Assassin's Creed Walkthrough :
This walkthrough for Assassin's Creed [XBOX 360] has been posted at 04 Feb 2010 by zaq and is called "Spoiler-free FAQ & Walkthrough". If walkthrough is usable don't forgot thumbs up zaq and share this with your freinds. And most important we have 6 other walkthroughs for Assassin's Creed, read them all!
|
zaq |
Walkthrough - Spoiler-free FAQ & Walkthrough
/\
/ \
|¯¯¯|¯¯¯|¯¯¯|Â
¯Â¯Â¯|¯¯¯|¯|¯\¯|¯
|¯¯¯|
/ /\ \ | ¯ | ¯| ¯| ¯ |
¯| | |¯| ¯|
/ / \ \ | | |¯ |¯ | | |¯ | | \ |
|¯ |
/ / \ \ ¯ ¯ ¯¯¯
¯¯¯ ¯ ¯ ¯¯¯ ¯
¯ ¯ ¯¯¯
(\ ,~' / \ '~. /)
|¯¯¯|¯¯¯|¯¯¯|Â
¯Â¯Â¯|¯¯¯\
\'---~' / \ '~---'/ | |¯| ¯ { ¯¯|
¯¯| |} )
\ / \ / | ¯| \ | ¯¯|
¯¯| /
} / \ { ¯¯¯ ¯
¯ ¯¯¯ ¯¯¯
¯¯¯
'-. / \ ,-' Spoiler-free FAQ & Walkthrough (Xbox 360)
(\ \ ( ) / /) -by- Shotgunnova / Patrick Summers
\\ \ \____/) (\____/ / //
\\ \_____/ /\ \_____/ // Email - shotgunnova [a+] gmail . com
\¯¯¯¯¯¯¯¯¯\_/
\_/¯¯¯¯¯¯¯¯/
¯¯¯¯¯¯¯¯\________/ÂÂÂ
¯Ãƒâ€šÃ‚¯Ã‚¯Â¯Â¯Â¯Â¯ 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]
_______________________________________________________________________________
¯¯¯¯¯¯¯¯¯¯
¯¯¯¯¯¯¯¯¯¯
¯¯¯¯¯¯¯¯¯¯
¯¯¯¯¯|¯¯|¯¯ÂÂ
¯Ã‚¯Â¯Â¯Â¯Â¯Â¯Â¯Â¯Â¯ÂÂ
¯Ã‚¯Â¯Â¯Â¯Â¯Â¯Â¯Â¯Â¯ÂÂ
¯Ã‚¯Â¯Â¯Â¯Â¯Â¯Â¯Â¯Â¯ÂÂ
¯Ã‚¯Â¯Â¯Â¯Â¯Â¯Â¯
| |
Left Trigger -> ______ | | ______ /------\__/ \__/------\ / ( )
[]( 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 |
|¯¯¯¯¯¯¯¯¯ÂÂÂ
¯Ãƒâ€šÃ‚¯|¯¯¯¯¯¯¯¯ÂÂ
¯Ã‚¯Â¯Â¯Â¯Â¯Â¯Â¯Â¯Â¯ÂÂ
¯Ã‚¯Â¯Â¯Â¯Â¯Â¯Â¯Â¯Â¯ÂÂ
¯Ã‚¯|¯¯¯¯¯¯¯¯ÂÃ
‚¯Ã‚¯Â¯Â¯Â¯Â¯Â¯Â¯Â¯Â¯ÂÃ
‚¯Ã‚¯Â¯Â¯Â¯Â¯Â¯Â¯Â¯Â¯ÂÃ
‚¯Ã‚¯Â¯Â¯Â¯|
| 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 |
|¯¯¯¯¯¯¯¯¯ÂÂÂ
¯Ãƒâ€šÃ‚¯Ã‚¯Â¯Â¯Â¯|¯¯¯¯ÂÂ
¯Ã‚¯Â¯Â¯Â¯Â¯Â¯Â¯Â¯Â¯ÂÂ
¯Ã‚¯Â¯Â¯Â¯Â¯Â¯Â¯Â¯Â¯ÂÂ
¯Ã‚¯Â¯Â¯Â¯Â¯Â¯Â¯Â¯Â¯ÂÂ
¯Ã‚¯Â¯Â¯Â¯|¯¯¯¯¯ÂÃ
‚¯Ã‚¯Â¯Â¯Â¯Â¯Â¯Â¯Â¯Â¯ÂÃ
‚¯Ã‚¯Â¯Â¯Â¯|
| 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
¯¯¯¯¯¯¯¯¯ÂÂÂ
¯
¯¯¯¯¯¯¯¯¯¯
¯¯
• 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.
|¯¯¯¯¯¯¯¯¯ÂÂ
¯Ã‚¯Â¯Â¯Â¯Â¯Â¯Â¯|¯¯ÂÃ
‚¯Ã‚¯Â¯Â¯Â¯Â¯Â¯Â¯Â¯Â¯ÂÃ
‚¯Ã‚¯Â¯Â¯Â¯Â¯Â¯Â¯Â¯Â¯ÂÃ
‚¯Ã‚¯Â¯Â¯Â¯Â¯Â¯Â¯Â¯Â¯ÂÃ
‚¯Ã‚¯Â¯Â¯Â¯Â¯Â¯Â¯Â¯Â¯ÂÃ
‚¯Ã‚¯Â¯Â¯Â¯Â¯Â¯Â¯Â¯Â¯ÂÃ
‚¯Ã‚¯Â¯Â¯|
| 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]
_______________________________________________________________________________
¯¯¯¯¯¯¯¯¯¯
¯¯¯¯¯¯¯¯¯¯
¯¯¯¯¯¯¯¯¯¯
¯¯¯¯¯¯¯¯¯Âà |
