS with the locations of important memories will require reaching
    the highest points in the city (View Points) and synchronize the map
    from there.


2.3 Social Status Indicator -

    The Social Status Indicator is located directly left of the Synch Bar and
    is identified as the Abstergo logo. [See Getting Around for more info]


2.4 Control HUD -

    The Control HUD shows which controls are currently available within the 
    given context and is located in the top right corner of the screen.


2.5 Weapon Selector -

    The Weapon Selector, located in the bottom left corner, shows which
    weapon you have currently selected along with which weapons are available
    and how many throwing knives you currently have (the number in the
    middle). On the diagram above, I have used letters to portray where each
    weapon is located on the selector. However, the game has a small icon for
    the weapon, making it easier to find. To choose a weapon, press that
    weapon's direction on the D-pad.


2.6 Map -

    [Press the Back Button ( < ) to access] The Map displays an overhead
    blueprint of the current area. The Animus is able to render a basic 
    outline, but the Subject's Memory will need to fill in the details. To 
    access the Memory of a certain area, it is necessary to climb to a tall
    building and synchronize the landscape. These will be marked on the map
    and GPS as an eagle and will have an eagle perched on top of these 
    buildings.

    NOTE: The closer you are to the exact spot where Altair scanned the
    view, the clearer and brighter the map will be of tha area. To be sure
    of an accurate synch, you should set an auto-locked marker for the View
    Point on his map. Altair was rumored to have climbed every View Point
    in the Holy Land...



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 03. Controls [Low Profile]                                          ALTCRLP
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The Animus uses Contextual Puppeteering to move the Ancestor. Contextual 
Puppeteering means that each button controls a different part of the body.
Contextual Puppeteering comes in two forms: Low Profile and High Profile. 
Low Profile is generally socially acceptable, while High Profile is more 
action-oriented.



MUST-READ NOTE: HERE I will give the full list of controls for ALL three
consoles. HOWEVER, throughout the guide I will use the XBOX 360 Control
Scheme when talking about button prompts.



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XBOX 360 CONTROLS
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Free Roam:

Xbox 360 Button  - Xbox Dashboard
L Stick (move)   - Move Character
L Stick (click)  - N/A
R Stick (move)   - Camera Controls
R Stick (click)  - Reset Camera
Start Button     - Pause / In-Game Menu
Back Button      - View Map
LT Button        - Lock-On to Target
RT Button        - Change Profile
LB Button        - Chase Cam
RB Button        - N/A
D-pad            - Select Weapon
D-pad Up         - Select Hidden Blade
D-pad Down       - Select Fists
D-pad Left       - Select Short Blade / Throwing Knifes
D-pad Right      - Select Sword
Y Button         - Head: Vision / Eagle Vision *
B Button         - Empty Hand: Gentle Push
X Button         - Weapon Hand: Attack / Stealth Assassinate / Throw Knife
A Button         - Legs: Blend

While in Combat Mode, Low Profile allows the Ancestor to use Offensive Moves.

Combat:

Xbox 360 Button  - Xbox Dashboard
L Stick (move)   - Move Character
L Stick (click)  - N/A
R Stick (move)   - Camera Controls
R Stick (click)  - Reset Camera
Start Button     - Pause / In-Game Menu
Back Button      - View Map
LT Button        - Lock-On to Target
RT Button        - Change Profile
LB Button        - Chase Cam
RB Button        - N/A
D-pad            - Select Weapon
D-pad Up         - Select Hidden Blade
D-pad Down       - Select Fists
D-pad Left       - Select Short Blade / Throwing Knifes
D-pad Right      - Select Sword
Y Button         - Head: N/A
B Button         - Empty Hand: Grab
X Button         - Weapon Hand: Attack
A Button         - Legs: Step

Horse:

Xbox 360 Button  - Xbox Dashboard
L Stick (move)   - Move Horse
L Stick (click)  - N/A
R Stick (move)   - Camera Controls
R Stick (click)  - Reset Camera
Start Button     - Pause / In-Game Menu
Back Button      - View Map
LT Button        - Lock-On to Target
RT Button        - Change Profile
LB Button        - Chase Cam
RB Button        - N/A
D-pad            - Select Weapon
D-pad Up         - Select N/A
D-pad Down       - Select N/A
D-pad Left       - Select N/A
D-pad Right      - Select Sword
Y Button         - Head: Vision / Eagle Vision *
B Button         - Empty Hand: Dismount
X Button         - Weapon Hand: Attack / Rear
A Button         - Legs: Blend

* - Only available while standing still


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PLAYSTATION 3 CONTROLS
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Free Roam:

PS3 Button       - PS3 Dashboard
L Stick (move)   - Move Character
L Stick (click)  - N/A
R Stick (move)   - Camera Controls
R Stick (click)  - Reset Camera
Start Button     - Pause / In-Game Menu
Select Button    - View Map
L1 Button        - Lock-On to Target
R1 Button        - Change Profile
L2 Button        - Chase Cam
R2 Button        - N/A
D-pad            - Select Weapon
D-pad Up         - Select Hidden Blade
D-pad Down       - Select Fists
D-pad Left       - Select Short Blade / Throwing Knifes
D-pad Right      - Select Sword
Triangle         - Head: Vision / Eagle Vision *
Circle           - Empty Hand: Gentle Push
Square           - Weapon Hand: Attack / Stealth Assassinate / Throw Knife
X Button         - Legs: Blend

While in Combat Mode, Low Profile allows the Ancestor to use Offensive Moves.

Combat:

PS3 Button       - PS3 Dashboard
L Stick (move)   - Move Character
L Stick (click)  - N/A
R Stick (move)   - Camera Controls
R Stick (click)  - Reset Camera
Start Button     - Pause / In-Game Menu
Select           - View Map
L1 Button        - Lock-On to Target
R1 Button        - Change Profile
L2 Button        - Chase Cam
R2 Button        - N/A
D-pad            - Select Weapon
D-pad Up         - Select Hidden Blade
D-pad Down       - Select Fists
D-pad Left       - Select Short Blade / Throwing Knifes
D-pad Right      - Select Sword
Triangle         - Head: N/A
Circle           - Empty Hand: Grab
Square           - Weapon Hand: Attack
X Button         - Legs: Step

Horse:

PS3 Button       - PS3 Dashboard
L Stick (move)   - Move Horse
L Stick (click)  - N/A
R Stick (move)   - Camera Controls
R Stick (click)  - Reset Camera
Start Button     - Pause / In-Game Menu
Select           - View Map
L1 Button        - Lock-On to Target
R1 Button        - Change Profile
L2 Button        - Chase Cam
R2 Button        - N/A
D-pad            - Select Weapon
D-pad Up         - Select N/A
D-pad Down       - Select N/A
D-pad Left       - Select N/A
D-pad Right      - Select Sword
Triangle         - Head: Vision / Eagle Vision *
Circle           - Empty Hand: Dismount
Square           - Weapon Hand: Attack / Rear
X Button         - Legs: Blend

* - Only available while standing still


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PC CONTROLS [DEFAULT]
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WASD             - Move Character
Mouse (move)     - Camera Controls
Esc              - Pause / In-Game Menu
TAB              - View Map
F                - Lock-On to Target
Right Mouse      - Change Profile
Q                - Chase Cam
1                - Select Hidden Blade
2                - Select Fists
3                - Select Short Blade / Throwing Knifes
4                - Select Sword
E                - Head: Vision / Eagle Vision *
Shift            - Empty Hand: Gentle Push
Left Mouse       - Weapon Hand: Attack / Stealth Assassinate / Throw Knife
Space Bar        - Legs: Blend

While in Combat Mode, Low Profile allows the Ancestor to use Offensive Moves.

Combat:

WASD             - Move Character
R Stick (move)   - Camera Controls
Esc              - Pause / In-Game Menu
TAB              - View Map
F                - Lock-On to Target
Right Mouse      - Change Profile
Q                - Chase Cam
1                - Select Hidden Blade
2                - Select Fists
3                - Select Short Blade / Throwing Knifes
4                - Select Sword
E                - Head: N/A
Shift            - Empty Hand: Grab
Left Mouse       - Weapon Hand: Attack
Space Bar        - Legs: Step

Horse:

WASD             - Move Horse
Mouse (move)     - Camera Controls
Esc              - Pause / In-Game Menu
TAB              - View Map
F                - Lock-On to Target
Right Mouse      - Change Profile
Q                - Chase Cam
1                - Select N/A
2                - Select N/A
3                - Select N/A
4                - Select Sword
E                - Head: Vision / Eagle Vision *
Shift            - Empty Hand: Dismount
Left Mouse       - Weapon Hand: Attack / Rear
Space Bar        - Legs: Blend

* - Only available while standing still


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 04. Controls [High Profile]                                         ALTCRHP
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XBOX 360 CONTROLS
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Free Running:

Xbox 360 Button  - Xbox Dashboard
L Stick (move)   - Move Character
L Stick (click)  - N/A
R Stick (move)   - Camera Controls
R Stick (click)  - Reset Camera
Start Button     - Pause / In-Game Menu
Back Button      - View Map
LT Button        - Lock-On to Target
RT Button        - Change Profile
LB Button        - Chase Cam
RB Button        - N/A
D-pad            - Select Weapon
D-pad Up         - Select Hidden Blade
D-pad Down       - Select Fists
D-pad Left       - Select Short Blade / Throwing Knifes
D-pad Right      - Select Sword
Y Button         - Head: Vision / Eagle Vision *
B Button         - Empty Hand: Grab / Tackle
X Button         - Weapon Hand: Attack / Assassinate / Throw Knife
A Button         - Legs: Sprint / Free-Run


While in Combat Mode, High Profile allows you to use Defensive Counters.

Combat:

Xbox 360 Button  - Xbox Dashboard
L Stick (move)   - Move Character
L Stick (click)  - N/A
R Stick (move)   - Camera Controls
R Stick (click)  - Reset Camera
Start Button     - Pause / In-Game Menu
Back Button      - View Map
LT Button        - Lock-On to Target
RT Button        - Deflect
LB Button        - Chase Cam
RB Button        - N/A
D-pad            - Select Weapon
D-pad Up         - Select Hidden Blade
D-pad Down       - Select Fists
D-pad Left       - Select Short Blade / Throwing Knifes
D-pad Right      - Select Sword
Y Button         - Head: N/A
B Button         - Empty Hand: Grab Break
X Button         - Weapon Hand: Counter
A Button         - Legs: Dodge

Horse:

Xbox 360 Button  - Xbox Dashboard
L Stick (move)   - Move Horse
L Stick (click)  - N/A
R Stick (move)   - Camera Controls
R Stick (click)  - Reset Camera
Start Button     - Pause / In-Game Menu
Back Button      - View Map
LT Button        - Lock-On to Target
RT Button        - Canter
LB Button        - Chase Cam
RB Button        - N/A
D-pad            - Select Weapon
D-pad Up         - Select N/A
D-pad Down       - Select N/A
D-pad Left       - Select N/A
D-pad Right      - Select Sword
Y Button         - Head: Vision / Eagle Vision *
B Button         - Empty Hand: Dismount
X Button         - Weapon Hand: Attack / Rear
A Button         - Legs: Gallop

* - Only available while standing still


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PLAYSTATION 3 CONTROLS
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Free Running:

PS3 Button       - PS3 Dashboard
L Stick (move)   - Move Character
L Stick (click)  - N/A
R Stick (move)   - Camera Controls
R Stick (click)  - Reset Camera
Start Button     - Pause / In-Game Menu
Select Button    - View Map
L1 Button        - Lock-On to Target
R1 Button        - Change Profile
L2 Button        - Chase Cam
R2 Button        - N/A
D-pad            - Select Weapon
D-pad Up         - Select Hidden Blade
D-pad Down       - Select Fists
D-pad Left       - Select Short Blade / Throwing Knifes
D-pad Right      - Select Sword
Triangle         - Head: Vision / Eagle Vision *
Circle           - Empty Hand: Grab / Tackle
Square           - Weapon Hand: Attack / Assassinate / Throw Knife
X Button         - Legs: Sprint / Free-Run

While in Combat Mode, High Profile allows you to use Defensive Moves.

Combat:

PS3 Button       - PS3 Dashboard
L Stick (move)   - Move Character
L Stick (click)  - N/A
R Stick (move)   - Camera Controls
R Stick (click)  - Reset Camera
Start Button     - Pause / In-Game Menu
Select           - View Map
L1 Button        - Lock-On to Target
R1 Button        - Change Profile
L2 Button        - Chase Cam
R2 Button        - N/A
D-pad            - Select Weapon
D-pad Up         - Select Hidden Blade
D-pad Down       - Select Fists
D-pad Left       - Select Short Blade / Throwing Knifes
D-pad Right      - Select Sword
Triangle         - Head: N/A
Circle           - Empty Hand: Grab Break
Square           - Weapon Hand: Counter
X Button         - Legs: Dodge

Horse:

PS3 Button       - PS3 Dashboard
L Stick (move)   - Move Horse
L Stick (click)  - N/A
R Stick (move)   - Camera Controls
R Stick (click)  - Reset Camera
Start Button     - Pause / In-Game Menu
Select           - View Map
L1 Button        - Lock-On to Target
R1 Button        - Change Profile
L2 Button        - Chase Cam
R2 Button        - N/A
D-pad            - Select Weapon
D-pad Up         - Select N/A
D-pad Down       - Select N/A
D-pad Left       - Select N/A
D-pad Right      - Select Sword
Triangle         - Head: Vision / Eagle Vision *
Circle           - Empty Hand: Dismount
Square           - Weapon Hand: Attack / Rear
X Button         - Legs: Canter / Gallop

* - Only available while standing still


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PC CONTROLS
-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*

Free Running:

WASD             - Move Character
Mouse (move)     - Camera Controls
Esc              - Pause / In-Game Menu
TAB              - View Map
F                - Lock-On to Target
Right Mouse      - Change Profile
Q                - Chase Cam
1                - Select Hidden Blade
2                - Select Fists
3                - Select Short Blade / Throwing Knifes
4                - Select Sword
E                - Head: Vision / Eagle Vision *
Shift            - Empty Hand: Grab / Tackle
Left Mouse       - Weapon Hand: Attack / Assassinate / Throw Knife
Space Bar        - Legs: Sprint/ Free-Run

While in Combat Mode, Low Profile allows the Ancestor to use Offensive Moves.

Combat:

WASD             - Move Character
R Stick (move)   - Camera Controls
Esc              - Pause / In-Game Menu
TAB              - View Map
F                - Lock-On to Target
Right Mouse      - Change Profile
Q                - Chase Cam
1                - Select Hidden Blade
2                - Select Fists
3                - Select Short Blade / Throwing Knifes
4                - Select Sword
E                - Head: N/A
Shift            - Empty Hand: Grab Break
Left Mouse       - Weapon Hand: Counter
Space Bar        - Legs: Dodge

Horse:

WASD             - Move Horse
Mouse (move)     - Camera Controls
Esc              - Pause / In-Game Menu
TAB              - View Map
F                - Lock-On to Target
Right Mouse      - Change Profile
Q                - Chase Cam
1                - Select N/A
2                - Select N/A
3                - Select N/A
4                - Select Sword
E                - Head: Vision / Eagle Vision *
Shift            - Empty Hand: Dismount
Left Mouse       - Weapon Hand: Attack / Rear
Space Bar        - Legs: Canter / Gallop

* - Only available while standing still




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 05. Weapons                                                         ALTBLAD
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05.1 Fists - 

Selecting your fists during combat will allow the Ancestor to punch his 
enemies. Punching a Thug or someone else while near a Thug will atrract his
attention, resulting in a fistfight. Suspicious or Unaware Guards will not 
interfere, whereas Informed Guards will. Also, using a weapon while in a 
fistfight will make the guards hostile. Leaving someone unconscious after a 
fistfight will not upset civilians, unless the civilians are beggars or 
jar/wood carriers.

05.2 Sword -

The Sword is the weapon that is automatically selected when engaging in 
combat. The sword allows the Ancestor to use Strong Attacks. Strong Attacks 
(press and hold trhe X button for each strike) are slower, yet more powerful,
attacks.

05.3 Hidden Blade -

The Hidden Blade should be your go-to weapon after you gain the Counter
Ability. While in combat, selecting the Hidden Blade can quickly dispatch an
enemy if he is thrown to the ground, if he is taunting the Ancestor, or if he
is disoriented. The Hidden Blade can be used to Stealth Assassinate 
someone without causing a disturbance (provided that there isn't another 
guard within a few feet of the Ancestor). The Hidden Blade can ALSO be used
to commit an air assassination.

05.4 Short Blade - 

The Short Blade is useful for delivering Rapid Attacks. Rapid Attacks are not
very powerful by themselves, but Rapid Attacks in succession of each other 
can be very deadly.

05.5 Throwing Knifes - 

Throwing knifes are useful when there is some distance between you and a 
guard. You must lock-on to the guard if you want an accurate throw, or if
he is at a different height (be warned, though. Sometimes your lock-on target 
is not a guard). Note that if a guard sees you killing someone
with a throwing knife, he will respond. To refill your stock of throwing 
knifes, return to Masyaf (the hard way) or pickpocket a Thug. Each successful 
pickpocket gives you five knives. Note that if the Thug catches you trying to
steal his knives, he will start a fistfight. At first, you can hold five 
knives at a time. Then it gets upgraded to ten, and finally to fifteen.




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06. Characters                                                       ALTCHAR
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-----------------------------
06.0 The Main Character
-----------------------------

     06.0.1 The Ancestor

Name: Altair Ibn La-Ahad  [Awl-TIE-yeer Eh-ben Lah-Ahh-hawd]

Description: An Assassin from birth to death, with assassins as his ancestors
             and descendants, Altair is a master of everything from athletics
             to swordsmanship. He does not regard any authority but his own,
             and as such, is more likely to flaunt his kills then hide them.
             Altair also does not respect the Assassin's Creed, and because
             that he usually ends up in trouble.

Abilities: Walk, Run, Blend, Climb, Wall, Scale, Jump, Talk, Use Sword, Use 
           Fists, Use Hidden Blade, Use Short Sword, Throw Knives, Eavesdrop,
           Pickpocket, Interrogate, Assassinate, Stealth Assassinate, Air
           Assassinate, Punch, Block, Throw, Grab Break, Attack, Combo Kill,
           Counter Kill, Step, Defense Break, Dodge, Enlist Aid, Ride Horse,
           Kill, Catch Ledge, Tackle, Synchronize, Collect Flag,
           Slay Templar, Eagle Vision


     06.0.2 The Descendant

Name: Desmond Miles  [Dehz-MUHND Mye-uhlls]

Description: After leaving an Assassin's Commune as a child, Desmond became
             a bartender and kept a low profile. He was then kidnapped by
             Abstergo Industries, and was forced to relive his Ancestor's
             memories in an attempt to find a hidden treasure.

Abilities: Walk, Talk, Eavesdrop, Steal Access Codes, Use Animus, Go To
           Sleep, Hack into Computers, Eagle Vision


-----------------------------
06.1 Civilians
-----------------------------

Generic: The generic civilians have no special qualities whatsoever. 
         Abilities - Walk, Run, Stare, Cower, Expose

Jar Carriers: Jars Carriers are the women who carry jars on their heads.
              Any form of attack (excluding Stealth Kills) on anyone nearby 
              will make them drop their jars. Also, bumping into them will 
              make them drop their jars. The only reason to be concerned 
              about their jars is that dropping them will attract unwanted 
              attention from the guards.
              Abilities - Walk, Drop Jar, Run, Cower, Expose


Crate Carriers: The male version of the Jar Carriers, though slightly
                more humorous in their anger (at having spilt their crates).
                Walk, Drop Crate, Insult, Run, Cower, Expose

Town Criers: The Town Criers (not to be confused with Interrogation Targets)
             will spout messages about Religion, Politics, and War. They will
             always attract a crowd, and most likely be gaurded. There is no 
             reward for killing them, but if you High Profile Assassinate 
             them when they say "This is an Honor, to Die...", you get the 
             picture.
             Abilities - Spout Message, Brainwash, Attract Crowd, Walk, 
                         Run, Cower, Expose


Beggars: The Beggars of the land will always accost you for money. As this is
         not AC2, you cannot give them any. However you do get an achievement
         for scaring 25 of them away. Do this by unsheathing a weapon in 
         front of them or throwing them. Also, if you attempt to climb a 
         building, they will start screaming and throwing rocks at you. 
         Normally, they are such bad shots that you need not worry, but if 
         they hit you they will run away, at which point you should go teach 
         them a lesson.
         Abilities - Walk, Run, Beg, Insult, Throw Rocks, Cower, Expose

Thugs: Thugs are useful for two things, their knifes and entertainment. You
       can pickpocket them for knifes, or you could get into a fistfight with
       them. If you attempt to kill them in any way (pull out a weapon or 
       throw them too many times), they will run to the nearest guard, who 
       will come at you with more than just fists. Note that if you start to 
       climb something, they will walk away. And if you throw them into a 
       guard, they will run away and the guard will attack. These guys like 
       to hang around Interrogation Targets, and will join the fight.
       Abilities - Walk, Run, Give Knifes, Punch, Throw, Block Attack, Cower,
                   Expose


Merchants: Merchants are the guys inside of merchant stands. There are only 
           two good things about them: they provide atmosphere to the 
           setting, and they have humorous lines when you smash their wares.
           If an Informed Guard sees you jumping through a Merchant Stand, he
           will commence attack. Also, if you throw someone into a stand, the
           stand will topple, the merchant will die, the person you threw 
           will die, and anyone next to the stand will die. The only people 
           who won't die are Scholars, Vigilantes, and targets 
           (pickpocketing, eavesdropping, interrogating, assassination).
           Abilities - Sell Wares, Advertise Wares, Insult, Collapse, Cower,
                       Expose

Drunkards: Drunkards will always try to knock you over if you get too close.
           This can be dangerous if there is an Informed Guard near at hand.
           Punching them or fighting a guard will make them run away. The 
           Drunkard is only found in Acre, and has tattered clothing and a 
           bottle in his hand. As a side note, if they cower in front of you,
           they will take a drink every now and then.
           Abilities - Walk, Run, Cower, Drink, Stagger, Slur, 
                       Knock Back, Expose

Insane Man: A mentally unstable (and usually deformed) version of the 
            drunkard. These can be found in all the cities, and have no 
            shirt, except the ones in Acre.
            Abilities - Walk, Run, Cower, Jabber Unintelligently, Knock Back,
                        Hold Head, Have Headache, Expose

Wounded Patient: A generic civilian of interest, the Wounded Patient can be 
                 found ONLY in the Hospitalier Hospital of Acre. If they're
                 male, then they have no shirt; if they're a woman, they're 
                 wearing a Hospital Gown. All sport open wounds and blood.
                 Abilities - Walk, Fast-walk, Cower, Stare, Bleed, Expose

Dancer: Only found in the Merchant King's Palace during the Abu'l Naquod 
        Assassination, these dancers Belly Dance to an unheard music until
        all arrows break loose.
        Abilities - Walk, Run, Cower, Wiggle Belly

-----------------------------
06.2 Enemies
-----------------------------

----------------- 
06.2.1 Assassin
-----------------

Masyaf Guard: The Masyaf Gaurd is identified as an ally by the Ancestor's 
              Eagle Vision, and as such, will not fight if the Ancestor
              bumps into or tackles him. Be warned, though. After knocking
              down or bumping into a Masyaf Gaurd, the Guards will give a 
              warning and become informed. Also, killing anyone or enacting 
              any violence on the Masyaf Guards (punching, attacking, 
              throwing) will result in combat.
              Abilities - Walk, Run, Cower, Stare, Insult, Taunt, Deflect,
                          Attack, Throw, Climb, Kill, Tackle, Roadblock, 
                          Expose, Throw Rocks, Investigate Body, Punch,
                          Guard Entrance

Hooded Guard: The Hooded Guard, found at the Masyaf entrance to the Kingdom
              and guarding the Assassin's Fortress, are unlike the Masyaf 
              Guards. If the Ancestor provokes them in any way, they will
              attack. The Hooded Guards are as skilled in fighting as 
              Templars, and as such, have many abilities at their disposal.
              Abilities - Walk, Run, Cower, Stare, Insult, Taunt, Deflect,
                          Attack, Throw, Climb, Kill, Tackle, Roadblock, 
                          Expose, Throw Rocks, Investigate Body, Punch,
                          Grab Break, Counter, Combo, Strong Attack,
                          Defense Break

----------------- 
06.2.2 Saracen
-----------------

The Saracen Soldiers are found everywhere but Acre and Masyaf.

Regular Guard: The Regular Guard is the easiest to handle, as they do not
               wear armor nor can they break the Ancestor's defense. These
               can be found everywhere, and are identified by their brown 
               padding and hats.
               Abilities - Walk, Run, Cower, Stare, Insult, Taunt, Deflect,
                           Attack, Throw, Climb, Kill, Tackle, Roadblock, 
                           Expose, Throw Rocks, Investigate Body, Punch, 
                           Dodge

Archer: The Archer is a Regular Guard that is equipped with a longbow. 
        Archers primarily stay on rooftops, though they will come down if
        neccessary. If the Ancestor is on top of a roof or climbing a
        building, the Archer will demand that the Ancestor return to the 
        ground. If the Ancestor does not comply, then the Archer will fire a
        warning arrow. If the Ancestor does not leave, the Archer will begin
        firing arrows. If the Ancestor gets close to the Archer, the Archer
        will drop his bow and draw his blade. Throwing Archers from rooftops
        makes a nice distraction; but if gaurds below see the Ancestor they
        will commence combat.
        Abilities - Walk, Run, Cower, Deflect, Fire Arrow, Attack, Throw, 
                    Climb, Kill, Tackle, Roadblock, Expose, Throw Rocks, 
                    Investigate Body, Punch, Guard Rooftop, Dodge

Soldier Class One: The Soldier Class One is a Arabian Gaurd that is normally
                   found in a patrol or guarding an entrance. They wear brown
                   padding, some mail and armor, and a gold helmet.
                   Abilities - Walk, Run, Cower, Stare, Insult, Taunt, 
                               Deflect, Attack, Throw, Climb, Kill, Tackle, 
                               Roadblock, Expose, Throw Rocks, Investigate 
                               Body, Punch, Strong Attack, Dodge

Soldier Class Two: The Soldier Class Two is an upgraded Soldier Class One,
                   and therefore has more armor and skills. They are found at
                   City/District Gates and in patrols. These wear brown mail
                   and padding, some armor, and a black or silver helmet.
                   Abilities - Walk, Run, Cower, Stare, Insult, Taunt, 
                               Deflect, Attack, Throw, Climb, Kill, Tackle, 
                               Roadblock, Expose, Throw Rocks, Investigate 
                               Body, Punch, Strong Attack, Counter, 
                               Grab Break, Dodge

Elite Soldier: The Elite Soldier will wear mail and armor, as well as
               a stronger helmet that has a metal feather on top. They will 
               normally be found leading patrols. 
               The Elite Soldier is second to none.
               Abilities - Walk, Run, Cower, Stare, Insult, Taunt, 
                           Deflect, Attack, Throw, Climb, Kill, Tackle, 
                           Roadblock, Expose, Throw Rocks, Investigate 
                           Body, Punch, Strong Attack, Counter, Grab Break, 
                           Double Damage, Combo, Defense Break, Dodge

Slave Trader Guards: Found in the Rich District of Jerusalem, the Slave
                     Trader Guards are Talal's Personal Guards, and are
                     identified as having black and gold robes.
                     Abilities - Walk, Run, Cower, Stare, Insult, Taunt, 
                                 Deflect, Attack, Throw, Climb, Kill, Tackle,
                                 Roadblock, Expose, Throw Rocks, Investigate
                                 Body, Punch, Strong Attack, Counter, 
                                 Grab Break, Dodge

Merchant Guards: Found guarding Tamir and Abu'l Naquod, the Merchant Guards
                 are known to wear a wealthy servant's raiment and shaved
                 heads. The Merchant Guards are not very numerous, and do not
                 pose a large threat.
                 Abilities - Walk, Run, Cower, Stare, Insult, Taunt, Deflect,
                             Attack, Throw, Climb, Kill, Tackle, Roadblock, 
                             Expose, Throw Rocks, Investigate Body, Punch, 
                             Dodge

Scholar Gaurds: Found in the Middle District of Damascus, the Scholar Guards
                are the same as the Slave Trader Guards.
                Abilities - Walk, Run, Cower, Stare, Insult, Taunt, 
                            Deflect, Attack, Throw, Climb, Kill, Tackle, 
                            Roadblock, Expose, Throw Rocks, Investigate 
                            Body, Punch, Strong Attack, Counter, 
                            Grab Break, Dodge

-----------------  
06.2.3 Crusader
-----------------

The Crusaders are only found in Acre, Arsuf, and the road to Acre.

Regular Guard: The Regular Guard is the easiest to deal with, as they don't
               have much armor (or courage!). They wear the Sign of the 
               Cross, and wear red and/or white or black padding instead of
               armor. They will also not have any head covering.
               If you engage in combat with several, the last two alive 
               will flee (unless the Ancestor slew a civilian or got past
               a gaurded entrance).
               Abilities - Walk, Run, Cower, Stare, Insult, Taunt, Deflect,
                           Attack, Throw, Climb, Kill, Tackle, Roadblock, 
                           Expose, Throw Rocks, Investigate Body, Punch, 
                           Dodge

Archer: The Archer is a Regular Guard that is equipped with a longbow. 
        Archers primarily stay on rooftops, though they will come down if
        neccessary. If the Ancestor is on top of a roof or climbing a
        building, the Archer will demand that the Ancestor return to the 
        ground. If the Ancestor does not comply, then the Archer will fire a
        warning arrow. If the Ancestor does not leave, the Archer will begin
        firing arrows. If the Ancestor gets close to the Archer, the Archer
        will drop his bow and draw his blade. Throwing Archers from rooftops
        makes a nice distraction; but if gaurds below see the Ancestor they
        will commence combat.
        Abilities - Walk, Run, Cower, Deflect, Fire Arrow, Attack, Throw, 
                    Climb, Kill, Tackle, Roadblock, Expose, Throw Rocks, 
                    Investigate Body, Punch, Guard Rooftop, Dodge

Elite Guard: The Elite Guard is like a Soldier Class One, except that he
             wears solid black mail and padding.
             Abilities - Walk, Run, Cower, Stare, Insult, Taunt, 
                         Deflect, Attack, Throw, Climb, Kill, Tackle, 
                         Roadblock, Expose, Throw Rocks, Investigate 
                         Body, Punch, Strong Attack, Dodge

Soldier Class One: The Soldier Class One is a French Gaurd that is normally
                   found in a patrol or guarding an entrance. They wear red
                   and white padding, some armor, and a helmet.
                   Abilities - Walk, Run, Cower, Stare, Insult, Taunt, 
                               Deflect, Attack, Throw, Climb, Kill, Tackle, 
                               Roadblock, Expose, Throw Rocks, Investigate 
                               Body, Punch, Strong Attack, Dodge

Soldier Class Two: The Soldier Class Two is an upgraded Soldier Class One,
                   and has more armor and skills. They are found at 
                   City/District Gates and in patrols. As well as wearing
                   Red and White clothing, they also bear the Sign of the
                   Lion.
                   Abilities - Walk, Run, Cower, Stare, Insult, Taunt, 
                               Deflect, Attack, Throw, Climb, Kill, Tackle, 
                               Roadblock, Expose, Throw Rocks, Investigate 
                               Body, Punch, Strong Attack, Counter, 
                               Grab Break, Dodge

Elite Soldier: The Elite Soldier will wear mail and armor, as well as
               a stronger helmet. They will normally be found leading
               patrols. The Elite Soldier is second only to the 
               Templar Guard.
               Abilities - Walk, Run, Cower, Stare, Insult, Taunt, 
                           Deflect, Attack, Throw, Climb, Kill, Tackle, 
                           Roadblock, Expose, Throw Rocks, Investigate 
                           Body, Punch, Strong Attack, Counter, Dodge,
                           Grab Break, Double Damage, Defense Break

Templar Guard: Not to be confused with the 60 Templars that pervade the
               Holy Land, the Templar Gaurds will always be heading the
               patrols. They don the same garments and armor as Templars,
               as well as having the same skills.
               Abilities - Walk, Run, Cower, Stare, Insult, Taunt, 
                           Deflect, Attack, Throw, Climb, Kill, Tackle, 
                           Roadblock, Expose, Throw Rocks, Investigate 
                           Body, Punch, Strong Attack, Counter, Grab Break, 
                           Double Damage, Combo, Defense Break, Dodge

-----------------------------
06.3 Allies
-----------------------------   
     
06.3.1 Scholars

       After saving a male citizen, the Ancestor will have a group of 
       Scholars that will give him aid. If the Ancestor is ever chased by
       a guard, he can blend with the scholars when he breaks the Line Of
       Sight (LOS). Scholars are also useful for passing through gaurded
       area. However, if any violence is commited near them, they will flee
       for a time. Scholars cannot be killed.
       Abilities - Walk, Run, Blend, Pass Guarded Entrance, Pray, Cower
     
06.3.2 Vigilantes

       After saving a female citizen, the Ancestor will have a group of
       Vigilantes that will give him aid. If the Ancestor is ever chased by a
       guard, he can run through a street where Vigilantes are located. The
       Vigilantes will allow the Ancestor to pass, then turn their attention
       to the pursuing guards. They will not attempt to kill the guards, but
       instead hold them in check while the Ancestor hides. Vigilantes cannot
       be killed.
       Abilities - Walk, Run, Grab, Cower
    
06.3.3 Seated Civilians

       Seated Civilians will aid the Ancestor when he is chased by a guard.
       The Ancestor can sit between two Seated Civilians to hide. However,
       if the Ancestor has not broken the LOS, the Seated Civilians will
       leave their bench. Also, Seated Civilians allow you to eavesdrop
       on nearby conversations.
       Abilities - Walk, Run, Sit, Listen, Cower
   
06.3.4 Horses

       Horses will give the Ancestor aid in the form of transportation.
       Horses are not allowed within City Walls, and as such, are only
       useful in the Kingdom. Horses can knock down anyone while galloping,
       but if Guards have formed a roadblock, the Horse will tumble to the
       ground. Soldiers will also try to throw rocks to get you off your 
       horse. The Ancestor can also attack with his sword while riding a 
       Horse.
       Abilities - Walk, Canter, Gallop, Blend, Rear, Kick, Knock Down,
                   Neigh, Eat Hay, Follow Ancestor

-----------------------------
06.4 Templars
-----------------------------

The Templars (60 in all) pervade the entire Holy Land. They will be found 
alone in a corner or alley or trail with an iron chest at thier feet. If
the Ancestor is seen by one, or if the Ancestor disturbs/kills anyone in
a Templar's vicinity (usually a one block radius) the Templar will 
commence combat. Any guards in the area will wait until the Templar is
defeated or victorious before engaging the Ancestor.

The Ancestor was rumored to have slain every Templar in the Holy Land...
 
Abilities - Walk, Run, Insult, Taunt, Deflect, Attack, Throw, Climb, Kill, 
            Tackle, Expose, Throw Rocks, Punch, Strong Attack, Counter, 
            Grab Break, Double Damage, Combo, Defense Break, Dodge, Guard
            Iron Chest, War Cry, Hieghtened Awareness.

-----------------------------
06.5 Assassination Targets
-----------------------------

01. Masun [Mah-SOON]

    Masun, though not truly an Assassination Target, opened the gate
    that allowed the Crusaders to pillage Masyaf. He shouts his lies
    (or are they true?) about Al Mualim when Altair first sees him. 
    He is a traitor and must be brought before Al Mualim.

    Abilities - Walk, Talk, Stare, Open Gate, Spout Lies, Punch, 
                Block, Cower, Insult, Defy
                
02. Tamir [Tah-MEER]

    Tamir, merchant of death, will do ANY thing to make sure his shipments
    arrive. Anything. And it seems he does not support Saladin, but someone
    else...

    Abilities - Walk, Run, Insult, Taunt, Deflect, Attack, Throw,
                Climb, Kill, Tackle, Expose, Throw Rocks, Investigate 
                Body, Punch, Strong Attack, Counter, Grab Break, 
                Dodge, Murder Merchant, Tackle, Talk

03. Garnier de Naplouse [Gawn-YEA dee Nah-PLOOSE]

    Garnier is a philanthropist who seeks to cure the sick and heal the
    wounded. Or is he? Rumors have been heard that he kidnaps civilians
    from other cities and then experiments on them. It seems the good
    doctor should be looked into.

    Abilities - Walk, Run, Insult, Taunt, Deflect, Attack, Throw, 
                Climb, Kill, Tackle, Expose, Throw Rocks, Investigate 
                Body, Punch, Strong Attack, Counter, Grab Break, 
                Defense Break, Dodge, Drug Patients, Tackle, Talk
                            
04. Talal [Tah-LAL]

    Talal has been busy of late, with the sale of slaves going up.
    But who does he sell them to? And why? It is said that he ships
    them to Garnier de Naplouse. Be warned, for he is a master archer.

    Abilities - Walk, Run, Insult, Taunt, Tackle
                Deflect, Attack, Throw, Climb, Kill, Tackle, 
                Expose, Throw Rocks, Investigate Body, Punch, 
                Strong Attack, Counter, Grab Break, Fire Arrow
                Defense Break, Dodge, Sell Slaves, Talk

05. Abu'l Naquod [Abool Nah-KOOD]

    The Merchant King of Damscus is very well off. In fact, he invites
    most of the city's nobles to his lavish parties. But rumors say that
    he hates the people, he hates himself, and he is... "different." Perhaps
    one could learn more if one attended his parties.

    Abilities - Walk, Run, Insult, Taunt, Murder Guests,
                Deflect, Attack, Throw, Climb, Kill, Tackle, 
                Expose, Throw Rocks, Investigate Body, Punch, 
                Strong Attack, Counter, Grab Break, Tackle,
                Defense Break, Dodge, Drink, Poison Guests, Talk

06. William de Montferrat [Will-EE-um DEE Mont-fer-RAT]

    King Richard does not like William, and the feeling is mutual. Richard
    believes that his Regent over Acre should be on the battlefield, instead
    of the political realm. It is believed that William intends to take Acre
    by force for his son, Conrad. Already he trains an army and rations the 
    food among his subjects. He will meet with the king soon. After the king
    leaves, Montferrat will retreat to his citadel. Do you have what it takes
    to defeat him in his protected environment? We shall see.. 

    Abilities - Walk, Run, Insult, Taunt, Deflect, Attack, Throw, Climb, 
                Kill, Tackle, Expose, Throw Rocks, Investigate Body, Punch,
                Strong Attack, Counter, Grab Break, Defense Break, Dodge, 
                Execute Citizens, Defy King, Insult Son, Talk

07. Majd Addin [Mahsh-du-DEEN]

    There is nothing more enjoyable to Majd Addin than an execution. He
    enjoys turning his back to the crowd and lecturing the prisoners before
    executing them. Then he enjoys lecturing the crowd with his hands covered
    in blood. Rumor has it that the ones he executes are innocent victims.
    It may be that someday someone will stop his reign of blood.

    Abilities - Walk, Run, Insult, Taunt, Deflect, Attack, Throw, Climb, 
                Kill, Tackle, Expose, Throw Rocks, Investigate Body, Punch,
                Strong Attack, Counter, Grab Break, Combo, Defense Break, 
                Dodge, Execute Citizens

08. Sibrand [Seh-BRAND]

    The leader of the Knights Tuetonic resides in Acre's port, knowing that
    his death approaches. He therefore has sealed the docks district and
    doubled the patrols. He has gone mad with fear, and kills anyone he deems
    a threat to his life, whether they be innocent or not. It is said that he
    is building a naval blockade to deny King Richard access by sea. It seems
    that he will try to take Acre from Richard and take it for himself.

    Abilities - Walk, Run, Insult, Taunt, Deflect, Attack, Throw, Climb, 
                Kill, Tackle, Expose, Throw Rocks, Investigate Body, Punch, 
                Strong Attack, Counter, Grab Break, Double Damage, Combo, 
                Defense Break, Dodge, Execute Priests, Fire Arrow

09. Jubair Al Hakim [Shu-BUY-air ahl Hah-KEEM]

    Jubair, Saladin's chief scholar, knows he has found illumination. He
    knows that the world is chasing after lies, and he knows how to bring the
    rest of the world the truth. Burn books. All of them. In this way he 
    hopes to erase all the world's knowledge of truth and give it his 
    version of "truth".

    Abilities - Walk, Run, Insult, Taunt, Deflect, Attack, Throw, Climb, 
                Kill, Tackle, Expose, Throw Rocks, Investigate Body, Punch,
                Strong Attack, Counter, Grab Break, Double Damage, Combo, 
                Defense Break,  Dodge, Burn Books, Burn People, Brainwash

10. Robert de Sable [Ro-BEAR deh SAH-bull]

    After defeating you and your friends in Soloman's Temple, Robert wants one
    thing. In fact, it's the only thing on his mind. Your death. You and all
    the Assassins. You stole his treasure, the Piece of Eden, and now he goes
    to meet with King Richard and Saladin to get them to come together for
    the Assassin's destruction. He must be stopped before that meeting can
    take place.

    Abilities - Walk, Run, Insult, Taunt, Deflect, Attack, Throw, Climb, 
                Kill, Tackle, Expose, Throw Rocks, Investigate Body, Punch,
                Strong Attack, Counter, Grab Break, Double Damage, Combo, 
                Defense Break, Dodge, Decieve King, Expose Truth, Rule Planet

11. Al Mualim [Ahl Moo-AHL-eem]

    Al Mualim. Your Master. Your Leader. The one who guided you your entire 
    life. And now it seems that it all was a viel to get you to kill the 
    other nine Templar Leaders so that he could create his own paradise on
    earth with the Piece of Eden. Already the color fades from the world and
    the skies darken...

    Abilities - Walk, Run, Insult, Taunt, Brainwash, Clone, Raise the Dead, 
                Lie, Give Missions, Restore Rank, Deflect, Attack, Throw, 
                Climb, Kill, Tackle, Throw Rocks, Investigate Body, Punch, 
                Strong Attack, Counter, Grab Break, Talk, Double Damage, 
                Combo, Defense Break, Dodge, Constrain Body


-----------------------------
06.6 Abstergo Employees
-----------------------------

Lucy Stillman - Lucy is the woman who does everything she can to aid Desmond.
                While at first she tries to hide her identity, she eventually
                shows him that she is a fellow Assassin. Lucy also gives 
                Desmond access codes for his cell and her computer. When
                Desmond gains Eagle Vision, she is seen as an ally.
                Abilities - Walk, Talk, Run Animus, Give Access Codes, Use
                            Computer

Warren Vidic - The main scientist in Abstergo Industries is Warren Vidic.
               With dreams of power and a new world, Vidic will stop at
               nothing to gain the Piece of Eden.
               Abilities - Walk, Talk, Wake Up Desmond, Drink Coffee, Use
                           Computer, Save Lucy

Alan Rikken - Not much is known about Alan Rikken. You see him at the end,
              talking about the Piece of Eden, and his computer has a single
              e-mail that has some ancient relics and phenomena "explained".
              And he likes wearing suits. That much is known. The rest...
              up to your imagination.
              Abilities - Walk, Talk, Use A Computer, Give Orders, Remain an
                          Enigma

Leila Marino - A (unseen) friend of Lucy, Leila died mysteriously five years
               ago. The on-site coroner said that the death was a suicide,
               but Abstergo has been unwilling to divulge any information
               on her demise...
               Abilities - Be a Friend to Lucy, Die Mysteriously, Have
                           Personal Records Locked, Be a part of a Company
                           Scandal

Nancy Nilop - A name on a few e-mails on Lucy's Computer. She is over
              Abstergo's Records Department, but is unwilling to give out
              any information on Abstergo Employee Leila Marino...
              Abilities - Use A Computer, Cover Up Scandal


-----------------------------
06.7 Other Notable Characters
-----------------------------

06.7.1 Assassin Trainer
       The Assassin Trainer will greet the Ancestor whenever the Ancestor
       has gained a new sword skill. He will then conduct the Ancestor to
       the training Arena to practice the new skills.
       Abilities - Walk, Talk, Initiate Training Exercise, Give Instruction

06.7.2 Damascus Rafique
       The Damascus Rafique believes in the Ancestor, and will ceaselessly
       praise his good deeds. He tends to talk too much, and often says
       more than he means to.
       Abilities - Walk, Talk, Write, Give Feather, Allow Assassination, 
                   Give Shelter, Praise Altair

06.7.3 Acre Rafique
       The Acre Rafique does not think much of the Ancestor, and does not
       enjoy being bothered by him. He says as little as possible and
       does not try to counsel much.
       Abilities - Walk, Talk, Write, Give Feather, Allow Assassination, 
                   Give Shelter, Insult

06.7.4 Malik Al-Sayf
       Malik, once a great Assassin like Altair, lost his brother and his arm
       in a one-on-one with Robert de Sable, and as such, has been put into 
       service as the Rafique of Jerusalem. He believes that Altair was the
       cause of his loss, and as such, does not care in the least about
       Altair until the very end. He can be insulting and harsh at times,
       and will always pick out a fault.
       Abilities - Walk, Talk, Write, Give Feather, Allow Assassination, 
                   Give Shelter, Fight, Lay Siege, Obey Creed, Insult,
                   Point out Flaws

06.7.5 Maria de Sable
       When Altair visited Majd Addin's funeral, he went to assassinate 
       Robert. As it turned out, Robert was never there. It was a trap.
       And the person who took his place and impersonated him was a 
       woman, whom Altair decided to let live. In AC2, Maria makes a
       secondary appearance with Altair...
       Abilities - Walk, Run, Insult, Taunt, Deflect, Attack, Throw, Climb,
                   Kill, Tackle, Expose, Throw Rocks, Investigate Body, 
                   Punch, Strong Attack, Counter, Grab Break, Double Damage,
                   Combo, Defense Break, Dodge, Impersonate, Way Cry, Cower




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 07. Getting Around                                                  ALTNAVI
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Your social status shows whether or not you are being watched (and how you
are watched), if you are in a battle, or if you have broken the line of
sight or are hiding. The social status is contextual, and as such,
so should your actions be.


-----------------------------------------------------------
07.0 Social Status: Anonymous
-----------------------------------------------------------

When the Abstergo logo is a solid triangle without an eye-con, you are able
to do anything you please, as there are no guards in the Line Of Sight (LOS).
If a guard is in the area, you can blend with scholars, sit on a bench, or
leave the guard's LOS to return to an anonymous state.


-----------------------------------------------------------
07.1 Social Status: Watched by Unaware or Suspicious Gaurd
-----------------------------------------------------------

When the Abstergo logo has an eye-con in it's center, you are being watched
by a guard. If the eye-con is white, the guards are unaware of your identity.
You may do what you like, as long as you do not draw a weapon. Should you
draw a weapon, punch a civilian, climb a building, or drop from above, the
guards will become suspicious. Any shoving or bumping into guards will
result in becoming exposed.

Unaware guards will have their hands to their sides in a carefree manner,
while suspicious guards will have a hand on their sword hilt, ready to draw
the blade if necessary.


-----------------------------------------------------------
07.2 Social Status: Watched by Informed Guard
-----------------------------------------------------------

Should you stealth assassinate anyone, or if the guard is already
on the lookout, the Abstergo logo will have a red flashing eye-con (the 
Subject will also hear a warning alarm). The guards will have their swords 
drawn, and the slightest disturbance will attract their attention. 
If you are being watched by an informed guard, you should blend 
immediately. Blending will save you from becoming exposed 95% of the time.

If you walk too close to any guard who is informed, or if the guard is
investigating a body, you will become exposed. However, you may walk up to
an informed guard while blending to remain undetected.

>><< >><< >><< >><<
07.3.1 City Alert
>><< >><< >><< >><<

       During a citywide alert, the Synch bar will turn red, the city gates
       will close, and every guard in the city will become informed. You
       must hide in the Assassin's Bureau while the City Alert is set off.
       City Alerts are set off when you assassinate or are in combat with a
       main Assassination Target.


-----------------------------------------------------------
07.3 Social Status: Exposed - Combat
-----------------------------------------------------------

Should you become exposed (NO, not like THAT... get your mind out of the
gutter...), whether by harrassing a guard, killing or attacking someone,
or approaching an informed guard, the guards will commence combat.
The Abstergo logo will become an open triangle that flashes red.

You must focus on a guard (LT), and become defensive (Hold RT) to deflect
any blows. While in combat, you have several skills at your disposal:

Skill          - Weapon       - Type      - Buttons

Assassinate    - Hidden Blade - Offensive - Tap X Button
Attack         - All [w/o HB] - Offensive - Tap X Button
Strong Attack  - Sword        - Offensive - Press X Button
Grab           - Empty Hand   - Offensive - Tap B Button
Step           - Legs         - Offensive - Tap A Button
Combo Kill     - All [w/o HB] - Offensive - X, then X just as sword hits
Defense Break  - Sword        - Offensive - Tap A Button, then X right after
Rapid Attack   - Short Blade  - Offensive - Rapidly tap X Button
Punch          - Fists        - Offensive - X Button

Deflect        - All [w/o HB] - Defensive - Hold RT
Counter Kill   - All          - Defensive - Hold RT, press X before attack
Grab Break     - Empty Hand   - Defensive - Hold RT, press B while grabbed
Dodge          - Legs         - Defensive - Hold RT, tap A before attack
Block          - Fists        - Defensive - Hold RT

If you use your Hidden Blade in combat, you must either throw the
guard to the ground before assassinating him or you must counter kill, as an
assassination attempt will most always be blocked (unless the guard is 
taunting or looking away). ALSO, the Hidden Blade cannot deflect.

If you use your fists in combat, the guard(s) will be rendered
unconscious and civilians will not be upset.

The combat will continue until one of three things occur:

1. You kill most or all of the attacking guards.
2. You desynchronize.
3. You flee the battle.

If you are victorious, you will return to an anonymous state.
If you desynchronize... you die. Bugger.
If you flee, you live to flee another day.


-----------------------------------------------------------
07.4 Social Status: Exposed - Fleeing
-----------------------------------------------------------

Should you decide to flee the battle, you must break the LOS and
hide, or you must continue the battle.

07.4.1 Fleeing: Breaking the LOS

       While running away from a pursuing guard, the Abstergo logo will 
       continue to flash red until you have broken the Line Of Sight
       with the guards. At this point the Abstergo logo will flash yellow, and
       a warning alarm will sound. To break the LOS, it is useful to use
       Vigilantes, climb up and jump off buildings, jump through merchant 
       stands, or run at full speed. Should the guards set up a roadblock
       in front of you, it is wise to go around or take a different 
       path, as running into the block will result in being knocked over.
       If you have broken the LOS, you should hide immediately.
     
07.4.2 Fleeing: Hiding

       To hide, you must first break the LOS, then find a nearby
       hiding spot. While hiding, the Abstergo logo will pulsate blue, then
       green. When the logo goes white, you return to an anonymous state and
       are free to exit the hiding spot.
     
07.4.2.1 Benches

         If you sit between two civilians, you will be able to hide.
         However, knocking a civilian off his / her bench will result in that
         bench becoming temporarily unusable. Benches can be found off the 
         side of roads, against buildings, in open squares, or in courtyards
         or open buildings.
     
07.4.2.2 Haystacks

         Should you find a pile of hay, you may jump into that pile to hide.
         Haystacks can be found on the ground or on top of buildings.
         Haystacks are also useful to land in while jumping from high places,
         as they will cushion your fall. (NOTE: If you see a group of birds
         along a roof top, run straight off the building at their location
         to land in a Haystack via Leap Of Faith)
     
07.4.2.3 Hay Carts
     
         Hay carts are exactly the same as Haystacks. However, Hay Carts are
         only found on the ground.

07.4.2.4 Roof Gardens

         Should you be on top of a roof, you can jump into a nearby
         Roof Garden to hide. Roof Gardens are small rooms with yellow 
         curtains to hide behind that are only found on rooftops.
     
07.4.2.5 Scholars

         Should you be on the ground, you can blend with nearby Scholars to
         hide. Scholars wear white robes and turbans. However, should
         you cause a disturbance around the Scholars, they will stop
         blending and will be momentarily unusable.

07.4.3 Vanished

       After entering a Hiding Spot, the Social Status Indicator will turn 
       blue while the Ancestor hides. After a short while, any guards chasing
       the Ancestor will lose interest and revert to a suspicious state.
       When the guards have lost interest, the Social Status Indicator will
       turn green, then white. When this happens, you are free to
       leave your hiding spot.


-----------------------------------------------------------
07.5 Distractions
-----------------------------------------------------------

To distract a guard, you must either stealth assassinate someone or
throw a guard off a rooftop. Distracting guards is useful when they are 
guarding an entrance or walkway. Guards not guarding an entrance will become 
informed, whereas entrance guards will not. However, should a guard be too 
close while assassinating someone, or if you fall off the building
with the guard you just threw, you will become exposed.


-----------------------------------------------------------
07.6 Drawing Attention
-----------------------------------------------------------

To draw attention to yourself (you limelight addict, you!), you are able
to do many things:

Bump into civilians or guards
Cause Jar or Crate Carriers to drop what they are carrying
Tackle or Throw civilians
Tackle or Throw guards
Stealth Assassinate someone too close to a guard
Climb a building
Jump from a building
Get into a Fistfight
Kill or attack someone
Punch someone
Jump onto someone
Draw a weapon
Rear [Horse]
Canter or Gallop [Horse]
Fail Assassination attempt
Jump through Merchant Stands
Throw a guard from a roof onto a guard below

Drawing attention will result in being watched or becoming exposed.


-----------------------------------------------------------
07.7 Fistfights
-----------------------------------------------------------

Should you punch or throw a Thug, punch someone near a Thug, or
be caught pickpocketing a Thug, any nearby Thugs will become angry and begin
a fistfight. Should you bump into a Thug, the Thug will push you back. Should
you bump into him again, the Thug will get angry (Temper, temper...).
Any other Thugs in the immediate vicinity will come to the first Thug's aid.
The Thugs will be punching every few seconds, so you should punch, then block.
Should you cheat and draw a blade, the Thugs will run to the 
nearest guard and you will become exposed. Should you climb something, the
Thugs will call off the fight and walk away. However, getting
into a fistfight near an informed guard will result in becoming exposed.

It's like Rock-Em Sock-Em Ruffians!


-----------------------------------------------------------
07.8 Types of Assassinations
-----------------------------------------------------------


07.8.1 Stealth Assassination

Stealth Assassinations are best if keeping a low profile and do not create
a large disturbance. However, if you are very close to a guard or
soldier when you assassinate a target, you will become exposed. Also, 
you should stand away from the target's body or blend to keep from becoming
exposed.

To commit a Stealth Assassination, you must be in Low Profile
and have the Hidden Blade selected. You must then walk up to a target
(Guard, Templar, Civilian, etc.) and press X to assassinate.


07.8.2 High-Profile Assassination

If you wish to show off your slaying skills and make the citizenry flee from
you, try a High-Profile Assassination! However, if there are guards who can
see you, you will become exposed.

To commit a High-Profile Assassination, enter High-Profile (Hold RT) and
press X. (Note, you should lock-on your Target before doing this, as a
Civilian may accidentally get between your target and your blade.) However,
if you are too far away from your target you should get closer.

Depending on where you are in relation to your target, a different
assassination will take place:

A few feet away - Leaping Assassination
Face to Face - Struggling Assassination
Directly Behind - Execution-style Assassination


07.8.3 Combat Assassination

While in combat, the Hidden Blade can sometimes be used as a melee weapon.
To do this, equip the Hidden Blade and keep in Low Profile. You can strike
when:

A guard/soldier taunts you.
A Templar gives his War Cry (basically a taunt).
A guard/soldier looks around or is dazed.

However, if you try to assassinate someone (while in combat) that is NOT
doing one of the above, your assassination attempt will fail and you will
be pushed back.


07.8.4 Air Assassination

Air Assassinations are awesome, but hard to do. In fact, I didn't know they
existed until I saw the Assassin's Creed II E3 Demo Video and heard the guy
say "Yes, we've KEPT the Air Assassinations from Assassin Creed I." Needless
to say, I immediately played Assassin's Creed to see what he was talking
about. And, once I found out how, I did them over, and over, and OVER again!
But enough about myself!

To do an Air Assassination, you must be on a ledge or beam overlooking a
street. You then must equip the Hidden Blade, lock-on to a target, enter
High-Profile and wait for the "X - Assassinate" to show up on your Control
HUD (See the "Head's Up Display" Section for more info). Once it shows up,
press X. Have Fun! Terror: from above.



-----------------------------------------------------------
07.9 Synchronization
-----------------------------------------------------------

Synchronization shows how much the Subject is in synch with his Ancestor.
Completing important elements in Altair's life will result in an 
increase of Synchronization, while you becoming injured or 
injuring/killing an innocent results in a decrease/loss of Synchronization.

(NOTE: The Synch Bar is basically your Health Bar!)

07.9.1 Gaining Synchronization

       You can gain synchronization by completing certain elements in
       Altair's life or by staying Anonymous. The elements needed to
       gain Synch are:

       Completing a Mission
       Assassinating a Main Target
       Finding a Flag
       Saving a Citizen
       Synchronizing a View Point
         
07.9.2 Losing Synchronization

       You can lose Synchronization by:
       
       Killing civilians
       Harming civilians
       Getting killed
       Getting harmed
       Falling from a great height
       Falling into water
       Leaving the Assassination Memory Area before completion

       When you have been totally desynchronized (aka DIE), the Animus will
       load your last saved moment.
         
07.9.3 Regaining Synchronization

       To regain synch, you must stay anonymous, or do something to
       gain synch. When the Synch Bar is full, you may use your
       Eagle Vision again.



 *-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*
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08. Gathering Information                                            ALTINFO
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Before you can begin an Assassination Memory, you must gain enough
information to prepare. To do so, you are able to eavesdrop on 
important conversations, pickpocket important maps and letters, interrogate
town criers, or do special missions for Altair's 'friends'.


-----------------------------
08.1 Eavesdropping
-----------------------------

To eavesdrop, you must navigate towards an eavesdrop location. These
are marked on the Memory Map as an icon of a talking person. If you are not
exposed, you must sit on a nearby bench. Then you must focus your attention
(LT) on the people in coversation. You must then focus your hearing (Y) on
the conversation. If you become exposed or harms anyone in the area, the
eavesdrop targets will flee. After a while, the targets will re-initialize.


-----------------------------
08.2 Pickpocketing
-----------------------------

To pickpocket, you must travel towards a pickpocket location. These
are marked on the Memory Map as an icon of a hand on a sheet of paper. If
you are not exposed, you must stand a certain distance away from the
target. You must then focus his attention (LT) on the person with the 
information. After the target is finished with his conversation, he will
look around. This is the cue for you to turn your back and keep your
distance. After the target is satisfied that no one is watching, he
will begin walking. This is the cue for you to get the letter
or map that the target is carrying. If you become exposed or harrass/harm
the target, the target will flee, sending the nearest guards
to your location.


-----------------------------
08.3 Interrogating
-----------------------------

For each Assassination Target, there is a Town Crier that spreads his 
message. These are identified as a fist on the Memory Map. As with
a Pickpocket Target, you must stand a certain distance away from
the Interrogation Target, and if you harrass or harms the target before 
listening to his message, the target will call the guards. After the
Interrogation Target is finished he will walk away from his platform. The
Ancestor may assault him (with his fists only) at any time, though Thugs
will aid the target if they draw near to the fight. The oppurtune time to
strike will be when the target is in an alley or by a fountain / well, as
none to very few thugs can be found there. After you hit the target a few
times, the target will give his information.


-----------------------------
08.4 Informers
-----------------------------

Informers will give you information if you will do certain tasks for them:
Find Flags or Stealth Assassinate Targets. Informers will be standing by a
doorway, tree, behind a wall, or somewhere else where civilians gather, and
will be identified as a stick-man on the Memory Map.

08.4.1 Informer: Flags

You must find 20 Assassin's Flags within a certain time limit.
These are on the Memory Map and are in a row. However this row is mostly
on top of buildings or beams, and does not run in a straight line. You 
are able to become exposed, but you must become anonymous before talking to
the Informer.
         
08.4.2 Informer: Stealth Assassinations

You must Stealth Assassinate a certain number (1 to 5) of targets, sometimes
with a time limit. You must NOT become exposed, or startle your targets, or
you will have to Re-Initialize the mission. The targets are seen on the
Memory Map as an X. After completing the required amount, you must go back
to the Informer for the information.

08.4.3 Informer: Archer (PC ONLY)

You must slay a certain number of Archers to allow the Informer to either
run away or complete a mission.

Like the Stealth Assassinations, you must complete this mission without
being detected.

08.4.4 Informer: Escort (PC ONLY)

You must escort the Informer to the City Gates, fighting guards along the
way. Once he gets to the City Gates, he will give you the information.

08.4.5 Informer: Merchant Destruction (PC ONLY)

You must destroy a certain number of Merchant Stands (without becoming
exposed) and report back to the Informer before the Timer runs out.
You need to be creative, as throwing a civilian will make you lose Synch
and possibly expose you. The best way is to jump onto a civilian, thus
pushing them into the stand without ramifications.

08.4.6 Informer: Rooftop Race (PC ONLY)

The easiest Informer mission is the Rooftop Race, a Point A to Point B dash.
There's usually a timer, but you are able to become exposed (as long as
you're anonymous at the end). Talk to the second Informer to get the info.

- - - - - - - - - - - - -
NOTE                    - 
- - - - - - - - - - - - -

The PC ONLY Mission types are covered here. However, I will NOT provide
the PC ONLY Missions in the Walkthrough, as I have NEVER played (or seen
played) Assassin's Creed: Director's Cut (PC).


-----------------------------
08.5 Memory Logs
-----------------------------

As you review important parts of Altair's life, a piece of information from
the mind of Altair is unlocked. This is known as a Memory Log, and can be
accessed by In-Game Menu > Memory Logs. A snapshot of a key character in the
event will be shown, as well as Altair's thoughts on the matter. If the
Memory was of a letter or map, then the Memory Log has an attachment of
that item, which can also be viewed.




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09. Walkthrough                                                      ALTGUID
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MAJOR SPOILER WARNING!!!!
MAJOR SPOILER WARNING!!!!
MAJOR SPOILER WARNING!!!!
MAJOR SPOILER WARNING!!!!
MAJOR SPOILER WARNING!!!!
MAJOR SPOILER WARNING!!!!

This highly detailed walkthrough not only provides gameplay instructions,
but also a play-by-play storyline INCLUDING cutscenes!

DO NOT READ AHEAD IF YOU DO NOT WANT THE GAME'S STORY SPOILED!!!!!!!!

However, if you do read ahead and find the plot and story spoiled,
DON'T BLAME ME! I just warned you, and if you read the spoilers against your
better judgement: It's your own dern fault!

After all, "He who increaseth knowledge, increaseth sorrow!"

MAJOR SPOLIER WARNING!!!!
MAJOR SPOILER WARNING!!!!
MAJOR SPOILER WARNING!!!!
MAJOR SPOILER WARNING!!!!
MAJOR SPOILER WARNING!!!!
MAJOR SPOILER WARNING!!!!


Also, this game (except Memory Block 1, pt. 1; Memory Block 6, pt. 2; and 
Memory Block 7) is a sandbox-style free-roaming adventure; and as such, this
guide will only tell you what to do to progress the storyline. You can choose
to do it my way, or your way. It makes no difference. Also, feel free to run
around the Holy Land as much as you want.


Take your time, and remember:

HAVE FUN! :-D

After all, it IS a GAME, right?

Right?

Right?



*****************************
*****************************

09.0 Prologue

*****************************
*****************************


NOTE: Throughout this game are several cutscenes. Some cutscenes are NOT
interactive, while some have limited interaction. Interactive cutscenes
allow you to walk around and change cameras. (Isn't it a relief to be able
to do SOMETHING while a character talks his head off?) I do NOT list where
the cutscenes take place. However, dialogue in this guide ONLY takes place
during cutscenes!


-----------------------------
In The Beginning...
-----------------------------

You start out in a garden, as a ninja-style warrior clad in a white robe,
with several faceless women cowering before you. A blazingly bright 
silhouette of a man that stands at the top of a small staircase, and who 
talks in a deep and almost unhuman voice, says: "I applied my heart to know 
wisdom, and to know madness and folly. I percieved that this also was a 
chasing of the wind. For in much wisdom is much grief; and he that 
increaseth knowledge, increaseth sorrow."

You suddenly find yourself in a small area with high walls and several
faceless people. The place seems to be out of the Middle or Dark Ages. The
screen changes periodically from the small area to images from above ancient
cities or towns. You are free to move around here, if you can get your
bearings. Two people, speaking english, are heard clearly (as if not part of
this area) arguing about "pulling him out", during which you find out that
the man is a Warren, the woman a Ms. Stillman, and you are called Desmond.
They tell you that they will try to bring you "out", and then the screen
goes white.

You wake up, and look about violently. A man and a woman, both in scientist's
uniforms, are standing over you. The camera changes to third-person. You,
a man named Desmond Miles, sit up quickly on a sci-fi futuristic "bed" in
a sterile labratory / penthouse office and shout "B@$!@rd$!" to the man 
named Warren Vidic. Warren tells you that the thing you're sitting on is an
Animus. Warren continues to tell you that if you do not lie down on said 
Animus, they will induce a coma, get what they need, and leave you to die.
(Isn't he a nice man?) With no other choice but to comply, press any button
to lie back down.

You go back to first-person view, and Warren gives you a introduction to
the Animus and it's capabilites. The woman, whose name is Lucy Stillman,
will load a tutorial to get you started.


-----------------------------
Animus Tutorial -
-----------------------------

The screen goes white, and you revert to third person again. When the white
screen clears, you are once again the robed man in the Prologue. However, you
now stand in a blue void with several fog banks, clouds and 3-D computer 
codes hovering about. This is the Animatrix. The screen goes white and you
go to a different sector of the Animatrix to begin your tutorial.

The tutorial begins with a female computer's voice welcoming you as "Subject
Seventeen." The female computer voice belongs to the Animus.

You then learn about the synch bar and the puppeteering concept before the 
screen goes white again. When you "arrive", you will notice three groups of
faceless people standing at 12:00, 5:00, and 9:00 of your position. Look at
each group with your vision (Y Button) ability to pass this lesson.

The next lesson has you standing a good distance away from a river of Jar 
Carriers. Use your Empty Hand (press and hold B) while walking through them
to get to the marker behind them. If even one jar falls, the lesson will 
begin again. (CRASH THOSE JARS! jk! :-P)

The next lesson teaches you about low and high profile. Change to High 
Profile (Hold RT) to pass this lesson.

The tutorial continues with a demonstration of Throwing. Walk up to the 
faceless Thug and throw (RT and B) him onto the marker.

You must then use your legs (RT and A) to run to the marker before the
faceless soldier does. You should be able to pass him just before you reach
the marker. If you do not reach it before him, the lesson will reload.

The next tutorial teaches you about Social Status. A single building will
appear behind the guard, who has turned around to face you. Focus your 
attention (LT) and walk up to the guard. Select your Hidden Blade and Stealth
Assassinate him. You will automatically walk away as another guard walks 
over and investigates the dead body of his comrade. He will then draw his
sword and be on full alert. Provoke the soldier into an armed response
and climb the ladder of the building to reach the rooftop. Once on the 
rooftop, hide in the Roof Garden until the soldier leaves. You can then
exit the Hiding Spot to continue.

The next lesson teaches you about being anonymous and hiding spots. There
are five things that can hide you: a bench, a haystack, a haycart, a roof
garden, or a group of scholars.

For the next test, you must blend-walk (Low Profile and hold A) past the 
informed guards to the marker. Any disturbance, or simply walking without
blending, will result in the lesson being reloaded.

The next lesson is a demonstration of Eagle Vision. To access Eagle Vision,
you must be fully synched with the Ancestor (shown by the swirling DNA bar
behind the Synch Bar). Use your Vision ability (Stand still, Press Y) to see
the four people in front of you in a "new light". The man on the left will be
white, as he holds information. The tall Templar next to him will be yellow,
as he is an Assassination Target. The third man (the guard) will be red, as
he is an enemy. And the man on the far right (the one wearing the black 
robes) will be blue, because he is an ally.

The final tutorial will be a recap of some things in the tutorial, and then
you learn that following the Assassin's Creed (that's why they named the game 
that), the Ancestor's way of life, will result in gaining or keeping 
synchronization. 


There are three tenets of the Assassin's Creed:

1. Never harm an Innocent Person.

2. Always be discrete (hide in plain sight).

3. Do not compromise the Brotherhood.

You have successfully completed the Tutorial.




()()()()()()()()()()()()()()()()()()()()()()()

ACHIEVEMENT UNLOCKED!

WELCOME TO THE ANIMUS (20G)

()()()()()()()()()()()()()()()()()()()()()()()


The screen goes white and the game loads Memory Block One.



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MEMORY BLOCK COMPLETE

-:-:-:-:-:-:-:-:-:-:-:-:-



*****************************
*****************************

09.1 Memory Block 1

*****************************
*****************************

The tutorial continues, in a way, with Memory Block One.
The finer points and lessons are taught here.


-----------------------------------------------------------
09.1.1 Robert de Sable - Solomon's Temple
-----------------------------------------------------------

NOTE: If your screen has a brightness adjuster, you may want to use it
      for this part of the game, as the area is almost pitch black in
      some areas.

The first thing you see is a cavern or tunnel with a old priest praying. You
hear a man, whose name is Malik, pleading for the priest's life. Our hooded
hero, Altair (who is the Ancestor), disregards Malik's pleas and permenantly
removes the old man's health benefits! A third man, Malik's brother Qadar,
congratulates you on your "Excellent Kill".

After a brief argument and discussion of the ethics and morality of your
actions, run ahead and leap across the beams (Hold RT and A) to the other
side. Note that if you fall in here, there is a ladder on the side to help
you climb back out. Leap across a second pit and climb the ladder. When you
get to the top you will see a guard. Assassinate him in either Low or
High Profile.

Go into the next room to see the Templar Treasure, the Piece of Eden. The
other assassins, Malik and Qadar, say it is the Ark of the Covenant, but it
isn't (Read Exodus or watch the Raiders of the Lost Ark for an accurate
description). As you are debating the religous significance of the "ark",
three men enter a lower part of the room and the leader, Robert de Sable,
is giving orders to sieze the treasure. Altair makes a show of himself by
jumping down and calling out to the Templars. Aah, another
'see-and-face-the-Main-Boss-in-the-beginning-only-to-face-him-in-the-end'
type game. Robert states "Aah! Well, this explains my missing man!
And what is it you want?"

Press X to slay this Templar.

Our dashing and debonaire hero declares that he wants blood, then lunges for
Robert (pronounced "Row-Bear") and Malik, not wanting Robert to die,
grabs Altair long enough to make him miss and lose his balance.

Robert siezes this opportunity to grab Altair by the wrists, so as to prevent
Altair from killing him, and tells Altair "You know not the things in which
you meddle, Assassin! I spare you only that you may return to your master
and deliver a message: The Holy Land is lost to him and his. He should flee
now while he has the chance. Stay, and all of you will die!" Robert throws
Altair out of the room. Altair hits an ancient scaffold, which knocks down a
wall which seperates him from Robert, Malik, Qadar, the Templars and their
treasure.

You hear the deaths of your comrades as you flee through a "library". Scale
the bookcases and scaffolds to get to a wall. Run up the wall to get to a
doorway. Inside the door is a wall. Scale this wall by free-running up to
it. Navigate up the wall using the L-stick. When you get to the top, you
will see daylight through a hole. A city (Jerusalem) is in the background.
You stand for a few seconds and then the screen fades to white.

!#!#!#!#!#!#!#!#!
MEMORY LOG -
!#!#!#!#!#!#!#!#!

Memory: Acquisition

"Failure! But I am not to blame. Had Malik not restrained me, Robert de Sable
would be dead - and the artifact ours. Surely Al Mualim will see things my
way."

Attachment: None

!#!#!#!#!#!#!#!#! !#!#!#!#!#!#!#!#!


----------------------------------------------------------- 
09.1.2 Defending Masyaf
----------------------------------------------------------- 

After a short visit in the Animatrix, you find yourself in a small village.
This small village is Masyaf, home of the Assassins. A man, named Ra'uf, 
greets you. After exchanging 'pleasantries', he directs you to the Fortress
and walks away. You are unable to kill him, so leave him alone. Go to the
Assassin's Fortress at the top of the mountain. When you get to the gate,
a man named Abbas "greets" you, making it clear he despises you. He likens
Altair to a dog, and Altair likens him to a dead man. When you enter the 
fortress, you will notice that you cannot draw any blade or enact any 
violence to anyone, unless you are in the Training Arena. Go inside the 
building at the top of the hill and take the stairs to meet your master,
Al Mualim. I hope he won't be angry...

Altair admits his utter failure, which makes Al Mualim very displeased.
He then asks of Malik and Qadar, and Altair informs him of their demise. As
he speaks, Malik staggers in. Clutching his bloody arm, he screams at you
for not listening. He also brings the Templar treasure and... the Templars.
Well, I guess we're in for a big party! And my favorite kind too: A Rumble!

A man runs up and says that Masyaf is under attack. Al Mualim sends you out
to help defend Masyaf, promising to deal with you later. The screen goes 
white and you find yourself on the front steps to Al Mualim's Quarters.

!#!#!#!#!#!#!#!#!
MEMORY LOG -
!#!#!#!#!#!#!#!#!

Memory: Failure

"Malik lives. He survived the attack beneath Solomon's Temple and returned to
Masyaf with the Artifact. Cold comfort, this is. It should have been me who
stood victorious before our Master."

Attachment: None

!#!#!#!#!#!#!#!#! !#!#!#!#!#!#!#!#!

NOTE: Truth be told, the names of the above two Memory Logs should have been
switched, as the first was of 'Failure', and the second was of 'Acquisition'.


Soldiers run out of the Fortress, and the dead and wounded lay about the
Training Arena, being taken care of by family and friends. Run out of
the Fortress to meet up with Ra'uf and a few Assassin Guards. He requires 
your help, so run down to the village. All throughout the village are Templar
invaders killing citizens and fighting Masyaf Soldiers. When you get near 
them, they will slay their opponent / captive and turn their attention toward
you. Deal with them using your favorite trusty rusty blade, and continue 
south. All the time, you will be exposed and citizens will be running to the
safety of the Fortress. When you get to the bottom, an order will be shouted
to retreat to the Fortress, and the screen will go white.

!#!#!#!#!#!#!#!#!
MEMORY LOG -
!#!#!#!#!#!#!#!#!

Memory: Guardian

"I've done the best I can, but many of my brothers have lost their lives
today. Still, were it not for me, many more would have fallen."

Attachment: None

!#!#!#!#!#!#!#!#! !#!#!#!#!#!#!#!#!


You appear within the Fortress walls and the gate shuts behind you. Run up 
the hill and look behind you. A man, at the top of a ladder on a tower (which
is Masyaf Tower), calls out to you and tells you to follow him. Climb the 
ladder, ignore the group of guards to the right and go inside the lamplit 
room. Climb the ladder. You will see a thing to the bottom that says:

-----------------------------------
| Ancestor's Memory Synchronized. |
| Now Recording...                |
-----------------------------------

Whenever you are at a key moment in the life of the Ancestor this will take
place. During this time you can only walk around and watch for glitches.

Stand on the wood platform (yes, it will hold you). Look down at the group 
of assassins. Al Mualim stands with them, but a larger force stands at the 
bottom, with Robert de Sable in front. I guess he intends to starve us out...
They make demands upon each other, and Robert brings an assassin forward 
and slays him. Al Mualim points to you and tells Robert that the Assassins
do not fear death. He tells you to "Go to God" (aka commit suicide), at 
which point the man on the platform next to you, who happens to be Ra'ul 
tells you to jump. Yes that's right. Jump. Yes, it's over 300 feet down but
there is a pile of hay 2 feet thick at the bottom! (like that can cushion a 
fall from that height...) After all, you've got to risk it to get the
biscuit! (Sorry! :D)

Jump down with the other two Assassins into the stacks of hay below. 
GERONIMOOOOOO!!!!!

You and the others are alive, a fact which is unknown to Robert. Walk
over to the other two assassins. Uh-oh. Seems the other guy didn't land
properly, as his leg is broken. Ra'ul tells him to shut up and sets the
broken bone. He must tend to the man, so you must go alone. Walk across the
beams (don't worry, you automatically balance) and get to the wall. Scale
the wall and reach the top. Walk over to the uprights and press X. Altair
will break a beam, resulting in an ewok-style avalanche of logs falling
on the invaders. Robert and a very few escape the trap.

(Why does the screen fade to white as soon as the trap is sprung? No time
 to relish the awesome victory...)


()()()()()()()()()()()()()()()()()()()()()()()

ACHIEVEMENT UNLOCKED!

HERO OF MASYAF (20G)

()()()()()()()()()()()()()()()()()()()()()()()


The screen fades to white and you find yourself in front of Al Mualim and 
the entire Assassin Brotherhood and you seem to be the center of attention.
Al Mualim will give you a long rebuke over what happened in Solomon's Temple,
and will give you a lesson you are not apt to forget. He pulls out a short
knife and stabs you in the stomach (note the sound delay between the knife 
and the shout!). Altair dies (and so early in the game, too!), and the screen
fades to white. Well, I guess that ends that. Or does it?

!#!#!#!#!#!#!#!#!
MEMORY LOG -
!#!#!#!#!#!#!#!#!

Memory: Glory

"The Master's words wound worse than any blade. He says I have failed them.
That the lives lost were lost because of me. He's stripped me of my rank and
tools. Humiliated me before my brothers... He is wrong. I am not a traitor."

Attachment: None

!#!#!#!#!#!#!#!#! !#!#!#!#!#!#!#!#!


You then find yourself, alive as Desmond, within the walls of Abstergo.
Vidic and Lucy argue again over pulling you out, and Vidic walks into the 
Conference Room. Lucy follows him, and you/Desmond get up off the Animus.
Walk inside the Cell, which is the small room to the right of the Conference
Room. Head to the Bathroom and walk over to the sink. When the button prompt
appears, press it to climb up to the air vent. You can then hear a 
conversation between Vidic and Lucy. When they finish, walk back to the 
Animus. The two scientists will walk out and Vidic will exit the room. Lucy,
on the other hand, will stay in the room. Once Vidic leaves, walk over to her
and press any button to start a conversation with her. When she indicates 
that she is through talking, go back to your cell. The door will lock, making
Desmond angry. Walk over to the big silver locker to check it's status. 
Locked. Guess what you've got on is what you will wear. Walk over to the bed
and go to sleep. A red symbol will flash in the darkness. I wonder what it
means...


-:-:-:-:-:-:-:-:-:-:-:-:-

MEMORY BLOCK COMPLETE

-:-:-:-:-:-:-:-:-:-:-:-:-



*****************************
*****************************

09.2 Memory Block 2

*****************************
*****************************

You wake up with Vidic standing over you. After seeing that you're awake,
he gives you a short speech on ethics and a better world. After that, you
take control of Desmond and can walk around the room, at which Vidic and 
Lucy will yell at you; or you can lie down on the Animus. Note that you
can replay completed Memory Blocks or continue with Memory Block 2. Choose
to "Continue Memory" to begin.


<><><><><><><><><><><><><><><><><>
Assassin Rank 0: Student
<><><><><><><><><><><><><><><><><>

Synchronization Level: 4/20

You wake up on the floor of Al Mualim's Library. You are... alive! Al Mualim
explains that you did not die, but instead was "as one dead." Hmmm....
He tells you of your status, demotes you and sends you to find a traitor in 
Masyaf. Apparently the traitor assissted Robert. After Al Mualim is done 
with you, you will see that you have lost everything but basic moves and your 
fists. Be warned, your Synch Bar is dangerously low (four bars) and you have
only your fists. 

<><><><><><><><><><><><><><><><><>

You've been Demoted!

Weapon Lost: Sword

Weapon Lost: Hidden Blade

Weapon Lost: Short Blade

Ability Lost: Counter Kills

Weapon Lost: Throwing Knives

Ability Lost: Tackle

Ability Lost: Catch Ledge

Ability Lost: Grab Break

Ability Lost: Regain Balance

Ability Lost: Dodge

Weapon Lost: Extra Throwing Knives

Ability Lost: Defense Break

Ability Lost: Short Blade Expertise

Ability Lost: Sword Expertise

<><><><><><><><><><><><><><><><><>


----------------------------------------------------------- 
09.2.1 Masyaf: Traitor
----------------------------------------------------------- 

Walk to the gate of the Fortress to meet with an informer. He stops Altair
and gives him a synopsis of the Assassin's ability to track down a target.
To track a target, you can Eavesdrop, Pickpocket or Interrogate for
information.

------------------------
1. EAVESDROP -
------------------------

After talking to the Informer, go down to the village market (just follow
the icon on the GPS). Look for a bench (there is only one) and sit down.
Focus your attention (RT) on the two men and press Y to listen. You learn
that a man called Masun opened the gate for the Templars and that he was
helped by a basket weaver. 

!#!#!#!#!#!#!#!#!
MEMORY LOG -
!#!#!#!#!#!#!#!#!

Memory: Investigation

"A man named Masun was the one that opened the gate. But he did not act
alone. The basket weaver handed him a letter just before the attack on the
village. He might know more about Masun's accomplice. I need to find this
basket weaver."

Attachment: None

!#!#!#!#!#!#!#!#! !#!#!#!#!#!#!#!#!


------------------------
2. PICKPOCKET -
------------------------

Get up off the bench and follow the GPS icon to the Basket Weaver's Shop. 
Stand a good distance away and Lock-on to the Basket Weaver. After shooing 
away a customer he will begin to walk away. Don't go after him just yet, as 
he will stop and look around. When he resumes walking, quickly walk behind
him and press B to take a letter from him. Note that if he catches you, he
will run to the nearest guard, who will come after you.

!#!#!#!#!#!#!#!#!
MEMORY LOG - 
!#!#!#!#!#!#!#!#!

Memory: Investigation

"I may not find his accomplice, but Masun himself should be at the stage,
near the center of the village. I'm certain he will be able to tell me
what I need to know."

Attachment: Letter

Brother,

I fear our plans have been discovered and we can no longer meet. Best you
disappear before Al Mualim's men find you. They must not learn of my betrayal
or everything we've worked for will be undone. I've left some coin for you
near the dead cypress tree. Take it and head for Damascus. Lose yourself
amongst the people there. When things have settled, I'll contact you again.

As for I, I cannot leave here knowing Al Mualim continues to deny the freedom
of these people. A new world is coming, one without war, without fear or
pain, so I must help them anyway I can. You'll probably believe me foolish,
but I must remain in Masyaf. I'll be near the center of the village, on the
stage, calling out to my brothers and sisters. Maybe I can make them listen.
Maybe I can make them understand.

May the Father of Understanding guide you.

!#!#!#!#!#!#!#!#! !#!#!#!#!#!#!#!#!


------------------------
3. INTERROGATION -
------------------------

Next, follow the icon to the Speaker's Platform. As you near it, you will 
hear a man shouting out his message. That man is Masun. Stand close to him
and lock on. After listening to him talk about the "Madman of Masyaf", follow
him to the Fountain of Solitude. When he turns around, slug 'em in the 
kisser! After a few blows, he will relent and spill the beans. The screen
will fade to white and you will appear, Masun in hand, before Al Mualim. 

!#!#!#!#!#!#!#!#!
MEMORY LOG -
!#!#!#!#!#!#!#!#!

Memory: Investigation

"Masun did betray us! He believes Robert's cause is just, and is prepared to
die for it. I should have cut his throat then and there, but it is not my
place to judge the man's fate. I will bring him before Al Mualim."

Attachment: None

!#!#!#!#!#!#!#!#! !#!#!#!#!#!#!#!#!


()()()()()()()()()()()()()()()()()()()()()()()

ACHIEVEMENT UNLOCKED!

THE PUNISHMENT FOR TREASON (20G)

()()()()()()()()()()()()()()()()()()()()()()()


Al Mualim asks for Masun to repent, but Masun will not. Al Mualim draws a
sword and ruthlessly stabs Masun downwards through the shoulder. Masun dies,
and Al Mualim hands Altair the freshly bloodied blade. He states that you
have proven yourself worthy to hold a sword again, and informs you that
there are now nine men who need to die, and their deaths would redeem your
life. The first - a black market merchant in Damascus known as Tamir.

!#!#!#!#!#!#!#!#!
MEMORY LOG -
!#!#!#!#!#!#!#!#!

Memory: Knowledge

"Masun was executed by Al Mualim for his treason. But even at the end, faced
with the prospect of oblivion, he insisted his grievious work was just. I
know not how Robert poisened his mind, and I worry he is but the first of
such men. The Templar must be stopped."

Attachment: None

!#!#!#!#!#!#!#!#! !#!#!#!#!#!#!#!#!


<><><><><><><><><><><><><><><><><>
Assassin Rank 1: Apprentice
<><><><><><><><><><><><><><><><><>

Synchronization Level: 5/20

<><><><><><><><><><><><><><><><><>

You've been Promoted!

New Weapon Gained: Sword

New Weapon Gained: Hidden Blade

<><><><><><><><><><><><><><><><><>

Exit the Assassin's Headquarters. When you reach the exit, a man will walk up
to you. This man, who looks like a regular Assassin Guard, is the Assassin 
Trainer. Whenever you see him here, there will be a mandatory detour to the
Training Arena. When you arrive, you will be inside the Training Arena. For
now, you will practice Combo Kills. Lock-on to the gaurd, and perform three
Combo Kills. To do so, press X to Attack, then press X again at the EXACT
instant your blade touches his. When you have successfully completed three
Combo Kills, you may leave the Arena. Do not be alarmed at the soldier's
taunts, as the taunts are directed toward each other and not at you.

Note that you can get all but two of the Assassin's Flags, so either collect
18 and come back in Memory Block 3 for the last two (in the Garden of 
Paradise) or just wait to get them later.

Run down to the bottom / south of Masyaf. The gate is... open? Yes, because
your next target is in Damascus. When you exit the gate, there will be three
horses. Pick one based on preference of color, as they all move at the same 
speeds. Mount one with either the A or B Button, and then ride south, 
following the GPS icon. Take great care TO bowl over any civilians you meet
along the roadside. When you reach a row of stone arches, you have 
reached the entrance into the Kingdom. The screen will fade white, and
you will have a short trip into the Animatrix.

NOTE: Riding a Horse isn't neccessary. It just saves time. Also of note is
that if you dismount (except within the city walls, where horses are not 
allowed), your horse will follow you until you get on it again or choose 
another horse.


----------------------------------------------------------- 
09.2.2 Kingdom and Damascus Introduction
-----------------------------------------------------------

After leaving the Animatrix, you will appear on top of a hill, looking down
at a building. The building is a Guard Tower, and you are on the Road to 
Masyaf. Climb to the top of the Guard Tower (the game won't let you progress
until you do) and synchronize the View Point. (Y)

NOTE: If you go to your map and place a marker on top of a View Point Icon,
the map will tell you exactly where on the View Point the Ancestor was when
he made a map of the area. The closer you are (0 units of distance is best)
determines how clear the map is. Also, the direction that you're facing makes
a difference too. If you are facing a already synched area (you can check on
your map), or a city wall or corner, you will not get much map cleared.

ALSO OF NOTE: The names of locations and landmarks found in this guide are
meant to be linked to the Free-Roam section found later in this guide.

Here is a list of available View Points:

A. Before Memory Block 3

   01. Guard Tower of the Assassins
       Location: Just south of the Masyaf Entrance

   02. Guard Tower of Nazareth
       Location: On the west edge of the Town of Nazareth

   03. Gaurd Tower of Masada
       Location: At the end of the long mountain trail of Masada

   04. Guard Tower of Capernaum
       Location: In the village of Capernaum

   05. Guard Tower of the Saracens
       Location: In the northwest corner of the riverside camp at the
                 Damascus Entrance

B. Memory Block 3 and After

   06. Guard Tower of Jaffa
       Location: On the north side of the Town of Jaffa

   07. Guard Tower of Samaria
       Location: South of the Samarian Cliifs

   08. Guard Tower of the Crusaders
       Location: At the end of the Road to Acre, next to the Low Road 
                 to Arsuf

   09. Guard Tower of Emmaus
       Location: In the village of Emmaus, south-southwest of the map

   10. Guard Tower of the Ruins
       Location: Just northwest of the Ruins, south and center of the map

   11. Guard Tower of the Dead Sea
       Location: West and center of the map, on the 
                 Nazareth-Dead Sea-Bethlehem Road

   12. Guard Tower of Bethlehem
       Location: in the west-northwest corner of Bethlehem


When you finish synching, leap off the Tower into the bale of hay and remount
your horse. Go south, then east synching all possible View Points along the 
way. You will pass through a large town. This is Nazareth. You will then 
pass through a small village with a bay / sea to the south. That is 
Capernaum. Ride north and east until you reach more stone arches. Ride 
through them to enter Damascus.

Alright, you're in Damascus. Go down the road and to the Market (known as 
the Outer Souk) at the bottom of the road. Guards are harrassing a man. 
Dismount and Lock-On to one of the guards. They will notice you, and engage
combat. Kill them all, then walk over to the man. Lock-On to him to hear his
gratitude and to free a group of Scholars. Use them to get past the guards 
at the City Gate.

NOTE: Inside every city are 100 flags and 10 Templars. You can collect them
a district at a time, but anyone and EVERYONE will tell you that it is a 
grieving sorrow waiting to happen if you just collect them haphazardly, 
without keeping track of what you have obtained.


-----------------------------------------------------------
09.2.3 Damascus - Poor District: View Points
-----------------------------------------------------------

The first thing Altair did when entering a new city or district was to
climb the tallest points in that city or district. Follow the GPS Marker
to a building. Climb the top, and climb the minaret. Once at the top, synch.

When you synchronize a View Point, you clear a part of the map, and icons are
placed on the map and GPS (of the cleared area) telling you the locations of
important events related to the Assassination Target. Also, once you synch a
View Point, the other View Points in the district are placed on your map.

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
NOTE: FROM HERE ON, should I use the abbreviation VP, it means View Point.
      ALSO, unless otherwise noted, it means the View Point in that
      particular Memory sequence.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

Here is a list of View Points for the Poor District:

1. A minaret next to the Damascus Waterway to the north. It's on top of the
   Souk Alufel.

2. A minaret to the side of the Temple of the Poor, in the center of the 
   district.

3. A minaret on top of a building to the northeast, along the city walls.
   It's near the Souk El'Salah.

4. A minaret on top of a building overlooking the Sanctuary of the Oppressed.
   It's along the western wall.

5. The Guard Tower of the Poor District to the southeast

6. A minaret to the south-southeast, overlooking the Grand Walkway

7. A minaret to the south, overlooking the Grand Walkway

8. A minaret to the west, just east of the Umayyad Mosque, overlooking the
   Speaker's Platform for the Poor.

9. A minaret on top of the Sanctuary of the Weary, north of #8.

NOTE: Getting all View Points synchronized isn't mandatory, but it helps
clear the map and point out objectives.

!#!#!#!#!#!#!#!#!
MEMORY LOG -
!#!#!#!#!#!#!#!#!

Memory: View Points

All View Points scaled within the Poor District of Damascus.

!#!#!#!#!#!#!#!#! !#!#!#!#!#!#!#!#!


-----------------------------------------------------------
09.2.4 Damascus - Poor District: Save Citizens
----------------------------------------------------------- 

The next thing Altair did was to save those who were being attacked
or harrassed by the city guard. Doing so gave him allies who could
aid in a battle or provide a hiding spot. Saving a woman gives you
a group of vigilantes, while saving a man gives you a group of 
scholars. [See Characters and Getting Around for more info].

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
NOTE: FROM HERE ON, should I use the abbreviation SC, it means Save Citizen.
      ALSO, unless otherwise noted, it means the Save Citizen in that
      particular Memory sequence.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

Here is a list of all the Save Citizens in the Poor District:

01. Scholars - Outside the city gates [this one is mandatory]

02. Scholars - Just inside the city gates, by the Damascus Waterway.

03. Vigilantes - North-Northwest, by the Damascus Waterway.

04. Vigilantes - The northwest corner of the district, by the Damascus
                 Waterway.

05. Vigilantes - Just west of the Umayyad Mosque.

06. Vigilantes - On the northeast corner of the Assassin's Bureau.

07. Vigilantes - Southwest of the Temple of the Poor.

08. Vigilantes - On the east side of the Temple of the Poor.

09. Vigilantes - By View Point #6.

10. Vigilantes - Southwest corner of the Souk Al'Silaah.

11. Vigilantes - Northwest corner of the Souk Al'Silaah.

12. Vigilantes - Northeast corner of the Souk Al'Silaah.

13. Vigilantes - By the Sanctuary of the Oppressed to the southeast.

!#!#!#!#!#!#!#!#!
MEMORY LOG -
!#!#!#!#!#!#!#!#!

Memory: Save Citizens

All Citizens were saved within the Poor District of Damascus

!#!#!#!#!#!#!#!#! !#!#!#!#!#!#!#!#!



----------------------------------------------------------- 
09.2.5 Damascus - Poor District: Tamir
-----------------------------------------------------------

Provided you have completed all possible view points and 
save citizens:

Synchronization Level: 6/20

Now, head to the Assassin's icon on your map / GPS. When you arrive, enter 
the Assassin's Bureau and talk with the Rafique. The Damascus Rafique is 
very friendly, and will tell you a few places to go investigate. Leave the
Bureau and start gathering information. The information found is in no 
particular order, but during the Masun sequence it was Informer, Eavesdrop,
Pickpocket and Interrogate. That is the order I shall put them in. 


0o0o0o0o0o0o0o0o0o0o0o0o
Investigations List
0o0o0o0o0o0o0o0o0o0o0o0o

------------------------
1. EAVESDROP -
------------------------

By the Sanctuary of the Weary to the northwest. Sit on a nearby bench and
overhear a conversation about Allies and their uses. The best view comes
from the bench to the southeast.

NOTE: You should probably always do this one first.

!#!#!#!#!#!#!#!#!
MEMORY LOG -
!#!#!#!#!#!#!#!#!

Memory: Investigation

"Once I've alerted the guards to my presence, it might be nice to have a
man or two on my side. They'd provide a welcome distraction, buying me
time to escape. I should seek out such men. Befriend them. Turn them to
my cause."

Attachment: Map

!#!#!#!#!#!#!#!#! !#!#!#!#!#!#!#!#!


------------------------
2. EAVESDROP - 
------------------------

Southwest of the Souk Al'Silaah, in a small souk. Sit on one of two benches
to overhear a conversation about the beams and rafters above the central
courtyard in the Souk Al'Silaah.

!#!#!#!#!#!#!#!#!
MEMORY LOG - 
!#!#!#!#!#!#!#!#!

Memory: Investigation

"The beams above the Souk's central courtyard may prove a useful point of
entry... if I can find a way to access them."

Attachment: Map

!#!#!#!#!#!#!#!#! !#!#!#!#!#!#!#!#!


------------------------
3. EAVESDROP -
------------------------

By the Sanctuary of the Oppressed to the southeast and Save Citizen #13.
Sit on the nearby bench (there is only one) to overhear a conversation about
Tamir's cruelty and arrogance.

!#!#!#!#!#!#!#!#!
MEMORY LOG -
!#!#!#!#!#!#!#!#!

Memory: Investigation

"Tamir has called a meeting with the merchants in his souk. Whatever he has
planned for them must be important."

Attachment: None

!#!#!#!#!#!#!#!#! !#!#!#!#!#!#!#!#!


------------------------
4. PICKPOCKET -
------------------------

Inside the Souk Alufel. Stand close and listen to a conversation between a
secret Templar and his servant. When they finish talking, follow the servant
and take his letter, which tells of a huge weapons shipment being prepared.
The letter is signed "R". Hmmm...

!#!#!#!#!#!#!#!#!
MEMORY LOG -
!#!#!#!#!#!#!#!#!

Memory: Investigation

"So many weapons! Enough for near a thousand men. And it's the smiths of Souk
Al'Silaah who will prepare them. I must learn what I can of the one who's
financed this endeavor."

Attachment: Letter

Brother Tamir,

The time has come to prepare another shipment. I know that this is no small
thing I ask, but be assured, your dedication will be rewarded. We'll need
enough for at least a thousand men, so the support of the merchant guild is
critical if you wish to deliver on time. I trust you know how best to
persuade them, and who to see should you require additional coin. Let us
hope he has not yet spent it all on another of his lavish parties. Contact me
when your work in Souk Al'Silaah is done and we'll arrange for its
distribution to our men.

May the Father of Understanding guide you.

-R.

!#!#!#!#!#!#!#!#! !#!#!#!#!#!#!#!#!


------------------------
5. PICKPOCKET -
------------------------

Northeast corner of the Souk Al'Silaah. Stand close and listen to two men
talking about a danger of security within the Souk Al'Silaah. The map
confirms this, and shows how one can access the central courtyard from the
northeastern rooftops of the Souk Al'Silaah.

!#!#!#!#!#!#!#!#!
MEMORY LOG -
!#!#!#!#!#!#!#!#!

Memory: Investigation

"It appears the souk's northeastern rooftops provide easy access to the
central courtyard."

Attachment: Map

!#!#!#!#!#!#!#!#! !#!#!#!#!#!#!#!#!


------------------------
6. INTERROGATION -
------------------------

On the Speaker's Platform for the Poor. Stand close and listen to the man
speak of how Tamir helped the cause of the Saracens and personally fed
Saladin, leader of the Saracen Army. After he finishes, follow him to a
small alley with a water well in it. Bust him up until he squeals. Altair
tempts him with the prospect of dying, and the man tells him that Tamir
is busy creating weapons, but the weapons are not for Saladin, but someone
that he (the man you've just fought) does not know. Altair, unsatisfied
with the information he gained, slays the man with his trusty rusty Hidden
Blade.

!#!#!#!#!#!#!#!#!
MEMORY LOG -
!#!#!#!#!#!#!#!#!

Memory: Investigation

"Tamir has little faith in the men who work for him. He oversees their work
himself. I will turn this to my advantage. He'll be too preoccupied to notice
my approach."

Attachment: None

!#!#!#!#!#!#!#!#! !#!#!#!#!#!#!#!#!


0o0o0o0o0o0o0o0o0o0o0o0o
Investigations List
0o0o0o0o0o0o0o0o0o0o0o0o


After two investigations, you are free to go back to the Bureau to begin
the Assassination. However, doing all the investigations BEFORE assassinating
a Main Target (and doing this for EACH target) gets you a special
achievement.

Anyway, go back to the Bureau and tell the Rafique what you have learned.
He will place a feather on the table. Walk over and pick up the feather.
You are told to rest, and then the screen fades to white.

!#!#!#!#!#!#!#!#!
MEMORY LOG -
!#!#!#!#!#!#!#!#!

Memory: Knowledge

"Tamir is meeting his merchants within the Souk Al'Silaah today, to discuss
an important sale. Being insecure as he is, he'll be entirely focused on his
work, ignoring all else around him. Approaching him at this point is the
wisest course of action. This is when I'll strike."

Attachment: None

!#!#!#!#!#!#!#!#! !#!#!#!#!#!#!#!#!


You wake up in the outer room of the Bureau. Climb out of the bureau and 
make your way to the Souk Al'Silaah. Take the path of your choosing to the
central courtyard of the Souk. Note that if you engage in combat before 
entering the area, you will not be allowed inside until you kill all your
pursuers or hide from them. Enter the central courtyard.

-----------------------------------
| Ancestor's Memory Synchronized. |
| Now Recording...                |
-----------------------------------

Walk over to the covered pool in the middle. Try to get as close to the pool
as you can. When your GPS reads four units of distance between you and the 
marker, the Assassination will begin.

Two men walk up to the fountain. One is an old man, plainly dressed. The 
other is a finely dressed man with a black goatee and a scimitar at his side.
This man is your first Assassination Target, Tamir the Merchant of Death.

As they walk up to the covered fountain, Tamir is berating the old man. The
guy obviously did not fulfill his quota of weapons, and now the shipment will
be delayed. He offers explanations, but Tamir will not hear them. The old man
asks if Tamir asks for too much, which makes Tamir very, very angry. Tamir 
tells the man of his lowly status and spits in his face. The man apologizes,
but it is too late. Tamir draws a knife and slices the man's arm, at which
the poor man cries out for Tamir to stop. Tamir doesn't listen, as he is 
filled with bloodlust. He slices at the man a total of eight times, covering
everything with blood. The man, who is now on the ground crying in agony, 
listens to Tamir scream at him for the insult. After his short tirade, Tamir
ruthlessly murders the man by stabbing him in the back five times. He then
tosses the corpse into the pool, which turns dark red. A man goes to take
the body away, but Tamir (calmly) stops him, leaving the body there as a 
lesson to the rest of the merchants. Well, the poor man may not be a saint,
but he sure is holey [I'm sorry, but I had to say it!]. 

Tamir walks to a nearby merchant and you are free to move about. Listen to 
and watch him talk and threaten the terrified merchants for a while. Any 
disturbance will result in becoming exposed and staying exposed until you've
slain him in open combat. I will take the stealth approach here.

Whenever he is talking to a merchant, sneak up behind him and blend just 
before reaching him. Get very close, select your hidden blade, and 
assassinate him. He falls down, dead, and the screen fades to white.


()()()()()()()()()()()()()()()()()()()()()()()

ACHIEVEMENT UNLOCKED!

BLADE IN THE CROWD (30G)

()()()()()()()()()()()()()()()()()()()()()()()


You and Tamir are now within the Animatrix. He tells Altair that he is not
a "petty death dealer", but instead serves a noble cause alongside his
"brothers". He says that his brothers will avenge him, at which Altair 
states, like the unstoppable force that he is, "Good! I look forward to 
ending their lives as well." Tamir rebukes his arrogance, then dies.
Altair takes the feather given to him by the Rafique and slides it across
the blood-stained neck. The screen goes white, and you find yourself back
at the central courtyard. Every guard in the immediate area comes after
you, so deal with them however you think best.

>><< >><< >><< >><<
CITY ALERT
>><< >><< >><< >><<

After slaying a main Assassination Target, the entire city goes on full 
alert. The town bells ring and every guard is informed. Any disturbance
will result in them attacking you.

Make your way back to the Bureau, making sure you are anonymous before 
entering. Altair tells the Rafique of his success, and then the screen goes
white.


()()()()()()()()()()()()()()()()()()()()()()()

ACHIEVEMENT UNLOCKED!

THE BLOOD OF A CORRUPT MERCHANT (25G)

()()()()()()()()()()()()()()()()()()()()()()()


!#!#!#!#!#!#!#!#!
MEMORY LOG -
!#!#!#!#!#!#!#!#!

Memory: Assassination

"Tamir spoke of others. Brothers, he called them. And said that soon I'd come
to know them well. Stranger still, he seems to know the Assassins, and
referred to Al Mualim directly. I'd best speak to the Master about this."

Attachment: None

!#!#!#!#!#!#!#!#! !#!#!#!#!#!#!#!#!


You wake up in the outer room of the Bureau and stand up. The screen fades
to white and a loading screen appears.

When you come to, you are back within Abstergo. Vidic grudgingly tells you
that you are through for the day, then leaves. Talk to Lucy to learn about
their "deadline" and a little bit about Abstergo. Oh be careful little ears,
what you hear! Desmond is very PO-ed, and lets everyone know it with the
reason why this game says "Rated M for STRONG language"! (aka the F-Bomb!)
Lucy, not at all charmed by his choice of wording, coldly answers a few
more questions, then sends Desmond to his cell (like a kid), where he is
again locked into his cell and out of his locker. He goes to sleep and
once again dreams of the red symbols. I think we'll see a lot more of these
from now on...


-:-:-:-:-:-:-:-:-:-:-:-:-

MEMORY BLOCK COMPLETE

-:-:-:-:-:-:-:-:-:-:-:-:-





*****************************
*****************************

09.3 Memory Block 3

*****************************
*****************************

When you wake up, Vidic will tell you that the world's a mess and
that he and the rest of Abstergo is working tirelessly to create a
better world and tomorrow. Lucy arrives, and Vidic orders you into
the Animus for another round of killing.


<><><><><><><><><><><><><><><><><>
Assassin Rank 2: Fledgeling
<><><><><><><><><><><><><><><><><>

Synchronization Level: 7/20

After a short trip into the Animatrix, you appear before Al Mualim for 
another long discussion (no, you can't skip it, just get used to it). 
He congratulates Altair on his success, at which Altair asks for 
information. Al Mualim tells him that he should remain in the dark
a while longer for his own good, then sends him out, to Acre or Jerusalem.
We will go to Acre first.

<><><><><><><><><><><><><><><><><>

You've been Promoted!

New Weapon Gained: Short Blade

New Ability Gained: Counter Kill

<><><><><><><><><><><><><><><><><>


Walk out of the Assassin Headquarters to be accosted by the Trainer again.
This time you must perform three Counter Kills. Counter Kills are easier than
Combo Kills, and make it more advantageous to finish a fight than to run.
To perform a Counter Kill, Deflect (Hold RT) and Attack (X) when an enemy
is about to attack. When you have done this three times, you can leave the
Arena. Leave Masyaf and ride southwest.


Keep going past a town on the seafront. That is Jaffa, and the sea is 
Galilee. Make sure to get the Guard Tower's View Point. In fact, take some 
extra time to get the rest of the View Points in the Kingdom. Ride through a 
multilevel / multipath cliffside gauntlet of soldiers and archers. That is 
the Samarian Cliffs. After getting the Guard Tower of Samaria to the south,
ride southwest again (go right) you will come to a long road with a few 
watchtowers and several soldiers. This is the Road to Acre. The path will 
split, with one path going straight past a Guard Tower into Acre, and another
making a slight detour into a extremely well-fortified encampment, which is 
the Encampment of the Crusaders. Ride past the stone arches to enter the 
City of Acre.


Welcome to Acre, bastion of Christianity in a land of Muslims and Jews.
The Poor District has been mostly destroyed by either age or bombardment,
and it's where our base of operations will be for now.

You know the routine: View Points, Save Citizens, Visit Bureau, Investigate
Assassination Target, Go Back to Bureau, Assassinate Target.


-----------------------------------------------------------
09.3.1 Acre - Poor District: View Points
-----------------------------------------------------------

1. An Archer Tower in the northwest corner of district, by the city walls.

2. The Guard Tower of the Poor District west and center of the district.

3. An Archer Tower in southwest of the district, overlooking the 
   Mediterranean Sea and the Plaza of the Weary Soles.

4. A Bell Tower on the top of the Church of the Holy Father along the south-
   southwest edge of the district.

5. An Archer Tower on top of the Prison of Evildoers in the center of the
   district.

6. An Archer Tower south of the Hospital of the Good Samaritan.

7. On the highest tower on the rooftops of the Hospital of the Good 
   Samaritan along the north wall.

8. An Archer Tower on the southwest corner of the Gardens of the King to the
   northeast of the district.

9. An Archer Tower on the east side of the Gardens of the King in the 
   northeast corner of the district.

10. A Bell Tower on a stone arch / gate (between districts) in the northeast
    part of the district, southeast of the Gardens of the King and along the
    edge of the district.

11. A half-destroyed minaret on top of the Sanctuary of the Abandoned, east
    and center of the district, north of the Assassin's Bureau.

!#!#!#!#!#!#!#!#!
MEMORY LOG -
!#!#!#!#!#!#!#!#!

Memory: View Points

All View Points scaled within the Poor District of Acre

!#!#!#!#!#!#!#!#! !#!#!#!#!#!#!#!#!


-----------------------------------------------------------
09.3.2 Acre - Poor District: Save Citizens
-----------------------------------------------------------

01. Scholars - Just outside of the City Gates

02. Scholars - On the east side of the steps leading up to the Hospital
               of the Good Samaritan from the south. Note that this man
               gives you two sets of scholars: one set will get you in the
               Hospital, and the other will make rounds throughout the 
               Hospital.

03. Scholars - On the southwest corner of the Chapel of St. Bartholomew in
               the northwest corner of the district.

04. Vigilantes - The southwest corner of the district.

05. Vigilantes - West of the Prison of Evildoers and northeast of the Church
                 of the Holy Father.

06. Vigilantes - Just south of the Prision of Evildoers, on the edge of the
                 district.

07. Vigilantes - Just west of the north entrance of the Prison of Evildoers.

08. Vigilantes - Just east of the Prison of Evildoers.

09. Vigilantes - At the southeast corner of the district, northeast of the
                 Assassin's Bureau.

10. Vigilantes - South of the southwest corner of the Gardens of the King in
                 the northeast part of the district.

11. Vigilantes - Southwest of the Gardens of the King and south of the 
                 Bridge of the Needy.

12. Vigilantes - Southeast of the Gardens of the King in the northeast corner
                 of the district.

!#!#!#!#!#!#!#!#!
MEMORY LOG -
!#!#!#!#!#!#!#!#!

Memory: Save Citizens

All Citizens saved within the Poor District of Acre

!#!#!#!#!#!#!#!#! !#!#!#!#!#!#!#!#!


-----------------------------------------------------------
09.3.3 Acre - Poor District: Garnier de Naplouse
-----------------------------------------------------------

Provided you have completed all possible view points 
and save citizens:

Syncronization Level: 9/20

Visit the Bureau and talk with the Rafique. While genial, the Rafique of
Acre is not sympathetic to you or your redemption. He will tell you where
some information can be found, and then you can leave the Bureau and start
your investigation.

Note that you have not been told the name of your target yet.

0o0o0o0o0o0o0o0o0o0o0o0o
Investigations List
0o0o0o0o0o0o0o0o0o0o0o0o

------------------------
1. INFORMER -
------------------------

Go to the Gardens of the King and talk to the Informer. Informers are
Assassins who wear white or creamy-white robes and cover their faces with
a desert scarf. They are generally found standing alone in a corner. [See
Gathering Information for more details] This Informer has "hidden" flags in
the district, and you have 3 minutes to find all 20. The flags are easy to
find, as they bear the Assassin Brotherhood's symbol and they are in a row.
Note that the row is not a straight one, nor is it all at the same height.
Plus, the flags are marked on your map and GPS. Find all the flags and get
back to the Informer. He will tell you that Garnier hides within the
walls of the Hospital of the Good Samaritan.

!#!#!#!#!#!#!#!#!
MEMORY LOG - 
!#!#!#!#!#!#!#!#!

Memory: Investigation

"Garnier hides behind the walls of the Hospitalier Fortress. I doubt the
patients within afford him much protection. Getting into the Fortress,
however, is another matter entirely."

Attachment: None

!#!#!#!#!#!#!#!#! !#!#!#!#!#!#!#!#!


------------------------
2. INFORMER -
------------------------

Go to the southwest corner of the district, to the seawall in the Plaza
of the Weary Soles, and talk to the Informer. He will ask you to kill a
Knight of the Hospitalier that is hunting him. Track this knight and slay
him. Note that if you use anything but a Hidden Blade (or Throwing Knives,
which are unavailable as of yet) the mission will fail and you will have
to restart the mission. Also note that if you do anything to become exposed
before talking to the Informer again, you will have to vanish and restart
the mission. Anyway, go back to the Informer and tell him of the good news.
He will be overjoyed, and will in turn share the fact that the Hospital is
filled with patients and guards, and the rooftops are covered in archers.

!#!#!#!#!#!#!#!#!
MEMORY LOG - 
!#!#!#!#!#!#!#!#!

Memory: Investigation

"Garnier lets his patients roam the halls of his fortress freely. No one,
save scholars, may enter his personal workspace. Apart from the archers
defending the rooftops, slipping in should prove simple enough."

Attachment: Map

!#!#!#!#!#!#!#!#! !#!#!#!#!#!#!#!#!


------------------------
3. EAVESDROP -
------------------------

Go to the City Gates and sit on one of two benches to overhear two guards
discussing the fact that some of the archers on top of the Hospital are
either dying or deserting, leaving gaps for you to sneak in.

!#!#!#!#!#!#!#!#!
MEMORY LOG - 
!#!#!#!#!#!#!#!#!

Memory: Investigation

"Some of Garnier's guards have abandoned their posts. The archers patrolling
the roof are at a disadvantage. A few seconds is all I need to clear a path."

Attachment: Map

!#!#!#!#!#!#!#!#! !#!#!#!#!#!#!#!#!


------------------------
4. PICKPOCKET -
------------------------

Go to a small street south of the Gardens of the King and north of the
Sanctuary of the Abandoned to overhear two carpenters argue about whether to
fix civilian homes or the ropes holding the chandeliers in the Hospital. They
decide to fix the chandeliers, and one is given the blueprints. Snatch the
blueprints for a map of the chandeliers within the Hospital that might give
you an advantage.

!#!#!#!#!#!#!#!#!
MEMORY LOG - 
!#!#!#!#!#!#!#!#!

Memory: Investigation

"The Hospitaliers are replacing all the candelabras within the fortress. I
could use these to navigate the rafters. Additionally, the workers seem to
have pointed out a few of Garnier's more personal projects affected by the
repairs."

Attachment: Map

!#!#!#!#!#!#!#!#! !#!#!#!#!#!#!#!#!


------------------------
5. PICKPOCKET -
------------------------

Infiltrate the Prison of Evildoers and listen to two illiterate thieves talk
about a letter they found in a "tube". The baldheaded man keeps the letter,
and walks off. Grab the letter BEFORE he exits the Prison, as the guards at
the entrance will give you a violent greeting should you walk past them like
the man does. The letter, which is from Garnier, connects him with Tamir in
Damascus and someone else in Jerusalem. (Probably the next Assassination
Target)

!#!#!#!#!#!#!#!#!
MEMORY LOG - 
!#!#!#!#!#!#!#!#!

Memory: Investigation

"Garnier's letter is quite strange. He references an arms dealer in Damascus
- most likely Tamir - and a second man in Jerusalem. What secret thing unites
these men? Men who should hate one another..."

Attachment: Letter

Master:

Progress is slow. We should endeavor to reclaim what's been taken from us, or
I fear we'll be discovered before we have a chance to act. My work on
substitutes shows some promise as certain local flora can be used to induce a
similar state. Be warned, however: the effects are only temporary and
subjects tend to develop a resistance, requiring increased dosage.

Unfortunately, they can only take so much before exhaustion claims them. I've
lost far too many in this manner and it breaks my heart.

Your man in Jerusalem should be commended for his diligence. My supplies are
sufficient, and I am no longer forced to use locals, helping to defray
suspicion. I do worry about our loss in Damascus, though I have sufficient
arms and armor to continue for a while longer. He will need to be replaced
within the month, however, or our soldiers will be forced to wield table
knives. Which brings to my next concern...

What do you intend to do about our enemy? I fear that the losses we've
suffered are but the start. I feel secure enough within the hospital's walls,
but it would be best if we dealt with this trouble before it has a chance to
bloom. My men are your's for the task if it's required. Merely make your
desires known to me.

Your brother in peace,

-G.

!#!#!#!#!#!#!#!#! !#!#!#!#!#!#!#!#!


------------------------
6. INTERROGATION -
------------------------

Go to the front (south) steps of the Church of the Holy Father for this one.
Lock-on to the buffoon and listen to him propound the goodness of Garnier.
When he finishes yakking, he will walk in circles around the Church. When
he is on the opposite side from where he started (the north side), let him
have it! Beat this stupid oaf until his mouth starts working. He confesses
that he is lying about Garnier, but he was forced to do it. He reveal's Al
Mualim's reason for killing Garnier, as the 'good' doctor enjoys
experimenting and torturing his patients. Garnier also rarely leaves his
quarters, but when he does, he works on the patients. When he works on the
patients he becomes oblivious to everything else. Obviously, this is the
perfect time to strike. I feel sorry for this poor man who has just told
Altair everything. Even though he joins Altair's side, our man in white lets
him have it in the gut all the same. How cruel and heartless. Perhaps Altair
could be on the list of assassinations...

!#!#!#!#!#!#!#!#!
MEMORY LOG - 
!#!#!#!#!#!#!#!#!

Memory: Investigation

"Garnier removes himself from the world around him while tending to his
patients one by one. This obsession will spell his end."

Attachment: None

!#!#!#!#!#!#!#!#! !#!#!#!#!#!#!#!#!


0o0o0o0o0o0o0o0o0o0o0o0o
Investigations List
0o0o0o0o0o0o0o0o0o0o0o0o


Run back to the Bureau and inform the old man of your progress. He will give 
you the feather and then you are sent out. When you wake up, head outside.

!#!#!#!#!#!#!#!#!
MEMORY LOG - 
!#!#!#!#!#!#!#!#!

Memory: Knowledge

"Garnier de Naplouse secludes himself within the Hospitalier fortress walls,
lost within his work. I know when and where to strike."

Attachment: None

!#!#!#!#!#!#!#!#! !#!#!#!#!#!#!#!#!


Make your way to the Hospital of the Good Samaritan and take one of three 
paths inside: From the roof, through the entrance with scholarly help, or
crash the gates. Any way you choose, go inside and mingle with the patients.

-----------------------------------
| Ancestor's Memory Synchronized. |
| Now Recording...                |
-----------------------------------

A half-naked patient will run into the courtyard screaming. Two guards will
grab him, knock him down, and beat him senseless. The wide door at the back 
of the courtyard will open, and two more guards will come out. With the 
guards is an elderly man wearing a blood-soaked doctor's robe. This man
is the good doctor, Garnier de Naplouse. Garnier tries to calm the man, but 
the patient is terrified. The patient believes that the doctor took the 
souls of the other patients, at which Garnier backhands his patient. The 
mortified patient tries to flee again, saying that the doctor lies, and that
Garnier desires the world to kneel before him. The guards catch him and 
bring him back and bow him before Garnier. Garnier orders the guards to take
the patient back to his quarters, at which the patient, like an idiot, tells
the doctor that he will escape again (never tell, only do!). Garnier, a man
who is supposed to heal the wounded and sick, replies that the patient will
not escape. He then orders the guards to "Break his legs. Both of them."
The guards comply without hesitation. (NOTE: If you're squeamish, don't 
access the glitch at this point. Or better yet, don't play this game, as it 
is not for the squeamish. Tamir and the holey merchant should've taught you
that...) Garnier returns to his prisoners, I mean patients; and the door 
closes.

There are several ways to go about this, but I shall only tell of one.

Go throughout the hospital and clear out all the guards inside. Use your 
Hidden Blade, and be quick. Be sure you stealth assassinate the second
guard at a gaurd point (there are two at each gaurd point) before the first
one falls. Make sure to blend when an informed guard or Garnier walks by.
Also, be sure to STAY AWAY from the Insane Men. As you have all the time in
the world to finish this (yes, mom! I'll get off in twenty minutes...), take
your time. (Isn't that what the Animus says to do anyway?) Garnier will 
investigate the bodies he comes across, but he is already fully aware so it
doesn't really matter. When you have killed all the guards, go after Garnier.
Get on the chandeliers and survey the area. Make sure that he is not near any
Insane Men, and that the guards are taken care of. Now, you can knife him 
from the back or engage him in combat. For now, we will assassinate him 
from the back. Blend and approach him. When you are very close, quickly 
release the A button and press the X button before he has a chance to react.
He falls down with Altair on top and the screen goes white.

Altair and Garnier are alone within the deep void of the Animatrix. Garnier
believes that his "patients" were his children, and that he was helping them
break out of their mental handicaps. He believes that they were children that
had no will of their own, so it was his right and duty to "help" them. The
best way to help them was with the Templar treasure, the Piece of Eden. Since
the Assassins have the Piece of Eden, he had to settle for the next best 
thing. The next best thing being "herbs, extracts" (aka Hallucinogens).
Altair asks Garnier if he truly believes all this, at which Garnier
declares, "It's not what I believe. It's what I know." Garnier dies, and 
Altair wipes the feather across the dead doctor's neck. The screen goes 
white, and you are returned to the spot of Garnier's death.


>><< >><< >><< >><<
CITY ALERT
>><< >><< >><< >><<

Just hear those Slay Bells ring-a-lin', ding-ting-ting-a-lin' too. 
Come on it's perfect weather for a Slay Ride together with you! ...

Make your way back to the Bureau and go tell him of your accomplishment.
He will congratulate you, and tell you to report back at Masyaf. Altair
aks him about the actions and mindset of the doctor, but the Acre Rafique
brushes him off. It is clear that you have a long way to go before meeting
this man's approval, not that you should care.


()()()()()()()()()()()()()()()()()()()()()()()

ACHIEVEMENT UNLOCKED!

THE BLOOD OF A DOCTOR (25G)

()()()()()()()()()()()()()()()()()()()()()()()


!#!#!#!#!#!#!#!#!
MEMORY LOG - 
!#!#!#!#!#!#!#!#!

Memory: Assassination

"Is it possible? Was Garnier helping those inside his hospital? He spoke of
curing them from their madness using herbs and extracts. Some of them were
even grateful for the work he had done. He was a madman and a butcher. How is
it these men found good inside a man who was clearly intent on evil? What is
it that I've failed to see? I should report this to Al Mualim."

Attachment: None

!#!#!#!#!#!#!#!#! !#!#!#!#!#!#!#!#!


After waking up in the Bureau's outer room, a new ability presents itself.
You can choose to fast-forward to Masyaf, or to ride all the way back. Note
that choosing to fast-forward automatically places you before Al Mualim. 
Either way, stand before Al Mualim for further instructions.


<><><><><><><><><><><><><><><><><>
Assassin Rank 3: Swordsman
<><><><><><><><><><><><><><><><><>

Synchronization Level: 10/20

Altair tells Al Mualim of his success, then asks him the same question asked
of the Rafique. Al Mualim tells him that Garnier did drug his patients, but 
that is not the same as what the Assassins do to boost recruit numbers. [See
Assassin's Creed Story-History Guide by zukowskc for more info] You are now
sent to Jerusalem for the third man of nine.

<><><><><><><><><><><><><><><><><>

You've been Promoted!

New Weapon Gained: Throwing Knives

Ability Gained: Tackle

<><><><><><><><><><><><><><><><><>

Alright! With the Throwing Knives you can kill guards from a long distance!
Select your Short Blade and press X. For accuracy, lock-on to a target before
throwing. You can only carry five at a time, for now. To refill your stock, 
there is a hard way and an easy way. The hard way is to return to Masyaf.
The easy way is to go inside a Bureau and come out again, or pickpocket Thugs.
Pickpocketing a Thug (which are the men wearing bandoleers and ski caps) takes
the same skill as Pickpocketing information. Pickpocketing Thugs gives you 
five knives per Thug, but if they catch you stealing, they will start a 
fistfight. Also, if you punch anyone near them, they will join the fight.
Using Throwing Knives is risky, as pressing the Lock-On might make you lock
on to a Thug. Killing said Thug would be very bad for you, so make sure you
Lock-On to a guard BEFORE throwing a knife.

The ability gained is called Tackle, and it is extremely useful while 
running. Normally, if you bump into a person while running you lose your 
balance and a second bump topples you to the ground. However, pressing B
while running enables Tackle. When Tackle is enabled, Altair will get a
quarterback-with-football stance and knock anyone in his way to the ground
WITHOUT losing his momentum! 

Leave Masyaf (you don't have to go to the arena) and head for Jerusalem.
Jerusalem is the Holy City of the Jews, Christians and Muslims. It is also
very much like Damascus, except... wait... we're not in the Poor District!
In Jerusalem, you start in the Rich District! (I don't understand why it 
didn't build up from Poor to Middle to finally Rich, but oh well.)


-----------------------------------------------------------
09.3.4 Jerusalem - Rich District: View Points
-----------------------------------------------------------

1. A bell tower on the top of the Church of the Visitation, east and center
   of the district.

2. A minaret on top of a tall building just inside the west entrance into
   the Slaver's Sector, to the north-northeast along the city walls.

3. A minaret on top of the Palace of the Hasmoneans in the north part of the
   center of the district.

4. A unique bell tower at the top of the Church of the Assumption, in the
   northwest corner of the district. Note that it is best to look south
   from here.

5. A small bird perch on top of the Chapel of the Ascension, in the northwest
   part of the map (west of the Muristan Market).

6. A minaret in the very center of the district. It overlooks the Ibrahim
   Market to the south.

7. The Guard Tower of Meah, west and center of the district, along the edge
   of the district.

8. A minaret in the southwest corner of the district.

9. On top of the Dome of the Rock in the southeast quadrant of the district.

!#!#!#!#!#!#!#!#!
MEMORY LOG - 
!#!#!#!#!#!#!#!#!

Memory: View Points

All View Points scaled within the Rich District of Jerusalem.

Attachment: None

!#!#!#!#!#!#!#!#! !#!#!#!#!#!#!#!#!


-----------------------------------------------------------
09.3.5 Jerusalem - Rich District: Save Citizens
-----------------------------------------------------------

01. Scholars - Outside the Sheep Gate, in the Resting Place of the 
               Resurrection.

02. Scholars - The north side of the Church of the Visitation.

03. Scholars - In a corner between the city wall and the wall of the
               Temple Mount, to the southeast (outside of the Temple Mount).

04. Vigilantes - Just north of the north entrance into the Ibrahim Market.

05. Vigilantes - At the northeast corner of the Palace of the Hasmoneans.

06. Vigilantes - The very northeast corner of the district.

07. Vigilantes - In the plaza surrounding the Pool of Siloam.

08. Scholars - In the northeast corner of the district, west of the Church
               of the Assumption.

09. Vigilantes - Just outside the south entrance into the Muristan Market.

10. Vigilantes - Southwest corner of the district, south of the Bureau.

11. Scholars - Southeast corner of the district, just west of the south 
               entrance to the Dome of the Rock.

12. Vigilantes - South and center, along the south city wall, inside the
                 Temple Mount.

!#!#!#!#!#!#!#!#!
MEMORY LOG - 
!#!#!#!#!#!#!#!#!

Memory: Save Citizens

All Citizens saved within the Rich District of Jerusalem.

Attachment: None

!#!#!#!#!#!#!#!#! !#!#!#!#!#!#!#!#!


-----------------------------------------------------------
09.3.6 Jerusalem - Rich District: Talal
-----------------------------------------------------------

Synchronization Level: 12/20

Meet with the Rafique in Jerusalem, who just happens to be... Malik?
Since he lost his arm, and his brother, because of you, he has been deemed
unfit as an assassin by the brotherhood. The brotherhood still wanted his 
services, so they made him a Rafique. Because of all you did, rest assured
that he will not take kindly to your presence. He will, at first, refuse to
help you, but will change his mind (grudgingly) as you turn to go. He will
tell you of some places to search, then order you out.

Note that you have not been told the name of your target yet.

0o0o0o0o0o0o0o0o0o0o0o0o
Investigations List
0o0o0o0o0o0o0o0o0o0o0o0o

------------------------
1. INFORMER -
------------------------

Go to the Ibrahim Market and talk to the Informer. He will give you 3 minutes
to find 20 Masyaf Flags. Find them, and return before the time runs out. Be
warned, though. What seems to be one of the Masyaf Flags is actually a
Jerusalem Flag (it's on a pole) Talk to the Informer to find out that your
target's name is Talal, and that he is heavily guarded by men devoted to him
to the point of death.

!#!#!#!#!#!#!#!#!
MEMORY LOG - 
!#!#!#!#!#!#!#!#!

Memory: Investigation

"Talal appears to be a leader of slavers, and occupies an area north of here,
near the barbican. He seems wiser than those I've faced before, however,
keeping to the shadows and having his men pay the guards to turn a blind eye.
No matter how clever he thinks himself, he'll meet the same end as the
others."

Attachment: None

!#!#!#!#!#!#!#!#! !#!#!#!#!#!#!#!#!


------------------------
2. INFORMER -
------------------------

Go to just outside the east entrance into the Muristan Market and talk with
the Informer. He will tell you that he is "in an Ocean of Trouble" and send
you to kill two of Talal's guards inside the Muristan Market. There is no
time limit, but do not become exposed, or you will have to restart the
mission. Come back to the Informer to hear his thanks and find out that Talal
makes his living selling slaves, and that he pays the city guard to turn a
blind eye to his doings, which are done in the Slaver's Sector to the
northeast. (This guy sounds like Al Capone...)

!#!#!#!#!#!#!#!#!
MEMORY LOG - 
!#!#!#!#!#!#!#!#!

Memory: Investigation

"Talal has many followers, all of whom will readily give up their lives for
the man. If they since their master is in danger, they're sure to intervene,
giving Talal time to escape."

Attachment: None

!#!#!#!#!#!#!#!#! !#!#!#!#!#!#!#!#!


------------------------
3. EAVESDROP -
------------------------

Go inside the Church of the Annunciation and sit on one of several benches to
overhear a conversation (at the pulpit) about how a master archer who saved a
caravan. So Talal is a master archer, huh? Hmmm... Well, that's fine, cause
Altair's good at killing archers!

!#!#!#!#!#!#!#!#!
MEMORY LOG - 
!#!#!#!#!#!#!#!#!

Memory: Investigation

"Talal is said to favor the bow.  In a fight, he'll seek to put distance
between him and his enemy, trying to kill from afar. I'll close the gap
between us before he's nocked his first arrow."

Attachment: None

!#!#!#!#!#!#!#!#! !#!#!#!#!#!#!#!#!


------------------------ 
4. PICKPOCKET -
------------------------

Go to the center of the southwestern corner of the district to overhear two
men arguing about if they should kill Talal or not. One man is against doing
it, as it doesn't affect him. The other is adamant, he will kill Talal (if
you don't do it first). He states that Talal inspects his stock at the same
time every day, and he's made a map. They part, wishing each other luck.
Pickpocket the Assassin-Hopeful to obtain a map of where Talal's men are
posted within the Slaver's Sector.

!#!#!#!#!#!#!#!#!
MEMORY LOG - 
!#!#!#!#!#!#!#!#!

Memory: Investigation

"Talal inspects his stock of slaves daily. This map clearly shows the
position of his personal guards. Such information will prove invaluable."

Attachment: Map

!#!#!#!#!#!#!#!#! !#!#!#!#!#!#!#!#!


------------------------
5. PICKPOCKET -
------------------------

Go to the northeast corner of the Temple Mount to overhear two men, one of
Talal's guards and a civilian, talk. The civilian tries to get the guard to
kill Talal, but the guard says that he can't. The civilian calls him a
coward, at which the guard tells the civilian that he is not afraid. It's
just, he explains, that he has already been employed by Talal to prevent said
death! The guard shoos the civilian away, and then walks off. Pickpocket the
civilian to obtain a map of the possible "hiding spots" Talal could use to
escape you, as he is a coward (according to the civilian).

!#!#!#!#!#!#!#!#!
MEMORY LOG - 
!#!#!#!#!#!#!#!#!

Memory: Investigation

"Talal is rumored to flee from a fight at the first sign of trouble. This map
I've found details possible locations in which he'll take refuge. This is
sure to help if he manages to slip away from me."

Attachment: Map

!#!#!#!#!#!#!#!#! !#!#!#!#!#!#!#!#!


------------------------
6. INTERROGATION -
------------------------

Go to the south steps of the Church of the Visitation and hear a very cruel
trick. This man capitalizes (but that doesn't make him a capitalist!) on the
harsh times in Jerusalem by telling the citizens that Talal has 'openings' in
his 'employment'. (Note that I used single marks, as the man doesn't use
those exact words) He then states that to "defend against an uncertain
future, protect the ones you love", one must enter Talal's 'employment' and
trust that "Talal Provides". What a lie. What a outrageous bold-faced lie.
Tricking people into slavery is very cruel. Oh, and "Talal Provides"? What is
he, Talal-Jirah? (Sorry, Judeo-Christian inside joke, Jirah means Provides)
Anyway, follow this lying trickster into a small street against the city wall
(that I bet you didn't know existed! I didn't until the second time to replay
the game!). The only light comes from torches, so this is one of the few and
rare streets in the game that gives you that Oblivion-style feel. (Too bad
whole sections of the cities can't be like this...) He will walk into a
courtyard. This is the time to strike! Beat this bird's brains out until he 
squawks! He will tell you that slaves are kept in Talal's Warehouse, and that
they are shipped to Acre. (The poor Interrogation Target in Acre said
something about Garnier's patients being shipped from elsewhere. Hmmm...) He
will tell you that he doesn't know why, as that is safer. Altair replies
that it may be safer for Talal, but not for this man. Altair kills the man,
ending his brainwashing lies. Good Riddance to such an evil person!

!#!#!#!#!#!#!#!#!
MEMORY LOG - 
!#!#!#!#!#!#!#!#!

Memory: Investigation

"Talal holds his slaves within a warehouse, and later sends them to Acre.
Striking while he works within will keep me from being discovered."

Attachment: None

!#!#!#!#!#!#!#!#! !#!#!#!#!#!#!#!#!


0o0o0o0o0o0o0o0o0o0o0o0o
Investigations List
0o0o0o0o0o0o0o0o0o0o0o0o


Time to go back to Malik. Altair will tell him what he has found out and 
states that if he can get past Talal's guards, the Slaver himself should
be a pushover. Malik rebukes Altair for his arrogance, at which Altair asks
if Malik is satisfied with what has been learned of Talal. Malik replies in
the negative, but states that it will have to do. He then gives Altair the 
feather, and degradingly insults Altair by saying, "Rest. Prepare. Cry in a 
Corner. Do whatever it is that you do before a mission, only make sure you 
do it quietly." The screen fades to white, then you wake up in the outer 
room of the Bureau. 

!#!#!#!#!#!#!#!#!
MEMORY LOG - 
!#!#!#!#!#!#!#!#!

Memory: Knowledge

"Talal, a cunning slave master, has a warehouse in the northern barbican
filled with human livestock. He inspects them daily, preparing them for
travel. Knowing exactly where his guards are, I need simply to strike during
his next inspection."

Attachment: None

!#!#!#!#!#!#!#!#! !#!#!#!#!#!#!#!#!


Head to the Slaver's Sector, then the northeast corner of the Slaver's 
Warehouse. The door, which was previously closed (and will not re-open 
again, kinda like Mysterio's Hidden Fortress *hint, hint!*), is now open.
Step inside.

NOTE: Before entering the warehouse, you will notice that there are several
groups of Talal's men hanging around the district. They are usually found in
groups of three, and keep to shadowy corners.

-----------------------------------
| Ancestor's Memory Synchronized. |
| Now Recording...                |
-----------------------------------

The door slams shut behind you, and you see a slave cowering in a fetal 
position in a cage. As you walk towards it, you hear a gate open. A dark 
silhouette is seen in a window above, and Altair call out "What now, Slaver?"
Talal, who is unseen, takes offense at that name. He states that he is 
helping these poor unfortunates. Altair and the unseen Talal banter back and
forth about the ethics of the slaver's trade, and Talal ends the argument by
calling Altair ignorant. He states that he should not have "brought" Altair
to the warehouse, as Altair is too stupid to understand. Altair demands to
see Talal, and a door opens. Walk over to it. As you near it, a half-crazed
and severely emaciated man pleads for you to save him from the holding cell
below your feet. Walk through the door, and it will shut behind you. You are
now in a large room, and Talal states that he has called Altair here. Altair
states that he came of his own volition. Armed guards are seen preparing to
attack on the floor above you. Talal asks you who opened the door and gave
you a free entry. It's a trap! A skylight will open, and you are told to step
into the light "for one, final favor". Do what the man says, step in the lit
area. Several guards will leap down and encircle you. I knew it, it was a 
trap! (Of course I knew it, I played the game doofus!) A man, who is dressed 
similarly to the guards but carries a longbow, will come forward. 
This is Talal. He will ask what Altair wants, at which our hooded hero 
responds, "Come down here! Let us settle this with honor!" Talal declines,
tells the guards to kill you, and walks away.

Several guards will attack, so take them all down. There is a collapsable 
structure on the side of the room, so use it if you want. Climbing to the 
second level will cause Talal to panic and flee. He will run to a certain
spot, then stop. Clear out all the guards and archers, then exit through
the second-story ladder. Altair pauses for a moment, and looks at a rooftop
archer. The camera zooms in, and it's Talal! He will fire arrows until you
get close. He will then flee to the Guard Tower of the Poor District. Follow
him until he reaches it. Once he arrives, he will regain courage, and begin
to chase you around. Slay any guards that might hinder you, then counter-kill
Talal with your Hidden Blade. He will fall to the ground and the screen will go
white.

Altair and Talal are within the blue void of the Animatrix, like the others.
(That's how all the Main Targets are, get used to it) Altair states that 
there is nowhere to go, so Talal must share his secrets. Like Tamir, Talal
will say that he is a small part of a "Brotherhood", and that he didn't 
really matter anyway. Altair asks of what brotherhood is Talal a part, but
he answers, defiantly, with a riddle. Altair tells him that he should plead
for forgiveness from God; at which Talal states that he, and the rest of the
Holy Land, have been forsaken by the Almighty. He then tells of him redeeming
some lowlifes of society, and states that they were not to be slaves. Altair
rebukes Talal, saying that this was all for mere profit. Talal once again 
harps on Altair's supposed ignorance, then dies. Altair takes the feather and
smears it on the neck of Talal.


>><< >><< >><< >><<
CITY ALERT
>><< >><< >><< >><<

When you come back to Jerusalem, make sure to finish off any other guards
attacking you, then go back to the Bureau. It's not that far, just two blocks
straight south. Go inside to tell of your victory. Malik enthusiastically 
asks of your mission. Altair shows the feather, and tells of the outcome.
Malik replies, "Oh, I know, I know. In fact, THE ENTIRE CITY KNOWS! Have you
forgotten the meaning of subtlety?" They then argue over whether or not a
skilled assassin flaunts his killings. Altair finally states that the job is
done, all the same. Malik then tells you to go back and tell "the Old Man"
of what you have done. The screen fades to white, and you wake up in the
Bureau's outer room.


()()()()()()()()()()()()()()()()()()()()()()()

ACHIEVEMENT UNLOCKED!

THE BLOOD OF A SLAVE TRADER (25G)

()()()()()()()()()()()()()()()()()()()()()()()

!#!#!#!#!#!#!#!#!
MEMORY LOG - 
!#!#!#!#!#!#!#!#!

Memory: Assassination

"Talal also spoke of a brotherhood and their designs upon the Holy Land.
However, he denied he was selling slaves and insisted he was saving them. Why
would a slave trader help anyone than himself? Al Mualim will help me to make
sense of this."

Attachment: None

!#!#!#!#!#!#!#!#! !#!#!#!#!#!#!#!#!


The screen fades to white, and you [Desmond] find yourself back in the 
Abstergo Laboratory. The Animus, instead of glowing blue, is now glaring
red and steaming. Warren, very angry at this setback (it overheated), demands
that Lucy fix the Animus. [Watch out, kiddies! Warren needs his mouth 
washed out with soap!] He then storms off in a tizzy, and Lucy inspects the
Animus. Desmond asks Lucy what Warren's problem is, and learns of their 
deadline. He also learns that Lucy is, in a way, a lot like Desmond. A 
prisoner of Abstergo Industries, her theories are responsible for the 
creation of the Animus. He also finds out that Warren saved Lucy's life when
a bunch of employees tried to kill her (probably a set-up). Lucy is busy,
so she tells Desmond to get some sleep. Walk into the cell, and... wow.
Your locker is open. Walk over to it, and press the button prompt. Desmond
pulls out a small slip of paper, and says that it's an access code. Walk over
to the door (yes, the locked one, stupid) and press the button prompt. Ta-da!
The prisoner has escaped his cell! Walk over to Lucy's computer to find... 
her Access-Code Pen! Take it so you can log-on to her computer. While out of
the cell and no one is around, you may use the computers. 

(Wouldn't it be funny to use them while the scientists are in the room? "Just
what do you think you're doing?" "I-I-I just found this little pen here.
Thought you guys wouldn't mind if I used it to check my MySpace..." Like that
would go over well with Vidic...) Walk back to the room (or get on the Animus
to replay a Memory Block) and go to sleep.


-:-:-:-:-:-:-:-:-:-:-:-:-

MEMORY BLOCK COMPLETE

-:-:-:-:-:-:-:-:-:-:-:-:-





*****************************
*****************************

09.4 Memory Block 4

*****************************
*****************************

When you wake up, Vidic will stroll into your cell drinking coffee. He is
in a good mood, as the Animus has been fixed. Not only has it been fixed,
but now you can have longer trips down memory lane! Vidic will boast of the
wonderful things Abstergo does, saying that Abstergo was responsible for 
every single invention, "be it medical, mechanical, or philosophical". He
concedes that they don't invent them, they find them. "They're gifts, Mr.
Miles. From 'Those Who Came Before'." (Hmmm....) Vidic walks out, and
continues to drink his java while standing in front of the window. Walk
up to him, greeting Lucy along the way. Stand behind him, and wait for
him to take a sip of his mocha. When he raises his arm, press the button
prompt. Well, aren't you Sly! You've just stolen Warren's Access-Code
Pen! Walk back to the Animus, and get in. Choose to "Continue Memory"
to begin Memory Block 4.


<><><><><><><><><><><><><><><><><>
Assassin Rank 4: Agile Swordsman
<><><><><><><><><><><><><><><><><>

Synchronization Level: 13/20

You are once again in front of Al Mualim, your master. He congratulates
your success, as you are 1/3 of the way through. He then tells of the
meeting of King Richard and Saladin (yes, that's how it's spelled, 
Sarranduin!) at Arsuf in a few days. He tells you not to assassinate them,
as doing so would ravage the Holy Land. (I personally would slay one and
take control of his army, but I digress) He instead sends you to kill the
leaders of Damascus, Acre and Jerusalem, as they oppress the land. He then
warns you that the City Guards will be on the lookout for you, so take 
greater care.

<><><><><><><><><><><><><><><><><>

You've been Promoted!

Ability Gained: Grab Break

Ability Gained: Catch Ledge

<><><><><><><><><><><><><><><><><>

You have gained two new abilities: Catch Ledge and Grab Break.

Pressing B while in the air will make Altair grasp the first grab
point he can, clinging to the wall / building. Also, you can use
this to drop from a building without damaging yourself.

Leave the Assassins's HQ to run into... him again? Oh, very well. Go
to the Training Arena to practice Grab Breaks. Lock-on to the man
to begin. Even though he has drawn his sword, he will not attack.
Instead, he will try to throw you around. Annoying, isn't it? To
deal with this, go into defensive mode (Hold RT) and press B after
he has grabbed you but before you are thrown. Do this three times
to finish the test. Run down to the Horses and leave the city.
When you get to the exit, a new feature will pop up: City-to-City
Warp Mode! Reaching a gate or exit from a city will give you the
ability to go through the Kingdom or skip the Kingdom to the next
city! Choose to go to Damascus.

Make your way to the Rich District and scale the View Points. They are
unmarked on your map (as of yet), so synch one to get the others to
show up on your map.


-----------------------------------------------------------
09.4.1 Damascus - Rich District: View Points
-----------------------------------------------------------

01. A minaret west of the Gate of the Palms. An eavesdrop can be found
    next to it. The minaret is several stories high, and overlooks the
    Riviera where there are three bridges in a row to the northeast.

02. A bird perch on the side of a dome on top of the Fortress of Solitude
    to the north-northwest of the district. (It is better to turn sideways
    on this one, so you aren't synching a wall)

03. A minaret just south of the Court of the Speaker and adjoining the
    Al-Halim Home in the northwest part of the district.

04. A minaret on top of the Sanctuary of Muhammed west and center of the
    district, along the west city wall and on the south side of the Riviera.

05. The Guard Tower of the Nobles, which is north of the Souk Am'Hamal and
    south of the Damascus Riviera.

06. The highest rooftop of the Palace of the Merchant King to the south
    of the district.

07. A minaret on a large stone arch, in the southeast corner of the district.
    It's along the edge of the Middle District.

08. A minaret on the southeast corner of the Umayyad Mosque.

09. A large and very tall minaret on the southwest corner of the Umayyad
    Mosque.

10. THE LARGEST MINARET IN THE GAME! Scale the Minaret of the Bride. It's
    north and center on the roof of the Umayyad Mosque. It takes a full 2
    minutes to scale (from the ground)! This is the best view of Damascus
    that you'll get in the game.

!#!#!#!#!#!#!#!#!
MEMORY LOG - 
!#!#!#!#!#!#!#!#!

Memory: View Points

All View Points scaled within the Rich District of Damascus.

Attachment: None

!#!#!#!#!#!#!#!#! !#!#!#!#!#!#!#!#!


-----------------------------------------------------------
09.4.2 Damascus - Rich District: Save Citizens
-----------------------------------------------------------

01. Vigilantes - On the north side of the Riviera to the northeast.
                 It is due north from the bird perch at the very top
                 of the Umayyad Mosque.

02. Scholars - Just east of the plaza of the Gate of the Palms
               to the north.

03. Vigilantes - On the north side of the Riviera, due north of
                 the Guard Tower of the Nobles.

04. Scholars - In the Court of Relaxation to the northwest of the district.

05. Vigilantes - Along the west city wall by the Sanctuary of Muhammed,
                 just south of the Damascus Riviera.

06. Vigilantes - Just outside the southwest corner of the Palace of
                 the Merchant King, along the southwest city wall.

07. Vigilantes - Just north of the northwest corner of the Palace
                 of the Merchant King, along the walls of the Souk
                 Am'Hamal and next to a Town Crier on a raised platform.

08. Scholars - Just northeast of the main entrance into the Merchant
               King's Palace. These guys can give you easy passage through
               the main entrance of the Palace.

09. Vigilantes - Just north of the east end of the Imperial Walkway, in the
                 southeast corner of the district.

10. Vigilantes - Just outside the west entrance into the Umayyad Mosque,
                 in the center of the district.

!#!#!#!#!#!#!#!#!
MEMORY LOG - 
!#!#!#!#!#!#!#!#!

Memory: Save Citizens

All Citizens saved within the Rich District of Damascus.

Attachment: None

!#!#!#!#!#!#!#!#! !#!#!#!#!#!#!#!#!


-----------------------------------------------------------
09.4.3 Damascus - Rich District: Abu'l Naqoud
-----------------------------------------------------------

Synchronization Level: 14/20

Go to the Bureau to greet the Rafique. After telling him that
you were sent after a man by the name of Abu'l Naquod, the Rafique,
elated by your presence, will tell you that he is the Merchant King
of Damascus. He will then tell of his undying envy of you, except for
all the hard knocks you recieved. He will tell you where to begin, so
let's begin.

NOTE: From here on, you will need THREE Investigations completed instead of
      the beforehand two.

0o0o0o0o0o0o0o0o0o0o0o0o
Investigations List
0o0o0o0o0o0o0o0o0o0o0o0o

------------------------
1. INFORMER -
------------------------

Go to the nothwest corner of the district to the inside of the Fortress of
Solitude. Talk to the Informer, who will give you 3 minutes to find 20 flags
which, like an idiot, he lost. Find them, and return to the Informer. Talk to
the Informer again, and he will inform you (that's why he's called an
Informer, dum-dum!) that he once went to one of the Merchant King's parties,
and that he saw that the fountain could be climbed rather easily. After
telling you that almost useless nothing, he will walk away.

!#!#!#!#!#!#!#!#!
MEMORY LOG - 
!#!#!#!#!#!#!#!#!

Memory: Investigation

"There is a fountain in the middle of the Merhant King's palace which I could
climb should the need ever arise."

Attachment: Map

!#!#!#!#!#!#!#!#! !#!#!#!#!#!#!#!#!


------------------------
2. INFORMER -
------------------------

Go to the main entrance of the Merchant King's Palace and walk down the
street directly northeast of the Palace and talk to the Informer. The man
will inquire about your (up until now unheard of) runaway wife/lover, Adha.
He will then say that he has four targets to kill, but he will let you kill
two of them, as long as you return within 3 minutes. They both wear some
form of outfit made from an animal's hide, and are baldheaded. One follows a
patrol along the east end of the Imperial Walkway, and the other wanders
around the inside of the Souk Falakal. Slay them both, then return to the
Informer. He will give you a map of where the Merchant Guards will be
stationed during the upcoming party, then bid you to visit him and his
family at his home someday. (This, however, is a visit which you cannot
make, as the man doesn't have a house that you can enter!)

!#!#!#!#!#!#!#!#!
MEMORY LOG - 
!#!#!#!#!#!#!#!#!

Memory: Investigation

"A map of where the Merhant King has stationed his guards. This will
definately prove useful."

Attachment: Map

!#!#!#!#!#!#!#!#! !#!#!#!#!#!#!#!#!


------------------------
3. EAVESDROP  -
------------------------

Go to the southwest corner of the plaza of the Gate of the Palms along the
Riviera. Sit down on the bench (there is only one) and listen to the
conversation. A decorator for the upcoming party was hanging lanterns in the
Palace; and forgot to take the scaffolding, which is above the balcony
outside Naquod's personal quarters, down. His friend, a woman, tells him
not to worry about it and just hope nobody notices it. This conversation
gives you a map (accessible in the Memory Log) that shows a possible way of
reaching the Merchant King.

!#!#!#!#!#!#!#!#!
MEMORY LOG - 
!#!#!#!#!#!#!#!#!

Memory: Investigation

"Some servants spoke of leaving behind a scaffolding just outside the
Merchant King's quarters. I could use the passage they took to bring a
scaffold up there. It will bring me closeer to my target."

Attachment: Map

!#!#!#!#!#!#!#!#! !#!#!#!#!#!#!#!#!


------------------------
4. EAVESDROP -
------------------------

Go to the Courtyard of the Quran, which is just north of the Umayyad Mosque,
and sit on the only bench. Lock-on to the Merchant Guard you are facing to
begin listening. A man, who sounds as if he hails from Acre's South Side,
will tell the guard to make sure that Abu'l Naquod knows that a shipment he
just delivered was very hard to do. The guard replies "It's only wine!" (as
if they lacked wine in the Rich District or Merchant King's Palace...), at
which the English man quotes a hard-to-follow passage from the Quran, which
befuddles the guard (and myself). They part, and you learn the already known
fact that the Merchant King is preparing a party.

!#!#!#!#!#!#!#!#!
MEMORY LOG - 
!#!#!#!#!#!#!#!#!

Memory: Investigation

"The Merchant King has recieved a vast quantity of wine. He is preparing for
another feast. He seems unshaken with his preparations, even though wine is
prohibited by his religion. If he can ignore the laws of his Prophet so
easily, one can only wonder what other impious acts he'll commit."

Attachment: None

!#!#!#!#!#!#!#!#! !#!#!#!#!#!#!#!#!


------------------------
5. PICKPOCKET -
------------------------

Go inside the Souk Am'Hamal and walk to the center. Focus on the two men
standing in a small corner to overhear that a letter is going to Saladin, and
that one of the men carries it. The man with the letter is told to seek out a
man called Hisham, and that the letter must be a secret. Pickpocket the man
wearing a yellow-orange robe and read the letter. It states that money has
been sent to Acre and Jerusalem, and that the author, whose name is Marzuq,
who happens to be Naqoud's personal Accountant, is outraged at all the
extravagant parties that the Merchant King has been throwing lately. (This
man has no sense of fun at all... can't he see that the Merchant King is
just a good old fashioned party animal?)

!#!#!#!#!#!#!#!#!
MEMORY LOG - 
!#!#!#!#!#!#!#!#!

Memory: Investigation

"The people of Damascus despise the Merchant King for spending their money
on extravagant parties held inside his palace. Attending one of these
celebrations should bring me close enough to strike."

Attachment: Letter

Peace be upon you, Hisham:

I have done my best to balance the ledgers, but the accounts show something
strange: payments to Jerusalem's regent and William of Montferrat in Acre.

I thought this might be connected to the ransom demanded by the Crusaders
for our captive brethren, but given the way that ended (peace be upon their
poor souls), this seems unlikely. It also does not account for the deliveries
to Jerusalem. But if the money was not meant for ransom, then what is it's
purpose?

You should also know that there have been extravagant parties as of late. All
held within the Merchant King's palace. This is absurd! The citizens of
Damascus starve themselves to help Saladin's war efforts, but instead, their
money is being spent on feasts! They deeply despise the Merchant King, and
are now powerless to stop him. Which is why I write to you now.

Please, say nothing to the Merchant King for now. Should he become
suspicious, he'll attempt to hide his misdeeds. I'll contact you when I've
learned more.

With Peace,
Marzuq.

!#!#!#!#!#!#!#!#! !#!#!#!#!#!#!#!#!


------------------------
6. INTERROGATION -
------------------------

Go to the Court of the Speaker to the northwest and hear the man out. He
says, "Praise be Abu'l Naquod..." and declares for all to hear that the
Merchant King spends his money to provide food and shelter for any and all
who require it. Sounds like a nice man to me, so why are we hunting him,
again? We'll see... After he finishes his inspiring speech, he will walk into
to the walled sector that contains the Fortress of Solitude and to a very
dark alley with a fountain. Follow him, then give 'em the ole one-two with
your gloved fists! He will talk, as his life is worth more than Abu'l's money
(little does he know about Altair and what happens to Interrogation
Targets...). He will tell you that the Merchant King rarely leaves his
chambers, becuase he hates himself as well as the citizens of Damascus. He
comes out only to host a party, then locks himself up again out of shame.
Altair asks what is wrong with Naquod, but the man only says: "Heh, you'll
see...". The man asks to be let go, but Altair instead gives the man the
not-so-rare honor of dying. By Altair's Hidden Blade, no less! I don't think
the body will be discovered in this alley for some time...

!#!#!#!#!#!#!#!#!
MEMORY LOG - 
!#!#!#!#!#!#!#!#!

Memory: Investigation

"The best time to strike the Merchant King is when he addresses his guests.
The moment may be brief, but it will be all I need."

Attachment: None

!#!#!#!#!#!#!#!#! !#!#!#!#!#!#!#!#!


0o0o0o0o0o0o0o0o0o0o0o0o
Investigations List
0o0o0o0o0o0o0o0o0o0o0o0o


Head back to the Bureau and give the Rafique the rundown on
what you have learned. He will congratulate you on your success (funny, you
haven't completed the task yet) and give you the white (but going to be 
red soon, yes, very red indeed...) feather, at which the screen fades 
to white.

!#!#!#!#!#!#!#!#!
MEMORY LOG - 
!#!#!#!#!#!#!#!#!

Memory: Knowledge

"Abu'l Naqoud, a corrupt man of tremendous wealth, is planning another feast
today. At some stage, he will speak to his guests, no doubt made drunk and
stupid by his gluttony. This will be my moment."

Attachment: None

!#!#!#!#!#!#!#!#! !#!#!#!#!#!#!#!#!


When you wake up, make your way to the southern corner of the Rich District
and inside the Palace of the Merchant King (looks remarkably like the palace
in Aladdin, doesn't it?). While the grounds are usually empty, they are now 
filled with three informed patrols. The two gates are guarded as well. It 
is best to storm the gates and lay waste the patrols, as they will hinder
you later if you don't. After killing all the soldiers, walk through one of
three doors leading inside the palace courtyard. Note that I said "walk", as
it is impossible to scale the walls from the outside. Enter the inner
courtyard.

-----------------------------------
| Ancestor's Memory Synchronized. |
| Now Recording...                |
-----------------------------------

Oh, so this is what was mentioned in Tamir's letter! A big, swanky party!

The who's-whos of Damascus are gathered in the packed (but usually empty)
courtyard, so feel free to hob-nob with (*english butler voice*)
'*ha-ah-rumph*... society' a while. Head to the south side of the 
large statue in the fountain to begin the assassination.

Your attention is drawn to the balcony, as a big blob of blubber waddles
up to the railing. Is that a Hippo? Or perhaps a Walrus? No, that is
the Merchant King, Abu'l Naquod. (He is so fat and warty that when I saw him
for the first time, I instinctively yelled "Boomer!" [Left For Dead 
inside-joke]). Anyway, he will waddle over to the railing and welcome his
guests. Two men will dip their goblets into the fountain, which is apparently
filled with wine. Abu'l then tells his guests that they must enjoy
themselves while they still can, as these are harsh times. He proposes
a toast to his guests, saying "May you be given everything you deserve".

Uh-oh. I don't like the sound of THAT toast. Sounds fishy if you ask me,
and I DO ask me! The crowd cheers, at which he states that he couldn't
believe their kindness. He could not believe it, he says, because they
have been cruel and callous towards him. However, he does not dwell on
this, as he wants to give a political speech. He states that the guests
are too eager to give their money to Saladin, as the money buys the deaths
of thousands (Buying deaths with money, huh? And here Altair's been working
for peanuts... Sounds like he needs to go on hire for Saladin!). He states
that the guests lie to themselves, saying that the war is just or good.
Abu'l declares that the war was created by the same hatred of difference
that the guests have towards him. Abu'l grows tired of this, so he shouts
"ENOUGH! I've pledged myself to another cause!" Your attention is attracted
to the second-story balconies surrounding the courtyard, where several 
archers prepare to fire. This is ba-aa-ad, man. Really Bad.
Like, We're-all-about-to-die-so-say-your-goodbyes-and-prayers kinda bad!

Abu'l tells the crowd that he has a better world, one that embraces 
multiculturalism. He then states, "A pity. None of you will live to see it."
The two men who drank out of the fountain begin to choke and gasp, and 
finally drop to the ground dead. The Merchant King seals the crowd's fate
by ordering the archers to "Kill anyone who tries to escape!", and the guests
try to flee, but the doors are shut! They're trapped! We're trapped!
Oh no! Oh no! (Oh, yes! Oh, yes!) Oh, NO!

Before taking on Meat Loaf, be a Hero. Become... Altair-Man! Run up the wall
and sneak behind each archer and kill him with the Hidden Blade. There are 
two on each walkway, making a total of eight. Kill them all, then scale to
the top of the roof. You can't save all the guests, but you should be able
to save most of them. Make a quiet entrance onto Abu'l's balcony by climbing
to the rooftop and then climbing down the back wall on the balcony.

Silently sneak up to the guard and stealth kill him. Blend and walk over to
Abu'l. Assassinate him before he has a chance to react. However, should he
notice you, he will flee. In that case, chase after him until he reaches
the Guard Tower of the Nobles. There, like Talal, he will regain courage.
Kill all the soldiers and guards that are attacking, being sure to use
all the scaffolds around the tower. Now it's Steve McQueen vs. The Blob,
uh I mean Altair vs. Abu'l Naquod! Kill him however you see fit. When you
have defeated him, he will fall down, dead, and the screen
will fade to white.

Once again we find ourselves trapped in the Animatrix. Ughh. The Merchant
King is even uglier and fatter up close. He even LOOKS like Jabba the Hutt!
Altair grabs the Big Hunk o' Lard and demands to know why Abu'l stole 
money from the citizens, sent it away, and where it went (He's giving 
the fourth chin the third degree!). Abu'l doesn't answer, but states that 
he was too fat and ugly for the people to love. He then states that he 
could not give money to Saladin, since Saladin's god, Allah, hates obese
and ugly people. Altair asks what cause Abu'l serves, but like the others
he will not answer. Instead, he states that he is not so different from
you. In fact, you and he "are the same." He then declares, "You cannot stop
us. We will have our new world." He dies with a triumphant smile, and Altair
reddens the feather with the blood of Abu'l Naquod.

>><< >><< >><< >><<
CITY ALERT
>><< >><< >><< >><<

Defeat any guards / soldiers after you, then report back to the Bureau.
The Rafique is joyed to hear of your success, and Altair shows him the
feather. Altair then tells the Rafique of the horrors suffered by the
guests at the "party". Note that he talks about them being poisoned, but
mentions nothing about the archers. The Rafique will say that this was simply
a symptom of the Merchant King's ... "madness", and tell you not to worry.
He says that Al Mualim might help sort this out for you, then the screen 
fades to white. When you wake up, you will once again be in the Bureau's
outer room.

()()()()()()()()()()()()()()()()()()()()()()()

ACHIEVEMENT UNLOCKED!

THE BLOOD OF THE MERCHANT KING (25G)

()()()()()()()()()()()()()()()()()()()()()()()


!#!#!#!#!#!#!#!#!
MEMORY LOG - 
!#!#!#!#!#!#!#!#!

Memory: Assassination

"These men I'm sent to kill are wicked. They profit from the war. And so I am
sent to stop them, and ensure that peace returns. But then why do the
Merchant King's words dig so deeply? Is it wrong for me to see a bit of truth
in them? I should return to Al Mualim, that he may help me make sense of this
and crush these seeds of doubt."

Attachment: None

!#!#!#!#!#!#!#!#! !#!#!#!#!#!#!#!#!


Choose to Fast-Forward to Masyaf.


<><><><><><><><><><><><><><><><><>
Assassin Rank 5: Skilled Swordsman
<><><><><><><><><><><><><><><><><>

Syncronization Level: 15/20

Once in Masyaf, report to Al Mualim once again in his library. When you arrive
at the Assassin's Headquarters, you'll find Al Mualim looking for a book on
one of his several bookcases. As he is looking for the manuscript, he again
assures you that killing all these people brings stability back to the Holy
Land (aka a little violence and bloodshed = lots of peace!). Altair then
tells of what the targets told him of their common connection and plans. Al
Mualim commends our favorite killer for seeing that there is more to the
story, then commands him to be unaware. Altair doesn't understand this
statement, and asks what was meant by it. Al Mualim replies, "The answer to
that question will come when you no longer need to ask it." Altair, tired of
the lecturing, tells the old man to get to the point, at which Al Mualim
gives our hooded hero a higher rank and sends him to Acre.

<><><><><><><><><><><><><><><><><>

You've been Promoted!

Ability Gained: Regain Balance

Ability Gained: Dodge

Ability Gained: Sword Damage

<><><><><><><><><><><><><><><><><>

The Regain Balance is a passive ability, meaning that there isn't a button
or button combo to press to activate it. It comes naturally. Also, your Sword
Attacks are more damaging, so fights will be more in your favor.

Leave the AHQ. Oh great. Just great! *sigh* Another trip to the Training
Arena, coming right up! Now pay attention, Class. Today we get to learn how
to dodge an attack. Isn't that great?? Now, stay on the defensive and press A
when the man's sword is just about to make contact with yours. You will jump
out of the way, thus not getting hit. Unfortunately, the dodge in this game
is totally unlike the dodging in Matrix: Path of Neo. Dodge 3 times to
complete the lesson. Make your way to the Kingdom Entrance and warp to Acre.


Once in Acre, reach and synch the View Points to get started.


-----------------------------------------------------------
09.4.4 Acre - Rich District: View Points
-----------------------------------------------------------

01. At the very northwest corner of the district, on a Bell Tower at the top
    of a very large stone arch.

02. An Archer Tower atop of a building above the Market of Good Faith along
    the northeast seawall.

03. An Archer Tower atop a building overlooking the Square of the Helping
    Hand. It's north and center of the district, a few blocks south of the
    north district border. It's also just south of the Plaza of the Water.
    (Pretty hard location to describe, isn't it?)

04. A Bell Tower on top of the Church of the Holy Book to the north-northeast
    of the district.

05. An Acher Tower overlooking the Grotto of the Templar in the very northeast
    corner of the district, on the edge of the Middle District.

06. A Bell Tower on top of a large stone archway along the northeast edge of
    the Middle District, just south of #5.

07. A bird perch at the top of the parapet of the Fortress of Might east
    and center along the eastern seawall. I know it's a lovely view of the
    ocean, but look away from the ocean to synch the map.

08. The top of the Guard Tower of the Rich District, west and center of the
    district. It's just east of the "point" on the map in the center of the
    west edge.

09. An Archer Tower along the west seawall, west of the south side of the
    Cathedral of the Holy Cross.

10. At the very top of the tower at the southwest corner of both Richard's
    Citadel and the district. Once again: look at the city, not the ocean!
    You can look at the ocean all you want AFTER you synch.

11. Reach the roof of the Cathedral of the Holy Cross, then the top of
    the finished spire. Climb the cross and synch. No need to tell you where
    it is, as it is the largest and tallest building in Acre. You can see it
    from just about anywhere.

!#!#!#!#!#!#!#!#!
MEMORY LOG - 
!#!#!#!#!#!#!#!#!

Memory: View Points

All View Points scaled within the Rich District of Acre.

Attachment: None

!#!#!#!#!#!#!#!#! !#!#!#!#!#!#!#!#!


-----------------------------------------------------------
09.4.5 Acre - Rich District: Save Citizens
-----------------------------------------------------------

1. Vigilantes - Along the northern district border, just south of the Church
                of the Holy Father (which is in the Poor District).

2. Vigilantes - In the Square of the Helping Hand, by View Point #3.

3. Vigilantes - In a small alley/street just south of the Church of the
                Holy Book, to the northeast of the district.

4. Vigilantes - By View Point #6.

5. Vigilantes - Just north of the west end of the Cathedral of the
                Holy Cross.

6. Scholars - At the southeast corner of the Guard Tower of the Rich
              District, just west of SC #5. 

7. Vigilantes - On Merchant Street along the east seawall, south of the
                Fortress of Might.

8. Vigilantes - In a long, wide street just northeast of the Plaza of the
                Lion, in the southern part of the district.

9. Scholars - In the southeast corner of Richard's Citadel, in a dead-end
              along the wall.

!#!#!#!#!#!#!#!#!
MEMORY LOG - 
!#!#!#!#!#!#!#!#!

Memory: Save Citizens

All Citizens saved within the Rich District of Acre.

Attachment: None

!#!#!#!#!#!#!#!#! !#!#!#!#!#!#!#!#!


-----------------------------------------------------------
09.4.6 Acre - Rich District: William de Montferrat
-----------------------------------------------------------

Syncronization Level: 16/20

Head for the Bureau and talk with the Rafique. He will tell you that he has
heard of your recent exploits, and commends you for accomplishing the tasks
given to you very well. The Rafique, bored with your presence, asks if this
is a social visit or if you have work to do. He will then tell you of your
target, saying that William (your target, dum-dum) is acting as regent over
Acre while the King fights Saladin. He then goes into a brief history of the
dealings between King Richard and Conrad de Montferrat (William's son),
stating that Richard is angry at Conrad, so he keeps William in Acre as a
regent (more like a prisoner). Altair states that he's "never been one for
politics", at which the Rafique tells him that each killing committed by
Altair is a political move, setting the course of the future in the Holy
Land. Tired of all this talk, Altair learns where to begin investigating
and leaves the Bureau.

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Investigations List
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------------------------
1. INFORMER -
------------------------

Go to the Plaza of the Lion and talk to the Informer. Oh great. It's the
snooty one. And he now sends you to find 20 more flags within 3 minutes, a
test that Al Mualim did not command. Find all 20 flags and report back. The
Informer is impressed, and tells you his knowledge. William and Richard are
politely hostile to one another, and William mostly stays inside the Citadel.
He asks if you will be able to kill this well-protected man inside his own
fortress, then walks away.

!#!#!#!#!#!#!#!#!
MEMORY LOG - 
!#!#!#!#!#!#!#!#!

Memory: Investigation

"William retreats to the back of his citadel whenever challenged by King
Richard's authority. The precarious relationship between the two men seems
to have spread to their own hosts, causing no small amount of tension. I
suspect William's citadel to be densely populated with men loyal to him
alone."

Attachment: None

!#!#!#!#!#!#!#!#! !#!#!#!#!#!#!#!#!


------------------------
2. INFORMER -
------------------------

Go to the Plaza of the Water and approach the Informer. He will cower and
scream, "OH GOD! DON'T KILL ME!" before realizing that it's only our
friendly neighborhood murderer, Altair! He will explain his outburst, as
two of Richard's Guards are hunting him. The Informer was trying to be a
dealmaker with the guards, but failed and promptly fled the scene. He asks
you to be the "Angel of Death and collect their heads before they collect
mine!". Find them, kill them (no, you can't bring back their heads!), and
report back. The Informer, greatly relieved by their deaths, tells you of
his failed deal. He tried to get the guards of Richard's Citadel to leave
the gates open even if the City Alert was to be triggered. He apologizes
for his failure, tells you that you must scale the walls of Richard's
Citadel after your assassination is a success, then goes to walk away.
He failed Altair? He FAILED ALTAIR? I guess you're going to have to teach
him a lesson, Tamir-style! (No, I'm kidding! Don't do it! No! No! Gah!- oh
well... There's one less Informer in the world now...)

!#!#!#!#!#!#!#!#!
MEMORY LOG - 
!#!#!#!#!#!#!#!#!

Memory: Investigation

"At the first sign of trouble the citadel's gates will close. Should this
happen, the only way for me to escape will be to climb the fortress walls."

Attachment: Map

!#!#!#!#!#!#!#!#! !#!#!#!#!#!#!#!#!


------------------------
3. PICKPOCKET -
------------------------

Go to the Market of Good Faith along the northwest seawall and overhear a
monk and an English Templar discuss William's status and intentions. Follow
the monk and take his letter. The unsigned letter shows the there is a man
in the Middle District that is connected to William, and that the people
of Acre may rise up against this other man.

!#!#!#!#!#!#!#!#!
MEMORY LOG - 
!#!#!#!#!#!#!#!#!

Memory: Investigation

"William's men fear he is destined for failure, though they dare not turn to
the King for help. There is mention of a third man - one said to reside in
the harbor - though he inspires little confidence as well... Uncertainty
rules the day. It makes men more paranoid - and my work more difficult."

Attachment: Letter

Master:
Work continues in the Chain District of Acre, though we are concerned about
William's ability to see this through to the end. He takes his duties a bit
too seriously, and the people may reject him when the time comes. Without the
aid of the Treasure, we can ill afford an uprising, lest it recall the King
from the field, and then your plan will be for nothing. We cannot reclaim
what's been stolen unless the two sides are united. Perhaps you might prepare
another to take his place - simply as a precaution. We worry that our man in
the harbor will become increasingly unstable.
Already he talks of distancing himself. And this means we cannot rely on him
should William fail. Let us know what you intend that we might execute it.
We remain, ever faithful to the cause.

!#!#!#!#!#!#!#!#! !#!#!#!#!#!#!#!#!
              

------------------------
4. PICKPOCKET -
------------------------

Go to the Guard Tower of the Rich District and listen to two men talk about
their plan to kill William. You learn that the walls and rooftops of
Richard's Citadel are covered with archers, and that these men have made a
map of the archer locations. Take the map and sudy it. It may prove useful
later on.

!#!#!#!#!#!#!#!#!
MEMORY LOG - 
!#!#!#!#!#!#!#!#!

Memory: Investigation

"This map details the position of William's archers. Removing them should
clear a path for me along the rooftops."

Attachment: Map

!#!#!#!#!#!#!#!#! !#!#!#!#!#!#!#!#!


------------------------
5. PICKPOCKET -
------------------------

Go inside the Fortress of Might along the eastern seawall and evesdrop on a
conversation between two peasants. You learn that the gates of Richard's
Citadel are normally open to all, amd that William hired laborers to repair
the citadel walls. These laborers set up scaffolding on the outside of the
citadel, allowing a stealthy entrance and exit. The men are glad that "For
once it seems that things will go our way." One of the men quotes what he
thinks is the Bible, saying "God helps those who help themselves", at which
the other man states that that wasn't from the Bible, but instead from one of
Aesop's fables. He then states that the Bible talks about being patient and
waiting, but both men agree that patience is NOT a virtue, then part ways.
Follow the misquoting man and take his map, which shows a possible way
inside. Be sure to nab the note BEFORE he passes through the Fortress's
entrance or you'll get caught by the guarding soldiers and the man will
flee.

!#!#!#!#!#!#!#!#!
MEMORY LOG - 
!#!#!#!#!#!#!#!#!

Memory: Investigation

"Repairs on the citadel are being handled poorly. According to this map,
a structure has been left standing and seemingly forgotten. I will turn their
mistake to my advantage."

Attachment: Map

!#!#!#!#!#!#!#!#! !#!#!#!#!#!#!#!#!


------------------------
6. INTERROGATION -
------------------------

Go to the top of the front (east) steps of the Cathedral of the Holy Cross
and listen to the campaign speeches of William de Montferrat. This man will
tell the people that King Richard is weak and unstable, and tells everyone
"Stand up, friends! Do not allow yourself to be debased on the whims of an
uncertain King! We must rely on men who are stronger in their convictions.
Men like William of Montferrat!" When he's finished, he will circle the
cathedral. Follow him around until you find a good fighting spot. Thugs
encircle the entire place, so expect to fight several at a time. When he
finally realizes that his jaw is not as hard as your fist, he will relent.
He will ask you to take his money (a good idea!) and go. Altair, not
realizing the value of monetary assets, asks how to reach Good Regent
William. The man states that William is giving a status report to the King,
and that Richard is leaving today. Both men are sure to quarrel with one
another, at which Montferrat will retreat to the Citadel and berate his men.
"He won't see you", states Altair's poor punching bag. Not deterred by this,
our hooded hero replies, "I need to see him. I never said he needed to see
me." The man goes to leave, but our friendly neighborhood assassin takes
his life.

!#!#!#!#!#!#!#!#!
MEMORY LOG - 
!#!#!#!#!#!#!#!#!

Memory: Investigation

"King Richard is visiting William today, and they're almost certain to
quarrel. Once they're finished, William will likely return to his citadel to
brood. He'll spend the rest of the day scolding his men, distracting him from
everything else."

Attachment: None

!#!#!#!#!#!#!#!#! !#!#!#!#!#!#!#!#!


0o0o0o0o0o0o0o0o0o0o0o0o
Investigations List
0o0o0o0o0o0o0o0o0o0o0o0o


Make your way back to the Bureau and talk with the Rafique. The Rafique,
suprised at your presence, asks what you have learned. When he is satisfied
with the knowledge you have gained, he will give you the Feather of Death.
Listen to Altair's voice. Doesn't it sound like the Christian Bale Batman?
Oh well. Grab the feather, at which the screen will fade to white.

!#!#!#!#!#!#!#!#!
MEMORY LOG - 
!#!#!#!#!#!#!#!#!

Memory: Knowledge

"William and King Richard will meet today, and if the past is any indicator,
things will go poorly. Afterwards, William will return to his citadel and
take out his frustrations on the men within. The day's events are sure to
distract him, providing me with the perfect oppurtunity to strike."

Attachment: None

!#!#!#!#!#!#!#!#! !#!#!#!#!#!#!#!#!


When you wake up, make your way to Richard's Citadel, or rather the Plaza of
the Lion in front of it. Several people will be gathered in a loop around the
gates of the citadel. Merge with the crowd.

-----------------------------------
| Ancestor's Memory Synchronized. |
| Now Recording...                |
-----------------------------------

A very large contingent (about 20 or 30 in total) of Elite Soldiers will rush
out of the gates, forming a human blockade (much like in Gladiator) to keep
a large open space clear of people. Several men on horses will ride out (why
can't I gallop around the city?) There are two men in front, one on a horse
and one on foot. The man on the horse is none other than King Richard
himself, while the man on foot is our target, William de Montferrat. Richard
and William will be in the middle of a heated argument when they arrive. They
argue over Conrad de Montferrat's latest tactic, the slaughter of 3,000
Saracen prisoners that were to be used as bargaining chips. Richard does not
like the fact that William stays in Acre to play politics, at which William
states that what he did was right. King Richard berates William (and in front
of everyone, too!) for doing what he thought was good and just, instead of
following his orders (note the angry glare by William). William asks why
Richard doesn't trust him, and Richard reminds William of his already high
status, asking sarcastically if William would like the King's Crown as well.
Richard ends the argument, saying that he would love to chew the fat more
but he can't, as there is a war to fight. William gives a sarcastic farewell,
at which Richard and his men ride away. William turns back, saying that
Richard will have "no place in the New World". Hmmm... Didn't Abu'l and the
others mention a New World?... Hmmm.... The guarding soldiers follow William
back into the Citadel, and you are free to walk around again.

There are several ways to go about this, but I shall list the least
violent one. Go inside the citadel, and climb a building. Make your way along
the rooftops to the southwest corner of the fortress / district. Stealth kill
all the archers, making sure not to let any of them fall to the ground. Keep
to the rooftops and watch William "berate" his men. The entrance is guarded,
with several soldiers inside his "office" and two guards dressed in
civilian attire stand before him. The men say that Richard speaks falsely,
and that they do not slack on the job. William halfway agrees, but brings
forth the two civilian-clothed guards as proof of their slaggardly ways. He
lists their crimes, then has the two men slain as both judgement and a lesson
to the rest of the guards. He dismisses the rest of the guards, then retires
to his desk. Wait until all the guards have gone, except the two guarding
the entrance (they stay put). Now is the time to strike! Get behind William
and scale the wall downwards until you reach the floor. Sneak up behind him
and assassinate him! William dies, and the screen fades to white.

Once inside the Animatrix, Altair tells William to rest. William asks what
Altair knows of his work, and Altair replies that William meant to murder
King Richard and give Acre to Conrad de Montferrat. William finds this
amusing, saying "Hah! My son is an ass, unfit to lead his own host!" (Gee,
what a nice, caring, loving father Conrad has!) William states that Richard
is no better, as he is a Christian (which makes ole Will here an Atheist,
I guess). Instead, Acre belongs to it's citizens. Altair does not believe
William, declaring that William stole the people's food and trained the male
citizens into soldiers. William responds that the "stolen" food was meant to
be rationed when the hard times hit, and that he was teaching the citizens
the merits of discipline and order. He points out that his district is
crime-free, save the "crimes" commited by Altair and the Assassins. Altair
states that intentions do not make up for what has been done by William.
William declares that Altair has not saved the populace of Acre, but instead
condemned them to a life of sorrow and starvation. He says that Altair will
see the consequences of slaying William soon enough, and that the blame will
rest on Altair. William de Montferrat breathes his last, then dies. Altair
tickles the gaping neck wound with a feather, then leaves the Animatrix.

>><< >><< >><< >><<
CITY ALERT
>><< >><< >><< >><<

The two guards at the entrance will attack, and possibly the patrol just
ouside, so slay them. Scale the walls, picking off any archers along the
way, then jump of the west side of the north wall into the bale of hay
(the gates are shut, it's the only way!). Make your way back to the Bureau.


The Rafique asks for news of your mission, at which Altair tells of his
victory. Altair asks why William had to die now, as the Crusaders require
unity. The Rafique halfheartedly tries to persuade Altair that it was best
to deal with it now, before Richard could find out about William's treachery.
Altair says that it was not William's plan to kill Richard, but the Rafique
disagrees and bids Altair to go and seek answers from Al Mualim. Altair
walks out and the screen fades to white.

When you wake up, the mission will be completed.


()()()()()()()()()()()()()()()()()()()()()()()

ACHIEVEMENT UNLOCKED!

THE BLOOD OF A LIEGE-LORD (25G)

()()()()()()()()()()()()()()()()()()()()()()()


!#!#!#!#!#!#!#!#!
MEMORY LOG - 
!#!#!#!#!#!#!#!#!

Memory: Assassination

"William of Montferrat sought to kill King Richard. I had assumed he meant to
do this for his son, Conrad, but it seems I was in error. His wish was for
the people to inherit the land, free from the whims of petty tyrants. A 'new
world', he called it. What is the meaning of these cryptic words? I shall
have to ask Al Mualim."

Attachment: None

!#!#!#!#!#!#!#!#! !#!#!#!#!#!#!#!#!


Fast-Forward to Masyaf.



<><><><><><><><><><><><><><><><><>
Assassin Rank 6: Expert Swordsman
<><><><><><><><><><><><><><><><><>

Synchronization Level: 17/20

Once again Al Mualim is behind his desk, and once again you must give account
of your latest deeds. Al Mualim is just closing the lid of the Templar
Treasure (from Solomon's Temple) when you arrive. He asks of the outcome
of the mission, and Altair coldy replies that he has met with success.
Al Mualim notices that Altair is thinking hard about something, and asks what
Altair is thinking. Altair declares what we have all been thinking up til
now, that the men slain by his hand have told him riddles and vague plans.
He states that he has asked Al Mualim for answers, but has recieved none.
So he states that he won't put up with this anymore. Al Mualim aks what right
Altair has to say "No More!", so Altair replies that since he's the one doing
the dirty work, and if Al Mualim wants the assassinations to continue, he
will have to come out with what he knows. Al Mualim tells Altair to watch his
tone, at which Altair tells his master to stop the deception. Al Mualim
reminds Altair of his lost honor, at which Altair gruffly replies, "Not lost;
taken by you. And then you sent me to fetch it again like some damn dog!" Al
Mualim is angered by the insolence of Altair, so he picks up a sword, ready
to slay his student. Altair stays his master's blade, reminding him that he
(Altair) is the only one capable of assassinating these targets. Altair then
brings back what Al Mualim told him before, that the answers would come when
one didn't need to ask it. So he doesn't ask, he demands to know what binds
these men. Al Mualim concedes that the men are closely connected to one
another, saying "Non nobis Domini non nobis". Templars!

(Translation: Not unto us, O Lord, not unto us - which is a Templar Motto.)

Al Mualim will say that all the men you have killed, and the ones to kill in
the future, are controlled by one man: Robert de Sable. Al Mualim goes on to
say that they seek World Domination, and that any who stand up against them
will be destroyed. Altair, much less angry, asks why this fact was kept from
him. Al Mualim replies that he wanted Altair to find it out on his own, and
anyway, he still is unconfident in Altair's allegiance to the Brotherhood.
Altair asks about the Templar Treasure, but his master puts it off until
later, consoling Altair that at least he (Al Mualim) has it now. Al Mualim
"benovelently" bestows (I earned it, you freak!!) another rank, then asks
how Altair knew he would not be slain. Altair replies, "Truth be told,
Master, I didn't. I took a Leap of Faith." Al Mualim turns and looks out
his window.

<><><><><><><><><><><><><><><><><>

You've been Promoted!

New Weapon Gained: Extra Throwing Knives

<><><><><><><><><><><><><><><><><>

Alright! Your stock of knives has just doubled to 10 knives, making you
have to pickpocket two Thugs for a full amount.

Leave the Assassin's HQ, and... Hooray! The Assassin Trainer isn't
blocking your path with another time-wasting tutorial!

Head to the Kingdom Entrance and choose to go to Jerusalem.

You know the routine: View Points, Save Citizens, Investigate...

Let's get started.


-----------------------------------------------------------
09.4.7 Jerusalem - Poor District: View Points
-----------------------------------------------------------

01. A bird perch on top of a stone archway north and east-center of the
    district, along the edge of the Rich District.

02. A bird perch at top of the north side of the Synagogue of the Jewish
    People, in the southeast corner of the district.

03. A yardarm off the side of the dome on top of the Chapel of the Cross
    at the southernmost point in the district.

04. A yardarm off the side of the dome on top of the Chapel of the Agony
    in the southwest of the center of the district.

05. The top of the Guard Tower of Hananeel in the northwest of the district,
    by the edge of the Middle District.

06. A minaret at the top of the Mosque of the Scimitar of Allah in the
    southwest corner of the district. Make sure to look away from the wall
    if you want to synch the map...and not just synch the wall... .

!#!#!#!#!#!#!#!#!
MEMORY LOG - 
!#!#!#!#!#!#!#!#!

Memory: View Points

All View Points scaled within the Poor District of Jerusalem.

Attachment: None

!#!#!#!#!#!#!#!#! !#!#!#!#!#!#!#!#!


-----------------------------------------------------------
09.4.8 Jerusalem - Poor District: Save Citizens
-----------------------------------------------------------

01. Vigilantes - In a small street in the corner between all three
                 districts, north and center of the district.

02. Scholars - A small street just southwest of the northeast corner of
               the district.

03. Vigilantes - An open street in the northeast area of the district,
                 just south of View Point #01.

04. Vigilantes - A small corner just south of Save Citizen #01.

05. Vigilantes - Just southwest of Save Citizen #04 and northeast of
                 the Chapel of the Agony.

06. Vigilantes - Just west of the Synagogue of the Jewish People and
                 northeast of the Chapel of the Agony.

07. Vigilantes - Just west of the Chapel of the Agony.

08. Vigilantes - Just east of the Mosque of the Scimitar of Allah,
                 along the southern city walls.

!#!#!#!#!#!#!#!#!
MEMORY LOG - 
!#!#!#!#!#!#!#!#!

Memory: Save Citizens

All Citizens saved within the Poor District of Jerusalem.

Attachment: None

!#!#!#!#!#!#!#!#! !#!#!#!#!#!#!#!#!


-----------------------------------------------------------
09.4.9 Jerusalem - Poor District: Majd Addin
-----------------------------------------------------------

Synchronization Level: 18/20

I believe that through a really big mess-up, the first time through Jerusalem
you go to the Rich District, while the second time you go through the Poor
District, which is the exact opposite of Damascus and Acre. For one,
shouldn't a Slaver (Talal) be in the Poor District, while the Regent of
Jerusalem stay in the Rich District? And for another, this way violates the
order of districts in the other two cities. What a very huge mess-up. Oh well,
guess someone in the Development Team caught it BIG time when the game was
released...

Head to the Bureau and talk with Malik. Altair tells Malik to have, "Safety
and Peace", and Malik wishes that the city had either. He asks you why you
trouble him, so Altair tells of his mission. Malik offers a few details about
your target, Madj Addin. Saladin has not been in town lately, so Majd
appointed himself ruler of the city. Addin uses fear and intrepidation to
keep his subjects from revolting, as he knows that he has no true claim to
the office which he holds. Altair declares that Majd's life ends today, at
which Malik replies that this man is much harder to kill than Talal. He tells
you to plan your attack carefully, so Altair asks Malik where he should begin
his search. Malik, impressed by the request (as he expected a demand) for
help, and gives you a few locations to check out. Leave the Bureau and begin
your Investigations.

0o0o0o0o0o0o0o0o0o0o0o0o
Investigations List
0o0o0o0o0o0o0o0o0o0o0o0o

------------------------
1. INFORMER -
------------------------

Go to an open street west-northwest of the Chapel of the Agony and southwest
of the Guard Tower of Hananeel and talk to the Informer, who is by a tree.
The Informer, who greets you as "Grandmaster", tells you that he must kill
two of Majd Addin's personal guards as a test of stealth and loyalty. He does
not feel competent, so he asks you to show him how (and by doing so passing
his test for him!). Kill the two guards (they have steel feathers on their
helmets) silently and come back. He will praise your success, then share his
story with you. He was cleaning the Temple steps when he overheard a group of
scholars state that they could slip past the guards at the Execution Platform
quite easily, and in fact walk on the platform while an execution takes place.
Timing your entry carefully will allow you to use these helpful friends.

!#!#!#!#!#!#!#!#!
MEMORY LOG - 
!#!#!#!#!#!#!#!#!

Memory: Investigation

"The scholars are likely to cause a disturbance at the entrance to the
execution plaza. If I time my entry properly, they could provide a nice
distraction for the guards."

Attachment: Map

!#!#!#!#!#!#!#!#! !#!#!#!#!#!#!#!#!


------------------------
2. INFORMER -
------------------------

Go to a small and dark alley in the northwest corner of the southwest corner
of the district/map and talk with the Informer (you can sit on the bench if
you like). The Informer at first wonders if he could be of any use to you, as
he hasn't been in town for awhile (Majd put a bounty on his head, too bad
we can't collect it...). Three of Majd Addin's guards are after him, so he
asks you to slay them. Slay them without a fight, noting that one is on top
of a roof, then return to the Informer. The Assassin, elated at the good
news, now understands why "they call you The One!", then searches his memory
for something useful. When he finally thinks of something, he will share the
fact that Majd Addin likes to lecture his victims, turning his back to the
crowd, before executing the prisoners. He asks if that was helpful, then
walks away. That wasn't very helpful at all! I wonder if that bounty is
still good...

!#!#!#!#!#!#!#!#!
MEMORY LOG - 
!#!#!#!#!#!#!#!#!

Memory: Investigation

"Majd Addin enjoys lecturing his prisoners before executing them. While doing
so, he turns his back to the crowd. It is the perfect moment to strike."

Attachment: None

!#!#!#!#!#!#!#!#! !#!#!#!#!#!#!#!#!


------------------------
3. EAVESDROP -
------------------------

Go to the southwest corner of the small area surrounding the Chapel of the
Cross and sit on the only bench in the small alley. Listen to the two men
talk about the upcoming execution. Uh oh. It seems one of the men to be
executed is one of the men's son. Obviously, he is sorrowful and enraged
at this, and demands to see Majd himself. The other man tries to persuade
him that Majd will not stay the blade, as he loves a good execution. They
hurry off, hoping to be able to stop the man's son from dying. Remember
these two men, as you will see them later.

!#!#!#!#!#!#!#!#!
MEMORY LOG - 
!#!#!#!#!#!#!#!#!

Memory: Investigation

"It seems there will be an execution today and Majd Addin will be in
attendance. In fact, he'll be performing it himself. I should endeavor
to learn where this morbid event will take place."

Attachment: None

!#!#!#!#!#!#!#!#! !#!#!#!#!#!#!#!#!


------------------------
4. PICKPOCKET -
------------------------

Go to the street just northeast of the Synagogue of the Jewish People and
focus on the civilian and guard standing off the side of the road, blocking
the entrance of an alley. The guard tells the civilian that there is to be
another execution today, and that all must go well. The civilian has a map
of the archers' locations during the execution. The guard then confides that
Addin fears for his life, as he believes that "they" (meaning our lovable
blood-soaked Altair) have infiltrated the city. Both men wish for the 'best',
then part ways. Follow the civilian and take his map. Study it, as you may
have to take out the archers before taking on Mr. Majd.

!#!#!#!#!#!#!#!#!
MEMORY LOG - 
!#!#!#!#!#!#!#!#!

Memory: Investigation

"I've found a map detailing the location of the guards attending today's
execution. This will make things much easier."

Attachment: Map

!#!#!#!#!#!#!#!#! !#!#!#!#!#!#!#!#!


------------------------
5. PICKPOCKET -
------------------------

Go to the small street just northwest of the Synagogue of the Jewish People
and overhear two carpenters talk about preparing the stage for another
execution. The men, grieved at all the executions, wish that Saladin would
return and put an end to Majd Addin's Reign of Terror. One man tells of how
Majd was once a simple scribe, but "accidents" just 'happened' to the
previous Regents, leaving the position to him. The other man tells him to
be quiet, as they could be charged with treason and executed on the very
platform that they are setting up. They return to work, not mentioning that
one of them has something useful. Altair, being the intuitive sort, realizes
that one of the men holds information. Follow him and take his map BEFORE
he reaches the guarded entrance. The map shows the location of the execution
platform, a detail that you most likely already knew.

!#!#!#!#!#!#!#!#!
MEMORY LOG - 
!#!#!#!#!#!#!#!#!

Memory: Investigation

"Majd Addin is rumored to have reached his position through nefarious means.
These rumors are likely true, as those who preceded him all met with
mysterious and untimely ends. The men from whom I learned this carried a map
detailing today's execution. It will occur near the western edge of Solomon's
Temple."

Attachment: Map

!#!#!#!#!#!#!#!#! !#!#!#!#!#!#!#!#!


------------------------
6. INTERROGATION -
------------------------

Go to the Speaker's Platform of the Regent, which is just northeast of the
Mosque of the Scimitar of Allah. Listen to this very legalistic preacher
preach the mercy and wrath of Majd Addin. When he is done, follow him until
he goes up a set of steps just past the water well. Show this Mr. Legality
just what a little lawlessness can do: Slug him! He will fight well, but
will eventually acknowledge the power and strength within your hands
(Translation: you hit him too hard and now he's crying uncle!) and tell you
what he knows. It seems he knows Majd Addin very well, so Altair asks how
important the law is to Jerusalem's Regent. The man declares that the law
is simply a veil, meant to cover up the fact that the executed prisoners are
not really criminals or lawbreakers, but dangerous to Majd's plans of
controlling the city. This man doesn't know who Majd works for, but states
that Majd is usually most talkative during an execution, when his hands are
covered in blood (Strange, I'm most talkative after a good meal...). Altair
doesn't give the man a chance to leave, immediately ending his life before
he has a chance to finish talking. Oh well, the guy might have had something
else of use to say, but Altair's ole' Trust Rusty Hidden Blade kind of
ruined that...

!#!#!#!#!#!#!#!#!
MEMORY LOG - 
!#!#!#!#!#!#!#!#!

Memory: Investigation

"Majd Addin seems to have goals of his own, separate from those of his
leader, Saladin. He's executing innocent people, labeling them enemies of
the city. There seems to be no method to his madness, and so now fear grips
Jerusalem. No one knows when he or she might be dragged before his blade. Is
he simply drunk with power, or is there some greater purpose I've yet to
find?"

Attachment: None

!#!#!#!#!#!#!#!#! !#!#!#!#!#!#!#!#!


0o0o0o0o0o0o0o0o0o0o0o0o
Investigations List
0o0o0o0o0o0o0o0o0o0o0o0o


Head back to the Bureau. Malik asks you why you have returned, belittling you
by calling you a novice. Altair tries to defend his honor, but Malik will
hear none of it. Altair, not wanting to get into an argument, asks for Malik
to finish, and then tells what he has learned, stating that it should be a
breeze. This flippancy gives Malik confirmation that Altair is indeed a
novice (in HIS not-so-humble opinion), as one should always hope for the
worst. Altair, tired of EVERYONE lecturing him (even his targets lecture
him!), asks if Malik is through. Malik replies that one of the men to
be executed is a fellow assassin, and that you must be sure Majd Addin
doesn't kill him. Altair obtains the feather, then a long and awkward
silence plays out until the screen FINALLY fades to white!

!#!#!#!#!#!#!#!#!
MEMORY LOG - 
!#!#!#!#!#!#!#!#!

Memory: Knowledge

"One of the men Majd Addin intends to execute is an Assassin. I must conclude
my search quickly and see to it no harm comes to this Brother of mine."

Attachment: None

!#!#!#!#!#!#!#!#! !#!#!#!#!#!#!#!#!


When you wake up, make your way to the Execution Platform via the rooftops,
killing any archers surrounding the plaza. Drop down into the crowd to begin
the Assassination.

NOTE: The execution that follows is decidedly (by nearly everyone) not as
awesome  or intersting as the one in the on-disc trailer.

-----------------------------------
| Ancestor's Memory Synchronized. |
| Now Recording...                |
-----------------------------------

Majd Addin will walk out of a doorway, making a rockstar-style entrance.
The people cheer him (Hey, it's the Middle Ages. An Execution made good
entertainment back then!), and he raises his fist into the air. Note how
many guards there are; this is going to be a tough piece-of-cake! The
prisoner on the far left is our fellow assassin, so keep that in mind.
Majd Addin cries out, "SILENCE! I DEMAND SILENCE!!" He then states that
he has a warning, saying that there are malcontents among the crowd that
seek to corrupt the city. He asks thecrowd if they truly want to be "mired
in deceit and sin", at which several voices shout that they would not.
Majd Addin is pleased by the devotion of the citizens, stating that the
evil among the people must be cleansed so that everyone might be
"redeemed." Two men start to shout that "This is not justice!" Well, well.
It's our two men from the Eavesdropping mission. This should prove
interesting. An archer is seen readying his bow. The men shout "All
of you stand here, complicit in this crime! GOD CURSE YOU ALL!!!!" They
run for Majd, only to be slain by arrow and sword. I wonder what the
poor son up on the stage thought. Never matter, as Majd turns their
death into a teachable moment, saying that the two dead men sought only
to kill and corrupt. He then turns his attention to the prisoners, telling
the people that these four are filled with sin: "The Harlot, the Thief,
the Gambler, and the Heretic. Let God's judgement be brought down upon
THEM ALL!!!!" There's no possible stealthy way, so just storm the whole place
before any of the prisoners die. Kill all the soldiers and then go for
Majd. Get him on the ground then assassinate him while he is down. Majd
dies, and the screen goes white.

Altair tells Majd Addin that his work is finished, but Majd replies, "No! NO!
It had only just begun!" He then goes on to say that the other Templars
wanted the city, but he had found an opportunity to claim what he had always
wanted: Power. Altair states that Majd was murdering innocents, but Majd
replies that they were not so innocent, as they spoke against him. He then
says that he did not kill them because they worked against him but instead
"Because I could! Because it was fun!" He then goes on to say "I was like
A GOD! You'd have done the same if you could. Such Power!" Altair replies
"Once, perhaps. But then I learned what happens to those who lift
themselves up above others." Majd asks what does happen to those. Altair
replies gently "Here, let me show you." and then stabs Majd Addin in the
neck a second time! Majd Addin dies, and Altair obtains the blood sample
on his lily white, I mean blood red feather.


>><< >><< >><< >><<
CITY ALERT
>><< >><< >><< >><<

Make your way back to the Bureau and tell of your success. Altair will
state that city election primaries will be held soon, and Malik agrees. Malik
then comments on how your work was acceptable, but unremarkable all the
same. Malik then states that he is troubled by Altair's desire of praise
for a job well done. Altair remarks that everything he does seems to trouble
Malik, and Malik tells you to think about that while on your way back to
Masyaf, then dismisses you.

When you wake up, both the mission and the Memory Block will be completed.


()()()()()()()()()()()()()()()()()()()()()()()

ACHIEVEMENT UNLOCKED!

THE BLOOD OF A REGENT (25G)

()()()()()()()()()()()()()()()()()()()()()()()


!#!#!#!#!#!#!#!#!
MEMORY LOG - 
!#!#!#!#!#!#!#!#!

Memory: Assassination

"Majd Addin was mad. He killed because he enjoyed it. Jerusalem shall be free
of his reign, and my deed has been accomplished. Though it appears he
betrayed them, he claimed membership within the same brotherhood as the
others I have killed. What is this brotherhood? Why do they seek to control
the cities? Al Mualim will have answers, he must."

Attachment: None

!#!#!#!#!#!#!#!#! !#!#!#!#!#!#!#!#!


When you arrive in the real world again, Warren will be talking to someone
on his cell phone about you, then tell you that "You're in a lot of trouble!"
Apparently, the Assassin Brotherhood is sending a rescue party to pick you
up, and Warren isn't happy. Obviously, you had nothing to do with them
coming, but Warren doesn't believe you. He walks out, then Lucy tells you
that Warren and the rest of Abstergo are actually Templars (that explains the
cross design on all the doors...), and the story of Altair never ended. In
fact, you're (Desmond) the main character! She, however, doesn't think that
the Templars are bad, just misguided. She believes that their end goal is
good, but the ends do not justify the means. Warren calls Lucy (on her
cell phone) to a urgent meeting, so she has to leave. She departs saying,
"The answers to all your questions are right in front of you. You just have
to know where to look." Go inside your cell so she doesn't get in trouble,
then go to sleep.


-:-:-:-:-:-:-:-:-:-:-:-:-

MEMORY BLOCK COMPLETE

-:-:-:-:-:-:-:-:-:-:-:-:-





*****************************
*****************************

09.5 Memory Block 5

*****************************
*****************************

When you wake up the next morning, your door will open. Walk outside
your cell and towards the Animus. Desmond will say, "Well, I missed you
this morning, Doc.", but Warren, who is not in a good mood, barks for you
to "Get in the Animus!" So, do what the doctor ordered and go on another
trip down Memory Block Lane.


<><><><><><><><><><><><><><><><><>
Assassin Rank 7: Warrior
<><><><><><><><><><><><><><><><><>

Synchronization Level: 19/20

Yet again we find ourselves in front of Al Mualim inside his library. Doesn't
he ever get out? You know, maybe they could have lunch or go for a stroll
through Masyaf while talking. I guess Al Mualim is just another indoors-type
old fogey with nothing to do. Nothing, that is, except hold a big silver ball
in his hand and rub it like a genie lamp.

Altair asks about his latest targets, as they all were appointed to their
positions by their masters, but were planning to betray and overthrow their
superiors. Al Mualim states that the answer is obvious; because the Templars
are Major League Control Freaks, desiring absolute power over the entire
planet! (Sounds like the US Government to me...) Al Mualim then states that
the Templars cannot succeed with their mad quest, as he holds their treasure
(literally!), which is known as the Piece of Eden. In fact, he is holding it
as he talks to Altair. Altair asks what the Piece of Eden is, and Al Mualim
replies that it is pure temptation. Altair, unimpressed, declares the obvious
by saying, "It's just a piece of silver." Al Mualim tries to make him believe
in it's power, saying that this was the fruit that banished Adam and Eve from
the Garden of Eden (that's how the Piece of Eden got it's name, dum-dummy!),
that it allowed Moses to perform his miracles, that it started the Trojan
War, and that Jesus Christ himself used it. Talk about bad theology! This
dude needs to READ HIS BIBLE!

Altair, still unimpressed, asks his master how it works. Al Mualim tries to
make him look at it, saying that who looks upon it sees whatever the holder
of the Piece wants that person to (Note how Al Mualim looks at and rubs it.
It looks like Gandalf fell for the Precious!). Altair links this with what
his targets were doing, and Al Mualim tells him that the Templars intend to
make a perfect world. 

Altair vows that the Templars must never have this Piece of Eden, and his
master tells him that Robert and the rest of the Templars will fight for it
to their last man. He then tells you that what you've been doing, and what
you're going to do, is to weed out the Templars even to the last man. He
then sends you to Acre after a man called Sibrand and after that to kill
a certain Jubair in Damascus. He warns you that most of the City Guards
will be on the lookout for you, as they know about the Man in the White Hood.

Altair replies that he is but a Blade in the Crowd; and Al Mualim, grateful
for your good work, grants another rank and a new sword. Oh, goody! A new
sword! My old one was getting a rather blood-reddish tint to it...

Without further ado, let us head for the smelly, stinky, grimy and all around
wonderful city of Acre!

<><><><><><><><><><><><><><><><><>

You've been Promoted!

Ability Gained: Defense Break

<><><><><><><><><><><><><><><><><>


You've probably seen, and experienced, the fact that the more powerful
enemies could knock your sword out of the way and attack your body directly.
Now, with Defense Break, you can do the same to them! Step towards an enemy
while in combat, then attack the EXACT second your foot lands. You will
temporarily remove their defense, allowing you to strike. Note that this
ability takes the same timing as a Combo Kill.

Oh well. When Al Mualim said that the City Guards were on the lookout for
you, he wasn't kidding! Most of the guards and soldiers will be informed most
of the time, which makes it tougher on you. (And no, you can't rip down
Notoriety Posters or chase down Public Officials! This is Altair, NOT Ezio!
I know, it stinks...)

Ride for Acre and head towards it's Middle District.


-----------------------------------------------------------
09.5.1 Acre - Middle District: View Points
-----------------------------------------------------------

01. The top of the Guard Tower of the Middle District in the southwest
    corner of the district. Be sure to look east for the best synch.

02. An archer tower just east of VP #01 and just west of the southern
    entrance into the Port of Acre. As the sea is to the south, a wall
    is just east, and the west has already been synched: look north.
    It overlooks the Market of the Royale Standard.

03. An archer tower near the west edge of the district, just southeast of
    the Church of the Holy Mother.

04. An archer tower just west of the Chapel of St. Mark, southwest of St.
    James Gate, and north of the Port of Acre. (It's near the Interrogation
    Mission!) Look east or north.

05. The highest parapet of the Fortress of Strength in the northeast corner
    of the district. Scale from the southeast wall, and don't be fooled by
    the yardarm (or bird perch). Instead, reach the highest level and sit
    on the northwest corner of the parapets, facing southwest.

06. An archer tower overlooking the Chapel of St. Stephen to the north
    and center of the district.

07. An archer tower just east of St. John's Gate and just west of the
    Courtyard of the Iron Hand in the northwest corner of the district.

08. A Bell Tower on top of the Church of the Holy Mother, at the center of
    the west edge of the district.

09. The top of the lighthouse at the southeast corner of the Port of Acre
    and the district. Reach by boat-hopping.

!#!#!#!#!#!#!#!#!
MEMORY LOG - 
!#!#!#!#!#!#!#!#!

Memory: View Points

All View Points scaled within the Middle District of Acre.

Attachment: None

!#!#!#!#!#!#!#!#! !#!#!#!#!#!#!#!#!


-----------------------------------------------------------
09.5.2 Acre - Middle District: Save Citizens
-----------------------------------------------------------

01. Scholars - On the northwest side of the Church of the Holy Mother, at
               the center of the west edge of the district.

02. Vigilantes - In the Courtyard of the Iron Hand north and center
                 of the district.

03. Vigilantes - Inside the walls of the Fortress of Strength in the
                 northeast corner of the district.

04. Vigilantes - On a long and wide road east of the Church of the Holy
                 Mother and south-southeast of the Chapel of St. Mark.
                 (It's also just northwest of the Alley of the Lamplit Shop)

05. Vigilantes - Just east of the Assassin's Bureau, which is in the
                 Poor District.

06. Vigilantes - By the unguarded gate into the Port of Acre, just north of
                 the southernmost gate into the Port. (It's in the Market
                 of Bounty)

07. Vigilantes - Along the north wall (and inside) the Port of Acre.

!#!#!#!#!#!#!#!#!
MEMORY LOG - 
!#!#!#!#!#!#!#!#!

Memory: Save Citizens

All Citizens saved within the Middle District of Acre.

Attachment: None

!#!#!#!#!#!#!#!#! !#!#!#!#!#!#!#!#!


()()()()()()()()()()()()()()()()()()()()()()()

ACHIEVEMENT UNLOCKED!

DEFENDER OF THE PEOPLE: ACRE (20G)

()()()()()()()()()()()()()()()()()()()()()()()


-----------------------------------------------------------
09.5.3 Acre - Middle District: Sibrand
-----------------------------------------------------------

Synchronization Level: 20/20

Head to the Bureau as usual to begin your Investigation. *sigh* With all
this red tape, it looks like the US Government was created by the Assassin
Brotherhood! The Rafique is unusually cheerful, and tells you that Sibrand
is the "newly appointed leader of the Knights Teutonic" and that he mostly
stays inside the Port of Acre. He will give you a few places to search, and
Altair turns to go. Before you leave, however, the Rafique will apologize
for doubting your loyalty. Darn straight he should! Altair, unlike the
heartless, arrogant, and all-around great fella that he's always been,
does not accept his apology because he believes the HE (Altair) messed up!

WHAT??? ON??? EARTH??? Oh well, so much for the game's protagonist. Leave
the Bureau with this sissified assassin and start your Investigation.

0o0o0o0o0o0o0o0o0o0o0o0o
Investigations List
0o0o0o0o0o0o0o0o0o0o0o0o

------------------------
01. INFORMER -
------------------------

Go to the small plaza on the northeast side of the Church of the Holy Mother
and talk to the Informer (he's behind a small wall). The Informer tells you
that "Demons are after me!" (Shouldn't he hire an exorcist?) He then
clarifies the matter by restating the fact that there are five Knights
Tuetonic after him, but they chase him like demons. He then asks you to tell
them to go away with your blade, as that's the only language they understand.
You have four minutes to track down and stealth-kill five Knights, so hurry.
Come back (without becoming exposed) and give the Informer the good news. He
will cry "The demons are back in Hell! I am a saved man!", give you a map of
the archers and patrols in Acre's Port, then walk away. He says he's going
"Back to Masyaf to cleanse my soul!" Well...

!#!#!#!#!#!#!#!#!
MEMORY LOG - 
!#!#!#!#!#!#!#!#!

Memory: Investigation

"This map details the paths taken by Sibrand's guards within the docks
district. I should keep it close should mt travels bring me there - and I
suspect they will."

Attachment: Map

!#!#!#!#!#!#!#!#! !#!#!#!#!#!#!#!#!


------------------------
02. INFORMER -
------------------------

Go to an alley just south of the Fortress of Strength and just west of St.
James Gate and talk with the Informer. He will ask "Did they let you into
the city or did you fight your way in?", (which is a humorous question if
you just finished a fight in front of him!) then ask for your assistance.
It seems he was trying to be a Don Juan Paramour last night and tried to
get funky with a Teutonic Knight's wife. Well, he should choose his
conquests more carefully, but I digress. Now, three knights are after him
and must be slain (stealthily) before the three minutes are up (plus you must
return to the Informer before that time). Kill the three knights and come
back. The Informer will tell you that you're lucky, because you're still
alive. You lucky? It should be him who's lucky to be alive, doin' the funky
groove with a Knight's fair lady and all that! But, oh well. He will give
you this morsel (and I mean MORSEL!) of information: "The only thing worse
than a drunken sailor is one that is also angry." He then walks away,
(presumably after another woman) leaving you wondering if he was even worth
saving...

!#!#!#!#!#!#!#!#!
MEMORY LOG - 
!#!#!#!#!#!#!#!#!

Memory: Investigation

"The only thing worse than a drunken sailor is one who is also angry. Such
distractions will make my work more difficult. I should endeavor to avoid
these troublemakers at all costs."

Attachment: Map

!#!#!#!#!#!#!#!#! !#!#!#!#!#!#!#!#!


------------------------
03. EAVESDROP - 
------------------------

Go to St. John's Gate (in the northwest corner of the district) and sit on
the east bench for the best view. Focus on the two guards talking and
listen. They're talking about someone (obviously Sibrand) who has a
half-crazed paranoia that's making life rough for the guards. They say that
he's made the Port his home, and that he's planning something at sea. They
stop talking when a blond-headed archer walks up. He asks, in a Robert de
Sable-style french accent "What's the meaning of this? The two of you here
in a corner- whispering, plotting!?!" He then asks what secrets they were
keeping, and they tell him that he's misunderstanding them. The archer
curses the Assassin Brotherhood, then shouts out at [unknown to him] you:
"DO YOU FIND THIS AMUSING? DO YOU??? Well, laugh while you can!" He then
orders the two men to double all the patrols, even if it means calling men
from the battlefield. He then leaves, and the guards walk away.
Don't look now but that french archer was your target, Sibrand! Why didn't
Altair jump at him when he had the chance? Oh wait, I forgot. Bureau
Feather Required! Red Tape Hold-Up! Extremely Possible Frustration! I'm
ending all my sentences with exclamation points!

!#!#!#!#!#!#!#!#!
MEMORY LOG - 
!#!#!#!#!#!#!#!#!

Memory: Investigation

"Sibrand is paranoid. His fear of the Assassins has him cowering deep within
the docks. Reaching him may be simple, finding him may not."

Attachment: None

!#!#!#!#!#!#!#!#! !#!#!#!#!#!#!#!#!


------------------------
04. Pickpocket -
------------------------

Go to the Market of the Happier Times, which is southeast of the Church of
the Holy Mother and directly north (on the map) from Investigation #05:
Pickpocket. Focus on the guard and old man in the corner. The ornery old man
is very adamant, and he says no. It seems that Sibrand made an offer to buy
his dock, then issued an order to the man. The old fogey and the guard argue
(humorously), but the old man still refuses. He finally shoos the guard away,
saying he'll think about it. Follow the crusty old sea dog and take his
letter and map. The map gives a general overview of the Port, along with an
outline of a blockade. The letter, however, is almost a death threat. Sibrand
is demanding that the old man sell his dock; and that if he does not sell,
the dock will be siezed and the old man will be thrown in jail to be
executed. What a nice letter. I think I'll hire police protection... oh
wait. Sibrand IS the police, and the authority... Weren't the Middle Ages
great?

!#!#!#!#!#!#!#!#!
MEMORY LOG - 
!#!#!#!#!#!#!#!#!

Memory: Investigation

"It appears the northern docks are void of Sibrand's knights. I should have a
little less trouble making my way through there."

Attachment: Letter / Map

Occupant of the Northern Docks,

This will serve as your final warning.

Under order of the King, the Teutonic Knights have been given jurisdiction
over Acre's port all immediate surroundings. "ALL IMMEDIATE SURROUNDINGS!"
You have refused to relinquish the Northern Docks, denying access to my men,
time and time again. Such disobedience will not be tolerated.

Accept the coin that's been offered to you in compensation and be on your
way. Refuse and you will leave us no choice but to sieze your property and
bring charges for conspiring against the King. Such a crime is punishable by
death!

When next we come, there will be no letters - only irons.

!#!#!#!#!#!#!#!#! !#!#!#!#!#!#!#!#!


------------------------
05. Pickpocket -
------------------------

Go to the Market of the Royale Standard to the south and center, along the
south seawall and by the south gate into the Port. Brush aside the beggars
and listen to the two men in the center of the place. These workers just put
a lot of supplies on Sibrand's personal ship, as Sibrand intends to flee
Acre. They say that Sibrand is scared of something, then go different ways.
Follow the man with the letter and take said letter. Read it to find out that
it is nothing but you and your past victories that have him scared, and
rightfully so. After all, who was the slick, sly, dashing and debonaire hero
who has slain so many in so short a time? You've made quite a character (and
a name) of yourself, it seems! Congratulations!

!#!#!#!#!#!#!#!#!
MEMORY LOG - 
!#!#!#!#!#!#!#!#!

Memory: Investigation

"Sibrand will soon retreat to his private vessel, believing himself safe
surrounded by water. It will be difficult to approach his ship unseen, but I
will find a way."

Attachment: Letter

Master:

The situation here is dire. Stories of the Assassins and their evil deeds
continue to plague me. Our losses at their hands have been substantial -
both in Acre and our other holdings. I fear they come for me next. I have
asked my men to increase their patrols throughout the city (and especially
the docks), but they have proven quite resourceful. Can I even trust my men?
How many of them might be in league with our enemy?

I have made plans to move to sea. As soon as she is ready, I intend to board
my ship and be away. It is, perhaps, the safest course of action. Surrounded
by water, and guarded by my most loyal men, it will be difficult for anyone
to approach unseen. Should you have any further orders for me, now would be
the time to deliver them, before my ship arrives.

Yours in Peace,

Brother S.

!#!#!#!#!#!#!#!#! !#!#!#!#!#!#!#!#!


------------------------
06. Interrogation -
------------------------

Go to the Chapel of St. Mark, which is just north of the Port of Acre (and
by VP #4) and listen to this propoganda machine spout his... um... well...
propaganda! (no duh!) He will say that Sibrand owns the Port, and that anyone
and everyone with a boat or dock MUST give them up for the war effort (sounds
like Red Russia or 1944 Germany), or the same fate of the old dock owner will
be given to them as well. When he's done talking, follow him until he gets
to the steps leading down from the Chapel (and to the Street of the Royale
Guard). Throw him into the dark alley off the side of the top of the stairs,
and keep him there. When he decides that a punching bag is not his life
calling, he will talk. He, at first, mistakes you for an angry boat owner,
but Altair says that he doesn't even own a boat and just wants to know why
Sibrand wants all these docks and ships. The man answers that it is for a
blockade by sea, to keep Richard from sending non-Templar reinforcements to
Acre. The man doesn't know why, so Altair kills him (as usual). I guess the
man should've had more info, as it might have given him an extra minute or
two of life. Ah well, such is life... I mean death.

!#!#!#!#!#!#!#!#!
MEMORY LOG - 
!#!#!#!#!#!#!#!#!

Memory: Investigation

"Sibrand plans to install a naval blockade, preventing King Richard, his own
King, from receiving reinforcements in the war against the Saracens. What
would motivate Sibrand to such treason?"

Attachment: None

!#!#!#!#!#!#!#!#! !#!#!#!#!#!#!#!#!


0o0o0o0o0o0o0o0o0o0o0o0o
Investigations List
0o0o0o0o0o0o0o0o0o0o0o0o


Once again: Go to the Bureau to play "Rafique, May I?" Altair informs the
Rafique of his knowledge of Sibrand, and the Rafique asks how Sibrand knows
of his eminent demise. Altair informs him of the connection between all the
men he's killed, then obtains the feather. The Rafique, now playing the role
of a mother, tells him to be careful. Altair states that he will play on
Sibrand's fear, then the screen will fade to white.

!#!#!#!#!#!#!#!#!
MEMORY LOG - 
!#!#!#!#!#!#!#!#!

Memory: Knowledge

"Sibrand now hides within Acre's port, made mad with fear. He knows the
Assassins have come for him. He believes retreating to his vessel will
keep him safe. But all he's done is ensure I know exactly where to find
him..."

Attachment: None

!#!#!#!#!#!#!#!#! !#!#!#!#!#!#!#!#!


When you wake up, go through the Port entrance by the Market of Bounty and
head north along the waterfront. You will come to a large group of people
formed in a ring around two men. Merge with the crowd.

-----------------------------------
| Ancestor's Memory Synchronized. |
| Now Recording...                |
-----------------------------------

The two men in the center of both attention and the ring are Sibrand and
an elderly priest. Sibrand paces about the priest, suspecting him of
treachery. Sibrand says that no one will vouch for the man, and the priest
replies that he is but a simple man. Sibrand starts freaking out, saying that
the priest is "Not a Man of God BUT AN ASSASSIN!" Sibrand believes that since
the man wears a white robe, he must be an assassin. The preist defends
himself, saying that the Assassins wear white robes to "instill uncertainty
and fear", and that Sibrand must not give in (to the fear). Sibrand, crazed
by fear, sees this as questioning his sanity and authority and roughs up the
poor priest. The wretched man cries out that he has done nothing wrong, which
was a bad choice of phrase. Sibrand says that he never accused the priest of
doing anything, which makes his statement "a little odd." Sibrand then
screams, "IS IT THE PRESENCE OF GUILT THAT COMPELS A CONFESSION???" And now
the ill-fated priest makes his biggest, and last, error. He mildly states,
"But I confess nothing!" Oops! Sibrand tells the priest that "You're defiant
to the very end!", which the poor, stupid priest does not understand. Sibrand
declares that both William and Garnier did not take the necessary
precautions, and because they didn't they died. By now the poor imbecilic
priest is cowering and groveling on the ground. Sibrand, stating that he won't
make their mistake, shouts, "If you truly are a Man of God, then surely the
Creator will provide for you! LET HIM STAY MY HAND!". The priest points out
Sibrand's insanity, beseeching the crowd to help him. After no one stands up
for the priest, Sibrand cries out "What I do: I DO FOR ACRE!" then slays the
very much misunderstood priest (The Moral: Think before you speak!). He
cleans his sword, then gives his guards a threatining pep talk, saying "I
doubt we've seen the last of these assassins- persistent b@$?@rds!" Sibrand
puts on a horned helmet (like something out of Gladiator), then walks over to
a rowboat. The priest's corpse is thrown into the water, and the crowd
disperses.


Now, there are three ways of doing this.

One- Storm the southern seawall, making your way to the ship. Sibrand will
     most likely see you when you reach the gangplank and run.

Two- Make a roundabout excursion from the north dock through the lighthouses
     and scale the side of his ship. Sibrand will most likely see you and
     run to the Guard Tower of the Middle District.

Three- Storm the guarded and patrolled dock in front of you, sneak up the
       watchtower in front of the ship and stealth kill the archer. Then,
       scale the ship from it's rear and wait for Sibrand to turn his back.
       He will most likely NOT see you.


I would suggest for beginners to use Plan One, intermediates to use Plan Two,
and masters (like me!) to use Plan Three. Note that, like so many other video
game heroes, Altair cannot swim. (don't you wish Ezio was here?) This could
make boat-hopping dangerous. Of course, to make it easier, clear out the
ENTIRE Port of Acre of soldiers (staying away from Sibrand and his ship)
then go after Sibrand. Thus, if he sees you and runs, you won't have to get
past patrols and blockades to get at him. If you use Plan Three, deal with
the nearby archer and scale the ship. Don't go all the way up! Wait for
Sibrand to say "FINE! If none of you will lift a hand in defense of your
master, I'LL TAKE CARE OF THIS HEATHEN MYSELF!" He will then shoot three
arrows in random directions, then turn to walk down. Hurry! Select your
Hidden Blade and take him down before he or his guards see you! However,
should Sibrand spot you and run, he will make for the Guard Tower of the
Middle District. Once there, he will regain courage and face you. Slay
any and all attacking soldiers (and archers!) then get Sibrand on the
ground. Once he's on the ground, assassinate him. (Note that if Plan Three is
timed just right, no one will see you kill him; meaning that you won't be
attacked on the ship!) Either way, once Sibrand dies the screen will fade
to white.

(NOTE: If you or Sibrand fall into the water, the assassination will
       auto-restart)

Altair and his victim are once again within the Animatrix. This is, perhaps,
the most moving part of the game (as the voice of Sibrand was a good actor).
Sibrand pleads for Altair to spare him, as he is afraid. Altair tries to
comfort Sibrand, saying, "But you'll be safe now, held in the arms of your
God." Sibrand replies that he knows that nothing waits for him after death,
because the Piece of Eden was the proof. (More bad theology!) "Nothing waits,
and that is what I fear", declares Sibrand. He states that "This life is all
we have", and Altair tells him to stay a little longer and tell of his part
in the Templar scheme. Sibrand replies, almost as in a trance, "A blockade
by sea, to keep the fool kings and queens from sending reinforcements; once
we, once we...". Altair asks "Conquered the Holy Land?" Sibrand, disgusted
by this uncouth thought, replies "Freed it, you fool. From the tyranny of
faith." Sibrand is quite clearly, and tragically, a staunch atheist, even
until death. Altair doesn't beleive him, saying that Sibrand overthrew
cities and murdered any who opposed him. Sibrand ends his life by saying
"I followed my orders, believing in my cause- same as you." Sibrand dies,
and a very troubled Altair dips the feather onto the neck of the dead leader
of the Knights Teutonic.

>><< >><< >><< >><<
CITY ALERT
>><< >><< >><< >><<

As always, defeat any and all crusaders who are after you and reach the
Bureau. Once inside, the Rafique comments on how "you've created quite a
stir." Altair shows the feather, and the Rafique congratulates him. He then
tells you to "Ride for Masyaf with news of your success." Altair agrees,
saying that he should also clarify some things with Al Mualim. The Rafique
asks if you (Altair) are okay, as you seem distant. Altair tries to brush
him off, but the Rafique understands that Altair is distraught over his
recent targets. He tells you that you are not meant to enjoy these killings;
and that you are to have sympathy for the targets, as doing so keeps you
human. Altair wonders if he's wrong, and if these assassinations are not
for the betterment of the Middle East. The Rafique tells you to ask Al
Mualim, as he would have the answers. Altair thanks him, then the screen
fades to white. 

!#!#!#!#!#!#!#!#!
MEMORY LOG - 
!#!#!#!#!#!#!#!#!

Memory: Assassination

"Sibrand, like others I've slain, was convinced his brothers would bring
peace to the land by freeing the people from the shackles of faith. This
strange Brotherhood seeks the same as the Assassins. But their methods are
too brutal and imprecise. I admit, I am torn. While I can appreciate their
goals, I view with disfavor the way in which they seek to realize them.
Still, this situation raises questions. If we want the same thing, should we
not be working together? Perhaps Al Mualim can explain."

Attachment: None

!#!#!#!#!#!#!#!#! !#!#!#!#!#!#!#!#!


When you wake up in the Outer Room of the Bureau, the mission will be
completed.


()()()()()()()()()()()()()()()()()()()()()()()

ACHIEVEMENT UNLOCKED!

THE BLOOD OF A TEUTONIC LEADER (25G)

()()()()()()()()()()()()()()()()()()()()()()()

Choose to fast-forward to Masyaf.


<><><><><><><><><><><><><><><><><>
Assassin Rank 8: Eagle Warrior
<><><><><><><><><><><><><><><><><>

Synchronization Level: 20/20

Al Mualim, cooped up in his musty, dusty library as usual, congratulates you
on your hard work, saying that the task is nearly complete. Altair asks why
these particular men must die, and Al Mualim replies that to kill these men
is to weaken the enemy. He states that the enemy is like a hydra, and they
have been only attacking it's arms. Altair declares, "Then let us lop off
it's head and be done with this." Al Mualim calms Altair, telling him that
only one man stands between us and Robert de Sable. Altair goes to leave, but
Al Mualim starts a philosophical discussion about truth. A lot of philosphy
and strange ideology go back and forth, which makes Altair learn the 'true'
meaning of the phrase "Nothing is true, and everything is permitted." Al
Mualim declares that the enemy would try to control the world's mind and that
is why they must die. He then restores a rank and tells you that to kill this
next man is to finally make Robert de Sable vulnerable.

<><><><><><><><><><><><><><><><><>

You've been Promoted!

Ability Gained: Short Blade Expertise

<><><><><><><><><><><><><><><><><>

Now that your Short Blade is as powerful as your sword, it is a very
good weapon, as it damages like a sword but the attacks still come as fast as
the wind. Hey, aren't you glad that the Assassin Trainer hasn't shown up
lately? Anway, make your way to the Kingdom Entrance and head for Dasmascus.


-----------------------------------------------------------
09.5.4 Damascus - Middle District: View Points
-----------------------------------------------------------

01. A bird perch on the side of a dome on top of the Fortress of the Holy
    Jihad in the east corner of the district. Look north.
  
    NOTE: Yes, I know that parts of the map look like they haven't been
          synched. Scoll the map down to see these parts. It's stupid, I
          know, but it's the way the developers made the game.

02. A large minaret inside the compound of the Temple of the Almighty,
    just northwest of the Fortress of the Holy Jihad and bordering the
    Poor District (and the Grand Walkway) to the north. Look east or west.

03. A minaret on top of a building south-southwest of the Temple of the
    Almighty, overlooking the Walkway of the City Walls (aka the
    southernmost street in the district). Look east or north.

04. A minaret just west of the last one, and south of the Madrasah
    al-Kallasah. Look northeast or southwest for the best synch.

05. On the top of the Guard Tower of the Middle District, directly south
    of the Assassin's Bureau (but south of VP #06.)

06. A minaret on top of the Sanctuary of the Peaceful Truth, just south
    of the Bureau.

07. A minaret on top of the Madrasah al-Kallasah, directly south of the
    "hump" on the map created by the Grand Walkway. (It's also southeast
    of the Bureau.)

!#!#!#!#!#!#!#!#!
MEMORY LOG - 
!#!#!#!#!#!#!#!#!

Memory: View Point

All View Points scaled within the Middle District of Damascus.

Attachment: None

!#!#!#!#!#!#!#!#! !#!#!#!#!#!#!#!#!


-----------------------------------------------------------
09.5.5 Damascus - Middle District: Save Citizens
-----------------------------------------------------------

01. Vigilantes - Just outside the southeast corner of the Temple of the
                 Almighty, by VP #02.

02. Vigilantes - Directly south of the west side of the Temple of the
                 Almighty, by VP #03. (It's on the Walkway of the City
                 Walls.)

03. Vigilantes - Just south of the entrance into the Madrasah al-Kallasah,
                 and northwest of SC #02.

04. Vigilantes - In a large plaza just west of SC #03 and east-northeast of
                 the Guard Tower of the Middle District.

05. Vigilantes - Directly north of SC #04, just east of the Sanctuary of the
                 Peaceful Truth, just southeast of the Bureau.

06. Vigilantes - In a small corner of a street, bordering the Imperial
                 Walkway and the Rich District, in the northwest corner
                 of the district.

07. Vigilantes - In the plaza of the Gate of Oasis, in the southwest corner
                 of the district.

08. Vigilantes - On the Walkway of the City Walls, directly south of the
                 Guard Tower of the Middle District.

!#!#!#!#!#!#!#!#!
MEMORY LOG - 
!#!#!#!#!#!#!#!#!

Memory: Save Citizens

All Citizens saved within the Middle District of Damascus.

Attachment: None

!#!#!#!#!#!#!#!#! !#!#!#!#!#!#!#!#!


()()()()()()()()()()()()()()()()()()()()()()()

ACHIEVEMENT UNLOCKED!

DEFENDER OF THE PEOPLE: DAMASCUS (20G)

()()()()()()()()()()()()()()()()()()()()()()()


-----------------------------------------------------------
09.5.6 Damascus - Middle District: Jubair al Hakim
-----------------------------------------------------------

Synchronization Level: 20/20

Saunter over to the Bureau and chat with the Damascus Rafique. He will greet
you by calling you the "Hero of Damasc". Altair says that he cannot stay, as
he is busy. The Rafique is insulted, saying "Aah. I see. Too important for me
now, is that it?" Altair assures him that was not the reason, then asks about
Jubair. The Rafique tells you that Jubair is Saladin's chief scholar, and
that he has been motivating the city's scholars to go out and preach his
message of "light and fire, cleansing sins, paths to a New World". The
Rafique does not concern himself with these scholars, so he cannot tell you
more. He tells you a few spots to search; and comments on your eagerness to
start investigating- saying, "So eager! You've certainly changed! And for the
better, I might add.." WHAT??? *huff-puff* Altair CHANGED? *huff-puff* What
am I playing: Assassin's Creed or Care Bears? Altair was better as a
growling, angry psychopath bent on the destruction of his enemies!
*huff-puff!* I might just stick to the earlier Memory Blocks from now on!
*huff-puff!!!* 

I'm joking! I'm joking! :D

Make this wimp leave the Bureau and start his Investigation. You know, maybe
a little combat is needed to get him back in shape!

0o0o0o0o0o0o0o0o0o0o0o0o
Investigations List
0o0o0o0o0o0o0o0o0o0o0o0o

------------------------
01. INFORMER -
------------------------

Go to the Gate of Oasis in the southwest corner of the district and talk with
the Informer. He will tell you that you're the talk of the town, and that
Jubair's Elite Guards are after you. The Informer, a spineless coward, says
that he couldn't take care of them becuase of his back pain (then WHY is he
standing up?). Instead, you should hunt your hunters and then come back, he
says. You have three minutes to quietly deal with three Elite Guards. Watch
out for the informed patrols! End the lives of your hunters, then come back
to the Informer. Remember the one on the roof! Even though he says his back
is hurting, the Informer won't even walk to the bench FOUR FEET AWAY!!! And
he complains about back pain... Anyway, he will say "A man is always
protected by a friend's blade." WHAT'S THAT SUPPOSED TO MEAN?!? They weren't
after him, and he didn't lift a finger to help you! Anyhoo, here's what the
Informer knows. Jubair wears rich, golden robes and carries a large pouch.
This is what points him out from the rest of the Scholars. The Informer walks
away, grumbling about his back and his doctor...

!#!#!#!#!#!#!#!#!
MEMORY LOG - 
!#!#!#!#!#!#!#!#!

Memory: Investigation

"Jubair is known to wear rich, golden robes and carries with him a large
pouch. From the other scholars I've seen in Damascus, not many fit this
description, making Jubair quite uniquely dressed."

Attachment: Map

!#!#!#!#!#!#!#!#! !#!#!#!#!#!#!#!#!


------------------------
02. INFORMER -
------------------------

Go to the Pool of the Silent (north and center of the district just south of
the "hump" on the map created by the Grand Walkway) and talk to the Informer.
Oh, it's the same one that invited you to his house for dinner! He points out
that you've become a wanted man, then states that he is as well. He is
evacuating his family to Masyaf, so he needs you to finish his last
assignment. (I guess you can't visit his house, then...) You have five
minutes to hunt and (silently) slay five soldiers. Finish them, making sure
they are far away from any guards, and come back to the Informer. Don't forget
the one on the roof in front of the Informer! The Informer will congratulate
you, then give you a map of where scholars intend to... BURN BOOKS? Why would
they do that... this is a matter that needs a little investigation...

!#!#!#!#!#!#!#!#!
MEMORY LOG - 
!#!#!#!#!#!#!#!#!

Memory: Investigation

"I've found a map where scholars are planning to burn books and other sources
of knowledge. Should Jubair escape me, he will probably travel to one of these
locations for aid."

Attachment: Map

!#!#!#!#!#!#!#!#! !#!#!#!#!#!#!#!#!


------------------------
03. Eavesdrop -
------------------------

Go inside the Fortress of the Holy Jihad in the east corner of the district
and sit on one of two benches. Focus on the two men wearing grey and white
striped robes. One man, a worshipper of Jubair's teachings, pleads with the
other to take him to listen to and see Jubair in person. The other man says
that he would take him, but doesn't know if he (the first man) can
be trusted. The first man, as some strange indicator of his loyalty, says
"It hurts me to even hear you ask the question [of loyalty]."
WHAT kind of surety of loyalty is that? Anyone, including Altair, could give
such a un-sure sign of loyalty! I guess the game's scriptwriters didn't think
too hard about THIS conversation... Anyway, the second man believes him,
and tells the man (and, unknowingly, Altair) that Jubair meets with his
scholars in the Madrasah al-Kallasah. Well, we know when and where, but not
why. Hmm....

!#!#!#!#!#!#!#!#!
MEMORY LOG - 
!#!#!#!#!#!#!#!#!

Memory: Investigation

"Jubair holds daily meetings within the Madrasah, to speak with his students.
The students then take to the streets, carrying the message of their master.
One of these meetings is about to begin. I think I will attend..."

Attachment: None

!#!#!#!#!#!#!#!#! !#!#!#!#!#!#!#!#!


------------------------
04. PICKPOCKET -
------------------------

Go to the Temple of the Almighty, just east of the Madrasah al-Kallasah which
borders the Poor District. Focus on the three men, two scholars in
grey-and-white striped robes and a younger man in maroon-brown. The two
scholars are discussing a discovered place that Jubair will want to "deal"
with. The men want "this business" to be over with as quickly as possible,
saying that "Today should see the last of them put to torch." They call for
the younger man to come over, telling him to give the letter he carries to
Jubair. Follow the young man, navigating AWAY from all the Insane Men, and
take his letter. No, he doesn't go to the Madrasah like he was told. Instead,
he does doughnuts around the outside of the Temple compound. (Mmmm...
doughnuts...) Anyway, take the letter and read it. So, Jub's a book-burner?
So, that's why he must die! And... Uh-oh. Seems someone didn't listen to her
husband and burn her books like a good Nazi...

!#!#!#!#!#!#!#!#!
MEMORY LOG - 
!#!#!#!#!#!#!#!#!

Memory: Investigation

"Jubair's students have uncovered where Jubair's wife hid some books which
were meant to be destroyed. The students suspect their master would want to
personally burn these documents. The location of this particular burning is
within a small park."

Attachment: Letter / Map

Master Jubair:

I fear your suspicions have been proven true. We followed her as you asked us
too, and discovered that she has indeed kept the books. We would have taken
them ourselves, but felt it would be best if you attend to it personally. She
is your wife, after all.

Below is a map that will lead you to her hiding place. It is a small garden,
empty save for a sundial and a bench.

I am sorry it has come to this. It cannot be easy, but I am certain you will
do what is right.

Your Brother Always,

Hakim

!#!#!#!#!#!#!#!#! !#!#!#!#!#!#!#!#!


------------------------
05. PICKPOCKET -
------------------------

Head to the Guard Tower of the Middle District, or rather the road leading
northwest from it and focus on the two men, a scholar of Jubair's and a
civilian. The civilian has a letter, and it must be delivered immediately.
The scholar, apparently a book-lover (like most people!), tells the man that
he must stop being Jubair's puppet and come join his "fight." The man replies
that he has a family to think of, so the scholar replies that the man should
think about if he wants his son brought up in "that kind of world." The man
says that Jubair will eventually stop, and then everything will go back to
normal. The scholar pleads with the man's reason and intellect, saying that
more is lost every day, and that there will be no going back to normal. The
man, as obstinate as a dumb mule, replies, "Enough. I'm leaving." then walks
away. Take the man's (not the scholar's) letter and read it. The letter, from
Jubair, states that he is preparing for the climatic 'illumination' of the
city by destroying everyone's books. What a sick, twisted, evil man. I guess
he never read a good book, or read anything at all. And he's Saladin's chief
scholar? This speaks (I must say it) VOLUMES (hah!) about the city's newest
education program...

!#!#!#!#!#!#!#!#!
MEMORY LOG - 
!#!#!#!#!#!#!#!#!

Memory: Investigation

"Jubair seems obsessed with destroying every written work in the city. And
every day he seems to add more and more people to his cause. They join him
in the Madrasah al-Kallasah. This is where he can be found, surrounded by
his most loyal men."

Attachment: Letter

Master:

We are close now. Soon the entire city will be purged. Every day, more are
illuminated and come over to our cause.

Should you have further orders, send them to the Madrasah al-Kallasah. It
is here that I now reside, surrounded by my most loyal men. I suspect the
Assassin comes for me, as he has the others. I do not fear death at his
hands. Only let him wait until our work is finished.

I will continue to keep you informed of my progress.

May the Father of Understanding guide you,

J.

!#!#!#!#!#!#!#!#! !#!#!#!#!#!#!#!#!


------------------------
06. INTERROGATION -
------------------------

Head for the plaza on the east side of the Madrasah al-Kallasah and listen to
this pompous Ivy-Leaguer declare that Jubair used to read and enjoy books,
but now he doesn't. And becuase he doesn't enjoy books, you shouldn't either.
He states that Jubair was illuminated, and then Jubair illuminated him. He
ends his speech by saying, "Jubair sees things the way they TRULY are. He
sees the poison you carry in your hearts and minds. He WORKS to cast it out!
Remove ALL texts from your homes and schools. Give them to us! THEY MUST BE
DESTROYED!" Follow the man to the Pool of the Silent (where Investigation
#02's Informer stood), then beat his "illuminated" brains out until he's as
illuminated as a cow chip! He will cry out that he is a pacifist, and that
Jubair is burning books to lay the stonework for the road "that soon ALL men
will travel! It leads to a better tomorrow." Altair replies that is not true,
but the man will hear none of it. He says "You are blind! The words on these
parchments are poison!" Altair points out the man's insanity, but again the
man refuses to hear, declaring "I am ILLUMINATED!" Altair says the man is a
dangerous fanatic, then kills him. Don't you feel like going to
Books-a-Million now? :D

!#!#!#!#!#!#!#!#!
MEMORY LOG - 
!#!#!#!#!#!#!#!#!

Memory: Investigation

"Jubair's scholars are fanatics. They walk the streets, calling out to the
citizens, demanding their books and parchments so that they might be burned.
They believe that destroying all knowledge of the past will somehow allow for
a better future. But better for who?

Attachment: None

!#!#!#!#!#!#!#!#! !#!#!#!#!#!#!#!#!


0o0o0o0o0o0o0o0o0o0o0o0o
Investigations List
0o0o0o0o0o0o0o0o0o0o0o0o


Once again, take your favorite route to the Bureau. Altair tells the Rafique,
who is serious for a change, what he has learned. The Rafique is appalled at
what Jubair intends to do, and bestows a feather. He tells you to "bring
glory to the Brotherhood", then the screen fades to white.

!#!#!#!#!#!#!#!#!
MEMORY LOG - 
!#!#!#!#!#!#!#!#!

Memory: Knowledge

"Jubair has declared that every text in Damascus must be destroyed. He says
the pages harbor only lies and their words corrupt men's minds. He preaches
this to his students, and they support him without question. They meet each
day inside the Madrasah al-Kallasah. Another of these gatherings is about to
occur. I will attend as well. Not to listen to his madness, but to end it."

Attachment: None

!#!#!#!#!#!#!#!#! !#!#!#!#!#!#!#!#!


When you wake up, go to the roof of the Madrasah al-Kallasah. Take great care
not to use any throwing knives along the way, as you will need them later. As
you approach the Madrasah, you will hear a fire starting.

-----------------------------------
| Ancestor's Memory Synchronized. |
| Now Recording...                |
-----------------------------------

Walk down to the inner balcony and watch from above. Oh no! You're too late!
The scholars have already fed the fire with hundreds of books, and are piling
on several more by the second. Jubair declares that EVERY book must be
destroyed, and another scholar begs him not to. Hey, is that the same one
from the Pickpocket mission? (Same voice, I guess so.) He pleads that there
are vast sums of knowledge in these books that are beacons of light, and that
without them everyone will be living in the darkness called ignorance. Jubair
forcibly disagrees; declaring, "NO! These bits of paper are COVERED IN LIES!
They poison your minds, and if they still exist you cannot hope to see the
world the way it truly is." (He sounds like the Interrogation Target...)
The book-loving scholar says that Jubair is wrong, as these books are not
weapons but instead are tools of learning. Jubair tells him that turning to
books for answers, and salvation (I hope he's not burning the Bible or
Tanakh... if he is he'll endure the second death...) makes one weak and
stupid. "You trust in words, drops of ink," says Jubair. "Do you ever
stop to think of who put them there, or why? No! You simply accept their
words without question." He again states that the books speak falsely, and
that they are dangerous. The brilliant, yet stupid, scholar gets between
Jubair and the fire. Not good. He then tells Jubair that he is wrong, and
that everyone needs these gifts of knowledge. The other scholars stop
throwing books on the fire. Really good, but REALLY BAD! Jubair asks this
intelligent dimwit if he would do anything for his "precious" books, and the
poor man says that he would. Jubair cries "THEN JOIN THEM!" and shoves the
horrified man into the fire! After a few seconds of writhing and screaming,
he dies. As with the other targets, Jubair turns this man's murder into a
threatening pep talk and sends the scholars out to burn books.

Keep to the roofs for this one, and stay away from the easternmost
assassination marker. Go to each marker and silently kill any guarding
archers before killing the scholar. 

Boy, for a book-burning, they're doing it badly! I won't say why here,
so read the "AC Story-History Guide by zukowskc", which can be found at
www.GameFAQs.com!

Remember how I told you to keep the throwing knives? From
above, lock-on to each scholar and throw a knife to silence him. No one
will see you, and thus you do not have to fight several battles. Of course
the crowd will panic, but they should be terrified by the judgement from
above brought upon by book-burning.

When you get to the easternmost marker, DON'T USE YOUR THROWING KNIVES!
Instead, wait for Jubair to address the crowd. Now, sneak down the ladders
and use your Hidden Blade. If all goes well, he will die without knowing it.

If you are spotted, however, he will flee. Several decoys (much like
Indiana Jones and the Basket Chase involving Marion) will also be running to
throw you off the track. To get around this, follow the marker and look for
the golden stripes (like the Informer told you.). Jubair will reach the
Guard Tower of the Middle District, then you'll have to fight him. However
you choose or are forced to go about it, kill that book-burnin' bigot!
Jubair al-Hakim will die, and then the screen will fade to white.

My, by now the Animatrix should be crowded with dead bodies, but it isn't.
Jubiar asks why you have slain him, and Altair replies that people should
be allowed to think for themselves. One should not be punished for
believing differently, our hooded hero declares, (why don't I hear a
triumphant rendition of campaign-speech music in the background?) and that
the people must be educated right from wrong with books. Jubair does not
agree (as usual!), saying that the people are too stupid to learn. Altair
states that Jubair is wrong, and he must die for his crimes. Jubair asks,
"Am I not like your precious books you seek to save, a source of knowledge
with which you disagree?" Jubair then says that he was trying to stop the
crusades and jihads by burning both the Bible and Quran. (BOTH THE BIBLE
AND QURAN??? Boy, I'd hate to be him; having to be judged by both Jesus and
Allah!) Jubair declares, "It matters little now. Your deed is done, and so
am I." The chief scholar of Saladin, Jubair al Hakim, dies. Altair obtains
the blood stain and re-enters the Holy Land.

>><< >><< >><< >><<
CITY ALERT
>><< >><< >><< >><<

Even if you silently slay Jubair, his guards will turn on you. Slay them,
and make a mad dash for the Bureau. Be sure to become anonymous before
reaching the Bureau, and go inside.

Altair tells the Rafique of his success and what Jubair did. The Rafique
congratulates you for doing such a great and noble task, telling Altair
that each killing brings peace and stability back to the Holy Land. He tells
you that Jubair, a madman, preyed upon the people's fear and insecurity.
The Rafique then bids you farewell.

!#!#!#!#!#!#!#!#!
MEMORY LOG - 
!#!#!#!#!#!#!#!#!

Memory: Assassination

"Today's work weighs heavily on my mind. Jubair swore he only wished to
protect the people from repeating the mistakes of their ancestors. A noble
goal. Still, his methods were unacceptable. He could not be allowed to
continue. To deprive people of so much knowledge... He was not saving these
people, but blinding them. But was killing him the only solution? I should
return to Al Mualim with news of Jubair's death."

Attachment: None

!#!#!#!#!#!#!#!#! !#!#!#!#!#!#!#!#!


When you wake up, the mission and the Memory Block will be completed.


()()()()()()()()()()()()()()()()()()()()()()()

ACHIEVEMENT UNLOCKED!

THE BLOOD OF A SCRIBE (25G)

()()()()()()()()()()()()()()()()()()()()()()()



The screen fades to white, and you are ejected from the Animus. When you wake
up, Vidic will be talking to an unseen man (Alan Rikken). Your vision and
hearing are blurry for a minute, then it clears up. Alan tells Vidic that
they're running out of time, and that when they find "it" (the Piece of Eden,
perhaps?), you'll be "taken care of." Ooh, me no likey. Vidic tells you that
he has "some work to do, so you have the rest of the night to yourself." He
leaves, and you get up off the Animus. If you talk to Lucy, Desmond will say
that the Animus just booted him out. Lucy tells him to shut up (whatever
happened to nice Lucy?), then tells you that Abstergo must be stopped, as
they want to change everything. They're going to give the world order and
discipline, "only we don't have a say in the matter", she says. Desmond asks
how, and Lucy goes to tell him how (saying "the Templar Treasure"), but gets
cut off by a phone call from Vidic. He needs her to upload Desmond's file
onto his laptop. She sits at Vidic's computer, and Desmond continues to talk
to her. He starts putting one and one together (he's not smart enough for
two and two), saying that if they want the Piece of Eden, it's at Masyaf.
Lucy says that they HAD that one, but was accidently destroyed (most likely
by those meddling assassin's!), and that they're hoping Altair will show
them where the other Pieces of Eden are. She goes to say more, but Vidic cuts
her off with another phone call. He's wondering if there's a problem, and
Lucy says that "Everything's Denver." He ends the call by saying, "Then
WHERE are the files?!?" Desmond asks what "Everything's Denver" means, and
Lucy tells him that it means that everything's okay. She then tells him that
it's a code word for the accident, as it happened underneath Denver
National Airport. Your cell door opens, so take a tip and go to sleep.


-:-:-:-:-:-:-:-:-:-:-:-:-

MEMORY BLOCK COMPLETE

-:-:-:-:-:-:-:-:-:-:-:-:-





*****************************
*****************************

09.6 Memory Block 6

*****************************
*****************************

Warren walks into your room, and tells you that time's wasting. He states
that we're almost done, and that maybe they'll even let Desmond watch when
"it" begins. Desmond asks to be let in on what's going on, as he's not going
anywhere. Vidic doesn't buy it, as he knows that Desmond already has plenty
of information. Desmond feigns ignorance, saying he doesn't know what Warren
means. Vidic replies, sarcastically, "Of course not!" Desmond changes the
subject, asking why what's in the Animus seems to contradict history.
Warren tells him that the "supposed experts" of history do not have an
Animus, and therefore cannot truly know the past. Desmond tries to say that
there are documents and books from back then that disprove what he's seeing.
Warren quickly counters that anyone can write a book, and that they can (and
most likely WILL) put lies into them. Hmmm... didn't we just kill the last
man who spoke as such? I think we did! Hmmm... Vidic says that because of
books, people used to think that the world was flat and the moon landing was a
hoax, and that "I believe there's also a book that claims the world was
created in seven days! A bestseller, too..." Booooooooooooo! Bad Vidic! Bad!
Desmond (perhaps a christian?) gets sore at the Doc for that jab at the
Bible, and asks what his point is. Vidic replies that the point of his
dissertation is that one should never believe everything one reads or hears.
He quotes, as proof, the Assassin Phrase "Nothing is true...", and Desmond
finishes it by saying, "Everything is permitted." Vidic states that when it
comes to what the Animus shows, "there's no room for interpretation." Desmond
counters "There's always room!" Warren, seeing the ironic truth of his
statement, replies "Touche!", then leaves the room.

Enter the Animus and return to the Holy Land.


<><><><><><><><><><><><><><><><><>
Assassin Rank 9: Master Assassin
<><><><><><><><><><><><><><><><><>

Synchronization Level: 20/20

We find ourselves in Al Mualim's library YET AGAIN!!! I'm guessing that the
time spent on the fortress parapets in Memory Block One gave him too MUCH
fresh air, and he was worse off for it! Anyway, Al Mualim will greet you
with these words "We are close, Altair. Robert de Sable is now all that
stands between us and victory!" With Robert's death, the Templar's schemes
will end. Altair, being the thick-skulled individual he's only recently been,
still doesn't understand why the Piece of Eden could be so powerful. Al
Mualim tells him that just by looking at it, Robert became consumed with it
(kind of like Gollum!) and realized that it could fulfill his ultimate dream.

Altair asks if his dream was of Power, but Al Mualim answers like an elf (For
it is said of the elves, 'Never go to the elves for advice, for they will say
both no and yes!'), saying "Yes, and no. He dreamed and still dreams, like
us, of peace." Altair replies that Robert sought to conquer the Holy Land
through war; but Al Mualim tells him that Robert and all his followers want
a world united, a goal that the assassins share. Al Mualim says that,
however, the Templars would force peace instead of letting the people learn
peace, robbing the world of it's free will. Altair muses that it is strange
to think of Robert in this way, and Al Mualim tells him not to get angry at
his targets, as doing so clouds one's mind (Turn you to the dark side, anger
will!). Altair asks if Robert could be convinced to give up his quest, but Al
Mualim says that Robert was unresponsive to Altair's "messages", so he will
have to pay. 

Al Mualim ends the discussion by saying, "Jerusalem is where you faced him
first. It's where you'll find him now. Let this final offering give you
strength: Go, Altair. It's time to finish this!"


<><><><><><><><><><><><><><><><><>

You've been Promoted!

Ability Gained: Sword Expertise

Extra Weapon Gained: Extra Throwing Knives

<><><><><><><><><><><><><><><><><>


Check out the cool cutlass! I think I liked the Broadsword better, though...
However, with the Cutlass comes something special: Sword Expertise! Now, most
regular guards will die with A SINGLE STRIKE of your sword! Awesome! Also,
your total available stock of throwing knives has grown from 10 to 15!
Holy Throwing Knives, Altair-Man!

Congratulations! You have become a Master Assassin, the highest order of
the Assassin Brotherhood! You have worked your way back up from the lowly
stages of studenthood to prove to the world that you can still kick butt like
Bruce Lee! Git yo China-man on!

Ride for Jerusalem and start climbing!


-----------------------------------------------------------
09.6.1 Jerusalem - Middle District: View Points
-----------------------------------------------------------

NOTE: When I say archer tower, it looks like the ones in Acre.

01. An archer tower on a stone arch, along the border of the Rich District,
    west-southwest of the Bureau. Look southwest or northwest.

02. A dome on top of the Fortress of the Kab'ba in the northeast corner of
    the district. Look south or west.

03. The Guard Tower of the Furnaces (of Crusader design) in the northwest
    corner of the district. Look south or west.

04. An archer tower on the east side of the Street of the Sinless, in the
    center of the larger portion of the district. Look northwest or
    southeast.

05. A yardarm/bird perch off the side of the top of the Church of the Holy
    Sepulchre, in the southeast corner of the larger potion of the district.
    Look northwest for the best synch.

06. An archer tower on the east edge of the small, southwest section of the
    district. Look west or south.

07. A yardarm/bird perch on the north side of the broken minaret/bell tower
    on the top of the Dormition Church, south and center of the larger
    portion of the district. Look north, south, or west.

!#!#!#!#!#!#!#!#!
MEMORY LOG - 
!#!#!#!#!#!#!#!#!

Memory: View Points

All View Points scaled within the Middle District of Jerusalem.

Attachment: None

!#!#!#!#!#!#!#!#! !#!#!#!#!#!#!#!#!


Provided that ALL View Points throughout the Holy Land have been
synchronized:

()()()()()()()()()()()()()()()()()()()()()()()

ACHIEVEMENT UNLOCKED!

FEARLESS (20G)

()()()()()()()()()()()()()()()()()()()()()()()


-----------------------------------------------------------
09.6.2 Jerusalem - Middle District: Save Citizens
-----------------------------------------------------------

01. Scholars - Just outside the east wall of the Fortress of the Kab'ba in
               the northeast corner of the district.

02. Vigilantes - By VP #01, along the edge of the Rich District.

03. Vigilantes - By VP #04, in the center of the district along the Street
                 of the Sinless.

04. Scholars - Just southeast of the Guard Tower of the Furnaces, in the
               northwest corner of the district.

05. Vigilantes - Just south of the Dormition Church, along the southern
                 border of the larger portion of the district. (It borders
                 the Poor District.)

06. Vigilantes - The northeast corner of the smaller, southwest portion
                 of the district.

!#!#!#!#!#!#!#!#!
MEMORY LOG - 
!#!#!#!#!#!#!#!#!

Memory: Save Citizens

All Citizens saved within the Middle District of Jerusalem.

Attachment: None

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()()()()()()()()()()()()()()()()()()()()()()()

ACHIEVEMENT UNLOCKED!

DEFENDER OF THE PEOPLE: JERUSALEM (20G)

()()()()()()()()()()()()()()()()()()()()()()()


-----------------------------------------------------------
09.6.3 Jerusalem - Middle District: Robert de Sable
-----------------------------------------------------------

Synchronization Level: 20/20

Yes, I know that your Synch Bar is only 11/15. It will stay that way until
eternity, too. It's just another developmental oversight...

Make your way to the Bureau to talk with Malik. What's this? Malik is
actually GREETING Altair with the Assassin's Greeting, "Safety and Peace"?

HELLOOO! This is Altair, the dude who got YOUR BROTHER KILLED and made you
lose YOUR ARM!!! Hello, remember? Altair, the arrogant fool who- HEY! This
isn't making Altair look good! Malik says that Robert de Sable is indeed in
Jerusalem, but Altair should not slay him if it is for vengeance. Altair
tells Malik that he does NOT seek revenge, but knowledge!?! WHAT??? Up til
Memory Block 5, what was there BUT VENGEANCE? WHAT HAS HAPPENED TO ALTAIR???

Give me Hulk, give me Wolverine! I'll even take the Punisher instead this
brainwashed Altair! Malik tells Altair that he is not the man Malik once
knew...

Darn straight he ain't! Altair tells Malik of the eight men who died
by his hand, and the true role of the Templars. He says that he knows that
Robert has plans for the Holy Land, "but How and Why, When and Where remain
out of reach."

Well, how's this:

How- the Piece of Eden.
Why- Because a world united under him is Robert's dream.
When- as soon as he obtains the Piece of Eden.
Where- the Holy Land, then the ENTIRE PLANET!

Has Altair learned nothing? Anway, Malik tells him some places to go
investigate; then bids you luck, calling you friend in the process. Let us
begin our Investigation, that is if Altair doesn't have an emotional
outburst, breaking down to cry...

How embarrassing...


(NOTE: The above is to be taken in a humorous context and NOT to be taken
 as a rant against Altair's humanitarian efforts...)


0o0o0o0o0o0o0o0o0o0o0o0o
Investigations List
0o0o0o0o0o0o0o0o0o0o0o0o

------------------------
01. Informer -
------------------------

Go two streets directly south of the Fortress of the Kab'ba and talk to the
Informer. He has been ordered to kill several "Vile Templars" before Majd
Addin is buried. (Oh, maybe we can go and give our respects and condolences!)
He says that if you do it, you could finish the task much quicker than he,
and he will share "valuable information" upon your return. Kill five Templars
(yes, they're identical to the 60 collectable Templars, and no, they don't
add to the Templar Count) silently before five minutes and return to the
Informer. When you return, he will say that you are the reason he joined the
Brotherhood, then tell you his "valuable information". The Templars are
battle-ready, he says, so do not take them all on at once. Instead, run (like
a headless chicken!) to thin the number chasing you. The Informer suddenly
remembers his LOWLY status, and Altair's MASTER ASSASSIN rank, and apologizes
for telling you how to behave in combat. He asks your forgiveness, then walks
away feeling ashamed of himself.

!#!#!#!#!#!#!#!#!
MEMORY LOG - 
!#!#!#!#!#!#!#!#!

Memory: Investigation

"Robert's men are well prepared for battle. To fight them all at once would
be unwise. Should I lose control of the situation, it's best I make a brief
escape and return later to eliminate them one by one."

Attachment: Map

!#!#!#!#!#!#!#!#! !#!#!#!#!#!#!#!#!


------------------------
02. Informer -
------------------------

Go to Arch Street, just south of the Golden Gate, along the west city walls
and talk to the Informer. Note that, unless you replay a Memory Block, this
is the last Informer you'll meet. (getting nostalgic, yet?) He will greet
you, saying "Altair, my Saviour!" He was following a group of Templars and
they spotted him. He ran, he says, and is now hiding from them. He evaded
them, but twisted his ankle in the process (then WHY is he standing?). He
tells the truth, saying "I'm pathetic, I know! Please don't tell Malik!"
He says he has a reward for you when you return. You have three minutes to
stealthily slay two Templars. Remember the Templar on the roof of the
Dormition Church! Come back when you are successful and recieve your
"reward." Gold? Money? Altair, not realizing the value of money, would like
information. The Informer says "I am eternally grateful (yeah, just like the
LGMs in Toy Story...), Malik would have NEVER forgiven me!" He then tells you
what he knows. During the burial of Majd Addin, there will be an enormous
host of guards surrounding Robert. I guess we're attending the funeral...
You should befriend some scholars to enter the funeral, and that shouldn't
prove difficult for such a talented individual as yourself... He then walks
away, even though he said he has a twisted ankle!

*Sigh* I guess the Game Animators did not work with the Script Writers... oh
well. Well, that was the last Informer you'll have to deal with... kinda sad,
isn't it?

Or is it? (jk!)

!#!#!#!#!#!#!#!#!
MEMORY LOG - 
!#!#!#!#!#!#!#!#!

Memory: Investigation

"Reaching Robert might prove difficult, given the number of guards around.
Were I to join a group of scholars, I could make my way to him much more
easily."

Attachment: Map

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------------------------
03. EAVESDROP -
------------------------

Go to the very northwest corner of both the district and the city. Sit on
the only bench and listen to the three thieves. They talk about how the
Templars are in Jerusalem, and how they are finely attired and keep exquisite
belongings. Upon hearing this, one of the thieves (no, these aren't gentleman
thieves, these are just outcasts) says "Aaahhhh. We should relieve them of
these burdens!" Another says that the Templars camp near the cemetary (aka
The Resting Place of the Blessed) to attend Majd Addin's funeral. The men
plan to visit the camp during the funeral, then part ways.

!#!#!#!#!#!#!#!#!
MEMORY LOG - 
!#!#!#!#!#!#!#!#!

Memory: Investigation

"Robert and his men walk the streets of Jerusalem finely dressed, bearing
expensive gifts. They plan to attend a funeral. Were it anyone other than
the monster Majd Addin being buried, I might have second thoughts. But as it
is, it seems a most fitting time to take the Templar's life."

Attachment: None

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------------------------
04. PICKPOCKET -
------------------------

Go to the Church of the Holy Sepulchre, in the southeast corner of the larger
portion of the district, and hide in the bale of hay (because the
Church-circling patrol could really mess up your anonymity, a thing you need
to keep now). Focus on the priest (yes, you can do that from the hay) and the
Elite Guard by the Church. The guard will give a letter to the priest, saying
that it contains everything that was specified. The priest says to the guard
"Your assistance in this most delicate of matters is greatly appreciated."
(Translation: Thanks a lot, pal!) The guard states that it is his duty to
keep the peace, and the priest, misunderstanding, tells him that "We won't be
any trouble at all." The guard replies that it is not the Crusaders that need
to be defended against, but the citizens. The guard points out that the
Crusaders picked a whopper of a time to visit Jerusalem, but the priest
states that they have only come for the funeral. The guard, suspicious of the
priest's white robe, tells the priest that he doesn't want them to stir up
trouble. The offended holy man counters that "It's not my fault you can't
tell enemy from friend!" and the guard, tired of the conversation, tells the
priest to leave.

Make sure that there are no patrols in your immediate area, then exit the
haystack. Follow the priest, blending through any patrols, and take his map
of guard and archer locations during the funeral. It even identifies Robert
as a red circle.

Isn't that nice? Garmin 1190!

!#!#!#!#!#!#!#!#!
MEMORY LOG - 
!#!#!#!#!#!#!#!#!

Memory: Investigation

"The Jerusalem guard have set up the standing positions for the Christians
during the procession to better protect them in case the citizens take
offense at their presence. This map displays exactly where everyone is
standing, even Robert. Especially Robert."

Attachment: Map

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------------------------
05. PICKPOCKET -
------------------------

Go inside the Fortress of the Kab'ba in the northeast corner of the district
and lock on to the Elite Guard and the Templar Knight. The Templar gives a
map to the guard, telling him to post men where it says, as an assassin is
most likely to strike during the burial. The guard asks why the Templars
don't post their own guards, but the Templar says that if they show too
strong of a presence in the city will upset the civilians. The guard says
that the Templars shouldn't attend at all; which insults the Templar greatly,
as Majd was their "friend and brother." The guard doesn't want trouble, so he
agrees to post the guards. Follow the guard and QUICKLY take his map BEFORE
he reaches the guarded entrance. If he reaches it before you can take his
map, scale the wall and drop down on the other side and take it then. Look at
the map to see where the guarded entrances will be during the funeral.

!#!#!#!#!#!#!#!#!
MEMORY LOG - 
!#!#!#!#!#!#!#!#!

Memory: Investigation

"Robert's men are working with the Jerusalem guard to protect the cemetary
during Majd Addin's funeral. Doubling the guard would have posed a problem,
but this map will give me an advantage. Knowing where the men are stationed,
I can simply make sure I avoid them."

Attachment: Map

!#!#!#!#!#!#!#!#! !#!#!#!#!#!#!#!#!


------------------------
06. INTERROGATION -
------------------------

Head to the center plaza of the Dormition Church, in the southeast corner
of the larger portion of the district, and listen to this Hippie spread the
message of Make Peace, not War! "Crusader Knights walk the streets of
Jerusalem, and not in occupation. There is no evil in their hearts!" He then
declares that we should make amends, befriend the Crusaders, and be all one
big happy family. "The Crusaders come to Jerusalem bringing an opportunity
to... stop the war!... We must not turn them away!" Follow this 60's
(1160 AD!) peace-luvin' doodah round, until you're ready to attack. When you
do attack, however, he'll most likely be surrounded by Thugs at all times,
so get ready for a Burly Brawl (hey, that's my name! I can't use that...
I'll sue myself for copyright infringement!) with anyone and everyone who's
around! When you finally show this pugilistic pacifist who's got the bigger
and better Fruit Punch, he'll relent (along with any nearby Thugs). Altair
points out the emptyness of his beforehand speech (hey, doesn't this guy
look familiar? He was the Interrogation Target for Tamir, Talal, Abu'l, and
Jubair! How many lives does this man have?) and the fact that he is a
Templar. Altair demands to know where Robert de Sable is and what he intends.
The man swears that Robert intends peace (kind of like the Martians in Mars
Attacks!, where they destroy Earth while saying "We are your friends! We come
in peace!"); and the proof is that Robert, a Christian, is attending the
funeral of Majd Addin, a Muslim. Altair says that while their intentions may
be noble, the Templar's plan is not. "You'll enslave us all!" Altair
declares. The man replies that slavery is for the best, but Altair disagrees.
Altair then slays the man without finding out where Robert is. Ah well, we'll
see him at his funeral, I mean Addin's funeral!

I mean... their funeral!

!#!#!#!#!#!#!#!#!
MEMORY LOG - 
!#!#!#!#!#!#!#!#!

Memory: Investigation

"They say Robert wants peace, and seeks to prove it by attending a Muslim
funeral. But I know the truth. He does not seek peace, but control. Dominion
over the land and its people. I will deny him this."

Attachment: None

!#!#!#!#!#!#!#!#! !#!#!#!#!#!#!#!#!


0o0o0o0o0o0o0o0o0o0o0o0o
Investigations List
0o0o0o0o0o0o0o0o0o0o0o0o


Head back to the Bureau, once your investigation is complete, and tell
Malik what you have learned. Malik will tell you that you stink (he
really does!), then Altair (who didn't hear Malik's insult) tells Malik of
Robert's plan. He tells Malik of how each man he's slain speaks of peace,
which makes Malik believe that the Templars are allies. Altair corrects
Malik with the good ends - bad means concept, then tells Malik of our plan.
We will attend Majd Addin's funeral, in our best white suit, no less! (And
we're supposed to BLEND? Who wears white at a funeral?) Malik hands you a
feather, telling you that you should hurry. OOOOOHHHH BROTHER! Before you
can leave, Altair APOLOGIZES TO MALIK! He's sorry about Malik's arm and
brother, and that he was an arrogant fool. (I PITY THE FOOL!) Malik doesn't
accept Altair's apology, as he has nothing to apologize for. Altair tries
to get Malik to accept his apology by saying (the most LIFELESS sentence
recorded, it sounds like he's reading from a page to a bunch of children)
"Malik, don't say such things." Malik points out their brotherhood, saying
that it's for better or for worse. (I said BROTHERHOOD, not MATRIMONY!
sheesh...) He then tells Altair to rest for what lies ahead, then the screen
fades to white.

!#!#!#!#!#!#!#!#!
MEMORY LOG - 
!#!#!#!#!#!#!#!#!

Memory: Knowledge

"Robert de Sable and his men are in Jerusalem to attend Majd Addin's funeral.
He says it is to promote peace between the Christians and the Muslims, but he
has something else in mind. I shall strike him down during the procession and
find out what he truly intends."

Attachment: None

!#!#!#!#!#!#!#!#! !#!#!#!#!#!#!#!#!


When you wake up, head for the Resting Place of the Blessed. It's the large
grassy area in the southwest corner of the district. Get past the guards,
then mingle with the mourners. (Strange, I don't shed a tear for Majd Addin.
I guess he was just a bloodthirsty dictator bent on slaying his subjects.)


-----------------------------------
| Ancestor's Memory Synchronized. |
| Now Recording...                |
-----------------------------------

After a few seconds of silent prayer, the people will say "ah-meen!", then
the Muslim cleric will give a Christian funeral (a generic one, I might
add!) After he says that "One day, we will stand with him in Paradise"
(Majd, a mindless killer, in Heaven? HAH! Ummm... start praying, Altair...),
Robert will look at you, walk over to the cleric, then tell him of your
presence. (I knew I shouldn't have worn white at a funeral! I knew it!)
Robert will motion for the guards to surround the area, as the cleric
cries out that Majd Addin was murdered. "As you know, this man was murdered.
We have tried to track his killer, but it has proved difficult. These
creatures cling to the shadows, and flee from any who would face them
fairly!" A door opens, and several more Templars enter. The cleric cries "But
not today! It seems that one stands among us! He mocks us with his presence
and must be made to pay! SIEZE HIM! BRING HIM FORWARD SO THAT GOD'S JUSTICE
MIGHT BE BROUGHT UPON HIM!" (Well, it seems we're in for a fight!) The crowd
looks at you, then flees. You are immediately surrounded by some of the
highest trained archers and Templars of the land, including Robert de Sable!
Darn it, I'm such a sucker for traps...

There are three ways of dealing with this upsetting situation:

Beginner - Run willy-nilly through town, making for the Bureau. Kill Robert
           and any other soldiers or Templars on it's roof, thus attracting
           less attention.

Intermediate - Take down the two archers first, then focus your attacks on
               Robert. Get him on the ground, then slay him.

Master - Ignore the archers and take on all the Templars at once. If you can
         survive, great. If you can survive AND take down Robert, you are
         as good as me and you didn't need to read this guide!

I will take the beginner's path, as this is to help Beginners. Run like a
headless chicken through town, creating a huge stir along the way, and get to
the roof of the Bureau. Get Robert down on the roof and slay him. Once he's
finally down, end the life of Robert de Sable. Robert is defeated, and the
screen fades to white.

- - - - - - - - - - - - -
NOTE: If you want, you
can take any path you
want. You DON'T have to do
it my way, as these are
suggestions, NOT rules!
- - - - - - - - - - - - -

Once in the Animatrix, Altair says that he wants to see his enemy before
he (Altair) kills him. He takes off the helmet, only to find... a Woman?
Altair, believing crossdressing to be satanic, asks "What sorcery is this?"
The woman (very much a Joan of Arc character) replies "No sorcery. We knew
you'd come. Robert needed to make sure he had enough time to get away."
She states that they cannot deny Altair's success, as he has laid waste to
their plans. However, Robert saw this as an oppurtunity to reclaim the
treasure and enact his plans, "to turn your victories to his advantage."
Altair states that he's routed the Templars before, and Al Mualim holds the
Piece of Eden. Seems hopeless for the Templars, if you ask me. "Aah, but
it's not just Templars you'll contend with now.", Maria de Sable says.

NOTE: It is not until Assassin's Creed II that you find out that the
      woman's name is Maria de Sable.

"Robert rides for Arsuf to plead his case: that Saracen and Crusader unite
against the Assassins." Altair replies that could never happen, as they have
no reason to. "Once, perhaps.", says the women. "But now you've given them
one. Nine, in fact. The bodies you've left behind were victims on both sides.
You've made the Assassins a common enemy and ensured the annihilation of your
entire order. Well done!" Altair says that he will not slay her, making the
number eight. He lets her go, saying that she must not follow him. Maria de
Sable replies "I don't have to, you're already too late." 


>><< >><< >><< >><<
CITY ALERT
>><< >><< >><< >><<

You both re-enter the Holy Land, and the woman runs away. You cannot kill her
for the trouble she caused, so don't try. Go inside the Bureau and tell Malik
of the trap. Malik tells you that he heard something happened, and Altair
tells him of Robert's trap. Malik tells you to go to Al Mualim; but Altair
refuses, declaring that he must hurry, as she told him what Robert intends.
Malik states that we have destroyed most of Robert's men, then suddenly
realizes that Altair said "she." They both talk about how strange "she" was,
then Altair tells Malik the full scale plan of Robert. Malik doesn't believe
him, saying that the Crusaders and Saracens would never unite. Altair
declares that they would, and the Assassins have themselves to blame for it.
Malik entreats for you to go back to Masyaf and ask Al Mualim's advice; and
says that if you don't, you'll compromise the brotherhood.

The old Altair comes back for a short time, telling Malik to "Quit hiding
behind words! You wield the Creed and it's tenants like some shield! He's
keeping things from us: Important things! You were the one who told me we
could never know anything, only suspect. Well, I suspect this business with
the Templars goes deeper! When I'm done with Robert, I will ride for Masyaf
that we may have answers. But perhaps you could go NOW!" Malik replies that
he cannot leave the city (heck, with only one arm how can he leave the
Bureau?), so Altair tells him to walk around the city and investigate
further. Altair bids Malik adieu, saying that he must ride for Arsuf. Altair
leaves, then the screen fades to white.

!#!#!#!#!#!#!#!#!
MEMORY LOG - 
!#!#!#!#!#!#!#!#!

Memory: Assassination

"I've been deceived! Robert has long since left Jerusalem. Arsuf is his
destination - and so it will be mine as well. I only hope I will not be too
late. If Robert succeeds in convincing Richand and Saladin we are the enemy,
the Assassins will be destroyed. We cannot withstand the combined might of
the Saracen and Crusader armies."

Attachment: None

!#!#!#!#!#!#!#!#! !#!#!#!#!#!#!#!#!


Leave Jerusalem and ride for Arsuf. (It's near Acre's entrance.) Take the
High Road to Arsuf and get ready. It's time to end this.


-----------------------------------------------------------
09.6.4 Arsuf: Robert de Sable
-----------------------------------------------------------

Prepare yourself for a platformer-style level, as that what is about to
take place. There is only one path, and you must take it. As you travel
through Arsuf, make sure to see the vast Army in the lower plain (Wouldn't
a battle, the army of King Richard vs. Altair, be fun?)! Ride your horse
until you see a group of Saracens running across a stone arch above you.
Dismount and slay the three archers, who are shooting arrows into the
Crusader Army, up ahead. Disregard the archers on the cliffs above, as
you cannot kill them and they cannot kill you. Get back on your horse
and keep riding until you reach a watchtower/fence. Dismount your steed,
as your horse cannot get past the fence. You'll have to leg it from here
on.

NOTE: It's possible to obtain the "Eagle's Challenge" Achievement here,
      without even trying to earn it!


------------------------
SARACEN TERRITORY - 
------------------------

Climb the short watchtower and slay all the soldiers, then keep running
until you reach another stone arch with archers on top. One will spot you
and sound the alarm. A contingent of soldiers will run up, so defeat them.
(Aahhh, too easy. A vast army down in the plain, and no way to reach them.
It's sad that the Game Developers missed a grand LOTR opportunity!)

Keep running until you see three soldiers on a cliff to the side of the
road. Run towards them, and they will commence battle. End their lives as
you see fit, then keep hoofing it.

You'll come to two short cliffs on either side of the road. There be
soldiers upon them! What an OBVIOUS trap! Spring the trap by running between
the two cliffs. The well-armed soldiers will jump down and begin combat.
Spring your OWN trap, showing the Saracens that you're more than a match for
all of them!

Run up to the fenced watchtower and climb it.


------------------------
CRUSADER TERRITORY - 
------------------------

Blend, and wait for the patrol to walk away. Climb down the ladder and keep
blend-walking after them. They will turn around to go back to the
watchtower, so blend-walk over to the Templar who leads them. Assassinate
him with your Hidden Blade, unless you want to duke it out with him. Defeat
most of the attacking soldiers, and the rest will either cower before you
or run away. Too easy!

Keep running until you reach the Crusader Camp. WOW! Do I get to fight all
these guys? Unfortunately, NO! But it would've been fun...

-----------------------------------
| Ancestor's Memory Synchronized. |
| Now Recording...                |
-----------------------------------

Two guards block your progress, forbidding your entrance. Altair tells them
to wait, as he brings words and not swords. Uh-huh. Rrriiigggghhht! What are
all those dead bodies behind you, then? Anyway, look who it is! It's none
other than King Richard himself! He mistakes you as a messenger from Saladin,
and asks if you are offering Terms of Surrender. Altair tells Richard that
Al Mualim sends him (he did? when?), which makes Richard angry. He orders
you to explain your presence, and Altair tells him that "You have a Traitor
in your midst." Richard, misunderstanding the Traitor's relation with you,
accuses you of being hired by this "Traitor" to kill him.

He almost gives the order to attack, but Altair stays him, saying "It's not
you I've come to kill, but he." Richard asks the name of the traitor, so
he may decide the truth. The two guards will stand back, so saunter over to
the center of the Templars and face Richard.

Altair declares "Robert de Sable." Richard laughs at you, clearly
disbelieving your story. Altair says that Robert has plans for betrayal, but
Richard says that Robert told him that he only seeks revenge on the
Assassins. Richard is inclined to believe Robert, as "Some of my best men
were slaughtered by some of yours." Altair declares "It was I who killed
them, and for good reason!"; then lists the crimes of Garnier, William and
Sibrand, telling Richard that they were commanded by Robert. Richard,
the Lion-Hearted but the Donkey-Brained, still does not believe you.
Some people are SO hard to convince...

Altair tells Richard, "You knew these men better than I. Are you really so
suprised to learn their true intentions?" Richard, whose brain begins to
ACTUALLY function, asks a nearby Templar, who dresses differently than the
others, if your story could possibly be true. The Templar takes off his
helmet, and... WOAH! Speak of the Templar and here he is: Robert de Sable!
Robert, not recognizing you from the Temple (or at least not showing that he
remembers you) bows toward Richard, telling him that Assassins are masters of
manipulation, and that your story is false. Altair states that he wouldn't
lie, as he has no reason to. Robert replies that you do, as you're afraid of
Crusaders AND Saracens working together to destroy Masyaf. Altair replies
that if he himself must die for the Holy Land, so be it.

Richard doesn't know who to believe, which is better off than where you
started! Robert goes to leave, saying that he must meet Saladin to make him
join the National Anti-Assassin Coalition. King Richard, however, tells
Robert to wait. Robert, incredulous at the thought of your story being
believed, asks what Richard intends. Richard declares, "It is a difficult
decision, one I cannot make alone. I must leave it in the hands of One wiser
than I." Robert, believing this to be a ego-stroking compliment, thanks the
King and once again tries to leave. "No, Robert, not you," Richard declares,
astonished and disgusted at Robert's ego, "The Lord!" Richard decides that
this situation must be decided by combat, as God will side with the one whose
cause is righteous. Robert concedes, putting on his helmet. He cries, "To
arms, Assassin!" The ten surrounding Templars draw their swords and commence
combat.

TEN TEMPLARS??? Woo-hoo! Yeah! It's Clobberin' Time!!! Robert and the King
will stand in a corner to watch. Defeat all 10 Templars in open combat, with
Dodges and Counters being the name of the game. Once they are defeated (I
feel like quoting Russell Crowe: "ARE YOU NOT ENTERTAINED???", but I digress.),
it's Mano y Mano with your worst enemy, Robert de Sable.
Defeat him by whatever means your little Assassin heart desires!

Robert de Sable, last of the Nine, enemy of the Assassins, and Leader of the
Templar Order, lays on the ground, slain.

The screen fades to white.


[Provided you completed ALL SIX Investigations before each target:]

()()()()()()()()()()()()()()()()()()()()()()()

ACHIEVEMENT UNLOCKED!

DISCIPLE OF THE CREED (30G)

()()()()()()()()()()()()()()()()()()()()()()()


Altair lays Robert on the floor of the Animatrix, telling Robert that his
schemes are over. Robert replies that you are but a puppet, saying "He
betrayed you, just as he betrayed me." Altair demands that Robert speak
sense, or not at all. Robert states "Nine men he sent you to kill, yes? The
Nine who guarded the treasure's secret. It wasn't nine who found the
Treasure, Assassin. Not nine, but Ten!" Altair demands to know the name of
the tenth, as none may live who know of the treasure. "Oh, but you know him
well! And I doubt you'll take his life as willingly as you've taken mine. It
is your master, Al Mualim!"


WHAT? Al Mualim??? It couldn't be! No, I don't believe it...
(Luke Skywalker: No! No! NOOOOOOOOOOOOOOOOOOOO!!!!!!)

Wait! Wasn't he rubbing and staring at the Treasure whenever you came around?
Didn't Robert call Al Mualim "Heretic" in Memory Block One?
OH NO! OH NO! OH NO!


Robert asks if you ever wondered how Al Mualim knew everything about the
Templars. Altair says that Al Mualim is not a Templar, but the Master of the
Assassins. Robert replies "Oui, Master of Lies. You and I are just two more
pawns in his grand game, and now with my death, only you remain. Do you think
he'll let you live, knowing what you do?" Robert states that the only
difference between Al Mualim and himself is that your master wasn't good at
sharing. Robert declares "Ironic, isn't it? That I, your greatest enemy, kept
you safe from harm! But now you've taken my life, and in the process ended
your own." Robert passes from this life, and you are returned to Arsuf.

King Richard motions his remaining Templars to stay their blades, then
congratulates you, saying "Well fought, Assassin! Seems God favors your cause
this day." Altair replies (very spiritually dangerous, I might add) that God
had nothing to do with it. Richard tells you that God did help you, then asks
a question: "Why travel all this way, risking your life a thousand times, all
to kill a single man?" Altair states that Robert threatened the Brotherhood,
but that he seeks peace, not revenge. Richard asks if you see the irony of
fighting for peace, but Altair tells him "Some men cannot be reasoned with."

Altair tells Richard that Saladin, or at least his subjects, would like to
see an end to the war (It must be Christmas with all this Peace on Earth,
Goodwill toward Assassins!); but Richard replies that people don't know what
they want, and that is why there must always be a King. Altair declares that
a King must do what is right, but Richard disagrees, saying "Nonsense! We
come into the world, kicking and screaming, violent and unstable. It is what
we are! We cannot help ourselves." Richard says that he must go to the front
lines to fight Saladin, stating that the Muslim King is vulnerable. Altair
reminds Richard of his own vulnerability, reminding him of his traitorous
Right-Hand Men. Altair gives King Richard the Assassin's Farewell, and the
screen fades to white.

!#!#!#!#!#!#!#!#!
MEMORY LOG - 
!#!#!#!#!#!#!#!#!

Memory: Assassination

"Al Mualim is the tenth Templar?! This cannot be! All these years I've looked
to him for strength and guidance. His word has always been truth. And now I'm
told it's all been a lie? No. Even in death Robert seeks to poison my mind.
Or does he? I remember the careful way in which the Master avoided my
questions - changed the subject when I dug too deep. Was it deference he
sought to teach me? Or blind obedience? Willful ignorance of the truth. There
is but one way to answer these questions. I must seek Al Mualim."

Attachment: None

!#!#!#!#!#!#!#!#! !#!#!#!#!#!#!#!#!


()()()()()()()()()()()()()()()()()()()()()()()

ACHIEVEMENT UNLOCKED!

THE BLOOD OF A NEMESIS (30G)

()()()()()()()()()()()()()()()()()()()()()()()


You wake up, as Desmond, yet again in Abstergo. Warren orders you, with
several profanities, to get up and listen. He turns on the intercom, and
several gunshots are heard. The rescue party's here! Desmond, not taking
this once-in-a-lifetime chance to break out of Abstergo (though you do
leave in AC2!), declares that he coudn't have communicated with the
Assassins downstairs and thus had nothing to do with it. Warren states
"Well, I sure as sh** didn't invite them!" then asks about the situation
over the Intercom.

The Abstergo Security Guard replies that the Assassins are outnumbered
(but never outgunned!) and that the situation is being contained.
Warren rebukes you profanely, then declares nonchalantly "Doesn't matter!
They'll be dead soon enough!" He then turns on the Intercom again, and the
Security Guard confirms that the Rescue Party has been slain (I guess Neo
and Trinity couldn't make it past the Lobby Shootout...), which makes Warren
very happy. Warren tells you that they have just successfully slain the
last of the Assassin Brotherhood. You are the last Assassin. Vidic leaves
you gaping, saying as he leaves: "Rest up, Mr. Miles. Tomorrow we finish
this!" Once he's gone, Lucy will lean against the Animus.
Go over and talk to her.

Lucy will try to console you, saying that when they went to Desmond's
parent's desert commune, they weren't there. Lucy says "It's not as bad as
it seems...", but Desmond cuts her off, shouting "What are you talking
about? They just killed, literally KILLED, my only chance of getting out of
here! Now I find that the Assassins are all but destroyed; and, [Word
Ommitted], I still don't know what these people are planning! But, I do know
they plan to kill me when they're done! I AM SCREWED, okay! What do you want
me to do?" Lucy lifts her left hand, showing that her ring finger was cut
off, and tells Desmond to have faith. Lucy! An Assassin? WOW! Things just
keep getting stranger...


[Provided you talked to Lucy every chance you got:]

()()()()()()()()()()()()()()()()()()()()()()()

ACHIEVEMENT UNLOCKED!

CONVERSATIONALIST (20G)

()()()()()()()()()()()()()()()()()()()()()()()


Go directly to your cell. Do not Pass Go. Do not collect $200.

Go to sleep, for tomorrow's a BIG day!


-:-:-:-:-:-:-:-:-:-:-:-:-

MEMORY BLOCK COMPLETE

-:-:-:-:-:-:-:-:-:-:-:-:-





*****************************
*****************************

09.7 Memory Block 7

*****************************
*****************************

Warren orders you to "Get Up!" (Just like my mom!), and Desmond tells him
it's too early to wake up. Vidic says that he'd like to finish this as soon
as possible, so Desmond grudgingly gets out of bed. Warren encourages you,
saying "Don't be so glum, Mr. Miles! Today is a historic day, one that will
be remembered for years to come. Remembered by some of us, anyway..."

Follow Vidic out and enter the Animus for the final trip into the past.


-----------------------------------------------------------
09.7.1 Paradise: Al Mualim
-----------------------------------------------------------

Perception: The world is united together, under the benevolent reign of Al
            Mualim in Masyaf.

Reality: The world is drained of color, and it's citizens are brainwashed
         and decieved by it's tyrannical ruler: Al Mualim.

       Whoa.


When you arrive in Masyaf, you will be at the Village Gate and a mindless man
walks up. The village is mostly deserted, so Altair asks the man where they
went. This poor brainwashed individual declares that they have gone to see
the Master, and that they walk the path towards the Light; and if you
don't walk the same path, you will perish. "Praise be to the Master, for he
has led us to the light!"

Make your way up to the top of the village. The citizens will follow you,
crying such things as "He is the Light, He is the Way" or "The World will be
cleansed. We will begin anew." I feel like Robert Neville in The Night of the
Living Dead...

(NOTE: IF you want, take some extra time to scour the village. This will make
your following MUCH bigger. ALSO OF NOTE: The brainwashed civilians will not
flee if you harm or kill someone, and they will not attack you. I know,
it would've been fun to be chased by crazed killer zombies!)

Once at the top of the Masyaf, your following will walk away. Eight
Assassins will stand around the open plaza, then four of them will walk
towards you. Walk to the ones who did not come forward. THEY ATTACK!

Slay all of the Assassins, using the nearby Merchant Stalls if necessary.
A horde of Assassins jump off the nearby cliff, but you only need to slay
three, as they... flee??

Hurrah for the Brotherhood! Malik lives, and retains his mind! He and four
other brothers throw their knives into the Horde, killing them all. He calls
for you to join him, so run up the path.

Altair greets Malik, saying "You picked a fine time to arrive! Guard yourself
well, friend. Al Mualim has betrayed us!" Malik tells you that he went back
to Solomon's Temple and read Robert's Journal. "What I read there broke my
heart, but it also opened my eyes. You were right, Altair (about time he
conceded that fact!). All along our Master has used us! We were not meant
to save the Holy Land but deliver it to him. He must be stopped!" Altair
tells Malik to stay away from Al Mualim, as his mind could be lost. Instead,
Altair tells Malik to assault the fortress from behind, thus leaving Al
Mualim unguarded. (Guess what? Assaulting the Fortress from behind means
scaling sheer, steep rock walls and then smooth stone walls! Exactly HOW
do they do that?) Altair declares "Safety and Peace", and Malik replies
"Your presence here will deliver us both." (Quite opposite of his greeting
in Memory Block 3, isn't it?) Malik runs down to the village, so enter the
fortress. The gate shuts behind you! You're trapped!

Walk up to the Headquarter Entrance, and... oh! So THAT's what happened to
Masyaf's missing population! Even though Altair says they mustn't be harmed,
what's one last tackling run for old time's sake? Go up to the Library of Al
Mualim. No Mualim, BUT... the Piece of Eden is gone!
That can only mean one thing... Go outside to the Garden of Paradise.

-----------------------------------
| Ancestor's Memory Synchronized. |
| Now Recording...                |
-----------------------------------

The door shuts behind you (with no one shutting it!), so walk over to the
center of the tiled area. You are instantly frozen in place, whipped around
and forced to look up at a second-story window. Your body glows, and yet
nobody is holding you!

Al Mualim walks up to the railing of his balcony, holding the Piece of Eden.
Only, it's not just a silver ball anymore. Bright, glowing lines in a strange
pattern traverse the surface of the Treasure, giving it the appearance of a
glowing Poke-Ball. Al Mualim, with a slightly altered voice, cries out "So!
The Student returns!" Altair replies that he's never been one to run, and
that he still lives because of it. Al Mualim wonders, aloud, what is to be
done with you; and Altair angrily replies that he should be let free.
Al Mualim says that it would be unwise to let you go, so Altair asks "Why are
you doing this?". Al Mualim declares, "I've found Proof that NOTHING is true,
and EVERYTHING IS PERMITTED!" He raises the Piece of Eden, which resurrects
the Nine that were slain by your hand. He orders them to kill you, and you
are released.


Now, there are THREE ways to go about this:

Beginner - Run from the Dead Templars and reach the bottom level of the
           Garden. Use your throwing knives until they reach you. Run back
           up to the top and keep using throwing knives until they reach you.
           Keep doing this until they are all slain, or until you run out of
           knives.

Intermediate - Slay all Nine in open combat.

Master - Slay all Nine in open combat, but in the order of their deaths.


NOTE: After each battle, your synchronization is automatically restored.
However, should you need extra synch, and provided that you have not
collected them yet, there are two Masyaf Flags in the Garden. Collecting
them will restore you to FULL Synchronization.


Once all are slain, you are once again bound by the glowing material in the
center of the top level. Al Mualim stands, just as he did in the beginning
of the game, at the top of the stairway. Altair demands that Al Mualim face
him, calling him a coward. Al Mualim boasts of his victory over 1,000 men,
saying that he is NOT afraid. He walks down the staircase, then declares,
"What could I possibly fear? Look at the Power I COMMAND!" As he says
this, he splits and keeps on splitting until there are NINE Al Mualims!
*gulp!*

Once again, there are a few ways of doing this.

Beginner - Quickly use your Eagle Vision before they attack. All the copies
           will be red, but the true Al Mualim will be yellow. Before the
           yellow fades, get the real Al Mualim on the ground and use your
           Hidden Blade.

Intermediate - Slay all Al Mualims in open combat. If you can kill the real
               Al Mualim during the fight, lucky you!

Master - Use your Eagle Vision, and try to remember which is the real Al
         Mualim. Make sure to stay away from the REAL Al Mualim until all
         the copies are dead.


Once the real Al Mualim is defeated, you are yet again imprisoned by the
glowing light. Al Mualim stands before you, pacing back and forth. He asks
if you have any final words, and Altair replies "You lied to me! You called
Robert's goal foul when it was all along your's as well!" Your (former)
master affirms the words of Robert, agreeing that he's never been good at
sharing. Altair tells him that he will not succeed, and Al Mualim states
"Aah. And that is why so long as man retains his free will, there can be NO
true peace!" Altair declares that the last man who said that died by his
hand. Al Mualim counters "Bold words, Boy! But JUST words." Altair once
again demands that he be set free, so he can put words into reality. This
greatly amuses Al Mualim, so Altair asks why he wasn't made mindless like
the other Assassins. Al Mualim states that Altair's mind and abilites are
too entertwined, saying "To deprive you of one would have robbed me of the
other, and those Templars HAD to die." He then states that he did try, when
he showed the Piece of Eden to you in the library. However, you saw through
the "illusion".

BAD THEOLOGY WARNING! After all, Al Mualim declares, "That's all it's ever
done, this Templar Treasure, this Piece of Eden, this Word of God. You
understand now? The Red Sea was never parted, water never turned to wine,
it was not the Machinations of Ares that spawned the Trojan War, BUT THIS!
Illusions, all of them!" He holds up the Piece of Eden (I'm expecting a
Nazis and the Raiders of the Lost Ark sequence, but no go...), and Altair
tells him that his plans are an illusion as well, forcing men against their
wills. Al Mualim asks "Is it any less an illusion than the phantoms the
Saracens and Crusaders follow now? Those CRAVEN Gods who retreat from this
world that men may slaughter one another in their names? They live amongst
an illusion already. I'm simply giving them another, one that demands less
blood!" Altair replies that at least men choose these 'illusions', but Al
Mualim disagrees. Altair tries to make his master see by telling him it
isn't right, but Al Mualim says that logic has left Altair.

Altair asks "What is to be done, then?" Al Mualim replies "You will not
follow me, and I cannot compel you. It seems then that we are at an impasse."
Our hooded hero valiantly declares "NO! We are at an END!" Al Mualim puts
away the Piece of Eden in a pocket, then readies himself to face you.
"I will miss you, Altair. You were my very best student!"


!*!*!*!*!*!*!*!*!*!*!*!*!*!*!*!*!*!*!*!*!*!*!*!*!*!*!*!*!*!*!

Alright, get ready!

This is it!

The BIG Tamale!

The End of All Things!

IT'S DA BIG MOPPA WIT DA BIG POPPA!!!

*sorry!*

Rub some Prayer Beads and begin: The Battle of the Titans!

Attack the Master!

He's only got a silly glo-ball!

You don't stand a chance!

But you've got to risk it to get the biscuit!

!*!*!*!*!*!*!*!*!*!*!*!*!*!*!*!*!*!*!*!*!*!*!*!*!*!*!*!*!*!*!

(sorry! haha!)


Attack Al Mualim, and... HEY! That's no fair! He disappears, and your synch
bar is dropped ALL the way down to the bottom! You can only see a short
distance, so search the Garden for Al Mualim, who cries "Blind is all you've
ever been, all you'll ever be!" You can see him when you come close, as his
hands are glowing brightly. If you have any throwing knives left, use them
on him! Altair, when he finds Al Mualim, replies "I may be blind, but my
blade sees for me!" Once you've hit Al Mualim, your synch bar is restored
and the world is back to 'normal'. Do this twice more and he will finally
TRULY face you. Get him on the ground, and assassinate him.

Al Mualim, true leader of the Templars and true enemy of the Assassin
Brotherhood, deciever of the world, is slain by your hand.

You and your former master enter the Animatrix.

The Piece of Eden rolls away from Al Mualim ('And then the Ring abandoned
Gollum...') and Al Mualim declares "Impossible! The Student does not defeat
the Teacher!" Altair says (it's Arabic) "Lashay wakion motlak balkollen
momken", OR "Nothing is true, Everything is permitted."

Al Mualim replies "So it seems. You have won then. Go, and claim your prize."
Altair declares that the Piece of Eden should've been destroyed. Al Mualim,
horrified at the thought, replies "Destroy the only thing capable of ending
the Crusades and creating true Peace? Never." Altair declares that if Al
Mualim will not, then he will! Al Mualim dies; saying (in a far-away,
underwatery echo) "We'll see about that."


-----------------------------------------------------------
09.7.2 End Memory
-----------------------------------------------------------

-----------------------------------
| Ancestor's Memory Synchronized. |
| Now Recording...                |
-----------------------------------

(NOTE: The best cutscene of the game starts here!)


Altair, back in the Garden of Paradise, looks over at the Piece of Eden
which has rolled away. Al Mualim's voice is heard, as if from another
dimension, uttering the first words heard in the story: "I applied my heart
to know wisdom, and to know madness and folly. I percieved that this also
was a chasing of the wind. For in much wisdom is much grief; and he that
increaseth knowledge, increaseth sorrow." He then says "Destroy it! Destroy
it, as you said you would." However, Altair, entranced and left powerless
at the Treasure, cries out that he cannot. The unseen spirit of Al Mualim
says "No, you can, Altair. But you won't."

The Piece of Eden shoots out several holographic rays, projecting a rotating
image of a 3D earth. Several dots flash all over the world: the locations of
the OTHER Pieces! Altair stands for several seconds, staring in awestruck
wonder at this astounding treasure. Malik and the others run up, and Vidic
declares in triumph, "We've got it!"

!#!#!#!#!#!#!#!#!
MEMORY LOG - 
!#!#!#!#!#!#!#!#!

NOTE: This Memory Log can ONLY be accessed from inside the Animus in Abstergo
      after you finish the game. Just select Memory Block 7 and choose to
      view the attachment.

Memory: Assassination

Attachment: The Journal of Altair Ibn Al-Ahad

"My Master is dead - and many more with him, friend and foe alike. But the
storm is broken, though pride may hold the clouds aloft a little longer. Of
this much I am certain: with Robert and Al Mualim dead, the Saracen and
Crusader armies will lay down their arms and give up this senseless war.
Freed from the manipulations and schemes of wicked men, Saladin and Richard
will find they have more in common then they think. Peace will return to the
land. And if they should stray once more? Then my brothers and I will do what
needs to be done to set things right... Masyaf is quiet now, caressed by the
winds which carry through the valley. What is this thing I hold, that it can
bend men's minds? No larger than an apple - yet its power greater than any
weapon I've known. I have seen what evil even the smallest taste brings.
I should destroy it... Yet something stays my hand. No. I will hold it a
little while longer and see what it may teach me. Perhaps it can be turned to
good. Or is this what the others thought when they held it? Is that its
power, then? To turn the noble into cruel? I know not what the future holds
for any of us, but I do know those Assassins who remain will need guidance.
I must attend to them. Help heal their wounds. We will march together in the
future, and emerge stronger than we were before. If we are to succeed, if we
are to rebuild, then we must be careful not repeat the mistakes of Those Who
Came Before. We must be vigilant, ever mindful of the past..."

!#!#!#!#!#!#!#!#! !#!#!#!#!#!#!#!#!


The screen fades to white, and you are once again sitting on the Animus.

Desmond wonders aloud what he just saw, then looks at the Conference Room
Window. Click any button to change the view, as you'll want to see what's
in the Conference Room Window. Three men (without any recognizable facial
features!) stand in a row, wearing fine business suits. Vidic tells them
that the map has been obtained; but that two Pieces on the map are on
non-existant continents. One of the men, probably Alan Rikkin, says that
teams will be sent to each site, but they only need one. Warren asks about
the other Pieces, and Rikkin replies "Collect them! Last thing we need is
some survivor making trouble for us in the New World!" Warren asks about
you, and Rikkin replies "We have what we need. Kill him." Lucy, our heroine,
saves your life by saying that your memories are still needed. What a great
gal... However, Rikkin states "Very well. Ensure we have no further need of
him, THEN kill him." The three men walk away, and Warren berates Lucy for
once again undermining him. Lucy defends herself by stating that letting you
keep your current health benefits will possibly save Vidic's career. Warren
walks away, telling you that you'll be dealt with shortly. Lucy follows him,
and Desmond gets up off the Animus.

WOAH! What? Is? THAT? You auto-switch to Vision mode, and look down. There
are symbols everywhere! You look over at Lucy, who glows... blue! Amazing!!
You've aqcuired Eagle Vision in the real world! The door closes, and you are
left alone.


()()()()()()()()()()()()()()()()()()()()()()()

ACHIEVEMENT UNLOCKED!

THE EAGLE AND THE APPLE - 1191 (100G)

()()()()()()()()()()()()()()()()()()()()()()()


Go into your room, and stand in front of your bed. Turn on Eagle Vision.
WOAH! Look at ALL the symbols here! Wow, ok. The game has CHANGED from a
regular combat game to... a Science Fiction / Conspiracy Theory Game!
Awesome!

"Oh my God! It looks like... is that blood? Who were they keeping here before
me? And what happened to him? What does it mean, I wonder???" The camera
zooms into the giant blood splotch, and the Credits roll.

A set up for Assassin's Creed II? You bet it is!

When the Credits FINALLY finish (it takes a full TEN MINUTES!), you're free
to do what ever you please.

()()()()()()()()()()()()()()()()()()()()()()()

ACHIEVEMENT UNLOCKED!

VISIONS OF THE FUTURE (50G)

()()()()()()()()()()()()()()()()()()()()()()()



-:-:-:-:-:-:-:-:-:-:-:-:-

MEMORY BLOCK COMPLETE

-:-:-:-:-:-:-:-:-:-:-:-:-









^-^-^-^-^-^-^-^-^-^-^-^-^-^-^^-^-^-^-^-^-^-^-^-^-^-^-^-^-^-^
        !-!-!-!-!-!-!-!-!-!-!!-!-!-!-!-!-!-!-!-!-!
            !!! ASSASSIN'S CREED COMPLETED !!!
        !-!-!-!-!-!-!-!-!-!-!!-!-!-!-!-!-!-!-!-!-!
-^-^-^-^-^-^-^-^-^-^-^-^-^-^--^-^-^-^-^-^-^-^-^-^-^-^-^-^-^-



Congratulations! You have just completed Assassin's Creed and set the Holy
Land onto a journey of peace and stability. Don't trade the game in yet!
There are still several things that you can do!

01. Replay Memory Blocks
02. Read E-mails
03. Decipher the Blood Glyphs
04. Find all 420 Flags
05. Find and Slay all 60 Templars
06. Explore the open world of the Holy Land
07. Finish Obtaining Achievements



^-^-^-^-^-^-^-^-^-^-^-^-^-^-^^-^-^-^-^-^-^-^-^-^-^-^-^-^-^-^
        !-!-!-!-!-!-!-!-!-!-!!-!-!-!-!-!-!-!-!-!-!
            !!! ASSASSIN'S CREED COMPLETED !!!
        !-!-!-!-!-!-!-!-!-!-!!-!-!-!-!-!-!-!-!-!-!
-^-^-^-^-^-^-^-^-^-^-^-^-^-^--^-^-^-^-^-^-^-^-^-^-^-^-^-^-^-








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-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-
 10. Additional Memories                                             ALTFLAG
-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-
 *-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*

I will not attempt to list each Flag and Templar here, as that would be
difficult. However, if you go to:

www.assassinscreed-maps.com

they will be able to do it 1,000% perfectly. They have pictoral maps that 
have numbered dots on blown-up pictures of the Subject's Maps, and when you
highlight that particular number, a screenshot of that Flag or Templar will 
appear with a short description.

When asked about the reason why there is a GRAND TOTAL OF 480 things to 
collect, one of the Game Developers said that he wanted to show gamers the
utter uselessness and futility of collection awards, as you recieve nothing
but a filled bar for getting a certain type completed. What he forgot is that
360 owners DO have an award for getting all the Templars and Flags. It's
known as: Achievements.

However I can provide stats:

Masyaf - 20 Flags, 0 Templars

Damascus - 100 Flags, 10 Templars
           Poor District - 33 Flags, 3 Templars
           Rich District - 33 Flags, 4 Templars
           Middle District - 34 Flags, 3 Templars

Acre - 100 Flags, 10 Templars
       Poor District - 33 Flags, 4 Templars
       Rich District - 34 Flags, 3 Templars
       Middle District - 33 Flags, 3 Templars

Jerusalem - 100 Flags, 10 Templars
            Rich District - 33 Flags, 4 Templars
            Poor District - 34 Flags, 3 Templars
            Middle District - 33 Flags, 3 Templars

Kingdom - 100 Flags, 30 Templars

Arsuf - 0 Flags, 0 Templars

Getting ALL 420 Flags and 60 Templars will not be easy. Even with the 
assassinscreed-maps.com maps, this could take several days. Avoid getting 
any of a certain type until you are able / up to getting them all in one fell
swoop, as getting a few here, a few there will result in you missing those 
last few. I am telling the absolute truth here. I have played several games
where collection is involved (Super Mario Sunshine, Superman Returns, 
Spiderman 2, Assassin's Creed, etc.) and I always missed some if I got a few
in advance. I would then go over the lists SEVERAL times, and failing that,
would have to restart the ENTIRE GAME because I wanted those last few 
somethings and could not find them.

The other additional memory is completed by obtaining all 12 View Points in
the Kingdom.

NOTE: When following a list, MAKE SURE that you have collected that flag that
you remember obtaining SO WELL! I had collected 419 Flags, with a single flag
in Jerusalem missing. I went over the list four times, each time skipping the
ones I KNEW I HAD. The fifth time (I was desperate by now) I decided to do
the ENTIRE list. I went to a certain location halfheartedly, just KNOWING
that there would be no flag to be found, and guess what? I found it.




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 11. - 13. FREE ROAM LOCATIONS                                       ALTROAM

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HEAD'S-UP NOTE:
I have tried to be accurate when possible while writing the Free-Roam
sections. Many of the landmarks are fictitious, so I had to use a little
liberty and license to create names for them (what a genius!)
Some in-game landmarks are based off of real landmarks and are correctly
named when possible. However, the Game Developers committed a usual
game-developing error: Everything's there- but in the wrong place! The game's
maps fit the storyline well, but are NOT actual maps of the Middle East!
The in-game landmarks are representations of real-life landmarks, but they
are geographically incorrect. (Translation: This game isn't Rand McNally or
Google Earth! Don't play the game and expect your next Middle-Eastern tour
to be like it!)



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11. The Holy Land                                                    ALTHOLY
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11.1 Masyaf
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Approx. Population: 1,925

Description: Masyaf, a mountain village/fortress is home to the 
             Brotherhood of the Assassins. Clear skies, rocky terrain, 
             and one-to-two story buildings personifies this communal
             atmosphere. At the top of the mountain, there is a large,
             several-story castle that overlooks the village to the 
             south and a sea to the north.

Things To See:

A. The Village Market
   Location: By the gate at the very bottom of the village
   Description: A large paved area with a few benches and trees surrounding
                a water fountain. Also of note are the several Merchant 
                Stands surrounding the market.

B. Speaker's Platform / Town Square
   Location: At the top of the long, sloping road from the Village Market
   Description: Another large paved area with benches. A podium for a Town
                Crier is also there, giving the speaker a view and broadcast
                reach of over half the town.

C. Square of Prosperity
   Location: At the top of the village and the bottom of the Fortress
   Description: The last town square, complete with trees, benches, Merchant
                Stands, and paving.

D. The Fountain of Solitude
   Location: In the Northwest corner of the town
   Description: The Fountain of Solitude is a shady corner of the side of the
                road with a fountain imbedded into the rock wall. It is well 
                known that Masun enjoys relaxing here.

E. The Basket Weaver's Shop
   Location: Along the East wall of the village
   Description: A small building along the wall, with several boxes and 
                baskets surrounding it. Jamal, when not opening gates for
                Templars, takes up residence here.

F. Assassin's Fortress
   Location: At the very top of the Mountain (can't miss it)
   Description: A huge brown-tan stone castle that is well fortified.
                Weapons are strictly forbidden in all areas but the 
                training arena.

G. Assassin's Training Arena
   Location: Within the walls of the Assassin's Fortress
   Description: A round platform in the lower part of the Assassin's 
                Fortress. It is fenced and surrounded by spectators. Altair
                can practice new moves, or refresh on old ones here. Fights 
                engaged in here do not end in death. The Assassin Trainer 
                can be found here.

H. Assassin's Library
   Location: On the lower floor of the main building of the Fortress
   Description: A large library with several books and scrolls each 
                containing unknown stories and information. There is
                a single patron who spends his time wandering the halls.

I. The Garden of Paradise
   Location: At the very north part of Masyaf and the Fortress
   Description: An expansive garden with several exotic plants and water
                features. A few female dancers / slaves can be found here.
                For more information about this garden, go to the AC Story-
                History guide by zukowskc (which can be found @ Game FAQ's)

J. The Library of Al Mualim
   Location: On the second floor of the Assassin's Fortress, south of the 
             Garden and above the Assassin's Library
   Description: Alot like the Assassin's Library, the Library of Al Mualim
                is where Altair reports to Al Mualim after each 
                Assassination. The Piece of Eden can be found here.

K. Masyaf Tower
   Location: On the southern side of the Fortress, on a hill to the side
             of the entrance of the Fortress
   Description: The highest (reachable) pinnacle in Masyaf, the Tower has
                the only access to the Cliffside Passages (from the top).
                This is the most prominent feature of Masyaf.

L. The Cliffside Passages
   Location: Off the side of the Fortress, only able to be accessed from 
             the Masyaf Tower
   Description: A fairly straightfoward area, with beams to cross the
                gulfs between cliffs. After jumping from the Masyaf Tower,
                the only way out is over the beams and up the lookout tower.
                The lookout tower is the one that holds the log-trap in 
                Memory Block One.

M. The Trails
   Location: The southern part of the Masyaf area, from the Masyaf Gate
   Description: Another fairly straightforward area, with sharp changes
                in elevation. A long row of Greek arches mark the entrance
                to the Kingdom and a wooden wall marks the entrance into
                Masyaf. A Horse Pen (with three thoroughbreds) is at the
                Masyaf entrance. The Trails are only available after Memory
                Block 2, pt. 1.


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11.2 Damascus
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Approx. Population: 45,323

   Description: Damascus is the capitol of capitalism in the Holy Land, and
                as such, even it's poorer citizens are not without basic 
                comforts. With a hot desert climate (and a hot desert 
                surrounding it), the city's courtyards and shade-covered 
                benches are the local's favorites. The city's water supply
                comes out of canals that run through the city, giving parts
                of Damascus a Venice-style feel.


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11.2.1 Outside City Gates
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Description: A very desert-ish area with a few things to see.

Things to See:

A. The Road to the Kingdom

   Location: At the very north of Damascus
   Description: A long, winding desert path that leads from Damascus to 
                the Kingdom. (For all believers, Paul probably was struck 
                with blindness here <><)

B. Hungry Halafa's Hamburger House

   Location: On the Road to the Kingdom, halfway down on the side of the road
   Description: A lone Merchant Stand out in the middle of nowhere. The lack
                of competition in the area makes this an ideal spot, but the
                lack of passerbys makes for poor business.

C. Outer Souk

   Location: Just outside the City Gate
   Description: A large market with several Merchant Stands.

D. Main City Gate 

   Location: At the northernmost point of the Poor District
   Description: A tall, wide gate that is guarded heavily. To pass unnoticed,
                blend with the nearby scholars or scale the wall until you 
                can reach the beams.


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11.2.2 Poor District
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Description: The Poor District (it's where the poor live, duh!) has
             very few things taller than two stories, and is typified by
             it's wooden roofs, dark alleys, beggars, and general overall
             delapidation. Be warned, you might be accused of slumming if
             you take a long tour here.


Things to See:

A. The Desera Market

   Location: Just inside the Main City Gates
   Description: A long, wide road with many merchant stands

B. Damascus Waterway

   Location: Along the northernmost part of the Poor District
   Description: A long, wide canal filled with water (really?), boats, docks,
                waterfalls, and bridges. It runs from outside the city to
                the Damascus Riviera.

C. Souk Alufel

   Location: Off the northwestern side of the Desera Market
   Description: A small covered walkway with several shops. The roof is made
                up of wooden beams and boards and has two Market arches on 
                either end. During the Tamir mission, a Pickpocket can be 
                found here.

D. Temple of the Poor

   Location: At the southern end of the Desera Market
   Description: A large building with several large domes and a minaret. It has
                several trees and benches and a stone wall surrounding it.

E. Souk Al'Silaah

   Location: Off the southeastern side of the Desera Market
   Description: The biggest marketplace in the WHOLE game (It takes up 1/6 
                of the poor district!)! It is covered, except for the very 
                center, by white stone. It has several entrances, guards,
                shops, merchant stands, and civilians. Very tall, can't
                miss it.

F. The Sanctuary of the Destitute

   Location: Southeast of the Souk Al'Silaah, against the city walls
   Description: A small (yet tall) building with a singular dome on top. It
                is fenced and guarded. A singular town crier will draw a 
                large crowd here. During the Tamir mission, an Eavesdropping
                can be found nearby.

G. Guard Tower of the Poor

   Location: To the southwest of the Sanctuary of the Destitute and the 
             Southeast of the Souk Al'Silaah
   Description: A large, circular tower made of sandstone. A single guard
                is at the top, and several guards patrol around the bottom.

H. Sanctuary of the Weary

   Location: On the west side of the Poor District, just northeast of the 
             Umayyad Mosque
   Description: A large, square, tan building that has a singular dome and
                minaret. Several benches and a water fountain can be found
                here. There is but one town crier, but he gathers a 
                tremendous crowd.

I. The Speaker's Platform for the Poor

   Location: Due east of the Umayyad Mosque (a large, open space on 
             the map) and due north of the Assassin's Bureau of Damascus
   Description: A fenced and covered platform for speaking. Tamir's 
                Interrogation mission is here.

J. Assassin's Bureau of Damascus

   Location: At the very southwest of the Poor District (it's marked on 
             your map, stupid!)
   Description: A medium-sized tan-white building with a gold pointed dome
                on top. To the side of the dome is a mesh screen that allows
                one to enter the Bureau. A ladder on the side of the building
                will take you to the "door". Inside is a lush (and plush!) 
                resting area with the Assassin's Symbol. There is, of course,
                an office inside where you can find the Rafique and tell him
                of your progress.

K. The Grand Walkway

   Location: Along the south of the Poor District (It actually continues into
             the Rich District, where it becomes the Imperial Walkway)
   Description: A long, wide road with several merchant stands, tables, 
                benches, guards and civilians.

L. Souk Al'Habib

   Location: South of the Souk Al'Silaah, West of the Bureau, East of the 
             Guard Tower of the Poor, and North of the Grand Walkway 
             (On the map it looks like a large dead-end)
   Description: An open area with a few merchant stands and benches. During
                the Tamir sequence, an Eavesdrop can be located here.

M. The Gate of the Desert
   
   Location: At the very Southeast of the Poor District
   Description: A simple gate which leads to the Kingdom. Nuff Said.


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11.2.3 Rich District
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Description: Damascus' Rich District is the home of the opulent and wealthy
             nobles. Almost every building is ornate, and several homes
             are open for looking inside.


Things to See:

A. The Fortress of Solitude
   
   Location: At the very Northwest of the Rich District
   Description: Yes, I know that's Superman's hangout, but the name stuck
                because besides the occasional guard or Crate Carrier
                there isn't anyone else around. The Fortress (and the 
                complex of buildings surrounding it) are walled off with only
                three guarded entrances to "allow" passage. The houses are
                severely delapidated, and most of the streets are dark 
                alleyways. The Fortress itself is guarded by archers, 
                and is composed of cream-colored stone.

B. The Gate of the Palms
   
   Location: At the Northwest part of the Rich District, Northeast of the
             Fortress of Solitude
   Description: A Gate with several palm trees at the exit. An obelisk
                is just inside, along with several benches, a few Beggars,
                and a pool.

C. Court of the Speaker
   
   Location: South of the Fortress of Solitude
   Description: A large, wide, open area with a covered platform for 
                speaking. A large stone arch marks the Southern edge.
                Scholars and Thugs tend to congregate around here.

D. Court of Relaxation
   
   Location: Just West of the Court of the Speaker
   Description: An open, shaded area with several benches and trees, and a
                water well on the side of the House of the Templar.

E. House of the Templar
   
   Location: On the Southeast side of the Court of Relaxation
   Description: A tall, open building with a bench, ladder, balcony, and
                a Templar. The entrance is on the south wall.

F. The Damascus Riviera
   
   Location: From the northeast corner of the district to the center west 
             side of the District, connects to Damascus Waterway
   Description: The same as the Damascus Waterway, except there are no docks
                or boats.

G. The Home of Hassant Ben'Drafted
   
   Location: On the west wall on the north side of the Riviera
   Description: (say it out loud, you'll get it) Identical to the House
                of the Templar, though it doesn't contain any Templars.
                A water well is just outside the entrance.

H. The Sanctuary of Muhammed

   Location: Just south of the Hassant Ben'Drafted Home, on the south side
             of the Riviera along the west city wall.
   Description: A large riverside fenced Sanctuary with a dome and a minaret.
                A guarded Town Crier stands on the steps, attracting a
                small crowd. A Save Citizen is just outside the fence, and
                there is a haystack between the Sanctuary and the Riviera.

I. The Al-Halim Home
   
   Location: Just South of the Court of the Speaker
   Description: Nearly identical to the other Homes around the district.

J. The Home of Tamatha
   
   Location: Just West of the Al-Halim Home
   Description: Nearly identical to the other Homes around the District.

K. The Home of Naruq

   Location: A building on the northeast part of the Riviera, due east
             of the Gate of the Palms, on the north side of the Riviera
   Description: A large home with ivy above a indoor bench. A torch is
                next to the ladder, and a dining room is off to the side.

L. The Bridge of the Speaker
   
   Location: On the Riviera, due west of the Umayyad Mosque.
   Description: A wide bridge with a protected Town Crier and his audience.
                A few Insane Men wander about the West side, and a Eavesdrop
                Mission can be found here.

M. The Home of Alufel
   
   Location: Between the Riviera and the Northwest corner of the Temple of
             Allah
   Description: A Home with riverfront view and an indoor water "pool".

N. The Sanctuary of the Forgotten
   
   Location: Just North of the Northwest part of the Umayyad Mosque
   Description: A fenced and guarded, but otherwise deserted Sanctuary.

O. The Coutyard of the Quran
   
   Location: Just North and Center of the Umayyad Mosque
   Description: A large and airy plaza with a water fountain, several
                benches, a VERY well guarded Town Crier and his audience,
                Thugs, Insane Men, Jar Carriers, Stone Pillars and Arches,
                etc. An Eavesdrop takes place here.

P. The Home of Halafel
   
   Location: Just North of the Northeast part of the Umayyad Mosque
   Description: A Home that is covered in ivy on one indoor wall.

Q. Imperial Walkway

   Location: Along the South-Middle of the district, becomes Grand
             Walkway in the Poor District
   Description: A long street that traverses the district from East to West
                and goes through two markets.

R. Souk Falakal
   
   Location: On the Imperial Walkway, it is the easternmost of the two Souks
   Description: A long market with several shops, merchant stands, beggars
                and guards. It is similar to the Souk Al'Silaah.

S. Souk Am'Hamal
   
   Location: On the Imperial Walkway, it is the Westernmost of the two Souks
   Description: Nearly identical to the Souk Falakal.

T. The Gate of the Village
   
   Location: At the western end of the Imperial Walkway
   Description: A gate leading to the Kingdom. It has a stone obelisk
                inside, ans a small village outside.

U. The Palace of the Merchant King
   
   Location: At the Southernmost part of the district
   Description: This very large and lush palace speaks of the overpowering 
                opulence of the Merchant King. It's four-story walls are
                guarded at all times by archers, and several informed patrols
                are on duty whenever Naqoud throws a party. The Palace 
                Grounds are covered in water features and cultivated 
                vegetation. Inside are several tables and stone arches,
                a large fountain with a statue in it, and a small lounge.
                Inside and out, what is not a water feature or garden is
                completely paved.

V. The House of the Merchant Prince
   
   Location: On the border of the Rich and Middle Districts, just East
             of the Merchant King's Palace
   Description: Just like all the other Homes. It is so close to the
                Palace that I thought that it could be the Home of Tamir.

W. The House of the Merchant Guard

   Location: Northeast of the Palace of the Merchant King. If you walk
             into the street directly across from the Palace's main
             entrance, you'll pass the entrance.
   Description: A large home that has an archway with multiple pillars
                and a bench. Besides that, the house is pretty bare.

X. The Guard Tower of the Nobles
   
   Location: Just North of the Souk Am'Hamal
   Description: A large, circular tower made of sandstone. Several soldiers
                guard most of the entrances, and a single archer guards the
                top. If / when you are discovered, Abu'l Naqoud will run
                to this location.

Y. The Umayyad Mosque
   
   Location: On the East side of the district
   Description: This building is GIGANTIC! It's a little smaller than the
                Cathedral of the Holy Cross in Acre, but still very huge!
                The Umayyad Mosque has a very LARGE and airy plaza
                inside with two covered speaker platforms (each of which have
                a Town Crier and his audience), several benches, two groups
                of scholars, and... no guards? That's right: No Guards.
                Also of note: Altair can climb the building, while guards
                have no way of reaching him once he's on top. And if he 
                climbs the VERY TALL minaret, which is known as the Minaret
                of the Bride, (there's a grand total of three minarets on the
                Mosque) while fleeing a fight, he will climb so high that he
                will vanish! Enjoy the view (you can see the entire city) and
                then jump for a five-second freefall into a bale of hay! Man,
                this place ROCKS! (uh, sorry. *ahem* must become professional
                again...)


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11.2.4 Middle District
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Description: As the home of Damascus' working class, the Middle District
             has several two and three-story buildings. Very few buildings
             in this district are run down, and the citizens are well 
             protected by a vast number of guards. There are several 
             courtyards and alleys here.


Things to See:

A. Sanctuary of the Peaceful Truth
   
   Location: Just south of the Bureau
   Description: A very ornate building with a single dome and minaret.
                Like the other Sanctuarys, this one also has a Town Crier.
                It isn't fenced or walled, but a large staircase leads to
                it from the Grand Walkway to the North.

B. Guard Tower of the Middle Class
   
   Location: South of the Sanctuary of the Peaceful Truth
   Description: A large, circular tower made of sandstone. A single archer
                guards the top, while several patrols stay at the bottom.

C. The Gate of Oasis
   
   Location: At the very southwest of the Middle District
   Description: A Gate that leads directly to the Kingdom with stone arches
                and palm trees on the sides. An Obelisk marks the center of
                the wide, open area just inside the Gate.

D. The Temple of the Almighty
   
   Location: Just west of the Madrasah
   Description: A large tan building with a very large walled complex of
                benches, trees and water features. A well guarded Town Crier
                draws a crowd here, and several Insane Men wander about.
                A large minaret, seperate from the main building, can be 
                found here as well. During the Jubair sequence, a Pickpocket
                mission can be found here.

E. Fortress of the Holy Jihad
   
   Location: At the very eastern part of the Middle District
   Description: A large, square, open building made of a cream-colored stone.
                Two archers guard the top, and several soldiers guard the 
                bottom. The entrance is guarded, and inside are two benches 
                and two Beggars. A water well and an Eavesdrop are also 
                found here. The surrounding buildings are similar to those 
                in the Poor District.

F. The Walkway of the City Walls
   
   Location: Along the city walls to the south of the Middle District
   Description: A long road that traverses the southern edge of the Middle
                District.

G. The Pool of the Silent
   
   Location: At the northernmost part of the middle district (makes a "hump"
             on the map)
   Description: A small, but open area with a shallow pool in the center. 
                A few trees, two Merchant Stands, a bench and an Informer
                are to be found here.

H. The Madrasah al-Kallasah
   
   Location: Just south of the Pool of the Silent
   Description: As the home of Jubair Al-Hakim, this building is as ornate
                as it is large. Greenery, awnings, and tiled floor speak of
                wealth in an otherwise not-so-wealthy area.

I. The Courtyards
   
   Location: All throughout the Middle District
   Description: Walled, but open areas, usually with a few trees, a bench,
                and flags. Jubair and his Scholars tend to gather here.


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11.3 Acre
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Approx. Population: 44,974

Description: As the city of Crusaders, Acre has an architecture style
             very much like that of England. The skies are normally
             cloudy, and most of the citizens speak a London English.
             Most of the city's wares are on the streets in merchant 
             stands, and most of the shops are unused. Note that 
             outside the city gates are several dead corpses, and 
             inside are several more. The crusaders in Acre are ruthless,
             and will not hesitate to kill.


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11.3.1 Outside City Gates
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   Description: A very grassy and rocky area with several guards (upwards 
                of 20) and civilians. Not much to see here.

   Things to See:


A. The Road to the Kingdom
   
   Location: The Northernmost part of Acre
   Description: See Outside City Gates Description.

B. Acre Equine Livery

   Location: West of the City Gates
   Description: A small, shady area with a few horses, a haystack and a 
                feeding trough.

C. The City Gate

   Location: Northeast corner of the map
   Description: A large gate with a chevy-style cross at the top. Spiked
                wooden palisades (tall fences for protection and defense)
                stay in front of the gate to remind all that Acre belongs
                to Richard. The gate is guarded, so either scale the 
                scaffolding or enlist a scholar's aid to help you enter 
                peacefully.


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11.3.2 Poor District
----------------------------------

   Description: The most impoverished of the Holy Land live here. Several 
                dark alleys and destroyed or delapidated buildings are found
                here. The streets are lined with Beggars and Drunken Men. The
                Knights of the Hospitalier control this district.

   Things to See:


A. Chapel of St. Bartholomew
   
   Location: Just south of the main City Gate
   Description: A small oval building with a gold top. A Town Crier preaches
                at it's nearby Speaker's Platform

B. Gaurd Tower of the Poor District
   
   Location: South of the Chapel of St. Bartholomew
   Description: A tall, square building with a two guards at the bottom, one
                archers on top, and a few archers on the nearby buildings.

C. Plaza of the Weary Soles
   
   Location: Southwest corner of the Poor District
   Description: A small, open plaza with a few benches and guards. An 
                Informer can be found here.

D. Church of the Holy Father
   
   Location: On the southern edge of the district, on the west side
   Description: A medium-sized church with several benches, a shallow pool,
                a few Merchant Stands, and an Interrogation Mission.

E. The Prison of Evildoers
   
   Location: In the center of the district
   Description: Very much like a Souk, except that it is guarded on all sides
                and there are no Merchants. A Pickpocket can be found here.
                According to the Acre Rafique, this used to be a market, but
                it was abandoned. Obviously, it was converted to a prison
                (just look at the filth and the iron bars and guards and 
                archers!).

F. The Hospital of the Good Samaritan
   
   Location: In the north-center of the district
   Description: A large, open building that has several guards and archers.
                The city's sick and wounded come here for aid and healing.
                If the good doctor, Garnier, is not about, then they get 
                well. A speaker platform is just outside the main entrance,
                and a water well is in the courtyard. The ill and wounded are
                allowed to freely roam the halls.

G. The Bridge of the Needy
   
   Location: Just east of the Hospital and just west of the Gardens
   Description: It isn't a bridge, really. Just a guarded overpass above
                a slum area. Be on the lookout for Insane Men and Beggars.

H. The Gardens of the King
   
   Location: In the northeast corner of the district
   Description: A large, multilevel plaza with several trees and much grass.
                Several benches and water features are also here.

I. Assassin's Bureau and Plaza
   
   Location: The southeastern corner of the district
   Description: The Bureau is identical to the other two. The plaza is a 
                large and open area with a large fountain and a few palm 
                trees. A single merchant stand marks the western edge of
                the plaza, and a water well marks the eastern edge.

J. Sanctuary of the Abandoned

Location: North of the Bureau
Description: A Muslim Sanctuary that has been abandoned or converted into
             a church. The dome and minaret are broken and caved in, giving
             it the appearance of being abandoned. However, a protected 
             Christian Town Crier and his audience stand at the steps, and 
             archers guard it from all sides, giving it the appearance of 
             being converted into a church.


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11.3.3 Rich District
----------------------------------

Description: The liege-lord and his nobles call the Rich District their home.
             Three to five-story buildings are common here. The buildings 
             themselves are not very ornate, and most reflect a hamlet or
             fiefdom lifestyle. The Rich District is controlled by the 
             Knights of the Order of Templars.

Things to See:


A. The Market of Good Faith

Location: Along the seawall to the northwest of the district
Description: A long, open area with several merchant stands. A Pickpocket
             mission can be found here.

B. Gaurd Tower of the Rich District

Location: At the southeastern point of the Market of Good Faith, and 
          northwest of the Cathedral of the Holy Cross
Description: A tall, square building with an archer on top and several 
             gaurds at the bottom. A Pickpocket mission can be found here.

C. The Alley of Shadows

Location: Northwest of the Guard Tower and east of the Market of Good Faith
Description: A very long and straight alley with very little light. This 
             alley holds particular interest with the guards, as it is 
             guarded at both ends.

D. Merchant Alley

Location: Just east of the Alley of Shadows
Description: A long dimly-lit street with several merchant stands.

E. The Grotto of the Tree

Location: Just east of the Alley of Shadows and northwest of Merchant Alley
Description: A medium-sized cul-de-sac with two merchant stands, a few 
             Drunken Men, a bench, two trees, and a few other people milling
             about. The only (normal) way in is by a staircase that leads to
             higher ground.

F. Plaza of the Water

Location: North and center of the district
Description: A small town square with a lionhead fountain. An Informer spends
             most of his time here.

G. Church of the Holy Book

Location: North and east-center of the district
Description: A converted Muslim sanctuary with a bell tower instead of a
             minaret. Several archers and guards patrol the area, and there
             are a number of Insane Men and Beggars.

H. Square of the Helping Hand

Location: North and west-center of the district
Description: A small square with two wells, some trees, a group of 
             Vigilantes, a few benches and Drunken Men.

I. Grotto of the Templar

Location: The northeasternmost corner of the district
Description: A large cul-de-sac with several benches, Drunken Men, palm
             trees, a large water well and pool, an obelisk, and a Templar.

J. The Fortress of Might

Location: East and center of the district
Description: A large, square, open building with several archers and guards
             patrolling the area. The entrance is guarded, and inside is a
             Pickpocket mission. Several Crate Carriers and Thugs wander 
             about, as well as other civilians.

K. Merchant Street

Location: South of the Fortress of Might and east of the Cathedral
Description: A long, wide street with several merchant stands.

L. Cathedral of the Holy Cross

Location: Middle of the district
Description: THE BIGGEST AND TALLEST BUILDING IN THE GAME! Over 40 guards
             patrol around the bottom, and seven patrol the top. The 
             Cathedral is able to be scaled, with a little know-how.
             The Cathedral's unfinished / collapsed spire holds a Templar.
             Several Thugs and Town Criers are here, and an Interrogation
             mission is here as well.

M. The Plaza of the Lion

Location: Southwest of the Cathedral and northeast of Richard's Citadel
Description: A very large and open area with several merchant stands and
             people wandering about. A large host of guards patrol the area.

N. Richard's Citadel

Location: The southwesternmost area of the district
Description: A very large, high-walled fortress with several buildings
             inside. A legion of soldiers and archers guard the streets
             and rooftops.

O. The Tower of Fiery Love

Location: The southwesternmost point of the district
Description: A VERY tall multilevel tower overlooking the Mediterranean Sea.
             For those of you who have played Assassin's Creed 2, you will
             DEFINATELY recognize this tower, as this is where Altair chases
             down Maria and has a romantic escapade with her!

----------------------------------
11.3.4 Middle District
----------------------------------

   Description: As the district of the Teutonic Knights, the Middle District
                has a vast host of informed patrols and archers. A large 
                portion of the district is a dockyard, while the rest is made
                up of two to three-story buildings.

   Things to See:


A. St. John's Gate

Location: The northwest corner of the district
Description: A gate that leads to the Kingdom. A country boulevard is on the
             outside, while two trees and benches, a stone obelisk and 
             several guards are just inside. An Eavesdrop mission can be
             found here.

B. Courtyard of the Iron Hand

Location: North and center of the district
Description: An open area with several feeding troughs and wooden structures.
             A Save Citizen can be found here.

C. The Fortress of Strength

Location: The northeast corner of the district
Description: A large stone-walled fortress that is unique in structure. The
             only way to climb it is from the far sides. A Save Citizen can 
             be found here. The entrance is guarded, and the parapets are
             guarded by three archers.

D. St. James' Gate

Location: East and center of the district
Description: A gate that leads to the Kingdom. A desolate road leads out of 
             it, and a raised plaza is just inside. Beggars and Drunken Men
             tend to gather here, and an informed patrol march around.

E. Chapel of St. Stephen

Location: Just south of the Courtyard of the Iron Hand
Description: An oval building with a golden dome on top. It is in a sunken
             area.

F. Church of the Holy Mother

Location: West and center of the district
Description: A large church with a bell tower on top. A lionhead fountain
             stands at it's southern end, and scholars and guards walk around
             the bottom.

G. Market of the Happier Times

Location: Southeast of the Church of the Holy Mother and northeast of the
          Guard Tower of the Middle District
Description: A small marketplace with three merchant stands and a Pickpocket
             mission.

H. Guard Tower of the Middle District

Location: The southwest corner of the district
Description: A tall, square building made of greystone. A single archer 
             guards the top while archers guard the surrounding buildings.
             Two guards are stationed at the bottom, and an informed patrol
             circles the tower.

I. Market of the Royale Standard

Location: South and center of the district
Description: A large, open plaza with several merchant stands, a Pickpocket
             mission, and an entrance into the Port of Acre.

J. Market of Bounty

Location: Just north of the Market of the Royale Standard
Description: A medium-sized plaza with a few merchant stands, a multitude
             of Crate Carriers and Drunken Men, and an unguarded entrance
             to the Port of Acre.

K. Street of the Royale Guard

Location: Middle and southeast of the district, along the city wall
Description: A long street with several guards, Crate Carriers, Thugs,
             and Merchant Stands. The Chapel of St. Mark is just northeast
             of this road.

L. The Alley of the Lamplit Shop

Location: Along the side of the northern end of the Street of the Royale
          Guard
Description: A small, short sunless alley with several Thugs and Insane Men.
             A single lamplit shop is here as well. Believe it or not, this 
             place looks like a street out of the large castle in Oblivion.

M. Chapel of St. Mark

Location: Just south of the St. James' Gate
Description: A small oval chapel with a golden dome on top. An Interrogation
             target can be found on the speaker's platform overlooking the
             Port of Acre. The chapel has a few guards surrounding it, 
             several Thugs and benches, a few Beggars, and is accessible
             by a steep staircase that leads to the Street of the Royale 
             Guard below.

N. The Port of Acre

Location: The entire southeastern quadrant of the district
Description: A large dockyard with few buildings, a vast host of
             guards, Crate Carriers, non-violent Thugs (they'll run if you 
             slug 'em), drunks and archers. The largest portion is made up
             of boats and poles, with a few guard tower / lighthouses
             on the far ends. Sibrand takes up a vigilant residence here,
             and his galleon is covered with guards.


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11.4 Jerusalem
-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-

Approx. Population: 25,081

Description: Jerusalem, center of the three main world religions, is filled
             with churches, mosques, and synagogues. Several markets and Town
             Criers fill the streets, and the entire city is filled with 
             guards. The Muslims control most of the city, while Christians
             and Jews are second-class citizens. Most streets are well-lit,
             and even the alleys filled with Insane Men are not dark.


----------------------------------
11.4.0 Solomon's Temple
----------------------------------

Approx. Population: 246

Description: A long platformer-style tutorial area with very few guards
             (though you only kill one). Most areas are pitch black or
             at least very dark, and the "exit" comes out to the City
             Walls of Jerusalem, supposedly above the Execution Platform.


----------------------------------
11.4.1 Outside City Gates
----------------------------------

Description: A long, sloping open area that is mostly grass and rock.

Things To See:


A. Road to Kingdom

Location: The easternmost part of the map
Description: A long uphill road with a multitude of civilians (maybe it's 
             Passover?) walking along it's course.

B. Saracen Outpost

Location: On the south side of the Road to Kingdom, up on a cliff
Description: A small encampment with two guards.

C. Saracen Encampment

Location: On both sides of the Road to Kingdom, on the western part, but
          east of the Resting Place of the Resurrection
Description: A sprawling guard camp with several wary guards in the process
             of being inspected by their commander.

D. Resting Place of the Resurrection

Location: South of the Sheep Gate, next to the City Walls
Description: A medium-sized graveyard with stone walls surrounding it, a 
             single shrine, and a Save Citizen. According to the Muslims,
             Jews and Christians, those buried here will be the first to
             rise when the Final Day arrives.

E. Jerusalem Horse Pasture

Location: North of the Sheep Gate
Description: An open area with several horses and feeding troughs.

F. Sheep Gate

Location: East part of the city, west and center of the Outside City, on
          the City Walls
Description: A very large gate with a guarded entrance. Getting around the
             guards will involve a fight, scaling the walls, or saving a
             Scholar. In the Jewish History, the Sheep Gate was named such
             because the sacrifical sheep were herded into the city to go
             directly to the Temple.


----------------------------------
11.4.2 Rich District
----------------------------------

Description: The Rich District is home to the city's wealthiest nobles and
             citizens. There are several merchant stands and courtyards,
             giving the district a leisurely feel. The Muslim's third-most
             holy site, the Dome of the Rock (which stands on the Jewish
             Temple Mount) is here as well. Several buildings are over
             two and three stories, but none are ornate (like Damascus).

Things To See:


A. Plaza of the Holy City

Location: East and center of the district, just inside the Sheep Gate
Description: A wide and open plaza with a large pool, several benches, a few
             merchant stands and a speaker's platform. Several Thugs tend to
             congregate here.

B. Church of the Visitation

Location: On the north edge of the Plaza of the Holy City
Description: A tall, long church with a bell tower on top. An Interrogation
             takes place on it's front steps. Climbing the church can be 
             tricky, as archers guard the surrounding rooftops.

C. The Slaver's Sector

Location: Northeast corner of the district
Description: A small, high-walled area filled with Slave Trader Guards.
             Both entrances are guarded, and there are several lamplit
             alleys.

D. The Slaver's Warehouse

Location: Center of the Slaver's Sector
Description: A very large and tall building that is open on a single 
             occasion: assassinating Talal. The outside is only climbable
             from the southeast corner, but the inside holds several caged
             slaves and a two-story fighting arena.

E. The Pool of Siloam

Location: West of the Slaver's Warehouse and southeast of the Church of the 
          Assumption
Description: A small plaza with a shade-covered pool and two benches. A Save
             Citizen mission can be found here.

F. Church of the Assumption

Location: Northwest corner of the district
Description: A large church that has several benches inside. The Entrance 
             is guarded, and an Eavesdrop mission can be found inside.

G. The Muristan Market

Location: South of the Churh of the Assumption west of the Palace of the
          Hasmoneans, and east of the Chapel of the Ascension
Description: A large, covered market that has several shops on the inside
             and several merchant stands on the outside. This market is
             very much like the Souk Al'Silaah in Damascus. An Informer's
             Assassination Targets reside in here.

H. Chapel of the Ascension

Location: East of Ephraim's Gate and west of the Muristan Market
Description: A small, oval building with a golden dome on top. A guarded Town
             Crier and his audience stand on the steps, and the surrounding
             rooftops are guarded by archers.

I. Palace of the Hasmoneans

Location: Just east of the Muristan Market
Description: A tall, large building with a huge dome, three smaller domes, a
             minaret and two archers on top. Some of the surrounding rooftops
             are guarded, and two guards are stationed at the "entrance".

J. Ephraim's Gate

Location: Southwest of the Chapel of the Ascension and the Muristan Market,
          near the edge of the middle district
Description: A small gate with a row of stone arches leading to the Kingdom
             on the outside, and the Via Dialorosa on the inside.

K. Via Dialorosa

Location: Middle of the district
Description: A long street that travels from Ephraim's Gate to the Sheep
             Gate. The Via Dialorosa, marched upon by Christians every Good
             Friday, is the road that Christ walked from Pilate's Palace to
             Golgotha. You will not see Christian Easter processions in this
             game, however.

L. Guard Tower of Meah

Location: West and center of the district, along the Via Dialorosa
Description: A tall, circular building with several guards at it's base and
             an archer at it's top.

M. Assassin's Bureau and Plaza

Location: Middle of soutwest sector of the district, west of the Dome of the
          Rock / Jewish Temple Mount
Description: The building is identical to the other two Assassin Bureaus. The
             Plaza, a medium-sized square, has an unguarded Town Crier and 
             his audience, a few benches, and a few Thugs. The Town Crier 
             stands in front of a small stone obelisk, and an entrance into
             the Middle District is at the west edge of the Plaza.

N. The Market of Ibrahim

Location: Just northwest of the Dome of the Rock / Jewish Temple Mount
Description: A large, open multilevel market with several merchant stands
             and guards.

O. Dome of the Rock / Jewish Temple Mount
Location: The entire southeastern sector of the district
Description: Walled on every side, with only two well-guarded entrances,
             the entire SE quadrant of the district is a very large and
             open plaza. In the center is a large and extremely ornate 
             building with a golden dome on top. This is the Dome of the 
             Rock. Inside is a large rock that Muhammed ascended to
             heaven on, according to legend, and where Abraham almost
             sacrificed Isaac. However, you are not allowed entrance into the
             Dome in this game. At the southern end is a large mosque, and 
             surrounding the Dome of the Rock are four shrines, each with two
             benches. Along the northern walls are large pools, and between
             the Dome and the mosque is a guarded Town Crier and his audience
             in front of a small stone obelisk. A Save Citizen and a Templar
             are along the southern walls. The Jewish Temple Mount, which is
             the original location of Solomon's and Herod's Temple, is the 
             Plaza itself.


----------------------------------
11.4.3 Poor District
----------------------------------

Description: The Poor District, which is home to the Jewish population, is
             filled with Beggars and Insane Men. Most of the buildings have
             wooden roofs, and several would be condemned by today's 
             standards. Very few of the buildings are higher than one or
             two stories.

Things to See:


A. Majd Addin's Execution Platform / Wailing Wall

Location: Northeast corner of the district, along the walls of the Dome of
          the Rock
Description: An open area (not really a plaza) with a wooden execution 
             platform against a earth wall (which is the wailing wall). The
             Executions are not done by hanging or beheading, or even 
             crucifying. Majd Addin uses a short blade, much like what
             Al Mualim uses at the end of Memory Block One, to deal with
             the "wrongdoers".

B. The Synagogue of the Jewish People

Location: South and east of the district
Description: The one and only synagogue in the game (isn't it a shame?) is
             tall and long. The northern side has a large Mahgen-David (which
             is the six-pointed star on the Israeli flag) at the top and a
             Town Crier. The surrounding rooftops are guarded by archers, but
             the roof of the synagogue is too steep to be climbed. On the 
             west side of the building is a small, walled two-roomed alcove
             that guards have trouble getting into.

C. Chapel of the Agony

Location: Middle and southwest of district
Description: A small, oval building with a golden dome on top. Several
             surrounding rooftops are guarded, and Beggars, Insane Men,
             Thugs and guards roam around the chapel.

D. Chapel of the Cross

Location: Southernmost corner of the district
Description: A small, oval building with a golden dome on top. Several
             Scholars and Insane Men wander about, and a Templar and
             Eavesdrop Mission are at it's southern end.

E. Guard Tower of Hananeel

Location: North and center of the northwest sector of the district, on the 
          edge of the Middle District
Description: A tall, circular building with an archer on top and a few
             guards at the base. Some of the surrounding rooftops are 
             guarded by archers.

F. Speaker's Platform of the Regent

Location: Southwest and center of the district, along the edge of the Middle
          District
Description: A medium-sized courtyard with a raised wooden platform for 
             speaking. Several Thugs and Jar Carriers tend to walk about.
             An Interrogation mission can be found here.

G. Mosque of the Scimitar of Allah

Location: Southwest corner of the district
Description: A large building with a single dome and minaret on top. The
             grounds around it are heavily guarded, and several of the nearby
             roofs are guarded as well. A Town Crier and his audience stand 
             at the north side, while Insane Men and Thugs circle the 
             building. An Informer can be found in a nearby alcove.

H. Horse Gate

Location: Just west of the Mosque of the Scimitar of Allah, in the southwest
          corner of the district
Description: A small gate with a fenced road leading out to the Kingdom
             and a long street (which goes to the east side of the district,
             along the south city wall) on the inside.


----------------------------------
11.4.4 Middle District
----------------------------------

Description: The Middle District, which is overrun by vast hordes of guards 
             and archers, holds the city's main working force. Most of the
             buildings sport a Roman architectural style, and very few are 
             above three stories.

Things to See:


A. The Fortress of the Kab'ba

Location: Northeast corner of the district
Description: A large and tall square building with a large host of soldiers
             surrounding it's base, four soldiers guarding it's two 
             entrances, two archers on the parapets and several archers on 
             the surrounding rooftops. A Pickpocket mission can be found 
             inside, along with several Insane Men.

B. The Street of the Sinless

Location: Center of the district, goes from north to south
Description: A long, wide street that has several trees and guards, but no
             merchant stands. It passes by the Dormition Church.

C. The Dormition Church

Location: Center of the larger half of the district
Description: A very large and tall church with several domes and a broken
             minaret / bell tower. Thugs, Beggars and guards tend to gather
             around the grounds. An Interrogation mission can be found on the
             north steps.

D. Church of the Holy Sepulchre

Location: Southeast corner of the larger part of the district
Description: It looks like a normal chapel, but it has far more guards and 
             archers surrounding it. Beggars and Thugs gather around the 
             fountain to the northwest. According to most Christians, this
             church was built over the actual burial tomb of Christ.

E. The Golden Gate

Location: West and center of the larger part of the district
Description: A large gate with a large village just outside and a large plaza
             just inside. The plaza has two stone arches on it's northern and
             southern sides, and a large quantity of stone arches in the 
             surrounding area. A near-endless supply of guards and soldiers
             populate the area, and there are only a few benches and scholars
             around the place. The two rooftops that are connected to the
             main two stone arches have archers guarding them.

F. Guard Tower of the Furnaces

Location: Northwest corner of the district
Description: A tall, square building (of Crusader design) with a small host
             of guards and patrols circling and guarding it's base and a
             singular archer (as usual) on top. An Eavesdrop mission can be 
             found northwest of here.

G. Arch Street

Location: South of the Golden Gate, along the west city wall
Description: A long street with several stone arches, wood beams and metallic
             canopies covering it. An Informer can be found along the street.

H. The Resting Place of the Blessed

Location: Southwest corner of the district and city
Description: A very large grassy area with several tombs and graves. A small
             Kingdom-style village is on it's north side. This is also the
             final resting place of Majd Addin.


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11.5 Kingdom
-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-

Approx. Population: 230,489

Description: A absolutely huge open area with small villages and towns with
             no major settlements. An infinate number of soldiers populate
             the area, and horses are available almost everywhere. A horse
             is almost a neccessity, as the Kingdom is extremely large and
             spread out. In the first few memory blocks, there are fewer
             guards, but as the story progresses more guards (and patrols)
             show up. Be warned, though. Every guard and soldier in the 
             Kingdom is on full alert (informed), and will attack on the
             slightest provocation. There are no Save Citizens, Scholars,
             Vigilantes or other Missions in the Kingdom. The only two 
             important things to do are to find all 100 King Richard Flags
             and the 30 Templars that are spread out everywhere.

             NOTE: The Kingdom is not available until Memory Block 2, pt. 2,
             and then only the roads leading to Damascus are available.
             The rest of the map "opens up" at the start of Memory Block 3.

----------------------------------
11.5.1 Kingdom West
----------------------------------

Description: Kingdom West is mostly run by the Crusaders, but Saracens are 
             found in areas. The west side is very hilly and mountainous,
             and most people are of English descent.

Things to See:


A. The Road to Masyaf / Masyaf Entrance

Location: North and center of Kingdom West
Description: A (relatively) short road with Masyaf and Assassin Guards lining
             the road. They are all uninformed, and will lose interest should
             you attack them and head south.

B. Guard Tower of the Assassins

Location: On the southeast part of the Road to Masyaf
Description: A tall, square and multilevel tower with no guards on top. There
             is a view point on top, and a few guards surrounding it.

             NOTE: There are 12 Guard Towers total in the Kingdom, and each
             is identical to the others. See "Guard Tower of the Assassins"
             for a description.

C. Masyaf-Jaffa Trail

Location: Southwest of the Road to Masyaf and northeast of the Port of Jaffa
Description: A long trail that splits, then converges again, in the middle. A
             single informed patrol guards it.

D. The House of the Hermit

Location: On the halfway-mark of the Masyaf-Jaffa Trail
Description: A very small (one-room) house on the (from the north) right side
             of the trail. This is the only house around.

E. Guard Tower of Jaffa

Location: At the southern end of the Masyaf-Jaffa Trail and on the northern 
          edge of Jaffa
Description: (See B.) This Guard Tower has a few guards stationed at it's 
             base, with a patrol of soldiers encircling it.

F. The Port of Jaffa

Location: South of the Masyaf-Jaffa Trail and north of the Samarian Cliffs,
          on the far west side of the map
Description: A town of 20 or so buildings with two merchant stands, a few 
             benches and haystacks, and a large amount of soldiers. A dock
             is on the west side, which is in the Sea of Galilee. The Town 
             has a small population, and has a few horses for your usage.

G. Sea of Galilee

Location: Just west of the Port of Jaffa
Description: A large sea, surrounded by mountains. The Jaffa Dock only
             goes out so far, so a large portion is unreachable.

H. The Cliffs of Samaria

Location: South of Jaffa and north of the Guard Tower of Samaria
Description: A long, multilevel / multipath trail with a low road and
             high road. The low road is guarded by bands of soldiers,
             while the high road is guarded by archers (who shoot on
             sight). The archers are stationed on a rock butte (like in
             Arizona), which is accessible by a beam or a broken bridge.

I. The Samarian-Nazarene Trail

Location: East side of the Cliffs of Samaria, only reachable by horse
Description: A long trail that goes from the rock butte in the Cliffs
             of Samaria to the west side of Nazareth. There is a Templar
             on the west side of the trail, and a horse is required to
             leap over the unfinished / broken bridge.

J. The Guard Tower of Samaria

Location: South of the Cliffs of Samaria
Description: (See B.) This guard tower has a few guards stationed around it,
             and a fenced guardpoint (with a General's Tent) on it's east 
             side. There are some ruined buildings and two watchtowers just
             south of it.

K. The Road to Acre

Location: The southwesternmost part of the map
Description: A long road with several guards and watchtowers. Some civilians
             are on this road as well.

L. The Guard Tower of the Crusaders

Location: At the west end of the Road to Acre
Description: (See B.) This guard tower has extremely few guards around it,
             and a horse nearby.

M. Low Road to Arsuf

Location: From Acre's Entrance, it's the first road on the right
Description: Although inaccessible, this road is marked on your map. You
             also see this road from Arsuf and the High Road to Arsuf.

N. High Road to Arsuf

Location: From Acre's Entrance, it's the second road on the right
Description: This road (which is accessible) will take you to Arsuf.
             From here you can see the Low Road to Arsuf.

O. The Encampment of the Lion

Location: From Acre's Entrance, it's on the left as you head east
Description: A very large camp filled with an unlimited amount of guards
             and archers. In the middle of the camp is a pit (of unknown
             purpose) that isn't quite high enough to kill if you throw
             a soldier inside. The bottom can be reached by ladder. On the
             inner perimeter of the camp are four watchtowers, making it 
             almost easy to die if in combat. Inside the inner perimeter
             are several tents, and outside are several more tents. A
             few civilians wander about, unnoticed by the guards.

P. The Village of Kirjath Jearim

Location: East-Northeast of the Road to Acre and northwest of the Ruins
Description: A very small village of five buildings, one well and no benches.
             There are two roads leading from the west side of the Ruins of
             Jericho, one on the north side and one from the south side.
             This village is just north of the north road to the Ruins.

Q. The Guard Tower of Emmaus

Location: South of the Village of Kirjath Jearim and just north of the
          Village of Emmaus
Description: (See B.) This guard tower has several soldiers guarding it and
             it's fenced guardpoint from all sides. There is also a 
             watchtower next to it.

R. The Village of Emmaus

Location: South and center of Kingdom West, south of the GT of Emmaus
Description: This village is almost identical to Kirjath Jearim, but has
             several trees.

S. The Emmaus-Ruins Road

Location: South and center of Kingdom West
Description: A long and heavily treed mountain road with a single patrol
             midway through it. (This might be the "Road to Emmaus" mentioned
             in the New Testament)

T. The Kirjath-Ruins Road

Location: North of the Emmaus-Ruins Road, Northwest of the Ruins and 
          southeast of Kirjath Jearim
Description: An airy mountain road with a single Templar and some civilans.

U. The Mountain of Masada

Location: Just west of Nazareth and east of Jaffa
Description: A long, and somewhat steep, mountain trail that twists and 
             turns until it reaches the end, where there is a guard tower.
             Masada was built (yes, built; as in constructed by humans) by
             Herod the Great and was originally a large fortress. A few 
             patrols are along the road, and a horse pen stands at 1/3 of
             the way up.

V. The Guard Tower of Masada

Location: At the west end of the Masada Road, on top of the Mountain of 
          Masada
Description: (See B.) This guard tower has only a few guards posted, but it
             also has a Templar and a patrol. Climbing to the top will give
             you the highest view in the Kingdom.

W. Masyaf-Nazareth Road

Location: North part of the map, west of Nazareth and southeast of Masyaf
Description: A long road that splits halfway and converges again at the ends.
             On one side is a trail with a Saracen patrol, and the other side
             is a well-guarded guardpost.


----------------------------------
11.5.2 Kingdom East
----------------------------------

Description: Kingdom East is filled with Saracens, and Crusaders occupy a 
             very small spot (See U). Kingdom East is not so mountainous
             as Kingdom West, but it still has some tall mountains.

Things to See:


A. The Town of Nazareth

Location: Northwest part of Kingdom East and the largest area on the map
Description: As the largest town in the Kingdom, Nazareth has several 
             buildings, a few horse corrals, a large outdoor market
             and even an island getaway! The town is on a hill, and is
             a multilevel in parts. Several civilians and guards populate
             the area.

             NOTE: The next 8 items on this list deal with the Nazareth area.

B. The Guard Tower of Nazareth

Location: North-Northwest corner of Nazareth
Description: (See KW: B.) This guard tower is perhaps the most lightly 
             guarded in the Kingdom.

C. Nazareth: Slopes of Masada

Location: Northwest part of Nazareth; from KE: B take the right fork
Description: A multilevel area with several buildings and benches. This
             area holds the only passage to Masada. A small water fountain
             stands in the center of the top tier of the area, and the 
             buildings below can be reached by a leap of faith.

D. Nazareth: Foothills of Masada

Location: North and center area of Nazareth
Description: This area, while slightly smaller then the slopes area, holds
             a small horse corral.

E. Nazareth: Outdoor Market

Location: North and east-center of Nazareth
Description: The largest market area in the Kingdom has a total of nine 
             merchant stands and a water well, along with a few buildings.

F. Nazareth: Upper Town

Location: North and east of Nazareth, just east of the Outdoor Market
Description: A multilevel area with several buildings and a single patrol.
             The Outdoor Market can be reached by taking the downward street
             or taking a leap of faith.

G. Nazareth: Island

Location: West and center of Nazareth; on the map it's between the 
          Samarian-Nazarene Trail and the Road to Masada
Description: A small, rocky island with a single tree (not a palm tree, 
             unfortunately) in a small body of water. The island can be 
             reached by a dock.

H. Nazareth: Rural Area

Location: South area of Nazareth
Description: A large area with the buildings spaced far apart. The buildings
             themselves are either one-story with two "humps" on top or a 
             conical hut. Some haystacks and benches are here, but very few 
             civilians are walking around. Some humped buildings have walled
             courtyards around them that has a stone-arched entance (like a
             Sergio Leone / Clint Eastwood western).

I. Nazareth: Horse King's Residence

Location: South and east of Nazareth
Description: A small dual-humped building (with a Templar in it's courtyard)
             that has a very large fenced area with several horses.

J. The Road to Capernaum

Location: From the east side of Nazareth, the road leading north
Description: A cliffside road with several palm trees and guards.

K. The Village of Capernaum

Location: Southwest of Damascus, northeast of the Road to Capernaum
Description: A small village with a few buildings and several guards.
             The guards form a "gauntlet" on the main road. One or two 
             civilians walk around the area. To the north is a speaking 
             platform where a Saracen Elite inspects his troop, and a Templar
             stands at the sea's edge.

L. Guard Tower of Capernaum

Location: On the "main" street of Capernaum
Description: (See KW: B.) A heavily guarded guard tower overlooking a sea.

M. The Road to Damascus

Location: On the east side of Capernaum, take the north fork
Description: A long road with a multitude of palm trees, and a river / stream
             on the north part. There are some soldiers and patrols along 
             the road itself, with more in the riverside camp. Civilans are
             seen as you near Damascus, and some palm trees have been felled,
             creating road obstructions.

N. Guard Tower of the Saracens

Location: In the riverside camp just west of Damascus
Description: (See KW: B.) This guard tower is guarded by several Regualar
              Guards and a few higher-ups.

O. Capernaum-Dead Sea Road

Location: On the east side of Capernaum, take the south fork
Description: A very long road with a Templar and a watchtower. The road is 
             hilly and has natural rock walls on both sides.

P. Guard Tower of the Dead Sea

Location: At the south end of the Capernaum-Dead Sea Road, or east and center
          on the edge of the map
Description: (See KW: B.) A guard tower with a small host of guards 
             surrounding it. A Horse Pen, with several horses, is on the 
             cliffside.

Q. The Dead Sea

Location: See KE: P.
Description: The Dead Sea, which is the lowest body of water below sea level
             in the world (and the saltiest!), is inaccessible in this game,
             but is seen clearly from the roadside.

R. Nazareth-Dead Sea-Bethlehem Road

Location: From the east side of Nazareth, take the south fork
Description: A long mountain pass with a single building and four 
             watchtowers before it splits. When it splits, the north road 
             goes to the Dead Sea, and the south road goes to Bethlehem.

S. Nazareth-Ruins Road

Location: Southernmost and center of Nazareth to the north of the Ruins
Description: A narrow mountain trail with a Saracen encampment at the south
             end.

T. The Lars House

Location: At the very southern end of the the Nazareth-Ruins Road
Description: A small house with a single-horse pen and a haystack out in the
             middle of nowhere. The horse is a thoroughbred with a diamond
             patched forhead, which is rare for the Kingdom.

U. Guard Tower of the Ruins

Location: Just northwest of the Ruins
Description: (See KW: B.) The ony Crusader area in Kingdom East can be found
             here, on this small trail. The guard tower is heavily guarded as
             it is an outpost in enemy territory, but the view is very good.

V. The Ruins

Location: Southwest corner of Kingdom East
Description: A large and open multilevel area with several broken walls,
             buildings, pillars and arches of greek or roman design.
             Several archers fill the area (including the ground) and will
             not hesitate to fire on sight. A particularly gigantic arch 
             stands at the top tier to the south. (See Secrets for more info)

W. Ruins-Jerusalem Road

Location: Northeast of the Ruins is a road which curves south to Jerusalem
Description: This is a long and very wide road that leads from the
             Ruins past a watchtower and the southern entrance into Bethlehem
             to Jerusalem. Right after the Ruins is a natural stone arch with
             four gaurds underneath. After that is a watchtower, at which the
             road curves south. The road passes a road to the left, which is
             an entrance into Bethlehem. The road then splits into two roads
             and heads east. The north road, which is a narrow cliffside 
             trail has a watchtower and then sixteen guards in four packs of
             four a little further on, before a final watchtower and then a
             converging with the south road. The south road has several 
             guards and civilians along it's wide and grassy course. Right
             before entering Jerusalem, the north road coverges again with
             the south road.

X. The Town of Bethlehem

Location: Southeast corner of the Kingdom, it's the second largest big area
          on the map
Description: A large multilevel town with more civilians and guards than
             Nazareth. There isn't a market, however, so the citizens must
             ship their needs from other places. There is a mountain stream
             and several watchtowers, along with several horses and hiding 
             spots. Technically, Bethlehem is five miles SOUTH of Jerusalem,
             but they messed it up in the game and now it's five miles NORTH
             instead. There aren't any stables or caves, so don't go looking
             for a little Nativity scene. You won't find one, trust me. Don't
             look for a rock-slingin' shepherd either, even though it's the
             city of David. Instead, look out for rock-slingin' Saracens!

Y. The Guard Tower of Bethlehem

Location: In the west-northwest corner of Bethlehem
Description: (See KW: B.) This Guard Tower is heavily fortified, with guards
             posted all around, a few patrols, and three nearby archers on 
             watchtowers eager to pick you off as you attempt to scale the 
             tower.


-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-
11.6 Arsuf
-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-

Approx. Population: 2,057

Description: A long, Return of the King video game style road with two
             watchtowers and a very large host of guards. The first part
             has been overrun by Saracens, but the last half is still
             controlled by Crusaders. The actual Fortress of Arsuf is not
             available in this game, and you are forced to face your target
             on a boring grassy plain. (It's so sad, because I wanted to
             do a Dead Man's Chest - Old Mill style swordfight!) Arsuf has
             the same weather as Acre, complete with foggy areas. Besides
             the (inaccessible) Fortress, the spiked wood fences and the
             watchtowers, Arsuf has no architecture of any form. There are
             no civilians in Arsuf, but check out the procession on the 
             (inaccessible) Low Road of Arsuf! I wanna see THAT battle!
             (must be millions of soldiers!) I'm almost ready to believe
             that Peter Jackson had a hand in this, if it wasn't for the
             combat system!


-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-
11.7 Paradise
-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-

Approx. Population: 1,925

Description: Paradise is Masyaf. Paradise is not Masyaf. It is, but it isn't.
             The skies are overcast and the color has been drained from the 
             world. The citizens have been brainwashed into worshipping Al
             Mualim, and as such, the majority of the populace gathers within
             the fortress. Enter the Garden of Paradise to find out the 
             truth about your master.



 *-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*
-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-
12. Abstergo Industries                                              ALTABIN
-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-
 *-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*

Approx. Population: 327

There isn't much to Abstergo Industries this time around. However, in AC2,
the player is able to explore Abstergo. I will not provide information
for AC2, so the descriptions will only apply to AC1.

12.1 The Animus
     Location: The center of the Animus Room
     Description: The Animus. It's the Ark of the Covenant meets the Holy 
                  Grail meets "Beam Me Up, Scotty". Any person who is 
                  strapped into it will relive the memories of his/her
                  Ancestors... with a small after-effect.

12.2 The Animus Room
     Location: Center of Abstergo Industries
     Description: Not sure what to call this room. If anybody knows a better
                  name (or the real one!), let me know. It's the main room of
                  the Abstergo Industries top floor, and has many secrets.
                  Some secrets are easily found, others... not so easily.

12.3 The Cell
     Location: Off the side of the Animus room, between Abstergo Exit and
               the Conference Room
     Description: The Cell is a simple bedroom with a bed, table, full
                  restroom, and lockers. Be on the lookout for altered
                  or tampered-with items.

12.4 The Conference Room
     Location: Off the side of the Animus Room, beside Cell
     Description: Not much to see in the Conference Room. Just a door, 
     a few windows, and the Abstergo CEO's Laptop.



 *-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*
-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-
13. The Animatrix                                                    ALTANIM
-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-
 *-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*

Approx. Population: N/A

The Animatrix (not the animated film by the Wachowski Bros.) is accessed
whenever the Subject loads a memory or assassinates a Main Assassination
Target. The Animatrix is characterized by a blue "room" with a cloudy fog
that permeates the entire area. Also of note are the matrix-style codes that
fly about the Ancestor. The Ancestor is able to familiarize with the controls
while in the Animatrix. While loading a large area (e.g. Kingdom) the 
Ancestor will have a long enough period of time to leave the Animatrix. To do
so, the Ancestor must free-run in a straight line. It is best to have the
camera looking behind the Ancestor at this point. After running for approx.
10-15 seconds, the codes and clouds will disappear, leaving the Ancestor
in a blue void.

NOTE: The Animatrix is not the Wachowski Bros Film! I took the words Animus
(the genetic memory machine) and Matrix (an empty void with computer code
all over the place) and decided to use the word Animatrix.





 *-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*
-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-
 14. Abstergo Email Network                                          ALTCOMP
-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-
 *-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*


NOTE: ***** marks the beginning and end of each e-mail,
      while ----- marks the beginning and end of each
      message within the e-mail. The e-mails are in
      the same format and order as in the game.


-------------------------------
14.1 Lucy Stillman's Computer
-------------------------------

Location: Connected to the Animus
Total E-mail Count: 8

*-*-*-*-*-*-*-*-*-*-*
INBOX
*-*-*-*-*-*-*-*-*-*-*

LC.I.01
*****************************************************************************

 From:    Warren Vidic
 To:      Lucy Stillan
 Time:    September 3, 2:36
 Subject: Re: Your Pen

 great. leave it @ my desk. worry less about my things and more
 about making animus work. thanks

---------------------------------------------------------------------

 From:    Lucy Stillman
 To:      Warren Vidic
 Time:    Sep 2 - 22:46
 Subject: Your Pen

 Warren:

 Found your ACCESS-KEY pen again today out by the parking lot.
 You really need to start keeping it IN your pocket instead of 
 LETTING IT HANG off your coat. Try and take better care of your
 things, Warren. Imagine if Security had found it. They'd have 
 shut us down for at least a day to reprogram all the computer
 access codes.

 - Lucy

*****************************************************************************

LC.I.02
*****************************************************************************
 
 From:    Administration
 To:      Abstergo-All
 Time:    September 3, 9:13
 Subject: Classified Information

 As a general reminder, all employees of Abstergo Industries are 
 prohibited from discussing corporate policy, proceedings, and projects.
 In light of pending litigation you are reminded of sections 2.15 in 
 your employment contracts:
 
 "You acknowledge and agree that ABSTERGO has developed such Confidential
 Information by the investment and significant time, effort and expense,
 and that such Confidential Information provides ABSTERGO with a 
 significant competitive advantage in its business. You acknowledge and
 agree that a breach of this Agreement by you will therefore result in 
 irreparable harm to ABSTERGO, the extent of which would be difficult to
 ascertain, and in any event money damages will be inadequate as a remedy
 in the event of such a breach. Accordingly, You agree that in the event
 of a breach of this Agreement by You, ABSTERGO shall be entitled to 
 injunctive, or other equitable relief as the court deems appropriate
 in addition to any other remedies which it may have available."

 Should you have any questions, please do not hesitate to contact your
 human resources manager.

 We thank you in advance for your compliance.

*****************************************************************************

LC.I.03
*****************************************************************************

 From:    Warren Vidic
 To:      Lucy Stillman
 Time:    September 3, 9:14
 Subject: Re: Leila ...

 nothing. get back to work pls. we have a deadline

 ps why do you sign your emails? it says right up top who its 
 coming from

---------------------------------------------------------------------

 From:    Lucy Stillman
 To:      Warren Vidic
 Time:    Sep 3 - 21:05
 Subject: Leila ...

 You said "wind up like Leila" earlier. What did you mean?

 - Lucy

*****************************************************************************

LC.I.04
*****************************************************************************

 From:    Nancy Nilop
 To:      Lucy Stillman
 Time:    September 4, 11:54
 Subject: Case Filed #1394 [Leila Marino]

 Ms. Stillman,

 I am sorry but I am not authorized to discuss this employee or
 the circumstances regarding her departure from the company.

---------------------------------------------------------------------

 From:    Lucy Stillman
 To:      Nancy Nilop
 Time:    Sep 4 - 7:48
 Subject: Leila Marino

 Dear Nancy,

 I am writing to enquire about the death of a former employee
 by the name of Leila Marino. I don't know if you were working
 here at the time (September of 2007). There was apparently some
 kind of accident, but I'm unable to find any information on
 the subject.

 The coroner's office indicated that her file has been sealed. If
 it was a suicide, why is this information considered so sensitive?

 Sincerely,

 Lucy Stillman

*****************************************************************************

LC.I.05
*****************************************************************************

 From:    Warren Vidic
 To:      Lucy Stillman
 Time:    September 4, 21:25
 Subject: Re: Case Filed #1394 [Leila Marino]

 she killed herself. something about a relationship with a kid 
 named Neumann. dont dip your pen in the company ink. now drop it.

---------------------------------------------------------------------

 From:    Nancy Nilop
 To:      Lucy Stillman
 CC:      Alan Rikken; Warren Vidic
 Time:    Sep 4 - 14:15
 Subject: Re: Case Filed #1394 [Leila Marino]

 Ms. Stillman,

 Unfortunately I am unable to respond futher to your inquiry. I
 have cc'd Alan Rikken on this email. Please direct all further
 questions to him. Thank you.

---------------------------------------------------------------------

 From:    Lucy Stillman
 To:      Nancy Nilop
 Time:    Sep 4 - 12:02
 Subject: Re: Case Filed #1394 [Leila Marino]

 Nancy:

 I don't understand why this information is so difficult to
 access. I've never heard of a company having the ability to
 declare a coroner's report "propietary information". That's
 ridiculous. She was my friend. I just want to know what 
 happened to her.

 Lucy

*****************************************************************************

*-*-*-*-*-*-*-*-*-*-*
OUTBOX
*-*-*-*-*-*-*-*-*-*-*

LC.OB.01
*****************************************************************************

 From:    Lucy Stillman
 To:      Alan Rikken
 Time:    September 5, 8:36
 Subject: Re: Case Filed #1394 [Leila Marino]

 Mister Rikken:

 I'm hoping you might be able to help me understand why even
 five years after the fact, no one is willing to tell me what
 happened to my friend. If you are concerned about sensitive
 information being divulged as a result of sharing this with
 me... I think my record at the company speaks for itself.

 Thank you for your assisstance in this matter.

 Best,

 Lucy Stillman

*****************************************************************************

LC.OB.02
*****************************************************************************

 From:    Lucy Stillman
 To:      Warren Vidic
 Time:    September 7, 9:26
 Subject: Re: conf room door

 10281943

---------------------------------------------------------------------

 From:    Warren Vidic
 To:      Lucy Stillman
 Time:    Sep 7 - 9:23
 Subject: Re: conf room door

 no what is it

---------------------------------------------------------------------

 From:    Lucy Stillman
 To:      Warren Vidic
 Time:    Sep 7 - 9:20
 Subject: Re: conf room door

 Hi Warren:

 The passcode was changed last night (they change them once
 a week). Do you have the new passcode?

---------------------------------------------------------------------

 From:    Warren Vidic
 To:      Lucy Stillman
 Time:    Sep 7 - 9:13
 Subject: conf room door

 isn't working. remote access is down or something. can u
 look & see what's wrong. don't have time for this crap.

*****************************************************************************

*-*-*-*-*-*-*-*-*-*-*
DELETED ITEMS
*-*-*-*-*-*-*-*-*-*-*

LC.D.01
*****************************************************************************

 From:    faster cheaper meds
 To:      Lucy Stillman
 Time:    September 6, 8:25
 Subject: Problems DOWN THERE?

 WondEr Why It is everyone Laughs at you? i'll Let you guess.
 let's just say she's proBably gEtTing it bigger and better
 from someone else tHat isn't you. how can you hope to compEte?
 REst asSured there are sOme gOod ways. click the liNk to see!

---------------------------------------------------------------------

 From:    Lucy Stillman
 To:      ??
 Time:    Sep 6 - 8:18
 Subject: 

 CAN YOU SEND RESCUE?

 --------------------------------------------------------------------

 From:    ??
 To:      Lucy Stillman
 Time:    Sep 6 - 8:16
 Subject: 

 GOOD. KEEP IT THAT WAY FOR NOW.

---------------------------------------------------------------------

 From:    Lucy Stillman
 To:      ??
 Time:    Sep 6 - 8:03
 Subject: 

 NO.

---------------------------------------------------------------------

 From:    ??
 To:      Lucy Stillman
 Time:    Sep 6 - 7:56
 Subject: 

 DOES HE KNOW ABOUT US?

---------------------------------------------------------------------

 From:    Lucy Stillman
 To:      ??
 Time:    Sep 6 - 7:47
 Subject: 

 THEY'RE USING HIM TO LOCATE ANOTHER ARTIFACT. I HAVE
 BEEN DELAYING BUT THEY ARE CLOSE NOW.

---------------------------------------------------------------------

 From:    ??
 To:      Lucy Stillman
 Time:    Sep 6 - 7:34
 Subject: 

 WHAT ABOUT DESMOND?

---------------------------------------------------------------------

 From:    Lucy Stillman
 To:      ??
 Time:    Sep 6 - 7:20
 Subject: 

OUR MINDS.

---------------------------------------------------------------------

 From:    ??
 To:      Lucy Stillman
 Time:    Sep 6 - 7:18
 Subject: 

 WHAT DO YOU MEAN EVERYTHING?

---------------------------------------------------------------------

 From:    Lucy Stillman
 To:      ??
 Time:    Sep 6 - 7:15
 Subject: 

 LOW EARTH ORBIT TRANSMITTER FOR ARTIFACT. EXTENSION OF CONDITIONED
 RESPONSE EXPERIMENTS FROM FIVE YEARS AGO. IF SUCCESSFUL THEY CONTROL
 EVERYTHING.

---------------------------------------------------------------------

 From:    ??
 To:      Lucy Stillman
 Time:    Sep 6 - 7:12
 Subject: 

 WHAT IS PURPOSE OF LAUNCH?

---------------------------------------------------------------------

 From:    Lucy Stillman
 To:      ??
 Time:    Sep 6 - 6:58
 Subject: 

 AT LEAST TWENTY DEAD IN ACCIDENT. ASSUME THIS IS SITE OF LAUNCH.
 IF NOT LAUNCH, THEN CERTAINLY ASSEMBLY. SHOULD TRY AND INFILTRATE.

---------------------------------------------------------------------

 From:    ??
 To:      Lucy Stillman
 Time:    Sep 6 - 6:48
 Subject: 

 NEED INTEL ON DIA EVENT.

*****************************************************************************



-------------------------------
14.2 Warren Vidic's Computer
-------------------------------

Location: On desk in Animus Room
Total E-mail Count: 15

*-*-*-*-*-*-*-*-*-*-*
INBOX
*-*-*-*-*-*-*-*-*-*-*

WC.I.01
*****************************************************************************

 From:    Abstergo_News_Wire_Services
 To:      Abstergo-All
 Time:    September 3, 13:44
 Subject: Daily Headlines

 Hurricane Season Ends ... But not in the way you think: increasingly
 erratic weather patterns have caused the Global Weather Association 
 to abolish the term "Hurricane Season". Once confined to the months
 of June through November, hurricane duration, frequency, strength, and
 location have increased to the point where most coastal cities must now
 live in constant fear of these devastating storms.

 Eye-Abstergo Satellite Launch Postponed:
 Citing late minute adjustments to their new All-in-One 
 telecommunications satellite, Eye-Abstergo have postponed the launch of 
 their first satellite until December 21st. They maintain that their 
 patented technology will allow faster, more reliable, data transmission
 than previous-generation satellites which suffered from delays 
 and interference.

*****************************************************************************

WC.I.02
*****************************************************************************

 From:    Abstergo_News_Wire_Services
 To:      Abstergo-All
 Time:    September 4, 12:30
 Subject: Daily Headlines

 Tensions Mount Over Antarctic Drilling
 The U.S. and E.U. are once again facing heavy criticism for their 
 decision to begin construction of jointly owned oil platforms in the
 Weddell Sea. Several supranational unions oppose the work, claiming
 it violates the Antarctic Treaty System. The situation has been further
 complicated by the presence of two naval destroyers, said to be in the
 region unrelated to the construction.

*****************************************************************************

WC.I.03
*****************************************************************************

 From:    Alan Rikken
 To:      Warren Vidic
 Time:    September 5, 10:08
 Subject: Re: Case Filed #1394 [Leila Marino]

 You told me she wasn't going to be a problem and here she is
 stirring up the sh** again. Deal with this, Warren. You vouched
 for her. You're responsible for her.

---------------------------------------------------------------------

 From:    Alan Rikken
 To:      Lucy Stillman
 Time:    Sep 5 - 8:37
 Subject: Re: Case Filed #1394 [Leila Marino]

 I will be out of the office starting September 1st. I will return
 on October 4th. In case of emergency, please contact my assistant,
 Aubrey Jacobs at extension 1003.

---------------------------------------------------------------------

 From:    Lucy Stillman
 To:      Alan Rikken
 Time:    September 5, 8:36
 Subject: Re: Case Filed #1394 [Leila Marino]

 Mister Rikken:

 I'm hoping you might be able to help me understand why even
 five years after the fact, no one is willing to tell me what
 happened to my friend. If you are concerned about sensitive
 information being divulged as a result of sharing this with
 me... I think my record at the company speaks for itself.

 Thank you for your assisstance in this matter.

 Best,

 Lucy Stillman

*****************************************************************************

WC.I.04
*****************************************************************************

 From:    Alan Rikken
 To:      Warren Vidic
 Time:    September 6, 18:36
 Subject: False Alarm

 It's about those idiots in the pills division. We're putting
 out a press release about the satellite. Telling them launch has
 been delayed until the 21st so that we can make improvements
 to the "coverage area". Some stuff about less dropped calls.
 For the "benefit of our consumers" of course. Let's just make
 sure you get what you need in time to meet the new launch window.

---------------------------------------------------------------------

 From:    Jane Birkham
 To:      Warren Vidic
 Time:    Sep 6 - 15:21
 Subject: Everything okay?

 Wow. You been watching the news? Stock is going to take a hit
 from this for sure.
  
 Want to grab lunch today?

---------------------------------------------------------------------

 From:    Henry Liman
 To:      Warren Vidic
 Time:    Sep 6 - 15:18
 Subject: Re: Classified Information

 Guess the sh**'s really hit the fan this time. Someone managed
 to leak a bunch of documents on the "Flouride Enhancement Studies"
 and now the pharmaceuticals division is under investigation by
 the Feds. They've shut the entire place down. Did you see those
 reports? What the h*** were they thinking? They pretty much
 poisoned an entire town.

---------------------------------------------------------------------
 
 From:    Administration
 To:      Abstergo-All
 Time:    September 3, 9:13
 Subject: Classified Information

 As a general reminder, all employees of Abstergo Industries are 
 prohibited from discussing corporate policy, proceedings, and projects.
 In light of pending litigation you are reminded of sections 2.15 in 
 your employment contracts:
 
 "You acknowledge and agree that ABSTERGO has developed such Confidential
 Information by the investment and significant time, effort and expense,
 and that such Confidential Information provides ABSTERGO with a 
 significant competitive advantage in its business. You acknowledge and
 agree that a breach of this Agreement by you will therefore result in 
 irreparable harm to ABSTERGO, the extent of which would be difficult to
 ascertain, and in any event money damages will be inadequate as a remedy
 in the event of such a breach. Accordingly, You agree that in the event
 of a breach of this Agreement by You, ABSTERGO shall be entitled to 
 injunctive, or other equitable relief as the court deems appropriate
 in addition to any other remedies which it may have available."

 Should you have any questions, please do not hesitate to contact your
 human resources manager.

 We thank you in advance for your compliance.

*****************************************************************************

WC.I.05
*****************************************************************************

 From:    Security-Documents_Department
 To:      Warren Vidic
 Time:    September 6, 17:13
 Subject: password
 
 00062677
---------------------------------------------------------------------

 From:    Alan Rikken
 To:      Warren Vidic
 Time:    Sep 6 - 16:35
 Subject: Re: password

 I'll call Security for you. Check your email shortly.

---------------------------------------------------------------------

 From:    Warren Vidic
 To:      Alan Rikken
 Time:    Sep 6 - 16:32
 Subject: password

 can't access the computer. wants a password.

---------------------------------------------------------------------

 From:    Alan Rikken
 To:      Warren Vidic
 Time:    Sep 6 - 16:00
 Subject: Updates

 Warren:

 I've downloaded our analysis of your latest findings onto the secure
 terminal in the conference room. It is CRITICAL that you review it
 and get back to us with any additional comments.

 We cannot continue with the search until you sign off.

 Please make this a priority.

*****************************************************************************

WC.I.06
*****************************************************************************

 From: Abstergo_News_Wire_Services
 To:   Abstergo-All
 Time: September 6, 12:30
 Subject: Daily Headlines

 Hundreds Hospitalized in Wake of Water Tampering Scandal:
 Abstergo Holdings stands accused of secretly manipulating a
 small town's water supply in order to test a synthetic drug
 referred to internally as New Fluoride.

 Nation Mourns the Loss of Final Film Studio:
 History was made today with the closing of the country's last
 movie studio. The rising prominence of video games coupled
 with rampant piracy are considered to be the leading causes of
 it's demise.

*****************************************************************************

WC.I.07
*****************************************************************************

 From:    Alan Rikken
 To:      Warren Vidic
 Subject: Additional Subjects?

 Warren:

 If this kid isn't going to get us what we need, it's time to start
 looking elsewhere. I've cc'd David from our Acquisitions 
 department. He may be able to provide with a couple of
 additional test subjects should Desmond be retired. In case you
 need reminding, WE ARE RUNNING OUT OF TIME.

 This crap with the fluoride enhancement is going to put us
 under a LOT of scrutiny. We need to launch on the 21st, if we
 wait any longer we risk everything being frozen during the
 investigation. I have a feeling that none of our friends in D.C.
 are going to do us any favors on this one. We'll deal with them
 come election time.

 We've cleaned up the mess at DIA, but I'm hearing there's some
 jacka** baggage handler trolling newsgroups and nutjob
 websites with his tales of mass murder and corporate coverups.
 Where's he even getting his information from? Your report said
 the Project Lead killed everyone down there before our clean up
 crews arrived. I still don't understand how they managed to
 botch that so badly.

 Anyway, we're trying to figure out who the h*** he is so we can
 shut him up, but it's proving difficult. I'm beginning to wonder if
 he doesn't have help. Seems there are still a couple of those
 Assassin b@$%@rds running loose. It only takes one. But you 
 already knew that. Makes me wonder if the fluoride leak was
 internal after all... And if it was, are we dealing with a whistle
 blower or something worse?

 I'm about ready to pull the plug on your Subject Seventeen. So
 either get me results or get another person into that Animus.

 - Alan

*****************************************************************************

WC.I.08
*****************************************************************************

 From:    Abstergo_News_Wire_Services
 To:      Abstergo-All
 Time:    September 7, 13:14
 Subject: Daily Headlines

 Mexican President Promises Better Border Security:
 Concerned about record numbers of illegal immagrants entering
 his country, the President of Mexico today promised to ramp up
 border security. The number of troops stationed along the
 border is expected to triple. Opponents are worried about an
 increase in violence between American refugees and Mexican
 troops. Fighting between the two groups has left 300 dead and
 over 1000 wounded over the past six months.

*****************************************************************************

WC.I.09
*****************************************************************************

 From:    Abstergo_News_Wire_Services
 To:      Abstergo-All
 Time:    September 8, 15:37
 Subject: Daily Headlines

 Talks Continue Regarding Aftermath of L-11 Outbreak:
 Nearly 6 years later, little progress has been made in dealing
 with the repercussions of what history books now refer to as
 "The Second Plague". With nearly 96% of it's population
 decimated over a 3-month period, the continent of Africa is now
 virtually uninhabited. Plans to divide up the continent have met
 with strong resistance and claims of neo-colonialism. One
 protestor had this to say: "Whether we are a hundred or a 
 hundred million - this is still our home and no one has the right
 to take it from us."

*****************************************************************************


*-*-*-*-*-*-*-*-*-*-*
OUTBOX
*-*-*-*-*-*-*-*-*-*-*

WC.OB.01
*****************************************************************************

 From:    Warren Vidic
 To:      Lucy Stillan
 Time:    September 3, 2:36
 Subject: Re: Your Pen

 great. leave it @ my desk. worry less about my things and more
 about making animus work. thanks

---------------------------------------------------------------------

 From:    Lucy Stillman
 To:      Warren Vidic
 Time:    Sep 2 - 22:46
 Subject: Your Pen

 Warren:

 Found your ACCESS-KEY pen again today out by the parking lot.
 You really need to start keeping it IN your pocket instead of 
 LETTING IT HANG off your coat. Try and take better care of your
 things, Warren. Imagine if Security had found it. They'd have 
 shut us down for at least a day to reprogram all the computer
 access codes.

 - Lucy

*****************************************************************************

WC.OB.02
*****************************************************************************

 From:    Warren Vidic
 To:      Lucy Stillman
 Time:    September 3, 9:14
 Subject: Re: Leila ...

 nothing. get back to work pls. we have a deadline

 ps why do you sign your emails? it says right up top who its 
 coming from

---------------------------------------------------------------------

 From:    Lucy Stillman
 To:      Warren Vidic
 Time:    Sep 3 - 21:05
 Subject: Leila ...

 You said "wind up like Leila" earlier. What did you mean?

 - Lucy

*****************************************************************************

*-*-*-*-*-*-*-*-*-*-*
DELETED ITEMS
*-*-*-*-*-*-*-*-*-*-*

WC.D.01
*****************************************************************************
 
 From:    Administration
 To:      Abstergo-All
 Time:    September 3, 9:13
 Subject: Classified Information

 As a general reminder, all employees of Abstergo Industries are 
 prohibited from discussing corporate policy, proceedings, and projects.
 In light of pending litigation you are reminded of sections 2.15 in 
 your employment contracts:
 
 "You acknowledge and agree that ABSTERGO has developed such Confidential
 Information by the investment and significant time, effort and expense,
 and that such Confidential Information provides ABSTERGO with a 
 significant competitive advantage in its business. You acknowledge and
 agree that a breach of this Agreement by you will therefore result in 
 irreparable harm to ABSTERGO, the extent of which would be difficult to
 ascertain, and in any event money damages will be inadequate as a remedy
 in the event of such a breach. Accordingly, You agree that in the event
 of a breach of this Agreement by You, ABSTERGO shall be entitled to 
 injunctive, or other equitable relief as the court deems appropriate
 in addition to any other remedies which it may have available."

 Should you have any questions, please do not hesitate to contact your
 human resources manager.

 We thank you in advance for your compliance.

*****************************************************************************

WC.D.02
*****************************************************************************

 From:    [SENDER UNKNOWN]
 To:      Warren Vidic
 Time:    September 4, 13:00
 Subject: I KNOW

 I KNOW WHAT YOU'RE DOING. I KNOW WHAT YOU DID. I SAW
 HIM. HE HAD A METAL BALL. IT OPENED. THEY WENT CRAZY.
 SHOOTING. STABBING. TORE EACH OTHER APART. I KNOW
 IT WAS YOU. SAW THE LOGO. HEARD THE NAME. I'M
 GOING TO TELL. ANYONE WHO WILL LISTEN. YOU'LL BE
 EXPOSED. THEY'LL KNOW THE TRUTH. AND THEN YOU WILL
 PAY. YOU CRAZY B@$%@RDS. YOU'LL PAY.

*****************************************************************************

WC.D.03
*****************************************************************************

 From:    Lucy Stillman
 To:      Warren Vidic
 Time:    September 7, 9:26
 Subject: Re: conf room door

 10281943

---------------------------------------------------------------------

 From:    Warren Vidic
 To:      Lucy Stillman
 Time:    Sep 7 - 9:23
 Subject: Re: conf room door

 no what is it

---------------------------------------------------------------------

 From:    Lucy Stillman
 To:      Warren Vidic
 Time:    Sep 7 - 9:20
 Subject: Re: conf room door

 Hi Warren:

 The passcode was changed last night (they change them once
 a week). Do you have the new passcode?

---------------------------------------------------------------------

 From:    Warren Vidic
 To:      Lucy Stillman
 Time:    Sep 7 - 9:13
 Subject: conf room door

 isn't working. remote access is down or something. can u
 look & see what's wrong. don't have time for this crap.

*****************************************************************************

WC.D.04
*****************************************************************************

 From:    Lucy Stillman
 To:      Warren Vidic
 Time:    September 8, 3:13
 Subject: Subject No. 16

 Warren:

 I've finished my report on Subject Sixteen. You should take a 
 look when you have some time as I believe it validates my belief
 that we need to be treating them with greater care. Failure to do
 so will only result in further breakdowns.

 I'll summarize things for now since I realize you're probably
 pretty busy. Prolonged exposure to the Animus caused a
 "Bleeding Effect" within Subject Sixteen's genetic structure. The
 result was a blending of genetic and real-time memory. He 
 became unable to distinguish his own life from those of his
 ancestors, as witnessed with the incident in his room.

 I believe this effect is very similar to certain forms of multiple
 personality and delusional disorders. People who claim to be
 experiencing past lives or the presence of other minds within
 their own are quite possibly experiencing a naturally occuring
 version of this Bleeding Effect. Though the specific symptoms
 may vary from subject to subject, the end result is the same:
 they lose their minds.

 This is what I believe happened to Subject Sixteen. One of his
 ancestors seems to have been involved in an important event in
 the ancient Far East. The wall writings he left us defy any
 conventional explanation, though I'm not ready to dismiss them
 just yet. Per your request, I've asked for a linguist and historian
 to research them further in case there is some significance. I'll
 let you know if they come back to us with anything.

 I'll get you a full copy of the report so that you can review my
 findings when you have the time. I know this is not that 
 important to you Warren, but it would mean a lot to me if you'd
 just take a look and think about it. We don't need to push them
 so hard. We don't need to kill them. From a purely practical
 perspective, there's no need to destroy the subjects anyway.
 Once they're dead, their knowledge is lost to us forever. And we
 both know how dangerous that can be.

 Thanks for your time!

 - Lucy

*****************************************************************************



-------------------------------
14.3 Alan Rikken's Computer
-------------------------------

Location: On far side of Conference Room table
Total E-mail Count: 1

---------------------------------------------------------------------

From:    Alan Rikken
Time:    September 7, 8:00
Subject: Analysis

Warren:

The others and I have finished reviewing the Animus recordings from
subjects 12-16. While the Pieces of Eden remains our priority, we must all
continue working to locate and understand the remaining artifacts. I am
sure you can understand our reasoning behind this. Although the satellite
is intended to accomplish a fair portion of the work for us, we will
certainly need to deal with those who are either immune to - or protected
from - its effects.

Please take a moment to look over our findings and get back to me with any
feedback you may have. I will summarize below:

1. Piece of Eden (no. 3) - We applaud your continued efforts to locate an
alternate artifact following the loss of no. 2 in the DIA Satellite Accident.
We understand Subject Seventeen is having trouble interfacing with the 
Animus, leading to delays. As a result, we estimate another 24 hours before
your next critical update. In the meantime, we'll prepare an extraction team
and set them to standby. We're relying on you to obtain the additional 
information we require. He knows where the other objects are - even if he 
doesn't realize it. You MUST unlock that final memory or all of this will
have been for nothing.

2. Philadelphia Project - Data provided from Animus Subject Twelve indicates
that the ship briefly manifested in a future state for approximately 18 
minutes. It is unclear whether the timeline is consistent with or parallel to
our own. Although we have recovered enough data to reconstruct and repair the
original artifact used in the experiment, Administration has refused to move
forward on the project, citing paradox concerns. Corporate policies remains
in place: any objects found to interfere with or manipulate time must be 
contained. Artifact will be moved to secure storage.

3. Tunguska Incident - Now believed to be the direct result of assault by
Assassins. Research station destroyed as was artifact. Alternate wave 
generation divides have been located in storage but we have insufficient data
at the moment to initiate research. The risk of accident is too high. Lineage
Discover and Acquisition Division should attempt to locate descendants of any
attack survivors (either Assassin or Brotherhood) in order to continue 
research. Resurrecting this particular type of technology will aid us greatly
with any holdouts following the Satellites activation. We're putting together
a team to push research in this area.

4. Grail - We are removing the Grail from our list of objectives. There is
insufficient evidence to confirm its existence. Current examination of 
Subject Seventeen indicates that aside from the Piece of Eden, all other
artifacts related to Christ-figure are literary devise (or derived from Piece
of Eden) and not actual objects. Even if the object is real, its use to us
at this stage is negligible. Our resources are better used elsewhere.

5. Mitchell-Hedges communicators - Analysis of the objects is complete. 
The good news is that they work. As a result, we now have a safe and secure
communication channel for use after the launch. However, they are severely
limited in number, and so we will be providing them only to our most 
essential facilities. You will obviously retain possession of the one 
you have.

Warren I cannot stress how important it is that you wrap things up with
Subject Seventeen as soon as possible. We're obviously relieved that you seem
to be closing in on the target memory, but you need to step it up. Everything
we're working towards depends on your retrieving those locations. Without 
them, we've got nothing.

May The Father of Understanding guide you to success.

A.R.

-----------------------------------------------------------------------------



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15. Tips and Pointers for the Less Experienced                       ALTPROS
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 *-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*

 So you seek some advice from the experienced sage that sits on the 
 mountaintop. Very well, the great BurlyBrawler shall aid thee in thy quest.


01. Don't throw Someone into a Guard - Throwing someone and making that 
    person knock down a guard will result in the guards attacking you.

02. Go Around It - When you are running or on a Horse, and you see several
    guards in a line in front of you, go around it. Going through it will 
    result in being knocked down (if running) or being thrown from your 
    Horse. Think of this as NFS: Hot Pursuit 2 and not as NFS: Undercover.

03. Holier than Thou - When guards in the area become informed, or are 
    informed already, BLEND. Blending will keep you anonymous 75% of the 
    time. However, if an archer in the Kingdom sees you or you knock a jar 
    or crate from it's carriers hands (even if blending), you will still 
    become exposed. If a guard becomes informed after investigating a body, 
    you may quickly enter and exit a hiding spot for him to revert to 
    suspicious. And remember, BLEND! Unless you're like me and you 
    like trouble!

04. Take Me To Your Leader - When approaching a patrol, blend. Select your 
    Hidden Blade and assassinate the leader. It doesn't matter if you use
    High or Low Profile, as you will still become exposed. Be sure to take
    out the Leader first, as he has all the abilities and strength of a 
    Templar.

05. The One - One of the Informers while going after Majd Addin will call you
    "The One". While you can't dodge bullets, you can dodge arrows. Get an
    archer's attention and lock-on as he fires the warning shot. Hold RT, and
    dodge (press A) when the arrow comes close. Note that dodging is only 
    available after Memory Block 4, pt. 2.

06. Easy Save-Citizen Mission [Beginning] - When starting a Save Citizen, 
    select your Hidden Blade. Don't Lock-On just yet! Instead, walk over and 
    Stealth Kill two of the guarding soldiers before the others have a chance
    to react. Sometimes you can get two, if you hurry. Most of the time you 
    can get one. Stealth Kill the first one, and quickly Stealth Kill the 
    other. If you don't have enough time (it's a 2-second job), Stealth Kill 
    the first and Assassinate the second. There's two less guards to kill.

07. Easy Save-Citizen Mission [Ending] - If other guards join the fight, slay
    the ones who were harrassing the citizen to begin with. They always wear 
    grey, both Crusader and Saracen. After killing them, the citizen will 
    look up, and your synch bar will be refilled. From there, you can choose
    to continue fighting, or go hide and talk to the citizen after you've 
    vanished.

08. Checkpoint Reached - After completing certain tasks, or running past 
    certain spots in the Kingdom, a message will appear that says "Checkpoint
    Reached". When this happens, your synch bar gets an auto-fill and you are
    given another chance to live.

09. Be a Bird-Brained Boy - When you are on a rooftop, you might see a small
    flock of birds by the edge. These mark the location of a haystack or 
    haycart below. Jumping here will ensure a safe landing.

10. Pacifist - During Memory Block 2, pt. 1, it is safer to not fight the
    guards of Masyaf as you only have four synch bars and no weapons. In 
    fact, it's safer not to fight any guards until Memory Block 3, when you 
    obtain the Counter Kill.

11. Let Live, so You can Live - Until you have played the game story-line
    through once, try to kill as few civilians as possible, as killing 
    civilians hurts your synch bar.

12. No-Penalty Civilian Deaths [Before Game is Complete] - There are a few
    ways to kill civilians without it costing you:

    A. Jump onto a civilian, pushing him/her into a nearby Merchant Stand
    B. Gently Push a civilian into the water
    C. Throw a Town Crier into a civilian, making the civilian knock over
       a merchant stand

14. You are not Indestructible - When you are in a fight and have no synch 
    bars left, and the screen is flashing: RUN! RUN FOR YOUR MISERABLE LIFE!
    If you stay and fight, YOU WILL DIE 89% OF THE TIME! WHY AM I SCREAMING?
    OH, NO REASON AT ALL! MY FINGER IS GLUED TO THE SHIFT KEY!

15. Football Fouls - When Tackling people, make sure not to Tackle a guard.
    Doing so will make him very angry. Unless you like making people angry!

16. Stepping on Toes - Same as #15. When sprinting or free-running, don't 
    bump into a guard. Doing so will result in angry men with swords coming
    after you! Aaaauuughhh!

17. Nay, Niegh! - Same as the last two. While riding a Horse, don't bump
    into a guard (even if the Horse is just walking). Doing so will result
    in the guards chasing you.

18. Save Them For Later - When collecting Flags or Templars, wait until you
    can get all of a single type in one go. Here is a list of what part of 
    the story you need to reach before getting all of each type:

    A. Assassin's Flags - Memory Block 3, pt. 1
    B. Hospitalier Flags - Memory Block 3, pt. 1
    C. King Richard Flags - Memory Block 4
    D. Templar Flags - Memory Block 4, pt. 2
    E. Teutonic Flags - Memory Block 5, pt. 1
    F. Saracen Flags - Memory Block 5, pt. 2
    G. Jerusalem Crosses - Memory Block 6
    H. Templars - Memory Block 6

19. War Cry - When in a battle surrounded by multitudes of highly trained
    soldiers, and you're dangerously close to desynchronization: let out a
    warrior's cry or a beserker's scream! (No, not Altair- YOU let out the
    war cry!) Instantly, you'll find yourself on the offensive and before
    you know it: you'll be the only one left standing! (You know how
    Wolverine or Hulk or Braveheart yells, and that gives them strength? Same
    Concept!)

20. Luck o' the Hand - You can jump from a high building, normally resulting
    in desynchronization. However, if you hold the B button (grasp), you
    MIGHT be able to grab something JUST before you land! I've done this
    several times! I'd jump from a high building to a lower one, only to
    realize the distance was too great. I'd hold B and hope to grab
    something. And sometimes, I would grab onto a fountain or short wall,
    only inches from death!

21. Directional Leaping - While leaping or free-run jumping, push straight
    up on the L-stick. You'll jump in whatever direction the game's camera
    is facing. So, turn the camera to face something you want to jump to and
    you'll jump in that direction. This is useful, say in boat docks or
    reaching a difficult ledge.

22. Reaching Synch Point Bird Perches - While next to a bird perch, push up
    and in it's direction on the L-Stick to jump from your location to the
    perch.



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16. Glitches                                                         ALTOOPS
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 *-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*

-------------
Intended  -
-------------

The intended "glitches" are found in the game's cutscenes. Normally, the
Subject can only see events from the Ancestor's point of view. Sometimes, 
however, the point of view can be changed for a more dramatic scene. Animus
Code will flash across the screen, and should the Subject choose to access 
the glitch (press any button), the Point of View will change.

NOTE: If you access a glitch, and it shows your location: you won't be there!
      That's right! If the camera is looking at you during a glitch, you
      won't show up! How's that for blending?

-------------
Unintended -
-------------

This section is devoted to the (unintended) glitches of Assassin's Creed.
These are not the cutscene glitches that change the view. These are the
REAL glitches.

NOTE: These only started appearing AFTER I got 100% of the game completed.

01. After reaching Synch Rank 2, I was sent to the Training Arena. After I 
    completed the training, I exited the arena. The guards all turned on me!
    I ran out of the Fortress and as I did I immediately desynchronized.

02. After reaching Synch Rank 5, I was made to practice dodging. I hit
    the LT button to lock on, and I had locked on to an invisible guard!
    I cut him three times (with three blood sprays) and then the "thing"
    apparently fell down and died, because I heard "it" screaming. I
    exited the arena and all the guards walked over to an invisible body
    and then did their "who did this" routine. Needless to say, I did a
    exit stage left and left Masyaf.

03. Sometimes informed patrols will appear out of thin air.

04. While in Acre (going after Montferrat), I went down Merchant Alley. There
    was a lone guard, so I tossed him into a scaffold. Another gaurd suddenly
    appeared and I stealth assasinated him. Yet another gaurd appeared right
    next to me as I assassinated the second guard, spotted me, and commenced
    attack. No more gaurds appeared.

05. Sometimes guards will do a "dance of death", meaning that they convulse
    and flap and twist and contort more than humanly possible, 
    when they fall.

06. On one of those "dances of death" one of the gaurd's legs stretched WAY
    out (like a good 25 feet), which gave him the illusion of being one of 
    those air-inflated dancing men in front of music stores and used car
    lots.

07. Not really a glitch, but if you throw civilians into one of the pools 
    surrounding the Dome of the Rock, they won't run. Instead they will cower
    in fear. This can be fun if you get 30-40 people in one pool all staring 
    and screaming at you.

08. Another place where this occurs is the Grotto of the Tree in the
    northeast area of Acre's Rich District. Soldiers climb buildings and
    drop from them to get inside, obviously not wanting the simple walk down
    the stairs!

09. Even stranger than the last two: to the very south of Jerusalem's Poor
    District is the Chapel of the Cross. These scholars won't run or cower
    if you harrass/harm/kill them. They just continue on their merry way.

10. This one's not really a glitch, but while in Acre going after Montferrat,
    I stealth assassinated a guard, then began a pickpocket (the one by the 
    ocean where the old man asks the guard "what does he intend?"). After 
    the gaurd finished talking to the man (which he did in English), he 
    walked over to the body and began speaking French! Yes, I'm sure it was 
    him, as there was no one else around.

11. At any point in the game, go to Masyaf's tower (where you performed your
    first Leap Of Faith). There are two guards at the top of the second
    ladder. Hold B (gentle push) and make them fall to the room below. The
    gaurds in the room below will not react to the dead bodies. At the 
    bottom of the tower (but not the bottom of the hill) is a lone guard.
    Making him fall to his death will not bring the gaurd's attention, but
    will terrorize the civilians.

12. Once I was going through the Kingdom, and I passed (on the way to 
    Damascus) the View Point with the Muslim soldiers lining the road (with a
    nearby Templar, lake, and speaking platform; this was right before you 
    get to the river camp) and I tried to climb a building adjoining the View
    Point. There was a feed stall on the side of the building, so I tried to 
    climb that. Somehow, Some way, I got trapped INSIDE the building. All the
    walls were invisible, and I could not get out. After 10 minutes, I 
    decided to restart the game.

13. Expose yourself to a Templar, then hide. Lock onto him as you're hiding
    and when you are anonymous again, you can stealth assassinate a Templar
    Knight duplicate. You won't get a Templar Killed Count, though. Expose
    and hide several times for several duplicates.

14. Possibly the most humorous glitch can be found here. I was at the village
    to the north of Jerusalem (with the river and the View Point) and I was
    taking out the guards on the watchtowers by the View Point. When I got 
    to the top of the last one, the guard drew his sword and knocked me off.
    I went to go teach him a lesson, and so I climbed the ladder. He came 
    down and kicked me off. Instead of coming all the way down, he went back
    up. When he got to the top, he kept climbing up and up and up on an 
    invisible ladder until I couldn't see him anymore. I hid in the nearby
    haystack, and he came down! I heard a shout and rotated my camera just in
    time to see him fall!

15. I was saving a citizen and I stealth assassinated one of the guarding
    soldiers before starting the memory imprint. As I killed the one guard,
    the other kept shoving me. All the other guards came after me, but he
    just stood there with his arms folded (what a pacifist). I slew all the 
    guards (except him) and then I vanished, talked to the citizen, and 
    killed the soldier. I used my sword, and he did NOT fight back! He died
    as I found him: arms folded.

16. Sometimes French Soldiers will speak in Arabic and Muslims will speak
    in French!

17. Sometimes during Counter or Combo Kill cutscenes, Altair will go 
    through walls.

18. Sometimes you can slip past the invisible wall that seperates you from
    your Pickpocket or Interrogation Target. This is humorous when you are
    standing in between the two men and they say, "quiet, someone might 
    hear us"

19. One time, and one time only, has this happened. On the Eavesdrop Mission
    at St. John's Gate in Acre, where Sibrand shows up, I was able to leave 
    my bench when Sibrand arrived. I walked over to him and followed him 
    after the Eavesdrop was complete. I was about to assassinate him when
    he vanished! I guess his time was not yet...

20. I once fell from a great height and landed by a beggar. As I lay dying,
    she threw rocks at my corpse. I hate those old dames...

21. Not sure if this is a glitch. I once got in a fistfight and moved out of
    the way as the Thug swung. He hit a guard instead of me. The guards were 
    not pleased and the Thug got scared and tried to run. The guards drew 
    their swords and killed the Thug, at which the crowd ran. The guards then
    stood over the body and said "Where is the one responsible?", at which 
    they became informed.

24. I guess it's a glitch. It's a lack of programming anyway. This is an
    easy glitch, it just takes a bit of patience. At the bottom of the 
    Masyaf Assassin's Fortress are four guards. Gentle Push one of them
    all the way up to the Fortress. Gentle Push him into the Fortress. Once
    you are inside, Jump on him. He will start fighting, but no one else
    will. If you are going to see Al Mualim, go up to him. You will be
    talking to Al Mualim while the guard is stabbing you. You will restart
    once you die. If you try to leave the Fortress with him after you, you
    will die. The only way to escape him is by pushing him off Masyaf Tower's
    Leap Of Faith.

25. Sometimes, after you kill a guard, their sword will go flying. It might
    stick into a wall or tree. I've even seen stick into a person. The person
    didn't die, he just walked around just as normal as could be with a sword
    sticking out of his back.

26. I once stealth killed a guard that was standing next to a building. The
    guard fell over backwards into the building and disappeared! The other 
    guards were all kneeling by a doorway, even though there was no body!

27. While fighting guards, get on one of those crane platforms above a 
    street. Knock someone down, then assassinate. You will be standing on a 
    guard with nothing else between you and the ground. For a split second 
    you will stand on air, then you will fall.

28. Once I got to watch Majd Addin's execution from the stage itself!

29. Sometimes a body that lays on an uneven floor will bounce up and down.

30. You know that phrase: "I have entered the Abyss and never returned"?
    Well, I fell into the Abyss of Death a few times. It happens (usually)
    when you jump into an edge or crevice. It isn't black, but instead 
    whatever color the sky is. I entered the Abyss. BUT, I returned!

31. SCARY! SCARY! SCARY! OMG THIS IS SO SCARY! IT'S LIKE JASON, ONLY WORSE!
    I once killed a Templar, and it was not counted! I then went somewhere 
    else in the city, stealth killed a guard, and began to walk away, when 
    my status showed that I had broken the line of sight. I waited, and sure
    enough there was my Templar, back from the dead. I killed him again. 
    And again. And again. I tried hiding before he arrived, but he didn't 
    reinitialize! The minute I stepped out of the hay he suddenly appeared! 
    I finally had to restart my game! He was like the Terminator. You kill 
    him once, kill him twice, and he's still after you! AAAUUUGH!

32. Yet another wonderful lack of programming. If you lead soldiers up to the
    Assassin's Bureau Entrance, the last one can be thrown inside for an 
    auto-kill. I "killed" the fake Robert de Sable, went through the 
    cutscene. When the cutscene finished, she cowered in front of me on open
    air! I did a gentle push, and she walked on air (literally) while I fell 
    inside. She then fell into the Bureau, but did not die! So I pushed her 
    into the office, where she cowered in fear. I guess I broke the third
    Tenant...

33. I was out collecting Templars, and when I got to 52, the message for 52
    stayed up and would not go away, even after going to the menu and back!
    I kept on killing the last 8, and it still said 52! [I went to the 
    Additional Memories page, and it kept the correct amount]

34. Sometimes, you can be up on a roof, and not be facing a Thug, and a Thug
    on the street will be looking at nobody, and you will hear and see the 
    Thug telling someone to go away.

35. Once, while assassinating a Interrogation Target, a guard got in between
    me and the target. Both the guard and the target died!

36. Sometimes Templars that you have not defeated will disappear!

37. One of the times I replayed Abu'l Naquod's Assassination, I killed all
    the archers. I then turned on my Eagle Vision, looked at Abu'l and 
    distinctly heard Al Mualim's speech that he makes at the very beginning
    and the very end of the game!

38. Does the lack of programming NEVER END??? After killing Jubair and before
    returning to the bureau, go back to the Madrasah (where the burnt 
    scholar lays on the fire) and throw someone onto the fire. When they get 
    up, they will just stand on the fire, undying.

39. Speaking of Jubair, get into a fight before watching ole Jub' in the
    Madrasah, and carry the fight to the top of the Madrasah. Don't kill
    anyone, just keep throwing them towards the inside of the building.
    Some will side down and hopefully hit one of the scholars! :-P
    The cutscene will show the bodies on the floor, but after the cutscene
    ends, no one will notice them! Another glitch during the fight before
    meeting the bookburner is that you are unable to climb to the very top 
    of the building!

40. Another super-creepy Jason/Terminator glitch! I was free-running around 
    Acre's Poor district while replaying the Garnier Sequence. I noticed
    that except for beggars, jar carriers, seated civilians, and a few small 
    gatherings at merchant stands and town criers, there was NOT A SINGLE 
    SOUL TO BE FOUND! I thought that I should go out the city gates and come
    back in. I killed the guards at the gate, and ran back inside. Now 
    instead of Templars spawning it was one to four guards at a time 
    appearing out of thin air. If anyone remembers the end of the classic 
    Orson Welles Suspense show "The Hitchhiker", where the guy would suddenly
    appear out of nowhere, right in front just to disappear as quickly, that
    is how it was.

41. AWESOME!! AWESOME!! AWESOME!! Right after typing Glitch #40 (I write 
    them as I find them) I went over to the bench by the City Gate [the one 
    that you sit on to eavesdrop on the archers talking about Garnier] and 
    jumped on the person sitting there. She got up, and I jumped on the
    small lip behind the bench. As soon as my feet made contact, Altair
    went way, way, Way, WAy, WAY up in the sky (I think I even went higher
    the the Rich District's Cathedral of the Holy Cross' completed spire)
    and fell down again. Needless to say, I desynchronized as I landed.
    When it loaded again, all the missing citizens were back again!

42. I once stealth assassinated a guard and then threw a Thug at an informed
    guard. The guards engaged me in combat, as usual. The Thug, however, did
    not run away. Instead, he fought (with his fists, of course) alongside 
    the guards. This was annoying, for I would try to hit a guard and he 
    would punch me, resulting in auto-locking on to the Thug and an
    auto-switch to fists. I finally slew all the guards, but I had been so
    desynchronized by the thug that I desynchronized totally when I slew him
    (for all the trouble he caused).

43. I went to the View Point by the entrance to Acre (from the Kingdom) 
    and I assassinated a guard. While he was falling, I drew my sword to 
    fight the other guard. I attacked, but I did not kill the living 
    guard. Instead, I killed the dead guard. Let me explain. The guard 
    rose from the ground and died a second time!

44. Not sure if this is a glitch, or if they are able to climb ladders.
    Sometimes (very rarely, to be precise) you can find civilians on
    rooftops.

45. Here's an easy-to-find glitch. Go to Acre to kill William and begin
    the Assassination Memory. Wait until everyone leaves his quarters
    and he is alone. Disturb him, and let him take chase. Climb the walls
    going north. Balance on the wall, and when he starts balancing with you,
    punch him off the wall to the outside of the gates. After a 150ft drop,
    he will get back up. However, if you follow him down you will immediately
    auto-desynchronize.

46. Well, this is nasty. I got in a fight with two guards and led them to the
    top of the Assassin's Bureau (in Jerusalem). I killed one, and the other 
    panicked. I stood between him and the ladder, so he cowered in fear 
    before me. I gently pushed him into the "door" of the Bureau and instead
    of falling his head got caught in the mesh screen. He contorted and 
    stretched into unhuman and inhumane positions, and when he died (still 
    attached to the mesh screen) he looked like Freddy's slashed-up slab of
    meat.
    
47. I was fighting a patrol in the Damascus Middle District and a Templar
    showed up. I ran to some nearby vigilantes, who kept most of the guards,
    and the Templar, busy. I killed all the Guards, but I did not kill the 
    Templar. Instead I hid in a haystack that was just out of the LOS.
    After I vanished, and while I was hiding, I still heard a guard saying
    things like "Where did he come from?" or "Another wishes to die?", yet
    there were no guards about, and the vigilantes had regrouped in their 
    corner. (By the way, the Templar vanished too.)

48. On the High Road to Arsuf in Memory Block Six, get into a fight with the
    guards at the beginning of the road and lead them up the path until
    you can see the Low Road to Arsuf. Throw them both off and watch. They
    will slide down the hill and slide WAAAYY OUT into the road and slide
    around in a circle (much like a dime or marble in a large and gently 
    sloping funnel). When they reach the center of the "funnel" they will 
    do one of three things. The most common is that, like said marble or 
    dime in large funnel when it reaches the bottom, they will simply
    fall through the ground. They could spin out of the funnel and slide
    up the adjacent mountain, but this is uncommon. Or, they could do the
    funnel trick with a slight twist: instead of falling through the ground,
    they could reach the center and be shot straight up as if by a NORAD
    or NASA Launchpad, never to be seen again. This does happen, but it is
    the most rare.

49. I replayed Memory Block 2, saved the citizen at the beginning of pt. 2,
    and went inside the city. I got on top of a minaret and jumped to my 
    death. When I came to, I was back at the Save Citizen. The guards were
    around him, but they weren't harrasing him. I talked to the citizen 
    again and he walked away. I couldn't get past the guards, so I attacked.
    The guards just stood there as if nothing had happened. I killed them,
    and then the game let me get past them again.

50. I was replaying Memory Block 3, and I had drawn my sword on the Trails
    in Masyaf. A woman stopped, and said, "A sword? I should find a guard."
    The only problem was that she spoke in a man's voice!

51. I was 'splorin Acre during MB 4, pt. 2 and came to the stone arch / bell
    tower along the NE edge of the district, by the seawall. When I got
    there, all the guards were on full alert (no, I hadn't killed anyone
    and I hadn't triggered a City Alert). I then saw people stopping and
    staring at the ground, commenting on how awful it was. Guards would walk
    up and investigate the ground, as if there was a body there. However,
    this was an extreme case of Corpus Delicti, as there was no body. I
    walked over to the spot, and, as they would've done with a real murder,
    attacked me. I had no choice but to kill them, thus seemingly ending the
    glitch of the missing body. (It's like the game Clue: where's Mr. Boddy?)

52. OMG Is this ever so nasty and scary! In Acre, while replaying Memory
    Block 3, I provoked the archer on the roof just south of the Sanctuary
    of the Abandoned. I pulled out my Short Blade, then countered his attack.
    Altair ripped the poor guy's brains out, then reverted to anonymous.
    However, the archer did NOT fall down, and he did NOT die!!! He just kept
    walking into a wall, until I jumped on him. He then collapsed and died.
    I guess this was the "Headless-Chicken Reflex", or perhaps he was
    singing: "If I only had a brain!..."

53. This glitch is almost like #52. Talk to an Informer, then do what he
    wants. Come back, and punch or hack the living daylights out of him.
    Talk to him a second time, then bump him when he goes to walk away.
    He will instantly crumple to the ground.

54. Sometimes, several people will say the same thing at the same time.
    This gives their voices an underwater-echo effect, much like in
    Superman Returns: The Video Game.

55. Perhaps the all-time easiest-to-find glitch? After saving a citizen,
    He/she will look at all the surrounding carnage and wonder what happened
    out loud! And, if you openly slay anyone, even if it is a soldier, in
    front of the saved citizen, he/she will forget what you have done and
    flee, calling for the guards to stop you. Wow, that sure is some thanks
    and devotion for such a needless task as, oh I don't know... SAVING THEIR
    MISERABLE LIVES! I didn't HAVE to save you, you know! I could've just
    LET YOU DIE! (haha, sorry, I'm just kidding! lol)

56. After becoming exposed during Majd Addin's Funeral in Memory Block 6,
    run into the city and slay a Templar in front of a civilian. Even though
    the Templars are invaders into the city, the civilian will still scream
    about you being a murderer.

57. Another place where this happens is during the Defending Masyaf sequence
    in Memory Block One.

58. Can anyone say GLITCH? Because THAT's what happens here. Just before the
    pre-assassination cutscene of Sibrand and the Priest, make a roundabout
    path to Sibrand and the Priest by taking the dock behind the execution
    up to the execution. Kill the Informed Patrol, getting as close as
    possible to the cutscene area. Finish the fight, and watch the cutscene.
    After the cutscene finishes, Sibrand will row away. The guards at the
    entrance of the dock will not investigate the bodies, but they also
    will not guard the entrance. Take this time to dash across the pier,
    jumping from the last boat ONTO Sibrand's rowboat. The second you land,
    Sibrand, the two rowers AND the boat will disappear- landing you IN the
    water! So much for an AWESOME kill...

59. During the Arsuf sequence, I slew a Saracen near a rock cliff. His body
    fell on the rock, and then sank INTO the rock! His leg was still sticking
    out, so the evidence was still there. I'd say it almost beat the
    body-hiding in AC2!

60. Oh my goodness! Ohhh my goodness! We've got a Wolverine or a starfish on
    the loose! When Lucy shows her true identity near the end, her ring
    finger is cut off. After you talk to her, she will be typing on a
    computer. Use your vision to look at BOTH hands. BOTH Ring Fingers are
    there!

61. Here's a well known glitch: The Turkey Shoot. Basically what happens is
    that sometimes you'll be exposed and the soldier/guard/target will just
    stand there, unable to move. I haven't personally done this, BUT I have
    seen Youtube clips of it. www.thehiddenblade.com has some absolutely
    hilarious Turkey Shoot videos.

62. Sometimes people will repeat themselves. For instance, (this happens a
    lot) I escaped a fight in Masyaf and hid in a bale of hay. The guard ran
    around, stopped, shook his head and said, "You do well to hide you do
    well to hide!"

63. WOW! WOW!! WOWOWOW!!! This glitch is AWESOME! I saw this one on YouTube,
    and HAD to add it! Sometimes, in Arsuf, you can have TWO (that's right,
    TWO!) Altairs! You can then proceed to make them work as a team or kill
    each other! I have no idea how to bring this about, so if anyone knows,
    tell me!

WOW! That's a lot of glitches and bad programming! Has anyone ever heard
of... oh, I don't know... QUALITY CONTROL?!?!?!? *sigh* Oh well, at least it
can add some humorous and interesting details to the game. I think it's like
the Animus' 'Bleeding Effect': the more times you replay it, the more
glitches that show up!

If any of you know any more glitches, e-mail the story to me or post it on
my Facebook Wall (or send a Facebook message)!



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17. Secrets                                                          ALTLOCK
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-------------
Unlockables
-------------

In Animus:

Abilities / Weapons -
 
        Hidden Blade                  - Memory Block 2, pt. 1
        Sword                         - Memory Block 2, pt. 1
        Short Blade                   - Memory Block 3
        5 Knives                      - Memory Block 3, pt. 2
        10 Knives                     - Memory Block 4, pt. 3
        15 Knives                     - Memory Block 6
        Combo Kill                    - Memory Block 2, pt. 1
        Counter Kill                  - Memory Block 3
        Tackle                        - Memory Block 3, pt. 2
        Grab Break                    - Memory Block 4
        Catch Ledge                   - Memory Block 4
        Defense Break                 - Memory Block 5
        Sword Damage                  - Memory Block 4, pt. 2
        Sword Expertise               - Memory Block 6
        Dodge                         - Memory Block 4, pt. 2
        Short Blade Expertise         - Memory Block 5, pt. 2

Places - 
         Unlock Kingdom, pt. 1        - Memory Block 2, pt. 1
         Unlock Entire Kingdom        - Memory Block 2
         Unlock Arsuf                 - Memory Block 6
         Unlock First District        - Memory Block 2, pt. 1
         Unlock Second District       - Memory Block 4
         Unlock Third District        - Memory Block 5 / 6

In Abstergo:

Unlock Cell Door                      - Memory Block 3
Unlock Lucy's Computer                - Memory Block 6
Unlock Warren's Computer              - Memory Block 4
Unlock Conference Room                - Memory Block 6

Special:

Eagle Vision [in Abstergo]            - Complete Story
Kill Civilians without Penalty        - Complete Story
Eagle Vision [partially desynched]    - Complete Story


-------------
Blood Glyphs
-------------

Here is where I will show you what the blood glyphs mean and where 
to find them. Most of these symbols are actual pagan symbols of ancient
religions, so look 'em up if interested. I'm not a conspiracy theorist
or a Mystic, I'm just showing you what the signs mean. Note that these
ONLY appear in the Animus Room and the Cell! (translation: the Conference
Room doesn't have any Glyphs!)

Nazca Lines
---------------------------------------------------------------------
What: Three symbols - The Spider, The Monkey, and The Hummingbird
Where: On far wall in Animus Room by window
What They Mean: The Nazca Lines were giant symbols in Nazca, Peru made
up of black rock lines (several miles in length) that were made by
Incans to communicate with their gods. The Spider is obvious, The
Monkey is the thing with the spiral (that's its tail), and The
Hummingbird is the thing that looks like a railroad station / dock /
airport.
---------------------------------------------------------------------

All-Seeing Eye
---------------------------------------------------------------------
What: A triangle with an eye in it.
Where: Between Animus and Abstergo Exit
What They Mean: The All-Seeing Eye (used on the One-Dollar Bill) is
the symbol of the Templars, the Free-Masons, and the Illuminati
(which are all connected!). It was a sign of a big government that
watches everything and everyone and is associated with a new
one-world order.
---------------------------------------------------------------------

The Fruit of the Gods
---------------------------------------------------------------------
What: A pyramid with a shining apple for a top
Where: Between Animus and Abstergo Exit
What They Mean: Obviously the Piece of Eden, or the Fruit that ruined
Paradise. Note that the Fruit appears to have eyes, which speaks of
how a preson must LOOK at the Piece of Eden to be overpowered by it.
---------------------------------------------------------------------

Barcode
---------------------------------------------------------------------
What: A... uh... UPC Barcode.
Where: In between Nazca Lines and Animus
What They Mean: Well, this one's interesting. The numbers 12212012
are reffering to the date 12/21/2012 (mm/dd/yyyy), which is the date
the Mayans and Chinese refer to as the Day of the End of the World!
Interestingly enough, the e-mail that speaks of the Abstergo Satelite
states that 12/21/2012 is the Launch Date.

Also, the Barcode itself comes from Revelation 13:16-18 (from the
Bible) and simply is related to the Mark of the Beast and the number
666.
---------------------------------------------------------------------

Pentagram
---------------------------------------------------------------------
What: A 5-point Star inside a circle
Where: Between Animus and Conference Room
What They Mean: Uh... let's see... umm. I don't know... how's this:
IT'S THE DEVIL!!! OH MY GOSH IT'S THE DEVIL!!! AND ALL THE SATANISTS
TOO!!! RUN FOR YOUR LIFE!!! RUN RUN RUN!!! (haha, sorry!)
---------------------------------------------------------------------

Aztec Pyramid
---------------------------------------------------------------------
What: A crude sketch of an Aztec Pyramid
Where: In Between Unidentified 1 and Conference Room
What They Mean: What, you didn't see Apocalypto? OK, it's where
millions of hearts were cut out of human sacrifices while still alive.
Some of the stones are still red...
---------------------------------------------------------------------

Eye of Horus
---------------------------------------------------------------------
What: An egyptian-style eye
Where: Between Abstergo Exit and Cell Door
What They Mean: How should I know? I don't know Egyptian! Go to King
Tut's tomb, you'll find it there!

Actually, it is The Eye of Horus, which is a Masonic symbol for the
New World Order.
---------------------------------------------------------------------

Japanese Symbols
---------------------------------------------------------------------
What: A few symbols and pictographs of Japan
Where: Between Conference Room Door and Cell Door
What They Mean: One is a Japanese Pagoda, another is
and the final one is in english "Yona Guni". This was a fabled island
off the coast of Japan which was stated to have the same fate of
Atlantis.
---------------------------------------------------------------------

Radiation Symbol
---------------------------------------------------------------------
What: The Internationally Known Symbol for Radiation or Hazardous
      Waste
Where: In between Barcode and Animus
What They Mean: It explains itself perfectly. Basically: enter and
                die!

NOTE: Other people have said that this is the Symbol of the Holy
      Trinity, at which case it would be another Templar 'New World
      Order' symbol.
---------------------------------------------------------------------

Hills
---------------------------------------------------------------------
What: A blood-splatter painting of a Hillside.
Where: Between Barcode and Conference Room, on a raised platform.
What They Mean: A depiction of a Hillside.
---------------------------------------------------------------------

Chinese Codexes
---------------------------------------------------------------------
What: Several codexes of Chinese letters
Where: Above Desmond's Bed
What They Mean: Sushi, Egg Roll, Dim Sum, Wonton... Sorry, I like to
eat Oriental cooking and I'm kinda hungry... (Yes, I'm one of those
orally-fixated people...)

1. "You reap what you sow."

2. "One who wants to read into his future simply needs to write his
    own past."

3. "A man without far sight, must have near worries."

4. "Hearing is better than not hearing, observing is better than
    hearing, knowing is better than observing, and doing is better
    than knowing."

5. "As a human being, if you want to know the spiritual realm of
    Buddha, you have to observe, you have to know that everything
    you see in the world comes from your own mind."

---------------------------------------------------------------------

Hebraic Letters
---------------------------------------------------------------------
What: A single line of Hebrew
Where: Above Desmond's Bed
What They Mean: They translate to: "The World To Come".
---------------------------------------------------------------------

Arabic Letters
---------------------------------------------------------------------
What: A single line of Arabic
Where: Above Desmond's Bed
What They Mean: The writing in Arabic means "The Earthquake" which
is the 99th Sura of the Qu'ran and tells of Judgement Day and one of
the signs of the end of the world. 
---------------------------------------------------------------------

Mathematical Symbols
---------------------------------------------------------------------
What: Some geometric / matematical diagrams and numbers
Where: Above Desmond's Bed
What They Mean: Looks like planetary / path projections.
---------------------------------------------------------------------

Codex 01
---------------------------------------------------------------------
What: A jumble of letters
Where: Between Abstergo Exit and Animus
What They Mean: Read it from the Bottom Right Corner, go up that line,
and do that with each line from Right to Left.

	M O R Y M N O E S
	E N C E O L C H T
	H O N B T L O T C
	T D E O S A T O A
	P E D S N L S T F
	L D D U O O E T E
	E A I E I R I N T
	H S H K T T K E R
	T U A A A N S S A

It reads: ARTEFACTS SENT TO THE SKIES TO CONTROL ALL NATIONS TO MAKE
US OBEY A HIDDEN CRUSADE DO NOT HELP THEM
---------------------------------------------------------------------

Codex 2
---------------------------------------------------------------------
What: Another Jumble of Letters
Where: Between Barcode and Nazca Lines
What They Mean: Do the same thing as with Codex 1.

	              A
	            D R H
	          O O D T M
	        W H B I T D O
	      E U S Y S I N S E
	    A R O O M R E A Y N R
	  I S E Y T N I D L M I D E
	T W I H W Y I E A U D A Y H T

This one says: THEY DRAINED MY SOUL AND MADE IT THEIRS I DRAINED
MY BODY TO SHOW YOU WHERE I SAW IT. 

And it points to the Animus...
---------------------------------------------------------------------

Quetzecoatal
---------------------------------------------------------------------
What: A madman's phrase:

Quetzecoatal's hunger has the Answers

Where: Above Desmond's Bed
What They Mean: Quetzecoatal's Hunger: Blood.
                So... Blood has the answers? Yes.
                Another Animus/Bloodline reference...
---------------------------------------------------------------------

Abyss
---------------------------------------------------------------------
What: Another madman's phrase: 

I've entered the Abyss and never returned

Where: Above Desmond's Bed
What They Mean: Yet another Animus reference... or the guy relived his
Ancestor going to hell (which is still an Animus reference)... or the
guy lost his soul.
---------------------------------------------------------------------

Books
---------------------------------------------------------------------
What: The final phrase, though this one makes sense:

we are all books containing thousands of pages and within each of 
them lies an irreperable truth

Where: Above Desmond's Bed
What They Mean: Obviously talking about Genetic Memory and the
Bleeding Effect
---------------------------------------------------------------------

Blood Splatter
---------------------------------------------------------------------
What: A giant blood splatter
Where: Above Desmond's Bed
What They Mean: I don't know, but you warp through it as the
credits roll.
---------------------------------------------------------------------

Well, that's about it on this game! The sequel has SEVERAL more Blood
Glyphs, so play that game for more Blood Glyph Fun!


--------------------------
Secrets / Easter Eggs
--------------------------

Prologue's Small Area -

The small area in the beginning, before being pulled out (the one with
all the faceless people) is an interesting blend of all the cities combined.
There is Jerusalem's city gate, Acre's walls, Damascus's buildings and
Naquod's fountain. The citizens are also a mix of all the cities.


Conference Room Code -

The Conference Room is unlocked by a code read on Warren Vidic's laptop.
The Code, "10281943", has a special meaning. If you take the last four
digits to be the year 1943, then the first four digits would be the month
and the date. This gives you the date 10/28/1943. If you look online, you
will find that the Philidelphia Experiment (yes, the same one from the 
C Room e-mail) took place on this date.


Crusaders and Saracens - 

In the Kingdom there are Ruins to the south, which are controlled by the 
Saracens. Just North is a View Point / Guard Tower that is controlled by
Crusaders. If you anger the Crusaders and lead them to the Saracens, they 
will do one of two things. They will either team up against you or they will
fight each other. If they team up against you, you can kill all but a few
of one side or the other. The side (Crusader or Saracen) that has the least
men left will flee, while the other side will continue to fight you.
This normally happens anywhere, but I used that spot as an example.


ITCL -

The Israeli Templar Combat League is a nationally known organization, and
as such, whenever a Templar challenges you to combat, any other soldiers
in the area will form a ring around you. The other soldiers will move away
if you get close to them during combat. After killing the Templar, they
will close back in and take up combat. There are a current total of 60 ITCL
Champions, and fights are staged most every day. Concessions are available
in front row seats only. No Betting, please.


I know it's there, but I just can't reach it! -

If you have 99 out of 100 Kingdom Flags, there is a possible answer.
In the Ruins there is a gigantic arch that must be scaled from the east 
side. On top is a flag. From there, look north and down. Jump to the pillar
of almost equal height. Look north and down. You will see a relatively small
pillar with a flag on it. There is only ONE way to reach this pillar. You 
must leap from where you are standing and hold B (for grasp) Just when you
think you missed it, you'll grab on. Note that this flag is unavailable
until the beginning of Memory Block 4, because Grab Ledge is unavailable
until then.


Alan Rikkin's E-mail Explained -

In the Conference Room, there is a single laptop, which is owned by Alan
Rikkin, and it contains one e-mail with several conspiracies/artifacts 
mentioned. I will explain the historical and/or mythological facts about
each item in the e-mail.

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
1. Piece of Eden - The Judeo-Christian book of Genesis tells that there was
   a Garden called Eden. In this garden were two magical or supernatural 
   trees. One, the Tree of Life, could give eternal life. The other, the Tree
   of Knowledge of Good and Evil, caused evil to enter the world. The game 
   tries to say that the Pieces of Eden were fruits of the second tree, and
   that they could make men see or experience anything that the master of the
   Piece wanted them to. The Piece of Eden, which looks like a glowing silver
   pokemon-ball, is purely fictional and was created exclusively for the 
   Assassin's Creed Series.
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2. The Philidelphia Project - On the date of 10/28/1943, naval ship USS
   Eldridge disappeared for a short time. It reappeared a few hours later,
   and the entire crew was found dead. Sadly that is all that is known about
   the Philidelphia Project, as it was called. The US government stated that
   they were testing a new cloaking device, but certain facts and files were
   leaked that said otherwise. While somewhat vague, as government files are,
   the files stated that it was NOT a cloaking test. Rumors spread, and now
   some believe (like this game says) that the USS Eldridge entered another
   dimension, while others believe the government. Who knows? (I personally
   believe the dimension story)
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3. Tunguska Incident - In 1908, the Russian forest called Tunguska, which is
   near the Podkamennaya-Tunguska River, was destroyed in a single flash.
   This "flash" could be seen quite clearly from London, England, where 
   night turned into day, albeit a very greenish day. When the Press and the
   Russian Army showed up, they found the forest with trees being laid flat
   on the ground. The trees, however, were all pointing in the same direction
   in the "blast area", which covered a 50 mile radius. Many believe that the
   Russians were testing a bomb, but no such bomb had been invented yet.
   Others believe that the scientist Nikoli Tesla had caused it by testing
   his electrical generators (Tesla Coils) which disrupted the Earth's
   magnetic fields and the atmosphere's ionic fields. Still others believe
   that a meteor had crashed, but no conclusive evidence of a metoer impact
   has been found to date. No one has ever solved this decisively, and the
   game stated that the Assassin's did it. No one really knows... do they? 

   Oh, and...
   A very few believe that it all goes back to the Little Green Men.
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4. Grail - In A.D. 33, Jesus Christ died on a cross. Joseph of Arimethea, 
   according to some Christians and a few athiests, took the cup that was
   used the night before the Passion of Christ during the Da Vinci-famed
   Last Supper and placed some of Christ's blood into the cup, or grail. This
   gave the cup magical or supernatural powers and properties, and no one
   knows what Joseph did with the chalice. Throughout the ages since, several
   have devoted their lives to the search of this cup. The Grail was sought
   by King Arthur and his Knights, and the crusaders searched for it. It is
   believed by some that the Templars found it, while others believe that
   Hitler found it. The Grail was glorified in the film "Indiana Jones and
   the Last Crusade", where it was shown to give or take the power of life.
   In this game, they brush this off as a creation of the Piece of Eden and
   non-existant. Like that changes anything for us believers of legends!
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5. Mitchell-Hedges Communicators - In the year 1920, an english archeologist
   by the name of Michael Mitchell-Hedges discovered an ancient marvel inside
   the Mayan temple of Lubaantun: A Crystal Skull. Ever see Indiana Jones 
   and the Kingdom of the Crystal Skull? It's based off this artifact. 
   (Yes, there are genuine Crystal Skulls in existence, and some can be seen
   in the Smithsonian, the Museum of London and others) While they have 
   no known magical-technological powers (in real life), they are still an
   ancient marvel. Why? Each one was carved from a single piece of crystal
   with such precision and smoothness that only laser-cutting technology
   could accomplish without shattering the crystal. Laser-cutting was thought
   to have been invented in the 1970's, but maybe it was actually
   RE-invented...

   The game mentions using them as "communicators", meaning an ability to use
   them as a telepathic walkie-talkie. Such has been tried in real life,
   but without success. Some have claimed that the skulls have mystical or
   magical powers, but that has been proven false... so far.
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--------------------------
DownLoadable Content
--------------------------

Downloadable Content (or DLC) are neat little extra add-ons to a game,
sometimes an extra level/area and sometimes (in this case) just a few
happys.

XBOX 360 - For the Xbox 360, you can download:

Full Game (no disc required)
Game Trailer
Gamer Pics
Dashboard Theme

PS3 - For the PS3, you can dowload:

PC - For the PC, you can download:



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18. Extra Things To Do                                               ALTMORE
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You've played the game through and you think that if you play it again, you
will just get bored and decide to sell the game. NOT TRUE! There is SO much 
more to do to make the game more interesting!

01. Slay the Informer - Make sure there are no guards around and just hack up
    the Informer. After a few swings, talk to him. Go do what he asks, then
    come back. Attack him some more and then talk to him. When he's done 
    talking, attack him again. He will fall to the ground, and there will be
    one less Informer in the world. Note that if there are guards around, 
    beat him up with your fists, finish talking to him, and then pull out 
    your sword and finish him.

02. Bring Back the Proof - While in a main assassination mission, become 
    exposed and lead the target back to the Bureau. Slay everyone else, then
    assassinate the target on top of the entrance. When you leave the 
    Animatrix, the door will open and your target's body will fall inside.
    This gives the Rafique much more proof than a simple feather. Note that
    this doesn't work for William de Montferrat or Robert de Sable.

03. Conversationalist - No, this isn't the achievement. After leaving a 
    Bureau, come back before finishing your investigations. Go inside, and 
    the Rafique will tell you to come back when the job is done. Leave, and
    come back after finishing your investigations. The Rafique will give you
    the feather and you will leave. Go outside and come back in. Lock-on to
    the Rafique for humourous remarks about your progress. For instance, the
    Rafique of Damascus will joke about you being on narcotics when you come
    back before killing Jubair.

04. Pirates! - Rip the Pirates of the Caribbean soundtrack to your Xbox. Mute
    the game music and choose to play the Pirates soundtrack. This makes 
    swordfights much more fun, especially if on a beam or platform several
    stories high.

05. Enemy of the Poor - Instead of throwing a beggar, draw your sword in 
    front of them. They will run away screaming.

06. Steal and Show - Pickpocket information, then jump onto the man 
    immediately after. You will retain the information, but he will run to 
    the nearest guard, who will come after you.

07. Bowling - In a large group of people, throw one into the crowd. Several
    people will be knocked down, and if you're lucky a merchant stand will
    come down as well.

08. Touch of Death - While in Acre's Poor District, only use your hidden 
    blade. Also, to make it almost a Master of Fear-type game, lead the 
    soldiers into the collapsed buildings where it is very dark. Kinda like
    a bat-man...

09. The Batman's Coming... - Like #4, upload the Batman Begins and Dark 
    Knight soundtracks. Also, use throwing knives from roofs and strike from
    the shadows. Too bad you wear white...

10. Trail of Death - After playing the game, you may kill civilians without 
    harming your synch bar. Use this to your advantage. Create a trail of
    bodies (using stealth kills) leading into an alley. A nearby guard will
    follow the trail, so stand at the end. After checking out the fifth or 
    sixth body, the guard will be pretty psyched out. When he gets to the 
    final body, appear from the shadows. While the game doesn't have a fear 
    factor, you can imagine what would be going through his mind in real
    life!

11. Vigilantes and Scholars can kill - Throw a vigilante or scholar into a 
    merchant stand. All the other vigilantes or scholars will flee, and so 
    will the thrown one.

12. This is an Honor, to die! - When the Town Crier declares, "The Fires of
    War consume the land, and thousands of lives are lost in it's defense. 
    This seems a tragedy, but I say, this is an Honor, to Die!..." When he 
    says DIE, let him have it with a high-profile hidden blade. The crowd 
    won't get the message, though!

13. Excuse me, please. - Sneak up behind a Templar and gently push him out of
    the way. He will slowly walk away, then attack.

14. The Pit of War - Go to the Encampment of the Lion in the Kingdom. Get rid
    of the archers, then lead all the soldiers into the pit. Once at the 
    bottom, slay all but two regulars. These will cower in a Pit of the Dead.
    Come back out, and... there's more soldiers! Bring them back down and
    slay. Rinse and repeat as many times as you want.

15. There are many ways to die - You don't have to go about the main 
    assassination missions the same way each time. Change it up. Be creative
    and strategic. Come in from different angles, and use different methods.
    For instance, let's take the Sibrand sequence. One time you may want to
    clear out all the guards in the port BEFORE taking him on, then approach
    him from the west walkway. The next time, sneak across the boats and take
    down the archer on the watchtower next to his boat. Then scale the ship
    and take him down when he fires his arrows. BE CREATIVE!

16. Killing Spree - Go on a killing spree! Attack a group of soldiers, and
    don't be defensive! Mash that X Button! Rinse and repeat as many times
    as you like! Getting the Sword Expertise Ability helps here.

17. Pugilist - Fight a guard, but with your fists! Select your Fists, then 
    swing away! The civilians won't flee when he loses consciousness, and 
    guards won't come looking for you. Note that fighting more than two at a
    time can be tricky here.

18. Goodbye, Cruel World! - Not really important, just something fun to do.
    Climb to the top of a very tall building and leap off away from the 
    haystack. You, of course, will desynchronize. But it gives you the chance
    to jump without zooming straight down and hearing eagles all the time!

19. Burly Brawl - Find an area where there are lots of Thugs. Slug one. All
    the other Thugs will join in as well. Let them hit you a few times every
    now and then so they don't get scared. If you get lucky, like I once did,
    you can defeat a large group of Thugs all in one fight. The one time I 
    got lucky was when I defeated a total of 28 Thugs before the last one 
    ran away! (Him running away called the guards, though.)

20. Vanish like the Wind - First, make sure you are VERY CLOSE to a Hiding
    Spot. NEXT, make sure there is a guard nearby. Provoke the guard, then
    IMMEDIATELY enter the Hiding Spot. If you did this fast enough, the guard
    will run around your Hiding Spot, and you will still be anonymous. The
    neat thing is that when doing this you can leave your Hiding Spot before
    you've vanished. However, doing so will result in you becoming exposed.
    But, if you're good, you can provoke the guard, sit down, get up, sit
    down, get up, sit down... and he'll just keep running around. What's
    funny is when he'll yell "ASSASSIN! Someone send for help!" and you're
    sitting down minding your own business!



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19. Soundtrack                                                       ALTTRAX
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"Assassin's Creed: The Original Soundtrack" was composed by Jesper Kyd, well
known for his Hitman: Trilogy and Children of Dune scores. The music of 
Asassin's Creed blends Latin masses, Hebraic prayers, and Arabic songs with
a full orchestra and some electronics. This mix gives the music the cultures
of the Holy Land along with the Sci-Fi/Fantasy elements of the game.

The music can get dark at times {pre-assassination music, for example}.
When asked in an interview why he gave the music a dark twist, Kyd stated
that he wanted the music to have the feel of the game's time-frame, 
as the Dark Ages were a time of suffering, pain, and brutality.

This Soundtrack is available at Amazon MP3 Downloads and the iTunes Store.


TRACK LISTING - 

01. City Of Jerusalem
02. Flight Through Jerusalem
03. Spirit Of Damascus
04. Trouble In Jerusalem
05. Acre Underworld
06. Access The Animus
07. Dunes of Death
08. Masyaf In Danger
09. Meditation Begins
10. Meditations of the Assassin
11. The Bureau

12. Lonely Soul - Unkle *

Also available is the Assassin's Creed II soundtrack, 
which is also by Jesper Kyd.

* - This song does not appear on the official track list, but is featured in
    the E3 Assassin's Creed Trailer!

If you do not care for the music, the game offers the ability to use custom
soundtracks. Burn your favorite songs to blank cd's and rip the songs onto
your 360. Name the artist, album, genre, and song name so you can find it 
later.

Here some of what I listen to:

Any Music by Harry Gregson-Williams
Need For Speed Soundtracks - Various
Burnout Soundtracks - Various
The Matrix Trilogy OST - Various
Any Music by Hans Zimmer
Any Music by John Williams
Any Music by Danny Elfman
Any Music by Steve Jablonsky
Any Music by Chance Thomas
Any Music by Colin O'Malley
Any Music by Ennio Morricone
Any Music by John Ottman
Any Music by Michael Giacchino
Any Music by Trans-Siberian Orchestra
Any Music by Trevor Rabin
Any Music by Peter McConnel (especially the Sly Cooper themes!)

Hmm... basically any music will fit! (except country music! I HATE country
music! But no, I don't come from Mars; and NO, my head won't explode if I
hear Tim McGraw...)



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20. Xbox 360 Achievements                                            ALT360S
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As you would expect in a sandbox-style free roam game, the achievements are 
more than just completing the main items of the game. You can get 
achievements for completing assassinations, collecting flags, jumping 
through merchant stands, etc. The Story Mode achievements will be listed 
chronologically, whereas the rest will be sorted by type, then 
alphabetically.


- - - - - - - - - - - - -
STORYLINE ACHIEVEMENTS  - 
- - - - - - - - - - - - -


WELCOME TO THE ANIMUS [20G]
---------------------------------------------------------------------
Description: You've successfully completed the Animus tutorial.

How to Get it: Complete the Tutorial.
---------------------------------------------------------------------


HERO OF MASYAF [20G]
---------------------------------------------------------------------
Description: You've protected Masyaf from the Templar invasion.

How to Get it: Spring the trap against the Crusaders in Masyaf.
---------------------------------------------------------------------


THE PUNISHMENT FOR TREASON [20G]
---------------------------------------------------------------------
Description: You have found the Traitor and brought him before Al Mualim.

How to Get it: Find Masun and bring him to justice.
---------------------------------------------------------------------


THE BLOOD OF A CORRUPT MERCHANT [25G]
---------------------------------------------------------------------
Description: You've slain Tamir, Black Market Merchant in Damascus.

How to Get it: Assassinate Tamir.
---------------------------------------------------------------------


THE BLOOD OF A DOCTOR [25G]
---------------------------------------------------------------------
Description: You've slain Garnier de Naplouse, Hospitalier Leader in Acre.

How to Get it: Assassinate Garnier de Naplouse.
---------------------------------------------------------------------


THE BLOOD OF A SLAVE TRADER [25G]
---------------------------------------------------------------------
Description: You've slain Talal, Slave Trader of Jerusalem.

How to Get it: Assassinate Talal.
---------------------------------------------------------------------


THE BLOOD OF THE MERCHANT KING [25G]
---------------------------------------------------------------------
Description: You've slain Abu'l Naquod, Merchant King of Damascus.

How to Get it: Assassinate Abu'l Naquod.
---------------------------------------------------------------------


THE BLOOD OF A LIEGE-LORD [25G]
---------------------------------------------------------------------
Description: You've slain William de Montferrat, Liege-Lord of Acre.

How to Get it: Assassinate William de Montferrat.
---------------------------------------------------------------------


THE BLOOD OF A REGENT [25G]
---------------------------------------------------------------------
Description: You've slain Majd Addin, Regent of Jerusalem.

How to Get it: Assassinate Majd Addin.
---------------------------------------------------------------------


THE BLOOD OF A TEUTONIC LEADER [25G]
---------------------------------------------------------------------
Description: You've slain Sibrand, the Teutonic Leader of Acre.

How to Get it: Assassinate Sibrand.
---------------------------------------------------------------------


THE BLOOD OF A SCRIBE [25G]
---------------------------------------------------------------------
Description: You've slain Jubair, the Scribe of Damascus.

How to Get it: Assassinate Jubair al Hakim.
---------------------------------------------------------------------


THE BLOOD OF A NEMISIS [25G]
---------------------------------------------------------------------
Description: You've slain Robert de Sable, but there is one more...

How to Get it: Assassinate Robert de Sable.
---------------------------------------------------------------------


THE EAGLE AND THE APPLE - 1191 [100G]
---------------------------------------------------------------------
Description: Completed Assassin's Creed.

How to Get it: Assassinate Al Mualim.
---------------------------------------------------------------------


VISIONS OF THE FUTURE [50G]
---------------------------------------------------------------------
Description: A strange vision has appeared to you. What could it mean?

How to Get it: At the end of the game, go to Desmond's bedroom and look at 
               the wall behind the bed.
---------------------------------------------------------------------



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COLLECTION ACHIEVEMENTS - 
- - - - - - - - - - - - -


HUNGERER OF KNOWLEDGE [20G]
---------------------------------------------------------------------
Description: You've witnessed Altair's Memorable Moments in all 
             their splendor.

How to Get it: Access 85% of the Animus glitches in the game.
---------------------------------------------------------------------


KEEPER OF THE CREED [10G]
---------------------------------------------------------------------
Description: You've collected every Masyaf Flag.

How to Get it: Find all 20 Assassin's Flags in Masyaf.
---------------------------------------------------------------------


KEEPER OF THE CRESCENT [20G]
---------------------------------------------------------------------
Description: You've collected every Damascus Flag.

How to Get it: Find all 100 Crescent Flags in Damascus.
---------------------------------------------------------------------


KEEPER OF THE 8 VIRTUES [10G]
---------------------------------------------------------------------
Description: You've collected every Hospitalier Flag in Acre.

How to Get it: Find all 33 Hospitalier Flags in Acre's Poor District.
---------------------------------------------------------------------


KEEPER OF THE ORDER [10G]
---------------------------------------------------------------------
Description: You've collected every Templar Flag in Acre.

How to Get it: Find all 34 Templar Flags in Acre's Rich District.
---------------------------------------------------------------------


KEEPER OF THE BLACK CROSS [10G]
---------------------------------------------------------------------
Description: You've collected every Teutonic Flag in Acre.

How to Get it: Find all 33 Teutonic Flags in Acre's Middle District.
---------------------------------------------------------------------


KEEPER OF THE FOUR GOSPELS [20G]
---------------------------------------------------------------------
Description: You've collected every Jerusalem Flag.

How to Get it: Find all 100 Jerusalem Crosses in Jerusalem.
---------------------------------------------------------------------


KEEPER OF THE LIONS PASSANT [25G]
---------------------------------------------------------------------
Description: You've found every flag in the Kingdom belonging to Richard.

How to Get it: Find all 100 King Richard's Flags in the Kingdom.
---------------------------------------------------------------------


THE HANDS OF A THIEF [15G]
---------------------------------------------------------------------
Description: You've gathered quite a supply of Throwing Knifes.

How to Get it: Pickpocket 200 thugs.
---------------------------------------------------------------------



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COMPLETION ACHIEVEMENTS - 
- - - - - - - - - - - - -


ABSOLUTE SYMBIOSIS [45G]
---------------------------------------------------------------------
Description: Desmond and Altair have been fully synchronized.

How to Get it: Obtain a full Synch Bar (20 bars).
---------------------------------------------------------------------


BLADE IN THE CROWD [30G]
---------------------------------------------------------------------
Description: Like a Blade in the Crowd, your target never knew his death 
             lay wait in his very shadow.

How to Get it: Stealth Assassinate one of the nine. Tamir, Garnier, Sibrand,
               and Jubair are the easiest.
---------------------------------------------------------------------


CONVERSATIONALIST [20G]
---------------------------------------------------------------------
Description: You've made a friend within the walls of Abstergo Industries.

How to Get it: Go through every conversation with Lucy. Make SURE that
               she's through talking (she'll say "aren't you tired?" or
               "can't talk, gotta work") before you turn in for the "night".
---------------------------------------------------------------------


DEFENDER OF THE PEOPLE: ACRE [20G]
---------------------------------------------------------------------
Description: The people of Acre will be forever grateful for what 
             you've done.

How to Get it: Save all the citizens in Acre.
---------------------------------------------------------------------


DEFENDER OF THE PEOPLE: DAMASCUS [20G]
---------------------------------------------------------------------
Description: The people of Damascus will be forever grateful for what 
             you've done.

How to Get it: Save all the citizens in Damascus.
---------------------------------------------------------------------


DEFENDER OF THE PEOPLE: JERUSALEM [20G]
---------------------------------------------------------------------
Description: The people of Jerusalem will be forever grateful for what 
             you've done.

How to Get it: Save all the citizens in Jerusalem.
---------------------------------------------------------------------


DISCIPLE OF THE CREED [30G]
---------------------------------------------------------------------
Description: You've fully honored the Tenets of the Creed. 
             You are a Master Assassin.

How to Get it: Assassinate all your targets with a full DNA Bar (get
               all info you can BEFORE getting the feather). If you don't do 
               this the first time around, you can go back and do it later.
---------------------------------------------------------------------


EAGLE'S CHALLENGE [20G]
---------------------------------------------------------------------
Description: You were bold enough to challenge 25 soldiers in a 
             single fight... and win.

How to Get it: Take on 25 soldiers at a time (without breaking the LOS or 
               vanishing). When you are down to the last three, go get some 
               more gaurds. Keep doing this until you get it.
---------------------------------------------------------------------


EAGLE'S DANCE [10G]
---------------------------------------------------------------------
Description: You've soared with the eagles and landed safely over 50 times.

How to Get it: Perform 50 Leaps of Faith.
---------------------------------------------------------------------


EAGLE'S DIVE [20G]
---------------------------------------------------------------------
Description: Nothing can hinder the descent of an eagle. Over 50 people have 
             fallen to your relentless attacks.

How to Get it: Perform 50 Combo Kills.
---------------------------------------------------------------------


EAGLE'S EYE [15G]
---------------------------------------------------------------------
Description: Over 75 guards were felled by your knives.

How to Get it: Kill 75 guards with throwing knives.
---------------------------------------------------------------------


EAGLE'S FLIGHT [20G]
---------------------------------------------------------------------
Description: Survival at it's best, for over 10 minutes, nothing was able to
             hinder your flight.

How to Get it: Stay in a single combat for ten minutes. The easy way is to 
               find a single Damascus Gaurd (as these cannot break your 
               defense), hold down the RT button (deflect), and do something
               else for ten minutes. I know that sounds lame and lazy, but
               it's SO easy to finish the fight LONG before 10 minutes are
               up...
---------------------------------------------------------------------


EAGLE'S PREY [20G]
---------------------------------------------------------------------
Description: Over 100 city guards have fallen to your hunt.

How to Get it: Assassinate 100 city gaurds.
---------------------------------------------------------------------


EAGLE'S SWIFTNESS [20G]
---------------------------------------------------------------------
Description: Over 100 people have witnessed your deadly performance
             with a blade.

How to Get it: Perform 100 Counter Kills.
---------------------------------------------------------------------


EAGLE'S TALON [15G]
---------------------------------------------------------------------
Description: Over 50 people have felt the deadly sting of your blade.

How to Get it: Perform 50 Stealth Assassinations.
---------------------------------------------------------------------


EAGLE'S WILL [20G]
---------------------------------------------------------------------
Description: You remain undefeated for over 100 battles.

How to Get it: Kill 100 guards (doesn't have to be the
same battle) without reaching total desynchronization.
---------------------------------------------------------------------


ENEMY OF THE POOR [5G]
---------------------------------------------------------------------
Description: You've managed to scare away 25 Beggars. 
             I hope you're proud of yourself.

How to Get it: You know those old women who always get in your face
whenever you're trying to stealth assassinate someone? Grab and throw
25 of them for an achievement.
---------------------------------------------------------------------


FEARLESS [25G]
---------------------------------------------------------------------
Description: You've discovered every Reach High Point.

How to Get it: Synchronize every View Point in the Game.
---------------------------------------------------------------------


GIFTED ESCAPIST [5G]
---------------------------------------------------------------------
Description: The Merchants of the land now know you VERY well.

How to Get it: Jump through 20 mechant stands.
---------------------------------------------------------------------


MARCH OF THE PIOUS [5G]
---------------------------------------------------------------------
Description: Scholars know you well and have helped you over 20 times.

How to Get it: Blend with the scholars 20 times.
---------------------------------------------------------------------


PERSONAL VENDETTA [40G]
---------------------------------------------------------------------
Description: Every Templar has fallen to your hand.

How to Get it: Find and slay all 60 Templar Knights.
---------------------------------------------------------------------



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21. Closing & Version History                                        ALTGBYE
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Well, that just about wraps this long guide up. Read on for some
intersting tidbits of info.
Expect some other guides to be rolling in soon!



FREE-ROAM CREDIT NOTE:

The following names for landmarks and locations were named by the game (*) or
by actual real-life: (meaning I didn't name them!)

Masyaf *
Assassin's Fortress *
Garden of Paradise *

Damascus *
Main City Gate *
Poor District *
Souk Al'Silaah *
Assassin's Bureau *
Rich District *
The Palace of the Merchant King *
The Umayyad Mosque
Middle District *
The Madrasah al-Kallasah *

Acre *
The City Gate *
Poor District *
Assassin's Bureau *
Rich District *
Cathedral of the Holy Cross *
Richard's Citadel *
Middle District *
St. John's Gate *
The Port of Acre

Jerusalem *
Solomon's Temple *
Sheep Gate
Rich District *
Church of the Visitation
Pool of Siloam
Church of the Assumption
The Muristan Market
Chapel of the Ascension
Palace of the Hasmoneans
Ephraim's Gate
Via Dialorosa
Guard Tower of Meah
Assassin's Bureau *
Dome of the Rock / Jewish Temple Mount *
Poor District *
Majd Addin's Execution Platform * / Wailing Wall
Chapel of the Agony
Chapel of the Cross
Guard Tower of Hananeel
Horse Gate
Middle District *
The Dormition Church
Church of the Holy Sepulchre
Golden Gate
Guard Tower of the Furnaces

Kingdom *
Jaffa *
Port of Jaffa *
Sea of Galilee
Cliffs of Samaria
Kirjath Jearim
Emmaus
Mountain of Masada
Nazareth
Capernaum
Dead Sea
Bethlehem

Arsuf *

Paradise *

Abstergo Industries *
Animus *
Conference Room *


* - named in-game


ANY other names of locations found in this guide were created by me, and
as such, I take full credit for them. Thanks!




----------------
Favorite Lines:
----------------

[At the beginning of Day 2, before going inside Animus; to Vidic, 
sarcastically] Desmond: "Ooh, wonder who I get to kill today?"

[During Assassination Memory of Talal, go back to the bureau before you 
complete mission] Malik:
"I'm sure, if you wait, Talal will simply die of old age. A novel approach."

[After upsetting a male crate carrier] Crate Carrier: "LEAVE! ME! ALONE!!"

[After angering a Thug] Thug: "Oh, you foul little WRETCH!"

[To Crowd] Merchant: "Ladies and Gentlemen, I've gone mad!"

[After jumping through his stand] Merchant: "Good Lord! What have you done?"

[After jumping through his stand] Merchant: "That, that wasn't even for sale!
That was MINE!"

[After jumping through his stand] Merchant: "How could you? That was
PRICELESS!"

[To Crowd] Merchant: "I have many things! Many things! TOO many things!"

[While watching you climb a ladder] Civilian: "Why would anyone want to 
do that?"

[While watching you climb a ladder] Civilian: "Have you seen anyone do
that before? I haven't!"

[Draw a sword near a non-informed guard in Acre] Guard: "What's this? Seems
someone wants to die."

[Draw a sword near a non-informed guard in Acre] Guard: "Why don't you show
me what you can do with that thing?"

[Draw a sword near a non-informed guard in Acre] Guard: "O ho, I have a much
larger sword than that!"

[Draw a sword near a non-informed guard in Acre] Guard: "Don't make me break
that little toy of yours!"

[Draw a sword near a non-informed guard in Acre] Guard: "You don't want to get
me angry!"

[Draw a sword near a non-informed guard in Acre] Guard: "Careful! You might
cut yourself!"

[Draw a sword near a non-informed guard in Acre] Guard: "Good Lord! Don't
make me laugh!"

[Run into an unaware guard] Guard: "He's going to run into someone!"

[When starting a fight] Woman: "Men! Is that all they can do?"

[Stealth Assassinate a civilian-harrassing guard] Guard: "Now, that is
slick!"

[After killing someone] Man: "Oh! Oh oh! Aaauuggh!"

[Let a pickpocket target know that you're trying to take their posession]
Pickpocket Target: "Why you filthy little pickpocket!"

[In Arsuf] Robert de Sable: "To arms, Assassin!"

[When taking down the next-to-last muslim guard in a fight] Guard: "Help! 
He-eh-eh-elp!"

[While in Damascus for Abu'l, go to the Informer by the palace and talk to 
him. He will say that he will take out two if you take out two. Don't move
and lock onto him again] Informer (who hasn't moved an inch): "I've done
my part, what about yours?"

[While fleeing a fight] French Soldier or Templar: "I want my dead man!"

[While catching a ledge or scaling a wall] Guard: "God save him! He's gone
mad..."

[While scaling a wall] Woman: "He must be out of his mind..."

[When throwing a civilian to the ground in Masyaf] Masyaf Guard: "Huh! Quite
the spectacle."

[At the very beginning and end of the Game] Al Mualim: "I abide my thought to
know wisdom and folly. I perceive that this also was the chasing of the wind. 
With much wisdom is much grief. And he that increaseth knowledge increaseth 
in sorrow."

----------------------
Least Favorite Lines -
----------------------

Masyaf Assassin Trainer: "Altair, it seems that my students do not know
how to wield the blade. Perhaps, you can show them what you know!"

[After saving a woman in Acre] Saved Citizen: "I suppose I should thank
you, but don't think I couldn't have handled them myself!"

[When starting a fight in Acre] Man: "What's this nonsense? They shouldn't
be fighting!"

[While Free-Running] Woman: "Why doesn't he just walk?"



------------------------------
Could've Been An Achievement
------------------------------

Here's a list of some Achievements I thought would be neat.


Enemy of the Rich (0G) - Help the Archers in the Abu'l Naqoud sequence

Splish Splash (5G) - Throw 10 Guards into the water

No Floaties (5G) - Fall into a body of water 20 times

Where's My Wares? (5G) - Destroy 100 Merchant Stands

Warlord - (100G) Slay 10,000 Soldiers

Bane of the Koran (50G) - Slay 1,000 Saracens

Bane of the Pope (50G) - Slay 1,000 Crusaders

Bane of the Brotherhood (10G) - Slay 50 Masyaf Guards

Bloody Knuckles (10G) - Defeat 35 Thugs

Body Slam! (10G) - Throw an Archer to his death and make him land
                   on a person below

Splatman (5G) - Hit the ground, hard, 20 times

Strike! (5G) - Throw a civilian into a large group of people and
               knock down ten people at once

Deja Vu (25G) - Assassinate the Target Ghosts in the order of their
                demise (during Memory Block 7)

Master of Fear (5G) - Have 40 people cower in front of you all at the
                      same time

Hi Ho, Silver! (10G) - Use a Horse to Gallop a total of 50 Miles

Running Man (25G) - Sprint a total distance of 25 Miles

Master of Balance (10G) - Win a swordfight on top of a beam

Synchronize a Guard's Demise (5G) - Kill a guard on top of a guard tower
and Synchronize while he dies

Like Preacher, Like Congregation (0G-5G) - 
Throw 10 Town Criers into their audiences

Coward (5G) - Run away from 100 fights

Jihadist (5G) - Leap (not into the hay) from the top of the Umayyad Mosque

Suicide (5G) - Leap (not into the hay) from the top of the Cathedral of 
               the Holy Cross

Super High Spidey Guy (10G) - Climb a total of 5 Miles

Anger Management (5G) - Allow 5 Beggars to hit you with rocks (without 
                        going after them)

To Insult the King (5G) - Grab and Throw King Richard

Templar Takedown (10G) - Fight three Templars at once (excluding the
                         Arsuf sequence)

Underachiever (5G) - Assassinate all your main targets with the minimum 
                     required investigations

Martyr (25G) - Get into a fight and blend until dead

Grasshoppa (5G) - Go to the training arena 20 times

Proof of My Word (10G) - Slay a main Assassination Target on top of the 
                         "door" of the Assassin's Bureau, so that he falls
                         inside

Insanely Injured (5G) - Punch 10 Insane Men

Sober 'em Up (5G) - Punch 10 Drunken Men

With Friends Like These... (5G) - Let vigilantes take care of guards for 5 
                                  minutes while you take no part in combat

... Who Needs Enemies? (25G) - Go through an entire Assassination Memory
                               without becoming exposed (Memory Blocks 1, 
                               6, & 7 won't work)

I'm Shy (5G) - Don't go through any optional dialogues with Lucy

TIMBER! (5G) - Get on a two-story scaffold during a fight and throw
               a guard against one of the supports

Colattering Damage (0G) - Kill one of the Jar Carriers in the Tutorial

Oops... SORRY! (5G) - Jump from a building and land on a guard, thus 
                      angering him

Terror from the Skies (10G) - Assassinate 20 people by Air Assassination.

The Enemy of My Friend... (0G) - Grab and throw Malik to his
                                 death in Paradise.

Indiana (5G) - Upset 100 Jar Carriers*

Jones (5G) - Slay a Templar while he gives a War Cry**

*  - Like the famous Basket Chase scene in Raiders

** - Like Indy shot the swordsman who made a big show of himself


---------------
QUESTIONS
---------------

Well, I hope I've been helpful. And, perhaps, you can help me! I have
a few questions, so please e-mail me if you have the answers.

 1.Spiderman 2 (GC)  Are there any extra costumes available? There is so
   much evidence for it, but I never found them.
   Also, what is the mysterious Governor's Island?

 2.Burnout Paradise OST: Ozone & Shine (Burnout 3)  Does anybody know where 
   you can get these songs?

 3.Marvel: Ultimate Alliance OST  Anybody know where that is either?

 4.Assassin's Creed  What do the Japanese blood glyphs translate to?

 5.Need For Speed: Most Wanted (360)  Has anyone found the warehouse at 
   the end of the on-disc trailer? Or found a way to topple the Big Rigs? 
 
 6.Need For Speed: Undercover (360)  Anyone know a way to choose what songs 
   you do and don't want?

 7.Original Xbox Games  Anyone know why they stopped being sold while 
   GameCube and GBA Games are still being sold?

 8.Does ANYONE have a copy of an Xbox 360 Iron Man Game Save??? I have 
   searched the ENTIRE internet for one, but without success.

 9.Assassin's Creed - Has anyone ever found a way to reach the tops of the
                      City Walls of any city?

 10.Assassin's Creed II - Does anyone know where one can get the E3 Demo?
    (Not the video, the demo)


---------------
FAQ
---------------

Here's the part of the guide where I answer all sorts of random questions.
So, ask away! I've only recieved a few Q's, so feel free to ask!

Q: Which should I buy: Assassin's Creed or it's Sequel?
A: Ummm... if you've played this game or know it's storyline, by all means
   BUY THE SEQUEL! The gameplay is WAAAAAAAAY better, and the storyline is
   far more awesome! AND, Desmond is more active than your grandma in the
   sequel!

Q: Do you hate Altair? You seem kinda harsh towards him in the later Memory
   Blocks...
A: No! Of course not! I just couldn't believe he's grown soft, that's all.
   And I sometimes just poke fun at how slow he is... but I guess I shouldn't
   make fun of a recovering Hashish Addict like that...

Q: Hashish Addict? What?
A: The word Assassin comes from the Arabic word Hashishani, which translates
   to "One who is addicted to or under the influence of Hashish"! So, in
   reality, all the Assassins were potheads!

Q: Wait! So Altair is a... Californian?
A: Not exactly. California hadn't been found yet, remember? He was just a
   drug addict.

Q: Well, that's just fine and dandy!
A: Yep! That's why he was so angry in the beginning of the game and got nicer
   as time went on! He obviously was suffering withdrawals during the first
   part of the game...

Q: Huh?
A: Withdrawals: Pain caused by not using a substance after long periods of
   time of using a substance.

Q: Oh dear, I'm so confused...
A: Read the 'Assassin's Creed - Story/History Guide' by zukowskc! He explains
   it perfectly!

Q: Ok, I've got something else to ask.
A: Sorry. What did you need to ask?

Q: How do I get to Solomon's Temple?
A: Besides the intro mission, you can't get into the Temple.

Q: Are you going to add the PC ONLY missions into the Walkthrough?
A: Well, seeing as how I've NEVER played the PC version: NO.

Q: Why not?
A: How am I supposed to write about something I really don't know?

Q: But I want the PC ONLY missions!
A: Sorry, no.

Q: But... but... *tears up*
A: But, But, Butt... everybody's got a BIG BUTT! (sorry!)

Q: I WANT THE PC ONLY MISSIONS! GIVE ME THE PC MISSIONS! WAAAAHAHAHAAAA!
A: *Shoves pacifier into gamer's mouth* NO! Now, shush! Thank you!

Q: *spits out pacifier* Why do you hate your readers?
A: I don't! I just try to use a little humor to get the brain working!
   If I offended you, I did not mean to. Sorry!

Q: Ok, just don't stick that pacifier in my mouth again! It tasted nasty...
A: Well, you didn't expect me to BUY a NEW one did you?

Q: *cocks eyebrow* o.0
A: Sorry, just kidding!

Q: Ok... whatever.
A: Shall we get back to the REAL Q's, then?

Q: How do I beat/do (whatever)?
A: Read the guide, it tells how. *sigh* Some people just don't know how
   to fend for themselves...

Q: Is there ANY WAY to skip the 'Discussions with Al' parts?
A: No... unfortunately... unless you like to listen to long speeches on
   ethics and philosophy, just select to play a Memory Block and go fix
   a sandwich for yourself!

Q: But I'm not hungry...
A: Go do something else then! ;-D

Q: Do you have a fan page?
A: Yes! I'm on Facebook as 'Burly Brawler'! Become a friend to get
   even MORE AC-Stuff, along with other awesome things!

Q: So... your REAL name's Sylvester Cooper and your Nickname's Sly Cooper...
A: Yup!

Q: Why are you called Sly Cooper?
A: First of all, it was inevitable after Sly Cooper came out, as my name was
   Sylvester Cooper, or SYL COOPER. My friends just moved the Y and L to make
   SLY. As I said, inevitable. Secondly, all my friends say that I'm just as
   charming, attractive and sly as the Racoon himself!

Q: So, can I call you Sly or should I just stick to Burly?
A: If you're looking for business or permissions: Burly. If you want to
   become friends: Sly.

Q: So, what can I know about you?
A: Check out my Facebook's info page, it tells all!

Q: Ummm... I can't seem to access Facebook...
A: You need your own Facebook profile! It's fast, easy, fun and FREE!

Q: What websites host your guide?
A: Right now: GameFAQs, NeoSeeker and SuperCheats.

Q: What do all the funny looking symbols mean?
A: Didn't you read the Secrets section of my guide? Everything's there.

Q: Ummm.... I was playing Assassin's Creed and saw the strangest thing!
A: Well, send me the story! I'll post it in the Glitches section, along
   with a credit note!

Q: The game looks NOTHING like the Pre-game screenshots! I can't find the
   locations (i.e. the Hangman's Platform) that were featured!
A: Another thing that got scrapped. Sad, I know.

Q: How do I get the crossbow? I saw it in the trailer, but I can't get it!
A: Er... you can't.

Q: Why not?
A: That part was scrapped after they made the trailer, and in its' place
   you get the throwing knives. Bummer, I know.


-----------
MISC
-----------

ASSASSIN'S CREED
GAME REVIEW - STATS (IMO)

Gameplay         - 9/10
Storyline        - 10/10
Sound            - 8/10
In-game Visuals  - 8/10 to 9/10
Cutscene Visuals - 8/10 to 9/10
Music            - 7/10
Character AI     - 10/10


If you could not figure out my codes try this:

First one - Top to bottom, left to right

Second one - Bottom to top, right to left

Final one - Bottom to top, sides to center.

There really is more than one way to blend.

AND IF YOU STILL CANNOT GET IT LET ME KNOW. I WILL SEND YOU
A COPY OF "USING YOUR BRAIN: FOR DUMMIES"!!! (jk)



If you like this FAQ, go to the top of the page and recommend it!
You don't even need to sign in to do it!

If you don't like this FAQ, there ARE other Walkthroughs for this
game written by other people. You're not stuck with da Brawler!

If you are looking for an official walkthrough, go to
www.bradygames.com

To find out all the little secret ins and outs of the game, go to
www.assassinscreed-maps.com or www.thehiddenblade.com


I have tried to be accurate when possible while writing the Free-Roam
sections. However, the Game Developers committed a usual game-developing
error: Everything's there- but in the wrong place!
The landmarks are accurate representations of real-life landmarks, but
are geographically located incorrectly.
(Translation: This game isn't Rand McNally or Google Earth! Don't play the
game and expect your next Middle-Eastern tour to be like it!)


In Memory Block Four, during the Abu'l Naquod sequence, it said to come
here. Here's why: Remember, Abu'l is a very fat guy, and you are a skilled
assassin. In the Christian Bible or the Jewish Tanahk, the book of Judges
has an interesting story that is very similar. Apparently, there was this
King called Eglon, and he was a pretty evil dude. He was also very fat.
The story then talks about a man by the name of Ehud ben-Gera. Ehud decided
that Eglon had to die, so he forged an 18-inch double-edged dagger and 
hid it under his clothes. He then went to see King Eglon, pretending to
offer tribute. Ehud said he had a secret message, so everyone was sent out
of the room, leaving Ehud and the fat guy alone. Ehud then drew the dagger
and slew Eglon, saying that it was God's will. The story says that when the
dagger entered the Lardy King's gut, the man was so huge that the fat
completely engulfed and swallowed the dagger, leaving Ehud weaponless! Ehud
left, and it was several hours later that anyone found the dead man. This
neat story can be found in Judges 3:12-30 and proves that it's not bad to
be an assassin!


--------------
Guides
--------------

A. Ones I've Written

   1. Need For Speed: Most Wanted [Xbox 360]
   2. Assassin's Creed [Xbox 360]

B. Ones I'm Writing

   1. The Incredible Hulk [Xbox 360]

C. Ones I've Updated

   1. Need For Speed: Most Wanted [Xbox 360]
   2. Assassin's Creed [Xbox 360]

D. Possibly / Want to Write

  01. Assassin's Creed 2 [Xbox 360] *
  02. Iron Man [Xbox 360] ^
  03. Spiderman 1 and/or 2 [GC] ^
  04. Marvel: Ultimate Alliance [Xbox 360] *
  05. Spiderman 3 [Xbox 360] *
  06. Superman Returns: The Video Game [Xbox 360] ^
  07. Mercenaries 2: World In Flames [Xbox 360] *
  08. Batman: Arkham Asylum [Xbox 360] *
  09. Spiderman: Web of Shadows [Xbox 360] *
  10. LOTR: Conquest [Xbox 360] *
  11. Super Mario 64 DS [DS]^
  12. Halo: Combat Evolved [PC]^

* - Don't own, never have owned it

^ - Own or previously owned



--------------
FACEBOOK
--------------

Check me out on Facebook! I have a page set up where you can check out
some more awesome stuff and contact me there! Just go to www.facebook.com
(you need your OWN account [it's FREE!]) and search for "Burly Brawler"
(quotes unnecessary).

Also, if you want to see some awesome screenshots of this game (not to
mention other great games!), then come check it out!


--------------
POLL
--------------

I've got a poll going on at my Facebook page, so go answer it!
(if you want to!)

Basically the questions are:

1. Should I write guides for older games?

 A. Yes, you should
 B. No, keep to newer games
 C. I just don't care....

2. How did you hear about me?

 A. GameFAQs
 B. SuperCheats
 C. Google / Other Web Search Engine
 D. A Friend
 E. A Friend of a Friend
 F. A Friend of a Friend of a Friend of a...
 G. Random Chance
 H. You know, I don't really know...

3. Should I change my name from BurlyBrawler777 to something else?

 A. Yes, your name stinks
 B. Yes, you need a better name
 C. No, I like your name
 D. No, I might lose track of you
 E. Why ask me? I don't care...

More polls are coming up!


--------------
PLAY ONLINE!
--------------

For all of you that STILL play Halo: Combat Evolved on PC, you can find me
there most days of the week. I'm usually under the name "Sly Cooper."
    Yes, I know that he's a sly little racoon, BUT
 1. He's cool. and...
 2. BurlyBrawler wouldn't fit. I got to BurlyBra... and I ran out of room.

See ya there!


*-*-*-*-*-*-*-*-*-*-*
E-MAIL ME
*-*-*-*-*-*-*-*-*-*-*

I have set up an E-Mail account, so e-mail me at:

burlybrawler777 [at] rocketmail [dot] com.

(Substitute the [at] for @ and the [dot] for . )

E-mails are under the guidelines set forth in the Terms of Use below.

>><< >><< >><< >><<
TERMS OF USE
>><< >><< >><< >><<

Read this short legal notice BEFORE e-mailing me. If you cannot comply,
you will not be answered. If you continue to not comply, you will be 
reported to Internet and Federal Authorities.

For more information, go to:

www.copyright.gov/dmca.pdf

- - - - - - - - - - - - - - -
I will answer you if:
- - - - - - - - - - - - - - -

You have a question about a game that I have played. I've played Xbox,
360, DS, GBC, GBA, PC, and GC.

NOTE: If I have not played that game, I will tell you, then provide
a link to a GameFAQs Guide [if available].

You want to put one of my guides on your website. (Send me a link to your
website, or I won't even consider it)

I have made an error, and you would like me to correct it.

You have a gaming story to share!



- - - - - - - - - - - - - - -
I will NOT answer you if:
- - - - - - - - - - - - - - -

YoU tYpE lIkE a RaNsOm NoTe.

u yoose vuary bat tiepeeng.

the email is all lower case like the shift key doesn't work.

YOU SHOUT AT ME THROUGHOUT THE ENTIRE EMAIL!!!

You swear in the e-mail. I will NOT respond. Also, women are
77% less likely to date a swearer, so it isn't good to do
anyway.

You talk about things that have nothing to do with gaming. "Hey dude, 
I just went surfing this afternoon! I was wearing my Oakley sunglasses
and met this hot..." Don't do that to me.

Your e-mail comes with an attachment.

You say "Like, dude! Can I use your awesome guide?" but don't give a 
website link. Without a LEGITIMATE website link, I cannot consider
allowing you to use my guides.

You say stuff like "Man, I WASTED my money on this junk game! Why did I 
even get it in the first place? Huh? Huh?" It's not my fault if you didn't
like it, so don't come bawling to me. And no, I didn't make you buy it.

You want to say stuff like "BurlyBrawler, you're an idiot, your guide 
stinks, and I hate you!" I didn't deserve that, and you just need to
cuddle up and cry with the TEDDY BEAR that YOU undoubtedly still have! :-P

You ask me for money. "Burly Brawler, I know it is within your heart to 
donate to the My Pocket Foundation, so would you please..." No, I won't.
I'll treat your e-mail like the beggars in Assassin's Creed. "No, you don't
understand! I'm poor, and sick, and hungry!" Your e-mail just got tossed.

You want to meet up somewhere. I'm not interested. "Dude, I'm in town! 
Let's meet up!" What a simple way for a pervert like you to get my location.
Nope, sorry. Not gonna fall for it.

You want my Xbox Friend Code. I don't have one, anyway. I don't even have
Xbox Gold...

You want me to give you a copy of a game. I'm not GameStop, and I probably
wouldn't have the game anyway.

You want to know the meaning of life.

- - - - - - - - - - - - - - -
You will be reported if:
- - - - - - - - - - - - - - -

You harrass me in any way.

You send me obscene or pornographic material.

You continously send e-mails that have nothing to do with gaming.

You send me spam.

You send me a virus or worm.

You use my guide without permission.


--------------
THANKS
--------------


#############
Thanks to - 
#############

The following are the people and websites who made this guide possible.
So, to qoute fellow-walkthrough-writer Merca, "Worship them like
Buddha!" (lol)


You, for reading this. If you didn't take the time to read this, I would be 
wasting my time writing it.

Guard Master, craneteam1987, Thestickofdoom, Llamaman2, littlerjoe35, 
Tricked Out Horo, and SkybladeNox for the Achievements (found on GameFAQS > 
Xbox 360 > Assassin's Creed > Codes)

TheGum, for showing me how to decode the blood codexes, and for providing
me with a guide when I was learning to play AC.

Sir_Pennyworth and bobbyrk on the GameFAQ's Message Board for the Conference
Room Door Code's significance and meaning.

stabguy and www.HiddenBlade.com for translations of Latin and Arabic, AND
for absolutely hilarious AC videos

zukowskc, for an awesome AC Story-History Guide! Go read it!

MicheleTheGreat for writing my first fan letter! :D

Chris: That Memphis Guy, for pointing out the 12/21/2012 reference on the
Barcode! Thanks, man! :D

Justin Silva (or Boss Nasti, as he is known to the gaming world), for
referring me to the Major League Gamers! And for becoming my first Facebook
friend!

Assassin's Creed Wikia, for the COMPLETE list of Blood Glyphs Explanations.

www.assassinscreed-maps.com for helping me find ALL 420 flags and ALL 60
Templars!

Ubisoft, for creating an awesome game (it's the whole reason I wrote this
guide in the first place!)

CJayC and Sailor Bacon, for providing an AWESOME website for us Walkthrough
writers AND for providing Game NOOBS (like me!) with information on playing
our favorite games! So, in a way, this is also a tanks to GameFAQs!

Dennis and SuperCheats, for hosting my FAQs!

Neo and Altair, for inspiring us to be more than what we are.

My dad, for allowing me to get this game and helping me proofread my FAQ.
Thanks!

Benjamin Franklin, for discovering electricity. If electricity was not 
harnessed, there would be no Xbox 360. No Xbox 360 - No Assassin's Creed.
And thanks for being on 100 dollar bills. Sure wished I saw more of 
them around...

Best Buy, for giving out a mini BradyGames strategy guide / concept art book 
with their special edition of the game.

Alex Byrd, for being the awesomest best friend anyone could ever want!
Also, thanx for starting me on my MAD QUEST to play Assassin's Creed in
the first place! %-D

Microsoft, for making the Xbox 360. Thanks for the achievements, as this
sets the Xbox apart from other systems. Now it's cool to go find 420 flags! 
Also, thanks for the Custom Soundtracks ability. Now I can get on top of a 
beam, fight several guards at once, defeat them all, and all to the Pirates
of the Caribbean Soundtrack!

My Mom, for being my Mom, because if she wasn't my mom I wouldn't be here...
If I wasn't here, you wouldn't be reading this... so... uh... thanks! ;-)

My dog, for keeping me company while I wrote this. Come on, she did help!

Sly Cooper, for being one of the best games before the days of this game!
And for having such an awesome name that I now use it whenever I can!
(I'm even thinking of changing from BurlyBrawler777 to Sly Cooper!)


##################
No Thanks to -
##################

The following are the people who either had nothing to do with this guide,
or did something to hinder it! Be sure to not thank them!


Ubisoft (yes, I know that I just thanked them), for shrugging off the
Jewish population of Jerusalem as less than a minority! I may not be Jewish,
BUT I do know that Jerusalem WAS and still IS a Jewish City! (Get your
history right, people!)

Subject 16, for making messes all over the walls and floors of Abstergo.
(ha!) Or as Desmond says in AC2, "Aah, yes. Subject Sixteen. You know he
repainted my room... WITH HIS BLOOD!"

Warren Vidic, for never feeding Desmond (he never eats!), and for bad
typing skills!

Ezio Auditore de Firenze, for being more awesome than Altair! (jk)

Bill Gates - I cannot stress this enough. Bring back the original Xbox games!

Notepad - Wearz de Zplel Chak! (say it out loud, you'll get it!)

Stan Lee, for hating NYC so much that he's always destroying it in one way 
or another! And for making us wish that his world was real! (I shouldn't have
entered that bank in my Spidey outfit...)

Unsatisfiable Gamers, for saying that Assassin's Creed is the worst game, 
ever! I guess Pong or Dig Dug is the best, then... or maybe Checkers!



----------------
Version History
----------------


VERSION 0.0

08/18/09 - Bought Assassin's Creed! Very excited to play it! (Not sure
           about writing a guide, though)

09/02/09 - Finished my first play through! Found out that I missed the
           Achievement: Conversationalist, so having to replay the game!
           (Not that I really care, cause I love the game!)

09/15/09 - Finished second playthrough! 1000 GS!

10/11/09 - This game is so fun, I'm starting a THIRD playthrough!

10/20/09 - Finished third playthrough! Decided to write a walkthrough, so
           I'll have to play it through a FOURTH time! :D
           However, I'm finishing my NFSMW guide, so I'll wait.


VERSION 1.0


12/10/09 - Finished my NFS: Most Wanted FAQ and began the Assassin's Creed
           Guide! Created Header and TOC. Added Blade ASCII, XBOX 360 
           Achievements list, and Soundtrack.

12/11/09 - Added Parental Note. Added Intro and Glitches. 

12/12/09 - Added Controls, Weapons, and Character list. Finished Achievements
           Section. Added more glitches.

12/14/09 - Worked On Characters Section. Soundtrack Listing Completed.

12/15/09 - Finished Characters Section & Gathering Information Section. 
           Created and completed Secrets Section. Also created 
           Additional Memories.

12/16/09 - Added lots of glitches.

12/17/09 - Getting Around... Completed! HUD... Completed!

12/27/09 - (Sorry, took a Cristmas Vacation) Began free-roam sections.
            Completed Free Roam: Abstergo Industries and Animatrix.

12/31/09 - Added 07.5.3 to the Getting Around section. Finished 
           Free-Roam: Masyaf. Started Free Roam: Damscus.

01/1/10  - Added C. Room Code Secret. Worked on Free Roam: Damascus.

01/2/10  - Finished Damascus and Acre. Starting Jerusalem.

01/3/10  - Finished Jerusalem.

01/5/10  - Finished Kingdom. Starting Arsuf and E-mails.

01/6/10  - Finished E-mails and Arsuf. Added final touches to free-roam.
           Started Storyline Walkthrough.

01/7/10  - Finished Prologue, Memory Blocks 1 & 2. Began Memory Block 3.

01/8/10  - Almost done with Memory Block 3. (Sorry, had some other work 
           to do) Finished explanation of Rikken e-mail.

01/10/10 - Finished Memory Block 3 and created ASCII art below (at the end 
           of the guide).

01/12/10 - Finished Extra Things to Do and Secrets.

01/13/10 - Created and added my e-mail! Yeah! Woo-hoo! Also, finished
           NFS:MW Ver. 1.10! Completed Memory Block 4, pt. 1. Finding humor
           in the game. I think I'll go with it...

01/20/10 - Finished Memory Block 4, pt. 2. Sorry, had to go on a break from
           this guide. Added an ENORMOUS amount of glitches.

01/21/10 - Finished Memory Block 4.

01/22/10 - Finished Memory Block 5, pt. 1.

01/23/10 - Finished Memory Block 5, pt. 2.

01/24/10 - Finished Memory Block 6. Almost complete, so added some finishing
           touches.

01/26/10 - Memory Block 7 Complete. WALKTHROUGH COMPLETE!!! GUIDE COMPLETE!!!
           *Crowd goes wild, screaming "Burly Brawler! Burly Brawler!"*
           WOOOOOOO-HOOOOOOOOOOOOOOOOOOOOOOOOO!!!!! YEEEEEEEAAAAAHHHHHH!!!!

02/27/10  - Finished long break and started proofreading.

03/2/10  - Finished proofreading. An update may be upcoming, but the guide
           is now READY TO PUBLISH!!!


VERSION 1.1


03/3/10  - Published guide on GameFAQs TODAY!!!!! An update WILL be coming,
           adding a search function, translation of Hebrew and
           Japanese/Chinese Blood Glyphs, and the Memory Logs

03/5/10  - Oooooooook. I feel ASHAMED! I JUST found out that Air
           Assassinations are possible, and found out HOW to do them! And
           I call myself an expert...

03/8/10  - Allowed SuperCheats to post my guides on www.supercheats.com and
           added Air Assassinations to my guide (See Sec. 07.8)

03/12/10 - Published my guides on SuperCheats!

03/23/10  - After a long break (sorry!) I added the HUD diagram, Facebook,
           PC and PS3 Controls, and Halo: CE segments. Also, due to several
           critiques and requests, changed ALL references of "The Ancestor" to
           "You". Now all I have to do is add Memory Logs and PC ONLY
           missions...


VERSION 1.2


03/30/10 - Found a page online that explains EVERY Blood Glyph, so added the
           FULL explanations.

03/31/10 - Added Polls and finished Glyphs. Also, updated 8.4 with the PC
           Only missions. Updated Thanks Section! Added Memory Logs
           to Memory Blocks 1-2 and polished the Intro, adding a section
           on In-FAQ Symbols. ALSO, added closing statement (it's below the
           legal notice, and slightly based off Bob Hope and Looney Tunes!
           *slightly*)

04/01/10 - Got tired of Altair, so threw my game disc into a blazing fire!
           (You: "WHAT??? 0.0  I don't believe you!") Ha! April Fools!
           (sorry!) Actually, added some extra touches and Memory Logs for
           Memory Blocks 3 & 4.

04/02/10 - Reformatted Investigations Lists to make them clearer to read.
           Also, added FAQ section.

04/03/10 - Published on NeoSeeker! Still finishing Memory Logs.

04/06/10 - Finished FAQ section!

04/22/10 - Finished Memory Logs for Memory Blocks 5-7. Now all I have to do
           is... publish it!


- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

WOW! This guide took an INCREDIBLY loo-oo-oong time to write!

I shall prop my feet, recline in my easy chair and entertain myself. What
shall I do to entertain myself? Oh of course! Play Assassin's Creed! :-D


A M A D T R      D C N A T A               D
C B B E H O      W E I L U I             E W E
I U L I E W      O H E B B C           I H O H I
A T A N C D      R T D A M A         A E T R T E A
                                   B L D N C N D L B

There is more than one way to blend.



Until next time...

Safety and Peace be upon you!

-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-
                  EVERYTHING THAT HAS A BEGINNING HAS AN END
-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-


LEGAL NOTICE -

This guide is the property of it's author, BurlyBrawler777. This guide is 
free and is not meant to be sold for profit. Plagarizing this guide is 
illegal, as is calling it your creation. It is mandatory to notify the 
author before placing this guide on your website. You may request the ability
to place this guide on your website by e-mailing him at:

 burlybrawler777 [at] rocketmail [dot] com

The message must include a full list of websites intended for placement and
what you intend to do with the guide. The author will decide, then respond
back. If he accepts, then you may use the guide. If not, then you may not
use the guide. If the author finds that you use his guide without his 
permission, he will send you a copy of the DMCA. If you still refuse to
withdraw the guide, he will take legal action.

For more details, go to:

http://www.copyright.gov/legislation/dmca.pdf



 Copyright 2010 BurlyBrawler777 / Sylvester Cooper

 burlybrawler777 [at] rocketmail [dot] com


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End of guide. 

But not my writing career! You thought you saw the last of me, did you?
Well, think again! I'm here to stay and am rolling out new stuff every day!
In fact, the more I type, the more popular I get! 

End Of Guide...

(Yes, I know, I'm almost done... just a little more...) But really, with
several thousand readers, you think I'm just going to disappear? Who do you
think I am? A celebrity? No sir! (Hey, wait a minute, you can't do that yet!
I'm not finished!) *Credits begin to roll, and I push them back down. The
credits keep coming up, so I keep fighting to push them down!*

END of guide!

(All right, all right, just a little more... just give me a sec will you?
Hey, you just wait a second, Mr. Credits! I'm... Not... DONE!)
Anyway, Be sure to check out my other guides and my Facebook! After all, I'm-
YAAAAAAAAAAAAAHAHAHAHAAAAAAAAAAAAAAAAAaaaaaa...!!!!! 
*Gets shot into the sky by the rolling credits!*

END OF GUIDE!!!

Bee-buh-dee-buh-buh-bee-buh... uhhh...
That's All, Folks!!

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BBBBB     UUUU    RR    RR   LLLLLL      YY       
                                         YY       

                         A
BBBBB    RRRRR          AAA       W    WW    W   LL       EEEEEE   RRRRR
BB   B   RR  R         A   A      W   WWWW   W   LL       EE       RR  R
BBBBB    RRRRR        AAAAAAA     W  W    W  W   LL       EEEEEE   RRRRR  
BB   B   RR   RR     A       A    W W      W W   LL       EE       RR   RR
BBBBB    RR    RR   A         A   WW        WW   LLLLLL   EEEEEE   RR    RR
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777777777    777777777   777777777
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            77  


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*lands in 1476 Italy* "...aaaaaaAAAAAAAUUUUUUUUUUGGGGGH! OOMPH! Oww....
woah.." *sees Horse Pie a few feet away* "That was close!" *Gets up* "Is that
a... Villa? And... wow, that's a... Vineyard! Wow... where am I?"

Guess you'll have to wait and see! ;)