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 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! *-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-* -*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*- AA. Foreword ALTFORE -*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*- *-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-* 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! *-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-* -*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*- 00. TABLE OF CONTENTS ALTSURA -*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*- *-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-* 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 21.6 E-mail Me 21.7 Thanks / No Thanks 21.8 Version History 21.9 Closing / Legal Notice / Logo / Outro *-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-* -*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*- 01. Introduction ALTINTR -*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*- *-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-* 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: BurlyBrawler777 Hi. My name is Burly Brawler 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] -*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-* -*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-* SYMBOLS USED IN THE WALKTHROUGH -*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-* -*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-* *-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-* -*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*- MAIN CHAPTER HEADER -*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*- *-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-* -*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-* SECTION HEADER -*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-* ----------------------------- 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!) *-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-* -*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*- 02. HUD [Head's Up Display] ALTHUDS -*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*- *-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-* 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 | | | | | | | | | | | | | | | | | | | | 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... *-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-* -*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*- 03. Controls [Low Profile] ALTCRLP -*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*- *-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-* 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. -*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-* XBOX 360 CONTROLS -*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-* 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 -*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-* PLAYSTATION 3 CONTROLS -*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-* 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 -*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-* PC CONTROLS [DEFAULT] -*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-* 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 *-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-* -*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*- 04. Controls [High Profile] ALTCRHP -*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*- *-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-* -*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-* XBOX 360 CONTROLS -*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-* 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 -*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-* PLAYSTATION 3 CONTROLS -*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-* 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 -*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-* 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 *-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-* -*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*- 05. Weapons ALTBLAD -*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*- *-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-* 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. *-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-* -*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*- 06. Characters ALTCHAR -*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*- *-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-* ----------------------------- 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 *-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-* -*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*- 07. Getting Around ALTNAVI -*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*- *-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-* 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. *-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-* -*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*- 08. Gathering Information ALTINFO -*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*- *-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-* 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. *-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-* -*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*- 09. Walkthrough ALTGUID -*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*- *-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-* 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. -:-:-:-:-:-:-:-:-:-:-:-:- 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. 0o0o0o0o0o0o0o0o0o0o0o0o Investigations List 0o0o0o0o0o0o0o0o0o0o0o0o ------------------------ 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 !#!#!#!#!#!#!#!#! !#!#!#!#!#!#!#!#! ()()()()()()()()()()()()()()()()()()()()()()() 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 !#!#!#!#!#!#!#!#! !#!#!#!#!#!#!#!#! ------------------------ 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 !#!#!#!#!#!#!#!#! !#!#!#!#!#!#!#!#! ------------------------ 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 !#!#!#!#!#!#!#!#! !#!#!#!#!#!#!#!#! ------------------------ 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 !!! !-!-!-!-!-!-!-!-!-!-!!-!-!-!-!-!-!-!-!-!-! -^-^-^-^-^-^-^-^-^-^-^-^-^-^--^-^-^-^-^-^-^-^-^-^-^-^-^-^-^- *-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-* -*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*- 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. *-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-* *-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-* *-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-* 11. - 13. FREE ROAM LOCATIONS ALTROAM *-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-* *-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-* *-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-* 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!) *-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-* -*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*- 11. The Holy Land ALTHOLY -*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*- *-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-* -*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*- 11.1 Masyaf -*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*- 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. -*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*- 11.2 Damascus -*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*- 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. ---------------------------------- 11.2.1 Outside City Gates ---------------------------------- 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. ---------------------------------- 11.2.2 Poor District ---------------------------------- 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. ---------------------------------- 11.2.3 Rich District ---------------------------------- 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...) ---------------------------------- 11.2.4 Middle District ---------------------------------- 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. -*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*- 11.3 Acre -*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*- 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. ---------------------------------- 11.3.1 Outside City Gates ---------------------------------- 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. ---------------------------------- 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. ---------------------------------- 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. -*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*- 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. -*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*- 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. ----------------------------------------------------------------------------- *-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-* -*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*- 15. Tips and Pointers for the Less Experienced ALTPROS -*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*- *-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-* 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. *-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-* -*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*- 16. Glitches ALTOOPS -*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*- *-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-* ------------- 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. Also, these are not in any specific order - I wrote them down as I found/heard them! 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! 64. This one's from a reader known as Treezilla: "I was in Damascus (Abu'l Naquod sequence) and I got into a fight with some guards. The fight was near the blue haze seperating the rich district from the poor. I counter-killed a guard and in during the cinematic gory scene, Altair yanked his blade out of the poor guy and stepped past the Blue Haze into the Rich District, thus desynchronizing." 65. Another one from Treezilla: "This was my first playthrough of AC, and I needed to get into the Rich District (to go after Abu'l Naquod). However, there was a blue haze blocking the Rich District, and I could NOT get into the Rich District, EVEN though I was in Memory Block 4!!!" 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)! *-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-* -*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*- 17. Secrets ALTLOCK -*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*- *-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-* ------------- 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. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 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) - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 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. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 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! - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 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. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -------------------------- 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) - $29.99 Game Trailer - Free Gamer Pics - 80MP Dashboard Theme - 80MP PS3 - No DLC PC - No DLC *-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-* -*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*- 18. Extra Things To Do ALTMORE -*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*- *-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-* 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! *-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-* -*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*- 19. Soundtrack ALTTRAX -*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*- *-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-* "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 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...) *-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-* -*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*- 20. Xbox 360 Achievements ALT360S -*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*- *-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-* 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. --------------------------------------------------------------------- - - - - - - - - - - - - - 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. --------------------------------------------------------------------- - - - - - - - - - - - - - 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. --------------------------------------------------------------------- *-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-* -*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*- 21. Closing & Version History ALTGBYE -*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*- *-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-* 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, 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! *-*-*-*-*-*-*-*-*-*-* 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 Treezilla, for giving some extra glitches! Thanks! 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 thanks to GameFAQs! Dennis and SuperCheats, for hosting my FAQs! Leo Chan & NeoSeeker, for hosting me too! 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! ################## 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... To the Templars: May the Father of Understanding guide You To the Assassins: Safety and Peace be upon you! To my Readers: Keep Reading, and have fun! -*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*- 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 burlybrawler777 [at] rocketmail [dot] com ^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^ 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!! ^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^ BBBBB UU UU RRRRR LL YY YY BB B UU UU RR R LL YY YY BBBBB UU UU RRRRR LL YY BB B UU UU RR RR LL YY 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 W W RR 777777777 777777777 777777777 777777777 777777777 7777777 77777777 7777777 77 77 77 77 77 77 77 77 77 77 77 77 77 77 77 77 77 77 77 ^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^ *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! ;)