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Assassin's Creed Revelations FAQ/Walkthrough

by Krystal109
  Updated to v1.55 on

Assassin's Creed: Revelations - FAQ/Walkthrough

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Author: Krystal K. - krystalnexus [at] yahoo [dot] com

Current Version: Ver 1.55 - Jan 28, 2014


Introduction

Firstly, I hope everyone enjoys this guide to Assassin's Creed: Revelations!

This guide is intended to walk you through the gameplay, while finding all secrets and collectibles. It includes all side quests, such as the rebuilding of Constantinople, Templar Dens, Den Defense, recruiting assassins, Mediterranean Defense, Challenges, all secret locations, equipment stats, shops, multiplayer info, and Desmonds Journey.

If you want me to add something or notice a mistake, please email me at the above address with the correct information.

Donation Info

Firstly, thanks to everyone who takes the time to read this. If you find yourself using my guide and found it to be handy, please consider sending a donation to support the time and effort I have put forth to make a comprehensive and useful guide.

If you DO wish to donate anything:

  • Send a GIFT through Paypal to krystalnexus(at)yahoo(dot)com
  • Send an Amazon Gift Card to the above email

Thanks again for your time. I in no way want you to feel obligated to donate, your support via emails is always appreciated though.


Gameplay

Controls

If you have played previous Assassin Creed games you should have no problem with the controls, but as a refresh:

Xbox 360 PlayStation 3 Description
L Stick L Analog Movement and Directional Attacks
R Stick R Analog Camera Movement
D-Pad D-Pad Quick Inventory
A X Jumping/Sprinting
B O Release in climbing
Y Triangle Secondary weapons attack
X Square Primary attack
RT R1 High Profile actions
Sprinting
Combat
Climbing
Blocking in combat
RB R2 Weapon Selection Menu
LT L1 Activates combat and lock on
L L3 Eagle Sense
R R3 Center camera
Start Start Pause
Back Select Map


Game Objectives

As with the previous games in the series, Revelations begins with some linear events that will introduce you to gameplay concepts and teach you all the abilities.


Story Chapters

Like the previous games, there are chapters to Revelations. Each chapter consists of Memories that you must complete to progress the story. These memories are the core of the game, but there is a lot of side events you can do.

Core Memories

Core Memories are the sequences' that progress the story. While you can do these and go straight through the game, you will be missing a bunch of the fun part of the game.

Secondary Memories

Secondary Memories are events that are optional to the main story. They will flesh out the gameplay and make your experience that much more enjoyable.

Other Optionals

Like the previous games, you will eventually unlock the ability to invest in the society you interact with by restoring and unlocking bonuses.

Full Synch & Memory Replay

All Memories have Full Synchronization conditions that you must fulfill in order to get 100%. If you do not complete the memory's condition you will only get 50%. You can always replay a memory to try and get 100% though. Ezio will then be transported back to that event, with all his current weapons. This means that previously hard missions may be easier later on.


Health & Desynch

Ezio's health is indicated by the horizontal gauge at the top left corner of the screen. Pure white blocks represent health, while grey ones are damaged health. Damaged health will regenerate. Empty blocks are health that is gone, these can only be recovered by a doctor or drinking medicine. Red filled blocks indicated damaged armor slots that need to be repaired at a blacksmith. In order to gain more health bars you will need to buy armor and equip it.

Aside from enemies, you can lose health from falling damage.
8 meters or more = 30% of your health
12 meters or more = 50% of your health
16 meters or more = 75% of your health
20 meters or more = Desync


Desynch occurs under certain conditions and will cause you to have to replay the sequence you are on.

The following will cause a desyn:
Death
Fail an objective
Running out of bounds
Acting against Ezio's normal behavior, such as killing allies, etc.


Random Encounters & Events

There are a bunch of random of events in Revelations that can occur at any given time. Some are good and some are bad.


Stalkers

Stalkers are marked on the mini-map by a dagger. These guys run behind Ezio and try to kill him. You have a brief moment to attack him before he stabs you. You should always chase the fleeing Stalkers, since letting them go increases the Templar Awareness 25%.

Templar Couriers

Templar Couriers are carried over from the previous games and will run at the sight of you. Be sure to tackle or leg sweep them, but do not kill them. Killing them will increase the Templar Awareness meter.

Civilian Encounters

Sometimes you will notice a black dot on your mini-map. These are civilian events that Ezio can do for money and ingredients. They can be anything from beating up a guy, to helping them carry supplies to the docks.


Walkthrough


Sequence 01

A Sort of Homecoming

Run along the shore until you see Subject 16 and then follow him. After a short scene he will disappear. Step into the portal nearby to begin your first memory.




Memory 1: The Hangman

This is your introductory tutorial of the game. Follow the instructions and you should be done in no time.




Memory 2: A Narrow Escape

100% Synch Requirement Kill a Byzantine Templar with a counter kill

Time to learn about free running and climbing. Follow Altair to reach the roof to perform a Leap of Faith to reach the foot of Masyaf's keep. Counter kill the Byzantine Templar and run along to kill some more before talking to the man by the door.

NOTE: Make sure you loot the guards as you will get items used to make bombs later.

Masyaf's Keep is the Assassin stronghold from game 1, in case you all forgot.




Memory 3: A Journal of Some Kind

100% Synch Requirement Do not fail a single tail

Follow the man to the nearby door and interact with it. Follow the waypoints, killing enemies that get in your way and when you reach the roof jump and deploy your parachute to reach the town. Simply follow any one of the yellow cursors to its location without being seen for the 100%.

NOTE: Take a moment to go upstairs into Al Mualim's study and view familiar objects from the previous games.




Memory 4: A Hard Ride

For the first part of this memory you need to avoid the dangers by using the left analog. When the rope frays you will need to get above the damaged spot by holding up on the analog. The second half of the memory will require you to destroy a carriage and then stay alive against the captain's carriage. In order to do this, you need to ram the enemy carriage into the rough terrain on the ground to cause damage, while avoiding the rough terrain yourself.

NOTE: It is best to ram the carriage just as you reach the pits in the ground and not too early, as you will be pushed away after a little bit. This can cause you to be pushed away into a pit of your own.




Memory 5: The Wounded Eagle

100% Synch Requirement Kill at least 5 guards from a haystack

After a short fight with some guards, infiltrate the village. Ezio is wounded, and can't climb now, so you will need to use blend and other ways to hide, but you can also just kill the enemies. Look for haystacks to use to kill guards and try and get the 5 kills as you follow the captain's path, using Eagle Sense.

NOTE: There are only three guards that walk near haystacks, so you will need to lure more nearby to a haystack by letting their indicator blink red and then jump into a haystack so they will investigate. If they are in full pursuit causing you to jump out of the hay, you will have to lose them.

Haystack suggestions:

The first guard after stealth killing the guard once you reach the village can be killed by waiting for him to walk to the right and running to the left of the carriage. There is a haystack behind this.

If you have not got your five kills by the time you reach the fight past the gate, you should run right along the wall to a haystack (after killing the initial group of enemies). Lure more guys to this haystack to get the 5 kills.

When you have all 5 kills in a haystack you can head to the waypoint. Climb the wall, while avoiding fire and kill the captain.


Sequence 02

The Crossroads of the World

Head into the portal for a scene with Ezio writing to Claudie as to why he must head to Constantinople.




Memory 1: A Warm Welcome

100% Synch Requirement Do not wander far from Yusuf

Talk to Yusuf to start this memory and then follow him. Stick close even when you run into trouble. When you reach your location, interact with the door.




Memory 2: Upgrade and Explore

You can now run around to an extent. I suggest getting the nearby viewpoints to start filling in the city.

Once you are ready, head to the blue marker on the map to buy new armor.




Memory 3: The Hookblade

100% Synch Requirement Perform every hookblade move successfully at least once

This shouldn't require much instruction, just use O to get off the lamps as you swing on them to perform the jumps and make sure to HOLD O for the Hook and Run move.




Memory 4: The View From Galata

100% Synch Requirement Climb the tower in under 60 secs

In order to get the 100% synch you will need to move quickly. Follow Yusuf and keep moving. Use the UP and X to up higher and O to grab with the hookblade for areas that Ezio won't ascend on his own.




Memory 5: Advanced Tactics

100% Synch Requirement Perform a zipline assassination

Follow Yusuf and when he performs a zipline assassination it will be your turn. Wait for the guard to reach the downed guard and head down the zipline. When you get close, press SQUARE to perform an attack.




Memory 6: On The Defense

Time to learn about Den Defense. This is the best opportunity to get the achievement/trophy for not using a cannon attack that accompanies Den Defense. Since the action will pause, allowing you to learn the controls, but the morale will continue to increase, you have a great opportunity to amass a huge income to buy troops. Simply let the morale increase to 50 each round and you should have plenty of troops to take out your enemy.

At the start of the defense, use the R analog to direct Ezio's view and the L analog to move the cursor. Place the Leader and two crossbowmen on for the first wave.

Wait for the morale to reach 50 and then place a barricade to the left of the archway across from Ezio and three more archers.

Now place a leader to the left of Ezio's location and place three gunmen at the furthest distance from the entrance on that rooftop.

Whatever you do, DO NOT FIRE THE CANNON. Let your assassins take them all out.

When the wave is done, upgrade your barricade to the max level, place another behind it, and fill the roofs with riflemen. The siege engine should only make it through two barricades at the most.

NOTE: Templar Awareness will now be in effect. Similar to Notoriety in the previous games, this will fill up based on Ezio's actions. When it is full, you have a chance to have your Den attacked again.

From now on you can freely renovate Constantinople. See Rebuilding Constantinople for tips.




Memory 7: On The Attack

100% Synch Requirement Do not create any conflict in the Imperial North District

After the initial battle, follow Yusuf. Eventually, you will be asked to throw a Cherry Bomb. Follow the on-screen instructions and then continue to follow Yusuf. When you get control again use the zipline for an assassination and head to Yusuf.

Use Eagle Sense to identify the captain. When he walks off, head to the left building and take out the gunman. Use the Throwing Knife to kill the gunman across the way. Jump down to where the second gunman was and select the poison darts. Hit the captain and then move out of sight. Climb up the tower and light the signal.


Sequence 03

Lost and Found

Back at Animus Island you can listen to more dialogue before heading back inside. You now have free reign or Imperial North District.

If you want to do some optional stuff, continue. Otherwise, scroll down to Memory 1.




Faction HQ Mission 1: Unfortunate Son

100% Synch Requirement Using a Thief group, lure the benefactor from his security zone before killing him

Head to the Thief Guild to accept this and then head to the waypoint and hire the Thief group. Use them to lure the nearby guards away. Use Eagle Sense to identify the snitch and then follow via the rooftops. When he finally stops, you should get a scene. Hire the thieves nearby and have them lure the benefactor away. As soon as he leaves the restricted area, kill him however you want.




Faction HQ Mission 2: Loose Lips

100% Synch Requirement Free the captured Mercenaries without being detected

Head to the Mercenaries Guild to accept this and then follow the mercenaries until you reach the green search area and then hit O to make them hold their position. Climb to the top of the buildings and use Eagle Sense to locate who you need to save.

There are many ways to get this 100%, but a fun one is to stand on the roof where the south road slits north and when you see an Ottoman patrol stop at the corner, throw a bomb in the north alley between the two groups and they will fight. Kill off the enemies with ranged attacks and then have the mercenaries finish off the rest. Pick up the kid and head for the waypoint. Keep near the kid and make sure no one bothers the doctor.




The Impaler'S Tomb

100% Synch Requirement Complete the level within 7 minutes

Find the Hidden Tomb marker on the map, in Sophia's house, to locate a book that will mark The Impaler's Tomb on the main map.

Note: This is part of the special edition content.

Once inside, free run on the short course directly ahead and to the left. When you reach the upper level, take a right and then left. Swing down to the lower level and continue west until you reach an opening on the south wall (by climbing on a box). Follow the route and bypass the locked gate and perform a side jump from the ledge to reach the platform to the right and ride the zipline down. In the next area, follow the path to reach an opening in a wall (by using the boxes to get higher and making your way around and back jumping to a platform) and swing via the pole to reach the lower level.

Use the boxes to get on the upper area and follow the path and execute a long jump (hit O after jumping) when you get to the hanging fixture to reach a balcony. Perform a Leap of Faith from the perch and swim to a ledge to follow the tunnel (watching out for pits) until you come to a room and past it, a staircase.

Climb over the gate and then head west to reach a large room. Climb the north wall and use the ledges and platforms to get to the large arch to the south. Side jump to the ledge nearby and then to the platform. Follow the path and jump onto the suspended cage and move to the left, around a corner, and climb to the top via the door.

Next, climb the shaft via the drain and jump over the sewer opening to the south and climb on the wooden beam above. Now, jump over the north and ascend until the camera angle changes to show you where to go. Use the wooden framework to the south to begin the last part of the climb to reach an opening to the north. Back jump from the chain to get to the balcony and run down the steps. Loot the stone container to get Vlad Tepe's Sword.

NOTE: If you see any plain black dots on your mini-map, these are the new random civilian events. They can be as easy as carrying supplies to the docks and get you some decent cash.

You should probably check out Piri Rei's. You will be going here in a while to do his tutorials.




Memory 1: The Prisoner

100% Synch Requirement Pickpocket the guard to retrieve the key

The guard you are looking for is a short distance to the east. When you reach the area, hop into the water and approach from the side. Check the stairs to the right and if it is clear, climb the wall in front of you. Use Eagle Sense to spot the guy you need to pickpocket. You can either rush up to him by holding Fast Walk or hide in the group nearby and wait for him to start walking away before trying this. Run back to the water and make your way back to the prisoner now.




Memory 2: The Sentinel, Part 1

100% Synch Requirement Use your Assassin Signal at least 1 time

After your apprentice tells you what is going on, head for the waypoint. Kill the guards however you see fit, but make sure that you use your Assassin Signal (L2). Go to the haystack and talk to your apprentice. Head to the man on the bench the game indicated and use Eagle Sense. Go to the next green area with Eagle Sense to see the massive bloodstain. Run after the guy and then fight alongside your apprentice.

NOTE: You can now send assassins on missions via Mediterranean Defense, but first you need more. You should spend some time liberating all the Templar Dens so you can begin Recruiting Assassins.

When you recruit your assassins you can level them up and gain access to the Master Assassin Missions.




Memory 3: Guild Contracts

The second part of this is as simple as heading to a pidgeon coop and being introduced to the Mediterranean Defense.




Memory 4: Bomb Crafting

Do as the tutorial instructs for this chapter and you should be okay. After the scene, leave the den and head for Piri Reis.

NOTE: You now have access to Piri Reis Missions by looking at the pictures on the wall near him.




Memory 5: A Familiar Face

Head inside and meet Sofia and then use Eagle Sense to find the hidden passage.




Memory 6: The Verebatan Cistern

100% Synch Requirement Do not be detected

Once your reach the first area with Templar's you need to be careful. If you head left and kill the two guards, the captain should patrol over to check the corpse of the guard who was sitting. Kill him and you will get the cistern key. Head up the rafters via the boxes to carefully take out the rest of the guards.

In the next area with guards, kill the two nearby guards before dropping down. Killing the pacing guard in the middle should make the far guard come examine. Kill the two guards on the right by the gate carefully and run past them to kill the mining guard (watching out for the guard on the upper level to the left). Next you should take out that upper guard by hiding to the left of the boxes. The captain can't see you, but you also can't target him. Go up the stairs to get to the upper level. When he isn't looking, target and kill him.

The guard blocking the gate shouldn't pose much of a problem, so kill him and make your way to the waypoint.

Stay on the upper level as long as possible to take out as many guards as you can before dropping down in a safe place.

Use Eagle Sense to find the hidden door and receive the Masayf Key.




Memory 7: Quid Pro Quo

This will happen when you leave the cistern and talk to Sofia. Leave her shop afterwards.




Memory 8: The Mentor's Keeper

100% Synch Requirement Save all citizens under attack

Returning to the Assassin HQ and heading to the marker will trigger a memory of Altair. In order to get the 100% you much kill all the guards marked with a black dot on the mini-map (they will only appear when you are anonymous).

Make your way to the target without being detected by climbing the wall to the right of the gate. Kill the guard at the top and then head right instead of down. Kill the guard and climb the wall at the dead end and continue along the path. Use the pole at the end to swing down and target the captain and kill him.




Memory 9: Curse of the Romani

100% Synch Requirement Poison all of your targets while blending with the Romanies

Firstly, make sure you have enough poison. Head to the waypoint and hire the Romanies. Use the Romanies to blend as you walk around. When you reach your destination, line up a Poison Dart and hit the target. When the guard picks up the chest, follow him until he stops and then shoot him. Do the same for the last guard and then grab the chest and head back to the Romani HQ.




Memory 10: The Sentinel, Part 2

100% Synch Requirement Do not be detected while you search for the prisoners

In order to get the 100% in this you will need to be tricky. Hire the Thieves on the rooftops and use them you lure the guards outside the first assassin. After this, I suggest you use bombs to lure guards together and then kill them. Afterwards, head back to the Assassin HQ. Chase the sentinel around until your apprentice kills him.


Sequence 04

The Uncivil War

You can actually do these in any order, but I will be listing them in the DNA order.




Memory 1: The Prince's Banquet

100% Synch Requirement Beat Yusuf to Topkapi Palace

Yusuf is pretty slow, so just keep up with the other assassins and you should beat him there. Once there, jump down and bunch the annoying and "oh so familiar" minstrels. Dump them in the hay and head to the next group. If you stick to the left wall you should have no problem taking out all three groups. I can't get over Ezio's outfit.

Follow the games on-screen instructions to get inside and head for the waypoint. Use Eagle Sense to spot your target and then move to the designated spot and perform to catch the crowd attention, allowing your assassins to take out the target. Do this again for the second target.

In the next area, do the same as you did before three more times. Once you do, you will see a cutscene. Rush forward and kill the assassin before he kills the prince.




Memory 2: An Uneasy Meeting

  • 100% Synch Requirement: Do not be detected.

Instead of heading straight for the target area, turn around and head through the archway to climb to the roof. You should easily be able to get around without being detected.




Memory 3: The Worth Part of the World

  • 100% Synch Requirement: Get in and out of the port without being detected.

The easiest way to get in and out is to hug the right wall and take the small alleyway toward the water. Don't worry if the indicators start to flash, just run for the water and jump in. Swim around to the far side of the boat and climb the bow. From here you should be able to take out the two guards onboard without being detected. Search for the scroll with Eagle Sense and then pick it up with O. Go back the same way you came and you should be fine.




Memory 4: Signs and Symbols, Part I

Getting to this memory is most of the fun. Once you are at the top, use Eagle Sense to identify your target. Do a Leap of Faith to get down and head for the waypoint.




Memory 5: Galata Tower

100% Synch Requirement Complete the level within 6 minutes

Beating this in six minutes is really hard on your first try, but if you want to, follow this.

Descend the staircase and leap over to the platform. Guide Ezio as he falls and when you get control switch sides of the mechanism and climb up the back side. Continue to climb and then perform a back jump to one of the ledges. Head to the right and jump to the platform. Take the nearby zipline and head through the open doorway.

At the end of the tunnel, climb the wooden surface to your left (marked by a wheelbarrow of sorts) and then perform a long jump via the lamp. Cross the wooden beams and then right around the corner to back jump to a pole and swing. Head across the beams to the zipline.

The next part is pretty linear and the camera will show you where to go. Keep going for two more ziplines and then climb the wooden planks on the wall. Climb up until you can't anymore and then turn right and jump. After the cool little Unchartedesque scene, ride the zipline down.

Do a Leap of Faith and then get out of the water and follow the obvious path to your right, making sure to do a long jump from the lamp. Just keep climbing up and then to one side or the other when you can't go up anymore. You will eventually reach another zipline or three. When you reach the bottom, use Eagle Sense of the far right door.




Memory 6: The Mentor's Wake

100% Synch Requirement Do not lose more than 3 synchronization points

Head for the waypoint and enjoy the conversation. After the scene you must disarm seven assassin. Altair will automatically drop it, so don't hit any directional keys and kill someone on accident. After another scene, you must make it to Abbas before the Apple kills him. Use the wooden platforms to reach a ladder and then climb the tower. Be careful, the Apple can cause you to fall when the pulse goes off.


Sequence 05

Heir to the Empire




Memory 1: The Janissaries

100% Synch Requirement Distract 2 guards with bombs

Once you use Eagle Sense to identify Tarik, use the crowds to blend in and follow him. When he reaches his first destination outside the bazaar, hide in the nearby hay cart because he is going to turn around. Continue to follow him. When a scene mentions making sure he's not followed, use some Cherry Bombs from a blend spot to distract the guards. Keep following him and when you see a set of Romanies, hire them. At the first guard position, send the Romani to distract them. Continue to follow and when you see the Thieves, use them on the nearby guard station as well. When Tarik walks through the arch, head for the rooftops. Make sure to kill any sentries up there as you follow. Eventually, you will get a scene.




Memory 2: The Arsenal Gates

100% Synch Requirement Make sure 40 or more rioters survive

Bribe the Heralds, as the game instructs and then head for Yusuf. When you have control again you will face two waves of soldier. I suggest you have all 3 assassin signals ready and a Crossbow or Throwing Knives full. When the first wave comes, call an assassin signal and shoot guards from a distance. On the second wave, make sure you call an assassin on the Janissary since he will kill civilians extremely fast. You should have no problem, if you call assassins and use ranged attacks.




Memory 3: Arsenal Infiltration

100% Synch Requirement Perform an Air Assassination from a zipline

Use Eagle Sense to follow Manuel's trail through the conflicted area. When you reach a building with a large archway, away from the main fighting, take to the roofs. Head for the wall and follow it towards the waypoint. If you keep moving, the guards attention you get at the gate should leave you alone when you run out of view. Head back down to ground level when you reach the green zone.

After the scene run straight ahead across the poles in the water. Use Hook and Run to bypass the guard and then climb the tower. Use the zipline to do an air assassination on the boat and continue on.

NOTE: You now have access to this area that was blocked off. You should have treasures in here to get and a waypoint.




Memory 4: Portrait of a Lady

100% Synch Requirement Steal the painting without the merchant spotting you

This is an easy memory to complete with 100%. Simply head to the waypoint and use Eagle Sense to identify the thief and beat him up. Next, head to the shop owner. You can steal this many ways without being caught. You can draw him away from the shop by pickpocking him and then beating him up or you could use a Smoke Screen bomb. The choice is really yours, but afterwards head to Sofia.




Memory 5: Signs and Symbols, Part II

Do the same thing you have been doing for all the other Polo Symbols.




Memory 6: The Forum of the Ox

100% Synch Requirement Do not take any damage

This area is mostly a free running challenge and is fairly straight forward. Head across the poles to get to the dock and head to the left, toward the flaming torches. From there, free run ahead and across some broken archways. Keep going and make a long jump at the lamp. When you have control, keep going. Follow the path, making long jumps when needed. When the camera turns to show you a way, follow it to a zipline. Make another long jump and continue. After the scene where they blow up the bridge, head across the burning poles and continue. Luckily, these guys are horrible shots. Keep going to another zipline and air assassinate them.

When you get control, draw your sword and guard. Use counter kills to take out the guards so you take no damage. Now use Eagle Sense on the wall behind you to locate the hidden door.




Memory 7: A New Regime

Follow Maria to meet with Abbas. When you have control, you can fight or run. Head for the upstairs part of the library to the large shining window to jump through it. Head for the next waypoint and meet Darim. Now make your way through the village, using Throwing Knives to kill anyone who gets in your way.


Sequence 06

Fortune's Disfavor

NOTE: Sequence 06 should start you near Duccio. Find and beat him up for a achievement/trophy.




Memory 1: Into the Shadows

100% Synch Requirement Assassinate a target from a hiding spot

The Janissary you seek is in the south of the search area. The key to getting the 100% sync is a cherry bomb and the haystack that is on the ground to the north of the target. The ottomans will not detect you if you don't do anything bad, so stand next to the haystack and when the patrols pass, use the cherry bomb on the haystack and hop in. Hopefully, the target is within range and will walk over. Grab him for the 100% and memory end. If other patrols come with him, target him and grab him before they catch you and you will be okay. Detection after the kill is okay.




Memory 2: Honor, Lost and Won

100% Synch Requirement Perform an Air Assassination on Tarik

Follow the Janissaries and punch out the civilian who throws rocks at you. Once you reach the camp, you must stealth your way to the north section of the camp. While Janissaries will leave you alone, the Elites will not. Use blend spots and tents to make your way north undetected.

Head into the tent on your left and out the back. Use the walking Janissaries to get to get past the guard post.

On the other side, head for the tent on the right. Use the well, the haystack and the tent to kill all the guards over here. Now head for the tents on the left, going back the way you came. You should kill the guard near the scaffolding before trying to kill the one that walks by the first tent. You should easily be able to climb the scaffolding without being detected now.

In the third area, wait for the coast to be clear and head for the waypoint asap. When play resumes, use the walking Janissaries to head toward the wall on your left. You will need to time a trip across open area to get to the group next to the wall. When all guards are facing away from Ezio, free run up the boxes against the wall to the end and head right. You should eventually be directly above your target. When he walks close, air assassinate him.




Memory 3: Bearer of Mixed Tidings

100% Synch Requirement Do not kill anyone

This will activate as soon as you enter the restricted area around the palace. Getting to Suleiman is actually easy, since there are plenty of Romanies around. Get out the same way you came in or another way, if you wish.




Memory 4: A Little Errand

Head to the waypoint and then follow the florist. Staying out of his sight is easy. When you reach the location, pick three tulips and head for Sofia.




Memory 5: Signs and Symbols, Part III

Do what you have done for all the previous signs and symbols.




Memory 6: The Maiden's Tower

100% Synch Requirement Obtain the Masyaf Key without falling into water

Head to the waypoint and interact with the sewage drain and then head to the next drain to get into the lower chambers. Most of the puzzles down here are timed levers. Pull the lever near you and head up the wall to your left and to the next switch. After the cutscene, jump to the ledges on the block and head down, back jumping to the ledges below and shimmy around the corner to back jump again. Take the obvious path to another lever.

Pull the lever and climb the wall to Ezio's right and back jump to a pole and swing to a ledge. Perform a long jump and follow the path to activate the next lever and another cutscene.

Head to the next waypoint and another lever. Climb the wall that Ezio is facing and swing down to the next level to take a right. Take another right and use the stone arches to get to the ledges on the column. When you climb to the top, perform a back jump and shimmy around the corner to do another back jump. Now head to the other lever and another scene.

The next lever is right in front of you now. Use it and jump to the ledge on the hanging black. Shimmy around the side and when the camera indicates, back jump to a ledge. Run along it and swing to a ledge and shimmy right to perform a side jump to a beam. Head across the beams and then swing to the mechanism in the middle. Now use the obvious path, look for ledges in the black weights, to make your way to the key.




Memory 7: The Mentor's Return

100% Synch Requirement Do not kill anyone except Abbas and his captains

Follow the assassin and when you have a chance, walk between the two captains for a double assassination. Follow the next captain and avoid killing anyone except him. The next captain will not bother you so simply walk past him and into the courtyard. After the scene, you can use assassin signals to attack anyone who comes after him. This will cause you to fail, so disarm or punch out anyone who comes looking for trouble as you head for Abbas. When you have control again, shoot him.

NOTE: You can use Eagle Sense to see some of Altair's past when you see imagine of Maria, but these are just for fun.




Memory 8: Setting Sail

100% Synch Requirement Do not kill anyone with blades

NOTE: Before going after this memory I suggest you finish up any secondary memories in Constantinople. You will also not have access to your assassins for a while so send them out on Defense missions. Because you will be gone for a long time, I suggest you invest in any buildings you haven't as the revenue will build up while you are gone.

After a conversation with Yusuf, head for the waypoint and hire the Romani group nearby to distract the guards. Run straight for the chain and interact with it before you get detected. After a cool scene, run past the guards and head straight for the canon waypoint. Use this to burn all the ships in the area to proceed. Follow the waypoints and you should make it through the memory just fine. Ignore any guards on your way to the ship.


Sequence 07

Underworld

After a quick conversation at Animus Island, head back into the portal for sequence 07.

NOTE: Cappadocia is an underground city that you can only visit in sequence 07. You will need to replay the 1st memory to return here.

There are a few things to note about the city while you are here:

  • Templar Tax is in place with a 10% tax on everything except Black Market purchases.
  • The following items can only be obtained in Cappadocia
    • Afghani Khyber Blade
    • Byzantine Arming Sword
    • Byzantine Mace
    • Prussian Long Sword
    • Digenes Akritas
    • Cronica
    • Tirant Lo Blanch
    • Bibliotheca
  • There are also 12 Animus Data Fragments and Treasures.
    • Luckily, Memory has an open-ended start that you can replay at a later date to get the above items.




Memory 1: The Hidden City

100% Synch Requirement Do not get detected

Head up the hill to the waypoint. The enemies in the area will only be aggressive if you do something to provoke them, like being on the rooftops or attacking them. In order to get the 100%, simply be careful. Your objective is to climb the large column structure in the middle of the city. When you reach the top, sync the viewpoint and perform a leap of faith to get down. Use Eagle Sense to identify Tarik's spy and then follow her.




Memory 2: The Spy Who Shunned Me

100% Synch Requirement Do not kill anyone

The steps to the prison are restricted area, so wait until there are no soldiers around and run up. After the scene, use the upper beams to leave the area the same way you came in. Head to the green zone and locate your target. Walk up behind him and lock onto him and then pick his pocket. Quickly run away so you aren't caught and head for the next waypoint.

There are now guards outside the restricted area, so you can either take the upper path we left on earlier or use a bomb to get past. Once inside, head for the waypoint to free the woman.




Memory 3: The Renegade

100% Synch Requirement Do not let Janos lose more than half his health

The first thing you need to do is kill the four gunmen around the area. Free run across the tops of the broken pillars to hang on the one above the nearest gunman to air assassinate him. Then follow the path onward, killing the gunmen as you pass.

Walk out onto the cross to air assassinate Shahkulu below. In the following fight, fight the guards and Shahkulu like you would any normal fight with a Janissary type enemy.




Memory 4: Decommissioned

100% Synch Requirement Do not take any damage

NOTE: Starting from this memory onward, you will not be able to explore the city anymore. Make sure you have finished everything you want before starting this.

Follow the waypoints up the central column and across to the restricted area. This is where it gets dangerous. You should use bombs to take out the groups of enemies (I personally like sticky bombs in case the templars move). If you find yourself in a fight, use Caltrops or Smoke Bombs to incapacitate the guards and kill them that way. Loot the chest for the grenades and continue to the next waypoint.




Memory 5: Last of the Palaiologi

100% Synch Requirement Do not take any damage

Getting 100% in this section can be easier than it sounds depending on the AI and enemies that are attacking you. As a general rule, you want to avoid the henchmen and follow Manuel. If you get unlucky and get shot, restart the memory. Eventually, you should get to the part where a scene shows the gate being shut behind Manuel. Ignore the guards and head for the gate, climbing it and continuing on. When you take on Manuel, a simple counter attack will kill him.




Memory 6: Escape

100% Synch Requirement Do not lose more than half your health

The 100% should be no problem for those who are good at counter kills, but the trick is that it says Ezio's meter must not drop below 50%. This means you can heal yourself with medicine as much as you want, as long as the meter is never below 50%. As you run through the city, Ezio will gradually lose health and the smoke will become dense. You will need to use Eagle Sense to see where you are going and heal yourself regularily.




Memory 7: Passing the Torch

This is an easy chapter, simply escort your men to the gates and kill any enemies by holding down the attack button to unleash the power of the apple.


Sequence 08

The End of an Era

NOTE: This is your last opportunity to do secondary memories until the end of the game.

Please check the following things and make sure you have completed as much as possible:




Memory 1: Discovery

100% Synch Requirement If attacked, kill 5 guards in close combat without getting hit

Head to the back of the building and examine Yusuf's body. After the scene, drop down to street level and head inside the arsenal. You have infinite Assassin Signals, so use them whenever you want. To get the 100% can be a pain due to the other assassins, but there will be plenty of fight opportunities to get it. Head for Ahmet for a scene.

NOTE: The Ottomans are on high alert and will attack you without warning. Try to avoid them or take the tunnel entrance to your next memory.




Memory 2: The Exchange

100% Synch Requirement Rescue Sofia before she loses 50% health

Travel to Galata graveyard and watch the scene. Head to the waypoint to meet up with Ahmet. When you have control again you will need to climb Galata Tower in the given time. Experienced climbers should have no problem climbing it in half that. After the scene, jump off the ledge and head for the next waypoint. Avoid the bullets by veering left and right and when you get to Sofia save her.




Memory 3: End of the Road

100% Synch Requirement Kill 20 guards

You have already done a carriage section before, so take the same principles and apply them here. When you reach the areas where only one carriage can pass safely, time your hits to occur just before you reach them. When a scene occurs, pay attention to the screen and when prompted open your parachute.

Now you must use the directions to avoid buildings while you guard Sofia by killing Templars on horseback. You can attack them all individually or grab and throw them into other Templars to kill two. Keep doing this until you reach the next scene.

In the unconventional fight that follows, follow the on screen prompts to defend and attack Ahmet.


Sequence 09

Revelations

Enjoy the scenes as you load into sequence 09.




Memory 1: A Homecoming

Walk with Sofia to the entrance of the underground. Continue on until you reach the library entrance. When you reach the door, interact with it to bring up the entrance puzzle. Use Eagle Sense to see the puzzle in its true form and solve it. The constellation you must complete is the top right one. Use the keys and rotate them to follow the lines already there.

Head into the library, automatically lighting the torches as you walk by. Approach the shining chair in the middle to trigger the next memory.




Memory 2: Lost Legacy

Follow the same path you just walked, but as Altair. If you wish, you can stop and listen to the dialogue. Head for the waypoint to hide the apple and then head to the chair and sit down.




Memory 3: The Message

Head to the back wall and find the apple. Watch the scenes and enjoy the credits. Afterwards, you will be in a pre-sequence 08 state where you can finish any missions you need.


Rebuilding Constantinople

Though you can make it through the whole game without taking part in these side story quests, they will endow you with the money for your equipment and upgrades.

The ability to renovate buildings and businesses is unlocked as early as Sequence 02, when Ezio receives his first payment. Although you start the game with once building of each type, it will quickly become a hassle to go all the way back to the same one.

TIPS:

  • The sooner you invest, the better.
  • Only buildings in areas free of Templar control can be invested in.
  • Banks cost more, but they will also increase the maximum vault capacity.
  • Shops provide the best cost to reward ratio for opening them, but each succession costs more. The other bonus is having a vendor nearby.
  • Restoring Empty Faction Buildings has a bonus of letting you choose a faction to inhabit it. Once you choose one, you will then be able to hire that faction in the nearby area.
  • Landmarks have the worst cost to reward ratio, leave these for last.


Renovation Bonuses

Each building gives you a certain bonus in money for restoring it.

The following table will show you the exact bonus you get per building type:

Renovation Type Income Bonus
Blacksmiths 275
Doctor 250
Book Shop 275
Tailor 250
Bank 300
Faction Buildings 150
Landmarks See Below

Landmark Restorations

Renovation Type Cost Income Bonus
Gul Mosque 38,100 +600
Myrelaion Church 45,600 +600
Hagia Eirene 40,000 +600
Hagia Sofia 60,000 +1,100
Hippodrome 46,200 +900
Grand Bazaar 42,350 +800
Galata Tower 27,000 +350
Column of Marcian 28,700 +350
Valens Aqueduct 49,750 +1,100
Forum of Constantine 29,750 +450
Forum of OX 32,300 +450
Fatih Mosque 35,000 +450
Zeyrek Mosque 33,450 +600
Little Hagia Sophia 44,400 +800
Bayazid Mosque 37,250 +800
589,850 +9,950

Shop & Building Restorations

Blacksmiths Doctors Tailors Book Shops Banks Factions
# Cost # Cost # Cost # Cost # Cost # Cost
1 800 1 - 1 - 1 - 1 - 1 1,200
2 936 2 600 2 900 2 800 2 900 2 1,200
3 1,095 3 672 3 995 3 896 3 1,080 3 1,200
4 1,281 4 753 4 1,099 4 1,004 4 1,296 4 1,200
5 1,499 5 843 5 1,214 5 1,124 5 1,555 5 1,200
6 1,754 6 944 6 1,342 6 1,259 6 1,866 6 1,200
7 2,052 7 1,057 7 1,483 7 1,410 7 2,239 7 1,200
8 2,401 8 1,184 8 1,638 8 1,579 8 2,687 8,400
9 2,809 9 1,326 9 1,810 9 1,769 9 3,225
10 3,287 10 1,486 10 2,001 10 1,981 10 3,870
11 3,845 11 1,664 11 2,211 11 2,218 11 4,644
12 4,499 12 1,864 12 2,443 12 2,485 12 5,573
13 5,264 13 2,087 13 2,699 13 2,783 13 6,687
14 6,159 14 2,338 14 2,983 14 3,117 14 8,024
15 7,206 16,817 15 3,296 15 3,491 43,647
44,888 26,112 25,914


Templar Dens

Liberating Templar Dens is the only way to enjoy some of the best parts of Revelations, including the 12 Master Assassin Missions.

As with the previous games, you must kill the Templar Captain in a restricted area surrounding a Den and then light the signal flare before you can conquer an area. Now not all captains are the same, some are cowards and will run at the sight of Ezio. Other captain types are bold and will fight Ezio to the end. Some captains are marked when you enter a restricted area, but some will remain unmarked and must be identified with Eagle Sight.

IMPERIAL NORTH DEN
Captain Type: Bold, Marked
Strategy: This is automatically taken over at the end of Sequence 02. This does not mean you can keep it forever, as the Templars can take it over at any time after Memory 4 in Sequence 03.
IMPERIAL SOUTH DEN
Captain Type: Bold, Unmarked (there are 2)
Strategy: The Marksman booths make it hard to approach the Den head on. A good plan is to use the tunnel entrance to reach the South Port destination and approach from the southwest. Climb the building nearby and kill the sentry on the rooftop. Take the ropes and use Eagle Sense to watch the path to the north. The hidden captains will pass by this position. Kill them with Poison Darts.
BAYEZID NORTH DEN
Captain Type: Coward, Unmarked
Strategy: Approach the Den from the south and stand on a rooftop. There may be a gunman up there. The captain will pass below you with a bodyguard. Identify him with Eagle Sense and then drop down and take him out before he can get away.
BAYEZID SOUTH DEN
Captain Type: Coward, Marked
Strategy: Approach from the southeast corner of the area and climb a building nearby. There is a group of four Templars nearby that you may need to distract or go further north. Kill the gunman without getting sighted and then wait for the captain. Another option is to take a Leap of Faith and hide in the hay and wait.
CONSTANTINE NORTH DEN
Captain Type: Coward, Marked
Strategy: The captain can be found on the rooftop in the south and he walks around a lot, making him hard to catch unaware. For this reason a direct attack is probably your best option. Your best option is to wait for assassins to be able to perform an Arrow Shower.
CONSTANTINE SOUTH DEN
Captain Type: Bold, Unmarked
Strategy: Approach from the east and kill the sentry and Templar to reach a zipline. Ride it at full speed and assassin the individuals at the end. One of these is the captain. There is a possibility that some other enemies may walk nearby and Ezio will target them instead.


Den Defense

Whenever the Templar Awareness meter is in the Aware status, doing certain things to increase the meter may provoke a Templar attack on an Assassin Den. This will shift the Den status to contested. This will cause enemies to spawn around the area of the den and you must infiltrate it and interact with the front door to trigger a Den Defense.


Why defend a den?

If you succeed in defending a den you get monetary rewards, crafting ingredients, XP for Ezio's assassins, and unlocks more units for future defenses. If you fail, you will need to recapture the den all over again.

What if you want to participate in more Den Defenses?

The quickest way to get another conflict is to fill up the awareness in any way you want and then enter a Templar Den and kill a few Templars in open combat. If all dens are in your control, pick on any Ottoman soldiers.

I hate Den Defense, how do I prevent one?

Assign an assassin to the den and complete both parts of his/her Master Assassin Missions training to lock the den.


Preparations

Before the battle, study the variety and number of enemies you will have to face. This will enable you to choose what units to defend. You can change your defense by using the Edit function.


Opening Tactics

When the battle begins, a risky opening strategy may help pay off for the rest of the fight. Depending on how many Morale points you start with, place two leaders on the rooftops asap. Quickly position a handful of crossbowmen on rooftops close to the first wave. Your aim is to have all available rooftops occupied by leaders to maximize Morale generation.

This strategy will leave you with few units defending at the start, so make sure to use Ezio's gun a lot and support the crossbowmen. If an early way have a large number of units, use a Cannon burst to destroy them all.

At the first chance, you should put up your best barricade to create a choke point close to your troops. Also make sure you don't upgrade the barricade until it is almost destroyed to maximize its health usage.


Midpoint Tactics

Whenever you are not positioning units, use Ezio's pistol or loot enemies.

Make sure to use the indicator to see upcoming units and watch out for stalkers or bombmen.

Make sure you place the stronger units where the Templar forces arrive and the cheaper ones on the rooftops nearby.

If you will be facing a siege engine, be careful with your cannon usage in the second part of the battle. Let it recharge and use it in short bursts.


Endgame

If you have a good build you should have plenty of Morale to upgrade some of your weaker units.

When the siege engine appears, blast it with Cannon fire. While it recharges put up barricades to slow it's progress.

Assassin Units
Name Cost HealthMelee Dmg Ranged Dmg Notes
Leader 10 150 50 - Generates Morale every 10 secs
Crossbowmen 10 150 50 34 Place near enemy arrival as they be attacked first and are cheap.
Riflemen 15 150 50 90 Great against armored units. They are powerful, but slow.
Splinter Bomber 25 150 50 50 Good against large groups and great against siege engines.
Caltrop Bomber 15 150 50 25 Best when used at a barricade choke point and with Splinters.
Bruiser 10 150 150 - Best behind barricades since they have 25% resistance to damage. Sell before siege engines.
Air Assassin 10 150 50 Kill Only good against human enemies, but kill 2 instantly.

Assassin Barricades
Name Cost HP 1 HP 2 HP 3 DamageNotes
Barricade 10/15 750 1,500 2,250 - Useless once ones with weapons, but are good to slow down siege engines if funds are low.
Greek Fire 20/20 500 1,000 1,500 30 per Poor range and damage, but cheap. Good against groups of weak enemies.
Multi-Barrel Gun Barricade 30/20 500 1,000 1,500 100 per Better range and damage than above, but less effective against groups.
Cannon Barricade 40/25 750 1,500 2,250 200 per Place it where it gets the most enemies and it will be like a free cannon shot.

Templar Units
Name Health Dmg on Assassins Dmg on Barricades Notes
Militia 34 35 7 Weak to Crossbowmen.
Almogavar 100 75 7 Weak to Riflemen.
Scout 80 75 - Can climb barricades and attack units behind them.
Infiltrator 68 50 - Can climb barricades and will go straight for the den.
Rifleman 68 50 Range 10 Weak to Air Assasins.
25 Melee
Bombman 100 25 250 Make sure to take these out before they destroy your barricades.
Stalker 80 75 - These are a top priority since they destroy your assassins.

Templar Siege Engines
Name Health Damage Notes
Battering Ram 5,000 500 per attack Can easily destroy any barricade.
Greek Fire 4,000 250 per sec Inflicts heavy damage to everything.
Machine Gun 4,500 25 per shot Provides covering fire for troops.
Cannon 4,500 800 per attack Attacks from a distance at the den. You can distract them with armed barricades. I suggest you place two barricades back to back and upgrade them both once so when they are attacked you can upgrade it to heal it. When the front one is destroyed the engine shouldn't move as it attacks the back one. Replace the front one and upgrade it once and fix the back one. Keep doing this until it dies.


Mediterranean Defense

Unlocked in Sequence 03, the Mediterranean Defense is a huge source of income and needed in order to access the Master Assassin Missions.

Once you acquire your first assassin, you can liberate more areas and get more assassins. To access the Mediterranean Defense interface, either visit a pigeon coop throughout Constantinople of talk to one of the maps in the Assassin's Dens/HQ or Piri Reis's shop in Grand Bazaar.

When you open the interface you will have two options: Assassins and Mediterranean Defense. The Assassins menu enables you to look at your current list of assassins and spend Skill Points on armor and weapon upgrades. Assassins receive Skill Points every time they rank up by getting XP from Den Defenses or contracts. The contracts are what the Mediterranean Defense menu leads to. These contracts are missions you can send your assassins on.

NOTE: You can only get 7 assassins to Master Assassin by assigning them to a den and doing the quests. All other assassins max at level 10. You can always assign an assassin to a city in the Mediterranean Defense to recruit more later.


Every potential mission has six primary characteristics:

Requirement

Some require a cash investment.

Difficulty

The difficulty is expressed through Odds of Success rating once you assign an assassin. There are two varieties of missions: Generic (marked with diamonds) are always replaced, and Unique (marked with stars) which you can only undertake once. The assassins rank will determine their success, but you can always assign more than one assassin on a mission.

Money

The money you receive upon success.

XP

The XP earned. This will be split between multiple assassins, if you assign more than one.

Synch Duration

The number of minutes of active play before the contract is completed.

Templar Control

Indicates the effect on Templar control in the city.


If you fail a mission the assassin will be killed, unless they are a Den leader, and must be replaced with a new recruit.

Each assassin comes with a specific weapon (randomly chosen when recruited) that is displayed below their picture. Some missions can only be undertaken if the assassin has a certain weapon.

Assassin Ranks
Level Rank XP Level Rank XP
1 Recruit 0 9 Veteran 1,500
2 Initiate 10 10 Assassin 2,500
3 Apprentice 30 11 Assassin, 2nd Rank 3,800
4 Novice 80 12 Assassin, 3rd Rank 5,600
5 Footpad 180 13 Assassin, 4th Rank 8,000
6 Disciple 350 14 Assassin, 5th Rank 11,000
7 Mercenary 600 15 Master Assassin 15,500
8 Warrior 1,000

Assassin Upgrades
Type Level Upgrade
Armor Default Health = 60
1 Health +15
2 Health +30
3 Health +45
4 Health +60
5 Health +75
-B Combat 1 Damage x1.5
Unlocks the Combo and Kick moves
2 Damage x2
Unlocks Special Attack and Combo Kill moves
Kill moves
3 Damage x2.5
Unlock Counter Dodge move
4 Damage x3
Unlocks Counter Kills
5 Damage x4
Improves Counter Kills


Recruiting Assassins

When you liberate Templar Dens and have free space in your roster, you will see assassin recruit markers in Assassin control areas.

There are two types of recruit assassin scenarios: six short Secondary Memories and tell the short stories of individual recruits. These count toward the 100% synch rating. There is also generic recruit opportunities, much like the ones in Brotherhood, that appear on the map. Save them from the Templars and they will pledge themselves to you.

In order to get the generic recruitments you will need to complete a nearby Assassin Memory. Unlike the Assassin Memories, which only increase the Templar awareness depending on your actions in combat, the generic recruitments will raise Templar awareness.

Memory Name Availability
The Brawler Capture Constantine North Den
The Pupil Capture Constantine South Den
The Avenger From Sequence 03, Memory 3
The Acrobat Capture Bayezid South Den
The Beggars Capture Imperial South Den
The Pickpocket Capture Bayezid North Den


Master Assassin Missions

The Deacon, Part 1
Assign a Leader to the Bayezid North Den
Unlocks Yusuf's Turkish Kijil at the Assassin HQ
Head to the waypoint and then run up the steps. Scan the individual standing opposite a tree on the upper level to complete the 100%. Speak to him to advance the story. Head to the next waypoint. Use Eagle Sense to identify the target to the right of the Tunnel Entrance and then escort your Den Leader to the docks.
The Deacon, Part 2
Train the Bayezid North Den Leader to Lvl 14, with a full XP gauge
-
Head up the steps to the left of a Romani group, a short walk south from the memory start position. Scan the corpse with Eagle Sense, then follow the Deacon's trail until you reach a waypoint. When your Den Leader lures the target away, chase him. Leave some room and when you reach the ambush area, equip the Hidden Blade. Assassinate the man before the fight can begin for 100%.

The Trickster, Part 1
Assign a Leader to the Constantine North Den
Unlocks Mehmet's Dagger at the Assassin HQ
Walk with the Den Leader and then follow the marked Romani. Kill any incoming enemies until you get the cutscene. When you start the fight, you will need to disarm the guards by having the fist activated and then counter them. Hit down again to drop the weapon.
The Trickster, Part 2
Train the Constantine North Den Leader to Lvl 14, with a full XP
-
Make sure you have Poison Darts ready before heading out on this mission. Use Eagle Sense to follow the girls trail, ignoring the guards trails. When you catch up to her, use a Poison Dart to kill her and you will satisfy the 100% and complete the memory.

The Champion, Part 1
Assign a Leader to the Bayezid South Den
Unlocks the Almogavar Axe at the Assassin HQ
Walk with your Den Leader and then ascend to the rooftop. Follow from above, making sure you don't touch the ground. Use ranged attacks to kill guards. When you get the scene, chase after the Printer and defend him from the Templar attacks.
The Champion, Part 2
Train the Bayezid South Den Leader to Lvl 14, with a full XP
-
Make sure you have bombs with Impact Shells and Stink Bombs. Walk with your Den Leader, to watch a scene with the Herald. When the Templars come attack, throw a Stink Bomb next to the Herald and kill the attackers. Keep tossing bombs, making more in the weapon menu if needed, until the Champion appears. Move into the marked position to distract him and then tap the Assassin Signal to make your apprentice take the kill.

The Guardian, Part 1
Assign a Leader to the Constantine South Den
-
Kill any Templars that attack you while you escort the Den Leader to the market. Approach the waypoint marker and then scan the chests in the area. Speak to the highlighted merchant and then follow your Den Leader to the next area. When you reach the rich man's house, be careful not to be detected. Stay on the roofs and use your Assassin Signals, Throwing Knives, and Crossbow to take out enemies. When you clear the way, drop down and talk to the man.
The Guardian, Part 2
Train the Constantine South Den Leader to Lvl 14, with a full XP
-
Once the cutscene ends, follow the rich man from a safe distance. After the meeting, tail the man and the Byzantine soldier and when they approach a guard post climb the building. Once the game indicates for you to chase the soldier, do so and kill him. Sprint to the waypoint and assassinate the Templar as he runs away.

The Vizier, Part 1
Assign a Leader to the Imperial North Den
-
Walk with the Den Leader until you head out in a race. After the scene, don't rush after the courier and follow from a safe distance. Join the Den Leader to observe the events and then chase the courier. Killing him yourself will get you a full Templar Awareness meter, but you can sweep his legs and your Den Leader will inflict the death kill. Head to the waypoint and speak to the man.
The Vizier, Part 2
Train the Imperial North Den Leader to Lvl 14, with a full XP
-
This starts with a race to find your Den Leader. For the 100% you will need to find him in a minute with no conflict. Use Eagle Sense to follow the gold trail and hire the Thieves near the Grand Bazaar to distract the guards. Run down the first corridor heading south then take the first right. Blend with the civilians to pass the next set of guards and take the next left, then right. You are headed for the open courtyard east of the Blacksmith.

The Thespian, Part 1
Assign a Leader to the Imperial South Den
-
While your Den Leader suggests that you cover from the roofs, getting the 100% is easier at street level. Stay out of sight when the woman turns around, but ahead of your assassin. Kill any guard along the path before they attack. When your assassin leaves the streets, you are out of danger. Follow you Den Leader into the Hippodrome for a scene. When the girl disappears, drop down, head through the arch and down the left wall.
The Thespian, Part 2
Train the Imperial South Den Leader to Lvl 14, with a full XP
-
Follow your Den Leader. After the cutscene you will need to hurry to reach the target first. You can use the zipline when your Leader uses a Parachute. Jump down and you can rush in and get the kill openly in front of the other Templars. Fight off your enemies or use Arrow Shower. Run to the docks afterwards.


Other Missions

Faction HQ Missions

Unfortunate Son From the start of Sequence 03
Loose Lips From the start of Sequence 03

When you defeat the Unfortunate Son Faction HQ Mission, you can visit the dock south of the Mercenary HQ to participate in the Fight Clubs. There are five tiers of combat engagements to unlock, each with its own Award Multiplier that governs the return on your wager.


Book Quests

Six Book Quests become available from Sequence 04, Memory 4, with the seventh unlocked when the Arsenal district becomes available in Sequence 05. All Book Quests work in the same way: Ezio must locate a glowing Polo Symbol, with Eagle Sense. When you reach the waypoint, hold the Empty Hand button to receive a book. You can study notes on the books you have acquired by going to the Assassin HQ.

By completing all these quests and buying all the books from vendors, you can unlock the Sage Achievement/Trophy. This includes the four books available in Cappadocia which cost a combined price of 352,303.

Quest Book Reward
The Polo Symbols: Hippodrome The Travels of Marco Polo 400
The Polo Symbols: Galata One Thousand and One Nights 400
The Polo Symbols: Arsenal The Book of Kings 400
The Polo Symbols: Forum of OX Nibelungenlied 400
The Polo Symbols: Aqueduct Iliad 400
The Polo Symbols: Church I The Canterbury Tales 400
The Polo Symbols: Church II The Flute Girl 400


Piri Reis Missions

All Piri Reis Missions are available from the end of the Bomb Crafting Memory in Sequence 03. Each is a tutorial in the use of different bombs. Interact with the boards to the right of his desk in the shop to begin these short missions.

Mission Availability Unlocks
Piri Reis: Smoke Screen After Sequence 03, Memory 4 Phosphorous available at Piri Reis' Shop
Piri Reis: Smoke Decoy After Sequence 03, Memory 4 Salt of Petra available at Piri Reis' Shop
Piri Reis: Sticky Situations After Sequence 03, Memory 4 Sticky Pouch available at Piri Reis' Shop
Piri Reis: Datura After Sequence 03, Memory 4 Datura available at Piri Reis' Shop
Piri Reis: Cherry Complete Smoke Decoy Sulfur available at Piri Reis' Shop
Piri Reis: Thunder Complete Datura Coal Dust available at Piri Reis' Shop
Piri Reis: Caltrops Complete Smoke Screen Caltrops available at Piri Reis' Shop
Piri Reis: Tripewire Complete Sticky Situations Trip Wires available at Piri Reis' Shop


Challenges

These side quests not only contribute to your overall synch rating, but can offer up some great rewards. They can be completed at any time, once you have access to that guild.

Assassins Guild

Level 1 # Reward
Call Assassins during a fight x25 Increases success for the first assassin assigned to a medium defense contract by 10%.
Call Assassins on a target x20
Level 2 # Reward
Use Arrow Storm x15 Increase the rate in which the Assassin Signal Meter recharges.
Call your Assassins within a story mission x5
Level 3 # Reward
Train recruits to the rank of Master Assassin x7 Unlocks Altair's Sword at the Assassin HQ.
Successfully perform a Den Defense x3

TIPS:

  • Set 1 reward will increase the profitability of the Mediterranean Defense if you get it early enough.
  • Once you have at least 6 assassins at your disposal, use Arrow Storm on a random guard patrol prior to every visit to the Mediterranean Defense.
  • According to the official guide, you MUST complete 3 den defenses of you can fail to get 100% sync. DO NOT BELIEVE WHAT YOU READ ON FORUMS.


Romanies Guild

Level 1 # Reward
Use Romanies on guards. x10 Cost of hiring Romanies decreases.
Evade using stealth (crowds/hiding spots) x10
Kill guards using the crossbow without being detected x20
Level 2 # Reward
Use Tactical Bombs to escape guards x10 Unlocks the Romani Faction Ability (Romani's will poison the guards). Also unlocks the Romanies Guild Crest at Assassin HQ.
Kill a Stalker without getting stabbed x5
Kill guards with poison x15
Level 3 # Reward
Kill guards using bombs without being spotted x20 Unlocks the Romani Stiletto.
Assassinate a guard from behind x10
Assassinate a guard from a blend spot x5
Kill three enemies dazed by a single smoke bomb before it dissipates x1


Thieves Guild

Level 1 # Reward
Use thieves on guards x10 Cost of hiring Thieves decreases.
Sprint uninterrupted for 300 meters x1
Perform a Hook and Run x15
Level 2 # Reward
Perform a Leap of Faith x40 Unlocks the Thief Faction Ability (they will pickpocket any civilian) Also unlocks the Thieves Guild Crest at the Assassin HQ.
Climb a total distance of 1km x1
Steal money with a Counter Steal 250
Level 3 # Reward
Perform a dive of at least 30 meters x1 Unlocks the Ottoman Mace.
Kill a guard using throwing knives x25
Perform an air assassination on guards from a beam x5
Perform a zipline assassination x10

TIPS:

  • The easiest way to get the sprint uninterrupted challenge is to run around the gardens around Bayezid Mosque (Bayezid South District) and the ruins to the south of the Constantine district.
  • To perform the dive, travel to the final tower on the north wall of Topkapi Palace, then jump towards the Golden Horn waterway.


Mercenaries Guild

Level 1 # Reward
Use Mercenaries on guards x10 Cost of hiring Mercenaries decreases.
Destroy a scaffold by throwing someone onto it x5
Kill an enemy using a thrown weapon x5
Level 2 # Reward
Disarm and kill a guard with his own weapon x5 Unlocks the Mercenary Faction Ability (bodyguard Ezio). Also un-locks the Mercenaries Guild Crest at the Assassin HQ.
Kill a Byzantine Almogavar x25
Perform a Hook and Throw x10
Level 3 # Reward
Perform a double assassination x10 Unlocks the Broadsword at the Assassin HQ.
Kill five guards in under 10 seconds with melee x1
Perform a Kill Streak of at least five kills x10
Kill an Ottoman Janissary x25

TIPS:

  • Thrown weapon means either Heavy or Long weapon types hurled forcefully into opponents bodies with a special attack move (NOT throwing knives). Polearms require you to NOT be locked to throw it.
  • Almogavar are really rare. However the Piri Reis: Datura mission is short and features several of these targets.
  • Topkapi Palace is the best place to hunt Janissaries from Sequence 04. Travel to the main courtyard to encounter a bunch of them.
  • The kill streak requires you to get get a full streak of five kills without being interrupted by a counter kill. This makes it really hard to get at later dates when you fight mostly Janissaries. You best option is to replay Sequence 04 Memory and run around the city.


Bombs

Level 1 # Reward
Stick a bomb on a guard x10 Extra bomb ingredients found within Dens.
Kill a mission target with a bomb x1
Distract a guard using bombs x20
Kill five guards with a single bomb x1
Kill guards with Tripwire bombs x20
Level 2 # Reward
Craft a bomb with every shell type x1 Bomb Capacity Upgrade. Also unlocks the Bomb Faction Crest at the Assassin HQ.
Use a bomb x50
Kill a guard incapacitated by a bomb x25
Craft one bomb of each effect type x1
Use every bomb effect at least type x1


Secret Locations

Hagia Sophia's Secret

Requirement: Collect all 10 Memoir Pages

100% Synch Requirement Complete the level within 6 minutes

After you collect all 10 pages, you can reach this location via a door to the right of the main Hagia Sofia entrance, found on the northeast side of the building.

From the starting point, climb over the obstacle in front of you and then up the west wall. Shimmy around the corner and back jump to the next ledge. Shimmy around it and back jump to another ledge. Shimmy left until the camera changes and back jump to the chandelier. From there go across the wooden beam into another room.

After the scene, use the boxes to climb the wall and back jump to the chandelier. Head from chandelier to chandelier until you reach a ledge. Follow the path to a zipline.

Scale the scaffold and head to the left to reach an opening in the railing and climb up. If you have time there is a Bomb Stash to open in the northwest corner. Run through the archway to the east and perform a long jump on the hanging fixture to reach the opposite balcony. There is another Bomb Stash close to the east wall here. Climb up the boxes to a ledge at the south and follow the route to back jump to a chandelier and take a zipline to reach the west balcony.

Use the wooden beams to cross the hole in the floor to the south and perform a long jump to swing over another. Head through the archway and climb over the obstruction to the left. Jump over to the beam to the north via the barrels and head up the left wall. Back jump, making sure to use the hookblade, onto a platform behind you. Follow the cameras line of view to go up the wooden planks to the ceiling. Shimmy left and back jump to another chandelier and take the zipline.

After you land, head to the very top of the scaffold and make your way to the right until you reach the high ledge. Climb to the top and perform a back jump to another chandelier and across to the waypoint. Perform a Leap of Faith into the pool after a cutscene and open the treasure chests before interacting with the sarcophagus to claim Ishak Pasha's Armor.


The Impaler's Tomb

Requirement: Only available as a preorder bonus in some editions.

100% Synch Requirement Complete the level within 6 minutes

Once you have unlocked this location, interact with the book in Sofia's Bookshop. Once you do this, head to the cemetery in the south of the Constantine district and enter the door at the Hidden Tomb marker.

Once inside, free run on the short course directly ahead and to the left. When you reach the upper level, take a right and then left. Swing down to the lower level and continue west until you reach an opening on the south wall (by climbing on a box). Follow the route and bypass the locked gate and perform a side jump from the ledge to reach the platform to the right and ride the zipline down. In the next area, follow the path to reach an opening in a wall (by using the boxes to get higher and making your way around and back jumping to a platform) and swing via the pole to reach the lower level.

Use the boxes to get on the upper area and follow the path and execute a long jump (hit O after jumping) when you get to the hanging fixture to reach a balcony. Perform a Leap of Faith from the perch and swim to a ledge to follow the tunnel (watching out for pits) until you come to a room and past it, a staircase.

Climb over the gate and then head west to reach a large room. Climb the north wall and use the ledges and platforms to get to the large arch to the south. Side jump to the ledge nearby and then to the platform. Follow the path and jump onto the suspended cage and move to the left, around a corner, and climb to the top via the door.

Next, climb the shaft via the drain and jump over the sewer opening to the south and climb on the wooden beam above. Now, jump over the north and ascend until the camera angle changes to show you where to go. Use the wooden framework to the south to begin the last part of the climb to reach an opening to the north. Back jump from the chain to get to the balcony and run down the steps. Loot the stone container to get Vlad Tepe's Sword.


Desmond's Journey

This set of optional adventures will reveal elements of Desmond's life via a first-person perspective, with a focus on action-oriented puzzles. They are unlocked by collecting Animus Data Fragments as Ezio and can be accessed by the giant portals on Animus Island. You can enter Animus Island by using the Pause menu and select "Return to Animus Island".


Part 1: Doubts

Head straight ahead and when you reach the bottom turn left into a room with a hand pointing up. Interact with this to open a nearby shining door and head inside.

Listen to Desmond talk about his childhood and then take a right up a ramp to the upper level. Interact with the hand to open another door.

Continue on, down a column to some moving platforms. Ride these up to another level and continue. Drop down in the next room and follow the highlighted platforms to ride one up and activate another hand.

Drop down and follow the newly formed path. When you reach a platform moving up and down, jump across to activate the shiny hand.

Ride the platform up and take the ramp to the portal. Now use the spawn blocks to make your way across the gap. Drop down as far as you can and then use the flat block to make your way to the other side, you will probably need to aim the camera low to place blocks far below you and drop down. Pick up the MULTIPLAYER EMBLEM 1 and the use the ramp blocks to head up.

This will lead you back to chamber 1. Now head back to the room just past the one with the farm. At the top of the column, next to the door you should find the MULTIPLAYER EMBLEM 2. Now head back to chamber 1 and through the portal.


Part 2: Training

Walk along the corridor and then use ramps to get to the beam in the middle of this room. You will now need to head for the exit in the middle top of this room, but you will be moving against a particle stream, so go fast. Use the next particle stream to ascend to the next area. Use the ramps to ascend the next room to the opening at the top and continue on.

In the next area you will need to avoid the data cubes and make it to the other side. I suggest you go low first and then across. When you reach the data section that is running down, wait for the largest section to pass and then make your way across to an opening at the bottom of the room.

The next area has containment field, which basically act as gravity for blocks. Head to the end of the room and drop down the hole. As you get close to the ledge below, place a block to halt your fall and continue on.

The particle field here will push down, but no biggy. Simply use them to get to the platform already in place and walk to the next particle field. Here you can place ramps going up and just go back and forth until you reach the top. If you look above the particle field you will notice the MULTIPLAYER EMBLEM 3.

The next major room will mix particle fields and containment fields. Instead of going across, you need to go up and over the containment field and drop down into another particle field to get across. Then you will need to get up the wall on your left as you ascend and are forced away from the exit. Head into the room and immediately start making ramps behind you to get up there.

In the next area the trick again is to go up and over. Do what you did before when you went across and dropped back into a particle field. The next particle field will veer left and right as it ascends. If you get luckily, you can place a block in the right spot and ride it all the way up. Try not to over correct, as the stream may shift and put you into some data cubes.

In the next chamber, grab the MULTIPLAYER EMBLEM 4 behind the pictures of Desmond's childhood before heading down the particle field. This part can be rough, but just remember that only parts of your blocks that hit the data cubes are erased.


Part 3: Escape

Use a platform or two to get across the gap to a containment field. Drop through it and as soon as you pass it place a block. You should hear/see the MULTIPLAYER EMBLEM 5 on top of the beams nearby. Now make your way to the shiny hand on the other side of the room. Head up to the beams so you can pass the containment field and get to the new doorway.

Use some platforms to get to the opening on the left wall and into a new room. This room has a moving containment grid. Wait for it to move away to get across to the solid ground. The next room has even more moving containment grids. It isn't nearly as complicated as it looks by the way. Since the containment grids are only a cell wide and move past you, you can power your way through by making blocks for the ones that are destroyed.

The next area is pretty straight forward, just follow the field as you avoid walls and the data cube stream below. When you reach the end, start making platforms to your right until you are out of the data stream and head for the exit. Before you leave, head over to the crisscrossed beams for MULTIPLAYER EMBLEM 6.

The next area isn't hard at all, just place the ramps as the containment grid heads down and you can make it across easy. The next few passages are not so bad either, just drop when you down on the other side of a containment field and head back up. In one of the areas you can use the grey data cubes as safe ground.


Part 4: Metropolis

Head straight and when the containment array opens, head on through quickly. Head up and at the next set of rays, wait until all all aiming at the walls instead of the set that runs down the middle. On the third set just make sure you are as close to the beams as possible before rushing though at an opening.

As soon as you enter the room with the static arrays, look left to see the MULTIPLAYER EMBLEM 7. Make your way through the maze, going up and over when needed, until you reach the end. Rush past the on and off array and then look down. You need to time your drops so you can drop through the arrays field when it's off and make a platform. Do this a few times to get to the bottom.

In the next area, walk across the light bridge until you get blocked. Now you must make your way around the chamber in a counter- clockwise way using the particle fields and avoiding the containment ones. Interact with the shiny hand to remake the light bridge.

The trick to the next area is to stick to the right wall and go forward as to array moves away to the left. Make sure you start low so you can grab the MULTIPLAYER EMBLEM 8 and then use ramps to get to the exit.


Part 5: Regret

Head straight into the elevator and hit the shiny hand button. Ride the particle field up and then make your way through the maze using platforms and ramps. When you are walking across the data cube walkway, look to your left for MULTIPLAYE EMBLEM 9 and continue.

In the new area with the moving containment fields, use platforms while moving left and right to avoid the fields and activate the shiny button on the other side. In the downward particle field, use platforms and a few ramps to get to the other side while avoiding the data blocks. The final area here is a large section of containment fields that move back and forth. What you have to do is wait until it gets close and then follow it. When it starts to head back, duck into an alcove on the right. Wait for it to go past again and then run away from it to the end. Head left and hop in the elevator and hit the button.

Ride the particle field up and head right out of the elevator and then left. To get past the next area, just create you path along one wall. The next set of fields mimics slamming gate and you will need to time your moved to rush past during its opening and then head left out of the field. Now you must make your way forward against the particle stream, but this should be easy by now.

In the last room, hug the left wall and look up to see the MULTIPLAYER EMBLEM 10. Get it and then jump into the final portal out.


Weapons

Every melee weapon is rated by three things: Damage, Speed and Deflect. These define the effectiveness of the weapon in combat. The higher the rating in each category, the better the weapon is overall.

Damage

Determines the strength of each successful hit

Speed

Let's Ezio attack faster and more often

Deflect

Determines the weapons ability to block enemies attacks when they attack

Special attacks and the number of blows required to kill an opponent with a combo assault are also important factors to take into account when choosing a weapons.

Finishing Blows: Combo Requirements
Fists 5
Hidden Blade/Hookblade 4
Small Weapons 3
Medium Weapons 3
Heavy Weapons 2
Long Weapons 2

Special Attacks

These "charge-up" techniques are unique to certain weapon classes. Heavy and Long weapons share the Throw move, with Long weapons also offering the Sweep attack. Fists offer you to Throw Sand.

Combo Efficiency

Weapon classes differ in the number of hits required for a finishing blow. While size of a weapon will also have a bearing on its efficiency in both combos and streaks.


Weapon Attributes

Name DamageSpeed Deflect Price Available
Fists X XXXXX X - N/A
Hidden Blade - - - - N/A
Poison Blade - - - - N/A
Hookblade - - - - Sequence 02, Memory 3
Macedonian Dagger XX XX XX 518 Sequence 02
Kurdish Jambiya X XX XX 345 Sequence 02
Standard Stiletto X XXX XX 805 Sequence 03
Arabian Dagger XX XXXX X 2,185 Sequence 04
Butcher's Knife XXX XXXXX XXX 5,750 Sequence 05
Bayezid's Knife XXXXX XXX XXXX 13,248 Sequence 06
Afghani Khyber Blade XXXX XXXX XX 11,040 Sequence 07
Romani Stiletto XXXXX XXX XXXX - Complete all Romani Challenges
Mehmet's Dagger XXXXX XXXXX XXXXX - Complete The Trickster, Pt. 1
Assassin Yataghan Sword X XX X - N/A
Prussian War Hammer X XXX XXX 2,990 Sequence 02
Persian Shamshir X XXXX XXX 3,163 Sequence 02, Memory 5
Florentine Falchion X XXX XXXXX 6,555 Sequence 03
Merovingian Axe X XXXXX XXXXX 7,326 Sequence 03, Memory 4
Mercenario War Hammer XX X XX 7,360 Sequence 04
Condottiero Mace XX XX XX 10,120 Sequence 04, Memory 4
Syrian Sabre XX XXXX XXX 11,960 Sequence 05
Sledgehammer XXX XXXX X 13,340 Sequence 05, Memory 3
Sicilian Rapier XXX XXXXX XXXXX 23,736 Sequence 06
Janissary's Kijil XXXX XX XX 28,290 Sequence 06, Memory 4
Byzantine Arming Sword X XX X 1,610 Sequence 07
Byzantine Mace XXX XXXXX XXX 18,055 Sequence 07
Ottoman Mace XXXX XXXX XX - Complete all Thief Challenges
Altair's Sword XXXXX XXX XXXX - Complete all Assassin Challenges
Yusuf's Turkish Kijil XXXXX XXXXX XXXXX - Complete The Deacon, Pt. 1
Vlad Tepe's Sword XXXX XXXX XXXX - Complete the Impaler's Prison
Captain's Sword XX XXX XXX - Unlock through UPlay
Milanese Sword XXX XXX XX - Unlock through UPlay
Schiavona XXX XX XXX - Unlock through UPlay
Bearded Axe XX XXX XXXX 8,050 Sequence 02
French Bastard Sword XXX XXXX XXX 14,260 Sequence 04
Condittiero Axe XXX XX XXXXX 23,460 Sequence 06
Prussian Long Sword XXX XXXX XXXXX 30,015 Sequence 07
Broadsword XXXXX XXXX XXXX - Complete all Mercenary Guild Challenges
Almogavar Axe XXXXX XXXXX XXXXX - Complete The Champion, Pt.1
Spear XXX XXXXX XXX - N/A
Halberd XXXX XXXX XXX - Obtained from Varangians only


Special Attacks

Fists
Throw Sand
While unarmed, hold the primary attack button to grab the dirt and let go to throw it. Has no effect on Janissries and Almogavar. It also leaves Ezio vulnerable to attack.
Heavy Weapons
Throw
With a Heavy Weapon hold and release the primary attack button to throw it. If the item is owned by Ezio, rather than picked up, make sure to grab it again or go back to the HQ or Blacksmith to replace it.
Long Weapons
Sweep & Throw
With a polearm, hold and release the primary attack button to kill all surrounding enemies with a sweep attack. When not in combat mode, Sweep is replaced with Throw.


Bombs

Bombs can be created by interacting with crafting tables at the Assassin HQ, any Den, or other locations throughout Constantinople.

There are three types of bombs:

Lethal

Designed to kill

Tactical

Designed to give an advantage in a fight or escaping

Diversion

Designed to distract or misdirect guards

Bomb Effects
Ingredient Bomb Type Description
Caltrop Caltrop Bomb (Tactical) Stops enemy movement
Lamb's Blood Blood Bomb (Tactical) Stuns enemies
Shrapnel Splinter Bomb (Lethal) Kills or injures nearby enemies
Salt of Petra Smoke Decoy (Diversion) Lures enemies away with a smoke signal
Phosphorous Smoke Screen (Tactical) Blinds enemies and breaks line of sight
Datura Datura Bomb (Lethal) Creates a poisonous cloud
Coal Dust Thunder Bomb (Lethal) Injures enemies with an explosive force
Skunk Oil Stink Bomb (Diversion) Causes an enemy to flee the area
Sulfur Cherry Bomb (Diversion) Makes a loud noise to lures enemies away
Pyrite Coins Gold Bomb (Diversion) Disperses coins so citizens swarm around
Bomb Casting
Casting Description
Fuse Shell Rebounds off surfaces and explodes after 3 seconds.
Impact Shell Explodes on impact.
Trip Wire Detonates when enemies walk near it.
Sticky Pouch Sticks to enemies and surfaces and explodes after five seconds.
Bomb Gunpowder
Gunpowder Blast Radius
Indian Gunpowder 2 meters
Arabic Gunpowder 3 meters
British Gunpowder 4 meters
Bomb Pouches
Name Capacity/Upgrade Available
Small Bomb Pouch 3 Sequence 02, Memory 6
Medium Bomb Pouch +1 Complete all Bomb Challenges
Large Bomb Pouch +1 Only available in some preorder editions


Ranged Weapons & Consumables

When the odds are against you in close quarters combat, ranged weapons provide the means to strike from a distance. In some cases you may find that ranged weapons are the easiest way to 100% synch some missions.

Consumables can be purchased at many vendors, but a lot of times you can find the items off of corpses (with the exception of Parachutes).

Crossbows & Upgrades
Name Capacity/Upgrade Price Available
Crossbow 15 22,080 Sequence 02
Crossbow Bolt - 242 Once you bought the Crossbow
Medium Quiver +5 7,705 Once you bought the Crossbow
Large Quiver +5 14,950 Sequence 05
Extra-Large Quiver +5 - Only available in some preorder editions
Pistols & Upgrades
Name Capacity/Upgrade Price Available
Pistol 6 - N/A
Bullets - 242 Blacksmith shops at the start of Sequence 02
Capacity Upgrade +2 - Only available in some preorder editions
Throwing Knives & Upgrades
Name Capacity/Upgrade Price Available
Initial Knife Belt 5 - N/A
Throwing Knife - 86 Sequence 02
Knife Belt Upgrade +5 2,185 Sequence 02
Knife Belt Upgrade +5 3,565 Sequence 04
Knife Belt Upgrade +5 7,015 Sequence 06
Knife Belt Upgrade +5 11,845 Sequence 08
Poison Darts & Upgrades
Name Capacity/Upgrade Price Available
Small Poison Vial 5 - N/A
Poison Dose - 201 Sequence 02
Fast Poison - 8,625 Sequence 02
Medium Poison Vial +5 3,220 Sequence 05
Large Poison Vial +5 9,315 Sequence 08
Medicine & Upgrades
Name Capacity/Upgrade Price Available
Medicine - 86 Sequence 01, Memory 5
Small Medicine Pouch 5 - N/A
Medium Medicine Pouch +5 2,875 Sequence 03
Large Medicine Pouch +5 7,130 Sequence 07
Parachutes & Upgrades
Name Capacity/Upgrade Price Available
Small Parachute Bag 5 - Sequence 01, Memory 4
Parachute Refill - 230 Sequence 02
Medium Parachute Bag +5 5,990 Sequence 04
Large Parachute Bag +5 9,718 Sequence 06


Outfits & Armor

From the menu you can find outfits under Inventory > Outfits. There you can select skins unlocked through gameplay or pre-order bonuses. These have no effect on Ezio's capability and are purely visual.

Outfits

Desmond Outfit Unlocked by completing Desmond's Journey #5
Armor of Brutus Only available in certain pre-order editions
Turkish Assassin Armor Only available in certain pre-order editions


Armor

Arms Armor
Name Health Res. HP Price Available
Azap Leather Bracers X XX 200 1,150 Sequence 03
Mamluk Metal Bracers X XXX 300 4,002 Sequence 05
Sepahi Riding Bracers XX XXXX 400 12,696 Sequence 06, Memory 5
Legs Armor
Name Health Res. HP Price Available
Azap Leather Greaves X XX 250 1,265 Sequence 04
Mamluk Metal Greaves XX XXX 300 4,416 Sequence 05
Sepahi Riding Greaves XX XXXX 400 13,662 Sequence 06, Memory 5
Shoulder Armor
Name Health Res. HP Price Available
Azap Leather Spaulders X XXX 300 1,675 Sequence 02
Mamluk Metal Spaulders XX XXXX 450 7,038 Sequence 06
Sepahi Riding Spaulders XXX XXXXX 550 15,456 Sequence 07
Chest Armor
Name Health Res. HP Price Available
Azap Leather Guard XX XXXX 400 2,875 Sequence 04, Memory 4
Mamluk Chest Plate XXX XXXXX 500 7,866 Sequence 06
Sepahi Riding Guard XXXX XXXXXX 600 16,560 Sequence 07


Master Assassin's Armor Set

  • Train seven Assassin recruits to level 11.

Name Health
Master Assassin's Bracers XXX
Master Assassin's Greaves XXX
Master Assassin's Spaulders XXXX
Master Assassin's Chest Guard XXXXX

Special: Makes Ezio so silent that enemies don't turn around when performing High Profile moves on rooftops.


Ishak Pasha's Armor Set

  • Complete the Hagia Sophia Secret Location.

Name Health
Ishak Pasha's Bracers XXX
Ishak Pasha's Greaves XXX
Ishak Pasha's Spaulders XXXX
Ishak Pasha's Chest Guard XXXXX

Special: Has a chance to deflect bullets and reduce the damage from enemy bombs.


Shops

Blacksmith

Category Name Price Availability
Small Weapons Kurdish Jambiya 345 Sequence 02
Macedonian Dagger 518 Sequence 03
Standard Stiletto 805 Sequence 04
Arabian Dagger 2,185 Sequence 05
Butcher's Knife 5,750 Sequence 06
Afghani Khyber Blade 11,040 Sequence 07
Bayezid's Knife 13,248 Sequence 06
-D Medium Weapons Assassin Yataghan Sword - Sequence 01 Memory 2
Byzantine Arming Sword 1,610 Sequence 07
Prussian War Hammer 2,990 Sequence 02
Persian Shamshir 3,163 Sequence 02 Memory 5
Florentine Falchion 6,555 Sequence 03
Merovingian Axe 7,326 Sequence 03 Memory 4
Mercenario War Hammer 7,360 Sequence 04
Condottiero Mace 10,120 Sequence 04 Memory 4
Syrian Sabre 11,960 Sequence 05
Sledgehammer 13,340 Sequence 05 Memory 3
Byzantine Mace 18,055 Sequence 07
Sicilian Rapier 23,736 Sequence 06
Janissary's Kijil 28,290 Sequence 06 Memory 4
Heavy Weapons Bearded Axe 8,050 Sequence 02
French Bastard Sword 14,260 Sequence 04
Condottiero Axe 23,460 Sequence 06
Prussian Long Sword 30,015 Sequence 07
Ranged Weapons Crossbow 22,080 Sequence 02
-C Armor Azap Leather Bracers 1,150 Sequence 03
Azap Leather Greaves 1,265 Sequence 04
Azap Leather Spaulders 403 Sequence 02
Azap Chest Guard 2,875 Sequence 04 Memory 4
Mamluk Metal Bracers 4,002 Sequence 05
Mamluk Metal Greaves 4,416 Sequence 05
Mamluk Metal Spaulders 7,038 Sequence 06
Mamluk Chest Plate 7,866 Sequence 06
Sepahi Riding Bracers 12,696 Sequence 06 Memory 5
Sepahi Riding Greaves 13,662 Sequence 06 Memory 5
Sepahi Riding Spaulders 15,456 Sequence 07
Sepahi Chest Guard 16,560 Sequence 07
Bomb Ingredients Fuse Shell 115 Sequence 03
Indian Gunpowder 288 Sequence 03
Pyrite Coins 144 Sequence 03
Ammunition Pistol Bullet 242 Sequence 02
Throwing Knife 86 Sequence 02
Crossbow Bolt 242 Have Crossbow
Repairs Azap Leather Armor 30 -
Mamluk Metal Armor 60 -
Sepahi Riding Armor 100 -


Tailors

Category Name Price Availability
-F Dye Clothes Original Grey - Sequence 02
Byzantine Red 184 Sequence 02
Algerian Silver 196 Sequence 02
Jannisary Green 196 Sequence 02
Egyptian Blue 322 Sequence 02
Mediterranean Cobalt 460 Sequence 02
Aegean Marble 575 Sequence 02
Topkapi Gold 817 Sequence 02
Syrian Ash 943 Sequence 02
Caspian Teal 1,116 Sequence 02
Cappadocian Amber 1,173 Sequence 02
Yemen Copper 1,725 Sequence 02
Royal Violet 2,496 Sequence 02
Masyal White 2,703 Sequence 02
Bosnian Indigo 3,301 Sequence 02
-C Capacity Upgrades Medium Parachute Bag 5,980 Sequence 04
Large Parachute Bag 9,718 Sequence 06
Medium Medicine Pouch 2,875 Sequence 03
Large Medicine Pouch 7,130 Sequence 07
Medium Poison Vial 3,220 Sequence 05
Large Poison Vial 9,315 Sequence 08
Medium Quiver 7,705 Have Crossbow
Large Quiver 14,950 Sequence 05
Knife Belt Upgrade 1 2,185 Sequence 02
Knife Belt Upgrade 2 3,565 Sequence 04
Knife Belt Upgrade 3 7,015 Sequence 06
Knife Belt Upgrade 4 11,845 Sequence 08
Misc Heavy Stealth 9,488 Sequence 02
Parachute Refill 230 Sequence 02


Book Shops

Category Name Price Availability
-E Constantinople Books The Odyssey 201 Sequence 02
Aeneid 242 Sequence 02
Mu'allaqat 334 Sequence 02
Geography 483 Sequence 02
The History of the Kings 529 Sequence 02
Heimskringla 1,840 Sequence 03 Memory 2
The Book of Prophicies 3,220 Sequence 03 Memory 2
The Golden Ass 3,588 Sequence 03 Memory 2
Parallel Lives 9,085 Sequence 03 Memory 2
Metamorphoses 9,315 Sequence 03 Memory 2
Opus Majus 9,775 Sequence 05
Secret History of Mongols 24,725 Sequence 05
Anabasis Alexandri 27,600 Sequence 05
Record of Grand Historian 44,505 Sequence 05
Cappadocia Books Digenes Akritas 59,800 Sequence 07
Cronica 76,475 Sequence 07
Tirant Lo Blanch 86,250 Sequence 07
Bibliotheca 97,750 Sequence 07
-C Treasure Maps Imperial District Map 1 949 Sequence 03
Imperial District Map 2 1,380 Sequence 03
Galata Map 1 828 Sequence 02
Galata Map 2 1,323 Sequence 02
Beyazid District Map 1 874 Sequence 03
Beyazid District Map 2 1,495 Sequence 03
Constantine District Map 1 897 Sequence 03
Constantine District Map 2 1,633 Sequence 03
Arsenal Map 1,415 Sequence 03
Cappadocia Map 1 1,104 Sequence 07
Cappadocia Map 2 1,760 Sequence 07
Ishak Pasha's Memoir Map 12,075 25 Animus Fragments


Piri Reis

Ingredient Price Availability
Indian Gunpowder 200 Sequence 03
Arabic Gunpowder 315 Sequence 03
Sticky Pouch 300 Complete Sticky Pouch Bomb Mission
Trip Wire 200 Complete Trip Wire Bomb Mission
Sulfur 100 Complete Cherry Bomb Bomb Mission
Salt of Petra 80 Complete Smoke Decoy Bomb Mission
Phosphorous 150 Complete Smoke Screen Bomb Mission
Clatrop 165 Complete Caltrop Bomb Mission
Datura 210 Complete Thunder Bomb Mission
Coal Dust 185 Complete Thunder Bomb Mission
Impact Shell 150 Complete survey mission in Marseille
Fuse Shell 80 Complete survey mission in Tunis
British Gunpowder 420 Complete survey mission in Alexandria
Lambs Blood 125 Complete survey mission in Tripoli
Skunk Oil 55 Complete survey mission in Madrid
Shrapnel 235 Complete survey mission in Genoa
Pyrite Coin 105 Complete survey mission in Lisbon


Black Market Dealers

Bomb Price Availability
Fuse Cherry Bomb 250 Sequence 03
Tripwire Datura Bomb 1,000 Sequence 03
Sticky Splinter Bomb 750 Sequence 03
Impact Splinter Bomb 500 Sequence 03
Impact Caltrop Bomb 400 Sequence 03


Doctors

Category Name Price Availability
Consumables Medicine 86 Sequence 02
Poison 201 Sequence 02
Upgrades Fast Poison 8,625 Sequence 02
Ingredients Skunk Oil 86 Sequence 03
Salt of Petra 115 Sequence 03


Achievements/Trophies

Main Story Milestones
Best Served Cold 20 Silver Complete Sequence 01
Istanbul and Constantinople 20 Silver Complete Sequence 02
Seal the Deal 20 Silver Complete Sequence 03
The Prince 20 Silver Complete Sequence 04
The Plot Thickens 20 Silver Complete Sequence 05
Successes and Failures 20 Silver Complete Sequence 06
Old Boss, New Boss 20 Silver Complete Sequence 07
Priorities 20 Silver Complete Sequence 08
Revelations 50 Gold Complete Sequence 09
Secondary Memories & Optional
Fond Memories 20 Silver Achieve 100% Synch in all Sequences.
Holy Wisdom 20 Bronze Complete the Hagia Sophia's Secret Location
Capped 20 Bronze Collect all Animus Data Fragments
Worth a Thousand Words 20 Bronze Collect all Ishak Pasha's Memoir Pages
Pyromaniac 20 Bronze Complete all Piri Reis Missions
Armchair General 20 Bronze Control all cities (except Rhodes) simultaneously
A Friend Indeed 20 Bronze Complete all Challenges from a single faction
My Protege 20 Bronze Have a trainee reach the rank of Master Assassin
The Mentor 20 Silver Have seven trainees reach the rank of Master Assassin
Sage 20 Bronze Complete all Book Quests
The Early Years 20 Bronze Complete Desmon's Journey, Part 1: Doubts
The Reluctant Assassin 20 Bronze Complete Desmon's Journey, Part 2: Training
Escape to New York 20 Bronze Complete Desmon's Journey, Part 3: Escape
The Rotten Apple 20 Bronze Complete Desmon's Journey, Part 4: Metropolis
Are You Desmond Miles? 20 Bronze Complete Desmon's Journey, Part 5: Regret
Multiplayer
Mastering the Art 30 Silver Earn the Incognito bonus
Tools of the Templar 10 Bronze Purchase your first Ability
Achiever 10 Bronze Complete a challenge
True Templar 20 Silver Reach level 20
Looking Good 10 Bronze Customize a Persona
There Is No "I" in Team 20 Bronze Win a session of a team mode
Make the Headlines 30 Silver Obtain 13 different Accolades
The Way I Like It 20 Bronze Edit your Templar Profile
Explorer 20 Silver Finish a session of each mode
Tactician 30 Silver Score at least 2,505
Unique Feats
Iron Curtain 20 Bronze Perform a perfect Den Defense without using the Cannon attack.
Spider Assassin 20 Bronze Climb Hagia Sofia from the ground to the pinnacle in under 25 secs.
Tax Evasion 10 Bronze Tackle or Leg Sweep a Templar Courier
Lightning Strikes 20 Bronze Kill five guards in 5 secs using only your Hidden Blade.
Overkiller 20 Bronze Assassinate 50 guards with the Hidden Blade.
Show-Off* 20 Bronze Parachute onto a zipline.
Fast Fingers 20 Bronze Have Thieves loot the bodies of 50 guards for you with the Thief Faction Ability.
Mosh Pit 20 Bronze Have 10 guards poisoned at the same time.
Mouse Trap 20 Bronze Kill five guards with a scaffold after they have been stunned by caltrop Bombs.
Craft Maniac 20 Bronze Craft 30 bombs.
Almost Flying 20 Bronze Parachute directly from the top of Galata Tower to the Golden Horn Waterway.
Silent but Deadly 20 Bronze Kill three guards simultaneously with Throwing Knives.
I Can See You 20 Bronze Kill five guards while under the cover of a Smoke Screen bomb.
Monster's Dance 20 Bronze Have a guard incapacitate three civilians while he's poisoned.
Bully 20 Bronze Find and beat up Duccio.
The Conquerer - Platinum Awarded for completing everything else.

  • Parachuting onto a zipline isn't what it sounds like. You have to parachute above a zipline, drop and grab onto the line. This is easy, really. Just remember to tap the release and then hold it down to grab the zipline.


Multiplayer

Because the game makes you go through a tutorial already, and the controls are the same as the story ones, I will skip into information that is new to Revelations and was not in Brotherhood, while highlighting information the you should take into account.

Game Modes

  • These are simple tutorials that you need to finish before playing. Although you only need to do them once, you can do them multiple times to try out different methods.
Introductory Session 1 & 2
Players 1
Duration Infinite
Objective Practice kills, stuns, and escapes.

  • Non-competitive mode, you can use this to learn the lay of the land and how to use your abilities.
Training Ground
Players 1-8
Duration Infinite
Objective Find and kill assigned targets in any way you see fit.

  • The higher you are ranked, the more pursuers will be on you.
  • Use the compass to determine where your enemy is going to be going and cut him off with death.
  • Blend into crowds with persona of the same type as you to lure your pursuers to kill them instead of you.
Wanted
Players 4-8
Duration 10 minutes
Objective Achieve the highest score by killing assigned targets while avoiding death yourself.

  • Hide with personas like yours or allies to blend in.
  • Hiding near your team will grant a bonus for each person in the group. It will also help by having you and your teammates stun incoming groups of enemies.* Morph is a great tool for hiding, while Firecrackers will help you identify your targets from civilians. Throwing Knives are great for stopping targets that decide to run.
Manhunt
Players 4-8 (2 groups)
Duration 2 rounds / 5 mins
Objective Achieve the highest team score, hiding together as targets and performing valuable kills as hunters.

  • As soon as you identify a target, use L1 to lock onto and hunt them.
  • When you lock on an enemy you will no longer be seen on their compass but you will also not see any other Templars. Making you an easytarget for them and not even knowing it.
  • You can identify your pursuer by locking onto them and expose them. This allows you to stun them.
Assassinate
Players 4-8
Duration 10 minutes
Objective Identify, acquire and assassinate the target of your choice to achieve the highest score.

  • When Corrupted, kill your enemies as fast as you can so they don't score.
  • When Uncorrupted, hide and survive as long as possible.
  • Defense Abilities such as Decoy, Morph and Bodyguard are great for hiding.
Corruption
Players 4-8
Duration 3 rounds / 5 mins
Objective Achieve the highest score.

  • Exactly like Wanted, but with no compass and no duplicate Personas.
  • Abilities that change your persona or make more of your persona are the key to surviving longer.
Deathmatch
Players 4-8
Duration 10 minutes
Objective Achieve the highest score by killing assigned targets.

  • This is the same as normal deathmatch, but you can't use abilities.
Easy Deathmatch
Players 4-8
Duration 10 minutes
Objective Achieve the highest score by killing assigned targets.

  • This is like the traditional capture the flag.
  • Inside your territory you are a pursuer, but in theirs you are a target.
  • Getting too close to your base will cause your compass to blur.
Artifact Assault
Players 4-8 (2 groups)
Duration 10 minutes
Objective The team with the highest number of captured artifacts wins.

  • Once you get the artifact you will remain a target until you are killed and lose the artifact.
  • If you run with the artifact, a cursor will appear above you for your pursuers.
  • Hiding gives you a much better bonus than running.
Steal the Artifact
Players 4-8
Duration 10 minutes
Objective Steal the artifact and keep it for as long as you can to achieve the highest score.

  • Using ranged attacks will help you kill VIPs without being killed.
  • Communication is key. Coordinate your attacks and defense of the VIPs by spreading out.
  • You have no Approach Meter when you defend, so don't worry.
Escort
Players 4-8 (2 groups)
Duration 2 rounds / 5 mins
Objective Achieve the highest score by killing VIPs or by escorting them to checkpoints.

  • This is similar to Domination in Call of Duty. It takes less time to capture together than alone.
Chest Capture
Players 4-8 (2 groups)
Duration 2 rounds / 5 mins
Objective Achieve the highest score by capturing the enemy team's chests, and killing members of the opposing team before they reach yours.


Simulation Categories

Games are grouped into similar mode types. Within each group is a set number of game modes that the players can vote on.

Name Theme Game Modes Limitations
Easy Deathmatch Learn the Basics Easy Deathmatch No abilities
Free For All Solo Play Wanted -
Assassinate
Deathmatch
Steal the Artifact
Corruption
Team Objectives Team Play Manhunt -
Chest Capture
Escort
Artifact Assault
Private Friends Only All No XP


Scoring

Although getting kills is what gets you points, the way you get the kills is the real way to score. If you kill a player by openly running up to them you will probably only score 100 pts, but if you stalk them or kill them from cover you will get a bonus for being so clever.

KILL & APPROACH BONUSES
Name Condition PTS
Kill Generic value for basic kill. +100
Aerial Kill Kill from above. +100
Contested Kill Kill while they simultaneously stun you. +100
Acrobatic Kill Kill while climbing or crouching. +200
Grab Kill Kill from below while they are on a ledge. +450
Hidden Kill Kill while hidden. +300
Ground Finish Perform a finishing move on anothers kill. +50
Execution Use the Hidden Gun to kill a running target. +100
Reckless Kill when the Approach Meter is Reckless. +50
Discreet Kill when the Approach Meter is Discreet. +150
Silent Kill when the Approach Meter is Silent. +250
Incognito Kill when the Approach Meter is maxed out. +350
Focus Kill after stalking for 3 secs while the Assassinate button is over their head. +150
Poison Kill using poison. +200
Intercepted Kill another Templar's poisoned target. +50
Mid-Air Perform a kill with the Hidden Gun while they are in the air. +100
ACTION & SESSION BONUSES
First Blood Perform the first kill of the session. +50
Revenge Kill the Templar who killed you last before someone else does. +50
Poacher Kill while another pursuer is within 10m +50
Savior Kill a target that is within 10m of theirs. +50
Honorable Death Stun your pursuer while they kill you. +100
Stun Stun your pursuer. +200
Escape Escape your pursuer. +100
Brutal Escape Stun your pursuer to escape. +200
Hidden Escape Hide to escape your pursuer. +100
Out of Sight Escape Break your pursuers line of sight to escape. +150
Grounded Kill while they are stunned. +50
Multi-Escape Escape two or more pursuers at once. +100
Close Call Escape a pursuer within 10m of you. +50
Lure Your pursuer kills a decoy/lookalike. +100
Chain Perform a kill 10 secs after an escape/stun. +50
Variety Earn 5 different bonuses in a session. +200
Greater Variety Earn 10 different bonuses in a session. +400
Extreme Variety Earn 15 different bonuses in a session. +600
GAME MODE BONUSES
Hidden Alone Hide at least 20m away from another ally in Manhunt. +10
Team Hidden Hide within 20m of an ally in a Manhunt. +20-50
Team Capture Team captured a chest. +50
Last Chest Team capture a third chest. +50
Secured Chest In the zone when a chest is captured. +50
Checkpoint Given when a vIP reaches a checkpoint. +100-500
Possession When in possession of the artifact. +25
Hidden Possession When in possession of the artifact and hidden. +50
Proximity Given when a pursuer is within 20m. +20-80
Low/Medium/High Proximity Given as long as you remain uncorrupted. +20-60
Sudden Death Given when only one uncorrupted is alive. +120
Artifact Stolen Steal the artifact. +150
Artifact Score Bring the enemies pursuer to your base. +500
Support Kill within 20m of your ally with artifact. +50
Recovery Return your artifact to your base. +50
Last Carrier In possession of the artifact at game end. +200
Best Streak Beat the previous best score streak. +200
Steal the Artifact Carry the artifact for 2 minutes in a Steal the Artifact session. +400
TEAM BONUSES
Assist An ally kills/stuns your locked target. +50
Assist Kill Kill a target locked on by a teammate. +50
Assist Stun Stun a pursuer locked by a teammate. +50
Rescued One or your allies kills your pursuer. +50
Rescuer Stun a pursuer who is chasing your allies. +50
Knock Out Team stuns two pursuers within three secs. +100
Revive Help a stunned ally stand up. +50
Multi Kill Team kills two targets within ten secs. +100
Diversion Kill a target being chased by your teammate or have your target killed while chasing. +50


Progression

Every point you earn in a game will translate over into experience to level up your rank. You can level up to 50 and beyond via Prestige mode.

Upon rank up you can receive any of the following:

  • New Abilities, Perks, Kill Streaks or Loss Bonuses
  • A new custom Ability Set
  • An Abilities Crafting point
  • Templar Profile elements such as emblems, titles, picture, etc.
  • Abstergo Dossiers and Videos

Sometimes rewards and items are not automatically awarded, but unlocked, and must be purchased with Abstergo Credits. You earn credits the following ways:

  • Completing each session
  • Finishing in the first three ranks of a session
  • Being the best player of your team
  • Leveling up
  • Obtaining accolades

Rank Awarded / Unlockables Rank Awarded / Unlockables
1 - 4 - 16 Custom Set #3
5 Custom Set #1 Perk: Resistance
Ability: Disguise Perk: Overall Cooldowns
Ability: Decoy 17 Ability: Throwing Knives
6 Loss Bonus: Tracker Ability: Hidden Gun
Loss Bonus: Vision 18 Perk: Blender
7 Perk: Enhanced Ambush Perk: Kill Buffer
Perk: Sentry 19 Custom Set #4
8 Kill Streak: 3 Silent Kills Streak Loss Bonus: Minor Hack
Kill Streak: 5 Kill Streak Loss Bonus: Score x2
9 Ability: Closure 20 Ability: Smoke Bomb
Ability: Tripwire Bomb Ability: Mute
10 Custom Set #2 Ability: Charge
11 Ability: Firecrackers 21 Perk: Easy Chase Breaker
Ability: Templar Vision Perk: Resilience
12 Perk: Hot Pursuit 22 Ability: Poison
Perk: Fast Getaway Ability: Teleport
13 Loss Bonus: Revelation 23 Kill Streak: Silent Animus Hack
Loss Bonus: Boost Cooldown Kill Streak: Animus Hack
14 Kill Streak: 5 Silent Kills Streak 24 -
Kill Streak: 7 Kills Streak 25 Custom Set #5
15 Ability: Morph 26 - 29 -
Ability: Bodyguard 30 2 Ability Crafting Points
31 - 50 -


Abilities

These abilities can be used at anytime as long as the cooldown time has been reached. These can be improved through crafting, which enables you to improve up to two parameters of the chosen ability.

Name LVL Effect
Disguise 5 Change your appearance to look like another Persona and surprise opponents.
Decoy 5 Change the appearance of a civilian to mimic yours and run away, tricking pursuers.
Tripwire Bomb 9 Explodes when a target or pursuer steps on it preventing them from moving or performing any actions for a short time.
Closure 9 Triggers all Chase Breakers around you.
Templar Vision 11 Reveal the identities of other Templars within your line of sight.
Firecrackers 11 Drop firecrackers that blinds opponents and scares civilians. Civilians drop to reveal opponents.
Bodyguard 15 Create a duplicate or you that will protect you from pursuers.
Morph 15 Transform civilians near you into duplicates.
Throwing Knives 17 Throw knives to slow down your opponent.
Hidden Gun 17 Shoot down an opponent once you lock on.
Smoke Bomb 20 Throw a Smoke Bomb to confuse the civilians and opponents.
Mute 20 Prevents Templars around you from using moves.
Charge 20 Rush straight ahead to scatter the crowd and pounce your target.
Teleport 22 Instantly changes your location on the map.
Poison 22 Poison a target to slowly kill them.


Crafting Abilities

Crafting is the process by which you can customize every ability by modifying and tweaking its parameters. This means you can upgrade an ability in the best way that suits you.

Every crafting requires you to pay crafting points (obtained after rank 30) and some Abstergo credits.

You can upgrade the following things:

Range

The range of the ability, such as the area effect of a Smoke Bomb or the distance of Charge.

Duration

How long the effect will last.

Delay

The time the ability takes to engage.

Cooldown

The time you must wait before being able to activate the ability again. Ability upgrades, perks, and streaks can all decrease a cooldown.

Execution Time

The time it takes to perform the ability.

Various Effects

Some abilities may alter the personal attributes of you or your target, or exert special effects on the arena.

Ability Parameters Default Lvl 1 Lvl 2
Tripwire Bomb Range 2 m 2.1 m 2.2 m
Execution Time 5 sec 4.2 sec 3.5 sec
Cooldown 90 sec 80 sec 75 sec
Throwing Knives Speed Decrease 20% 25% 30%
Duration 2.8 sec 3.2 sec 3.5 sec
Cooldown 50 sec 45 sec 40 sec
Closure Range 20 m 25 m 30 m
Duration 5 sec 5.8 sec 6.5 sec
Cooldown 50 sec 45 sec 40 sec
Smoke Bomb Range 3.2 m 3.4 m 3.6 m
Duration 3 sec 3.5 sec 3.8 sec
Cooldown 60 sec 55 sec 45 sec
Teleport Execution Time 2.5 sec 2 sec 1.5 sec
Range 35 m 40 m 45 m
Cooldown 90 sec 80 sec 75 sec
Poison Delay 3.5 sec 5 sec 3.5 sec
Bonus 200 250 300
Cooldown 90 sec 80 sec 75 sec
Bodyguard Range 8 m 10 m 12 m
Duration 8 sec 10 sec 12 sec
Cooldown 50 sec 45 sec 40 sec
Morph Range 3.2 m 3.6 m 4 m
Civilians Morphed 4 5 6
Cooldown 60 sec 55 sec 45 sec
Mute Range 6 m 6.5 m 7 m
Duration 1.5 sec 1.8 sec 2.1 sec
Cooldown 90 sec 80 sec 75 sec
Charge Angle 25 deg 25 deg 30 deg
Duration 2 sec 2.5 sec 3 sec
Cooldown 90 sec 80 sec 75 sec
Templar Vision Duration 3 sec 3.5 sec 4 sec
Distance 25 m 30 m 40 m
Cooldown 75 sec 70 sec 60 sec
Disguise Duration 15 sec 18 sec 20 sec
Cooldown 60 sec 55 sec 45 sec
Effect Stand. Improv. Elite
Firecrackers Range 5 m 5.5 m 6 m
Duration 4 sec 4.5 sec 5 sec
Cooldown 75 sec 70 sec 60 sec
Hidden Blade Focus Time 2 sec 1.5 sec 1 sec
Minimum Hit Chance 30% 45% 60%
Cooldown 90 sec 80 sec 75 sec
Decoy Duration 10 sec 12 sec 15 sec
Cooldown 59 sec 45 sec 40 sec
Effect Stand. Improv. Elite


Kill Streaks & Loss Bonuses

Streaks are performance-based bonuses earned through cumulative accomplishments or successive failures.

A Kill Streak will reward a player with bonuses for success, while Loss Bonuses are rewarded if a player is failing to mount a success.

KILL STREAKS
Name Description Rank
3 Silent Kill Streak Receive 250 pts when you silently kill/stun three targets without being stun/killed. 8
5 Kills Streak Receive 250 pts when you kill/stun five targets without being stun/killed. 8
5 Silent Kill Streak Receive 550 pts when you silently kill/stun five targets without being stun/killed. 14
7 Kills Streak Receive 550 pts when you kill/stun seven targets without being stun/killed. 14
Silent Animus Hack If you perform a seven Silent Kills Streak, this enables you to kill whomever you wish from a distance. You earn 100 pts when you kill a non-target Templar. 23
Animus Hack If you perform a nine Kills Streak, this enables you to kill whomever you want from a distance. You earn 100 pts when you kill a non-target Templar. 23
LOSS BONUSES
Name Description Rank
Vision Reveals the location of out-of-sight targets until you perform a kill. Occurs after five deaths or stuns in a row. 6
Tracker Reveals a target in your sight until you perform a kill. Occurs after five contract losses in a row. 6
Revelation Reveals all pursuers in your sight until you perform a kill. Occurs after five deaths or stuns in a row. 13
Boost Ability cooldowns are reduced until you perform a kill. Occurs after five contract losses in a row. 13
Score x2 Doubles the points earned by your next successful assassination. Occurs after five deaths or stuns in a row. 19
Minor Hack Enables you to kill your next target from a distance. Occurs after five contract losses in a row. 19


Perks

Name Description Rank
Enhanced Auto-Bash Increases the number of civilians you can barge aside before loosing your footing. 7
Sentry Increases the time a target will remain locked when you lose sight of them. 7
Fast Getaway Decreases the time required to escape a pursuer during a chase. 12
Hot Pursuit Increases your speed when chasing a target and slows down the depletion of your Approach Meter. 12
Resistance Reduces your stunned time. 16
Overall Cooldowns Reduces all ability cooldowns. 16
Blender When you blend with a crowd, one of them is automatically morphed to your persona. 18
Kill Buffer Decreases your Kill Streak by one instead of resetting it when you die. 18
Easy Chase Breaker Automatically opens a recently closed Chase Breaker when you approach. 21
Resilience Decreases the duration of abilities used against you. 21


Accolades

Accolades are rewards given at the end of a session for completing certain conditions in the game. By claiming several accolades you can earn additional Abstergo credits. The first time you receive an accolade you will also unlock the Title that corresponds with it.

ABILITIES ACCOLADES
Name Condition
The Hacker Performed the most Animus Hacks.
The Improviser Used the greatest variety of abilities.
The Poisoner Poisoned the most targets.
The Undercover Remained Morphed or Disguised longer than any other participant.
The Victim Spent the most time afflicted by abilities.
The Sniper Had the most Hidden Gun kills.
ASSASSINATION ACCOLADES
Name Condition
The Professional Had the best kills/death ratio.
The Savage Had the most contested kills.
The Expert Had the best single kill score.
The Sacrifical Lamb The first to die.
The Survivor Died the least.
The Target Died the most.
The Champion Had the highest score.
The Slayer Had the most kills.
The Untouchable Was never killed.
STYLE ACCOLADES
Name Condition
The Immortal Stayed alive the longest.
The Wanderer Spent the most time walking.
The Stalker Earned the most Focus bonuses.
The Wingman Earned the most Assist bonuses.
The Master Earned the most Incognito bonuses.
The Vicious Had the most Ground Finishes.
The Gargoyle Spent the most time on rooftops.
The Invisible Had the greatest Approach bonuses.
The Escape Artist Made the most escapes.
The Achiever Finished first, second or third.
The Drunkard Was Stunned the most.
The Stunner Performed the most Stuns.
MODES ACCOLADES
Name Condition
The Savior Revived the most allies.
The Dependable Played on the winning team.
The Lone Wolf Won a Free-For-All session.
The Elusive Was acquired in a lock less than any other participant.
The Wise Killed the least civilians.
The Saint Survived longest as Uncorrupted.
The Thief Stole the most Artifacts.
The Machine Had the longest streak.
The Watchdog Killed the most targets near chests.
The Robber Captured the most chests.
The Protector Killed the most pursuers near VIP's.
The Agitator Killed the most VIP's.
The Clumsy Dropped the most Artifacts.
The Glutton Scored the most Artifacts.
The Stalwart Killed the most Artifact thieves.
The Practiced Made the most kills without being Stunned.
The Lurker Spent the most time blended with an ally.


Multiplayer Challenges

Four types of challenges are recorded in the Progression menu, unlocked by repeating the corresponding feat a certain number of times. You also receive the corresponding Title.

ABILITIES CHALLENGES
Name Condition Total XP
The Deciever Stun a pursuer while Disguised. x5 500
The Liar Kill a target while Disguised. x5 500
The Pyrotchnician Use Firecrackers to kill a blended target. x10 500
The Vanquisher Use Firecrackers and stun your pursuer. x1 500
The Sly Use a Tripwire Bomb to stop your pursuer. x10 500
The Master Hunter Use a Tripwire Bomb to stop and kill your target. x1 500
The Knife Thrower Use Knives to slow then kill a target. x10 500
The Artful Use Knives to knock down a climbing Templar. x5 500
The Puppet Master Make your pursuer kill a Decoy. x10 500
The Manipulator Earn a Lure bonus when your target Stuns a Decoy. x5 500
The Trapper Use Closure to block and killyour target. x5 500
The Clever Use Closure to block your pursuer. x5 500
The Psychic Use Templar Vision to find and kill your target. x10 500
The Evanescent Use Templar Vision to find and stun a pursuer. x5 500
The Observant Use Morph to reveal and kill your target. x3 500
The Chameleon Perform a stun from a Morphed crowd. x5 500
The Boss Make your pursuer kill your Bodyguard. x5 500
The Sharpshooter Use the Hidden Gun to kill a jumping or running target. x5 500
The Huntsman Kill three targets using the Hidden Gun in a session. x3 500
The Magician Use a Smoke Bomb to stop and stun your pursuer. x15 500
The Marauder Stop two Templars with one Smoke Bomb. x5 500
The Relentless Mute and kill your target. x10 500
The Quick-Witted Mute and stun your pursuer. x10 500
The Brute Use Charge to stun your pursuer. x10 500
The Aggressor Charge a target in a crowd. x10 500
The Sandman Use Poison on a stunned Templar. x3 500
The Apothecary Use Poison after focusing on a target. x1 500
The Evader Use Teleport and earn an escape bonus. x3 500
The Unstoppable Activate a Kill Streak x5 750
STYLE CHALLENGES
Name Condition Total XP
The Elite Templar Score at least 6,000 pts in a single session. x1 500
The Artist Perform a kill worth at least 700 pts. x5 500
The Versatile Earn a Variety bonus. x20 500
The Perfectionist Earn a Greater Variety bonus. x5 1000
The Mass Murderer Kill ten targets in a single session. x3 750
The Usurper Take the lead in the last ten seconds of a session. x1 500
The Good Samaritan Revive an ally. x15 500
The Trespasser Taunt a target you've just killed. x3 500
The Provoker Taunt a Templar you've just stunned. x3 500
The Vengeful Earn a Ground Finish bonus. x50 500
The Fighter Perform four stuns without dying. x1 500
The Omnipotent Perform a nine-kill Streak. x1 750
ASSASSINATION CHALLENGES
Name Condition Total XP
The Ambitious Earn the First Blood bonus. x5 500
The Unseen Earn a Hidden Kill bonus. x5 750
The Silent Master Earn a Focus bonus. x5 500
The Flying Templar Earn an Aerial Kill bonus. x25 500
The Killing Machine Perform two kills in less than seven seconds. x1 500
The Wrestler Stun your pursuer. x50 500
The Sagacious Stun your pursuer and kill your target within ten seconds. x1 500
The Crafty Perform two stuns in less than seven seconds. x5 500
The Gatekeeper Use a Chase Breaker to escape. x10 750
The Runaway Earn the Multiple Escape bonus. x1 500
The Escapee Escape your pursuer in a chase. x30 500
MODES CHALLENGES
Name Condition Total XP
The Deathless Stay alive for 60 seconds in Deatmatch. x15 500
The Conqueror Earn a 7-kill streak in Deathmatch. x3 1000
The Competitor Earn a streak of five in Wanted. x10 1000
The Stealth Master Earn five Incognito bonuses in Wanted. x5 500
The Vulture Kill an enemy who has just performed a kill in Assassinate. x10 500
The Punisher Stun, acquire and kill a pursuer in Assassinate. x5 500
The Brawler Perform two stuns without dying in Steal the Artifact. x3 1000
The Audacious Hide with three pursuers in close proximity in Steal the Artifact. x10 500
The Finisher Be in possession of the artifact at the end of a Steal the Artifact. x5 500
The Escapist Survive Sudden Death while Uncorrupted in Corruption. x1 750
The Pure As Uncorrupted, perform three stuns in one round of Corruption. x1 750
The Vector Kill an Uncorrupted during Sudden Death in Corruption. x5 500
The Enduring Earn the Multi-Kill bonus in Manhunt. x10 500
The Medium Kill a target near two Templars with the same Persona in Manhunt. x5 350
The Master Thief Capture a chest in Chest Capture. x15 500
The Burglar Capture a chest while hidden in Chest Capture. x5 750
The Warden Kill a pursuer near a VIP in Escort. x10 500
The Swift Stun an enemy and kill a VIP within five seconds un Escort. x5 750
The Highwayman Score with an Artifact in Artifact Assault. x5 1000
The Eradicator Kill the target holding the Artifact Assault. x5 500
The Vigilant Stun a pursuer near an ally. x50 500
The Serial Killer Play a session with every Persona. x1 500


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http://www.gamefaqs.com/users/Krystal109/contributions/faqs

Author Name Krystal109
GameFAQs Board Name / PM Krystal109
Web Site / Contact krystalnexus [at] yahoo [dot] com


Version History

Current Version

Ver 1.55 - Jan 28, 2014

  • Updated formatting to include new features


Older Versions

Ver 1.54 - Sept 22, 2012

  • Fixed formatting and errors

Ver 1.53 - August 26, 2012

  • Fixed typos and headings

Ver 1.52 - August 22, 2012

  • Fixed typos
  • Update for new table formatting improvements

Ver 1.51 - Mar. 22, 2012

  • Fixed some linking
  • Fixed formatting errors

Ver 1.5 - Jan. 22, 2012

  • Changed to Formatted Layout

Ver 1.0 - Nov. 27, 2011

  • Desmonds Journey Part 4-5
  • Sequence 7-9

Ver 0.6 - Nov. 24, 2011

  • Desmonds Journey Part 1-5
  • Sequence 4-9

Ver 0.3 - Nov. 22, 2011

  • Layout
  • General Information
  • Sequence 1-3
  • Side Quests
  • Weapons


Copyright & Disclaimer

Special Thanks:

  • The Official Piggyback Guide (for all the statistical info, especially on skill lengths in multiplayer and rank progression)


Now for the legal stuff.

This document may be not be reproduced under any circumstances except for personal, private use. It may not be placed on any web site or otherwise distributed publicly without advance written permission from the author. Use of this guide on any other web site or as a part of any public display is strictly prohibited, and a violation of copyright. Unauthorized reproduction and distribution of this document, or any portion of it, may result in severe civil and criminal penalties, and will be prosecuted to the maximum extent possible under the law.

All trademarks and copyrights contained in this document are owned by their respective trademark and copyright holders, even those not explicitly stated herein.

Copyright ゥ 2012-2014 Krystal109. All rights reserved.


Allowed website(s):

  • WWW.GAMEFAQS.COM
  • WWW.NEOSEEKERS.COM
  • WWW.GAMEWISE.CO

These are the only Internet sites that have permission to post this guide. It may not be placed on any web site or otherwise distributed publicly without advance written permission. In another words, this document may not be redistributed in any form unless you have obtained permission from us.

Use of this guide on any other web site or as a part of any public display is strictly prohibited, and a violation of copyright.

(0.0370/d/www3)