/\ / \ |¯¯¯|¯¯¯|¯¯¯|¯¯¯|¯¯¯|¯|¯\¯|¯|¯¯¯| / /\ \ | ¯ | ¯| ¯| ¯ | ¯| | |¯| ¯| / / \ \ | | |¯ |¯ | | |¯ | | \ | |¯ | / / \ \ ¯ ¯ ¯¯¯ ¯¯¯ ¯ ¯ ¯¯¯ ¯ ¯ ¯ ¯¯¯ (\ ,~' / \ '~. /) |¯¯¯|¯¯¯|¯¯¯|¯¯¯|¯¯¯\ \'---~' / \ '~---'/ | |¯| ¯ { ¯¯| ¯¯| |} ) \ / \ / | ¯| \ | ¯¯| ¯¯| / } / \ { ¯¯¯ ¯ ¯ ¯¯¯ ¯¯¯ ¯¯¯ '-. / \ ,-' 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 _______________________________________________________________________________ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ 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 | |_______________|_______________________________________|____________________| _______________________________________________________________________________ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ 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. __________________________________ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ THE CREED [TCRD] __________________________________ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ 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. __________________________________ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ EAGLE VISION [EGVS] __________________________________ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ 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! __________________________________ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ 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. __________________________________ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ SOCIAL ACCEPTABILITY [SCLC] __________________________________ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ 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! __________________________________ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ 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. __________________________________ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ 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. __________________________________ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ WEAPONS [WEPN] __________________________________ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ 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