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Walkthrough

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Contents

The game is split into seven sections known as Memory Blocks. The reasoning behind all of this is to give a realistic reason to why a game has "levels", being that Desmond must synchronize with the memory of Altair in order to access the memory that Abstergo Industries wants.

Unfortunately for Abstergo, Desmond is unable to synchronize to the memory they are looking for, so they must start with an earlier memory that Desmond can more easily synchronize with.

In between each Block there will be an intermission where you take control of Desmond and inspect your surroundings. There are many things that you can interact with, like your cupboard, Lucy's Computer and Lucy herself.


[edit] Memory Block One

Now you begin as Altair underneath the Temple Mount in Jerusalem. You are accompanied by two assassins, Malik and Kadar. You were sent by Al Mualim to retrieve a Artifact.

The layout is pretty straight forward so just use the skills you learned and jump across the pit. You will reach a ladder, once at the top there will be a guard facing the opposite direction; this will be the perfect time to get your first official assassination.

You will get a brief cut scene in the next room. Proceed to your left and downward. Do not worry you do not need to be stealth-like here and assassinate anyone. Once you get close enough to the Templars a cut scene will initiate.

You are now in a room and cut off from Malik and Kadar, go the only direction you can and once at the end start climbing. Soon after the Animus will fast forward to a more recent memory. (Which you will hear it say many more times through out the game).

Make your way through the area to the way point on your radar. Once there you will enter a cut scene with Al Mualim and you will inform him on your failure. This event will trigger the next part of the memory.

The Templars are attacking Masyaf! Basically all you have to do here is run through the village and engage combat with the Templars. Remember counter attacks are the most useful of abilities in your arsenal. Hold down the High Profile button, and just as they swing at you hit the ◘ button or X button, depending on which system you are playing the game on. (Do not get too accustomed to this ability as you will lose it in a little while; although you will get it shortly into the game.) After reaching the end of the town you will hear that soon to be familiar message "Fast forwarding to a more recent memory".

Follow your fellow assassin up the ladders. He will tell you to proceed to the platform. Here you will enter a cut scene with Al Mualim talking to the Templars. Next you get to perform the "Leap of Faith", performed how most acrobatics are performed in the game; enter High profile mode and hold the legs button while running forward.

One of your men gets injured so you must set the trap off by yourself, do not worry its very simple. Follow the wooden planks connecting the cliffs. Once at the end you will have to scale the side of a building, once at the top you will see three diagonal wooden planks, cut one down.

You will now enter your first intermission.

[edit] Intermission

You will now take control of Desmond at the science facility. Warren and Lucy will excuse themselves from the room to converse. If you listen close you can hear arguing, proceed to the open door and interact in the room, you will eavesdrop on them. Once that is done return back to the main room only for them to tell you to get some rest. Talk to Lucy before you return to the room--- talking to her during every intermission unlocks an achievement. Go back into your room and interact with the bed.

[edit] Memory Block Two

The game will pick up the next morning with Desmond waking up and finding the Doctor standing over him. You will have a conversation with him and you are then free to enter the Animus once again.

[edit] Masyaf

When you return to your ancestor's memory you will watch a cutscene of Altair's trial and apparent death for his crime of breaking the assassin's creed. The Animus will fastforward to a more recent memory, yet again, and you will wake up a while later and be informed that you have been stripped weapons and been demoted to uninitiated, the lowest rank of the organisation, in layman's terms this means that all those abilities and counter kills you were just getting used to are gone; yep life's so unfair. Don't worry though, you'll regain all these abilities throughout the course of the game. Al Mualim will tell why you were not killed and then reveal to you the secret of the attack: there was a traitor in the village.

In the first step to redeem yourself Al Mualim will dispatch you to find this traitor and bring him in for judgment. Head downstairs and as you go outside one of your assassin friends will tell how to find the traitor and where to start. He tells you to head for the marketplace so head towards the marker on your map and find the two men your looking for using your "eagle vision". Once you've found them go and sit on the nearby bench and follow the instruction onscreen to eavesdrop on their conversation. After listening to them talk follow the new marker on your map and find the basketweaver. Lock onto him to listen to the conversation between him and the customer and go into low profile mode as he begins to walk away. Walk up behind him and pickpocket him. If you are caught just run into the Haystack around the corner, wait until you've vanished and try again. Now you've got a name follow yet another marker to where the man is preaching to the villagers, who much to your satisfaction don't seem to be taking much notice. Wait until he's done shouting and using low profile, follow him. Eventually he will walk down a dark alleyway and at this point you can pull out your fists and rough him up a bit. He's no fighter and after putting up a weak resistance. He will surrender and after some short interrogation the Animus will fast forward your ancestor's memory again and you will be holding down the traitor while he is judged by Al Mualim. After the rather gory "judgment" you will receive a sword and get back your signature weapon: the hidden blade!

At this point, and at the start of any memory block, you will begin in the headquarters of the Assassins. You will have the opportunity to train and to learn any new combat skills you have earned before you leave for the Kingdom. If you have multiple targets, you can choose which city you go to first. The order in which you kill your targets does not matter.

In each city, information is gathered in pretty much the same way. Three of the methods were just shown to you in Masyaf, the fourth is new. You can learn things about your target in the following ways:

  1. Informants. Find an informant and complete a task he gives you (this could be collecting hidden flags within a set time limit or could be the assassination of minor targets)
  2. Pickpocketing. Pickpocket someone with important information.
  3. Interrogation. Interrogate a person who has information about the target
  4. Eavesdropping. Eavesdrop on certain conversations where important information is shared.

The first thing you should always do in each city is visit the Assassin's Bureau. Here you will meet your contact within each city, who can provide you information about where in the city to look for information. After leaving the bureau, the next thing you need to do is climb all of the View Points and use your Eagle Vision. This will bring up locations on your map where information can be found about your target. It also reveals the locations of any Citizens that are in danger and need saving. Once you’ve climbed every view point, it’s time to hit the streets and start doing some detective work.

You are given your first chance to explore these skills abroad in the city of Damascus.

[edit] Damascus

Target: Tamir the Merchant

Tamir is a relatively simple assassination. First you must make sure you have freed all of the citizens on the right side of the map, if you climb view points then the citizens show up on the map nearby. After you have recieved permission to slay him from the Assassins Bureau, you can climb into the Souk (marked on the map), watch a cut scene, (don't forget to press a button every time a glitch comes up), and then blend (Hold A) and follow him, shortly he will stop to rant at a Merchant. At this point sneak up behind him (still blending) and when you are right behind him (making sure your wrist blade is selected unblend and assassinate (X) in one swift movement. ANNIHILATION! Now watch the video and then flee through the south east exit and take a right. Now there should be a vigilante group right there, so just run straight past and then climb a building and jump into one of those roof gardens.

[edit] Memory Block Three

There are two assasination targets in memory block three: Garnier De Naplouse in the city of Acre and Talal the Slave Trader in Jerusalem. This is the first time in the game that you are allowed to visit these cities, and the first time you will be able to climb all of the view points in the kingdom connecting the cities.

Here’s a quick breakdown of what you will find in both cities in memory block three:

[edit] Jerusalem

Target: Talal the Slave Trader

  1. Informant: Talal appears to be a leader of slavers, and occupies an area in the north part of the city, near the Barbican. He seems wiser than those you have faced before. He keeps to the shadows and has his men pay the guards to turn a blind eye to his deeds.
  2. Interrogation: Talal holds his slaves within a warehouse, and later sends them to Acre
  3. Pickpocket: Talal inspects his stock of slaves daily. You gain a map that clearly shows the positions of his personal guards.
  4. Pickpocket: Talal is rumored to flee from a fight at the first sign of trouble. You gain a map that shows details on possible locations in which he’ll take refuge.
  5. Informant: Talal has many loyal followers, all of whom will readily give up their lives for him. If they sense their master is in danger, they’re sure to intervene, giving Talal time to escape.
  6. Eavesdropping: Talal is said to favor the bow. In a fight, he’ll seek to put distance between him and his enemy, trying to kill from afar.

When you go to kill Talal, you must enter his warehouse. Inside, a cutscene will begin in which you see the conditions his slaves are in. After the cutscene his loyal followers attack you in a large group. Try to dispatch them as quickly as possible and get up the ladder to the second floor where you will have to chase Talal outside. A rooftop chase will commence during which he will continue to try to get away from you, so he can shoot his bow at you. Hopefully, if you remembered to save every citizen in trouble in Jerusalem before you went into the warehouse, then while he is trying to run from you Talal will run into a group of vigilantes who will slow him down so that you can catch up to him and kill him. If you did not save citizens, then you may be stuck chasing him for a little while longer before you finally get him.

After killing Talal, another cutscene runs in which Talal speaks of a brotherhood and their designs upon the holy land. However, he denies that he was selling slaves and insists that he was actually trying to help save them. Altair becomes confused by this information and decides to return to Al Mualim to report on this matter.

Before you can act on your worries, you must deal with the city wide alert that goes up when Talal is killed. Before you can continue on any further, you must make it safely back to the assassin’s bureau. After making it back to the bureau while anonymous, the game will forward to you to a cutscene with Al Mualim.

[edit] Acre

Target: Garnier De Naplouse (The "Doctor").

  1. Informant: Garnier hides behind the walls of the Hospitalier fortress. It is doubtful that the patients within afford garnier much protection. Getting into the fortress, however, is another matter entirely.
  2. Interrogation: Garnier removes himself from the world around him while tend his patients one by one.
  3. Pickpocket: You obtain a letter from Garnier that is quite strane. He references an arms dealer in Damascus – Most Likely Tamir, and a second man in Jerusalem. What secret unites these men? Men who should hate one another.
  4. Pickpocket: The hospitaliers are replacing all the candelabras within the fortress. These could be used to navigate the rafters. Additionally, the workers seem to have pointed out a few of Garnier’s more personal projects affected by the repairs.
  5. Eavesdropping: Some of Garnier’s guards have abandoned their posts. The archers parrolling the roof are at a disadvantage.
  6. Informant: Garnier lets his patients roam the halls of his fortress freely. No one, save Scholars, may enter his personal workspace. Apart from the archers defending the rooftops, slipping in should be easy.

How you choose to go about getting in to kill Garnier is up to you. When you get close to his fortress, you will see a cut scene where a patient is attempting to escape. Garnier’s guards capture him before you, and upon Garnier’s orders, they break both of the man’s legs and take him back inside.

After killing Garnier, you will see another cutscene, where Garnier defends his actions and claims that all he ever did was help those he worked on. He was attempting to cure them from their madness using herbs and extracts. Some of his patients, he claims, were even grateful for the work he had done. Once again, Altair becomes confused by this information and decides to return to Al Mualim to report on this matter.

But yet again is the matter of the city wide alert that goes up when Garnier is killed. Before you can continue on any further, you must make it safely back to the assassin’s bureau.

[edit] Memory Block Four

This is the largest memory block in the game, with three seperate assassinations to complete, one in each city. Each target will be found in newly accessible sections of the cities, providing new areas to explore. Again, the order in which you take out the targets is up to you. There is no specific order in which they need to die. In this memory block, expect the cities you go into to have a higher level of guard activity. As I went through it, I found myself fighting off larger numbers of guards to do just about about anything, like saving citizens. The frequency of large groups of guards wandering around on patrol seems to have gotten higher, as well as the number of rooftop archers.

As per usual, start each city by going to the Assassin's Bureau and speak to your contact there. They will give you information on where to start searching for information. After that you should climb to the tops of all of the view points in the city and fill in the new areas of the city on your map. Then you can go down to the street level and start your investigation.

Here is a breakdown of the information you will find in each city as you go through them.

[edit] Damascus

Target: Abul Nuqoud (The Merchant King)

  1. Interrogation: The best time to strike is when the Merchant King addresses his guests at a party he will be throwing soon. The moment may be brief, but it will be all you will need.
  2. Eavesdropping: The Merchant King has received a vast quantity of wine. He is preparing for another feast. He seems unshaken with his preparations, even though wine is prohibited by his religion. If he can ignore the laws of his Prophet so easily, one can only wonder what other pious acts he’ll commit.
  3. Pickpocket: The people of Damascus despise the Merchant King for spending their money on extravagant parties held inside his palace. Attending one of these celebrations should bring you close enough to strike.
  4. Informant: A map of where the Merchant King has stationed his guards is given to you. This can definitely prove useful.
  5. Eavesdropping:
  6. There is a fountain in the middle of the Merchant King’s Palace which you can climb should the need ever arise.

When you go to kill the Merchant King, you must enter his palace’s courtyard, where there is a party going on. A cutscene will start where the Merchant King appears on his balcony about the party. He begins a long speech during which wine begins to pour from the fountain. Many of the guests start drinking the wine. His speech goes on a bit and he talks about a new world that he is trying to bring about. A world of order, a world in which the people at the party will not live to see, due to their corrupt ways. The wine has been poisoned and party goers begin dying around you. The Merchant King Orders his archers to take position on the decking above the courtyard and to begin killing anyone who tries to escape. You need to get up to the balcony the Merchant King is on, kill his bodyguards and then take him out.

You can climb the fountain if you wish to and head straight for him, or you can climb up to the decking level where the archers are and dispatch them. If you look around to the left of the balcony the merchant king is on, you can find a way to climb up and can come at the Merchant King’s balcony from above. Once the Merchant King is dead, another cutscene begins where your victim tells you that he isn’t all that different from you. He is trying to achieve an ultimate good, and in doing so must commit smaller evils to achieve this goal, such as killing the party goers who are wicked people.

Once the cutscene ends, you must sneak back across the city and try to avoid the guards as a city wide alert has once again been given. If you are not being pursued as you near the Bureau, you will be allowed to enter and talk to the agent there. After that, Altair decides he must speak with Al Mualim about what he has heard.

[edit] Acre

Target: William of Montferrat

Once in Acre, make sure to climb view points in both the poor district and the rich district to reveal your investigations. Your informant at the Assassin's Bureau does not point out any investigations to you when you start the mission.

  1. Informant: William retreats to the back of his citadel whenever challenged by King Richard’s Authority. The precarious relationship between the two men seems to have spread to their own hosts, causing no small amount of tension. Expect William’s Citadel to be densely populated with men loyal to him alone.
  2. Pickpocket: William’s men fear he is destined for failure, though they dare not turn to the King for help. There is mention of a third man, one said to reside in the harbor, though he inspires little confidence as well. Uncertainty rules the day. It makes men paranoid, and your work more difficult.
  3. Interrogation: King Richard is visiting William today, and they’re almost certain to quarrel. Once they’re finished, William will likely return to his citadel to brood. He’ll spend the rest of the day scolding his men, distracting him from everything else.
  4. Informant: At the first sign of trouble, the citadel’s gates will close. Should this happen, the only way for you to escape will be to climb the fortress walls.
  5. Pickpocket: You gain a map that details the position of William’s archers. Removing them should clear a path for you along the rooftops.
  6. Pickpocket: Repairs to the citadel are being handled poorly. According to a map you gain, a structure has been left standing and seemingly forgotten. You can turn this mistake into your advantage.

When you go to kill William of Montferrat, as you reach the front of the Citadel, a cutscene begins. King Richard comes out the front gates on horseback, followed by a number of guards. William is on foot next to him, and they are arguing. They disagree on how the city should be run as well as other topics, Richard accuses him of desiring his crown. After Richard leaves with his guards, William and his guards fall back into the citadel.

If you are standing in the front gates to the citadel and are facing inwards, then William has gone to the far back, right corner. He is scolding his men and is lecturing them on his side of the argument with Richard. How you get in to kill him is up to you, but be warned, he is heavily guarded, and whether you decide to go in for a full frontal assault or a sneak attack from above in the rooftops, the moment you are exposed you will have a small army of guards after you.

The best way to Kill William is to head where he's located. From the roof top, climb the ladder down. While you're half way down, you'll be discovered and William will order his men to kill you. Right away Climb up the ladder and stand on the roof facing the ladder. Stand really close to the ladder so that no one can climb on to the roof. Keep attacking anyone who tries to come up. After a min or two of hitting everyone that comes up, you'll see William die.

Upon killing William, another cut scene begins where he tells you that yes, he did desire to kill Richard, but not so that he could gain power like Richard assumes. He doesn’t even wish to place his son Conrad into power. He says his desire was to Kill Richard and let the people of the city inherit the land. He wished to free the citizens from the whims of petty tyrants and kings. He talked of a “New World” where people are free to make their own choices, and how everything he had done had been to prepare the people of the city for this new world.

After the cutscene ends, you will find that the gates to the citadel close immediately, and you need to head for higher ground to get out. Climb to the top of the outer castle walls. From there you can head towards the front of the citadel, where you can climb over the front and drop back down into the city. From there you need to lose your pursuers and get back to the assassin’s bureau. And again, confused by that he has heard from William, Altair returns back to speak to Al Mualim to get his opinion on things.

[edit] Jerusalem

Target: Majd Addin

  1. Interrogation: Majd Addin seems to have goals of his own, separate from those of his leader, Salah Al’Din. He’s executing innocent people, labeling them enemies of the city. There seems to be no method to his madness, and so now fear grips Jerusalem. No one knows when he or she might be dragged before his blade. Is he simply drunk with power, or is there some greater purpose you have yet to find?
  2. Informant: The scholars are likely to cause a disturbance at the entrance to the execution plaza. If you time your entry properly, they could provide a nice distraction for the guards.
  3. Pickpocket: Majd Addin is rumored to have reached his position through nefarious means. These rumors are likely true, as those who preceded him in the position all met with mysterious and untimely ends. The mea from whom you learn this carries a map detailing today’s execution. It will occur near the western edge of Solomon’s temple.
  4. Pickpocket: You gain a map detailing the location of the guards attending today’s execution. This will make things much easier.
  5. Informant: Majd Addin enjoys lecturing his prisoners before executing him. While doing so, he turns his back to the crowd. It is the perfect moment to strike.
  6. Eavesdropping: It seems there’s to be an execution today and Majd Addin will be in attendance. In fact, he’ll be performing it himself. You should endeavor to learn where this morbid event is to take place.
  7. You learn this extra bit of information from your contact at the Assassin's Bureau. One of the men Majd Addin intends to execute is an Assassin. You must see to it that no harm comes to this Brother of yours.

As you go to kill Majd Addin, you will come to the site of the execution for the day. As you approach a cutscene will begin where you see Addin walk out onto the stage that has been erected. He begins speaking about the evils that were committed by those about to be killed and he says that they are examples that everyone should pay attention to, so that they do not think of doing similar things.

After the cutscene ends, you are free to kill Addin. How you do so is again up to you, but at some point you will have to get on the stage and kill him before he begins executing prisoners. You cannot let him kill your fellow Assassin. Once you have killed Addin another cutscene begins and you find out that Majd Addin was a mad man. He killed people at random because he simply enjoyed doing so. He got a rush from the feeling of power that comes with choosing the fate of another human being. And although he appears to have betrayed them, Majd Addin claims to also have been a member of the same brotherhood as the others you have killed.

After the cutscene ends, another city wide alert goes out and you must lose your pursuers before you can make it back safely to the Assassin's Bureau. From there Altair decides to go back to see Al Mualim yet again so that he can get more details about this Brotherhood everyone keeps talking about.

During this memory block, you find out from Al Mualim that the brotherhood that is spoken of is the Knights Templar. The people you have been sent to kill are all Templars. They are plotting together to gain control of the Holy Land, and you are being sent to stop them.

[edit] Intermission

After you have completed all three assassinations, you are taken back to the present, where Desmond is being taken out of the Animus. Dr. Viddic receives a call from someone, and he doesn’t like the call at all. He storms out of the room. Lucy tells you that they’ve learned that Assassins are coming for you. They have mounted a sort of rescue party and are trying to find a way to get to you. Lucy then gets a call from Dr. Viddic demanding that she join him right away. She will not leave until you go into your room. Once you’ve gone into your room and the door closes behind you, you can then enter the access code to the door and re-enter the main lab. From there you can access the computers if you wish to see if any new emails have shown up for Dr. Viddic or Lucy.

This memory block officially ends when you go back into your room and go to sleep.

[edit] Memory Block Five

This memory block has two targets you are ordered to eliminate by Al Mualim, in two different cities. Again, the order in which you take out the targets is up to you. There is no specific order in which they need to die. Yet again, in this memory block, expect the cities you go into to have a higher level of guard activity. Not only are there more guards around, but most of the guards have gotten noticibly harder to fight. They will dodge or counter your attacks with more frequency, and will even block your attempts to throw them on a fairly regular basis too. Fights with large groups of men are more common than ever at this point in the game.

As per usual, start each city by going to the Assassin’s Bureau and speak to your contact there. They will give you information on where to start searching for information. After that you should climb to the tops of all of the view points in the city and fill in the new areas of the city on your map. Then you can go down to the street level and start your investigation.

Here is a breakdown of the information you will find in each city as you go through them.

[edit] Acre

Target: Sibrand

  1. Eavesdropping: Sibrand is paranoid. His fear of the assassins has him cowering deep within the docks. Reaching him may be simple, finding him may not.
  2. Pickpocket: Sibrand will soon retreat to his private vessel, believing himself safe surrounded by water. It will be difficult to approach his ship unseen.
  3. Interrogation: Sibrand plans to install a naval blockade, preventing King Richard, his own King, from receiving reinforcements in the war against the Saracens.
  4. Informant: You are given a map that details the paths taken by Sibrands guards with the docks district. You should keep it close in case your travels bring me there.
  5. Informant: You are given a map which shows the locations of known drunken sailors that are located amongst the boats in the docks. It is wise to avoid these men as they will push you into water if you get close to them.
  6. Pickpocket: It appears the northern docks are void of Sibrand’s knights. You should have a little less trouble making your way through there.

When you go to the docks to find Sibrand, a cutscene begins where you see just how far Sibrands paranoia has gone. He accuses an innocent elderly scholar of being an assassin who is plotting to kill him. He murders the old man in front of the gathered crowd and then returns to his boat. The easiest way to get to Sibrand is to approach his vessel from the rear. Going directly for the boat is possible, but harder as there are more guards between you and if in a direct line. Also, if you do not kill Sibrand before his guards can intervene, then he will run away and you will fail the mission. The map you get from the last pickpock job show’s a map with a path that is the safest way to Sibrand’s ship.

As you approach the ship, be sure to kill the guard on the raised platform behind the ship. The quickest way to deal with Sibrand will be to climb onto the outside of the boat near the rear of the ship. Wait for Sibrand to walk to the back of the boat, then hop over the railing and kill him before the guards see you.

When you have killed Sibrand, another cutscene starts up where he tells you that his mission was indeed to blockade the harbor and prevent reinforcements from reaching King Richard. He was following orders towards the Templars ultimate goal of freeing the people of the holy land from the tyranny of faith.

Once Sibrand is dead, another city wide alert goes out and you must lose your pursuers before you can make it back safely to the Assassin's Bureau. From there Altair decides to go back to see Al Mualim yet again so that he can get more information about his quest.

[edit] Damascus

Target: Jubair Al Hakim

  1. Pickpocket: Jubair seems obessed with destroying every written work in the city. And every day he seems to gather more and more people to his cause. They join him within the Madrasah Al-Kallasah. This is where he can be found, surrounded by his most loyal men.
  2. Eavesdropping: Jubair holds daily meetings within the Madrasah, to speak with his students. The students then take to the streets, carrying the message of their master. One of these meetings is about to begin.
  3. Interrogation: Jubair’s scholars are fanatics. They walk the streets, calling out to the citizens, demanding their books and parchments so that they might be burned. They believe that destroying all knowledge of the past will somehow allow for a better future.
  4. Informant: You are given a map where scholars are planning to burn books and other sources of knowledge. Should Jubair escape you, he will probably travel to one of these locations for aid.
  5. Informant: Jubair is known to wear rich, golden robes and carries with him a large pouch. From the other scholars you’ve seen in Damascus, not many fit this description, making Jubair quite uniquely dressed.
  6. Pickpocket: Jubair’s students have uncovered where Jubair’s wife hid some books which are meant to be destroyed. The students suspect their master would want to personally burn these documents. The location of this particular burning is within a small park.

As you go to kill Jubair, upon entering the building he is in you come onto the second floor balcony. Piles of books are burning below you. A cutscene begins where one of Jubair’s scholars is arguing with him about the burning of the books. Jubair eventually tires of the argument and shoves the scholar onto one of the burning piles of books to die.

After the cutscene, Jubair and a group of his followers split up to go to separate book burnings. Using the information you had gotten earlier, you will have to go to the different sites to find out at which one Jubair is personally. Once you kill him, another cutscene begins in which Jubair defends his actions by claiming that he was trying to protect the people from repeating the mistakes of their ancestors.

After that cutscene ends, another city wide alert goes out and you must lose your pursuers before you can make it back safely to the Assassin's Bureau. From there Altair decides to go back to see Al Mualim yet again so that he can get more information about his quest.

[edit] Intermission

During this block, as you talk to Al Mualim, the item the Templars are after is revealed to you. It is a small metal object, about the size of an apple. Al Mualim describes it as having the ability to grant the holder of it to control the minds of those around him. He said it was what cast Adam and Eve out of the garden of eden, and what allowed a lowly carpenter to turn water into wine. The templars want it so that they can bring peace and order to the holy land by controlling the minds of everyone in it.

Once both assassinations are completed, you are once again taken back to the present. Desmond awakes in the Animus overhearing Dr. Vidic talking to someone who is not identified. Vidic is visibly agitated and storms out of the room shortly after you get up. If you talk to Lucy you will get some more information from her about what is going on. She tells you Vidic is a Templar, and that Abstergo Industries is an organization that is run by the Templars. Lucy explains that the object that the Templars are after was destroyed, but they think there may be more than one of them, and that Desmond’s ancestor is suspected to have knowledge about where they can be found.

Also, if you have been reading Dr. Vidic’s emails, you will have read about a Satellite that Abstergo is planning to launch into orbit soon. It appears that the huge rush in trying to find the object is so that it can be put into this satellite before it launches. If the templars can accomplish this, then they will be able to control the minds of everyone on the planet.

[edit] Memory Block Six

This memory block only has one Target. The man you failed to kill at the beginning of the game. The head of the Knights Templar. Robert De Sable. He is somewhere in Jerusalem, and you have been sent to kill him.

Here’s a breakdown of what you will find in the city:

[edit] Jerusalem

Target: Robert De Sable

  1. Eavesdropping: Robert and his men walk the streets of Jerusalem finely dressed, bearing expensive gifts. They plan to attend a funeral. Were it anyone other than the monster Majd Addin being buried, you might have second thoughts. But as it is, it seems a most fitting time to take the Templar’s life.
  2. Pickpocket: Robert’s men are working with the Jerusalem guards to protect the cemetery during Majd Addin’s funeral. Doubling the guard would have posed a problem, but you are gain a map that tells you where the men are stationed.
  3. Interrogation: They say Robert wants peace, and seeks to prove it by attending a Muslim funeral. But you know the truth. He does not seek peace, but control. Dominion over the land and its people. You will deny him this.
  4. Informant: Robert’s men are well prepared for battle. To fight them all at once would be unwise. Should you lose control of the situation, it’s best you make a brief escape and return later to eliminate them one by one.
  5. Informant: Reaching Robert might prove difficult, given the number of guards around. Were you to join a group of scholars, you could make your way to him much more easily.
  6. Pickpocket: The Jerusalem guard have set up the standing positions for the Christians during the procession to better protect them in case the citizens take offense to their presence. You gain a map that displays exactly where everyone is standing, even Robert. Especially Robert.

Once you’ve completed your investigation, head back to the Assassin’s Bureau and talk to Malik. He will give you clearance to kill Robert, but before Altair leaves, he apologizes to Malik for the loss of his arm and his brother due to his actions. Malik and Altair talk a bit and you leave on good terms with him.

As you approach the funeral, a cutscene starts and you see someone talking about the loss of Majd Addin. Robert is standing close to the speaker. After the first cutscene ends you can approach the speaker and Robert and a second cutscene starts. Robert whispers to the speaker and he suddenly tells the crowd there is an assassin amongst you. A bunch of guards come out and they all start attacking you. The first thing you should do at this point is flee. There are way too many of them, and there’s snipers shooting arrows too. You should head for a group of Vigilantes you have unlocked within the city. They will help to occupy some of the guards while you kill the others. It’s not easy, but you can eventually kill all of the guards and get to Robert. Robert is a good fighter and not easy to take out, the best way is to hopefully have one of the vigilantes around grab hold of him, and while he’s held you can use your hidden blade.

Congratulations, you’ve done it. You’ve killed the head of the Knights Templar. Robert De Sable is dead... wait, hold on, not so fast. No, Robert’s not dead. In fact, the person you’re fighting isn’t even Robert. This whole thing has all been a trap. Robert knew you’d be coming for him and was prepared. He sent a woman in his place to flush you out. During a cutscene playing at this point, the woman who is NOT Robert De Sable tells you that Robert is about to speak to the leader of the Saracen army and they are going to work together to assault the the home of the assassin’s. Altair spares the woman’s life, since she is not your target, and you leave. You need to go back to the bureau and speak to Malik. You explain to him what happens and tell him you are headed to Arsuyf to stop Robert. In the meantime, you order Malik to search the city and see if he can find any additional information regarding this new chain of events. Something about this doesn’t seem right to Altair, and he is beginning to suspect duplicity.

Leave Jerusalem and ride for Acre, the city closest to the path to Arsuyf. You'll find yourself on a mountain path, and must fight your way through dozens of guards to reach Robert. Don't try to skip any of the fights here, you will find a memory wall if you have not dispatched the guards in the area before you try to move on. Eventually you'll find Robert De Sable in a group with other soldiers, and King Richard The Lionheart. You'll speak to the king, and he will allow you to prove yourself in combat. After you fight and kill another group of men, Robert De Sable will finally face you himself. Kill him, and he will reveal that your suspicions of duplicity were well founded. After he passes away, you'll speak to King Richard briefly about peace in the region.

[edit] Intermission

After your talk with Richard, you will wake up as Desmond in the present. Warren is listening to a gunfight over a speaker system. Apparently, the assassins who have come to rescue you have arrived. Unfortunately, they aren’t very good at their jobs and they themselves are slain trying to save you. You’re still trapped. Warren informs you that the Assassin's are now extinct, all except for Desmond. He mentions that they have been hunting them for years. Warren heads out to leave and tells you he’ll see you tomorrow to get to the final memory that they need.

If you talk to Lucy she will tell you that things are bad, but not horrible. You actually discuss your family (who are all assassins), something about a retreat in the desert that has been raided, and the fact that things are looking grim indeed. She also places her left hand across her chest, revealing a missing ring finger like all assassins. Eventually she leaves and you can search the computers again for emails, which gives you the access code to the conference room. There is a very long email on the computer in there that discusses other test subjects and other aspects of Abstergo Industries.

Side note: When you check Lucy's E-mail you will notice that she has some spam(Regarding how her friends get all the sex). However if you take all of the capital letters out of the e-mail it will spell out WE/WILL/BE/THERE/SOON. --Fortunatus 00:49, 11 February 2008 (UTC)


This block officially ends when you go to bed.

[edit] Memory Block Seven

The game will pick up the next morning with Desmond waking up and finding the Doctor standing over him. You will have a conversation with him and you are then free to enter the Animus once again to fight the final boss. When you enter you will start in Masyaf at the gates. Start walking towards towards the castle, you will see a man standing under the tree, talk with him and he will say some odd stuff. As you keep making your way to the castle you will notice people wandering around. When you get to the path leading to the castle there will be guards there, they will attack you. Fight them and after a minute or so Malik and some other assassins will scare away the guards. Now make your way to the garden behind the castle. After entering the square in the middle of the yard you will be frozen in a golden light and find that Al Mualim is holding the piece of eden from the temple. There is a cut scene then you have to fight Al Mualim.

[edit] Al Mualim

First you will have to kill the 9 templars you assassinated before. They're really just guards being disguised by the Piece of Eden.

Then you will have to face multiple Al Mualims. The real Al Mualim is always second from the left so if you kill him with a combo attack the others dissappear.

Then he finally goes 1 on 1 with you. You can kill him instantly with a HIDDEN BLADE counter attack. Lock on to him, switch to your hidden blade and then just do a counter attack like you normally would.

After he is dead you will try to destroy the Piece of Eden, but find out that you cannot, then Malik shows up and there is a conversation with him.

[edit] A Vision

After you (desmond) defeat Al Mualim you are ejected from the animus to find Vidic talking to a person (Unknown) that he seems to answer to. The person gives the order to kill you however Ms. Stillman(Lucy) intervenes and saves you. You will notice as Vidic and Lucy leave the room you gain the Eagle Vision ability and some of the lab is covered in strange markings. Also Ms. Stillman(Lucy) has a blue color in eagle view, indicating she is a ally, perhaps also an assassin. Proceed to your room and use Eagle Vision and look at the wall behind your bed.

After all that you have completed assassins creed and unlock the achievement for it. After the credits have gone through you can choose to explore the environment of the lab and use the computers. However you cannot access all the computers or the conference room unless you have the access code or security pen's.

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