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Walkthrough

by Shotgunnova

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    }     /            \     {               ��� � � ��� ��� ���
   '-.   /              \   ,-'    Spoiler-free FAQ & Walkthrough (Xbox 360)
(\    \ (                ) /   /)     -by- Shotgunnova / Patrick Summers
 \\    \ \____/)  (\____/ /   //
  \\    \_____/ /\ \_____/   //      Email - shotgunnova [a+] gmail . com
   \���������\_/  \_/��������/
    ��������\________/�������     Best viewed in 79-character-width browser!

   I. CONTROLS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CNTR
  II. TH' BASICS . . . . . . . . . . . . . . . . . . . . . . . . . . . . THBS

      The Creed ........................................................ TCRD
      Sync Bar ......................................................... SYBR
      Eagle Vision ..................................................... EGLV
      Synchronization .................................................. SCRY
      Social Acceptability ............................................. SCLC
      Information Gathering ............................................ NFGT
      Free Missions .................................................... FRMS
      Environmental Overview ........................................... NVRN
      Weapons .......................................................... WEPN
      Tips N' Tricks ................................................... TPST

 III. WALKTHROUGH  . . . . . . . . . . . . . . . . . . . . . . . . . . . WLKT
  
      01) Memory 1 ..................................................... WK01
      02) Memory 2 - Masyaf Traitor .................................... WK02
      03) Memory 2 - Tamir ............................................. WK03
      04) Memory 3 - Garnier de Naplouse ............................... WK04
      05) Memory 3 - Talal ............................................. WK05
      06) Memory 4 - William of Montferrat ............................. WK06
      07) Memory 4 - Abu'l Nuqoud ...................................... WK07
      08) Memory 4 - Majd Addin ........................................ WK08
      09) Memory 5 - Sibrand ........................................... WK09
      10) Memory 5 - Jubair ............................................ WK10
      11) Memory 6 - Robert de Sable ................................... WK11
      12) Memory 7 - 10th Templar ...................................... WK12

  IV. APPENDICES . . . . . . . . . . . . . . . . . . . . . . . . . . . . APND

      Achievements ..................................................... ACHV
      Maps ............................................................. MAPZ
      Templars ......................................................... TMPL
      King Richard Flags ............................................... KRFL
      Masyaf Flags ..................................................... MSYF
      Hospitalier Flags ................................................ HSPT
      Jerusalem Crosses ................................................ JRCR
      Saracens Flags ................................................... SRCN
      Teutonic Flags ................................................... TTNC
      Templar Flags .................................................... TPLR

   V. FREQUENTLY ASKED QUESTIONS . . . . . . . . . . . . . . . . . . . . FAQZ
  VI. UPDATES & CONTRIBUTIONS  . . . . . . . . . . . . . . . . . . . . . UPDT
 VII. LEGALITY . . . . . . . . . . . . . . . . . . . . . . . . . . . . . LGLT

_______________________________________________________________________________
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I. CONTROLS                                                              [CNTR]
_______________________________________________________________________________
�����������������������������������|��|����������������������������������������
                                   |  |
        Left Trigger ->  ______    |  |    ______  <-Right Trigger
         Left Bumper -> /------\__/    \__/------\ <-Right Bumper
                       / .-.       .-.       (Y)  \
       Left Analog -> / (   )   []( X )[]  (X) (B) \
                     /   '-'       '-'  .-.  (A)    \
                    (      .-.         (   )         )
                     \    (   )         '-'         /
                      \    '-'  /������/�\         /
                       \_______/   Right  \_______/
                            |      Analog
                         D-Pad
 Altair can switch between low- and high-profile actions by holding R-button
 ___________ ______________________________ _________________________________
| BUTTON    | LOW-PROFILE ACTION           | HIGH-PROFILE ACTION             |
|�����������|������������������������������|���������������������������������|
| BACK      | Un/toggle location map       | Un/toggle location map          |
| START     | Un/toggle pause              | Un/toggle pause                 |
| D-PAD: U  | Select hidden blade          | Select hidden blade             |
| D-PAD: D  | Select fists                 | Select fists                    |
| D-PAD: L  | Select knives / short blade  | Select knives / short blade     |
| D-PAD: R  | Select longsword             | Select longsword                |
| A BUTTON  | Step button (hold: free run) | Step button (hold: free run)    |
| B BUTTON  | Push or grab                 | Push or grab                    |
| X BUTTON  | Assassinate / Throw knives   | Assassinate / Throw knives      |
| Y BUTTON  | Use eagle vision             | Use eagle vision                |
| L ANALOG  | Controls movement            | Controls movement               |
| R ANALOG  | Controls camera POV          | Controls camera POV             |
| L BUMPER  | ---------------------------- | Chase cam (Camera POV pullback) |
| R BUMPER  | ---------------------------- | ------------------------------- |
| L TRIGGER | ---------------------------- | ------------------------------- |
| R TRIGGER | High-profile actions usable  | ------------------------------- |
|___________|______________________________|_________________________________|

 NOTE: Most of the following techniques are earned, not inherent.
 _______________ _______________________________________ ____________________
| ADVANCED TECH | BUTTON COMBINATION                    | EFFECT             |
|���������������|���������������������������������������|��������������������|
| Combo Killing | Attack and press X when swords clash  | Slays enemy        |
| Counter-kill  | Hold R-Trigger + X when enemy attacks | Slays enemy        |
| Dodging       | Hold R-Trigger + A when enemy attacks | Avoids foe's slash |
| Grab Breaking | Hold R-Trigger + B when enemy grabs   | Reverses the grab  |
| Free-stepping | Hold A while running over beams [etc] | Quickly cross them |
| Defence Break | Step (with A) and attack immediately  | Break foe's guard  |
|_______________|_______________________________________|____________________|

_______________________________________________________________________________
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II. TH' BASICS                                                           [THBS]
_______________________________________________________________________________
�������������������������������������������������������������������������������
 The game does a pretty good job of giving the player tutorials on every step
 possible (and giving hints during each loading scene), but here's a bit of a
 recap anyway.

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THE CREED                   [TCRD]
__________________________________
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 1) Don't take innocents' lives
 2) Don't draw attention to yourself
 3) Don't endanger the brotherhood

 These three tenets are what the brotherhood, which Altair is apart of, lives
 by. The third one is story-related mostly but should our protagonist break
 the first two, he will be penalized by either decreased health or attracting
 more guard activity.

__________________________________
����������������������������������
SYNC BAR                    [SYBR]
__________________________________
����������������������������������
 The sync bar is Altair's health, which starts out low (4) and gradually can
 be brought to maximum (20) by doing major assassinations and completing many
 side missions. But, its other function is to tip him off to how people around
 him are seeing him. The Astergo logo (that triangle thing) on the left side
 changes colors depending on how much danger our assassin friend is in. [OB]
 stands for just the logo orb blinking, [LB] the entire logo.

 White -------> Altair is in the clear, no one is looking for him
 Yellow [OB] -> Citizens are watching him but no real threat so far
 Yellow [LB] -> Altair has been chased by guards but broke their line of sight
 Red [OB] ----> An informed guard (sword drawn) is watching Altair's actions
 Red [LB] ----> Guards are giving chase to Altair
 Blue --------> Altair has hidden and is slowly returning to a vanished state

 Red [OB] is the the extreme before guards give chase -- that's why it beeps!
 In this state, Altair should blend (mutes beeping) which should help him get
 out of the area without arousing more suspicion. Note that 5-person patrol
 parties (in lategame) and Templars will see through his disguise and blow
 his cover, so this isn't foolproof.

__________________________________
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EAGLE VISION                [EGVS]
__________________________________
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 Eagle Vision is an assassin's special gift, which allows him to know the
 intentions of those around him. When initiated, all living enemies around
 him will glow a certain color that has an action attributed to it.

 RED   : An enemy, someone who has a weapon and can harm Altair
 BLUE  : An ally, such as vigilantes who will impede pursuing guards
 GOLD  : An assassination target, the reason why Altair is in the city
 WHITE : An information source, such as informers or someone to interrogate

 This ability can't be used unless synchronized (full health), but luckily
 it's pretty useless once the who's who of human units is learned. Note that
 once the game is beaten, it can be used even without synchronization -- wee!

__________________________________
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SYNCHRONIZATION             [SYCR]
__________________________________
����������������������������������
 This term refers to two things:

 #1) The act of Desmond being hooked up to the Animus, thus being able to 'see'
     what Altair was doing 900 years prior. Synchronization is lost by:

     - Being damaged in any form
     - Slaying civilians (innocents, harassers, any unarmed person)
     - Failing a mission objective (letting a target escape, etcetera)

 #2) The overall completion of the current mission, which is shown in the form
     of a DNA double helix (memory log). At most, each strand consists of:

     - 6 Investigations
     - 1 "Find All Highpoints" objective
     - 1 "Save All Citizens" objective
     - 1 Knowledge (i.e. permission to assassinate)
     - 1 Assassination

     Synchronizing fully (9 of 10 strands in most cases) before assassinating
     the main target will go toward the "Disciple of the Creed" achievement.

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SOCIAL ACCEPTABILITY        [SCLC]
__________________________________
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 In Assassin's Creed, Altair's skill to blend in is of high value, and the
 more stealth he employs, the better his tasks can go. His actions all have
 a level of 'social acceptibility' which either helps him blend in or betrays
 his position. Sometimes these actions don't really do anything (such as
 climbing around) if no one's looking for him, but later in the game, playing
 it cool is definitely the way to go. Here's a list of what's what:

 ACCEPTABLE                         UNACCEPTABLE
 ����������                         ������������
 � Walking                          � High-profile killing someone
 � Blending                         � Low-profile killing (getting caught)
 � Climbing ladders                 � Bumping [etc.] guards (harassment)
 � Running/Sprinting                � Trying to access restricted areas
 � Throwing harassers               � Trying to enter any city normally
 � Jumping through stalls           � Moving on rooftops (near patrols)
                                    � Pushing people in guards' view (lategame)
                                    � Seen by 5-person patrols (lategame)

 Actions which are meant to hide Altair, such as jumping in haystacks and
 hiding in rooftop gardens, aren't listed here. They usually have a normal
 acceptable level, meaning people who see it will be suspicious/watch but
 nothing happens besides. Note that towards the end of the game, when the city
 patrol is beefed up in anticipation of trouble, if Altair is seen by roving
 5-person patrols, they will instantly blow his cover. Use benches and other
 means of hiding to avoid them, as they can screw up informer missions also!

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INFORMATION GATHERING       [NFRM]
__________________________________
����������������������������������
 In each district, Altair will have to collect information from citizens in
 order to initiate the real assassination missions. There are a few types of
 situations that are encountered:

 � EAVESDROPPING: The easiest source of them all is loose-tongued chatterboxes
                  who gather in markets and plazas. Simply sit on a bench and
                  lock on to listen in. If Altair is too close (they'll be
                  looking right at him), they won't start talking.

 � PICKPOCKETING: Like eavesdropping except Altair doesn't need a bench. Lend
                  an ear with L-trigger (at middle range) to initiate the
                  scene and lock onto the target. He'll start walking and
                  occasionally stop to look around. Hold the B-button while
                  trailing and steal from his parcel. Do this while he's in
                  motion or it may screw up; also, go at normal pace.

 � INFORMER     : Other assassins in the city will exchange information if
                  Altair performs services, either assassinations or doing a
                  flag course. The latter may or may not have a time limit of
                  3:00 and 1-5 targets to stealthily kill; the latter consists
                  of collecting 20ish Masyaf Flags strewn throughout the area.

 � INTERROGATION: Despots spreading propaganda for their masters are around
                  the city, and Altair can tail them to a dark location (such
                  as a side alley or area with few to no guards) and beat the
                  truth out with his fists. They'll fight back in kind but
                  will eventually give up the ghost, after which Altair will
                  slay them.

__________________________________
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FREE MISSIONS               [FRMS]
__________________________________
����������������������������������
 Free missions are optional tasks that give Altair completion in his memory
 log and also 1/15th of a "health" for each he does. There are two kinds of
 these.

 SAVE CITIZENS: These are marked on the map by doing viewpoints in the vicinity
                but can be found without that, by keeping your ears peeled for
                cries of "What have I done wrong?" and "How can you be so
                cruel", as well as guards' taunts. These involve Altair killing
                the harassers and speaking with the citizen once inconspicuous
                again. Females saved create vigilantes (stall guards if they're
                chasing Altair) while old men create scholars (moving hiding
                spots that can bypass guards). Lend a hand when around them.

 VIEWPOINTS   : A.K.A. Highpoints. These are high towers, turrets, parapets,
                cathedrals, and citadels that can be climbed to view portions
                of the city. Doing so unlocks parts of the map surrounding the
                area, and any free missions in that vicinity are marked there.
                All viewpoints have 3 things: eagles flying around their peak,
                a brown wooden board sticking off one side, and a haystack the
                assassin will land in when done. Since viewpoints are marked
                on the map automatically (sometimes completing one unmarked
                one is needed), they're often easy to locate.

__________________________________
����������������������������������
ENVIRONMENTAL OVERVIEW      [NVRN]
__________________________________
����������������������������������
 Wherever Altair goes, there are sure to be many types of people around him,
 some helpful and some not.

 � ALTAIR            : Altair is the main character, and whatever he does has
                       an impact on how he's perceived by citizenry and guards
                       alike. Blending helps mask his presence while hi-profile
                       actions betray it. Examples of these are covered in
                       other sections.

 � ASSASSIN INFORMERS: Marked on the map during the info-gathering phase, they
                       will either ask Altair to collect flags (3-4:00 limit)
                       which has him running around rooftops to do just that;
                       or, they want him to assassinate certain targets with
                       or without a time limit (but always with stealth). If
                       completed satisfactorily, they give information for
                       Altair's services.

 � ASSASSIN TARGETS  : These are the higher-ups marked for killing and why
                       Altair is in the city to start with. They often have
                       many bodyguards, but have some sort of weakness that
                       allows stealth killing (generally). They have advanced
                       enemy AI and, I believe, can't be grabbed and thrown.
                       Even if killed silently, all guards in the vicinity'll
                       come after Altair.

 � CITIZENRY         : These unarmed citizens walk the streets (never roofs)
                       and come in all sizes. Most will react if Altair does
                       anything high-profile, running away screaming -- this
                       can attract guards. They also can be spooked if Altair
                       follows them and is spotted. Jar-carriers can blow
                       Altair's cover if he's being watched by an informed
                       guard, and gentle pushes can't be used while blending
                       either. Otherwise, their various comments about Altair
                       if he tries to climb buildings' facades [etc.] in their
                       presence have little or negligible impact.

 � CITY GUARD        : They patrol the rooftops and are mostly archers who
                       are found near important areas, such as palaces or
                       strongholds. They will ask for Altair to leave before
                       they turn hostile, which gives the assassin time to
                       neutralize them. The guards who patrol the streets do
                       not give forewarning and carry swords initially (unlike
                       rooftop guards who carry bows initially and switch).

 � DESPOTS           : AKA "The Lecture Guys," these special units are found
                       in interrogation missions and are shown spreading much
                       misinformation and propaganda. Altair must follow them,
                       steal some truth, and then automatically kill.

 � HIDING SPOTS      : These are haystacks, haystack carts, rooftop gardens,
                       and street benches occupied by two people. If Altair
                       breaks pursuers' line of sight, he can blend or hide
                       in said places and escape; if his enemies see him, he
                       cannot. The Assassins' Bureau can't be entered until
                       Altair is free of the ye olde fuzz, y'dig?

 � MADMEN            : Whatever you wanna call them, they can be spotted by
   DRUNKS              strange, almost lethargic movements and don't wear a
   CRAZY PEOPLE        shirt (drunks do, and also have booze bottle). They're
                       infamous for their only purpose in the game, which is
                       shoving Altair for no reason. This can blow his cover
                       if he hits a guard, so the only way to deal with them
                       is throwing them first or killing (disobeys creed).

 � TEMPLAR KNIGHTS   : Special foreign knights who appear in the cities and
                       kingdom (roadways). They are easy to spot as they wear
                       white garments and helmets, and are ALWAYS immobile,
                       standing in alleys, dead ends, or rooftops. If they
                       spot Altair they immediately go after him, which can
                       often blow his cover if on an informer [etc.] mission.
                       They have advanced enemy AI, and killing them counts
                       toward a total for a special achivement. Assassination
                       targets are templars but don't count in that respect.

 � THUGS             : Thugs are fat men who wear many pouches, 'shining' like
                       guards typically do. Their only purpose is sources of
                       knives which Altair can pickpocket, although if fought
                       they will always use their fists. If someone else is
                       having a fistfight -- such as interrogation missions --
                       they may join in the brawl if nearby.

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WEAPONS                     [WEPN]
__________________________________
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 By assassinating major targets, Altair will be restored a rank and gets a
 weapon back. They all have their uses, unlike some games where outclassing
 occurs.

 |�����������������|��������������������������������������������������������|
 | FISTS           | Old-school beatdowns! Used mostly for interrogations   |
 | LONGSWORD       | Deals decent damage but is slower, longer recover time |
 | SHORT BLADE     | Easier to wield and has shorter usage time             |
 | THROWING KNIVES | Longer-range weapon. Can be used with short blade      |
 |_________________|________________________________________________________|

 And no, there is no crossbow to obtain. Apparently it was going to be in the
 game but was switched for knives...or something. A real assassin would never
 use something that didn't ensure a kill, anyway, right?

__________________________________
����������������������������������
TIPS N' TRICKS              [TPST]
__________________________________
����������������������������������
 Here are general tips I've found. I'll also add in any good ones readers send
 in, too...but 'til then, this is what's up:

 � Learn how to counter-kill immediately. This ability comes after the first
   real assassination, and serves Altair well throughout the game -- in fact,
   it can be used with the longsword or the short blade. Hold R-trigger and
   press X when the enemy moves forward. Repeat it like a mantra.

 � Blending is very important. Most people who've been doing the same thing
   for hours and hours get a bit antsy and try to chance walking past a guard
   in an "almost alert" state -- BUT, blending is so much safer. Here's the
   tip: if the upper-left icon is blinking red and making noise, blending will
   mute the noise, signifying that Altair is in danger but the blending helps
   mask his presence. This is particularly helpful when passing by corpses he
   made earlier with guard activity around. [NOTE: Some roving guard brigades
   in the later districts can spot Altair even while blending, plus Altair can
   still bump into people and blow his cover...but don't do that].

 � In the early stages of the game, when Altair's sync bar (health) is very
   small, he can't afford to be as reckless as later. He starts with four and
   gets nine naturally (1 per assassionation). Additionally, for each objective
   he completes -- which is information-gathering, saving citizens, or locating
   viewpoints -- another bar goes up 1/15th of a "health". Those aren't too
   much but it's always enough to get at least one extra per mission and then
   some left over. Build up health always because there are times when Altair
   may be hit, then get sandwiched between three or four sword strikes without
   ability to dodge!

 � The sword is a good weapon to start off with, and Altair will be forced to
   for general combat. However, later on the Short Blade provides (arguably)
   easier counter-kills and combo-kills, plus provides all the same advantages
   of swordplay _PLUS_ the ability to throw knives at faraway targets.

 � Some viewpoints require Altair to scale tall buildings. Most are pretty
   easy to figure out, but some can be trickier. All sides of the building
   are likely to be the same in these cases; what the player has to do is
   find one that is slightly different. For instance, some towers have sheer
   walls but there may be a brick sticking out on one side that allows our
   assassin to ascend better. There aren't TOO many of these brain-benders,
   but when in doubt, look for the odd man out. Hey, that rhymes.

 � Enemies come in different types and have different levels of skill. For
   instance, Damascus guards (brown clothing, turban) only attack and can't
   break Altair's guard, while Teutonic knights (helmeted, Black Cross emblem)
   have a 3-hit attack at best and have the Dodge skill that Altair does. That
   is the extremes of the spectrum for normal enemies. Templars, basically a
   special Teutonic knight, are even more powerful and quick -- you'll know
   'em when you see 'em.

 � It's easier to flee when some of the pursuers have been killed. The player
   can take his/her chances, of course, but each extra pair of eyes makes it
   harder to find a hiding spot. At the very least, push people ascending a
   ladder off the roof when they stand upright.

 � Always save citizens! Their locations can be found normally but doing the
   viewpoints marks some automatically. Kill the harassers to gain a special
   helper: freed women make vigilantes who grab pursuers and hold them still
   so Altair can attack, while men make scholars which Altair can blend in
   with. There's no downside to doing this...so do it!

 � It may be tempting to collect the nearest flag, but think a moment: am I
   going to regret this if I come back later with a checklist? Yes, there are
   a whole bunch of flags and finding them isn't enjoyable. Try to stave off
   on picking up the nearest ones until you get a checklist...or don't if you
   like the challenge. This applies to killing Templars and such also.
                                                    _________________________
___________________________________________________/ III. WALKTHROUGH [WLKT] |_
�������������������������������������������������������������������������������
01) Memory 1                                                             [WK01]
_______________________________________________________________________________
�������������������������������������������������������������������������������
 Before the assassinating begins, there are various scenes regarding the
 Animus, a machine that displays cellular memory on a screen. This is the
 short tutorial that helps Desmond get acclimated to the assasin's controls
 and synchronize with the machine. Fulfilling each part gives "health" back
 to the assassin (Altair), etc. As one soon finds out, Assassin's Creed is
 _very_ hand-holding with tutorials and hints, so there shouldn't be any need
 to cover it here.

 Upon finishing, the most stable memory block is accessed...

________________
����������������
SOLOMON'S TEMPLE
________________
����������������
 Another half-tutorial area, the player is introduced to "glitches" here.
 Pressing any button when a cutscene displays weird data patches changes the
 POV. This is useless normally, but there is an achievement based off seeing
 at least 85% of these, so might as well start now.

 Using the free-step technique, come upon an unaware soldier. Lock onto him
 with L-button and assassinate with X, which comes to a room below with some
 treasure. Descend the ladders to where Robert de Sable, lock onto him, and
 press X for some another scene -- Altair will be alone in a cavern. Using the
 techniques previously learned, such as free-stepping, and now, walling (or
 wall-jumping), get to the high exit and climb out.

________________
����������������
MASYAF
________________
����������������
 This is Altair's home base, where his master resides in a mountain fortress.
 There are no enemies here, so simply waltz up to the citadel and meet with
 Al Mualim in the 2nd-floor library. Following, the village at the base will
 be under attack by templars.

 Select the sword (right on d-pad) and find a soldier. Lock on like normal,
 guard with R-trigger, and follow the mini tutorials as they guide through the
 basics. Counter-killing -- holding R-button and pressing X when a soldier
 moves in for an attack -- is possible here, for veterans. Once reaching the
 bottom, the memory fast-forwards back to the citadel.

 Approach the main structure and another assassin calls for Altair to follow
 up a ladder. This leads to the roof -- find a brown platform jutting into the
 open air to commence another scene where Robert's men come up the road. Do a
 leap of faith when Al Mualim asks, diving into the haystacks below. From here,
 walk along the three thin logs to reach another climbing course. It leads up
 to a guardtower where Altair can cut a rope and wreak havoc among Robert's
 troops.

 This effectively ends the memory here. Desmond can go sleep in his room after
 he eavesdrops on the conference room conversation from his bathroom.

_______________________________________________________________________________
�������������������������������������������������������������������������������
02) Memory 1 - Masyaf Traitor                                            [WK02]
_______________________________________________________________________________
�������������������������������������������������������������������������������
 The next morning, it's time to get back in the Animus. If you're aiming for
 the Conversationalist achievement, make sure to talk to Lucy a few times
 first.
____________________________
                            | For a chance at redemption, Altair must locate
 ,�����,����\               | the traitor of Masyaf and bring him to Al Mualim
(            \              | for questioning. He's been stripped of everything
 )           /              | he previously had and now must work as a novice.
 \           \              | This is still semi-tutorial mode, this time as a
  '-----~---. \             | device to show the info-gathering techniques.
             \ \            |
            ,'  \           | Visit the lower market where the first icon is.
         ,-'     \          | To eavesdrop (at least now), find a bench to be
        /         )         | inconspicuous and use L-trigger to lock onto the
       |    1    /          | target; then, use Y-button to listen in.
       (        /           |
        \      /            | A pickpocket icon appears next, where the basket
         ) /���     EXIT    | weaver is stationed. Initiate the mission with
       _/ /         KINGDOM | L-trigger and wait for the man to start walking
      / _/             |    | away. Follow behind and use B-button when close
     ( (             _)�|   | enough to steal his letter. If he sees Altair,
      \ \____ __    /   )   | reinitialize the mission by sitting on a bench
       \_    '  \__/ __/    | or something. Successfully completing this job
         \__________/       | opens up the third and final info-gathering
____________________________| technique: interrogation

 A.K.A. beating the user senseless until he talks. Masun is preaching to a
 crowd halfway up the village slope. Lock onto him as per usual and wait for
 him to shut up and start walking. Follow him into dead end housing area near
 a cliffwall; then, begin the beatdown. It's worth noting that interrogations
 must use fists, even though Altair has no other weapons. Make sure to dodge
 his attacks with R-trigger or his small health bar (4) may get depleted.
  ___________________________________________________________________________
 |������������������������������������������������������������������ REWARD �|
 | - Sync bar augmented                                                      |
 | - Hidden blade regained                                                   |
 | - Sword regained                                                          |
 |___________________________________________________________________________|
  ���������������������������������������������������������������������������
 Al Mualim has a list of nine men who need to die, the first of whom is found
 in Damascus. Altair must first practice his skills in the citadel courtyard,
 however. Maneuver to the village gates to find a horse, which has basically
 the same controls as Altair has normally. Use this to exit Musyaf and make
 for Damascus.

 The "Kingdom" is basically all the mountainous areas in between the four
 cities: Musyaf, Damascus, Jerusalem, and Acre. There are templars, flags and
 viewpoints here -- all of which have achievements based off them -- but if
 you're not going to follow a checklist as the harder ones are found, stave
 off and do them later. These can be done anytime, even after completing the
 game's mandatory stuff.

_______________________________________________________________________________
�������������������������������������������������������������������������������
03) Memory 2 - Tamir                                          [Damascus] [WK03]
_______________________________________________________________________________
�������������������������������������������������������������������������������

 TARGET: Tamir
 CRIME : Black Market Merchant
 NEEDED: 2 Investigations [of 6]
 
 The road to Damascus' gate is small, and the game points out a "save citizen"
 free mission in the middle there. Defeat the three guards, save the innocent,
 and notice that a group of scholars has appeared. Go into their midst and
 blend, making an easy way to enter the city (automatically, too). Once inside,
 Altair must head to the "high point" and synchronize, which tells the location
 of the assassins' bureau. Can't find the highpoint? Mark it on the map.

______________
��������������
INVESTIGATIONS
______________
��������������
 At the bureau, Altair is told to search the city and learn what he can. For
 any normal person this would be harder; for Altair, he can open up spots to
 investigate (pickpocket, eavesdropping, interrogation) by climbing highpoints
 and synchronizing. Although only two are needed to continue with the mission,
 finding all of them -- as well as doing all side missions in this district --
 before killing the target goes toward the "Disciple of the Creed" gamerpoint
 achievement. Keep that in mind, if you're a perfectionist.

 As Altair finds, only the poor district of Damascus is accessible right now,
 which helps the searching. Here's the information that can be obtained.

 � EAVESDROPPING: Tamir is in the souk (market)
 � EAVESDROPPING: Beams that cross the central courtyard can be crossed
 � EAVESDROPPING: Find aid within the city to help escape the souk
 � PICKPOCKETING: Tamir is preparing for a large shipment
 � PICKPOCKETING: The souk's northeastern rooftops are connected to courtyard
 � INTERROGATION: Tamir is manufacturing weapons for an unknown army

___________
�����������
THE TAKEOUT
___________
�����������
 The souk is a crowded place. After the cutscene, Tamir will walk around the
 marketplace and inspect stalls -- this often leaves his back wide open. This
 is one of the easiest missions to get the "Blade in the Crowd" achievement
 on. After the dialogue, make a quick exit; if it wasn't a high-profile kill,
 fewer guards should follow (generally). If you've done "save citizen" free
 missions up to now, any vigilantes can help slow the enemy down.

 Visit the assassin's bureau when clear to finish the mission and report back
 to Al Mualim. This is done automatically, thankfully.
  ___________________________________________________________________________
 |������������������������������������������������������������������ REWARD �|
 | - Sync Bar Augmented                                                      |
 | - Short Blade obtained                                                    |
 | - Counter Kill obtained                                                   |
 |___________________________________________________________________________|
  ���������������������������������������������������������������������������
 Fighting is so much better with counter-killing learned. Altair will have to
 try out his new skills in the training circle again, but past that, can get
 back into the kingdom's highways and byways. Jerusalem and Acre now each have
 a target and they can be done in any order. The next section is for the
 latter.

_______________________________________________________________________________
�������������������������������������������������������������������������������
04) Memory 3 - Garnier de Naplouse                                [Acre] [WK04]
_______________________________________________________________________________
�������������������������������������������������������������������������������

 TARGET: Garnier de Naplouse
 CRIME : Cruel experiments on the infirm/feeble
 NEEDED: 2 Investigations [of 6]

 Acre is the English settlement in this area, and heavily guarded to boot. One
 way in is free-jumping over the beams in between the two portcullises, but
 the easiest way is to save the citizen outside and spawn some scholars. Pick
 one and go for it!

______________
��������������
INVESTIGATIONS
______________
��������������
 Like before, view highpoints to make the points of interest appear on the
 map. If you know where they are, it's possible to forego that and go straight
 there...but most people can't do that.

 � INFORMER     : [-:-- Assassin] - Only scholars & guards can enter fortress
 � INFORMER     : [3:00 Flag Run] - Garnier hides in the Hospitalier fortress
 � EAVESDROPPING: Some fortress roof guards are absent from duty
 � PICKPOCKETING: Gain map of candelabras and patients within the fortress
 � PICKPOCKETING: Letter shows connection between Garnier and two other men
 � INTERROGATION: When seeing patients, Garnier is lost in his own li'l world

 This is the first time informers show up, and they always have li'l missions
 for Altair, such as collecting flags within a time limit or stealth-killing
 targets in a time limit. The other informer here has a no-time-limit stealth
 assassination request -- easy!

___________
�����������
THE TAKEOUT
___________
�����������
 Garnier is the Hospitalier grand master, and it makes sense that he's stuck
 in the hospital, which is actually like a fortress. There are two ways to
 get inside.

 - The fortress' east side has buildings that give access to the upper walls.
   There are a few archers around, but besides that, nothing else really. To
   infiltrate, find the courtyard where everyone is sitting/walking and drop
   down into it.

 - Save the citizen near the front (south side) to spawn scholars, which give
   an easy way in.

 After the scene where Garnier's men take the would-be escapee away, he will
 start doing his rounds in the hospital. There will be a bunch of madmen (the
 idiots who punch Altair for no reason) around here also, which can be quite a
 burden. The easiest way to get close to Garnier -- which isn't hard, since he
 gets lost in his own world when talking with patients, remember -- is to get
 in the group of scholars who gradually move toward him. This gives way to a
 rather easy stealthy kill.

 All guards leave their posts when the good doctor's slain, so leaving via the
 front door is the only option to do.
  ___________________________________________________________________________
 |������������������������������������������������������������������ REWARD �|
 | - Sync Bar Augmented                                                      |
 | - Throwing knives obtained                                                |
 | - Tackling (Run with R-trigger + Hold B)                                  |
 |___________________________________________________________________________|
  ���������������������������������������������������������������������������
 Throwing knives are meant to take targets out from afar, although a player
 may quickly find that they can only be thrown laterally, not used to snipe
 targets below. Tackling is meant as a way to clear the way while running,
 pushing others aside to maintain momentum (instead of falling down and making
 pursuers gain ground).

_______________________________________________________________________________
�������������������������������������������������������������������������������
05) Memory 3 - Talal                                         [Jerusalem] [WK05]
_______________________________________________________________________________
�������������������������������������������������������������������������������

 TARGET: Talal
 CRIME : Slave-trading
 NEEDED: 2 Investigations [of 6]

 Jerusalem's gate is guarded well, so as usual, spawn a scholarly group at the
 gate by helping a citizen nearby -- he's in the graveyard this time. The
 alternative is free-stepping over the portcullis' crossbars, but that may
 give undue attention. The bureau is only uncovered after completing a single
 viewpoint.

______________
��������������
INVESTIGATIONS
______________
��������������

 � INFORMER     : [3:00 Flag Run] - Acolytes will try to help Talal escape
 � INFORMER     : [-:-- Assassin] - Talal is in the city's northern sector
 � EAVESDROPPING: Talal is a master archer and uses that to his advantage
 � PICKPOCKETING: Map tells souk's location where Talal hides if he escapes
 � PICKPOCKETING: Map shows positions of Talal's guards
 � INTERROGATION: Talal has a warehouse where he keeps the slaves

 One of the informers has a no-time-limit stealth assassination job [x2] for
 Altair, while the other is a flag-finding challenge [x18].

___________
�����������
THE TAKEOUT
___________
�����������
 Talal has a warehouse in the northeastern sector of the rich district, and
 it's guarded by archers on the rooftops surrounding. These should be taken
 out first -- for obvious reasons, and because the target can flee up there.
 When the roof detail has been neutralized, the warehouse building has a
 street-level entrance that can be entered.
 
 After a scene, Talal invites Altair into the main room and locks it before
 he sends some guards down. These guards are more dexterous than Damascus'
 junkers, and will often jump back and lunge in to strike -- be prepared
 to counter-kill at this time. There are about 7-8 to destroy, plus another
 up the ladder towards Talal.

 The man himself will flee onto the roof and follows a set path. In fact, he
 will run right into a bunch of vigilantes (if the citizen was saved) SW of
 there, which makes the kill very, very easy. Just make sure to free-run to
 catch up with him as he's unburdened and very speedy.

 --

 When the memory ends and Desmond chit-chats with Lucy a bit, make sure to
 check Desmond's wardrobe. He'll get an access code that allows him to leave
 his room at leisure.
  ___________________________________________________________________________
 |������������������������������������������������������������������ REWARD �|
 | - Sync Bar Augmented                                                      |
 | - Catch Ledge (Press B when falling) obtained                             |
 | - Grab Break (RT + B when enemy grabs hold) obtained                      |
 |___________________________________________________________________________|
  ���������������������������������������������������������������������������
 The three cities' governors are the next targets, as they pretend to rule in
 Richard and Salah Al Din's steads. Al Mualim also says that the local guards
 will be more suspicious as well, which Altair will find out soon enough. Get
 some practice with grab-breaking in the courtyard and head for the kingdom --
 now Altair can automatically ride to each area!

 I like Acre, so William of Monferrat is the next target, but these can be
 done in any order, natch.

_______________________________________________________________________________
�������������������������������������������������������������������������������
06) Memory 4 - William of Monferrat                               [Acre] [WK06]
_______________________________________________________________________________
�������������������������������������������������������������������������������
 TARGET: William of Monferrat
 CRIME : Attempted Treason
 NEEDED: 3 Investigations [of 6]

 Jerusalem's gate is guarded well, so as usual, spawn a scholarly group at the
 gate by helping a citizen nearby -- he's in the graveyard this time. The
 alternative is free-stepping over the portcullis' crossbars, but that may
 give undue attention. The bureau is only uncovered after completing a single
 viewpoint.

 Now the only district that remains closed in Acre is the Middle district to
 the SE.

______________
��������������
INVESTIGATIONS
______________
��������������

 � INFORMER     : [3:00 Flag Run] - William is retreating in his citadel
 � INFORMER     : [-:-- Assassin] - Citadel gates close? Climb the walls!
 � PICKPOCKETING: A forgotten structure poses as a potential entrance
 � PICKPOCKETING: Another man in the harbor seems connected to William
 � PICKPOCKETING: Acquired map tells position of William's archers
 � INTERROGATION: William will be distracted during King Richard's visit

 One of the few missions that have no gimme eavesdropping cases, making this
 a bit harder than the others, comparitively at least. One informer has a flag
 course (x20) that's easiest when using a ladder to climb the building he is
 against; the other has a no-time-limit double-header assassination.

___________
�����������
THE TAKEOUT
___________
�����������
 Approach William's citadel to see the scene with King Richard; after, he'll
 take a bunch of troops and hole up inside to brood. Altair can probably use
 the front entrance to enter, but if he's in bad standing, try the scaffolding
 on the citadel exterior to scale the wall. Either way, start assassinating
 the city guard: first the wall archers who are very annoying, then the lower
 guards on the rooftops and interior wall.

 William's schedule after entering is to berate his troops in a small enclosed
 area in a lower corner; when they leave, two guard his gate and he's left to
 his own devices below. It's very possible to get a stealth kill here. To do
 so, wait until William stands behind his little desk thing. Position Altair
 on the middle (wooden) walkway and start descending the wall near the corner
 by dropping and repeatedly grabbing the next-lowest ledge. This sets up a
 very, very nice assassination.

 As far as hiding within the citadel, the most secure is probably the haystack
 near the southwesternmost point, also the corner where a viewpoint tower is.
 There's a haystack here and no way to get it besides climbing over a locked
 parapet (or jumping from part of the wall from nearest corner). Note that if
 William knows of Altair's presence, there will not be any vanishing phase --
 our assassin will have no way to hide anywhere. On the subject of leaving the
 citadel, the gates will always be closed no matter the kill type, so Altair
 must flee via the upper walkways and scaffolding.

  ___________________________________________________________________________
 |������������������������������������������������������������������ REWARD �|
 | - Sync bar augmented                                                      |
 | - Regain Balance Obtained                                                 |
 | - Dodge (RT + A when enemy goes in for attack) Obtained                   |
 | - Sword Expertise (Damage) Obtained                                       |
 |___________________________________________________________________________|
  ���������������������������������������������������������������������������
 Both abilities obtained should be fairly self-explanitory: regaining balance
 and dodging helps when scaling around town or when fighting, while sword
 expertise simply increases the damage done with swords (not knives or any
 other weapon).

_______________________________________________________________________________
�������������������������������������������������������������������������������
07) Memory 4 - Abu'l Nuqoud                                   [Damascus] [WK07]
_______________________________________________________________________________
�������������������������������������������������������������������������������
 TARGET: Abu'l Nuqoud
 CRIME : Embezzlement
 NEEDED: 3 Investigations [of 6]

 By now the city's entrances should be easy to infiltrate, so I'll skip all
 the preamble. Since the target is the merchant king of the city, it figures
 that he lives in the rich district -- it's now accessible.

______________
��������������
INVESTIGATIONS
______________
��������������

 � INFORMER     : [3:00 Flag Run] - The palace fountain is easily climbed
 � INFORMER     : [3:00 Assassin] - Map of merchant king's palace guards
 � EAVESDROPPING: There's a passage leading up to the merchant king's quarters
 � EAVESDROPPING: Abu'l Nuqoud is preparing for a feast
 � PICKPOCKETING: A letter says there will be a festival at Nuqoud's palace
 � INTERROGATION: When Abu'l addresses the crowd, that's the time to strike

___________
�����������
THE TAKEOUT
___________
�����������
 Make it to the festival palace and initiate the scene where the Merchant King
 comes out onto his balcony to address the people. Afterwards, things will be
 in panic. There will be archers shooting down, and Altair can get to them by
 vaulting off a table and onto an awning. To reach the balcony, either jump
 from the archers' positions to one of arches, then to a small flat-topped
 pole -- it should be easy from there. An informer said that the palace
 fountain is climbable too, but Altair will only have reason to do that if
 he doesn't take out the archers.

 As for the assassination, Nuqoud lingers around to watch the chaos before
 fleeing out his backdoor. Despite his girth, the dude has legs like a
 roadrunner and will run to the street outside before finally tripping and
 giving an opening. Slice and dice to put him down. [Alternately, you might
 be able to climb to the roof via Nuqoud's balcony, jump into a haystack and
 head him off completely, which circumvents a gaggle of guards hanging around
 his back stoop. Haven't tried it but it may be possible.] 

  ___________________________________________________________________________
 |������������������������������������������������������������������ REWARD �|
 | - Sync bar augmented                                                      |
 | - Extra Throwing Knives obtained [Max: 10]                                |
 |___________________________________________________________________________|
  ���������������������������������������������������������������������������

_______________________________________________________________________________
�������������������������������������������������������������������������������
08) Memory 4 - Majd Addin                                    [Jerusalem] [WK08]
_______________________________________________________________________________
�������������������������������������������������������������������������������
 TARGET: Majd Addin
 CRIME : Unrighteous Murder, Brutality
 NEEDED: 3 Investigations [of 6]

 For the third in this assassination trifecta, all districts but the middle
 are accessible. This is also one of, if not the, smallest districts in the
 entire game, meaning finding highpoints and other points are only a hop, 
 skip, and a jump away. Another thing to remember: in the poor districts,
 highpoints are really not-so-highpoints. Instead of looking at the skyline,
 check for eagles flying around (or that brown plank all buildings have).

______________
��������������
INVESTIGATIONS
______________
��������������

 � INFORMER     : [-:-- Assassin] - While lecturing, Majd's back is exposed
 � INFORMER     : [-:-- Assassin] - Scholars can enter execution plaza easily
 � EAVESDROPPING: Madj Addin is performing an execution today
 � PICKPOCKETING: Map details positions of Madj Addin's guards
 � PICKPOCKETING: Map pinpoints execution plaza's location
 � INTERROGATION: Madj Addin is trying to rule Jerusalem by fear

 As one can see, this is probably one of the easiest investigation clusters
 to do, especially informer-wise. Small district, small problems?

___________
�����������
THE TAKEOUT
___________
�����������
 Malak gives another caveat for the execution: an assasin, a brother, has been
 captured and Madj must be killed before he can do any ripping and slicing.
 The execution grounds are a street-level plaza against the wall, sandwiched
 by archer-infested buildings. Take them out first before entering the crowd,
 which starts the proceedings. STAY AWAY FROM CRAZY PEOPLE OR THEY WILL PUSH
 ALTAIR INTO GUARDS WHEN THE CUTSCENE ENDS, SCREWING IT ALL UP!

 To get the stealth assassination, after two troublemakers are slain, Altair
 must bypass the "blockade" of guards in front of Madj. Go up the north side
 where a small building is, jump on and over, landing behind the nearest
 guard (who remains oblivious). When Madj addresses the crowd, remember, his
 back is turned to the prisoners -- do a high-profile assassination and that's
 that! Since guards will follow Altair anyway, high-profiling the target works
 well. If the detail is alerted, then our assassin will have to fight Madj and
 his plethora of armed helpers in a crowd setting, which is pretty crappy.

 Note that if Altair dies, he'll start at the back of the crowd, which pretty
 much nixes the chances of a stealth assassination, mostly because he'll start
 at "almost found" status. Try to do it the first time if you're going to do
 it at all.

 As for the assassin captured, Malak's team will take care of him on their
 own time, so don't linger with a bunch of guards hot on your heels.
  ___________________________________________________________________________
 |������������������������������������������������������������������ REWARD �|
 | - Sync bar augmented                                                      |
 | - Defense Break (Press X after stepping with A) Obtained                  |
 |___________________________________________________________________________|
  ���������������������������������������������������������������������������
 Defense Break allow Altair to -- surprise! -- break an enemy's defense. Press
 X after a Step (A) to clash swords and knock their arm upward, leaving them
 open to an attack. It's not as good as counter-killing or maybe even as good
 as combo-killing, but it may see some use yet.

 Now, two more Templars must be killed: Sibrand and Jubair. Sibrand's mission
 is one of the best in the game, so that's why it should be done first!

_______________________________________________________________________________
�������������������������������������������������������������������������������
09) Memory 5 - Sibrand                                            [Acre] [WK09]
_______________________________________________________________________________
�������������������������������������������������������������������������������
 TARGET: Sibrand, leader of the Knights Teutonic
 CRIME : Treason
 NEEDED: 3 Investigations [of 6]

 The final Acre mission, this unlocks the eastern (middle) district where the
 harbor resides. The 5-soldier brigades that patrol this district are a lot
 more susceptible to Altair's antics, so make sure to blend if they're around.

 Also, if you're fond of getting all viewpoints here, there will be a large
 cathedral/fortress with such a thing on top (and a save-citizen mission at
 its front door). Getting up seems to be a bust, but if you look to the SE
 side behind a tree, there will be more a window leading to some bricks that
 lead upwards. Threw me for a loop the first time, and maybe the same happens
 to a reader, so...

______________
��������������
INVESTIGATIONS
______________
��������������

 � INFORMER     : [3:00 Assassin] - The docks are filled with drunk sailors
 � INFORMER     : [4:00 Assassin] - Map shows the positions of Sibrand's guards
 � EAVESDROPPING: Sibrand is paranoid of assassins, and expects Altair to come
 � PICKPOCKETING: Sibrand will soon retreat to his private vessel
 � PICKPOCKETING: Sibrand has no guards on the northern docks
 � INTERROGATION: Sibrand plans to make a blockade to deny more English ships

 As I said before, the 5-person patrols around town can be a real drag when
 investigating comes around. For the interrogation, I suggest beating up the
 despot right where he talks -- the guard nearby should let the fist fight
 continue if Altair was in good standing before.

___________
�����������
THE TAKEOUT
___________
�����������
 The harbor has been sealed due to Sibrand's fears, but this extends to the
 inner passageways, not the gates...getting inside should be a cinch. Locate
 the paranoiac to view the cutscene, after which the man will get in a rowboat
 and be escorted to his vessel. The dock he took will be blocked, but Altair
 can jump to the extended piers beyond the guards without arousing any 
 suspicion, for some reason.

 There are many ways to get to the dock, but the safest and best I've found is
 to make toward the southwest corner (across the waterway) and spot Sibrand's
 vessel docked alongside. Altair will need to kill the archer on the elevated
 platform west of there if he's going for the stealth kill. Eventually the
 scaredy-cat himself will come to the bow of the ship and say something like
 "Why?! None of you will lift a hand, so I'll kill the assassin myself!", then
 turns around. A high-profile stabbing will ensure Altair isn't noticed before
 Sibrand can be stabbed.

 Escaping is another matter -- Altair dies in water, which means getting
 knocked backwards is more dangerous here than on rooftops. The posts sticking
 out of the water give ample escape routes, although for someone not good at
 jumping on them, killing all the enemies on Sibrand's ship may be truly the
 best course of action (to take the land route back to harbor).

 NOTE: If Sibrand is notified of Altair's presence before he nears, the coward
 will run back into city (land route near his ship) and locate a garrison that
 he will hide in. If Altair doesn't get quick enough, he secures himself inside
 and the mission is a failure -- track him fast and make him put up his dukes!

  ___________________________________________________________________________
 |������������������������������������������������������������������ REWARD �|
 | - Sync bar augmented                                                      |
 | - Short Blade Expertise (Damage) Obtained                                 |
 |___________________________________________________________________________|
  ���������������������������������������������������������������������������

_______________________________________________________________________________
�������������������������������������������������������������������������������
10) Memory 5 - Jubair                                         [Damascus] [WK10]
_______________________________________________________________________________
�������������������������������������������������������������������������������
 TARGET: Jubair
 CRIME : 
 NEEDED: 3 Investigations [of 6]

 The final district (Middle) is now accessible. It's a fair bit smaller than
 the rest, making intel-searching twice as easy as Abu'l Naqoud's area. There
 will still be roving 5-person patrols that spot Altair even if he's in the
 clear, so try to avoid them or it's time for a ruckus. They'll be dressed
 differently than in Acre, but that shouldn't affect detecting 'em.

______________
��������������
INVESTIGATIONS
______________
��������������

 � INFORMER     : [5:00 Assassin] - Map shows scholars' book-burning locations
 � INFORMER     : [3:00 Assassin] - Jubairs wears gold robes and has a pouch
 � EAVESDROPPING: Jubair holds daily meetings within the Madrasah
 � PICKPOCKETING: A letter says Jubair should be within a garden
 � PICKPOCKETING: Jubair is at the Madrasah Al-Kilasah, with loyal men around
 � INTERROGATION: Jubair's scholars are destroying Damascus' books

___________
�����������
THE TAKEOUT
___________
�����������
 Locate the Madrasah where Jubair is at, only climb to the roof and start the
 descent, watching the cutscene from a balcony. After that, the target and all
 of his colleagues will take to the streets for book-burning preaching -- the
 only thing is, Jubair looks exactly like his colleagues (except for the gold
 robes and pouch), so finding him can be a trial-and-error affair going just
 by the assassination target markers.

 ...of course, if you've played the game before, it's pretty clear that his
 position doesn't change, or doesn't change too often. As such, ignore all the
 fake markers and go to the southeasternmost site, where Jubair is in a small
 garden and surrounded by rooftop archers and has two guards at the entrance.
 Neutralize the archers, ignore the gate guards, and when Jubair moves to
 start his speech, descend the ladders and strike like a cobra!
  ___________________________________________________________________________
 |������������������������������������������������������������������ REWARD �|
 | - Sync bar augmented                                                      |
 | - Sword Expertise (Damage) obtained                                       |
 | - Extra Throwing Knives obtained [Max: 15]                                |
 |___________________________________________________________________________|
  ���������������������������������������������������������������������������
_______________________________________________________________________________
�������������������������������������������������������������������������������
11) Memory 6 - Robert de Sable                                  [Acre] [WK09]
_______________________________________________________________________________
�������������������������������������������������������������������������������
 TARGET: Robert de Sable
 CRIME : Templar leader, creating instability in Holy Land
 NEEDED: 3 Investigations [of 6]

 Where Altair first faced the Templar leader, so too shall he return. Robert's
 in town and it's time for the final showdown. The middle district in the west
 is now accessible, and you'll probably notice that the guards are on edge.
 So much so, that our assassin may get spotted doing otherwise ordinary
 actions, such as climbing a ladder.

 The middle district is actually rather small, with only six citizens to save
 and about 8 highpoints -- yay!

______________
��������������
INVESTIGATIONS
______________
��������������

 � INFORMER     : [3:00 Assassin] - Blend with scholars during the funeral
 � INFORMER     : [5:00 Assassin] - Don't face all of Robert's guards at once
 � EAVESDROPPING: Robert will be attending a funeral
 � PICKPOCKETING: Map shows position of guards during Madj Addin's funeral
 � PICKPOCKETING: Map details Robert's position during the funeral
 � INTERROGATION: What are Robert's true motives?

 The 5-person patrols can easily screw up the 5:00 Templar assassination, so
 it may take a few tries to learn a good route while avoiding them all the
 while. Find a bench until they leave, I recommend and TAKE IT SLOW! Try to
 go for the kill when none of the on-edge guards are walking by. Also, there
 is a templar in a dark alley plus madmen around -- don't let them blow the
 whole thing either!

 One of the pickpocketing missions is in a 2-door citadel with guards on both
 sides. Altair will either have to climb over, initiate, climb out and try to
 steal; or, spawn scholars on the street surrounding and go from there. Both
 are annoying. Killing the guards is a third, bloodier option.

 After going to the guild with all free missions and investigations done, one
 should have 9 of 11 strands completed on the memory log, not 9 of 10 like
 usual.

___________
�����������
THE TAKEOUT
___________
�����������
 The Templars and Robert de Sable are apparently at the funeral in an attempt
 to parlay, but Altair isn't going to give them the opportunity. The cemetery
 gates are guarded but can be scaled to get by jumping off a roof, etc. During
 the cutscene that plays, the speaker will betray Altair's presence and sic
 Robert and his men on the assassin (once Altair moves in closer, that is). As
 a tidbit of info said, leading them on a chase can be beneficial away from the
 crowd setting. In fact, at a dead end part of the cemetery is a ladder and a
 platform high enough that Altair can throw people off it for easy kills, and
 thin the ranks without much swordplay. There will be two archers to take care
 of as well, so make that a priority.

 When it gets down to Robert, use three "counter-kill" techniques to punch him,
 and then...see the surprise waiting for Altair. Don't bother chasing "Robert"
 either, as he'll be invincible (this has been proven before). Return to the
 bureau leader with the knowledge that the real Robert has ridden to Arsuf, to
 unite the Saracens against the assassin brotherhood. This place hasn't been
 accessible before, but is now in the "Kingdom" area. Exit Jerusalem, warp to
 Acre, then leave again -- the new marker will be close by, to the south.

 ---

 Arsuf may have been a capital once, but the road leading there is barren and
 has many enemies. In fact, that's all ther is leading up to Robert. It's a
 very straightforward path, too, so the forces encountered never change their
 order, which is....

 TEAM 1: 3 Archers
 TEAM 2: 4 Saracen Guards, 2 Archer
 TEAM 3: 3 Saracen Guards
 TEAM 4: 10 Saracen Guards
 TEAM 5: 3 Saracen Guards
 TEAM 6: 21 Saracen Guards
 TEAM 7: 13 Teutonic Knights

 As you can see, it can be tough going. Counter-killing and combo-killing with
 the short blade is advised, due to its dexterity and easy-to-wield abilities.
 There won't be any chance to refill knives either, so don't waste 'em! Should
 Altair be hurting, make sure to linger around a cleared road segment to refill
 his health. Another thing that's been prevalent throughout the game but may
 not have been noticed is some guards react to dead bodies of their friends,
 holding their stomachs or hesitating -- attacking these ones gives a free
 hit.

 After the first seven clusters, King Richard's camp is finally reached and
 there will be some scenes. It's decided that Robert and Altair must fight
 to the death, and whoever wins has spoken truly. The downside is, it's not
 a one-on-one fight until the end; Altair has to fight de Sable's men (10)
 also, who are all Teutonic knights. Robert himself fights afterward, and
 Altair will have the same health as with the cronies -- thus, make sure to
 play off counter-kills (which is more like counter-punches here) and let the
 target make the first move. He's very fond of grabbing, so get ready to kick
 him backwards. Do a counter-punch, switch to the hidden blade over his fallen
 body, and stab him -- the end!

 ___________________________________________________________________________
|������������������������������������������������������������������ REWARD �|
| - None                                                                    |
|___________________________________________________________________________|
 ���������������������������������������������������������������������������

_______________________________________________________________________________
�������������������������������������������������������������������������������
12) Memory 7 - 10th Templar                                              [WK12]
_______________________________________________________________________________
�������������������������������������������������������������������������������
 This final mission is different from the others, it's just an assassination
 and it's rather obvious why no investigating need be done. Through the town
 and up the slope, some "guards" will be set to fighting Altair (x7) then a
 second wave -- simply kill one and the others will flee. Meet with Malak's
 men and continue to the citadel, through the throngs of people at the front,
 and enter the garden at the very back.

___________
�����������
THE TAKEOUT
___________
�����������
 Now the real fun begins. The boss summons all nine previously defeated foes
 for Altair to defeat; luckily, they aren't as tough as their once-living
 counterparts. Counter-kill them 'cause they can definitely pack a wallop
 (I prefer longsword here for its range, which comes in handy). For the boss'
 next trick, he makes many images of himself. Altair can kill them all to find
 the real one, or use Eagle Vision to detect 'em.

 The final waltz with the boss has Altair fighting one-on-one. When the boss
 lunges for with a grab or strike, counter it and send him backwards. He'll
 then teleport around the area, although the Piece of Eden is a beacon on
 where to go. Altair's health will be brought to its lowest point during these
 times, meaning one hit finishes him off -- thus, the importance of countering
 instead of recklessing swinging around. In fact, the boss' AI is surprisingly
 similar to a Teutonic knight, which is helpful since we've slain thousands!
 [Throwing knives can help dispel the illusions and bring HP back to normal
 values, remember]. After four knock-downs, the final Templar finally fights
 fairly meaning the next knock-down can be followed up with the hidden blade.

 Walk to the Piece of Eden afterwards and it ends this memory.

 ___________________________________________________________________________
|������������������������������������������������������������������ REWARD �|
| - None                                                                    |
|___________________________________________________________________________|
 ���������������������������������������������������������������������������
 As Desmond, Lucy and Vidic leave the room and don't return. Eagle Vision is
 now possible in the real world, too. Before sleeping, make sure to view what
 is written above Desmond's bed to get the "Visions of the Future" achievement.
          _________          _______    _______  _        ______   _ 
          \__   __/|\     /|(  ____ \  (  ____ \( (    /|(  __  \ ( )
             ) (   | )   ( || (    \/  | (    \/|  \  ( || (  \  )| |
             | |   | (___) || (__      | (__    |   \ | || |   ) || |
             | |   |  ___  ||  __)     |  __)   | (\ \) || |   | || |
             | |   | (   ) || (        | (      | | \   || |   ) |(_)
             | |   | )   ( || (____/\  | (____/\| )  \  || (__/  ) _ 
             )_(   |/     \|(_______/  (_______/|/    )_)(______/ (_)

 Afterwards, Desmond can explore the grounds as he sees fit, even entering the
 Animus if he likes. Should he do so, he can now use eagle vision without full
 synchronization -and- doesn't take health penalties when killing innocents!
                                                      _______________________
_____________________________________________________/ IV. APPENDICES [APND] |_
�������������������������������������������������������������������������������
ACHIEVEMENTS                                                             [ACHV]
_______________________________________________________________________________
�������������������������������������������������������������������������������
 Achievements are gamerpoint rewards for accomplishing feats in the game.

__________________________________ _____ ______________________________________
ACHIEVEMENT                       | PTS | OBTAIN BY...
����������������������������������|�����|��������������������������������������
Absolute Symbiosis                |  45 | Have a complete Synchronization bar,
                                  |     | meaning twenty (20) health
----------------------------------+-----+--------------------------------------
Blade in the Crowd                |  30 | Kill a main assassination target w/o
                                  |     | the guards being tipped off first. 
                                  |     | Tamir and Jubair may be the easiest.
----------------------------------+-----+--------------------------------------
Conversationalist                 |  20 | Go through all dialogue with Lucy
                                  |     | after completing a memory block (it
                                  |     | starts from Memory 1 on). There are
                                  |     | 1-4 unique dialogues each time.
----------------------------------+-----+--------------------------------------
Defender of the People: Acre      |  20 | Complete all citizen-saving missions
Defender of the People: Damascus  |  20 | in said towns, which includes _ALL_
Defender of the People: Jerusalem |  20 | districts.
----------------------------------+-----+--------------------------------------
Disciple of the Creed             |  30 | Assassinate all targets with a full
                                  |     | sync bar, meaning Altair finishes all
                                  |     | save-the-citizen missions, gets all
                                  |     | info, finds all high points, etc.
                                  |     | Doing this should have 9/10 sync bar
                                  |     | except for Robert de Sable, which is
                                  |     | 10/11.
----------------------------------+-----+--------------------------------------
The Eagle and the Apple - 1191    | 100 | Complete Assassin's Creed
----------------------------------+-----+--------------------------------------
Eagle's Challenge                 |  20 | Kill twenty-five (25) guards in one
                                  |     | fight. This means the sync bar must
                                  |     | be flashing red, and Altair doesn't
                                  |     | lose his pursuers once.
----------------------------------+-----+--------------------------------------
Eagle's Dive                      |  20 | Perform fifty (50) combo kills. To
                                  |     | do this, press X-button to attack,
                                  |     | and when the blades clash, press it
                                  |     | again to kill the target.
----------------------------------+-----+--------------------------------------
Eagle's Dance                     |  10 | Perform fifty (50) Leaps of Faith,
                                  |     | meaning from tall buildings into hay
                                  |     | stacks.
----------------------------------+-----+--------------------------------------
Eagle's Eye                       |  15 | Kill seventy-five (75) guards with
                                  |     | throwing knives
----------------------------------+-----+--------------------------------------
Eagle's Flight                    |  20 | Last 10 minutes in open conflict (red
                                  |     | sync bar blinking). Use vigilantes or
                                  |     | hide on the elevated archer platforms
                                  |     | in Acre's harbor (foes can't pursue)
----------------------------------+-----+--------------------------------------
Eagle's Prey                      |  20 | Assassinate a hundred (100) guards.
----------------------------------+-----+--------------------------------------
Eagle's Swiftness                 |  20 | Perform a hundred (100) counterkills
                                  |     | by holding R-trigger and pressing X
                                  |     | when a target starts to attack
----------------------------------+-----+--------------------------------------
Eagle's Talon                     |  15 | Perform fifty (50) low-profile kills
----------------------------------+-----+--------------------------------------
Eagle's Will                      |  20 | Defeat 100 opponents without dying
----------------------------------+-----+--------------------------------------
Enemy of the Poor                 |   5 | Throw twenty-five (25) harassers,
                                  |     | being the beggars who follow Altair
                                  |     | around and ask for money
----------------------------------+-----+--------------------------------------
Fearless                          |  25 | Reach all cities' highest points
----------------------------------+-----+--------------------------------------
Gifted Escapist                   |   5 | Jump through 20 merchant stalls. If
                                  |     | done correctly, Altair dives through
                                  |     | and breaks the person's wares
----------------------------------+-----+--------------------------------------
The Hands of a Thief              |  15 | Pickpocket 200 throwing knives
----------------------------------+-----+--------------------------------------
Hero of Masyaf                    |  20 | Protect Masyaf from Templar invasion
----------------------------------+-----+--------------------------------------
Hungerer of Knowledge             |  20 | See 85% of memory glitches. These
                                  |     | show up during cutscenes (etc.) and
                                  |     | show weird data glitches. Press any
                                  |     | button -- if the camera POV switches
                                  |     | the glitch was viewed
----------------------------------+-----+--------------------------------------
Keeper of the 8 Virtues           |  10 | Find all (33) Hospitalier Flags
----------------------------------+-----+--------------------------------------
Keeper of the Black Cross         |  10 | Find all (34) Teutonic Flags
----------------------------------+-----+--------------------------------------
Keeper of the Creed               |  10 | Find all (20) Assassin's Flags
----------------------------------+-----+--------------------------------------
Keeper of the Crescent            |  20 | Find all (100) Saracens Flags
----------------------------------+-----+--------------------------------------
Keeper of the Four Gospels        |  20 | Find all (100) Jerusalem Crosses
----------------------------------+-----+--------------------------------------
Keeper of the Lions Passant       |  25 | Find all (100) King Richard's Flags
----------------------------------+-----+--------------------------------------
Keeper of the Order               |  10 | Find all (33) Templar Flags
----------------------------------+-----+--------------------------------------
March of the Pious                |   5 | Blend with scholars twenty (20) times
----------------------------------+-----+--------------------------------------
Personal Vendetta                 |  40 | Kill every templar
----------------------------------+-----+--------------------------------------
The Punishment for Treason        |  20 | Bring the Masyaf Traitor to Al Mualim
----------------------------------+-----+--------------------------------------
The Blood of a Corrupt Merchant   |  25 | Assassinate Tamir
----------------------------------+-----+--------------------------------------
The Blood of a Doctor             |  25 | Assassinate Garnier de Naplouse
----------------------------------+-----+--------------------------------------
The Blood of a Liege-Lord         |  25 | Assassinate William of Monferrat
----------------------------------+-----+--------------------------------------
The Blood of a Nemesis            |  25 | Assassinate Robert de Sable
----------------------------------+-----+--------------------------------------
The Blood of a Regent             |  25 | Assassinate Majd Addin
----------------------------------+-----+--------------------------------------
The Blood of a Scribe             |  25 | Assassinate Jubair
----------------------------------+-----+--------------------------------------
The Blood of a Slave Trader       |  25 | Assassinate Tatal
----------------------------------+-----+--------------------------------------
The Blood of a Teutonic Leader    |  25 | Assassinate Sibrand
----------------------------------+-----+--------------------------------------
The Blood of a Merchant King      |  25 | Assassinate Abul Nuqoud
----------------------------------+-----+--------------------------------------
Visions of the Future             |  50 | Post-credits: enter Desmond's room
                                  |     | and use eagle vision to view what's
                                  |     | written above his bed
----------------------------------+-----+--------------------------------------
Welcome to the Animus             |  20 | Complete the Animus tutorial
__________________________________|_____|______________________________________
�������������������������������������������������������������������������������
MAPS                                                                     [MAPZ]
_______________________________________________________________________________
�������������������������������������������������������������������������������
 Here's the rough sketch of the game's districts with their important parts
 mapped. Some of these can be seen on the in-game rendition to better effect
 (housing displayed) but this should suffice somewhat. So one may ask "Why
 make these maps in the first place?" The thing about the points of interest
 is they only show up on the in-game map after doing viewpoints, but can be
 found immediately if the player knows where to look. Once found, they appear
 on their own, too. So, these maps are for the lazybones people like myself
 who don't find it interesting to jump from tall things all day long :D

 A = Assassin Informer
 B = Bureau
 E = Eavesdropping
 H = High Point
 I = Interrogation
 S = Save Citizen
 T = Templar
 X = Mission Target
 
POOR DISTRICT OF DAMASCUS                       POOR DISTRICT OF ACRE

                      EXIT                     EXIT                ______
                      |  |___                  | S|      _________/      |
                    __|  |   \               __|  |_____|              I |\
 _________          )    S    \             |   E             S            \
|         \___,-.__/      P    \___         |S           S        S      S /
|                            S     \        |                             |
 \S                            P   S)       |            S             P  |
 _|        S                       (        |                    S         \
|_                                  \       |           S    P             S\_
  | E                S       X       \     /                                __|
   |                                 |     |A                            B  /
   |  I    S                         |     |  S    I          S          __/
   |                              E S )    |_______/�������������������\/
    |S               E    S          |
    |    BS                          |
     \        /����\   S        __/��
      \/��|__/      \_|����\___/


RICH DISTRICT OF JERUSALEM                RICH DISTRICT OF ACRE
       _____                                       _____________  /���|
      |     |_____________                  ______/ S      A    \/   /
     /  S               S |                |                        /
    |            S    X   |                |           S         S  \
    |              S      |                 \P              S      P |
   /                    S |                  \        S              |
  /                       |                   �����)P               /
 |        S               |______                 /    S     I     (
/_                S                              /                 |
 \                         _   __               (                S |
  \       B               | S /                 |                 /
   |_                   S |__/                   \               /
    _|    S               |                      /             ,'
   |       S              |                    _/      S     ,'
    \         ___     P   |                   /      A     ,'
     |      _|   |       _|                  /           ,'
      \____|     |S    _|                    \X        ,'   
                 |____|                       \  S   ,'
                                               \___,'

RICH DISTRICT OF DAMASCUS                  POOR DISTRICT OF JERUSALEM
         __________                                         ___
 _______)          |                                 _    _| X |
|         S E   S   \                         ______/S\__|     |
|    A               |                       /      S      S   |
|SI              E   |                       \     S           |
|     S     S        |                        )          S     |
 \                   (                        |  S           __|
  \                   \                       |             |
   \S  P     S   S   S \                       \            |
    \            A   __/                        )       S   |
     |              |                         __| S         |
     |           ___|                        |    ___     __|
      \    X    /                            }   /   |   |
       \_______/                             |___)   |___|

MIDDLE DISTRICT OF ACRE                MIDDLE DISTRICT OF DAMASCUS
   ________________
  |  E      S      \                        __   /���\_   ____     _/����(
  |/\/)          S  \                      /  |_/      \_|    \___/      |
     /               )                  __/    S    A       P         E  |
    /   A            |                 |   S           I                 |
   /             A   |                 |                              ___|
  |           S      |                 |    P   S                  S |
  |                  |                 | S             S      _______|
   \  S              |                 |_  A __S            S/
    \__            \_I\                  |  |  \         /���
     __|    P      /S/������\            EXIT   \_______/
    /             (          \
   /               ) HARBOR   )
  |S              / X AREA   /
  |         P  S            /
  |     _________|         /
 / ____/         \________/
 \/

                         MIDDLE DISTRICT OF JERUSALEM

                             _______   /����������\__
                            |E      |_|     P        |
                            |__    S            S  __|
                              _|      S     A      )
                             (_                   /
                              _)                S| 
                             (_                  |
                               |A      I S     P )
                               |        ________/
                               |       /
                               |      S\
                           _  /        (
                          / \/          \
                         (    X          |
                          \     _________|
                           \___/  

_______________________________________________________________________________
�������������������������������������������������������������������������������
TEMPLARS                                                                 [TMPL]
_______________________________________________________________________________
�������������������������������������������������������������������������������
 Templars are the assassins' antagonists in the game, and have the special
 ability to immediately identify an assassin despite blending and being in
 good standing. Needless to say, they can be a gigantic nuisance, which is
 why killing any where they stand is wise. There are a few things to note
 about them as a group:

 - They always appear at street (or ground) level
 - They don't move around and are fixed to one spot initially
 - All have advanced AI, at least on par with Teutonic knights

 There are sixty (60) within the game and to get the Personal Vendetta 
 achievement, it's a trial to find all of them. Here's the per-district
 breakdown of where they're found:

 Acre [P]      :  4/60
 Acre [M]      :  3/60
 Acre [R]      :  3/60
 Damascus [P]  :  3/60
 Damascus [M]  :  3/60
 Damascus [R]  :  4/60
 Jerusalem [P] :  3/60
 Jerusalem [M] :  3/60
 Jerusalem [R] :  4/60                                     _____
 Kingdom       : 30/60                                    / �  �\
                                                         (       \
 Templars are marked with bullets (�) on all maps.       _) _____ \__
                                                        / _/     \___|-Damascus
                                                       ( (
                      Masyaf                            ) )
                        /                              / /
                     _|�|_                            | |
                    /     \                      /����   \
                 /��       �\                   (         \
               _/ /�������\_ \_____              ) )  � /\ \
             _/ _/  /����\  \____  \__/�\       / /�����  \ \
   __       / _/   ( �/�\ \      )     � \_    ( (         \ \
  (�(_/��\_/ /      ��   ) )   _/�         \_   \ \         )�)
   )   �    /            | |__/           �  \___) )       / /
   \   �  _/             (     /�)                (       / /
    \    |                ����� /               /\ \     ( (
     \�  |                  /���               /  \ \_/�\_) )
      \  (                 / /���\           _/    \�      (
       \_ \_      ________/ /     \      �  )       \ \���\ \
         \_ \    /         /       \__   __/         \����� /
           \ \  / /����\  /           ) )             ����\ \_
            \ \/ /      ��           /�/                   \_ \_
            (  �/                   (  )                     \  \_
             \  )                    )/                       )  �\
              \(                    //                      _/�    )
              |�\           __     ((_      __          ___)      /
              (  \         /  \_/�\_) \____/  \        / �     � /
               \  \_____  /�/�\       ______/) )     _/         /
    ____    /�\/      �(_/ /   )    _/       | |____/          /
   /�   \__/ ___/��(    __/   /    /         |       , �    � /
  (         /      _)  )     (   �/          | |����� ��������
  _)    (�\ \     (�  /_     | |��           |  ����������|_
 /  _/�\ \ \ \     \___ \____) |             | |��������|  _|-Jerusalem
/ _/    \ \ \ \        \     �/              |  ��������  /
_/       ) ) ) )        ������                ������������
 \      / / / /
Acre   /_/ /_/-Arsuf

POOR DISTRICT OF DAMASCUS                       POOR DISTRICT OF ACRE

                      EXIT                     EXIT                ______
                      |  |___                  |  |      _________/      |
                    __|  |   \               __|  |_____|          �     |_
 _________          )         \             |                             �\
|         \___,-.__/           \___         |                              /
|    �                         �   \        |                             |
 \                                  )       |                             |
 _|                                (        |                              \
|_                                  \       |                               \_
  |                                  \     / �                               �|
   |                                 |     |                                /�
   |                                 |     |                             __/
   |                                  )    |_______/�������������������\/
    |       �                        |
    |                                |
     \        /����\            __/��
      \/��|__/      \_|����\___/


RICH DISTRICT OF JERUSALEM                RICH DISTRICT OF ACRE
       _____                                       _____________  /���|
      |    �|_____________                  ______/             \/ � /
     /               �    |                | �                      /
    |                     |                |                        \
    |                     |                 \                        |
   /                      |                  \                       |
  /                       |                   �����)                /
 |                        |______                 /        �       (
/_                                               /                 |
 \                         _   __               (                  |
  \                       |   /                 |                 /
   |_                     |__/                   \               /
    _|                    |                      /             ,'
   |   �                  |                    _/            ,'
    \         ___         |                   /            ,'
     |      _|   |       _|                  /           ,'
      \____|     |     _|                    \         ,'   
                 |   �|                       \      ,'
                  ����                         \___,'

RICH DISTRICT OF DAMASCUS                  POOR DISTRICT OF JERUSALEM
         __________                                         ___
 _______)    �     |                                 _    _|   |
|                   \                         ______/ \__|     |
|                    |                       /         �       |
| �                  |                       \                 |
|                    |                        )                |
 \                   (                        |              __|
  \                   \                       |             |
   \               �   \                       \            |
    \                __/                        )           |
    /               |                         __|           |
   /             �  |                        |     �      __|
  /  /\         /���                         }   /���|   |
EXIT/  \_______/                             |___)   |  �|
                                                      ���
MIDDLE DISTRICT OF ACRE                MIDDLE DISTRICT OF DAMASCUS
   ________________
  |                \                        __   /���\_   ____     _/����(
  |/\/)             \                      /  |_/  �   \_|    \___/      |
     /       �       )                  __/                     �        |
    /                |                 |                                 |
   /                 |                 |  �                           ___|
  |                  |                 |                             |
  |                  |                 |                      _______|
   \                 (                 |_    __              /
    \__            \__\_____             |  |  \         /���
     __|           / /�     \            EXIT   \_______/
    /             (          \
   /               ) HARBOR   )
  |               /   AREA   /
  |                         /
  |          �  (          /
 / ____/���������\________/
 \/

                          MIDDLE DISTRICT OF JERUSALEM 

                             _______   /����������\__
                            |       |_|              |
                            |__    �               __|
                              _|                   )
                             (_                   /
                              _)             �   | 
                             (_                  |
                               |                 )
                               |            �   /
                               |       /��������
                               |       \
                           _  /        (
                          / \/          \
                         (               |
                          \     _________|
                           \___/

_______________________________________________________________________________
�������������������������������������������������������������������������������
KING RICHARD FLAGS                                                       [KRFL]
_______________________________________________________________________________
�������������������������������������������������������������������������������
 King Richard's crusaders have left their mark in the      _____
 Kingdom by throwing a hundred flags in all corners. To   /     \
 collect 'em all earns the "Keeper of Lions Passant"     ( � �  �\
 achievement, quite an arduous task with all of the      _) _____ \__
 bothersome pests in every pass and encampment.         / _/     \___|-Damascus
                                                       ( (
                      Masyaf                            ) )
                        /                              / /
                     _|�|_                        ____/ (
                    /     \                      / � �   \
                 /��   �   �\                   (   � �   \
               _/ /�������\_ \_____              ) )�   /\ \
             _/�_/   /���\  \� �   \__/�\       /�/�����  \ \
   __  __   / _/    /�/�\ \  ����)       \_    ( (         \ \
  (�(_/� \_/ /      ��   ) )   _/   �  �   \_   \ \         ) )
  (�  �    /             | |__/      �  �    \___) )       / /
   \      _/             (�    /�) ��  �   �   ���(       / /
    \� � |                ����� / �         �  |�\ \   _ ( (   Flag clusters
     \� �|                  /���      �    �   )  \�\_/�\_) )  usually denote
      \ �(                 / /���\ �    �    _/    \�   � �(   enemy camps!
       \_ \_      ________/ /     \  �      )       \ \���\ \
         \_ \    /         /       \    � �/         \ ���� /
           \ \  / /����\  /         ��) )��           ����\ \_
            \ \/ /      ��           / /                   \_ \_
            (�� /                   ( (                      \  \_
             \��)                    ) )                      )� �\
              \(                    / /                     _/   � )
              | \           __     (�(      __          ___) �    /
              (��\         /  \_/�\_)�\____/ �\        /        �/
               \ �\_____  / /\_     � ______/) )     _/�       �/
    ____    /�\/ ��  ��(_/ /   )����_/       | |____/     �    /
   /����\__/  � /��(�  �__/   /����/         |  _____,____�  �/
  (���      /���   _)  )     ( �� /          | |__________����
  _) �  (�\ \     (  �/_     | |��           |   �     �  |_
  \__/�\ \ \ \     \��  \____) |             | |��������|  _|-Jerusalem
  /     \ \ \ \     ���\      /              |  ��������  /
Acre     ) ) ) )        ������                ������������
        / / / /
       /_/ /_/-Arsuf

 Although this is just a rough map, there are some scans floating around the
 internet that give a better bird's-eye view on where they are.

_______________________________________________________________________________
�������������������������������������������������������������������������������
MASYAF FLAGS                                                             [MSYF]
_______________________________________________________________________________
�������������������������������������������������������������������������������
 Here's a map of Masyaf, just at an angle unlike the in-game map (I hate
 drawing slanted things).                    ____
                                            / 17 \
                                         |��      ��|
                                         |    16    |-Garden
                                         |___    ___|
                     Village               |15    |
                         \                _|_    _|-Fortress
                   _______\____          |        |
                  /  3   5  9  \         |      | |-18
                 /            10\        |____  | |-19
               _/     2  4  8    \      ______| |  �������\
           EXIT_          7     11\____|  __   _|          )-Log-walking
                |             12         |14  |           /    Area
                 \ 1     6        13     |���� \    20   /
                  \______________/�������       ���������
  _ ____ ____________________________________________________________________
 | | 01 | Dead-end behind a house; two free-step beams hang overhead         |
 |�| 02 | On top of a tall stone building with a ladder up its side          |
 |�| 03 | Ground-level, under eaves of a house with a haystack on it         |
 |�| 04 | Ground-level, wedged between rockwall and house                    |
 |�| 05 | Top of slope road, near a tree surrounded by waist-high rock fence |
 |�| 06 | Roof with haystack on it, shaded area                              |
 |�| 07 | On roof east of where despot used to speak                         |
 |�| 08 | On a two-story house's first story (haystack to south)             |
 |�| 09 | On very top of a house                                             |
 |�| 10 | Behind a house on edge of a cliff; must free-step to obtain it     |
 |�| 11 | Behind a house (with a red rooftop garden), near the cliff         |
 |�| 12 | On a two-story house's first story (jutting out)                   |
 |�| 13 | Base of citadel mountain, on a large platform with a ladder (EASY) |
 |�| 14 | Path to citadel; find ladder near haystack, descend; by a guard    |
 |�| 15 | Fortress citadel, ground floor; by some bookshelves                |
 |�| 16 | Citadel garden, in plain sight on a stone pedestal                 |
 |�| 17 | Citadel garden, near a railing in portion farthest from entrance   |
 |�| 18 | Citadel training grounds, by a ladder                              |
 |�| 19 | Citadel wall; use ladder path in #18; near leap of faith points    |
 |�| 20 | Use leap of faith in #19; on a lower ledge before 2nd thin log     |
  � ���� ��������������������������������������������������������������������
 Collecting all flags earns the "Keeper of the Creed' (10) achievement. Yay!

_______________________________________________________________________________
�������������������������������������������������������������������������������
HOSPITALIER FLAGS                                                        [HSPT]
_______________________________________________________________________________
�������������������������������������������������������������������������������
 All thirty-three (33) Hospitalier flags are found in Acre's poor district,
 which is accessible by Memory 2 (Garnier de Naplouse assassination). Finding
 all flags earns the "Keeper of the 8 Virtues" achievement.

                                               /�\___|����|
                                              /           |
                            (��)_____________/            |
            __               )             |_|            | /�\/\
           /  \______________|                      _   _ |/     \
           \_   _    |�|   _                       |_| |_|      ,'
             | |_|    �   |_|      _                          ,'
            _|  |�|               |_|       _               ,'
            \    �   _                     |_|             |
             |_     |_|       _                        _   |
             |_|             |_|                      |_|  (
             |             _     _                          \
             |  _         |_|   |_|   _                     _\
             ( |_|            _      |_| _           _     |_|\___
              \      _       |_|        |_|   _     |_|           |
               )    |_|            _         |_|            /\    |
            ,-/          _        |_|            _   _     /  ����
          _/   _        |_|               _     |_| |_|   /
          \   |_|  _                     |_|             |
           |      |_|          _                 _  /����
          |�|                 |_|               |_|/
           �)                         |����������\/
          ,'                  /�������
          \__/������\________/

 Map: http://guides.gamepressure.com/assassinscreedpc/gfx/word/1638042921.jpg
 Map: http://img84.imageshack.us/img84/6061/acrepoorflagsandtemplarcv6.jpg

 Email me if these links aren't working and I'll scrounge up some workin' ones!

_______________________________________________________________________________
�������������������������������������������������������������������������������
JERUSALEM CROSSES                                                        [JRCR]
_______________________________________________________________________________
�������������������������������������������������������������������������������
 There are a hundred (100) Jerusalem Crosses threwn throughout the city of...
 well, Jerusalem, in every district. Collecting them all earns the "Keeper of
 the 4 Gospels" achievement.                         _______
                                                    |     34|
 POOR: 34                                         __|       |
 MIDD: 33                                        | 24  25   |
 RICH: 33                         /\  ___________|          |
                                 /  \/            23      26|
               _________________/          21  22           |_
              /6                                          27  |
             /_        7          17    20               _    |
               |             16                     28  | |___|
                \ 5                 18                  |
                 )                     19               |
                 |                                      |
                 |                            30    29  | P O O R
                 |                                      | 
                  \      8           15          31     | D I S T R I C T
                   \ 4                                  |
                    )  3                  14  32        |
                    |                 13                |
               _____|         9  10                  33 |
              |1                          12     _______|
              |             ___________11       |
              |            /           |        |
              |       2   /            |        |
              |__________|             |________|

 Note when I say an "enclosed" something, it's usually on top of the first
 story with a railing. It's not a balcony, just a fence-in part. Dunno what
 to call it! Oh, and a "small rooftop" is usually the rooftop of a shack or
 business stand.
 _ ____ _____________________________________________________________________
| | 01 | Dark, dead-end alley by a bench                                     |
|�| 02 | Enclosed area on a roof                                             |
|�| 03 | Enclosed area on a roof, by a ladder                                |
|�| 04 | A small platform half-hanging over the street                       |
|�| 05 | Enclosed balcony, half-hidden in the shadows                        |
|�| 06 | Wooden platform affixed to the wall                                 |
|�| 07 | Half-hidden in the shadows near a palm tree                         |
|�| 08 | On a roof (brown-cloth roof garden in vicinity)                     |
|�| 09 | Enclosed area on a roof near a ladder (brown roof garden nearby)    | 
|�| 10 | Verdant sitting area                                                |
|�| 11 | Apartment outrcrop, topside (church in vicinity)                    |
|�| 12 | On a wooden platform (church in vicinity)                           |
|�| 13 | Street-level alley, in a sunbeam by some barrels                    |
|�| 14 | Rooftop                                                             |
|�| 15 | Rooftop                                                             |
|�| 16 | Rooftop (brown roof garden in vicinity)                             |
|�| 17 | Small rooftop near a ladder                                         |
|�| 18 | Darkened dead-end area with a palm tree                             |
|�| 19 | Darkened dead-end area with a palm tree                             |
|�| 20 | Street-level stairway, near a ladder                                |
|�| 21 | Small enclosed portion of rooftop, near a palm tree                 |
|�| 22 | Darkened dead-end 'spur' of a sunlit alley                          |
|�| 23 | Darkened dead-end alley                                             |
|�| 24 | Rooftop                                                             |
|�| 25 | Wooden platform in a small plaza area                               | 
|�| 26 | Wooden platform affixed to the wall near a well                     |
|�| 27 | Dead-end portion near a building                                    |
|�| 28 | Small rooftop                                                       |
|�| 29 | Rooftop                                                             |
|�| 30 | Rooftop                                                             |
|�| 31 | Darkened doorstep off the street                                    |
|�| 32 | Rooftop                                                             |
|�| 33 | Rooftop                                                             |
|�| 34 | Rooftop near the execution grounds (ladder access)                  |
 � ���� ���������������������������������������������������������������������
                                                   /�)
                                        __________/ (
                                       /67    66     \
                    ____________      /             63\
                   (            )    |                 )___
                    |40      41 |____|        65   62      |
                    |                                      |
                    |                             61     64|
                     �����|39  42         59    60        _|
                          |            58                /
                         _|                            _/
                        (_    43          57   55     |
                         _|            56         54  |
                        (  38                          )
                         �|   44 45          52     53 |
                          |                      51    )
                          |37    46          47       /
                          )                        50/
                         /                    48 49 /
                     /\_/      \��������������������
                    /     36    \
                   /             | M I D D L E
                  |              |
                  |           35 ) D I S T R I C T
                   \     |��|____|
                    \   ,'
                     \,'
 _ ____ _____________________________________________________________________
| | 35 | Rooftop area, on a wooden pole                                      |
|�| 36 | Street-level, near a haycart                                        |
|�| 37 | Dark corner of a sitting area                                       |
|�| 38 | On lip of a small fountain                                          | 
|�| 39 | Rooftop, on a small stair                                           |
|�| 40 | Rooftop                                                             |
|�| 41 | Wooden platform hanging near a vendor stall                         |
|�| 42 | Near a small sunlit fountain                                        |
|�| 43 | Rooftop, in a shaded enclosed area                                  |
|�| 44 | Small dead-end alley, on a wooden table                             |
|�| 45 | Shaded area of rooftop                                              |
|�| 46 | Rooftop, against side of higher building portion                    |
|�| 47 | Shaded area of alleyway                                             |
|�| 48 | Small enclosed roof area                                            |
|�| 49 | Rooftop                                                             |
|�| 50 | Rooftop                                                             |
|�| 51 | Small plaza, on a fountain                                          |
|�| 52 | Street-level, small enclosed area full of crates                    |
|�| 53 | Sorta street-level, near a ladder and wooden beams overhanging      |
|�| 54 | Apartment terrace                                                   |
|�| 55 | Wooden platform near a thick building-bridging walkway              |
|�| 56 | Top of street vendor awning                                         |
|�| 57 | Rooftops, small building-bridging walkway                           |
|�| 58 | Street awning (no vendor underneath)                                |
|�| 59 | Rooftop enclosed area (near a red-cloth rooftop garden)             |
|�| 60 | Rooftop, on a raised part of building                               |
|�| 61 | Shaded corner of alley, near a table                                |
|�| 62 | Wooden platform above sitting area, near a ladder                   |
|�| 63 | Rooftop (near a green-cloth rooftop garden)                         |
|�| 64 | Rooftop, near some crates (one has tanned hide on it)               |
|�| 65 | On a long, shaded awning (street guards prevent easy access)        |
|�| 66 | Rooftop, against the city wall; near a haystack                     |
|�| 67 | Shaded wooden platform                                              |
 � ���� ���������������������������������������������������������������������
                   _____________
                  |             |
                  |             |___________________
                  )88   89           90           91|
                 /                                  |
                |                            93     |
                )87              96                 |
             /\/                         94     92  | R I C H
             )86                          95        |
            /         100  99  98  97               | D I S T R I C T
            \/\  85                                 |
               \      84                   81       |
                |                          80       |
                 ���|          83              78   |
                    |              82    79       77|______
                   _|                               |
                  /             
                _/  71         72                 76
               |                   73     74    75  |������
                \                                   |
                 )                                  |
                 |    70       |����|               |
                 |           __|    |               |
                 |    69    |       |               |
                  \_________|       |          |����
                                    |  68      |
                                    |__________|
 _ ____ _____________________________________________________________________
| | 68 | Rooftop                                                             |
|�| 69 | Rooftop                                                             |
|�| 70 | In the middle of an alley, near a ladder                            |
|�| 71 | Small, shaded rooftop near a plaza (has fountain)                   |
|�| 72 | Street-level apartment access stairway (shaded)                     |
|�| 73 | In a corner, in some brush; behind a street vendor                  |
|�| 74 | On a white roof railing, overlooking Dome of the Rock monument      |
|�| 75 | By a sunlit fountain                                                |
|�| 76 | Shaded rooftop near a haystack                                      |
|�| 77 | Shaded, dead-end alley; near a ladder                               |
|�| 78 | Rooftop, stuck on a pole                                            |
|�| 79 | Enclosed area of roof (sunlit) near a table                         |
|�| 80 | Rooftop, shaded side of a tower                                     |
|�| 81 | Right next to a street vendor                                       |
|�| 82 | On a monument in a shaded sitting area                              |
|�| 83 | On top of an apartment outcrop                                      | 
|�| 84 | Rooftop, near a yellowish-cloth garden                              |
|�| 85 | On top of an apartment outcrop                                      |
|�| 86 | Rooftop                                                             |
|�| 87 | Rooftop                                                             |
|�| 88 | Darkened alley near some wheelbarrows and a ladder                  |
|�| 89 | Indoors, in the rafters                                             |
|�| 90 | Rooftop (haystack in vicinity)                                      |
|�| 91 | Near corner of city wall, on some wooden framing                    |
|�| 92 | Darkened, dead-end alley                                            |
|�| 93 | Rooftop (Talal's the slave-trader's warehouse)                      |
|�| 94 | Darkened, dead-end alley                                            |
|�| 95 | Rooftop, stuck on a pole (near a yellowish-cloth garden)            |
|�| 96 | Plaza roof full of greenery (this is actually in the plaza)         |
|�| 97 | Rooftop, near a dome                                                |
|�| 98 | Shaded part of alley (suspended planks are around overhead)         |
|�| 99 | Roof (of that long marketplace)                                     |
|�|100 | Shaded part of a small roof                                         |
 � ���� ���������������������������������������������������������������������
_______________________________________________________________________________
�������������������������������������������������������������������������������
SARACENS FLAGS                                                           [SRCN]
_______________________________________________________________________________
�������������������������������������������������������������������������������
 There are a hundred (100) Saracens Flags thrown around the city of Damascus,
 in every one of the three districts. Collecting them all earns the "Keeper of
 the Crescent" achievement.

 Note when I say an "enclosed" something, it's usually on top of the first
 story with a railing. It's not a balcony, just a fence-in part. Dunno what
 to call it! Oh, and a "small rooftop" is usually the rooftop of a shack or
 business stand, or a roof lower than the surrounding buildings.

                                                 /\    P O O R
                                _____        )���  \
        ____________           |_    |______/       \  D I S T R I C T
       |           8\            )      10    11     \
       (  7          \____|��|__/               12    \
        \                                           13 \______
         \                 9                            14    |
          )                             18                    |
         _|             19                    16              |
        |_   6                                  15             \
          |        20                         17                \
          |_                                                     )
            |   5         22  23                                 |
            |_         21                        30          31  |
              | 4             24                     29          |
              |                     25                           |
              |                               27              32  \
               \        2    3                              33     )
                \  1                     26          28    /�������|
                 \  ______     /������\_                __/        |
                  \/      |___/      46 \__|�����\_____/  36       |
                  /      61   60   47    42                     34 |
          _______/63  62   59                         37           |
         | 67               58   48           41            35     |
         |               57      49      43         38     |�������
         |      64                    45                   | M I D D L E
         |                55  56               40          |
         |    66  65    54       50      44           39   | D I S T R I C T
         |___________      52        __________/�����������
                     \  53       51 /
                      \____________/

 _ ____ _____________________________________________________________________
| | 01 | Near a doorstep (shaded) and a haystack, street-level               |
|�| 02 | Shaded, dead-end alleyway with a bench                              |
|�| 03 | Small, shaded rooftop (near a save-citizen/vigilante site)          |
|�| 04 | Shaded sitting area                                                 |
|�| 05 | Rooftop                                                             |
|�| 06 | Rooftop                                                             |
|�| 07 | On a small boat in the canal                                        |
|�| 08 | On some free-step beams near the canal                              |
|�| 09 | On a wooden rooftop, once again in sight of the canal               |
|�| 10 | Another boat in the canal, this one near a sewer gate               |
|�| 11 | Rooftop, on top of an ornamental-looking chimney (?)                |
|�| 12 | Shaded part of a small, wooden roof                                 |
|�| 13 | Enclosed roof area near a bench                                     |
|�| 14 | In a plaza area, on top of a vertical wooden pole                   |
|�| 15 | In the long marketplace interior; wood platform by free-step beams  |
|�| 16 | Rooftop                                                             |
|�| 17 | Darkened part of an alley, near a ladder                            |
|�| 18 | Rooftop                                                             |
|�| 19 | Small enclosed area near street level (fountain nearby)             |
|�| 20 | Darkened 'spur' of the road, in some brush (ladder nearby)          |
|�| 21 | Small wooden roof, in a darkened corner (ladder nearby to 2F)       |
|�| 22 | Dark alley stairway, right in the middle of the path                |
|�| 23 | In some corner brush, behind a 6-7" marble fence                    |
|�| 24 | Street-level, in a darkened nook                                    |
|�| 25 | Dark alley stairway, right in the middle of the path                |
|�| 26 | A sunny wooden platform attached to an apartment                    |
|�| 27 | Stuck on a stone stairway banister (of sorts)                       |
|�| 28 | On a wooden platform, part of which is used to shade a vendor       |
|�| 29 | A dark corner of a market area, near a ladder                       |
|�| 30 | Rooftop (of the long marketplace below), in a shadowy corner        |
|�| 31 | Rooftop, around the base of a tower (viewpoint)                     |
|�| 32 | Near the city wall, behind a small house gate                       |
|�| 33 | By some brush in a dim-lit "elbow" alley                            |
|�| 34 | Rooftop, around the base of a tower (viewpoint)                     |
|�| 35 | Rooftop, in a higher part's shade (wooden walking beams nearby)     |
|�| 36 | Rooftop, on part of a "T"-formation of wooden walking beams         |
|�| 37 | A small white roof, near a shaded sitting area                      |
|�| 38 | Darkened corner in some brush, behind a marble wall                 |
|�| 39 | Rooftop, in a higher part's shade                                   |
|�| 40 | A shaded alley between houses, this one with a little stone fence   |
|�| 41 | Rooftop, in a dome's shadow                                         |
|�| 42 | Shaded corner of a street, near a bench and ladder                  |
|�| 43 | Roof; Wooden platform overlooking church (near interrogation site)  |
|�| 44 | Rooftop, in the small shadow of some crates/supplies                |
|�| 45 | Behind a wall, under the wooden eaves of an overhang (by a ladder)  |
|�| 46 | Dark, elevated nook 'tween houses; use wooden beams to spy it!      |
|�| 47 | Wooden platform attached to an apartment outcropping                |
|�| 48 | A covered area, in a corner; it's near a tree planter               |
|�| 49 | Rooftop, in a building's shadow (near a viewpoint)                  |
|�| 50 | Rooftop, on an ornamental chimney-lookin' thing on building's side  |
|�| 51 | Street-level doorstep                                               |
|�| 52 | Street-level, under a wooden walkway's eaves (walled-in area)       |
|�| 53 | Street-level, in a shaded part of a busy street                     |
|�| 54 | Small roof portion, about halfway between street and normal roof lv |
|�| 55 | Roof, on building outcropping                                       |
|�| 56 | Shaded small-roof nook near a wooden vendor stall                   |
|�| 57 | On a doorstep behind a walled-in area                               |
|�| 58 | Behind a wall (sentry posted nearby)                                |
|�| 59 | Small dead-end alley 'spur', near a ladder                          |
|�| 60 | Small-roof platform near a ladder; wooden beams stick out of it     |
|�| 61 | On a wooden cargo platform suspended above the street               |
|�| 62 | Rooftop, near a patrolling archer                                   |
|�| 63 | A small roof nook, shaded; ladder leads to highest roof portion     |
|�| 64 | On a doorstep behind a wall                                         |
|�| 65 | Rooftop                                                             |
|�| 66 | On a shaded wooden platform in an obelisk plaza                     |
|�| 67 | Small covered area under an arch, near a bench                      |
 � ���� ���������������������������������������������������������������������
                                    ____________
                             ______/            |
                             \              90  (
                   ___________)         89       \
                  |                88             \
                  |        83                91    )
                  | 81 82                          |
                  |        84     87    93 92      |  R I C H
                  |   80       85              94  |
                  |      79                95      |  D I S T R I C T
                  |                   96           |
                  |   78      86             97    (
                   \                            100 \
                    \                     98         \
                     \  77        76           99     )
                      \                              /
                       \      74  75           _____/
                        \  73          70  69 |
                         \                    |
                          \                   |
                           )       71      68 |
                           |  72        ______|
                           (           /
                            \         /
                             \_______/

 _ ____ _____________________________________________________________________
| | 68 | On a sunlit doorstep with wooden beam framework overhead            |
|�| 69 | Rooftops; deep enclosed space (roofless) with wooden beam overhead  |
|�| 70 | Rooftop                                                             |
|�| 71 | Rooftop                                                             |
|�| 72 | Pond fountain (this is by Abu'l Naqoud's palace)                    |
|�| 73 | Rooftops; enclosed space in light shade                             |
|�| 74 | Long marketplace interior; on one of the free-step beams/rafters    |
|�| 75 | A small street-level nook, near a bunch of rugs on sale             |
|�| 76 | In some brush by a palm tree; this area has sentries blocking road  |
|�| 77 | On a beam above a doorway, near a bench                             |
|�| 78 | By a well, tree, and ladder; right near the canal                   |
|�| 79 | In a shaded part of the open-roofed palace                          |
|�| 80 | Small roof by a li'l plaza (scholars can spawn nearby)              |
|�| 81 | Small dead-end alleyway, lightly shaded; near an old fountain (?)   |
|�| 82 | On some free-step beams near a plaza                                |
|�| 83 | Hidden behind a column in an area loaded with barrels               |
|�| 84 | In a shaded "elbow" alleyway                                        |
|�| 85 | Rooftop (near hole in city wall accessible by suspended platform)   |
|�| 86 | On a walkway bridging two houses                                    |
|�| 87 | On a wooden platform near the canal (and scholar spawn area)        |
|�| 88 | A suspended wooden platform                                         |
|�| 89 | Rooftop, near a green-cloth garden                                  |
|�| 90 | Rooftops; deep enclosed space (roofless) with wooden beam overhead  |
|�| 91 | Small shaded area by a tiny stairway                                |
|�| 92 | On a column's peak, near a public speaker                           |
|�| 93 | Rooftop; about three brownish-cloth rooftop gardens in sight        |
|�| 94 | Street-level, in front of an occupied bench                         |
|�| 95 | On a building's 2F covered walkway, on a window sill                |
|�| 96 | Near a bench under a building's eaves; a rug stand is nearby        |
|�| 97 | Rooftop; overlooks the long marketplace                             |
|�| 98 | Rooftop; near a reddish-cloth rooftop garden                        |
|�| 99 | Street-level, a shaded corner near a ladder                         |
|�|100 | Small roof, enclosed portion; sunlit                                |
 � ���� ���������������������������������������������������������������������
_______________________________________________________________________________
�������������������������������������������������������������������������������
TEUTONIC FLAGS                                                           [TTNC]
_______________________________________________________________________________
�������������������������������������������������������������������������������
 There are a hundred (100) Teutonic Flags hidden around the city of Acre, and
 are found only in the Middle district. Collecting 'em all earns the "Keeper of
 the Black Cross" achievement.

 Note when I say an "enclosed" something, it's usually on top of the first
 story with a railing. It's not a balcony, just a fence-in part. Dunno what
 to call it! Oh, and a "small rooftop" is usually the rooftop of a shack or
 business stand, or a roof lower than the surrounding buildings.

                  ___|��|____|��|_|��|___|��|___
                 |                         30   \/��\      
                 |  32          31                   \
                 |_/\_/\                         29   )
                        )              28             |
                       /                        25    |
                      /                     26     24 |
                    _/                  27            |
                   |       17       18                |
                   | 15    16       19      21        (
                   |                              22   \
                    \                     20            \
                     \ 14                      (       23)
                      \__                       \_______/
                         | 13                  ,'
                         |          12        ,'
                    /�\__|                   ,'
                   /                    11   
                  /       8  9             ,'
                 /  7                10   ,'
                (                        ,'  H A R B O R
                |__                     ,'
                   |                    |      A R E A
                   |                     
                   |6    5              
                  /           4         |
                 /                3     )          /����\
                /             /������������\      (  33  )
               /    ___     2 )             \      \    /
               \ 1 (   \_____/               �����������
                \__/
 _ ____ _____________________________________________________________________
| | 01 | Rooftop                                                             |
|�| 02 | Rooftop                                                             |
|�| 03 | Rooftop                                                             |
|�| 04 | Rooftop                                                             |
|�| 05 | Dark, dead-end alleyway; near a ladder                              |
|�| 06 | On a wooden beam stretched over the street                          |
|�| 07 | Rooftop, directly above an apartment outcrop                        |
|�| 08 | Dark, dead-end alleyway; near a ladder                              |
|�| 09 | Rooftop                                                             |
|�| 10 | Wooden rooftop stretching over the street                           |
|�| 11 | Indented part of the stone wall; wooden beams come out of it        |
|�| 12 | Wooden platform used to shade street vendors (no vendor 'neath)     |
|�| 13 | Rooftops; wooden platform used to bridge two buildings              |
|�| 14 | Plaza fountain, near a haystack cart                                |
|�| 15 | Rooftops; wooden building-bridging walkway (near a public speaker)  |
|�| 16 | Indented window sill of a stone building                            |
|�| 17 | On a broken building's 2F                                           |
|�| 18 | Rooftop                                                             |
|�| 19 | On a broken building's 2F                                           |
|�| 20 | Rooftop, near a palm tree's leaves                                  |
|�| 21 | Rooftop, near a carpet hanging over side of building                |
|�| 22 | Rooftop, overlooking spot where an interrogation can take place     |
|�| 23 | On a walkway (this is actually nearer the harbor area than #22)     |
|�| 24 | Street-level, near a tree                                           |
|�| 25 | Rooftops; on a viewpoint                                            |
|�| 26 | Street-level, on part a column near a double stairway               |
|�| 27 | Rooftops, near a brownish-cloth roof garden                         |
|�| 28 | Rooftops; enclosed area near a building-bridging walkway            |
|�| 29 | Street-level; behind a stone wall near a haycart                    |
|�| 30 | Small wooden roof near mouth of an alley                            |
|�| 31 | Rooftop                                                             |
|�| 32 | Street-level, near a stone wall                                     |
|�| 33 | Harbor area; on the viewpoint near Sibrand's private vessel         |
 � ���� ���������������������������������������������������������������������
_______________________________________________________________________________
�������������������������������������������������������������������������������
TEMPLAR FLAGS                                                            [TPLR]
_______________________________________________________________________________
�������������������������������������������������������������������������������
 There are thirty-four (34) Templar flags in Acre, and all are found within
 the rich district, meaning getting all of them is possible by Memory 4 (the
 William of Monferrat assassination). Earning all flags gives the achievement
 "Keeper of the Order."                                  _____
                                          ____________  /     |
                              ___________| _          \/      |
               ___           / _          |_|        _     _ /
           ___|   \__/\_____/ |_|                   |_|   |_|
          |   _            _                              /
          |  |_|       _  |_|                             \/|
          |           |_|                _                   \
           \                     _      |_|   _               \
            \      _        _   |_|          |_|  _            \___
             \    |_|      |_|             _     |_|         _     |
              \                      _    |_|               |_|    |
               \___________         |_|                          __|
                          _)                             _      /
                         |_|            _               |_|    /
                         /             |_|           _        /
                        (                           |_|      /
                        |                       _           _)
                       /                       |_|         |_|
                      / _                             __ _ _/
                     ( |_|         _           _     /  |_|
                     |            |_|         |_|   /
                     |        _                _   /
                      \      |_|              |_|~'
                       \                     /
                        )           _     ,-'
                       /           |_|,~-'
                      /\             /
              ,-     /  \_       _  /
              |     /   |_|     |_|/
              |   _/ _      _     /
   William's -|  (  |_|    |_|   /
    Citadel   |   \           \ /
              |    \           )
              |     \ _       /
              '-     |_|_____/

 No substitute, though. Here's a better available scan from the web:

 � http://img443.imageshack.us/img443/5450/acrerichcl2.jpg
 � http://www.firestorm.aquiss.com/AssassinsCreed/acrerichqk7.jpg
 � http://guides.gamepressure.com/assassinscreedpc/gfx/word/1638043140.jpg
 � img.photobucket.com/albums/v242/Shotgunnova/Assassinscreed-AcreRich.jpg

 Email me if these links aren't working and I'll scrounge up some workin' ones!

_______________________________________________________________________________
�������������������������������������������������������������������������������
V. FREQUENTLY ASKED QUESTIONS                                            [FAQZ]
_______________________________________________________________________________
�������������������������������������������������������������������������������
[Q] - Help! I have to search a district but the map is blank!
[A] - Sometimes when a new district opens, there aren't any icons to tell what
      to do. At these times, Altair must manually search the skyline and find
      a viewpoint to jump off. Doing this makes the others show up and then it
      can be business as usual again.

[Q] - I killed a Templar who was chasing me and it didn't count to the total!
[A] - Apparently, if you are chased by a Templar and vanish, the Templar who
      is walking away "isn't" a Templar -- the real one has already respawned
      back in its normal place. This is one explanation, anyway -- some have
      glitchiness on these accounts.

_______________________________________________________________________________
�������������������������������������������������������������������������������
VI. UPDATES & CONTRIBUTIONS                                              [UPDT]
_______________________________________________________________________________
�������������������������������������������������������������������������������

 09-22-08 -------------+ Started Walkthrough
 10-01-08 -------------+ Hosted on GameFAQs
 10-17-08 -------------+ Updated links

 Give me feedback if you have any -- it's always welcome! Oh, and tell me if
 any URLs listed around the guide are broken, and I'll fix 'em in a jiffy.

_____________
�������������
CONTRIBUTIONS
_____________
�������������
 � Sailor and Ceej, for continuously hosting my crap
 � The official strategy guide for city flag maps I based my own off of

_____________
�������������
NOTES TO SELF
_____________
�������������
 � For Jersulamem [Rich] map, need interrogation, eavesdropping [etc.] places

_______________________________________________________________________________
�������������������������������������������������������������������������������
VII. LEGALITY                                                            [LGLT]
_______________________________________________________________________________
�������������������������������������������������������������������������������
This document is intended for private home use ONLY, and may not be reproduced
through electronic or commercial means without the expressed consent of the
author (P. Summers). It cannot be hosted, edited, or distributed for profit,
and may not be given away as an add-in/gift to bought items. All rights are
reserved to respective parties, even those not explicitly stated herein. Those
who find the document on sites not listed below should e-mail the author (me).
Thanks for reading this, and thanks for respectin' FAQ authors.

 Allowed Sites                       Disallowed Sites
 �������������                       ����������������
  � Gametalk.com                     � CheatCC.com
  � GameFAQs.com
  � MyCheats.com
  � Neoseeker.com
  � Gamesradar.com
  � Supercheats.com
  � Honestgamers.com
  � Cavesofnarshe.com

�������������������������������������������������������������������������������
THE SOUND OF GUNFIRE            Document � Shotgunnova 1997-2008 (and countin!)
OFF IN THE DISTANCE,              Assassin's Creed namesake � respective owners
I'M GETTING USED TO IT NOW                        E N D   O F   D O C U M E N T